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] | 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 |
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] | 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
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] | 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 | [
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"Alternative": null,
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"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]",
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] | 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 |
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] | 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
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] | 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
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] | 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 | [
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] | 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
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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 |
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] | Introduction:
the image between
presence and absence
by Giancarlo Grossi and Andrea Pinotti
Altered states
Dream
Hallucination
Filmic representation
Immersive media
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Introduction:
the image between
1
presence
and absence
Giancarlo Grossi and Andrea Pinotti
Altered states Hallucination Immersive media Filmic representation
Dream
A visual history of alteration
Dream images, anticipations of the future,
memories of the past, perceptual distortions, delusional
hallucinations, cognitions intoxicated by alcohol and drugs
have always inhabited the visual representations of paint-
ings, comics, films, television series, videogames and, more
recently, virtual reality installations. We call them “altered
states of consciousness”, meaning any perceptual state
other than ordinary human perception.2
When they are expressed in a visual form, we see
a material picture which represents a mental image.3 While
a picture is completely experienced by the senses, mental
imagery is ordinarily conceived of as a quasi-perceptual
To quote this essay: G. Grossi and A. Pinotti, “Introduction: the image between presence and absence”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 4-16
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
2 For a rigorous psychological definition of the concept of “altered state of consciousness”,
embracing mental states occurring in sleep, meditation, hypnosis or while using drugs, see
Ch.T. Tart, Altered States of Consciousness (Garden City NY: Doubleday, 1972).
3 The distinction between the materiality, objectivity and prevalent visual character of the
image intended as picture and the immateriality, subjectivity and multisensorial aspect of the
mental image is perfectly explained by W.J.T. Mitchell in “What is an Image?”, New Literary
History 15, no. 3 (1984): 503-537.
GIANCARLO GROSSI AND ANDREA PINOTTI 4 AN-ICON
experience that occurs in the absence of external stimuli.4
What makes these pictures recognizable to us as such? We
cannot, in fact, compare them with the reality of the mental
image, which we know only in the first person, trapped in
the secret of individual experience. And yet, it seems that
the visual has always elaborated strategies, codes, and
arrangements to ensure that, within a visual narrative, an
image is interpreted as absent, because it is present in
a mental space or as a perception of an altered state of
consciousness.
These representations are historically and cul-
turally determined, depending on the way a mental image
is conceived in each era and geographical context. The
French historian Yannick Ripa, for example, has distin-
guished an “ancien régime du rêve”, in which the dream
is thought of as an external and metaphysical entity from
the modern conception that leads it back to the universe
of an inner subjectivity.5
At the same time, the medium that delivers
these mental visions also contributes to differentiating cul-
tural codes and shared representations that shape them. In
Füssli’s The Nightmare (1781) or in Goya’s El sueño de la
razón produce monstruos (1797), the oneiric emerges from
a juxtaposition of the sleeping body with its nightmares,
co-present in the same visual box. Differently, comics such
as Winsor McCay’s Dreams of a Rarebit Fiend (1904-1913)
and Little Nemo in Slumberland (1905-1927), represent
altered states and especially dreaming in a visual regime
that combines simultaneity and succession.6 The result is
a progressive escalation of bizarreness that can only be
interrupted by the last vignette, when the dreamer usually
falls off the bed.
Cinema, ever since Méliès, has used particular
fades such as cross-dissolves to signal the passage from
physical to mental presence, be it in memory, imagination,
4 A. Richardson, Mental Imagery (London: Routledge, 1969).
5 Y. Ripa, Histoire du rêve. Regards sur l’imaginaire des Français au 19e siècle (Paris: Olivier
Orban, 1988).
6 T. Gunning, “The art of succession: reading, writing, and watching comics”, Critical Inquiry
40, no. 3 (2014): 36-51.
GIANCARLO GROSSI AND ANDREA PINOTTI 5 AN-ICON
or dream. Another peculiar case is given by the extreme
instability of the camera with which the alterations caused
by indigestion, drunkenness, and drug consumption are
rendered since early movies. Jean Epstein’s comparison
between alcohol and cinema is thus significant to define the
multiform, fluid, and malleable perception of the universe
introduced by the medium.7
However, none of these codes is fixed: cultural
contexts and historical fractures introduce radical differ-
ences within each mediascape, and the same happens
if we consider processes such as hybridization, conver-
gence, and remediation of the different media. Nevertheless,
a dreamlike or hallucinatory image remains immediately
recognizable to many viewers. It is a representation that
indicates its absence rather than its presence.
The altered states of film theory
The way in which cinema not only records ob-
jective reality but also visualizes mental processes has al-
ways been one of the most hotly-debated questions in film
theory. In 1916, Hugo Münsterberg’s important essay The
Photoplay. A Psychological Study laid the foundations of
the question: the cinematic image is never merely objective,
since the movement and depth that the spectator perceives
in the film do not exist in themselves, but are the product of
the cooperation of the images with the spectator’s mental
activity.8 Moreover, in the film a series of techniques ex-
ternalizes and makes materially visible on the screen cer-
tain mental processes: attention is recreated by the zoom
and the close-up; memory is expressed through the use
of flashbacks; imagination, conceived as the capacity to
anticipate future events, is portrayed through what contem-
porary film grammar would call flashforwards. The relation-
ship between film and mind thus appears analogical, based
7 J. Epstein, “Alcool et cinéma” (1949), in S. Keller, J.N. Paul, eds., Jean Epstein: Critical
Essays and New Translations (Amsterdam: Amsterdam University Press, 2012): 395-404.
8 H. Münsterberg, The Film: A Psychological Study (1916) (New York City: Dover Publications, 1970).
GIANCARLO GROSSI AND ANDREA PINOTTI 6 AN-ICON
on the similarity of the respective cognitive processes.9 A
further peculiarity recognized by Münsterberg is that of
visualizing what the characters “see in their own minds”,10
images belonging to memory and dreams whose transi-
tion is reported by “soft-focus images, lighting variations,
superimpositions”.11
In the same wake, in his famous essay devoted
to Style and Medium in the Motion Pictures (1934), also
Erwin Panofsky remarked that “the movies have the power,
entirely denied to the theater, to convey psychological ex-
periences by directly projecting their content to the screen,
substituting, as it were, the eye of the beholder for the
consciousness of the character”.12
The metonymic and metaphoric relationship
between film and mind – to use Christian Metz’s semio-
logical terminology –13 are the basis of the aesthetic spec-
ificity of cinema, which succeeds in materializing mental
operations with greater effectiveness than the previous arts.
Sergej Eisenstein’s intellectual montage, with its adherence
to thought faculties such as analogies and oppositions, en-
hances this hallucinatory and oneiric power of the movie. It
is no accident that in his Non-indifferent Nature (1945-1947)
the Soviet director and theorist analyzes mental visualiza-
tion techniques such as those used in Loyola’s spiritual
exercises being interested in the artistic achievement of
ecstasy and pathos.14
In many theories cinema takes on the charac-
teristics of a mind objectified in material images and sounds:
a magical double of the self-produced by processes of
9 N. Carroll, “Film/mind analogies: The case of Hugo Münsterberg”, Journal for Aesthetics
and Criticism 46, no. 4 (1988): 489-499.
10 J. Moure, “The cinema as art of the mind: Hugo Münsterberg, first theorist of subjectivity
in film”, in D. Chateau, ed., Subjectivity: Filmic Representation and the Spectator’s Experience
(Amsterdam: Amsterdam University Press, 2011): 23-40, 39.
11 Ibid.
12 E. Panofsky, “Style and medium in the motion pictures” (1934), in Three Essays on Style
(Cambridge MA: The Mit Press, 1995): 98.
13 Ch. Metz, “Metaphor/metonymy, or the imaginary referent”, Camera Obscura: Feminism,
Culture, and Media Studies 3, no. 1 (1981): 42-65. See also L. Williams, “Dream rhetoric and film
rhetoric: metaphor and metonymy in Un chien andalou”, Semiotica 33, no. 1-2 (1981): 87-103.
14 S. Eisenstein, Non-indifferent Nature (1945-1947), trans. H. Marshall (Cambridge-New York
City: Cambridge University Press, 1987): 171. See also M. Lefebvre, “Eisenstein, rhetoric and
imaginicity: towards a revolutionary memoria”, Screen 41, no. 4 (2000): 349-368.
GIANCARLO GROSSI AND ANDREA PINOTTI 7 AN-ICON
identification and projection for Edgar Morin among oth-
ers;15 a brain endowed with perceptions, actions, and affec-
tions according to Gilles Deleuze;16 a narcissistic regression
analogous to dreaming in the perspective of Jean-Louis
Baudry and Christian Metz.17 Metz in particular underlines
some radical differences between cinema and that partic-
ular form of mental image constituted by the dream: the
awareness of being at the cinema versus the unawareness
of dreaming; the impression of reality of the film versus the
illusion of reality of nocturnal visions; the real exteriority of
images and sounds perceived in the cinema versus the inte-
riority of the “hallucinatory psychosis of desire”; the logical
consistency of the film versus the bizarre discontinuity of
dream images. Yet a profound analogy remains in the half-
way states of both cinema and dream: when spectators are
so engrossed that they interact with the characters on the
screen and gesticulate like sleepwalkers, or when, thanks
to the activation of defensive attention, the dream becomes
more lucid and conscious.
Returning to the problem of the representation
of altered states of consciousness, it is necessary to con-
sider how this has a history that is linked to the evolution of
the moving image. In Gilles Deleuze’s cine-philosophy, for
example, it is clear that the emergence of an image capable
of questioning the subjective/objective distinction is linked
to the emergence of modern cinema. In this historical con-
text, in fact, a radical disorganization of the action-image
takes place, with a prevalence of a pure optic-auditory sen-
sation over its motor extension and narrative actualization.
In this way, recollection-images, mental visualizations, hal-
lucinations, and dreams take on a new centrality, in the form
of virtualities that remain suspended and non-actualized,
15 E. Morin, The cinema, or the Imaginary Man (1956), trans. L. Mortimer (Minneapolis MI:
University of Minnesota Press, 2005).
16 G. Deleuze, Cinema 1. The Movement-Image (1983), trans. H. Tomlinson, B. Habberjam
(Minneapolis MI: University of Minnesota Press, 1986); Id., Cinema 2. The Time Image (1985),
trans. H. Tomlinson, R. Galeta (Minneapolis MI: University of Minnesota Press, 1989).
17 J.-L. Baudry, “Ideological effects of the basic cinematographic apparatus” (1970), trans. A.
Williams, Film Quarterly 28, no. 2 (1974): 39-47; Id., “The Apparatus” (1975), trans. B. Augst,
Camera Obscura, no. 1 (1976): 104-126; Ch. Metz, The Imaginary Signifier: Psychoanalysis and
the Cinema (1977), trans. C. Britton et al. (Bloomington IN: Indiana University Press, 1982).
GIANCARLO GROSSI AND ANDREA PINOTTI 8 AN-ICON
typical of a crystal-image in which temporalities are reflect-
ed simultaneously.18 Thus the dream-image assumes a par-
ticular centrality. Following Henri Bergson and his famous
discussion on dreams, Deleuze refers to the panoramic
character of dream-images, which is also typical of near-
death experiences in which the whole of life suddenly ap-
pears before one’s eyes.19 What is created is a weak link
between the optical or auditory sensations and this pan-
oramic view of the whole. There are in fact two procedures
common to the dream-image of cinema:
One proceeds by rich and overloaded means [...] dissolves, super-
impositions, deframings, complex camera movements, special ef-
fects, manipulations in the laboratory [...]. The other, on the contrary,
is very restrained, working by clear cuts or montage-cut, making
progress simply through a perpetual unhinging which “looks like”
dream, but between objects that remain concrete.20
Both recollection-images (flashbacks) and dream-
images are virtual, but in different forms. The recollection-im-
ages are actualized past events, while the dream-images are
rooted in an image that refers itself to another virtual time, thus
activating an infinite path of references. The result is a motor
process very different from the concreteness of action, which
is described by Deleuze following a conceptual apparatus
taken from Ludwig Binswanger, as a movement of the world,
“the fact of being inhaled by the world”.21 This is a virtuality and
immersivity of the image which cinema proposes in its repre-
sentations, but which the new digital media we know today
have the power to realize at a technical level, with the user’s
perception absorbed and enveloped by the virtual image.
The recollection-image and the flashback have
also been the subject of further theoretical investigation
18 A. Powell, Deleuze, Altered States and Film (Edinburgh: Edinburgh University Press, 2007).
19 Deleuze, Cinema 2: 55-67.
20 Ibid.: 58.
21 Ibid.: 291.
GIANCARLO GROSSI AND ANDREA PINOTTI 9 AN-ICON
since Deleuze. One example is Maureen Turim’s work,22 in
which the flashback is considered as a structural device of
film that is fundamental for understanding the non-linear
development of film history itself. This process is particular-
ly visible in the comparison between the representation of
memories in melodrama and that presented by modernist
cinema. At the same time, in the flashback emerges the
strategy through which cinema represents the intersection
between the individual dimension of memory and the so-
cio-political dimension of history.
More recent approaches to the relationship be-
tween cinema and altered states of consciousness see the
medium as a technological extension of a mind-body plexus
to be rediscovered, above all, starting from the media-ar-
chaeological investigation of 19th century sciences of the
mind. This is in fact the episteme that witnesses the emer-
gence of the cinematic experience. Along these lines, we can
quote the genetic relationship between hypnosis and cinema
identified by Ruggero Eugeni,23 Stefan Andriopoulos,24 and
Raymond Bellour;25 the investigation into the relationship
between cinema and hysteria proposed by Rae Beth Gor-
don,26 Emmanuelle André,27 and Mireille Berton;28 and the
link between the psychological mapping of gesture and the
rise of the cinematic apparatus theorized by Pasi Valiaho.29
22 M. Turim, Flashbacks in Film: Memory & History (London: Routledge, 1989). For a
discussion on the relationship between the time of new media devices and the time
represented within them, see G. Stewart, Framed Time. Towards a Postfilmic Cinema
(Chicago-London: University of Chicago Press, 2007).
23 R. Eugeni, La relazione d’incanto. Studi su cinema e ipnosi (Milan: Vita & Pensiero, 2002).
24 S. Andriopoulos, Possessed: Hypnotic Crimes, Corporate Fiction, and the Invention of
Cinema (Chicago-London: University of Chicago Press, 2008).
25 R. Bellour, Les corps du cinéma: hypnose, émotions, animalités (Paris: P.O.L., 2009).
26 R.B. Gordon, Why the French Love Jerry Lewis: From Cabaret to Early Cinema (Stanford:
Stanford University Press, 2001).
27 E. André, Le choc du sujet. De l’hystérie au cinéma (XIXe-XXIe siècle) (Rennes: Presses
Universitaires de Rennes, 2011).
28 M. Berton, Les corps nerveux des spectateurs. Cinéma et sciences du psychisme de 1900
(Lausanne: L’Âge d’Homme, 2015).
29 P. Valiaho, Mapping the Moving Image. Gesture, Thought, and Cinema circa 1900
(Amsterdam: Amsterdam University Press, 2010).
GIANCARLO GROSSI AND ANDREA PINOTTI 10 AN-ICON
From hallucination to virtual realities
In all these theoretical perspectives it becomes
evident how cinema, by representing altered states of con-
sciousness, often reflects on its own affinity with dreams
and hallucination. More precisely, on its identity as a ma-
terialization of mental visualization processes. Ken Rus-
sell’s film Altered States (1980), which also gives the title
to this monographic issue of AN-ICON. Studies in Envi-
ronmental Images, can be considered paradigmatic in this
regard. In this film, the psychiatrist Edward Jessup (William
Hurt), loosely based on the real-life figure of the neurosci-
entist John Lilly, carries out a series of experiments with
the help of an isolation tank and the ingestion of halluci-
nogenic mushrooms. His aim is to understand at first hand
the subjective experience of schizophrenic patients, achiev-
ing a hallucinatory and dream-like perception that belongs
to primitive mental states. The film echoes a number of
ideas related to the redefinition of consciousness typical of
1970s-80s counterculture. Julian Jaynes’s essay The Origin
of Consciousness in the Breakdown of the Bicameral Mind
(1976) is an example of these theories.30 In this book, the
subjective perception of schizophrenia is presented as an
activation of an evolutionary state prior to the emergence
of consciousness, the “bicameral mind”, in which the right
hemisphere of the brain was allocated the function of com-
municating through visual and verbal hallucinations, and
the left hemisphere had the task of obeying and executing.
The film plays on two visual registers: one in the
third person, that of the scientific community observing the
experiment, and one in the first person, where the subjec-
tive hallucinations of the protagonist emerge in fragments.
The hallucination is thus presented as a repeatable experi-
ment, through the insertion of the body in a device suitable
for the production and reproduction of altered states. But
what kind of medium does this device really resemble? The
30 J. Jaynes, The Origin of Consciousness in the Breakdown of the Bicameral Mind (1976)
(Boston MA: Houghton Mifflin, 2000).
GIANCARLO GROSSI AND ANDREA PINOTTI 11 AN-ICON
body is immersed in water which, being at the same tem-
perature as the body, cancels all sensory perception and,
with it, all distinctions between inside and outside, tactile
and external input. In this radical absence of the world, the
mental image takes full shape, enveloping the person and
becoming the only sensory horizon that can be perceived.
Not only that: the mental image presents itself as a real
space, and the effects of the hallucination seem to modify
the user’s own body (in the movie, transforming him into an
Australopithecus). This hallucination represented in cinema
takes us forward to another device, which, like a halluci-
nation, does not allow any escape from the image, but a
radical symbiosis with it. This is virtual reality.
In virtual reality, unlike cinema, it is not so easy
to distinguish between objective and subjective shots.
Firstly, because the virtual frame is always in some way sub-
jective, since its source depends on the movements of the
viewer’s gaze to which it adheres, saturating the field of
vision. Secondly, precisely because of the powerful sense
of presence and feeling of being there produced by virtual
reality, in immersive digital environments it becomes more
difficult to represent the estrangement from actual percep-
tion that a previous medium like cinema obtained through
cross-dissolves and other visual strategies. Is it therefore
possible to portray altered states in immersive media? Can
the tyranny of the sense of presence eliminate the images
of absence, or do we just have to investigate new strategies
of representation?
In fact, some virtual reality installations pres-
ent themselves, directly, in the form of memories, dreams,
hallucinations, mental visions. Examples are virtual reality
experiences such as Notes on Blindness: Into Darkness (Ar-
naud Colinart, Amaury LaBurthe, Peter Middleton, James
Spinney, 2016), in which the user can experience the in-
ner perspective of the blind theologian John Hull; The Key
(Céline Tricart, 2019), which portrays the dreams of an Iraqi
migrant; Porton Down (Callum Cooper, 2019), in which the
user becomes the guinea pig in hallucination tests per-
formed using LSD; Cosmos within Us (Tupac Martir, 2019)
GIANCARLO GROSSI AND ANDREA PINOTTI 12 AN-ICON
dedicated to the temporally and spatially unregulated per-
ception of an Alzheimer’s patient; finally, the mystical and
lysergic journey of the Amazonian shamanic ritual repro-
duced in Ayahuasca - Kosmik Journey (Jan Kounen, 2019).
The present issue
These are problems that the first issue of AN-
ICON. Studies on Environmental Images aims to investigate.
A peculiar attention is devoted to the comparison between
two media systems: an analogue system, dominated by
the altered states of cinema, and a virtual one, where new
experiential possibilities of virtual, augmented, and mixed
reality emerge. The problem that runs through this com-
parison is essentially whether the possibility of presenting
perceptively distorted states belongs more properly to the
cinematic image, or whether it is still at the center of the
new digital and immersive mediascape.
Barbara Grespi’s and Giuseppe Previtali’s con-
tributions are directly related in their common purpose to
search for a status of the virtual image in cinema in some
nodal moments of film theory that interrogate the repre-
sentation of mental states. Grespi’s essay starts from Wim
Wenders’ Until the End of the World (1991) and from the
capability of the imaginary device represented in the movie
to exteriorize and prosthesize subjective experiences such
as visions and dreams. The fictional medium, halfway be-
tween cinema and virtual reality, allows Grespi to reflect on
the filmic access to mental states. This issue is investigated
through the recovery of the first, but lesser-known, of the
two volumes of Esthétique et psychologie du cinéma (1963-
1965) by Jean Mitry. This is a pillar of film theory, analyzed
by Grespi in its unacknowledged Husserlian roots. Thus,
the technical and psychic concept of “projection”, under-
stood as a specific form of actualization, “an effect in which
the perception of physical image intersects with mental
envisioning”, becomes especially central to introduce a
GIANCARLO GROSSI AND ANDREA PINOTTI 13 AN-ICON
possible comparison between the cinematic forms of the
visible and those that emerge in virtual experiences.
Cinematic altered states, however, undergo
radical transformations in history: this is what Previtali’s arti-
cle discusses, drawing on Gilles Deleuze’s theory of cinema
and examining the differences between the movement-im-
age of classical cinema, in which dreams and memories
are also expressed as physical realities intertwined with
the world, and the time-image of modern cinema, capable
of adhering to the dynamics of thought. For Previtali, an
example of this process is Ingmar Bergman’s Wild Straw-
berries (1957), where recollection-images are not real flash-
backs, but rather virtual mixtures of memory, imagination,
and dream, as evidenced by the fact that the protagonist
relives the past moments of his childhood and youth while
remaining as old as he actually is in the present.
Still anchored to Bergman’s cinema, Luca Ac-
quarelli’s investigation into the emergence of hallucination
within the cinematic diegesis is grounded in the semiotic
analysis of a further incursion: that of the photographic
still image within the equidistant flow of the film’s moving
frames. This can be seen in Bergman’s Persona (1966),
but also in Michelangelo Antonioni’s Blow Up (1966) and
Chris Marker’s La Jetée (1962), the latter consisting almost
entirely of still images. In these moments a new balance
is established between dream-states and the testimonial
power of the image, seen through André Bazin’s conception
of photography as “true hallucination”.
Enrico Terrone, in a different perspective, con-
siders cinema in terms of a disembodied experience, or-
ganized in a space that has our sight but not our body as
its own center. Because of this condition, cinema is able
to approximate to non-perceptual attitudes such as mem-
ories and dreams, but not completely emulate them. On
the contrary, this emulation would be a concrete possibility
for virtual reality precisely thanks to its adherence to the
gaze and body of the spectator coupled with a potential
GIANCARLO GROSSI AND ANDREA PINOTTI 14 AN-ICON
for manipulation and alteration that it is impossible to find
in another embodied experience such as that of theater.
But how are altered states expressed in the new
immersive and digital mediascape? Is it possible in virtual
reality to make a distinction between the representation of
a real state from that of an exclusively mental state? First
of all, we need to investigate how the digital radically trans-
forms the very ideas of visual perception and image. This is
evident in Antonio Somaini’s contribution, devoted to new
artificial intelligence technologies such as machine learning
and machine vision. In fact, their non-human perceptual
functions appear in some cases as altered states that pro-
duce dreamlike images, similar to those found in computer
programs such as the one called, significantly, Google Deep
Dream. Thus, it becomes necessary for Somaini to study
the artistic practices that exploit the productive potential
of machine learning in a creative and revolutionary way,
such as in the artworks of Trevor Paglen, Hito Steyerl, and
Grégory Chatonsky.
The perceptual dimension is also at the center
of Claudio Paolucci’s contribution. From the point of view of
cognitive semiotics, Paolucci investigates the hallucinatory
character of ordinary perception, always shaped by the in-
tervention of imagination, to analyze the way mental states
are represented in virtual and augmented environments.
If perception can be defined in terms of a hallucination
controlled by the world, what changes in immersive envi-
ronments is only the simulated character of the world itself.
The states of imagination, memory, and hallucination are
then reproduced in virtual and augmented reality following
two possible strategies: either in a pan-perceptual modal-
ity, exploiting the full sense of presence produced by the
immersive devices, or following the audiovisual strategies
inherited from previous audiovisual languages with which
virtual and augmented reality share the same formal appa-
ratus of enunciation. To exemplify this double expressive
GIANCARLO GROSSI AND ANDREA PINOTTI 15 AN-ICON
possibility, Paolucci analyzes the immersive videogame
Resident Evil 7: Biohazard.
At this point, it becomes necessary to under-
stand what the specifically dreamlike and hallucinatory
character of virtual reality consists of and how it differs
from other established media. The joint paper written by
film theorist Martine Beugnet and new media artist Lily
Hibberd focuses on the role played by darkness, which in
the new immersive media takes on a completely new po-
tential compared to cinema. In fact, it becomes an intrinsic
component of the environmentalized image of the former
– coupled with the illusion of depth and the replication of
motion. If the darkness of the traditional audiovisual dis-
tinguishes states of self and otherness, in virtual reality it
envelops the users depriving them of the sense of distance
and leading them back to a state of radical loss, in which
they are haunted by sporadic sounds and visions, faithful
to the dynamics more proper to memory and dream.
Pietro Montani’s essay then becomes the ef-
fective conclusion and synthesis of all the questions raised
by this issue. The dreamlike character of virtual reality con-
sists for Montani in a precise work of oneiric imagination,
capable of distancing itself from linguistic thought without
getting trapped in a pure hallucination, but finding its proper
status in what Freud defines as “Bilderschrift” (pictographic
script), a syncretic relationship between images and writ-
ing functions, both pre-linguistic and performative, which
can also be read in the Kantian terms of a schematization
without concept. An expressive condition which resurfaces
in early cinema and especially in Eisenstein’s film theory
of the 1920s and which today finds a specific declination
in immersive virtual installations such as Carne y Arena
(2017) by Alejandro Gonzalez Iñárritu and VR_I (2018) by
choreographer Gilles Jobin, where different participants
can share a collective lucid dream. In fact, new media do
not merely represent altered states of consciousness: they
take on their performative power.
GIANCARLO GROSSI AND ANDREA PINOTTI 16 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
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] | Introduction:
the image between
presence and absence
by Giancarlo Grossi and Andrea Pinotti
Altered states
Dream
Hallucination
Filmic representation
Immersive media
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Introduction:
the image between
1
presence
and absence
Giancarlo Grossi and Andrea Pinotti
Altered states Hallucination Immersive media Filmic representation
Dream
A visual history of alteration
Dream images, anticipations of the future,
memories of the past, perceptual distortions, delusional
hallucinations, cognitions intoxicated by alcohol and drugs
have always inhabited the visual representations of paint-
ings, comics, films, television series, videogames and, more
recently, virtual reality installations. We call them “altered
states of consciousness”, meaning any perceptual state
other than ordinary human perception.2
When they are expressed in a visual form, we see
a material picture which represents a mental image.3 While
a picture is completely experienced by the senses, mental
imagery is ordinarily conceived of as a quasi-perceptual
To quote this essay: G. Grossi and A. Pinotti, “Introduction: the image between presence and absence”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 4-16
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
2 For a rigorous psychological definition of the concept of “altered state of consciousness”,
embracing mental states occurring in sleep, meditation, hypnosis or while using drugs, see
Ch.T. Tart, Altered States of Consciousness (Garden City NY: Doubleday, 1972).
3 The distinction between the materiality, objectivity and prevalent visual character of the
image intended as picture and the immateriality, subjectivity and multisensorial aspect of the
mental image is perfectly explained by W.J.T. Mitchell in “What is an Image?”, New Literary
History 15, no. 3 (1984): 503-537.
GIANCARLO GROSSI AND ANDREA PINOTTI 4 AN-ICON
experience that occurs in the absence of external stimuli.4
What makes these pictures recognizable to us as such? We
cannot, in fact, compare them with the reality of the mental
image, which we know only in the first person, trapped in
the secret of individual experience. And yet, it seems that
the visual has always elaborated strategies, codes, and
arrangements to ensure that, within a visual narrative, an
image is interpreted as absent, because it is present in
a mental space or as a perception of an altered state of
consciousness.
These representations are historically and cul-
turally determined, depending on the way a mental image
is conceived in each era and geographical context. The
French historian Yannick Ripa, for example, has distin-
guished an “ancien régime du rêve”, in which the dream
is thought of as an external and metaphysical entity from
the modern conception that leads it back to the universe
of an inner subjectivity.5
At the same time, the medium that delivers
these mental visions also contributes to differentiating cul-
tural codes and shared representations that shape them. In
Füssli’s The Nightmare (1781) or in Goya’s El sueño de la
razón produce monstruos (1797), the oneiric emerges from
a juxtaposition of the sleeping body with its nightmares,
co-present in the same visual box. Differently, comics such
as Winsor McCay’s Dreams of a Rarebit Fiend (1904-1913)
and Little Nemo in Slumberland (1905-1927), represent
altered states and especially dreaming in a visual regime
that combines simultaneity and succession.6 The result is
a progressive escalation of bizarreness that can only be
interrupted by the last vignette, when the dreamer usually
falls off the bed.
Cinema, ever since Méliès, has used particular
fades such as cross-dissolves to signal the passage from
physical to mental presence, be it in memory, imagination,
4 A. Richardson, Mental Imagery (London: Routledge, 1969).
5 Y. Ripa, Histoire du rêve. Regards sur l’imaginaire des Français au 19e siècle (Paris: Olivier
Orban, 1988).
6 T. Gunning, “The art of succession: reading, writing, and watching comics”, Critical Inquiry
40, no. 3 (2014): 36-51.
GIANCARLO GROSSI AND ANDREA PINOTTI 5 AN-ICON
or dream. Another peculiar case is given by the extreme
instability of the camera with which the alterations caused
by indigestion, drunkenness, and drug consumption are
rendered since early movies. Jean Epstein’s comparison
between alcohol and cinema is thus significant to define the
multiform, fluid, and malleable perception of the universe
introduced by the medium.7
However, none of these codes is fixed: cultural
contexts and historical fractures introduce radical differ-
ences within each mediascape, and the same happens
if we consider processes such as hybridization, conver-
gence, and remediation of the different media. Nevertheless,
a dreamlike or hallucinatory image remains immediately
recognizable to many viewers. It is a representation that
indicates its absence rather than its presence.
The altered states of film theory
The way in which cinema not only records ob-
jective reality but also visualizes mental processes has al-
ways been one of the most hotly-debated questions in film
theory. In 1916, Hugo Münsterberg’s important essay The
Photoplay. A Psychological Study laid the foundations of
the question: the cinematic image is never merely objective,
since the movement and depth that the spectator perceives
in the film do not exist in themselves, but are the product of
the cooperation of the images with the spectator’s mental
activity.8 Moreover, in the film a series of techniques ex-
ternalizes and makes materially visible on the screen cer-
tain mental processes: attention is recreated by the zoom
and the close-up; memory is expressed through the use
of flashbacks; imagination, conceived as the capacity to
anticipate future events, is portrayed through what contem-
porary film grammar would call flashforwards. The relation-
ship between film and mind thus appears analogical, based
7 J. Epstein, “Alcool et cinéma” (1949), in S. Keller, J.N. Paul, eds., Jean Epstein: Critical
Essays and New Translations (Amsterdam: Amsterdam University Press, 2012): 395-404.
8 H. Münsterberg, The Film: A Psychological Study (1916) (New York City: Dover Publications, 1970).
GIANCARLO GROSSI AND ANDREA PINOTTI 6 AN-ICON
on the similarity of the respective cognitive processes.9 A
further peculiarity recognized by Münsterberg is that of
visualizing what the characters “see in their own minds”,10
images belonging to memory and dreams whose transi-
tion is reported by “soft-focus images, lighting variations,
superimpositions”.11
In the same wake, in his famous essay devoted
to Style and Medium in the Motion Pictures (1934), also
Erwin Panofsky remarked that “the movies have the power,
entirely denied to the theater, to convey psychological ex-
periences by directly projecting their content to the screen,
substituting, as it were, the eye of the beholder for the
consciousness of the character”.12
The metonymic and metaphoric relationship
between film and mind – to use Christian Metz’s semio-
logical terminology –13 are the basis of the aesthetic spec-
ificity of cinema, which succeeds in materializing mental
operations with greater effectiveness than the previous arts.
Sergej Eisenstein’s intellectual montage, with its adherence
to thought faculties such as analogies and oppositions, en-
hances this hallucinatory and oneiric power of the movie. It
is no accident that in his Non-indifferent Nature (1945-1947)
the Soviet director and theorist analyzes mental visualiza-
tion techniques such as those used in Loyola’s spiritual
exercises being interested in the artistic achievement of
ecstasy and pathos.14
In many theories cinema takes on the charac-
teristics of a mind objectified in material images and sounds:
a magical double of the self-produced by processes of
9 N. Carroll, “Film/mind analogies: The case of Hugo Münsterberg”, Journal for Aesthetics
and Criticism 46, no. 4 (1988): 489-499.
10 J. Moure, “The cinema as art of the mind: Hugo Münsterberg, first theorist of subjectivity
in film”, in D. Chateau, ed., Subjectivity: Filmic Representation and the Spectator’s Experience
(Amsterdam: Amsterdam University Press, 2011): 23-40, 39.
11 Ibid.
12 E. Panofsky, “Style and medium in the motion pictures” (1934), in Three Essays on Style
(Cambridge MA: The Mit Press, 1995): 98.
13 Ch. Metz, “Metaphor/metonymy, or the imaginary referent”, Camera Obscura: Feminism,
Culture, and Media Studies 3, no. 1 (1981): 42-65. See also L. Williams, “Dream rhetoric and film
rhetoric: metaphor and metonymy in Un chien andalou”, Semiotica 33, no. 1-2 (1981): 87-103.
14 S. Eisenstein, Non-indifferent Nature (1945-1947), trans. H. Marshall (Cambridge-New York
City: Cambridge University Press, 1987): 171. See also M. Lefebvre, “Eisenstein, rhetoric and
imaginicity: towards a revolutionary memoria”, Screen 41, no. 4 (2000): 349-368.
GIANCARLO GROSSI AND ANDREA PINOTTI 7 AN-ICON
identification and projection for Edgar Morin among oth-
ers;15 a brain endowed with perceptions, actions, and affec-
tions according to Gilles Deleuze;16 a narcissistic regression
analogous to dreaming in the perspective of Jean-Louis
Baudry and Christian Metz.17 Metz in particular underlines
some radical differences between cinema and that partic-
ular form of mental image constituted by the dream: the
awareness of being at the cinema versus the unawareness
of dreaming; the impression of reality of the film versus the
illusion of reality of nocturnal visions; the real exteriority of
images and sounds perceived in the cinema versus the inte-
riority of the “hallucinatory psychosis of desire”; the logical
consistency of the film versus the bizarre discontinuity of
dream images. Yet a profound analogy remains in the half-
way states of both cinema and dream: when spectators are
so engrossed that they interact with the characters on the
screen and gesticulate like sleepwalkers, or when, thanks
to the activation of defensive attention, the dream becomes
more lucid and conscious.
Returning to the problem of the representation
of altered states of consciousness, it is necessary to con-
sider how this has a history that is linked to the evolution of
the moving image. In Gilles Deleuze’s cine-philosophy, for
example, it is clear that the emergence of an image capable
of questioning the subjective/objective distinction is linked
to the emergence of modern cinema. In this historical con-
text, in fact, a radical disorganization of the action-image
takes place, with a prevalence of a pure optic-auditory sen-
sation over its motor extension and narrative actualization.
In this way, recollection-images, mental visualizations, hal-
lucinations, and dreams take on a new centrality, in the form
of virtualities that remain suspended and non-actualized,
15 E. Morin, The cinema, or the Imaginary Man (1956), trans. L. Mortimer (Minneapolis MI:
University of Minnesota Press, 2005).
16 G. Deleuze, Cinema 1. The Movement-Image (1983), trans. H. Tomlinson, B. Habberjam
(Minneapolis MI: University of Minnesota Press, 1986); Id., Cinema 2. The Time Image (1985),
trans. H. Tomlinson, R. Galeta (Minneapolis MI: University of Minnesota Press, 1989).
17 J.-L. Baudry, “Ideological effects of the basic cinematographic apparatus” (1970), trans. A.
Williams, Film Quarterly 28, no. 2 (1974): 39-47; Id., “The Apparatus” (1975), trans. B. Augst,
Camera Obscura, no. 1 (1976): 104-126; Ch. Metz, The Imaginary Signifier: Psychoanalysis and
the Cinema (1977), trans. C. Britton et al. (Bloomington IN: Indiana University Press, 1982).
GIANCARLO GROSSI AND ANDREA PINOTTI 8 AN-ICON
typical of a crystal-image in which temporalities are reflect-
ed simultaneously.18 Thus the dream-image assumes a par-
ticular centrality. Following Henri Bergson and his famous
discussion on dreams, Deleuze refers to the panoramic
character of dream-images, which is also typical of near-
death experiences in which the whole of life suddenly ap-
pears before one’s eyes.19 What is created is a weak link
between the optical or auditory sensations and this pan-
oramic view of the whole. There are in fact two procedures
common to the dream-image of cinema:
One proceeds by rich and overloaded means [...] dissolves, super-
impositions, deframings, complex camera movements, special ef-
fects, manipulations in the laboratory [...]. The other, on the contrary,
is very restrained, working by clear cuts or montage-cut, making
progress simply through a perpetual unhinging which “looks like”
dream, but between objects that remain concrete.20
Both recollection-images (flashbacks) and dream-
images are virtual, but in different forms. The recollection-im-
ages are actualized past events, while the dream-images are
rooted in an image that refers itself to another virtual time, thus
activating an infinite path of references. The result is a motor
process very different from the concreteness of action, which
is described by Deleuze following a conceptual apparatus
taken from Ludwig Binswanger, as a movement of the world,
“the fact of being inhaled by the world”.21 This is a virtuality and
immersivity of the image which cinema proposes in its repre-
sentations, but which the new digital media we know today
have the power to realize at a technical level, with the user’s
perception absorbed and enveloped by the virtual image.
The recollection-image and the flashback have
also been the subject of further theoretical investigation
18 A. Powell, Deleuze, Altered States and Film (Edinburgh: Edinburgh University Press, 2007).
19 Deleuze, Cinema 2: 55-67.
20 Ibid.: 58.
21 Ibid.: 291.
GIANCARLO GROSSI AND ANDREA PINOTTI 9 AN-ICON
since Deleuze. One example is Maureen Turim’s work,22 in
which the flashback is considered as a structural device of
film that is fundamental for understanding the non-linear
development of film history itself. This process is particular-
ly visible in the comparison between the representation of
memories in melodrama and that presented by modernist
cinema. At the same time, in the flashback emerges the
strategy through which cinema represents the intersection
between the individual dimension of memory and the so-
cio-political dimension of history.
More recent approaches to the relationship be-
tween cinema and altered states of consciousness see the
medium as a technological extension of a mind-body plexus
to be rediscovered, above all, starting from the media-ar-
chaeological investigation of 19th century sciences of the
mind. This is in fact the episteme that witnesses the emer-
gence of the cinematic experience. Along these lines, we can
quote the genetic relationship between hypnosis and cinema
identified by Ruggero Eugeni,23 Stefan Andriopoulos,24 and
Raymond Bellour;25 the investigation into the relationship
between cinema and hysteria proposed by Rae Beth Gor-
don,26 Emmanuelle André,27 and Mireille Berton;28 and the
link between the psychological mapping of gesture and the
rise of the cinematic apparatus theorized by Pasi Valiaho.29
22 M. Turim, Flashbacks in Film: Memory & History (London: Routledge, 1989). For a
discussion on the relationship between the time of new media devices and the time
represented within them, see G. Stewart, Framed Time. Towards a Postfilmic Cinema
(Chicago-London: University of Chicago Press, 2007).
23 R. Eugeni, La relazione d’incanto. Studi su cinema e ipnosi (Milan: Vita & Pensiero, 2002).
24 S. Andriopoulos, Possessed: Hypnotic Crimes, Corporate Fiction, and the Invention of
Cinema (Chicago-London: University of Chicago Press, 2008).
25 R. Bellour, Les corps du cinéma: hypnose, émotions, animalités (Paris: P.O.L., 2009).
26 R.B. Gordon, Why the French Love Jerry Lewis: From Cabaret to Early Cinema (Stanford:
Stanford University Press, 2001).
27 E. André, Le choc du sujet. De l’hystérie au cinéma (XIXe-XXIe siècle) (Rennes: Presses
Universitaires de Rennes, 2011).
28 M. Berton, Les corps nerveux des spectateurs. Cinéma et sciences du psychisme de 1900
(Lausanne: L’Âge d’Homme, 2015).
29 P. Valiaho, Mapping the Moving Image. Gesture, Thought, and Cinema circa 1900
(Amsterdam: Amsterdam University Press, 2010).
GIANCARLO GROSSI AND ANDREA PINOTTI 10 AN-ICON
From hallucination to virtual realities
In all these theoretical perspectives it becomes
evident how cinema, by representing altered states of con-
sciousness, often reflects on its own affinity with dreams
and hallucination. More precisely, on its identity as a ma-
terialization of mental visualization processes. Ken Rus-
sell’s film Altered States (1980), which also gives the title
to this monographic issue of AN-ICON. Studies in Envi-
ronmental Images, can be considered paradigmatic in this
regard. In this film, the psychiatrist Edward Jessup (William
Hurt), loosely based on the real-life figure of the neurosci-
entist John Lilly, carries out a series of experiments with
the help of an isolation tank and the ingestion of halluci-
nogenic mushrooms. His aim is to understand at first hand
the subjective experience of schizophrenic patients, achiev-
ing a hallucinatory and dream-like perception that belongs
to primitive mental states. The film echoes a number of
ideas related to the redefinition of consciousness typical of
1970s-80s counterculture. Julian Jaynes’s essay The Origin
of Consciousness in the Breakdown of the Bicameral Mind
(1976) is an example of these theories.30 In this book, the
subjective perception of schizophrenia is presented as an
activation of an evolutionary state prior to the emergence
of consciousness, the “bicameral mind”, in which the right
hemisphere of the brain was allocated the function of com-
municating through visual and verbal hallucinations, and
the left hemisphere had the task of obeying and executing.
The film plays on two visual registers: one in the
third person, that of the scientific community observing the
experiment, and one in the first person, where the subjec-
tive hallucinations of the protagonist emerge in fragments.
The hallucination is thus presented as a repeatable experi-
ment, through the insertion of the body in a device suitable
for the production and reproduction of altered states. But
what kind of medium does this device really resemble? The
30 J. Jaynes, The Origin of Consciousness in the Breakdown of the Bicameral Mind (1976)
(Boston MA: Houghton Mifflin, 2000).
GIANCARLO GROSSI AND ANDREA PINOTTI 11 AN-ICON
body is immersed in water which, being at the same tem-
perature as the body, cancels all sensory perception and,
with it, all distinctions between inside and outside, tactile
and external input. In this radical absence of the world, the
mental image takes full shape, enveloping the person and
becoming the only sensory horizon that can be perceived.
Not only that: the mental image presents itself as a real
space, and the effects of the hallucination seem to modify
the user’s own body (in the movie, transforming him into an
Australopithecus). This hallucination represented in cinema
takes us forward to another device, which, like a halluci-
nation, does not allow any escape from the image, but a
radical symbiosis with it. This is virtual reality.
In virtual reality, unlike cinema, it is not so easy
to distinguish between objective and subjective shots.
Firstly, because the virtual frame is always in some way sub-
jective, since its source depends on the movements of the
viewer’s gaze to which it adheres, saturating the field of
vision. Secondly, precisely because of the powerful sense
of presence and feeling of being there produced by virtual
reality, in immersive digital environments it becomes more
difficult to represent the estrangement from actual percep-
tion that a previous medium like cinema obtained through
cross-dissolves and other visual strategies. Is it therefore
possible to portray altered states in immersive media? Can
the tyranny of the sense of presence eliminate the images
of absence, or do we just have to investigate new strategies
of representation?
In fact, some virtual reality installations pres-
ent themselves, directly, in the form of memories, dreams,
hallucinations, mental visions. Examples are virtual reality
experiences such as Notes on Blindness: Into Darkness (Ar-
naud Colinart, Amaury LaBurthe, Peter Middleton, James
Spinney, 2016), in which the user can experience the in-
ner perspective of the blind theologian John Hull; The Key
(Céline Tricart, 2019), which portrays the dreams of an Iraqi
migrant; Porton Down (Callum Cooper, 2019), in which the
user becomes the guinea pig in hallucination tests per-
formed using LSD; Cosmos within Us (Tupac Martir, 2019)
GIANCARLO GROSSI AND ANDREA PINOTTI 12 AN-ICON
dedicated to the temporally and spatially unregulated per-
ception of an Alzheimer’s patient; finally, the mystical and
lysergic journey of the Amazonian shamanic ritual repro-
duced in Ayahuasca - Kosmik Journey (Jan Kounen, 2019).
The present issue
These are problems that the first issue of AN-
ICON. Studies on Environmental Images aims to investigate.
A peculiar attention is devoted to the comparison between
two media systems: an analogue system, dominated by
the altered states of cinema, and a virtual one, where new
experiential possibilities of virtual, augmented, and mixed
reality emerge. The problem that runs through this com-
parison is essentially whether the possibility of presenting
perceptively distorted states belongs more properly to the
cinematic image, or whether it is still at the center of the
new digital and immersive mediascape.
Barbara Grespi’s and Giuseppe Previtali’s con-
tributions are directly related in their common purpose to
search for a status of the virtual image in cinema in some
nodal moments of film theory that interrogate the repre-
sentation of mental states. Grespi’s essay starts from Wim
Wenders’ Until the End of the World (1991) and from the
capability of the imaginary device represented in the movie
to exteriorize and prosthesize subjective experiences such
as visions and dreams. The fictional medium, halfway be-
tween cinema and virtual reality, allows Grespi to reflect on
the filmic access to mental states. This issue is investigated
through the recovery of the first, but lesser-known, of the
two volumes of Esthétique et psychologie du cinéma (1963-
1965) by Jean Mitry. This is a pillar of film theory, analyzed
by Grespi in its unacknowledged Husserlian roots. Thus,
the technical and psychic concept of “projection”, under-
stood as a specific form of actualization, “an effect in which
the perception of physical image intersects with mental
envisioning”, becomes especially central to introduce a
GIANCARLO GROSSI AND ANDREA PINOTTI 13 AN-ICON
possible comparison between the cinematic forms of the
visible and those that emerge in virtual experiences.
Cinematic altered states, however, undergo
radical transformations in history: this is what Previtali’s arti-
cle discusses, drawing on Gilles Deleuze’s theory of cinema
and examining the differences between the movement-im-
age of classical cinema, in which dreams and memories
are also expressed as physical realities intertwined with
the world, and the time-image of modern cinema, capable
of adhering to the dynamics of thought. For Previtali, an
example of this process is Ingmar Bergman’s Wild Straw-
berries (1957), where recollection-images are not real flash-
backs, but rather virtual mixtures of memory, imagination,
and dream, as evidenced by the fact that the protagonist
relives the past moments of his childhood and youth while
remaining as old as he actually is in the present.
Still anchored to Bergman’s cinema, Luca Ac-
quarelli’s investigation into the emergence of hallucination
within the cinematic diegesis is grounded in the semiotic
analysis of a further incursion: that of the photographic
still image within the equidistant flow of the film’s moving
frames. This can be seen in Bergman’s Persona (1966),
but also in Michelangelo Antonioni’s Blow Up (1966) and
Chris Marker’s La Jetée (1962), the latter consisting almost
entirely of still images. In these moments a new balance
is established between dream-states and the testimonial
power of the image, seen through André Bazin’s conception
of photography as “true hallucination”.
Enrico Terrone, in a different perspective, con-
siders cinema in terms of a disembodied experience, or-
ganized in a space that has our sight but not our body as
its own center. Because of this condition, cinema is able
to approximate to non-perceptual attitudes such as mem-
ories and dreams, but not completely emulate them. On
the contrary, this emulation would be a concrete possibility
for virtual reality precisely thanks to its adherence to the
gaze and body of the spectator coupled with a potential
GIANCARLO GROSSI AND ANDREA PINOTTI 14 AN-ICON
for manipulation and alteration that it is impossible to find
in another embodied experience such as that of theater.
But how are altered states expressed in the new
immersive and digital mediascape? Is it possible in virtual
reality to make a distinction between the representation of
a real state from that of an exclusively mental state? First
of all, we need to investigate how the digital radically trans-
forms the very ideas of visual perception and image. This is
evident in Antonio Somaini’s contribution, devoted to new
artificial intelligence technologies such as machine learning
and machine vision. In fact, their non-human perceptual
functions appear in some cases as altered states that pro-
duce dreamlike images, similar to those found in computer
programs such as the one called, significantly, Google Deep
Dream. Thus, it becomes necessary for Somaini to study
the artistic practices that exploit the productive potential
of machine learning in a creative and revolutionary way,
such as in the artworks of Trevor Paglen, Hito Steyerl, and
Grégory Chatonsky.
The perceptual dimension is also at the center
of Claudio Paolucci’s contribution. From the point of view of
cognitive semiotics, Paolucci investigates the hallucinatory
character of ordinary perception, always shaped by the in-
tervention of imagination, to analyze the way mental states
are represented in virtual and augmented environments.
If perception can be defined in terms of a hallucination
controlled by the world, what changes in immersive envi-
ronments is only the simulated character of the world itself.
The states of imagination, memory, and hallucination are
then reproduced in virtual and augmented reality following
two possible strategies: either in a pan-perceptual modal-
ity, exploiting the full sense of presence produced by the
immersive devices, or following the audiovisual strategies
inherited from previous audiovisual languages with which
virtual and augmented reality share the same formal appa-
ratus of enunciation. To exemplify this double expressive
GIANCARLO GROSSI AND ANDREA PINOTTI 15 AN-ICON
possibility, Paolucci analyzes the immersive videogame
Resident Evil 7: Biohazard.
At this point, it becomes necessary to under-
stand what the specifically dreamlike and hallucinatory
character of virtual reality consists of and how it differs
from other established media. The joint paper written by
film theorist Martine Beugnet and new media artist Lily
Hibberd focuses on the role played by darkness, which in
the new immersive media takes on a completely new po-
tential compared to cinema. In fact, it becomes an intrinsic
component of the environmentalized image of the former
– coupled with the illusion of depth and the replication of
motion. If the darkness of the traditional audiovisual dis-
tinguishes states of self and otherness, in virtual reality it
envelops the users depriving them of the sense of distance
and leading them back to a state of radical loss, in which
they are haunted by sporadic sounds and visions, faithful
to the dynamics more proper to memory and dream.
Pietro Montani’s essay then becomes the ef-
fective conclusion and synthesis of all the questions raised
by this issue. The dreamlike character of virtual reality con-
sists for Montani in a precise work of oneiric imagination,
capable of distancing itself from linguistic thought without
getting trapped in a pure hallucination, but finding its proper
status in what Freud defines as “Bilderschrift” (pictographic
script), a syncretic relationship between images and writ-
ing functions, both pre-linguistic and performative, which
can also be read in the Kantian terms of a schematization
without concept. An expressive condition which resurfaces
in early cinema and especially in Eisenstein’s film theory
of the 1920s and which today finds a specific declination
in immersive virtual installations such as Carne y Arena
(2017) by Alejandro Gonzalez Iñárritu and VR_I (2018) by
choreographer Gilles Jobin, where different participants
can share a collective lucid dream. In fact, new media do
not merely represent altered states of consciousness: they
take on their performative power.
GIANCARLO GROSSI AND ANDREA PINOTTI 16 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
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] | Between the mind
and the senses:
Jean Mitry’s approach
to cinematic consciousness.
Toward an idea of the virtual
image in the cinema
by Barbara Grespi
Mitry
(I)
Husserl
Mental state
Projection
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Between the mind and
the senses: Jean Mitry’s
approach to cinematic
consciousness.
Toward an idea of the vi1 rtual
image in the cinema (I)
by Barbara Grespi
Abstract Representing altered states of consciousness,
even through the most phantasmal of technical images, is
an inherent contradiction; once we attribute a physical body,
i.e. objectivity, to mental images, we deny what Husserl
considers their very essence. Jean Mitry draws from this
assumption when discussing filmic access to mental states
from a phenomenological perspective. The following essay
reconsiders Mitry’s contribution with specific reference to
the role of projection, technically and metaphorically speak-
ing, in the cinematic technique and imagination; this, with
the intention of suggesting some crucial questions for the
comparison between the filmic forms of the visible and
those inaugurated by the technology of the virtual.
Mitry Husserl Mental state Projection Imagination
To quote this essay: B. Grespi, “Between the mind and the senses: Jean Mitry’s approach
to cinematic consciousness. Toward an idea of the virtual image in the cinema (I)”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 17-36
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
BARBARA GRESPI 17 AN-ICON
Le cinéma transforme l’écran en une image d’image.2
A silver visor, you would say an ancestor of a
VR headset were it not for the cap that wraps around the
lower part of the skull. It causes a sharp pain in the eyes
and its function is not to watch images, but to record
them, like an ordinary video camera. Nevertheless, it has
no lens but two satin panels, one for each eye. From the
outside, you can see the signal of a scanner running; fr m
the inside, the captured images appear on two side-by-side
screens. It is the device invented by Wim Wenders for Until
the End of the World (Bis ans Ende der Welt, 1991) (Fig.1),
in the story, a prototype which all the great world powers
are hunting down in the fevered climate of the end of the
millennium. Its camera captures the biochemical event of
vision, that is, not only what you see but also how your
brain reacts to the perceived images, collecting electrical
stimuli directly from the nerves. The recorded “visual”
impulses can thus be transmitted to the brain of another
person, even a blind one, and this allows them to see
without using the retina. Still, as the story progresses, the
machine evolves into something even more complicated: a
technique for extracting from the mind images which are
completely independent of sight and correspond to pure
imagination, dreams or memories. Sight translated into
data gives birth to “artificial” images, segmented in a grid
and the result of numbers; imagination, on the other hand,
has pictorial qualities, strong colours and blurred
borders. Sci-fi cinema provides a long list of vision
machines, but Wenders’ possesses a special allure,
balanced, as it is, between the old and the new.
2 Dr. Allendy [René Allendy], “La valeur psychologique de l’image”, in AA.VV., L’art
cinématographique (Paris: Felix Alcan, 1926): 75-103, 77.
BARBARA GRESPI 18 AN-ICON
Fig. 1. Wim Wenders, Until the End of the World
(Bis ans Ende der Welt), 1991. Screen capture.
Between cinema and VR: an exquisitely optical
prosthesis, it creates abstract images, devoid of somatic
and sensory traces, but at the same time it is a medium of
intersubjectivity, which allows the exchange of visions at a
neural level. It is a digital device, but also a truth machine:
it records, documents, reflects even the unconscious, or
the deepest levels of our psyche. It represents the cinema
in its increasingly sharp juxtaposition to other technologies
of the contemporary era, such as VR: the first in perpetual
balance between body and mind, the second completely
biased towards the sensory.
The representation of mental acts in cinema
is always, as in Wenders’ movie, a metafilmic moment in
which the image consciousness is elaborated, together with
the ways in which multiple factors, material and immaterial,
contribute to it, including the gaze and its structure. In the
following pages, by rediscovering Jean Mitry’s reading of
Husserl’s thinking, we will discuss the role of projection,
technically and metaphorically speaking, in filmic access
to the mental; this with the intention of bringing out some
crucial questions for the comparison between the cinematic
forms of the visible and those inaugurated by the technol-
ogy of the virtual.
BARBARA GRESPI 19 AN-ICON
The mental image and the filmic image
Beyond what they represent, filmic images are
“situated” in a space halfway between the mental and the
real: the iconic stream that the spectator sees flowing would
not exist outside his or her mind, which integrates and
merges the perception of the single frames thus creating
the movie. Even before the birth of cinema, the paradoxi-
cal nature of the moving image struck William James, who
referred to it to describe consciousness in terms of a zoe-
trope: just as that optical toy produces effects of continuity
by making discontinuous fragments flow, so the conscious-
ness merges its sequences of scattered and uninterrupted
micro-perceptions into an illusory whole.3 The similarity
between the film and the activity of the mind will be at the
core of one of the first essays in film theory, The Photoplay
by Hugo Münsterberg, a former student of medicine who
converted to psychology under the influence of Wilhelm
Wundt, and later became James’s colleague at Harvard.4
The reference to James’s metaphor of the zoetrope allows
us to understand what Münsterberg meant by suggesting
that photographic images had been estranged from physi-
cal reality once they had achieved movement – contrary to
what one might naturally think – and were brought closer
to the reality of consciousness.
The massive outer world has lost its weight, it has been freed from
space, time, and causality, and it has been clothed in the forms of
our own consciousness. The mind has triumphed over matter, and
the pictures roll on with the ease of musical tones.5
Münsterberg develops a precise parallel be-
tween cinema and mind, seeing the main filmic techniques
3 “Is consciousness really discontinuous, incessantly interrupted and recommencing (from
the psychologist’s point of view)? And does it only seem continuous to itself by an illusion
analogous to that of the zoetrope? Or is it at most times as continuous outwardly as it inwardly
seems?”. W. James, The Principles of Psychology (Create Space, 2017): 125.
4 M. Münsterberg, Hugo Münsterberg: His Life and Work (New York: Appleton & Co., 1922): 21-22.
5 H. Münsterberg, “The psychology of the photoplay” (1916), in A. Langdale, ed., The
Photoplay: A Psychological Study and Other Writings (New York-London: Routledge, 2002):
153-154.
BARBARA GRESPI 20 AN-ICON
as reflecting the activities of consciousness, such as atten-
tion (corresponding to the close-up and the shifting from
in-focus to out-of-focus), memory (represented by flash-
back as enclosure of the past in the present) and emotion
(in its development, according to William James, from a
kinesthetic sensation).6 This early conception of the mind
as a movie justifies the most common visual rhetoric that
complemented the representation of a character’s mental
acts: fading, superimposition, soft focus. Becoming con-
solidated precisely in the years in which Münsterberg wrote
his essay, these optical effects aim at framing a segment
of the visible within a zone which is not real and not certain,
just as the discontinuous hyphens of the thinking bubbles in
comics highlight the difference between a thought spoken
out loud and one which remains unspoken in the charac-
ter’s mind. Transitions in classical cinema in essence pro-
duce the slow fading of the actual into the mental, evoking
an idea of the mind as a place of weakening, intermingling
and metamorphosing of sensory input.
These narrative fragments which interrupt the
flow of the film by jumping onto a different level and moving
beyond the diegetic physical reality, are thus presented and
interpreted as the “contents” of a fictional consciousness;
this implies believing that the human mind operates by
storing impressions derived from perception in the shape
of ghostly pictures to be inspected, when needed, by the
mind’s eye. We are familiar with this notion, its ancient roots
and its points of junction with modern thinking,7 as well as
its confutation by phenomenology, whose intake is crucial
but still difficult to integrate into studies of the imagination.8
Even a thinker like Sartre who tries to get rid, precisely
through Husserl, of the idea of the mind as a repository of
images, was victim to the same “illusion of immanence” that
6 Münsterberg shares the Jamesian perspective (the famous: “we do not weep because
we are sad, but we are sad because we weep”). H. Münsterberg, “The psychology of the
photoplay”: 107-108.
7 See the ancient idea of the mind as a room furnished with images in F.A. Yates, The Art of
Memory (New York-London: Routledge, 1966).
8 See for instance J. Jansen, “Imagination: phenomenological approaches”, in M. Kelly, ed.,
Encyclopedia of Aesthetics (Oxford: Oxford University Press, 2014): 430-434.
BARBARA GRESPI 21 AN-ICON
he intended to criticize once he admitted the existence of
a “psychic object” (the analogon) and presented it as the
mediator of the imaginative process.9
Sartre is very much present in Esthétique et
psychologie du cinéma by Jean Mitry, the massive trea-
tise in two volumes written by the French critic, activist
and director between 1963 and 1965,10 a work capable of
bridging, as Dudley Andrew wrote, the formalism of clas-
sical theory with emerging semiotics.11
The second volume, centered on form and cin-
ematic language, is the best known and most appreciated,
while volume one, particularly eclectic, has suffered from
an evident removal, also highlighted by the significant cuts
made in current French and English editions.12 Here we
find the first remarkable confrontation of film theory with
Husserl, an attempt recognized by the pioneers of the phe-
nomenological approach to cinema, but never investigated,
and even dismissed, in the numerous developments of this
branch of study.13 Mitry discusses precisely the theme of
mental images, which Husserl brought together under the
umbrella term of Phantasie, to indicate both the ensem-
ble of images devoid of physical support and the act of
imagination through which they “appear” (erscheinen).14
It is an act of imagination that which gives shape to a
physical image, deposited on a support and capable of
9 Casey recognized the error. See E.S. Casey, “Sartre on imagination”, in P.A. Schilpp, ed.,
The Philosophy of Jean-Paul Sartre (La Salle: Open Court 1981): 16-27.
10 J. Mitry, Esthétique et psychologie du cinéma (vol. I: Le structure, and vol. II: Les formes)
(Paris: Editions Universitaires, 1963, 1965). A useful rediscovery of Mitry’s contribution to film
theory in: M. Lefebvre, “Revisiting Mitry’s Esthétique et Psychologie du Cinéma at Fifty”, Mise
au point [online], no. 6 (2014), accessed February 20, 2021.
11 See D. Andrew, The Major Film Theories: An Introduction (Oxford: Oxford University
Press,1976): 181ff.
12 The current English edition The Aesthetics and Psychology of the Cinema (Bloomington:
Indiana University Press, 1997) was translated from the abridged French edition of 1990. We
will quote from this book, unless otherwise specified.
13 Vivian Sobchack recognizes his engagement in a Husserlian phenomenology of
cinema – see her The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 29 – while A. Casebier, Film and Phenomenology: Toward
a Realist Theory of Cinematic Representation (Cambridge-New York: Cambridge University
Press, 1991) prefers to lean upon Baudry. Christian Ferencz-Flatz and Julian Hanich dismiss
Mitry’s idea of mental image as a distortion of the phenomenological arguments. See their
stimulating introduction “What is film phenomenology?” to “Film and phenomenology”, Studia
Phaenomenologica XVI (2016): 36.
14 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925) (Dordrecht:
Springer, 2005).
BARBARA GRESPI 22 AN-ICON
depicting an absent entity (Bildvorstellung), as well as that
which creates mental images (Phantasievorstellung), which
are by no means comparable to “iconic contents” of the
consciousness, but rather to be understood as intuitions
based on “sensorial phantasms”.15 Mitry does not refer to
these precise pages of Husserl, whose essential theses
are however echoed, but rather he remodels phenomenol-
ogy under the influence of his experience of the cinema.
Esthétique et psychologie du cinéma stems indeed from a
general philosophical position – a unique case in film theory,
if we exclude Deleuze’s two tomes – a thesis in which it is
of primary importance to define the role of perception by
mediating among Husserl’s theses, Sartre and psychology.
In Mitry’s interpretation of intentionality, per-
ception is an act based on sensory impressions but is
not reduced to them; consciousness completes them, by
extracting an object from the undifferentiated continuum
that constitutes matter and hence giving form, by difference,
also to the subject. Consciousness is based on mental
images, which are not residues of ocular perception which
have survived in the absence of the object, and nor are they
entities existing in themselves and of which thought could
avail itself; they are rather forms through which thought
became aware of itself. With this idea, Mitry gets rid of the
metaphor of consciousness as a receptacle of data and
substitutes it with that of consciousness as a reflex of per-
ception. With perception in the absence of the object, that
is Phantasie, the glare of consciousness is, so to speak,
one-way: “the mental image is the product of a wish di-
rected toward the object which we know to be absent [...]
it is the consciousness of that wish becoming ‘known’ in
the object of its volition”.16
15 In Husserl called precisely “Phantasmen”. In the comment on Husserl’s theory of
imagination, we follow C. Calì, “Husserl and the phenomenological description of imagery:
some issues for the cognitive sciences?”, Arhe 4, no. 10 (2006): 25-36 and Husserl e
l’immagine (Palermo: Aesthetica Preprint, 2002): 113-114.
16 J. Mitry, The Aesthetics and Psychology of the Cinema: 35-36.
BARBARA GRESPI 23 AN-ICON
The moving image consciousness
Mitry’s starting point, therefore, is not the cin-
ematic representation of consciousness, but the mental
images that become part of the imaginative process; this
process is extremely important in cinema, a medium which
powerfully simulates the real but at the same time possess-
es a deep-rooted ghostly nature. According to Mitry, this
double character of cinema is reflected by the two kinds
of signs of which it is composed: linguistic and psycholog-
ical signs; linguistic signs give shape to the filmic images
(through a grammar of the visible), psychological signs con-
struct mental images (with the collaboration of the spectator).
To understand how these two “signs” intersect
in the beholder’s experience, it is necessary to come back
to Husserl and his well-known tripartition regarding image
consciousness, which is not clearly referenced in Esthétique
et psychologie du cinema, but still recognisable in many
lines. Husserl’s classification is based on three perceptive
dimensions: the first is the “image-thing” (Bildding), that
is, the concrete material of which the image is made, its
support; the second is the “image-object” (Bildobje t), that
is, the immaterial object which depicts something (the ide-
al content of a series of perception);17 the last is the “im-
age-subject” (Bildsujet), that is, the depicted subject (the
referent in the real world).18 A subtle but substantial differ-
ence separates the image-thing from the image-object: if
the support were damaged or destroyed (for instance, if a
canvas was torn), the image-object would not be affected,
because it does not possess a real existence, neither inside
nor outside of consciousness (only a complex of sensations
experienced by the spectator in front of the pigments exists,
as well as the way in which he invests it with intentionality,
by creating image consciousness). This component is more
easily understood in the case of the mental image, which
17 In Mitry’s words, see J. Mitry, The Aesthetics and Psychology of the Cinema: 27.
18 I use this expression, although I am aware that between the image and the subject
there is not properly a semiotic relationship. See C. Rozzoni, Nell’immagine: Realtà, fantasia,
esperienza estetica (Milan: Le Monnier, 2017): 9.
BARBARA GRESPI 24 AN-ICON
lacks a material support, in contrast to the physical image.
Still, there is a minor difference between the two, because
what matters is their common capacity of actualizing absent
objects (that is to say, making them present). The illusion
of presence is based on the production of sensorial phan-
tasms that allow us to guess how an object would be if it fell
under the sphere of our senses, for instance touch or hear-
ing, but first and foremost sight.19 An “optical” phantasm
makes us intuit how a specific object would appear to our
gaze within a particular environment, and this imaginative
act covers our perception, albeit not totally. Indeed, the
mental image as well as the physical image insert them-
selves into the perception in a contrastive way, that is, not
fully covering and substituting our reality, but allowing us
to keep it alive. It is not a question of greater or lesser illu-
sionistic power (some images could appear so real to be
mistaken for reality), and neither of frames (a more or less
marked discontinuity in the space where they are situated),
rather it is a matter of time: Husserl points out that this is
more the contrast between the time of the image-object
and the actual present,20 to which our body belongs above
all (but also the Bildding, if we are talking about physical
images). Here below, the echo of these concepts in Mitry:
We have seen that the mental image presents a reality both vi-
sualized and recognized as absent. If, as I write these lines, I think
of my car in the garage, I can see it perfectly well, mentally - or,
at least, I can see a certain aspect of it - but I am seeing it as not
present. It appears to my consciousness as an image certifying
the absence of what I am thinking about - more especially since,
19 This is what was brightly called an “artificial presence”. See L. Wiesing, Artificial Presence:
Philosophical Studies in Image Theory (Stanford: Stanford University Press, 2010).
20 “[The image-thing] bears within itself the characteristic of unreality, of conflict with the
actual present. The perception of the surroundings, the perception in which the actual present
becomes constituted for us, continues on through the frame and then signifies ‘printed paper’
or ‘painted canvas’”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925):
51 (emphasis in the original). On this base, I suspect that we should abandon the optical idea
of the frame when we face an environmental image (like VR), and rethink it in corporeal terms,
considering the spectator’s real body as the border; indeed, you always have the possibility to
leave the artificially present world not by seeing outside of the image, but certainly by touching
the surrounding space and objects (or people), that is, paradoxically, becoming aware of the
unreal in the very moment in which we get the chance to imagine the real through our body
(thus in a perfect inversion of the cinematic relationship between reality and imagination).
BARBARA GRESPI 25 AN-ICON
in so doing, I do not stop perceiving the world impinging on me
from all sides. The mental image is therefore a product of the will
standing in opposition to our normal perception of the world and
its objects and which, though coexisting with it, becomes more
isolated the more directly in opposition it stands.21
Mitry realises that these ideas are of great im-
portance for the analysis of cinematic images, which had
also attracted Husserl’s attention, albeit fleetingly. The great
philosopher’s reflections about the art of the twenty-century
concern the repeatability of cinematic screenings such as
to leave the image-object unaltered,22 and the intensity of
the actualization produced by filmic images, so high as to
reduce the perception of the image-thing to the minimum.
“Deception and sensory illusion of the sort belonging to
panorama images, cinematographic images, and the like”,
he wrote, “depend on the fact that the appearing objects
in their whole appearing state are slightly or imperceptibly
different from the objects appearing in normal perception.
One can know in these cases that these are mere image
objects, though one cannot vitally sense this”.23 His ger-
minal reflection on cinema has been taken up by some
important contributions, mainly centered on the relation-
ship between consciousness and true believing and on
the interplay between actor and character;24 but the path
indicated by Mitry is just as interesting and perhaps more
in line with Husserl’s suggestions. Mitry wrote:
Stuck to a cellulose base, projected onto a screen [...] the film image,
in contrast with the mental image, is objectively present; but, like
the mental image, it is the image of an absent reality, a past real-
ity of which it is merely the image. Its concrete reality is that it is
21 J. Mitry, The Aesthetics and Psychology of the Cinema: 82-83.
22 “If I let a cinematographic presentation run off repeatedly, then (in relation to the subject)
the image object in the How of its modes of appearance and each of these modes of
appearance itself is given as identically the same image object or as identically the same mode
of appearance”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 646.
23 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 146.
24 See C. Rozzoni, “Cinema Consciousness: Elements of a Husserlian Approach to Film
Image”, Studia Phaenomenologica, XVI (2016): 294-324; J. Brough, “Showing and Seeing:
Film as Phenomenology”, in J. D. Parry, ed., Art and Phenomenology (New York-London:
Routledge, 2010): 192-214.
BARBARA GRESPI 26 AN-ICON
fixed to a support and is thus objectively present and analyzable.
The reality recorded on the celluloid strip is at all times capable of
being projected. In this sense, projection is a kind of “actualization”
in the same way as the mental image.25
In these lines, a central question arises: in cin-
ema, the act of making something present (“actualization”,
he writes, alluding specifically to Husserl) takes place in
the very moment of projection, because the strip of film is
only a “latent movie”; according to Mitry, the celluloid is
the main support (the image-thing), while the screen un-
balances perception from the thing to the object, allowing
movement to be seen. Neither the destruction of the film,
nor even a scratch in the screen cancels the object-film,
which, as we said, is that ideal content which, though cre-
ated during the projection, survives it – as Orson Welles’
Don Quixote never ceases to teach us, a foolish spectator
who stabs the white screen with his sword in an attempt to
heroically oppose his enemies of light and shadow. Welles
shows that the screen is not the canvas, is not one and the
same with the image, which resists its destruction, both
because it is anchored to another, more real support, and
because it lives in the mind, paradigmatically in that of the
visionary Don Quixote. The celluloid is more similar to the
concrete materials of the painter, so much so that the di-
rector selects carefully its size and sensitivity, while he can
do nothing with the surface of the screen. But if we look
back at the origins, we find the two supports imploded
into each other: in pre-cinema, frame and screen coincide,
because the illusion of movement, for instance in Muto-
scope, depends on the flow of photographs bound one on
top of the other, within the screen format created by their
borders: the “book”.
Do we have thus a double “thingness” in the
filmic image? And if so, is it not a fundamental prop-
erty of all technical images,26 even in the many variants
25 J. Mitry, The Aesthetics and Psychology of the Cinema: 31, 83.
26 This is perhaps another way to interpret the idea of technical images as proposed by V. Flusser,
Into the Universe of Technical Images (1985) (Minneapolis: University of Minnesota Press, 2011).
BARBARA GRESPI 27 AN-ICON
of the analogue, but also digital system? The material cin-
ematic film behaves like photosensitive paper in photogra-
phy, or data code in the digital system, while the shadows
projected on the screen correspond to the photographic
positive, and to the extraction of the mpeg file on the dis-
play. From photography onwards,27 to codify an image and
to visualize it, that is to render it accessible to the human
eye, became two different and not necessarily concurrent
processes; obviously, with the transition to digital, the gap
between the two moments widens, because there the ma-
trix is no more a first, far-fetched or incomplete visualization
of the subject, but its translation into a numerical language,
not accessible to the senses, and thus potentially shared
only by machines.28 But the point is: to develop a theory of
cinematic image anchored to the process of visualization
instead of that of encoding – focusing at the same time on
the spectator because, as Münsterberg said, without him
the image in motion simply does not exist – we have to work
on the intersection between the physical and the mental.
By a different route, Tom Gunning drew similar
conclusions, when he re-launched the theory of realism
moving from Metz’s brief incursion into phenomenologi-
cal territory;29 Gunning is not a supporter of the deviation
toward the mental, but certainly an adversary of Peirce’s
indexicality when used to reduce the impression of reality
in cinema to the sole photographic base. Thomas Elsaess-
er, on the other hand, is not a phenomenologist but he
rediscovered the “mental side” of cinema when he drew
the distinction between the transmission of the image to
the human senses and its recording through traces, rather
than optical geometry. Indeed, he saw the model of this
process in the human memory, as Freud had conceived it
(that is like a Mystic Writing Pad), and proposed to re-start
27 But not in its daguerreotype version, which did not use the positive-negative reverse
process: the metal film plate in the camera was developed as a positive and as a unique copy.
28 On this topic see: F. Casetti, A. Pinotti, “Post-cinema ecology”, in D. Chateau, J. Moure,
eds., Post-cinema: Cinema in the Post Art Era (Amsterdam: Amsterdam University Press,
2020): 193-218.
29 C. Metz, “On the impression of reality in the cinema”, in Film Language: A Semiotics of the
Cinema (New York: Oxford University Press, 1974): 3-28, discussed by T. Gunning, “Moving
away from the index: cinema and the impression of reality”, differences 18, no. 1 (2007): 29-52.
BARBARA GRESPI 28 AN-ICON
the theoretical discourse about cinema from its nature of
interface between data and the human senses, in the key
of an archaeology of the digital.30
These excellent contributions are perfectly in
tune with Mitry’s emphasis on projection as a Husserlian
moment of actualization, an effect in which the perception
of physical image intersects with mental envisioning; in it
“the film frame merely takes the place of the mental image
with all the force of its credible reality”.31 Moreover, Metz
quoted by Gunning builds on Mitry in his analysis of the
“filmic mode”, which he defines “the mode of presence”,32
thinking not of a state of sensory overwhelming, but of an
active consciousness made up of the mental reflexes of
perception. Nevertheless, the mental, though it is a reflex
and a logic of the images, is precisely what the film could
never make visible. “It is completely impossible to repre-
sent a mental image”, Mitry wrote, “since, having become
visual, it ceases to be mental”.33
The filmic image is helpless in the face of what
is not accessible to the sight or at least what no one has
ever seen; for this reason, Mitry would probably have ap-
preciated the frameless film by Douglas Gordon (Feature
Film, 1999), a video installation that basically consists of an
orchestra performing the full soundtrack written by com-
poser Bernard Hermann for the film Vertigo (Alfred Hitch-
cock,1958). On the two walls of the exhibition room, only
the conductor appears in large mirror projections. However,
the real images filling the room are not the physical ones
on the walls, but those which flow in the viewer’s mind
in correspondence with the musical notes: the sequence
where Kim Novak jumps into the bay under San Francisco’s
Golden Gate Bridge, or when she comes back in her green
suit like a ghost. The spectator experiences a kind of vision
30 T. Elsaesser, “Freud as media theorist: mystic writing pads and the matter of memory”,
Screen 50, no. 1 (2009): 100-113. Kuntzel already worked on the similarities between Freudian
model of memory and the cinema, see: T. Kuntzel, “A note upon the filmic apparatus”,
Quarterly Review of Film Studies, no. 1 (1976): 266-271.
31 J. Mitry, The Aesthetics and Psychology of the Cinema: 86.
32 C. Metz, “On the impression of reality in the cinema”: 4.
33 J. Mitry, The Aesthetics and Psychology of the Cinema: 209.
BARBARA GRESPI 29 AN-ICON
not based on retina, as the director himself reports, refer-
ring to interviews with spectators coming out of the gallery:
Vertigo is projected through the ears into the mind of the
person listening to Hermann’s notes.
States of mind and self projection
Are we to think, then, that only the absence of
images triggers imagination? And if it is totally impossible
to simulate the mental with the means of cinema, how shall
we construe the numerous attempts, since the origins of the
medium, to simulate altered states of consciousness? Mitry
argues that dream sequences, hallucinations and premo-
nitions are not the most mental but the most subjective,34
and in this he joins Wenders, whose machine will show
that the mental could be translated into the visible only by
sharing subjectivity. Therefore, the result of the cinematic
simulation of altered states depends on the ways in which
the movie makes the viewer slip into the consciousness
of a character, articulating his or her seeing and feeling
through the “subjective shot”.
Film theory has always juxtaposed two forms
of the cinematic gaze: the so-called objective shot, corre-
sponding to the simulation of a world that is completely
independent from every perception, be this human, animal
or belonging to other living and non-living species, and
the subjective shot, the simulation of a perceived world,
thus filtered at a sensorial and cognitive level through a
specific fictional identity. The analysis of these two modes,
together with other more nuanced ones, are part of the
glorious problem of the point of view in the cinema, a pro-
tagonist of the semiotic-narratological debate of the Eight-
ies and Nineties, also discussed towards the end of the
season in Vivian Sobchack’s phenomenology, which takes
up precisely Mitry’s contribution. The chapters about the
point of view in Esthétique et psychologie du cinéma are
indeed the best known and most discussed, even if, before
34 Ibid.
BARBARA GRESPI 30 AN-ICON
Sobchack, perhaps not fully understood. Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), was published only a year after Metz’s Impersonal
Enunciation, or the Place of Film (1991),35 and thus criticiz-
es the positions of the great semiologist, especially Metz
reading Mitry;36 but in reality, Impersonal Enunciation is a
point of encounter between the two authors.
Mitry is among the first to study in depth The
Lady in the Lake (Robert Montgomery, 1946), the film noir
shot almost entirely in subjective mode. Here we spectators
investigate in the shoes of the detective Philip Marlowe,
who is framed frontally only at the beginning and at the end
of the movie, while for the rest his eyes are our eyes and our
body is disguised in his. Mitry knows how to wonderfully
describe the way in which the spectators’ gaze follows the
character’s gait from the inside, striving to consider his feet
as their own, or the way in which they hold onto the railing
with him, trying to see their own hands in Marlowe’s. But
this attempt fails. They cannot recognize the image of their
own body. Rather they imagine themselves accompanying
the body of an Other, objectified, as all the rest is.
It is obviously not me climbing the stairs and acting like this, even
though I am feeling sensations similar to those I might feel if I were
climbing the stairs. I am, therefore, walking with someone, sharing
his impressions.37
Then when the famous sequence of the mir-
ror arrives, during which the face of Marlowe is reflected
(always from the character’s view), spectators are slight-
ly disappointed, Mitry apparently suggests. They have to
admit that the impressions that they tried to embody were
not theirs. Or rather: this is true for all the viewers except
for the director, because he, Robert Montgomery, played
Marlowe; thus, for him, and for him only, the subjective shot
35 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University Press, 2016).
36 C. Metz, “Problèmes actuels de théorie du cinéma” (1967), in Essais sur la signification au
cinéma, 2 vol. (Paris: Klincksieck, 1972): 35-86.
37 J. Mitry, The Aesthetics and Psychology of the Cinema: 210.
BARBARA GRESPI 31 AN-ICON
works. Put another way, in the subjective shots, Montgom-
ery would experience himself as another, by again embody-
ing the sensorial phantasms of his previous experience;
most of the time, he would live through an experience of
partial mirroring: proprioceptive but not optical.38
Sobchack addresses this analysis on two lev-
els. On one level, she expands Mitry’s critique by adding the
argument of the difficulties of simulating a proprioceptive
act. It is not just a matter of noticing the difference between
the spectator’s hands and the actor’s, but also the fact of
being forced to perceive differently from the way in which
the character would probably do so in reality. Indeed, the
subjective shots serve two simultaneous purposes: they
show the clues necessary to solve the mystery and at the
same time they show Marlowe’s perception in a believable
fashion. However, the fictional Marlowe would be interested
only in the inquiries, and not in his percipient self; for this
reason, Sobchack speaks of a difference in the intentional
focus that detaches the viewer from the character. In addi-
tion, our way of directing attention consists in moving our
eyes inside a visual field in which everything remains equally
sharp, even what we are not focusing on; on the contrary,
classical cinema deploys a marked in-focus and out-of-
focus procedure, it constructs clear and blurred zones of
visibility by regulating the focal point. So, the analogy be-
tween cinema and mind in Münsterberg’s theory (movie
techniques as metaphors of the processes of attention),
becomes for Sobchack an element which unmasks the
difference between man and machine. This is indeed the
second and more radical level on which Sobchack’s line of
argument is based, and it is so important that it overturns,
at least formally, Mitry’s reasoning.
Building on a Merleau-Pontyan version of phe-
nomenology, Sobchack challenged the semiotic distinction
between subjective and objective gaze and introduced the
38 I suggest something similar to the inspiring idea of the shot/counter-shot relationship in
terms of specular reflection without a mirror, as proposed by A.C. Dalmasso, “Le plan subjectif
réversible: Sur le point de vue au cinéma à partir des écrits de Merleau-Ponty”, Studia
Phaenomenologica, XVI (2016): 135-162.
BARBARA GRESPI 32 AN-ICON
concept of the film’s body, meaning “an intentional instru-
ment able to perceive and express perception”.39 From this
standpoint, the film’s materially nonhuman (but percipient)
body presents the world subjectively to the spectator’s eye.
Consequently, the movie camera sees a character and
sees him/her seeing with the same degree of subjectivity
(its own). It can disguise itself totally as them, by attributing
to them a temporary responsibility for the visible percep-
tion, but not without a great effort.40 This is indeed the true
unbridgeable difference between bodies in the subjective
structure of the gaze: not between the body of the spectator
and the body of the character, but between the machine’s
body (“the non-human embodied film”) and the actor’s, and
even more so, the spectator’s body. On the surface, we
are dealing with an inversion of perspective, but in reality,
it is a convergence: the film’s gaze overwrites that of the
character whether we define the machine as an object (but
always from a phenomenological perspective: Mitry), or as
a subject (a sentient body: Sobchack).
In the years between Mitry’s volume and Sob-
chack’s, the supporters of the subjective gaze proliferated,
with some epochal contributions;41 but when Metz closes
that chapter with his Impersonal Enunciation, we come
back, in a sense, to the beginning. Metz comes from his
book on cinema and psychoanalysis, where he differentiat-
ed a form of primary identification (with the camera) from a
secondary one (with the character), so he is already inclined
to elaborate on the reflexive role of the apparatus. But Im-
personal Enunciation starts by arguing, exactly as Sobchak
does, that the “semi-subjective shot” discovered by Mitry
– an over-the-shoulder shot directed along an axis which
more or less aligns with the character’s point of view – is
the best form of subjectivity; firstly, because it also shows,
even if partially, the body of the perceiver, a necessary
39 V. Sobchack, The Address of the Eye: 247.
40 Ibid.: 231.
41 See the still indispensable F. Casetti, Inside the Gaze: The Fiction Film and Its Spectator
(1986) (Bloomington: Indiana University Press, 1998).
BARBARA GRESPI 33 AN-ICON
factor to encourage identification,42 and secondly, because
it makes you sense the presence of a second gaze that
perceives the percipient. In conclusion, even leaving phe-
nomenology and remaining in the sphere of semiotics, the
point is this: the subjective shot is not an empty mould
for the spectator’s gaze and body, it is rather a place for
redoubling: it “performs above all a double doubling of
the enunciative moment […] it doubles at a stroke the site
[foyer] that shows via him, and the spectator, who sees
via him […] subjective image is reflexive but not a mirror. It
does not reflect itself; rather, it reflects the source and the
spectator”.43
From this standpoint, the subjective shot be-
comes a reproduction en abyme of the projection: we could
probably rethink also the idea of the first person shot in VR
(and XR) along this line; there the beholder’s body-gaze,
apparently implied at every level, is rather to be construed
in its radical coincidence with the machine of visibility.
In conclusion, when we talk about subjectivity
in the image, we talk about a reflexive form in which the
movie makes itself visible44 (through the character’s eye or
through other stylistic strategies and non-human bodies,
so-called “enunciating entities”). Still, exploiting a fictional
identity not to access the physical world but some form of
Phantasie, to re-use a Husserlian word, means to introduce
a further enunciative level in which the character, unques-
tionably, mediates the visible with its Self, that is to say,
its own human and fictional subjectivity. This is what Mitry
meant, probably, when he maintained that mental images
plead the cause not so much of the mental but of subjectivity.
However, movies about people with supernatu-
ral faculties offer a range of fictional representations of men-
tal states more in tune with this idea of “impersonal subjec-
tivity”; in those cases, indeed, the character’s altered states
42 Mitry argued first that to adopt a gaze, one must have seen the body of this gaze; see the
development of this idea in E. Branigan, Point of View in the Cinema: A Theory of Narration
and Subjectivity in Classical Film (Amsterdam-New York-Berlin: Mouton, 1984).
43 C. Metz, Impersonal Enunciation, or The Place of Film: 106.
44 Unless you think of the distribution of knowledge and the positioning of the narrator
towards the diegetic universe (Genette’s focalization).
BARBARA GRESPI 34 AN-ICON
are not to be explained through psychology, but through
their function as human machines of vision (symmetrical
to Sobchack’s cinematic machine as non-human body).
Fig. 2. David Cronenberg, The Dead Zone, 1983. Screen capture.
In The Dead Zone (David Cronenberg, 1983) (Fig.
2), the visions of John, who awakens from a coma lasting
nearly five years, traverse his body and materialize around
him. There is a physical support (an image-thing) where the
“data” of the events that John is able to “hallucinate” are
stored, and it is the body of the person who experienced
them: each vision is generated by the contact between
John’s hand and that of the subject, whose past or future
is in question; the handshake produces tremors, signals
travelling through the clairvoyant’s body and reaching his
eyes, which at this point “project”45 the images (images-ob-
jects) into the environment, and not without pain (the same
consumption suffered by the protagonists of Until the End
of the World). John becomes a visitor to these virtual spac-
es, which he experiences with his body, while the specta-
tors experience his hallucination as their own not by vir-
tue of an unconditioned adhesion of gazes (the subjective
shot), but rather by virtue of a plurality of subjectivisations
45 See the idea of divination as projection in one of the figures who inspired Jean Mitry’s
thinking, known as Dr. Allendy: “The fortune tellers […] do nothing but project on reality
something which doesn’t possess in itself any determination, a latent image that is inscribed
in it — and therefore we can understand all the techniques of divination as projection on reality
of an inner and obscure sense” (our translation and emphasis). See Dr. Allendy [René Allendy],
“La valeur psychologique de l’image”: 99-100.
BARBARA GRESPI 35 AN-ICON
which renders the visible a place for the emergence of
the gaze.46 In his first vision, John hallucinates the fire in
which the daughter of his nurse could die: the hospital
room is transformed into the child’s bedroom, including
John’s bed, suddenly surrounded by toys, teddy bears and
flames. The vision is subjectified in a complex and multiple
fashion: a rightward gaze opens the imaginary field with
a classic subjective shot, and a leftward gaze brings the
field back to reality; however, between the two gestures,
the camera starts to wander in a mental space-time until it
includes John, whose eyes have ceased to bear the sight
of the images, while his voice remained altered as it is in
his state of hallucination. In the most memorable of the
visions, which concerns the young victim of a serial killer,
John’s subjective shot projects the imaginary gazebo in
which the murder took place; but his close-up was already
“subjectified” before his visions, because his face no longer
immersed in the darkness of the night (the actual present),
but surrounded by a diffused glow, the one that was there
at the moment of the crime (the virtual past); this abrupt
change of illumination intimates that John is already part
of his hallucination. His entrance into the virtual world, his
artificial presence on the scene of the crime, right behind
the victim, but invisible, is a quintessential cinematic scene.
John ends up in the image almost accidentally: a dolly starts
moving slowly and brings into the frame his figure, almost
by chance; it is thanks to a slightly excessive movement
that we can see our vision together with its source. And
it is precisely this ghostly, casual and plural presence that
characterizes the cinematic experience; it is difficult to think
that it could be replicated in immersive media, like VR,
where there is, at least for the moment, no possibility of
detaching the spectator’s gaze from the “projector”.
46 See the idea of “plan subjective réversible” and of the film as a “visible surface cracked by
different gazes” from the Merleau-Pontyan perspective adopted by A.C. Dalmasso, “Le plan
subjectif réversible”: 140 (our translation).
BARBARA GRESPI 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
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"Description": "\n\n\nRepresenting altered states of consciousness, even through the most phantasmal of technical images, is an inherent contradiction; once we attribute a physical body, i.e. objectivity, to mental images, we deny what Husserl considers their very essence. Jean Mitry draws from this assumption when discussing filmic access to mental states from a phenomenological perspective. The following essay reconsiders Mitry’s contribution with specific reference to the role of projection, technically and metaphorically speaking, in the cinematic technique and imagination; this, with the intention of suggesting some crucial questions for the comparison between the filmic forms of the visible and those inaugurated by the technology of the virtual. \n\n\n",
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"Subject": "Imagination",
"Title": "Between the mind and the senses: Jean Mitry’s approach to cinematic consciousness: Toward an idea of the virtual image in the cinema (I)",
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] | Between the mind
and the senses:
Jean Mitry’s approach
to cinematic consciousness.
Toward an idea of the virtual
image in the cinema
by Barbara Grespi
Mitry
(I)
Husserl
Mental state
Projection
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Between the mind and
the senses: Jean Mitry’s
approach to cinematic
consciousness.
Toward an idea of the vi1 rtual
image in the cinema (I)
by Barbara Grespi
Abstract Representing altered states of consciousness,
even through the most phantasmal of technical images, is
an inherent contradiction; once we attribute a physical body,
i.e. objectivity, to mental images, we deny what Husserl
considers their very essence. Jean Mitry draws from this
assumption when discussing filmic access to mental states
from a phenomenological perspective. The following essay
reconsiders Mitry’s contribution with specific reference to
the role of projection, technically and metaphorically speak-
ing, in the cinematic technique and imagination; this, with
the intention of suggesting some crucial questions for the
comparison between the filmic forms of the visible and
those inaugurated by the technology of the virtual.
Mitry Husserl Mental state Projection Imagination
To quote this essay: B. Grespi, “Between the mind and the senses: Jean Mitry’s approach
to cinematic consciousness. Toward an idea of the virtual image in the cinema (I)”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 17-36
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
BARBARA GRESPI 17 AN-ICON
Le cinéma transforme l’écran en une image d’image.2
A silver visor, you would say an ancestor of a
VR headset were it not for the cap that wraps around the
lower part of the skull. It causes a sharp pain in the eyes
and its function is not to watch images, but to record
them, like an ordinary video camera. Nevertheless, it has
no lens but two satin panels, one for each eye. From the
outside, you can see the signal of a scanner running; fr m
the inside, the captured images appear on two side-by-side
screens. It is the device invented by Wim Wenders for Until
the End of the World (Bis ans Ende der Welt, 1991) (Fig.1),
in the story, a prototype which all the great world powers
are hunting down in the fevered climate of the end of the
millennium. Its camera captures the biochemical event of
vision, that is, not only what you see but also how your
brain reacts to the perceived images, collecting electrical
stimuli directly from the nerves. The recorded “visual”
impulses can thus be transmitted to the brain of another
person, even a blind one, and this allows them to see
without using the retina. Still, as the story progresses, the
machine evolves into something even more complicated: a
technique for extracting from the mind images which are
completely independent of sight and correspond to pure
imagination, dreams or memories. Sight translated into
data gives birth to “artificial” images, segmented in a grid
and the result of numbers; imagination, on the other hand,
has pictorial qualities, strong colours and blurred
borders. Sci-fi cinema provides a long list of vision
machines, but Wenders’ possesses a special allure,
balanced, as it is, between the old and the new.
2 Dr. Allendy [René Allendy], “La valeur psychologique de l’image”, in AA.VV., L’art
cinématographique (Paris: Felix Alcan, 1926): 75-103, 77.
BARBARA GRESPI 18 AN-ICON
Fig. 1. Wim Wenders, Until the End of the World
(Bis ans Ende der Welt), 1991. Screen capture.
Between cinema and VR: an exquisitely optical
prosthesis, it creates abstract images, devoid of somatic
and sensory traces, but at the same time it is a medium of
intersubjectivity, which allows the exchange of visions at a
neural level. It is a digital device, but also a truth machine:
it records, documents, reflects even the unconscious, or
the deepest levels of our psyche. It represents the cinema
in its increasingly sharp juxtaposition to other technologies
of the contemporary era, such as VR: the first in perpetual
balance between body and mind, the second completely
biased towards the sensory.
The representation of mental acts in cinema
is always, as in Wenders’ movie, a metafilmic moment in
which the image consciousness is elaborated, together with
the ways in which multiple factors, material and immaterial,
contribute to it, including the gaze and its structure. In the
following pages, by rediscovering Jean Mitry’s reading of
Husserl’s thinking, we will discuss the role of projection,
technically and metaphorically speaking, in filmic access
to the mental; this with the intention of bringing out some
crucial questions for the comparison between the cinematic
forms of the visible and those inaugurated by the technol-
ogy of the virtual.
BARBARA GRESPI 19 AN-ICON
The mental image and the filmic image
Beyond what they represent, filmic images are
“situated” in a space halfway between the mental and the
real: the iconic stream that the spectator sees flowing would
not exist outside his or her mind, which integrates and
merges the perception of the single frames thus creating
the movie. Even before the birth of cinema, the paradoxi-
cal nature of the moving image struck William James, who
referred to it to describe consciousness in terms of a zoe-
trope: just as that optical toy produces effects of continuity
by making discontinuous fragments flow, so the conscious-
ness merges its sequences of scattered and uninterrupted
micro-perceptions into an illusory whole.3 The similarity
between the film and the activity of the mind will be at the
core of one of the first essays in film theory, The Photoplay
by Hugo Münsterberg, a former student of medicine who
converted to psychology under the influence of Wilhelm
Wundt, and later became James’s colleague at Harvard.4
The reference to James’s metaphor of the zoetrope allows
us to understand what Münsterberg meant by suggesting
that photographic images had been estranged from physi-
cal reality once they had achieved movement – contrary to
what one might naturally think – and were brought closer
to the reality of consciousness.
The massive outer world has lost its weight, it has been freed from
space, time, and causality, and it has been clothed in the forms of
our own consciousness. The mind has triumphed over matter, and
the pictures roll on with the ease of musical tones.5
Münsterberg develops a precise parallel be-
tween cinema and mind, seeing the main filmic techniques
3 “Is consciousness really discontinuous, incessantly interrupted and recommencing (from
the psychologist’s point of view)? And does it only seem continuous to itself by an illusion
analogous to that of the zoetrope? Or is it at most times as continuous outwardly as it inwardly
seems?”. W. James, The Principles of Psychology (Create Space, 2017): 125.
4 M. Münsterberg, Hugo Münsterberg: His Life and Work (New York: Appleton & Co., 1922): 21-22.
5 H. Münsterberg, “The psychology of the photoplay” (1916), in A. Langdale, ed., The
Photoplay: A Psychological Study and Other Writings (New York-London: Routledge, 2002):
153-154.
BARBARA GRESPI 20 AN-ICON
as reflecting the activities of consciousness, such as atten-
tion (corresponding to the close-up and the shifting from
in-focus to out-of-focus), memory (represented by flash-
back as enclosure of the past in the present) and emotion
(in its development, according to William James, from a
kinesthetic sensation).6 This early conception of the mind
as a movie justifies the most common visual rhetoric that
complemented the representation of a character’s mental
acts: fading, superimposition, soft focus. Becoming con-
solidated precisely in the years in which Münsterberg wrote
his essay, these optical effects aim at framing a segment
of the visible within a zone which is not real and not certain,
just as the discontinuous hyphens of the thinking bubbles in
comics highlight the difference between a thought spoken
out loud and one which remains unspoken in the charac-
ter’s mind. Transitions in classical cinema in essence pro-
duce the slow fading of the actual into the mental, evoking
an idea of the mind as a place of weakening, intermingling
and metamorphosing of sensory input.
These narrative fragments which interrupt the
flow of the film by jumping onto a different level and moving
beyond the diegetic physical reality, are thus presented and
interpreted as the “contents” of a fictional consciousness;
this implies believing that the human mind operates by
storing impressions derived from perception in the shape
of ghostly pictures to be inspected, when needed, by the
mind’s eye. We are familiar with this notion, its ancient roots
and its points of junction with modern thinking,7 as well as
its confutation by phenomenology, whose intake is crucial
but still difficult to integrate into studies of the imagination.8
Even a thinker like Sartre who tries to get rid, precisely
through Husserl, of the idea of the mind as a repository of
images, was victim to the same “illusion of immanence” that
6 Münsterberg shares the Jamesian perspective (the famous: “we do not weep because
we are sad, but we are sad because we weep”). H. Münsterberg, “The psychology of the
photoplay”: 107-108.
7 See the ancient idea of the mind as a room furnished with images in F.A. Yates, The Art of
Memory (New York-London: Routledge, 1966).
8 See for instance J. Jansen, “Imagination: phenomenological approaches”, in M. Kelly, ed.,
Encyclopedia of Aesthetics (Oxford: Oxford University Press, 2014): 430-434.
BARBARA GRESPI 21 AN-ICON
he intended to criticize once he admitted the existence of
a “psychic object” (the analogon) and presented it as the
mediator of the imaginative process.9
Sartre is very much present in Esthétique et
psychologie du cinéma by Jean Mitry, the massive trea-
tise in two volumes written by the French critic, activist
and director between 1963 and 1965,10 a work capable of
bridging, as Dudley Andrew wrote, the formalism of clas-
sical theory with emerging semiotics.11
The second volume, centered on form and cin-
ematic language, is the best known and most appreciated,
while volume one, particularly eclectic, has suffered from
an evident removal, also highlighted by the significant cuts
made in current French and English editions.12 Here we
find the first remarkable confrontation of film theory with
Husserl, an attempt recognized by the pioneers of the phe-
nomenological approach to cinema, but never investigated,
and even dismissed, in the numerous developments of this
branch of study.13 Mitry discusses precisely the theme of
mental images, which Husserl brought together under the
umbrella term of Phantasie, to indicate both the ensem-
ble of images devoid of physical support and the act of
imagination through which they “appear” (erscheinen).14
It is an act of imagination that which gives shape to a
physical image, deposited on a support and capable of
9 Casey recognized the error. See E.S. Casey, “Sartre on imagination”, in P.A. Schilpp, ed.,
The Philosophy of Jean-Paul Sartre (La Salle: Open Court 1981): 16-27.
10 J. Mitry, Esthétique et psychologie du cinéma (vol. I: Le structure, and vol. II: Les formes)
(Paris: Editions Universitaires, 1963, 1965). A useful rediscovery of Mitry’s contribution to film
theory in: M. Lefebvre, “Revisiting Mitry’s Esthétique et Psychologie du Cinéma at Fifty”, Mise
au point [online], no. 6 (2014), accessed February 20, 2021.
11 See D. Andrew, The Major Film Theories: An Introduction (Oxford: Oxford University
Press,1976): 181ff.
12 The current English edition The Aesthetics and Psychology of the Cinema (Bloomington:
Indiana University Press, 1997) was translated from the abridged French edition of 1990. We
will quote from this book, unless otherwise specified.
13 Vivian Sobchack recognizes his engagement in a Husserlian phenomenology of
cinema – see her The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 29 – while A. Casebier, Film and Phenomenology: Toward
a Realist Theory of Cinematic Representation (Cambridge-New York: Cambridge University
Press, 1991) prefers to lean upon Baudry. Christian Ferencz-Flatz and Julian Hanich dismiss
Mitry’s idea of mental image as a distortion of the phenomenological arguments. See their
stimulating introduction “What is film phenomenology?” to “Film and phenomenology”, Studia
Phaenomenologica XVI (2016): 36.
14 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925) (Dordrecht:
Springer, 2005).
BARBARA GRESPI 22 AN-ICON
depicting an absent entity (Bildvorstellung), as well as that
which creates mental images (Phantasievorstellung), which
are by no means comparable to “iconic contents” of the
consciousness, but rather to be understood as intuitions
based on “sensorial phantasms”.15 Mitry does not refer to
these precise pages of Husserl, whose essential theses
are however echoed, but rather he remodels phenomenol-
ogy under the influence of his experience of the cinema.
Esthétique et psychologie du cinéma stems indeed from a
general philosophical position – a unique case in film theory,
if we exclude Deleuze’s two tomes – a thesis in which it is
of primary importance to define the role of perception by
mediating among Husserl’s theses, Sartre and psychology.
In Mitry’s interpretation of intentionality, per-
ception is an act based on sensory impressions but is
not reduced to them; consciousness completes them, by
extracting an object from the undifferentiated continuum
that constitutes matter and hence giving form, by difference,
also to the subject. Consciousness is based on mental
images, which are not residues of ocular perception which
have survived in the absence of the object, and nor are they
entities existing in themselves and of which thought could
avail itself; they are rather forms through which thought
became aware of itself. With this idea, Mitry gets rid of the
metaphor of consciousness as a receptacle of data and
substitutes it with that of consciousness as a reflex of per-
ception. With perception in the absence of the object, that
is Phantasie, the glare of consciousness is, so to speak,
one-way: “the mental image is the product of a wish di-
rected toward the object which we know to be absent [...]
it is the consciousness of that wish becoming ‘known’ in
the object of its volition”.16
15 In Husserl called precisely “Phantasmen”. In the comment on Husserl’s theory of
imagination, we follow C. Calì, “Husserl and the phenomenological description of imagery:
some issues for the cognitive sciences?”, Arhe 4, no. 10 (2006): 25-36 and Husserl e
l’immagine (Palermo: Aesthetica Preprint, 2002): 113-114.
16 J. Mitry, The Aesthetics and Psychology of the Cinema: 35-36.
BARBARA GRESPI 23 AN-ICON
The moving image consciousness
Mitry’s starting point, therefore, is not the cin-
ematic representation of consciousness, but the mental
images that become part of the imaginative process; this
process is extremely important in cinema, a medium which
powerfully simulates the real but at the same time possess-
es a deep-rooted ghostly nature. According to Mitry, this
double character of cinema is reflected by the two kinds
of signs of which it is composed: linguistic and psycholog-
ical signs; linguistic signs give shape to the filmic images
(through a grammar of the visible), psychological signs con-
struct mental images (with the collaboration of the spectator).
To understand how these two “signs” intersect
in the beholder’s experience, it is necessary to come back
to Husserl and his well-known tripartition regarding image
consciousness, which is not clearly referenced in Esthétique
et psychologie du cinema, but still recognisable in many
lines. Husserl’s classification is based on three perceptive
dimensions: the first is the “image-thing” (Bildding), that
is, the concrete material of which the image is made, its
support; the second is the “image-object” (Bildobje t), that
is, the immaterial object which depicts something (the ide-
al content of a series of perception);17 the last is the “im-
age-subject” (Bildsujet), that is, the depicted subject (the
referent in the real world).18 A subtle but substantial differ-
ence separates the image-thing from the image-object: if
the support were damaged or destroyed (for instance, if a
canvas was torn), the image-object would not be affected,
because it does not possess a real existence, neither inside
nor outside of consciousness (only a complex of sensations
experienced by the spectator in front of the pigments exists,
as well as the way in which he invests it with intentionality,
by creating image consciousness). This component is more
easily understood in the case of the mental image, which
17 In Mitry’s words, see J. Mitry, The Aesthetics and Psychology of the Cinema: 27.
18 I use this expression, although I am aware that between the image and the subject
there is not properly a semiotic relationship. See C. Rozzoni, Nell’immagine: Realtà, fantasia,
esperienza estetica (Milan: Le Monnier, 2017): 9.
BARBARA GRESPI 24 AN-ICON
lacks a material support, in contrast to the physical image.
Still, there is a minor difference between the two, because
what matters is their common capacity of actualizing absent
objects (that is to say, making them present). The illusion
of presence is based on the production of sensorial phan-
tasms that allow us to guess how an object would be if it fell
under the sphere of our senses, for instance touch or hear-
ing, but first and foremost sight.19 An “optical” phantasm
makes us intuit how a specific object would appear to our
gaze within a particular environment, and this imaginative
act covers our perception, albeit not totally. Indeed, the
mental image as well as the physical image insert them-
selves into the perception in a contrastive way, that is, not
fully covering and substituting our reality, but allowing us
to keep it alive. It is not a question of greater or lesser illu-
sionistic power (some images could appear so real to be
mistaken for reality), and neither of frames (a more or less
marked discontinuity in the space where they are situated),
rather it is a matter of time: Husserl points out that this is
more the contrast between the time of the image-object
and the actual present,20 to which our body belongs above
all (but also the Bildding, if we are talking about physical
images). Here below, the echo of these concepts in Mitry:
We have seen that the mental image presents a reality both vi-
sualized and recognized as absent. If, as I write these lines, I think
of my car in the garage, I can see it perfectly well, mentally - or,
at least, I can see a certain aspect of it - but I am seeing it as not
present. It appears to my consciousness as an image certifying
the absence of what I am thinking about - more especially since,
19 This is what was brightly called an “artificial presence”. See L. Wiesing, Artificial Presence:
Philosophical Studies in Image Theory (Stanford: Stanford University Press, 2010).
20 “[The image-thing] bears within itself the characteristic of unreality, of conflict with the
actual present. The perception of the surroundings, the perception in which the actual present
becomes constituted for us, continues on through the frame and then signifies ‘printed paper’
or ‘painted canvas’”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925):
51 (emphasis in the original). On this base, I suspect that we should abandon the optical idea
of the frame when we face an environmental image (like VR), and rethink it in corporeal terms,
considering the spectator’s real body as the border; indeed, you always have the possibility to
leave the artificially present world not by seeing outside of the image, but certainly by touching
the surrounding space and objects (or people), that is, paradoxically, becoming aware of the
unreal in the very moment in which we get the chance to imagine the real through our body
(thus in a perfect inversion of the cinematic relationship between reality and imagination).
BARBARA GRESPI 25 AN-ICON
in so doing, I do not stop perceiving the world impinging on me
from all sides. The mental image is therefore a product of the will
standing in opposition to our normal perception of the world and
its objects and which, though coexisting with it, becomes more
isolated the more directly in opposition it stands.21
Mitry realises that these ideas are of great im-
portance for the analysis of cinematic images, which had
also attracted Husserl’s attention, albeit fleetingly. The great
philosopher’s reflections about the art of the twenty-century
concern the repeatability of cinematic screenings such as
to leave the image-object unaltered,22 and the intensity of
the actualization produced by filmic images, so high as to
reduce the perception of the image-thing to the minimum.
“Deception and sensory illusion of the sort belonging to
panorama images, cinematographic images, and the like”,
he wrote, “depend on the fact that the appearing objects
in their whole appearing state are slightly or imperceptibly
different from the objects appearing in normal perception.
One can know in these cases that these are mere image
objects, though one cannot vitally sense this”.23 His ger-
minal reflection on cinema has been taken up by some
important contributions, mainly centered on the relation-
ship between consciousness and true believing and on
the interplay between actor and character;24 but the path
indicated by Mitry is just as interesting and perhaps more
in line with Husserl’s suggestions. Mitry wrote:
Stuck to a cellulose base, projected onto a screen [...] the film image,
in contrast with the mental image, is objectively present; but, like
the mental image, it is the image of an absent reality, a past real-
ity of which it is merely the image. Its concrete reality is that it is
21 J. Mitry, The Aesthetics and Psychology of the Cinema: 82-83.
22 “If I let a cinematographic presentation run off repeatedly, then (in relation to the subject)
the image object in the How of its modes of appearance and each of these modes of
appearance itself is given as identically the same image object or as identically the same mode
of appearance”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 646.
23 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 146.
24 See C. Rozzoni, “Cinema Consciousness: Elements of a Husserlian Approach to Film
Image”, Studia Phaenomenologica, XVI (2016): 294-324; J. Brough, “Showing and Seeing:
Film as Phenomenology”, in J. D. Parry, ed., Art and Phenomenology (New York-London:
Routledge, 2010): 192-214.
BARBARA GRESPI 26 AN-ICON
fixed to a support and is thus objectively present and analyzable.
The reality recorded on the celluloid strip is at all times capable of
being projected. In this sense, projection is a kind of “actualization”
in the same way as the mental image.25
In these lines, a central question arises: in cin-
ema, the act of making something present (“actualization”,
he writes, alluding specifically to Husserl) takes place in
the very moment of projection, because the strip of film is
only a “latent movie”; according to Mitry, the celluloid is
the main support (the image-thing), while the screen un-
balances perception from the thing to the object, allowing
movement to be seen. Neither the destruction of the film,
nor even a scratch in the screen cancels the object-film,
which, as we said, is that ideal content which, though cre-
ated during the projection, survives it – as Orson Welles’
Don Quixote never ceases to teach us, a foolish spectator
who stabs the white screen with his sword in an attempt to
heroically oppose his enemies of light and shadow. Welles
shows that the screen is not the canvas, is not one and the
same with the image, which resists its destruction, both
because it is anchored to another, more real support, and
because it lives in the mind, paradigmatically in that of the
visionary Don Quixote. The celluloid is more similar to the
concrete materials of the painter, so much so that the di-
rector selects carefully its size and sensitivity, while he can
do nothing with the surface of the screen. But if we look
back at the origins, we find the two supports imploded
into each other: in pre-cinema, frame and screen coincide,
because the illusion of movement, for instance in Muto-
scope, depends on the flow of photographs bound one on
top of the other, within the screen format created by their
borders: the “book”.
Do we have thus a double “thingness” in the
filmic image? And if so, is it not a fundamental prop-
erty of all technical images,26 even in the many variants
25 J. Mitry, The Aesthetics and Psychology of the Cinema: 31, 83.
26 This is perhaps another way to interpret the idea of technical images as proposed by V. Flusser,
Into the Universe of Technical Images (1985) (Minneapolis: University of Minnesota Press, 2011).
BARBARA GRESPI 27 AN-ICON
of the analogue, but also digital system? The material cin-
ematic film behaves like photosensitive paper in photogra-
phy, or data code in the digital system, while the shadows
projected on the screen correspond to the photographic
positive, and to the extraction of the mpeg file on the dis-
play. From photography onwards,27 to codify an image and
to visualize it, that is to render it accessible to the human
eye, became two different and not necessarily concurrent
processes; obviously, with the transition to digital, the gap
between the two moments widens, because there the ma-
trix is no more a first, far-fetched or incomplete visualization
of the subject, but its translation into a numerical language,
not accessible to the senses, and thus potentially shared
only by machines.28 But the point is: to develop a theory of
cinematic image anchored to the process of visualization
instead of that of encoding – focusing at the same time on
the spectator because, as Münsterberg said, without him
the image in motion simply does not exist – we have to work
on the intersection between the physical and the mental.
By a different route, Tom Gunning drew similar
conclusions, when he re-launched the theory of realism
moving from Metz’s brief incursion into phenomenologi-
cal territory;29 Gunning is not a supporter of the deviation
toward the mental, but certainly an adversary of Peirce’s
indexicality when used to reduce the impression of reality
in cinema to the sole photographic base. Thomas Elsaess-
er, on the other hand, is not a phenomenologist but he
rediscovered the “mental side” of cinema when he drew
the distinction between the transmission of the image to
the human senses and its recording through traces, rather
than optical geometry. Indeed, he saw the model of this
process in the human memory, as Freud had conceived it
(that is like a Mystic Writing Pad), and proposed to re-start
27 But not in its daguerreotype version, which did not use the positive-negative reverse
process: the metal film plate in the camera was developed as a positive and as a unique copy.
28 On this topic see: F. Casetti, A. Pinotti, “Post-cinema ecology”, in D. Chateau, J. Moure,
eds., Post-cinema: Cinema in the Post Art Era (Amsterdam: Amsterdam University Press,
2020): 193-218.
29 C. Metz, “On the impression of reality in the cinema”, in Film Language: A Semiotics of the
Cinema (New York: Oxford University Press, 1974): 3-28, discussed by T. Gunning, “Moving
away from the index: cinema and the impression of reality”, differences 18, no. 1 (2007): 29-52.
BARBARA GRESPI 28 AN-ICON
the theoretical discourse about cinema from its nature of
interface between data and the human senses, in the key
of an archaeology of the digital.30
These excellent contributions are perfectly in
tune with Mitry’s emphasis on projection as a Husserlian
moment of actualization, an effect in which the perception
of physical image intersects with mental envisioning; in it
“the film frame merely takes the place of the mental image
with all the force of its credible reality”.31 Moreover, Metz
quoted by Gunning builds on Mitry in his analysis of the
“filmic mode”, which he defines “the mode of presence”,32
thinking not of a state of sensory overwhelming, but of an
active consciousness made up of the mental reflexes of
perception. Nevertheless, the mental, though it is a reflex
and a logic of the images, is precisely what the film could
never make visible. “It is completely impossible to repre-
sent a mental image”, Mitry wrote, “since, having become
visual, it ceases to be mental”.33
The filmic image is helpless in the face of what
is not accessible to the sight or at least what no one has
ever seen; for this reason, Mitry would probably have ap-
preciated the frameless film by Douglas Gordon (Feature
Film, 1999), a video installation that basically consists of an
orchestra performing the full soundtrack written by com-
poser Bernard Hermann for the film Vertigo (Alfred Hitch-
cock,1958). On the two walls of the exhibition room, only
the conductor appears in large mirror projections. However,
the real images filling the room are not the physical ones
on the walls, but those which flow in the viewer’s mind
in correspondence with the musical notes: the sequence
where Kim Novak jumps into the bay under San Francisco’s
Golden Gate Bridge, or when she comes back in her green
suit like a ghost. The spectator experiences a kind of vision
30 T. Elsaesser, “Freud as media theorist: mystic writing pads and the matter of memory”,
Screen 50, no. 1 (2009): 100-113. Kuntzel already worked on the similarities between Freudian
model of memory and the cinema, see: T. Kuntzel, “A note upon the filmic apparatus”,
Quarterly Review of Film Studies, no. 1 (1976): 266-271.
31 J. Mitry, The Aesthetics and Psychology of the Cinema: 86.
32 C. Metz, “On the impression of reality in the cinema”: 4.
33 J. Mitry, The Aesthetics and Psychology of the Cinema: 209.
BARBARA GRESPI 29 AN-ICON
not based on retina, as the director himself reports, refer-
ring to interviews with spectators coming out of the gallery:
Vertigo is projected through the ears into the mind of the
person listening to Hermann’s notes.
States of mind and self projection
Are we to think, then, that only the absence of
images triggers imagination? And if it is totally impossible
to simulate the mental with the means of cinema, how shall
we construe the numerous attempts, since the origins of the
medium, to simulate altered states of consciousness? Mitry
argues that dream sequences, hallucinations and premo-
nitions are not the most mental but the most subjective,34
and in this he joins Wenders, whose machine will show
that the mental could be translated into the visible only by
sharing subjectivity. Therefore, the result of the cinematic
simulation of altered states depends on the ways in which
the movie makes the viewer slip into the consciousness
of a character, articulating his or her seeing and feeling
through the “subjective shot”.
Film theory has always juxtaposed two forms
of the cinematic gaze: the so-called objective shot, corre-
sponding to the simulation of a world that is completely
independent from every perception, be this human, animal
or belonging to other living and non-living species, and
the subjective shot, the simulation of a perceived world,
thus filtered at a sensorial and cognitive level through a
specific fictional identity. The analysis of these two modes,
together with other more nuanced ones, are part of the
glorious problem of the point of view in the cinema, a pro-
tagonist of the semiotic-narratological debate of the Eight-
ies and Nineties, also discussed towards the end of the
season in Vivian Sobchack’s phenomenology, which takes
up precisely Mitry’s contribution. The chapters about the
point of view in Esthétique et psychologie du cinéma are
indeed the best known and most discussed, even if, before
34 Ibid.
BARBARA GRESPI 30 AN-ICON
Sobchack, perhaps not fully understood. Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), was published only a year after Metz’s Impersonal
Enunciation, or the Place of Film (1991),35 and thus criticiz-
es the positions of the great semiologist, especially Metz
reading Mitry;36 but in reality, Impersonal Enunciation is a
point of encounter between the two authors.
Mitry is among the first to study in depth The
Lady in the Lake (Robert Montgomery, 1946), the film noir
shot almost entirely in subjective mode. Here we spectators
investigate in the shoes of the detective Philip Marlowe,
who is framed frontally only at the beginning and at the end
of the movie, while for the rest his eyes are our eyes and our
body is disguised in his. Mitry knows how to wonderfully
describe the way in which the spectators’ gaze follows the
character’s gait from the inside, striving to consider his feet
as their own, or the way in which they hold onto the railing
with him, trying to see their own hands in Marlowe’s. But
this attempt fails. They cannot recognize the image of their
own body. Rather they imagine themselves accompanying
the body of an Other, objectified, as all the rest is.
It is obviously not me climbing the stairs and acting like this, even
though I am feeling sensations similar to those I might feel if I were
climbing the stairs. I am, therefore, walking with someone, sharing
his impressions.37
Then when the famous sequence of the mir-
ror arrives, during which the face of Marlowe is reflected
(always from the character’s view), spectators are slight-
ly disappointed, Mitry apparently suggests. They have to
admit that the impressions that they tried to embody were
not theirs. Or rather: this is true for all the viewers except
for the director, because he, Robert Montgomery, played
Marlowe; thus, for him, and for him only, the subjective shot
35 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University Press, 2016).
36 C. Metz, “Problèmes actuels de théorie du cinéma” (1967), in Essais sur la signification au
cinéma, 2 vol. (Paris: Klincksieck, 1972): 35-86.
37 J. Mitry, The Aesthetics and Psychology of the Cinema: 210.
BARBARA GRESPI 31 AN-ICON
works. Put another way, in the subjective shots, Montgom-
ery would experience himself as another, by again embody-
ing the sensorial phantasms of his previous experience;
most of the time, he would live through an experience of
partial mirroring: proprioceptive but not optical.38
Sobchack addresses this analysis on two lev-
els. On one level, she expands Mitry’s critique by adding the
argument of the difficulties of simulating a proprioceptive
act. It is not just a matter of noticing the difference between
the spectator’s hands and the actor’s, but also the fact of
being forced to perceive differently from the way in which
the character would probably do so in reality. Indeed, the
subjective shots serve two simultaneous purposes: they
show the clues necessary to solve the mystery and at the
same time they show Marlowe’s perception in a believable
fashion. However, the fictional Marlowe would be interested
only in the inquiries, and not in his percipient self; for this
reason, Sobchack speaks of a difference in the intentional
focus that detaches the viewer from the character. In addi-
tion, our way of directing attention consists in moving our
eyes inside a visual field in which everything remains equally
sharp, even what we are not focusing on; on the contrary,
classical cinema deploys a marked in-focus and out-of-
focus procedure, it constructs clear and blurred zones of
visibility by regulating the focal point. So, the analogy be-
tween cinema and mind in Münsterberg’s theory (movie
techniques as metaphors of the processes of attention),
becomes for Sobchack an element which unmasks the
difference between man and machine. This is indeed the
second and more radical level on which Sobchack’s line of
argument is based, and it is so important that it overturns,
at least formally, Mitry’s reasoning.
Building on a Merleau-Pontyan version of phe-
nomenology, Sobchack challenged the semiotic distinction
between subjective and objective gaze and introduced the
38 I suggest something similar to the inspiring idea of the shot/counter-shot relationship in
terms of specular reflection without a mirror, as proposed by A.C. Dalmasso, “Le plan subjectif
réversible: Sur le point de vue au cinéma à partir des écrits de Merleau-Ponty”, Studia
Phaenomenologica, XVI (2016): 135-162.
BARBARA GRESPI 32 AN-ICON
concept of the film’s body, meaning “an intentional instru-
ment able to perceive and express perception”.39 From this
standpoint, the film’s materially nonhuman (but percipient)
body presents the world subjectively to the spectator’s eye.
Consequently, the movie camera sees a character and
sees him/her seeing with the same degree of subjectivity
(its own). It can disguise itself totally as them, by attributing
to them a temporary responsibility for the visible percep-
tion, but not without a great effort.40 This is indeed the true
unbridgeable difference between bodies in the subjective
structure of the gaze: not between the body of the spectator
and the body of the character, but between the machine’s
body (“the non-human embodied film”) and the actor’s, and
even more so, the spectator’s body. On the surface, we
are dealing with an inversion of perspective, but in reality,
it is a convergence: the film’s gaze overwrites that of the
character whether we define the machine as an object (but
always from a phenomenological perspective: Mitry), or as
a subject (a sentient body: Sobchack).
In the years between Mitry’s volume and Sob-
chack’s, the supporters of the subjective gaze proliferated,
with some epochal contributions;41 but when Metz closes
that chapter with his Impersonal Enunciation, we come
back, in a sense, to the beginning. Metz comes from his
book on cinema and psychoanalysis, where he differentiat-
ed a form of primary identification (with the camera) from a
secondary one (with the character), so he is already inclined
to elaborate on the reflexive role of the apparatus. But Im-
personal Enunciation starts by arguing, exactly as Sobchak
does, that the “semi-subjective shot” discovered by Mitry
– an over-the-shoulder shot directed along an axis which
more or less aligns with the character’s point of view – is
the best form of subjectivity; firstly, because it also shows,
even if partially, the body of the perceiver, a necessary
39 V. Sobchack, The Address of the Eye: 247.
40 Ibid.: 231.
41 See the still indispensable F. Casetti, Inside the Gaze: The Fiction Film and Its Spectator
(1986) (Bloomington: Indiana University Press, 1998).
BARBARA GRESPI 33 AN-ICON
factor to encourage identification,42 and secondly, because
it makes you sense the presence of a second gaze that
perceives the percipient. In conclusion, even leaving phe-
nomenology and remaining in the sphere of semiotics, the
point is this: the subjective shot is not an empty mould
for the spectator’s gaze and body, it is rather a place for
redoubling: it “performs above all a double doubling of
the enunciative moment […] it doubles at a stroke the site
[foyer] that shows via him, and the spectator, who sees
via him […] subjective image is reflexive but not a mirror. It
does not reflect itself; rather, it reflects the source and the
spectator”.43
From this standpoint, the subjective shot be-
comes a reproduction en abyme of the projection: we could
probably rethink also the idea of the first person shot in VR
(and XR) along this line; there the beholder’s body-gaze,
apparently implied at every level, is rather to be construed
in its radical coincidence with the machine of visibility.
In conclusion, when we talk about subjectivity
in the image, we talk about a reflexive form in which the
movie makes itself visible44 (through the character’s eye or
through other stylistic strategies and non-human bodies,
so-called “enunciating entities”). Still, exploiting a fictional
identity not to access the physical world but some form of
Phantasie, to re-use a Husserlian word, means to introduce
a further enunciative level in which the character, unques-
tionably, mediates the visible with its Self, that is to say,
its own human and fictional subjectivity. This is what Mitry
meant, probably, when he maintained that mental images
plead the cause not so much of the mental but of subjectivity.
However, movies about people with supernatu-
ral faculties offer a range of fictional representations of men-
tal states more in tune with this idea of “impersonal subjec-
tivity”; in those cases, indeed, the character’s altered states
42 Mitry argued first that to adopt a gaze, one must have seen the body of this gaze; see the
development of this idea in E. Branigan, Point of View in the Cinema: A Theory of Narration
and Subjectivity in Classical Film (Amsterdam-New York-Berlin: Mouton, 1984).
43 C. Metz, Impersonal Enunciation, or The Place of Film: 106.
44 Unless you think of the distribution of knowledge and the positioning of the narrator
towards the diegetic universe (Genette’s focalization).
BARBARA GRESPI 34 AN-ICON
are not to be explained through psychology, but through
their function as human machines of vision (symmetrical
to Sobchack’s cinematic machine as non-human body).
Fig. 2. David Cronenberg, The Dead Zone, 1983. Screen capture.
In The Dead Zone (David Cronenberg, 1983) (Fig.
2), the visions of John, who awakens from a coma lasting
nearly five years, traverse his body and materialize around
him. There is a physical support (an image-thing) where the
“data” of the events that John is able to “hallucinate” are
stored, and it is the body of the person who experienced
them: each vision is generated by the contact between
John’s hand and that of the subject, whose past or future
is in question; the handshake produces tremors, signals
travelling through the clairvoyant’s body and reaching his
eyes, which at this point “project”45 the images (images-ob-
jects) into the environment, and not without pain (the same
consumption suffered by the protagonists of Until the End
of the World). John becomes a visitor to these virtual spac-
es, which he experiences with his body, while the specta-
tors experience his hallucination as their own not by vir-
tue of an unconditioned adhesion of gazes (the subjective
shot), but rather by virtue of a plurality of subjectivisations
45 See the idea of divination as projection in one of the figures who inspired Jean Mitry’s
thinking, known as Dr. Allendy: “The fortune tellers […] do nothing but project on reality
something which doesn’t possess in itself any determination, a latent image that is inscribed
in it — and therefore we can understand all the techniques of divination as projection on reality
of an inner and obscure sense” (our translation and emphasis). See Dr. Allendy [René Allendy],
“La valeur psychologique de l’image”: 99-100.
BARBARA GRESPI 35 AN-ICON
which renders the visible a place for the emergence of
the gaze.46 In his first vision, John hallucinates the fire in
which the daughter of his nurse could die: the hospital
room is transformed into the child’s bedroom, including
John’s bed, suddenly surrounded by toys, teddy bears and
flames. The vision is subjectified in a complex and multiple
fashion: a rightward gaze opens the imaginary field with
a classic subjective shot, and a leftward gaze brings the
field back to reality; however, between the two gestures,
the camera starts to wander in a mental space-time until it
includes John, whose eyes have ceased to bear the sight
of the images, while his voice remained altered as it is in
his state of hallucination. In the most memorable of the
visions, which concerns the young victim of a serial killer,
John’s subjective shot projects the imaginary gazebo in
which the murder took place; but his close-up was already
“subjectified” before his visions, because his face no longer
immersed in the darkness of the night (the actual present),
but surrounded by a diffused glow, the one that was there
at the moment of the crime (the virtual past); this abrupt
change of illumination intimates that John is already part
of his hallucination. His entrance into the virtual world, his
artificial presence on the scene of the crime, right behind
the victim, but invisible, is a quintessential cinematic scene.
John ends up in the image almost accidentally: a dolly starts
moving slowly and brings into the frame his figure, almost
by chance; it is thanks to a slightly excessive movement
that we can see our vision together with its source. And
it is precisely this ghostly, casual and plural presence that
characterizes the cinematic experience; it is difficult to think
that it could be replicated in immersive media, like VR,
where there is, at least for the moment, no possibility of
detaching the spectator’s gaze from the “projector”.
46 See the idea of “plan subjective réversible” and of the film as a “visible surface cracked by
different gazes” from the Merleau-Pontyan perspective adopted by A.C. Dalmasso, “Le plan
subjectif réversible”: 140 (our translation).
BARBARA GRESPI 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
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] | Screening
the human mind:
A Deleuzian approach
to altered states
of consciousness
in cinema history.
Toward an idea of the virtual
image in theDeleuze
cinema (II)
by Giuseppe Previtali
Cinema
Temporality
Hallucination
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Screening the human mind:
A Deleuzian approach to altered
states of consciousness
in cinema history.
Toward an idea of the virtual
image in the cinema (II)
by Giuseppe Previtali
Abstract From its very origins, cinema has demonstrated
a particular interest in the representation of altered states of
consciousness: memories, visions, nightmares and dreams
are a common feature of narrative films and usually inter-
rupt a flow of events by inserting different temporalities in
the present of the story. Following the arguments explored
by Gilles Deleuze in his groundbreaking works on cinema,
this essay will address the issue of how narrative cinema
has represented altered states of consciousness. If in early
cinema of attractions altered states were represented as
physical realities intertwined with the world, classical Hol-
lywood films progressively exorcised the disruptive poten-
tial of such images by defining a visual grammar in order
to normalize them within the narrative. It will be modern
cinema which will focus on this issue in depth, given its
new interest in the link between the moving image and the
mechanisms of thought. In this regard, the essay will in
conclusion address the hallucinations experienced by Isak
Borg in Bergman’s Wild Strawberries, a complex and highly
illuminating case of various forms of altered mental states.
Deleuze Cinema Temporality Hallucination Bergman
To quote this essay: G. Previtali, “Screening the human mind: A Deleuzian approach
to altered states of consciousness in cinema history. Toward an idea of the virtual image
in the cinema (II)”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 37-50
GIUSEPPE PREVITALI 37 AN-ICON
Alfred Hitchcock’s Stage Fright (1950) begins
with a shot of a young couple (Jonathan and Eve) in a car.
We immediately understand that they are running from the
police and they are heading towards a dock. The girl asks
the man (who we will later recognize as her boyfriend) what
happened and, when Jonathan starts to tell his story (“I
was in my kitchen, it was about 5:00”) the close-up shot of
the two begins to fade out. He explains that earlier in the
morning he had received a visit from the singer and actress
Charlotte Inwood, who showed up at his house with a dress
covered in the blood of her husband. Jonathan managed
to sneak into Charlotte’s house but was glimpsed by the
housemaid and forced to run away. He later received a visit
from two policemen, from whom he was able to escape
only thanks to Eve. The description of this long sequence,
which corresponds to the first fifteen minutes of the movie,
would be incomplete without stressing the fact that Jona-
than’s tale will prove to be a lie, despite the fact that visually
it adopts those criteria of clarity, legibility and transparen-
cy which were typical of classic Hollywood cinema and in
which the spectator usually put his trust.
The exceptionality of this sequence and its ex-
emplarity in showing how the temporal dimension (the se-
quence is a recollection of a supposed past) and the mental
dimension (it is a false recollection of a certain character)
are linked, is such that Deleuze identifies in it the first ap-
pearance of the mental image in the history of cinema. This
crucial analysis, programmatically located in the last pages
of The Movement-Image, explicitly connects the distorted
evocation of the past and an altered state of conscious-
ness. It is precisely this relationship which, questioning the
omniscience of the spectator, heralds the advent of a new
kind of filmic image:
GIUSEPPE PREVITALI 38 AN-ICON
The mental image not only frames the others, but transforms them
by penetrating them. For this reason, one might say that Hitchcock
accomplishes and brings to completion the whole of the cinema
by pursuing the movement-image to its limits.1
Altered states of consciousness
in early and classical cinema
Deleuze’s arguments, which will later be dis-
cussed more extensively, attempt to address the excep-
tionality of Hitchcock’s movies in the context of classical
narrative cinema. However, it is important to recognize
that from its origins, cinema has continuously sought to
make visible altered states of consciousness. If film theory
immediately stressed the role of visual media in preserv-
ing the memory of what is absent (thus “presentifying” it),2
another of the great obsessions of cinema has to do with
“the aspiration to visualize what dwells in the human mind,
to represent thought, to exteriorize what is internal”.3 As
Dagrada acutely pointed out, this urge was not limited to
cinema itself, but was rather a common feature in the vi-
sual culture of the 18th and 19th centuries. Theatre, magic
lantern shows and optical toys were just some of the most
common examples of this interest shown in the visual ex-
ternalization of mental states. Cinema, nevertheless, played
a crucial role in this sense, given its specific ability to visu-
alize reality. Long before the institutionalization of classical
filmic syntax, early cinema developed a specific way of
visualizing mental states. What is peculiar to this historical
1 G. Deleuze, Cinema 1. The Movement-Image (Minneapolis: University of Minnesota Press,
1986): 204. The use of Deleuzean concepts in film studies is an established trend and this
paper follows this tradition addressing a perhaps slightly different problem. For a general
understanding of this theoretical link, see: P. Pisters, The Matrix of Visual Culture. Working with
Deleuze in Film Theory (Stanford: Stanford University Press, 2003); P. Maratti, Gilles Deleuze.
Cinema and Philosophy (Baltimore: John Hopkins University Press, 2008); D. Angelucci,
Deleuze e i concetti del cinema (Macerata: Quodlibet, 2012); D. Martin-Jones, W. Brown eds.,
Deleuze and Film (Edinburgh: Edinburgh University Press, 2012).
2 I am referring to the fundamental remarks by theoreticians such as A. Bazin, “The ontology
of photographic image”, in Id., What is Cinema? Vol. 1 (Berkeley: University of California Press,
204): 9-16 and R. Barthes, Camera Lucida (New York: Hill and Wang, 1981): 96. Moreover, see
the relevant passages in A. Boschi, Teorie del cinema. Il periodo classico 1915-1945 (Rome:
Carocci, 1998).
3 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot
(Brussels: Peter Lang,2014): 193.
GIUSEPPE PREVITALI 39 AN-ICON
period is that those states were not presented as individual
and abstract perceptions, but rather as phantasmagorical
apparitions, as forms of visual attraction.4 Hallucinations,
forms of altered perceptions,5 apparitions of demons and
other creatures were extremely common in early cinema,
to such an extent that it is often difficult to differentiate
clearly between these various types of altered conscious-
ness. Besides the different ways in which these images
are visually presented in early cinema,6 what needs to be
stressed here is the fact that these forms of alteration pos-
sessed a “physical nature”, a “potential interchangeability
with the real”.7 Consider for instance the case of Histoire
d’un crime (Ferdinand Zecca, 1901). The film begins with
the killing of a bank employee by a burglar and is built on
the juxtaposition of self-contained tableaux, in accordance
with the stylistic conventions of the time. When the burglar
is arrested and taken to prison, we see him sleep; here,
thanks to an explicitly theatrical solution, Zecca is able to
visualize what is at the same time both a dream and a rec-
ollection of key events of the character’s life. This form of
mise en abyme, which has more or less the same function
as thought balloons in comics,8 is typical of the period. It
confirms that, while the linguistic status of these “altered
images” was still unclear, early cinema already stressed the
problematic and still to be analyzed relationship between
the mental and the temporal dimension.
4 I use the term in the sense outlined in the influential study by T. Gunning, “The cinema of
attractions: early film, its spectator and the avant-garde”, in W. Strauven, ed., The Cinema of
Attractions Reloaded, (Amsterdam: Amsterdam University Press, 2006): 381-388.
5 Consider for example the hallucinatory drunkenness represented in Rêve à la lune (1905)
or the nightmarish consequences of the main character’s dinner in Dream of a Rarebit Fiend (1906).
6 For an inventory of these techniques, see E. Dagrada, Between the Eye and the World. The
Emergence of the Point-of-View Shot: 197-210.
7 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot:
198. Later on, the concept is further emphasized as follows: “The objective physical quality
forcefully inscribed into the continuity between subjective oneiric space and waking space
characterizes all forms of representation of dreams developed by early cinema. It is not
surprising, then, that in this context […] mixing the objective and the subjective, oneiric
representation simultaneously assumes both the material characteristics of a physical
apparition and the supernatural characteristics of a clairvoyance, as if it constituted a magical
way of communicating with somewhere else, a place that is just as real, but also supernatural”,
ibid.: 205. Even if here the author speaks explicitly of dreams, her argument seems to be
applicable to all the types of altered consciousness explored by early cinema.
8 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema (Venice: Marsilio, 2004):
93. If not otherwise stated, the translations of Italian texts are always the author’s.
GIUSEPPE PREVITALI 40 AN-ICON
Fig. 1. Ferdinand Zecca, Histoire d’un crime, 1901
With the institutionalization of the film industry
and its language, the various manifestations of the mental in
early cinema were progressively neutralized and reduced to
figures of altered temporality.9 The variety of mental states
encountered in the cinema of attractions, and the different
stylistic devices used to present them, were replaced by
recurrent and recognizable linguistic elements which neu-
tralized the subversive potential of mental images in a con-
text in which a clear and coherent narrative was required.10
The case of A Letter to Three Wives (Joseph L. Mankiewicz,
1949) is emblematic in this sense. The protagonists of this
sentimental drama are three women who receive, from a
fourth woman, a letter stating that one of their husbands
has run away with her. Haunted by doubt, each of the
three gives rise to a flashback in which she remembers a
specific episode of her life. The second flashback, which
has as its protagonist Rita (a radio writer married to a mod-
est but proudly intellectual teacher), is highly instructive
9 I am specifically referring to the flashback as a form of visualization of the past. On the
various types of flashback, see at least: Y. Mouren, Le flash-back (Armand Colin: Paris, 2005);
F. Centola, Il flashback nel cinema. Il tempo riavvolto nell’eterno presente cinematografico
(Novara: UTET, 2019). For a theoretical and historical introduction to the topic, M. Turim,
Flashbacks in Film: Memory & History (London-New York: Routledge, 2013). On the role of
flashback in literary theory see the quintessential study by G. Genette, Figures III (Paris: Seuil, 1972).
10 It should be noted that, according to many theoreticians such as Balázs and Bluestone,
the only temporality of narrative cinema is the present. On this topic, S. Ghislotti, Film Time. Le
dimensioni temporali della visione (Bergamo: Bergamo University Press, 2012): 54-63.
GIUSEPPE PREVITALI 41 AN-ICON
of the way in which classical cinema connects the men-
tal and the temporal dimensions. Rita is laid on the grass,
and while the camera delicately zooms in on her face, we
hear her thoughts in voiceover (she obsessively repeats a
couple of troubling questions: “Why couldn’t George go
fishing? Why the blue suit?”). Then, a crossfade marks
the beginning of the flashback, a sequence that tells the
story of a highly problematic and unhappy marriage. The
long flashback will then be visually presented according
to the conventions of classical narrative cinema: a set of
objective shots connected through the use of linear and
transparent montage.
Beyond Classicism: from Hitchcock
to Resnais
When confronted with the ways in which clas-
sical cinema elaborated the theme of mental images – re-
ducing them to forms of altered temporality – Hitchcock’s
exceptionality becomes even more apparent. As already
mentioned, Deleuze identifies the false flashback of Stage
Fright as a crucial moment for overcoming the move-
ment-image. Indeed, the falseness of this sequence radi-
cally challenges the idea that memories can be objective-
ly visualized, without the deforming effect always implicit
in subjectivity. Even more problematically, in the final se-
quence of Marnie (1964), Hitchcock shows the emergence
(or rather re-mergence) of a traumatic mental image of the
protagonist, which she experiences not just optically but
in a much more radically bodily sense. Influenced by the
circumstances and as if hunted by a younger version of
herself, Marnie actually re-experiences the dramatic events
of her childhood. While being presented to the spectator
through objective shots, these images – marked moreover
by a chromatic alteration – have a material consistency
for Marnie and she finds herself re-immersed in a past
that she has already lived through. The discussion on the
ways in which cinema reflected on the tension between the
mental and the temporal dimension has shown that, while
GIUSEPPE PREVITALI 42 AN-ICON
in early cinema a variety of altered states of consciousness
was represented as hallucinatory but “physical” realities,
classical narrative cinema progressively institutionalized
figures of temporality11 within canonic filmic syntax.12 The
link between mental and temporal will become crucial in the
context of so-called modern cinema,13 specifically because
– according to Deleuze – in this cultural context cinema will
finally be able to assign a central place to thought and its
mechanisms: “the essence of cinema […] has thought as its
higher purpose, nothing but thought and its functioning”.14
This process will be made possible by the emergence of
the category of mental image, which will on the one hand
reassume and re-signify other kinds of images (such as the
action-image) and on the other hand unleash the “modern-
ist potential” inscribed in the flashback.15
The mental image is for Deleuze something
profoundly related to the issue of time, but in an ex-
tremely complex and problematizing way which implies
11 More specifically, classical narrative cinema tried to visualize almost exclusively the
past and it is probably no coincidence that Hitchcock was one of the few directors who tried
to imagine an image in the future. I am referring here to the sequence of Sabotage (1936) in
which the protagonist sees the water of a fish tank in the city aquarium dissolving and acting
as a sort of screen on which is prefigured the brutal outcome of a bombing. It is worth noticing
that in this case the future is considered as a time of pure possibility, because the imagined
event will take place in a completely different way.
12 Deleuze insists on the rhetorical function of the flashback in a poignant passage of
The Time-Image: “We know very well that the flashback is a conventional, extrinsic device:
it is generally indicated by a dissolve-link, and the images that it introduces are often
superimposed or meshed. It is like a sign with the words: ‘watch out! recollection’. It can,
therefore, indicate, by convention, a causality which is psychological, but still analogous to a
sensory-motor determinism, and, despite its circuits, only confirms the progression of a linear
narration”. G. Deleuze, Cinema 2. The Time-Image, (Minneapolis: University of Minnesota
Press, 1989): 48.
13 For a critical definition of this concept, see the still relevant remarks by G. de Vincenti,
Il concetto di modernità nel cinema (Parma: Pratiche, 2000): 11-24.
14 G. Deleuze, The Time-Image: 168.
15 M. Turim, Flashbacks in Film: Memory & History: 189. On the same issue, Ghislotti points
out: “While in the classical flashback the scenes became part of the coherent narrative of the
movie, that is of a set of knowledges that helped the public to have a trustworthy idea of the
story, in the case of modernist flashback this aspect falls short: the flashback often becomes
the subjective vision of a fact, and is consequently a possible version of the events, but not
the definitive one […]. At the end of the film, the public is unable to have an idea of the story
free of doubt and is forced to choose between this or that version of it”. S. Ghislotti, Film Time.
Le dimensioni temporali della visione: 130-131.
GIUSEPPE PREVITALI 43 AN-ICON
the coexistence of different temporalities.16 In modern cin-
ema, the visualization of mental states is made possible
by the collision of /clash of /conflict of different temporal-
ities that not only coexist, but can merge to the point of
becoming indistinguishable:
The images have to be present and past, still present and already
past, at once and at the same time. [...] The past does not follow
the present that it is no longer, it coexists with the present it was.17
Take for instance a movie such as Mirror (An-
drei Tarkovsky, 1975), in which the continuous oscillation
between various states of consciousness (from memory to
dream and beyond) would be inconceivable in the context
of classical narrative cinema, especially when we consider
that in the movie “there is a constant retroactive reverber-
ation of almost every scene”.18 The memorial act of the
protagonist Aleksej generates a flux of memory and visions
that will involve not just his own life but also the life of his
son and even collective and historical memory (both in an
allusive form and through the insertion of historical visual
documents).19 In this sense, Mirror seems to fully resonate
with the Deleuzian idea of time as a topological construct,
a field composed of peaks and sheets which continuously
involve each other and are freely explorable. This idea be-
comes even more explicit when we consider the cinema
of Alain Resnais, in which both the association between
16 “There is no present which is not haunted by a past and a future, by a past which is
not reducible to a former present, by a future which does not consist of a present to come.
Simple succession affects the present which passes, but each present coexists with a past
and a future without which it would not itself pass on. It is characteristic of cinema to seize
this past and this future that coexist with the present image”. G. Deleuze, The Time-Image: 37
(emphasis added). The use of the term “haunted” is specifically interesting here and seems to
foreshadow the arguments of J. Derrida, Specters of Marx: The State of the Debt, the Work of
Mourning and the New International (London-New York: Routledge, 1994).
17 G. Deleuze, The Time-Image: 79 (emphasis added). Also, on this point: S. Shaw, Film
Consciousness. From Phenomenology to Deleuze (Jefferson-London: McFarland&Company,
2008): 147.
18 S. Shaw, Film Consciousness. From Phenomenology to Deleuze : 94.
19 T. Masoni, P. Vecchi, Andrei Tarkovskij (Milan: Il Castoro, 1997): 72-74.
GIUSEPPE PREVITALI 44 AN-ICON
mental and temporal,20 and the conflict between various
temporalities are quintessential. In his movies, the temporal
oscillations do not involve issues of narrative clarity – as
in classical cinema – but are rather used to visualize con-
tradictory mental states that are always on the verge of
undecidability. As pointed out by Deleuze, it is pointless
to discuss Resnais’ cinema dissociating the issue of time
from that of mental states:
It is not difficult to show that dreams and nightmares, fantasies,
hypotheses and anticipations, all forms of the imaginary, are more
important than flashbacks.21
It is possible to identify a trend in Resnais’ cin-
ema which, from Hiroshima Mon Amour (1959) to Je t’aime,
je t’aime (1968) through Last Year in Marienbad (1961) and
Muriel (1963), questions and problematizes the mental
dimensions of perception and their link with temporality.
Consider for instance the emblematic case of Last Year
in Marienbad: the claim of the man to have met a woman
the year before could have easily offered the chance for a
chain of illustrative flashbacks. On the contrary, the baroque
setting of the hotel in which the two characters meet trig-
gers a series of obsessive repetitions, uncertain memories
(whose are these memories? Are these facts real or just
imagined?), while the continuous and uncanny immobility
of the bodies generates “a space-time in which there is no
before or after, past or present, here and elsewhere, real
and imaginary”.22 The film is structured by the connection
between ambiguous and confusing mental states, altered
forms of experience that continuously merge with halluci-
nation. Deleuze sums up the issue as follows, underlining
20 According to Ishaghpour, the great issue of Resnais’ cinema is to understand “the way
the mind functions”. Y. Ishaghpour, D’une image à l’autre (Paris: Gonthier, 1981): 182; quoted
in G. Deleuze, The Time-Image: 121. Shortly after, Deleuze comes back to this argument,
stressing that “Resnais is always saying that he is interested only in what happens in the brain,
in cerebral mechanisms – monstrous, chaotic or creative mechanisms”, Ibid.: 125.
21 Ibid.: 122.
22 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 113-114.
GIUSEPPE PREVITALI 45 AN-ICON
once again the inextricable interweaving of times and per-
ceptions offered by the movie:
In Last Year in Marienbad it is X who knew A (so A does not re-
member or is lying), and it is A who does not know X (so X is mis-
taken or playing a trick on her). Ultimately, all the three characters
correspond to three different presents, but in such a way as to
complicate the inexplicable instead of throwing light on it; in such
a way as to bring about its existence instead of suppressing it:
when X lives in a present of past, A lives in a present of future, so
that the difference exudes or assumes a present of present (the
third, the husband), all implicated in each other.23
The hallucination of Isak Borg
Even if Deleuze never discussed Ingmar Berg-
man directly in the pages of The Time-Image, his cinema
seems to benefit from the aforementioned theorizations,
especially if compared with the new possibilities provided
by virtual reality in terms of immersivity. Indeed, the pres-
ence of altered mental states is recurrent in his movies,
which continuously address the link between temporality
and perception. Consider for instance the hallucinatory
visions of Persona (1966) or the nightmares that haunt the
painter Johan in Hour of the Wolf (1968). The explicitly me-
ta-filmic opening of this movie,24 as a matter of fact, seems
to suggest that for Bergman cinema is defined precisely by
its specific ability to visualize altered states of conscious-
ness. This idea becomes even more explicit (especially in
connection with time) in Wild Strawberries (1957), in which
Bergman sets out what is probably his most acute reflec-
tion on the topic. As is well-known, the protagonist is the
elderly bacteriologist Isak Borg, who is about to receive
his doctorate. The night before the celebration he has a
terrible nightmare and decides to travel to the event by car,
together with his daughter-in-law Marianne. During the trip,
23 G. Deleuze, The Time-Image: 101.
24 While the initial credits are running, we see voices that we can unmistakably associate to
a film set: “Quiet all! Rolling! Take! Camera… and begin!”.
GIUSEPPE PREVITALI 46 AN-ICON
Isak will experience a whole set of daydreams, hallucina-
tions and visions which will shed a new light on his former
way of life. At the end of the day, after the celebration of
his career, something will be changed in him, and he will
start to approach life with more joy and respect for those
around him.
Wild Strawberries is a movie that reflects on
memory and on the possible link between various tempo-
ralities and forms of perception; thus, the fact that it has
almost no flashbacks is even more striking.25 None of the
sequences in which Isak experiences some altered form of
consciousness can be considered flashbacks, since Isak
physically takes part in them with his old man’s body “al-
most as if he was observing the world to finally understand
it”. 26 This is true for the oneiric scene that opens the film
but also for the quintessential sequence in which Isak –
taking a break from the trip near the house where he used
to spend the summer during his youth – has a strange and
highly interesting experience. We see him sitting under a
tree, watching in close-up the old and now abandoned
house, while we hear his thoughts in voiceover:
Perhaps I got a little sentimental [...]. I don’t know how it happened,
but the day’s clear reality dissolved into the even clearer images
of memory, which appeared before my eyes with the strength of
a true stream of events.27
Then we see him in counter-shot and, through
a crossfade, we see the old house regaining its former ap-
pearance. With a subsequent series of rapid crossfades we
take part in what at first sight may be considered a flashback.
Here, we see his beloved cousin Sara picking strawberries
for her uncle. However, we immediately understand that
what we are experiencing is not a flashback, for at least two
different reasons. First of all, Isak takes part in this particular
25 The only real flashback in the film is in fact not experienced by Isak Borg but by his
daughter-in-law, who confesses to the old professor an argument that she had with her
husband about the child she is expecting.
26 P. Baldelli, Cinema dell’ambiguità. Bergman e Antonioni (Rome: Samonà e Savelli, 1969): 95.
27 Emphasis added.
GIUSEPPE PREVITALI 47 AN-ICON
“presentification” of the past with his elderly body and is
able to move in this hallucinatory experience with a certain
degree of freedom; secondly, the events that Isak is seeing
are not his memories, because it is immediately clear that
(as a young man) he never saw what he is experiencing
now (Sara and Sigfrid flirting).
Fig. 2. Ingmar Bergman, Wild Strawberries, 1957
Albano rightly argued that we cannot concep-
tualize this important sequence in terms of a flashback:
We may speak of rêverie éveillée, of daydream or — in German
— of Tagtraum, of conscious fantasy. A reverie that shares with a
dream [...] the sense of living [...] what is being dreamt.28
Isak knows very well that he is experiencing
an impossible past, because he addresses his young and
beautiful cousin in an unmistakable way: “Sara, it’s your
cousin Isak. Well, I’ve become quite old, of course, so I
don’t look the same. But you, you haven’t changed at all”.
28 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 76. On this point,
see also: R. Campari, Film della memoria. Mondi perduti, ricordati e sognati (Venice: Marsilio,
2005):16, 22-28.
GIUSEPPE PREVITALI 48 AN-ICON
In this passage, we are confronted with a con-
figuration of temporalities that is far more complex of those
addressed above: it is a sort of double temporality because
the present of the old Isak overlaps with a past that is –
moreover – nonfactual, but rather seeped in the percep-
tions, regrets and hopes of the young Isak. This conflictual
combination of temporalities seems to resonate perfectly
with a crucial passage by Metz:
Memory is in effect the only vision [...] that posits its object as
simultaneously real and imaginary, that is, real in the past and
imaginary in the present.29
What Isak sees really happened, but the way
in which he experiences it is hallucinatory and gives the
spectator no reassurance about the fact that it happened
in that way. It is worth noticing here that Deleuze actually
theorized this kind of situation, even without referring to
Bergman: “the present is the actual image and its contem-
poraneous past is the virtual image, the image in a mirror”.30
Finally, it seems important to notice that, de-
spite his being immersed in an altered perception in which
he can more or less freely move, Isak has no possibility of
interacting with it. He “stands before the theatre of his life
as a spectator-voyeur, terribly attracted, morbidly intrigued,
but never seen, in complete isolation”.31 Both the dialogue
between Isak and Sara and the subsequent scene in which
he hears her confessions after the family lunch are highly
instructive in this regard. It is symptomatic, in this respect,
that this long sequence ends precisely when Sara moves
to the garden to meet with the Isak of the past. The percep-
tion of the old Isak grants him the possibility to experience
a time that he never lived and probably only imagined but
29 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University
Press, 2016): 96 (emphasis added).
30 G. Deleuze, The Time-Image: 79 (emphasis added). It is worth noticing that the situation
that Deleuze imagines (the simultaneous presence of past and present within a mirror image)
is explicitly visualized in Wild Strawberries, during a subsequent passage in which the old Isak
sees himself reflected in a mirror held by a young Sara.
31 L. Albano, “Il posto delle fragole”, in A. Costa ed., Ingmar Bergman (Venice: Marsilio,
2009): 77.
GIUSEPPE PREVITALI 49 AN-ICON
he is at the same time confronted with an insurmountable
limit: he is precluded from every contact and any chance
of interaction with this time that is not his own. Only in his
present will he be given the chance to undo his mistakes,
thanks to the apparition of a sort of double of the beloved
Sara. The specific way in which Bergman approaches the
representation of altered mental states, working on the
dialectic between absence and presence, nostalgia and
desire, seems to have more than one similarity with the
contemporary form of immersivity promoted by various
technological desire. In this sense, a wider archaeological
account of the issue of virtuality should be developed, in
order to establish a more complex theoretical framework
to address this kind of images.
GIUSEPPE PREVITALI 50 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
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] | Screening
the human mind:
A Deleuzian approach
to altered states
of consciousness
in cinema history.
Toward an idea of the virtual
image in theDeleuze
cinema (II)
by Giuseppe Previtali
Cinema
Temporality
Hallucination
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Screening the human mind:
A Deleuzian approach to altered
states of consciousness
in cinema history.
Toward an idea of the virtual
image in the cinema (II)
by Giuseppe Previtali
Abstract From its very origins, cinema has demonstrated
a particular interest in the representation of altered states of
consciousness: memories, visions, nightmares and dreams
are a common feature of narrative films and usually inter-
rupt a flow of events by inserting different temporalities in
the present of the story. Following the arguments explored
by Gilles Deleuze in his groundbreaking works on cinema,
this essay will address the issue of how narrative cinema
has represented altered states of consciousness. If in early
cinema of attractions altered states were represented as
physical realities intertwined with the world, classical Hol-
lywood films progressively exorcised the disruptive poten-
tial of such images by defining a visual grammar in order
to normalize them within the narrative. It will be modern
cinema which will focus on this issue in depth, given its
new interest in the link between the moving image and the
mechanisms of thought. In this regard, the essay will in
conclusion address the hallucinations experienced by Isak
Borg in Bergman’s Wild Strawberries, a complex and highly
illuminating case of various forms of altered mental states.
Deleuze Cinema Temporality Hallucination Bergman
To quote this essay: G. Previtali, “Screening the human mind: A Deleuzian approach
to altered states of consciousness in cinema history. Toward an idea of the virtual image
in the cinema (II)”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 37-50
GIUSEPPE PREVITALI 37 AN-ICON
Alfred Hitchcock’s Stage Fright (1950) begins
with a shot of a young couple (Jonathan and Eve) in a car.
We immediately understand that they are running from the
police and they are heading towards a dock. The girl asks
the man (who we will later recognize as her boyfriend) what
happened and, when Jonathan starts to tell his story (“I
was in my kitchen, it was about 5:00”) the close-up shot of
the two begins to fade out. He explains that earlier in the
morning he had received a visit from the singer and actress
Charlotte Inwood, who showed up at his house with a dress
covered in the blood of her husband. Jonathan managed
to sneak into Charlotte’s house but was glimpsed by the
housemaid and forced to run away. He later received a visit
from two policemen, from whom he was able to escape
only thanks to Eve. The description of this long sequence,
which corresponds to the first fifteen minutes of the movie,
would be incomplete without stressing the fact that Jona-
than’s tale will prove to be a lie, despite the fact that visually
it adopts those criteria of clarity, legibility and transparen-
cy which were typical of classic Hollywood cinema and in
which the spectator usually put his trust.
The exceptionality of this sequence and its ex-
emplarity in showing how the temporal dimension (the se-
quence is a recollection of a supposed past) and the mental
dimension (it is a false recollection of a certain character)
are linked, is such that Deleuze identifies in it the first ap-
pearance of the mental image in the history of cinema. This
crucial analysis, programmatically located in the last pages
of The Movement-Image, explicitly connects the distorted
evocation of the past and an altered state of conscious-
ness. It is precisely this relationship which, questioning the
omniscience of the spectator, heralds the advent of a new
kind of filmic image:
GIUSEPPE PREVITALI 38 AN-ICON
The mental image not only frames the others, but transforms them
by penetrating them. For this reason, one might say that Hitchcock
accomplishes and brings to completion the whole of the cinema
by pursuing the movement-image to its limits.1
Altered states of consciousness
in early and classical cinema
Deleuze’s arguments, which will later be dis-
cussed more extensively, attempt to address the excep-
tionality of Hitchcock’s movies in the context of classical
narrative cinema. However, it is important to recognize
that from its origins, cinema has continuously sought to
make visible altered states of consciousness. If film theory
immediately stressed the role of visual media in preserv-
ing the memory of what is absent (thus “presentifying” it),2
another of the great obsessions of cinema has to do with
“the aspiration to visualize what dwells in the human mind,
to represent thought, to exteriorize what is internal”.3 As
Dagrada acutely pointed out, this urge was not limited to
cinema itself, but was rather a common feature in the vi-
sual culture of the 18th and 19th centuries. Theatre, magic
lantern shows and optical toys were just some of the most
common examples of this interest shown in the visual ex-
ternalization of mental states. Cinema, nevertheless, played
a crucial role in this sense, given its specific ability to visu-
alize reality. Long before the institutionalization of classical
filmic syntax, early cinema developed a specific way of
visualizing mental states. What is peculiar to this historical
1 G. Deleuze, Cinema 1. The Movement-Image (Minneapolis: University of Minnesota Press,
1986): 204. The use of Deleuzean concepts in film studies is an established trend and this
paper follows this tradition addressing a perhaps slightly different problem. For a general
understanding of this theoretical link, see: P. Pisters, The Matrix of Visual Culture. Working with
Deleuze in Film Theory (Stanford: Stanford University Press, 2003); P. Maratti, Gilles Deleuze.
Cinema and Philosophy (Baltimore: John Hopkins University Press, 2008); D. Angelucci,
Deleuze e i concetti del cinema (Macerata: Quodlibet, 2012); D. Martin-Jones, W. Brown eds.,
Deleuze and Film (Edinburgh: Edinburgh University Press, 2012).
2 I am referring to the fundamental remarks by theoreticians such as A. Bazin, “The ontology
of photographic image”, in Id., What is Cinema? Vol. 1 (Berkeley: University of California Press,
204): 9-16 and R. Barthes, Camera Lucida (New York: Hill and Wang, 1981): 96. Moreover, see
the relevant passages in A. Boschi, Teorie del cinema. Il periodo classico 1915-1945 (Rome:
Carocci, 1998).
3 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot
(Brussels: Peter Lang,2014): 193.
GIUSEPPE PREVITALI 39 AN-ICON
period is that those states were not presented as individual
and abstract perceptions, but rather as phantasmagorical
apparitions, as forms of visual attraction.4 Hallucinations,
forms of altered perceptions,5 apparitions of demons and
other creatures were extremely common in early cinema,
to such an extent that it is often difficult to differentiate
clearly between these various types of altered conscious-
ness. Besides the different ways in which these images
are visually presented in early cinema,6 what needs to be
stressed here is the fact that these forms of alteration pos-
sessed a “physical nature”, a “potential interchangeability
with the real”.7 Consider for instance the case of Histoire
d’un crime (Ferdinand Zecca, 1901). The film begins with
the killing of a bank employee by a burglar and is built on
the juxtaposition of self-contained tableaux, in accordance
with the stylistic conventions of the time. When the burglar
is arrested and taken to prison, we see him sleep; here,
thanks to an explicitly theatrical solution, Zecca is able to
visualize what is at the same time both a dream and a rec-
ollection of key events of the character’s life. This form of
mise en abyme, which has more or less the same function
as thought balloons in comics,8 is typical of the period. It
confirms that, while the linguistic status of these “altered
images” was still unclear, early cinema already stressed the
problematic and still to be analyzed relationship between
the mental and the temporal dimension.
4 I use the term in the sense outlined in the influential study by T. Gunning, “The cinema of
attractions: early film, its spectator and the avant-garde”, in W. Strauven, ed., The Cinema of
Attractions Reloaded, (Amsterdam: Amsterdam University Press, 2006): 381-388.
5 Consider for example the hallucinatory drunkenness represented in Rêve à la lune (1905)
or the nightmarish consequences of the main character’s dinner in Dream of a Rarebit Fiend (1906).
6 For an inventory of these techniques, see E. Dagrada, Between the Eye and the World. The
Emergence of the Point-of-View Shot: 197-210.
7 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot:
198. Later on, the concept is further emphasized as follows: “The objective physical quality
forcefully inscribed into the continuity between subjective oneiric space and waking space
characterizes all forms of representation of dreams developed by early cinema. It is not
surprising, then, that in this context […] mixing the objective and the subjective, oneiric
representation simultaneously assumes both the material characteristics of a physical
apparition and the supernatural characteristics of a clairvoyance, as if it constituted a magical
way of communicating with somewhere else, a place that is just as real, but also supernatural”,
ibid.: 205. Even if here the author speaks explicitly of dreams, her argument seems to be
applicable to all the types of altered consciousness explored by early cinema.
8 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema (Venice: Marsilio, 2004):
93. If not otherwise stated, the translations of Italian texts are always the author’s.
GIUSEPPE PREVITALI 40 AN-ICON
Fig. 1. Ferdinand Zecca, Histoire d’un crime, 1901
With the institutionalization of the film industry
and its language, the various manifestations of the mental in
early cinema were progressively neutralized and reduced to
figures of altered temporality.9 The variety of mental states
encountered in the cinema of attractions, and the different
stylistic devices used to present them, were replaced by
recurrent and recognizable linguistic elements which neu-
tralized the subversive potential of mental images in a con-
text in which a clear and coherent narrative was required.10
The case of A Letter to Three Wives (Joseph L. Mankiewicz,
1949) is emblematic in this sense. The protagonists of this
sentimental drama are three women who receive, from a
fourth woman, a letter stating that one of their husbands
has run away with her. Haunted by doubt, each of the
three gives rise to a flashback in which she remembers a
specific episode of her life. The second flashback, which
has as its protagonist Rita (a radio writer married to a mod-
est but proudly intellectual teacher), is highly instructive
9 I am specifically referring to the flashback as a form of visualization of the past. On the
various types of flashback, see at least: Y. Mouren, Le flash-back (Armand Colin: Paris, 2005);
F. Centola, Il flashback nel cinema. Il tempo riavvolto nell’eterno presente cinematografico
(Novara: UTET, 2019). For a theoretical and historical introduction to the topic, M. Turim,
Flashbacks in Film: Memory & History (London-New York: Routledge, 2013). On the role of
flashback in literary theory see the quintessential study by G. Genette, Figures III (Paris: Seuil, 1972).
10 It should be noted that, according to many theoreticians such as Balázs and Bluestone,
the only temporality of narrative cinema is the present. On this topic, S. Ghislotti, Film Time. Le
dimensioni temporali della visione (Bergamo: Bergamo University Press, 2012): 54-63.
GIUSEPPE PREVITALI 41 AN-ICON
of the way in which classical cinema connects the men-
tal and the temporal dimensions. Rita is laid on the grass,
and while the camera delicately zooms in on her face, we
hear her thoughts in voiceover (she obsessively repeats a
couple of troubling questions: “Why couldn’t George go
fishing? Why the blue suit?”). Then, a crossfade marks
the beginning of the flashback, a sequence that tells the
story of a highly problematic and unhappy marriage. The
long flashback will then be visually presented according
to the conventions of classical narrative cinema: a set of
objective shots connected through the use of linear and
transparent montage.
Beyond Classicism: from Hitchcock
to Resnais
When confronted with the ways in which clas-
sical cinema elaborated the theme of mental images – re-
ducing them to forms of altered temporality – Hitchcock’s
exceptionality becomes even more apparent. As already
mentioned, Deleuze identifies the false flashback of Stage
Fright as a crucial moment for overcoming the move-
ment-image. Indeed, the falseness of this sequence radi-
cally challenges the idea that memories can be objective-
ly visualized, without the deforming effect always implicit
in subjectivity. Even more problematically, in the final se-
quence of Marnie (1964), Hitchcock shows the emergence
(or rather re-mergence) of a traumatic mental image of the
protagonist, which she experiences not just optically but
in a much more radically bodily sense. Influenced by the
circumstances and as if hunted by a younger version of
herself, Marnie actually re-experiences the dramatic events
of her childhood. While being presented to the spectator
through objective shots, these images – marked moreover
by a chromatic alteration – have a material consistency
for Marnie and she finds herself re-immersed in a past
that she has already lived through. The discussion on the
ways in which cinema reflected on the tension between the
mental and the temporal dimension has shown that, while
GIUSEPPE PREVITALI 42 AN-ICON
in early cinema a variety of altered states of consciousness
was represented as hallucinatory but “physical” realities,
classical narrative cinema progressively institutionalized
figures of temporality11 within canonic filmic syntax.12 The
link between mental and temporal will become crucial in the
context of so-called modern cinema,13 specifically because
– according to Deleuze – in this cultural context cinema will
finally be able to assign a central place to thought and its
mechanisms: “the essence of cinema […] has thought as its
higher purpose, nothing but thought and its functioning”.14
This process will be made possible by the emergence of
the category of mental image, which will on the one hand
reassume and re-signify other kinds of images (such as the
action-image) and on the other hand unleash the “modern-
ist potential” inscribed in the flashback.15
The mental image is for Deleuze something
profoundly related to the issue of time, but in an ex-
tremely complex and problematizing way which implies
11 More specifically, classical narrative cinema tried to visualize almost exclusively the
past and it is probably no coincidence that Hitchcock was one of the few directors who tried
to imagine an image in the future. I am referring here to the sequence of Sabotage (1936) in
which the protagonist sees the water of a fish tank in the city aquarium dissolving and acting
as a sort of screen on which is prefigured the brutal outcome of a bombing. It is worth noticing
that in this case the future is considered as a time of pure possibility, because the imagined
event will take place in a completely different way.
12 Deleuze insists on the rhetorical function of the flashback in a poignant passage of
The Time-Image: “We know very well that the flashback is a conventional, extrinsic device:
it is generally indicated by a dissolve-link, and the images that it introduces are often
superimposed or meshed. It is like a sign with the words: ‘watch out! recollection’. It can,
therefore, indicate, by convention, a causality which is psychological, but still analogous to a
sensory-motor determinism, and, despite its circuits, only confirms the progression of a linear
narration”. G. Deleuze, Cinema 2. The Time-Image, (Minneapolis: University of Minnesota
Press, 1989): 48.
13 For a critical definition of this concept, see the still relevant remarks by G. de Vincenti,
Il concetto di modernità nel cinema (Parma: Pratiche, 2000): 11-24.
14 G. Deleuze, The Time-Image: 168.
15 M. Turim, Flashbacks in Film: Memory & History: 189. On the same issue, Ghislotti points
out: “While in the classical flashback the scenes became part of the coherent narrative of the
movie, that is of a set of knowledges that helped the public to have a trustworthy idea of the
story, in the case of modernist flashback this aspect falls short: the flashback often becomes
the subjective vision of a fact, and is consequently a possible version of the events, but not
the definitive one […]. At the end of the film, the public is unable to have an idea of the story
free of doubt and is forced to choose between this or that version of it”. S. Ghislotti, Film Time.
Le dimensioni temporali della visione: 130-131.
GIUSEPPE PREVITALI 43 AN-ICON
the coexistence of different temporalities.16 In modern cin-
ema, the visualization of mental states is made possible
by the collision of /clash of /conflict of different temporal-
ities that not only coexist, but can merge to the point of
becoming indistinguishable:
The images have to be present and past, still present and already
past, at once and at the same time. [...] The past does not follow
the present that it is no longer, it coexists with the present it was.17
Take for instance a movie such as Mirror (An-
drei Tarkovsky, 1975), in which the continuous oscillation
between various states of consciousness (from memory to
dream and beyond) would be inconceivable in the context
of classical narrative cinema, especially when we consider
that in the movie “there is a constant retroactive reverber-
ation of almost every scene”.18 The memorial act of the
protagonist Aleksej generates a flux of memory and visions
that will involve not just his own life but also the life of his
son and even collective and historical memory (both in an
allusive form and through the insertion of historical visual
documents).19 In this sense, Mirror seems to fully resonate
with the Deleuzian idea of time as a topological construct,
a field composed of peaks and sheets which continuously
involve each other and are freely explorable. This idea be-
comes even more explicit when we consider the cinema
of Alain Resnais, in which both the association between
16 “There is no present which is not haunted by a past and a future, by a past which is
not reducible to a former present, by a future which does not consist of a present to come.
Simple succession affects the present which passes, but each present coexists with a past
and a future without which it would not itself pass on. It is characteristic of cinema to seize
this past and this future that coexist with the present image”. G. Deleuze, The Time-Image: 37
(emphasis added). The use of the term “haunted” is specifically interesting here and seems to
foreshadow the arguments of J. Derrida, Specters of Marx: The State of the Debt, the Work of
Mourning and the New International (London-New York: Routledge, 1994).
17 G. Deleuze, The Time-Image: 79 (emphasis added). Also, on this point: S. Shaw, Film
Consciousness. From Phenomenology to Deleuze (Jefferson-London: McFarland&Company,
2008): 147.
18 S. Shaw, Film Consciousness. From Phenomenology to Deleuze : 94.
19 T. Masoni, P. Vecchi, Andrei Tarkovskij (Milan: Il Castoro, 1997): 72-74.
GIUSEPPE PREVITALI 44 AN-ICON
mental and temporal,20 and the conflict between various
temporalities are quintessential. In his movies, the temporal
oscillations do not involve issues of narrative clarity – as
in classical cinema – but are rather used to visualize con-
tradictory mental states that are always on the verge of
undecidability. As pointed out by Deleuze, it is pointless
to discuss Resnais’ cinema dissociating the issue of time
from that of mental states:
It is not difficult to show that dreams and nightmares, fantasies,
hypotheses and anticipations, all forms of the imaginary, are more
important than flashbacks.21
It is possible to identify a trend in Resnais’ cin-
ema which, from Hiroshima Mon Amour (1959) to Je t’aime,
je t’aime (1968) through Last Year in Marienbad (1961) and
Muriel (1963), questions and problematizes the mental
dimensions of perception and their link with temporality.
Consider for instance the emblematic case of Last Year
in Marienbad: the claim of the man to have met a woman
the year before could have easily offered the chance for a
chain of illustrative flashbacks. On the contrary, the baroque
setting of the hotel in which the two characters meet trig-
gers a series of obsessive repetitions, uncertain memories
(whose are these memories? Are these facts real or just
imagined?), while the continuous and uncanny immobility
of the bodies generates “a space-time in which there is no
before or after, past or present, here and elsewhere, real
and imaginary”.22 The film is structured by the connection
between ambiguous and confusing mental states, altered
forms of experience that continuously merge with halluci-
nation. Deleuze sums up the issue as follows, underlining
20 According to Ishaghpour, the great issue of Resnais’ cinema is to understand “the way
the mind functions”. Y. Ishaghpour, D’une image à l’autre (Paris: Gonthier, 1981): 182; quoted
in G. Deleuze, The Time-Image: 121. Shortly after, Deleuze comes back to this argument,
stressing that “Resnais is always saying that he is interested only in what happens in the brain,
in cerebral mechanisms – monstrous, chaotic or creative mechanisms”, Ibid.: 125.
21 Ibid.: 122.
22 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 113-114.
GIUSEPPE PREVITALI 45 AN-ICON
once again the inextricable interweaving of times and per-
ceptions offered by the movie:
In Last Year in Marienbad it is X who knew A (so A does not re-
member or is lying), and it is A who does not know X (so X is mis-
taken or playing a trick on her). Ultimately, all the three characters
correspond to three different presents, but in such a way as to
complicate the inexplicable instead of throwing light on it; in such
a way as to bring about its existence instead of suppressing it:
when X lives in a present of past, A lives in a present of future, so
that the difference exudes or assumes a present of present (the
third, the husband), all implicated in each other.23
The hallucination of Isak Borg
Even if Deleuze never discussed Ingmar Berg-
man directly in the pages of The Time-Image, his cinema
seems to benefit from the aforementioned theorizations,
especially if compared with the new possibilities provided
by virtual reality in terms of immersivity. Indeed, the pres-
ence of altered mental states is recurrent in his movies,
which continuously address the link between temporality
and perception. Consider for instance the hallucinatory
visions of Persona (1966) or the nightmares that haunt the
painter Johan in Hour of the Wolf (1968). The explicitly me-
ta-filmic opening of this movie,24 as a matter of fact, seems
to suggest that for Bergman cinema is defined precisely by
its specific ability to visualize altered states of conscious-
ness. This idea becomes even more explicit (especially in
connection with time) in Wild Strawberries (1957), in which
Bergman sets out what is probably his most acute reflec-
tion on the topic. As is well-known, the protagonist is the
elderly bacteriologist Isak Borg, who is about to receive
his doctorate. The night before the celebration he has a
terrible nightmare and decides to travel to the event by car,
together with his daughter-in-law Marianne. During the trip,
23 G. Deleuze, The Time-Image: 101.
24 While the initial credits are running, we see voices that we can unmistakably associate to
a film set: “Quiet all! Rolling! Take! Camera… and begin!”.
GIUSEPPE PREVITALI 46 AN-ICON
Isak will experience a whole set of daydreams, hallucina-
tions and visions which will shed a new light on his former
way of life. At the end of the day, after the celebration of
his career, something will be changed in him, and he will
start to approach life with more joy and respect for those
around him.
Wild Strawberries is a movie that reflects on
memory and on the possible link between various tempo-
ralities and forms of perception; thus, the fact that it has
almost no flashbacks is even more striking.25 None of the
sequences in which Isak experiences some altered form of
consciousness can be considered flashbacks, since Isak
physically takes part in them with his old man’s body “al-
most as if he was observing the world to finally understand
it”. 26 This is true for the oneiric scene that opens the film
but also for the quintessential sequence in which Isak –
taking a break from the trip near the house where he used
to spend the summer during his youth – has a strange and
highly interesting experience. We see him sitting under a
tree, watching in close-up the old and now abandoned
house, while we hear his thoughts in voiceover:
Perhaps I got a little sentimental [...]. I don’t know how it happened,
but the day’s clear reality dissolved into the even clearer images
of memory, which appeared before my eyes with the strength of
a true stream of events.27
Then we see him in counter-shot and, through
a crossfade, we see the old house regaining its former ap-
pearance. With a subsequent series of rapid crossfades we
take part in what at first sight may be considered a flashback.
Here, we see his beloved cousin Sara picking strawberries
for her uncle. However, we immediately understand that
what we are experiencing is not a flashback, for at least two
different reasons. First of all, Isak takes part in this particular
25 The only real flashback in the film is in fact not experienced by Isak Borg but by his
daughter-in-law, who confesses to the old professor an argument that she had with her
husband about the child she is expecting.
26 P. Baldelli, Cinema dell’ambiguità. Bergman e Antonioni (Rome: Samonà e Savelli, 1969): 95.
27 Emphasis added.
GIUSEPPE PREVITALI 47 AN-ICON
“presentification” of the past with his elderly body and is
able to move in this hallucinatory experience with a certain
degree of freedom; secondly, the events that Isak is seeing
are not his memories, because it is immediately clear that
(as a young man) he never saw what he is experiencing
now (Sara and Sigfrid flirting).
Fig. 2. Ingmar Bergman, Wild Strawberries, 1957
Albano rightly argued that we cannot concep-
tualize this important sequence in terms of a flashback:
We may speak of rêverie éveillée, of daydream or — in German
— of Tagtraum, of conscious fantasy. A reverie that shares with a
dream [...] the sense of living [...] what is being dreamt.28
Isak knows very well that he is experiencing
an impossible past, because he addresses his young and
beautiful cousin in an unmistakable way: “Sara, it’s your
cousin Isak. Well, I’ve become quite old, of course, so I
don’t look the same. But you, you haven’t changed at all”.
28 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 76. On this point,
see also: R. Campari, Film della memoria. Mondi perduti, ricordati e sognati (Venice: Marsilio,
2005):16, 22-28.
GIUSEPPE PREVITALI 48 AN-ICON
In this passage, we are confronted with a con-
figuration of temporalities that is far more complex of those
addressed above: it is a sort of double temporality because
the present of the old Isak overlaps with a past that is –
moreover – nonfactual, but rather seeped in the percep-
tions, regrets and hopes of the young Isak. This conflictual
combination of temporalities seems to resonate perfectly
with a crucial passage by Metz:
Memory is in effect the only vision [...] that posits its object as
simultaneously real and imaginary, that is, real in the past and
imaginary in the present.29
What Isak sees really happened, but the way
in which he experiences it is hallucinatory and gives the
spectator no reassurance about the fact that it happened
in that way. It is worth noticing here that Deleuze actually
theorized this kind of situation, even without referring to
Bergman: “the present is the actual image and its contem-
poraneous past is the virtual image, the image in a mirror”.30
Finally, it seems important to notice that, de-
spite his being immersed in an altered perception in which
he can more or less freely move, Isak has no possibility of
interacting with it. He “stands before the theatre of his life
as a spectator-voyeur, terribly attracted, morbidly intrigued,
but never seen, in complete isolation”.31 Both the dialogue
between Isak and Sara and the subsequent scene in which
he hears her confessions after the family lunch are highly
instructive in this regard. It is symptomatic, in this respect,
that this long sequence ends precisely when Sara moves
to the garden to meet with the Isak of the past. The percep-
tion of the old Isak grants him the possibility to experience
a time that he never lived and probably only imagined but
29 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University
Press, 2016): 96 (emphasis added).
30 G. Deleuze, The Time-Image: 79 (emphasis added). It is worth noticing that the situation
that Deleuze imagines (the simultaneous presence of past and present within a mirror image)
is explicitly visualized in Wild Strawberries, during a subsequent passage in which the old Isak
sees himself reflected in a mirror held by a young Sara.
31 L. Albano, “Il posto delle fragole”, in A. Costa ed., Ingmar Bergman (Venice: Marsilio,
2009): 77.
GIUSEPPE PREVITALI 49 AN-ICON
he is at the same time confronted with an insurmountable
limit: he is precluded from every contact and any chance
of interaction with this time that is not his own. Only in his
present will he be given the chance to undo his mistakes,
thanks to the apparition of a sort of double of the beloved
Sara. The specific way in which Bergman approaches the
representation of altered mental states, working on the
dialectic between absence and presence, nostalgia and
desire, seems to have more than one similarity with the
contemporary form of immersivity promoted by various
technological desire. In this sense, a wider archaeological
account of the issue of virtuality should be developed, in
order to establish a more complex theoretical framework
to address this kind of images.
GIUSEPPE PREVITALI 50 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
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"url": "https://riviste.unimi.it/index.php/anicon/article/download/15442/15708",
"volume": "1"
}
] | The fixed image
in cinema as a
potential altered
by Luca Acquarelli
Still image
vision strategy
Photography
Hallucination
Antonioni
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The fixed image
in cinema as a potential
altered vision strategy
by Luca Acquarelli
Abstract The article intends to propose some analyses
of a possible formal occurrence of “altered states” in cine-
ma: the stopping of the flow of the cinematographic image
in a still image. Through some theoretical references (Metz,
Bazin, Lyotard, Deleuze, Bellour, Barthes, Montani) I will
try to understand if this kind of formal occurrence can be
constituted as a figure of the altered state. The relationship
between cinema and photography will be particularly ex-
plored, starting with films such as Antonioni’s Blow Up and
Bergman’s Persona. The hallucinatory effect will thus be
discovered not as opposed to that of reality, but a dialectic
will be constructed between the two.
Still image Photography Hallucination Antonioni Bergman
To quote this essay: L. Acquarelli, “The fixed image in cinema as a potential altered vision strategy”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 51-68
LUCA ACQUARELLI 51 AN-ICON
Dream as “authentic” absurdity,
photography as “true” hallucination
Like hallucinations, dreams are not the far end
of the reality scale but rather share some of its features.
Metz has argued that dream sequences are always barely
credible in narrative films precisely because films struggle
to represent the “authentic absurdity” of dreams. Indeed,
dreams seem to combine the reality effect with a halluci-
natory patina that film dynamics find hard to hold togeth-
er. The most traditional enunciative shifts introducing the
passage between “reality”’s diegesis and that of dreams,
such as unfocused borders or images in black and white
as opposed to colour, are indeed ineffective expedients
for the purposes of rendering this “authentic absurdity”,
this double binary between the authenticating effect, like
perhaps realist photography, and the game of the absurd,
that injection of perceptual intensity that undermines the
reality principle.
Weaving a somewhat daring theoretical thread,
this oxymoronic terminology does not seem to me to be
very far removed from that used by one of realism’s most
famous theorists – and therefore a very long way away
from Metz – André Bazin who, speaking of the use of pho-
tography as a privileged surrealist technique, conceives of
photography’s potential for creating “a true hallucination”.
While the realist photography ontology has been widely
criticised, less space has been given to this hallucinatory
residue of photography, which occurs even when it seems
to adhere to a realist aesthetic.
It should be stressed that the dream hypothe-
sis introduced with Metz is at the heart of one of cinema’s
theoretical paradigms. Without dwelling on all aspects of
this dimension, it will be useful here to digress into the
dream-cinema relationship before introducing certain anal-
yses of this article’s central theme, namely the presence of
the fixed, especially photographic, image within film, which
immobilises its movement, as a possible instant of altered vi-
sion. Metz has thoroughly enquired into the epistemological
LUCA ACQUARELLI 52 AN-ICON
potential of the oneiric vision, through the Freudian prism.
In Psychoanalysis and Cinema. The Imaginary Signifier,1
condensation, displacement and secondary elaboration
are the main processes of the oneiric “signifier” explored
by this French theorist as tools for the interpretation of
cinematographic language. For Metz, the image’s “affinity”
with the unconscious and its oneiric imagination increases
its exposure to these processes as compared to language,
without the latter being immune to them. Elements of film
grammar such as superimposition and cross-fading – the
former being closer to displacement, the latter to conden-
sation – are key examples of this affinity. These elements
testify to a survival of the primary process that, for instance,
tends to abolish the discontinuity between objects. These
are emergencies, aberrations within a product of secondary
elaboration, such as the narrative development of a film or
the attempt to narrate a dream upon awakening, the latter
being forced, at least partially, to favour narrative logic at
the expense of the ambiguous and nebulous dimension of
the primary process. Entstellung, the oneiric deformation
caused by the power of unconscious impulses, has thus
also become a theoretical paradigm for thinking in images
of a sort of energy that is not played out in forms and ac-
cumulates in fragments and temporary disfiguration.
Although Freud wrote that “dreams hallucinate”,2
the kinship between dreams and hallucinations is anything
but close, starting from the fact that the former occurs in
a sleeping state and the latter in waking state. Moments
of transition between wakefulness and sleep are often
the scene of phenomena testifying to the kinship between
the form the two experiences take: so-called hypnagogic
and hypnopompic hallucinations. This is not the place to
go into this matter in depth, but we might say that these
two dimensions, dreams and hallucinations, may be the
two areas where the fixed image in cinema, as viewed in
this article, tends to position itself in dialectical movement.
1 C. Metz, Psychoanalysis and Cinema. The Imaginary Signifier (London: Palgrave, 1982).
2 S. Freud, The Interpretation of Dreams, trans. J. Strachey (New York: Basic Books, 2010): 79.
LUCA ACQUARELLI 53 AN-ICON
A few case studies will give us a clearer understanding of
the type of visual alterations we are talking about.
Stopping the cinematic flow:
intermediality and a-cinema
The hypothesis discussed in this article is de-
signed to examine whether there are other cinematic strat-
egies capable of expressing visual alterity as regards nar-
rating the flow of cinematic images – an alterity whose
intensity borders on the hallucinatory – and, in particular,
the alterity that is generated by the use of photography in
cinema as a standstill in movement. The film theorist Ray-
mond Bellour has, on several occasions, taken an interest
in the interruption of movement in cinema, when it is, in
various ways, inhabited by the photography hantise.
In one short essay, in particular, his aim is to
promote an, as yet hypothetical, study, in Bellour’s own
words, whose interest is the “traitement de l’immobile dans
cet art du mouvement qu’est le cinema”.3 Here this film
theorist analyses these moments of arrested movement
as privileged instants of fragmented time within a cine-
matic time conceived of as unitary: “des points de tran-
scendance, avérés, reconduits à travers les ellipses, les
décompositions, les immobilisations qui les traversent”.4
Bellour’s insistence on privileged movement is also a way
of questioning the view that sees cinema as a system of
reproduction of “whatever movement”, of the “equidistant
instant” chosen to give the effect of continuity. In Bellour’s
analysis, this change of rhythm is also linked to a change
in film’s narrative dimension. Following and taking up his
analysis, this article’s aim is to examine cases in which this
immobility interrupting the flow of images is, in its various
forms, bound up with a hallucinatory state, of a dreamlike
or other nature.
3 R. Bellour, “L’interruption, l’instant”, in R. Bellour, L’Entre-Images: Photo. Cinéma. Vidéo
(Paris: Mimésis, 2020): 131.
4 Ibid.: 133.
LUCA ACQUARELLI 54 AN-ICON
A fixed camera on a long take where move-
ment is reduced to a minimum can restore this effect of
immobility rendered by the emergence of a virtually still
image in a 24 frames-per-second flow. But in actual fact,
as Deleuze explains so well with regard to Ozu’s still lifes,
this is a completely different frame of mind:
At the point where the cinematographic image most directly con-
fronts the photo, it also becomes most radically distinct from it.
Ozu’s still lifes endure, have a duration, over ten seconds of the
vase: this duration of the vase is precisely the representation of
that which endures, through the succession of changing states.5
However, when photography’s fixity interrupts
the cinematic flow, what we are left with is an alternative
configuration. As Roland Barthes pointed out in his famous
Camera Lucida:
The cinema participates in this domestication of photography — at
least the fictional cinema, precisely the one said to be the seventh
art; a film can be mad by artifice, can present the cultural signs of
madness, it is never mad by nature (by iconic status); it is always
the very opposite of an hallucination; it is simply an illusion; its vi-
sion is oneiric, not ecmnesic.6
If this opposition between photography and
cinema where hallucination is concerned may indeed seem
too general, it seems to me that the French theorist sees a
certain specificity in the still image in relation to the moving
image.
In fact, this thought seems to be echoed in Bar-
thes’ article on obtuse meaning theorised from a few frames
of Eisenstein’s Ivan the Terrible (I) (1944). Barthes realises
that the starting point in his analysis is the frame which,
although all film originates from it, cinema itself seems
5 G. Deleuze, Cinema 2: The Time-Image, trans. H. Tomlinson, R. Galeta (Minneapolis:
University of Minnesota Press,1989): 17.
6 R. Barthes, Camera Lucida: Reflections on Photography, trans. R. Howard (New York: Hill
and Wang, 1982).
LUCA ACQUARELLI 55 AN-ICON
to forget in the amnesia of its 24 images-per-second flow.
Paradoxically, frames seem very different in nature from
the film they are part of: the possibility to observe a film
frame offers a totally different epistemology as compared
to when it is lost in the flow of the movement of animation.7
In the 1970s, Jean-François Lyotard theorised
“a-cinema”, namely a cinema which goes beyond the nar-
rative discourse of diegesis and the normalised image that
follows on from it. A-cinema is not intended to be a negation
of cinema, but a dimension in which it is the power of the
image which takes precedence over its form, giving rise
to image “pyrotechnics”.8 This French philosopher refers
to two ways of complying with the pyrotechnical require-
ment: immobility and excess movement. He examines John
Avildsen’s film Joe (1970), comparing the only two scenes
featuring this arrhythmia and bound up with the film’s deep-
er narrative, namely the impossibility of the father’s incest
with his daughter:
Ces deux effets, l’un d’immobilisation, l’autre d’excès de mobilité,
sont donc obtenus en dérogation des règles de représentation,
qui exigent que le mouvement réel, imprimé à 24 images/seconde
sur la pellicule, soit restitué à la projection à la même vitesse.9
One of the examples of immobilisation described
by Lyotard – this paralysis in the image that provokes the
most intense agitation – is most effectively embodied by the
tableau vivant, linking this dispositif to the libidinal energy
dimension that lies at the heart of his broader theory of the
7 Barthes adds: “For a long time, I have been intrigued by the phenomenon of being
interested and even fascinated by photos from a film (outside a cinema, in the pages of
Cahiers du cinema) and of then losing everything of those photos (not just the captivation but
the memory of the image) when once inside the viewing room – a change which can even
result in a complete reversal of values”. R. Barthes, Image, Music, Text (London: Fontana
Press, 1997): 65-66.
8 Lyotard takes the idea from Adorno who claimed that the only great art is that of the
artificers: “la pyrotechnie simulerait à la perfection la consomption stérile des énergies de la
jouissance” and then talking about currents that could meet pyrotechnic needs: “Ces deux
pôles sont l’immobilité et l’excès de mouvement. En se laissant attirer vers ces antipodes, le
cinéma cesse insensiblement d’être une force de l’ordre ; il produit de vrais, c’est-à-dire vains,
simulacres, des intensités jouissives, au lieu d’objets consommables-productifs”. J.-F. Lyotard,
Des dispositifs pulsionnels (Paris: Galilée, 1994): 60.
9 Ibid.: 63.
LUCA ACQUARELLI 56 AN-ICON
figural.10 Immobilisation, immobility, stopping on a fixed
image within the movement of the film: these are all effects
that come close to the study hypotheses discussed here.
But another aspect can usefully be underlined.
When cinema mediates another kind of image, re-mediation
and intermediality is generally talked of. This theoretical
dimension has been approached from various points of
view: Montani’s book speaks of intermedial aesthetics as
places of “authentication” process activation.11 The term
“intermedial” is used here as a philosophical option sum-
marised in the first pages of the book: it is
only by starting from an active comparison between different tech-
nical formats of the image (optical and digital, for example) and
between its different discursive forms (fictional and documentary,
for example), that one can do justice to the irreducible otherness
of the real world and the testimony of facts, (media and non-media
facts), happening in it.12
If doubt is clearly cast on the problem of inter-
mediality by the hypothesis of this article, let us try to focus
on the specific case of the still image alone, disregarding
authentication but rather proposing it as a case of visual
alteration. That is to say, authentication as the result of a
montage between different media can – as we shall see in
one of the cases of still image cinema shown below – be
understood as visual alteration, in accordance with the
topic dealt with in this journal issue.
10 For an interdisciplinary study of the figural dimension of image analysis, allow me a
reference to the collective volume, L. Acquarelli, ed., Au prisme du figural: Le sens des images
entre forme et force (Rennes: Presses Universitaires de Rennes, 2015).
11 The term “authentication” can be problematic because it resonates semantically with
authenticity and, therefore, truth. Montani immediately disambiguated the term, distancing it from
this risk of confusion: “Authenticating, from this point of view, is akin to ‘rerealizing’, rehabilitating
the image to the relationship with its irreducible other, with its radical and elusive off-screen”. P.
Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010): 14. My translation.
12 Ibid.: 13. My translation.
LUCA ACQUARELLI 57 AN-ICON
The shifting fixity of photography in cinema
and its hallucinatory effect. From Blow Up
to Persona
In one of the films most frequently cited in text-
books on the photography-cinema relationship, Michelan-
gelo Antonioni’s Blow Up (1966), it is the dialectic between
the photographic medium as authenticating evidence and
hallucinatory instrument which plays centre stage. The use of
photography as evidence is apparently the main theme, but
it is precisely photographic enlargements aimed at visualis-
ing the evidence that leads our vision towards hallucination
rather than authentication.
The first scene is set in an anonymous park in
which the main character Thomas is taking photographs of
what seems to be the prudishly amorous games of a couple
in the middle of the lawn, with a paparazzo’s curiosity and
almost for fun. The whole scene is played back to viewers in
a sequence in which Thomas, now back in his flat, is hunting
out detail in the prints from the negatives he has just devel-
oped. The spectator plays the same investigative game as
Thomas, scrutinising the black and white images of the scene
seen shortly before in the diegetic reality of the film. At a
certain point, Thomas ceases to act as the viewer’s delegate,
and the frame is entirely taken up by the images (Fig. 1 and 2).
Fig. 1. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 2. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
LUCA ACQUARELLI 58 AN-ICON
We leave behind the narrative time frame of the
film and move into a space-time otherness in which sound
reproduces the background noise of the leaves blowing in
the wind. A memory? The authentication of a memory? Or
rather a hallucination? This exiting from the film, a sequence
made up of 15 shots, lasting just under a minute in total,
establishes a further space-time dimension. The succes-
sion of shots apparently follows a “detective” logic, but the
leaving behind of diegetic time and the photographic tex-
ture, in the sense of figurative density – profoundly different
from the cinematographic texture preceding and following
on from it – and the immobility of the figuration, confer a
different iconic nature on this sequence. Not only does it
shift viewers into a space and time otherness, but it also
seems to position itself within the film as a sequence whose
diverse legibility gradually contaminates the rest of the film’s
shots, suspending its already weak narrative currents.
The photo designed to “indicate” the corpse, in
its exaggerated enlargement, resembles an abstract paint-
ing (Fig. 3), showing nothing but its support and its texture and,
moreover, the film urges us to compare it with the paintings of
Thomas’s friend Bill, an abstract figurative painter (Fig. 4).13
Fig. 3. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 4. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
13 In Fig. 4, the female character in a dialogue with Thomas explicitly says that the
photograph looks to her like one of Bill’s paintings.
LUCA ACQUARELLI 59 AN-ICON
In an earlier scene, Bill tries to describe his paintings as
follows:
They don’t mean anything when I do them. Just a mess. Afterwards
I find something to hang on to. Like that...like that leg. Then it sorts
itself out...and adds up. It’s like finding a clue in a detective story.
The abstract picture prefigures the search for
evidence in the photo. But what if the picture itself is ab-
stract? Thomas looks for fresh evidence of the murder
seen in the photographs, first returning alone to the site
of the alleged crime and finding the body. When he tries
to convince another friend of his to look for proof of the
existence of the corpse, he is not believed. No one seems
to care about the possible referent of the photograph, as if
the photograph itself was pushing for a return to Lacanian
reality within a society hypnotised by fashionable images
which no one wants to face up to. When Thomas returns
to the park for a second time to photograph the corpse up
close, it has disappeared. Initially examined as reassuring
ontological realism, the photograph is actually the place
where memory and hallucination break through into the
reality effect generated by cinematic movement.
Ingmar Bergman’s film Persona (1966), which
Bellour himself included in the above-mentioned article, is
an interesting still image in cinema case study. It takes
various forms, first occupying the whole screen, then as an
image displayed as a photograph within a diegetic action,
then as a photograph explored by the camera, and then
as a still image juxtaposing close-ups of the two women.
The film focuses virtually in its entirety on the re-
lationship between a patient, Elisabeth Vogler (Liv Ullmann)
suffering from voluntary aphasia, and a nurse, Alma (Bibi
Andersson). This caring relationship becomes increasingly
intimate once the two women go to the beachfront house
the clinic’s therapist has advised Elisabeth to recuperate
in. The central theme of the film becomes the double, in
the Freudian sense, as the two women’s relationship gets
gradually more psychologically complex. While on one
LUCA ACQUARELLI 60 AN-ICON
hand Elisabeth’s silence forces Alma to confide the secrets
of her life, Alma herself, after secretly reading a letter from
Elisabeth to the therapist which she feels ridicules her, be-
comes increasingly irritable and begins to despise Elisabeth
for what she sees as her selfish and corrupt nature. At the
same time Alma begins to feel guilty for having an abortion
and to identify with Elisabeth who seems unable to love her
child, having rejected it from birth. Ingmar Bergman builds
the film on this progressive identification, in a crescendo
that culminates in something close to a mirror image be-
tween the two figures before they are juxtaposed into a sort
of hybrid face. The dizzying nature of the double is triggered
even before the two characters come on the scene when, in
a prologue in a morgue, a child gets up and moves towards
a close-up of a woman’s photograph to examine it with
his hand. The facial features of the two women – who we
later discover to be Elisabeth and Alma – in this seemingly
fixed photographic close-up gradually become less sharp
until a subtle transition occurs between them (Fig. 5 and 6).
Fig. 5. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 6. Ingmar Bergman,
Persona, 1966. Still from film.
LUCA ACQUARELLI 61 AN-ICON
Although it is the pre-prologue that “disrupts” the linear-
ity of the whole film’s narrative (a tight montage of fig-
ures juxtaposed in disparate ways, sometimes following
a meta-cinematic theme), the changing portrait sequence
is charged with such great power as to expand its reach
into the rest of the narrative. The photograph of Elisabeth’s
son (Fig. 7) is a further key element, a sort of narrative ac-
celerator, snatched from Elisabeth herself and then kept
by her to be reassembled in the scene where the logic of
the double between the two women reaches its climax.
Fig. 7. Ingmar Bergman,
Persona, 1966. Still from film.
But it is a historical snapshot, an emblem of Nazi violence
and its humiliation of its victims, the photo of the so-called
“Warsaw child” representing the greatest perceptive cae-
sura. In the year Persona was released, although knowl-
edge of Nazi atrocities was still generally not widespread,
the photo had already been used a decade earlier in Alain
Resnais’ Nuit et Brouillard (1956) and was already em-
blematic of the Holocaust, after it was used as a post-
er for a first exhibition on Nazism’s calculated ferocity
in Berlin Die Vergangenheit mahnt. The photo as a di-
egetic object (Fig. 8) casually found by Elisabeth inside a
book, and placed under a bedside lamp to make it easier
to see, absorbs the entire frame accompanied by a stri-
dent note in a crescendo of intensity lasting 30 seconds in
which the different shots blot out the photo’s details (Fig. 9).
LUCA ACQUARELLI 62 AN-ICON
Fig. 8. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 9. Ingmar Bergman,
Persona, 1966. Still from film.
A historical document which was already a symbol of Nazi
violence (but also its unrepresentability), then, breaks into
the psychological story of Elisabeth and Alma, isolated
from the world and the rest of humanity, with its docu-
mentary but also anthropological load: the gestures and
glances associated with humiliation, the executioners’ and
victims’ faces and expressions standing out around the
child’s frightened eyes and his condition as a totally de-
fenceless victim. Whilst the rightness of this choice might
be questioned, if this intermedial treatment of the archive
can more or less “authenticate” the photo itself,14 there is
no doubt whatsoever that this half-minute in which photo-
graphic fixity takes over from cinematic movement triggers
a perceptive reaction. Not only is the spectator suddenly
projected into traumatic memory of Nazism, but the film’s
photographic standstill triggers a sort of perceptive shock,
a dissonance between the flow of diegetic reality and the
condensation of the photographic gaze and its details.
14 See P. Montani, L’immaginazione intermediale.
LUCA ACQUARELLI 63 AN-ICON
Another case of intermediality brings the historical docu-
mentary archive into the two women’s seemingly discon-
nected-from-the-world narrative: a televised news extract
about the Buddhist monk who committed suicide by setting
himself on fire during the Vietnamese dictatorship supported
by the American government. In contrast to the photo, this
TV montage showing the excruciating image of his self-im-
molating body remains diegetic, in a first shot because it is
framed by the television set and, in a second one, in which it
takes up the whole frame, because the television commenta-
tor’s voice-off preserves the continuity of the film’s temporal
rhythm. The turmoil in this sequence, both Elisabeth’s who,
in alternating montage, brings her hand to her mouth and
cries out in fright, and the viewer’s, who may identify with
her feelings, is part of the continuity of filmic perception.
The arrest scene in the photo, on the other hand, seems to
be charged with excessive otherness, challenging the film’s
narrative and rhythmic structure.
Moreover, the scene following the photograph
of the Warsaw ghetto marks an acceleration in the ambi-
guity between reality and hallucination in which Elisabeth’s
husband visits and mistakes Alma for his wife.
The film’s last prolonged fixedness (Fig. 10)
does not take the form of a photographic support but
retains the very nature of the film, suggesting a pho-
tographic standstill, first prefigured by a juxtaposition
of the two halves of the two women’s respective faces.
The hallucinatory feel of the exchange of personalities is com-
plete and could only take the form of a final and more exper-
imental freeze-frame.
Fig. 10. Ingmar Bergman, Persona,
1966. Still from film.
LUCA ACQUARELLI 64 AN-ICON
A cinema made of photographs,
the cine-photo-romance La Jetée
These two analyses would seem to support my
hypothesis that the presence of a photograph in a film –
especially when it extends to the entire frame, breaking the
rhythm of the moving image – provokes a visual alterity that
generates a reality-hallucination ambiguity. It is difficult to
generalise this hypothesis because each film has its own
complexity and internal structure but it may, in any case,
be a valid element of comparison for future analyses. I will
bring this article to a close with an analysis of a film that
brings us back to the dream considerations I made at the
beginning of the article. Although it resembles a film, La
Jetée (Chris Marker, 1962) is, as the director declares in the
opening credits, a photo-novel.15
The film is, in fact, constructed around the
montage of photographic images only, often juxtaposed
by means of a cross-fade, creating overlaps. Dream and
memory interpenetrate in reminiscence: a survivor of the
Third World War is taken prisoner and subjected to exper-
iments, using his vivid imagination, to open up time gaps
with the past and then with the future, in order to obtain the
technologies needed to reactivate an uninhabitable world
replete with destruction and radioactivity. This apocalyp-
tic environment is the background to a psychoanalytical
dimension of traumatic time. The beginning of the film is
clear in this sense; the voice over reads: “Ceci est l’histoire
d’un homme marqué par une image d’enfance”; later it will
be spoken of as a “scène qui le troubla par sa violence”.
15 It is curious that Barthes, who wrote his text on the photogram and obtuse sense in
1970 (already quoted extensively at the beginning of this article), does not mention this film,
especially if we consider a note in his text referring directly to the photo-novel, on popular
culture magazines: “Here are other ‘arts’ which combine still (or at least drawing) and story,
diegesis – namely the photo-novel and the comic-strip. I am convinced that these ‘arts’, born
in the lower depths of high culture, possess theoretical qualifications and present a new
signifier (related to the obtuse meaning). This is acknowledged as regards the comic strip but
I myself experience this slight trauma of signifiance faced with certain photo-novels: ‘their
stupidity touches me’ (which could be a certain definition of obtuse meaning)”. R. Barthes,
Image, Music, Text: 66. If we are dealing here with an entirely different kind of photo-novel
(surely not touching for its stupidity!), it seems to me that Barthes’ reflections on obtuse sense
could also apply to La Jétée.
LUCA ACQUARELLI 65 AN-ICON
The gap between image and scene explains the problem
of the difficult figuration of childhood memories. An image
affecting a child, then probably forgotten and stored away
in the unconscious then emerging once again in a dream, in
the film’s narration, in a memory of the past heterodirected
by the executioners’ experiments.
The key to the heterogeneity of the traumatic
time grafted onto the images is once again present in the
words recited by the voice-off:
Rien ne distinguent le souvenir des autres moments. Ce n’est que
plus tard qui se font reconnaître, à leurs cicatrices. Ce visage [Fig.
11] qui devait être la seule image du temps de paix à traverser le
temps de guerre. Il se demanda longtemps s’il l’avait vraiment vu
ou s’il avait créé ce moment de douceur pour étayer le moment
de folie qu’allait venir.
Fig. 11. Chris Marker, La Jetée, 1962. Still from film
Memory becomes image only après-coup,
re-signifying certain moments, reabsorbing them around
images. The La Jétée images indeed seem to have this pa-
tina of après-coup re-signification. The sharpness of their
black and white with vivid contrasts is only opacified by
cross-fade transitions. In any case, even in their transpar-
ency, all the images seem to be inhabited by this traumat-
ic time, somewhere between memory, dream and hallu-
cination. A very brief moving sequence suddenly breaks
LUCA ACQUARELLI 66 AN-ICON
into the montage of still images when, in the intimacy
of her bed, the woman in the memory wakes up, opens
her eyes and directs her gaze into the camera (Fig. 12).
Fig. 12. Chris Marker,
La Jetée, 1962. Still from film
It is a sudden enunciative change that seems designed to
awaken us from the torpor induced by this story told through
salient points, fixed images where the forces of the image in
movement converge, as if absorbed, in an oneiric iconology
that barely opens up a gap in traumatic time.
This douceur scene, immersed in a distant child-
hood memory in the context of the children taken onto the jetée
at Orly airport to watch the planes take off, is none other than
the image preceding the trauma: the child who, on the jetée,
sees the murder of his adult self, having been followed through
time by one of his executioners to kill him (Figg. 13 and 14).
Fig. 13. Chris Marker,
La Jetée, 1962. Still from film
Fig. 14. Chris Marker,
La Jetée, 1962. Still from film
LUCA ACQUARELLI 67 AN-ICON
While it is clear that the La Jetée theme lends
itself to a hallucination rhetoric, it seems to me that the
decision to use still images may make this film an extreme
case corroborating this article’s thesis.
Conclusions
This short paper suggests that the boundary be-
tween the transparency of the reality effect and the opacity
of hallucination is labile and porous. We have seen that cin-
ema, which immobilises 24-frames-per-second movement
in favour of the fixed image, is one of the artistic strategies
that seem to bring in the complexity of this boundary and
this dialectic. As we have seen, this hypothesis is difficult
to generalise, but it seems to me that it deserves further
study in the broader field of intermediality and its effects.
The three case studies analysed here bring in some addi-
tional elements, differentiating in particular cases in which
photos are inserted into the film’s diegesis (in Blow Up in
the various scenes in Thomas’s studio, in Persona with
the photo of the child but also, in a certain way, with the
large portraits of the two women) and when they replace
the film’s diegesis itself. The latter seem to highlight the
hallucinatory power of the still image in cinema with greater
intensity.
LUCA ACQUARELLI 68 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
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] | The fixed image
in cinema as a
potential altered
by Luca Acquarelli
Still image
vision strategy
Photography
Hallucination
Antonioni
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The fixed image
in cinema as a potential
altered vision strategy
by Luca Acquarelli
Abstract The article intends to propose some analyses
of a possible formal occurrence of “altered states” in cine-
ma: the stopping of the flow of the cinematographic image
in a still image. Through some theoretical references (Metz,
Bazin, Lyotard, Deleuze, Bellour, Barthes, Montani) I will
try to understand if this kind of formal occurrence can be
constituted as a figure of the altered state. The relationship
between cinema and photography will be particularly ex-
plored, starting with films such as Antonioni’s Blow Up and
Bergman’s Persona. The hallucinatory effect will thus be
discovered not as opposed to that of reality, but a dialectic
will be constructed between the two.
Still image Photography Hallucination Antonioni Bergman
To quote this essay: L. Acquarelli, “The fixed image in cinema as a potential altered vision strategy”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 51-68
LUCA ACQUARELLI 51 AN-ICON
Dream as “authentic” absurdity,
photography as “true” hallucination
Like hallucinations, dreams are not the far end
of the reality scale but rather share some of its features.
Metz has argued that dream sequences are always barely
credible in narrative films precisely because films struggle
to represent the “authentic absurdity” of dreams. Indeed,
dreams seem to combine the reality effect with a halluci-
natory patina that film dynamics find hard to hold togeth-
er. The most traditional enunciative shifts introducing the
passage between “reality”’s diegesis and that of dreams,
such as unfocused borders or images in black and white
as opposed to colour, are indeed ineffective expedients
for the purposes of rendering this “authentic absurdity”,
this double binary between the authenticating effect, like
perhaps realist photography, and the game of the absurd,
that injection of perceptual intensity that undermines the
reality principle.
Weaving a somewhat daring theoretical thread,
this oxymoronic terminology does not seem to me to be
very far removed from that used by one of realism’s most
famous theorists – and therefore a very long way away
from Metz – André Bazin who, speaking of the use of pho-
tography as a privileged surrealist technique, conceives of
photography’s potential for creating “a true hallucination”.
While the realist photography ontology has been widely
criticised, less space has been given to this hallucinatory
residue of photography, which occurs even when it seems
to adhere to a realist aesthetic.
It should be stressed that the dream hypothe-
sis introduced with Metz is at the heart of one of cinema’s
theoretical paradigms. Without dwelling on all aspects of
this dimension, it will be useful here to digress into the
dream-cinema relationship before introducing certain anal-
yses of this article’s central theme, namely the presence of
the fixed, especially photographic, image within film, which
immobilises its movement, as a possible instant of altered vi-
sion. Metz has thoroughly enquired into the epistemological
LUCA ACQUARELLI 52 AN-ICON
potential of the oneiric vision, through the Freudian prism.
In Psychoanalysis and Cinema. The Imaginary Signifier,1
condensation, displacement and secondary elaboration
are the main processes of the oneiric “signifier” explored
by this French theorist as tools for the interpretation of
cinematographic language. For Metz, the image’s “affinity”
with the unconscious and its oneiric imagination increases
its exposure to these processes as compared to language,
without the latter being immune to them. Elements of film
grammar such as superimposition and cross-fading – the
former being closer to displacement, the latter to conden-
sation – are key examples of this affinity. These elements
testify to a survival of the primary process that, for instance,
tends to abolish the discontinuity between objects. These
are emergencies, aberrations within a product of secondary
elaboration, such as the narrative development of a film or
the attempt to narrate a dream upon awakening, the latter
being forced, at least partially, to favour narrative logic at
the expense of the ambiguous and nebulous dimension of
the primary process. Entstellung, the oneiric deformation
caused by the power of unconscious impulses, has thus
also become a theoretical paradigm for thinking in images
of a sort of energy that is not played out in forms and ac-
cumulates in fragments and temporary disfiguration.
Although Freud wrote that “dreams hallucinate”,2
the kinship between dreams and hallucinations is anything
but close, starting from the fact that the former occurs in
a sleeping state and the latter in waking state. Moments
of transition between wakefulness and sleep are often
the scene of phenomena testifying to the kinship between
the form the two experiences take: so-called hypnagogic
and hypnopompic hallucinations. This is not the place to
go into this matter in depth, but we might say that these
two dimensions, dreams and hallucinations, may be the
two areas where the fixed image in cinema, as viewed in
this article, tends to position itself in dialectical movement.
1 C. Metz, Psychoanalysis and Cinema. The Imaginary Signifier (London: Palgrave, 1982).
2 S. Freud, The Interpretation of Dreams, trans. J. Strachey (New York: Basic Books, 2010): 79.
LUCA ACQUARELLI 53 AN-ICON
A few case studies will give us a clearer understanding of
the type of visual alterations we are talking about.
Stopping the cinematic flow:
intermediality and a-cinema
The hypothesis discussed in this article is de-
signed to examine whether there are other cinematic strat-
egies capable of expressing visual alterity as regards nar-
rating the flow of cinematic images – an alterity whose
intensity borders on the hallucinatory – and, in particular,
the alterity that is generated by the use of photography in
cinema as a standstill in movement. The film theorist Ray-
mond Bellour has, on several occasions, taken an interest
in the interruption of movement in cinema, when it is, in
various ways, inhabited by the photography hantise.
In one short essay, in particular, his aim is to
promote an, as yet hypothetical, study, in Bellour’s own
words, whose interest is the “traitement de l’immobile dans
cet art du mouvement qu’est le cinema”.3 Here this film
theorist analyses these moments of arrested movement
as privileged instants of fragmented time within a cine-
matic time conceived of as unitary: “des points de tran-
scendance, avérés, reconduits à travers les ellipses, les
décompositions, les immobilisations qui les traversent”.4
Bellour’s insistence on privileged movement is also a way
of questioning the view that sees cinema as a system of
reproduction of “whatever movement”, of the “equidistant
instant” chosen to give the effect of continuity. In Bellour’s
analysis, this change of rhythm is also linked to a change
in film’s narrative dimension. Following and taking up his
analysis, this article’s aim is to examine cases in which this
immobility interrupting the flow of images is, in its various
forms, bound up with a hallucinatory state, of a dreamlike
or other nature.
3 R. Bellour, “L’interruption, l’instant”, in R. Bellour, L’Entre-Images: Photo. Cinéma. Vidéo
(Paris: Mimésis, 2020): 131.
4 Ibid.: 133.
LUCA ACQUARELLI 54 AN-ICON
A fixed camera on a long take where move-
ment is reduced to a minimum can restore this effect of
immobility rendered by the emergence of a virtually still
image in a 24 frames-per-second flow. But in actual fact,
as Deleuze explains so well with regard to Ozu’s still lifes,
this is a completely different frame of mind:
At the point where the cinematographic image most directly con-
fronts the photo, it also becomes most radically distinct from it.
Ozu’s still lifes endure, have a duration, over ten seconds of the
vase: this duration of the vase is precisely the representation of
that which endures, through the succession of changing states.5
However, when photography’s fixity interrupts
the cinematic flow, what we are left with is an alternative
configuration. As Roland Barthes pointed out in his famous
Camera Lucida:
The cinema participates in this domestication of photography — at
least the fictional cinema, precisely the one said to be the seventh
art; a film can be mad by artifice, can present the cultural signs of
madness, it is never mad by nature (by iconic status); it is always
the very opposite of an hallucination; it is simply an illusion; its vi-
sion is oneiric, not ecmnesic.6
If this opposition between photography and
cinema where hallucination is concerned may indeed seem
too general, it seems to me that the French theorist sees a
certain specificity in the still image in relation to the moving
image.
In fact, this thought seems to be echoed in Bar-
thes’ article on obtuse meaning theorised from a few frames
of Eisenstein’s Ivan the Terrible (I) (1944). Barthes realises
that the starting point in his analysis is the frame which,
although all film originates from it, cinema itself seems
5 G. Deleuze, Cinema 2: The Time-Image, trans. H. Tomlinson, R. Galeta (Minneapolis:
University of Minnesota Press,1989): 17.
6 R. Barthes, Camera Lucida: Reflections on Photography, trans. R. Howard (New York: Hill
and Wang, 1982).
LUCA ACQUARELLI 55 AN-ICON
to forget in the amnesia of its 24 images-per-second flow.
Paradoxically, frames seem very different in nature from
the film they are part of: the possibility to observe a film
frame offers a totally different epistemology as compared
to when it is lost in the flow of the movement of animation.7
In the 1970s, Jean-François Lyotard theorised
“a-cinema”, namely a cinema which goes beyond the nar-
rative discourse of diegesis and the normalised image that
follows on from it. A-cinema is not intended to be a negation
of cinema, but a dimension in which it is the power of the
image which takes precedence over its form, giving rise
to image “pyrotechnics”.8 This French philosopher refers
to two ways of complying with the pyrotechnical require-
ment: immobility and excess movement. He examines John
Avildsen’s film Joe (1970), comparing the only two scenes
featuring this arrhythmia and bound up with the film’s deep-
er narrative, namely the impossibility of the father’s incest
with his daughter:
Ces deux effets, l’un d’immobilisation, l’autre d’excès de mobilité,
sont donc obtenus en dérogation des règles de représentation,
qui exigent que le mouvement réel, imprimé à 24 images/seconde
sur la pellicule, soit restitué à la projection à la même vitesse.9
One of the examples of immobilisation described
by Lyotard – this paralysis in the image that provokes the
most intense agitation – is most effectively embodied by the
tableau vivant, linking this dispositif to the libidinal energy
dimension that lies at the heart of his broader theory of the
7 Barthes adds: “For a long time, I have been intrigued by the phenomenon of being
interested and even fascinated by photos from a film (outside a cinema, in the pages of
Cahiers du cinema) and of then losing everything of those photos (not just the captivation but
the memory of the image) when once inside the viewing room – a change which can even
result in a complete reversal of values”. R. Barthes, Image, Music, Text (London: Fontana
Press, 1997): 65-66.
8 Lyotard takes the idea from Adorno who claimed that the only great art is that of the
artificers: “la pyrotechnie simulerait à la perfection la consomption stérile des énergies de la
jouissance” and then talking about currents that could meet pyrotechnic needs: “Ces deux
pôles sont l’immobilité et l’excès de mouvement. En se laissant attirer vers ces antipodes, le
cinéma cesse insensiblement d’être une force de l’ordre ; il produit de vrais, c’est-à-dire vains,
simulacres, des intensités jouissives, au lieu d’objets consommables-productifs”. J.-F. Lyotard,
Des dispositifs pulsionnels (Paris: Galilée, 1994): 60.
9 Ibid.: 63.
LUCA ACQUARELLI 56 AN-ICON
figural.10 Immobilisation, immobility, stopping on a fixed
image within the movement of the film: these are all effects
that come close to the study hypotheses discussed here.
But another aspect can usefully be underlined.
When cinema mediates another kind of image, re-mediation
and intermediality is generally talked of. This theoretical
dimension has been approached from various points of
view: Montani’s book speaks of intermedial aesthetics as
places of “authentication” process activation.11 The term
“intermedial” is used here as a philosophical option sum-
marised in the first pages of the book: it is
only by starting from an active comparison between different tech-
nical formats of the image (optical and digital, for example) and
between its different discursive forms (fictional and documentary,
for example), that one can do justice to the irreducible otherness
of the real world and the testimony of facts, (media and non-media
facts), happening in it.12
If doubt is clearly cast on the problem of inter-
mediality by the hypothesis of this article, let us try to focus
on the specific case of the still image alone, disregarding
authentication but rather proposing it as a case of visual
alteration. That is to say, authentication as the result of a
montage between different media can – as we shall see in
one of the cases of still image cinema shown below – be
understood as visual alteration, in accordance with the
topic dealt with in this journal issue.
10 For an interdisciplinary study of the figural dimension of image analysis, allow me a
reference to the collective volume, L. Acquarelli, ed., Au prisme du figural: Le sens des images
entre forme et force (Rennes: Presses Universitaires de Rennes, 2015).
11 The term “authentication” can be problematic because it resonates semantically with
authenticity and, therefore, truth. Montani immediately disambiguated the term, distancing it from
this risk of confusion: “Authenticating, from this point of view, is akin to ‘rerealizing’, rehabilitating
the image to the relationship with its irreducible other, with its radical and elusive off-screen”. P.
Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010): 14. My translation.
12 Ibid.: 13. My translation.
LUCA ACQUARELLI 57 AN-ICON
The shifting fixity of photography in cinema
and its hallucinatory effect. From Blow Up
to Persona
In one of the films most frequently cited in text-
books on the photography-cinema relationship, Michelan-
gelo Antonioni’s Blow Up (1966), it is the dialectic between
the photographic medium as authenticating evidence and
hallucinatory instrument which plays centre stage. The use of
photography as evidence is apparently the main theme, but
it is precisely photographic enlargements aimed at visualis-
ing the evidence that leads our vision towards hallucination
rather than authentication.
The first scene is set in an anonymous park in
which the main character Thomas is taking photographs of
what seems to be the prudishly amorous games of a couple
in the middle of the lawn, with a paparazzo’s curiosity and
almost for fun. The whole scene is played back to viewers in
a sequence in which Thomas, now back in his flat, is hunting
out detail in the prints from the negatives he has just devel-
oped. The spectator plays the same investigative game as
Thomas, scrutinising the black and white images of the scene
seen shortly before in the diegetic reality of the film. At a
certain point, Thomas ceases to act as the viewer’s delegate,
and the frame is entirely taken up by the images (Fig. 1 and 2).
Fig. 1. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 2. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
LUCA ACQUARELLI 58 AN-ICON
We leave behind the narrative time frame of the
film and move into a space-time otherness in which sound
reproduces the background noise of the leaves blowing in
the wind. A memory? The authentication of a memory? Or
rather a hallucination? This exiting from the film, a sequence
made up of 15 shots, lasting just under a minute in total,
establishes a further space-time dimension. The succes-
sion of shots apparently follows a “detective” logic, but the
leaving behind of diegetic time and the photographic tex-
ture, in the sense of figurative density – profoundly different
from the cinematographic texture preceding and following
on from it – and the immobility of the figuration, confer a
different iconic nature on this sequence. Not only does it
shift viewers into a space and time otherness, but it also
seems to position itself within the film as a sequence whose
diverse legibility gradually contaminates the rest of the film’s
shots, suspending its already weak narrative currents.
The photo designed to “indicate” the corpse, in
its exaggerated enlargement, resembles an abstract paint-
ing (Fig. 3), showing nothing but its support and its texture and,
moreover, the film urges us to compare it with the paintings of
Thomas’s friend Bill, an abstract figurative painter (Fig. 4).13
Fig. 3. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 4. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
13 In Fig. 4, the female character in a dialogue with Thomas explicitly says that the
photograph looks to her like one of Bill’s paintings.
LUCA ACQUARELLI 59 AN-ICON
In an earlier scene, Bill tries to describe his paintings as
follows:
They don’t mean anything when I do them. Just a mess. Afterwards
I find something to hang on to. Like that...like that leg. Then it sorts
itself out...and adds up. It’s like finding a clue in a detective story.
The abstract picture prefigures the search for
evidence in the photo. But what if the picture itself is ab-
stract? Thomas looks for fresh evidence of the murder
seen in the photographs, first returning alone to the site
of the alleged crime and finding the body. When he tries
to convince another friend of his to look for proof of the
existence of the corpse, he is not believed. No one seems
to care about the possible referent of the photograph, as if
the photograph itself was pushing for a return to Lacanian
reality within a society hypnotised by fashionable images
which no one wants to face up to. When Thomas returns
to the park for a second time to photograph the corpse up
close, it has disappeared. Initially examined as reassuring
ontological realism, the photograph is actually the place
where memory and hallucination break through into the
reality effect generated by cinematic movement.
Ingmar Bergman’s film Persona (1966), which
Bellour himself included in the above-mentioned article, is
an interesting still image in cinema case study. It takes
various forms, first occupying the whole screen, then as an
image displayed as a photograph within a diegetic action,
then as a photograph explored by the camera, and then
as a still image juxtaposing close-ups of the two women.
The film focuses virtually in its entirety on the re-
lationship between a patient, Elisabeth Vogler (Liv Ullmann)
suffering from voluntary aphasia, and a nurse, Alma (Bibi
Andersson). This caring relationship becomes increasingly
intimate once the two women go to the beachfront house
the clinic’s therapist has advised Elisabeth to recuperate
in. The central theme of the film becomes the double, in
the Freudian sense, as the two women’s relationship gets
gradually more psychologically complex. While on one
LUCA ACQUARELLI 60 AN-ICON
hand Elisabeth’s silence forces Alma to confide the secrets
of her life, Alma herself, after secretly reading a letter from
Elisabeth to the therapist which she feels ridicules her, be-
comes increasingly irritable and begins to despise Elisabeth
for what she sees as her selfish and corrupt nature. At the
same time Alma begins to feel guilty for having an abortion
and to identify with Elisabeth who seems unable to love her
child, having rejected it from birth. Ingmar Bergman builds
the film on this progressive identification, in a crescendo
that culminates in something close to a mirror image be-
tween the two figures before they are juxtaposed into a sort
of hybrid face. The dizzying nature of the double is triggered
even before the two characters come on the scene when, in
a prologue in a morgue, a child gets up and moves towards
a close-up of a woman’s photograph to examine it with
his hand. The facial features of the two women – who we
later discover to be Elisabeth and Alma – in this seemingly
fixed photographic close-up gradually become less sharp
until a subtle transition occurs between them (Fig. 5 and 6).
Fig. 5. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 6. Ingmar Bergman,
Persona, 1966. Still from film.
LUCA ACQUARELLI 61 AN-ICON
Although it is the pre-prologue that “disrupts” the linear-
ity of the whole film’s narrative (a tight montage of fig-
ures juxtaposed in disparate ways, sometimes following
a meta-cinematic theme), the changing portrait sequence
is charged with such great power as to expand its reach
into the rest of the narrative. The photograph of Elisabeth’s
son (Fig. 7) is a further key element, a sort of narrative ac-
celerator, snatched from Elisabeth herself and then kept
by her to be reassembled in the scene where the logic of
the double between the two women reaches its climax.
Fig. 7. Ingmar Bergman,
Persona, 1966. Still from film.
But it is a historical snapshot, an emblem of Nazi violence
and its humiliation of its victims, the photo of the so-called
“Warsaw child” representing the greatest perceptive cae-
sura. In the year Persona was released, although knowl-
edge of Nazi atrocities was still generally not widespread,
the photo had already been used a decade earlier in Alain
Resnais’ Nuit et Brouillard (1956) and was already em-
blematic of the Holocaust, after it was used as a post-
er for a first exhibition on Nazism’s calculated ferocity
in Berlin Die Vergangenheit mahnt. The photo as a di-
egetic object (Fig. 8) casually found by Elisabeth inside a
book, and placed under a bedside lamp to make it easier
to see, absorbs the entire frame accompanied by a stri-
dent note in a crescendo of intensity lasting 30 seconds in
which the different shots blot out the photo’s details (Fig. 9).
LUCA ACQUARELLI 62 AN-ICON
Fig. 8. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 9. Ingmar Bergman,
Persona, 1966. Still from film.
A historical document which was already a symbol of Nazi
violence (but also its unrepresentability), then, breaks into
the psychological story of Elisabeth and Alma, isolated
from the world and the rest of humanity, with its docu-
mentary but also anthropological load: the gestures and
glances associated with humiliation, the executioners’ and
victims’ faces and expressions standing out around the
child’s frightened eyes and his condition as a totally de-
fenceless victim. Whilst the rightness of this choice might
be questioned, if this intermedial treatment of the archive
can more or less “authenticate” the photo itself,14 there is
no doubt whatsoever that this half-minute in which photo-
graphic fixity takes over from cinematic movement triggers
a perceptive reaction. Not only is the spectator suddenly
projected into traumatic memory of Nazism, but the film’s
photographic standstill triggers a sort of perceptive shock,
a dissonance between the flow of diegetic reality and the
condensation of the photographic gaze and its details.
14 See P. Montani, L’immaginazione intermediale.
LUCA ACQUARELLI 63 AN-ICON
Another case of intermediality brings the historical docu-
mentary archive into the two women’s seemingly discon-
nected-from-the-world narrative: a televised news extract
about the Buddhist monk who committed suicide by setting
himself on fire during the Vietnamese dictatorship supported
by the American government. In contrast to the photo, this
TV montage showing the excruciating image of his self-im-
molating body remains diegetic, in a first shot because it is
framed by the television set and, in a second one, in which it
takes up the whole frame, because the television commenta-
tor’s voice-off preserves the continuity of the film’s temporal
rhythm. The turmoil in this sequence, both Elisabeth’s who,
in alternating montage, brings her hand to her mouth and
cries out in fright, and the viewer’s, who may identify with
her feelings, is part of the continuity of filmic perception.
The arrest scene in the photo, on the other hand, seems to
be charged with excessive otherness, challenging the film’s
narrative and rhythmic structure.
Moreover, the scene following the photograph
of the Warsaw ghetto marks an acceleration in the ambi-
guity between reality and hallucination in which Elisabeth’s
husband visits and mistakes Alma for his wife.
The film’s last prolonged fixedness (Fig. 10)
does not take the form of a photographic support but
retains the very nature of the film, suggesting a pho-
tographic standstill, first prefigured by a juxtaposition
of the two halves of the two women’s respective faces.
The hallucinatory feel of the exchange of personalities is com-
plete and could only take the form of a final and more exper-
imental freeze-frame.
Fig. 10. Ingmar Bergman, Persona,
1966. Still from film.
LUCA ACQUARELLI 64 AN-ICON
A cinema made of photographs,
the cine-photo-romance La Jetée
These two analyses would seem to support my
hypothesis that the presence of a photograph in a film –
especially when it extends to the entire frame, breaking the
rhythm of the moving image – provokes a visual alterity that
generates a reality-hallucination ambiguity. It is difficult to
generalise this hypothesis because each film has its own
complexity and internal structure but it may, in any case,
be a valid element of comparison for future analyses. I will
bring this article to a close with an analysis of a film that
brings us back to the dream considerations I made at the
beginning of the article. Although it resembles a film, La
Jetée (Chris Marker, 1962) is, as the director declares in the
opening credits, a photo-novel.15
The film is, in fact, constructed around the
montage of photographic images only, often juxtaposed
by means of a cross-fade, creating overlaps. Dream and
memory interpenetrate in reminiscence: a survivor of the
Third World War is taken prisoner and subjected to exper-
iments, using his vivid imagination, to open up time gaps
with the past and then with the future, in order to obtain the
technologies needed to reactivate an uninhabitable world
replete with destruction and radioactivity. This apocalyp-
tic environment is the background to a psychoanalytical
dimension of traumatic time. The beginning of the film is
clear in this sense; the voice over reads: “Ceci est l’histoire
d’un homme marqué par une image d’enfance”; later it will
be spoken of as a “scène qui le troubla par sa violence”.
15 It is curious that Barthes, who wrote his text on the photogram and obtuse sense in
1970 (already quoted extensively at the beginning of this article), does not mention this film,
especially if we consider a note in his text referring directly to the photo-novel, on popular
culture magazines: “Here are other ‘arts’ which combine still (or at least drawing) and story,
diegesis – namely the photo-novel and the comic-strip. I am convinced that these ‘arts’, born
in the lower depths of high culture, possess theoretical qualifications and present a new
signifier (related to the obtuse meaning). This is acknowledged as regards the comic strip but
I myself experience this slight trauma of signifiance faced with certain photo-novels: ‘their
stupidity touches me’ (which could be a certain definition of obtuse meaning)”. R. Barthes,
Image, Music, Text: 66. If we are dealing here with an entirely different kind of photo-novel
(surely not touching for its stupidity!), it seems to me that Barthes’ reflections on obtuse sense
could also apply to La Jétée.
LUCA ACQUARELLI 65 AN-ICON
The gap between image and scene explains the problem
of the difficult figuration of childhood memories. An image
affecting a child, then probably forgotten and stored away
in the unconscious then emerging once again in a dream, in
the film’s narration, in a memory of the past heterodirected
by the executioners’ experiments.
The key to the heterogeneity of the traumatic
time grafted onto the images is once again present in the
words recited by the voice-off:
Rien ne distinguent le souvenir des autres moments. Ce n’est que
plus tard qui se font reconnaître, à leurs cicatrices. Ce visage [Fig.
11] qui devait être la seule image du temps de paix à traverser le
temps de guerre. Il se demanda longtemps s’il l’avait vraiment vu
ou s’il avait créé ce moment de douceur pour étayer le moment
de folie qu’allait venir.
Fig. 11. Chris Marker, La Jetée, 1962. Still from film
Memory becomes image only après-coup,
re-signifying certain moments, reabsorbing them around
images. The La Jétée images indeed seem to have this pa-
tina of après-coup re-signification. The sharpness of their
black and white with vivid contrasts is only opacified by
cross-fade transitions. In any case, even in their transpar-
ency, all the images seem to be inhabited by this traumat-
ic time, somewhere between memory, dream and hallu-
cination. A very brief moving sequence suddenly breaks
LUCA ACQUARELLI 66 AN-ICON
into the montage of still images when, in the intimacy
of her bed, the woman in the memory wakes up, opens
her eyes and directs her gaze into the camera (Fig. 12).
Fig. 12. Chris Marker,
La Jetée, 1962. Still from film
It is a sudden enunciative change that seems designed to
awaken us from the torpor induced by this story told through
salient points, fixed images where the forces of the image in
movement converge, as if absorbed, in an oneiric iconology
that barely opens up a gap in traumatic time.
This douceur scene, immersed in a distant child-
hood memory in the context of the children taken onto the jetée
at Orly airport to watch the planes take off, is none other than
the image preceding the trauma: the child who, on the jetée,
sees the murder of his adult self, having been followed through
time by one of his executioners to kill him (Figg. 13 and 14).
Fig. 13. Chris Marker,
La Jetée, 1962. Still from film
Fig. 14. Chris Marker,
La Jetée, 1962. Still from film
LUCA ACQUARELLI 67 AN-ICON
While it is clear that the La Jetée theme lends
itself to a hallucination rhetoric, it seems to me that the
decision to use still images may make this film an extreme
case corroborating this article’s thesis.
Conclusions
This short paper suggests that the boundary be-
tween the transparency of the reality effect and the opacity
of hallucination is labile and porous. We have seen that cin-
ema, which immobilises 24-frames-per-second movement
in favour of the fixed image, is one of the artistic strategies
that seem to bring in the complexity of this boundary and
this dialectic. As we have seen, this hypothesis is difficult
to generalise, but it seems to me that it deserves further
study in the broader field of intermediality and its effects.
The three case studies analysed here bring in some addi-
tional elements, differentiating in particular cases in which
photos are inserted into the film’s diegesis (in Blow Up in
the various scenes in Thomas’s studio, in Persona with
the photo of the child but also, in a certain way, with the
large portraits of the two women) and when they replace
the film’s diegesis itself. The latter seem to highlight the
hallucinatory power of the still image in cinema with greater
intensity.
LUCA ACQUARELLI 68 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
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] | Images that we
should not see.
The issue of non-perceptual
attitudes from film
to virtual Filmreality
by Enrico Terrone
Virtual Reality
Perception
Memory
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Images that we should
not see. The issue of
non-perceptual attitudes
from film to virtual reality
by Enrico Terrone
Abstract This paper casts film experience as a sort of
disembodied perception. I will show how this experience
can be manipulated and altered in order to approximate to
mental states of fictional characters, in particular embodied
perception, memory and imagination. I will acknowledge
that film experience can approximate to non-perceptual at-
titudes such as memory and imagination much better than
the experience elicited by theater. Yet, I will contend, film
experience cannot emulate the phenomenology of non-per-
ceptual attitudes since it remains a sort of disembodied
perception even when it is manipulated by filmmakers in
order to approximate memory states or imaginative states
of fictional characters. Finally, I will argue that virtual real-
ity, in virtue of both its proximity to embodied perception
and its potential for manipulation, is, in principle, in a bet-
ter position than film when it comes to trying to emulate
non-perceptual attitudes such as memory and imagination.
Film Virtual Reality Perception Memory Imagination
To quote this essay: E. Terrone, “Images that we should not see. The issue of non-perceptual attitudes
from film to virtual reality”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 69-90
ENRICO TERRONE 69 AN-ICON
Cloe sees a black cat, Jack remembers a black
cat, Lisa imagines a black cat. According to representa-
tionalist conceptions of the mind,1 Cloe’s, Jack’s and Li-
sa’s mental states have the same representational content,
namely a black cat, and yet they differ as regards their
attitude, that is, the way that content is represented. Per-
ceiving a black cat, remembering a black cat and imagin-
ing a black cat are three different experiences in virtue of
three different attitudes. Specifically, according to Uriah
Kriegel’s “Sartrean account”,2 the perceptual attitude rep-
resents-as-present its content, the memory attitude rep-
resents-as-past its content, and the imaginative attitude
represents-as-possible its content.
All this raises an interesting issue about film
experience. On the one hand, according to experiential
theories of depiction,3 films provide us with experiences
whose “pictorial attitude” somehow emulates the perceptual
attitude. On the other hand, scholars such as Hugo Mün-
sterberg or Erwin Panofsky have stated that films allow us
to share not only the perceptual point of view of fictional
characters but also their inner life, which involves states
such as memory or imagination.4 These two statements are
in tension: if the pictorial attitude which characterizes film
experience is a sort of perceptual attitude, how can film
spectators enjoy experiences based on memory attitudes
or imaginative attitudes?
I will argue that the spectator cannot enjoy the
latter experiences. The spectator can only ascribe such
experiences to characters by relying on the perceptual
experience she is enjoying. Finally, I will argue that, quite
1 T. Crane, “The intentional structure of consciousness”, in A. Jokic, Q. Smith, eds.,
Consciousness: New Philosophical Perspectives (Oxford: Oxford University Press, 2003): 33-
56; D. Chalmers. “The representational character of experience”, in B. Leiter, ed., The Future
for Philosophy (Oxford: Oxford University Press, 2004): 153-180.
2 U. Kriegel, “Perception and imagination. A Sartrean account”, in S. Miguens, G. Preyer,
C. Bravo Morando, eds., Prereflective Consciousness: Early Sartre in the Context of
Contemporary Philosophy of Mind (London: Routledge, 2015): 257-288.
3 R. Hopkins, “Depiction”, in P. Livingston, C. Plantinga, eds., The Routledge Companion to
Philosophy and Film (London: Routledge, 2009): 64-74.
4 H. Münsterberg, The Photoplay: a Psychological Study (New York: Appleton, 1916);
E. Panofsky, “Style and medium in the motion pictures” (1934), in D. Talbot, ed., Film: An
Anthology (Berkeley: University of California Press, 1959): 15-32.
ENRICO TERRONE 70 AN-ICON
surprisingly, virtual reality is in a better position than film
as regards the emulation of non-perceptual attitudes.
Film experience as disembodied
perception
Film experience is a perceptual experience.
The audience perceives objects and events taking place in
the world that the film portrays. The Lumière Brothers Sortie
des Usines Lumière (1895) is paradigmatic in this respect:
the audience sees workers leaving the factory in a way
that is analogous to the way one would see those workers
if one were in front the factory. Analogous, however,
does not mean identical. While in ordinary perception we
experience things as organized in an “egocentric space”,
that is, a space that has our body as its own center,5 in
cinematic perception we experience things as organized
in a space that has only our sight, not our body, as its own
center. The space depicted is experienced as “detached”
from our body.6
The spectator of Sortie des Usines Lumière
sees workers exiting the factory from a standpoint in front
of the factory, but she does not occupy that standpoint and
she does not have the impression of occupying it. Even
spectators of the Lumière Brothers L’arrivée d’un train en
gare de La Ciotat (1895) normally do not have the impres-
sion of occupying the standpoint in front of the train, in
spite of the popular fable that suggests otherwise.7
Film experience, so understood, is a disembod-
ied perception. We can perceive things from a viewpoint that
our body is not forced to occupy. It is worth noting that by
“disembodied perception” here is just meant the percep-
tion of a space in which our body does not have any place.
Hence, film experience is disembodied only with respect to
the experienced relationship between the spectator and
5 G. Evans, The Varieties of Reference (Oxford: Clarendon Press, 1982).
6 N. Carroll, Theorizing the Moving Image (Cambridge: Cambridge University Press, 1996).
7 M. Loiperdinger, “Lumière’s arrival of the train. Cinema’s founding myth”, The Moving
Image 4, no. 1 (2004): 89-118.
ENRICO TERRONE 71 AN-ICON
the space portrayed. The spectator’s body, however, keeps
playing a crucial role in the whole film experience which,
as a twofold experience, also includes the spectator’s re-
lationship to the space in which the film is screened.8
Even a paradigmatic essay on the embodied
character of film experience, namely Vivian Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), acknowledges that the perspective of the spectator
as an embodied subject is different from the perspective on
the world depicted that the film provides us with. Yet, Sob-
chack states that film experience is embodied all the way
through because there is a further body at work, namely,
the film’s body:
We recognize the moving picture as the work of an anonymous and
sign-producing body subject intentionally marking visible choices
with the very behavior of its bodily being. However, these choices
are not initiated by the movement of our bodies or our intending
consciousness. They are seen and visible as the visual and phys-
ical choices of some body other than ourselves [...]. That some
body is the film’s body.9
What does it exactly mean that the film has a
body? This seems to be a suggestive metaphor that should
be unpacked for rigorous theorizing. Sobchack offers the
following characterization of the film’s body: “The cam-
era its perceptive organ, the projector its expressive organ,
the screen its discrete and material occupation of worldly
space”.10 If the film’s body is just that, it comes down to
a suggestive characterization of the film’s screening. Still
Sobchack also insists on the “choices” that the alleged
film’s body makes thereby determining our point of view on
the space portrayed. Precisely because that point of view
does not depend on the position and the movement of our
8 R. Hopkins, “Depiction”. See also E. Terrone, “Imagination and perception in film
experience”, Ergo, no. 5 (2020): 161-190.
9 V. Sobchack, The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 278. Thanks to a referee for pushing me to discuss
Sobchack’s view.
10 Ibid.: 299.
ENRICO TERRONE 72 AN-ICON
body, I find it worthwhile to cast the experience it provides
as disembodied. While ordinary perception, as an embodied
experience, depends on the position and movement of our
body, film experience is disembodied since it depends on
choices that are not up to us. Whom are those choices up
to? To the filmmaker for sure, and yet scholars like George
Wilson argue that, in our engagement with fiction films, we
rather experience those choices as the outcome of the “min-
imal narrating agency” of a fictional narrator.11 Perhaps what
Sobchack calls the film’s body may be an interesting char-
acterization of how we experience the actual agency of the
filmmaker or, if Wilson is right, the fictional agency of the
narrator. Nevertheless, the fact remains that the film’s body
is not the spectator’s body and I reckon that this is enough
to warrant the characterization of film experience as disem-
bodied perception.
Such a disembodied nature of film experience
has an interesting consequence. Since film experience, as
disembodied perception, involves a point of view that does
not depend on our body, that point of view can change
without the need of moving our body. Neither Sortie des
Usines Lumière nor L’arrivée d’un train en gare de La Ci-
otat exploit this option, but later films do so by means of
camera movements and editing.
The specificity of film experience
In ordinary perception we experience things as
taking place in a determinate place and time, namely, here,
the place where our body is, and now, the time when our
experience occurs. In cinematic perception, on the other
hand, place and time remain indeterminate. Our perception,
as such, does not tell us where and when the things per-
ceived take place. Cinematic perception needs a cognitive
supplementation in order to fix the spatial and temporal
coordinates of what one is perceiving. Films can provide
11 G.M. Wilson, Seeing Fictions in Film: The Epistemology of Movies (Oxford: Oxford
University Press, 2011): 129.
ENRICO TERRONE 73 AN-ICON
such supplementation either explicitly, by means of devices
such as voice over and inscriptions, or implicitly, by relying
on clues embedded in the scenes portrayed.
Furthermore, film perception is not up to us in
the way ordinary perception is. In the latter, I can decide,
at least to a certain extent, what I am going to perceive. In
film experience, instead, I am completely deprived of au-
tonomy. In other words, film experience is predetermined
in a way ordinary experience is not. One might say that
ordinary perception is a natural experience whereas cine-
matic perception is rather an artificial experience whereby
we perceive what filmmakers (or narrators) have established
for us. In the specific case of fiction films, filmmakers (or
narrators) guide us in the perceptual exploration of fictional
worlds. That is arguably the most insightful way of unpack-
ing Sobchack’s metaphor of the film’s body.
Let me consider, as an example, David W. Grif-
fith’s An Unseen Enemy (1912), which tells the story of two
orphan sisters whose heritage is threatened by a treach-
erous housekeeper and her accomplice. We discover this
story through a series of disembodied perceptual expe-
riences of the same kind as those elicited by Sortie des
Usines Lumière and L’arrivée d’un train en gare de La Ciotat.
We see the two orphans, then the housekeeper, then the
elder brother of the two girls who places the heritage in the
safe, then the housekeeper who spies him, and so on and
so forth. The filmmaker has designed this series of percep-
tions in a way that provides us with a sort of “unrestricted
epistemic access” to the relevant facts of the story.12 Unlike
the two orphans, we are aware from the beginning of the
threat coming from the housekeeper. Moreover, unlike the
housekeeper, we are aware of the brother’s attempt to help
his sisters and prevent theft. In sum, the spectator of An
Unseen Enemy perceives more, and therefore knows more,
than the characters in the story; the “enemy” is “unseen”
only for the characters, not for the audience.
12 G.M. Wilson, Narration in Light: Studies in Cinematic Point of View (Baltimore: Johns
Hopkins University Press, 1986).
ENRICO TERRONE 74 AN-ICON
This is the basic functioning of fiction films, which
corresponds to the omniscient narrator in literature. However,
other configurations are possible in which the audience’s
knowledge of relevant facts is “restricted” to that available to
characters or is even narrower than the latter.13 For example,
in Alfred Hitchcock’s Rear Window (1948) the audience’s
knowledge is as restricted as that of the character L.B. Jef-
feries (with one important exception, however: we see the
murderer leaving his apartment with his lover while Jefferies
is sleeping). In Pablo Larrain’s Ema (2019), the audience’s
knowledge is even narrower than that of the eponymous
heroine; the latter has access from the beginning to the
truth about the new adoptive parents of her son whereas the
audience will discover this truth only at the end of the film.
A further restriction that affects film experience
concerns the mode of this experience, which is just dis-
embodied perception. In ordinary experience, on the other
hand, one can enjoy a variety of experiential attitudes: em-
bodied perception, first of all, but also memory and imag-
ination, and possibly perceptual illusion, hallucination and
dream. Here is another sense in which the audience can
find it hard to know what characters know. What is at stake
here is phenomenal knowledge, that is, knowing what it is
like for a subject to undergo a certain experience.
For sure, empathy may enable the audience to
acquire phenomenal knowledge concerning the affective
and emotional dimension of a fictional character’s expe-
rience.14 For instance, the audience can share the char-
acter’s fear or the character’s surprise. Yet, affects and
emotions are evaluative mental states that are grafted onto
more basic cognitive states such as perceptions, memo-
ries, and imaginings,15 whose distinctive attitude is sure-
ly harder to access through empathy. The audience may
deploy empathy to know what it is like to for a character
to feel fear or joy but something more is required to grasp
13 Ibid.
14 J. Stadler, “Empathy and film”, in H.L. Maibom, ed., The Routledge Handbook of
Philosophy of Empathy (London: Routledge, 2016): 317-326. Thanks to a referee for leading
me to consider the role of empathy.
15 K. Mulligan, “From appropriate emotions to values”, The Monist 81, no. 1 (1998): 161-188.
ENRICO TERRONE 75 AN-ICON
the phenomenal difference between an embodied percep-
tual experience and a memory episode or an imagining.
Filmmakers are thus challenged to design disembodied
perceptual experiences that can approximate to the ba-
sic cognitive experiences enjoyed by characters, thereby
leading the audience to grasp what is going on in the char-
acters’ minds. This is arguably one of the most fascinating
challenges that cinema has addressed along its history.
Approximating to embodied perception
Although film experience and ordinary percep-
tion are both perceptual experiences, they differ inasmuch
the latter is embodied in a way the former is not. That is why,
in ordinary experience, we can move towards the things we
perceive and possibly touch them, but we cannot do so in
film experience.
The usual way in which filmmakers lead the
audience to share the embodied perceptual experience
of a character consists in providing the audience with a
standpoint that corresponds to that of the character. This
mode of representation, which is usually called “subjective
shot”, enables us to share the visual perspective of the
character in spite of the fact that our body does not occupy
the corresponding standpoint, which is instead occupied
by the character’s body. As Kendall Walton puts it,
Following a shot of a character looking out a window, there is a
shot of a scene outside. Watching the second shot, we imagine
observing the scene, and we judge that the character looking out
the window has an experience “like this”, like the one we imagine
enjoying. We do not attribute to the character an experience (much)
like our actual visual experience, a visual experience of a film shot,
of a depiction of the scene outside the window. The experience
we attribute to the character is like our actual one only insofar as
imagining seeing is like actually seeing.16
16 K.L. Walton, “Fictionality and imagination – mind the gap”, in In Other Shoes: Music,
Metaphor, Empathy, Existence (Oxford: Oxford University Press, 2015): 17-35, 13.
ENRICO TERRONE 76 AN-ICON
Let me assume that what Walton calls “imag-
ining seeing”, here, matches what I call “disembodied per-
ception”. Under this assumption, we can interpret Walton’s
last sentence as stating that the experience elicited by the
point-of-view remains a disembodied perception, which is
not identical with, but only approximates to, the embodied
perception of the character. Overlooking this limitation can
lead to disastrous effects. Robert Montgomery’s Lady in
the Lake (1947), for example, aims to turn the audience’s
disembodied perception into the perceptual experience of
the main character along the whole duration of the film, but
the result is just that the audience has “the impression that
there is a camera by the name of ‘Philip Marlowe’ stumbling
around Los Angeles and passing itself off as the well-known
human being of the same name”.17
In fact, more cautious and parsimonious uses
of the subjective shot can have outstanding aesthetic ef-
fects. Griffith’s An Unseen Enemy is exemplary in this re-
spect. I pointed out earlier that the film is based on “ob-
jective” shots from neutral standpoints that are aimed to
elicit pure disembodied experiences from the audience. Yet,
quite exceptionally, one subjective shot emphasizes the
most dramatic passage of the story. This shot is a close-
up of the gun that the housekeeper passes through a hole
in the door of the room where the two sisters took refuge
(Fig. 1). We see the gun from the standpoint of the young-
er sister (Fig. 2), and this subjective shot emphasizes the
centrality of that character in the narrative.
Fig. 1. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
17 G.M. Wilson, Narration in Light: 86.
ENRICO TERRONE 77 AN-ICON
Fig. 2. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
She is the one who has a psychological and
relational arc of transformation along the story: at the be-
ginning she refuses reluctantly to kiss her boyfriend but in
the last image of the film she finally accepts the kiss. It is
tempting to see the film as a sort of bildungsroman of this
girl; specifically, her initiation to sexuality. This hermeneutic
temptation is encouraged by the subjective shot in which
the gun passing through the hole evokes a sort of phallic
figure. The next shot shows that the girl is horrified by the
gun. Later in the story, however, she finds the courage to
try to grasp the gun, and then slumps back (Fig. 3 and 4).
Fig. 3. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
Fig. 4. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
ENRICO TERRONE 78 AN-ICON
Interestingly, the editing connects this image of
the girl to the image of her boyfriend walking in the fields (Fig. 5).
Fig. 5. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
This link does not seem to be motivated by the course of
the narrative but rather by a sort of symbolic pattern.
Approximating to memory
The experience of the spectator who watches a
film such as An Unseen Enemy consists in a series of per-
ceptual perspectives on the fictional world. Many of them
are from a neutral, unoccupied point of view but some of
them can match the perceptual point of view of a charac-
ter. Most films function in this way. Some films even try to
make us share the perceptual point of view of non-human
characters. For example, John McTiernan’s Predator (1987)
makes us share the perceptual point of view of an alien
creature, and Pietro Marcello’s Bella e perduta (2015) that
of a buffalo. On the other hand, there are films that do not
limit themselves to making us share the perceptions of
certain fictional characters but also aim to make us share
other basic cognitive states of them.
Let me begin with the case of memory. At the
turning point of Michael Curtiz’s Casablanca (1942), Rick
remembers his love affair with Ilsa in Paris. The combination
of the movement of the camera towards Rick’s face with the
crescendo of the music and the white dissolve indicates that
the following scenes are to be taken as memories of Rick
(Figg. 6,7 and 8). Yet, the kind of experience whereby the
spectator experiences this scene is perception, not memory.
ENRICO TERRONE 79 AN-ICON
The flashback makes us perceive the events that Rick is
remembering rather than his memory experience. We have
not the impression of remembering those events, that is, we
are not enjoying the peculiar phenomenology of memory.
Rather, we keep perceiving those past events set in Paris
in the same disembodied way in which we were perceiv-
ing the present events set in Casablanca which have been
portrayed before the flashback.
Fig. 6. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 7. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 8. Michael Curtiz,
Casablanca, 1942. Still from film.
ENRICO TERRONE 80 AN-ICON
Memory experiences usually are fragmentary, in-
complete and unstable whereas the Paris events portrayed
in the film exhibit the typical accuracy, fluidity and stability
of perception. Moreover, memory experiences typically in-
volve a first-person perspective whereas most shots in the
Casablanca flashback are taken from a neutral objective
perspective, not from Rick’s perspective. Most importantly,
memory experiences, as such, involve a feeling of pastness
whatever their content, whereas our experience of these
scenes of Casablanca lack that phenomenological hall-
mark. Although Rick is represented as remembering, the
flashback only makes us perceive what is remembered, the
content of his memory. This is the standard way in which
flashbacks encode memory in film. We do not think that
Rick’s memory experience is like this. We just think that we
are seeing (in a perceptual attitude) the events that Rick
is remembering (in the memory attitude). At most, certain
films can use stylistic device such as blurred images or
shift from color to black and white in order to stress that
the spectator’s perceptual experience is meant to encode
another kind of mental state. Yet, the spectator experience
remains perceptual in nature. Seeing blurry or seeing in
black and white are still ways of seeing.
Perhaps a better way of getting the spectator
closer to the memory state of a character might consist in
casting as a flashback a shot that was previously conjugat-
ed in the present tense. For example, in François Truffaut’s
L’amour en fuite (1979) flashbacks are made of shots of
previous films of the Antoine Doinel series, so that the spec-
tator shares Antoine’s experience of remembering those
events. Yet, these cases are quite exceptional. In most
films that use flashbacks, only the character is undergoing
a memory experience while the spectator is rather enjoying
a disembodied perception.
Approximating to imagination
Memory differs from imagination in that one
remembers events that one previously perceived whereas
ENRICO TERRONE 81 AN-ICON
the events imagined could not have been perceived. Imag-
ination indeed, unlike memory, can represent events that
did not take place. So, when in John Schlesinger’s Billy Liar
(1963) Billy images himself to be the ruler of an imaginary
country called Ambrosia, we cannot perceive the corre-
sponding events in the story world of Billy Liar because
there are no such events in that world.
However, the way in which Billy Liar’s spectators are
invited to consider Billy’s imaginings is analogous to that in which
Casablanca’s spectators are invited to consider Rick’s memories.
That is, the combination of a camera movement towards the
character’s face with music and visual dissolve (Figg. 9, 10
and 11). In Billy Liar, the shift to imagination is also stressed by
the inner voice of Billy himself who says: “It was a big day for
us. We had won the war in Ambrosia. Democracy was back
once more in our beloved country...”. Yet, the experience that
this segment of Billy Liar elicits from its spectators remains a
perceptual experience. We see Billy on a tank in the middle
of the crowd which celebrates his triumph in the war. Just
as Casablanca makes us perceive the events that Rick is re-
membering, Billy Liar makes us perceive the events that Billy
is imagining. The difference is just that the events remem-
bered belongs to the story world of Casablanca, whereas
the events imagined do not belong to the story world of Billy
Liar. Rather, those events belong to a nested fictional world,
which the filmmaker has built up within the main fiction in
order to represent Billy’s imagining.18
Fig. 9. John Schlesinger,
Billy Liar, 1963. Still from film.
18 On the notion of nested world, see K.L. Walton, “Fictionality and imagination”.
ENRICO TERRONE 82 AN-ICON
Fig. 10. John Schlesinger,
Billy Liar, 1963. Still from film.
Fig. 11. John Schlesinger,
Billy Liar, 1963. Still from film.
Billy Liar does not make us share the imagina-
tive experience of Billy, just as Casablanca did not make us
share the memory experience of Rick. Imaginings, indeed,
usually lack the kind of accuracy, fluidity, objectivity and
stability that characterizes our perceptual experience of the
events imagined by Billy. Moreover, imaginative experienc-
es, as such, should involve a feeling of unreality whatever
their content whereas our experience of these scenes of
Billy Liar lacks such phenomenological hallmark. The con-
tent of our perception, namely, Billy’s triumph, may look
weird and non-realistic but we experience it in the same
way in which we experience other scenes of the film that
look much more realistic. Thus, films such as Billy Liar do
not make us share the imaginative states of fictional char-
acters but only approximate to such states by providing
us with perceptual experiences of nested fictional worlds.
Altering the epistemic status of film
experience
From a phenomenological perspective, there
is just one basic experiential attitude that film spectators
ENRICO TERRONE 83 AN-ICON
can take towards the fictional events portrayed. Wilson,19
following Walton,20 calls it “imagining seeing” while I prefer
to dub it “disembodied perception”. That said, there are
different ways in which spectators can relate this experi-
ence to the fictional world they are exploring; this is what
Wilson calls the “the epistemic status of the contents of
their imagined seeing”.21
The default assumption about the epistemic
status of film experience is that we are perceiving the fic-
tional world as it is, from a neutral perspective that does
not match the point of view of anybody. In other words, the
basic epistemic status of film experience is pure perceptual
knowledge. Yet, this basic epistemic status can be altered
by cues coming from the content or the context of our per-
ceptual experience. The main way of altering the epistemic
status consists in a shift from the neutral viewpoint of the
spectator as a detached observer to the subjective view-
point of a character. In such cases, the spectator is invited
to relate what she is perceiving in a disembodied way to
the embodied perception or memory or imagination of a
certain character. Yet, the spectator’s experience does not
turn into an embodied perception or memory or imagina-
tion. It remains a disembodied perception; only its epistemic
status undergoes alteration. In the default case, we cast our
disembodied experience merely as a source of perceptual
knowledge about the objective facts of the fictional world.
In the altered states, on the other hand, we cast our disem-
bodied experience as a source of knowledge concerning also
(in the case of embodied perception and memory) or only
(in the case of imagination) the subjectivity of a character.
Some films leave the epistemic status of cer-
tain shots indeterminate. In Ingmar Bergman’s Wild Straw-
berries (1957), for instance, it is not evident whether the
protagonist Isak Borg is remembering or rather imagining
certain episodes of his teenage. Spectators just perceive
19 G.M. Wilson, Seeing Fictions in Film: 164.
20 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge, MA: Harvard University Press, 1990).
21 G.M. Wilson, Seeing Fictions in Film: 164.
ENRICO TERRONE 84 AN-ICON
such episodes in the usual disembodied way and acknowl-
edge that something is going on in Isak’s mind rather than
in the outer world. One might say that the spectator per-
ceives a nested fictional world which is made of elements
coming from both Isak’s memory and Isak’s imagination,
but she cannot precisely tell the imaginative elements
from the memory elements. The epistemic status of these
shots thus remains indeterminate: suspended, as it were,
between memory and imagination. Likewise, the scenes
of Federico Fellini’s Otto e mezzo (1963) that portray the
protagonist Guido Anselmi in his childhood (being bathed
in wine lees and then put in bed; playing football in the
schoolyard and then visiting Saraghina; being punished by
the priests and then returning to Saraghina) have an inde-
terminate epistemic status which lies between memory and
imagination. The spectator has a perceptual disembodied
experience of a nested fictional world which is made of
elements arguably coming from both Guido’s imagination
and Guido’s memory, but she finds it hard to precisely dis-
tinguish what is coming from where.
The phenomenological virtues of film
compared to theater
If film experience is just a kind of perceptual
experience which can at most approximate to other mental
states such as memory or imagination, why scholars like
Münsterberg and Panofsky have stated that films can lead
spectators to enjoy the latter mental states?
I propose a historical explanation according
to which statements such as Münsterberg’s or Panofsky’s
are to be read as comparisons between film and theater.
Both these forms of art invite the spectator to enjoy a per-
ceptual experience of a fictional world. Yet, the experience
that theater elicits from the spectator is ordinary embod-
ied perception whereas film experience is a peculiar kind
of disembodied perception. At the theater, the spectator
sees the play from a standpoint that corresponds to the
standpoint of her body, and that standpoint can change
ENRICO TERRONE 85 AN-ICON
if the body moves. Slightly moving one’s head can be
sufficient to change one’s perspective on the events por-
trayed by a play; if one moved closer to the stage, one
would even perceive those events from a closer standpoint.
In this sense, theater experience works just as ordinary
perception; it is as if fictional events had been magical-
ly transported in our own environment, in our egocentric
space. In film experience, on the other hand, it is the spec-
tator’s viewpoint that seems to be magically transported in
the middle of fictional events even though her body firmly
remains in her seat. Film experience is thus independent
from the spectator’s bodily movement in a way theater ex-
perience is not. This is what motivates the characterization
of film experience as a sort of disembodied perception.
Thus, film experience is much more flexible
than theater experience when it comes to approximating to
other mental states such as memory or imagination, whose
content also is quite independent from the position and the
possible movements of one’s body. Panofsky nicely makes
this point when he writes:
In a theater, space is static, that is, the space represented on the
stage, as well as the spatial relation of the beholder to the spectacle,
is unalterably fixed. [.. ] With the movies the situation is reversed. Here,
too, the spectator occupies a fixed seat, but only physically, not as the
subject of an aesthetic experience. Aesthetically, he is in permanent
motion as his eye identifies itself with the lens of the camera, which
permanently shifts in distance and direction. [.. ] This opens up a world
of possibilities of which the stage can never dream.22
Among the possibilities of film in comparison
with theater, there is surely the capacity to lead the spec-
tator in the proximity of the mental states of the characters.
Yet, this does not mean that, in those cases, film experience
turns into a memory experience or into an imaginative ex-
perience; it remains a perceptual experience, though one
aimed at approximating to other mental states.
22 E. Panofsky, “Style and medium in the motion pictures”: 18-19.
ENRICO TERRONE 86 AN-ICON
Film experience, as a disembodied perceptual
experience, reveals itself to be especially apt to emulate
mental states such as perceptual illusion, hallucination and
dream, whose attitude is not as distinct from that of per-
ception as it is the attitude of memory or that of imagina-
tion. One can cast perceptual illusions, hallucinations and
dreams as perceptual experiences that, unlike standard
perception, fail to represent things as they are. Specifical-
ly, perceptual illusions lead the perceiver to cast things as
having properties they do not actually have, while “partial
hallucinations” lead her to perceive things that actually have
not their place in her environment, and “total hallucinations”,
just like dreams, leads the subject to experience a totally
made up environment.23
Ordinary perception is somehow authoritative
as for the reality of its content, and theater experience
tends to inherit this epistemic authority, which it applies to
the story world. Film experience, on the other hand, has a
weaker epistemic authority despite its perceptual character.
I contend that this depends on its peculiarly disembodied
attitude. While watching a film, we have the impression of
seeing characters who inhabit the story world, and events
that occur in it, and we usually tend to endorse such im-
pression thereby acquiring pieces of information about the
story world. Yet, we do not perceive these events as occur-
ring in the environment we inhabit with our body, and this
somehow affect the degree of reliability of those pieces of
information. Even though we tend to cast film experienc-
es as a perception of events in the fictional world, we are
disposed to acknowledge that this experience might mis-
lead us as regards the way things are in that world. In this
sense, film experience is a perceptual experience that can
get closer than standard perception and theater experience
to illusion, hallucination and dream.
23 For the distinction between partial and total hallucinations, see A.D. Smith, The Problem
of Perception (Cambridge, MA: Harvard University Press, 2002): 193. Note that I am putting
total hallucination and dreams on a par not because I think they are, but just because I reckon
that discussing their difference goes beyond the scope of this paper.
ENRICO TERRONE 87 AN-ICON
If the perceptual experience is a genus among
whose species one can find not only standard perception
but also illusion, hallucination, and dream, then film ex-
perience can be cast as a peculiar further species of the
genus, which can emulate all the other mental states of
that genus. This fact is exploited by those films that lead
the spectator to share the deceptive perceptual experi-
ences of a character. In films such as David Fincher’s Fight
Club (1999) and Ron Howard’s A Beautiful Mind (2001) we
share the partial hallucination of the heroes by being in
turn deceived by our perceptual experience of the events
portrayed. Likewise, in films such as Robert Wiene’s The
Cabinet of Dr. Caligari (1920) or Fritz Lang’s The Woman
in the Window (1944), we share the total hallucinations or
dreams of the characters by wrongly casting certain film
experiences as perceptions of events that actually occur
in the story world. In Wilson’s terms,24 spectators of such
films enjoy the proper perceptual experiences but fail to
endow them with the proper epistemic status, which is not
the reliability of standard perception but rather the unreli-
ability of illusion, hallucination or dream.
In David Lynch’s Mulholland Drive (2001), at
least according to a popular interpretation of the film,25
dream, memory and perception are combined in a way that
can be grasped only after the fact. The first part of the film is
presented from an allegedly neutral perceptual perspective
but later reveals itself to be a dream of the protagonist Di-
ane Selwyn. The material of that dream comes from Diane’s
memories constituting the flashbacks that we find in the
second part of the film, which also provides us with a neu-
tral perceptual perspective on the last moments of Diane’s
life, from her waking up from her dream to her suicide.
24 G.M. Wilson, Seeing Fictions in Film: 164.
25 See for instance B. Wyman, M. Garrone, A. Klein, “Everything you were afraid to ask
about Mulholland Drive”, Salon (October 24, 2001), https://www.salon.com/2001/10/24/
mulholland_drive_analysis/; P. Bertetto, “L’analisi interpretativa. Mulholland Drive”, in P.
Bertetto, ed., Metodologie di analisi del film (Rome-Bari: Laterza: 2007): 223-255.
ENRICO TERRONE 88 AN-ICON
The phenomenological virtues of virtual
reality compared to film
While film provides us with a disembodied per-
ceptual experience, virtual reality makes us perceive an
egocentric space, that is, a space which is centered in our
body in the way the space of ordinary perception is. Both or-
dinary perception and virtual-reality experience are such as
that our bodily movements correspond to change in our
viewpoint whereas the viewpoint of film experience is in-
dependent from the viewer’s body.
Virtual reality thus shares with theater a sig-
nificant proximity to ordinary perception that film, instead,
lacks. Should we conclude that virtual reality, just like the-
ater, is less apt than film to approximate to non-perceptual
mental states such as memory or imagination? Not so.
Film experience, as disembodied perception,
is already an altered state in comparison to ordinary per-
ception. Nothing else remains to be altered at the phenom-
enological level. The only possible alterations, as I have
argued earlier, are alterations in the epistemic status of
our perceptual experience: clues in the context or in the
content of film experience may lead us to cast it as the
memory or the imagining of a character, or even as a de-
ceptive experience such as an illusion, an hallucination or
a dream. Virtual-reality experience and theater experience,
on the other hand, are not intrinsically altered; they work
just as ordinary perception works. Yet, virtual-reality expe-
rience can be altered in a way in which theater experience
surely cannot be altered. Even though the default mode
of virtual-reality experience is the emulation of ordinary
perception, a virtual reality system might be designed so
to provide users with experiences of completely different
kinds. Whether and how such experience can effectively
emulate memory episodes and imaginings remains an open
question. Arguably the emulation of perception has been
the main aim of virtual reality technology so far. Still, this
technology has also a potential for altering its basic per-
ceptual mode thereby getting the user’s experience closer
ENRICO TERRONE 89 AN-ICON
to other kinds of mental states. Emulating memory and
imagination through perception, the great challenge for
filmmakers in the twentieth century, might become the great
challenge for virtual-reality makers in the twenty-first. Para-
phrasing Panofsky’s statement, virtual reality might open
up a world of possibilities of which film can never dream.
ENRICO TERRONE 90 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
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] | Images that we
should not see.
The issue of non-perceptual
attitudes from film
to virtual Filmreality
by Enrico Terrone
Virtual Reality
Perception
Memory
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Images that we should
not see. The issue of
non-perceptual attitudes
from film to virtual reality
by Enrico Terrone
Abstract This paper casts film experience as a sort of
disembodied perception. I will show how this experience
can be manipulated and altered in order to approximate to
mental states of fictional characters, in particular embodied
perception, memory and imagination. I will acknowledge
that film experience can approximate to non-perceptual at-
titudes such as memory and imagination much better than
the experience elicited by theater. Yet, I will contend, film
experience cannot emulate the phenomenology of non-per-
ceptual attitudes since it remains a sort of disembodied
perception even when it is manipulated by filmmakers in
order to approximate memory states or imaginative states
of fictional characters. Finally, I will argue that virtual real-
ity, in virtue of both its proximity to embodied perception
and its potential for manipulation, is, in principle, in a bet-
ter position than film when it comes to trying to emulate
non-perceptual attitudes such as memory and imagination.
Film Virtual Reality Perception Memory Imagination
To quote this essay: E. Terrone, “Images that we should not see. The issue of non-perceptual attitudes
from film to virtual reality”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 69-90
ENRICO TERRONE 69 AN-ICON
Cloe sees a black cat, Jack remembers a black
cat, Lisa imagines a black cat. According to representa-
tionalist conceptions of the mind,1 Cloe’s, Jack’s and Li-
sa’s mental states have the same representational content,
namely a black cat, and yet they differ as regards their
attitude, that is, the way that content is represented. Per-
ceiving a black cat, remembering a black cat and imagin-
ing a black cat are three different experiences in virtue of
three different attitudes. Specifically, according to Uriah
Kriegel’s “Sartrean account”,2 the perceptual attitude rep-
resents-as-present its content, the memory attitude rep-
resents-as-past its content, and the imaginative attitude
represents-as-possible its content.
All this raises an interesting issue about film
experience. On the one hand, according to experiential
theories of depiction,3 films provide us with experiences
whose “pictorial attitude” somehow emulates the perceptual
attitude. On the other hand, scholars such as Hugo Mün-
sterberg or Erwin Panofsky have stated that films allow us
to share not only the perceptual point of view of fictional
characters but also their inner life, which involves states
such as memory or imagination.4 These two statements are
in tension: if the pictorial attitude which characterizes film
experience is a sort of perceptual attitude, how can film
spectators enjoy experiences based on memory attitudes
or imaginative attitudes?
I will argue that the spectator cannot enjoy the
latter experiences. The spectator can only ascribe such
experiences to characters by relying on the perceptual
experience she is enjoying. Finally, I will argue that, quite
1 T. Crane, “The intentional structure of consciousness”, in A. Jokic, Q. Smith, eds.,
Consciousness: New Philosophical Perspectives (Oxford: Oxford University Press, 2003): 33-
56; D. Chalmers. “The representational character of experience”, in B. Leiter, ed., The Future
for Philosophy (Oxford: Oxford University Press, 2004): 153-180.
2 U. Kriegel, “Perception and imagination. A Sartrean account”, in S. Miguens, G. Preyer,
C. Bravo Morando, eds., Prereflective Consciousness: Early Sartre in the Context of
Contemporary Philosophy of Mind (London: Routledge, 2015): 257-288.
3 R. Hopkins, “Depiction”, in P. Livingston, C. Plantinga, eds., The Routledge Companion to
Philosophy and Film (London: Routledge, 2009): 64-74.
4 H. Münsterberg, The Photoplay: a Psychological Study (New York: Appleton, 1916);
E. Panofsky, “Style and medium in the motion pictures” (1934), in D. Talbot, ed., Film: An
Anthology (Berkeley: University of California Press, 1959): 15-32.
ENRICO TERRONE 70 AN-ICON
surprisingly, virtual reality is in a better position than film
as regards the emulation of non-perceptual attitudes.
Film experience as disembodied
perception
Film experience is a perceptual experience.
The audience perceives objects and events taking place in
the world that the film portrays. The Lumière Brothers Sortie
des Usines Lumière (1895) is paradigmatic in this respect:
the audience sees workers leaving the factory in a way
that is analogous to the way one would see those workers
if one were in front the factory. Analogous, however,
does not mean identical. While in ordinary perception we
experience things as organized in an “egocentric space”,
that is, a space that has our body as its own center,5 in
cinematic perception we experience things as organized
in a space that has only our sight, not our body, as its own
center. The space depicted is experienced as “detached”
from our body.6
The spectator of Sortie des Usines Lumière
sees workers exiting the factory from a standpoint in front
of the factory, but she does not occupy that standpoint and
she does not have the impression of occupying it. Even
spectators of the Lumière Brothers L’arrivée d’un train en
gare de La Ciotat (1895) normally do not have the impres-
sion of occupying the standpoint in front of the train, in
spite of the popular fable that suggests otherwise.7
Film experience, so understood, is a disembod-
ied perception. We can perceive things from a viewpoint that
our body is not forced to occupy. It is worth noting that by
“disembodied perception” here is just meant the percep-
tion of a space in which our body does not have any place.
Hence, film experience is disembodied only with respect to
the experienced relationship between the spectator and
5 G. Evans, The Varieties of Reference (Oxford: Clarendon Press, 1982).
6 N. Carroll, Theorizing the Moving Image (Cambridge: Cambridge University Press, 1996).
7 M. Loiperdinger, “Lumière’s arrival of the train. Cinema’s founding myth”, The Moving
Image 4, no. 1 (2004): 89-118.
ENRICO TERRONE 71 AN-ICON
the space portrayed. The spectator’s body, however, keeps
playing a crucial role in the whole film experience which,
as a twofold experience, also includes the spectator’s re-
lationship to the space in which the film is screened.8
Even a paradigmatic essay on the embodied
character of film experience, namely Vivian Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), acknowledges that the perspective of the spectator
as an embodied subject is different from the perspective on
the world depicted that the film provides us with. Yet, Sob-
chack states that film experience is embodied all the way
through because there is a further body at work, namely,
the film’s body:
We recognize the moving picture as the work of an anonymous and
sign-producing body subject intentionally marking visible choices
with the very behavior of its bodily being. However, these choices
are not initiated by the movement of our bodies or our intending
consciousness. They are seen and visible as the visual and phys-
ical choices of some body other than ourselves [...]. That some
body is the film’s body.9
What does it exactly mean that the film has a
body? This seems to be a suggestive metaphor that should
be unpacked for rigorous theorizing. Sobchack offers the
following characterization of the film’s body: “The cam-
era its perceptive organ, the projector its expressive organ,
the screen its discrete and material occupation of worldly
space”.10 If the film’s body is just that, it comes down to
a suggestive characterization of the film’s screening. Still
Sobchack also insists on the “choices” that the alleged
film’s body makes thereby determining our point of view on
the space portrayed. Precisely because that point of view
does not depend on the position and the movement of our
8 R. Hopkins, “Depiction”. See also E. Terrone, “Imagination and perception in film
experience”, Ergo, no. 5 (2020): 161-190.
9 V. Sobchack, The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 278. Thanks to a referee for pushing me to discuss
Sobchack’s view.
10 Ibid.: 299.
ENRICO TERRONE 72 AN-ICON
body, I find it worthwhile to cast the experience it provides
as disembodied. While ordinary perception, as an embodied
experience, depends on the position and movement of our
body, film experience is disembodied since it depends on
choices that are not up to us. Whom are those choices up
to? To the filmmaker for sure, and yet scholars like George
Wilson argue that, in our engagement with fiction films, we
rather experience those choices as the outcome of the “min-
imal narrating agency” of a fictional narrator.11 Perhaps what
Sobchack calls the film’s body may be an interesting char-
acterization of how we experience the actual agency of the
filmmaker or, if Wilson is right, the fictional agency of the
narrator. Nevertheless, the fact remains that the film’s body
is not the spectator’s body and I reckon that this is enough
to warrant the characterization of film experience as disem-
bodied perception.
Such a disembodied nature of film experience
has an interesting consequence. Since film experience, as
disembodied perception, involves a point of view that does
not depend on our body, that point of view can change
without the need of moving our body. Neither Sortie des
Usines Lumière nor L’arrivée d’un train en gare de La Ci-
otat exploit this option, but later films do so by means of
camera movements and editing.
The specificity of film experience
In ordinary perception we experience things as
taking place in a determinate place and time, namely, here,
the place where our body is, and now, the time when our
experience occurs. In cinematic perception, on the other
hand, place and time remain indeterminate. Our perception,
as such, does not tell us where and when the things per-
ceived take place. Cinematic perception needs a cognitive
supplementation in order to fix the spatial and temporal
coordinates of what one is perceiving. Films can provide
11 G.M. Wilson, Seeing Fictions in Film: The Epistemology of Movies (Oxford: Oxford
University Press, 2011): 129.
ENRICO TERRONE 73 AN-ICON
such supplementation either explicitly, by means of devices
such as voice over and inscriptions, or implicitly, by relying
on clues embedded in the scenes portrayed.
Furthermore, film perception is not up to us in
the way ordinary perception is. In the latter, I can decide,
at least to a certain extent, what I am going to perceive. In
film experience, instead, I am completely deprived of au-
tonomy. In other words, film experience is predetermined
in a way ordinary experience is not. One might say that
ordinary perception is a natural experience whereas cine-
matic perception is rather an artificial experience whereby
we perceive what filmmakers (or narrators) have established
for us. In the specific case of fiction films, filmmakers (or
narrators) guide us in the perceptual exploration of fictional
worlds. That is arguably the most insightful way of unpack-
ing Sobchack’s metaphor of the film’s body.
Let me consider, as an example, David W. Grif-
fith’s An Unseen Enemy (1912), which tells the story of two
orphan sisters whose heritage is threatened by a treach-
erous housekeeper and her accomplice. We discover this
story through a series of disembodied perceptual expe-
riences of the same kind as those elicited by Sortie des
Usines Lumière and L’arrivée d’un train en gare de La Ciotat.
We see the two orphans, then the housekeeper, then the
elder brother of the two girls who places the heritage in the
safe, then the housekeeper who spies him, and so on and
so forth. The filmmaker has designed this series of percep-
tions in a way that provides us with a sort of “unrestricted
epistemic access” to the relevant facts of the story.12 Unlike
the two orphans, we are aware from the beginning of the
threat coming from the housekeeper. Moreover, unlike the
housekeeper, we are aware of the brother’s attempt to help
his sisters and prevent theft. In sum, the spectator of An
Unseen Enemy perceives more, and therefore knows more,
than the characters in the story; the “enemy” is “unseen”
only for the characters, not for the audience.
12 G.M. Wilson, Narration in Light: Studies in Cinematic Point of View (Baltimore: Johns
Hopkins University Press, 1986).
ENRICO TERRONE 74 AN-ICON
This is the basic functioning of fiction films, which
corresponds to the omniscient narrator in literature. However,
other configurations are possible in which the audience’s
knowledge of relevant facts is “restricted” to that available to
characters or is even narrower than the latter.13 For example,
in Alfred Hitchcock’s Rear Window (1948) the audience’s
knowledge is as restricted as that of the character L.B. Jef-
feries (with one important exception, however: we see the
murderer leaving his apartment with his lover while Jefferies
is sleeping). In Pablo Larrain’s Ema (2019), the audience’s
knowledge is even narrower than that of the eponymous
heroine; the latter has access from the beginning to the
truth about the new adoptive parents of her son whereas the
audience will discover this truth only at the end of the film.
A further restriction that affects film experience
concerns the mode of this experience, which is just dis-
embodied perception. In ordinary experience, on the other
hand, one can enjoy a variety of experiential attitudes: em-
bodied perception, first of all, but also memory and imag-
ination, and possibly perceptual illusion, hallucination and
dream. Here is another sense in which the audience can
find it hard to know what characters know. What is at stake
here is phenomenal knowledge, that is, knowing what it is
like for a subject to undergo a certain experience.
For sure, empathy may enable the audience to
acquire phenomenal knowledge concerning the affective
and emotional dimension of a fictional character’s expe-
rience.14 For instance, the audience can share the char-
acter’s fear or the character’s surprise. Yet, affects and
emotions are evaluative mental states that are grafted onto
more basic cognitive states such as perceptions, memo-
ries, and imaginings,15 whose distinctive attitude is sure-
ly harder to access through empathy. The audience may
deploy empathy to know what it is like to for a character
to feel fear or joy but something more is required to grasp
13 Ibid.
14 J. Stadler, “Empathy and film”, in H.L. Maibom, ed., The Routledge Handbook of
Philosophy of Empathy (London: Routledge, 2016): 317-326. Thanks to a referee for leading
me to consider the role of empathy.
15 K. Mulligan, “From appropriate emotions to values”, The Monist 81, no. 1 (1998): 161-188.
ENRICO TERRONE 75 AN-ICON
the phenomenal difference between an embodied percep-
tual experience and a memory episode or an imagining.
Filmmakers are thus challenged to design disembodied
perceptual experiences that can approximate to the ba-
sic cognitive experiences enjoyed by characters, thereby
leading the audience to grasp what is going on in the char-
acters’ minds. This is arguably one of the most fascinating
challenges that cinema has addressed along its history.
Approximating to embodied perception
Although film experience and ordinary percep-
tion are both perceptual experiences, they differ inasmuch
the latter is embodied in a way the former is not. That is why,
in ordinary experience, we can move towards the things we
perceive and possibly touch them, but we cannot do so in
film experience.
The usual way in which filmmakers lead the
audience to share the embodied perceptual experience
of a character consists in providing the audience with a
standpoint that corresponds to that of the character. This
mode of representation, which is usually called “subjective
shot”, enables us to share the visual perspective of the
character in spite of the fact that our body does not occupy
the corresponding standpoint, which is instead occupied
by the character’s body. As Kendall Walton puts it,
Following a shot of a character looking out a window, there is a
shot of a scene outside. Watching the second shot, we imagine
observing the scene, and we judge that the character looking out
the window has an experience “like this”, like the one we imagine
enjoying. We do not attribute to the character an experience (much)
like our actual visual experience, a visual experience of a film shot,
of a depiction of the scene outside the window. The experience
we attribute to the character is like our actual one only insofar as
imagining seeing is like actually seeing.16
16 K.L. Walton, “Fictionality and imagination – mind the gap”, in In Other Shoes: Music,
Metaphor, Empathy, Existence (Oxford: Oxford University Press, 2015): 17-35, 13.
ENRICO TERRONE 76 AN-ICON
Let me assume that what Walton calls “imag-
ining seeing”, here, matches what I call “disembodied per-
ception”. Under this assumption, we can interpret Walton’s
last sentence as stating that the experience elicited by the
point-of-view remains a disembodied perception, which is
not identical with, but only approximates to, the embodied
perception of the character. Overlooking this limitation can
lead to disastrous effects. Robert Montgomery’s Lady in
the Lake (1947), for example, aims to turn the audience’s
disembodied perception into the perceptual experience of
the main character along the whole duration of the film, but
the result is just that the audience has “the impression that
there is a camera by the name of ‘Philip Marlowe’ stumbling
around Los Angeles and passing itself off as the well-known
human being of the same name”.17
In fact, more cautious and parsimonious uses
of the subjective shot can have outstanding aesthetic ef-
fects. Griffith’s An Unseen Enemy is exemplary in this re-
spect. I pointed out earlier that the film is based on “ob-
jective” shots from neutral standpoints that are aimed to
elicit pure disembodied experiences from the audience. Yet,
quite exceptionally, one subjective shot emphasizes the
most dramatic passage of the story. This shot is a close-
up of the gun that the housekeeper passes through a hole
in the door of the room where the two sisters took refuge
(Fig. 1). We see the gun from the standpoint of the young-
er sister (Fig. 2), and this subjective shot emphasizes the
centrality of that character in the narrative.
Fig. 1. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
17 G.M. Wilson, Narration in Light: 86.
ENRICO TERRONE 77 AN-ICON
Fig. 2. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
She is the one who has a psychological and
relational arc of transformation along the story: at the be-
ginning she refuses reluctantly to kiss her boyfriend but in
the last image of the film she finally accepts the kiss. It is
tempting to see the film as a sort of bildungsroman of this
girl; specifically, her initiation to sexuality. This hermeneutic
temptation is encouraged by the subjective shot in which
the gun passing through the hole evokes a sort of phallic
figure. The next shot shows that the girl is horrified by the
gun. Later in the story, however, she finds the courage to
try to grasp the gun, and then slumps back (Fig. 3 and 4).
Fig. 3. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
Fig. 4. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
ENRICO TERRONE 78 AN-ICON
Interestingly, the editing connects this image of
the girl to the image of her boyfriend walking in the fields (Fig. 5).
Fig. 5. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
This link does not seem to be motivated by the course of
the narrative but rather by a sort of symbolic pattern.
Approximating to memory
The experience of the spectator who watches a
film such as An Unseen Enemy consists in a series of per-
ceptual perspectives on the fictional world. Many of them
are from a neutral, unoccupied point of view but some of
them can match the perceptual point of view of a charac-
ter. Most films function in this way. Some films even try to
make us share the perceptual point of view of non-human
characters. For example, John McTiernan’s Predator (1987)
makes us share the perceptual point of view of an alien
creature, and Pietro Marcello’s Bella e perduta (2015) that
of a buffalo. On the other hand, there are films that do not
limit themselves to making us share the perceptions of
certain fictional characters but also aim to make us share
other basic cognitive states of them.
Let me begin with the case of memory. At the
turning point of Michael Curtiz’s Casablanca (1942), Rick
remembers his love affair with Ilsa in Paris. The combination
of the movement of the camera towards Rick’s face with the
crescendo of the music and the white dissolve indicates that
the following scenes are to be taken as memories of Rick
(Figg. 6,7 and 8). Yet, the kind of experience whereby the
spectator experiences this scene is perception, not memory.
ENRICO TERRONE 79 AN-ICON
The flashback makes us perceive the events that Rick is
remembering rather than his memory experience. We have
not the impression of remembering those events, that is, we
are not enjoying the peculiar phenomenology of memory.
Rather, we keep perceiving those past events set in Paris
in the same disembodied way in which we were perceiv-
ing the present events set in Casablanca which have been
portrayed before the flashback.
Fig. 6. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 7. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 8. Michael Curtiz,
Casablanca, 1942. Still from film.
ENRICO TERRONE 80 AN-ICON
Memory experiences usually are fragmentary, in-
complete and unstable whereas the Paris events portrayed
in the film exhibit the typical accuracy, fluidity and stability
of perception. Moreover, memory experiences typically in-
volve a first-person perspective whereas most shots in the
Casablanca flashback are taken from a neutral objective
perspective, not from Rick’s perspective. Most importantly,
memory experiences, as such, involve a feeling of pastness
whatever their content, whereas our experience of these
scenes of Casablanca lack that phenomenological hall-
mark. Although Rick is represented as remembering, the
flashback only makes us perceive what is remembered, the
content of his memory. This is the standard way in which
flashbacks encode memory in film. We do not think that
Rick’s memory experience is like this. We just think that we
are seeing (in a perceptual attitude) the events that Rick
is remembering (in the memory attitude). At most, certain
films can use stylistic device such as blurred images or
shift from color to black and white in order to stress that
the spectator’s perceptual experience is meant to encode
another kind of mental state. Yet, the spectator experience
remains perceptual in nature. Seeing blurry or seeing in
black and white are still ways of seeing.
Perhaps a better way of getting the spectator
closer to the memory state of a character might consist in
casting as a flashback a shot that was previously conjugat-
ed in the present tense. For example, in François Truffaut’s
L’amour en fuite (1979) flashbacks are made of shots of
previous films of the Antoine Doinel series, so that the spec-
tator shares Antoine’s experience of remembering those
events. Yet, these cases are quite exceptional. In most
films that use flashbacks, only the character is undergoing
a memory experience while the spectator is rather enjoying
a disembodied perception.
Approximating to imagination
Memory differs from imagination in that one
remembers events that one previously perceived whereas
ENRICO TERRONE 81 AN-ICON
the events imagined could not have been perceived. Imag-
ination indeed, unlike memory, can represent events that
did not take place. So, when in John Schlesinger’s Billy Liar
(1963) Billy images himself to be the ruler of an imaginary
country called Ambrosia, we cannot perceive the corre-
sponding events in the story world of Billy Liar because
there are no such events in that world.
However, the way in which Billy Liar’s spectators are
invited to consider Billy’s imaginings is analogous to that in which
Casablanca’s spectators are invited to consider Rick’s memories.
That is, the combination of a camera movement towards the
character’s face with music and visual dissolve (Figg. 9, 10
and 11). In Billy Liar, the shift to imagination is also stressed by
the inner voice of Billy himself who says: “It was a big day for
us. We had won the war in Ambrosia. Democracy was back
once more in our beloved country...”. Yet, the experience that
this segment of Billy Liar elicits from its spectators remains a
perceptual experience. We see Billy on a tank in the middle
of the crowd which celebrates his triumph in the war. Just
as Casablanca makes us perceive the events that Rick is re-
membering, Billy Liar makes us perceive the events that Billy
is imagining. The difference is just that the events remem-
bered belongs to the story world of Casablanca, whereas
the events imagined do not belong to the story world of Billy
Liar. Rather, those events belong to a nested fictional world,
which the filmmaker has built up within the main fiction in
order to represent Billy’s imagining.18
Fig. 9. John Schlesinger,
Billy Liar, 1963. Still from film.
18 On the notion of nested world, see K.L. Walton, “Fictionality and imagination”.
ENRICO TERRONE 82 AN-ICON
Fig. 10. John Schlesinger,
Billy Liar, 1963. Still from film.
Fig. 11. John Schlesinger,
Billy Liar, 1963. Still from film.
Billy Liar does not make us share the imagina-
tive experience of Billy, just as Casablanca did not make us
share the memory experience of Rick. Imaginings, indeed,
usually lack the kind of accuracy, fluidity, objectivity and
stability that characterizes our perceptual experience of the
events imagined by Billy. Moreover, imaginative experienc-
es, as such, should involve a feeling of unreality whatever
their content whereas our experience of these scenes of
Billy Liar lacks such phenomenological hallmark. The con-
tent of our perception, namely, Billy’s triumph, may look
weird and non-realistic but we experience it in the same
way in which we experience other scenes of the film that
look much more realistic. Thus, films such as Billy Liar do
not make us share the imaginative states of fictional char-
acters but only approximate to such states by providing
us with perceptual experiences of nested fictional worlds.
Altering the epistemic status of film
experience
From a phenomenological perspective, there
is just one basic experiential attitude that film spectators
ENRICO TERRONE 83 AN-ICON
can take towards the fictional events portrayed. Wilson,19
following Walton,20 calls it “imagining seeing” while I prefer
to dub it “disembodied perception”. That said, there are
different ways in which spectators can relate this experi-
ence to the fictional world they are exploring; this is what
Wilson calls the “the epistemic status of the contents of
their imagined seeing”.21
The default assumption about the epistemic
status of film experience is that we are perceiving the fic-
tional world as it is, from a neutral perspective that does
not match the point of view of anybody. In other words, the
basic epistemic status of film experience is pure perceptual
knowledge. Yet, this basic epistemic status can be altered
by cues coming from the content or the context of our per-
ceptual experience. The main way of altering the epistemic
status consists in a shift from the neutral viewpoint of the
spectator as a detached observer to the subjective view-
point of a character. In such cases, the spectator is invited
to relate what she is perceiving in a disembodied way to
the embodied perception or memory or imagination of a
certain character. Yet, the spectator’s experience does not
turn into an embodied perception or memory or imagina-
tion. It remains a disembodied perception; only its epistemic
status undergoes alteration. In the default case, we cast our
disembodied experience merely as a source of perceptual
knowledge about the objective facts of the fictional world.
In the altered states, on the other hand, we cast our disem-
bodied experience as a source of knowledge concerning also
(in the case of embodied perception and memory) or only
(in the case of imagination) the subjectivity of a character.
Some films leave the epistemic status of cer-
tain shots indeterminate. In Ingmar Bergman’s Wild Straw-
berries (1957), for instance, it is not evident whether the
protagonist Isak Borg is remembering or rather imagining
certain episodes of his teenage. Spectators just perceive
19 G.M. Wilson, Seeing Fictions in Film: 164.
20 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge, MA: Harvard University Press, 1990).
21 G.M. Wilson, Seeing Fictions in Film: 164.
ENRICO TERRONE 84 AN-ICON
such episodes in the usual disembodied way and acknowl-
edge that something is going on in Isak’s mind rather than
in the outer world. One might say that the spectator per-
ceives a nested fictional world which is made of elements
coming from both Isak’s memory and Isak’s imagination,
but she cannot precisely tell the imaginative elements
from the memory elements. The epistemic status of these
shots thus remains indeterminate: suspended, as it were,
between memory and imagination. Likewise, the scenes
of Federico Fellini’s Otto e mezzo (1963) that portray the
protagonist Guido Anselmi in his childhood (being bathed
in wine lees and then put in bed; playing football in the
schoolyard and then visiting Saraghina; being punished by
the priests and then returning to Saraghina) have an inde-
terminate epistemic status which lies between memory and
imagination. The spectator has a perceptual disembodied
experience of a nested fictional world which is made of
elements arguably coming from both Guido’s imagination
and Guido’s memory, but she finds it hard to precisely dis-
tinguish what is coming from where.
The phenomenological virtues of film
compared to theater
If film experience is just a kind of perceptual
experience which can at most approximate to other mental
states such as memory or imagination, why scholars like
Münsterberg and Panofsky have stated that films can lead
spectators to enjoy the latter mental states?
I propose a historical explanation according
to which statements such as Münsterberg’s or Panofsky’s
are to be read as comparisons between film and theater.
Both these forms of art invite the spectator to enjoy a per-
ceptual experience of a fictional world. Yet, the experience
that theater elicits from the spectator is ordinary embod-
ied perception whereas film experience is a peculiar kind
of disembodied perception. At the theater, the spectator
sees the play from a standpoint that corresponds to the
standpoint of her body, and that standpoint can change
ENRICO TERRONE 85 AN-ICON
if the body moves. Slightly moving one’s head can be
sufficient to change one’s perspective on the events por-
trayed by a play; if one moved closer to the stage, one
would even perceive those events from a closer standpoint.
In this sense, theater experience works just as ordinary
perception; it is as if fictional events had been magical-
ly transported in our own environment, in our egocentric
space. In film experience, on the other hand, it is the spec-
tator’s viewpoint that seems to be magically transported in
the middle of fictional events even though her body firmly
remains in her seat. Film experience is thus independent
from the spectator’s bodily movement in a way theater ex-
perience is not. This is what motivates the characterization
of film experience as a sort of disembodied perception.
Thus, film experience is much more flexible
than theater experience when it comes to approximating to
other mental states such as memory or imagination, whose
content also is quite independent from the position and the
possible movements of one’s body. Panofsky nicely makes
this point when he writes:
In a theater, space is static, that is, the space represented on the
stage, as well as the spatial relation of the beholder to the spectacle,
is unalterably fixed. [.. ] With the movies the situation is reversed. Here,
too, the spectator occupies a fixed seat, but only physically, not as the
subject of an aesthetic experience. Aesthetically, he is in permanent
motion as his eye identifies itself with the lens of the camera, which
permanently shifts in distance and direction. [.. ] This opens up a world
of possibilities of which the stage can never dream.22
Among the possibilities of film in comparison
with theater, there is surely the capacity to lead the spec-
tator in the proximity of the mental states of the characters.
Yet, this does not mean that, in those cases, film experience
turns into a memory experience or into an imaginative ex-
perience; it remains a perceptual experience, though one
aimed at approximating to other mental states.
22 E. Panofsky, “Style and medium in the motion pictures”: 18-19.
ENRICO TERRONE 86 AN-ICON
Film experience, as a disembodied perceptual
experience, reveals itself to be especially apt to emulate
mental states such as perceptual illusion, hallucination and
dream, whose attitude is not as distinct from that of per-
ception as it is the attitude of memory or that of imagina-
tion. One can cast perceptual illusions, hallucinations and
dreams as perceptual experiences that, unlike standard
perception, fail to represent things as they are. Specifical-
ly, perceptual illusions lead the perceiver to cast things as
having properties they do not actually have, while “partial
hallucinations” lead her to perceive things that actually have
not their place in her environment, and “total hallucinations”,
just like dreams, leads the subject to experience a totally
made up environment.23
Ordinary perception is somehow authoritative
as for the reality of its content, and theater experience
tends to inherit this epistemic authority, which it applies to
the story world. Film experience, on the other hand, has a
weaker epistemic authority despite its perceptual character.
I contend that this depends on its peculiarly disembodied
attitude. While watching a film, we have the impression of
seeing characters who inhabit the story world, and events
that occur in it, and we usually tend to endorse such im-
pression thereby acquiring pieces of information about the
story world. Yet, we do not perceive these events as occur-
ring in the environment we inhabit with our body, and this
somehow affect the degree of reliability of those pieces of
information. Even though we tend to cast film experienc-
es as a perception of events in the fictional world, we are
disposed to acknowledge that this experience might mis-
lead us as regards the way things are in that world. In this
sense, film experience is a perceptual experience that can
get closer than standard perception and theater experience
to illusion, hallucination and dream.
23 For the distinction between partial and total hallucinations, see A.D. Smith, The Problem
of Perception (Cambridge, MA: Harvard University Press, 2002): 193. Note that I am putting
total hallucination and dreams on a par not because I think they are, but just because I reckon
that discussing their difference goes beyond the scope of this paper.
ENRICO TERRONE 87 AN-ICON
If the perceptual experience is a genus among
whose species one can find not only standard perception
but also illusion, hallucination, and dream, then film ex-
perience can be cast as a peculiar further species of the
genus, which can emulate all the other mental states of
that genus. This fact is exploited by those films that lead
the spectator to share the deceptive perceptual experi-
ences of a character. In films such as David Fincher’s Fight
Club (1999) and Ron Howard’s A Beautiful Mind (2001) we
share the partial hallucination of the heroes by being in
turn deceived by our perceptual experience of the events
portrayed. Likewise, in films such as Robert Wiene’s The
Cabinet of Dr. Caligari (1920) or Fritz Lang’s The Woman
in the Window (1944), we share the total hallucinations or
dreams of the characters by wrongly casting certain film
experiences as perceptions of events that actually occur
in the story world. In Wilson’s terms,24 spectators of such
films enjoy the proper perceptual experiences but fail to
endow them with the proper epistemic status, which is not
the reliability of standard perception but rather the unreli-
ability of illusion, hallucination or dream.
In David Lynch’s Mulholland Drive (2001), at
least according to a popular interpretation of the film,25
dream, memory and perception are combined in a way that
can be grasped only after the fact. The first part of the film is
presented from an allegedly neutral perceptual perspective
but later reveals itself to be a dream of the protagonist Di-
ane Selwyn. The material of that dream comes from Diane’s
memories constituting the flashbacks that we find in the
second part of the film, which also provides us with a neu-
tral perceptual perspective on the last moments of Diane’s
life, from her waking up from her dream to her suicide.
24 G.M. Wilson, Seeing Fictions in Film: 164.
25 See for instance B. Wyman, M. Garrone, A. Klein, “Everything you were afraid to ask
about Mulholland Drive”, Salon (October 24, 2001), https://www.salon.com/2001/10/24/
mulholland_drive_analysis/; P. Bertetto, “L’analisi interpretativa. Mulholland Drive”, in P.
Bertetto, ed., Metodologie di analisi del film (Rome-Bari: Laterza: 2007): 223-255.
ENRICO TERRONE 88 AN-ICON
The phenomenological virtues of virtual
reality compared to film
While film provides us with a disembodied per-
ceptual experience, virtual reality makes us perceive an
egocentric space, that is, a space which is centered in our
body in the way the space of ordinary perception is. Both or-
dinary perception and virtual-reality experience are such as
that our bodily movements correspond to change in our
viewpoint whereas the viewpoint of film experience is in-
dependent from the viewer’s body.
Virtual reality thus shares with theater a sig-
nificant proximity to ordinary perception that film, instead,
lacks. Should we conclude that virtual reality, just like the-
ater, is less apt than film to approximate to non-perceptual
mental states such as memory or imagination? Not so.
Film experience, as disembodied perception,
is already an altered state in comparison to ordinary per-
ception. Nothing else remains to be altered at the phenom-
enological level. The only possible alterations, as I have
argued earlier, are alterations in the epistemic status of
our perceptual experience: clues in the context or in the
content of film experience may lead us to cast it as the
memory or the imagining of a character, or even as a de-
ceptive experience such as an illusion, an hallucination or
a dream. Virtual-reality experience and theater experience,
on the other hand, are not intrinsically altered; they work
just as ordinary perception works. Yet, virtual-reality expe-
rience can be altered in a way in which theater experience
surely cannot be altered. Even though the default mode
of virtual-reality experience is the emulation of ordinary
perception, a virtual reality system might be designed so
to provide users with experiences of completely different
kinds. Whether and how such experience can effectively
emulate memory episodes and imaginings remains an open
question. Arguably the emulation of perception has been
the main aim of virtual reality technology so far. Still, this
technology has also a potential for altering its basic per-
ceptual mode thereby getting the user’s experience closer
ENRICO TERRONE 89 AN-ICON
to other kinds of mental states. Emulating memory and
imagination through perception, the great challenge for
filmmakers in the twentieth century, might become the great
challenge for virtual-reality makers in the twenty-first. Para-
phrasing Panofsky’s statement, virtual reality might open
up a world of possibilities of which film can never dream.
ENRICO TERRONE 90 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
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] | On the altered
states of machine
vision. Trevor Paglen, Hito
Steyerl, Grégory
by Antonio Somaini
Chatonsky
Machine learning
Digital images
Paglen
Steyerl
Chatonsky
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
On the altered states
of machine vision.
Trevor Paglen, Hito Steyerl,
Grégory Chatonsky
by Antonio Somaini
Abstract The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning to the vast domain of
networked digital images. The impact of such technologies
is so profound that it leads us to raise the very question of
what we mean by “vision” and “image” in the age of artifi-
cial intelligence. This paper will focus on the work of three
artists – Trevor Paglen, Hito Steyerl, Grégory Chatonsky
– who have recently employed technologies of machine
learning in non-standard ways. Rather than using them
to train systems of machine vision with their different op-
erations (face and emotion recognition, object and move-
ment detection, etc.) and their different fields of application
(surveillance, policing, process control, driverless vehicle
guidance, etc.), they have used them in order to produce
entirely new images, never seen before, that they present
as altered states of the machine itself.
Machine learning Digital images Paglen Steyerl Chatonsky
To quote this essay: A. Somaini, “On the altered states of machine vision. Trevor Paglen, Hito Steyerl,
Grégory Chatonsky”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 91-111
ANTONIO SOMAINI 91 AN-ICON
The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning – one of the areas of
so-called “artificial intelligence” – to the vast domain of
networked digital images. Three strictly interrelated phe-
nomena, in particular, are producing a real tectonic shift in
the contemporary iconosphere, introducing new ways of
“seeing” and new “images” – we’ll return later to the mean-
ing of these quotation marks – that extend and reorganize
the field of the visible, while redrawing the borders between
what can and what cannot be seen.
These three strictly interrelated phenomena are:
ჸ the new technologies of machine vision fuelled by pro-
cesses of machine learning such as the Generative Adversarial
Networks (GAN);
ჸ the ever-growing presence on the internet of trillions of
networked digital images that are machine-readable, in the sense
that they can be seen and analyzed by such technologies of ma-
chine vision;
ჸ the entirely new images that the processes of machine
learning may generate.
Considered from the perspective of the longue
durée of the history of images and visual media, the ap-
pearance of these three phenomena raises a whole series
of aesthetic, epistemological, ontological, historical and
political questions. Their impact onto contemporary visu-
al culture is so profound that it leads us to raise the very
question of what we mean by “vision” and “image” in the
age of artificial intelligence.
What is “seeing” when the human psycho-phys-
iological process of vision is reduced, in the case of machine
vision technologies, to entirely automated operations of pat-
tern recognition and labelling, and when the various appli-
cations of such operations (face and emotion recognition,
object and motion detection) may be deployed across an ex-
tremely vast visual field (all the still and moving images acces-
sible online) that no human eye could ever attain? In speak-
ing of “machine vision”, are we using an anthropomorphic
ANTONIO SOMAINI 92 AN-ICON
term that we should discard in favor of a different set of
technical terms, specifically related to the field of computer
science and data analysis, that bear no connection with the
physiological and psychological dynamics of human vision?
Artists-researchers such as Francis Hunger and scholars
such as Andreas Broeckmann (with his notion of “optical
calculus” as “an unthinking, mindless mechanism, a calcu-
lation based on optically derived input data, abstracted into
calculable values, which can become part of computational
procedures and operations”),1 Adrian MacKenzie and Anna
Munster (with their ideas of a “platform seeing” operating
onto “image ensembles” through an “invisual perception”),2
Fabian Offert and Peter Bell (with their idea according to
which the “perceptual topology” of machines is irreconcil-
able with human perception)3 have argued for the necessity
of moving beyond anthropocentric frameworks and terms,
highlighting the fact that machine vision poses a real chal-
lenge for the humanities.
Can we still use the term “image” for a digital
file, encoded in some image format,4 that is machine-read-
able even when it is not visible by human eyes, or that be-
comes visible on a screen as a pattern of pixels only for
a small fraction of time, spending the rest of its indefinite
lifespan circulating across invisible digital networks? Can
concepts such as that of “iconic difference” [ikonische Dif-
ferenz],5 which highlights the fundamental perceptual dif-
ference between an image and its surroundings (its “hors
champ”) be still applied to machine-readable images?
And what is the status of the entirely new im-
ages produced by processes of machine learning? These
1 A. Broeckmann, “Optical Calculus”, paper presented November 2020 at the conference
Images Beyond Control, FAMU, Prague, video, 5:01, https://www.youtube.com/
watch?v=FnAgBbInMfA.
2 A. MacKenzie, A. Munster, “Platform Seeing: Image Ensembles and Their Invisualities”,
Theory, Culture & Society 36, no. 5 (2019): 3-22.
3 F. Offert, P. Bell, “Perceptual bias and technical metapictures: critical machine vision as a
humanities challenge”, AI & Society (2020), https://link.springer.com/article/10.1007/s00146-
020-01058-z.
4 On the theory of formats, see M. Jancovic, A. Schneider, A. Volmar, eds., Format Matters:
Standards, Practices, and Politics in Media Cultures (Lüneburg: Meson Press, 2019).
5 On the notion of “iconic difference”, see G. Boehm, “Ikonische Differenz”, Rheinsprung 11.
Zeitschrift für Bildkritik 1 (2011): 170-176.
ANTONIO SOMAINI 93 AN-ICON
are images that are not produced through some traditional
form of lens-based analog or digital optical recording, nor
through traditional computer-generated imagery (CGI) sys-
tems, but rather through processes belonging to the wide
realm of artificial intelligence that either transform existing
images in ways that were impossible until a few years ago,
or create entirely new images, never seen before. What do
such images represent, what kind of agency do they have,
how do they mediate our visual relation to the past, the
present, and the future? And why have such new images
generated by processes of machine learning been so of-
ten considered, both in popular culture and in the work of
contemporary artists, to be the product of some kind of
altered state – a “dream”, a “hallucination”, a “vision”, an
“artificial imagination” – of the machine itself?
Before we analyse the way in which this last
question is raised, in different ways, by popular computer
programs such as Google’s DeepDream (whose initial name
echoed Christopher Nolan’s 2010 film “Inception”), and by
the recent work of contemporary artists and theorists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky, let
us begin with a quick overview of the current state of ma-
chine vision technologies, with their operations and appli-
cations, and of the new images produced by processes of
machine learning that are increasingly appearing through-
out contemporary visual culture.
The impact of machine learning
technologies onto contemporary visual
culture
First tested in the late 1950s, with image rec-
ognition machines such as the Perceptron (developed at
the Cornell Aeronautical Laboratory by Frank Rosenblatt
in 1957), and then developed during the 1960s and 1970s
as a way of imitating the human visual system in order
to endow robots with intelligent behavior, machine vision
technologies have entered a new phase, in recent years,
with the development of machine learning processes,
ANTONIO SOMAINI 94 AN-ICON
and with the possibility of using immense image databases
accessible online as both training sets and fields of appli-
cation.6 If in the 1960s and 1970s the goal was mainly to
extract three-dimensional structures from images through
the localization of edges, the labelling of lines, the detection
of shapes and the modelling of volumes through feature
extraction techniques such as the Hough transform (invent-
ed by Richard Duda and Peter Hart in 1972, on the basis
of a 1962 patent by Paul Hough), the recent development
of machine learning techniques and the use of vast image
training sets organized according to precise taxonomies
– such as ImageNet, in which 14 millions of images are
organized according to 21,000 categories derived from
the WordNet hierarchy (a large lexical database of English
nouns, verbs, adjectives and adverbs)7 – have allowed a
rapid increase in the precision of all the operations of ma-
chine vision.
Among such operations, we find pixel counting;
segmenting, sorting, and thresholding; feature, edge, and
depth detection; pattern recognition and discrimination;
object detection, tracking, and measurement; motion cap-
ture; color analysis; optical character recognition (this last
operation allowing for the reading of words and texts within
images, extending the act of machine “seeing” to a form
of machine “reading”).
For a few years now, such operations have
been applied to the immense field of machine-readable
images. A field whose dimensions may be imagined only if
we understand that any networked digital image – wheth-
er produced through some kind of optical recording, or
entirely computer-generated, or a mix of the two, as it is
often the case – may be analysed by machine vision tech-
nologies based on processes of machine learning such
as the Generative Adversarial Networks (GAN).8 Starting
from vast training sets containing images similar to the
6 For a general overview of computer vision and computer imagery, with its historical
developments, see S. Arcagni, L’occhio della macchina (Turin: Einaudi, 2018).
7 “ImageNet”, accessed November 3, 2021, http://www.image-net.org/.
8 I. Goodfellow et al., “Generative adversarial nets”, Advances in neural information
processing systems (2014): 2672-2680.
ANTONIO SOMAINI 95 AN-ICON
ones the system has to learn to identify, and feeding such
training sets into an ensemble of two adversarial neural
networks that act as a Generator and a Discriminator that
are in competition against one another, the GAN-based
machine vision systems have gradually become more and
more precise in performing their tasks. All the main smart
phone producers have equipped their devices with cam-
eras and image processing technologies that turn every
photo we take into a machine-readable image, and internet
giants such as Google and Facebook, as well as a host of
other companies, have developed machine vision and face
recognition systems capable of analysing the immense
quantity of fixed and moving images that exist on the in-
ternet and that continue to be uploaded every day, raising
all sorts of ethical and political issues and highlighting the
need for a broader legal framework that for the moment is
largely missing.9
Considered together, such machine vision sys-
tems are turning the contemporary digital iconosphere and
the entire array of contemporary screens, with their various
dimensions and degrees of definition,10 into a vast field for
data mining and data aggregation. A field in which faces,
bodies, gestures, expressions, emotions, objects, move-
ments, places, atmospheres and moods – but also voices
and sounds, through technologies of machine hearing –
may be identified, labelled, stored, organized, retrieved,
and processed as data that can be quickly accessed and
activated for a wide variety of purposes: from surveillance
to policing, from marketing to advertising, from the mon-
itoring of industrial processes to military operations, from
the functioning of driverless vehicles to that of drones and
robots, from the study of the inside of the human body
through the analysis of medical imagining all the way up to
9 As I complete the final revisions of this essay, on 2 November 2021, Facebook just
announced its decision to stop using facial-recognition software that could automatically
recognize people in photos and videos posted on the social network: a massive shift for a
company that is currently trying to reposition itself, also through the new company name Meta,
adopted in October 2021.
10 On the aesthetic, epistemological, historical and political implications of the high and low
definition of images, see F. Casetti, A. Somaini, eds., La haute et la basse définition des images.
Photographie, cinéma, art contemporain, culture visuelle (Milan-Udine: Mimesis, 2021).
ANTONIO SOMAINI 96 AN-ICON
the study of the surface of the Earth and of climate change
through the analysis of satellite images. Even disciplines
that might seem to be distant from the most common cur-
rent applications of machine vision technologies, such as
art history and film studies, are beginning to test the pos-
sibilities introduced by such an automated gaze, capable
of “seeing” and analyzing, according to different criteria,
vast quantities of visual reproductions of artworks or vast
corpuses of films and videos in an extremely short time.11
In order to fully understand the impact of ma-
chine learning onto contemporary visual culture, we need
to add, to the vast field of machine vision technologies that
we just described, the new images produced by processes
of machine learning – often, the same GAN that are used
to train and apply machine vision systems – that either
transform pre-existing images in ways that were impossible
until a few years ago, or create entirely new images, never
seen before.
In the first case, we are referring to processes
of machine learning capable of transforming existing imag-
es that can have very different applications: producing 3D
models of objects from 2D images; changing photographs
of human faces in order to show how an individual’s ap-
pearance might change with age (as with the app Face-
App) or by merging a face with another face (Faceswap);12
animating in a highly realistic way the old photograph of
a deceased person (Deep Nostalgia, developed by My-
Heritage);13 creating street maps from satellite imagery;14
taking any given video, and “upscaling” it, by increasing
its frame rate and its definition. An emblematic example
11 See for example the various experiments being developed at the Google Arts & Culture
Lab: “Google Arts & Culture”, accessed November 3, 2021, https://artsandculture.google.
com/, or the way in which the EYE Film Museum in Amsterdam is testing new ways of
accessing its collections through a program fuelled by machine vision systems: “Jan Bot”,
accessed December 2, 2021, https://www.jan.bot/.
12 The website of Faceswap, which announces itself as “the leading free and OpenSource
multiplatform Deepfakes software”: “Faceswap”, accessed November 3, 2021, https://
faceswap.dev/.
13 “Deep Nostalgia”, accessed November 3, 2021, https://www.myheritage.fr/deep-nostalgia.
14 R. Matheson, “Using artificial intelligence to enrich digital maps. Model tags road features
based on satellite images, to improve GPS navigation in places with limited map data”, MIT
News, January 23, 2020, https://news.mit.edu/2020/artificial-intelligence-digital-maps-0123.
ANTONIO SOMAINI 97 AN-ICON
of this last application, which may alter significantly our
experience of visual documents of the past, would be the
videos realized by Denis Shiryaev15 in which, through a
process of machine learning, a Lumière film such as L’Ar-
rivée d’un train en gare de La Ciotat (1896) is transformed
from the original 16 frames per second to 60 frames per
second, from the original 1.33:1 format to a contemporary
16:9 format, and from the original, grainy 35mm analog
film to a 4K digital resolution.16 In other examples of imag-
es transformed by machine learning, the transformations
are much more radical, as it happens with the so-called
“deepfakes”: videos that use neural networks in order to ma-
nipulate the images and the sounds of pre-existing videos
– in some cases a single, pre-existing image – producing
new videos that have a high potential to deceive. Among
the many examples that can now be found across the in-
ternet in different domains such as pornography, politics
and social media, pornographic videos in which faces of
celebrities are swapped onto the bodies of porn actors,
a TikTok account with a whole series of odd videos by a
“Deep Tom Cruise”,17 or speeches by public figures such as
Barack Obama18 and Queen Elizabeth19 whose content has
been completely altered in such a way that the movements
of their mouths perfectly match the new, invented words
they are uttering. And among the applications of deepfakes
in the musical realm, the “new” songs by long deceased
singers, whose style and voice are reproduced in a highly
realistic way by applications of machine learning such as
Jukebox, developed by OpenAI20: a “resurrecting” function
15 “Denis Shiryaev”, Youtube channel, accessed November 3, 2021, https://www.youtube.
com/c/DenisShiryaev/videos. For an online platform offering video enhancement powered by
AI, see: “Neural Love”, accessed December 2, 2021, https://neural.love/.
16 The video of the upscaled version of L’Arrivée d’un train en gare de La Ciotat (1896) can
be found all across YouTube, in various black-and-white and colored version. For a version in
color, see: Deoldify videos, “[DeOldified] Arrival on a Train at La Ciotat (The Lumière Brothers,
1896)”, Youtube video, February 4, 2020, https://www.youtube.com/watch?v=EqbOhqXHL7E.
17 “Deep Tom Cruise”, TikTok account, accessed November 3, 2021, https://www.tiktok.
com/@deeptomcruise.
18 BuzzFeed Video, “You Won’t Believe What Obama Says in This Video!”, Youtube video,
April 17, 2018, https://www.youtube.com/watch?v=cQ54GDm1eL0.
19 Channel 4, “Deepfake Queen: 2020 Alternative Christmas Message”, Youtube video,
December 25, 2020, https://www.youtube.com/watch?v=IvY-Abd2FfM.
20 “Jukebox”, accessed November 3, 2021, https://openai.com/blog/jukebox/.
ANTONIO SOMAINI 98 AN-ICON
that in the animated photographs of deceased persons of
Deep Nostalgia.
In the second case, the use of machine learning
processes leads to the creation of entirely new images or
sections of images: modelling patterns of motion (for ex-
ample, crowd motion) in video, thereby leading computer
generated imagery, in some cases fuelled by artificial intelli-
gence, to produce new kinds of “contingent motion”;21 pro-
ducing highly photorealistic images of objects and environ-
ments for different kinds of advertising; inventing perfectly
realistic faces of people that actually do not exist through
open source softwares such as StyleGan and then make
them accessible through projects such as Philip Wang’s
This Person Does Not Exist.22
To these widespread applications of machine
learning we may add the hybrid, unprecedented imagery
produced by the software DeepDream, created in 2015 by
the Google engineer and artist Alexander Mordvintsev: a
program that uses Convolutional Neural Networks in order
to enhance patterns in pre-existing images, creating a form
of algorithmic pareidolia, the impression of seeing a figure
where there is none, which is here generated by a process
which repeatedly detects in a given image patterns and
shapes that the machine vision system has been trained
to see. 23 The result of such a recursive process, in which
every new image is submitted again to the same kind of
pattern and shape recognition, are images that recall an
entire psychedelic iconography that spans through cinema,
photography, the visual arts and even so-called art brut:
images that are here presented as a sort of dream – a hal-
lucinogenic, psychedelic dream – of the machine itself.
21 J. Schonig, “Contingent Motion: Rethinking the ‘Wind in the Trees’ in Early Cinema and
CGI”, Discourse: Journal for Theoretical Studies in Media and Culture 40, no. 1 (2018): 30-61.
22 “This Person does not exist”, accessed November 3, 2021, https://thispersondoesnotexist.com/.
23 The program is now open source: see “Deep Dream Generator”, accessed November
3, 2021, https://deepdreamgenerator.com/. See also: “Alexander Mordvintsev”, accessed
November 3, 2021, https://znah.net/.
ANTONIO SOMAINI 99 AN-ICON
Fig. 1
Fig. 2
Fig. 3
The original image (Fig. 1) has been
modified by applying ten (Fig. 2)
and then fifty (Fig. 3) iterations of the
software DeepDream, the network having
been trained to perceive dogs.
ANTONIO SOMAINI 100 AN-ICON
Exploring the “altered states”
of machine vision through Generative
Adversarial Networks
The idea that lies at the basis of the DeepDream
software – the idea that machine learning technologies, and
in particular the Convolutional Neural Networks (CNN) and
Generative Adversarial Networks (GAN), may be used in order
to explore and reveal the altered states of machine vision – can
also be found in the recent works of artists (often active also
as theorists) such as Trevor Paglen, Hito Steyerl, and Grégory
Chatonsky.24 By insisting on the “creative”, image-producing
potential of Generative Adversarial neural networks – rather
than on their standard application for the training of machine
vision systems – the three of them explore a vast field of
images that they consider to be “hallucinations”, “visions of
the future”, or the product of an “artificial imagination”, char-
acterized by a new form of realism, a “disrealism”.
Trevor Paglen’s entire work as an artist and the-
orist, since 2016, has been dedicated to the attempt of un-
derstanding and visualizing the principles that lie at the basis
of machine vision technology. Through texts (sometimes
written in collaboration with the researcher Kate Crawford),25
exhibitions, performances, and works made of still and mov-
ing images, Paglen has tried to highlight not only the social
and political biases that are inherent in the way machine vi-
sion systems are structured, but also the way in which such
systems diverge profoundly from human vision.26
In an article published in December 2016 in The
New Inquiry with the title “Invisible Images (Your Pictures
Are Looking at You)”,27 Paglen discusses the new challeng-
es that arise in a context in which “sight” itself has be-
come machine-operated and separated by human eyes,
24 Among the first artists who started working with GANs, one should remember Helena Sarin
and Mike Tyka. See “Helena Sarin”, AI Artist, accessed November 3, 2021 https://aiartists.org/
helena-sarin, and “Mike Tyka”, accessed November 3, 2021, https://miketyka.com/.
25 K. Crawford, Atlas of AI: Power, Politics, and the Planetary Costs of Artificial Intelligence
(New Haven: Yale University Press, 2021).
26 See: “Trevor Paglen”, accessed November 3, 2021, https://paglen.studio/.
27 T. Paglen, “Invisible Images (Your Pictures Are Looking at You)”, The New Inquiry, December
8, 2016: https://thenewinquiry.com/invisible-images-your-pictures-are-looking-at-you/.
ANTONIO SOMAINI 101 AN-ICON
participating in a vast field of image operations. Arguing
that what we are currently experiencing is part of a vast
transition from human-seeable to machine-readable imag-
es – a new condition in which “the overwhelming majority
of images are now made by machines for other machines,
with humans rarely in the loop” – Paglen writes that
if we want to understand the invisible world of machine-machine vi-
sual culture, we need to unlearn to see like humans. We need to learn
how to see a parallel universe composed of activations, keypoints,
eigenfaces, feature transforms, classifiers, training sets, and the like.28
We need to unlearn to see like humans. But how
can we not see like humans, how can we step out of our
human point of view? Accomplishing this apparently impos-
sible task – a task which echoes the recurrent philosophical
problem of how to step out of one’s own socio-historical
position, of one’s own cognitive and emotional framework
– has been the main goal of Trevor Paglen’s artistic practice
during the last few years, as we can see in a body of works
that was initially produced in 2017 through various col-
laborations with computer vision and artificial intelligence
researchers as an artist-in-residence at Stanford Univer-
sity, and was first exhibited at the Metro Pictures Gallery
in New York in an exhibition entitled A Study of Invisible
Images (September 8 – October 21, 2017) 29, before being
presented at various other galleries and museums such as
the Osservatorio of the Fondazione Prada in Milan, or the
Carnegie Museum of Art in Philadelphia, in an exhibition
entitled Opposing Geometries (2020).
The works in the exhibition at Metro Pictures
present a possible response to the challenge of how to pen-
etrate within systems of machine vision that tend to expel
the human gaze from their processes. Among them, we
find the attempt to master the machine learning techniques
28 Ibid.
29 A series of images of the works presented in the exhibition can be found at the following
address: “Trevor Paglen. A study of Invisible Images”, Metro Pictures, accessed January 19,
2020, http://origin.www.metropictures.com/exhibitions/trevor-paglen4.
ANTONIO SOMAINI 102 AN-ICON
that are commonly used for machine vision applications, in
order to hack them and lead them to produce entirely new
images, never seen before, that may be considered as a
form of hallucination of machine vision.
This is what happens in a series of still images
entitled Adversarially Evolved Hallucinations, which Paglen
developed through a non-standard application, in three
steps, of Generative Adversarial Networks.30
The first step consisted in establishing new,
original training sets. Instead of using the usual corpuses
of images that are used to train machine vision systems
in recognizing faces, objects, places and even emotions –
corpuses that are often derived by pre-existing and easily
available image databases such as the already mentioned
ImageNet – Paglen established new training sets composed
by images derived from literature, psychoanalysis, political
economy, military history, and poetry. Among the various
taxonomies he used in order to compose his training sets
we find “monsters that have been historically interpreted
as allegories of capitalism”, such as vampires, zombies,
etc.; “omens and portents”, such as comets, eclipses, etc.;
“figures and places that appear in Sigmund Freud’s The In-
terpretation of Dreams”, a corpus which includes various
symbols from Freudian psychoanalysis; “Eye-Machines”, a
series of images clearly inspired by Harun Farocki’s videoin-
stallations Eye-Machine I, II, III (2001-2003) and containing
images of surveillance cameras or of spaces under surveil-
lance; “American Predators”, a corpus containing various
predatory animals, plants, and humans indigenous to the
United States, mixed with military hardware like predator
drones and stealth bombers.
The second step consisted in feeding these un-
usual training sets into the two neural networks of the GAN
system: the Discriminator and the Generator. These two
networks begin interacting with one another in an adver-
sarial, competitive way, in such a way that the Discriminator,
30 Information on the Adversarially Evolved Hallucinations can be found in Trevor
Paglen’s website: T. Paglen, “Hallucinations”, accessed November 3, 2021, https://paglen.
studio/2020/04/09/hallucinations/.
ANTONIO SOMAINI 103 AN-ICON
after having received the initial training set, has to evaluate
the images that it receives from the Generator, deciding
whether they resemble or not to those of the training set. As
the process unfolds through reiterated exchanges between
the two neural networks, the Discriminator becomes more
and more precise and effective in evaluating the images
that are submitted to it.
The third step consists in the artist intervening
in the process and choosing to extract, at a given mo-
ment, one of the images produced by the Generator: an
image that emerges from the sequence of the adversarial
exchanges, and that is the result of one of the countless
attempts by the Generator to test the precision of the Dis-
criminator, trying to fool it. In the case of the series of the
Adversarially Evolved Hallucinations, all the images selected
by Paglen seem to bear some kind of resemblance to the
ones contained in the original training sets – even though
we cannot really assess the degree of this resemblance,
because the training sets are not accessible to us – while
displaying at the same time different forms of deviations
and aberrations that recall a sort of psychedelic imaginary.
Among Paglen’s Adversarially Evolved Hal-
lucinations, we find images with titles such as Vampire
(Corpus: Monsters of Capitalism), Comet (Corpus: Omens
and Portents), The Great Hall (Corpus: The Interpreta-
tion of Dreams), Venus Flytrap (Corpus: American Pred-
ators), A Prison Without Gards (Corpus: Eye-Machines).
In the case of Vampire (Corpus: Monsters of Capitalism),
ANTONIO SOMAINI 104 AN-ICON
Fig. 4. Trevor Paglen, Vampire
(Corpus: Monsters of Capitalism),
dye sublimation metal print, 2017
the Discriminator was trained on thousands
of images of zombies, vampires, Frankensteins, and other
ghosts that have been at some point – be it in essays, liter-
ary texts, or films – associated with capitalism. Paglen then
set the Generator and Discriminator running until they had
synthesized a series of images that corresponded at least
in part to a specific class within the given corpus. From all
of the even slightly acceptable options that the GAN gen-
erated, Paglen then selected the one we see in the series
exhibited at Metro Pictures as the “finished work”.
There may be multiple reasons behind Trevor
Paglen’s decision to call these images “hallucinations”. To
begin with, such images recall a type of imagery that we
might consider to be “psychedelic” or “surrealist”: in some
of them, we definitely see echoes of Max Ernst, or Salvador
Dalì. A second reason may lie in the attempt to emphasize
the fact that the result of this non-standard application of
the processes of machine learning – a process which un-
folds within a closed machine-to-machine space, the in-
visible space of the back-and-forth between the Generator
and the Discriminator from which human eyes are excluded
– produces images that, just like human hallucinations, have
no footing in exterior reality, or may merge in unpredictable
ANTONIO SOMAINI 105 AN-ICON
way with shapes and forms stemming from the perception
of the outer world. Finally, the term “adversarially evolved
hallucinations” may underline the fact that these images
are the result of a machine learning process gone astray: a
process which has been hacked and led to drift away from
its original, standard applications.
The reference to the term “hallucinations”, though,
should not be misleading. What Trevor Paglen tries to show
us with his Adversarially Evolved Hallucinations has really
nothing to do with a disruption of the orderly functioning of
human consciousness. What they highlight, rather, is the
radical otherness of machine vision, if compared with human
vision. A radical otherness based on operations that have
nothing to do with human, embodied vision, which we may
just try to grasp through the impossible attempt of “unlearn-
ing to see like humans”.
We find a different application of images pro-
duced by machine learning in This is the Future, an instal-
lation by Hito Steyerl which was presented at the Venice
Biennale in 2019, and which was conceived as an expan-
sion of the exhibition Power Plants at the Serpentine Gal-
lery in London the previous year. In the Venice installation,
Hito Steyerl arranged onto different platforms a series of
nine videos in which one could see images resembling to
some kind of “vegetal” time-lapse imagery: flowers quickly
blossoming and spreading out, plants and bamboo shoots
growing in height and width.
Fig. 5a
ANTONIO SOMAINI 106 AN-ICON
Fig. 5b
Fig. 5c
Figg. 5a, 5b and 5c. Hito Steyerl, This if
the Future: A 100% Accurate Prediction,
stills from the single channel HD video,
color, sound, 16’, 2019
What interested Steyerl in the use of neural
networks in this installation was the predictive nature of
machine learning, and the status of “visions of the future”
of its imagery: the fact that neural predictive algorithms op-
erate through statistical models and predictions based on
immense, “big data” databases, and are therefore related
to the vast spectrum of predictive systems (be they finan-
cial, political, meteorological, environmental, etc.) that are
present in contemporary “control societies”, while at the
same time being part of the longue durée of the history of
prediction systems elaborated by human cultures.
The main video presented in Hito Steyerl’s instal-
lation, entitled This is the Future: A 100% Accurate Prediction,
consists of images produced through a collaboration with
the programmer Damien Henry, author of a series of videos
entitled A Train Window31 in which a machine learning algo-
rithm has been trained to predict the next frame of a video
by analyzing samples from the previous image, in such a
way that, as in a perfect feedback loop, each output image
31 The videos, programmed with Tensorflow, are available at: D. Henry, “A train window”,
Magenta, October 3rd, 2018, https://magenta.tensorflow.org/nfp_p2p. I thank both Hito
Steyerl and Damien Henry for useful information on the coding used in This is the Future.
ANTONIO SOMAINI 107 AN-ICON
becomes the input for the next step in the calculation. In this
way, after intentionally choosing or producing only the first
image, all the following ones are generated by the algorithm,
without any human intervention. In Hito Steyerl’s work, this
idea of a video entirely made up of images “predicted” by
neural networks and located, as the video says, “0.04 sec-
onds in the future”, is presented as a new kind of documen-
tary imagery: an imagery that can at the same time predict
and document the future, as paradoxical as this may seem.
The video begins with white text on a black background that
reads: “These are documentary images of the future. Not
about what it will bring, but about what it is made of”. The
next five sections of the video – Heja’s Garden, The Future:
A History, Bambusa Futuris, Power Plants and Heja’s Pre-
diction – lead us to a psychedelic landscape of images that
morph sample images stemming from categories such as
“sea”, “fish”, “flower”, “rose” or “orchid”: each of them is
produced by a neural network that, as the electronic voice
accompanying the video tells us, “can see one fraction of a
second into the future”.
Second Earth (2019) by Grégory Chatonsky
takes another route into the iconosphere produced by
GAN-driven machine learning. What interests him is the
idea of an “artificial imagination”, capable of visualizing,
through the means of artificial intelligence, “the halluci-
nation of a senseless machine, a monument dedicated to
the memory of the extinct human species”.32 Himself in
charge of the coding which lies at the base of the various
elements and the various media mobilized in his work, Cha-
tonsky works in particular on what he calls the “chaînage”,
the “sequencing” of different artificial intelligence sys-
tems that, taken all together, produce a whole cascade
of new forms: among them, neural networks capable of
generating new texts (read by synthetic voices) starting
from some given text databases, or capable of generat-
ing images from given texts, and texts from given images,
32 See the presentation of Second Earth: G. Chatonsky, “Second Earth / Terre Seconde”,
accessed November 29, 2021, http://chatonsky.net/earth/.
ANTONIO SOMAINI 108 AN-ICON
with a new kind of AI-powered ekphrasis. The metamor-
phical universe that we see in the videos of Second Earth,
Fig. 6a
Fig. 6b
Fig. 6c
Fig. 6d
Figg. 6a, 6b, 6c and 6d. Grégory
Chatonsky, Second Earth, stills from one
of the videos in the installation, 2019
a work that Chatonsky presents as an “evolving installation”,
evokes the idea of a form-generating power that used to be
rooted in nature and which is now taken over by machines
which are incorporating and re-elaborating the trillions of
ANTONIO SOMAINI 109 AN-ICON
images that humans have uploaded on the internet as a
sort of hypertrophic memory. The text accompanying the
work reads: “Accumulate data. Outsourcing our memories.
Feed software with this data so that it produces similar data.
Produce realism without reality, become possible. Disap-
pear. Coming back in our absence, like somebody else”.33
As products of a “realism without reality”, what
Chatonsky calls a “disrealism”,34 the images produced
through Generative Adversarial Networks in Second Earth do
have a hallucinatory, oneiric, “surrealistic” quality, that bears
a strange kind of “family resemblance” to the ones that we
find in Paglen’s Adversarially Evolved Hallucinations, Steyerl’s
This is the Future, and in the work of other artists who have
recently explored the GAN-generated imagery, such as Pierre
Huyghe in his installation Uumwelt (2018). In Chatonsky’s
Second Earth, these images do refer to some kind of “outer
reality”, but the status of this outer reality is highly unclear.
On the one hand, they bear traces of the imag-
es contained in the training sets that have been employed
in order to activate the GANs: in the cases of the stills from
one of the videos in the installation that are here reproduced,
such training sets referred probably to categories such as
“birds”, “faces”, “eyes”, etc., and the images contained in
the training sets – be they actual photographs, or still from
videos – do in most cases refer to some profilmic reality.
On the other, extracted as they are from the
“latent space” of a process of machine learning in motion
from the pole of absolute noise to the pole of a perfect re-
semblance to the images of the training set, the images of
Second Earth refer to another kind of reality, one that does
not exist yet. We are here in the domain of “anticipation”,
rather than “prediction”,35 in the perspective of an explora-
33 G. Chatonsky, Second Earth, http://chatonsky.net/earth/.
34 Grégory Chatonsky has begun to use and theorize this term in recent lectures held at
the Jeu de Paume and at Campus Condorcet in Paris, in the framework of the lecture cycle
L’esthétique à l’heure du pixel (September 2021 – May 2022) and the seminar L’image à
l’épreuve des machines. Reconfigurations du visible (25-26 October 2021). See for example
“Le disréalisme (le pixel perdu de l’espace latent)”, Jeu de Paume, accessed november 29,
2021, https://jeudepaume.org/evenement/seminaire-esthetique-pixel-1/.
35 Unpublished conversation with Grégory Chatonsky, 2019, whom I thank for the useful
information on the different software used in Second Earth.
ANTONIO SOMAINI 110 AN-ICON
tion of a non-human “artificial imagination”, rather than in
the denunciation of the pervasive presence of systems of
control and surveillance, as it was the case in the work of
Hito Steyerl. At the basis of Chatonsky’s “Second Earth”,
we find the observation that
the machine was becoming capable of automatically producing
a phenomenal quantity of realistic images from the accumulation
of data on the Web. This realism is similar to the world we know,
but it is not an identical reproduction. Species metamorphose into
each other, stones mutate into plants and the ocean shores into
unseen organisms. The result: this “second” Earth, a reinvention of
our world, produced by a machine that wonders about the nature
of its production.
Over fifty years ago, in his seminal Understand-
ing Media. The Extensions of Man (1964), Marshall McLuhan
formulated the idea that art could become, in some deci-
sive historical moments, a form of “advance knowledge of
how to cope with the psychic and social consequences of
the next technology”, and added that new art forms might
become in these moments “social navigation charts”, help-
ing us find some orientation across a sensorium entirely
transformed by new media and new technologies. Today,
while we witness the first signs of what promises to be a
massive impact of artificial intelligence onto all areas of our
psychic, social, and cultural life, the works of artists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky do
appear like “navigation charts”: their exploration of the al-
tered states of machine vision through the appropriation
and the détournement of technologies such as the Gen-
erative Adversarial Networks help us better understand
the aesthetic, epistemological and political implications of
the transformations that such technologies are producing
within contemporary visual culture. Taken together, they
highlight the fact that what is at stake is the very status
of what we mean by “image” and by “vision” in the age of
artificial intelligence.
ANTONIO SOMAINI 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
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] | On the altered
states of machine
vision. Trevor Paglen, Hito
Steyerl, Grégory
by Antonio Somaini
Chatonsky
Machine learning
Digital images
Paglen
Steyerl
Chatonsky
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
On the altered states
of machine vision.
Trevor Paglen, Hito Steyerl,
Grégory Chatonsky
by Antonio Somaini
Abstract The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning to the vast domain of
networked digital images. The impact of such technologies
is so profound that it leads us to raise the very question of
what we mean by “vision” and “image” in the age of artifi-
cial intelligence. This paper will focus on the work of three
artists – Trevor Paglen, Hito Steyerl, Grégory Chatonsky
– who have recently employed technologies of machine
learning in non-standard ways. Rather than using them
to train systems of machine vision with their different op-
erations (face and emotion recognition, object and move-
ment detection, etc.) and their different fields of application
(surveillance, policing, process control, driverless vehicle
guidance, etc.), they have used them in order to produce
entirely new images, never seen before, that they present
as altered states of the machine itself.
Machine learning Digital images Paglen Steyerl Chatonsky
To quote this essay: A. Somaini, “On the altered states of machine vision. Trevor Paglen, Hito Steyerl,
Grégory Chatonsky”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 91-111
ANTONIO SOMAINI 91 AN-ICON
The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning – one of the areas of
so-called “artificial intelligence” – to the vast domain of
networked digital images. Three strictly interrelated phe-
nomena, in particular, are producing a real tectonic shift in
the contemporary iconosphere, introducing new ways of
“seeing” and new “images” – we’ll return later to the mean-
ing of these quotation marks – that extend and reorganize
the field of the visible, while redrawing the borders between
what can and what cannot be seen.
These three strictly interrelated phenomena are:
ჸ the new technologies of machine vision fuelled by pro-
cesses of machine learning such as the Generative Adversarial
Networks (GAN);
ჸ the ever-growing presence on the internet of trillions of
networked digital images that are machine-readable, in the sense
that they can be seen and analyzed by such technologies of ma-
chine vision;
ჸ the entirely new images that the processes of machine
learning may generate.
Considered from the perspective of the longue
durée of the history of images and visual media, the ap-
pearance of these three phenomena raises a whole series
of aesthetic, epistemological, ontological, historical and
political questions. Their impact onto contemporary visu-
al culture is so profound that it leads us to raise the very
question of what we mean by “vision” and “image” in the
age of artificial intelligence.
What is “seeing” when the human psycho-phys-
iological process of vision is reduced, in the case of machine
vision technologies, to entirely automated operations of pat-
tern recognition and labelling, and when the various appli-
cations of such operations (face and emotion recognition,
object and motion detection) may be deployed across an ex-
tremely vast visual field (all the still and moving images acces-
sible online) that no human eye could ever attain? In speak-
ing of “machine vision”, are we using an anthropomorphic
ANTONIO SOMAINI 92 AN-ICON
term that we should discard in favor of a different set of
technical terms, specifically related to the field of computer
science and data analysis, that bear no connection with the
physiological and psychological dynamics of human vision?
Artists-researchers such as Francis Hunger and scholars
such as Andreas Broeckmann (with his notion of “optical
calculus” as “an unthinking, mindless mechanism, a calcu-
lation based on optically derived input data, abstracted into
calculable values, which can become part of computational
procedures and operations”),1 Adrian MacKenzie and Anna
Munster (with their ideas of a “platform seeing” operating
onto “image ensembles” through an “invisual perception”),2
Fabian Offert and Peter Bell (with their idea according to
which the “perceptual topology” of machines is irreconcil-
able with human perception)3 have argued for the necessity
of moving beyond anthropocentric frameworks and terms,
highlighting the fact that machine vision poses a real chal-
lenge for the humanities.
Can we still use the term “image” for a digital
file, encoded in some image format,4 that is machine-read-
able even when it is not visible by human eyes, or that be-
comes visible on a screen as a pattern of pixels only for
a small fraction of time, spending the rest of its indefinite
lifespan circulating across invisible digital networks? Can
concepts such as that of “iconic difference” [ikonische Dif-
ferenz],5 which highlights the fundamental perceptual dif-
ference between an image and its surroundings (its “hors
champ”) be still applied to machine-readable images?
And what is the status of the entirely new im-
ages produced by processes of machine learning? These
1 A. Broeckmann, “Optical Calculus”, paper presented November 2020 at the conference
Images Beyond Control, FAMU, Prague, video, 5:01, https://www.youtube.com/
watch?v=FnAgBbInMfA.
2 A. MacKenzie, A. Munster, “Platform Seeing: Image Ensembles and Their Invisualities”,
Theory, Culture & Society 36, no. 5 (2019): 3-22.
3 F. Offert, P. Bell, “Perceptual bias and technical metapictures: critical machine vision as a
humanities challenge”, AI & Society (2020), https://link.springer.com/article/10.1007/s00146-
020-01058-z.
4 On the theory of formats, see M. Jancovic, A. Schneider, A. Volmar, eds., Format Matters:
Standards, Practices, and Politics in Media Cultures (Lüneburg: Meson Press, 2019).
5 On the notion of “iconic difference”, see G. Boehm, “Ikonische Differenz”, Rheinsprung 11.
Zeitschrift für Bildkritik 1 (2011): 170-176.
ANTONIO SOMAINI 93 AN-ICON
are images that are not produced through some traditional
form of lens-based analog or digital optical recording, nor
through traditional computer-generated imagery (CGI) sys-
tems, but rather through processes belonging to the wide
realm of artificial intelligence that either transform existing
images in ways that were impossible until a few years ago,
or create entirely new images, never seen before. What do
such images represent, what kind of agency do they have,
how do they mediate our visual relation to the past, the
present, and the future? And why have such new images
generated by processes of machine learning been so of-
ten considered, both in popular culture and in the work of
contemporary artists, to be the product of some kind of
altered state – a “dream”, a “hallucination”, a “vision”, an
“artificial imagination” – of the machine itself?
Before we analyse the way in which this last
question is raised, in different ways, by popular computer
programs such as Google’s DeepDream (whose initial name
echoed Christopher Nolan’s 2010 film “Inception”), and by
the recent work of contemporary artists and theorists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky, let
us begin with a quick overview of the current state of ma-
chine vision technologies, with their operations and appli-
cations, and of the new images produced by processes of
machine learning that are increasingly appearing through-
out contemporary visual culture.
The impact of machine learning
technologies onto contemporary visual
culture
First tested in the late 1950s, with image rec-
ognition machines such as the Perceptron (developed at
the Cornell Aeronautical Laboratory by Frank Rosenblatt
in 1957), and then developed during the 1960s and 1970s
as a way of imitating the human visual system in order
to endow robots with intelligent behavior, machine vision
technologies have entered a new phase, in recent years,
with the development of machine learning processes,
ANTONIO SOMAINI 94 AN-ICON
and with the possibility of using immense image databases
accessible online as both training sets and fields of appli-
cation.6 If in the 1960s and 1970s the goal was mainly to
extract three-dimensional structures from images through
the localization of edges, the labelling of lines, the detection
of shapes and the modelling of volumes through feature
extraction techniques such as the Hough transform (invent-
ed by Richard Duda and Peter Hart in 1972, on the basis
of a 1962 patent by Paul Hough), the recent development
of machine learning techniques and the use of vast image
training sets organized according to precise taxonomies
– such as ImageNet, in which 14 millions of images are
organized according to 21,000 categories derived from
the WordNet hierarchy (a large lexical database of English
nouns, verbs, adjectives and adverbs)7 – have allowed a
rapid increase in the precision of all the operations of ma-
chine vision.
Among such operations, we find pixel counting;
segmenting, sorting, and thresholding; feature, edge, and
depth detection; pattern recognition and discrimination;
object detection, tracking, and measurement; motion cap-
ture; color analysis; optical character recognition (this last
operation allowing for the reading of words and texts within
images, extending the act of machine “seeing” to a form
of machine “reading”).
For a few years now, such operations have
been applied to the immense field of machine-readable
images. A field whose dimensions may be imagined only if
we understand that any networked digital image – wheth-
er produced through some kind of optical recording, or
entirely computer-generated, or a mix of the two, as it is
often the case – may be analysed by machine vision tech-
nologies based on processes of machine learning such
as the Generative Adversarial Networks (GAN).8 Starting
from vast training sets containing images similar to the
6 For a general overview of computer vision and computer imagery, with its historical
developments, see S. Arcagni, L’occhio della macchina (Turin: Einaudi, 2018).
7 “ImageNet”, accessed November 3, 2021, http://www.image-net.org/.
8 I. Goodfellow et al., “Generative adversarial nets”, Advances in neural information
processing systems (2014): 2672-2680.
ANTONIO SOMAINI 95 AN-ICON
ones the system has to learn to identify, and feeding such
training sets into an ensemble of two adversarial neural
networks that act as a Generator and a Discriminator that
are in competition against one another, the GAN-based
machine vision systems have gradually become more and
more precise in performing their tasks. All the main smart
phone producers have equipped their devices with cam-
eras and image processing technologies that turn every
photo we take into a machine-readable image, and internet
giants such as Google and Facebook, as well as a host of
other companies, have developed machine vision and face
recognition systems capable of analysing the immense
quantity of fixed and moving images that exist on the in-
ternet and that continue to be uploaded every day, raising
all sorts of ethical and political issues and highlighting the
need for a broader legal framework that for the moment is
largely missing.9
Considered together, such machine vision sys-
tems are turning the contemporary digital iconosphere and
the entire array of contemporary screens, with their various
dimensions and degrees of definition,10 into a vast field for
data mining and data aggregation. A field in which faces,
bodies, gestures, expressions, emotions, objects, move-
ments, places, atmospheres and moods – but also voices
and sounds, through technologies of machine hearing –
may be identified, labelled, stored, organized, retrieved,
and processed as data that can be quickly accessed and
activated for a wide variety of purposes: from surveillance
to policing, from marketing to advertising, from the mon-
itoring of industrial processes to military operations, from
the functioning of driverless vehicles to that of drones and
robots, from the study of the inside of the human body
through the analysis of medical imagining all the way up to
9 As I complete the final revisions of this essay, on 2 November 2021, Facebook just
announced its decision to stop using facial-recognition software that could automatically
recognize people in photos and videos posted on the social network: a massive shift for a
company that is currently trying to reposition itself, also through the new company name Meta,
adopted in October 2021.
10 On the aesthetic, epistemological, historical and political implications of the high and low
definition of images, see F. Casetti, A. Somaini, eds., La haute et la basse définition des images.
Photographie, cinéma, art contemporain, culture visuelle (Milan-Udine: Mimesis, 2021).
ANTONIO SOMAINI 96 AN-ICON
the study of the surface of the Earth and of climate change
through the analysis of satellite images. Even disciplines
that might seem to be distant from the most common cur-
rent applications of machine vision technologies, such as
art history and film studies, are beginning to test the pos-
sibilities introduced by such an automated gaze, capable
of “seeing” and analyzing, according to different criteria,
vast quantities of visual reproductions of artworks or vast
corpuses of films and videos in an extremely short time.11
In order to fully understand the impact of ma-
chine learning onto contemporary visual culture, we need
to add, to the vast field of machine vision technologies that
we just described, the new images produced by processes
of machine learning – often, the same GAN that are used
to train and apply machine vision systems – that either
transform pre-existing images in ways that were impossible
until a few years ago, or create entirely new images, never
seen before.
In the first case, we are referring to processes
of machine learning capable of transforming existing imag-
es that can have very different applications: producing 3D
models of objects from 2D images; changing photographs
of human faces in order to show how an individual’s ap-
pearance might change with age (as with the app Face-
App) or by merging a face with another face (Faceswap);12
animating in a highly realistic way the old photograph of
a deceased person (Deep Nostalgia, developed by My-
Heritage);13 creating street maps from satellite imagery;14
taking any given video, and “upscaling” it, by increasing
its frame rate and its definition. An emblematic example
11 See for example the various experiments being developed at the Google Arts & Culture
Lab: “Google Arts & Culture”, accessed November 3, 2021, https://artsandculture.google.
com/, or the way in which the EYE Film Museum in Amsterdam is testing new ways of
accessing its collections through a program fuelled by machine vision systems: “Jan Bot”,
accessed December 2, 2021, https://www.jan.bot/.
12 The website of Faceswap, which announces itself as “the leading free and OpenSource
multiplatform Deepfakes software”: “Faceswap”, accessed November 3, 2021, https://
faceswap.dev/.
13 “Deep Nostalgia”, accessed November 3, 2021, https://www.myheritage.fr/deep-nostalgia.
14 R. Matheson, “Using artificial intelligence to enrich digital maps. Model tags road features
based on satellite images, to improve GPS navigation in places with limited map data”, MIT
News, January 23, 2020, https://news.mit.edu/2020/artificial-intelligence-digital-maps-0123.
ANTONIO SOMAINI 97 AN-ICON
of this last application, which may alter significantly our
experience of visual documents of the past, would be the
videos realized by Denis Shiryaev15 in which, through a
process of machine learning, a Lumière film such as L’Ar-
rivée d’un train en gare de La Ciotat (1896) is transformed
from the original 16 frames per second to 60 frames per
second, from the original 1.33:1 format to a contemporary
16:9 format, and from the original, grainy 35mm analog
film to a 4K digital resolution.16 In other examples of imag-
es transformed by machine learning, the transformations
are much more radical, as it happens with the so-called
“deepfakes”: videos that use neural networks in order to ma-
nipulate the images and the sounds of pre-existing videos
– in some cases a single, pre-existing image – producing
new videos that have a high potential to deceive. Among
the many examples that can now be found across the in-
ternet in different domains such as pornography, politics
and social media, pornographic videos in which faces of
celebrities are swapped onto the bodies of porn actors,
a TikTok account with a whole series of odd videos by a
“Deep Tom Cruise”,17 or speeches by public figures such as
Barack Obama18 and Queen Elizabeth19 whose content has
been completely altered in such a way that the movements
of their mouths perfectly match the new, invented words
they are uttering. And among the applications of deepfakes
in the musical realm, the “new” songs by long deceased
singers, whose style and voice are reproduced in a highly
realistic way by applications of machine learning such as
Jukebox, developed by OpenAI20: a “resurrecting” function
15 “Denis Shiryaev”, Youtube channel, accessed November 3, 2021, https://www.youtube.
com/c/DenisShiryaev/videos. For an online platform offering video enhancement powered by
AI, see: “Neural Love”, accessed December 2, 2021, https://neural.love/.
16 The video of the upscaled version of L’Arrivée d’un train en gare de La Ciotat (1896) can
be found all across YouTube, in various black-and-white and colored version. For a version in
color, see: Deoldify videos, “[DeOldified] Arrival on a Train at La Ciotat (The Lumière Brothers,
1896)”, Youtube video, February 4, 2020, https://www.youtube.com/watch?v=EqbOhqXHL7E.
17 “Deep Tom Cruise”, TikTok account, accessed November 3, 2021, https://www.tiktok.
com/@deeptomcruise.
18 BuzzFeed Video, “You Won’t Believe What Obama Says in This Video!”, Youtube video,
April 17, 2018, https://www.youtube.com/watch?v=cQ54GDm1eL0.
19 Channel 4, “Deepfake Queen: 2020 Alternative Christmas Message”, Youtube video,
December 25, 2020, https://www.youtube.com/watch?v=IvY-Abd2FfM.
20 “Jukebox”, accessed November 3, 2021, https://openai.com/blog/jukebox/.
ANTONIO SOMAINI 98 AN-ICON
that in the animated photographs of deceased persons of
Deep Nostalgia.
In the second case, the use of machine learning
processes leads to the creation of entirely new images or
sections of images: modelling patterns of motion (for ex-
ample, crowd motion) in video, thereby leading computer
generated imagery, in some cases fuelled by artificial intelli-
gence, to produce new kinds of “contingent motion”;21 pro-
ducing highly photorealistic images of objects and environ-
ments for different kinds of advertising; inventing perfectly
realistic faces of people that actually do not exist through
open source softwares such as StyleGan and then make
them accessible through projects such as Philip Wang’s
This Person Does Not Exist.22
To these widespread applications of machine
learning we may add the hybrid, unprecedented imagery
produced by the software DeepDream, created in 2015 by
the Google engineer and artist Alexander Mordvintsev: a
program that uses Convolutional Neural Networks in order
to enhance patterns in pre-existing images, creating a form
of algorithmic pareidolia, the impression of seeing a figure
where there is none, which is here generated by a process
which repeatedly detects in a given image patterns and
shapes that the machine vision system has been trained
to see. 23 The result of such a recursive process, in which
every new image is submitted again to the same kind of
pattern and shape recognition, are images that recall an
entire psychedelic iconography that spans through cinema,
photography, the visual arts and even so-called art brut:
images that are here presented as a sort of dream – a hal-
lucinogenic, psychedelic dream – of the machine itself.
21 J. Schonig, “Contingent Motion: Rethinking the ‘Wind in the Trees’ in Early Cinema and
CGI”, Discourse: Journal for Theoretical Studies in Media and Culture 40, no. 1 (2018): 30-61.
22 “This Person does not exist”, accessed November 3, 2021, https://thispersondoesnotexist.com/.
23 The program is now open source: see “Deep Dream Generator”, accessed November
3, 2021, https://deepdreamgenerator.com/. See also: “Alexander Mordvintsev”, accessed
November 3, 2021, https://znah.net/.
ANTONIO SOMAINI 99 AN-ICON
Fig. 1
Fig. 2
Fig. 3
The original image (Fig. 1) has been
modified by applying ten (Fig. 2)
and then fifty (Fig. 3) iterations of the
software DeepDream, the network having
been trained to perceive dogs.
ANTONIO SOMAINI 100 AN-ICON
Exploring the “altered states”
of machine vision through Generative
Adversarial Networks
The idea that lies at the basis of the DeepDream
software – the idea that machine learning technologies, and
in particular the Convolutional Neural Networks (CNN) and
Generative Adversarial Networks (GAN), may be used in order
to explore and reveal the altered states of machine vision – can
also be found in the recent works of artists (often active also
as theorists) such as Trevor Paglen, Hito Steyerl, and Grégory
Chatonsky.24 By insisting on the “creative”, image-producing
potential of Generative Adversarial neural networks – rather
than on their standard application for the training of machine
vision systems – the three of them explore a vast field of
images that they consider to be “hallucinations”, “visions of
the future”, or the product of an “artificial imagination”, char-
acterized by a new form of realism, a “disrealism”.
Trevor Paglen’s entire work as an artist and the-
orist, since 2016, has been dedicated to the attempt of un-
derstanding and visualizing the principles that lie at the basis
of machine vision technology. Through texts (sometimes
written in collaboration with the researcher Kate Crawford),25
exhibitions, performances, and works made of still and mov-
ing images, Paglen has tried to highlight not only the social
and political biases that are inherent in the way machine vi-
sion systems are structured, but also the way in which such
systems diverge profoundly from human vision.26
In an article published in December 2016 in The
New Inquiry with the title “Invisible Images (Your Pictures
Are Looking at You)”,27 Paglen discusses the new challeng-
es that arise in a context in which “sight” itself has be-
come machine-operated and separated by human eyes,
24 Among the first artists who started working with GANs, one should remember Helena Sarin
and Mike Tyka. See “Helena Sarin”, AI Artist, accessed November 3, 2021 https://aiartists.org/
helena-sarin, and “Mike Tyka”, accessed November 3, 2021, https://miketyka.com/.
25 K. Crawford, Atlas of AI: Power, Politics, and the Planetary Costs of Artificial Intelligence
(New Haven: Yale University Press, 2021).
26 See: “Trevor Paglen”, accessed November 3, 2021, https://paglen.studio/.
27 T. Paglen, “Invisible Images (Your Pictures Are Looking at You)”, The New Inquiry, December
8, 2016: https://thenewinquiry.com/invisible-images-your-pictures-are-looking-at-you/.
ANTONIO SOMAINI 101 AN-ICON
participating in a vast field of image operations. Arguing
that what we are currently experiencing is part of a vast
transition from human-seeable to machine-readable imag-
es – a new condition in which “the overwhelming majority
of images are now made by machines for other machines,
with humans rarely in the loop” – Paglen writes that
if we want to understand the invisible world of machine-machine vi-
sual culture, we need to unlearn to see like humans. We need to learn
how to see a parallel universe composed of activations, keypoints,
eigenfaces, feature transforms, classifiers, training sets, and the like.28
We need to unlearn to see like humans. But how
can we not see like humans, how can we step out of our
human point of view? Accomplishing this apparently impos-
sible task – a task which echoes the recurrent philosophical
problem of how to step out of one’s own socio-historical
position, of one’s own cognitive and emotional framework
– has been the main goal of Trevor Paglen’s artistic practice
during the last few years, as we can see in a body of works
that was initially produced in 2017 through various col-
laborations with computer vision and artificial intelligence
researchers as an artist-in-residence at Stanford Univer-
sity, and was first exhibited at the Metro Pictures Gallery
in New York in an exhibition entitled A Study of Invisible
Images (September 8 – October 21, 2017) 29, before being
presented at various other galleries and museums such as
the Osservatorio of the Fondazione Prada in Milan, or the
Carnegie Museum of Art in Philadelphia, in an exhibition
entitled Opposing Geometries (2020).
The works in the exhibition at Metro Pictures
present a possible response to the challenge of how to pen-
etrate within systems of machine vision that tend to expel
the human gaze from their processes. Among them, we
find the attempt to master the machine learning techniques
28 Ibid.
29 A series of images of the works presented in the exhibition can be found at the following
address: “Trevor Paglen. A study of Invisible Images”, Metro Pictures, accessed January 19,
2020, http://origin.www.metropictures.com/exhibitions/trevor-paglen4.
ANTONIO SOMAINI 102 AN-ICON
that are commonly used for machine vision applications, in
order to hack them and lead them to produce entirely new
images, never seen before, that may be considered as a
form of hallucination of machine vision.
This is what happens in a series of still images
entitled Adversarially Evolved Hallucinations, which Paglen
developed through a non-standard application, in three
steps, of Generative Adversarial Networks.30
The first step consisted in establishing new,
original training sets. Instead of using the usual corpuses
of images that are used to train machine vision systems
in recognizing faces, objects, places and even emotions –
corpuses that are often derived by pre-existing and easily
available image databases such as the already mentioned
ImageNet – Paglen established new training sets composed
by images derived from literature, psychoanalysis, political
economy, military history, and poetry. Among the various
taxonomies he used in order to compose his training sets
we find “monsters that have been historically interpreted
as allegories of capitalism”, such as vampires, zombies,
etc.; “omens and portents”, such as comets, eclipses, etc.;
“figures and places that appear in Sigmund Freud’s The In-
terpretation of Dreams”, a corpus which includes various
symbols from Freudian psychoanalysis; “Eye-Machines”, a
series of images clearly inspired by Harun Farocki’s videoin-
stallations Eye-Machine I, II, III (2001-2003) and containing
images of surveillance cameras or of spaces under surveil-
lance; “American Predators”, a corpus containing various
predatory animals, plants, and humans indigenous to the
United States, mixed with military hardware like predator
drones and stealth bombers.
The second step consisted in feeding these un-
usual training sets into the two neural networks of the GAN
system: the Discriminator and the Generator. These two
networks begin interacting with one another in an adver-
sarial, competitive way, in such a way that the Discriminator,
30 Information on the Adversarially Evolved Hallucinations can be found in Trevor
Paglen’s website: T. Paglen, “Hallucinations”, accessed November 3, 2021, https://paglen.
studio/2020/04/09/hallucinations/.
ANTONIO SOMAINI 103 AN-ICON
after having received the initial training set, has to evaluate
the images that it receives from the Generator, deciding
whether they resemble or not to those of the training set. As
the process unfolds through reiterated exchanges between
the two neural networks, the Discriminator becomes more
and more precise and effective in evaluating the images
that are submitted to it.
The third step consists in the artist intervening
in the process and choosing to extract, at a given mo-
ment, one of the images produced by the Generator: an
image that emerges from the sequence of the adversarial
exchanges, and that is the result of one of the countless
attempts by the Generator to test the precision of the Dis-
criminator, trying to fool it. In the case of the series of the
Adversarially Evolved Hallucinations, all the images selected
by Paglen seem to bear some kind of resemblance to the
ones contained in the original training sets – even though
we cannot really assess the degree of this resemblance,
because the training sets are not accessible to us – while
displaying at the same time different forms of deviations
and aberrations that recall a sort of psychedelic imaginary.
Among Paglen’s Adversarially Evolved Hal-
lucinations, we find images with titles such as Vampire
(Corpus: Monsters of Capitalism), Comet (Corpus: Omens
and Portents), The Great Hall (Corpus: The Interpreta-
tion of Dreams), Venus Flytrap (Corpus: American Pred-
ators), A Prison Without Gards (Corpus: Eye-Machines).
In the case of Vampire (Corpus: Monsters of Capitalism),
ANTONIO SOMAINI 104 AN-ICON
Fig. 4. Trevor Paglen, Vampire
(Corpus: Monsters of Capitalism),
dye sublimation metal print, 2017
the Discriminator was trained on thousands
of images of zombies, vampires, Frankensteins, and other
ghosts that have been at some point – be it in essays, liter-
ary texts, or films – associated with capitalism. Paglen then
set the Generator and Discriminator running until they had
synthesized a series of images that corresponded at least
in part to a specific class within the given corpus. From all
of the even slightly acceptable options that the GAN gen-
erated, Paglen then selected the one we see in the series
exhibited at Metro Pictures as the “finished work”.
There may be multiple reasons behind Trevor
Paglen’s decision to call these images “hallucinations”. To
begin with, such images recall a type of imagery that we
might consider to be “psychedelic” or “surrealist”: in some
of them, we definitely see echoes of Max Ernst, or Salvador
Dalì. A second reason may lie in the attempt to emphasize
the fact that the result of this non-standard application of
the processes of machine learning – a process which un-
folds within a closed machine-to-machine space, the in-
visible space of the back-and-forth between the Generator
and the Discriminator from which human eyes are excluded
– produces images that, just like human hallucinations, have
no footing in exterior reality, or may merge in unpredictable
ANTONIO SOMAINI 105 AN-ICON
way with shapes and forms stemming from the perception
of the outer world. Finally, the term “adversarially evolved
hallucinations” may underline the fact that these images
are the result of a machine learning process gone astray: a
process which has been hacked and led to drift away from
its original, standard applications.
The reference to the term “hallucinations”, though,
should not be misleading. What Trevor Paglen tries to show
us with his Adversarially Evolved Hallucinations has really
nothing to do with a disruption of the orderly functioning of
human consciousness. What they highlight, rather, is the
radical otherness of machine vision, if compared with human
vision. A radical otherness based on operations that have
nothing to do with human, embodied vision, which we may
just try to grasp through the impossible attempt of “unlearn-
ing to see like humans”.
We find a different application of images pro-
duced by machine learning in This is the Future, an instal-
lation by Hito Steyerl which was presented at the Venice
Biennale in 2019, and which was conceived as an expan-
sion of the exhibition Power Plants at the Serpentine Gal-
lery in London the previous year. In the Venice installation,
Hito Steyerl arranged onto different platforms a series of
nine videos in which one could see images resembling to
some kind of “vegetal” time-lapse imagery: flowers quickly
blossoming and spreading out, plants and bamboo shoots
growing in height and width.
Fig. 5a
ANTONIO SOMAINI 106 AN-ICON
Fig. 5b
Fig. 5c
Figg. 5a, 5b and 5c. Hito Steyerl, This if
the Future: A 100% Accurate Prediction,
stills from the single channel HD video,
color, sound, 16’, 2019
What interested Steyerl in the use of neural
networks in this installation was the predictive nature of
machine learning, and the status of “visions of the future”
of its imagery: the fact that neural predictive algorithms op-
erate through statistical models and predictions based on
immense, “big data” databases, and are therefore related
to the vast spectrum of predictive systems (be they finan-
cial, political, meteorological, environmental, etc.) that are
present in contemporary “control societies”, while at the
same time being part of the longue durée of the history of
prediction systems elaborated by human cultures.
The main video presented in Hito Steyerl’s instal-
lation, entitled This is the Future: A 100% Accurate Prediction,
consists of images produced through a collaboration with
the programmer Damien Henry, author of a series of videos
entitled A Train Window31 in which a machine learning algo-
rithm has been trained to predict the next frame of a video
by analyzing samples from the previous image, in such a
way that, as in a perfect feedback loop, each output image
31 The videos, programmed with Tensorflow, are available at: D. Henry, “A train window”,
Magenta, October 3rd, 2018, https://magenta.tensorflow.org/nfp_p2p. I thank both Hito
Steyerl and Damien Henry for useful information on the coding used in This is the Future.
ANTONIO SOMAINI 107 AN-ICON
becomes the input for the next step in the calculation. In this
way, after intentionally choosing or producing only the first
image, all the following ones are generated by the algorithm,
without any human intervention. In Hito Steyerl’s work, this
idea of a video entirely made up of images “predicted” by
neural networks and located, as the video says, “0.04 sec-
onds in the future”, is presented as a new kind of documen-
tary imagery: an imagery that can at the same time predict
and document the future, as paradoxical as this may seem.
The video begins with white text on a black background that
reads: “These are documentary images of the future. Not
about what it will bring, but about what it is made of”. The
next five sections of the video – Heja’s Garden, The Future:
A History, Bambusa Futuris, Power Plants and Heja’s Pre-
diction – lead us to a psychedelic landscape of images that
morph sample images stemming from categories such as
“sea”, “fish”, “flower”, “rose” or “orchid”: each of them is
produced by a neural network that, as the electronic voice
accompanying the video tells us, “can see one fraction of a
second into the future”.
Second Earth (2019) by Grégory Chatonsky
takes another route into the iconosphere produced by
GAN-driven machine learning. What interests him is the
idea of an “artificial imagination”, capable of visualizing,
through the means of artificial intelligence, “the halluci-
nation of a senseless machine, a monument dedicated to
the memory of the extinct human species”.32 Himself in
charge of the coding which lies at the base of the various
elements and the various media mobilized in his work, Cha-
tonsky works in particular on what he calls the “chaînage”,
the “sequencing” of different artificial intelligence sys-
tems that, taken all together, produce a whole cascade
of new forms: among them, neural networks capable of
generating new texts (read by synthetic voices) starting
from some given text databases, or capable of generat-
ing images from given texts, and texts from given images,
32 See the presentation of Second Earth: G. Chatonsky, “Second Earth / Terre Seconde”,
accessed November 29, 2021, http://chatonsky.net/earth/.
ANTONIO SOMAINI 108 AN-ICON
with a new kind of AI-powered ekphrasis. The metamor-
phical universe that we see in the videos of Second Earth,
Fig. 6a
Fig. 6b
Fig. 6c
Fig. 6d
Figg. 6a, 6b, 6c and 6d. Grégory
Chatonsky, Second Earth, stills from one
of the videos in the installation, 2019
a work that Chatonsky presents as an “evolving installation”,
evokes the idea of a form-generating power that used to be
rooted in nature and which is now taken over by machines
which are incorporating and re-elaborating the trillions of
ANTONIO SOMAINI 109 AN-ICON
images that humans have uploaded on the internet as a
sort of hypertrophic memory. The text accompanying the
work reads: “Accumulate data. Outsourcing our memories.
Feed software with this data so that it produces similar data.
Produce realism without reality, become possible. Disap-
pear. Coming back in our absence, like somebody else”.33
As products of a “realism without reality”, what
Chatonsky calls a “disrealism”,34 the images produced
through Generative Adversarial Networks in Second Earth do
have a hallucinatory, oneiric, “surrealistic” quality, that bears
a strange kind of “family resemblance” to the ones that we
find in Paglen’s Adversarially Evolved Hallucinations, Steyerl’s
This is the Future, and in the work of other artists who have
recently explored the GAN-generated imagery, such as Pierre
Huyghe in his installation Uumwelt (2018). In Chatonsky’s
Second Earth, these images do refer to some kind of “outer
reality”, but the status of this outer reality is highly unclear.
On the one hand, they bear traces of the imag-
es contained in the training sets that have been employed
in order to activate the GANs: in the cases of the stills from
one of the videos in the installation that are here reproduced,
such training sets referred probably to categories such as
“birds”, “faces”, “eyes”, etc., and the images contained in
the training sets – be they actual photographs, or still from
videos – do in most cases refer to some profilmic reality.
On the other, extracted as they are from the
“latent space” of a process of machine learning in motion
from the pole of absolute noise to the pole of a perfect re-
semblance to the images of the training set, the images of
Second Earth refer to another kind of reality, one that does
not exist yet. We are here in the domain of “anticipation”,
rather than “prediction”,35 in the perspective of an explora-
33 G. Chatonsky, Second Earth, http://chatonsky.net/earth/.
34 Grégory Chatonsky has begun to use and theorize this term in recent lectures held at
the Jeu de Paume and at Campus Condorcet in Paris, in the framework of the lecture cycle
L’esthétique à l’heure du pixel (September 2021 – May 2022) and the seminar L’image à
l’épreuve des machines. Reconfigurations du visible (25-26 October 2021). See for example
“Le disréalisme (le pixel perdu de l’espace latent)”, Jeu de Paume, accessed november 29,
2021, https://jeudepaume.org/evenement/seminaire-esthetique-pixel-1/.
35 Unpublished conversation with Grégory Chatonsky, 2019, whom I thank for the useful
information on the different software used in Second Earth.
ANTONIO SOMAINI 110 AN-ICON
tion of a non-human “artificial imagination”, rather than in
the denunciation of the pervasive presence of systems of
control and surveillance, as it was the case in the work of
Hito Steyerl. At the basis of Chatonsky’s “Second Earth”,
we find the observation that
the machine was becoming capable of automatically producing
a phenomenal quantity of realistic images from the accumulation
of data on the Web. This realism is similar to the world we know,
but it is not an identical reproduction. Species metamorphose into
each other, stones mutate into plants and the ocean shores into
unseen organisms. The result: this “second” Earth, a reinvention of
our world, produced by a machine that wonders about the nature
of its production.
Over fifty years ago, in his seminal Understand-
ing Media. The Extensions of Man (1964), Marshall McLuhan
formulated the idea that art could become, in some deci-
sive historical moments, a form of “advance knowledge of
how to cope with the psychic and social consequences of
the next technology”, and added that new art forms might
become in these moments “social navigation charts”, help-
ing us find some orientation across a sensorium entirely
transformed by new media and new technologies. Today,
while we witness the first signs of what promises to be a
massive impact of artificial intelligence onto all areas of our
psychic, social, and cultural life, the works of artists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky do
appear like “navigation charts”: their exploration of the al-
tered states of machine vision through the appropriation
and the détournement of technologies such as the Gen-
erative Adversarial Networks help us better understand
the aesthetic, epistemological and political implications of
the transformations that such technologies are producing
within contemporary visual culture. Taken together, they
highlight the fact that what is at stake is the very status
of what we mean by “image” and by “vision” in the age of
artificial intelligence.
ANTONIO SOMAINI 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
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] | Perception,
hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard Perception
by Claudio Paolucci
Imagination
Hallucination
Enunciation
Resident Evil
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Perception, hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard
by Claudio Paolucci
Abstract In this paper, I will work on the relationship be-
tween perception and imagination in Virtual Reality, claiming
that “hallucination” is the ordinary motor also for online
perception and not only a deviant form of it. First, I will deal
with the problem of perception from the point of view of
cognitive semiotics and I will try to underline the crucial role
of imagination, claiming that perception is a form of “con-
trolled hallucination”. Later, I will focus on the relationship
between perception, hallucination, and memory in Virtual
Reality. On the one hand, I will claim that Virtual Reality
expresses the transition from actual perception to imagina-
tion, memory or dream through another actual perception.
On the other hand, I will claim that it can express it with-
out any problems through the old techniques coming from
cinema and other audiovisual languages, since they par-
tially share the very same formal apparatus of enunciation.
I will demonstrate all of this by analyzing Resident Evil 7:
Biohazard.
Perception Imagination Hallucination Enunciation Resident Evil
To quote this essay: 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
CLAUDIO PAOLUCCI 112 AN-ICON
Perception, imagination,
and the control of the reality
First, I will deal with the problem of percep-
tion from the point of view of cognitive semiotics.1 I will try
to underline the crucial role of imagination, claiming that
perception is a form of “controlled hallucination”,2 where,
by “controlled hallucination”, I mean the product of the
imagination controlled by the world. The main idea is that
“hallucination” is the model of perception and not a devi-
ant form of it. With “hallucination”, as defined in percep-
tion studies and in the neurogeometry of vision,3 I mean
the morphological activity of the production of forms by
the imagination, which remains crucial both when it is not
controlled by the world – as in the case of hallucination,
imagination, or dream – and when it is controlled by the
world, as in the case of online perception. In Virtual Reality,
the world that controls perception is substituted by a tech-
nology, a prosthesis capable of creating a strong effect of
reality, a simulacrum with an effect of presence that no oth-
er audiovisual has ever been able to build.4 In Augmented
Reality, on the other side, the technology adds elements
to the world that controls perception, without a full-blown
substitution, as it happens with Virtual Reality.
Maybe, the word “hallucination” can be mis-
leading, since perceptual phenomena under the aegis of
hallucination may seem to lose the concreteness that I
want to characterize them as having. It is possible that
1 See C. Paolucci, Cognitive Semiotics. Integrating signs, minds, menaing and cognition
(Berlin-New York: Springer, 2021).
2 See A. Clark, Surfing Uncertainty: Prediction, Action, and the Embodied Mind (Oxford:
Oxford University Press, 2016); J. Koenderink, “Vision and information”, in L. Albertazzi et al.,
eds., Perception Beyond Inference: The Information Content of Visual Processes (Cambridge,
MA: MIT Press, 2010): 27-57.
3 See J. Koenderink, “Vision and information”; A. Sarti et al., “The symplectic structure of
the primary visual cortex”, Biological Cybernetics 98 (2008): 33-48.
4 See C. Paolucci, “Una percezione macchinica: realtà virtuale e realtà aumentata tra
simulacri e protesi dell’enunciazione”, in F. Biggio et al., eds., Meaning–Making in Extended
Reality. Senso e Virtualità (Rome: Aracne, I Saggi di Lexia, 2020): 43-62.
CLAUDIO PAOLUCCI 113 AN-ICON
“figuration” would fit better with the ideas I will develop here,
since no Sartrean “derealization” is involved.5 However,
since our brains try to guess what is out there, and to the
extent that that guess matches the evolving sensory data,
we perceive the world, in Surfing Uncertainty, Clark recalls
the slogan coined by the vision scientist Ramesh Jain that
perception is “controlled hallucination”. This is the direc-
tion I am going to take. But, precisely because “this view
of perception puts us in genuine cognitive contact with the
salient aspects of our environment”, Clark suggests we
consider hallucination as a form of “uncontrolled percep-
tion”.6 However, Clark’s view – if it is put like that – is the
classical one that thinks of perception as grounding both
hallucination and imagination, which are supposed to be
“deviant” or “uncontrolled” forms of perception. Since I want
to claim the opposite, I will continue to use “hallucination”,
and since there is a well-established tradition regarding this
concept in the field of perception studies, I will do so with
the caveat that “hallucination” does not imply any kind of
“derealization” of perceptual phenomena from a phenom-
enological point of view.7
Indeed, with “hallucination”, or “figuration”, I
indicate a process of microgenesis8 that continuously pro-
duces the next thread of perceptual experience while the
current one fades, and does so without voluntary control.9
I claim that meaning guides this microgenesis, or hallucina-
tion, and that imagination is the engine of this microgenesis
guided by meaning.
5 See G. Matteucci, Estetica e natura umana. La mente estesa tra percezione, emozione ed
espressione (Rome: Carocci, 2019).
6 A. Clark, Surfing Uncertainty: 326. See also paragraph 6.10.
7 See S. Gallagher, D. Zahavi, “Primal impression and enactive perception”, in V. Arstila, D.
Lloyd, eds., Subjective Time: The Philosophy, Psychology, and Neuroscience of Temporality
(Cambridge: MIT Press, 2014): 83-99.
8 See J.W. Brown, Self–Embodying Mind: Process, Brain Dynamics and the Conscious
Present (Barytown, NY: Barytown Ltd, 2020)
9 See J. Koenderink, “Vision and information”.
CLAUDIO PAOLUCCI 114 AN-ICON
Fig. 1. Kanizsa’s triangle.
For instance, in Kanizsa’s triangle (Fig. 1), the
triangle is totally a product of our hallucination, since it is
the only thing that is not present in the stimuli. It is not by
chance that, as Reddy and colleagues show, not only are
online perception and imagination closely related in the
brain, but perception, as it occurs in creatures like us, is
co-emergent with imagination.10 What we perceive is literal-
ly (not metaphorically) the future, not the present, because
perception is the anticipation of the next thread of sensory
information through previous knowledge. Indeed, in percep-
tion we build through imagination the world that we expect.
There is a beautiful experiment by Adams and
colleagues that shows that, in some circumstances, we
hear the presence of the absence, that is, we hallucinate
something that is not there, but we expect to be there.11
When silence arrives, we literally do not hear it as we
are supposed to do (i.e. as nothing playing). In its place,
we hear the presence of the absent sound that we were
10 L. Reddy et al., “Reading the mindʼs eye: decoding category information during mental
imagery”, NeuroImage 50, no. 2, (2010): 818-825; G. Ganis et al. “Brain areas underlying visual
mental imagery and visual perception: An fMRI study”, in Cognitive Brain Research 20, no. 2
(2004): 226-241.
11 R.A. Adams et al., “Predictions not commands: active inference in the motor system”,
Brain Structure and Function 218, no. 3 (2013): 611-643.
CLAUDIO PAOLUCCI 115 AN-ICON
expecting. Adams and colleagues’ experiment runs as fol-
lows. They used a simple computer simulation of birdsong.
A multi-layer prediction machine processes sequences of
simulated bird-chirps. The simulations were then repeated
but omitting the last three chirps of the original signal. At
the first missing chirp, the network responds with a strong
precise moment where the first missing chirp should have
occurred, the system generated a brief, transient illusory
percept. This hallucinated percept was not strong, but the
timing was correct with respect to the missing chirp. Thus,
our perceptive system first dimly “perceived” (hallucinated)
the missing chirp, before responding with a strong error
signal when the actual absence of the anticipated sensory
evidence became apparent. Of course, Kanizsa’s triangle
is a visual correspondent of Adams and colleagues’ ex-
periment. This is what I call perception as a “controlled
hallucination”, which is the general functioning of our rich,
world-revealing perception at any level, since it concerns
an organism structurally coupled with its environment trying
to minimize disorder and surprise.12
The Goethean account of perception
I refer here to what Jan Koenderink, a cognitive
scientist and mathematician who works on the connection
between theory of singularities and perception, used to call
the “Marrian” and the “Goethean” accounts of perception.
■ According to the Marrian account: perception is the result
of standard computations on optical data.
■ According to the Goethean account: perception is con-
trolled hallucination, or “controlled figuration”.
The mainstream view in cognitive science and
neuroscience, which is often also the commonsense view,
12 S. Gallagher, Enactivist Interventions: Rethinking the Mind (Oxford: Oxford University
Press, 2017).
CLAUDIO PAOLUCCI 116 AN-ICON
is that perception is all about a kind of passive imprinting
of the world upon the sense organs and the brain. As Eg-
ner and colleagues say, “on traditional accounts the visual
system was seen as a passive analyzer of bottom-up sen-
sory information”.13 This is a view of the perceiving brain
as highly stimulus-driven, taking energetic inputs from the
senses and turning them into a coherent percept by a kind
of inwards flowing stream.
The Predictive Processing account of percep-
tion takes a different direction and includes a top-down
predictive aspect in its account.14 However, Predictive Pro-
cessing thinks of perception as a kind of new schematism
between aesthetics (the sensory data) and the concepts
(the priors). According to this view, our brains are proac-
tive: they are constantly buzzing as they try to predict the
sensory signals arriving across all modalities. When such
proactive brains “match” the incoming sensory signal, we
perceive the world, understand it, and are immediately posi-
tioned to imagine it so as to act in it too. However, “halluci-
nation” is different from the mainstream notion of “prior”. A
prior – as used in Bayesian inference – is a generic, usually
statistical, property.15 For example,
light comes from above is such a prior (if put in suitable format).
It applies, on the average, for terrestrial animals that live in open
spaces. Such priors package ‘frozen’ prior experience as it were.
‘Hallucinations’ differ by not being frozen, applying to the actual
situation. Hallucinations can be regarded as specific, necessar-
ily tentative, instantiations of the observer’s present “situational
awareness” instead of its average past.16
13 T. Egner et al., “Expectation and surprise determine neural population responses in the
ventral visual stream”, Journal of Neuroscience 30, no. 49 (2010): 16601-16608.
14 See A. Clark, Surfing Uncertainty.
15 D. Purves, “Why we see things the way we do: evidence for a wholly empirical strategy
of vision”, Philosophical Transactions of the Royal Society of London. Series B, Biological
Sciences 356 (2001): 285-297.
16 J. Koenderink, “Vision and information”: 32.
CLAUDIO PAOLUCCI 117 AN-ICON
This is important, because we do not always
update our perceptions according to our past experience
and according to the changes in our priors. This is very
well seen in the popular Muller-Layer illusion, where even
when we learn that the two lines have the same length,
we still keep on seeing them in the previous way. In per-
ception, “data” are constructed through an attunement of
the organism and the world, where the organism looks for
elements that are worth for him to look for. For instance, as
in Kanizsa’s triangle, we look for edges and we perceive
edges even if edges are the only thing that are not present
in the stimulus. This is because, given evolutionary pressure
and experience driven plasticity,
we are wired to the environment in order to produce states that track
edges when exposed to discontinuities. The system is physically at-
tuned to such things, ‘set up to be set off’ by such visual discontinuities.17
Exploring the world, the organism casts his
questions to the environment through imagination and pre-
dicts its answers until he encounters resistance. This very
action turns optical or sound structure into “data”, which
are not sent from the world to the organism through senses
but are the actual product of the autopoietic structure of
the system of perception. Perception occurs when the top
down activity of the imagination succeeds at generating
the sensory data for itself, building a coherent story that
paves the way for efficacious action. When it can gener-
ate the future sensory data, the agent perceives the world.
When it cannot, encountering a resistance, it tries a new
attunement or changes the world through action. Therefore,
data are built up because we produce them in looking for
what we need for action, in order to minimize our work in
the environment.
17 S. Gallagher, Enactivist Interventions: 120.
CLAUDIO PAOLUCCI 118 AN-ICON
Moving towards virtual
and augmented reality
The difference between the mainstream view,
where data are sent by the environment and processed
through perception, and the view where they are the
product of what we look for in a coupled environment, can
be operationalized as follows: perception is sensorily guid-
ed potential behavior.18
Potential is key here. Perception is grounded
on imagination, as it concerns the potential behavior con-
nected to a coherent “story” we are building in order to act
in the world and minimize disorder.19
Perception as sensorily guided potential be-
havior is meant to reveal a world of salient, meaningful, in-
teracting causes selected in the light of human needs and
possibilities, which is exactly what pragmatists had in mind
when they were telling us that the meaning of something
consists in its conceivable practical bearings. This also
marks the difference between pragmatism and behaviorism,
since perception is neither action nor behavior. This prag-
matist idea is consistent with the Affordance Competition
Hypothesis originally introduced by Cisek,20 which is also
a key hypothesis for the Predictive Processing by Andy
Clark.21 The brain processes sensory information to specify,
in parallel, several potential actions that are currently avail-
able. These potential actions compete against each other
18 J. Koenderink, “Vision and information”: 32.
19 C. Paolucci, “Social cognition, mindreading and narratives. A cognitive semiotics
perspective on narrative practices from early mindreading to autism spectrum disorders”,
Phenomenology and the Cognitive Sciences 18, no. 2 (2019): 375-400; and Cognitive
Semiotics. Integrating Signs, Minds, Meaning and Cognition (Berlin, Heidelberg, New York:
Springer, 2021).
20 P. Cisek, “Cortical mechanisms of action selection: The affordance competition
hypothesis”, Philosophical Transactions of the Royal Society B 362 (2007): 1585-1599.
21 A. Clark, Surfing Uncertainty: Chapter 6.
CLAUDIO PAOLUCCI 119 AN-ICON
for further processing, while information is collected to bias
this competition until a single response is selected.22
If we go beyond Cisek’s terminology of “pro-
cessing information”, like I think we have to do in order
to focus on the main problem of perception as controlled
hallucination, we see that, at the moment, we are see-
ing a good deal of confirmation regarding this “pragma-
tist” approach from the neurosciences.23 The classic dis-
tinction between perception, cognition and action simply
fails to reflect not only the phenomenology of our expe-
rience, but also the global functional architecture of the
brain, where, for instance, motor systems are active and
play a huge part also in perception, decision making,
social cognition and problem solving.24
Increasing and highly suggestive evidence challenges the view
of core cognitive capacities (such as planning and deciding) as
neurophysiologically distinct from the circuitry of sensorimotor con-
trol. For example, decisions concerning eye movements and the
execution of eye movements recruit highly overlapping circuits
in lateral intraparietal area (LIP), frontal eye fields (FEF), and the
superior colliculus [...]. In the same vein, a perceptual decision task
(one in which the decision is reported by an arm movement) re-
vealed marked responses within premotor cortex corresponding
to the process of deciding upon a response (Romo et al. 2004).
Quite generally, wherever a decision is to be reported by (or oth-
erwise invokes) some motor action, there looks to be an entwining
22 P. Cisek, “Cortical mechanisms of action selection”: 1585.
23 See C. Paolucci, “Per una concezione strutturale della cognizione: semiotica e scienze
cognitive tra embodiment ed estensione della mente”, in M. Graziano, C. Luverà, eds.,
Bioestetica, bioetica, biopolitica. I linguaggi delle scienze cognitive (Messina: Corisco Edizioni,
2012): 245-276; V. Cuccio, F. Caruana, “Il corpo come icona. Abduzione, strumenti ed
Embodied Simulation”, VS-Quaderni di Studi Semiotici 120 (2015): 93-103.
24 See V. Gallese, “Mirror neurons and the neural exploitation hypothesis: from embodied
simulation to social cognition”, in J.A. Pineda, ed., Mirror Neuron Systems (New York: Humana
Press, 2009): 163-190; A.M. Borghi, F. Caruana, “Embodied Cognition, una nuova psicologia”,
Giornale Italiano di Psicologia 35, no. 1 (2013): 23-48; V. Gallese et al., “A unifying view of the
basis of social cognition”, Trends in Cognitive Sciences 8, no. 9 (2004): 396-403; G. Rizzolatti,
C. Sinigaglia, “Mirror neurons and motor intentionality”, Functional Neurology 22, no. 4 (2007):
205-221.
CLAUDIO PAOLUCCI 120 AN-ICON
of perceptuo-motor processing and decision-making, leading Cis-
ek and Kalaska to suggest that ‘decisions, at least those reported
through actions, are made within the same sensorimotor circuits
that are responsible for planning and executing the associated
action’ (Cisek and Kalaska 2011: 274). In cortical associative regions
such as posterior parietal cortex (PPC), Cisek and Kalaska go on
to argue, activity does not seem in any way to respect the tradi-
tional divisions between perception, cognition, and action. Instead
we find neuronal populations that trade in shifting and context-re-
sponsive combinations of perceiving, deciding, and acting, and in
which even single cells may participate in many such functions
(Andersen and Buneo 2003).25
If perception is supposed to work as a process
that is continuous with action, the Marrian casual chain is
inverted. Instead of “data” arriving at the eye, being pro-
cessed, being further processed and finally resulting in a
“representation” of the scene in front of us, the agent ex-
plores the world in any conceivable direction, casting his
questions and producing data in relation to what he needs
for action, until it encounters resistance.
This is why imagination is the real engine for
online perception. Since imagination is a faculty that allows
us to move our consciousness from a proximal to a distal
place, which can be in the past (memory), future (pros-
pects) or in an invented reality, this “looking for the future”
in online perception, trying to anticipate the next thread of
the world, is grounded exactly on imagination.
This places Virtual Reality and Augmented Real-
ity (VAR) in radical continuity with online perception. Indeed,
if, in phenomenological terms, hallucination is a “percep-
tion in the absence of the external object”, and if the ob-
jects that appear in virtual reality are artificial simulacra of
presence that we perceive without them being anchored in
25 A. Clark, Surfing Uncertainty: 178.
CLAUDIO PAOLUCCI 121 AN-ICON
our experience of the physical world, we shall understand
immersive virtual experience as a form of voluntary and
deliberate hallucination. But this does not imply any kind of
derealization: it simply implies the substitution of the control
of the world with the control of a technology.
This is why VAR promises important scientific
applications, which, in a few years, will radically change
many of our laboratories of psychology, neuroscience and
cognitive sciences. Indeed, on the one hand, we want a
world in which reality is not so “real” as to modify the ex-
perimental results and influence them, and VAR provides us
with only a virtual reality, which can be controlled in detail
and put into brackets at will. On the other hand, we also
want a world that is not so unreal as to be indistinguish-
able from the normal conditions of a laboratory, which at
full capacity lives by cutting off every variable that cannot
be controlled and ends up producing data that have the
purpose of explaining our experience in a condition that
we know to be a radical impoverishment of this very same
experience. VARs allows us to create a very strong effect
of presence within a world-environment,26 capable of sim-
ulating a reality that remains only virtual and can therefore
be controlled in its different parameters. At the same time,
VAR allows us to increase the “gradient of reality” inside a
laboratory, integrating those experiences and variables that
a laboratory usually tends to cut away, in the name of the
robustness of its measurements. Thus, the conditions of
the laboratory are “augmented” with a reconstructed and
simulated reality, which we can see and experience only
thanks to the prostheses of VAR. In this respect, VAR is a
prosthetic technology that is in its own way unprecedented,
capable of generating a controllable world without losing at
the same time the phenomenological richness of the world.
26 A. Pinotti, “Self–negating images: towards an-iconology”, Proceedings 2017, I, 856 (2017).
CLAUDIO PAOLUCCI 122 AN-ICON
Precisely because of its ability to make the
world present through perception, without the world being
in any way unamendable – since it can be controlled – it is
completely normal that people who set up environments
in VAR exploit this possibility, preferring online perception
to other expressive possibilities and using online percep-
tion in order to express dreams, hallucinations or memo-
ries. However, this choice does not in any way reside in
a technological, semiotic or enunciative limit of VAR and
its language. On the contrary, it is only a “stylistic” choice,
which can be suspended. As we will see, many of these
suspensions, which result in the use of old cinematographic
techniques within Virtual Reality, can be seen for example
in an extraordinary game for Play Station VR such as Res-
ident Evil 7: Biohazard.
Elsewehere,27 I tried to show how, from a semi-
otic point of view,28 VAR works by holding together a formal
apparatus of the prosthetic type of enunciation, typical
of audiovisuals, and a formal apparatus of enunciation of
the simulacral type, which is instead typical of other se-
miotic systems, such as verbal language.29 If this is true,
as I believe it is, Virtual Reality and Augmented Reality are
not incapable of effectively representing the modifications
of perception that cinema has always expressed through
its representative strategies, such as dissolve, shift from
27 C. Paolucci, “Una percezione macchinica”.
28 Some semiotic approaches to VR can be found in G. Bettetini, L’Ulisse semiotico e le
sirene informatiche (Milano: Bompiani, 2006); and B.R. Barricelli et al., “Semiotic Framework
for Virtual Reality Usability and UX Evaluation: a Pilot Study”, in M. De Marsico et al., eds.,
Games-Human Interaction (2018): 1-6. A nice take on the illusory cancellation of the distance
that occurs during an immersive experience and the establishment of a critical distance in the
user, linked to the emergence of a meta experiential competence, can be found in F. Biggio,
“Semiotics of distances in virtual and augmented environments”, Img Journal 2, no. 3 (2020):
82-103. Some important remarks on virtuality and subjectivity can be found in a nice book
by Ruggero Eugeni, La condizione postmediale (Brescia: La scuola, 2015) and in the reader
edited by F. Biggio et al., Meaning-Making in Extended Reality. Senso e Virtualità (Rome:
Aracne, 2020). However, the most comprehensive and original semiotic work on this topic
is the PhD thesis by Gianmarco Giuliana, Meaningfulness and Experience in Virtual Realities.
Semiotics of a Digital Pla(y)typus, University of Turin (2021).
29 See C. Paolucci, “Prothèses de la subjectivité. L’appareil formel de l’énonciation dans
l’audiovisuel”, in M.G. Dondero et al., eds., Les plis du visuel. Réflexivité et énonciation dans
l’image (Limoges: Éditions Lambert-Lucas, 2017): 53-68.
CLAUDIO PAOLUCCI 123 AN-ICON
color to black-and-white, flou or blur, used to indicate, in a
point-of-view shot, the transition from actual perception to
memory, dream, daydream, fantasy, or hallucination. VAR
can use all these techniques without any problems at all,
since it shares with cinema and audiovisual languages the
very same formal apparatus of enunciation. We can have
a dissolve or a shift from color to black-and-white also in
VAR. If this is not done, or it is not done so often, it is only
because of a choice from the “authors” or the VAR, who
clearly opt for a “pan-perceptive way” for stylistic or “aes-
thetical” reasons.
But this does not mean that VAR cannot ex-
press non-perceptive conditions such as memory, dream,
daydream, fantasy, or hallucination. On the contrary, it does
that through perception, perfectly expressing the transi-
tion from actual perception to memory, dream, daydream,
fantasy, or hallucination in a “pan-perceptive” way. Indeed,
Virtual Reality expresses the transition from the actual per-
ception through the actual perception. And sometimes it in-
corporates the old audiovisual techniques, embodying them
inside this transition from perception through perception.
A conclusion in the form of a case study.
Resident Evil 7: Biohazard
As a case study, I will work here on Resident
Evil 7: Biohazard, a survival horror game for PS4 devel-
oped by Capcom. The game, which can be played through
Play Station VR, is full of shifts from actual perception to
memories, dreams, and hallucinations. All these shifts are
expressed through pure perception, while incorporating
from time to time some techniques originating from cinema
or audiovisual languages.
Resident Evil 7: Biohazard is set somewhere in
the southern United States, after the murder of a three-man
CLAUDIO PAOLUCCI 124 AN-ICON
TV crew by the infected Baker family members Jack and Mia.
Ethan Winters is the protagonist, who is searching for his
missing wife, Mia, which leads him to a derelict plantation
mansion, home of the Baker family. At the very beginning
of the story, the player, in the role of Ethan, finds a video-
tape containing a short video shot by the television crew
and, in an adjacent room, he also finds a VCR and a TV
where he can see it. Notice how the videotape is a “tech-
nological quotation”: it is through an old audiovisual that
we come to know what happened in the past,30 now that
we are in VR. The player has some expectations at this
point:31 we know that a TV crew has been there before
us, because we have previously explored their abandoned
van. However, the narration of this flashback, which also
gives the player important information on the topography of
the house, takes place by giving the player control of one
or three crew members, not surprisingly the cameraman,
who must film what happened previously and return it to
the eyes of the player, who is controlling him through his
joypad. Here the flashback and the memory, in a form that
clearly identifies that they are flashbacks and memories,
are obtained through the perception of a “machinic” eye
that was there, watching for us. And who now identifies
with us and our avatar.32
The very same thing happens when the player
controls Mia Winters, in the central part of the plot. Mia
hallucinates (we will understand later that she has been
infected and her mind is controlled by Eveline) and sees
a 10-year-old girl who tells her to watch another video-
tape, “so they can be a family”. The videotape introduces
30 According to Kirkland, in the Resident Evil saga “old media technologies contribute a
sense of the real perceived as lacking in digital media, yet central to a generically-significant
impression of embodiment”. See E. Kirkland, “Resident Evil’s typewriter: horror videogames
and their media”, Games and Culture 4, no. 2 (2009).
31 On the way the Resident Evil saga handles expectations of its players, see C. Reed,
“Resident Evil’s rhetoric: the communication of corruption in survival horror video games”,
Games and Culture 11, no. 6 (2016).
32 https://www.youtube.com/watch?v=SBsOqYpx2ng&t=1550s
CLAUDIO PAOLUCCI 125 AN-ICON
a memory through which we learn that Mia was a scientist,
taking care of a bioweapon under the form of a little girl,
but something went wrong. Once again, it is through actual
perception that memories and hallucinations are performed.
It is through perception that Virtual Reality expresses the
transition from actual perception. Controlling Mia Winters,
playing through her and perceiving through her eyes and
ears, we come to know the truth about the story that we
are playing as Ethan Winters, to the point that one of our
aims is to send Ethan (ourselves) the very same message
we receive when Resident Evil 7: Biohazard starts.33
However, the main moments connected to the
relationship between perception, memories and halluci-
nation in Virtual Reality are still to come in Resident Evil
7. At a certain point of the plot, Ethan meets Jack Baker’s
daughter, Zoe, who also wants to escape Baker’s house.
Zoe tells Ethan that his wife Mia is still alive, even if Ethan
(us) has already killed her, since Mia has been given the very
same infection the Bakers have, and this infection gives
her body powerful regenerative abilities and extreme mu-
tations. Ethan is told that she and Mia would need to have
their infections cured by a special serum first, before leav-
ing Baker’s house. Ethan heads out to an old house to find
the ingredients for the serum, where he is forced to battle
and kill Marguerite Baker. Once he retrieves the ingredient,
Ethan begins to have strange visions of a young girl. From
this point on, hallucinations, memories and perceptions
coexist and alternate in all the Resident Evil 7 gameplay
and VAR has no problems at expressing their development
throughout the whole story at all, using the very same tech-
niques that audiovisual languages used to employ.
For instance, in the final boss fight, Ethan per-
ceives the world through a grayish film and sees Eveline
33 See a complete walkthrough of this part of the game here: https://www.youtube.com/
watch?v=Gh3CkPI0UpA
CLAUDIO PAOLUCCI 126 AN-ICON
in her 10-year old girl form, that we know being nothing
else but a hallucination, since we are told thanks to the
Nexbas document found in the salt mines that
almost immediately after the infection, the subject begins to see
images of Eveline (though she is not in fact there) and even hear
her voice (which is inaudible to anyone else). Auditions with infected
subjects throughout the stages of infection reveal that at first, the
phantom Eveline appears to be a normal young girl, sometimes
desiring companionship or assistance.
However, after being able to approach her and
inject the toxin that we have previously synthetized in the
neck, we see an explosion of light flood the screen and
then dissolve, indicating the transition from actual percep-
tion, that is hallucination, to real online perception. Indeed,
when dissolve and blur fade, the girl we are holding in our
arms reveals herself to be an old monstrous lady whom we
have already met (Baker’s “grandmother” in the wheelchair),
that melts into the ground in a colorful scenario (not grey-
ish as before), telling us “why does everybody hate me? I
just wanted a family”.34 In her actual form she attacks the
player, giving birth to the final boss fight.
Memories make no exception and are ex-
pressed perfectly fine (like hallucinations are) in Virtual
Reality. For instance, immediately before, the player is told
the true story through the reliving of a painful memory by
Mia while he is exploring the house. While we are perceiv-
ing the actual scene in the house and after we have found
a doll on the ground close to a wheelchair (foreshadowing
Eveline’s true identity), we hear a buzz sound that indicates
a clear discontinuity and Mia shows up in our perceptive
field without interacting with us nor seeing that we are there.
34 The whole sequence can be seen here: https://www.youtube.com/
watch?v=Rs8bkVhDuA0
CLAUDIO PAOLUCCI 127 AN-ICON
What we see is a memory by Mia, while she was taking care
of Eveline, the E-Series Biohazard weapon (E-001) built by
the company she was working for (a common appearance
was selected for the bioweapons; that of a roughly 10-year-
old girl, to ensure ease blending in with urban population). It
is through these memories perceived through Virtual Reality
that we come to know that Eveline infected Mia because
she wanted Mia to be her mother. Immediately later, we are
inside that memory, we can interact with it and we are part
of its compound: indeed, Eveline asks us to be her father
(“and if he does not want to be my father, he can die”) and
we ask ourselves “why am I seeing this?”.35
As we see, VAR has no problems at all at in us-
ing all the classic audiovisual techniques in order to express
the transition from online perception to memory, dream or
hallucination. It simply prefers doing that the majority of
the time through its pan-perceptive model. However, not
only can VAR utilise the old audiovisual techniques, but
it looks like that also the old audiovisual languages used
to express hallucinations, memories and dreams through
perception: they simply did not give the observer the sen-
sation of “being there”. How could cinema express memory,
dream or hallucination through dissolve, blur or flou if not
through perception? Since both cinema and VAR share
the very same prosthetic structure of their formal appara-
tus of enunciation, they both use a prosthesis (a screen, a
mounted display etc.) in order to make us see things that
we could not have seen without the text.36
In this way, from a semiotic point of view, VAR
confirms its mixed nature, keeping together a simulacral
and a prosthetic structure of its language.
35 See the whole sequence at https://www.youtube.com/watch?v=p7TZk2iYM-k
36 C. Paolucci, Persona. Soggettività nel linguaggio e semiotica dell’enunciazione (Milano:
Bompiani, 2020): Chapter 6.
CLAUDIO PAOLUCCI 128 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
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] | Perception,
hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard Perception
by Claudio Paolucci
Imagination
Hallucination
Enunciation
Resident Evil
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Perception, hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard
by Claudio Paolucci
Abstract In this paper, I will work on the relationship be-
tween perception and imagination in Virtual Reality, claiming
that “hallucination” is the ordinary motor also for online
perception and not only a deviant form of it. First, I will deal
with the problem of perception from the point of view of
cognitive semiotics and I will try to underline the crucial role
of imagination, claiming that perception is a form of “con-
trolled hallucination”. Later, I will focus on the relationship
between perception, hallucination, and memory in Virtual
Reality. On the one hand, I will claim that Virtual Reality
expresses the transition from actual perception to imagina-
tion, memory or dream through another actual perception.
On the other hand, I will claim that it can express it with-
out any problems through the old techniques coming from
cinema and other audiovisual languages, since they par-
tially share the very same formal apparatus of enunciation.
I will demonstrate all of this by analyzing Resident Evil 7:
Biohazard.
Perception Imagination Hallucination Enunciation Resident Evil
To quote this essay: 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
CLAUDIO PAOLUCCI 112 AN-ICON
Perception, imagination,
and the control of the reality
First, I will deal with the problem of percep-
tion from the point of view of cognitive semiotics.1 I will try
to underline the crucial role of imagination, claiming that
perception is a form of “controlled hallucination”,2 where,
by “controlled hallucination”, I mean the product of the
imagination controlled by the world. The main idea is that
“hallucination” is the model of perception and not a devi-
ant form of it. With “hallucination”, as defined in percep-
tion studies and in the neurogeometry of vision,3 I mean
the morphological activity of the production of forms by
the imagination, which remains crucial both when it is not
controlled by the world – as in the case of hallucination,
imagination, or dream – and when it is controlled by the
world, as in the case of online perception. In Virtual Reality,
the world that controls perception is substituted by a tech-
nology, a prosthesis capable of creating a strong effect of
reality, a simulacrum with an effect of presence that no oth-
er audiovisual has ever been able to build.4 In Augmented
Reality, on the other side, the technology adds elements
to the world that controls perception, without a full-blown
substitution, as it happens with Virtual Reality.
Maybe, the word “hallucination” can be mis-
leading, since perceptual phenomena under the aegis of
hallucination may seem to lose the concreteness that I
want to characterize them as having. It is possible that
1 See C. Paolucci, Cognitive Semiotics. Integrating signs, minds, menaing and cognition
(Berlin-New York: Springer, 2021).
2 See A. Clark, Surfing Uncertainty: Prediction, Action, and the Embodied Mind (Oxford:
Oxford University Press, 2016); J. Koenderink, “Vision and information”, in L. Albertazzi et al.,
eds., Perception Beyond Inference: The Information Content of Visual Processes (Cambridge,
MA: MIT Press, 2010): 27-57.
3 See J. Koenderink, “Vision and information”; A. Sarti et al., “The symplectic structure of
the primary visual cortex”, Biological Cybernetics 98 (2008): 33-48.
4 See C. Paolucci, “Una percezione macchinica: realtà virtuale e realtà aumentata tra
simulacri e protesi dell’enunciazione”, in F. Biggio et al., eds., Meaning–Making in Extended
Reality. Senso e Virtualità (Rome: Aracne, I Saggi di Lexia, 2020): 43-62.
CLAUDIO PAOLUCCI 113 AN-ICON
“figuration” would fit better with the ideas I will develop here,
since no Sartrean “derealization” is involved.5 However,
since our brains try to guess what is out there, and to the
extent that that guess matches the evolving sensory data,
we perceive the world, in Surfing Uncertainty, Clark recalls
the slogan coined by the vision scientist Ramesh Jain that
perception is “controlled hallucination”. This is the direc-
tion I am going to take. But, precisely because “this view
of perception puts us in genuine cognitive contact with the
salient aspects of our environment”, Clark suggests we
consider hallucination as a form of “uncontrolled percep-
tion”.6 However, Clark’s view – if it is put like that – is the
classical one that thinks of perception as grounding both
hallucination and imagination, which are supposed to be
“deviant” or “uncontrolled” forms of perception. Since I want
to claim the opposite, I will continue to use “hallucination”,
and since there is a well-established tradition regarding this
concept in the field of perception studies, I will do so with
the caveat that “hallucination” does not imply any kind of
“derealization” of perceptual phenomena from a phenom-
enological point of view.7
Indeed, with “hallucination”, or “figuration”, I
indicate a process of microgenesis8 that continuously pro-
duces the next thread of perceptual experience while the
current one fades, and does so without voluntary control.9
I claim that meaning guides this microgenesis, or hallucina-
tion, and that imagination is the engine of this microgenesis
guided by meaning.
5 See G. Matteucci, Estetica e natura umana. La mente estesa tra percezione, emozione ed
espressione (Rome: Carocci, 2019).
6 A. Clark, Surfing Uncertainty: 326. See also paragraph 6.10.
7 See S. Gallagher, D. Zahavi, “Primal impression and enactive perception”, in V. Arstila, D.
Lloyd, eds., Subjective Time: The Philosophy, Psychology, and Neuroscience of Temporality
(Cambridge: MIT Press, 2014): 83-99.
8 See J.W. Brown, Self–Embodying Mind: Process, Brain Dynamics and the Conscious
Present (Barytown, NY: Barytown Ltd, 2020)
9 See J. Koenderink, “Vision and information”.
CLAUDIO PAOLUCCI 114 AN-ICON
Fig. 1. Kanizsa’s triangle.
For instance, in Kanizsa’s triangle (Fig. 1), the
triangle is totally a product of our hallucination, since it is
the only thing that is not present in the stimuli. It is not by
chance that, as Reddy and colleagues show, not only are
online perception and imagination closely related in the
brain, but perception, as it occurs in creatures like us, is
co-emergent with imagination.10 What we perceive is literal-
ly (not metaphorically) the future, not the present, because
perception is the anticipation of the next thread of sensory
information through previous knowledge. Indeed, in percep-
tion we build through imagination the world that we expect.
There is a beautiful experiment by Adams and
colleagues that shows that, in some circumstances, we
hear the presence of the absence, that is, we hallucinate
something that is not there, but we expect to be there.11
When silence arrives, we literally do not hear it as we
are supposed to do (i.e. as nothing playing). In its place,
we hear the presence of the absent sound that we were
10 L. Reddy et al., “Reading the mindʼs eye: decoding category information during mental
imagery”, NeuroImage 50, no. 2, (2010): 818-825; G. Ganis et al. “Brain areas underlying visual
mental imagery and visual perception: An fMRI study”, in Cognitive Brain Research 20, no. 2
(2004): 226-241.
11 R.A. Adams et al., “Predictions not commands: active inference in the motor system”,
Brain Structure and Function 218, no. 3 (2013): 611-643.
CLAUDIO PAOLUCCI 115 AN-ICON
expecting. Adams and colleagues’ experiment runs as fol-
lows. They used a simple computer simulation of birdsong.
A multi-layer prediction machine processes sequences of
simulated bird-chirps. The simulations were then repeated
but omitting the last three chirps of the original signal. At
the first missing chirp, the network responds with a strong
precise moment where the first missing chirp should have
occurred, the system generated a brief, transient illusory
percept. This hallucinated percept was not strong, but the
timing was correct with respect to the missing chirp. Thus,
our perceptive system first dimly “perceived” (hallucinated)
the missing chirp, before responding with a strong error
signal when the actual absence of the anticipated sensory
evidence became apparent. Of course, Kanizsa’s triangle
is a visual correspondent of Adams and colleagues’ ex-
periment. This is what I call perception as a “controlled
hallucination”, which is the general functioning of our rich,
world-revealing perception at any level, since it concerns
an organism structurally coupled with its environment trying
to minimize disorder and surprise.12
The Goethean account of perception
I refer here to what Jan Koenderink, a cognitive
scientist and mathematician who works on the connection
between theory of singularities and perception, used to call
the “Marrian” and the “Goethean” accounts of perception.
■ According to the Marrian account: perception is the result
of standard computations on optical data.
■ According to the Goethean account: perception is con-
trolled hallucination, or “controlled figuration”.
The mainstream view in cognitive science and
neuroscience, which is often also the commonsense view,
12 S. Gallagher, Enactivist Interventions: Rethinking the Mind (Oxford: Oxford University
Press, 2017).
CLAUDIO PAOLUCCI 116 AN-ICON
is that perception is all about a kind of passive imprinting
of the world upon the sense organs and the brain. As Eg-
ner and colleagues say, “on traditional accounts the visual
system was seen as a passive analyzer of bottom-up sen-
sory information”.13 This is a view of the perceiving brain
as highly stimulus-driven, taking energetic inputs from the
senses and turning them into a coherent percept by a kind
of inwards flowing stream.
The Predictive Processing account of percep-
tion takes a different direction and includes a top-down
predictive aspect in its account.14 However, Predictive Pro-
cessing thinks of perception as a kind of new schematism
between aesthetics (the sensory data) and the concepts
(the priors). According to this view, our brains are proac-
tive: they are constantly buzzing as they try to predict the
sensory signals arriving across all modalities. When such
proactive brains “match” the incoming sensory signal, we
perceive the world, understand it, and are immediately posi-
tioned to imagine it so as to act in it too. However, “halluci-
nation” is different from the mainstream notion of “prior”. A
prior – as used in Bayesian inference – is a generic, usually
statistical, property.15 For example,
light comes from above is such a prior (if put in suitable format).
It applies, on the average, for terrestrial animals that live in open
spaces. Such priors package ‘frozen’ prior experience as it were.
‘Hallucinations’ differ by not being frozen, applying to the actual
situation. Hallucinations can be regarded as specific, necessar-
ily tentative, instantiations of the observer’s present “situational
awareness” instead of its average past.16
13 T. Egner et al., “Expectation and surprise determine neural population responses in the
ventral visual stream”, Journal of Neuroscience 30, no. 49 (2010): 16601-16608.
14 See A. Clark, Surfing Uncertainty.
15 D. Purves, “Why we see things the way we do: evidence for a wholly empirical strategy
of vision”, Philosophical Transactions of the Royal Society of London. Series B, Biological
Sciences 356 (2001): 285-297.
16 J. Koenderink, “Vision and information”: 32.
CLAUDIO PAOLUCCI 117 AN-ICON
This is important, because we do not always
update our perceptions according to our past experience
and according to the changes in our priors. This is very
well seen in the popular Muller-Layer illusion, where even
when we learn that the two lines have the same length,
we still keep on seeing them in the previous way. In per-
ception, “data” are constructed through an attunement of
the organism and the world, where the organism looks for
elements that are worth for him to look for. For instance, as
in Kanizsa’s triangle, we look for edges and we perceive
edges even if edges are the only thing that are not present
in the stimulus. This is because, given evolutionary pressure
and experience driven plasticity,
we are wired to the environment in order to produce states that track
edges when exposed to discontinuities. The system is physically at-
tuned to such things, ‘set up to be set off’ by such visual discontinuities.17
Exploring the world, the organism casts his
questions to the environment through imagination and pre-
dicts its answers until he encounters resistance. This very
action turns optical or sound structure into “data”, which
are not sent from the world to the organism through senses
but are the actual product of the autopoietic structure of
the system of perception. Perception occurs when the top
down activity of the imagination succeeds at generating
the sensory data for itself, building a coherent story that
paves the way for efficacious action. When it can gener-
ate the future sensory data, the agent perceives the world.
When it cannot, encountering a resistance, it tries a new
attunement or changes the world through action. Therefore,
data are built up because we produce them in looking for
what we need for action, in order to minimize our work in
the environment.
17 S. Gallagher, Enactivist Interventions: 120.
CLAUDIO PAOLUCCI 118 AN-ICON
Moving towards virtual
and augmented reality
The difference between the mainstream view,
where data are sent by the environment and processed
through perception, and the view where they are the
product of what we look for in a coupled environment, can
be operationalized as follows: perception is sensorily guid-
ed potential behavior.18
Potential is key here. Perception is grounded
on imagination, as it concerns the potential behavior con-
nected to a coherent “story” we are building in order to act
in the world and minimize disorder.19
Perception as sensorily guided potential be-
havior is meant to reveal a world of salient, meaningful, in-
teracting causes selected in the light of human needs and
possibilities, which is exactly what pragmatists had in mind
when they were telling us that the meaning of something
consists in its conceivable practical bearings. This also
marks the difference between pragmatism and behaviorism,
since perception is neither action nor behavior. This prag-
matist idea is consistent with the Affordance Competition
Hypothesis originally introduced by Cisek,20 which is also
a key hypothesis for the Predictive Processing by Andy
Clark.21 The brain processes sensory information to specify,
in parallel, several potential actions that are currently avail-
able. These potential actions compete against each other
18 J. Koenderink, “Vision and information”: 32.
19 C. Paolucci, “Social cognition, mindreading and narratives. A cognitive semiotics
perspective on narrative practices from early mindreading to autism spectrum disorders”,
Phenomenology and the Cognitive Sciences 18, no. 2 (2019): 375-400; and Cognitive
Semiotics. Integrating Signs, Minds, Meaning and Cognition (Berlin, Heidelberg, New York:
Springer, 2021).
20 P. Cisek, “Cortical mechanisms of action selection: The affordance competition
hypothesis”, Philosophical Transactions of the Royal Society B 362 (2007): 1585-1599.
21 A. Clark, Surfing Uncertainty: Chapter 6.
CLAUDIO PAOLUCCI 119 AN-ICON
for further processing, while information is collected to bias
this competition until a single response is selected.22
If we go beyond Cisek’s terminology of “pro-
cessing information”, like I think we have to do in order
to focus on the main problem of perception as controlled
hallucination, we see that, at the moment, we are see-
ing a good deal of confirmation regarding this “pragma-
tist” approach from the neurosciences.23 The classic dis-
tinction between perception, cognition and action simply
fails to reflect not only the phenomenology of our expe-
rience, but also the global functional architecture of the
brain, where, for instance, motor systems are active and
play a huge part also in perception, decision making,
social cognition and problem solving.24
Increasing and highly suggestive evidence challenges the view
of core cognitive capacities (such as planning and deciding) as
neurophysiologically distinct from the circuitry of sensorimotor con-
trol. For example, decisions concerning eye movements and the
execution of eye movements recruit highly overlapping circuits
in lateral intraparietal area (LIP), frontal eye fields (FEF), and the
superior colliculus [...]. In the same vein, a perceptual decision task
(one in which the decision is reported by an arm movement) re-
vealed marked responses within premotor cortex corresponding
to the process of deciding upon a response (Romo et al. 2004).
Quite generally, wherever a decision is to be reported by (or oth-
erwise invokes) some motor action, there looks to be an entwining
22 P. Cisek, “Cortical mechanisms of action selection”: 1585.
23 See C. Paolucci, “Per una concezione strutturale della cognizione: semiotica e scienze
cognitive tra embodiment ed estensione della mente”, in M. Graziano, C. Luverà, eds.,
Bioestetica, bioetica, biopolitica. I linguaggi delle scienze cognitive (Messina: Corisco Edizioni,
2012): 245-276; V. Cuccio, F. Caruana, “Il corpo come icona. Abduzione, strumenti ed
Embodied Simulation”, VS-Quaderni di Studi Semiotici 120 (2015): 93-103.
24 See V. Gallese, “Mirror neurons and the neural exploitation hypothesis: from embodied
simulation to social cognition”, in J.A. Pineda, ed., Mirror Neuron Systems (New York: Humana
Press, 2009): 163-190; A.M. Borghi, F. Caruana, “Embodied Cognition, una nuova psicologia”,
Giornale Italiano di Psicologia 35, no. 1 (2013): 23-48; V. Gallese et al., “A unifying view of the
basis of social cognition”, Trends in Cognitive Sciences 8, no. 9 (2004): 396-403; G. Rizzolatti,
C. Sinigaglia, “Mirror neurons and motor intentionality”, Functional Neurology 22, no. 4 (2007):
205-221.
CLAUDIO PAOLUCCI 120 AN-ICON
of perceptuo-motor processing and decision-making, leading Cis-
ek and Kalaska to suggest that ‘decisions, at least those reported
through actions, are made within the same sensorimotor circuits
that are responsible for planning and executing the associated
action’ (Cisek and Kalaska 2011: 274). In cortical associative regions
such as posterior parietal cortex (PPC), Cisek and Kalaska go on
to argue, activity does not seem in any way to respect the tradi-
tional divisions between perception, cognition, and action. Instead
we find neuronal populations that trade in shifting and context-re-
sponsive combinations of perceiving, deciding, and acting, and in
which even single cells may participate in many such functions
(Andersen and Buneo 2003).25
If perception is supposed to work as a process
that is continuous with action, the Marrian casual chain is
inverted. Instead of “data” arriving at the eye, being pro-
cessed, being further processed and finally resulting in a
“representation” of the scene in front of us, the agent ex-
plores the world in any conceivable direction, casting his
questions and producing data in relation to what he needs
for action, until it encounters resistance.
This is why imagination is the real engine for
online perception. Since imagination is a faculty that allows
us to move our consciousness from a proximal to a distal
place, which can be in the past (memory), future (pros-
pects) or in an invented reality, this “looking for the future”
in online perception, trying to anticipate the next thread of
the world, is grounded exactly on imagination.
This places Virtual Reality and Augmented Real-
ity (VAR) in radical continuity with online perception. Indeed,
if, in phenomenological terms, hallucination is a “percep-
tion in the absence of the external object”, and if the ob-
jects that appear in virtual reality are artificial simulacra of
presence that we perceive without them being anchored in
25 A. Clark, Surfing Uncertainty: 178.
CLAUDIO PAOLUCCI 121 AN-ICON
our experience of the physical world, we shall understand
immersive virtual experience as a form of voluntary and
deliberate hallucination. But this does not imply any kind of
derealization: it simply implies the substitution of the control
of the world with the control of a technology.
This is why VAR promises important scientific
applications, which, in a few years, will radically change
many of our laboratories of psychology, neuroscience and
cognitive sciences. Indeed, on the one hand, we want a
world in which reality is not so “real” as to modify the ex-
perimental results and influence them, and VAR provides us
with only a virtual reality, which can be controlled in detail
and put into brackets at will. On the other hand, we also
want a world that is not so unreal as to be indistinguish-
able from the normal conditions of a laboratory, which at
full capacity lives by cutting off every variable that cannot
be controlled and ends up producing data that have the
purpose of explaining our experience in a condition that
we know to be a radical impoverishment of this very same
experience. VARs allows us to create a very strong effect
of presence within a world-environment,26 capable of sim-
ulating a reality that remains only virtual and can therefore
be controlled in its different parameters. At the same time,
VAR allows us to increase the “gradient of reality” inside a
laboratory, integrating those experiences and variables that
a laboratory usually tends to cut away, in the name of the
robustness of its measurements. Thus, the conditions of
the laboratory are “augmented” with a reconstructed and
simulated reality, which we can see and experience only
thanks to the prostheses of VAR. In this respect, VAR is a
prosthetic technology that is in its own way unprecedented,
capable of generating a controllable world without losing at
the same time the phenomenological richness of the world.
26 A. Pinotti, “Self–negating images: towards an-iconology”, Proceedings 2017, I, 856 (2017).
CLAUDIO PAOLUCCI 122 AN-ICON
Precisely because of its ability to make the
world present through perception, without the world being
in any way unamendable – since it can be controlled – it is
completely normal that people who set up environments
in VAR exploit this possibility, preferring online perception
to other expressive possibilities and using online percep-
tion in order to express dreams, hallucinations or memo-
ries. However, this choice does not in any way reside in
a technological, semiotic or enunciative limit of VAR and
its language. On the contrary, it is only a “stylistic” choice,
which can be suspended. As we will see, many of these
suspensions, which result in the use of old cinematographic
techniques within Virtual Reality, can be seen for example
in an extraordinary game for Play Station VR such as Res-
ident Evil 7: Biohazard.
Elsewehere,27 I tried to show how, from a semi-
otic point of view,28 VAR works by holding together a formal
apparatus of the prosthetic type of enunciation, typical
of audiovisuals, and a formal apparatus of enunciation of
the simulacral type, which is instead typical of other se-
miotic systems, such as verbal language.29 If this is true,
as I believe it is, Virtual Reality and Augmented Reality are
not incapable of effectively representing the modifications
of perception that cinema has always expressed through
its representative strategies, such as dissolve, shift from
27 C. Paolucci, “Una percezione macchinica”.
28 Some semiotic approaches to VR can be found in G. Bettetini, L’Ulisse semiotico e le
sirene informatiche (Milano: Bompiani, 2006); and B.R. Barricelli et al., “Semiotic Framework
for Virtual Reality Usability and UX Evaluation: a Pilot Study”, in M. De Marsico et al., eds.,
Games-Human Interaction (2018): 1-6. A nice take on the illusory cancellation of the distance
that occurs during an immersive experience and the establishment of a critical distance in the
user, linked to the emergence of a meta experiential competence, can be found in F. Biggio,
“Semiotics of distances in virtual and augmented environments”, Img Journal 2, no. 3 (2020):
82-103. Some important remarks on virtuality and subjectivity can be found in a nice book
by Ruggero Eugeni, La condizione postmediale (Brescia: La scuola, 2015) and in the reader
edited by F. Biggio et al., Meaning-Making in Extended Reality. Senso e Virtualità (Rome:
Aracne, 2020). However, the most comprehensive and original semiotic work on this topic
is the PhD thesis by Gianmarco Giuliana, Meaningfulness and Experience in Virtual Realities.
Semiotics of a Digital Pla(y)typus, University of Turin (2021).
29 See C. Paolucci, “Prothèses de la subjectivité. L’appareil formel de l’énonciation dans
l’audiovisuel”, in M.G. Dondero et al., eds., Les plis du visuel. Réflexivité et énonciation dans
l’image (Limoges: Éditions Lambert-Lucas, 2017): 53-68.
CLAUDIO PAOLUCCI 123 AN-ICON
color to black-and-white, flou or blur, used to indicate, in a
point-of-view shot, the transition from actual perception to
memory, dream, daydream, fantasy, or hallucination. VAR
can use all these techniques without any problems at all,
since it shares with cinema and audiovisual languages the
very same formal apparatus of enunciation. We can have
a dissolve or a shift from color to black-and-white also in
VAR. If this is not done, or it is not done so often, it is only
because of a choice from the “authors” or the VAR, who
clearly opt for a “pan-perceptive way” for stylistic or “aes-
thetical” reasons.
But this does not mean that VAR cannot ex-
press non-perceptive conditions such as memory, dream,
daydream, fantasy, or hallucination. On the contrary, it does
that through perception, perfectly expressing the transi-
tion from actual perception to memory, dream, daydream,
fantasy, or hallucination in a “pan-perceptive” way. Indeed,
Virtual Reality expresses the transition from the actual per-
ception through the actual perception. And sometimes it in-
corporates the old audiovisual techniques, embodying them
inside this transition from perception through perception.
A conclusion in the form of a case study.
Resident Evil 7: Biohazard
As a case study, I will work here on Resident
Evil 7: Biohazard, a survival horror game for PS4 devel-
oped by Capcom. The game, which can be played through
Play Station VR, is full of shifts from actual perception to
memories, dreams, and hallucinations. All these shifts are
expressed through pure perception, while incorporating
from time to time some techniques originating from cinema
or audiovisual languages.
Resident Evil 7: Biohazard is set somewhere in
the southern United States, after the murder of a three-man
CLAUDIO PAOLUCCI 124 AN-ICON
TV crew by the infected Baker family members Jack and Mia.
Ethan Winters is the protagonist, who is searching for his
missing wife, Mia, which leads him to a derelict plantation
mansion, home of the Baker family. At the very beginning
of the story, the player, in the role of Ethan, finds a video-
tape containing a short video shot by the television crew
and, in an adjacent room, he also finds a VCR and a TV
where he can see it. Notice how the videotape is a “tech-
nological quotation”: it is through an old audiovisual that
we come to know what happened in the past,30 now that
we are in VR. The player has some expectations at this
point:31 we know that a TV crew has been there before
us, because we have previously explored their abandoned
van. However, the narration of this flashback, which also
gives the player important information on the topography of
the house, takes place by giving the player control of one
or three crew members, not surprisingly the cameraman,
who must film what happened previously and return it to
the eyes of the player, who is controlling him through his
joypad. Here the flashback and the memory, in a form that
clearly identifies that they are flashbacks and memories,
are obtained through the perception of a “machinic” eye
that was there, watching for us. And who now identifies
with us and our avatar.32
The very same thing happens when the player
controls Mia Winters, in the central part of the plot. Mia
hallucinates (we will understand later that she has been
infected and her mind is controlled by Eveline) and sees
a 10-year-old girl who tells her to watch another video-
tape, “so they can be a family”. The videotape introduces
30 According to Kirkland, in the Resident Evil saga “old media technologies contribute a
sense of the real perceived as lacking in digital media, yet central to a generically-significant
impression of embodiment”. See E. Kirkland, “Resident Evil’s typewriter: horror videogames
and their media”, Games and Culture 4, no. 2 (2009).
31 On the way the Resident Evil saga handles expectations of its players, see C. Reed,
“Resident Evil’s rhetoric: the communication of corruption in survival horror video games”,
Games and Culture 11, no. 6 (2016).
32 https://www.youtube.com/watch?v=SBsOqYpx2ng&t=1550s
CLAUDIO PAOLUCCI 125 AN-ICON
a memory through which we learn that Mia was a scientist,
taking care of a bioweapon under the form of a little girl,
but something went wrong. Once again, it is through actual
perception that memories and hallucinations are performed.
It is through perception that Virtual Reality expresses the
transition from actual perception. Controlling Mia Winters,
playing through her and perceiving through her eyes and
ears, we come to know the truth about the story that we
are playing as Ethan Winters, to the point that one of our
aims is to send Ethan (ourselves) the very same message
we receive when Resident Evil 7: Biohazard starts.33
However, the main moments connected to the
relationship between perception, memories and halluci-
nation in Virtual Reality are still to come in Resident Evil
7. At a certain point of the plot, Ethan meets Jack Baker’s
daughter, Zoe, who also wants to escape Baker’s house.
Zoe tells Ethan that his wife Mia is still alive, even if Ethan
(us) has already killed her, since Mia has been given the very
same infection the Bakers have, and this infection gives
her body powerful regenerative abilities and extreme mu-
tations. Ethan is told that she and Mia would need to have
their infections cured by a special serum first, before leav-
ing Baker’s house. Ethan heads out to an old house to find
the ingredients for the serum, where he is forced to battle
and kill Marguerite Baker. Once he retrieves the ingredient,
Ethan begins to have strange visions of a young girl. From
this point on, hallucinations, memories and perceptions
coexist and alternate in all the Resident Evil 7 gameplay
and VAR has no problems at expressing their development
throughout the whole story at all, using the very same tech-
niques that audiovisual languages used to employ.
For instance, in the final boss fight, Ethan per-
ceives the world through a grayish film and sees Eveline
33 See a complete walkthrough of this part of the game here: https://www.youtube.com/
watch?v=Gh3CkPI0UpA
CLAUDIO PAOLUCCI 126 AN-ICON
in her 10-year old girl form, that we know being nothing
else but a hallucination, since we are told thanks to the
Nexbas document found in the salt mines that
almost immediately after the infection, the subject begins to see
images of Eveline (though she is not in fact there) and even hear
her voice (which is inaudible to anyone else). Auditions with infected
subjects throughout the stages of infection reveal that at first, the
phantom Eveline appears to be a normal young girl, sometimes
desiring companionship or assistance.
However, after being able to approach her and
inject the toxin that we have previously synthetized in the
neck, we see an explosion of light flood the screen and
then dissolve, indicating the transition from actual percep-
tion, that is hallucination, to real online perception. Indeed,
when dissolve and blur fade, the girl we are holding in our
arms reveals herself to be an old monstrous lady whom we
have already met (Baker’s “grandmother” in the wheelchair),
that melts into the ground in a colorful scenario (not grey-
ish as before), telling us “why does everybody hate me? I
just wanted a family”.34 In her actual form she attacks the
player, giving birth to the final boss fight.
Memories make no exception and are ex-
pressed perfectly fine (like hallucinations are) in Virtual
Reality. For instance, immediately before, the player is told
the true story through the reliving of a painful memory by
Mia while he is exploring the house. While we are perceiv-
ing the actual scene in the house and after we have found
a doll on the ground close to a wheelchair (foreshadowing
Eveline’s true identity), we hear a buzz sound that indicates
a clear discontinuity and Mia shows up in our perceptive
field without interacting with us nor seeing that we are there.
34 The whole sequence can be seen here: https://www.youtube.com/
watch?v=Rs8bkVhDuA0
CLAUDIO PAOLUCCI 127 AN-ICON
What we see is a memory by Mia, while she was taking care
of Eveline, the E-Series Biohazard weapon (E-001) built by
the company she was working for (a common appearance
was selected for the bioweapons; that of a roughly 10-year-
old girl, to ensure ease blending in with urban population). It
is through these memories perceived through Virtual Reality
that we come to know that Eveline infected Mia because
she wanted Mia to be her mother. Immediately later, we are
inside that memory, we can interact with it and we are part
of its compound: indeed, Eveline asks us to be her father
(“and if he does not want to be my father, he can die”) and
we ask ourselves “why am I seeing this?”.35
As we see, VAR has no problems at all at in us-
ing all the classic audiovisual techniques in order to express
the transition from online perception to memory, dream or
hallucination. It simply prefers doing that the majority of
the time through its pan-perceptive model. However, not
only can VAR utilise the old audiovisual techniques, but
it looks like that also the old audiovisual languages used
to express hallucinations, memories and dreams through
perception: they simply did not give the observer the sen-
sation of “being there”. How could cinema express memory,
dream or hallucination through dissolve, blur or flou if not
through perception? Since both cinema and VAR share
the very same prosthetic structure of their formal appara-
tus of enunciation, they both use a prosthesis (a screen, a
mounted display etc.) in order to make us see things that
we could not have seen without the text.36
In this way, from a semiotic point of view, VAR
confirms its mixed nature, keeping together a simulacral
and a prosthetic structure of its language.
35 See the whole sequence at https://www.youtube.com/watch?v=p7TZk2iYM-k
36 C. Paolucci, Persona. Soggettività nel linguaggio e semiotica dell’enunciazione (Milano:
Bompiani, 2020): Chapter 6.
CLAUDIO PAOLUCCI 128 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
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] | Cinematic
darkness: dreaming
across film and immersive
digital media
by Martine Beugnet and Lily Hibberd
Cinema
Darkness
Spectatorship
Dream
Consciousness
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Cinematic darkness:
dreaming across film and
immersive digital media
by Martine Beugnet and Lily Hibberd
Abstract As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness. In
this article, we look anew at the enduring question of time-
based mechanical (lens based and digital) media’s ability
not merely to take us outside of or besides ourselves, but
to generate an imaginary realm of their own. Our analysis
centres on the use of darkness. Often associated with the
passage from one state of consciousness to another, dark-
ness has become a prevalent aesthetic in cinematic immer-
sive media. In some ways, as we will see, the latest tech-
nologies of audio-vision appear less apt than conventional
cinema to induce us to “cross the bridge” and venture into
the land of phantoms. In others, they emerge as privileged
entries into the dreamlike worlds of our contemporary, tech-
nologized era. In spite of differences in viewing conditions,
we find that between the older medium of 2D film and that
of cinematic virtual reality, darkness, combined with the
illusion of depth and visual replication of motion proves to
be a particularly potent harbinger of altered states.
Cinema Darkness Spectatorship Dream Consciousness
To quote this essay: M. Beugnet & L. Hibberd, “Cinematic darkness: dreaming across film and
immersive digital media”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 129-152
MARTINE BEUGNET AND LILY HIBBERD 129 AN-ICON
(...) spectators at the exit, brutally rejected by the black belly of the
theater into the glaring and mischievous light of the lobby, some-
times have the bewildered expression (happy and unhappy) of
people waking up. To leave the movies is a little like getting up: not
always easy.1
Introduction: cine-obscurity
Darkness is dream’s natural associate. It is no
wonder audiovisual works that seek to transport us beyond
the here and now of awakened reality continue to rely on
the power of darkness to enfold us and to unravel our sense
of place and time. Though there are structural differences
between the aesthetics and spectatorship of cinema and
that of virtual reality, darkness functions across many me-
dia forms as both a metaphor and as a corporeal device
for immersion, encouraging spectators and participants to
submit to imaginary realms.
The scope of this article is not to review the
wider lineage of darkness across immersive forms of media,
or indeed to revisit their origins going back to Plato’s cave.
The media archaeology of moving images and obscurity has
already been done by theorists such as Oliver Grau, and
in groundwork of Siegfried Zielinski and Gloria Custance,
who described the cinema as a dark “womb”.2 Other media
theorists have delineated the parameters of interactive or
immersive 3D viewing, most notably Maria Engberg and
Jay Bolter on virtual reality aesthetics, as well as William
1 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105, 86.
2 O. Grau, Virtual Art: From Illusion to Immersion, trans. G. Custance (Cambridge, MA: MIT
Press, 2003): 151-152. S. Zielinski, G. Custance, Audiovisions: Cinema and Television as
Entr’actes in History (Amsterdam: Amsterdam University Press, 1999): 92, 246.
MARTINE BEUGNET AND LILY HIBBERD 130 AN-ICON
Brown with the notion of “gaseous perception” in relation
to stereoscopic cinema and darkness.3
In contrast with earlier theorizations, in what
follows we focus on adaptations of cinematic immersive
reality in the hands of artists and experimental filmmakers.
To further account for the contemporary emergence of an
aesthetic of darkness we firstly seek to establish a histori-
cal backdrop. We then turn our attention to the works and,
where available, the words of the creators’ themselves, as
we consider four recent immersive media works imbibed
in darkness: Anouk De Clercq’s Thing, Laurie Anderson
and Hsin-Chien Huang’s La camera insabbiata/Chalkroom,
Notes on Blindness: Into Darkness and Parragirls Past, Pres-
ent: Unlocking Memories of Institutional “Care”. As immer-
sion in darkness is closely related to dreamworlds and to
dreams of outer space, these phenomena provide the un-
derpinning rationale in the first half of this article and for
our subsequent analysis of these four works.
Enfolding darkness, from awakened
dreaming to altered states
Amongst the most memorable scenes of F.W.
Murnau’s Sunrise (1927) is the imaginary screening in which a
seductress from the city appears to lure a naïve country man
into a fantasized vision of urban life. One evening, as they sit
together on the shore of a lake, the woman launches into an
eloquent description of nightlife in the city. To demonstrate
the impression made by her tale, Murnau materializes it in the
form of a projection that magically appears in front of the two
characters. Thanks to an astute system of transparencies,
the dream show of the modern city superimposes itself
onto the nocturnal sky, under the halo of a fake moon that
3 M. Engberg, J.D. Bolter, “The aesthetics of reality media”, Journal of Visual Culture 19, no.
1 (2020): 81-95. W. Brown, “Avatar: stereoscopic cinema, gaseous perception and darkness”,
Animation 7, no. 3 (2012): 259-271.
MARTINE BEUGNET AND LILY HIBBERD 131 AN-ICON
glows like the lamp of a projector.4 Stylized cityscapes al-
ternate with kaleidoscopic, blurry visions of frenzied revelry:
there is no attempt at harnessing this fantastic vision to a
specific or stable point of view. The fantasy may originate
in the female character’s mind, but it feeds on a collective
imaginary, and the projection allows her to share it with her
companion, as well as beyond the diegesis, with the audi-
ence of Murnau’s film. The sequence is a celebration of the
powers of the cinema not merely as a “factory of dreams”,
but also as a sharing of the experience of dreaming itself.
Dreams and daydreams, hallucinations and
memories, as the products of the human psyche, fascinate
not only because they elude our self control (we can no
more prevent or design our nightmares at will than we can
consciously erase a memory), but also because they con-
found our capacity to communicate and share experiences.
In every medium, from literature to the theatre, painting and
photography, techniques have been developed to evoke
altered states of consciousness. The gap, however, be-
tween the viewer or reader and the subjective creations of
the psyche mediated by objective, external sources, is not
easily bridged. Key to Sunrise’s mise en abyme of a screen-
ing is the choice of a nocturnal setting: in a film theatre the
night on screen blends with the darkness that surrounds
the cinema spectator like a connecting tissue.
Because the visibility of the projected film im-
age initially relied on a beam of light, darkness – also the
companion of sleep and dreams – has been associated
with the cinema from the start. With the shift from analogue
to digital, the glow of the LCD monitor has increasingly
complemented the light beam of the projector, alongside
other self-illuminating screens found in the domestic en-
vironment. Regardless of location, we still lower the lights
while watching films whenever possible. More than a mere
4 M. Beugnet, L’attrait du flou (Crisnée: Yellow Now, 2017): 33-34.
MARTINE BEUGNET AND LILY HIBBERD 132 AN-ICON
condition of visibility, obscurity facilitates the slipping in
and out of total awakened awareness.
Film was the first medium to offer the promise
of more than the mere representation of our imaginings – to
engender a form of awakened dreaming through spectacle
and apparatus. The increasingly photorealistic quality of
cinematic images and sounds set in motion guaranteed
the “credibility of its fabulations”.5 A spectator could hope
to become immersed in a film in a manner similar to the
dreamer, who experiences even the most absurd world of
mental images equally as “real” as daily life occurrences,
or of a daydreamer who indulges in memories or fanciful
imaginings to the point of forgetting their actual surround-
ings. The conditions of reception in the cinema auditorium
came to reflect and strengthen the analogy: cut off from the
outer world, plunged in darkness and silence, with limited
physical activity, at the end of a screening the spectator
often emerges as if they were awakening.
Yet in spite of the unequalled ability to blur the
frontier between representation and perception,6 the fusion
of image and reality never occurs fully.7 As Christian Metz
reminds us, where in deep sleep the dreamer does not know
that they are dreaming, film induces, at best, a semi-wakeful
state: more than dream per se, the experience of watching
a film (which can be emulated, though imperfectly, in indi-
vidual situations of viewing) resembles that of reminiscing,
5 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105.
6 S. Sharot, “Dreams in films and films as dreams: surrealism and popular American cinema”,
Canadian Journal of Film Studies 24, no. 1 (2015): 66-89. Also, on the myth of the credulous
audience, see T. Gunning, “An aesthetic of astonishment. Early film and the (in)credulous
spectator”, Art and Text, no. 34 (1989): 31-45.
7 In contrast, “dreaming is subjectively indistinguishable from waking experience”. See T.K.
Metzigner, “Why is virtual reality interesting for philosophers?”, Frontiers in Robotics and AI, no. 5
(2018).
MARTINE BEUGNET AND LILY HIBBERD 133 AN-ICON
fantasizing or slipping into reverie. For Raymond Bellour, it
is better compared with a form of hypnosis.8
Nonetheless, fascination for the medium’s
oneiric qualities has driven some of the most radical and
creative practices and theorizing of the medium. The rep-
resentation of dreams themselves has had little to do with
this evolution: from Antonin Artaud and the surrealists to
Jean Epstein, the earliest avant-gardes nurtured the belief
that the medium’s aesthetic potential laid not in the repre-
sentation of dreams or reminiscences, but in the possibil-
ity to dream or reminisce with images.9 In classic cinema
however, as in avant-garde or experimental filmmaking,
darkness and immobility remain the spectator-dreamer’s
first allies.
In The Absent Body, Drew Leder observes that
in normal situations of perception the awareness of our
body diminishes: the reason we can focus on what we
watch, or concentrate on what we touch, is that we do
not pay attention to the actual process, nor to the eye or
hand involved in it.10 A similar receding of bodily awareness
occurs when we are absorbed in our own thoughts. Such
“absenting” of the lived body is not however “equivalent to
a mere void, a lack of being”.11 Rather, it testifies to the
extent in which a sentient subject might be beside itself,
“ecstatically caught-up in the world”:
the very nature of the body is to project outwards from its place
of standing. From the “here” arises a perceptual world of near and
far distances. From the “now” we inhabit a meaningful past and a
futural realm of projects and goals.12
8 R. Bellour, Le Corps du cinéma: hypnoses, émotions, animalités (Paris: POL / Trafic, 2009).
9 J. Epstein, Écrits sur le cinéma, vol. 2 (Paris: Cinéma Club/Seghers, 1975): 18-20. Also see,
A. Artaud “Cinéma et réalité”, Œuvres complètes, vol. 3 (Paris : Gallimard, 1978): 19; and M.
Beugnet, L’attrait du flou (Crisnée: Yellow Now: 2017): 82-83.
10 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 70-71.
11 Ibid.: 22.
12 Ibid.: 23.
MARTINE BEUGNET AND LILY HIBBERD 134 AN-ICON
Leder’s description of this phenomenon recalls
James Gibson’s theory of “affordance”, according to which
individuals are entwined with their surroundings, their pro-
spective actions informed by the constant collecting of
information from their environment.13 This capacity to feel
or to picture our bodies outside or alongside themselves in
time and space is an equally fundamental feature of dream-
ing, hallucination and reverie, as well as the fabrication of
their similitude in movies. Indeed, it is often the altered
sense in which our body appears to relate to its perceived
environment (feeling one’s bodily affordance hindered, dis-
torted or augmented in turns) that marks the difference
between awakened and dreamlike states.
In the cinema, the body’s capacity for ecstasis
is simultaneously enhanced and directed away from the
immediate environment, towards the virtual world that ap-
pears on the screen. The film auditorium, as a space, has
sometimes been compared to a womb.14 Darkness engulfs
the barely moving spectators, allowing them to be together
and alone at once, to ignore the borders of the screen as
they recede in the obscurity. Within the secluded space of
the theatre, the light originating from behind the audience
trains spectators to project themselves on the screen, to sit-
uate themselves within the perspectival view of the spaces
offered to the eye, and the anthropomorphic quality of the
camera’s gaze that explores them. From the 1950s onwards,
anamorphic lenses widened the frame, and shortened the
optical depth of field, with a corresponding increase in
visual blur effects. Strengthening the sense of immersion
and bringing the cinematic closer to the human field of
vision, the blurring of the margins of the visual frame also
subtly blended the projected image into the surrounding
13 J.J. Gibson, The Ecological Approach to Visual Perception (Boston: Houghton Mifflin, 1979).
14 T. Elsaesser, “Cinephilia or the uses of disenchantment”, in M. de Valck, M. Hagener, eds.,
Cinephilia: Movies, Love and Memory, (Amsterdam: Amsterdam University Press, 2005): 32.
MARTINE BEUGNET AND LILY HIBBERD 135 AN-ICON
darkness, heightening the feeling of being suspended in a
virtual dimension without physical limits.
In the cinema and at home, dimming the lights
and turning up the volume amplifies the degree to which
we forget about our own body so as to engage in watch-
ing and listening to a movie, sometimes even touching or
tasting through the synesthetic or haptic powers of certain
images.15 Accordingly, in classic narrative cinema’s sub-
jective point of view, a character’s body partly or wholly
disappears from the frame. Such strategies allow us, as
the spectator, not only to half-dream our way through a film,
but also to engage with the expression of altered states of
consciousness where images and sounds are supposedly
the product of mental processes. Paradoxically, both of
these experiences can involve audiovisual representations
of extreme physicality (fighting, crying, flying…). Whether
awake or dreaming,16 characters in films move, fall or take
off in the air, as we ourselves sometimes do in our sleep.
In all such cases, however, it is the incapacity to act on
the film’s progression that grants the experience its onei-
ric quality: as the dreamer with dreams, the film spectator
does not control the flow of images: once triggered, they
cannot be easily altered or fully erased at will.17 Nor can we
always choose to retain a memory, or the trace of a dream,
15 L.U. Marks, The Skin of the Film: Intercultural Cinema, Embodiment, and the Senses
(Durham, NC: Duke University Press, 2000); and, Touch: Sensuous Theory and Multisensory
Media (Minneapolis: University of Minnesota Press, 2002). M. Beugnet, Cinema and Sensation
(Edinburgh: Edinburgh University Press, 2007).
16 Whereas a dream or a memory is a subjective reality emanating from the psyche, a film
is an external product constructed according to a common idiom. In conventional filmmaking,
transitions mark out the passage from woken to altered states of consciousness (fades in and
out, blurredness, distorted perspectives, spiralling images amongst others). Film dreaming is
thus reclaimed and repurposed as the representation of dreaming in film.
17 See T. Kuntzel, “Le defilement”, La revue d’esthétique (1972), reprinted in D. Noguez,
ed., Cinéma: théorie, lectures (Paris, Klincksieck, 1978): 97-110. R. Bellour, L’entre-images:
photo, cinéma, vidéo (Paris: La Différence, 2002): 86. M. Beugnet, Le Cinéma et ses doubles
(Bordeaux: Bord de l’eau, 2021): 5-6.
MARTINE BEUGNET AND LILY HIBBERD 136 AN-ICON
any more that we can keep a precise recollection of all the
images of a film whose course we can hardly change.18
As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness.19
In what follows, we look anew at the enduring question of
time-based mechanical (lens based and digital) media’s
ability not merely to take us outside of or besides ourselves,
but also to generate an imaginary realm of their own. In
doing so we consider the issue of aesthetics alongside
the conditions of spectatorship and reception. In some
ways, as we will see, the new technologies of audio-vision
appear less apt than conventional cinema to induce us to
“cross the bridge” and venture into the land of phantoms.
In others, they emerge as privileged entries into dream-like
worlds of our contemporary, technologized era. What inter-
ests us most is not the lure of the “myth of total immersion”
or the pursuit of the perfect conflation of perception and
representation that would entail the erasure of the frontier
between reality and fantasy.20 Rather, we concentrate on
the way cinematic virtual reality (including built immersive
environments and head-mounted displays) creates the illu-
sion of presence while exploiting digital imaging to emulate
18 Remote control usage destroys the experience of time as co-presence, or of time slipping
away (also an essential dimension of memories and dreams). Accordingly, Laura Mulvey
associates the remote control with the emergence of a possessive spectator in Death 24x a
Second: Stillness and the Moving Image (London: Reaktion Books, 2006).
19 From David Cronenberg’s Videodrome (1983) to Kathryn Bigelow’s Strange Days (1995)
and Steven Spielberg’s Ready Player One (2018) amongst others, the association of immersive
technology and altered states of consciousness is a favoured topic in mainstream cinema. For
a VR example see Dream (2016) by Philippe Lambert, which is built on a custom audio-visual
synthesizer coded by Édouard Lanctôt-Benoit. https://www.nfb.ca/interactive/dream/.
20 See M. Beugnet, L. Hibberd, “Absorbed in experience: new perspectives on immersive
media”, Screen 61, no. 4 (2020).
MARTINE BEUGNET AND LILY HIBBERD 137 AN-ICON
the dreamlike state of cinematic reception and conjure up
a specific, distinctive kind of imagining.21
In the cinema, the obscurity afforded by the
auditorium creates the condition for a unique experience:
that of a shared space where a collective dreamlike or light
hypnotic state prevails. Contrastingly, when viewing a work
in a head-mounted display, there is no “joint watching”. The
solitude is inescapable, only faintly or temporarily relieved
in encounters with others, as characters or actors in the
shape of avatars. Darkness creates a connection nonethe-
less, an evocation of an infinite space that, ultimately, we all
have in common. Hence, in spite of differences in viewing
conditions, we find that between the medium of 2D film and
that of cinematic virtual reality, darkness combined with the
visual replication of motion proves to be a potent harbinger
of the dreamlike. It unsettles our grounded-ness in place
and demands that we forge new connections with images,
and with the world, ourselves and others. We further sug-
gest that across VR and film, darkness inaugurates a shift
from the collective experience of subjective states toward
the individual experience of an unconscious shaped by
the shared knowledge of our finitude. Though we are told
we live in the age of the Anthropocene, we have an acute
sense of the relativity of our existence, of being caught
in perpetual movement, connected yet unanchored. Like
the dot-size character who faces the starry vastness of
the universe at the end of The Incredible Shrinking Man
(Jack Arnold, 1957), the viewer who slides into the seem-
ingly limitless night of contemporary films and immersive
environments may experience a dreamlike state of radical
groundlessness – a contemporary sense of solitary, yet
shared, unmooring.
21 Virtual reality is assumed to be closely entwined with interactive gaming and simulated
training. This article however focuses on the transmedial practices of narrative and immersion
– across film, video art, and immersive installation art – where the spectator rarely drives the
story or provokes events.
MARTINE BEUGNET AND LILY HIBBERD 138 AN-ICON
In “Of other spaces”, Michel Foucault notes how,
from Galileo onwards, things could now only exist in their
relative placement and movement:
a thing’s place was no longer anything but a point in its movement,
just as the stability of a thing was only its movement indefinitely
slowed down. In other words, starting with Galileo in the 17th cen-
tury, extension was substituted for localization.22
The site of an object, from then on came to be
defined as “relations of proximity between points or ele-
ments”, like “the dots in a constellation”.23 Foucault builds
on the pre-modern analogy between body and universe,
arguing that traditionally, space had been constructed as
“a space of radiation. Man is surrounded by it on every
side; but, inversely, he transmits these resemblances back
into the world from which he receives them”.24 In other
words, the body is conceived as the medium through which
the world is organized as it is perceived. Perspectival art,
with its stable construction of space and anchoring of the
gaze to a specific position in space, emphasizes such a
sense of place-ness and orientation. Though convention-
al filmmaking adopted the continuity system in an effort
to emulate this centralized condition, its mobile gaze and
time-based structure always threatened to reveal the fra-
gility of the model.25
Alternative uses of cinematography thus sought
to explore the relativity of movement and place, showing
the anthropomorphic gaze, with its safely located source,
to be an artifice. This approach was not exclusive to ex-
perimental cinema: in science fiction and documentary film
22 M. Foucault, “Of other spaces: utopias and heterotopias”, trans. J. Miskowiec, Diacritics 6,
no.1 (1986): 22.
23 Ibid.: 23.
24 M. Foucault, The Order of Things (London: Random House, 1970): 23.
25 J. Berger, Ways of Seeing (London: Penguin Books, 1972): 18.
MARTINE BEUGNET AND LILY HIBBERD 139 AN-ICON
reconstitutions of outer space in particular have made us
familiar with “impossible” viewpoints, where a virtual cam-
era circles around planets and floats through constella-
tions.26 Here again, darkness, like the sidereal night, is key
– sucking the spectators into its awesome solitude even as
they sit in a crowd.
As we will see, immersive technologies have
in turn proven to be remarkably able to produce a radi-
cal sense of dis-anchoring. A 360-degree omnidirectional
scape that moves independently from the viewer’s own
movement implies a constant and uncontrollable fluctuation
of one’s place within the image. With the dissolution of a
stable single-point perspective the body of the observer
ceases to be the sole reference and singular source of the
gaze as an ordering principle of visible space. The most
potent aspect however of these novel immersive environ-
ments is the means to enter into the boundlessness of 3D
constructed worlds, endless spaces that find in darkness
their most compelling expression. In the fathomless black-
ness of virtual spaces, furthermore, the solidity of repre-
sented things is prone to slip away. The liminal threshold
of immersive worlds is arguably always teetering on the
brink of dreams – an aspect that the fanfare of virtual reality
and the clumsiness of head-mounted displays paradoxi-
cally diminishes. Even in 2D iterations construed from 3D
renderings however, as is the case in the floating world of
Thing, such an evocation of the universe offers itself as
powerfully oneiric experience.
Sidereal night: Anouk De Clercq’s Thing
The first minute of Anouk De Clercq’s film
Thing27 is entirely black. The sound track is also initially
26 Famously in the “Blue Danube” sequence of Stanley Kubrick’s 2001: A Space Odyssey (1968).
27 Video, b/w, 16:9, stereo, BE/IT/FR, 2013, 18’.
MARTINE BEUGNET AND LILY HIBBERD 140 AN-ICON
completely silent, though after a few seconds the faint
noise of a light wind or breathing is heard, followed by a
voice. The sound of the voice is slightly echoey, as if heard
in a large, empty space. Then a crashing noise, followed
by the appearance of thin, veil-like formations white dots
that move into view from the right of the frame. But whose
view? For the voice remains disembodied throughout, and
its musings do not refer to the images with any specificity.
Nor can we safely establish its location, as its stereophonic
transcription varies in spatial orientation, switching from
our right to our left ear. Equally impossible to determine is
the origin of the movement that alters what we are given
to see. Suggested by the changing size of the shapes and
their moving in and out of frame, such spatial proximity or
distance could equally mirror the trajectory of an invisible
observer floating in the dark space, or that of the cloud
formations themselves as they enter the former’s field of
vision. Occasionally, a fade or a cut to black or a glitch-
like effect (with a crackling sound emitted as all vanishes)
plunges the screen back into utter darkness.28
Thing appears to be a journey through a virtual
world, born out of the imagination of a fictional dreamer
– given the nature of the images and the model-like appa-
ritions of cities and buildings this dreamer could be the
engineer of this world. De Clercq describes Thing as a
journey through an architect’s “virtual memory”, “a bound-
less, imaginary space” where fictional buildings and urban
patterns emerge and disperse in the darkness, a series of
ephemeral nebulas that manifest as a kind of “paradoxi-
cal materiality” precisely because they are “virtual”.29 The
film was made using LiDAR imaging of urbanscapes (an
acronym for Light Detection and Ranging) a remote sensor
28 See R. Misek, “The black screen”, in M. Beugnet, A. Cameron, A. Fetveit, eds., Indefinite
Visions: Cinema and the Attractions of Uncertainty (Edinburgh: Edinburgh University Press,
2017): 38-52.
29 See the video here: https://portapak.be/works/30/thing, accessed 18/12/2020.
MARTINE BEUGNET AND LILY HIBBERD 141 AN-ICON
technology that generates accurate 3D information about
the shape of very large surfaces and their characteristics
using pulsed laser emissions to measure ranges between
the sensor and the surface. Developed for architectural,
archaeological and engineering surveys, such visualiza-
tions provide a way of seeing spatial information, which
is augmented when viewed in a 3D stereoscopic environ-
ment. Yet another digital program subsequently renders the
LiDAR data as “point clouds”, the dots of light we see in
Thing. Most of the shapes and forms conjured up in Thing
are made of these unstable, constantly reshaping clouds
of dots.
Although the initial light point formations re-
semble natural phenomena – cirrostratus, cirrocumulus or
constellations – they later produce artificial patterns. An
elongated, geometrical form floats in the dark like a space-
ship, and the monumental entrance to a city materializes
and dissolves. We then travel through the diaphanous out-
lines of a district with a mesh of buildings with terraces and
hanging gardens. The cross-cutting of a workshop appears
and slowly glides in and out of view, its furnishings (stairs,
hanging lamps, an easel, the semi-circular shape of what
looks like part of a bull’s eye window) sketched in brilliant
white against the surrounding night.
Some of the point cloud renditions are reminis-
cent of white charcoal drawings on black paper, while the
buildings and the room resemble X-rays: ghostly, silvery
shapes in a process of disintegration. While X-rays and 3D
scanners are already used to document vestiges, as well
as to augment the existing data of artefacts and archaeo-
logical sites, film also holds a specific connection to ruins.
Of the attraction exercised by ruins on the cinema, André
Habib notes how they offer themselves as the poignant
manifestation of the transience of all things human, includ-
ing that of our own existence. The inexorability of the flow
MARTINE BEUGNET AND LILY HIBBERD 142 AN-ICON
of 24 images or frames per second – of the ephemerality
of its linear course from beginning to end that may be re-
peated or looped but not halted – explains the “melancholy,
quasi-ontological” relation that connects the medium to
the temporality and spatiality of ruins.30 Drawing on tech-
niques and visualizations that fuse the astrological and the
architectural, De Clercq collapses human time and space
(its material, located traces, its memories and dreams) in
the infinity of the sidereal night.
To craft its boundless post-Galilean dream of
space as a universe where the individual body and the
individual consciousness are free floating or diffuse, Thing
uses the tools of 20th and 21st century imaging. This draw-
ing together of film, architecture, and infinite space gives
De Clercq’s film an affinity with so-called immersive envi-
ronments: a 2D film with a 3D sensibility, best seen in the
obscurity of a cinema, it makes full use of the darkened
film-theatre as its immediate, continuous extension.
“Dark, weird and shadowy”: Laurie
Anderson and Hsin-Chien Huang’s
La camera insabbiata/Chalkroom
Experimental multimedia artist Laurie Ander-
son has produced a series of virtual reality works that elu-
cidate some of the aesthetic traits of De Clercq’s Thing in
a fully 3D format, also harnessing some of VR’s aptitude to
create dreamlike and out-of-body experiences. Created in
collaboration with media artist Hsin-Chien Huang in 2017,
Chalkroom is an installation and an interactive VR experience,
permanently installed at the MoCA in Massachusetts, USA.31
Seated viewers don a head-mounted display
and take up two handheld controllers to enter into the VR
30 A. Habib, L’attrait de la ruine (Crisnée: Yellow Now, 2011): 9.
31 Virtual reality 360 degree3D interactive video and installation, EN, 2017.
MARTINE BEUGNET AND LILY HIBBERD 143 AN-ICON
experience. In the first scene, a lone architectural structure
sits on top of a mountain. Unlike the architecture in Thing,
the building appears to be concrete. You are coaxed to
fly over and enter it, navigating a series of narrow corridors
toward a small portal at the end. The controller, which also
acts as a torch, is the only source of light. The virtual walls
are covered in chalk writing, like their physical counter-
part outside the head-mounted display. Here, however, the
torchlight illuminates a small orb, making the text all the
more elusive – a curious and perverse effect given that the
artists have designated us as “readers” instead of viewers.
Words disintegrate into phenomes, and break apart again
into letters, like swarms of flies. Yet, Laurie Anderson’s vel-
vet intonations flow over this eerie place, making it homely.
Claustrophobic passages open out into an
infinite black space that contains a constellation of text.
You’re free to fly around and explore the space, hidden sto-
ries narrated by Anderson, which emerge as you approach
certain zones. Objects, such as an illuminated, leafy tree,
dissolve on closer inspection, and you see this too is made
up of letters, as Anderson whispers to us: “You realise that
things are made of words”. In interview, she explains being
initially unsure about VR because it was too game-like, but
that if she could make something “very homemade, dark,
weird and shadowy, a different kind of space, a different
kind of mental space” then she would be interested.32 Her
aim, she adds, was to create an experience where you
could fly “like in your dreams”.
On the face of it, since immersive environments
such as 3D films in 360 degree cinema projection and virtual
reality experiences on head-mounted display or HMD, 33
32 “Laurie Anderson interview: A virtual reality of stories”, 2017, Louisiana Channel. Accessed
20/12/2020: https://www.youtube.com/watch?v=zHT016FbR30.
33 It is important not to confuse VR with the HMD. In simplest terms, Virtual Reality is defined
as being the coherence of technical means that enable a person to interact in real time with a
virtual world.
MARTINE BEUGNET AND LILY HIBBERD 144 AN-ICON
effectively “environmentalize”34 the image, one could ex-
pect the “womb” effect to be perfected and even emulated,
as with Anderson’s installation. However, in contrast with
conventional spectatorship, absorbed viewing is under-
mined by the degree of physical activity involved in the
experience.35
In addition to the heaviness and discomfort
of the hardware – the headset and headphones – and the
optical strain of stereoscopic vision, the attention and effort
involved in interacting with the virtual environment para-
doxically induce a sense of heightened physical awareness.
Rather than projecting itself, the sentient subject engages
with the task of controlling the effects of its own motricity
in the here and now: a “presenting”, rather than an absent-
ing of the body. These effects might be the result of VR’s
relative novelty. Nonetheless, it seems that in the narrative
context of cinematic VR – beyond gaming and therapeutic
applications – interaction and causative acts tend to un-
dermine immersion, contradicting widespread theories of
“presence” in VR.36 After all, it can be very unnerving to feel
your body split in two: an HMD effectively separates our
head from the rest of our body. Not only can we not see
our (real) selves but unless we are offered some form of
avatar we also lack a visible body in the virtual world. Once
we get used to this literal mode of “absenting” however,
new forms of ecstasis become possible. As we become
familiar with the process of virtual seeing, touching and
moving, our experiencer or avatar body may recede into
the background of our awareness, just like our lived body
34 A. Pinotti, “Environmentalising the image. Towards an-iconology”, in dossier M. Beugnet,
L. Hibberd, eds., “Absorbed in experience: new perspectives on immersive media”, Screen 61,
no. 4 (2020): 594-603.
35 Interestingly, in Sunrise the virtual screen vanishes when the woman starts dancing.
36 See C. Heeter, “Being there: the subjective experience of presence”, Presence:
Teleoperators and Virtual Environments 1, no. 2 (1992): 262-271.
MARTINE BEUGNET AND LILY HIBBERD 145 AN-ICON
does in a reverie, leaving us to be “ecstatically caught-up
in the virtual world”.37
Distinct from many other VR interactive ex-
periences, Chalkroom’s freedom to roam inhabits this
liminal zone for two reasons: one, choices don’t lead
to deterministic or sequential narratives, and thus, similar
to a dream or hallucination, we feel that we are driven by
compulsions and desires. Two, and even more compelling,
is the sense that you cannot put your feet on the ground,
that you are floating free. Anderson describes this in terms
of disembodiment, stating that “losing your body” is one
of her chief interests in producing these works.38
The inherent disembodiment felt when navigat-
ing a 3D world in VR immersion is all the more estranging
when it is set in the dark. The chiaroscuro effect is theatrical
and exaggerates the sense of volume and depth as in a Ba-
roque painting. And lower levels of light are also less visually
straining in VR. In Chalkroom the upshot of floating through
the dark signals our descent into the night; a diurnal cycle
that we are bound to as circadian creatures. Anderson aptly
remarks: “What are nights for? To fall through time into an-
other world”; a world where, as Huang points out, “the words
become a nebula” – chalk dust, atomised, diffuse matter
disintegrating upon touch, evading our grasp.
While not all HMD-supported VR relies on
interactive interfaces, wearing a head-mounted display
cuts us off from the surrounding reality more effectively
than the dimness of our living room, or the darkness of
the cinema auditorium (where exit signs, are by necessity
always visible).39 Distinct from watching the audience at a
film screening, to observe someone wearing an HMD feels
37 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 22.
38 “Laurie Anderson Interview: A Virtual Reality of Stories”. In performance studies, such
a transit state is called “liminoid performance”. See Alexandra G. Murphy, “Organizational
politics of place and space: the perpetual liminoid performance of commercial flight”, Text and
Performance Quarterly 22, no. 4 (2002): 297-316.
39 A. Pinotti, “Environmentalising the image. Towards an-iconology”.
MARTINE BEUGNET AND LILY HIBBERD 146 AN-ICON
a bit like trespassing. As when we look at someone who is
sleeping, the experiencer is not aware of our gaze. At the
same time, we have no access to what they are seeing. The
duality of mind and eye as well as inner and outer worlds is
a consistent theme in narrative VR experiences, one that is
explicitly realised in works that manifest otherwise invisible
or intangible traces, senses or information – or as in Notes
on Blindness a lack of access thereof.
Notes on Blindness: Into Darkness.
The virtual reality film, Notes on Blindness: Into
Darkness40 was created as a counterpart to the feature
documentary Notes on Blindness produced by Peter Mid-
dleton and James Spinney in 2016. Both works arise from
the first-person audio narration of John Hull, who describes
in visceral and philosophical terms the process of losing
his sight.41 Mired in darkness, as its title indicates, the VR
version of the feature film has a wraith-like quality; of thin
veils of light suspended in twilight. Its narrative is structured
around six parts, each one being a memory, a moment,
and a specific location recorded on John Hull’s tapes; each
scene requiring a different level and form of interaction
from the viewer in order to follow or progress through the
narrative. Sound is central to the work, augmented through
binaural audio (that spatializes sound as if it were bouncing
around your ears), while the 3D rendering of objects and
moving figures create a highly immersive experience. Sim-
ilar to Thing, its most evocative aspect is the use of point
40 With narrator John Hull. Interactive virtual reality, 360-degree 3D video, colour, EN/FR, 7’, 2016.
41 Based on John Hull’s memoir, On Sight and Insight: A Journey Into the World of Blindness
(Oxford: Oneworld, 1997).
MARTINE BEUGNET AND LILY HIBBERD 147 AN-ICON
cloud to suspend firefly-like dots in a seemingly infinite
deep indigo.42
The first two scenes in Notes on Blindness
establish the parameters for acoustic seeing: in the obscure
world evoked by John Hull we must learn anew how to look
with our ears. Light signals how sound might feel and alerts us
to the acoustic realm in three dimensions. It is, however, in the
second and third scenes that we are subjected to something
closer to liminal performance. As Hull begins to realise that
he can no longer remember what things or loved ones look
like, he descends into despair. His fear of being trapped alone
in darkness culminates in a scene out in the snow, where he
panics because he loses all sense of place. At the end of the
narration however, the VR interaction invites us to dissolve
his footprints in the snow by training our attention, with our
head position tracked by the HMD, on their impression in the
darkness. When the first set of footprints vanish another pair
appear, leading us in Hull’s steps back to the safety of home.
In the episode that features rain, Hull’s house is
an almost silent place except for his gentle voice and the
reverberation of raindrops falling on ordinary objects in the
room. We are again invited to interact with our gaze, this
time to give shape to otherwise hidden forms that the rain
defines acoustically: pots, pans, glasses, dishes. This is a
pivotal moment in Hull’s own life and the VR film; we too
understand what it is to create the virtual shape of things
by listening to them. There is also a specific, oneiric qual-
ity to the space that the VR work creates whereby Hull’s
experience becomes a shared one, rather than a voyeuris-
tic observation of someone losing their sight.43 Everything
we hear is echoed in its visual equivalent; renderings that
42 Point cloud started to appear in cinematic VR works at this time. See, for instance,
“Coexistence” 2016, at the Venice Architecture Biennale: https://vimeo.com/183596023
43 For ethical issues related to the work, see D. Leblond, “Landscape Shaped by Blindness.
Touching the Rock (1990) and Notes on Blindness (2016): Towards an ec(h)ology of vision”,
Études britanniques contemporaines no. 55 (2018).
MARTINE BEUGNET AND LILY HIBBERD 148 AN-ICON
appear as point clouds: luminescent, 3D shapes of objects
and moving bodies that create elusive, lace-like silhou-
ettes in the darkened space. In the process of becoming
fully recognizable, and as they unravel and disperse into
thinning clouds of bright specks, these forms resemble
constellations. Hence, in Notes on Blindness, as in Thing
and Chalkroom, the darkness acts as a connecting mate-
rial: boundless, it enfolds all of us (seeing and non-seeing
individuals) in a cosmic infinity that is simultaneously inti-
mate and terrifying.
“Cold space, a dark place”: Parragirls
Past, Present: unlocking memories of
institutional “care”
The immersive VR film Parragirls Past, Present44
is set in the grounds and buildings of Parramatta Girls
Home – a punitive welfare institution for teenage girls sit-
uated in Western Sydney, Australia, closed in 1974 and
abandoned since the late 1990s. Its creation pivots on the
memories of five former occupants, among the hundreds
who have returned after many decades to confront this
terrible place. As a labour of remembrance mired in trauma,
the project required more than a year of collaboration with
the aim of finding a form of testimony that might convey
the survivors’ experiences to a wider public. In Parramatta
Girls Home, children were not only deprived of freedom, but
also cruelly disciplined and abused. Later, both Australian
government inquiries and media reporting sensationalized
and underscored their stigma and victimhood. The last
thing Parragirls could abide was to provide viewers with
prurient pleasures. Hence, a number of counter-visual strat-
egies were developed, ruling out interactivity as a means
44 360-degree 3D stereoscopic video, ambisonic spatial sound, EN, 2017, 23’.
MARTINE BEUGNET AND LILY HIBBERD 149 AN-ICON
for viewers to progress through the virtual environment and
its narratives.
As with Thing, Chalkroom and Notes on Blind-
ness, the point cloud photographic technique, materializing
against the surrounding darkness, proved key. Among the
varied ways that images can be “environmentalized” in
3D and 360 degrees, point cloud is distinct: it bears little
resemblance to the synthetic imagery of game and CGI
animation. Cartographic in origin, point cloud provides a
means to project these as experienceable architectures –
places we can fly through, as if in space. In addition to the
sense of irrepressible movement, of being sucked into the
institution’s spatio-temporal vortex, it is the transformation
of photographs into points of light and colour that float in
an abysmal 3D world that gives Parragirls Past, Present its
wraithlike and enigmatic atmosphere.
Accompanying the journey is the sound of the
Parragirls’ voices, captured in ambisonic recordings. Wo-
ven together, they offer a deeply personal yet collective ac-
count of their experience as inmates. There is one location
in particular in the Girls Home that former occupants find
difficult to revisit: a basement solitary confinement cell, col-
loquially known as the dungeon. In the film, Gypsie Hayes
describes it thus:
the only way you can survive in there is to curl up and go to sleep.
That’s all you could do to survive that. It was nothingness. It was
just a cold space, a dark place.
In contrast to the exterior point cloud scenes, the
cell is represented as a stereoscopic spherical panorama in
360 degrees. Moving between the differently rendered and
spatially located spaces, presented yet another dilemma
however, which was resolved using the point cloud aes-
thetic as a form of transition in conjunction with moving
MARTINE BEUGNET AND LILY HIBBERD 150 AN-ICON
tracking shots, to dissolve the image across one space or
dimension into another.
The most unusual impact of combining point
cloud with mobile tracking shots in the 3D world of Parra-
girls Past, Present is the feeling of being pulled through the
experience, almost against our will. The data points seem
to transcend and even pierce our body, so that we become
part of the ghost-like substance of the Girls Home. Distinct
from its head-mounted display viewing, in the 3D 360-de-
gree film screenings of Parragirls Past, Present at UNSW
EPICentre. Standing alongside 10 to 15 spectators wearing
3D glasses, you can see the points appear to emerge in 3D
from the circular screen and pass through the bodies of the
viewers beside you. The imagery may appear spectral as it
floats through space, but so are the audience, whose bod-
ies are traversed as if they had no consistency or solidity.
Crucially, in conjunction with the nightmarish,
endless darkness and the omnidirectional eye, point cloud
effectively disassembles the centralized gaze of VR’s typi-
cally first-person perspective: enfolded in swarms of float-
ing pixels, we start to feel what it must have been like to be
under constant disciplinary surveillance – to be watched
at all times by invisible omniscient eyes.
In the concluding shot, however, we fly out
backwards, as if pulled up and out into the sky, discovering
the vast emptiness that extends beyond the perimeter of
the institution. On the one hand, what we are literally seeing
are the limits of the photogrammetric images that could be
recorded – black holes in both data and historical memory.
On the other hand, as the sound of the multiple voices van-
ishes, we grasp a sense of the collective unconscious that
Parragirls still share with the other former occupants of the
Home: the internalisation of a state of incarceration, being
severed from the rest of the world, unable to imagine what
lays beyond the space of incarceration other than a void.
MARTINE BEUGNET AND LILY HIBBERD 151 AN-ICON
Conclusion
In moving image media, as in real life, darkness
has always been a privileged channel towards alternate
states of self or alterity. Black spaces encourage us to re-
linquish control of sensing bodies, simultaneously fostering
a sense of placeless-ness: in the dark, we lose our sense
of orientation and lack the necessary landmarks to eval-
uate distance and depth, and order the space according
to the familiar rules of perspective and proprioception. In
immersive environments, the feeling of being unmoored is
heightened by the “environmentalizing” of the space: night
enfolds us on all sides. Within this dis-anchored realm, the
voices that appear to address us but remain devoid of a
visible source seem to take possession of us, strength-
ening the sense of losing one’s grip. But darkness is not
the only precondition to our slipping into an altered state
of consciousness. The experience of the scene unfold-
ing independently from our will is equally important, which
also occurs when watching 2D films. While spectators can
look around in every direction in both the HMD and in a
360-degree 3D cinema, if you cannot control your propul-
sion through a space or scene then the film acts on you.
Only at this price – in accepting that I cannot
change the “order” of the images and sounds – can a form
of “dreamwork” take place.45 In the works described here,
the unravelling of the images is inseparable from the relent-
less, gliding movement that sucks us in, and, in the case of
360 degree 3D films, passes “through” us: to turn our head
and look back is to experience the sense of memory disinte-
grating, and history as ruins, that Walter Benjamin so vividly
45 As Thierry Kuntzel points out, such is the specificity of time-based media and its special
link to the dream-like and to the unconscious: “the film and the story unravel outside of me, I
cannot possibly intervene”. T. Kuntzel, “Le travail du film”, Communications, no. 19 (1972): 27.
MARTINE BEUGNET AND LILY HIBBERD 152 AN-ICON
evoked with the allegory of the angel of history.46 Lighting up
in darkness, point clouds appear like the ultimate expression
of transience. Though they are a mere effect of a particular
imaging technology, they often look like constellations, or
like particles that float in space, such as dust, petals or
snowflakes; points that redefine deep space as a conduit
to the dreamlike. A figuration of matter propagating, taking
form and then dissolving, point clouds perfectly capture the
melancholy awareness of the impermanence of the material
world, and the all-too human, shared sense of finitude, loss,
and awe experienced in reminiscing and day-dreaming.
46 W. Benjamin, “Theses on the philosophy of history”, trans. H. Zohn, in H. Arendt, ed.,
Illuminations (New York: Schocken Books, 1969): 249.
MARTINE BEUGNET AND LILY HIBBERD 153 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
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] | Cinematic
darkness: dreaming
across film and immersive
digital media
by Martine Beugnet and Lily Hibberd
Cinema
Darkness
Spectatorship
Dream
Consciousness
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Cinematic darkness:
dreaming across film and
immersive digital media
by Martine Beugnet and Lily Hibberd
Abstract As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness. In
this article, we look anew at the enduring question of time-
based mechanical (lens based and digital) media’s ability
not merely to take us outside of or besides ourselves, but
to generate an imaginary realm of their own. Our analysis
centres on the use of darkness. Often associated with the
passage from one state of consciousness to another, dark-
ness has become a prevalent aesthetic in cinematic immer-
sive media. In some ways, as we will see, the latest tech-
nologies of audio-vision appear less apt than conventional
cinema to induce us to “cross the bridge” and venture into
the land of phantoms. In others, they emerge as privileged
entries into the dreamlike worlds of our contemporary, tech-
nologized era. In spite of differences in viewing conditions,
we find that between the older medium of 2D film and that
of cinematic virtual reality, darkness, combined with the
illusion of depth and visual replication of motion proves to
be a particularly potent harbinger of altered states.
Cinema Darkness Spectatorship Dream Consciousness
To quote this essay: M. Beugnet & L. Hibberd, “Cinematic darkness: dreaming across film and
immersive digital media”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 129-152
MARTINE BEUGNET AND LILY HIBBERD 129 AN-ICON
(...) spectators at the exit, brutally rejected by the black belly of the
theater into the glaring and mischievous light of the lobby, some-
times have the bewildered expression (happy and unhappy) of
people waking up. To leave the movies is a little like getting up: not
always easy.1
Introduction: cine-obscurity
Darkness is dream’s natural associate. It is no
wonder audiovisual works that seek to transport us beyond
the here and now of awakened reality continue to rely on
the power of darkness to enfold us and to unravel our sense
of place and time. Though there are structural differences
between the aesthetics and spectatorship of cinema and
that of virtual reality, darkness functions across many me-
dia forms as both a metaphor and as a corporeal device
for immersion, encouraging spectators and participants to
submit to imaginary realms.
The scope of this article is not to review the
wider lineage of darkness across immersive forms of media,
or indeed to revisit their origins going back to Plato’s cave.
The media archaeology of moving images and obscurity has
already been done by theorists such as Oliver Grau, and
in groundwork of Siegfried Zielinski and Gloria Custance,
who described the cinema as a dark “womb”.2 Other media
theorists have delineated the parameters of interactive or
immersive 3D viewing, most notably Maria Engberg and
Jay Bolter on virtual reality aesthetics, as well as William
1 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105, 86.
2 O. Grau, Virtual Art: From Illusion to Immersion, trans. G. Custance (Cambridge, MA: MIT
Press, 2003): 151-152. S. Zielinski, G. Custance, Audiovisions: Cinema and Television as
Entr’actes in History (Amsterdam: Amsterdam University Press, 1999): 92, 246.
MARTINE BEUGNET AND LILY HIBBERD 130 AN-ICON
Brown with the notion of “gaseous perception” in relation
to stereoscopic cinema and darkness.3
In contrast with earlier theorizations, in what
follows we focus on adaptations of cinematic immersive
reality in the hands of artists and experimental filmmakers.
To further account for the contemporary emergence of an
aesthetic of darkness we firstly seek to establish a histori-
cal backdrop. We then turn our attention to the works and,
where available, the words of the creators’ themselves, as
we consider four recent immersive media works imbibed
in darkness: Anouk De Clercq’s Thing, Laurie Anderson
and Hsin-Chien Huang’s La camera insabbiata/Chalkroom,
Notes on Blindness: Into Darkness and Parragirls Past, Pres-
ent: Unlocking Memories of Institutional “Care”. As immer-
sion in darkness is closely related to dreamworlds and to
dreams of outer space, these phenomena provide the un-
derpinning rationale in the first half of this article and for
our subsequent analysis of these four works.
Enfolding darkness, from awakened
dreaming to altered states
Amongst the most memorable scenes of F.W.
Murnau’s Sunrise (1927) is the imaginary screening in which a
seductress from the city appears to lure a naïve country man
into a fantasized vision of urban life. One evening, as they sit
together on the shore of a lake, the woman launches into an
eloquent description of nightlife in the city. To demonstrate
the impression made by her tale, Murnau materializes it in the
form of a projection that magically appears in front of the two
characters. Thanks to an astute system of transparencies,
the dream show of the modern city superimposes itself
onto the nocturnal sky, under the halo of a fake moon that
3 M. Engberg, J.D. Bolter, “The aesthetics of reality media”, Journal of Visual Culture 19, no.
1 (2020): 81-95. W. Brown, “Avatar: stereoscopic cinema, gaseous perception and darkness”,
Animation 7, no. 3 (2012): 259-271.
MARTINE BEUGNET AND LILY HIBBERD 131 AN-ICON
glows like the lamp of a projector.4 Stylized cityscapes al-
ternate with kaleidoscopic, blurry visions of frenzied revelry:
there is no attempt at harnessing this fantastic vision to a
specific or stable point of view. The fantasy may originate
in the female character’s mind, but it feeds on a collective
imaginary, and the projection allows her to share it with her
companion, as well as beyond the diegesis, with the audi-
ence of Murnau’s film. The sequence is a celebration of the
powers of the cinema not merely as a “factory of dreams”,
but also as a sharing of the experience of dreaming itself.
Dreams and daydreams, hallucinations and
memories, as the products of the human psyche, fascinate
not only because they elude our self control (we can no
more prevent or design our nightmares at will than we can
consciously erase a memory), but also because they con-
found our capacity to communicate and share experiences.
In every medium, from literature to the theatre, painting and
photography, techniques have been developed to evoke
altered states of consciousness. The gap, however, be-
tween the viewer or reader and the subjective creations of
the psyche mediated by objective, external sources, is not
easily bridged. Key to Sunrise’s mise en abyme of a screen-
ing is the choice of a nocturnal setting: in a film theatre the
night on screen blends with the darkness that surrounds
the cinema spectator like a connecting tissue.
Because the visibility of the projected film im-
age initially relied on a beam of light, darkness – also the
companion of sleep and dreams – has been associated
with the cinema from the start. With the shift from analogue
to digital, the glow of the LCD monitor has increasingly
complemented the light beam of the projector, alongside
other self-illuminating screens found in the domestic en-
vironment. Regardless of location, we still lower the lights
while watching films whenever possible. More than a mere
4 M. Beugnet, L’attrait du flou (Crisnée: Yellow Now, 2017): 33-34.
MARTINE BEUGNET AND LILY HIBBERD 132 AN-ICON
condition of visibility, obscurity facilitates the slipping in
and out of total awakened awareness.
Film was the first medium to offer the promise
of more than the mere representation of our imaginings – to
engender a form of awakened dreaming through spectacle
and apparatus. The increasingly photorealistic quality of
cinematic images and sounds set in motion guaranteed
the “credibility of its fabulations”.5 A spectator could hope
to become immersed in a film in a manner similar to the
dreamer, who experiences even the most absurd world of
mental images equally as “real” as daily life occurrences,
or of a daydreamer who indulges in memories or fanciful
imaginings to the point of forgetting their actual surround-
ings. The conditions of reception in the cinema auditorium
came to reflect and strengthen the analogy: cut off from the
outer world, plunged in darkness and silence, with limited
physical activity, at the end of a screening the spectator
often emerges as if they were awakening.
Yet in spite of the unequalled ability to blur the
frontier between representation and perception,6 the fusion
of image and reality never occurs fully.7 As Christian Metz
reminds us, where in deep sleep the dreamer does not know
that they are dreaming, film induces, at best, a semi-wakeful
state: more than dream per se, the experience of watching
a film (which can be emulated, though imperfectly, in indi-
vidual situations of viewing) resembles that of reminiscing,
5 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105.
6 S. Sharot, “Dreams in films and films as dreams: surrealism and popular American cinema”,
Canadian Journal of Film Studies 24, no. 1 (2015): 66-89. Also, on the myth of the credulous
audience, see T. Gunning, “An aesthetic of astonishment. Early film and the (in)credulous
spectator”, Art and Text, no. 34 (1989): 31-45.
7 In contrast, “dreaming is subjectively indistinguishable from waking experience”. See T.K.
Metzigner, “Why is virtual reality interesting for philosophers?”, Frontiers in Robotics and AI, no. 5
(2018).
MARTINE BEUGNET AND LILY HIBBERD 133 AN-ICON
fantasizing or slipping into reverie. For Raymond Bellour, it
is better compared with a form of hypnosis.8
Nonetheless, fascination for the medium’s
oneiric qualities has driven some of the most radical and
creative practices and theorizing of the medium. The rep-
resentation of dreams themselves has had little to do with
this evolution: from Antonin Artaud and the surrealists to
Jean Epstein, the earliest avant-gardes nurtured the belief
that the medium’s aesthetic potential laid not in the repre-
sentation of dreams or reminiscences, but in the possibil-
ity to dream or reminisce with images.9 In classic cinema
however, as in avant-garde or experimental filmmaking,
darkness and immobility remain the spectator-dreamer’s
first allies.
In The Absent Body, Drew Leder observes that
in normal situations of perception the awareness of our
body diminishes: the reason we can focus on what we
watch, or concentrate on what we touch, is that we do
not pay attention to the actual process, nor to the eye or
hand involved in it.10 A similar receding of bodily awareness
occurs when we are absorbed in our own thoughts. Such
“absenting” of the lived body is not however “equivalent to
a mere void, a lack of being”.11 Rather, it testifies to the
extent in which a sentient subject might be beside itself,
“ecstatically caught-up in the world”:
the very nature of the body is to project outwards from its place
of standing. From the “here” arises a perceptual world of near and
far distances. From the “now” we inhabit a meaningful past and a
futural realm of projects and goals.12
8 R. Bellour, Le Corps du cinéma: hypnoses, émotions, animalités (Paris: POL / Trafic, 2009).
9 J. Epstein, Écrits sur le cinéma, vol. 2 (Paris: Cinéma Club/Seghers, 1975): 18-20. Also see,
A. Artaud “Cinéma et réalité”, Œuvres complètes, vol. 3 (Paris : Gallimard, 1978): 19; and M.
Beugnet, L’attrait du flou (Crisnée: Yellow Now: 2017): 82-83.
10 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 70-71.
11 Ibid.: 22.
12 Ibid.: 23.
MARTINE BEUGNET AND LILY HIBBERD 134 AN-ICON
Leder’s description of this phenomenon recalls
James Gibson’s theory of “affordance”, according to which
individuals are entwined with their surroundings, their pro-
spective actions informed by the constant collecting of
information from their environment.13 This capacity to feel
or to picture our bodies outside or alongside themselves in
time and space is an equally fundamental feature of dream-
ing, hallucination and reverie, as well as the fabrication of
their similitude in movies. Indeed, it is often the altered
sense in which our body appears to relate to its perceived
environment (feeling one’s bodily affordance hindered, dis-
torted or augmented in turns) that marks the difference
between awakened and dreamlike states.
In the cinema, the body’s capacity for ecstasis
is simultaneously enhanced and directed away from the
immediate environment, towards the virtual world that ap-
pears on the screen. The film auditorium, as a space, has
sometimes been compared to a womb.14 Darkness engulfs
the barely moving spectators, allowing them to be together
and alone at once, to ignore the borders of the screen as
they recede in the obscurity. Within the secluded space of
the theatre, the light originating from behind the audience
trains spectators to project themselves on the screen, to sit-
uate themselves within the perspectival view of the spaces
offered to the eye, and the anthropomorphic quality of the
camera’s gaze that explores them. From the 1950s onwards,
anamorphic lenses widened the frame, and shortened the
optical depth of field, with a corresponding increase in
visual blur effects. Strengthening the sense of immersion
and bringing the cinematic closer to the human field of
vision, the blurring of the margins of the visual frame also
subtly blended the projected image into the surrounding
13 J.J. Gibson, The Ecological Approach to Visual Perception (Boston: Houghton Mifflin, 1979).
14 T. Elsaesser, “Cinephilia or the uses of disenchantment”, in M. de Valck, M. Hagener, eds.,
Cinephilia: Movies, Love and Memory, (Amsterdam: Amsterdam University Press, 2005): 32.
MARTINE BEUGNET AND LILY HIBBERD 135 AN-ICON
darkness, heightening the feeling of being suspended in a
virtual dimension without physical limits.
In the cinema and at home, dimming the lights
and turning up the volume amplifies the degree to which
we forget about our own body so as to engage in watch-
ing and listening to a movie, sometimes even touching or
tasting through the synesthetic or haptic powers of certain
images.15 Accordingly, in classic narrative cinema’s sub-
jective point of view, a character’s body partly or wholly
disappears from the frame. Such strategies allow us, as
the spectator, not only to half-dream our way through a film,
but also to engage with the expression of altered states of
consciousness where images and sounds are supposedly
the product of mental processes. Paradoxically, both of
these experiences can involve audiovisual representations
of extreme physicality (fighting, crying, flying…). Whether
awake or dreaming,16 characters in films move, fall or take
off in the air, as we ourselves sometimes do in our sleep.
In all such cases, however, it is the incapacity to act on
the film’s progression that grants the experience its onei-
ric quality: as the dreamer with dreams, the film spectator
does not control the flow of images: once triggered, they
cannot be easily altered or fully erased at will.17 Nor can we
always choose to retain a memory, or the trace of a dream,
15 L.U. Marks, The Skin of the Film: Intercultural Cinema, Embodiment, and the Senses
(Durham, NC: Duke University Press, 2000); and, Touch: Sensuous Theory and Multisensory
Media (Minneapolis: University of Minnesota Press, 2002). M. Beugnet, Cinema and Sensation
(Edinburgh: Edinburgh University Press, 2007).
16 Whereas a dream or a memory is a subjective reality emanating from the psyche, a film
is an external product constructed according to a common idiom. In conventional filmmaking,
transitions mark out the passage from woken to altered states of consciousness (fades in and
out, blurredness, distorted perspectives, spiralling images amongst others). Film dreaming is
thus reclaimed and repurposed as the representation of dreaming in film.
17 See T. Kuntzel, “Le defilement”, La revue d’esthétique (1972), reprinted in D. Noguez,
ed., Cinéma: théorie, lectures (Paris, Klincksieck, 1978): 97-110. R. Bellour, L’entre-images:
photo, cinéma, vidéo (Paris: La Différence, 2002): 86. M. Beugnet, Le Cinéma et ses doubles
(Bordeaux: Bord de l’eau, 2021): 5-6.
MARTINE BEUGNET AND LILY HIBBERD 136 AN-ICON
any more that we can keep a precise recollection of all the
images of a film whose course we can hardly change.18
As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness.19
In what follows, we look anew at the enduring question of
time-based mechanical (lens based and digital) media’s
ability not merely to take us outside of or besides ourselves,
but also to generate an imaginary realm of their own. In
doing so we consider the issue of aesthetics alongside
the conditions of spectatorship and reception. In some
ways, as we will see, the new technologies of audio-vision
appear less apt than conventional cinema to induce us to
“cross the bridge” and venture into the land of phantoms.
In others, they emerge as privileged entries into dream-like
worlds of our contemporary, technologized era. What inter-
ests us most is not the lure of the “myth of total immersion”
or the pursuit of the perfect conflation of perception and
representation that would entail the erasure of the frontier
between reality and fantasy.20 Rather, we concentrate on
the way cinematic virtual reality (including built immersive
environments and head-mounted displays) creates the illu-
sion of presence while exploiting digital imaging to emulate
18 Remote control usage destroys the experience of time as co-presence, or of time slipping
away (also an essential dimension of memories and dreams). Accordingly, Laura Mulvey
associates the remote control with the emergence of a possessive spectator in Death 24x a
Second: Stillness and the Moving Image (London: Reaktion Books, 2006).
19 From David Cronenberg’s Videodrome (1983) to Kathryn Bigelow’s Strange Days (1995)
and Steven Spielberg’s Ready Player One (2018) amongst others, the association of immersive
technology and altered states of consciousness is a favoured topic in mainstream cinema. For
a VR example see Dream (2016) by Philippe Lambert, which is built on a custom audio-visual
synthesizer coded by Édouard Lanctôt-Benoit. https://www.nfb.ca/interactive/dream/.
20 See M. Beugnet, L. Hibberd, “Absorbed in experience: new perspectives on immersive
media”, Screen 61, no. 4 (2020).
MARTINE BEUGNET AND LILY HIBBERD 137 AN-ICON
the dreamlike state of cinematic reception and conjure up
a specific, distinctive kind of imagining.21
In the cinema, the obscurity afforded by the
auditorium creates the condition for a unique experience:
that of a shared space where a collective dreamlike or light
hypnotic state prevails. Contrastingly, when viewing a work
in a head-mounted display, there is no “joint watching”. The
solitude is inescapable, only faintly or temporarily relieved
in encounters with others, as characters or actors in the
shape of avatars. Darkness creates a connection nonethe-
less, an evocation of an infinite space that, ultimately, we all
have in common. Hence, in spite of differences in viewing
conditions, we find that between the medium of 2D film and
that of cinematic virtual reality, darkness combined with the
visual replication of motion proves to be a potent harbinger
of the dreamlike. It unsettles our grounded-ness in place
and demands that we forge new connections with images,
and with the world, ourselves and others. We further sug-
gest that across VR and film, darkness inaugurates a shift
from the collective experience of subjective states toward
the individual experience of an unconscious shaped by
the shared knowledge of our finitude. Though we are told
we live in the age of the Anthropocene, we have an acute
sense of the relativity of our existence, of being caught
in perpetual movement, connected yet unanchored. Like
the dot-size character who faces the starry vastness of
the universe at the end of The Incredible Shrinking Man
(Jack Arnold, 1957), the viewer who slides into the seem-
ingly limitless night of contemporary films and immersive
environments may experience a dreamlike state of radical
groundlessness – a contemporary sense of solitary, yet
shared, unmooring.
21 Virtual reality is assumed to be closely entwined with interactive gaming and simulated
training. This article however focuses on the transmedial practices of narrative and immersion
– across film, video art, and immersive installation art – where the spectator rarely drives the
story or provokes events.
MARTINE BEUGNET AND LILY HIBBERD 138 AN-ICON
In “Of other spaces”, Michel Foucault notes how,
from Galileo onwards, things could now only exist in their
relative placement and movement:
a thing’s place was no longer anything but a point in its movement,
just as the stability of a thing was only its movement indefinitely
slowed down. In other words, starting with Galileo in the 17th cen-
tury, extension was substituted for localization.22
The site of an object, from then on came to be
defined as “relations of proximity between points or ele-
ments”, like “the dots in a constellation”.23 Foucault builds
on the pre-modern analogy between body and universe,
arguing that traditionally, space had been constructed as
“a space of radiation. Man is surrounded by it on every
side; but, inversely, he transmits these resemblances back
into the world from which he receives them”.24 In other
words, the body is conceived as the medium through which
the world is organized as it is perceived. Perspectival art,
with its stable construction of space and anchoring of the
gaze to a specific position in space, emphasizes such a
sense of place-ness and orientation. Though convention-
al filmmaking adopted the continuity system in an effort
to emulate this centralized condition, its mobile gaze and
time-based structure always threatened to reveal the fra-
gility of the model.25
Alternative uses of cinematography thus sought
to explore the relativity of movement and place, showing
the anthropomorphic gaze, with its safely located source,
to be an artifice. This approach was not exclusive to ex-
perimental cinema: in science fiction and documentary film
22 M. Foucault, “Of other spaces: utopias and heterotopias”, trans. J. Miskowiec, Diacritics 6,
no.1 (1986): 22.
23 Ibid.: 23.
24 M. Foucault, The Order of Things (London: Random House, 1970): 23.
25 J. Berger, Ways of Seeing (London: Penguin Books, 1972): 18.
MARTINE BEUGNET AND LILY HIBBERD 139 AN-ICON
reconstitutions of outer space in particular have made us
familiar with “impossible” viewpoints, where a virtual cam-
era circles around planets and floats through constella-
tions.26 Here again, darkness, like the sidereal night, is key
– sucking the spectators into its awesome solitude even as
they sit in a crowd.
As we will see, immersive technologies have
in turn proven to be remarkably able to produce a radi-
cal sense of dis-anchoring. A 360-degree omnidirectional
scape that moves independently from the viewer’s own
movement implies a constant and uncontrollable fluctuation
of one’s place within the image. With the dissolution of a
stable single-point perspective the body of the observer
ceases to be the sole reference and singular source of the
gaze as an ordering principle of visible space. The most
potent aspect however of these novel immersive environ-
ments is the means to enter into the boundlessness of 3D
constructed worlds, endless spaces that find in darkness
their most compelling expression. In the fathomless black-
ness of virtual spaces, furthermore, the solidity of repre-
sented things is prone to slip away. The liminal threshold
of immersive worlds is arguably always teetering on the
brink of dreams – an aspect that the fanfare of virtual reality
and the clumsiness of head-mounted displays paradoxi-
cally diminishes. Even in 2D iterations construed from 3D
renderings however, as is the case in the floating world of
Thing, such an evocation of the universe offers itself as
powerfully oneiric experience.
Sidereal night: Anouk De Clercq’s Thing
The first minute of Anouk De Clercq’s film
Thing27 is entirely black. The sound track is also initially
26 Famously in the “Blue Danube” sequence of Stanley Kubrick’s 2001: A Space Odyssey (1968).
27 Video, b/w, 16:9, stereo, BE/IT/FR, 2013, 18’.
MARTINE BEUGNET AND LILY HIBBERD 140 AN-ICON
completely silent, though after a few seconds the faint
noise of a light wind or breathing is heard, followed by a
voice. The sound of the voice is slightly echoey, as if heard
in a large, empty space. Then a crashing noise, followed
by the appearance of thin, veil-like formations white dots
that move into view from the right of the frame. But whose
view? For the voice remains disembodied throughout, and
its musings do not refer to the images with any specificity.
Nor can we safely establish its location, as its stereophonic
transcription varies in spatial orientation, switching from
our right to our left ear. Equally impossible to determine is
the origin of the movement that alters what we are given
to see. Suggested by the changing size of the shapes and
their moving in and out of frame, such spatial proximity or
distance could equally mirror the trajectory of an invisible
observer floating in the dark space, or that of the cloud
formations themselves as they enter the former’s field of
vision. Occasionally, a fade or a cut to black or a glitch-
like effect (with a crackling sound emitted as all vanishes)
plunges the screen back into utter darkness.28
Thing appears to be a journey through a virtual
world, born out of the imagination of a fictional dreamer
– given the nature of the images and the model-like appa-
ritions of cities and buildings this dreamer could be the
engineer of this world. De Clercq describes Thing as a
journey through an architect’s “virtual memory”, “a bound-
less, imaginary space” where fictional buildings and urban
patterns emerge and disperse in the darkness, a series of
ephemeral nebulas that manifest as a kind of “paradoxi-
cal materiality” precisely because they are “virtual”.29 The
film was made using LiDAR imaging of urbanscapes (an
acronym for Light Detection and Ranging) a remote sensor
28 See R. Misek, “The black screen”, in M. Beugnet, A. Cameron, A. Fetveit, eds., Indefinite
Visions: Cinema and the Attractions of Uncertainty (Edinburgh: Edinburgh University Press,
2017): 38-52.
29 See the video here: https://portapak.be/works/30/thing, accessed 18/12/2020.
MARTINE BEUGNET AND LILY HIBBERD 141 AN-ICON
technology that generates accurate 3D information about
the shape of very large surfaces and their characteristics
using pulsed laser emissions to measure ranges between
the sensor and the surface. Developed for architectural,
archaeological and engineering surveys, such visualiza-
tions provide a way of seeing spatial information, which
is augmented when viewed in a 3D stereoscopic environ-
ment. Yet another digital program subsequently renders the
LiDAR data as “point clouds”, the dots of light we see in
Thing. Most of the shapes and forms conjured up in Thing
are made of these unstable, constantly reshaping clouds
of dots.
Although the initial light point formations re-
semble natural phenomena – cirrostratus, cirrocumulus or
constellations – they later produce artificial patterns. An
elongated, geometrical form floats in the dark like a space-
ship, and the monumental entrance to a city materializes
and dissolves. We then travel through the diaphanous out-
lines of a district with a mesh of buildings with terraces and
hanging gardens. The cross-cutting of a workshop appears
and slowly glides in and out of view, its furnishings (stairs,
hanging lamps, an easel, the semi-circular shape of what
looks like part of a bull’s eye window) sketched in brilliant
white against the surrounding night.
Some of the point cloud renditions are reminis-
cent of white charcoal drawings on black paper, while the
buildings and the room resemble X-rays: ghostly, silvery
shapes in a process of disintegration. While X-rays and 3D
scanners are already used to document vestiges, as well
as to augment the existing data of artefacts and archaeo-
logical sites, film also holds a specific connection to ruins.
Of the attraction exercised by ruins on the cinema, André
Habib notes how they offer themselves as the poignant
manifestation of the transience of all things human, includ-
ing that of our own existence. The inexorability of the flow
MARTINE BEUGNET AND LILY HIBBERD 142 AN-ICON
of 24 images or frames per second – of the ephemerality
of its linear course from beginning to end that may be re-
peated or looped but not halted – explains the “melancholy,
quasi-ontological” relation that connects the medium to
the temporality and spatiality of ruins.30 Drawing on tech-
niques and visualizations that fuse the astrological and the
architectural, De Clercq collapses human time and space
(its material, located traces, its memories and dreams) in
the infinity of the sidereal night.
To craft its boundless post-Galilean dream of
space as a universe where the individual body and the
individual consciousness are free floating or diffuse, Thing
uses the tools of 20th and 21st century imaging. This draw-
ing together of film, architecture, and infinite space gives
De Clercq’s film an affinity with so-called immersive envi-
ronments: a 2D film with a 3D sensibility, best seen in the
obscurity of a cinema, it makes full use of the darkened
film-theatre as its immediate, continuous extension.
“Dark, weird and shadowy”: Laurie
Anderson and Hsin-Chien Huang’s
La camera insabbiata/Chalkroom
Experimental multimedia artist Laurie Ander-
son has produced a series of virtual reality works that elu-
cidate some of the aesthetic traits of De Clercq’s Thing in
a fully 3D format, also harnessing some of VR’s aptitude to
create dreamlike and out-of-body experiences. Created in
collaboration with media artist Hsin-Chien Huang in 2017,
Chalkroom is an installation and an interactive VR experience,
permanently installed at the MoCA in Massachusetts, USA.31
Seated viewers don a head-mounted display
and take up two handheld controllers to enter into the VR
30 A. Habib, L’attrait de la ruine (Crisnée: Yellow Now, 2011): 9.
31 Virtual reality 360 degree3D interactive video and installation, EN, 2017.
MARTINE BEUGNET AND LILY HIBBERD 143 AN-ICON
experience. In the first scene, a lone architectural structure
sits on top of a mountain. Unlike the architecture in Thing,
the building appears to be concrete. You are coaxed to
fly over and enter it, navigating a series of narrow corridors
toward a small portal at the end. The controller, which also
acts as a torch, is the only source of light. The virtual walls
are covered in chalk writing, like their physical counter-
part outside the head-mounted display. Here, however, the
torchlight illuminates a small orb, making the text all the
more elusive – a curious and perverse effect given that the
artists have designated us as “readers” instead of viewers.
Words disintegrate into phenomes, and break apart again
into letters, like swarms of flies. Yet, Laurie Anderson’s vel-
vet intonations flow over this eerie place, making it homely.
Claustrophobic passages open out into an
infinite black space that contains a constellation of text.
You’re free to fly around and explore the space, hidden sto-
ries narrated by Anderson, which emerge as you approach
certain zones. Objects, such as an illuminated, leafy tree,
dissolve on closer inspection, and you see this too is made
up of letters, as Anderson whispers to us: “You realise that
things are made of words”. In interview, she explains being
initially unsure about VR because it was too game-like, but
that if she could make something “very homemade, dark,
weird and shadowy, a different kind of space, a different
kind of mental space” then she would be interested.32 Her
aim, she adds, was to create an experience where you
could fly “like in your dreams”.
On the face of it, since immersive environments
such as 3D films in 360 degree cinema projection and virtual
reality experiences on head-mounted display or HMD, 33
32 “Laurie Anderson interview: A virtual reality of stories”, 2017, Louisiana Channel. Accessed
20/12/2020: https://www.youtube.com/watch?v=zHT016FbR30.
33 It is important not to confuse VR with the HMD. In simplest terms, Virtual Reality is defined
as being the coherence of technical means that enable a person to interact in real time with a
virtual world.
MARTINE BEUGNET AND LILY HIBBERD 144 AN-ICON
effectively “environmentalize”34 the image, one could ex-
pect the “womb” effect to be perfected and even emulated,
as with Anderson’s installation. However, in contrast with
conventional spectatorship, absorbed viewing is under-
mined by the degree of physical activity involved in the
experience.35
In addition to the heaviness and discomfort
of the hardware – the headset and headphones – and the
optical strain of stereoscopic vision, the attention and effort
involved in interacting with the virtual environment para-
doxically induce a sense of heightened physical awareness.
Rather than projecting itself, the sentient subject engages
with the task of controlling the effects of its own motricity
in the here and now: a “presenting”, rather than an absent-
ing of the body. These effects might be the result of VR’s
relative novelty. Nonetheless, it seems that in the narrative
context of cinematic VR – beyond gaming and therapeutic
applications – interaction and causative acts tend to un-
dermine immersion, contradicting widespread theories of
“presence” in VR.36 After all, it can be very unnerving to feel
your body split in two: an HMD effectively separates our
head from the rest of our body. Not only can we not see
our (real) selves but unless we are offered some form of
avatar we also lack a visible body in the virtual world. Once
we get used to this literal mode of “absenting” however,
new forms of ecstasis become possible. As we become
familiar with the process of virtual seeing, touching and
moving, our experiencer or avatar body may recede into
the background of our awareness, just like our lived body
34 A. Pinotti, “Environmentalising the image. Towards an-iconology”, in dossier M. Beugnet,
L. Hibberd, eds., “Absorbed in experience: new perspectives on immersive media”, Screen 61,
no. 4 (2020): 594-603.
35 Interestingly, in Sunrise the virtual screen vanishes when the woman starts dancing.
36 See C. Heeter, “Being there: the subjective experience of presence”, Presence:
Teleoperators and Virtual Environments 1, no. 2 (1992): 262-271.
MARTINE BEUGNET AND LILY HIBBERD 145 AN-ICON
does in a reverie, leaving us to be “ecstatically caught-up
in the virtual world”.37
Distinct from many other VR interactive ex-
periences, Chalkroom’s freedom to roam inhabits this
liminal zone for two reasons: one, choices don’t lead
to deterministic or sequential narratives, and thus, similar
to a dream or hallucination, we feel that we are driven by
compulsions and desires. Two, and even more compelling,
is the sense that you cannot put your feet on the ground,
that you are floating free. Anderson describes this in terms
of disembodiment, stating that “losing your body” is one
of her chief interests in producing these works.38
The inherent disembodiment felt when navigat-
ing a 3D world in VR immersion is all the more estranging
when it is set in the dark. The chiaroscuro effect is theatrical
and exaggerates the sense of volume and depth as in a Ba-
roque painting. And lower levels of light are also less visually
straining in VR. In Chalkroom the upshot of floating through
the dark signals our descent into the night; a diurnal cycle
that we are bound to as circadian creatures. Anderson aptly
remarks: “What are nights for? To fall through time into an-
other world”; a world where, as Huang points out, “the words
become a nebula” – chalk dust, atomised, diffuse matter
disintegrating upon touch, evading our grasp.
While not all HMD-supported VR relies on
interactive interfaces, wearing a head-mounted display
cuts us off from the surrounding reality more effectively
than the dimness of our living room, or the darkness of
the cinema auditorium (where exit signs, are by necessity
always visible).39 Distinct from watching the audience at a
film screening, to observe someone wearing an HMD feels
37 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 22.
38 “Laurie Anderson Interview: A Virtual Reality of Stories”. In performance studies, such
a transit state is called “liminoid performance”. See Alexandra G. Murphy, “Organizational
politics of place and space: the perpetual liminoid performance of commercial flight”, Text and
Performance Quarterly 22, no. 4 (2002): 297-316.
39 A. Pinotti, “Environmentalising the image. Towards an-iconology”.
MARTINE BEUGNET AND LILY HIBBERD 146 AN-ICON
a bit like trespassing. As when we look at someone who is
sleeping, the experiencer is not aware of our gaze. At the
same time, we have no access to what they are seeing. The
duality of mind and eye as well as inner and outer worlds is
a consistent theme in narrative VR experiences, one that is
explicitly realised in works that manifest otherwise invisible
or intangible traces, senses or information – or as in Notes
on Blindness a lack of access thereof.
Notes on Blindness: Into Darkness.
The virtual reality film, Notes on Blindness: Into
Darkness40 was created as a counterpart to the feature
documentary Notes on Blindness produced by Peter Mid-
dleton and James Spinney in 2016. Both works arise from
the first-person audio narration of John Hull, who describes
in visceral and philosophical terms the process of losing
his sight.41 Mired in darkness, as its title indicates, the VR
version of the feature film has a wraith-like quality; of thin
veils of light suspended in twilight. Its narrative is structured
around six parts, each one being a memory, a moment,
and a specific location recorded on John Hull’s tapes; each
scene requiring a different level and form of interaction
from the viewer in order to follow or progress through the
narrative. Sound is central to the work, augmented through
binaural audio (that spatializes sound as if it were bouncing
around your ears), while the 3D rendering of objects and
moving figures create a highly immersive experience. Sim-
ilar to Thing, its most evocative aspect is the use of point
40 With narrator John Hull. Interactive virtual reality, 360-degree 3D video, colour, EN/FR, 7’, 2016.
41 Based on John Hull’s memoir, On Sight and Insight: A Journey Into the World of Blindness
(Oxford: Oneworld, 1997).
MARTINE BEUGNET AND LILY HIBBERD 147 AN-ICON
cloud to suspend firefly-like dots in a seemingly infinite
deep indigo.42
The first two scenes in Notes on Blindness
establish the parameters for acoustic seeing: in the obscure
world evoked by John Hull we must learn anew how to look
with our ears. Light signals how sound might feel and alerts us
to the acoustic realm in three dimensions. It is, however, in the
second and third scenes that we are subjected to something
closer to liminal performance. As Hull begins to realise that
he can no longer remember what things or loved ones look
like, he descends into despair. His fear of being trapped alone
in darkness culminates in a scene out in the snow, where he
panics because he loses all sense of place. At the end of the
narration however, the VR interaction invites us to dissolve
his footprints in the snow by training our attention, with our
head position tracked by the HMD, on their impression in the
darkness. When the first set of footprints vanish another pair
appear, leading us in Hull’s steps back to the safety of home.
In the episode that features rain, Hull’s house is
an almost silent place except for his gentle voice and the
reverberation of raindrops falling on ordinary objects in the
room. We are again invited to interact with our gaze, this
time to give shape to otherwise hidden forms that the rain
defines acoustically: pots, pans, glasses, dishes. This is a
pivotal moment in Hull’s own life and the VR film; we too
understand what it is to create the virtual shape of things
by listening to them. There is also a specific, oneiric qual-
ity to the space that the VR work creates whereby Hull’s
experience becomes a shared one, rather than a voyeuris-
tic observation of someone losing their sight.43 Everything
we hear is echoed in its visual equivalent; renderings that
42 Point cloud started to appear in cinematic VR works at this time. See, for instance,
“Coexistence” 2016, at the Venice Architecture Biennale: https://vimeo.com/183596023
43 For ethical issues related to the work, see D. Leblond, “Landscape Shaped by Blindness.
Touching the Rock (1990) and Notes on Blindness (2016): Towards an ec(h)ology of vision”,
Études britanniques contemporaines no. 55 (2018).
MARTINE BEUGNET AND LILY HIBBERD 148 AN-ICON
appear as point clouds: luminescent, 3D shapes of objects
and moving bodies that create elusive, lace-like silhou-
ettes in the darkened space. In the process of becoming
fully recognizable, and as they unravel and disperse into
thinning clouds of bright specks, these forms resemble
constellations. Hence, in Notes on Blindness, as in Thing
and Chalkroom, the darkness acts as a connecting mate-
rial: boundless, it enfolds all of us (seeing and non-seeing
individuals) in a cosmic infinity that is simultaneously inti-
mate and terrifying.
“Cold space, a dark place”: Parragirls
Past, Present: unlocking memories of
institutional “care”
The immersive VR film Parragirls Past, Present44
is set in the grounds and buildings of Parramatta Girls
Home – a punitive welfare institution for teenage girls sit-
uated in Western Sydney, Australia, closed in 1974 and
abandoned since the late 1990s. Its creation pivots on the
memories of five former occupants, among the hundreds
who have returned after many decades to confront this
terrible place. As a labour of remembrance mired in trauma,
the project required more than a year of collaboration with
the aim of finding a form of testimony that might convey
the survivors’ experiences to a wider public. In Parramatta
Girls Home, children were not only deprived of freedom, but
also cruelly disciplined and abused. Later, both Australian
government inquiries and media reporting sensationalized
and underscored their stigma and victimhood. The last
thing Parragirls could abide was to provide viewers with
prurient pleasures. Hence, a number of counter-visual strat-
egies were developed, ruling out interactivity as a means
44 360-degree 3D stereoscopic video, ambisonic spatial sound, EN, 2017, 23’.
MARTINE BEUGNET AND LILY HIBBERD 149 AN-ICON
for viewers to progress through the virtual environment and
its narratives.
As with Thing, Chalkroom and Notes on Blind-
ness, the point cloud photographic technique, materializing
against the surrounding darkness, proved key. Among the
varied ways that images can be “environmentalized” in
3D and 360 degrees, point cloud is distinct: it bears little
resemblance to the synthetic imagery of game and CGI
animation. Cartographic in origin, point cloud provides a
means to project these as experienceable architectures –
places we can fly through, as if in space. In addition to the
sense of irrepressible movement, of being sucked into the
institution’s spatio-temporal vortex, it is the transformation
of photographs into points of light and colour that float in
an abysmal 3D world that gives Parragirls Past, Present its
wraithlike and enigmatic atmosphere.
Accompanying the journey is the sound of the
Parragirls’ voices, captured in ambisonic recordings. Wo-
ven together, they offer a deeply personal yet collective ac-
count of their experience as inmates. There is one location
in particular in the Girls Home that former occupants find
difficult to revisit: a basement solitary confinement cell, col-
loquially known as the dungeon. In the film, Gypsie Hayes
describes it thus:
the only way you can survive in there is to curl up and go to sleep.
That’s all you could do to survive that. It was nothingness. It was
just a cold space, a dark place.
In contrast to the exterior point cloud scenes, the
cell is represented as a stereoscopic spherical panorama in
360 degrees. Moving between the differently rendered and
spatially located spaces, presented yet another dilemma
however, which was resolved using the point cloud aes-
thetic as a form of transition in conjunction with moving
MARTINE BEUGNET AND LILY HIBBERD 150 AN-ICON
tracking shots, to dissolve the image across one space or
dimension into another.
The most unusual impact of combining point
cloud with mobile tracking shots in the 3D world of Parra-
girls Past, Present is the feeling of being pulled through the
experience, almost against our will. The data points seem
to transcend and even pierce our body, so that we become
part of the ghost-like substance of the Girls Home. Distinct
from its head-mounted display viewing, in the 3D 360-de-
gree film screenings of Parragirls Past, Present at UNSW
EPICentre. Standing alongside 10 to 15 spectators wearing
3D glasses, you can see the points appear to emerge in 3D
from the circular screen and pass through the bodies of the
viewers beside you. The imagery may appear spectral as it
floats through space, but so are the audience, whose bod-
ies are traversed as if they had no consistency or solidity.
Crucially, in conjunction with the nightmarish,
endless darkness and the omnidirectional eye, point cloud
effectively disassembles the centralized gaze of VR’s typi-
cally first-person perspective: enfolded in swarms of float-
ing pixels, we start to feel what it must have been like to be
under constant disciplinary surveillance – to be watched
at all times by invisible omniscient eyes.
In the concluding shot, however, we fly out
backwards, as if pulled up and out into the sky, discovering
the vast emptiness that extends beyond the perimeter of
the institution. On the one hand, what we are literally seeing
are the limits of the photogrammetric images that could be
recorded – black holes in both data and historical memory.
On the other hand, as the sound of the multiple voices van-
ishes, we grasp a sense of the collective unconscious that
Parragirls still share with the other former occupants of the
Home: the internalisation of a state of incarceration, being
severed from the rest of the world, unable to imagine what
lays beyond the space of incarceration other than a void.
MARTINE BEUGNET AND LILY HIBBERD 151 AN-ICON
Conclusion
In moving image media, as in real life, darkness
has always been a privileged channel towards alternate
states of self or alterity. Black spaces encourage us to re-
linquish control of sensing bodies, simultaneously fostering
a sense of placeless-ness: in the dark, we lose our sense
of orientation and lack the necessary landmarks to eval-
uate distance and depth, and order the space according
to the familiar rules of perspective and proprioception. In
immersive environments, the feeling of being unmoored is
heightened by the “environmentalizing” of the space: night
enfolds us on all sides. Within this dis-anchored realm, the
voices that appear to address us but remain devoid of a
visible source seem to take possession of us, strength-
ening the sense of losing one’s grip. But darkness is not
the only precondition to our slipping into an altered state
of consciousness. The experience of the scene unfold-
ing independently from our will is equally important, which
also occurs when watching 2D films. While spectators can
look around in every direction in both the HMD and in a
360-degree 3D cinema, if you cannot control your propul-
sion through a space or scene then the film acts on you.
Only at this price – in accepting that I cannot
change the “order” of the images and sounds – can a form
of “dreamwork” take place.45 In the works described here,
the unravelling of the images is inseparable from the relent-
less, gliding movement that sucks us in, and, in the case of
360 degree 3D films, passes “through” us: to turn our head
and look back is to experience the sense of memory disinte-
grating, and history as ruins, that Walter Benjamin so vividly
45 As Thierry Kuntzel points out, such is the specificity of time-based media and its special
link to the dream-like and to the unconscious: “the film and the story unravel outside of me, I
cannot possibly intervene”. T. Kuntzel, “Le travail du film”, Communications, no. 19 (1972): 27.
MARTINE BEUGNET AND LILY HIBBERD 152 AN-ICON
evoked with the allegory of the angel of history.46 Lighting up
in darkness, point clouds appear like the ultimate expression
of transience. Though they are a mere effect of a particular
imaging technology, they often look like constellations, or
like particles that float in space, such as dust, petals or
snowflakes; points that redefine deep space as a conduit
to the dreamlike. A figuration of matter propagating, taking
form and then dissolving, point clouds perfectly capture the
melancholy awareness of the impermanence of the material
world, and the all-too human, shared sense of finitude, loss,
and awe experienced in reminiscing and day-dreaming.
46 W. Benjamin, “Theses on the philosophy of history”, trans. H. Zohn, in H. Arendt, ed.,
Illuminations (New York: Schocken Books, 1969): 249.
MARTINE BEUGNET AND LILY HIBBERD 153 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
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] | The hallucinatory
aspect of virtual
reality and the Image
as a Bilderschrift
by Pietro Montani
Virtual Reality
Imagination
Hallucination
Dream
Regression
Intermediality
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The hallucinatory aspect
of virtual reality and the 1
Image as a Bilderschrift
by Pietro Montani
Abstract This article discusses the following points:
■ The analogies which can be identified between Virtual Reali-
ty (VR) and the hallucinatory aspects of dream activity make sense
within a network of relations characterised by certain important
cognitive performances (in particular inferential performances)
which can be attributed to the work of the imagination;
■ To assure the plasticity of these performances, the imagi-
nation seems to have to distance itself somewhat from linguistic
thought and in dreams this is achieved regressively via the hallu-
cinatory state. Various authoritative neuroscientific approaches
to dreams significantly substantiate this theory.
■ At the time when its correlation with linguistic thought is
deactivated, the imagination does not, however, surrender it-
self to the hallucinatory event but elaborates it with recourse to
practices similar to those of syncretic writing – a Bilderschrift or
“pictographic script” as defined by Freud;
■ It is significant that very early cinema also addressed the
quasi-hallucinatory aspects of films, practising an “intermedial”
Bilderschrift, i.e. a treatment of the images that is attentive to the
comparison and integration of the different levels of expression
which work together in the composition of a film;
■ Digital images seem to revive this production model in sev-
eral ways and I will offer two examples highlighting their affinity
with syncretic and intermedial writing.
Virtual Reality Imagination Hallucination Dream Regression
Intermediality
To quote this essay: P. Montani, “The hallucinatory aspect of virtual reality and the image
as a Bilderschrift”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 153-171
PIETRO MONTANI 154 AN-ICON
Virtual reality, hallucination
and the dream-imagination
The hallucinatory aspect of VR is obvious to
those who have experienced or wish to study it. However,
not everyone hallucinates and so the hallucinatory nature
of dreams offers the most immediate and comprehensible
parallel – an experience we undergo during sleep with a
frequency and regularity familiar to all.2
VR and dreams cannot be treated as entirely
identical phenomena, indeed there are many and signifi-
cant differences as we shall see shortly. However we can
immediately highlight at least two essential parallels. The
first is the compelling illusion of reality that differentiates
hallucinatory dreams and VR images from other types of
internal and external images processed by the imagination.
This leads to the second parallel, regarding the unalterable
nature of what is perceived. Apart from some exception-
al cases (e.g. “lucid dreaming”), we cannot intervene in
dream images, the realism of which is experienced as both
convincingly plausible and undeniably objective. The same
applies to the fundamentally hallucinatory nature of VR
images (although there are clearly many potential excep-
tions, to which I shall return in the final section). I would
happily add a further property in the presence of sufficient
evidence and that is how easily we forget dreams, which
corresponds – although this is a totally subjective obser-
vation – to the ease with which we discard large portions
of our VR experiences.
I must stress that the two aforementioned prop-
erties are linked to the particular realism of dream and VR
1 This article refers to the European research project “The Future of Humanity: New
Scenarios of Imagination” (Vilnius University). This research is funded by the European Social
Fund (project no. 09.3.3-LMTK-712-01-0078).
2 The analogy between VR and dreaming has already been explored. See for example R.
Diodato, Estetica del virtuale (Milan: Bruno Mondadori, 2005), which, however, chooses a
different approach from the one I will propose here.
PIETRO MONTANI 155 AN-ICON
images. So, although the latter come in several interactive
forms (e.g. immersive installations) that can alter the per-
ceived environment, this does not impact on the funda-
mentally hallucinatory state of the images delivered. On the
contrary, the degree of interactivity in dreams is limited to
the activation of cognitive processes internal to the dream
event such as the linguistic formulation of judgements and
inferences, and an evaluation of the emotions experienced.
But here, too, these processes are dependent on the objec-
tivity of the images experienced. I shall provide a personal
example: the night before starting this article I dreamt that I
encountered a stranger in the street and sensed with great
pity and concern that he clearly felt ashamed, although
there was no indication as to why. Without entering into
more detailed analysis, what I have described was clearly
a hallucinatory event accompanied by a congruent judge-
ment explicitly formulated in the dreamer’s inner discourse,
and which included the word “ashamed”. But it was not
a “lucid dream”. A Freudian analyst would say that the
dream was mine so the pity and concern were directed
at a part of me. This may be so, but this split within the
dreamer reinforces rather than diminishes the objectivity of
the sentiment I felt and the congruence of the judgement
I associated with it (i.e. that the human condition is truly
compassionate – and mysterious – if someone can show
shame for no apparent reason). Ultimately, it is the radically
immersive state of the two traits shared by VR and dreams
that should be underscored:3 we become caught up in a
3 For a helpful classification of all the VR forms 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. Tyerry Giuliana, eds., Meaning-
Making in Extended Reality (Rome: Aracne, 2020): 63-90. According to the accurate schema
divided into four categories discussed in the article, the type on which these considerations
focus occupies the second level of the third type (“Advanced cinematic VR”). However, the
authors describe “radical immersive media” as a broad category of devices (which can be
further divided into two subgroups) designed to interact in different ways with the real world.
For reasons that will become clear later, I shall limit my considerations to a very general
analogy between VR and dreams.
PIETRO MONTANI 156 AN-ICON
simulated environment featuring images that coercively
force their presence on us.
And now for the equally significant differences.
What I have described – and why I was able to describe
it – was clearly a dream occurring in a REM sleep phase. It
was one of those dreams availing of closer integration with
Freud’s “secondary process” and the ones we remember
(or reorganise) with greater satisfaction. The neurophys-
iological processes at work in all sleep phases are fairly
well known today, although the scientific community has
reached no full agreement on the functional meaning to
attribute to the incoherence and transience of their dream
products. We do not know exactly what purpose is served
by the low structural level of dreams but there appears to
be good support for the theory – adopted here – accord-
ing to which their principal function is to increase the “fit-
ness” of some processes of the imagination conducted in
a wakeful state (particularly inferential ones) by reducing
their redundancy and complexity in several ways.4
What does this strange neural work look like?
Some have likened it to the wandering undertaken by our
vigilant imagination5. Dreams (REM and NREM) also seem-
ingly implement a momentary state of generally indeter-
minate, organised and specialised cognitive function (e.g.
intentionality and attention) to maintain the brain-mind for
periods of varying length in the purely virtual phase effec-
tively described as the “default mode network”. This is a
typically “experimental” phase as both the dream and the
wandering explore numerous potential configurations of
4 Here and elsewhere I refer in particular to an important essay by J.A. Hobson et al.,
“Virtual reality and consciousness inference in dreaming”, Frontiers in Psychology 5, no. 1133
(2014) https://doi.org/10.3389/fpsyg.2014.01133. Hobson is an undisputed authority on dream
studies and shares the theory (see in particular the works by G. Tononi) that dreams optimise
some wakeful cognitive processes by alleviating and “pruning” the synapses in excess.
5 See M. Corballis, The Wandering Mind: What the Brain Does When You’re Not Looking
(Auckland: Auckland University Press, 2014). Corballis is a psychologist who mainly
studies language but his book is up-to-date on the most accredited developments of the
neurosciences regarding the dream phenomenon.
PIETRO MONTANI 157 AN-ICON
well-defined or simply hypothetical situations and problems,
often varied or even disparate. In this sense, the “default
mode network” active in dreams in the hallucinatory form
familiar to us prompts the entire neuronal apparatus to enter
into free flow with no fixed objectives, allowing the “innate
generator of virtual reality” in our brains to behave as a
“free-running inference machine”.6 This machine – and we
shall return to this – benefits from a “synaptic regression”7,
a temporary reinstatement of extremely primitive neural
circuits not used in the wakeful state.
In other words, our brain seemingly needs to
suspend dealings with the real world (and its complexity)
at regular intervals and start dialoguing with itself, gener-
ating simplified and incoherent simulacra of a world so as
to optimise, on reawakening, the performances that will
enable it to cope once again with the complex (and harsh)
reality. The autopoietic and virtualising nature of this work8
offers a simple explanation for the fact that the foetus falls
into full REM sleep in the thirtieth week of life.9 This is pure
cognitive and proprioceptive training in VR as, at that stage,
its only experience of the world is intrauterine. Hobson,
Hong and Friston astutely likened this surprising evolution-
al phase to an insurgence and initial coordination of the a
6 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 22. As better
clarified below, I shall here intend the concept or “regression” also in the specifically Freudian
sense.
7 Ibid.: 15.
8 I discuss this point in P. Montani, Tre forme di creatività. Tecnica, arte, politica (Napoli:
Cronopio, 2017).
9 See J.A. Hobson, “REM sleep and dreaming: towards a theory of protoconsciousness”,
Nature Review Neurosciences 10 (2020): 803-813 10.1038/nrn2716.
PIETRO MONTANI 158 AN-ICON
priori (intuitive and intellectual) forms discussed by Kant10
(to whom we shall return).
What temporary conclusions can we draw from
the parallel between the dream hallucination and VR? A cru-
cial point regarding both the analogies and the differences
seems to require critical attention. The neurophysiological
study of dreams shows that a significant relationship can
form between the sometimes hallucinatory and incoher-
ent nature of images and the emergence of our cognitive
strategies in the broad sense (e.g. the inferential activity
attributable to the imagination).11 The emphasis should fall
on both requisites – the incoherence and the hallucinatory
nature – although, for obvious reasons, VR seems keen to
focus primarily on the latter. To address this problem prop-
erly, we should refer to Freud’s great work on the mental
significance of dreams12, starting from a fairly solid point of
contact between the neurophysiological model with which
he worked and the very different ones we work with today.
This point of contact consists in the specific importance
of regression in hallucinatory and incoherent processes
managed by the dream-imagination.
Regression and “Bilderschrift” in dreams
When referring to Freud I shall totally disre-
gard the aspect dearest to his heart, that dreams are in-
terpretable and that this very interpretability defines their
10 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 19. I. Kant,
Critique of Pure Reason (1787), trans. P. Guyer, A. Wood (Cambridge: Cambridge University
Press, 1998). In a very important book, Before Tomorrow. Epigenesis and Rationality (Polity
Press: Cambridge, 2016), Catherine Malabou argued in favor of an “epigenetic” interpretation
of the development of Kantian a priori forms. I have developed a similar approach to Kant’s
critical philosophy in P. Montani, “Imagination and its technological destiny”, Open Philosophy
3 (2020): 187-201.
11 The “judgement” I formulated during the described dream is typically inferential in form.
For the Kant of the third Critique, it is the Urteilskraft, i.e. the “power of judgement”, that is
essentially inferential and abductive in nature. See I. Kant, Critique of the Power of Judgment
(1790), trans. P. Guyer, E. Matthews (Cambridge: Cambridge University Press, 2001).
12 See S. Freud, The Interpretation of Dreams (1900), trans. J. Strachey, in The Standard
Edition of the Complete Psychological Works of Sigmund Freud, vols. 4-5, (London: The
Hogarth Press and The Institute of Psycho-Analysis, 1955).
PIETRO MONTANI 159 AN-ICON
immensely important metapsychological condition. Is this
approach justifiable? Yes if we refer to the last chapter of
Traumdeutung, “The psychology of Dream Processes”. A
footnote added in 1925 at the end of the previous chapter
(VI, “Dream-work”) introduces its objectives significantly,
saying that the particular nature of the dream-work should
be studied as such, over and above the fact that this form
of working is used by the unconscious in a hallucinatory
and disguised mode to achieve its drives. Freud writes
At bottom dreams are nothing other than a particular form of think-
ing, made possible by the conditions of the state of sleep. It is the
dream-work which creates that form, and it alone is the essence
of dreaming - the explanation of its peculiar nature.13
The peculiarities of the dream-work – brilliantly
studied by Freud in Chapter VI – are well known: conden-
sation, displacement and considerations of representability.
But the common trait is regression, intended by the author
in a strictly topical sense. Explained as simply as possible
(and in non-Freudian language), during dreams our mind-
brain reconnects with a very primitive prelinguistic and
preconceptual stage of its memory store. Or rather, it is a
phase in which a profoundly embodied imagination (think
of a baby just a few months old) has also had to perform
the work (e.g. inferential) that would subsequently be del-
egated to linguistic thought.14
The phenomenon of regression does not only
belong to dreams, observes Freud, although in dreams it
produces a particular “vividness”, a hallucinatory Belebung.
That this is, in other respects, a somewhat paradoxical
process emerges from the fact that “a particular form of
13 Ibid.: 510. My italics.
14 Using the terminology of Deleuze and Guattari, we could say that here the imagination
adopts a predominately “striated” manner of proceeding. See G. Deleuze, F. Guattari, A Thousand
Plateaus: Capitalism and Schizophrenia (1980), trans. B. Massumi (London: Athlone, 1988).
PIETRO MONTANI 160 AN-ICON
thinking” is entrusted to the process of regression in which
“the fabric of the dream-thoughts is resolved [aufgelöst: dis-
rupted] into its raw material”.15 But, we must add, it is dis-
rupted as far as is possible for, although the archaic zone
of the memory store in question dates from an evolutionary
phase when linguistic thought did not yet exist, the latter
will leave a trace in the regressive path implemented by the
dream state in adulthood.16 As demonstrated, for example,
by perhaps the most surprising requisite of the dream-
work: the ability to treat words as if they were objects and
play with their signifying matter. Further on, with regard
to dream-hallucinations, Freud speaks of a “transvalua-
tion” of thought into images; thought is drawn towards
the most archaic memory store, to be seen specifically as
a disabling of its logical and linguistic relations in favour
of the earliest work of a totally embodied imagination. But
these remain transvaluated thoughts and are by no means
a reinstatement of a prelinguistic condition. Rather, it is a
new reorganisation of the relationship between image and
word, a radical renegotiation of their “normal” bond (I shall
return to this key point later).
This brings fresh relevance to the factor of
dream-work that Freud called “regard for representability”
What we have described, in our analysis of dream-work, as ‘re-
gard for representability’ might be brought into connection with the
selective attraction exercised by the visually recollected scenes
touched upon by the dream-thoughts (...) [So that] dreaming is
on the whole an example of regression to the dreamer’s earliest
condition, a revival (ein Wiederbeleben) of his childhood, of the
15 Ibid.: 545. My italics.
16 This is the theory developed by J. Derrida in Writing and Difference (1967), trans. A. Bass
(London: Routledge, 2001).
PIETRO MONTANI 161 AN-ICON
instinctual impulses which dominated it and of the methods of
expression which were then available to him.17
Freud appears to refer to non-elaborated (or
semi-elaborated) nuclei linked to powerful emotional in-
vestments, such as the “internal objects” Melanie Klein and
her followers later discussed when re-elaborating Freudian
dream theory in broader and more flexible terms, and today
considered widely reliable and compatible with neurosci-
entific findings.18 The last lines of the citation (from a 1919
addition) allow us to conclude that the regressive move-
ment Freud attributed to the physiology of dreams can be
acquired as a structural requisite of the dream-imagination
without necessarily attributing it to instinctual motivation.
In other words, if dream-work is rooted in the condition
of very early infancy – the condition of being “in-fans” i.e.
not yet capable of speech – this means that the regressive
movement of the dream reaches and revives not only the
desiring aspects but the concomitant inferential process-
es too. Thus, these processes take place in the absence
of language and make predominant use of prelinguistic
images and schema. We could call it an imagination that
“schematises without any concept” as Kant said regarding
“reflective judgement”, highlighting its exceptional episte-
mological significance.19 This further Kantian indication is
by no means casual20 and should be paralleled with the
“free-running inference machine” discussed by Hobson,
Hong and Friston. Preliminary and free imaginative train-
ing is required, hypothetical and exempted from defined
17 Ibid.: 549-550. My italics.
18 This is the theory persuasively argued by M. Mancia, Il sogno e la sua storia. (Venice:
Marsilio, 2004); and Sonno & sogno. (Rome-Bari: Laterza, 2006).
19 See E. Garroni, Estetica ed epistemologia (Milan: Unicopli 2003); P. Montani, “The
Imagination and Its Technological Destiny”: 3; L. Palmer, “Schematizzare senza concetti e
senso comune”, in D. Cecchi, M. Feyles, P. Montani (eds.), Ambienti mediali (Milan: Meltemi
2018): 39-56. Significantly, Palmer accompanies his rethinking of the Kantian concept with
experimental evidence.
20 See Montani, Tre forme di creatività; and “The Imagination and Its Technological Destiny”.
PIETRO MONTANI 162 AN-ICON
tasks, simplified and experimental, not only (as is obvious)
before cognition can start to be deployed but also so that
it can function constantly – e.g. (Tononi’s proposal largely
endorsed by Hobson) in terms of synaptic pruning, simpli-
fication and resetting of the inferential device.21
Before leaving Freud we must adopt another
of his valuable indications. Above, I linked dreams to a
particular way of reorganising the image-word relationship.
I will specify that Freud clearly sees them, ultimately, as a
relationship guided by a principle of reversibility. Not only
are words used as if things, images also display a key trait of
discursive convention. This trait is also fully comprehensible
in intuitive terms: both ontogenetically and phylogenetically,
the human imagination must have performed a major work
of segmentation, classification and organisation (e.g. in-
ferential) on the experience, valorising a certain intelligible
profile of the images – precisely that which language will
later formalise. Freud calls this property, reactivated by the
dream-imagination, a Bilderschrift, a picture writing:
The dream-content (...) is expressed as it were in a pictographic
script [Bilderschrift], the characters of which have to be trans-
posed individually into the language of the dream-thoughts. If we
attempted to read these characters according to their pictorial
value instead of according to their symbolic relation [Zeichenbezie-
hung], we should clearly be led into error.22
Freud speaks here from the standpoint of inter-
pretability (not relevant for us) but the observation can of
course be generalised. Products of the dream-imagination
21 See G. Tononi, C. Cirelli, Sleep function and synaptic homeostasis, Sleep Medicine
Reviews 10 (2006): 49-62. In this sense and precisely because of its hallucinatory
“resuscitation”, the dream-work restores not so much the contents of the oldest inferences
but the earliest manner of that performance (i.e. “schematises without any concept”) which
conduct precious selective functions for pruning purposes.
22 Ibid.: 296. The translation of Bilderschrift as “pictographic script” is highly questionable;
and that of Zeichenbeziehung as “symbolic relation” is frankly erroneous as the “symbolism”
of dreams is not involved here but only the more general sign profile of dream-images.
PIETRO MONTANI 163 AN-ICON
should above all be observed in terms of their Zeichen-
beziehung, their singular and archaic relationship with the
semiotic order. In other words, despite being hallucinatory,
dream-images should also be appreciated for their ability
to reactivate a condition in which the imagination has also
processed them as the signs of a particular Bilderschrift.23
Our Freudian journey has taken us another
major step forward: the relational aspect –stressed in the
conclusions of the first section – can now avail of a specif-
ic and significant reference to a scriptural element within
the work of the imagination. This element can be linked to
the radical regressive condition in which the imagination
behaves literally as a VR generator. We can now try to better
understand how this correlation works.
Bilderschrift in very early cinema
and in the digital age: the syncretism
and intermediality of images
Interestingly, in its very early days, and roughly
when Freud was developing his Traumdeutung and subse-
quent metapsychological additions, the cinema was seen
(or conceived) by some film-makers and theoreticians as
closely resembling the device of image-word reversibility
highlighted at the end of the previous section. This means
that the birth of the cinema also featured a major focus on
the network of relationships which the powerful illusion of
reality produced by the cinematographic image was clearly
keen to unite. In some cases, in particular, that image was
seen as a syncretic form of expression: a space of compar-
ison and integration between different levels of expression.
This section dwells briefly on two significant examples of
23 On the image-word connection and its meaning for an appropriate understanding of a
“history” of the arts, C. Brandi’s observations in Segno e immagine (Palermo: Aesthetica, 2002)
are valuable, not coincidentally introduced by a discussion on Kant’s schematism,
PIETRO MONTANI 164 AN-ICON
this understanding of the image – which I call “intermedi-
al”24: a reflection on the cinema of the “Russian Formalists”
and Sergei M. Eisenstein’s first cinematographic theory
centred on the project of an “intellectual cinema”.25 I shall
conclude with some comments on VR installations and
their inclusion in the intermedial paradigm of the image.
The Formalists felt strongly that the emergence
of the cinema gave their era the privilege of observing a
form of art in its nascent state. Cinema brought a brand-new
addition to the technically reproduced image – the ability to
move in time. Boris Eikhenbaum, for instance, argued that
with cinema “for the first time in history, an art which was
‘depictive’ by its very nature became capable of evolving
in time and proved to be beyond any comparison, classi-
fication or analogy”.26 He was struck in particular by the
fact that, in cinema, the image medium adopted an original
condition because the reception of the film has to develop
with a time sequence typical of other media (e.g. writing).
To better use these peculiarities, thought Eikhen-
baum, the structural principles of the cinematographic
text would have to comply with two preferential options,
one paradigmatic and the other syntagmatic. The paradig-
matic option consisted in asserting the conventionality of
the image (its Zeichenbeziehung as Freud would say) in a
head-on contrast with the naturalistic values of photograph-
ic reproduction; the syntagmatic option consisted in em-
phasising the discrete (or potentially discrete) nature of the
formal unities placed in a reciprocal relationship following
a short, markedly divided montage. These two requisites
are therefore totally comparable to Freud’s Bilderschrift.
But Eikhenbaum underscored another aspect concerning
24 On this concept, see P. Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010).
25 See R. Taylor, ed., Russian Poetics in Translation, vol. 9: The Poetics of Cinema.
(Department of Language & Linguistics: University of Essex, 1982); S.M. Eisenstein, Towards a
Theory of Montage (London-New York: Tauris Academic Studies, 2010).
26 B. Eikhenbaum, “Problems of cine-stylistics”, trans. R. Sherwood, in R. Taylor, ed., The
Poetics of Cinema (Oxford: RTP, 1982): 10-21. My italics.
PIETRO MONTANI 165 AN-ICON
not the construction options but the structural conditions
of understanding a film, arguing that the image plane in the
cinema is always accompanied by the articulation of “inner
speech” in the spectator’s mind. So, the cinematic experi-
ence has to proceed via a constant integration of image and
language planes, more akin to a process of reading than a
prolonged and guided form of contemplation.27 Returning
to the parallel with Freud’s reflection on the figures of the
dream-work, we could say that, in films, the autonomous
expressive and pathemic resources of the image come to-
gether in a constant relationship with the broader cognitive
resources accessed by linguistic thought.
Remaining largely on the wavelength of Eikhen-
baum’s theories, Sergei Eisenstein pushed himself even
further forward in the same 1920s’ time-frame, especially
from a design perspective. In short, he believed that the
discursiveness of cinema could function as a device that
takes the spectator into close contact with the semiotic op-
erations that enable the imagination to give sensible content
to concepts. That is, it could explore the key imaginative
performance that Kant called “schematism”. A performance
that, unsurprisingly, we have already referred to regard-
ing its relationship with dream-work. Eisenstein called this
cinema “intellectual” because, from the political perspec-
tive that excited him at the time, the cinematic experience
promised to considerably alter the spectators’ “power of
judgment” (to use another Kantian term), training them, for
instance, in dialectical thinking, as we read in one of his
notes for the planned film adaptation of Marx’s Capital.28
Although Eikhenbaum and Eisenstein’s the-
ories cannot be generalised, we can agree on the fact
27 On the complex intermedial nature of reading, see S.B. Trasmundi, S.C. Cowley,
“Reading: how readers beget imagining”, Frontiers in Psychology 11: 531682 (2020), doi:
10.3389/fpsyg.2020.531682.
28 On this subject, see an important work by E. Vogman, Dance of Values. Sergei
Eisenstein’s Capital project (Zurich-Berlin: Diaphanes, 2019).
PIETRO MONTANI 166 AN-ICON
that, throughout the silent film period, the treatment of
cinematographic images largely adhered to the general
Bilderschrift principles discussed here, and often invented
new figures of them. We can also agree that, whatever its
strengths and weaknesses, this trend was destined to un-
dergo a marked shift after the introduction of sound, which
could inevitably be expected to produce – and Eisenstein
was one of the first to denounce this29 – a strengthening of
the reproductive and illusionistic effects of the film image
and an ensuing increase in the naturalistic understanding
of the film. From that moment on, the cinema pursued
different paths which we cannot follow here although it
may be interesting to ask what transformations would have
been seen in the “scriptural” direction I discussed briefly at
the start of this section.30 We must instead ask ourselves,
and I shall do so rapidly below, whether the fundamental
principle embraced by this direction, namely the activation
of a critical countermovement physiologically correlated to
the regressive nature of the image, reappeared elsewhere.
And how it could also concern VR where the regressive
movement, as mentioned at the beginning, reaches the
extreme condition of a hallucinatory event.
Before proceeding we should again stress the
relational, and more precisely intermedial, nature of the
critical countermovement which accompanies the regres-
sive process of the imagination – and thus also presumably
its extreme outcomes in the hallucinatory version of VR.
Against this backdrop, I shall conclude by touching on two
different spheres of exemplification. The first concerns the
spontaneous practices of syncretic writing in use on the
Web for about 20 years now and which are increasingly
widespread among its users. In the second, I shall pres-
ent some brief comments on how the intermedial device
29 See S.M. Eisenstein, “Buduščee zvukovoj fil’my. Zajavka”, in Id., Izbrannye Proizvedenija
v šesti tomach. II (Moskva: Iskusstvo, 1963-1979): 15-16.
30 I have done so partially in P. Montani, Emozioni dell’intelligenza (Milan: Meltemi, 2020).
PIETRO MONTANI 167 AN-ICON
has been managed in two remarkable recent installations:
Carne y arena by Alejandro Gonzales Iñárritu (2017) and
VR_I by Jilles Jobin (2018).31
It is a fact that the birth of the interactive Web
supported the emergence of a form of syncretic writing
that does not merely combine image, word and sound
but also very frequently exploits their reciprocal relations
to obtain significant effects of meaning from this interme-
dial confrontation – for the moment predominantly tuned
into a playful, ironic and paradoxical register (I am thinking
of all the “meme” forms). As well as not excluding signifi-
cant evolutions and further differentiations, this aspect in
itself already guarantees great (and spontaneous) reflexive
control of the semiotic material manipulated.32 I have sug-
gested calling this practice “extended writing”, adding that
significant innovation might develop in the technologies of
human expression. Indeed, the first thing to do is to study
the internalisation processes and feedback on the imag-
inative and cognitive conduct of those using it (but it is a
mass phenomenon).33 I am keen to stress here that the
regressive values linked to the image in extended writing
are placed in a constant, systematic and plastic relationship
with several critical and intellectual distancing practices,
often of a distinctly intermedial nature. That is to say, they
are conceived to exploit the effects of meaning ensuing
from the re-mediation and comparison of different media.
The two installations mentioned above are im-
portant not only for their uncommon design complexity but
also and primarily for their intermedial tone (i.e. distanced
and reflexive), albeit diversely interpreted in the two cases. In
31 The two installations could be visited at the Fondazione Prada in Milan (2017) and the
Istituto Svizzero di Roma (2018), respectively.
32 See P. Montani, “Materialità del virtuale”, Agalma. Rivista di studi culturali e di estetica 40,
no. 2 (2020): 11-18; and “Apology for technical distancing. But beware the feedback!”, IMG:
Interdisciplinary journal on image, imagery and imagination 3 (2020): 264-281.
33 The issue of “extended writing” should be included in an extensive case study of
technological aesthetics, as well illustrated recently by V. Gallese, “The aesthetic world in the digital
era. A call to arms for experimental aesthetics”, Reti, saperi, linguaggi 9, no. 17 (2020): 55-84.
PIETRO MONTANI 168 AN-ICON
both, visitors realise that the VR is simply a part of a broader
experience that can internally implement in various ways
what I have just described as a critical countermovement. I
shall conclude by indicating the essential coordinates below.
Carne y arena is a journey in four stages, the
second of which contains a VR installation. Here, the visitor
– alone and free to move around – finds him/herself spend-
ing six minutes in a desert zone with a group of Mexican
refugees trying to cross the US border but being violently
driven back by an American army patrol.34 In the first space,
visitors are asked to remove their shoes and socks and
place them in a locker from which they will collect them later.
This is a key strategic move because during their mobile
permanence in the virtual environment their bare feet will
make them constantly proprioceptively aware of an essen-
tial split (Virtually Present, Physically Invisible is the instal-
lation’s astute subtitle). A walkway awaits when they exit
the “arena”, after retrieving shoes and socks, from where
the visitors can catch a glimpse of what is happening in
the semi-dark space of the virtual simulation by looking, if
they so wish, through the gaps between the wooden planks
of a wall. This is a further distancing from the powerful en-
gagement just experienced. The walkway leads to a final
room where, free to decide how long to stop at each one,
they can watch video clips of the migrants narrating details
of the episode to which the visitors have been invisible
witnesses and what happened to them afterwards. Their
34 I dwelled more analytically on the Iñarritu installation in P. Montani, Tre forme di creatività.
See also F. Casetti, A. Pinotti, “Post–cinema ecology”, in D. Chateau, J. Moure, eds., Post–
cinema. Cinema in the Post-Art Era (Amsterdam: Amsterdam University Press, 2020): 193-
217; A. D’Aloia “Virtually present, physically invisible: virtual reality immersion and emersion
in Alejandro González Iñarritu’s Carne y Arena”, Senses of Cinema 87 (2018) http://www.
sensesofcinema.com/2018/feature-articles/virtually-present-physically-invisible-virtual-reality-
immersion-and-emersion-in-alejandro-gonzalez-inarritus-carne-y-arena/. For an important
discussion of the “empathic” effects attributable to experiences in VR see A. Pinotti, “Autopsia
in 360°. Il rigor mortis dell’empatia nel fuori-cornice del virtuale”, Fata Morgana 39 (2019):
17-32. On the aesthetics of’ “unframed” images see P. Conte, Unframing Aesthetics (Milan-
London: Mimesis International, 2020).
PIETRO MONTANI 169 AN-ICON
faces appear in high definition on small screens placed in
niches around the walls of the room.
The important point here is that the VR is just
one of the many elements in the installation and the overall
experience stimulates visitors to engage in an intermedial
reflection that invests them literally from head (equipped
with visor and headphones) to toe (bare). The truly striking
and forceful realism of the simulation thus finds its meaning
within a complex narrative device. I shall add that even the
patchy recollection of the six-minute VR simulation men-
tioned at the start of this article finds interesting justification
within the context of this complex cognitive and pathemic
experience.
VR_I is an all-VR installation and far more playful
than Carne y arena. The artist is primarily a choreographer
and paid particular attention to the fluidity of movement of
the five dancers who inhabit the virtual space and define
it with their performance. They take on very different sizes
in the various phases of the event: gigantic and objectively
threatening at the start but miniaturised and observable later
on, almost as if in a lab experiment on a small quadrangular
platform, and finally life-size. Five people enter the virtual
space and each visitor’s avatar can interact with the other
four, not only on a haptic and sensorimotorial level (the hands
have sensors) but also linguistically thanks to phono-acoustic
equipment. The visitors find themselves in a metamorphic
space resembling that of dreams: sometimes a boundless
desert, at other times an urban landscape or a mountain-top
loft with sweeping views down over a wide valley. The envi-
ronments are always clearly identifiable and their subsequent
development follows the rhythm of the dancers and the spa-
tial harmony created by their movements. It is also significant
that famous paintings (Matisse, Bacon) are hung on the walls
of the loft interiors. Basically, the whole encourages visitors to
let themselves go in an experience constantly tuned to a free
PIETRO MONTANI 170 AN-ICON
reflexive register and they quickly realise that the rhythmic
play between the different spatial dimensions is one of the
core themes of the choreographic flow they are engaged in,
as too is the doubling of the performance (the dancers giant
or miniaturised, the paintings), the comparison between the
dimensions and the free exchange of dialogue about what
is seen and happening. We could perhaps describe VR_I as
a lucid intermedial dream which can be realised without any
forcing by an embodied imagination fundamentally recon-
ciled with its less docile partner: language.
Conclusions
■ The hallucinatory immersiveness of VR must, just like that
of dreams, be understood and studied against the backdrop of
the network of significant relations it can entertain with other per-
formances, for example inferential, of an embodied imagination.
It seems inadvisable to isolate it from this broader context.35
■ The regressive aspect characterising the specific halluci-
natory immersiveness of dreams must be understood primarily in
terms of the neurophysiological functions (synaptic pruning, plas-
ticity, resetting of inferential devices) attributable to the movement
which allows the brain-mind to return to the situation in which
the work of the imagination autonomously conducted cognitive
performances that would, in a subsequent phase, be guided by
linguistic thought.
■ It is in this regressive sphere36 that, remaining with Freud,
we see the particular resources of a significant link between im-
age and writing (a Bilderschrift). It is a link that very early cinema
35 A critical-genealogical investigation into the life of media conducted in terms of the
assemblages or true ecosystems, in which each time they assume a structural positioning and
a cultural meaning, characterises the work of Francesco Casetti. See lastly and also for some
significant analogies with the issue of immersiveness, “The Phantasmagoria: an enclosure and
three worlds” (forthcoming).
36 A “regression in the service of the ego” we could say, using a fine expression introduced
by E. Kris, Psychoanalytic Explorations in Art (New York: Schocken Books, 1967), but the issue
should also be addressed from a broader disciplinary perspective in terms of the adaptive and
evolutionary advantages ascribable to the work of the dream imagination.
PIETRO MONTANI 171 AN-ICON
interpreted predominantly as an intermedial comparison, i.e. a
comparison-integration of different media (starting with image
and verbal discourse) such as to combine a critical and reflexive
countermovement constantly and systematically with the natu-
ralistic and quasi-hallucinatory reception of the film.
■ This same countermovement is perceived today in the
spontaneous phenomenon of extended writing which can be re-
corded on the Web and in the design of some major installations
in which VR features, in various ways, as a component of a more
complex and “scriptural” narrative device in the broadest sense.
PIETRO MONTANI 172 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
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] | The hallucinatory
aspect of virtual
reality and the Image
as a Bilderschrift
by Pietro Montani
Virtual Reality
Imagination
Hallucination
Dream
Regression
Intermediality
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The hallucinatory aspect
of virtual reality and the 1
Image as a Bilderschrift
by Pietro Montani
Abstract This article discusses the following points:
■ The analogies which can be identified between Virtual Reali-
ty (VR) and the hallucinatory aspects of dream activity make sense
within a network of relations characterised by certain important
cognitive performances (in particular inferential performances)
which can be attributed to the work of the imagination;
■ To assure the plasticity of these performances, the imagi-
nation seems to have to distance itself somewhat from linguistic
thought and in dreams this is achieved regressively via the hallu-
cinatory state. Various authoritative neuroscientific approaches
to dreams significantly substantiate this theory.
■ At the time when its correlation with linguistic thought is
deactivated, the imagination does not, however, surrender it-
self to the hallucinatory event but elaborates it with recourse to
practices similar to those of syncretic writing – a Bilderschrift or
“pictographic script” as defined by Freud;
■ It is significant that very early cinema also addressed the
quasi-hallucinatory aspects of films, practising an “intermedial”
Bilderschrift, i.e. a treatment of the images that is attentive to the
comparison and integration of the different levels of expression
which work together in the composition of a film;
■ Digital images seem to revive this production model in sev-
eral ways and I will offer two examples highlighting their affinity
with syncretic and intermedial writing.
Virtual Reality Imagination Hallucination Dream Regression
Intermediality
To quote this essay: P. Montani, “The hallucinatory aspect of virtual reality and the image
as a Bilderschrift”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 153-171
PIETRO MONTANI 154 AN-ICON
Virtual reality, hallucination
and the dream-imagination
The hallucinatory aspect of VR is obvious to
those who have experienced or wish to study it. However,
not everyone hallucinates and so the hallucinatory nature
of dreams offers the most immediate and comprehensible
parallel – an experience we undergo during sleep with a
frequency and regularity familiar to all.2
VR and dreams cannot be treated as entirely
identical phenomena, indeed there are many and signifi-
cant differences as we shall see shortly. However we can
immediately highlight at least two essential parallels. The
first is the compelling illusion of reality that differentiates
hallucinatory dreams and VR images from other types of
internal and external images processed by the imagination.
This leads to the second parallel, regarding the unalterable
nature of what is perceived. Apart from some exception-
al cases (e.g. “lucid dreaming”), we cannot intervene in
dream images, the realism of which is experienced as both
convincingly plausible and undeniably objective. The same
applies to the fundamentally hallucinatory nature of VR
images (although there are clearly many potential excep-
tions, to which I shall return in the final section). I would
happily add a further property in the presence of sufficient
evidence and that is how easily we forget dreams, which
corresponds – although this is a totally subjective obser-
vation – to the ease with which we discard large portions
of our VR experiences.
I must stress that the two aforementioned prop-
erties are linked to the particular realism of dream and VR
1 This article refers to the European research project “The Future of Humanity: New
Scenarios of Imagination” (Vilnius University). This research is funded by the European Social
Fund (project no. 09.3.3-LMTK-712-01-0078).
2 The analogy between VR and dreaming has already been explored. See for example R.
Diodato, Estetica del virtuale (Milan: Bruno Mondadori, 2005), which, however, chooses a
different approach from the one I will propose here.
PIETRO MONTANI 155 AN-ICON
images. So, although the latter come in several interactive
forms (e.g. immersive installations) that can alter the per-
ceived environment, this does not impact on the funda-
mentally hallucinatory state of the images delivered. On the
contrary, the degree of interactivity in dreams is limited to
the activation of cognitive processes internal to the dream
event such as the linguistic formulation of judgements and
inferences, and an evaluation of the emotions experienced.
But here, too, these processes are dependent on the objec-
tivity of the images experienced. I shall provide a personal
example: the night before starting this article I dreamt that I
encountered a stranger in the street and sensed with great
pity and concern that he clearly felt ashamed, although
there was no indication as to why. Without entering into
more detailed analysis, what I have described was clearly
a hallucinatory event accompanied by a congruent judge-
ment explicitly formulated in the dreamer’s inner discourse,
and which included the word “ashamed”. But it was not
a “lucid dream”. A Freudian analyst would say that the
dream was mine so the pity and concern were directed
at a part of me. This may be so, but this split within the
dreamer reinforces rather than diminishes the objectivity of
the sentiment I felt and the congruence of the judgement
I associated with it (i.e. that the human condition is truly
compassionate – and mysterious – if someone can show
shame for no apparent reason). Ultimately, it is the radically
immersive state of the two traits shared by VR and dreams
that should be underscored:3 we become caught up in a
3 For a helpful classification of all the VR forms 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. Tyerry Giuliana, eds., Meaning-
Making in Extended Reality (Rome: Aracne, 2020): 63-90. According to the accurate schema
divided into four categories discussed in the article, the type on which these considerations
focus occupies the second level of the third type (“Advanced cinematic VR”). However, the
authors describe “radical immersive media” as a broad category of devices (which can be
further divided into two subgroups) designed to interact in different ways with the real world.
For reasons that will become clear later, I shall limit my considerations to a very general
analogy between VR and dreams.
PIETRO MONTANI 156 AN-ICON
simulated environment featuring images that coercively
force their presence on us.
And now for the equally significant differences.
What I have described – and why I was able to describe
it – was clearly a dream occurring in a REM sleep phase. It
was one of those dreams availing of closer integration with
Freud’s “secondary process” and the ones we remember
(or reorganise) with greater satisfaction. The neurophys-
iological processes at work in all sleep phases are fairly
well known today, although the scientific community has
reached no full agreement on the functional meaning to
attribute to the incoherence and transience of their dream
products. We do not know exactly what purpose is served
by the low structural level of dreams but there appears to
be good support for the theory – adopted here – accord-
ing to which their principal function is to increase the “fit-
ness” of some processes of the imagination conducted in
a wakeful state (particularly inferential ones) by reducing
their redundancy and complexity in several ways.4
What does this strange neural work look like?
Some have likened it to the wandering undertaken by our
vigilant imagination5. Dreams (REM and NREM) also seem-
ingly implement a momentary state of generally indeter-
minate, organised and specialised cognitive function (e.g.
intentionality and attention) to maintain the brain-mind for
periods of varying length in the purely virtual phase effec-
tively described as the “default mode network”. This is a
typically “experimental” phase as both the dream and the
wandering explore numerous potential configurations of
4 Here and elsewhere I refer in particular to an important essay by J.A. Hobson et al.,
“Virtual reality and consciousness inference in dreaming”, Frontiers in Psychology 5, no. 1133
(2014) https://doi.org/10.3389/fpsyg.2014.01133. Hobson is an undisputed authority on dream
studies and shares the theory (see in particular the works by G. Tononi) that dreams optimise
some wakeful cognitive processes by alleviating and “pruning” the synapses in excess.
5 See M. Corballis, The Wandering Mind: What the Brain Does When You’re Not Looking
(Auckland: Auckland University Press, 2014). Corballis is a psychologist who mainly
studies language but his book is up-to-date on the most accredited developments of the
neurosciences regarding the dream phenomenon.
PIETRO MONTANI 157 AN-ICON
well-defined or simply hypothetical situations and problems,
often varied or even disparate. In this sense, the “default
mode network” active in dreams in the hallucinatory form
familiar to us prompts the entire neuronal apparatus to enter
into free flow with no fixed objectives, allowing the “innate
generator of virtual reality” in our brains to behave as a
“free-running inference machine”.6 This machine – and we
shall return to this – benefits from a “synaptic regression”7,
a temporary reinstatement of extremely primitive neural
circuits not used in the wakeful state.
In other words, our brain seemingly needs to
suspend dealings with the real world (and its complexity)
at regular intervals and start dialoguing with itself, gener-
ating simplified and incoherent simulacra of a world so as
to optimise, on reawakening, the performances that will
enable it to cope once again with the complex (and harsh)
reality. The autopoietic and virtualising nature of this work8
offers a simple explanation for the fact that the foetus falls
into full REM sleep in the thirtieth week of life.9 This is pure
cognitive and proprioceptive training in VR as, at that stage,
its only experience of the world is intrauterine. Hobson,
Hong and Friston astutely likened this surprising evolution-
al phase to an insurgence and initial coordination of the a
6 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 22. As better
clarified below, I shall here intend the concept or “regression” also in the specifically Freudian
sense.
7 Ibid.: 15.
8 I discuss this point in P. Montani, Tre forme di creatività. Tecnica, arte, politica (Napoli:
Cronopio, 2017).
9 See J.A. Hobson, “REM sleep and dreaming: towards a theory of protoconsciousness”,
Nature Review Neurosciences 10 (2020): 803-813 10.1038/nrn2716.
PIETRO MONTANI 158 AN-ICON
priori (intuitive and intellectual) forms discussed by Kant10
(to whom we shall return).
What temporary conclusions can we draw from
the parallel between the dream hallucination and VR? A cru-
cial point regarding both the analogies and the differences
seems to require critical attention. The neurophysiological
study of dreams shows that a significant relationship can
form between the sometimes hallucinatory and incoher-
ent nature of images and the emergence of our cognitive
strategies in the broad sense (e.g. the inferential activity
attributable to the imagination).11 The emphasis should fall
on both requisites – the incoherence and the hallucinatory
nature – although, for obvious reasons, VR seems keen to
focus primarily on the latter. To address this problem prop-
erly, we should refer to Freud’s great work on the mental
significance of dreams12, starting from a fairly solid point of
contact between the neurophysiological model with which
he worked and the very different ones we work with today.
This point of contact consists in the specific importance
of regression in hallucinatory and incoherent processes
managed by the dream-imagination.
Regression and “Bilderschrift” in dreams
When referring to Freud I shall totally disre-
gard the aspect dearest to his heart, that dreams are in-
terpretable and that this very interpretability defines their
10 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 19. I. Kant,
Critique of Pure Reason (1787), trans. P. Guyer, A. Wood (Cambridge: Cambridge University
Press, 1998). In a very important book, Before Tomorrow. Epigenesis and Rationality (Polity
Press: Cambridge, 2016), Catherine Malabou argued in favor of an “epigenetic” interpretation
of the development of Kantian a priori forms. I have developed a similar approach to Kant’s
critical philosophy in P. Montani, “Imagination and its technological destiny”, Open Philosophy
3 (2020): 187-201.
11 The “judgement” I formulated during the described dream is typically inferential in form.
For the Kant of the third Critique, it is the Urteilskraft, i.e. the “power of judgement”, that is
essentially inferential and abductive in nature. See I. Kant, Critique of the Power of Judgment
(1790), trans. P. Guyer, E. Matthews (Cambridge: Cambridge University Press, 2001).
12 See S. Freud, The Interpretation of Dreams (1900), trans. J. Strachey, in The Standard
Edition of the Complete Psychological Works of Sigmund Freud, vols. 4-5, (London: The
Hogarth Press and The Institute of Psycho-Analysis, 1955).
PIETRO MONTANI 159 AN-ICON
immensely important metapsychological condition. Is this
approach justifiable? Yes if we refer to the last chapter of
Traumdeutung, “The psychology of Dream Processes”. A
footnote added in 1925 at the end of the previous chapter
(VI, “Dream-work”) introduces its objectives significantly,
saying that the particular nature of the dream-work should
be studied as such, over and above the fact that this form
of working is used by the unconscious in a hallucinatory
and disguised mode to achieve its drives. Freud writes
At bottom dreams are nothing other than a particular form of think-
ing, made possible by the conditions of the state of sleep. It is the
dream-work which creates that form, and it alone is the essence
of dreaming - the explanation of its peculiar nature.13
The peculiarities of the dream-work – brilliantly
studied by Freud in Chapter VI – are well known: conden-
sation, displacement and considerations of representability.
But the common trait is regression, intended by the author
in a strictly topical sense. Explained as simply as possible
(and in non-Freudian language), during dreams our mind-
brain reconnects with a very primitive prelinguistic and
preconceptual stage of its memory store. Or rather, it is a
phase in which a profoundly embodied imagination (think
of a baby just a few months old) has also had to perform
the work (e.g. inferential) that would subsequently be del-
egated to linguistic thought.14
The phenomenon of regression does not only
belong to dreams, observes Freud, although in dreams it
produces a particular “vividness”, a hallucinatory Belebung.
That this is, in other respects, a somewhat paradoxical
process emerges from the fact that “a particular form of
13 Ibid.: 510. My italics.
14 Using the terminology of Deleuze and Guattari, we could say that here the imagination
adopts a predominately “striated” manner of proceeding. See G. Deleuze, F. Guattari, A Thousand
Plateaus: Capitalism and Schizophrenia (1980), trans. B. Massumi (London: Athlone, 1988).
PIETRO MONTANI 160 AN-ICON
thinking” is entrusted to the process of regression in which
“the fabric of the dream-thoughts is resolved [aufgelöst: dis-
rupted] into its raw material”.15 But, we must add, it is dis-
rupted as far as is possible for, although the archaic zone
of the memory store in question dates from an evolutionary
phase when linguistic thought did not yet exist, the latter
will leave a trace in the regressive path implemented by the
dream state in adulthood.16 As demonstrated, for example,
by perhaps the most surprising requisite of the dream-
work: the ability to treat words as if they were objects and
play with their signifying matter. Further on, with regard
to dream-hallucinations, Freud speaks of a “transvalua-
tion” of thought into images; thought is drawn towards
the most archaic memory store, to be seen specifically as
a disabling of its logical and linguistic relations in favour
of the earliest work of a totally embodied imagination. But
these remain transvaluated thoughts and are by no means
a reinstatement of a prelinguistic condition. Rather, it is a
new reorganisation of the relationship between image and
word, a radical renegotiation of their “normal” bond (I shall
return to this key point later).
This brings fresh relevance to the factor of
dream-work that Freud called “regard for representability”
What we have described, in our analysis of dream-work, as ‘re-
gard for representability’ might be brought into connection with the
selective attraction exercised by the visually recollected scenes
touched upon by the dream-thoughts (...) [So that] dreaming is
on the whole an example of regression to the dreamer’s earliest
condition, a revival (ein Wiederbeleben) of his childhood, of the
15 Ibid.: 545. My italics.
16 This is the theory developed by J. Derrida in Writing and Difference (1967), trans. A. Bass
(London: Routledge, 2001).
PIETRO MONTANI 161 AN-ICON
instinctual impulses which dominated it and of the methods of
expression which were then available to him.17
Freud appears to refer to non-elaborated (or
semi-elaborated) nuclei linked to powerful emotional in-
vestments, such as the “internal objects” Melanie Klein and
her followers later discussed when re-elaborating Freudian
dream theory in broader and more flexible terms, and today
considered widely reliable and compatible with neurosci-
entific findings.18 The last lines of the citation (from a 1919
addition) allow us to conclude that the regressive move-
ment Freud attributed to the physiology of dreams can be
acquired as a structural requisite of the dream-imagination
without necessarily attributing it to instinctual motivation.
In other words, if dream-work is rooted in the condition
of very early infancy – the condition of being “in-fans” i.e.
not yet capable of speech – this means that the regressive
movement of the dream reaches and revives not only the
desiring aspects but the concomitant inferential process-
es too. Thus, these processes take place in the absence
of language and make predominant use of prelinguistic
images and schema. We could call it an imagination that
“schematises without any concept” as Kant said regarding
“reflective judgement”, highlighting its exceptional episte-
mological significance.19 This further Kantian indication is
by no means casual20 and should be paralleled with the
“free-running inference machine” discussed by Hobson,
Hong and Friston. Preliminary and free imaginative train-
ing is required, hypothetical and exempted from defined
17 Ibid.: 549-550. My italics.
18 This is the theory persuasively argued by M. Mancia, Il sogno e la sua storia. (Venice:
Marsilio, 2004); and Sonno & sogno. (Rome-Bari: Laterza, 2006).
19 See E. Garroni, Estetica ed epistemologia (Milan: Unicopli 2003); P. Montani, “The
Imagination and Its Technological Destiny”: 3; L. Palmer, “Schematizzare senza concetti e
senso comune”, in D. Cecchi, M. Feyles, P. Montani (eds.), Ambienti mediali (Milan: Meltemi
2018): 39-56. Significantly, Palmer accompanies his rethinking of the Kantian concept with
experimental evidence.
20 See Montani, Tre forme di creatività; and “The Imagination and Its Technological Destiny”.
PIETRO MONTANI 162 AN-ICON
tasks, simplified and experimental, not only (as is obvious)
before cognition can start to be deployed but also so that
it can function constantly – e.g. (Tononi’s proposal largely
endorsed by Hobson) in terms of synaptic pruning, simpli-
fication and resetting of the inferential device.21
Before leaving Freud we must adopt another
of his valuable indications. Above, I linked dreams to a
particular way of reorganising the image-word relationship.
I will specify that Freud clearly sees them, ultimately, as a
relationship guided by a principle of reversibility. Not only
are words used as if things, images also display a key trait of
discursive convention. This trait is also fully comprehensible
in intuitive terms: both ontogenetically and phylogenetically,
the human imagination must have performed a major work
of segmentation, classification and organisation (e.g. in-
ferential) on the experience, valorising a certain intelligible
profile of the images – precisely that which language will
later formalise. Freud calls this property, reactivated by the
dream-imagination, a Bilderschrift, a picture writing:
The dream-content (...) is expressed as it were in a pictographic
script [Bilderschrift], the characters of which have to be trans-
posed individually into the language of the dream-thoughts. If we
attempted to read these characters according to their pictorial
value instead of according to their symbolic relation [Zeichenbezie-
hung], we should clearly be led into error.22
Freud speaks here from the standpoint of inter-
pretability (not relevant for us) but the observation can of
course be generalised. Products of the dream-imagination
21 See G. Tononi, C. Cirelli, Sleep function and synaptic homeostasis, Sleep Medicine
Reviews 10 (2006): 49-62. In this sense and precisely because of its hallucinatory
“resuscitation”, the dream-work restores not so much the contents of the oldest inferences
but the earliest manner of that performance (i.e. “schematises without any concept”) which
conduct precious selective functions for pruning purposes.
22 Ibid.: 296. The translation of Bilderschrift as “pictographic script” is highly questionable;
and that of Zeichenbeziehung as “symbolic relation” is frankly erroneous as the “symbolism”
of dreams is not involved here but only the more general sign profile of dream-images.
PIETRO MONTANI 163 AN-ICON
should above all be observed in terms of their Zeichen-
beziehung, their singular and archaic relationship with the
semiotic order. In other words, despite being hallucinatory,
dream-images should also be appreciated for their ability
to reactivate a condition in which the imagination has also
processed them as the signs of a particular Bilderschrift.23
Our Freudian journey has taken us another
major step forward: the relational aspect –stressed in the
conclusions of the first section – can now avail of a specif-
ic and significant reference to a scriptural element within
the work of the imagination. This element can be linked to
the radical regressive condition in which the imagination
behaves literally as a VR generator. We can now try to better
understand how this correlation works.
Bilderschrift in very early cinema
and in the digital age: the syncretism
and intermediality of images
Interestingly, in its very early days, and roughly
when Freud was developing his Traumdeutung and subse-
quent metapsychological additions, the cinema was seen
(or conceived) by some film-makers and theoreticians as
closely resembling the device of image-word reversibility
highlighted at the end of the previous section. This means
that the birth of the cinema also featured a major focus on
the network of relationships which the powerful illusion of
reality produced by the cinematographic image was clearly
keen to unite. In some cases, in particular, that image was
seen as a syncretic form of expression: a space of compar-
ison and integration between different levels of expression.
This section dwells briefly on two significant examples of
23 On the image-word connection and its meaning for an appropriate understanding of a
“history” of the arts, C. Brandi’s observations in Segno e immagine (Palermo: Aesthetica, 2002)
are valuable, not coincidentally introduced by a discussion on Kant’s schematism,
PIETRO MONTANI 164 AN-ICON
this understanding of the image – which I call “intermedi-
al”24: a reflection on the cinema of the “Russian Formalists”
and Sergei M. Eisenstein’s first cinematographic theory
centred on the project of an “intellectual cinema”.25 I shall
conclude with some comments on VR installations and
their inclusion in the intermedial paradigm of the image.
The Formalists felt strongly that the emergence
of the cinema gave their era the privilege of observing a
form of art in its nascent state. Cinema brought a brand-new
addition to the technically reproduced image – the ability to
move in time. Boris Eikhenbaum, for instance, argued that
with cinema “for the first time in history, an art which was
‘depictive’ by its very nature became capable of evolving
in time and proved to be beyond any comparison, classi-
fication or analogy”.26 He was struck in particular by the
fact that, in cinema, the image medium adopted an original
condition because the reception of the film has to develop
with a time sequence typical of other media (e.g. writing).
To better use these peculiarities, thought Eikhen-
baum, the structural principles of the cinematographic
text would have to comply with two preferential options,
one paradigmatic and the other syntagmatic. The paradig-
matic option consisted in asserting the conventionality of
the image (its Zeichenbeziehung as Freud would say) in a
head-on contrast with the naturalistic values of photograph-
ic reproduction; the syntagmatic option consisted in em-
phasising the discrete (or potentially discrete) nature of the
formal unities placed in a reciprocal relationship following
a short, markedly divided montage. These two requisites
are therefore totally comparable to Freud’s Bilderschrift.
But Eikhenbaum underscored another aspect concerning
24 On this concept, see P. Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010).
25 See R. Taylor, ed., Russian Poetics in Translation, vol. 9: The Poetics of Cinema.
(Department of Language & Linguistics: University of Essex, 1982); S.M. Eisenstein, Towards a
Theory of Montage (London-New York: Tauris Academic Studies, 2010).
26 B. Eikhenbaum, “Problems of cine-stylistics”, trans. R. Sherwood, in R. Taylor, ed., The
Poetics of Cinema (Oxford: RTP, 1982): 10-21. My italics.
PIETRO MONTANI 165 AN-ICON
not the construction options but the structural conditions
of understanding a film, arguing that the image plane in the
cinema is always accompanied by the articulation of “inner
speech” in the spectator’s mind. So, the cinematic experi-
ence has to proceed via a constant integration of image and
language planes, more akin to a process of reading than a
prolonged and guided form of contemplation.27 Returning
to the parallel with Freud’s reflection on the figures of the
dream-work, we could say that, in films, the autonomous
expressive and pathemic resources of the image come to-
gether in a constant relationship with the broader cognitive
resources accessed by linguistic thought.
Remaining largely on the wavelength of Eikhen-
baum’s theories, Sergei Eisenstein pushed himself even
further forward in the same 1920s’ time-frame, especially
from a design perspective. In short, he believed that the
discursiveness of cinema could function as a device that
takes the spectator into close contact with the semiotic op-
erations that enable the imagination to give sensible content
to concepts. That is, it could explore the key imaginative
performance that Kant called “schematism”. A performance
that, unsurprisingly, we have already referred to regard-
ing its relationship with dream-work. Eisenstein called this
cinema “intellectual” because, from the political perspec-
tive that excited him at the time, the cinematic experience
promised to considerably alter the spectators’ “power of
judgment” (to use another Kantian term), training them, for
instance, in dialectical thinking, as we read in one of his
notes for the planned film adaptation of Marx’s Capital.28
Although Eikhenbaum and Eisenstein’s the-
ories cannot be generalised, we can agree on the fact
27 On the complex intermedial nature of reading, see S.B. Trasmundi, S.C. Cowley,
“Reading: how readers beget imagining”, Frontiers in Psychology 11: 531682 (2020), doi:
10.3389/fpsyg.2020.531682.
28 On this subject, see an important work by E. Vogman, Dance of Values. Sergei
Eisenstein’s Capital project (Zurich-Berlin: Diaphanes, 2019).
PIETRO MONTANI 166 AN-ICON
that, throughout the silent film period, the treatment of
cinematographic images largely adhered to the general
Bilderschrift principles discussed here, and often invented
new figures of them. We can also agree that, whatever its
strengths and weaknesses, this trend was destined to un-
dergo a marked shift after the introduction of sound, which
could inevitably be expected to produce – and Eisenstein
was one of the first to denounce this29 – a strengthening of
the reproductive and illusionistic effects of the film image
and an ensuing increase in the naturalistic understanding
of the film. From that moment on, the cinema pursued
different paths which we cannot follow here although it
may be interesting to ask what transformations would have
been seen in the “scriptural” direction I discussed briefly at
the start of this section.30 We must instead ask ourselves,
and I shall do so rapidly below, whether the fundamental
principle embraced by this direction, namely the activation
of a critical countermovement physiologically correlated to
the regressive nature of the image, reappeared elsewhere.
And how it could also concern VR where the regressive
movement, as mentioned at the beginning, reaches the
extreme condition of a hallucinatory event.
Before proceeding we should again stress the
relational, and more precisely intermedial, nature of the
critical countermovement which accompanies the regres-
sive process of the imagination – and thus also presumably
its extreme outcomes in the hallucinatory version of VR.
Against this backdrop, I shall conclude by touching on two
different spheres of exemplification. The first concerns the
spontaneous practices of syncretic writing in use on the
Web for about 20 years now and which are increasingly
widespread among its users. In the second, I shall pres-
ent some brief comments on how the intermedial device
29 See S.M. Eisenstein, “Buduščee zvukovoj fil’my. Zajavka”, in Id., Izbrannye Proizvedenija
v šesti tomach. II (Moskva: Iskusstvo, 1963-1979): 15-16.
30 I have done so partially in P. Montani, Emozioni dell’intelligenza (Milan: Meltemi, 2020).
PIETRO MONTANI 167 AN-ICON
has been managed in two remarkable recent installations:
Carne y arena by Alejandro Gonzales Iñárritu (2017) and
VR_I by Jilles Jobin (2018).31
It is a fact that the birth of the interactive Web
supported the emergence of a form of syncretic writing
that does not merely combine image, word and sound
but also very frequently exploits their reciprocal relations
to obtain significant effects of meaning from this interme-
dial confrontation – for the moment predominantly tuned
into a playful, ironic and paradoxical register (I am thinking
of all the “meme” forms). As well as not excluding signifi-
cant evolutions and further differentiations, this aspect in
itself already guarantees great (and spontaneous) reflexive
control of the semiotic material manipulated.32 I have sug-
gested calling this practice “extended writing”, adding that
significant innovation might develop in the technologies of
human expression. Indeed, the first thing to do is to study
the internalisation processes and feedback on the imag-
inative and cognitive conduct of those using it (but it is a
mass phenomenon).33 I am keen to stress here that the
regressive values linked to the image in extended writing
are placed in a constant, systematic and plastic relationship
with several critical and intellectual distancing practices,
often of a distinctly intermedial nature. That is to say, they
are conceived to exploit the effects of meaning ensuing
from the re-mediation and comparison of different media.
The two installations mentioned above are im-
portant not only for their uncommon design complexity but
also and primarily for their intermedial tone (i.e. distanced
and reflexive), albeit diversely interpreted in the two cases. In
31 The two installations could be visited at the Fondazione Prada in Milan (2017) and the
Istituto Svizzero di Roma (2018), respectively.
32 See P. Montani, “Materialità del virtuale”, Agalma. Rivista di studi culturali e di estetica 40,
no. 2 (2020): 11-18; and “Apology for technical distancing. But beware the feedback!”, IMG:
Interdisciplinary journal on image, imagery and imagination 3 (2020): 264-281.
33 The issue of “extended writing” should be included in an extensive case study of
technological aesthetics, as well illustrated recently by V. Gallese, “The aesthetic world in the digital
era. A call to arms for experimental aesthetics”, Reti, saperi, linguaggi 9, no. 17 (2020): 55-84.
PIETRO MONTANI 168 AN-ICON
both, visitors realise that the VR is simply a part of a broader
experience that can internally implement in various ways
what I have just described as a critical countermovement. I
shall conclude by indicating the essential coordinates below.
Carne y arena is a journey in four stages, the
second of which contains a VR installation. Here, the visitor
– alone and free to move around – finds him/herself spend-
ing six minutes in a desert zone with a group of Mexican
refugees trying to cross the US border but being violently
driven back by an American army patrol.34 In the first space,
visitors are asked to remove their shoes and socks and
place them in a locker from which they will collect them later.
This is a key strategic move because during their mobile
permanence in the virtual environment their bare feet will
make them constantly proprioceptively aware of an essen-
tial split (Virtually Present, Physically Invisible is the instal-
lation’s astute subtitle). A walkway awaits when they exit
the “arena”, after retrieving shoes and socks, from where
the visitors can catch a glimpse of what is happening in
the semi-dark space of the virtual simulation by looking, if
they so wish, through the gaps between the wooden planks
of a wall. This is a further distancing from the powerful en-
gagement just experienced. The walkway leads to a final
room where, free to decide how long to stop at each one,
they can watch video clips of the migrants narrating details
of the episode to which the visitors have been invisible
witnesses and what happened to them afterwards. Their
34 I dwelled more analytically on the Iñarritu installation in P. Montani, Tre forme di creatività.
See also F. Casetti, A. Pinotti, “Post–cinema ecology”, in D. Chateau, J. Moure, eds., Post–
cinema. Cinema in the Post-Art Era (Amsterdam: Amsterdam University Press, 2020): 193-
217; A. D’Aloia “Virtually present, physically invisible: virtual reality immersion and emersion
in Alejandro González Iñarritu’s Carne y Arena”, Senses of Cinema 87 (2018) http://www.
sensesofcinema.com/2018/feature-articles/virtually-present-physically-invisible-virtual-reality-
immersion-and-emersion-in-alejandro-gonzalez-inarritus-carne-y-arena/. For an important
discussion of the “empathic” effects attributable to experiences in VR see A. Pinotti, “Autopsia
in 360°. Il rigor mortis dell’empatia nel fuori-cornice del virtuale”, Fata Morgana 39 (2019):
17-32. On the aesthetics of’ “unframed” images see P. Conte, Unframing Aesthetics (Milan-
London: Mimesis International, 2020).
PIETRO MONTANI 169 AN-ICON
faces appear in high definition on small screens placed in
niches around the walls of the room.
The important point here is that the VR is just
one of the many elements in the installation and the overall
experience stimulates visitors to engage in an intermedial
reflection that invests them literally from head (equipped
with visor and headphones) to toe (bare). The truly striking
and forceful realism of the simulation thus finds its meaning
within a complex narrative device. I shall add that even the
patchy recollection of the six-minute VR simulation men-
tioned at the start of this article finds interesting justification
within the context of this complex cognitive and pathemic
experience.
VR_I is an all-VR installation and far more playful
than Carne y arena. The artist is primarily a choreographer
and paid particular attention to the fluidity of movement of
the five dancers who inhabit the virtual space and define
it with their performance. They take on very different sizes
in the various phases of the event: gigantic and objectively
threatening at the start but miniaturised and observable later
on, almost as if in a lab experiment on a small quadrangular
platform, and finally life-size. Five people enter the virtual
space and each visitor’s avatar can interact with the other
four, not only on a haptic and sensorimotorial level (the hands
have sensors) but also linguistically thanks to phono-acoustic
equipment. The visitors find themselves in a metamorphic
space resembling that of dreams: sometimes a boundless
desert, at other times an urban landscape or a mountain-top
loft with sweeping views down over a wide valley. The envi-
ronments are always clearly identifiable and their subsequent
development follows the rhythm of the dancers and the spa-
tial harmony created by their movements. It is also significant
that famous paintings (Matisse, Bacon) are hung on the walls
of the loft interiors. Basically, the whole encourages visitors to
let themselves go in an experience constantly tuned to a free
PIETRO MONTANI 170 AN-ICON
reflexive register and they quickly realise that the rhythmic
play between the different spatial dimensions is one of the
core themes of the choreographic flow they are engaged in,
as too is the doubling of the performance (the dancers giant
or miniaturised, the paintings), the comparison between the
dimensions and the free exchange of dialogue about what
is seen and happening. We could perhaps describe VR_I as
a lucid intermedial dream which can be realised without any
forcing by an embodied imagination fundamentally recon-
ciled with its less docile partner: language.
Conclusions
■ The hallucinatory immersiveness of VR must, just like that
of dreams, be understood and studied against the backdrop of
the network of significant relations it can entertain with other per-
formances, for example inferential, of an embodied imagination.
It seems inadvisable to isolate it from this broader context.35
■ The regressive aspect characterising the specific halluci-
natory immersiveness of dreams must be understood primarily in
terms of the neurophysiological functions (synaptic pruning, plas-
ticity, resetting of inferential devices) attributable to the movement
which allows the brain-mind to return to the situation in which
the work of the imagination autonomously conducted cognitive
performances that would, in a subsequent phase, be guided by
linguistic thought.
■ It is in this regressive sphere36 that, remaining with Freud,
we see the particular resources of a significant link between im-
age and writing (a Bilderschrift). It is a link that very early cinema
35 A critical-genealogical investigation into the life of media conducted in terms of the
assemblages or true ecosystems, in which each time they assume a structural positioning and
a cultural meaning, characterises the work of Francesco Casetti. See lastly and also for some
significant analogies with the issue of immersiveness, “The Phantasmagoria: an enclosure and
three worlds” (forthcoming).
36 A “regression in the service of the ego” we could say, using a fine expression introduced
by E. Kris, Psychoanalytic Explorations in Art (New York: Schocken Books, 1967), but the issue
should also be addressed from a broader disciplinary perspective in terms of the adaptive and
evolutionary advantages ascribable to the work of the dream imagination.
PIETRO MONTANI 171 AN-ICON
interpreted predominantly as an intermedial comparison, i.e. a
comparison-integration of different media (starting with image
and verbal discourse) such as to combine a critical and reflexive
countermovement constantly and systematically with the natu-
ralistic and quasi-hallucinatory reception of the film.
■ This same countermovement is perceived today in the
spontaneous phenomenon of extended writing which can be re-
corded on the Web and in the design of some major installations
in which VR features, in various ways, as a component of a more
complex and “scriptural” narrative device in the broadest sense.
PIETRO MONTANI 172 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
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] | Introduction:
the image between
presence and absence
by Giancarlo Grossi and Andrea Pinotti
Altered states
Dream
Hallucination
Filmic representation
Immersive media
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Introduction:
the image between
1
presence
and absence
Giancarlo Grossi and Andrea Pinotti
Altered states Hallucination Immersive media Filmic representation
Dream
A visual history of alteration
Dream images, anticipations of the future,
memories of the past, perceptual distortions, delusional
hallucinations, cognitions intoxicated by alcohol and drugs
have always inhabited the visual representations of paint-
ings, comics, films, television series, videogames and, more
recently, virtual reality installations. We call them “altered
states of consciousness”, meaning any perceptual state
other than ordinary human perception.2
When they are expressed in a visual form, we see
a material picture which represents a mental image.3 While
a picture is completely experienced by the senses, mental
imagery is ordinarily conceived of as a quasi-perceptual
To quote this essay: G. Grossi and A. Pinotti, “Introduction: the image between presence and absence”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 4-16
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
2 For a rigorous psychological definition of the concept of “altered state of consciousness”,
embracing mental states occurring in sleep, meditation, hypnosis or while using drugs, see
Ch.T. Tart, Altered States of Consciousness (Garden City NY: Doubleday, 1972).
3 The distinction between the materiality, objectivity and prevalent visual character of the
image intended as picture and the immateriality, subjectivity and multisensorial aspect of the
mental image is perfectly explained by W.J.T. Mitchell in “What is an Image?”, New Literary
History 15, no. 3 (1984): 503-537.
GIANCARLO GROSSI AND ANDREA PINOTTI 4 AN-ICON
experience that occurs in the absence of external stimuli.4
What makes these pictures recognizable to us as such? We
cannot, in fact, compare them with the reality of the mental
image, which we know only in the first person, trapped in
the secret of individual experience. And yet, it seems that
the visual has always elaborated strategies, codes, and
arrangements to ensure that, within a visual narrative, an
image is interpreted as absent, because it is present in
a mental space or as a perception of an altered state of
consciousness.
These representations are historically and cul-
turally determined, depending on the way a mental image
is conceived in each era and geographical context. The
French historian Yannick Ripa, for example, has distin-
guished an “ancien régime du rêve”, in which the dream
is thought of as an external and metaphysical entity from
the modern conception that leads it back to the universe
of an inner subjectivity.5
At the same time, the medium that delivers
these mental visions also contributes to differentiating cul-
tural codes and shared representations that shape them. In
Füssli’s The Nightmare (1781) or in Goya’s El sueño de la
razón produce monstruos (1797), the oneiric emerges from
a juxtaposition of the sleeping body with its nightmares,
co-present in the same visual box. Differently, comics such
as Winsor McCay’s Dreams of a Rarebit Fiend (1904-1913)
and Little Nemo in Slumberland (1905-1927), represent
altered states and especially dreaming in a visual regime
that combines simultaneity and succession.6 The result is
a progressive escalation of bizarreness that can only be
interrupted by the last vignette, when the dreamer usually
falls off the bed.
Cinema, ever since Méliès, has used particular
fades such as cross-dissolves to signal the passage from
physical to mental presence, be it in memory, imagination,
4 A. Richardson, Mental Imagery (London: Routledge, 1969).
5 Y. Ripa, Histoire du rêve. Regards sur l’imaginaire des Français au 19e siècle (Paris: Olivier
Orban, 1988).
6 T. Gunning, “The art of succession: reading, writing, and watching comics”, Critical Inquiry
40, no. 3 (2014): 36-51.
GIANCARLO GROSSI AND ANDREA PINOTTI 5 AN-ICON
or dream. Another peculiar case is given by the extreme
instability of the camera with which the alterations caused
by indigestion, drunkenness, and drug consumption are
rendered since early movies. Jean Epstein’s comparison
between alcohol and cinema is thus significant to define the
multiform, fluid, and malleable perception of the universe
introduced by the medium.7
However, none of these codes is fixed: cultural
contexts and historical fractures introduce radical differ-
ences within each mediascape, and the same happens
if we consider processes such as hybridization, conver-
gence, and remediation of the different media. Nevertheless,
a dreamlike or hallucinatory image remains immediately
recognizable to many viewers. It is a representation that
indicates its absence rather than its presence.
The altered states of film theory
The way in which cinema not only records ob-
jective reality but also visualizes mental processes has al-
ways been one of the most hotly-debated questions in film
theory. In 1916, Hugo Münsterberg’s important essay The
Photoplay. A Psychological Study laid the foundations of
the question: the cinematic image is never merely objective,
since the movement and depth that the spectator perceives
in the film do not exist in themselves, but are the product of
the cooperation of the images with the spectator’s mental
activity.8 Moreover, in the film a series of techniques ex-
ternalizes and makes materially visible on the screen cer-
tain mental processes: attention is recreated by the zoom
and the close-up; memory is expressed through the use
of flashbacks; imagination, conceived as the capacity to
anticipate future events, is portrayed through what contem-
porary film grammar would call flashforwards. The relation-
ship between film and mind thus appears analogical, based
7 J. Epstein, “Alcool et cinéma” (1949), in S. Keller, J.N. Paul, eds., Jean Epstein: Critical
Essays and New Translations (Amsterdam: Amsterdam University Press, 2012): 395-404.
8 H. Münsterberg, The Film: A Psychological Study (1916) (New York City: Dover Publications, 1970).
GIANCARLO GROSSI AND ANDREA PINOTTI 6 AN-ICON
on the similarity of the respective cognitive processes.9 A
further peculiarity recognized by Münsterberg is that of
visualizing what the characters “see in their own minds”,10
images belonging to memory and dreams whose transi-
tion is reported by “soft-focus images, lighting variations,
superimpositions”.11
In the same wake, in his famous essay devoted
to Style and Medium in the Motion Pictures (1934), also
Erwin Panofsky remarked that “the movies have the power,
entirely denied to the theater, to convey psychological ex-
periences by directly projecting their content to the screen,
substituting, as it were, the eye of the beholder for the
consciousness of the character”.12
The metonymic and metaphoric relationship
between film and mind – to use Christian Metz’s semio-
logical terminology –13 are the basis of the aesthetic spec-
ificity of cinema, which succeeds in materializing mental
operations with greater effectiveness than the previous arts.
Sergej Eisenstein’s intellectual montage, with its adherence
to thought faculties such as analogies and oppositions, en-
hances this hallucinatory and oneiric power of the movie. It
is no accident that in his Non-indifferent Nature (1945-1947)
the Soviet director and theorist analyzes mental visualiza-
tion techniques such as those used in Loyola’s spiritual
exercises being interested in the artistic achievement of
ecstasy and pathos.14
In many theories cinema takes on the charac-
teristics of a mind objectified in material images and sounds:
a magical double of the self-produced by processes of
9 N. Carroll, “Film/mind analogies: The case of Hugo Münsterberg”, Journal for Aesthetics
and Criticism 46, no. 4 (1988): 489-499.
10 J. Moure, “The cinema as art of the mind: Hugo Münsterberg, first theorist of subjectivity
in film”, in D. Chateau, ed., Subjectivity: Filmic Representation and the Spectator’s Experience
(Amsterdam: Amsterdam University Press, 2011): 23-40, 39.
11 Ibid.
12 E. Panofsky, “Style and medium in the motion pictures” (1934), in Three Essays on Style
(Cambridge MA: The Mit Press, 1995): 98.
13 Ch. Metz, “Metaphor/metonymy, or the imaginary referent”, Camera Obscura: Feminism,
Culture, and Media Studies 3, no. 1 (1981): 42-65. See also L. Williams, “Dream rhetoric and film
rhetoric: metaphor and metonymy in Un chien andalou”, Semiotica 33, no. 1-2 (1981): 87-103.
14 S. Eisenstein, Non-indifferent Nature (1945-1947), trans. H. Marshall (Cambridge-New York
City: Cambridge University Press, 1987): 171. See also M. Lefebvre, “Eisenstein, rhetoric and
imaginicity: towards a revolutionary memoria”, Screen 41, no. 4 (2000): 349-368.
GIANCARLO GROSSI AND ANDREA PINOTTI 7 AN-ICON
identification and projection for Edgar Morin among oth-
ers;15 a brain endowed with perceptions, actions, and affec-
tions according to Gilles Deleuze;16 a narcissistic regression
analogous to dreaming in the perspective of Jean-Louis
Baudry and Christian Metz.17 Metz in particular underlines
some radical differences between cinema and that partic-
ular form of mental image constituted by the dream: the
awareness of being at the cinema versus the unawareness
of dreaming; the impression of reality of the film versus the
illusion of reality of nocturnal visions; the real exteriority of
images and sounds perceived in the cinema versus the inte-
riority of the “hallucinatory psychosis of desire”; the logical
consistency of the film versus the bizarre discontinuity of
dream images. Yet a profound analogy remains in the half-
way states of both cinema and dream: when spectators are
so engrossed that they interact with the characters on the
screen and gesticulate like sleepwalkers, or when, thanks
to the activation of defensive attention, the dream becomes
more lucid and conscious.
Returning to the problem of the representation
of altered states of consciousness, it is necessary to con-
sider how this has a history that is linked to the evolution of
the moving image. In Gilles Deleuze’s cine-philosophy, for
example, it is clear that the emergence of an image capable
of questioning the subjective/objective distinction is linked
to the emergence of modern cinema. In this historical con-
text, in fact, a radical disorganization of the action-image
takes place, with a prevalence of a pure optic-auditory sen-
sation over its motor extension and narrative actualization.
In this way, recollection-images, mental visualizations, hal-
lucinations, and dreams take on a new centrality, in the form
of virtualities that remain suspended and non-actualized,
15 E. Morin, The cinema, or the Imaginary Man (1956), trans. L. Mortimer (Minneapolis MI:
University of Minnesota Press, 2005).
16 G. Deleuze, Cinema 1. The Movement-Image (1983), trans. H. Tomlinson, B. Habberjam
(Minneapolis MI: University of Minnesota Press, 1986); Id., Cinema 2. The Time Image (1985),
trans. H. Tomlinson, R. Galeta (Minneapolis MI: University of Minnesota Press, 1989).
17 J.-L. Baudry, “Ideological effects of the basic cinematographic apparatus” (1970), trans. A.
Williams, Film Quarterly 28, no. 2 (1974): 39-47; Id., “The Apparatus” (1975), trans. B. Augst,
Camera Obscura, no. 1 (1976): 104-126; Ch. Metz, The Imaginary Signifier: Psychoanalysis and
the Cinema (1977), trans. C. Britton et al. (Bloomington IN: Indiana University Press, 1982).
GIANCARLO GROSSI AND ANDREA PINOTTI 8 AN-ICON
typical of a crystal-image in which temporalities are reflect-
ed simultaneously.18 Thus the dream-image assumes a par-
ticular centrality. Following Henri Bergson and his famous
discussion on dreams, Deleuze refers to the panoramic
character of dream-images, which is also typical of near-
death experiences in which the whole of life suddenly ap-
pears before one’s eyes.19 What is created is a weak link
between the optical or auditory sensations and this pan-
oramic view of the whole. There are in fact two procedures
common to the dream-image of cinema:
One proceeds by rich and overloaded means [...] dissolves, super-
impositions, deframings, complex camera movements, special ef-
fects, manipulations in the laboratory [...]. The other, on the contrary,
is very restrained, working by clear cuts or montage-cut, making
progress simply through a perpetual unhinging which “looks like”
dream, but between objects that remain concrete.20
Both recollection-images (flashbacks) and dream-
images are virtual, but in different forms. The recollection-im-
ages are actualized past events, while the dream-images are
rooted in an image that refers itself to another virtual time, thus
activating an infinite path of references. The result is a motor
process very different from the concreteness of action, which
is described by Deleuze following a conceptual apparatus
taken from Ludwig Binswanger, as a movement of the world,
“the fact of being inhaled by the world”.21 This is a virtuality and
immersivity of the image which cinema proposes in its repre-
sentations, but which the new digital media we know today
have the power to realize at a technical level, with the user’s
perception absorbed and enveloped by the virtual image.
The recollection-image and the flashback have
also been the subject of further theoretical investigation
18 A. Powell, Deleuze, Altered States and Film (Edinburgh: Edinburgh University Press, 2007).
19 Deleuze, Cinema 2: 55-67.
20 Ibid.: 58.
21 Ibid.: 291.
GIANCARLO GROSSI AND ANDREA PINOTTI 9 AN-ICON
since Deleuze. One example is Maureen Turim’s work,22 in
which the flashback is considered as a structural device of
film that is fundamental for understanding the non-linear
development of film history itself. This process is particular-
ly visible in the comparison between the representation of
memories in melodrama and that presented by modernist
cinema. At the same time, in the flashback emerges the
strategy through which cinema represents the intersection
between the individual dimension of memory and the so-
cio-political dimension of history.
More recent approaches to the relationship be-
tween cinema and altered states of consciousness see the
medium as a technological extension of a mind-body plexus
to be rediscovered, above all, starting from the media-ar-
chaeological investigation of 19th century sciences of the
mind. This is in fact the episteme that witnesses the emer-
gence of the cinematic experience. Along these lines, we can
quote the genetic relationship between hypnosis and cinema
identified by Ruggero Eugeni,23 Stefan Andriopoulos,24 and
Raymond Bellour;25 the investigation into the relationship
between cinema and hysteria proposed by Rae Beth Gor-
don,26 Emmanuelle André,27 and Mireille Berton;28 and the
link between the psychological mapping of gesture and the
rise of the cinematic apparatus theorized by Pasi Valiaho.29
22 M. Turim, Flashbacks in Film: Memory & History (London: Routledge, 1989). For a
discussion on the relationship between the time of new media devices and the time
represented within them, see G. Stewart, Framed Time. Towards a Postfilmic Cinema
(Chicago-London: University of Chicago Press, 2007).
23 R. Eugeni, La relazione d’incanto. Studi su cinema e ipnosi (Milan: Vita & Pensiero, 2002).
24 S. Andriopoulos, Possessed: Hypnotic Crimes, Corporate Fiction, and the Invention of
Cinema (Chicago-London: University of Chicago Press, 2008).
25 R. Bellour, Les corps du cinéma: hypnose, émotions, animalités (Paris: P.O.L., 2009).
26 R.B. Gordon, Why the French Love Jerry Lewis: From Cabaret to Early Cinema (Stanford:
Stanford University Press, 2001).
27 E. André, Le choc du sujet. De l’hystérie au cinéma (XIXe-XXIe siècle) (Rennes: Presses
Universitaires de Rennes, 2011).
28 M. Berton, Les corps nerveux des spectateurs. Cinéma et sciences du psychisme de 1900
(Lausanne: L’Âge d’Homme, 2015).
29 P. Valiaho, Mapping the Moving Image. Gesture, Thought, and Cinema circa 1900
(Amsterdam: Amsterdam University Press, 2010).
GIANCARLO GROSSI AND ANDREA PINOTTI 10 AN-ICON
From hallucination to virtual realities
In all these theoretical perspectives it becomes
evident how cinema, by representing altered states of con-
sciousness, often reflects on its own affinity with dreams
and hallucination. More precisely, on its identity as a ma-
terialization of mental visualization processes. Ken Rus-
sell’s film Altered States (1980), which also gives the title
to this monographic issue of AN-ICON. Studies in Envi-
ronmental Images, can be considered paradigmatic in this
regard. In this film, the psychiatrist Edward Jessup (William
Hurt), loosely based on the real-life figure of the neurosci-
entist John Lilly, carries out a series of experiments with
the help of an isolation tank and the ingestion of halluci-
nogenic mushrooms. His aim is to understand at first hand
the subjective experience of schizophrenic patients, achiev-
ing a hallucinatory and dream-like perception that belongs
to primitive mental states. The film echoes a number of
ideas related to the redefinition of consciousness typical of
1970s-80s counterculture. Julian Jaynes’s essay The Origin
of Consciousness in the Breakdown of the Bicameral Mind
(1976) is an example of these theories.30 In this book, the
subjective perception of schizophrenia is presented as an
activation of an evolutionary state prior to the emergence
of consciousness, the “bicameral mind”, in which the right
hemisphere of the brain was allocated the function of com-
municating through visual and verbal hallucinations, and
the left hemisphere had the task of obeying and executing.
The film plays on two visual registers: one in the
third person, that of the scientific community observing the
experiment, and one in the first person, where the subjec-
tive hallucinations of the protagonist emerge in fragments.
The hallucination is thus presented as a repeatable experi-
ment, through the insertion of the body in a device suitable
for the production and reproduction of altered states. But
what kind of medium does this device really resemble? The
30 J. Jaynes, The Origin of Consciousness in the Breakdown of the Bicameral Mind (1976)
(Boston MA: Houghton Mifflin, 2000).
GIANCARLO GROSSI AND ANDREA PINOTTI 11 AN-ICON
body is immersed in water which, being at the same tem-
perature as the body, cancels all sensory perception and,
with it, all distinctions between inside and outside, tactile
and external input. In this radical absence of the world, the
mental image takes full shape, enveloping the person and
becoming the only sensory horizon that can be perceived.
Not only that: the mental image presents itself as a real
space, and the effects of the hallucination seem to modify
the user’s own body (in the movie, transforming him into an
Australopithecus). This hallucination represented in cinema
takes us forward to another device, which, like a halluci-
nation, does not allow any escape from the image, but a
radical symbiosis with it. This is virtual reality.
In virtual reality, unlike cinema, it is not so easy
to distinguish between objective and subjective shots.
Firstly, because the virtual frame is always in some way sub-
jective, since its source depends on the movements of the
viewer’s gaze to which it adheres, saturating the field of
vision. Secondly, precisely because of the powerful sense
of presence and feeling of being there produced by virtual
reality, in immersive digital environments it becomes more
difficult to represent the estrangement from actual percep-
tion that a previous medium like cinema obtained through
cross-dissolves and other visual strategies. Is it therefore
possible to portray altered states in immersive media? Can
the tyranny of the sense of presence eliminate the images
of absence, or do we just have to investigate new strategies
of representation?
In fact, some virtual reality installations pres-
ent themselves, directly, in the form of memories, dreams,
hallucinations, mental visions. Examples are virtual reality
experiences such as Notes on Blindness: Into Darkness (Ar-
naud Colinart, Amaury LaBurthe, Peter Middleton, James
Spinney, 2016), in which the user can experience the in-
ner perspective of the blind theologian John Hull; The Key
(Céline Tricart, 2019), which portrays the dreams of an Iraqi
migrant; Porton Down (Callum Cooper, 2019), in which the
user becomes the guinea pig in hallucination tests per-
formed using LSD; Cosmos within Us (Tupac Martir, 2019)
GIANCARLO GROSSI AND ANDREA PINOTTI 12 AN-ICON
dedicated to the temporally and spatially unregulated per-
ception of an Alzheimer’s patient; finally, the mystical and
lysergic journey of the Amazonian shamanic ritual repro-
duced in Ayahuasca - Kosmik Journey (Jan Kounen, 2019).
The present issue
These are problems that the first issue of AN-
ICON. Studies on Environmental Images aims to investigate.
A peculiar attention is devoted to the comparison between
two media systems: an analogue system, dominated by
the altered states of cinema, and a virtual one, where new
experiential possibilities of virtual, augmented, and mixed
reality emerge. The problem that runs through this com-
parison is essentially whether the possibility of presenting
perceptively distorted states belongs more properly to the
cinematic image, or whether it is still at the center of the
new digital and immersive mediascape.
Barbara Grespi’s and Giuseppe Previtali’s con-
tributions are directly related in their common purpose to
search for a status of the virtual image in cinema in some
nodal moments of film theory that interrogate the repre-
sentation of mental states. Grespi’s essay starts from Wim
Wenders’ Until the End of the World (1991) and from the
capability of the imaginary device represented in the movie
to exteriorize and prosthesize subjective experiences such
as visions and dreams. The fictional medium, halfway be-
tween cinema and virtual reality, allows Grespi to reflect on
the filmic access to mental states. This issue is investigated
through the recovery of the first, but lesser-known, of the
two volumes of Esthétique et psychologie du cinéma (1963-
1965) by Jean Mitry. This is a pillar of film theory, analyzed
by Grespi in its unacknowledged Husserlian roots. Thus,
the technical and psychic concept of “projection”, under-
stood as a specific form of actualization, “an effect in which
the perception of physical image intersects with mental
envisioning”, becomes especially central to introduce a
GIANCARLO GROSSI AND ANDREA PINOTTI 13 AN-ICON
possible comparison between the cinematic forms of the
visible and those that emerge in virtual experiences.
Cinematic altered states, however, undergo
radical transformations in history: this is what Previtali’s arti-
cle discusses, drawing on Gilles Deleuze’s theory of cinema
and examining the differences between the movement-im-
age of classical cinema, in which dreams and memories
are also expressed as physical realities intertwined with
the world, and the time-image of modern cinema, capable
of adhering to the dynamics of thought. For Previtali, an
example of this process is Ingmar Bergman’s Wild Straw-
berries (1957), where recollection-images are not real flash-
backs, but rather virtual mixtures of memory, imagination,
and dream, as evidenced by the fact that the protagonist
relives the past moments of his childhood and youth while
remaining as old as he actually is in the present.
Still anchored to Bergman’s cinema, Luca Ac-
quarelli’s investigation into the emergence of hallucination
within the cinematic diegesis is grounded in the semiotic
analysis of a further incursion: that of the photographic
still image within the equidistant flow of the film’s moving
frames. This can be seen in Bergman’s Persona (1966),
but also in Michelangelo Antonioni’s Blow Up (1966) and
Chris Marker’s La Jetée (1962), the latter consisting almost
entirely of still images. In these moments a new balance
is established between dream-states and the testimonial
power of the image, seen through André Bazin’s conception
of photography as “true hallucination”.
Enrico Terrone, in a different perspective, con-
siders cinema in terms of a disembodied experience, or-
ganized in a space that has our sight but not our body as
its own center. Because of this condition, cinema is able
to approximate to non-perceptual attitudes such as mem-
ories and dreams, but not completely emulate them. On
the contrary, this emulation would be a concrete possibility
for virtual reality precisely thanks to its adherence to the
gaze and body of the spectator coupled with a potential
GIANCARLO GROSSI AND ANDREA PINOTTI 14 AN-ICON
for manipulation and alteration that it is impossible to find
in another embodied experience such as that of theater.
But how are altered states expressed in the new
immersive and digital mediascape? Is it possible in virtual
reality to make a distinction between the representation of
a real state from that of an exclusively mental state? First
of all, we need to investigate how the digital radically trans-
forms the very ideas of visual perception and image. This is
evident in Antonio Somaini’s contribution, devoted to new
artificial intelligence technologies such as machine learning
and machine vision. In fact, their non-human perceptual
functions appear in some cases as altered states that pro-
duce dreamlike images, similar to those found in computer
programs such as the one called, significantly, Google Deep
Dream. Thus, it becomes necessary for Somaini to study
the artistic practices that exploit the productive potential
of machine learning in a creative and revolutionary way,
such as in the artworks of Trevor Paglen, Hito Steyerl, and
Grégory Chatonsky.
The perceptual dimension is also at the center
of Claudio Paolucci’s contribution. From the point of view of
cognitive semiotics, Paolucci investigates the hallucinatory
character of ordinary perception, always shaped by the in-
tervention of imagination, to analyze the way mental states
are represented in virtual and augmented environments.
If perception can be defined in terms of a hallucination
controlled by the world, what changes in immersive envi-
ronments is only the simulated character of the world itself.
The states of imagination, memory, and hallucination are
then reproduced in virtual and augmented reality following
two possible strategies: either in a pan-perceptual modal-
ity, exploiting the full sense of presence produced by the
immersive devices, or following the audiovisual strategies
inherited from previous audiovisual languages with which
virtual and augmented reality share the same formal appa-
ratus of enunciation. To exemplify this double expressive
GIANCARLO GROSSI AND ANDREA PINOTTI 15 AN-ICON
possibility, Paolucci analyzes the immersive videogame
Resident Evil 7: Biohazard.
At this point, it becomes necessary to under-
stand what the specifically dreamlike and hallucinatory
character of virtual reality consists of and how it differs
from other established media. The joint paper written by
film theorist Martine Beugnet and new media artist Lily
Hibberd focuses on the role played by darkness, which in
the new immersive media takes on a completely new po-
tential compared to cinema. In fact, it becomes an intrinsic
component of the environmentalized image of the former
– coupled with the illusion of depth and the replication of
motion. If the darkness of the traditional audiovisual dis-
tinguishes states of self and otherness, in virtual reality it
envelops the users depriving them of the sense of distance
and leading them back to a state of radical loss, in which
they are haunted by sporadic sounds and visions, faithful
to the dynamics more proper to memory and dream.
Pietro Montani’s essay then becomes the ef-
fective conclusion and synthesis of all the questions raised
by this issue. The dreamlike character of virtual reality con-
sists for Montani in a precise work of oneiric imagination,
capable of distancing itself from linguistic thought without
getting trapped in a pure hallucination, but finding its proper
status in what Freud defines as “Bilderschrift” (pictographic
script), a syncretic relationship between images and writ-
ing functions, both pre-linguistic and performative, which
can also be read in the Kantian terms of a schematization
without concept. An expressive condition which resurfaces
in early cinema and especially in Eisenstein’s film theory
of the 1920s and which today finds a specific declination
in immersive virtual installations such as Carne y Arena
(2017) by Alejandro Gonzalez Iñárritu and VR_I (2018) by
choreographer Gilles Jobin, where different participants
can share a collective lucid dream. In fact, new media do
not merely represent altered states of consciousness: they
take on their performative power.
GIANCARLO GROSSI AND ANDREA PINOTTI 16 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
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] | Introduction:
the image between
presence and absence
by Giancarlo Grossi and Andrea Pinotti
Altered states
Dream
Hallucination
Filmic representation
Immersive media
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Introduction:
the image between
1
presence
and absence
Giancarlo Grossi and Andrea Pinotti
Altered states Hallucination Immersive media Filmic representation
Dream
A visual history of alteration
Dream images, anticipations of the future,
memories of the past, perceptual distortions, delusional
hallucinations, cognitions intoxicated by alcohol and drugs
have always inhabited the visual representations of paint-
ings, comics, films, television series, videogames and, more
recently, virtual reality installations. We call them “altered
states of consciousness”, meaning any perceptual state
other than ordinary human perception.2
When they are expressed in a visual form, we see
a material picture which represents a mental image.3 While
a picture is completely experienced by the senses, mental
imagery is ordinarily conceived of as a quasi-perceptual
To quote this essay: G. Grossi and A. Pinotti, “Introduction: the image between presence and absence”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 4-16
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
2 For a rigorous psychological definition of the concept of “altered state of consciousness”,
embracing mental states occurring in sleep, meditation, hypnosis or while using drugs, see
Ch.T. Tart, Altered States of Consciousness (Garden City NY: Doubleday, 1972).
3 The distinction between the materiality, objectivity and prevalent visual character of the
image intended as picture and the immateriality, subjectivity and multisensorial aspect of the
mental image is perfectly explained by W.J.T. Mitchell in “What is an Image?”, New Literary
History 15, no. 3 (1984): 503-537.
GIANCARLO GROSSI AND ANDREA PINOTTI 4 AN-ICON
experience that occurs in the absence of external stimuli.4
What makes these pictures recognizable to us as such? We
cannot, in fact, compare them with the reality of the mental
image, which we know only in the first person, trapped in
the secret of individual experience. And yet, it seems that
the visual has always elaborated strategies, codes, and
arrangements to ensure that, within a visual narrative, an
image is interpreted as absent, because it is present in
a mental space or as a perception of an altered state of
consciousness.
These representations are historically and cul-
turally determined, depending on the way a mental image
is conceived in each era and geographical context. The
French historian Yannick Ripa, for example, has distin-
guished an “ancien régime du rêve”, in which the dream
is thought of as an external and metaphysical entity from
the modern conception that leads it back to the universe
of an inner subjectivity.5
At the same time, the medium that delivers
these mental visions also contributes to differentiating cul-
tural codes and shared representations that shape them. In
Füssli’s The Nightmare (1781) or in Goya’s El sueño de la
razón produce monstruos (1797), the oneiric emerges from
a juxtaposition of the sleeping body with its nightmares,
co-present in the same visual box. Differently, comics such
as Winsor McCay’s Dreams of a Rarebit Fiend (1904-1913)
and Little Nemo in Slumberland (1905-1927), represent
altered states and especially dreaming in a visual regime
that combines simultaneity and succession.6 The result is
a progressive escalation of bizarreness that can only be
interrupted by the last vignette, when the dreamer usually
falls off the bed.
Cinema, ever since Méliès, has used particular
fades such as cross-dissolves to signal the passage from
physical to mental presence, be it in memory, imagination,
4 A. Richardson, Mental Imagery (London: Routledge, 1969).
5 Y. Ripa, Histoire du rêve. Regards sur l’imaginaire des Français au 19e siècle (Paris: Olivier
Orban, 1988).
6 T. Gunning, “The art of succession: reading, writing, and watching comics”, Critical Inquiry
40, no. 3 (2014): 36-51.
GIANCARLO GROSSI AND ANDREA PINOTTI 5 AN-ICON
or dream. Another peculiar case is given by the extreme
instability of the camera with which the alterations caused
by indigestion, drunkenness, and drug consumption are
rendered since early movies. Jean Epstein’s comparison
between alcohol and cinema is thus significant to define the
multiform, fluid, and malleable perception of the universe
introduced by the medium.7
However, none of these codes is fixed: cultural
contexts and historical fractures introduce radical differ-
ences within each mediascape, and the same happens
if we consider processes such as hybridization, conver-
gence, and remediation of the different media. Nevertheless,
a dreamlike or hallucinatory image remains immediately
recognizable to many viewers. It is a representation that
indicates its absence rather than its presence.
The altered states of film theory
The way in which cinema not only records ob-
jective reality but also visualizes mental processes has al-
ways been one of the most hotly-debated questions in film
theory. In 1916, Hugo Münsterberg’s important essay The
Photoplay. A Psychological Study laid the foundations of
the question: the cinematic image is never merely objective,
since the movement and depth that the spectator perceives
in the film do not exist in themselves, but are the product of
the cooperation of the images with the spectator’s mental
activity.8 Moreover, in the film a series of techniques ex-
ternalizes and makes materially visible on the screen cer-
tain mental processes: attention is recreated by the zoom
and the close-up; memory is expressed through the use
of flashbacks; imagination, conceived as the capacity to
anticipate future events, is portrayed through what contem-
porary film grammar would call flashforwards. The relation-
ship between film and mind thus appears analogical, based
7 J. Epstein, “Alcool et cinéma” (1949), in S. Keller, J.N. Paul, eds., Jean Epstein: Critical
Essays and New Translations (Amsterdam: Amsterdam University Press, 2012): 395-404.
8 H. Münsterberg, The Film: A Psychological Study (1916) (New York City: Dover Publications, 1970).
GIANCARLO GROSSI AND ANDREA PINOTTI 6 AN-ICON
on the similarity of the respective cognitive processes.9 A
further peculiarity recognized by Münsterberg is that of
visualizing what the characters “see in their own minds”,10
images belonging to memory and dreams whose transi-
tion is reported by “soft-focus images, lighting variations,
superimpositions”.11
In the same wake, in his famous essay devoted
to Style and Medium in the Motion Pictures (1934), also
Erwin Panofsky remarked that “the movies have the power,
entirely denied to the theater, to convey psychological ex-
periences by directly projecting their content to the screen,
substituting, as it were, the eye of the beholder for the
consciousness of the character”.12
The metonymic and metaphoric relationship
between film and mind – to use Christian Metz’s semio-
logical terminology –13 are the basis of the aesthetic spec-
ificity of cinema, which succeeds in materializing mental
operations with greater effectiveness than the previous arts.
Sergej Eisenstein’s intellectual montage, with its adherence
to thought faculties such as analogies and oppositions, en-
hances this hallucinatory and oneiric power of the movie. It
is no accident that in his Non-indifferent Nature (1945-1947)
the Soviet director and theorist analyzes mental visualiza-
tion techniques such as those used in Loyola’s spiritual
exercises being interested in the artistic achievement of
ecstasy and pathos.14
In many theories cinema takes on the charac-
teristics of a mind objectified in material images and sounds:
a magical double of the self-produced by processes of
9 N. Carroll, “Film/mind analogies: The case of Hugo Münsterberg”, Journal for Aesthetics
and Criticism 46, no. 4 (1988): 489-499.
10 J. Moure, “The cinema as art of the mind: Hugo Münsterberg, first theorist of subjectivity
in film”, in D. Chateau, ed., Subjectivity: Filmic Representation and the Spectator’s Experience
(Amsterdam: Amsterdam University Press, 2011): 23-40, 39.
11 Ibid.
12 E. Panofsky, “Style and medium in the motion pictures” (1934), in Three Essays on Style
(Cambridge MA: The Mit Press, 1995): 98.
13 Ch. Metz, “Metaphor/metonymy, or the imaginary referent”, Camera Obscura: Feminism,
Culture, and Media Studies 3, no. 1 (1981): 42-65. See also L. Williams, “Dream rhetoric and film
rhetoric: metaphor and metonymy in Un chien andalou”, Semiotica 33, no. 1-2 (1981): 87-103.
14 S. Eisenstein, Non-indifferent Nature (1945-1947), trans. H. Marshall (Cambridge-New York
City: Cambridge University Press, 1987): 171. See also M. Lefebvre, “Eisenstein, rhetoric and
imaginicity: towards a revolutionary memoria”, Screen 41, no. 4 (2000): 349-368.
GIANCARLO GROSSI AND ANDREA PINOTTI 7 AN-ICON
identification and projection for Edgar Morin among oth-
ers;15 a brain endowed with perceptions, actions, and affec-
tions according to Gilles Deleuze;16 a narcissistic regression
analogous to dreaming in the perspective of Jean-Louis
Baudry and Christian Metz.17 Metz in particular underlines
some radical differences between cinema and that partic-
ular form of mental image constituted by the dream: the
awareness of being at the cinema versus the unawareness
of dreaming; the impression of reality of the film versus the
illusion of reality of nocturnal visions; the real exteriority of
images and sounds perceived in the cinema versus the inte-
riority of the “hallucinatory psychosis of desire”; the logical
consistency of the film versus the bizarre discontinuity of
dream images. Yet a profound analogy remains in the half-
way states of both cinema and dream: when spectators are
so engrossed that they interact with the characters on the
screen and gesticulate like sleepwalkers, or when, thanks
to the activation of defensive attention, the dream becomes
more lucid and conscious.
Returning to the problem of the representation
of altered states of consciousness, it is necessary to con-
sider how this has a history that is linked to the evolution of
the moving image. In Gilles Deleuze’s cine-philosophy, for
example, it is clear that the emergence of an image capable
of questioning the subjective/objective distinction is linked
to the emergence of modern cinema. In this historical con-
text, in fact, a radical disorganization of the action-image
takes place, with a prevalence of a pure optic-auditory sen-
sation over its motor extension and narrative actualization.
In this way, recollection-images, mental visualizations, hal-
lucinations, and dreams take on a new centrality, in the form
of virtualities that remain suspended and non-actualized,
15 E. Morin, The cinema, or the Imaginary Man (1956), trans. L. Mortimer (Minneapolis MI:
University of Minnesota Press, 2005).
16 G. Deleuze, Cinema 1. The Movement-Image (1983), trans. H. Tomlinson, B. Habberjam
(Minneapolis MI: University of Minnesota Press, 1986); Id., Cinema 2. The Time Image (1985),
trans. H. Tomlinson, R. Galeta (Minneapolis MI: University of Minnesota Press, 1989).
17 J.-L. Baudry, “Ideological effects of the basic cinematographic apparatus” (1970), trans. A.
Williams, Film Quarterly 28, no. 2 (1974): 39-47; Id., “The Apparatus” (1975), trans. B. Augst,
Camera Obscura, no. 1 (1976): 104-126; Ch. Metz, The Imaginary Signifier: Psychoanalysis and
the Cinema (1977), trans. C. Britton et al. (Bloomington IN: Indiana University Press, 1982).
GIANCARLO GROSSI AND ANDREA PINOTTI 8 AN-ICON
typical of a crystal-image in which temporalities are reflect-
ed simultaneously.18 Thus the dream-image assumes a par-
ticular centrality. Following Henri Bergson and his famous
discussion on dreams, Deleuze refers to the panoramic
character of dream-images, which is also typical of near-
death experiences in which the whole of life suddenly ap-
pears before one’s eyes.19 What is created is a weak link
between the optical or auditory sensations and this pan-
oramic view of the whole. There are in fact two procedures
common to the dream-image of cinema:
One proceeds by rich and overloaded means [...] dissolves, super-
impositions, deframings, complex camera movements, special ef-
fects, manipulations in the laboratory [...]. The other, on the contrary,
is very restrained, working by clear cuts or montage-cut, making
progress simply through a perpetual unhinging which “looks like”
dream, but between objects that remain concrete.20
Both recollection-images (flashbacks) and dream-
images are virtual, but in different forms. The recollection-im-
ages are actualized past events, while the dream-images are
rooted in an image that refers itself to another virtual time, thus
activating an infinite path of references. The result is a motor
process very different from the concreteness of action, which
is described by Deleuze following a conceptual apparatus
taken from Ludwig Binswanger, as a movement of the world,
“the fact of being inhaled by the world”.21 This is a virtuality and
immersivity of the image which cinema proposes in its repre-
sentations, but which the new digital media we know today
have the power to realize at a technical level, with the user’s
perception absorbed and enveloped by the virtual image.
The recollection-image and the flashback have
also been the subject of further theoretical investigation
18 A. Powell, Deleuze, Altered States and Film (Edinburgh: Edinburgh University Press, 2007).
19 Deleuze, Cinema 2: 55-67.
20 Ibid.: 58.
21 Ibid.: 291.
GIANCARLO GROSSI AND ANDREA PINOTTI 9 AN-ICON
since Deleuze. One example is Maureen Turim’s work,22 in
which the flashback is considered as a structural device of
film that is fundamental for understanding the non-linear
development of film history itself. This process is particular-
ly visible in the comparison between the representation of
memories in melodrama and that presented by modernist
cinema. At the same time, in the flashback emerges the
strategy through which cinema represents the intersection
between the individual dimension of memory and the so-
cio-political dimension of history.
More recent approaches to the relationship be-
tween cinema and altered states of consciousness see the
medium as a technological extension of a mind-body plexus
to be rediscovered, above all, starting from the media-ar-
chaeological investigation of 19th century sciences of the
mind. This is in fact the episteme that witnesses the emer-
gence of the cinematic experience. Along these lines, we can
quote the genetic relationship between hypnosis and cinema
identified by Ruggero Eugeni,23 Stefan Andriopoulos,24 and
Raymond Bellour;25 the investigation into the relationship
between cinema and hysteria proposed by Rae Beth Gor-
don,26 Emmanuelle André,27 and Mireille Berton;28 and the
link between the psychological mapping of gesture and the
rise of the cinematic apparatus theorized by Pasi Valiaho.29
22 M. Turim, Flashbacks in Film: Memory & History (London: Routledge, 1989). For a
discussion on the relationship between the time of new media devices and the time
represented within them, see G. Stewart, Framed Time. Towards a Postfilmic Cinema
(Chicago-London: University of Chicago Press, 2007).
23 R. Eugeni, La relazione d’incanto. Studi su cinema e ipnosi (Milan: Vita & Pensiero, 2002).
24 S. Andriopoulos, Possessed: Hypnotic Crimes, Corporate Fiction, and the Invention of
Cinema (Chicago-London: University of Chicago Press, 2008).
25 R. Bellour, Les corps du cinéma: hypnose, émotions, animalités (Paris: P.O.L., 2009).
26 R.B. Gordon, Why the French Love Jerry Lewis: From Cabaret to Early Cinema (Stanford:
Stanford University Press, 2001).
27 E. André, Le choc du sujet. De l’hystérie au cinéma (XIXe-XXIe siècle) (Rennes: Presses
Universitaires de Rennes, 2011).
28 M. Berton, Les corps nerveux des spectateurs. Cinéma et sciences du psychisme de 1900
(Lausanne: L’Âge d’Homme, 2015).
29 P. Valiaho, Mapping the Moving Image. Gesture, Thought, and Cinema circa 1900
(Amsterdam: Amsterdam University Press, 2010).
GIANCARLO GROSSI AND ANDREA PINOTTI 10 AN-ICON
From hallucination to virtual realities
In all these theoretical perspectives it becomes
evident how cinema, by representing altered states of con-
sciousness, often reflects on its own affinity with dreams
and hallucination. More precisely, on its identity as a ma-
terialization of mental visualization processes. Ken Rus-
sell’s film Altered States (1980), which also gives the title
to this monographic issue of AN-ICON. Studies in Envi-
ronmental Images, can be considered paradigmatic in this
regard. In this film, the psychiatrist Edward Jessup (William
Hurt), loosely based on the real-life figure of the neurosci-
entist John Lilly, carries out a series of experiments with
the help of an isolation tank and the ingestion of halluci-
nogenic mushrooms. His aim is to understand at first hand
the subjective experience of schizophrenic patients, achiev-
ing a hallucinatory and dream-like perception that belongs
to primitive mental states. The film echoes a number of
ideas related to the redefinition of consciousness typical of
1970s-80s counterculture. Julian Jaynes’s essay The Origin
of Consciousness in the Breakdown of the Bicameral Mind
(1976) is an example of these theories.30 In this book, the
subjective perception of schizophrenia is presented as an
activation of an evolutionary state prior to the emergence
of consciousness, the “bicameral mind”, in which the right
hemisphere of the brain was allocated the function of com-
municating through visual and verbal hallucinations, and
the left hemisphere had the task of obeying and executing.
The film plays on two visual registers: one in the
third person, that of the scientific community observing the
experiment, and one in the first person, where the subjec-
tive hallucinations of the protagonist emerge in fragments.
The hallucination is thus presented as a repeatable experi-
ment, through the insertion of the body in a device suitable
for the production and reproduction of altered states. But
what kind of medium does this device really resemble? The
30 J. Jaynes, The Origin of Consciousness in the Breakdown of the Bicameral Mind (1976)
(Boston MA: Houghton Mifflin, 2000).
GIANCARLO GROSSI AND ANDREA PINOTTI 11 AN-ICON
body is immersed in water which, being at the same tem-
perature as the body, cancels all sensory perception and,
with it, all distinctions between inside and outside, tactile
and external input. In this radical absence of the world, the
mental image takes full shape, enveloping the person and
becoming the only sensory horizon that can be perceived.
Not only that: the mental image presents itself as a real
space, and the effects of the hallucination seem to modify
the user’s own body (in the movie, transforming him into an
Australopithecus). This hallucination represented in cinema
takes us forward to another device, which, like a halluci-
nation, does not allow any escape from the image, but a
radical symbiosis with it. This is virtual reality.
In virtual reality, unlike cinema, it is not so easy
to distinguish between objective and subjective shots.
Firstly, because the virtual frame is always in some way sub-
jective, since its source depends on the movements of the
viewer’s gaze to which it adheres, saturating the field of
vision. Secondly, precisely because of the powerful sense
of presence and feeling of being there produced by virtual
reality, in immersive digital environments it becomes more
difficult to represent the estrangement from actual percep-
tion that a previous medium like cinema obtained through
cross-dissolves and other visual strategies. Is it therefore
possible to portray altered states in immersive media? Can
the tyranny of the sense of presence eliminate the images
of absence, or do we just have to investigate new strategies
of representation?
In fact, some virtual reality installations pres-
ent themselves, directly, in the form of memories, dreams,
hallucinations, mental visions. Examples are virtual reality
experiences such as Notes on Blindness: Into Darkness (Ar-
naud Colinart, Amaury LaBurthe, Peter Middleton, James
Spinney, 2016), in which the user can experience the in-
ner perspective of the blind theologian John Hull; The Key
(Céline Tricart, 2019), which portrays the dreams of an Iraqi
migrant; Porton Down (Callum Cooper, 2019), in which the
user becomes the guinea pig in hallucination tests per-
formed using LSD; Cosmos within Us (Tupac Martir, 2019)
GIANCARLO GROSSI AND ANDREA PINOTTI 12 AN-ICON
dedicated to the temporally and spatially unregulated per-
ception of an Alzheimer’s patient; finally, the mystical and
lysergic journey of the Amazonian shamanic ritual repro-
duced in Ayahuasca - Kosmik Journey (Jan Kounen, 2019).
The present issue
These are problems that the first issue of AN-
ICON. Studies on Environmental Images aims to investigate.
A peculiar attention is devoted to the comparison between
two media systems: an analogue system, dominated by
the altered states of cinema, and a virtual one, where new
experiential possibilities of virtual, augmented, and mixed
reality emerge. The problem that runs through this com-
parison is essentially whether the possibility of presenting
perceptively distorted states belongs more properly to the
cinematic image, or whether it is still at the center of the
new digital and immersive mediascape.
Barbara Grespi’s and Giuseppe Previtali’s con-
tributions are directly related in their common purpose to
search for a status of the virtual image in cinema in some
nodal moments of film theory that interrogate the repre-
sentation of mental states. Grespi’s essay starts from Wim
Wenders’ Until the End of the World (1991) and from the
capability of the imaginary device represented in the movie
to exteriorize and prosthesize subjective experiences such
as visions and dreams. The fictional medium, halfway be-
tween cinema and virtual reality, allows Grespi to reflect on
the filmic access to mental states. This issue is investigated
through the recovery of the first, but lesser-known, of the
two volumes of Esthétique et psychologie du cinéma (1963-
1965) by Jean Mitry. This is a pillar of film theory, analyzed
by Grespi in its unacknowledged Husserlian roots. Thus,
the technical and psychic concept of “projection”, under-
stood as a specific form of actualization, “an effect in which
the perception of physical image intersects with mental
envisioning”, becomes especially central to introduce a
GIANCARLO GROSSI AND ANDREA PINOTTI 13 AN-ICON
possible comparison between the cinematic forms of the
visible and those that emerge in virtual experiences.
Cinematic altered states, however, undergo
radical transformations in history: this is what Previtali’s arti-
cle discusses, drawing on Gilles Deleuze’s theory of cinema
and examining the differences between the movement-im-
age of classical cinema, in which dreams and memories
are also expressed as physical realities intertwined with
the world, and the time-image of modern cinema, capable
of adhering to the dynamics of thought. For Previtali, an
example of this process is Ingmar Bergman’s Wild Straw-
berries (1957), where recollection-images are not real flash-
backs, but rather virtual mixtures of memory, imagination,
and dream, as evidenced by the fact that the protagonist
relives the past moments of his childhood and youth while
remaining as old as he actually is in the present.
Still anchored to Bergman’s cinema, Luca Ac-
quarelli’s investigation into the emergence of hallucination
within the cinematic diegesis is grounded in the semiotic
analysis of a further incursion: that of the photographic
still image within the equidistant flow of the film’s moving
frames. This can be seen in Bergman’s Persona (1966),
but also in Michelangelo Antonioni’s Blow Up (1966) and
Chris Marker’s La Jetée (1962), the latter consisting almost
entirely of still images. In these moments a new balance
is established between dream-states and the testimonial
power of the image, seen through André Bazin’s conception
of photography as “true hallucination”.
Enrico Terrone, in a different perspective, con-
siders cinema in terms of a disembodied experience, or-
ganized in a space that has our sight but not our body as
its own center. Because of this condition, cinema is able
to approximate to non-perceptual attitudes such as mem-
ories and dreams, but not completely emulate them. On
the contrary, this emulation would be a concrete possibility
for virtual reality precisely thanks to its adherence to the
gaze and body of the spectator coupled with a potential
GIANCARLO GROSSI AND ANDREA PINOTTI 14 AN-ICON
for manipulation and alteration that it is impossible to find
in another embodied experience such as that of theater.
But how are altered states expressed in the new
immersive and digital mediascape? Is it possible in virtual
reality to make a distinction between the representation of
a real state from that of an exclusively mental state? First
of all, we need to investigate how the digital radically trans-
forms the very ideas of visual perception and image. This is
evident in Antonio Somaini’s contribution, devoted to new
artificial intelligence technologies such as machine learning
and machine vision. In fact, their non-human perceptual
functions appear in some cases as altered states that pro-
duce dreamlike images, similar to those found in computer
programs such as the one called, significantly, Google Deep
Dream. Thus, it becomes necessary for Somaini to study
the artistic practices that exploit the productive potential
of machine learning in a creative and revolutionary way,
such as in the artworks of Trevor Paglen, Hito Steyerl, and
Grégory Chatonsky.
The perceptual dimension is also at the center
of Claudio Paolucci’s contribution. From the point of view of
cognitive semiotics, Paolucci investigates the hallucinatory
character of ordinary perception, always shaped by the in-
tervention of imagination, to analyze the way mental states
are represented in virtual and augmented environments.
If perception can be defined in terms of a hallucination
controlled by the world, what changes in immersive envi-
ronments is only the simulated character of the world itself.
The states of imagination, memory, and hallucination are
then reproduced in virtual and augmented reality following
two possible strategies: either in a pan-perceptual modal-
ity, exploiting the full sense of presence produced by the
immersive devices, or following the audiovisual strategies
inherited from previous audiovisual languages with which
virtual and augmented reality share the same formal appa-
ratus of enunciation. To exemplify this double expressive
GIANCARLO GROSSI AND ANDREA PINOTTI 15 AN-ICON
possibility, Paolucci analyzes the immersive videogame
Resident Evil 7: Biohazard.
At this point, it becomes necessary to under-
stand what the specifically dreamlike and hallucinatory
character of virtual reality consists of and how it differs
from other established media. The joint paper written by
film theorist Martine Beugnet and new media artist Lily
Hibberd focuses on the role played by darkness, which in
the new immersive media takes on a completely new po-
tential compared to cinema. In fact, it becomes an intrinsic
component of the environmentalized image of the former
– coupled with the illusion of depth and the replication of
motion. If the darkness of the traditional audiovisual dis-
tinguishes states of self and otherness, in virtual reality it
envelops the users depriving them of the sense of distance
and leading them back to a state of radical loss, in which
they are haunted by sporadic sounds and visions, faithful
to the dynamics more proper to memory and dream.
Pietro Montani’s essay then becomes the ef-
fective conclusion and synthesis of all the questions raised
by this issue. The dreamlike character of virtual reality con-
sists for Montani in a precise work of oneiric imagination,
capable of distancing itself from linguistic thought without
getting trapped in a pure hallucination, but finding its proper
status in what Freud defines as “Bilderschrift” (pictographic
script), a syncretic relationship between images and writ-
ing functions, both pre-linguistic and performative, which
can also be read in the Kantian terms of a schematization
without concept. An expressive condition which resurfaces
in early cinema and especially in Eisenstein’s film theory
of the 1920s and which today finds a specific declination
in immersive virtual installations such as Carne y Arena
(2017) by Alejandro Gonzalez Iñárritu and VR_I (2018) by
choreographer Gilles Jobin, where different participants
can share a collective lucid dream. In fact, new media do
not merely represent altered states of consciousness: they
take on their performative power.
GIANCARLO GROSSI AND ANDREA PINOTTI 16 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
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] | Between the mind
and the senses:
Jean Mitry’s approach
to cinematic consciousness.
Toward an idea of the virtual
image in the cinema
by Barbara Grespi
Mitry
(I)
Husserl
Mental state
Projection
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Between the mind and
the senses: Jean Mitry’s
approach to cinematic
consciousness.
Toward an idea of the vi1 rtual
image in the cinema (I)
by Barbara Grespi
Abstract Representing altered states of consciousness,
even through the most phantasmal of technical images, is
an inherent contradiction; once we attribute a physical body,
i.e. objectivity, to mental images, we deny what Husserl
considers their very essence. Jean Mitry draws from this
assumption when discussing filmic access to mental states
from a phenomenological perspective. The following essay
reconsiders Mitry’s contribution with specific reference to
the role of projection, technically and metaphorically speak-
ing, in the cinematic technique and imagination; this, with
the intention of suggesting some crucial questions for the
comparison between the filmic forms of the visible and
those inaugurated by the technology of the virtual.
Mitry Husserl Mental state Projection Imagination
To quote this essay: B. Grespi, “Between the mind and the senses: Jean Mitry’s approach
to cinematic consciousness. Toward an idea of the virtual image in the cinema (I)”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 17-36
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
BARBARA GRESPI 17 AN-ICON
Le cinéma transforme l’écran en une image d’image.2
A silver visor, you would say an ancestor of a
VR headset were it not for the cap that wraps around the
lower part of the skull. It causes a sharp pain in the eyes
and its function is not to watch images, but to record
them, like an ordinary video camera. Nevertheless, it has
no lens but two satin panels, one for each eye. From the
outside, you can see the signal of a scanner running; fr m
the inside, the captured images appear on two side-by-side
screens. It is the device invented by Wim Wenders for Until
the End of the World (Bis ans Ende der Welt, 1991) (Fig.1),
in the story, a prototype which all the great world powers
are hunting down in the fevered climate of the end of the
millennium. Its camera captures the biochemical event of
vision, that is, not only what you see but also how your
brain reacts to the perceived images, collecting electrical
stimuli directly from the nerves. The recorded “visual”
impulses can thus be transmitted to the brain of another
person, even a blind one, and this allows them to see
without using the retina. Still, as the story progresses, the
machine evolves into something even more complicated: a
technique for extracting from the mind images which are
completely independent of sight and correspond to pure
imagination, dreams or memories. Sight translated into
data gives birth to “artificial” images, segmented in a grid
and the result of numbers; imagination, on the other hand,
has pictorial qualities, strong colours and blurred
borders. Sci-fi cinema provides a long list of vision
machines, but Wenders’ possesses a special allure,
balanced, as it is, between the old and the new.
2 Dr. Allendy [René Allendy], “La valeur psychologique de l’image”, in AA.VV., L’art
cinématographique (Paris: Felix Alcan, 1926): 75-103, 77.
BARBARA GRESPI 18 AN-ICON
Fig. 1. Wim Wenders, Until the End of the World
(Bis ans Ende der Welt), 1991. Screen capture.
Between cinema and VR: an exquisitely optical
prosthesis, it creates abstract images, devoid of somatic
and sensory traces, but at the same time it is a medium of
intersubjectivity, which allows the exchange of visions at a
neural level. It is a digital device, but also a truth machine:
it records, documents, reflects even the unconscious, or
the deepest levels of our psyche. It represents the cinema
in its increasingly sharp juxtaposition to other technologies
of the contemporary era, such as VR: the first in perpetual
balance between body and mind, the second completely
biased towards the sensory.
The representation of mental acts in cinema
is always, as in Wenders’ movie, a metafilmic moment in
which the image consciousness is elaborated, together with
the ways in which multiple factors, material and immaterial,
contribute to it, including the gaze and its structure. In the
following pages, by rediscovering Jean Mitry’s reading of
Husserl’s thinking, we will discuss the role of projection,
technically and metaphorically speaking, in filmic access
to the mental; this with the intention of bringing out some
crucial questions for the comparison between the cinematic
forms of the visible and those inaugurated by the technol-
ogy of the virtual.
BARBARA GRESPI 19 AN-ICON
The mental image and the filmic image
Beyond what they represent, filmic images are
“situated” in a space halfway between the mental and the
real: the iconic stream that the spectator sees flowing would
not exist outside his or her mind, which integrates and
merges the perception of the single frames thus creating
the movie. Even before the birth of cinema, the paradoxi-
cal nature of the moving image struck William James, who
referred to it to describe consciousness in terms of a zoe-
trope: just as that optical toy produces effects of continuity
by making discontinuous fragments flow, so the conscious-
ness merges its sequences of scattered and uninterrupted
micro-perceptions into an illusory whole.3 The similarity
between the film and the activity of the mind will be at the
core of one of the first essays in film theory, The Photoplay
by Hugo Münsterberg, a former student of medicine who
converted to psychology under the influence of Wilhelm
Wundt, and later became James’s colleague at Harvard.4
The reference to James’s metaphor of the zoetrope allows
us to understand what Münsterberg meant by suggesting
that photographic images had been estranged from physi-
cal reality once they had achieved movement – contrary to
what one might naturally think – and were brought closer
to the reality of consciousness.
The massive outer world has lost its weight, it has been freed from
space, time, and causality, and it has been clothed in the forms of
our own consciousness. The mind has triumphed over matter, and
the pictures roll on with the ease of musical tones.5
Münsterberg develops a precise parallel be-
tween cinema and mind, seeing the main filmic techniques
3 “Is consciousness really discontinuous, incessantly interrupted and recommencing (from
the psychologist’s point of view)? And does it only seem continuous to itself by an illusion
analogous to that of the zoetrope? Or is it at most times as continuous outwardly as it inwardly
seems?”. W. James, The Principles of Psychology (Create Space, 2017): 125.
4 M. Münsterberg, Hugo Münsterberg: His Life and Work (New York: Appleton & Co., 1922): 21-22.
5 H. Münsterberg, “The psychology of the photoplay” (1916), in A. Langdale, ed., The
Photoplay: A Psychological Study and Other Writings (New York-London: Routledge, 2002):
153-154.
BARBARA GRESPI 20 AN-ICON
as reflecting the activities of consciousness, such as atten-
tion (corresponding to the close-up and the shifting from
in-focus to out-of-focus), memory (represented by flash-
back as enclosure of the past in the present) and emotion
(in its development, according to William James, from a
kinesthetic sensation).6 This early conception of the mind
as a movie justifies the most common visual rhetoric that
complemented the representation of a character’s mental
acts: fading, superimposition, soft focus. Becoming con-
solidated precisely in the years in which Münsterberg wrote
his essay, these optical effects aim at framing a segment
of the visible within a zone which is not real and not certain,
just as the discontinuous hyphens of the thinking bubbles in
comics highlight the difference between a thought spoken
out loud and one which remains unspoken in the charac-
ter’s mind. Transitions in classical cinema in essence pro-
duce the slow fading of the actual into the mental, evoking
an idea of the mind as a place of weakening, intermingling
and metamorphosing of sensory input.
These narrative fragments which interrupt the
flow of the film by jumping onto a different level and moving
beyond the diegetic physical reality, are thus presented and
interpreted as the “contents” of a fictional consciousness;
this implies believing that the human mind operates by
storing impressions derived from perception in the shape
of ghostly pictures to be inspected, when needed, by the
mind’s eye. We are familiar with this notion, its ancient roots
and its points of junction with modern thinking,7 as well as
its confutation by phenomenology, whose intake is crucial
but still difficult to integrate into studies of the imagination.8
Even a thinker like Sartre who tries to get rid, precisely
through Husserl, of the idea of the mind as a repository of
images, was victim to the same “illusion of immanence” that
6 Münsterberg shares the Jamesian perspective (the famous: “we do not weep because
we are sad, but we are sad because we weep”). H. Münsterberg, “The psychology of the
photoplay”: 107-108.
7 See the ancient idea of the mind as a room furnished with images in F.A. Yates, The Art of
Memory (New York-London: Routledge, 1966).
8 See for instance J. Jansen, “Imagination: phenomenological approaches”, in M. Kelly, ed.,
Encyclopedia of Aesthetics (Oxford: Oxford University Press, 2014): 430-434.
BARBARA GRESPI 21 AN-ICON
he intended to criticize once he admitted the existence of
a “psychic object” (the analogon) and presented it as the
mediator of the imaginative process.9
Sartre is very much present in Esthétique et
psychologie du cinéma by Jean Mitry, the massive trea-
tise in two volumes written by the French critic, activist
and director between 1963 and 1965,10 a work capable of
bridging, as Dudley Andrew wrote, the formalism of clas-
sical theory with emerging semiotics.11
The second volume, centered on form and cin-
ematic language, is the best known and most appreciated,
while volume one, particularly eclectic, has suffered from
an evident removal, also highlighted by the significant cuts
made in current French and English editions.12 Here we
find the first remarkable confrontation of film theory with
Husserl, an attempt recognized by the pioneers of the phe-
nomenological approach to cinema, but never investigated,
and even dismissed, in the numerous developments of this
branch of study.13 Mitry discusses precisely the theme of
mental images, which Husserl brought together under the
umbrella term of Phantasie, to indicate both the ensem-
ble of images devoid of physical support and the act of
imagination through which they “appear” (erscheinen).14
It is an act of imagination that which gives shape to a
physical image, deposited on a support and capable of
9 Casey recognized the error. See E.S. Casey, “Sartre on imagination”, in P.A. Schilpp, ed.,
The Philosophy of Jean-Paul Sartre (La Salle: Open Court 1981): 16-27.
10 J. Mitry, Esthétique et psychologie du cinéma (vol. I: Le structure, and vol. II: Les formes)
(Paris: Editions Universitaires, 1963, 1965). A useful rediscovery of Mitry’s contribution to film
theory in: M. Lefebvre, “Revisiting Mitry’s Esthétique et Psychologie du Cinéma at Fifty”, Mise
au point [online], no. 6 (2014), accessed February 20, 2021.
11 See D. Andrew, The Major Film Theories: An Introduction (Oxford: Oxford University
Press,1976): 181ff.
12 The current English edition The Aesthetics and Psychology of the Cinema (Bloomington:
Indiana University Press, 1997) was translated from the abridged French edition of 1990. We
will quote from this book, unless otherwise specified.
13 Vivian Sobchack recognizes his engagement in a Husserlian phenomenology of
cinema – see her The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 29 – while A. Casebier, Film and Phenomenology: Toward
a Realist Theory of Cinematic Representation (Cambridge-New York: Cambridge University
Press, 1991) prefers to lean upon Baudry. Christian Ferencz-Flatz and Julian Hanich dismiss
Mitry’s idea of mental image as a distortion of the phenomenological arguments. See their
stimulating introduction “What is film phenomenology?” to “Film and phenomenology”, Studia
Phaenomenologica XVI (2016): 36.
14 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925) (Dordrecht:
Springer, 2005).
BARBARA GRESPI 22 AN-ICON
depicting an absent entity (Bildvorstellung), as well as that
which creates mental images (Phantasievorstellung), which
are by no means comparable to “iconic contents” of the
consciousness, but rather to be understood as intuitions
based on “sensorial phantasms”.15 Mitry does not refer to
these precise pages of Husserl, whose essential theses
are however echoed, but rather he remodels phenomenol-
ogy under the influence of his experience of the cinema.
Esthétique et psychologie du cinéma stems indeed from a
general philosophical position – a unique case in film theory,
if we exclude Deleuze’s two tomes – a thesis in which it is
of primary importance to define the role of perception by
mediating among Husserl’s theses, Sartre and psychology.
In Mitry’s interpretation of intentionality, per-
ception is an act based on sensory impressions but is
not reduced to them; consciousness completes them, by
extracting an object from the undifferentiated continuum
that constitutes matter and hence giving form, by difference,
also to the subject. Consciousness is based on mental
images, which are not residues of ocular perception which
have survived in the absence of the object, and nor are they
entities existing in themselves and of which thought could
avail itself; they are rather forms through which thought
became aware of itself. With this idea, Mitry gets rid of the
metaphor of consciousness as a receptacle of data and
substitutes it with that of consciousness as a reflex of per-
ception. With perception in the absence of the object, that
is Phantasie, the glare of consciousness is, so to speak,
one-way: “the mental image is the product of a wish di-
rected toward the object which we know to be absent [...]
it is the consciousness of that wish becoming ‘known’ in
the object of its volition”.16
15 In Husserl called precisely “Phantasmen”. In the comment on Husserl’s theory of
imagination, we follow C. Calì, “Husserl and the phenomenological description of imagery:
some issues for the cognitive sciences?”, Arhe 4, no. 10 (2006): 25-36 and Husserl e
l’immagine (Palermo: Aesthetica Preprint, 2002): 113-114.
16 J. Mitry, The Aesthetics and Psychology of the Cinema: 35-36.
BARBARA GRESPI 23 AN-ICON
The moving image consciousness
Mitry’s starting point, therefore, is not the cin-
ematic representation of consciousness, but the mental
images that become part of the imaginative process; this
process is extremely important in cinema, a medium which
powerfully simulates the real but at the same time possess-
es a deep-rooted ghostly nature. According to Mitry, this
double character of cinema is reflected by the two kinds
of signs of which it is composed: linguistic and psycholog-
ical signs; linguistic signs give shape to the filmic images
(through a grammar of the visible), psychological signs con-
struct mental images (with the collaboration of the spectator).
To understand how these two “signs” intersect
in the beholder’s experience, it is necessary to come back
to Husserl and his well-known tripartition regarding image
consciousness, which is not clearly referenced in Esthétique
et psychologie du cinema, but still recognisable in many
lines. Husserl’s classification is based on three perceptive
dimensions: the first is the “image-thing” (Bildding), that
is, the concrete material of which the image is made, its
support; the second is the “image-object” (Bildobje t), that
is, the immaterial object which depicts something (the ide-
al content of a series of perception);17 the last is the “im-
age-subject” (Bildsujet), that is, the depicted subject (the
referent in the real world).18 A subtle but substantial differ-
ence separates the image-thing from the image-object: if
the support were damaged or destroyed (for instance, if a
canvas was torn), the image-object would not be affected,
because it does not possess a real existence, neither inside
nor outside of consciousness (only a complex of sensations
experienced by the spectator in front of the pigments exists,
as well as the way in which he invests it with intentionality,
by creating image consciousness). This component is more
easily understood in the case of the mental image, which
17 In Mitry’s words, see J. Mitry, The Aesthetics and Psychology of the Cinema: 27.
18 I use this expression, although I am aware that between the image and the subject
there is not properly a semiotic relationship. See C. Rozzoni, Nell’immagine: Realtà, fantasia,
esperienza estetica (Milan: Le Monnier, 2017): 9.
BARBARA GRESPI 24 AN-ICON
lacks a material support, in contrast to the physical image.
Still, there is a minor difference between the two, because
what matters is their common capacity of actualizing absent
objects (that is to say, making them present). The illusion
of presence is based on the production of sensorial phan-
tasms that allow us to guess how an object would be if it fell
under the sphere of our senses, for instance touch or hear-
ing, but first and foremost sight.19 An “optical” phantasm
makes us intuit how a specific object would appear to our
gaze within a particular environment, and this imaginative
act covers our perception, albeit not totally. Indeed, the
mental image as well as the physical image insert them-
selves into the perception in a contrastive way, that is, not
fully covering and substituting our reality, but allowing us
to keep it alive. It is not a question of greater or lesser illu-
sionistic power (some images could appear so real to be
mistaken for reality), and neither of frames (a more or less
marked discontinuity in the space where they are situated),
rather it is a matter of time: Husserl points out that this is
more the contrast between the time of the image-object
and the actual present,20 to which our body belongs above
all (but also the Bildding, if we are talking about physical
images). Here below, the echo of these concepts in Mitry:
We have seen that the mental image presents a reality both vi-
sualized and recognized as absent. If, as I write these lines, I think
of my car in the garage, I can see it perfectly well, mentally - or,
at least, I can see a certain aspect of it - but I am seeing it as not
present. It appears to my consciousness as an image certifying
the absence of what I am thinking about - more especially since,
19 This is what was brightly called an “artificial presence”. See L. Wiesing, Artificial Presence:
Philosophical Studies in Image Theory (Stanford: Stanford University Press, 2010).
20 “[The image-thing] bears within itself the characteristic of unreality, of conflict with the
actual present. The perception of the surroundings, the perception in which the actual present
becomes constituted for us, continues on through the frame and then signifies ‘printed paper’
or ‘painted canvas’”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925):
51 (emphasis in the original). On this base, I suspect that we should abandon the optical idea
of the frame when we face an environmental image (like VR), and rethink it in corporeal terms,
considering the spectator’s real body as the border; indeed, you always have the possibility to
leave the artificially present world not by seeing outside of the image, but certainly by touching
the surrounding space and objects (or people), that is, paradoxically, becoming aware of the
unreal in the very moment in which we get the chance to imagine the real through our body
(thus in a perfect inversion of the cinematic relationship between reality and imagination).
BARBARA GRESPI 25 AN-ICON
in so doing, I do not stop perceiving the world impinging on me
from all sides. The mental image is therefore a product of the will
standing in opposition to our normal perception of the world and
its objects and which, though coexisting with it, becomes more
isolated the more directly in opposition it stands.21
Mitry realises that these ideas are of great im-
portance for the analysis of cinematic images, which had
also attracted Husserl’s attention, albeit fleetingly. The great
philosopher’s reflections about the art of the twenty-century
concern the repeatability of cinematic screenings such as
to leave the image-object unaltered,22 and the intensity of
the actualization produced by filmic images, so high as to
reduce the perception of the image-thing to the minimum.
“Deception and sensory illusion of the sort belonging to
panorama images, cinematographic images, and the like”,
he wrote, “depend on the fact that the appearing objects
in their whole appearing state are slightly or imperceptibly
different from the objects appearing in normal perception.
One can know in these cases that these are mere image
objects, though one cannot vitally sense this”.23 His ger-
minal reflection on cinema has been taken up by some
important contributions, mainly centered on the relation-
ship between consciousness and true believing and on
the interplay between actor and character;24 but the path
indicated by Mitry is just as interesting and perhaps more
in line with Husserl’s suggestions. Mitry wrote:
Stuck to a cellulose base, projected onto a screen [...] the film image,
in contrast with the mental image, is objectively present; but, like
the mental image, it is the image of an absent reality, a past real-
ity of which it is merely the image. Its concrete reality is that it is
21 J. Mitry, The Aesthetics and Psychology of the Cinema: 82-83.
22 “If I let a cinematographic presentation run off repeatedly, then (in relation to the subject)
the image object in the How of its modes of appearance and each of these modes of
appearance itself is given as identically the same image object or as identically the same mode
of appearance”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 646.
23 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 146.
24 See C. Rozzoni, “Cinema Consciousness: Elements of a Husserlian Approach to Film
Image”, Studia Phaenomenologica, XVI (2016): 294-324; J. Brough, “Showing and Seeing:
Film as Phenomenology”, in J. D. Parry, ed., Art and Phenomenology (New York-London:
Routledge, 2010): 192-214.
BARBARA GRESPI 26 AN-ICON
fixed to a support and is thus objectively present and analyzable.
The reality recorded on the celluloid strip is at all times capable of
being projected. In this sense, projection is a kind of “actualization”
in the same way as the mental image.25
In these lines, a central question arises: in cin-
ema, the act of making something present (“actualization”,
he writes, alluding specifically to Husserl) takes place in
the very moment of projection, because the strip of film is
only a “latent movie”; according to Mitry, the celluloid is
the main support (the image-thing), while the screen un-
balances perception from the thing to the object, allowing
movement to be seen. Neither the destruction of the film,
nor even a scratch in the screen cancels the object-film,
which, as we said, is that ideal content which, though cre-
ated during the projection, survives it – as Orson Welles’
Don Quixote never ceases to teach us, a foolish spectator
who stabs the white screen with his sword in an attempt to
heroically oppose his enemies of light and shadow. Welles
shows that the screen is not the canvas, is not one and the
same with the image, which resists its destruction, both
because it is anchored to another, more real support, and
because it lives in the mind, paradigmatically in that of the
visionary Don Quixote. The celluloid is more similar to the
concrete materials of the painter, so much so that the di-
rector selects carefully its size and sensitivity, while he can
do nothing with the surface of the screen. But if we look
back at the origins, we find the two supports imploded
into each other: in pre-cinema, frame and screen coincide,
because the illusion of movement, for instance in Muto-
scope, depends on the flow of photographs bound one on
top of the other, within the screen format created by their
borders: the “book”.
Do we have thus a double “thingness” in the
filmic image? And if so, is it not a fundamental prop-
erty of all technical images,26 even in the many variants
25 J. Mitry, The Aesthetics and Psychology of the Cinema: 31, 83.
26 This is perhaps another way to interpret the idea of technical images as proposed by V. Flusser,
Into the Universe of Technical Images (1985) (Minneapolis: University of Minnesota Press, 2011).
BARBARA GRESPI 27 AN-ICON
of the analogue, but also digital system? The material cin-
ematic film behaves like photosensitive paper in photogra-
phy, or data code in the digital system, while the shadows
projected on the screen correspond to the photographic
positive, and to the extraction of the mpeg file on the dis-
play. From photography onwards,27 to codify an image and
to visualize it, that is to render it accessible to the human
eye, became two different and not necessarily concurrent
processes; obviously, with the transition to digital, the gap
between the two moments widens, because there the ma-
trix is no more a first, far-fetched or incomplete visualization
of the subject, but its translation into a numerical language,
not accessible to the senses, and thus potentially shared
only by machines.28 But the point is: to develop a theory of
cinematic image anchored to the process of visualization
instead of that of encoding – focusing at the same time on
the spectator because, as Münsterberg said, without him
the image in motion simply does not exist – we have to work
on the intersection between the physical and the mental.
By a different route, Tom Gunning drew similar
conclusions, when he re-launched the theory of realism
moving from Metz’s brief incursion into phenomenologi-
cal territory;29 Gunning is not a supporter of the deviation
toward the mental, but certainly an adversary of Peirce’s
indexicality when used to reduce the impression of reality
in cinema to the sole photographic base. Thomas Elsaess-
er, on the other hand, is not a phenomenologist but he
rediscovered the “mental side” of cinema when he drew
the distinction between the transmission of the image to
the human senses and its recording through traces, rather
than optical geometry. Indeed, he saw the model of this
process in the human memory, as Freud had conceived it
(that is like a Mystic Writing Pad), and proposed to re-start
27 But not in its daguerreotype version, which did not use the positive-negative reverse
process: the metal film plate in the camera was developed as a positive and as a unique copy.
28 On this topic see: F. Casetti, A. Pinotti, “Post-cinema ecology”, in D. Chateau, J. Moure,
eds., Post-cinema: Cinema in the Post Art Era (Amsterdam: Amsterdam University Press,
2020): 193-218.
29 C. Metz, “On the impression of reality in the cinema”, in Film Language: A Semiotics of the
Cinema (New York: Oxford University Press, 1974): 3-28, discussed by T. Gunning, “Moving
away from the index: cinema and the impression of reality”, differences 18, no. 1 (2007): 29-52.
BARBARA GRESPI 28 AN-ICON
the theoretical discourse about cinema from its nature of
interface between data and the human senses, in the key
of an archaeology of the digital.30
These excellent contributions are perfectly in
tune with Mitry’s emphasis on projection as a Husserlian
moment of actualization, an effect in which the perception
of physical image intersects with mental envisioning; in it
“the film frame merely takes the place of the mental image
with all the force of its credible reality”.31 Moreover, Metz
quoted by Gunning builds on Mitry in his analysis of the
“filmic mode”, which he defines “the mode of presence”,32
thinking not of a state of sensory overwhelming, but of an
active consciousness made up of the mental reflexes of
perception. Nevertheless, the mental, though it is a reflex
and a logic of the images, is precisely what the film could
never make visible. “It is completely impossible to repre-
sent a mental image”, Mitry wrote, “since, having become
visual, it ceases to be mental”.33
The filmic image is helpless in the face of what
is not accessible to the sight or at least what no one has
ever seen; for this reason, Mitry would probably have ap-
preciated the frameless film by Douglas Gordon (Feature
Film, 1999), a video installation that basically consists of an
orchestra performing the full soundtrack written by com-
poser Bernard Hermann for the film Vertigo (Alfred Hitch-
cock,1958). On the two walls of the exhibition room, only
the conductor appears in large mirror projections. However,
the real images filling the room are not the physical ones
on the walls, but those which flow in the viewer’s mind
in correspondence with the musical notes: the sequence
where Kim Novak jumps into the bay under San Francisco’s
Golden Gate Bridge, or when she comes back in her green
suit like a ghost. The spectator experiences a kind of vision
30 T. Elsaesser, “Freud as media theorist: mystic writing pads and the matter of memory”,
Screen 50, no. 1 (2009): 100-113. Kuntzel already worked on the similarities between Freudian
model of memory and the cinema, see: T. Kuntzel, “A note upon the filmic apparatus”,
Quarterly Review of Film Studies, no. 1 (1976): 266-271.
31 J. Mitry, The Aesthetics and Psychology of the Cinema: 86.
32 C. Metz, “On the impression of reality in the cinema”: 4.
33 J. Mitry, The Aesthetics and Psychology of the Cinema: 209.
BARBARA GRESPI 29 AN-ICON
not based on retina, as the director himself reports, refer-
ring to interviews with spectators coming out of the gallery:
Vertigo is projected through the ears into the mind of the
person listening to Hermann’s notes.
States of mind and self projection
Are we to think, then, that only the absence of
images triggers imagination? And if it is totally impossible
to simulate the mental with the means of cinema, how shall
we construe the numerous attempts, since the origins of the
medium, to simulate altered states of consciousness? Mitry
argues that dream sequences, hallucinations and premo-
nitions are not the most mental but the most subjective,34
and in this he joins Wenders, whose machine will show
that the mental could be translated into the visible only by
sharing subjectivity. Therefore, the result of the cinematic
simulation of altered states depends on the ways in which
the movie makes the viewer slip into the consciousness
of a character, articulating his or her seeing and feeling
through the “subjective shot”.
Film theory has always juxtaposed two forms
of the cinematic gaze: the so-called objective shot, corre-
sponding to the simulation of a world that is completely
independent from every perception, be this human, animal
or belonging to other living and non-living species, and
the subjective shot, the simulation of a perceived world,
thus filtered at a sensorial and cognitive level through a
specific fictional identity. The analysis of these two modes,
together with other more nuanced ones, are part of the
glorious problem of the point of view in the cinema, a pro-
tagonist of the semiotic-narratological debate of the Eight-
ies and Nineties, also discussed towards the end of the
season in Vivian Sobchack’s phenomenology, which takes
up precisely Mitry’s contribution. The chapters about the
point of view in Esthétique et psychologie du cinéma are
indeed the best known and most discussed, even if, before
34 Ibid.
BARBARA GRESPI 30 AN-ICON
Sobchack, perhaps not fully understood. Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), was published only a year after Metz’s Impersonal
Enunciation, or the Place of Film (1991),35 and thus criticiz-
es the positions of the great semiologist, especially Metz
reading Mitry;36 but in reality, Impersonal Enunciation is a
point of encounter between the two authors.
Mitry is among the first to study in depth The
Lady in the Lake (Robert Montgomery, 1946), the film noir
shot almost entirely in subjective mode. Here we spectators
investigate in the shoes of the detective Philip Marlowe,
who is framed frontally only at the beginning and at the end
of the movie, while for the rest his eyes are our eyes and our
body is disguised in his. Mitry knows how to wonderfully
describe the way in which the spectators’ gaze follows the
character’s gait from the inside, striving to consider his feet
as their own, or the way in which they hold onto the railing
with him, trying to see their own hands in Marlowe’s. But
this attempt fails. They cannot recognize the image of their
own body. Rather they imagine themselves accompanying
the body of an Other, objectified, as all the rest is.
It is obviously not me climbing the stairs and acting like this, even
though I am feeling sensations similar to those I might feel if I were
climbing the stairs. I am, therefore, walking with someone, sharing
his impressions.37
Then when the famous sequence of the mir-
ror arrives, during which the face of Marlowe is reflected
(always from the character’s view), spectators are slight-
ly disappointed, Mitry apparently suggests. They have to
admit that the impressions that they tried to embody were
not theirs. Or rather: this is true for all the viewers except
for the director, because he, Robert Montgomery, played
Marlowe; thus, for him, and for him only, the subjective shot
35 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University Press, 2016).
36 C. Metz, “Problèmes actuels de théorie du cinéma” (1967), in Essais sur la signification au
cinéma, 2 vol. (Paris: Klincksieck, 1972): 35-86.
37 J. Mitry, The Aesthetics and Psychology of the Cinema: 210.
BARBARA GRESPI 31 AN-ICON
works. Put another way, in the subjective shots, Montgom-
ery would experience himself as another, by again embody-
ing the sensorial phantasms of his previous experience;
most of the time, he would live through an experience of
partial mirroring: proprioceptive but not optical.38
Sobchack addresses this analysis on two lev-
els. On one level, she expands Mitry’s critique by adding the
argument of the difficulties of simulating a proprioceptive
act. It is not just a matter of noticing the difference between
the spectator’s hands and the actor’s, but also the fact of
being forced to perceive differently from the way in which
the character would probably do so in reality. Indeed, the
subjective shots serve two simultaneous purposes: they
show the clues necessary to solve the mystery and at the
same time they show Marlowe’s perception in a believable
fashion. However, the fictional Marlowe would be interested
only in the inquiries, and not in his percipient self; for this
reason, Sobchack speaks of a difference in the intentional
focus that detaches the viewer from the character. In addi-
tion, our way of directing attention consists in moving our
eyes inside a visual field in which everything remains equally
sharp, even what we are not focusing on; on the contrary,
classical cinema deploys a marked in-focus and out-of-
focus procedure, it constructs clear and blurred zones of
visibility by regulating the focal point. So, the analogy be-
tween cinema and mind in Münsterberg’s theory (movie
techniques as metaphors of the processes of attention),
becomes for Sobchack an element which unmasks the
difference between man and machine. This is indeed the
second and more radical level on which Sobchack’s line of
argument is based, and it is so important that it overturns,
at least formally, Mitry’s reasoning.
Building on a Merleau-Pontyan version of phe-
nomenology, Sobchack challenged the semiotic distinction
between subjective and objective gaze and introduced the
38 I suggest something similar to the inspiring idea of the shot/counter-shot relationship in
terms of specular reflection without a mirror, as proposed by A.C. Dalmasso, “Le plan subjectif
réversible: Sur le point de vue au cinéma à partir des écrits de Merleau-Ponty”, Studia
Phaenomenologica, XVI (2016): 135-162.
BARBARA GRESPI 32 AN-ICON
concept of the film’s body, meaning “an intentional instru-
ment able to perceive and express perception”.39 From this
standpoint, the film’s materially nonhuman (but percipient)
body presents the world subjectively to the spectator’s eye.
Consequently, the movie camera sees a character and
sees him/her seeing with the same degree of subjectivity
(its own). It can disguise itself totally as them, by attributing
to them a temporary responsibility for the visible percep-
tion, but not without a great effort.40 This is indeed the true
unbridgeable difference between bodies in the subjective
structure of the gaze: not between the body of the spectator
and the body of the character, but between the machine’s
body (“the non-human embodied film”) and the actor’s, and
even more so, the spectator’s body. On the surface, we
are dealing with an inversion of perspective, but in reality,
it is a convergence: the film’s gaze overwrites that of the
character whether we define the machine as an object (but
always from a phenomenological perspective: Mitry), or as
a subject (a sentient body: Sobchack).
In the years between Mitry’s volume and Sob-
chack’s, the supporters of the subjective gaze proliferated,
with some epochal contributions;41 but when Metz closes
that chapter with his Impersonal Enunciation, we come
back, in a sense, to the beginning. Metz comes from his
book on cinema and psychoanalysis, where he differentiat-
ed a form of primary identification (with the camera) from a
secondary one (with the character), so he is already inclined
to elaborate on the reflexive role of the apparatus. But Im-
personal Enunciation starts by arguing, exactly as Sobchak
does, that the “semi-subjective shot” discovered by Mitry
– an over-the-shoulder shot directed along an axis which
more or less aligns with the character’s point of view – is
the best form of subjectivity; firstly, because it also shows,
even if partially, the body of the perceiver, a necessary
39 V. Sobchack, The Address of the Eye: 247.
40 Ibid.: 231.
41 See the still indispensable F. Casetti, Inside the Gaze: The Fiction Film and Its Spectator
(1986) (Bloomington: Indiana University Press, 1998).
BARBARA GRESPI 33 AN-ICON
factor to encourage identification,42 and secondly, because
it makes you sense the presence of a second gaze that
perceives the percipient. In conclusion, even leaving phe-
nomenology and remaining in the sphere of semiotics, the
point is this: the subjective shot is not an empty mould
for the spectator’s gaze and body, it is rather a place for
redoubling: it “performs above all a double doubling of
the enunciative moment […] it doubles at a stroke the site
[foyer] that shows via him, and the spectator, who sees
via him […] subjective image is reflexive but not a mirror. It
does not reflect itself; rather, it reflects the source and the
spectator”.43
From this standpoint, the subjective shot be-
comes a reproduction en abyme of the projection: we could
probably rethink also the idea of the first person shot in VR
(and XR) along this line; there the beholder’s body-gaze,
apparently implied at every level, is rather to be construed
in its radical coincidence with the machine of visibility.
In conclusion, when we talk about subjectivity
in the image, we talk about a reflexive form in which the
movie makes itself visible44 (through the character’s eye or
through other stylistic strategies and non-human bodies,
so-called “enunciating entities”). Still, exploiting a fictional
identity not to access the physical world but some form of
Phantasie, to re-use a Husserlian word, means to introduce
a further enunciative level in which the character, unques-
tionably, mediates the visible with its Self, that is to say,
its own human and fictional subjectivity. This is what Mitry
meant, probably, when he maintained that mental images
plead the cause not so much of the mental but of subjectivity.
However, movies about people with supernatu-
ral faculties offer a range of fictional representations of men-
tal states more in tune with this idea of “impersonal subjec-
tivity”; in those cases, indeed, the character’s altered states
42 Mitry argued first that to adopt a gaze, one must have seen the body of this gaze; see the
development of this idea in E. Branigan, Point of View in the Cinema: A Theory of Narration
and Subjectivity in Classical Film (Amsterdam-New York-Berlin: Mouton, 1984).
43 C. Metz, Impersonal Enunciation, or The Place of Film: 106.
44 Unless you think of the distribution of knowledge and the positioning of the narrator
towards the diegetic universe (Genette’s focalization).
BARBARA GRESPI 34 AN-ICON
are not to be explained through psychology, but through
their function as human machines of vision (symmetrical
to Sobchack’s cinematic machine as non-human body).
Fig. 2. David Cronenberg, The Dead Zone, 1983. Screen capture.
In The Dead Zone (David Cronenberg, 1983) (Fig.
2), the visions of John, who awakens from a coma lasting
nearly five years, traverse his body and materialize around
him. There is a physical support (an image-thing) where the
“data” of the events that John is able to “hallucinate” are
stored, and it is the body of the person who experienced
them: each vision is generated by the contact between
John’s hand and that of the subject, whose past or future
is in question; the handshake produces tremors, signals
travelling through the clairvoyant’s body and reaching his
eyes, which at this point “project”45 the images (images-ob-
jects) into the environment, and not without pain (the same
consumption suffered by the protagonists of Until the End
of the World). John becomes a visitor to these virtual spac-
es, which he experiences with his body, while the specta-
tors experience his hallucination as their own not by vir-
tue of an unconditioned adhesion of gazes (the subjective
shot), but rather by virtue of a plurality of subjectivisations
45 See the idea of divination as projection in one of the figures who inspired Jean Mitry’s
thinking, known as Dr. Allendy: “The fortune tellers […] do nothing but project on reality
something which doesn’t possess in itself any determination, a latent image that is inscribed
in it — and therefore we can understand all the techniques of divination as projection on reality
of an inner and obscure sense” (our translation and emphasis). See Dr. Allendy [René Allendy],
“La valeur psychologique de l’image”: 99-100.
BARBARA GRESPI 35 AN-ICON
which renders the visible a place for the emergence of
the gaze.46 In his first vision, John hallucinates the fire in
which the daughter of his nurse could die: the hospital
room is transformed into the child’s bedroom, including
John’s bed, suddenly surrounded by toys, teddy bears and
flames. The vision is subjectified in a complex and multiple
fashion: a rightward gaze opens the imaginary field with
a classic subjective shot, and a leftward gaze brings the
field back to reality; however, between the two gestures,
the camera starts to wander in a mental space-time until it
includes John, whose eyes have ceased to bear the sight
of the images, while his voice remained altered as it is in
his state of hallucination. In the most memorable of the
visions, which concerns the young victim of a serial killer,
John’s subjective shot projects the imaginary gazebo in
which the murder took place; but his close-up was already
“subjectified” before his visions, because his face no longer
immersed in the darkness of the night (the actual present),
but surrounded by a diffused glow, the one that was there
at the moment of the crime (the virtual past); this abrupt
change of illumination intimates that John is already part
of his hallucination. His entrance into the virtual world, his
artificial presence on the scene of the crime, right behind
the victim, but invisible, is a quintessential cinematic scene.
John ends up in the image almost accidentally: a dolly starts
moving slowly and brings into the frame his figure, almost
by chance; it is thanks to a slightly excessive movement
that we can see our vision together with its source. And
it is precisely this ghostly, casual and plural presence that
characterizes the cinematic experience; it is difficult to think
that it could be replicated in immersive media, like VR,
where there is, at least for the moment, no possibility of
detaching the spectator’s gaze from the “projector”.
46 See the idea of “plan subjective réversible” and of the film as a “visible surface cracked by
different gazes” from the Merleau-Pontyan perspective adopted by A.C. Dalmasso, “Le plan
subjectif réversible”: 140 (our translation).
BARBARA GRESPI 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
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] | Between the mind
and the senses:
Jean Mitry’s approach
to cinematic consciousness.
Toward an idea of the virtual
image in the cinema
by Barbara Grespi
Mitry
(I)
Husserl
Mental state
Projection
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Between the mind and
the senses: Jean Mitry’s
approach to cinematic
consciousness.
Toward an idea of the vi1 rtual
image in the cinema (I)
by Barbara Grespi
Abstract Representing altered states of consciousness,
even through the most phantasmal of technical images, is
an inherent contradiction; once we attribute a physical body,
i.e. objectivity, to mental images, we deny what Husserl
considers their very essence. Jean Mitry draws from this
assumption when discussing filmic access to mental states
from a phenomenological perspective. The following essay
reconsiders Mitry’s contribution with specific reference to
the role of projection, technically and metaphorically speak-
ing, in the cinematic technique and imagination; this, with
the intention of suggesting some crucial questions for the
comparison between the filmic forms of the visible and
those inaugurated by the technology of the virtual.
Mitry Husserl Mental state Projection Imagination
To quote this essay: B. Grespi, “Between the mind and the senses: Jean Mitry’s approach
to cinematic consciousness. Toward an idea of the virtual image in the cinema (I)”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 17-36
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
BARBARA GRESPI 17 AN-ICON
Le cinéma transforme l’écran en une image d’image.2
A silver visor, you would say an ancestor of a
VR headset were it not for the cap that wraps around the
lower part of the skull. It causes a sharp pain in the eyes
and its function is not to watch images, but to record
them, like an ordinary video camera. Nevertheless, it has
no lens but two satin panels, one for each eye. From the
outside, you can see the signal of a scanner running; fr m
the inside, the captured images appear on two side-by-side
screens. It is the device invented by Wim Wenders for Until
the End of the World (Bis ans Ende der Welt, 1991) (Fig.1),
in the story, a prototype which all the great world powers
are hunting down in the fevered climate of the end of the
millennium. Its camera captures the biochemical event of
vision, that is, not only what you see but also how your
brain reacts to the perceived images, collecting electrical
stimuli directly from the nerves. The recorded “visual”
impulses can thus be transmitted to the brain of another
person, even a blind one, and this allows them to see
without using the retina. Still, as the story progresses, the
machine evolves into something even more complicated: a
technique for extracting from the mind images which are
completely independent of sight and correspond to pure
imagination, dreams or memories. Sight translated into
data gives birth to “artificial” images, segmented in a grid
and the result of numbers; imagination, on the other hand,
has pictorial qualities, strong colours and blurred
borders. Sci-fi cinema provides a long list of vision
machines, but Wenders’ possesses a special allure,
balanced, as it is, between the old and the new.
2 Dr. Allendy [René Allendy], “La valeur psychologique de l’image”, in AA.VV., L’art
cinématographique (Paris: Felix Alcan, 1926): 75-103, 77.
BARBARA GRESPI 18 AN-ICON
Fig. 1. Wim Wenders, Until the End of the World
(Bis ans Ende der Welt), 1991. Screen capture.
Between cinema and VR: an exquisitely optical
prosthesis, it creates abstract images, devoid of somatic
and sensory traces, but at the same time it is a medium of
intersubjectivity, which allows the exchange of visions at a
neural level. It is a digital device, but also a truth machine:
it records, documents, reflects even the unconscious, or
the deepest levels of our psyche. It represents the cinema
in its increasingly sharp juxtaposition to other technologies
of the contemporary era, such as VR: the first in perpetual
balance between body and mind, the second completely
biased towards the sensory.
The representation of mental acts in cinema
is always, as in Wenders’ movie, a metafilmic moment in
which the image consciousness is elaborated, together with
the ways in which multiple factors, material and immaterial,
contribute to it, including the gaze and its structure. In the
following pages, by rediscovering Jean Mitry’s reading of
Husserl’s thinking, we will discuss the role of projection,
technically and metaphorically speaking, in filmic access
to the mental; this with the intention of bringing out some
crucial questions for the comparison between the cinematic
forms of the visible and those inaugurated by the technol-
ogy of the virtual.
BARBARA GRESPI 19 AN-ICON
The mental image and the filmic image
Beyond what they represent, filmic images are
“situated” in a space halfway between the mental and the
real: the iconic stream that the spectator sees flowing would
not exist outside his or her mind, which integrates and
merges the perception of the single frames thus creating
the movie. Even before the birth of cinema, the paradoxi-
cal nature of the moving image struck William James, who
referred to it to describe consciousness in terms of a zoe-
trope: just as that optical toy produces effects of continuity
by making discontinuous fragments flow, so the conscious-
ness merges its sequences of scattered and uninterrupted
micro-perceptions into an illusory whole.3 The similarity
between the film and the activity of the mind will be at the
core of one of the first essays in film theory, The Photoplay
by Hugo Münsterberg, a former student of medicine who
converted to psychology under the influence of Wilhelm
Wundt, and later became James’s colleague at Harvard.4
The reference to James’s metaphor of the zoetrope allows
us to understand what Münsterberg meant by suggesting
that photographic images had been estranged from physi-
cal reality once they had achieved movement – contrary to
what one might naturally think – and were brought closer
to the reality of consciousness.
The massive outer world has lost its weight, it has been freed from
space, time, and causality, and it has been clothed in the forms of
our own consciousness. The mind has triumphed over matter, and
the pictures roll on with the ease of musical tones.5
Münsterberg develops a precise parallel be-
tween cinema and mind, seeing the main filmic techniques
3 “Is consciousness really discontinuous, incessantly interrupted and recommencing (from
the psychologist’s point of view)? And does it only seem continuous to itself by an illusion
analogous to that of the zoetrope? Or is it at most times as continuous outwardly as it inwardly
seems?”. W. James, The Principles of Psychology (Create Space, 2017): 125.
4 M. Münsterberg, Hugo Münsterberg: His Life and Work (New York: Appleton & Co., 1922): 21-22.
5 H. Münsterberg, “The psychology of the photoplay” (1916), in A. Langdale, ed., The
Photoplay: A Psychological Study and Other Writings (New York-London: Routledge, 2002):
153-154.
BARBARA GRESPI 20 AN-ICON
as reflecting the activities of consciousness, such as atten-
tion (corresponding to the close-up and the shifting from
in-focus to out-of-focus), memory (represented by flash-
back as enclosure of the past in the present) and emotion
(in its development, according to William James, from a
kinesthetic sensation).6 This early conception of the mind
as a movie justifies the most common visual rhetoric that
complemented the representation of a character’s mental
acts: fading, superimposition, soft focus. Becoming con-
solidated precisely in the years in which Münsterberg wrote
his essay, these optical effects aim at framing a segment
of the visible within a zone which is not real and not certain,
just as the discontinuous hyphens of the thinking bubbles in
comics highlight the difference between a thought spoken
out loud and one which remains unspoken in the charac-
ter’s mind. Transitions in classical cinema in essence pro-
duce the slow fading of the actual into the mental, evoking
an idea of the mind as a place of weakening, intermingling
and metamorphosing of sensory input.
These narrative fragments which interrupt the
flow of the film by jumping onto a different level and moving
beyond the diegetic physical reality, are thus presented and
interpreted as the “contents” of a fictional consciousness;
this implies believing that the human mind operates by
storing impressions derived from perception in the shape
of ghostly pictures to be inspected, when needed, by the
mind’s eye. We are familiar with this notion, its ancient roots
and its points of junction with modern thinking,7 as well as
its confutation by phenomenology, whose intake is crucial
but still difficult to integrate into studies of the imagination.8
Even a thinker like Sartre who tries to get rid, precisely
through Husserl, of the idea of the mind as a repository of
images, was victim to the same “illusion of immanence” that
6 Münsterberg shares the Jamesian perspective (the famous: “we do not weep because
we are sad, but we are sad because we weep”). H. Münsterberg, “The psychology of the
photoplay”: 107-108.
7 See the ancient idea of the mind as a room furnished with images in F.A. Yates, The Art of
Memory (New York-London: Routledge, 1966).
8 See for instance J. Jansen, “Imagination: phenomenological approaches”, in M. Kelly, ed.,
Encyclopedia of Aesthetics (Oxford: Oxford University Press, 2014): 430-434.
BARBARA GRESPI 21 AN-ICON
he intended to criticize once he admitted the existence of
a “psychic object” (the analogon) and presented it as the
mediator of the imaginative process.9
Sartre is very much present in Esthétique et
psychologie du cinéma by Jean Mitry, the massive trea-
tise in two volumes written by the French critic, activist
and director between 1963 and 1965,10 a work capable of
bridging, as Dudley Andrew wrote, the formalism of clas-
sical theory with emerging semiotics.11
The second volume, centered on form and cin-
ematic language, is the best known and most appreciated,
while volume one, particularly eclectic, has suffered from
an evident removal, also highlighted by the significant cuts
made in current French and English editions.12 Here we
find the first remarkable confrontation of film theory with
Husserl, an attempt recognized by the pioneers of the phe-
nomenological approach to cinema, but never investigated,
and even dismissed, in the numerous developments of this
branch of study.13 Mitry discusses precisely the theme of
mental images, which Husserl brought together under the
umbrella term of Phantasie, to indicate both the ensem-
ble of images devoid of physical support and the act of
imagination through which they “appear” (erscheinen).14
It is an act of imagination that which gives shape to a
physical image, deposited on a support and capable of
9 Casey recognized the error. See E.S. Casey, “Sartre on imagination”, in P.A. Schilpp, ed.,
The Philosophy of Jean-Paul Sartre (La Salle: Open Court 1981): 16-27.
10 J. Mitry, Esthétique et psychologie du cinéma (vol. I: Le structure, and vol. II: Les formes)
(Paris: Editions Universitaires, 1963, 1965). A useful rediscovery of Mitry’s contribution to film
theory in: M. Lefebvre, “Revisiting Mitry’s Esthétique et Psychologie du Cinéma at Fifty”, Mise
au point [online], no. 6 (2014), accessed February 20, 2021.
11 See D. Andrew, The Major Film Theories: An Introduction (Oxford: Oxford University
Press,1976): 181ff.
12 The current English edition The Aesthetics and Psychology of the Cinema (Bloomington:
Indiana University Press, 1997) was translated from the abridged French edition of 1990. We
will quote from this book, unless otherwise specified.
13 Vivian Sobchack recognizes his engagement in a Husserlian phenomenology of
cinema – see her The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 29 – while A. Casebier, Film and Phenomenology: Toward
a Realist Theory of Cinematic Representation (Cambridge-New York: Cambridge University
Press, 1991) prefers to lean upon Baudry. Christian Ferencz-Flatz and Julian Hanich dismiss
Mitry’s idea of mental image as a distortion of the phenomenological arguments. See their
stimulating introduction “What is film phenomenology?” to “Film and phenomenology”, Studia
Phaenomenologica XVI (2016): 36.
14 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925) (Dordrecht:
Springer, 2005).
BARBARA GRESPI 22 AN-ICON
depicting an absent entity (Bildvorstellung), as well as that
which creates mental images (Phantasievorstellung), which
are by no means comparable to “iconic contents” of the
consciousness, but rather to be understood as intuitions
based on “sensorial phantasms”.15 Mitry does not refer to
these precise pages of Husserl, whose essential theses
are however echoed, but rather he remodels phenomenol-
ogy under the influence of his experience of the cinema.
Esthétique et psychologie du cinéma stems indeed from a
general philosophical position – a unique case in film theory,
if we exclude Deleuze’s two tomes – a thesis in which it is
of primary importance to define the role of perception by
mediating among Husserl’s theses, Sartre and psychology.
In Mitry’s interpretation of intentionality, per-
ception is an act based on sensory impressions but is
not reduced to them; consciousness completes them, by
extracting an object from the undifferentiated continuum
that constitutes matter and hence giving form, by difference,
also to the subject. Consciousness is based on mental
images, which are not residues of ocular perception which
have survived in the absence of the object, and nor are they
entities existing in themselves and of which thought could
avail itself; they are rather forms through which thought
became aware of itself. With this idea, Mitry gets rid of the
metaphor of consciousness as a receptacle of data and
substitutes it with that of consciousness as a reflex of per-
ception. With perception in the absence of the object, that
is Phantasie, the glare of consciousness is, so to speak,
one-way: “the mental image is the product of a wish di-
rected toward the object which we know to be absent [...]
it is the consciousness of that wish becoming ‘known’ in
the object of its volition”.16
15 In Husserl called precisely “Phantasmen”. In the comment on Husserl’s theory of
imagination, we follow C. Calì, “Husserl and the phenomenological description of imagery:
some issues for the cognitive sciences?”, Arhe 4, no. 10 (2006): 25-36 and Husserl e
l’immagine (Palermo: Aesthetica Preprint, 2002): 113-114.
16 J. Mitry, The Aesthetics and Psychology of the Cinema: 35-36.
BARBARA GRESPI 23 AN-ICON
The moving image consciousness
Mitry’s starting point, therefore, is not the cin-
ematic representation of consciousness, but the mental
images that become part of the imaginative process; this
process is extremely important in cinema, a medium which
powerfully simulates the real but at the same time possess-
es a deep-rooted ghostly nature. According to Mitry, this
double character of cinema is reflected by the two kinds
of signs of which it is composed: linguistic and psycholog-
ical signs; linguistic signs give shape to the filmic images
(through a grammar of the visible), psychological signs con-
struct mental images (with the collaboration of the spectator).
To understand how these two “signs” intersect
in the beholder’s experience, it is necessary to come back
to Husserl and his well-known tripartition regarding image
consciousness, which is not clearly referenced in Esthétique
et psychologie du cinema, but still recognisable in many
lines. Husserl’s classification is based on three perceptive
dimensions: the first is the “image-thing” (Bildding), that
is, the concrete material of which the image is made, its
support; the second is the “image-object” (Bildobje t), that
is, the immaterial object which depicts something (the ide-
al content of a series of perception);17 the last is the “im-
age-subject” (Bildsujet), that is, the depicted subject (the
referent in the real world).18 A subtle but substantial differ-
ence separates the image-thing from the image-object: if
the support were damaged or destroyed (for instance, if a
canvas was torn), the image-object would not be affected,
because it does not possess a real existence, neither inside
nor outside of consciousness (only a complex of sensations
experienced by the spectator in front of the pigments exists,
as well as the way in which he invests it with intentionality,
by creating image consciousness). This component is more
easily understood in the case of the mental image, which
17 In Mitry’s words, see J. Mitry, The Aesthetics and Psychology of the Cinema: 27.
18 I use this expression, although I am aware that between the image and the subject
there is not properly a semiotic relationship. See C. Rozzoni, Nell’immagine: Realtà, fantasia,
esperienza estetica (Milan: Le Monnier, 2017): 9.
BARBARA GRESPI 24 AN-ICON
lacks a material support, in contrast to the physical image.
Still, there is a minor difference between the two, because
what matters is their common capacity of actualizing absent
objects (that is to say, making them present). The illusion
of presence is based on the production of sensorial phan-
tasms that allow us to guess how an object would be if it fell
under the sphere of our senses, for instance touch or hear-
ing, but first and foremost sight.19 An “optical” phantasm
makes us intuit how a specific object would appear to our
gaze within a particular environment, and this imaginative
act covers our perception, albeit not totally. Indeed, the
mental image as well as the physical image insert them-
selves into the perception in a contrastive way, that is, not
fully covering and substituting our reality, but allowing us
to keep it alive. It is not a question of greater or lesser illu-
sionistic power (some images could appear so real to be
mistaken for reality), and neither of frames (a more or less
marked discontinuity in the space where they are situated),
rather it is a matter of time: Husserl points out that this is
more the contrast between the time of the image-object
and the actual present,20 to which our body belongs above
all (but also the Bildding, if we are talking about physical
images). Here below, the echo of these concepts in Mitry:
We have seen that the mental image presents a reality both vi-
sualized and recognized as absent. If, as I write these lines, I think
of my car in the garage, I can see it perfectly well, mentally - or,
at least, I can see a certain aspect of it - but I am seeing it as not
present. It appears to my consciousness as an image certifying
the absence of what I am thinking about - more especially since,
19 This is what was brightly called an “artificial presence”. See L. Wiesing, Artificial Presence:
Philosophical Studies in Image Theory (Stanford: Stanford University Press, 2010).
20 “[The image-thing] bears within itself the characteristic of unreality, of conflict with the
actual present. The perception of the surroundings, the perception in which the actual present
becomes constituted for us, continues on through the frame and then signifies ‘printed paper’
or ‘painted canvas’”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925):
51 (emphasis in the original). On this base, I suspect that we should abandon the optical idea
of the frame when we face an environmental image (like VR), and rethink it in corporeal terms,
considering the spectator’s real body as the border; indeed, you always have the possibility to
leave the artificially present world not by seeing outside of the image, but certainly by touching
the surrounding space and objects (or people), that is, paradoxically, becoming aware of the
unreal in the very moment in which we get the chance to imagine the real through our body
(thus in a perfect inversion of the cinematic relationship between reality and imagination).
BARBARA GRESPI 25 AN-ICON
in so doing, I do not stop perceiving the world impinging on me
from all sides. The mental image is therefore a product of the will
standing in opposition to our normal perception of the world and
its objects and which, though coexisting with it, becomes more
isolated the more directly in opposition it stands.21
Mitry realises that these ideas are of great im-
portance for the analysis of cinematic images, which had
also attracted Husserl’s attention, albeit fleetingly. The great
philosopher’s reflections about the art of the twenty-century
concern the repeatability of cinematic screenings such as
to leave the image-object unaltered,22 and the intensity of
the actualization produced by filmic images, so high as to
reduce the perception of the image-thing to the minimum.
“Deception and sensory illusion of the sort belonging to
panorama images, cinematographic images, and the like”,
he wrote, “depend on the fact that the appearing objects
in their whole appearing state are slightly or imperceptibly
different from the objects appearing in normal perception.
One can know in these cases that these are mere image
objects, though one cannot vitally sense this”.23 His ger-
minal reflection on cinema has been taken up by some
important contributions, mainly centered on the relation-
ship between consciousness and true believing and on
the interplay between actor and character;24 but the path
indicated by Mitry is just as interesting and perhaps more
in line with Husserl’s suggestions. Mitry wrote:
Stuck to a cellulose base, projected onto a screen [...] the film image,
in contrast with the mental image, is objectively present; but, like
the mental image, it is the image of an absent reality, a past real-
ity of which it is merely the image. Its concrete reality is that it is
21 J. Mitry, The Aesthetics and Psychology of the Cinema: 82-83.
22 “If I let a cinematographic presentation run off repeatedly, then (in relation to the subject)
the image object in the How of its modes of appearance and each of these modes of
appearance itself is given as identically the same image object or as identically the same mode
of appearance”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 646.
23 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 146.
24 See C. Rozzoni, “Cinema Consciousness: Elements of a Husserlian Approach to Film
Image”, Studia Phaenomenologica, XVI (2016): 294-324; J. Brough, “Showing and Seeing:
Film as Phenomenology”, in J. D. Parry, ed., Art and Phenomenology (New York-London:
Routledge, 2010): 192-214.
BARBARA GRESPI 26 AN-ICON
fixed to a support and is thus objectively present and analyzable.
The reality recorded on the celluloid strip is at all times capable of
being projected. In this sense, projection is a kind of “actualization”
in the same way as the mental image.25
In these lines, a central question arises: in cin-
ema, the act of making something present (“actualization”,
he writes, alluding specifically to Husserl) takes place in
the very moment of projection, because the strip of film is
only a “latent movie”; according to Mitry, the celluloid is
the main support (the image-thing), while the screen un-
balances perception from the thing to the object, allowing
movement to be seen. Neither the destruction of the film,
nor even a scratch in the screen cancels the object-film,
which, as we said, is that ideal content which, though cre-
ated during the projection, survives it – as Orson Welles’
Don Quixote never ceases to teach us, a foolish spectator
who stabs the white screen with his sword in an attempt to
heroically oppose his enemies of light and shadow. Welles
shows that the screen is not the canvas, is not one and the
same with the image, which resists its destruction, both
because it is anchored to another, more real support, and
because it lives in the mind, paradigmatically in that of the
visionary Don Quixote. The celluloid is more similar to the
concrete materials of the painter, so much so that the di-
rector selects carefully its size and sensitivity, while he can
do nothing with the surface of the screen. But if we look
back at the origins, we find the two supports imploded
into each other: in pre-cinema, frame and screen coincide,
because the illusion of movement, for instance in Muto-
scope, depends on the flow of photographs bound one on
top of the other, within the screen format created by their
borders: the “book”.
Do we have thus a double “thingness” in the
filmic image? And if so, is it not a fundamental prop-
erty of all technical images,26 even in the many variants
25 J. Mitry, The Aesthetics and Psychology of the Cinema: 31, 83.
26 This is perhaps another way to interpret the idea of technical images as proposed by V. Flusser,
Into the Universe of Technical Images (1985) (Minneapolis: University of Minnesota Press, 2011).
BARBARA GRESPI 27 AN-ICON
of the analogue, but also digital system? The material cin-
ematic film behaves like photosensitive paper in photogra-
phy, or data code in the digital system, while the shadows
projected on the screen correspond to the photographic
positive, and to the extraction of the mpeg file on the dis-
play. From photography onwards,27 to codify an image and
to visualize it, that is to render it accessible to the human
eye, became two different and not necessarily concurrent
processes; obviously, with the transition to digital, the gap
between the two moments widens, because there the ma-
trix is no more a first, far-fetched or incomplete visualization
of the subject, but its translation into a numerical language,
not accessible to the senses, and thus potentially shared
only by machines.28 But the point is: to develop a theory of
cinematic image anchored to the process of visualization
instead of that of encoding – focusing at the same time on
the spectator because, as Münsterberg said, without him
the image in motion simply does not exist – we have to work
on the intersection between the physical and the mental.
By a different route, Tom Gunning drew similar
conclusions, when he re-launched the theory of realism
moving from Metz’s brief incursion into phenomenologi-
cal territory;29 Gunning is not a supporter of the deviation
toward the mental, but certainly an adversary of Peirce’s
indexicality when used to reduce the impression of reality
in cinema to the sole photographic base. Thomas Elsaess-
er, on the other hand, is not a phenomenologist but he
rediscovered the “mental side” of cinema when he drew
the distinction between the transmission of the image to
the human senses and its recording through traces, rather
than optical geometry. Indeed, he saw the model of this
process in the human memory, as Freud had conceived it
(that is like a Mystic Writing Pad), and proposed to re-start
27 But not in its daguerreotype version, which did not use the positive-negative reverse
process: the metal film plate in the camera was developed as a positive and as a unique copy.
28 On this topic see: F. Casetti, A. Pinotti, “Post-cinema ecology”, in D. Chateau, J. Moure,
eds., Post-cinema: Cinema in the Post Art Era (Amsterdam: Amsterdam University Press,
2020): 193-218.
29 C. Metz, “On the impression of reality in the cinema”, in Film Language: A Semiotics of the
Cinema (New York: Oxford University Press, 1974): 3-28, discussed by T. Gunning, “Moving
away from the index: cinema and the impression of reality”, differences 18, no. 1 (2007): 29-52.
BARBARA GRESPI 28 AN-ICON
the theoretical discourse about cinema from its nature of
interface between data and the human senses, in the key
of an archaeology of the digital.30
These excellent contributions are perfectly in
tune with Mitry’s emphasis on projection as a Husserlian
moment of actualization, an effect in which the perception
of physical image intersects with mental envisioning; in it
“the film frame merely takes the place of the mental image
with all the force of its credible reality”.31 Moreover, Metz
quoted by Gunning builds on Mitry in his analysis of the
“filmic mode”, which he defines “the mode of presence”,32
thinking not of a state of sensory overwhelming, but of an
active consciousness made up of the mental reflexes of
perception. Nevertheless, the mental, though it is a reflex
and a logic of the images, is precisely what the film could
never make visible. “It is completely impossible to repre-
sent a mental image”, Mitry wrote, “since, having become
visual, it ceases to be mental”.33
The filmic image is helpless in the face of what
is not accessible to the sight or at least what no one has
ever seen; for this reason, Mitry would probably have ap-
preciated the frameless film by Douglas Gordon (Feature
Film, 1999), a video installation that basically consists of an
orchestra performing the full soundtrack written by com-
poser Bernard Hermann for the film Vertigo (Alfred Hitch-
cock,1958). On the two walls of the exhibition room, only
the conductor appears in large mirror projections. However,
the real images filling the room are not the physical ones
on the walls, but those which flow in the viewer’s mind
in correspondence with the musical notes: the sequence
where Kim Novak jumps into the bay under San Francisco’s
Golden Gate Bridge, or when she comes back in her green
suit like a ghost. The spectator experiences a kind of vision
30 T. Elsaesser, “Freud as media theorist: mystic writing pads and the matter of memory”,
Screen 50, no. 1 (2009): 100-113. Kuntzel already worked on the similarities between Freudian
model of memory and the cinema, see: T. Kuntzel, “A note upon the filmic apparatus”,
Quarterly Review of Film Studies, no. 1 (1976): 266-271.
31 J. Mitry, The Aesthetics and Psychology of the Cinema: 86.
32 C. Metz, “On the impression of reality in the cinema”: 4.
33 J. Mitry, The Aesthetics and Psychology of the Cinema: 209.
BARBARA GRESPI 29 AN-ICON
not based on retina, as the director himself reports, refer-
ring to interviews with spectators coming out of the gallery:
Vertigo is projected through the ears into the mind of the
person listening to Hermann’s notes.
States of mind and self projection
Are we to think, then, that only the absence of
images triggers imagination? And if it is totally impossible
to simulate the mental with the means of cinema, how shall
we construe the numerous attempts, since the origins of the
medium, to simulate altered states of consciousness? Mitry
argues that dream sequences, hallucinations and premo-
nitions are not the most mental but the most subjective,34
and in this he joins Wenders, whose machine will show
that the mental could be translated into the visible only by
sharing subjectivity. Therefore, the result of the cinematic
simulation of altered states depends on the ways in which
the movie makes the viewer slip into the consciousness
of a character, articulating his or her seeing and feeling
through the “subjective shot”.
Film theory has always juxtaposed two forms
of the cinematic gaze: the so-called objective shot, corre-
sponding to the simulation of a world that is completely
independent from every perception, be this human, animal
or belonging to other living and non-living species, and
the subjective shot, the simulation of a perceived world,
thus filtered at a sensorial and cognitive level through a
specific fictional identity. The analysis of these two modes,
together with other more nuanced ones, are part of the
glorious problem of the point of view in the cinema, a pro-
tagonist of the semiotic-narratological debate of the Eight-
ies and Nineties, also discussed towards the end of the
season in Vivian Sobchack’s phenomenology, which takes
up precisely Mitry’s contribution. The chapters about the
point of view in Esthétique et psychologie du cinéma are
indeed the best known and most discussed, even if, before
34 Ibid.
BARBARA GRESPI 30 AN-ICON
Sobchack, perhaps not fully understood. Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), was published only a year after Metz’s Impersonal
Enunciation, or the Place of Film (1991),35 and thus criticiz-
es the positions of the great semiologist, especially Metz
reading Mitry;36 but in reality, Impersonal Enunciation is a
point of encounter between the two authors.
Mitry is among the first to study in depth The
Lady in the Lake (Robert Montgomery, 1946), the film noir
shot almost entirely in subjective mode. Here we spectators
investigate in the shoes of the detective Philip Marlowe,
who is framed frontally only at the beginning and at the end
of the movie, while for the rest his eyes are our eyes and our
body is disguised in his. Mitry knows how to wonderfully
describe the way in which the spectators’ gaze follows the
character’s gait from the inside, striving to consider his feet
as their own, or the way in which they hold onto the railing
with him, trying to see their own hands in Marlowe’s. But
this attempt fails. They cannot recognize the image of their
own body. Rather they imagine themselves accompanying
the body of an Other, objectified, as all the rest is.
It is obviously not me climbing the stairs and acting like this, even
though I am feeling sensations similar to those I might feel if I were
climbing the stairs. I am, therefore, walking with someone, sharing
his impressions.37
Then when the famous sequence of the mir-
ror arrives, during which the face of Marlowe is reflected
(always from the character’s view), spectators are slight-
ly disappointed, Mitry apparently suggests. They have to
admit that the impressions that they tried to embody were
not theirs. Or rather: this is true for all the viewers except
for the director, because he, Robert Montgomery, played
Marlowe; thus, for him, and for him only, the subjective shot
35 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University Press, 2016).
36 C. Metz, “Problèmes actuels de théorie du cinéma” (1967), in Essais sur la signification au
cinéma, 2 vol. (Paris: Klincksieck, 1972): 35-86.
37 J. Mitry, The Aesthetics and Psychology of the Cinema: 210.
BARBARA GRESPI 31 AN-ICON
works. Put another way, in the subjective shots, Montgom-
ery would experience himself as another, by again embody-
ing the sensorial phantasms of his previous experience;
most of the time, he would live through an experience of
partial mirroring: proprioceptive but not optical.38
Sobchack addresses this analysis on two lev-
els. On one level, she expands Mitry’s critique by adding the
argument of the difficulties of simulating a proprioceptive
act. It is not just a matter of noticing the difference between
the spectator’s hands and the actor’s, but also the fact of
being forced to perceive differently from the way in which
the character would probably do so in reality. Indeed, the
subjective shots serve two simultaneous purposes: they
show the clues necessary to solve the mystery and at the
same time they show Marlowe’s perception in a believable
fashion. However, the fictional Marlowe would be interested
only in the inquiries, and not in his percipient self; for this
reason, Sobchack speaks of a difference in the intentional
focus that detaches the viewer from the character. In addi-
tion, our way of directing attention consists in moving our
eyes inside a visual field in which everything remains equally
sharp, even what we are not focusing on; on the contrary,
classical cinema deploys a marked in-focus and out-of-
focus procedure, it constructs clear and blurred zones of
visibility by regulating the focal point. So, the analogy be-
tween cinema and mind in Münsterberg’s theory (movie
techniques as metaphors of the processes of attention),
becomes for Sobchack an element which unmasks the
difference between man and machine. This is indeed the
second and more radical level on which Sobchack’s line of
argument is based, and it is so important that it overturns,
at least formally, Mitry’s reasoning.
Building on a Merleau-Pontyan version of phe-
nomenology, Sobchack challenged the semiotic distinction
between subjective and objective gaze and introduced the
38 I suggest something similar to the inspiring idea of the shot/counter-shot relationship in
terms of specular reflection without a mirror, as proposed by A.C. Dalmasso, “Le plan subjectif
réversible: Sur le point de vue au cinéma à partir des écrits de Merleau-Ponty”, Studia
Phaenomenologica, XVI (2016): 135-162.
BARBARA GRESPI 32 AN-ICON
concept of the film’s body, meaning “an intentional instru-
ment able to perceive and express perception”.39 From this
standpoint, the film’s materially nonhuman (but percipient)
body presents the world subjectively to the spectator’s eye.
Consequently, the movie camera sees a character and
sees him/her seeing with the same degree of subjectivity
(its own). It can disguise itself totally as them, by attributing
to them a temporary responsibility for the visible percep-
tion, but not without a great effort.40 This is indeed the true
unbridgeable difference between bodies in the subjective
structure of the gaze: not between the body of the spectator
and the body of the character, but between the machine’s
body (“the non-human embodied film”) and the actor’s, and
even more so, the spectator’s body. On the surface, we
are dealing with an inversion of perspective, but in reality,
it is a convergence: the film’s gaze overwrites that of the
character whether we define the machine as an object (but
always from a phenomenological perspective: Mitry), or as
a subject (a sentient body: Sobchack).
In the years between Mitry’s volume and Sob-
chack’s, the supporters of the subjective gaze proliferated,
with some epochal contributions;41 but when Metz closes
that chapter with his Impersonal Enunciation, we come
back, in a sense, to the beginning. Metz comes from his
book on cinema and psychoanalysis, where he differentiat-
ed a form of primary identification (with the camera) from a
secondary one (with the character), so he is already inclined
to elaborate on the reflexive role of the apparatus. But Im-
personal Enunciation starts by arguing, exactly as Sobchak
does, that the “semi-subjective shot” discovered by Mitry
– an over-the-shoulder shot directed along an axis which
more or less aligns with the character’s point of view – is
the best form of subjectivity; firstly, because it also shows,
even if partially, the body of the perceiver, a necessary
39 V. Sobchack, The Address of the Eye: 247.
40 Ibid.: 231.
41 See the still indispensable F. Casetti, Inside the Gaze: The Fiction Film and Its Spectator
(1986) (Bloomington: Indiana University Press, 1998).
BARBARA GRESPI 33 AN-ICON
factor to encourage identification,42 and secondly, because
it makes you sense the presence of a second gaze that
perceives the percipient. In conclusion, even leaving phe-
nomenology and remaining in the sphere of semiotics, the
point is this: the subjective shot is not an empty mould
for the spectator’s gaze and body, it is rather a place for
redoubling: it “performs above all a double doubling of
the enunciative moment […] it doubles at a stroke the site
[foyer] that shows via him, and the spectator, who sees
via him […] subjective image is reflexive but not a mirror. It
does not reflect itself; rather, it reflects the source and the
spectator”.43
From this standpoint, the subjective shot be-
comes a reproduction en abyme of the projection: we could
probably rethink also the idea of the first person shot in VR
(and XR) along this line; there the beholder’s body-gaze,
apparently implied at every level, is rather to be construed
in its radical coincidence with the machine of visibility.
In conclusion, when we talk about subjectivity
in the image, we talk about a reflexive form in which the
movie makes itself visible44 (through the character’s eye or
through other stylistic strategies and non-human bodies,
so-called “enunciating entities”). Still, exploiting a fictional
identity not to access the physical world but some form of
Phantasie, to re-use a Husserlian word, means to introduce
a further enunciative level in which the character, unques-
tionably, mediates the visible with its Self, that is to say,
its own human and fictional subjectivity. This is what Mitry
meant, probably, when he maintained that mental images
plead the cause not so much of the mental but of subjectivity.
However, movies about people with supernatu-
ral faculties offer a range of fictional representations of men-
tal states more in tune with this idea of “impersonal subjec-
tivity”; in those cases, indeed, the character’s altered states
42 Mitry argued first that to adopt a gaze, one must have seen the body of this gaze; see the
development of this idea in E. Branigan, Point of View in the Cinema: A Theory of Narration
and Subjectivity in Classical Film (Amsterdam-New York-Berlin: Mouton, 1984).
43 C. Metz, Impersonal Enunciation, or The Place of Film: 106.
44 Unless you think of the distribution of knowledge and the positioning of the narrator
towards the diegetic universe (Genette’s focalization).
BARBARA GRESPI 34 AN-ICON
are not to be explained through psychology, but through
their function as human machines of vision (symmetrical
to Sobchack’s cinematic machine as non-human body).
Fig. 2. David Cronenberg, The Dead Zone, 1983. Screen capture.
In The Dead Zone (David Cronenberg, 1983) (Fig.
2), the visions of John, who awakens from a coma lasting
nearly five years, traverse his body and materialize around
him. There is a physical support (an image-thing) where the
“data” of the events that John is able to “hallucinate” are
stored, and it is the body of the person who experienced
them: each vision is generated by the contact between
John’s hand and that of the subject, whose past or future
is in question; the handshake produces tremors, signals
travelling through the clairvoyant’s body and reaching his
eyes, which at this point “project”45 the images (images-ob-
jects) into the environment, and not without pain (the same
consumption suffered by the protagonists of Until the End
of the World). John becomes a visitor to these virtual spac-
es, which he experiences with his body, while the specta-
tors experience his hallucination as their own not by vir-
tue of an unconditioned adhesion of gazes (the subjective
shot), but rather by virtue of a plurality of subjectivisations
45 See the idea of divination as projection in one of the figures who inspired Jean Mitry’s
thinking, known as Dr. Allendy: “The fortune tellers […] do nothing but project on reality
something which doesn’t possess in itself any determination, a latent image that is inscribed
in it — and therefore we can understand all the techniques of divination as projection on reality
of an inner and obscure sense” (our translation and emphasis). See Dr. Allendy [René Allendy],
“La valeur psychologique de l’image”: 99-100.
BARBARA GRESPI 35 AN-ICON
which renders the visible a place for the emergence of
the gaze.46 In his first vision, John hallucinates the fire in
which the daughter of his nurse could die: the hospital
room is transformed into the child’s bedroom, including
John’s bed, suddenly surrounded by toys, teddy bears and
flames. The vision is subjectified in a complex and multiple
fashion: a rightward gaze opens the imaginary field with
a classic subjective shot, and a leftward gaze brings the
field back to reality; however, between the two gestures,
the camera starts to wander in a mental space-time until it
includes John, whose eyes have ceased to bear the sight
of the images, while his voice remained altered as it is in
his state of hallucination. In the most memorable of the
visions, which concerns the young victim of a serial killer,
John’s subjective shot projects the imaginary gazebo in
which the murder took place; but his close-up was already
“subjectified” before his visions, because his face no longer
immersed in the darkness of the night (the actual present),
but surrounded by a diffused glow, the one that was there
at the moment of the crime (the virtual past); this abrupt
change of illumination intimates that John is already part
of his hallucination. His entrance into the virtual world, his
artificial presence on the scene of the crime, right behind
the victim, but invisible, is a quintessential cinematic scene.
John ends up in the image almost accidentally: a dolly starts
moving slowly and brings into the frame his figure, almost
by chance; it is thanks to a slightly excessive movement
that we can see our vision together with its source. And
it is precisely this ghostly, casual and plural presence that
characterizes the cinematic experience; it is difficult to think
that it could be replicated in immersive media, like VR,
where there is, at least for the moment, no possibility of
detaching the spectator’s gaze from the “projector”.
46 See the idea of “plan subjective réversible” and of the film as a “visible surface cracked by
different gazes” from the Merleau-Pontyan perspective adopted by A.C. Dalmasso, “Le plan
subjectif réversible”: 140 (our translation).
BARBARA GRESPI 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
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] | Screening
the human mind:
A Deleuzian approach
to altered states
of consciousness
in cinema history.
Toward an idea of the virtual
image in theDeleuze
cinema (II)
by Giuseppe Previtali
Cinema
Temporality
Hallucination
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Screening the human mind:
A Deleuzian approach to altered
states of consciousness
in cinema history.
Toward an idea of the virtual
image in the cinema (II)
by Giuseppe Previtali
Abstract From its very origins, cinema has demonstrated
a particular interest in the representation of altered states of
consciousness: memories, visions, nightmares and dreams
are a common feature of narrative films and usually inter-
rupt a flow of events by inserting different temporalities in
the present of the story. Following the arguments explored
by Gilles Deleuze in his groundbreaking works on cinema,
this essay will address the issue of how narrative cinema
has represented altered states of consciousness. If in early
cinema of attractions altered states were represented as
physical realities intertwined with the world, classical Hol-
lywood films progressively exorcised the disruptive poten-
tial of such images by defining a visual grammar in order
to normalize them within the narrative. It will be modern
cinema which will focus on this issue in depth, given its
new interest in the link between the moving image and the
mechanisms of thought. In this regard, the essay will in
conclusion address the hallucinations experienced by Isak
Borg in Bergman’s Wild Strawberries, a complex and highly
illuminating case of various forms of altered mental states.
Deleuze Cinema Temporality Hallucination Bergman
To quote this essay: G. Previtali, “Screening the human mind: A Deleuzian approach
to altered states of consciousness in cinema history. Toward an idea of the virtual image
in the cinema (II)”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 37-50
GIUSEPPE PREVITALI 37 AN-ICON
Alfred Hitchcock’s Stage Fright (1950) begins
with a shot of a young couple (Jonathan and Eve) in a car.
We immediately understand that they are running from the
police and they are heading towards a dock. The girl asks
the man (who we will later recognize as her boyfriend) what
happened and, when Jonathan starts to tell his story (“I
was in my kitchen, it was about 5:00”) the close-up shot of
the two begins to fade out. He explains that earlier in the
morning he had received a visit from the singer and actress
Charlotte Inwood, who showed up at his house with a dress
covered in the blood of her husband. Jonathan managed
to sneak into Charlotte’s house but was glimpsed by the
housemaid and forced to run away. He later received a visit
from two policemen, from whom he was able to escape
only thanks to Eve. The description of this long sequence,
which corresponds to the first fifteen minutes of the movie,
would be incomplete without stressing the fact that Jona-
than’s tale will prove to be a lie, despite the fact that visually
it adopts those criteria of clarity, legibility and transparen-
cy which were typical of classic Hollywood cinema and in
which the spectator usually put his trust.
The exceptionality of this sequence and its ex-
emplarity in showing how the temporal dimension (the se-
quence is a recollection of a supposed past) and the mental
dimension (it is a false recollection of a certain character)
are linked, is such that Deleuze identifies in it the first ap-
pearance of the mental image in the history of cinema. This
crucial analysis, programmatically located in the last pages
of The Movement-Image, explicitly connects the distorted
evocation of the past and an altered state of conscious-
ness. It is precisely this relationship which, questioning the
omniscience of the spectator, heralds the advent of a new
kind of filmic image:
GIUSEPPE PREVITALI 38 AN-ICON
The mental image not only frames the others, but transforms them
by penetrating them. For this reason, one might say that Hitchcock
accomplishes and brings to completion the whole of the cinema
by pursuing the movement-image to its limits.1
Altered states of consciousness
in early and classical cinema
Deleuze’s arguments, which will later be dis-
cussed more extensively, attempt to address the excep-
tionality of Hitchcock’s movies in the context of classical
narrative cinema. However, it is important to recognize
that from its origins, cinema has continuously sought to
make visible altered states of consciousness. If film theory
immediately stressed the role of visual media in preserv-
ing the memory of what is absent (thus “presentifying” it),2
another of the great obsessions of cinema has to do with
“the aspiration to visualize what dwells in the human mind,
to represent thought, to exteriorize what is internal”.3 As
Dagrada acutely pointed out, this urge was not limited to
cinema itself, but was rather a common feature in the vi-
sual culture of the 18th and 19th centuries. Theatre, magic
lantern shows and optical toys were just some of the most
common examples of this interest shown in the visual ex-
ternalization of mental states. Cinema, nevertheless, played
a crucial role in this sense, given its specific ability to visu-
alize reality. Long before the institutionalization of classical
filmic syntax, early cinema developed a specific way of
visualizing mental states. What is peculiar to this historical
1 G. Deleuze, Cinema 1. The Movement-Image (Minneapolis: University of Minnesota Press,
1986): 204. The use of Deleuzean concepts in film studies is an established trend and this
paper follows this tradition addressing a perhaps slightly different problem. For a general
understanding of this theoretical link, see: P. Pisters, The Matrix of Visual Culture. Working with
Deleuze in Film Theory (Stanford: Stanford University Press, 2003); P. Maratti, Gilles Deleuze.
Cinema and Philosophy (Baltimore: John Hopkins University Press, 2008); D. Angelucci,
Deleuze e i concetti del cinema (Macerata: Quodlibet, 2012); D. Martin-Jones, W. Brown eds.,
Deleuze and Film (Edinburgh: Edinburgh University Press, 2012).
2 I am referring to the fundamental remarks by theoreticians such as A. Bazin, “The ontology
of photographic image”, in Id., What is Cinema? Vol. 1 (Berkeley: University of California Press,
204): 9-16 and R. Barthes, Camera Lucida (New York: Hill and Wang, 1981): 96. Moreover, see
the relevant passages in A. Boschi, Teorie del cinema. Il periodo classico 1915-1945 (Rome:
Carocci, 1998).
3 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot
(Brussels: Peter Lang,2014): 193.
GIUSEPPE PREVITALI 39 AN-ICON
period is that those states were not presented as individual
and abstract perceptions, but rather as phantasmagorical
apparitions, as forms of visual attraction.4 Hallucinations,
forms of altered perceptions,5 apparitions of demons and
other creatures were extremely common in early cinema,
to such an extent that it is often difficult to differentiate
clearly between these various types of altered conscious-
ness. Besides the different ways in which these images
are visually presented in early cinema,6 what needs to be
stressed here is the fact that these forms of alteration pos-
sessed a “physical nature”, a “potential interchangeability
with the real”.7 Consider for instance the case of Histoire
d’un crime (Ferdinand Zecca, 1901). The film begins with
the killing of a bank employee by a burglar and is built on
the juxtaposition of self-contained tableaux, in accordance
with the stylistic conventions of the time. When the burglar
is arrested and taken to prison, we see him sleep; here,
thanks to an explicitly theatrical solution, Zecca is able to
visualize what is at the same time both a dream and a rec-
ollection of key events of the character’s life. This form of
mise en abyme, which has more or less the same function
as thought balloons in comics,8 is typical of the period. It
confirms that, while the linguistic status of these “altered
images” was still unclear, early cinema already stressed the
problematic and still to be analyzed relationship between
the mental and the temporal dimension.
4 I use the term in the sense outlined in the influential study by T. Gunning, “The cinema of
attractions: early film, its spectator and the avant-garde”, in W. Strauven, ed., The Cinema of
Attractions Reloaded, (Amsterdam: Amsterdam University Press, 2006): 381-388.
5 Consider for example the hallucinatory drunkenness represented in Rêve à la lune (1905)
or the nightmarish consequences of the main character’s dinner in Dream of a Rarebit Fiend (1906).
6 For an inventory of these techniques, see E. Dagrada, Between the Eye and the World. The
Emergence of the Point-of-View Shot: 197-210.
7 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot:
198. Later on, the concept is further emphasized as follows: “The objective physical quality
forcefully inscribed into the continuity between subjective oneiric space and waking space
characterizes all forms of representation of dreams developed by early cinema. It is not
surprising, then, that in this context […] mixing the objective and the subjective, oneiric
representation simultaneously assumes both the material characteristics of a physical
apparition and the supernatural characteristics of a clairvoyance, as if it constituted a magical
way of communicating with somewhere else, a place that is just as real, but also supernatural”,
ibid.: 205. Even if here the author speaks explicitly of dreams, her argument seems to be
applicable to all the types of altered consciousness explored by early cinema.
8 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema (Venice: Marsilio, 2004):
93. If not otherwise stated, the translations of Italian texts are always the author’s.
GIUSEPPE PREVITALI 40 AN-ICON
Fig. 1. Ferdinand Zecca, Histoire d’un crime, 1901
With the institutionalization of the film industry
and its language, the various manifestations of the mental in
early cinema were progressively neutralized and reduced to
figures of altered temporality.9 The variety of mental states
encountered in the cinema of attractions, and the different
stylistic devices used to present them, were replaced by
recurrent and recognizable linguistic elements which neu-
tralized the subversive potential of mental images in a con-
text in which a clear and coherent narrative was required.10
The case of A Letter to Three Wives (Joseph L. Mankiewicz,
1949) is emblematic in this sense. The protagonists of this
sentimental drama are three women who receive, from a
fourth woman, a letter stating that one of their husbands
has run away with her. Haunted by doubt, each of the
three gives rise to a flashback in which she remembers a
specific episode of her life. The second flashback, which
has as its protagonist Rita (a radio writer married to a mod-
est but proudly intellectual teacher), is highly instructive
9 I am specifically referring to the flashback as a form of visualization of the past. On the
various types of flashback, see at least: Y. Mouren, Le flash-back (Armand Colin: Paris, 2005);
F. Centola, Il flashback nel cinema. Il tempo riavvolto nell’eterno presente cinematografico
(Novara: UTET, 2019). For a theoretical and historical introduction to the topic, M. Turim,
Flashbacks in Film: Memory & History (London-New York: Routledge, 2013). On the role of
flashback in literary theory see the quintessential study by G. Genette, Figures III (Paris: Seuil, 1972).
10 It should be noted that, according to many theoreticians such as Balázs and Bluestone,
the only temporality of narrative cinema is the present. On this topic, S. Ghislotti, Film Time. Le
dimensioni temporali della visione (Bergamo: Bergamo University Press, 2012): 54-63.
GIUSEPPE PREVITALI 41 AN-ICON
of the way in which classical cinema connects the men-
tal and the temporal dimensions. Rita is laid on the grass,
and while the camera delicately zooms in on her face, we
hear her thoughts in voiceover (she obsessively repeats a
couple of troubling questions: “Why couldn’t George go
fishing? Why the blue suit?”). Then, a crossfade marks
the beginning of the flashback, a sequence that tells the
story of a highly problematic and unhappy marriage. The
long flashback will then be visually presented according
to the conventions of classical narrative cinema: a set of
objective shots connected through the use of linear and
transparent montage.
Beyond Classicism: from Hitchcock
to Resnais
When confronted with the ways in which clas-
sical cinema elaborated the theme of mental images – re-
ducing them to forms of altered temporality – Hitchcock’s
exceptionality becomes even more apparent. As already
mentioned, Deleuze identifies the false flashback of Stage
Fright as a crucial moment for overcoming the move-
ment-image. Indeed, the falseness of this sequence radi-
cally challenges the idea that memories can be objective-
ly visualized, without the deforming effect always implicit
in subjectivity. Even more problematically, in the final se-
quence of Marnie (1964), Hitchcock shows the emergence
(or rather re-mergence) of a traumatic mental image of the
protagonist, which she experiences not just optically but
in a much more radically bodily sense. Influenced by the
circumstances and as if hunted by a younger version of
herself, Marnie actually re-experiences the dramatic events
of her childhood. While being presented to the spectator
through objective shots, these images – marked moreover
by a chromatic alteration – have a material consistency
for Marnie and she finds herself re-immersed in a past
that she has already lived through. The discussion on the
ways in which cinema reflected on the tension between the
mental and the temporal dimension has shown that, while
GIUSEPPE PREVITALI 42 AN-ICON
in early cinema a variety of altered states of consciousness
was represented as hallucinatory but “physical” realities,
classical narrative cinema progressively institutionalized
figures of temporality11 within canonic filmic syntax.12 The
link between mental and temporal will become crucial in the
context of so-called modern cinema,13 specifically because
– according to Deleuze – in this cultural context cinema will
finally be able to assign a central place to thought and its
mechanisms: “the essence of cinema […] has thought as its
higher purpose, nothing but thought and its functioning”.14
This process will be made possible by the emergence of
the category of mental image, which will on the one hand
reassume and re-signify other kinds of images (such as the
action-image) and on the other hand unleash the “modern-
ist potential” inscribed in the flashback.15
The mental image is for Deleuze something
profoundly related to the issue of time, but in an ex-
tremely complex and problematizing way which implies
11 More specifically, classical narrative cinema tried to visualize almost exclusively the
past and it is probably no coincidence that Hitchcock was one of the few directors who tried
to imagine an image in the future. I am referring here to the sequence of Sabotage (1936) in
which the protagonist sees the water of a fish tank in the city aquarium dissolving and acting
as a sort of screen on which is prefigured the brutal outcome of a bombing. It is worth noticing
that in this case the future is considered as a time of pure possibility, because the imagined
event will take place in a completely different way.
12 Deleuze insists on the rhetorical function of the flashback in a poignant passage of
The Time-Image: “We know very well that the flashback is a conventional, extrinsic device:
it is generally indicated by a dissolve-link, and the images that it introduces are often
superimposed or meshed. It is like a sign with the words: ‘watch out! recollection’. It can,
therefore, indicate, by convention, a causality which is psychological, but still analogous to a
sensory-motor determinism, and, despite its circuits, only confirms the progression of a linear
narration”. G. Deleuze, Cinema 2. The Time-Image, (Minneapolis: University of Minnesota
Press, 1989): 48.
13 For a critical definition of this concept, see the still relevant remarks by G. de Vincenti,
Il concetto di modernità nel cinema (Parma: Pratiche, 2000): 11-24.
14 G. Deleuze, The Time-Image: 168.
15 M. Turim, Flashbacks in Film: Memory & History: 189. On the same issue, Ghislotti points
out: “While in the classical flashback the scenes became part of the coherent narrative of the
movie, that is of a set of knowledges that helped the public to have a trustworthy idea of the
story, in the case of modernist flashback this aspect falls short: the flashback often becomes
the subjective vision of a fact, and is consequently a possible version of the events, but not
the definitive one […]. At the end of the film, the public is unable to have an idea of the story
free of doubt and is forced to choose between this or that version of it”. S. Ghislotti, Film Time.
Le dimensioni temporali della visione: 130-131.
GIUSEPPE PREVITALI 43 AN-ICON
the coexistence of different temporalities.16 In modern cin-
ema, the visualization of mental states is made possible
by the collision of /clash of /conflict of different temporal-
ities that not only coexist, but can merge to the point of
becoming indistinguishable:
The images have to be present and past, still present and already
past, at once and at the same time. [...] The past does not follow
the present that it is no longer, it coexists with the present it was.17
Take for instance a movie such as Mirror (An-
drei Tarkovsky, 1975), in which the continuous oscillation
between various states of consciousness (from memory to
dream and beyond) would be inconceivable in the context
of classical narrative cinema, especially when we consider
that in the movie “there is a constant retroactive reverber-
ation of almost every scene”.18 The memorial act of the
protagonist Aleksej generates a flux of memory and visions
that will involve not just his own life but also the life of his
son and even collective and historical memory (both in an
allusive form and through the insertion of historical visual
documents).19 In this sense, Mirror seems to fully resonate
with the Deleuzian idea of time as a topological construct,
a field composed of peaks and sheets which continuously
involve each other and are freely explorable. This idea be-
comes even more explicit when we consider the cinema
of Alain Resnais, in which both the association between
16 “There is no present which is not haunted by a past and a future, by a past which is
not reducible to a former present, by a future which does not consist of a present to come.
Simple succession affects the present which passes, but each present coexists with a past
and a future without which it would not itself pass on. It is characteristic of cinema to seize
this past and this future that coexist with the present image”. G. Deleuze, The Time-Image: 37
(emphasis added). The use of the term “haunted” is specifically interesting here and seems to
foreshadow the arguments of J. Derrida, Specters of Marx: The State of the Debt, the Work of
Mourning and the New International (London-New York: Routledge, 1994).
17 G. Deleuze, The Time-Image: 79 (emphasis added). Also, on this point: S. Shaw, Film
Consciousness. From Phenomenology to Deleuze (Jefferson-London: McFarland&Company,
2008): 147.
18 S. Shaw, Film Consciousness. From Phenomenology to Deleuze : 94.
19 T. Masoni, P. Vecchi, Andrei Tarkovskij (Milan: Il Castoro, 1997): 72-74.
GIUSEPPE PREVITALI 44 AN-ICON
mental and temporal,20 and the conflict between various
temporalities are quintessential. In his movies, the temporal
oscillations do not involve issues of narrative clarity – as
in classical cinema – but are rather used to visualize con-
tradictory mental states that are always on the verge of
undecidability. As pointed out by Deleuze, it is pointless
to discuss Resnais’ cinema dissociating the issue of time
from that of mental states:
It is not difficult to show that dreams and nightmares, fantasies,
hypotheses and anticipations, all forms of the imaginary, are more
important than flashbacks.21
It is possible to identify a trend in Resnais’ cin-
ema which, from Hiroshima Mon Amour (1959) to Je t’aime,
je t’aime (1968) through Last Year in Marienbad (1961) and
Muriel (1963), questions and problematizes the mental
dimensions of perception and their link with temporality.
Consider for instance the emblematic case of Last Year
in Marienbad: the claim of the man to have met a woman
the year before could have easily offered the chance for a
chain of illustrative flashbacks. On the contrary, the baroque
setting of the hotel in which the two characters meet trig-
gers a series of obsessive repetitions, uncertain memories
(whose are these memories? Are these facts real or just
imagined?), while the continuous and uncanny immobility
of the bodies generates “a space-time in which there is no
before or after, past or present, here and elsewhere, real
and imaginary”.22 The film is structured by the connection
between ambiguous and confusing mental states, altered
forms of experience that continuously merge with halluci-
nation. Deleuze sums up the issue as follows, underlining
20 According to Ishaghpour, the great issue of Resnais’ cinema is to understand “the way
the mind functions”. Y. Ishaghpour, D’une image à l’autre (Paris: Gonthier, 1981): 182; quoted
in G. Deleuze, The Time-Image: 121. Shortly after, Deleuze comes back to this argument,
stressing that “Resnais is always saying that he is interested only in what happens in the brain,
in cerebral mechanisms – monstrous, chaotic or creative mechanisms”, Ibid.: 125.
21 Ibid.: 122.
22 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 113-114.
GIUSEPPE PREVITALI 45 AN-ICON
once again the inextricable interweaving of times and per-
ceptions offered by the movie:
In Last Year in Marienbad it is X who knew A (so A does not re-
member or is lying), and it is A who does not know X (so X is mis-
taken or playing a trick on her). Ultimately, all the three characters
correspond to three different presents, but in such a way as to
complicate the inexplicable instead of throwing light on it; in such
a way as to bring about its existence instead of suppressing it:
when X lives in a present of past, A lives in a present of future, so
that the difference exudes or assumes a present of present (the
third, the husband), all implicated in each other.23
The hallucination of Isak Borg
Even if Deleuze never discussed Ingmar Berg-
man directly in the pages of The Time-Image, his cinema
seems to benefit from the aforementioned theorizations,
especially if compared with the new possibilities provided
by virtual reality in terms of immersivity. Indeed, the pres-
ence of altered mental states is recurrent in his movies,
which continuously address the link between temporality
and perception. Consider for instance the hallucinatory
visions of Persona (1966) or the nightmares that haunt the
painter Johan in Hour of the Wolf (1968). The explicitly me-
ta-filmic opening of this movie,24 as a matter of fact, seems
to suggest that for Bergman cinema is defined precisely by
its specific ability to visualize altered states of conscious-
ness. This idea becomes even more explicit (especially in
connection with time) in Wild Strawberries (1957), in which
Bergman sets out what is probably his most acute reflec-
tion on the topic. As is well-known, the protagonist is the
elderly bacteriologist Isak Borg, who is about to receive
his doctorate. The night before the celebration he has a
terrible nightmare and decides to travel to the event by car,
together with his daughter-in-law Marianne. During the trip,
23 G. Deleuze, The Time-Image: 101.
24 While the initial credits are running, we see voices that we can unmistakably associate to
a film set: “Quiet all! Rolling! Take! Camera… and begin!”.
GIUSEPPE PREVITALI 46 AN-ICON
Isak will experience a whole set of daydreams, hallucina-
tions and visions which will shed a new light on his former
way of life. At the end of the day, after the celebration of
his career, something will be changed in him, and he will
start to approach life with more joy and respect for those
around him.
Wild Strawberries is a movie that reflects on
memory and on the possible link between various tempo-
ralities and forms of perception; thus, the fact that it has
almost no flashbacks is even more striking.25 None of the
sequences in which Isak experiences some altered form of
consciousness can be considered flashbacks, since Isak
physically takes part in them with his old man’s body “al-
most as if he was observing the world to finally understand
it”. 26 This is true for the oneiric scene that opens the film
but also for the quintessential sequence in which Isak –
taking a break from the trip near the house where he used
to spend the summer during his youth – has a strange and
highly interesting experience. We see him sitting under a
tree, watching in close-up the old and now abandoned
house, while we hear his thoughts in voiceover:
Perhaps I got a little sentimental [...]. I don’t know how it happened,
but the day’s clear reality dissolved into the even clearer images
of memory, which appeared before my eyes with the strength of
a true stream of events.27
Then we see him in counter-shot and, through
a crossfade, we see the old house regaining its former ap-
pearance. With a subsequent series of rapid crossfades we
take part in what at first sight may be considered a flashback.
Here, we see his beloved cousin Sara picking strawberries
for her uncle. However, we immediately understand that
what we are experiencing is not a flashback, for at least two
different reasons. First of all, Isak takes part in this particular
25 The only real flashback in the film is in fact not experienced by Isak Borg but by his
daughter-in-law, who confesses to the old professor an argument that she had with her
husband about the child she is expecting.
26 P. Baldelli, Cinema dell’ambiguità. Bergman e Antonioni (Rome: Samonà e Savelli, 1969): 95.
27 Emphasis added.
GIUSEPPE PREVITALI 47 AN-ICON
“presentification” of the past with his elderly body and is
able to move in this hallucinatory experience with a certain
degree of freedom; secondly, the events that Isak is seeing
are not his memories, because it is immediately clear that
(as a young man) he never saw what he is experiencing
now (Sara and Sigfrid flirting).
Fig. 2. Ingmar Bergman, Wild Strawberries, 1957
Albano rightly argued that we cannot concep-
tualize this important sequence in terms of a flashback:
We may speak of rêverie éveillée, of daydream or — in German
— of Tagtraum, of conscious fantasy. A reverie that shares with a
dream [...] the sense of living [...] what is being dreamt.28
Isak knows very well that he is experiencing
an impossible past, because he addresses his young and
beautiful cousin in an unmistakable way: “Sara, it’s your
cousin Isak. Well, I’ve become quite old, of course, so I
don’t look the same. But you, you haven’t changed at all”.
28 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 76. On this point,
see also: R. Campari, Film della memoria. Mondi perduti, ricordati e sognati (Venice: Marsilio,
2005):16, 22-28.
GIUSEPPE PREVITALI 48 AN-ICON
In this passage, we are confronted with a con-
figuration of temporalities that is far more complex of those
addressed above: it is a sort of double temporality because
the present of the old Isak overlaps with a past that is –
moreover – nonfactual, but rather seeped in the percep-
tions, regrets and hopes of the young Isak. This conflictual
combination of temporalities seems to resonate perfectly
with a crucial passage by Metz:
Memory is in effect the only vision [...] that posits its object as
simultaneously real and imaginary, that is, real in the past and
imaginary in the present.29
What Isak sees really happened, but the way
in which he experiences it is hallucinatory and gives the
spectator no reassurance about the fact that it happened
in that way. It is worth noticing here that Deleuze actually
theorized this kind of situation, even without referring to
Bergman: “the present is the actual image and its contem-
poraneous past is the virtual image, the image in a mirror”.30
Finally, it seems important to notice that, de-
spite his being immersed in an altered perception in which
he can more or less freely move, Isak has no possibility of
interacting with it. He “stands before the theatre of his life
as a spectator-voyeur, terribly attracted, morbidly intrigued,
but never seen, in complete isolation”.31 Both the dialogue
between Isak and Sara and the subsequent scene in which
he hears her confessions after the family lunch are highly
instructive in this regard. It is symptomatic, in this respect,
that this long sequence ends precisely when Sara moves
to the garden to meet with the Isak of the past. The percep-
tion of the old Isak grants him the possibility to experience
a time that he never lived and probably only imagined but
29 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University
Press, 2016): 96 (emphasis added).
30 G. Deleuze, The Time-Image: 79 (emphasis added). It is worth noticing that the situation
that Deleuze imagines (the simultaneous presence of past and present within a mirror image)
is explicitly visualized in Wild Strawberries, during a subsequent passage in which the old Isak
sees himself reflected in a mirror held by a young Sara.
31 L. Albano, “Il posto delle fragole”, in A. Costa ed., Ingmar Bergman (Venice: Marsilio,
2009): 77.
GIUSEPPE PREVITALI 49 AN-ICON
he is at the same time confronted with an insurmountable
limit: he is precluded from every contact and any chance
of interaction with this time that is not his own. Only in his
present will he be given the chance to undo his mistakes,
thanks to the apparition of a sort of double of the beloved
Sara. The specific way in which Bergman approaches the
representation of altered mental states, working on the
dialectic between absence and presence, nostalgia and
desire, seems to have more than one similarity with the
contemporary form of immersivity promoted by various
technological desire. In this sense, a wider archaeological
account of the issue of virtuality should be developed, in
order to establish a more complex theoretical framework
to address this kind of images.
GIUSEPPE PREVITALI 50 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
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] | Screening
the human mind:
A Deleuzian approach
to altered states
of consciousness
in cinema history.
Toward an idea of the virtual
image in theDeleuze
cinema (II)
by Giuseppe Previtali
Cinema
Temporality
Hallucination
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Screening the human mind:
A Deleuzian approach to altered
states of consciousness
in cinema history.
Toward an idea of the virtual
image in the cinema (II)
by Giuseppe Previtali
Abstract From its very origins, cinema has demonstrated
a particular interest in the representation of altered states of
consciousness: memories, visions, nightmares and dreams
are a common feature of narrative films and usually inter-
rupt a flow of events by inserting different temporalities in
the present of the story. Following the arguments explored
by Gilles Deleuze in his groundbreaking works on cinema,
this essay will address the issue of how narrative cinema
has represented altered states of consciousness. If in early
cinema of attractions altered states were represented as
physical realities intertwined with the world, classical Hol-
lywood films progressively exorcised the disruptive poten-
tial of such images by defining a visual grammar in order
to normalize them within the narrative. It will be modern
cinema which will focus on this issue in depth, given its
new interest in the link between the moving image and the
mechanisms of thought. In this regard, the essay will in
conclusion address the hallucinations experienced by Isak
Borg in Bergman’s Wild Strawberries, a complex and highly
illuminating case of various forms of altered mental states.
Deleuze Cinema Temporality Hallucination Bergman
To quote this essay: G. Previtali, “Screening the human mind: A Deleuzian approach
to altered states of consciousness in cinema history. Toward an idea of the virtual image
in the cinema (II)”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 37-50
GIUSEPPE PREVITALI 37 AN-ICON
Alfred Hitchcock’s Stage Fright (1950) begins
with a shot of a young couple (Jonathan and Eve) in a car.
We immediately understand that they are running from the
police and they are heading towards a dock. The girl asks
the man (who we will later recognize as her boyfriend) what
happened and, when Jonathan starts to tell his story (“I
was in my kitchen, it was about 5:00”) the close-up shot of
the two begins to fade out. He explains that earlier in the
morning he had received a visit from the singer and actress
Charlotte Inwood, who showed up at his house with a dress
covered in the blood of her husband. Jonathan managed
to sneak into Charlotte’s house but was glimpsed by the
housemaid and forced to run away. He later received a visit
from two policemen, from whom he was able to escape
only thanks to Eve. The description of this long sequence,
which corresponds to the first fifteen minutes of the movie,
would be incomplete without stressing the fact that Jona-
than’s tale will prove to be a lie, despite the fact that visually
it adopts those criteria of clarity, legibility and transparen-
cy which were typical of classic Hollywood cinema and in
which the spectator usually put his trust.
The exceptionality of this sequence and its ex-
emplarity in showing how the temporal dimension (the se-
quence is a recollection of a supposed past) and the mental
dimension (it is a false recollection of a certain character)
are linked, is such that Deleuze identifies in it the first ap-
pearance of the mental image in the history of cinema. This
crucial analysis, programmatically located in the last pages
of The Movement-Image, explicitly connects the distorted
evocation of the past and an altered state of conscious-
ness. It is precisely this relationship which, questioning the
omniscience of the spectator, heralds the advent of a new
kind of filmic image:
GIUSEPPE PREVITALI 38 AN-ICON
The mental image not only frames the others, but transforms them
by penetrating them. For this reason, one might say that Hitchcock
accomplishes and brings to completion the whole of the cinema
by pursuing the movement-image to its limits.1
Altered states of consciousness
in early and classical cinema
Deleuze’s arguments, which will later be dis-
cussed more extensively, attempt to address the excep-
tionality of Hitchcock’s movies in the context of classical
narrative cinema. However, it is important to recognize
that from its origins, cinema has continuously sought to
make visible altered states of consciousness. If film theory
immediately stressed the role of visual media in preserv-
ing the memory of what is absent (thus “presentifying” it),2
another of the great obsessions of cinema has to do with
“the aspiration to visualize what dwells in the human mind,
to represent thought, to exteriorize what is internal”.3 As
Dagrada acutely pointed out, this urge was not limited to
cinema itself, but was rather a common feature in the vi-
sual culture of the 18th and 19th centuries. Theatre, magic
lantern shows and optical toys were just some of the most
common examples of this interest shown in the visual ex-
ternalization of mental states. Cinema, nevertheless, played
a crucial role in this sense, given its specific ability to visu-
alize reality. Long before the institutionalization of classical
filmic syntax, early cinema developed a specific way of
visualizing mental states. What is peculiar to this historical
1 G. Deleuze, Cinema 1. The Movement-Image (Minneapolis: University of Minnesota Press,
1986): 204. The use of Deleuzean concepts in film studies is an established trend and this
paper follows this tradition addressing a perhaps slightly different problem. For a general
understanding of this theoretical link, see: P. Pisters, The Matrix of Visual Culture. Working with
Deleuze in Film Theory (Stanford: Stanford University Press, 2003); P. Maratti, Gilles Deleuze.
Cinema and Philosophy (Baltimore: John Hopkins University Press, 2008); D. Angelucci,
Deleuze e i concetti del cinema (Macerata: Quodlibet, 2012); D. Martin-Jones, W. Brown eds.,
Deleuze and Film (Edinburgh: Edinburgh University Press, 2012).
2 I am referring to the fundamental remarks by theoreticians such as A. Bazin, “The ontology
of photographic image”, in Id., What is Cinema? Vol. 1 (Berkeley: University of California Press,
204): 9-16 and R. Barthes, Camera Lucida (New York: Hill and Wang, 1981): 96. Moreover, see
the relevant passages in A. Boschi, Teorie del cinema. Il periodo classico 1915-1945 (Rome:
Carocci, 1998).
3 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot
(Brussels: Peter Lang,2014): 193.
GIUSEPPE PREVITALI 39 AN-ICON
period is that those states were not presented as individual
and abstract perceptions, but rather as phantasmagorical
apparitions, as forms of visual attraction.4 Hallucinations,
forms of altered perceptions,5 apparitions of demons and
other creatures were extremely common in early cinema,
to such an extent that it is often difficult to differentiate
clearly between these various types of altered conscious-
ness. Besides the different ways in which these images
are visually presented in early cinema,6 what needs to be
stressed here is the fact that these forms of alteration pos-
sessed a “physical nature”, a “potential interchangeability
with the real”.7 Consider for instance the case of Histoire
d’un crime (Ferdinand Zecca, 1901). The film begins with
the killing of a bank employee by a burglar and is built on
the juxtaposition of self-contained tableaux, in accordance
with the stylistic conventions of the time. When the burglar
is arrested and taken to prison, we see him sleep; here,
thanks to an explicitly theatrical solution, Zecca is able to
visualize what is at the same time both a dream and a rec-
ollection of key events of the character’s life. This form of
mise en abyme, which has more or less the same function
as thought balloons in comics,8 is typical of the period. It
confirms that, while the linguistic status of these “altered
images” was still unclear, early cinema already stressed the
problematic and still to be analyzed relationship between
the mental and the temporal dimension.
4 I use the term in the sense outlined in the influential study by T. Gunning, “The cinema of
attractions: early film, its spectator and the avant-garde”, in W. Strauven, ed., The Cinema of
Attractions Reloaded, (Amsterdam: Amsterdam University Press, 2006): 381-388.
5 Consider for example the hallucinatory drunkenness represented in Rêve à la lune (1905)
or the nightmarish consequences of the main character’s dinner in Dream of a Rarebit Fiend (1906).
6 For an inventory of these techniques, see E. Dagrada, Between the Eye and the World. The
Emergence of the Point-of-View Shot: 197-210.
7 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot:
198. Later on, the concept is further emphasized as follows: “The objective physical quality
forcefully inscribed into the continuity between subjective oneiric space and waking space
characterizes all forms of representation of dreams developed by early cinema. It is not
surprising, then, that in this context […] mixing the objective and the subjective, oneiric
representation simultaneously assumes both the material characteristics of a physical
apparition and the supernatural characteristics of a clairvoyance, as if it constituted a magical
way of communicating with somewhere else, a place that is just as real, but also supernatural”,
ibid.: 205. Even if here the author speaks explicitly of dreams, her argument seems to be
applicable to all the types of altered consciousness explored by early cinema.
8 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema (Venice: Marsilio, 2004):
93. If not otherwise stated, the translations of Italian texts are always the author’s.
GIUSEPPE PREVITALI 40 AN-ICON
Fig. 1. Ferdinand Zecca, Histoire d’un crime, 1901
With the institutionalization of the film industry
and its language, the various manifestations of the mental in
early cinema were progressively neutralized and reduced to
figures of altered temporality.9 The variety of mental states
encountered in the cinema of attractions, and the different
stylistic devices used to present them, were replaced by
recurrent and recognizable linguistic elements which neu-
tralized the subversive potential of mental images in a con-
text in which a clear and coherent narrative was required.10
The case of A Letter to Three Wives (Joseph L. Mankiewicz,
1949) is emblematic in this sense. The protagonists of this
sentimental drama are three women who receive, from a
fourth woman, a letter stating that one of their husbands
has run away with her. Haunted by doubt, each of the
three gives rise to a flashback in which she remembers a
specific episode of her life. The second flashback, which
has as its protagonist Rita (a radio writer married to a mod-
est but proudly intellectual teacher), is highly instructive
9 I am specifically referring to the flashback as a form of visualization of the past. On the
various types of flashback, see at least: Y. Mouren, Le flash-back (Armand Colin: Paris, 2005);
F. Centola, Il flashback nel cinema. Il tempo riavvolto nell’eterno presente cinematografico
(Novara: UTET, 2019). For a theoretical and historical introduction to the topic, M. Turim,
Flashbacks in Film: Memory & History (London-New York: Routledge, 2013). On the role of
flashback in literary theory see the quintessential study by G. Genette, Figures III (Paris: Seuil, 1972).
10 It should be noted that, according to many theoreticians such as Balázs and Bluestone,
the only temporality of narrative cinema is the present. On this topic, S. Ghislotti, Film Time. Le
dimensioni temporali della visione (Bergamo: Bergamo University Press, 2012): 54-63.
GIUSEPPE PREVITALI 41 AN-ICON
of the way in which classical cinema connects the men-
tal and the temporal dimensions. Rita is laid on the grass,
and while the camera delicately zooms in on her face, we
hear her thoughts in voiceover (she obsessively repeats a
couple of troubling questions: “Why couldn’t George go
fishing? Why the blue suit?”). Then, a crossfade marks
the beginning of the flashback, a sequence that tells the
story of a highly problematic and unhappy marriage. The
long flashback will then be visually presented according
to the conventions of classical narrative cinema: a set of
objective shots connected through the use of linear and
transparent montage.
Beyond Classicism: from Hitchcock
to Resnais
When confronted with the ways in which clas-
sical cinema elaborated the theme of mental images – re-
ducing them to forms of altered temporality – Hitchcock’s
exceptionality becomes even more apparent. As already
mentioned, Deleuze identifies the false flashback of Stage
Fright as a crucial moment for overcoming the move-
ment-image. Indeed, the falseness of this sequence radi-
cally challenges the idea that memories can be objective-
ly visualized, without the deforming effect always implicit
in subjectivity. Even more problematically, in the final se-
quence of Marnie (1964), Hitchcock shows the emergence
(or rather re-mergence) of a traumatic mental image of the
protagonist, which she experiences not just optically but
in a much more radically bodily sense. Influenced by the
circumstances and as if hunted by a younger version of
herself, Marnie actually re-experiences the dramatic events
of her childhood. While being presented to the spectator
through objective shots, these images – marked moreover
by a chromatic alteration – have a material consistency
for Marnie and she finds herself re-immersed in a past
that she has already lived through. The discussion on the
ways in which cinema reflected on the tension between the
mental and the temporal dimension has shown that, while
GIUSEPPE PREVITALI 42 AN-ICON
in early cinema a variety of altered states of consciousness
was represented as hallucinatory but “physical” realities,
classical narrative cinema progressively institutionalized
figures of temporality11 within canonic filmic syntax.12 The
link between mental and temporal will become crucial in the
context of so-called modern cinema,13 specifically because
– according to Deleuze – in this cultural context cinema will
finally be able to assign a central place to thought and its
mechanisms: “the essence of cinema […] has thought as its
higher purpose, nothing but thought and its functioning”.14
This process will be made possible by the emergence of
the category of mental image, which will on the one hand
reassume and re-signify other kinds of images (such as the
action-image) and on the other hand unleash the “modern-
ist potential” inscribed in the flashback.15
The mental image is for Deleuze something
profoundly related to the issue of time, but in an ex-
tremely complex and problematizing way which implies
11 More specifically, classical narrative cinema tried to visualize almost exclusively the
past and it is probably no coincidence that Hitchcock was one of the few directors who tried
to imagine an image in the future. I am referring here to the sequence of Sabotage (1936) in
which the protagonist sees the water of a fish tank in the city aquarium dissolving and acting
as a sort of screen on which is prefigured the brutal outcome of a bombing. It is worth noticing
that in this case the future is considered as a time of pure possibility, because the imagined
event will take place in a completely different way.
12 Deleuze insists on the rhetorical function of the flashback in a poignant passage of
The Time-Image: “We know very well that the flashback is a conventional, extrinsic device:
it is generally indicated by a dissolve-link, and the images that it introduces are often
superimposed or meshed. It is like a sign with the words: ‘watch out! recollection’. It can,
therefore, indicate, by convention, a causality which is psychological, but still analogous to a
sensory-motor determinism, and, despite its circuits, only confirms the progression of a linear
narration”. G. Deleuze, Cinema 2. The Time-Image, (Minneapolis: University of Minnesota
Press, 1989): 48.
13 For a critical definition of this concept, see the still relevant remarks by G. de Vincenti,
Il concetto di modernità nel cinema (Parma: Pratiche, 2000): 11-24.
14 G. Deleuze, The Time-Image: 168.
15 M. Turim, Flashbacks in Film: Memory & History: 189. On the same issue, Ghislotti points
out: “While in the classical flashback the scenes became part of the coherent narrative of the
movie, that is of a set of knowledges that helped the public to have a trustworthy idea of the
story, in the case of modernist flashback this aspect falls short: the flashback often becomes
the subjective vision of a fact, and is consequently a possible version of the events, but not
the definitive one […]. At the end of the film, the public is unable to have an idea of the story
free of doubt and is forced to choose between this or that version of it”. S. Ghislotti, Film Time.
Le dimensioni temporali della visione: 130-131.
GIUSEPPE PREVITALI 43 AN-ICON
the coexistence of different temporalities.16 In modern cin-
ema, the visualization of mental states is made possible
by the collision of /clash of /conflict of different temporal-
ities that not only coexist, but can merge to the point of
becoming indistinguishable:
The images have to be present and past, still present and already
past, at once and at the same time. [...] The past does not follow
the present that it is no longer, it coexists with the present it was.17
Take for instance a movie such as Mirror (An-
drei Tarkovsky, 1975), in which the continuous oscillation
between various states of consciousness (from memory to
dream and beyond) would be inconceivable in the context
of classical narrative cinema, especially when we consider
that in the movie “there is a constant retroactive reverber-
ation of almost every scene”.18 The memorial act of the
protagonist Aleksej generates a flux of memory and visions
that will involve not just his own life but also the life of his
son and even collective and historical memory (both in an
allusive form and through the insertion of historical visual
documents).19 In this sense, Mirror seems to fully resonate
with the Deleuzian idea of time as a topological construct,
a field composed of peaks and sheets which continuously
involve each other and are freely explorable. This idea be-
comes even more explicit when we consider the cinema
of Alain Resnais, in which both the association between
16 “There is no present which is not haunted by a past and a future, by a past which is
not reducible to a former present, by a future which does not consist of a present to come.
Simple succession affects the present which passes, but each present coexists with a past
and a future without which it would not itself pass on. It is characteristic of cinema to seize
this past and this future that coexist with the present image”. G. Deleuze, The Time-Image: 37
(emphasis added). The use of the term “haunted” is specifically interesting here and seems to
foreshadow the arguments of J. Derrida, Specters of Marx: The State of the Debt, the Work of
Mourning and the New International (London-New York: Routledge, 1994).
17 G. Deleuze, The Time-Image: 79 (emphasis added). Also, on this point: S. Shaw, Film
Consciousness. From Phenomenology to Deleuze (Jefferson-London: McFarland&Company,
2008): 147.
18 S. Shaw, Film Consciousness. From Phenomenology to Deleuze : 94.
19 T. Masoni, P. Vecchi, Andrei Tarkovskij (Milan: Il Castoro, 1997): 72-74.
GIUSEPPE PREVITALI 44 AN-ICON
mental and temporal,20 and the conflict between various
temporalities are quintessential. In his movies, the temporal
oscillations do not involve issues of narrative clarity – as
in classical cinema – but are rather used to visualize con-
tradictory mental states that are always on the verge of
undecidability. As pointed out by Deleuze, it is pointless
to discuss Resnais’ cinema dissociating the issue of time
from that of mental states:
It is not difficult to show that dreams and nightmares, fantasies,
hypotheses and anticipations, all forms of the imaginary, are more
important than flashbacks.21
It is possible to identify a trend in Resnais’ cin-
ema which, from Hiroshima Mon Amour (1959) to Je t’aime,
je t’aime (1968) through Last Year in Marienbad (1961) and
Muriel (1963), questions and problematizes the mental
dimensions of perception and their link with temporality.
Consider for instance the emblematic case of Last Year
in Marienbad: the claim of the man to have met a woman
the year before could have easily offered the chance for a
chain of illustrative flashbacks. On the contrary, the baroque
setting of the hotel in which the two characters meet trig-
gers a series of obsessive repetitions, uncertain memories
(whose are these memories? Are these facts real or just
imagined?), while the continuous and uncanny immobility
of the bodies generates “a space-time in which there is no
before or after, past or present, here and elsewhere, real
and imaginary”.22 The film is structured by the connection
between ambiguous and confusing mental states, altered
forms of experience that continuously merge with halluci-
nation. Deleuze sums up the issue as follows, underlining
20 According to Ishaghpour, the great issue of Resnais’ cinema is to understand “the way
the mind functions”. Y. Ishaghpour, D’une image à l’autre (Paris: Gonthier, 1981): 182; quoted
in G. Deleuze, The Time-Image: 121. Shortly after, Deleuze comes back to this argument,
stressing that “Resnais is always saying that he is interested only in what happens in the brain,
in cerebral mechanisms – monstrous, chaotic or creative mechanisms”, Ibid.: 125.
21 Ibid.: 122.
22 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 113-114.
GIUSEPPE PREVITALI 45 AN-ICON
once again the inextricable interweaving of times and per-
ceptions offered by the movie:
In Last Year in Marienbad it is X who knew A (so A does not re-
member or is lying), and it is A who does not know X (so X is mis-
taken or playing a trick on her). Ultimately, all the three characters
correspond to three different presents, but in such a way as to
complicate the inexplicable instead of throwing light on it; in such
a way as to bring about its existence instead of suppressing it:
when X lives in a present of past, A lives in a present of future, so
that the difference exudes or assumes a present of present (the
third, the husband), all implicated in each other.23
The hallucination of Isak Borg
Even if Deleuze never discussed Ingmar Berg-
man directly in the pages of The Time-Image, his cinema
seems to benefit from the aforementioned theorizations,
especially if compared with the new possibilities provided
by virtual reality in terms of immersivity. Indeed, the pres-
ence of altered mental states is recurrent in his movies,
which continuously address the link between temporality
and perception. Consider for instance the hallucinatory
visions of Persona (1966) or the nightmares that haunt the
painter Johan in Hour of the Wolf (1968). The explicitly me-
ta-filmic opening of this movie,24 as a matter of fact, seems
to suggest that for Bergman cinema is defined precisely by
its specific ability to visualize altered states of conscious-
ness. This idea becomes even more explicit (especially in
connection with time) in Wild Strawberries (1957), in which
Bergman sets out what is probably his most acute reflec-
tion on the topic. As is well-known, the protagonist is the
elderly bacteriologist Isak Borg, who is about to receive
his doctorate. The night before the celebration he has a
terrible nightmare and decides to travel to the event by car,
together with his daughter-in-law Marianne. During the trip,
23 G. Deleuze, The Time-Image: 101.
24 While the initial credits are running, we see voices that we can unmistakably associate to
a film set: “Quiet all! Rolling! Take! Camera… and begin!”.
GIUSEPPE PREVITALI 46 AN-ICON
Isak will experience a whole set of daydreams, hallucina-
tions and visions which will shed a new light on his former
way of life. At the end of the day, after the celebration of
his career, something will be changed in him, and he will
start to approach life with more joy and respect for those
around him.
Wild Strawberries is a movie that reflects on
memory and on the possible link between various tempo-
ralities and forms of perception; thus, the fact that it has
almost no flashbacks is even more striking.25 None of the
sequences in which Isak experiences some altered form of
consciousness can be considered flashbacks, since Isak
physically takes part in them with his old man’s body “al-
most as if he was observing the world to finally understand
it”. 26 This is true for the oneiric scene that opens the film
but also for the quintessential sequence in which Isak –
taking a break from the trip near the house where he used
to spend the summer during his youth – has a strange and
highly interesting experience. We see him sitting under a
tree, watching in close-up the old and now abandoned
house, while we hear his thoughts in voiceover:
Perhaps I got a little sentimental [...]. I don’t know how it happened,
but the day’s clear reality dissolved into the even clearer images
of memory, which appeared before my eyes with the strength of
a true stream of events.27
Then we see him in counter-shot and, through
a crossfade, we see the old house regaining its former ap-
pearance. With a subsequent series of rapid crossfades we
take part in what at first sight may be considered a flashback.
Here, we see his beloved cousin Sara picking strawberries
for her uncle. However, we immediately understand that
what we are experiencing is not a flashback, for at least two
different reasons. First of all, Isak takes part in this particular
25 The only real flashback in the film is in fact not experienced by Isak Borg but by his
daughter-in-law, who confesses to the old professor an argument that she had with her
husband about the child she is expecting.
26 P. Baldelli, Cinema dell’ambiguità. Bergman e Antonioni (Rome: Samonà e Savelli, 1969): 95.
27 Emphasis added.
GIUSEPPE PREVITALI 47 AN-ICON
“presentification” of the past with his elderly body and is
able to move in this hallucinatory experience with a certain
degree of freedom; secondly, the events that Isak is seeing
are not his memories, because it is immediately clear that
(as a young man) he never saw what he is experiencing
now (Sara and Sigfrid flirting).
Fig. 2. Ingmar Bergman, Wild Strawberries, 1957
Albano rightly argued that we cannot concep-
tualize this important sequence in terms of a flashback:
We may speak of rêverie éveillée, of daydream or — in German
— of Tagtraum, of conscious fantasy. A reverie that shares with a
dream [...] the sense of living [...] what is being dreamt.28
Isak knows very well that he is experiencing
an impossible past, because he addresses his young and
beautiful cousin in an unmistakable way: “Sara, it’s your
cousin Isak. Well, I’ve become quite old, of course, so I
don’t look the same. But you, you haven’t changed at all”.
28 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 76. On this point,
see also: R. Campari, Film della memoria. Mondi perduti, ricordati e sognati (Venice: Marsilio,
2005):16, 22-28.
GIUSEPPE PREVITALI 48 AN-ICON
In this passage, we are confronted with a con-
figuration of temporalities that is far more complex of those
addressed above: it is a sort of double temporality because
the present of the old Isak overlaps with a past that is –
moreover – nonfactual, but rather seeped in the percep-
tions, regrets and hopes of the young Isak. This conflictual
combination of temporalities seems to resonate perfectly
with a crucial passage by Metz:
Memory is in effect the only vision [...] that posits its object as
simultaneously real and imaginary, that is, real in the past and
imaginary in the present.29
What Isak sees really happened, but the way
in which he experiences it is hallucinatory and gives the
spectator no reassurance about the fact that it happened
in that way. It is worth noticing here that Deleuze actually
theorized this kind of situation, even without referring to
Bergman: “the present is the actual image and its contem-
poraneous past is the virtual image, the image in a mirror”.30
Finally, it seems important to notice that, de-
spite his being immersed in an altered perception in which
he can more or less freely move, Isak has no possibility of
interacting with it. He “stands before the theatre of his life
as a spectator-voyeur, terribly attracted, morbidly intrigued,
but never seen, in complete isolation”.31 Both the dialogue
between Isak and Sara and the subsequent scene in which
he hears her confessions after the family lunch are highly
instructive in this regard. It is symptomatic, in this respect,
that this long sequence ends precisely when Sara moves
to the garden to meet with the Isak of the past. The percep-
tion of the old Isak grants him the possibility to experience
a time that he never lived and probably only imagined but
29 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University
Press, 2016): 96 (emphasis added).
30 G. Deleuze, The Time-Image: 79 (emphasis added). It is worth noticing that the situation
that Deleuze imagines (the simultaneous presence of past and present within a mirror image)
is explicitly visualized in Wild Strawberries, during a subsequent passage in which the old Isak
sees himself reflected in a mirror held by a young Sara.
31 L. Albano, “Il posto delle fragole”, in A. Costa ed., Ingmar Bergman (Venice: Marsilio,
2009): 77.
GIUSEPPE PREVITALI 49 AN-ICON
he is at the same time confronted with an insurmountable
limit: he is precluded from every contact and any chance
of interaction with this time that is not his own. Only in his
present will he be given the chance to undo his mistakes,
thanks to the apparition of a sort of double of the beloved
Sara. The specific way in which Bergman approaches the
representation of altered mental states, working on the
dialectic between absence and presence, nostalgia and
desire, seems to have more than one similarity with the
contemporary form of immersivity promoted by various
technological desire. In this sense, a wider archaeological
account of the issue of virtuality should be developed, in
order to establish a more complex theoretical framework
to address this kind of images.
GIUSEPPE PREVITALI 50 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/15442 | [
{
"Alternative": null,
"Coverage": null,
"DOI": "10.54103/ai/15442",
"Description": "\n\n\nThe article intends to propose some analyses of a possible formal occurrence of “altered states” in cinema: the stopping of the flow of the cinematographic image in a still image. Through some theoretical references (Metz, Bazin, Lyotard, Deleuze, Bellour, Barthes, Montani) I will try to understand if this kind of formal occurrence can be constituted as a figure of the altered state. The relationship between cinema and photography will be particularly explored, starting with films such as Antonioni’s Blow Up and Bergman’s Persona. The hallucinatory effect will thus be discovered not as opposed to that of reality, but a dialectic will be constructed between the two. \n\n\n",
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] | The fixed image
in cinema as a
potential altered
by Luca Acquarelli
Still image
vision strategy
Photography
Hallucination
Antonioni
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The fixed image
in cinema as a potential
altered vision strategy
by Luca Acquarelli
Abstract The article intends to propose some analyses
of a possible formal occurrence of “altered states” in cine-
ma: the stopping of the flow of the cinematographic image
in a still image. Through some theoretical references (Metz,
Bazin, Lyotard, Deleuze, Bellour, Barthes, Montani) I will
try to understand if this kind of formal occurrence can be
constituted as a figure of the altered state. The relationship
between cinema and photography will be particularly ex-
plored, starting with films such as Antonioni’s Blow Up and
Bergman’s Persona. The hallucinatory effect will thus be
discovered not as opposed to that of reality, but a dialectic
will be constructed between the two.
Still image Photography Hallucination Antonioni Bergman
To quote this essay: L. Acquarelli, “The fixed image in cinema as a potential altered vision strategy”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 51-68
LUCA ACQUARELLI 51 AN-ICON
Dream as “authentic” absurdity,
photography as “true” hallucination
Like hallucinations, dreams are not the far end
of the reality scale but rather share some of its features.
Metz has argued that dream sequences are always barely
credible in narrative films precisely because films struggle
to represent the “authentic absurdity” of dreams. Indeed,
dreams seem to combine the reality effect with a halluci-
natory patina that film dynamics find hard to hold togeth-
er. The most traditional enunciative shifts introducing the
passage between “reality”’s diegesis and that of dreams,
such as unfocused borders or images in black and white
as opposed to colour, are indeed ineffective expedients
for the purposes of rendering this “authentic absurdity”,
this double binary between the authenticating effect, like
perhaps realist photography, and the game of the absurd,
that injection of perceptual intensity that undermines the
reality principle.
Weaving a somewhat daring theoretical thread,
this oxymoronic terminology does not seem to me to be
very far removed from that used by one of realism’s most
famous theorists – and therefore a very long way away
from Metz – André Bazin who, speaking of the use of pho-
tography as a privileged surrealist technique, conceives of
photography’s potential for creating “a true hallucination”.
While the realist photography ontology has been widely
criticised, less space has been given to this hallucinatory
residue of photography, which occurs even when it seems
to adhere to a realist aesthetic.
It should be stressed that the dream hypothe-
sis introduced with Metz is at the heart of one of cinema’s
theoretical paradigms. Without dwelling on all aspects of
this dimension, it will be useful here to digress into the
dream-cinema relationship before introducing certain anal-
yses of this article’s central theme, namely the presence of
the fixed, especially photographic, image within film, which
immobilises its movement, as a possible instant of altered vi-
sion. Metz has thoroughly enquired into the epistemological
LUCA ACQUARELLI 52 AN-ICON
potential of the oneiric vision, through the Freudian prism.
In Psychoanalysis and Cinema. The Imaginary Signifier,1
condensation, displacement and secondary elaboration
are the main processes of the oneiric “signifier” explored
by this French theorist as tools for the interpretation of
cinematographic language. For Metz, the image’s “affinity”
with the unconscious and its oneiric imagination increases
its exposure to these processes as compared to language,
without the latter being immune to them. Elements of film
grammar such as superimposition and cross-fading – the
former being closer to displacement, the latter to conden-
sation – are key examples of this affinity. These elements
testify to a survival of the primary process that, for instance,
tends to abolish the discontinuity between objects. These
are emergencies, aberrations within a product of secondary
elaboration, such as the narrative development of a film or
the attempt to narrate a dream upon awakening, the latter
being forced, at least partially, to favour narrative logic at
the expense of the ambiguous and nebulous dimension of
the primary process. Entstellung, the oneiric deformation
caused by the power of unconscious impulses, has thus
also become a theoretical paradigm for thinking in images
of a sort of energy that is not played out in forms and ac-
cumulates in fragments and temporary disfiguration.
Although Freud wrote that “dreams hallucinate”,2
the kinship between dreams and hallucinations is anything
but close, starting from the fact that the former occurs in
a sleeping state and the latter in waking state. Moments
of transition between wakefulness and sleep are often
the scene of phenomena testifying to the kinship between
the form the two experiences take: so-called hypnagogic
and hypnopompic hallucinations. This is not the place to
go into this matter in depth, but we might say that these
two dimensions, dreams and hallucinations, may be the
two areas where the fixed image in cinema, as viewed in
this article, tends to position itself in dialectical movement.
1 C. Metz, Psychoanalysis and Cinema. The Imaginary Signifier (London: Palgrave, 1982).
2 S. Freud, The Interpretation of Dreams, trans. J. Strachey (New York: Basic Books, 2010): 79.
LUCA ACQUARELLI 53 AN-ICON
A few case studies will give us a clearer understanding of
the type of visual alterations we are talking about.
Stopping the cinematic flow:
intermediality and a-cinema
The hypothesis discussed in this article is de-
signed to examine whether there are other cinematic strat-
egies capable of expressing visual alterity as regards nar-
rating the flow of cinematic images – an alterity whose
intensity borders on the hallucinatory – and, in particular,
the alterity that is generated by the use of photography in
cinema as a standstill in movement. The film theorist Ray-
mond Bellour has, on several occasions, taken an interest
in the interruption of movement in cinema, when it is, in
various ways, inhabited by the photography hantise.
In one short essay, in particular, his aim is to
promote an, as yet hypothetical, study, in Bellour’s own
words, whose interest is the “traitement de l’immobile dans
cet art du mouvement qu’est le cinema”.3 Here this film
theorist analyses these moments of arrested movement
as privileged instants of fragmented time within a cine-
matic time conceived of as unitary: “des points de tran-
scendance, avérés, reconduits à travers les ellipses, les
décompositions, les immobilisations qui les traversent”.4
Bellour’s insistence on privileged movement is also a way
of questioning the view that sees cinema as a system of
reproduction of “whatever movement”, of the “equidistant
instant” chosen to give the effect of continuity. In Bellour’s
analysis, this change of rhythm is also linked to a change
in film’s narrative dimension. Following and taking up his
analysis, this article’s aim is to examine cases in which this
immobility interrupting the flow of images is, in its various
forms, bound up with a hallucinatory state, of a dreamlike
or other nature.
3 R. Bellour, “L’interruption, l’instant”, in R. Bellour, L’Entre-Images: Photo. Cinéma. Vidéo
(Paris: Mimésis, 2020): 131.
4 Ibid.: 133.
LUCA ACQUARELLI 54 AN-ICON
A fixed camera on a long take where move-
ment is reduced to a minimum can restore this effect of
immobility rendered by the emergence of a virtually still
image in a 24 frames-per-second flow. But in actual fact,
as Deleuze explains so well with regard to Ozu’s still lifes,
this is a completely different frame of mind:
At the point where the cinematographic image most directly con-
fronts the photo, it also becomes most radically distinct from it.
Ozu’s still lifes endure, have a duration, over ten seconds of the
vase: this duration of the vase is precisely the representation of
that which endures, through the succession of changing states.5
However, when photography’s fixity interrupts
the cinematic flow, what we are left with is an alternative
configuration. As Roland Barthes pointed out in his famous
Camera Lucida:
The cinema participates in this domestication of photography — at
least the fictional cinema, precisely the one said to be the seventh
art; a film can be mad by artifice, can present the cultural signs of
madness, it is never mad by nature (by iconic status); it is always
the very opposite of an hallucination; it is simply an illusion; its vi-
sion is oneiric, not ecmnesic.6
If this opposition between photography and
cinema where hallucination is concerned may indeed seem
too general, it seems to me that the French theorist sees a
certain specificity in the still image in relation to the moving
image.
In fact, this thought seems to be echoed in Bar-
thes’ article on obtuse meaning theorised from a few frames
of Eisenstein’s Ivan the Terrible (I) (1944). Barthes realises
that the starting point in his analysis is the frame which,
although all film originates from it, cinema itself seems
5 G. Deleuze, Cinema 2: The Time-Image, trans. H. Tomlinson, R. Galeta (Minneapolis:
University of Minnesota Press,1989): 17.
6 R. Barthes, Camera Lucida: Reflections on Photography, trans. R. Howard (New York: Hill
and Wang, 1982).
LUCA ACQUARELLI 55 AN-ICON
to forget in the amnesia of its 24 images-per-second flow.
Paradoxically, frames seem very different in nature from
the film they are part of: the possibility to observe a film
frame offers a totally different epistemology as compared
to when it is lost in the flow of the movement of animation.7
In the 1970s, Jean-François Lyotard theorised
“a-cinema”, namely a cinema which goes beyond the nar-
rative discourse of diegesis and the normalised image that
follows on from it. A-cinema is not intended to be a negation
of cinema, but a dimension in which it is the power of the
image which takes precedence over its form, giving rise
to image “pyrotechnics”.8 This French philosopher refers
to two ways of complying with the pyrotechnical require-
ment: immobility and excess movement. He examines John
Avildsen’s film Joe (1970), comparing the only two scenes
featuring this arrhythmia and bound up with the film’s deep-
er narrative, namely the impossibility of the father’s incest
with his daughter:
Ces deux effets, l’un d’immobilisation, l’autre d’excès de mobilité,
sont donc obtenus en dérogation des règles de représentation,
qui exigent que le mouvement réel, imprimé à 24 images/seconde
sur la pellicule, soit restitué à la projection à la même vitesse.9
One of the examples of immobilisation described
by Lyotard – this paralysis in the image that provokes the
most intense agitation – is most effectively embodied by the
tableau vivant, linking this dispositif to the libidinal energy
dimension that lies at the heart of his broader theory of the
7 Barthes adds: “For a long time, I have been intrigued by the phenomenon of being
interested and even fascinated by photos from a film (outside a cinema, in the pages of
Cahiers du cinema) and of then losing everything of those photos (not just the captivation but
the memory of the image) when once inside the viewing room – a change which can even
result in a complete reversal of values”. R. Barthes, Image, Music, Text (London: Fontana
Press, 1997): 65-66.
8 Lyotard takes the idea from Adorno who claimed that the only great art is that of the
artificers: “la pyrotechnie simulerait à la perfection la consomption stérile des énergies de la
jouissance” and then talking about currents that could meet pyrotechnic needs: “Ces deux
pôles sont l’immobilité et l’excès de mouvement. En se laissant attirer vers ces antipodes, le
cinéma cesse insensiblement d’être une force de l’ordre ; il produit de vrais, c’est-à-dire vains,
simulacres, des intensités jouissives, au lieu d’objets consommables-productifs”. J.-F. Lyotard,
Des dispositifs pulsionnels (Paris: Galilée, 1994): 60.
9 Ibid.: 63.
LUCA ACQUARELLI 56 AN-ICON
figural.10 Immobilisation, immobility, stopping on a fixed
image within the movement of the film: these are all effects
that come close to the study hypotheses discussed here.
But another aspect can usefully be underlined.
When cinema mediates another kind of image, re-mediation
and intermediality is generally talked of. This theoretical
dimension has been approached from various points of
view: Montani’s book speaks of intermedial aesthetics as
places of “authentication” process activation.11 The term
“intermedial” is used here as a philosophical option sum-
marised in the first pages of the book: it is
only by starting from an active comparison between different tech-
nical formats of the image (optical and digital, for example) and
between its different discursive forms (fictional and documentary,
for example), that one can do justice to the irreducible otherness
of the real world and the testimony of facts, (media and non-media
facts), happening in it.12
If doubt is clearly cast on the problem of inter-
mediality by the hypothesis of this article, let us try to focus
on the specific case of the still image alone, disregarding
authentication but rather proposing it as a case of visual
alteration. That is to say, authentication as the result of a
montage between different media can – as we shall see in
one of the cases of still image cinema shown below – be
understood as visual alteration, in accordance with the
topic dealt with in this journal issue.
10 For an interdisciplinary study of the figural dimension of image analysis, allow me a
reference to the collective volume, L. Acquarelli, ed., Au prisme du figural: Le sens des images
entre forme et force (Rennes: Presses Universitaires de Rennes, 2015).
11 The term “authentication” can be problematic because it resonates semantically with
authenticity and, therefore, truth. Montani immediately disambiguated the term, distancing it from
this risk of confusion: “Authenticating, from this point of view, is akin to ‘rerealizing’, rehabilitating
the image to the relationship with its irreducible other, with its radical and elusive off-screen”. P.
Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010): 14. My translation.
12 Ibid.: 13. My translation.
LUCA ACQUARELLI 57 AN-ICON
The shifting fixity of photography in cinema
and its hallucinatory effect. From Blow Up
to Persona
In one of the films most frequently cited in text-
books on the photography-cinema relationship, Michelan-
gelo Antonioni’s Blow Up (1966), it is the dialectic between
the photographic medium as authenticating evidence and
hallucinatory instrument which plays centre stage. The use of
photography as evidence is apparently the main theme, but
it is precisely photographic enlargements aimed at visualis-
ing the evidence that leads our vision towards hallucination
rather than authentication.
The first scene is set in an anonymous park in
which the main character Thomas is taking photographs of
what seems to be the prudishly amorous games of a couple
in the middle of the lawn, with a paparazzo’s curiosity and
almost for fun. The whole scene is played back to viewers in
a sequence in which Thomas, now back in his flat, is hunting
out detail in the prints from the negatives he has just devel-
oped. The spectator plays the same investigative game as
Thomas, scrutinising the black and white images of the scene
seen shortly before in the diegetic reality of the film. At a
certain point, Thomas ceases to act as the viewer’s delegate,
and the frame is entirely taken up by the images (Fig. 1 and 2).
Fig. 1. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 2. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
LUCA ACQUARELLI 58 AN-ICON
We leave behind the narrative time frame of the
film and move into a space-time otherness in which sound
reproduces the background noise of the leaves blowing in
the wind. A memory? The authentication of a memory? Or
rather a hallucination? This exiting from the film, a sequence
made up of 15 shots, lasting just under a minute in total,
establishes a further space-time dimension. The succes-
sion of shots apparently follows a “detective” logic, but the
leaving behind of diegetic time and the photographic tex-
ture, in the sense of figurative density – profoundly different
from the cinematographic texture preceding and following
on from it – and the immobility of the figuration, confer a
different iconic nature on this sequence. Not only does it
shift viewers into a space and time otherness, but it also
seems to position itself within the film as a sequence whose
diverse legibility gradually contaminates the rest of the film’s
shots, suspending its already weak narrative currents.
The photo designed to “indicate” the corpse, in
its exaggerated enlargement, resembles an abstract paint-
ing (Fig. 3), showing nothing but its support and its texture and,
moreover, the film urges us to compare it with the paintings of
Thomas’s friend Bill, an abstract figurative painter (Fig. 4).13
Fig. 3. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 4. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
13 In Fig. 4, the female character in a dialogue with Thomas explicitly says that the
photograph looks to her like one of Bill’s paintings.
LUCA ACQUARELLI 59 AN-ICON
In an earlier scene, Bill tries to describe his paintings as
follows:
They don’t mean anything when I do them. Just a mess. Afterwards
I find something to hang on to. Like that...like that leg. Then it sorts
itself out...and adds up. It’s like finding a clue in a detective story.
The abstract picture prefigures the search for
evidence in the photo. But what if the picture itself is ab-
stract? Thomas looks for fresh evidence of the murder
seen in the photographs, first returning alone to the site
of the alleged crime and finding the body. When he tries
to convince another friend of his to look for proof of the
existence of the corpse, he is not believed. No one seems
to care about the possible referent of the photograph, as if
the photograph itself was pushing for a return to Lacanian
reality within a society hypnotised by fashionable images
which no one wants to face up to. When Thomas returns
to the park for a second time to photograph the corpse up
close, it has disappeared. Initially examined as reassuring
ontological realism, the photograph is actually the place
where memory and hallucination break through into the
reality effect generated by cinematic movement.
Ingmar Bergman’s film Persona (1966), which
Bellour himself included in the above-mentioned article, is
an interesting still image in cinema case study. It takes
various forms, first occupying the whole screen, then as an
image displayed as a photograph within a diegetic action,
then as a photograph explored by the camera, and then
as a still image juxtaposing close-ups of the two women.
The film focuses virtually in its entirety on the re-
lationship between a patient, Elisabeth Vogler (Liv Ullmann)
suffering from voluntary aphasia, and a nurse, Alma (Bibi
Andersson). This caring relationship becomes increasingly
intimate once the two women go to the beachfront house
the clinic’s therapist has advised Elisabeth to recuperate
in. The central theme of the film becomes the double, in
the Freudian sense, as the two women’s relationship gets
gradually more psychologically complex. While on one
LUCA ACQUARELLI 60 AN-ICON
hand Elisabeth’s silence forces Alma to confide the secrets
of her life, Alma herself, after secretly reading a letter from
Elisabeth to the therapist which she feels ridicules her, be-
comes increasingly irritable and begins to despise Elisabeth
for what she sees as her selfish and corrupt nature. At the
same time Alma begins to feel guilty for having an abortion
and to identify with Elisabeth who seems unable to love her
child, having rejected it from birth. Ingmar Bergman builds
the film on this progressive identification, in a crescendo
that culminates in something close to a mirror image be-
tween the two figures before they are juxtaposed into a sort
of hybrid face. The dizzying nature of the double is triggered
even before the two characters come on the scene when, in
a prologue in a morgue, a child gets up and moves towards
a close-up of a woman’s photograph to examine it with
his hand. The facial features of the two women – who we
later discover to be Elisabeth and Alma – in this seemingly
fixed photographic close-up gradually become less sharp
until a subtle transition occurs between them (Fig. 5 and 6).
Fig. 5. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 6. Ingmar Bergman,
Persona, 1966. Still from film.
LUCA ACQUARELLI 61 AN-ICON
Although it is the pre-prologue that “disrupts” the linear-
ity of the whole film’s narrative (a tight montage of fig-
ures juxtaposed in disparate ways, sometimes following
a meta-cinematic theme), the changing portrait sequence
is charged with such great power as to expand its reach
into the rest of the narrative. The photograph of Elisabeth’s
son (Fig. 7) is a further key element, a sort of narrative ac-
celerator, snatched from Elisabeth herself and then kept
by her to be reassembled in the scene where the logic of
the double between the two women reaches its climax.
Fig. 7. Ingmar Bergman,
Persona, 1966. Still from film.
But it is a historical snapshot, an emblem of Nazi violence
and its humiliation of its victims, the photo of the so-called
“Warsaw child” representing the greatest perceptive cae-
sura. In the year Persona was released, although knowl-
edge of Nazi atrocities was still generally not widespread,
the photo had already been used a decade earlier in Alain
Resnais’ Nuit et Brouillard (1956) and was already em-
blematic of the Holocaust, after it was used as a post-
er for a first exhibition on Nazism’s calculated ferocity
in Berlin Die Vergangenheit mahnt. The photo as a di-
egetic object (Fig. 8) casually found by Elisabeth inside a
book, and placed under a bedside lamp to make it easier
to see, absorbs the entire frame accompanied by a stri-
dent note in a crescendo of intensity lasting 30 seconds in
which the different shots blot out the photo’s details (Fig. 9).
LUCA ACQUARELLI 62 AN-ICON
Fig. 8. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 9. Ingmar Bergman,
Persona, 1966. Still from film.
A historical document which was already a symbol of Nazi
violence (but also its unrepresentability), then, breaks into
the psychological story of Elisabeth and Alma, isolated
from the world and the rest of humanity, with its docu-
mentary but also anthropological load: the gestures and
glances associated with humiliation, the executioners’ and
victims’ faces and expressions standing out around the
child’s frightened eyes and his condition as a totally de-
fenceless victim. Whilst the rightness of this choice might
be questioned, if this intermedial treatment of the archive
can more or less “authenticate” the photo itself,14 there is
no doubt whatsoever that this half-minute in which photo-
graphic fixity takes over from cinematic movement triggers
a perceptive reaction. Not only is the spectator suddenly
projected into traumatic memory of Nazism, but the film’s
photographic standstill triggers a sort of perceptive shock,
a dissonance between the flow of diegetic reality and the
condensation of the photographic gaze and its details.
14 See P. Montani, L’immaginazione intermediale.
LUCA ACQUARELLI 63 AN-ICON
Another case of intermediality brings the historical docu-
mentary archive into the two women’s seemingly discon-
nected-from-the-world narrative: a televised news extract
about the Buddhist monk who committed suicide by setting
himself on fire during the Vietnamese dictatorship supported
by the American government. In contrast to the photo, this
TV montage showing the excruciating image of his self-im-
molating body remains diegetic, in a first shot because it is
framed by the television set and, in a second one, in which it
takes up the whole frame, because the television commenta-
tor’s voice-off preserves the continuity of the film’s temporal
rhythm. The turmoil in this sequence, both Elisabeth’s who,
in alternating montage, brings her hand to her mouth and
cries out in fright, and the viewer’s, who may identify with
her feelings, is part of the continuity of filmic perception.
The arrest scene in the photo, on the other hand, seems to
be charged with excessive otherness, challenging the film’s
narrative and rhythmic structure.
Moreover, the scene following the photograph
of the Warsaw ghetto marks an acceleration in the ambi-
guity between reality and hallucination in which Elisabeth’s
husband visits and mistakes Alma for his wife.
The film’s last prolonged fixedness (Fig. 10)
does not take the form of a photographic support but
retains the very nature of the film, suggesting a pho-
tographic standstill, first prefigured by a juxtaposition
of the two halves of the two women’s respective faces.
The hallucinatory feel of the exchange of personalities is com-
plete and could only take the form of a final and more exper-
imental freeze-frame.
Fig. 10. Ingmar Bergman, Persona,
1966. Still from film.
LUCA ACQUARELLI 64 AN-ICON
A cinema made of photographs,
the cine-photo-romance La Jetée
These two analyses would seem to support my
hypothesis that the presence of a photograph in a film –
especially when it extends to the entire frame, breaking the
rhythm of the moving image – provokes a visual alterity that
generates a reality-hallucination ambiguity. It is difficult to
generalise this hypothesis because each film has its own
complexity and internal structure but it may, in any case,
be a valid element of comparison for future analyses. I will
bring this article to a close with an analysis of a film that
brings us back to the dream considerations I made at the
beginning of the article. Although it resembles a film, La
Jetée (Chris Marker, 1962) is, as the director declares in the
opening credits, a photo-novel.15
The film is, in fact, constructed around the
montage of photographic images only, often juxtaposed
by means of a cross-fade, creating overlaps. Dream and
memory interpenetrate in reminiscence: a survivor of the
Third World War is taken prisoner and subjected to exper-
iments, using his vivid imagination, to open up time gaps
with the past and then with the future, in order to obtain the
technologies needed to reactivate an uninhabitable world
replete with destruction and radioactivity. This apocalyp-
tic environment is the background to a psychoanalytical
dimension of traumatic time. The beginning of the film is
clear in this sense; the voice over reads: “Ceci est l’histoire
d’un homme marqué par une image d’enfance”; later it will
be spoken of as a “scène qui le troubla par sa violence”.
15 It is curious that Barthes, who wrote his text on the photogram and obtuse sense in
1970 (already quoted extensively at the beginning of this article), does not mention this film,
especially if we consider a note in his text referring directly to the photo-novel, on popular
culture magazines: “Here are other ‘arts’ which combine still (or at least drawing) and story,
diegesis – namely the photo-novel and the comic-strip. I am convinced that these ‘arts’, born
in the lower depths of high culture, possess theoretical qualifications and present a new
signifier (related to the obtuse meaning). This is acknowledged as regards the comic strip but
I myself experience this slight trauma of signifiance faced with certain photo-novels: ‘their
stupidity touches me’ (which could be a certain definition of obtuse meaning)”. R. Barthes,
Image, Music, Text: 66. If we are dealing here with an entirely different kind of photo-novel
(surely not touching for its stupidity!), it seems to me that Barthes’ reflections on obtuse sense
could also apply to La Jétée.
LUCA ACQUARELLI 65 AN-ICON
The gap between image and scene explains the problem
of the difficult figuration of childhood memories. An image
affecting a child, then probably forgotten and stored away
in the unconscious then emerging once again in a dream, in
the film’s narration, in a memory of the past heterodirected
by the executioners’ experiments.
The key to the heterogeneity of the traumatic
time grafted onto the images is once again present in the
words recited by the voice-off:
Rien ne distinguent le souvenir des autres moments. Ce n’est que
plus tard qui se font reconnaître, à leurs cicatrices. Ce visage [Fig.
11] qui devait être la seule image du temps de paix à traverser le
temps de guerre. Il se demanda longtemps s’il l’avait vraiment vu
ou s’il avait créé ce moment de douceur pour étayer le moment
de folie qu’allait venir.
Fig. 11. Chris Marker, La Jetée, 1962. Still from film
Memory becomes image only après-coup,
re-signifying certain moments, reabsorbing them around
images. The La Jétée images indeed seem to have this pa-
tina of après-coup re-signification. The sharpness of their
black and white with vivid contrasts is only opacified by
cross-fade transitions. In any case, even in their transpar-
ency, all the images seem to be inhabited by this traumat-
ic time, somewhere between memory, dream and hallu-
cination. A very brief moving sequence suddenly breaks
LUCA ACQUARELLI 66 AN-ICON
into the montage of still images when, in the intimacy
of her bed, the woman in the memory wakes up, opens
her eyes and directs her gaze into the camera (Fig. 12).
Fig. 12. Chris Marker,
La Jetée, 1962. Still from film
It is a sudden enunciative change that seems designed to
awaken us from the torpor induced by this story told through
salient points, fixed images where the forces of the image in
movement converge, as if absorbed, in an oneiric iconology
that barely opens up a gap in traumatic time.
This douceur scene, immersed in a distant child-
hood memory in the context of the children taken onto the jetée
at Orly airport to watch the planes take off, is none other than
the image preceding the trauma: the child who, on the jetée,
sees the murder of his adult self, having been followed through
time by one of his executioners to kill him (Figg. 13 and 14).
Fig. 13. Chris Marker,
La Jetée, 1962. Still from film
Fig. 14. Chris Marker,
La Jetée, 1962. Still from film
LUCA ACQUARELLI 67 AN-ICON
While it is clear that the La Jetée theme lends
itself to a hallucination rhetoric, it seems to me that the
decision to use still images may make this film an extreme
case corroborating this article’s thesis.
Conclusions
This short paper suggests that the boundary be-
tween the transparency of the reality effect and the opacity
of hallucination is labile and porous. We have seen that cin-
ema, which immobilises 24-frames-per-second movement
in favour of the fixed image, is one of the artistic strategies
that seem to bring in the complexity of this boundary and
this dialectic. As we have seen, this hypothesis is difficult
to generalise, but it seems to me that it deserves further
study in the broader field of intermediality and its effects.
The three case studies analysed here bring in some addi-
tional elements, differentiating in particular cases in which
photos are inserted into the film’s diegesis (in Blow Up in
the various scenes in Thomas’s studio, in Persona with
the photo of the child but also, in a certain way, with the
large portraits of the two women) and when they replace
the film’s diegesis itself. The latter seem to highlight the
hallucinatory power of the still image in cinema with greater
intensity.
LUCA ACQUARELLI 68 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
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] | The fixed image
in cinema as a
potential altered
by Luca Acquarelli
Still image
vision strategy
Photography
Hallucination
Antonioni
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The fixed image
in cinema as a potential
altered vision strategy
by Luca Acquarelli
Abstract The article intends to propose some analyses
of a possible formal occurrence of “altered states” in cine-
ma: the stopping of the flow of the cinematographic image
in a still image. Through some theoretical references (Metz,
Bazin, Lyotard, Deleuze, Bellour, Barthes, Montani) I will
try to understand if this kind of formal occurrence can be
constituted as a figure of the altered state. The relationship
between cinema and photography will be particularly ex-
plored, starting with films such as Antonioni’s Blow Up and
Bergman’s Persona. The hallucinatory effect will thus be
discovered not as opposed to that of reality, but a dialectic
will be constructed between the two.
Still image Photography Hallucination Antonioni Bergman
To quote this essay: L. Acquarelli, “The fixed image in cinema as a potential altered vision strategy”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 51-68
LUCA ACQUARELLI 51 AN-ICON
Dream as “authentic” absurdity,
photography as “true” hallucination
Like hallucinations, dreams are not the far end
of the reality scale but rather share some of its features.
Metz has argued that dream sequences are always barely
credible in narrative films precisely because films struggle
to represent the “authentic absurdity” of dreams. Indeed,
dreams seem to combine the reality effect with a halluci-
natory patina that film dynamics find hard to hold togeth-
er. The most traditional enunciative shifts introducing the
passage between “reality”’s diegesis and that of dreams,
such as unfocused borders or images in black and white
as opposed to colour, are indeed ineffective expedients
for the purposes of rendering this “authentic absurdity”,
this double binary between the authenticating effect, like
perhaps realist photography, and the game of the absurd,
that injection of perceptual intensity that undermines the
reality principle.
Weaving a somewhat daring theoretical thread,
this oxymoronic terminology does not seem to me to be
very far removed from that used by one of realism’s most
famous theorists – and therefore a very long way away
from Metz – André Bazin who, speaking of the use of pho-
tography as a privileged surrealist technique, conceives of
photography’s potential for creating “a true hallucination”.
While the realist photography ontology has been widely
criticised, less space has been given to this hallucinatory
residue of photography, which occurs even when it seems
to adhere to a realist aesthetic.
It should be stressed that the dream hypothe-
sis introduced with Metz is at the heart of one of cinema’s
theoretical paradigms. Without dwelling on all aspects of
this dimension, it will be useful here to digress into the
dream-cinema relationship before introducing certain anal-
yses of this article’s central theme, namely the presence of
the fixed, especially photographic, image within film, which
immobilises its movement, as a possible instant of altered vi-
sion. Metz has thoroughly enquired into the epistemological
LUCA ACQUARELLI 52 AN-ICON
potential of the oneiric vision, through the Freudian prism.
In Psychoanalysis and Cinema. The Imaginary Signifier,1
condensation, displacement and secondary elaboration
are the main processes of the oneiric “signifier” explored
by this French theorist as tools for the interpretation of
cinematographic language. For Metz, the image’s “affinity”
with the unconscious and its oneiric imagination increases
its exposure to these processes as compared to language,
without the latter being immune to them. Elements of film
grammar such as superimposition and cross-fading – the
former being closer to displacement, the latter to conden-
sation – are key examples of this affinity. These elements
testify to a survival of the primary process that, for instance,
tends to abolish the discontinuity between objects. These
are emergencies, aberrations within a product of secondary
elaboration, such as the narrative development of a film or
the attempt to narrate a dream upon awakening, the latter
being forced, at least partially, to favour narrative logic at
the expense of the ambiguous and nebulous dimension of
the primary process. Entstellung, the oneiric deformation
caused by the power of unconscious impulses, has thus
also become a theoretical paradigm for thinking in images
of a sort of energy that is not played out in forms and ac-
cumulates in fragments and temporary disfiguration.
Although Freud wrote that “dreams hallucinate”,2
the kinship between dreams and hallucinations is anything
but close, starting from the fact that the former occurs in
a sleeping state and the latter in waking state. Moments
of transition between wakefulness and sleep are often
the scene of phenomena testifying to the kinship between
the form the two experiences take: so-called hypnagogic
and hypnopompic hallucinations. This is not the place to
go into this matter in depth, but we might say that these
two dimensions, dreams and hallucinations, may be the
two areas where the fixed image in cinema, as viewed in
this article, tends to position itself in dialectical movement.
1 C. Metz, Psychoanalysis and Cinema. The Imaginary Signifier (London: Palgrave, 1982).
2 S. Freud, The Interpretation of Dreams, trans. J. Strachey (New York: Basic Books, 2010): 79.
LUCA ACQUARELLI 53 AN-ICON
A few case studies will give us a clearer understanding of
the type of visual alterations we are talking about.
Stopping the cinematic flow:
intermediality and a-cinema
The hypothesis discussed in this article is de-
signed to examine whether there are other cinematic strat-
egies capable of expressing visual alterity as regards nar-
rating the flow of cinematic images – an alterity whose
intensity borders on the hallucinatory – and, in particular,
the alterity that is generated by the use of photography in
cinema as a standstill in movement. The film theorist Ray-
mond Bellour has, on several occasions, taken an interest
in the interruption of movement in cinema, when it is, in
various ways, inhabited by the photography hantise.
In one short essay, in particular, his aim is to
promote an, as yet hypothetical, study, in Bellour’s own
words, whose interest is the “traitement de l’immobile dans
cet art du mouvement qu’est le cinema”.3 Here this film
theorist analyses these moments of arrested movement
as privileged instants of fragmented time within a cine-
matic time conceived of as unitary: “des points de tran-
scendance, avérés, reconduits à travers les ellipses, les
décompositions, les immobilisations qui les traversent”.4
Bellour’s insistence on privileged movement is also a way
of questioning the view that sees cinema as a system of
reproduction of “whatever movement”, of the “equidistant
instant” chosen to give the effect of continuity. In Bellour’s
analysis, this change of rhythm is also linked to a change
in film’s narrative dimension. Following and taking up his
analysis, this article’s aim is to examine cases in which this
immobility interrupting the flow of images is, in its various
forms, bound up with a hallucinatory state, of a dreamlike
or other nature.
3 R. Bellour, “L’interruption, l’instant”, in R. Bellour, L’Entre-Images: Photo. Cinéma. Vidéo
(Paris: Mimésis, 2020): 131.
4 Ibid.: 133.
LUCA ACQUARELLI 54 AN-ICON
A fixed camera on a long take where move-
ment is reduced to a minimum can restore this effect of
immobility rendered by the emergence of a virtually still
image in a 24 frames-per-second flow. But in actual fact,
as Deleuze explains so well with regard to Ozu’s still lifes,
this is a completely different frame of mind:
At the point where the cinematographic image most directly con-
fronts the photo, it also becomes most radically distinct from it.
Ozu’s still lifes endure, have a duration, over ten seconds of the
vase: this duration of the vase is precisely the representation of
that which endures, through the succession of changing states.5
However, when photography’s fixity interrupts
the cinematic flow, what we are left with is an alternative
configuration. As Roland Barthes pointed out in his famous
Camera Lucida:
The cinema participates in this domestication of photography — at
least the fictional cinema, precisely the one said to be the seventh
art; a film can be mad by artifice, can present the cultural signs of
madness, it is never mad by nature (by iconic status); it is always
the very opposite of an hallucination; it is simply an illusion; its vi-
sion is oneiric, not ecmnesic.6
If this opposition between photography and
cinema where hallucination is concerned may indeed seem
too general, it seems to me that the French theorist sees a
certain specificity in the still image in relation to the moving
image.
In fact, this thought seems to be echoed in Bar-
thes’ article on obtuse meaning theorised from a few frames
of Eisenstein’s Ivan the Terrible (I) (1944). Barthes realises
that the starting point in his analysis is the frame which,
although all film originates from it, cinema itself seems
5 G. Deleuze, Cinema 2: The Time-Image, trans. H. Tomlinson, R. Galeta (Minneapolis:
University of Minnesota Press,1989): 17.
6 R. Barthes, Camera Lucida: Reflections on Photography, trans. R. Howard (New York: Hill
and Wang, 1982).
LUCA ACQUARELLI 55 AN-ICON
to forget in the amnesia of its 24 images-per-second flow.
Paradoxically, frames seem very different in nature from
the film they are part of: the possibility to observe a film
frame offers a totally different epistemology as compared
to when it is lost in the flow of the movement of animation.7
In the 1970s, Jean-François Lyotard theorised
“a-cinema”, namely a cinema which goes beyond the nar-
rative discourse of diegesis and the normalised image that
follows on from it. A-cinema is not intended to be a negation
of cinema, but a dimension in which it is the power of the
image which takes precedence over its form, giving rise
to image “pyrotechnics”.8 This French philosopher refers
to two ways of complying with the pyrotechnical require-
ment: immobility and excess movement. He examines John
Avildsen’s film Joe (1970), comparing the only two scenes
featuring this arrhythmia and bound up with the film’s deep-
er narrative, namely the impossibility of the father’s incest
with his daughter:
Ces deux effets, l’un d’immobilisation, l’autre d’excès de mobilité,
sont donc obtenus en dérogation des règles de représentation,
qui exigent que le mouvement réel, imprimé à 24 images/seconde
sur la pellicule, soit restitué à la projection à la même vitesse.9
One of the examples of immobilisation described
by Lyotard – this paralysis in the image that provokes the
most intense agitation – is most effectively embodied by the
tableau vivant, linking this dispositif to the libidinal energy
dimension that lies at the heart of his broader theory of the
7 Barthes adds: “For a long time, I have been intrigued by the phenomenon of being
interested and even fascinated by photos from a film (outside a cinema, in the pages of
Cahiers du cinema) and of then losing everything of those photos (not just the captivation but
the memory of the image) when once inside the viewing room – a change which can even
result in a complete reversal of values”. R. Barthes, Image, Music, Text (London: Fontana
Press, 1997): 65-66.
8 Lyotard takes the idea from Adorno who claimed that the only great art is that of the
artificers: “la pyrotechnie simulerait à la perfection la consomption stérile des énergies de la
jouissance” and then talking about currents that could meet pyrotechnic needs: “Ces deux
pôles sont l’immobilité et l’excès de mouvement. En se laissant attirer vers ces antipodes, le
cinéma cesse insensiblement d’être une force de l’ordre ; il produit de vrais, c’est-à-dire vains,
simulacres, des intensités jouissives, au lieu d’objets consommables-productifs”. J.-F. Lyotard,
Des dispositifs pulsionnels (Paris: Galilée, 1994): 60.
9 Ibid.: 63.
LUCA ACQUARELLI 56 AN-ICON
figural.10 Immobilisation, immobility, stopping on a fixed
image within the movement of the film: these are all effects
that come close to the study hypotheses discussed here.
But another aspect can usefully be underlined.
When cinema mediates another kind of image, re-mediation
and intermediality is generally talked of. This theoretical
dimension has been approached from various points of
view: Montani’s book speaks of intermedial aesthetics as
places of “authentication” process activation.11 The term
“intermedial” is used here as a philosophical option sum-
marised in the first pages of the book: it is
only by starting from an active comparison between different tech-
nical formats of the image (optical and digital, for example) and
between its different discursive forms (fictional and documentary,
for example), that one can do justice to the irreducible otherness
of the real world and the testimony of facts, (media and non-media
facts), happening in it.12
If doubt is clearly cast on the problem of inter-
mediality by the hypothesis of this article, let us try to focus
on the specific case of the still image alone, disregarding
authentication but rather proposing it as a case of visual
alteration. That is to say, authentication as the result of a
montage between different media can – as we shall see in
one of the cases of still image cinema shown below – be
understood as visual alteration, in accordance with the
topic dealt with in this journal issue.
10 For an interdisciplinary study of the figural dimension of image analysis, allow me a
reference to the collective volume, L. Acquarelli, ed., Au prisme du figural: Le sens des images
entre forme et force (Rennes: Presses Universitaires de Rennes, 2015).
11 The term “authentication” can be problematic because it resonates semantically with
authenticity and, therefore, truth. Montani immediately disambiguated the term, distancing it from
this risk of confusion: “Authenticating, from this point of view, is akin to ‘rerealizing’, rehabilitating
the image to the relationship with its irreducible other, with its radical and elusive off-screen”. P.
Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010): 14. My translation.
12 Ibid.: 13. My translation.
LUCA ACQUARELLI 57 AN-ICON
The shifting fixity of photography in cinema
and its hallucinatory effect. From Blow Up
to Persona
In one of the films most frequently cited in text-
books on the photography-cinema relationship, Michelan-
gelo Antonioni’s Blow Up (1966), it is the dialectic between
the photographic medium as authenticating evidence and
hallucinatory instrument which plays centre stage. The use of
photography as evidence is apparently the main theme, but
it is precisely photographic enlargements aimed at visualis-
ing the evidence that leads our vision towards hallucination
rather than authentication.
The first scene is set in an anonymous park in
which the main character Thomas is taking photographs of
what seems to be the prudishly amorous games of a couple
in the middle of the lawn, with a paparazzo’s curiosity and
almost for fun. The whole scene is played back to viewers in
a sequence in which Thomas, now back in his flat, is hunting
out detail in the prints from the negatives he has just devel-
oped. The spectator plays the same investigative game as
Thomas, scrutinising the black and white images of the scene
seen shortly before in the diegetic reality of the film. At a
certain point, Thomas ceases to act as the viewer’s delegate,
and the frame is entirely taken up by the images (Fig. 1 and 2).
Fig. 1. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 2. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
LUCA ACQUARELLI 58 AN-ICON
We leave behind the narrative time frame of the
film and move into a space-time otherness in which sound
reproduces the background noise of the leaves blowing in
the wind. A memory? The authentication of a memory? Or
rather a hallucination? This exiting from the film, a sequence
made up of 15 shots, lasting just under a minute in total,
establishes a further space-time dimension. The succes-
sion of shots apparently follows a “detective” logic, but the
leaving behind of diegetic time and the photographic tex-
ture, in the sense of figurative density – profoundly different
from the cinematographic texture preceding and following
on from it – and the immobility of the figuration, confer a
different iconic nature on this sequence. Not only does it
shift viewers into a space and time otherness, but it also
seems to position itself within the film as a sequence whose
diverse legibility gradually contaminates the rest of the film’s
shots, suspending its already weak narrative currents.
The photo designed to “indicate” the corpse, in
its exaggerated enlargement, resembles an abstract paint-
ing (Fig. 3), showing nothing but its support and its texture and,
moreover, the film urges us to compare it with the paintings of
Thomas’s friend Bill, an abstract figurative painter (Fig. 4).13
Fig. 3. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 4. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
13 In Fig. 4, the female character in a dialogue with Thomas explicitly says that the
photograph looks to her like one of Bill’s paintings.
LUCA ACQUARELLI 59 AN-ICON
In an earlier scene, Bill tries to describe his paintings as
follows:
They don’t mean anything when I do them. Just a mess. Afterwards
I find something to hang on to. Like that...like that leg. Then it sorts
itself out...and adds up. It’s like finding a clue in a detective story.
The abstract picture prefigures the search for
evidence in the photo. But what if the picture itself is ab-
stract? Thomas looks for fresh evidence of the murder
seen in the photographs, first returning alone to the site
of the alleged crime and finding the body. When he tries
to convince another friend of his to look for proof of the
existence of the corpse, he is not believed. No one seems
to care about the possible referent of the photograph, as if
the photograph itself was pushing for a return to Lacanian
reality within a society hypnotised by fashionable images
which no one wants to face up to. When Thomas returns
to the park for a second time to photograph the corpse up
close, it has disappeared. Initially examined as reassuring
ontological realism, the photograph is actually the place
where memory and hallucination break through into the
reality effect generated by cinematic movement.
Ingmar Bergman’s film Persona (1966), which
Bellour himself included in the above-mentioned article, is
an interesting still image in cinema case study. It takes
various forms, first occupying the whole screen, then as an
image displayed as a photograph within a diegetic action,
then as a photograph explored by the camera, and then
as a still image juxtaposing close-ups of the two women.
The film focuses virtually in its entirety on the re-
lationship between a patient, Elisabeth Vogler (Liv Ullmann)
suffering from voluntary aphasia, and a nurse, Alma (Bibi
Andersson). This caring relationship becomes increasingly
intimate once the two women go to the beachfront house
the clinic’s therapist has advised Elisabeth to recuperate
in. The central theme of the film becomes the double, in
the Freudian sense, as the two women’s relationship gets
gradually more psychologically complex. While on one
LUCA ACQUARELLI 60 AN-ICON
hand Elisabeth’s silence forces Alma to confide the secrets
of her life, Alma herself, after secretly reading a letter from
Elisabeth to the therapist which she feels ridicules her, be-
comes increasingly irritable and begins to despise Elisabeth
for what she sees as her selfish and corrupt nature. At the
same time Alma begins to feel guilty for having an abortion
and to identify with Elisabeth who seems unable to love her
child, having rejected it from birth. Ingmar Bergman builds
the film on this progressive identification, in a crescendo
that culminates in something close to a mirror image be-
tween the two figures before they are juxtaposed into a sort
of hybrid face. The dizzying nature of the double is triggered
even before the two characters come on the scene when, in
a prologue in a morgue, a child gets up and moves towards
a close-up of a woman’s photograph to examine it with
his hand. The facial features of the two women – who we
later discover to be Elisabeth and Alma – in this seemingly
fixed photographic close-up gradually become less sharp
until a subtle transition occurs between them (Fig. 5 and 6).
Fig. 5. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 6. Ingmar Bergman,
Persona, 1966. Still from film.
LUCA ACQUARELLI 61 AN-ICON
Although it is the pre-prologue that “disrupts” the linear-
ity of the whole film’s narrative (a tight montage of fig-
ures juxtaposed in disparate ways, sometimes following
a meta-cinematic theme), the changing portrait sequence
is charged with such great power as to expand its reach
into the rest of the narrative. The photograph of Elisabeth’s
son (Fig. 7) is a further key element, a sort of narrative ac-
celerator, snatched from Elisabeth herself and then kept
by her to be reassembled in the scene where the logic of
the double between the two women reaches its climax.
Fig. 7. Ingmar Bergman,
Persona, 1966. Still from film.
But it is a historical snapshot, an emblem of Nazi violence
and its humiliation of its victims, the photo of the so-called
“Warsaw child” representing the greatest perceptive cae-
sura. In the year Persona was released, although knowl-
edge of Nazi atrocities was still generally not widespread,
the photo had already been used a decade earlier in Alain
Resnais’ Nuit et Brouillard (1956) and was already em-
blematic of the Holocaust, after it was used as a post-
er for a first exhibition on Nazism’s calculated ferocity
in Berlin Die Vergangenheit mahnt. The photo as a di-
egetic object (Fig. 8) casually found by Elisabeth inside a
book, and placed under a bedside lamp to make it easier
to see, absorbs the entire frame accompanied by a stri-
dent note in a crescendo of intensity lasting 30 seconds in
which the different shots blot out the photo’s details (Fig. 9).
LUCA ACQUARELLI 62 AN-ICON
Fig. 8. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 9. Ingmar Bergman,
Persona, 1966. Still from film.
A historical document which was already a symbol of Nazi
violence (but also its unrepresentability), then, breaks into
the psychological story of Elisabeth and Alma, isolated
from the world and the rest of humanity, with its docu-
mentary but also anthropological load: the gestures and
glances associated with humiliation, the executioners’ and
victims’ faces and expressions standing out around the
child’s frightened eyes and his condition as a totally de-
fenceless victim. Whilst the rightness of this choice might
be questioned, if this intermedial treatment of the archive
can more or less “authenticate” the photo itself,14 there is
no doubt whatsoever that this half-minute in which photo-
graphic fixity takes over from cinematic movement triggers
a perceptive reaction. Not only is the spectator suddenly
projected into traumatic memory of Nazism, but the film’s
photographic standstill triggers a sort of perceptive shock,
a dissonance between the flow of diegetic reality and the
condensation of the photographic gaze and its details.
14 See P. Montani, L’immaginazione intermediale.
LUCA ACQUARELLI 63 AN-ICON
Another case of intermediality brings the historical docu-
mentary archive into the two women’s seemingly discon-
nected-from-the-world narrative: a televised news extract
about the Buddhist monk who committed suicide by setting
himself on fire during the Vietnamese dictatorship supported
by the American government. In contrast to the photo, this
TV montage showing the excruciating image of his self-im-
molating body remains diegetic, in a first shot because it is
framed by the television set and, in a second one, in which it
takes up the whole frame, because the television commenta-
tor’s voice-off preserves the continuity of the film’s temporal
rhythm. The turmoil in this sequence, both Elisabeth’s who,
in alternating montage, brings her hand to her mouth and
cries out in fright, and the viewer’s, who may identify with
her feelings, is part of the continuity of filmic perception.
The arrest scene in the photo, on the other hand, seems to
be charged with excessive otherness, challenging the film’s
narrative and rhythmic structure.
Moreover, the scene following the photograph
of the Warsaw ghetto marks an acceleration in the ambi-
guity between reality and hallucination in which Elisabeth’s
husband visits and mistakes Alma for his wife.
The film’s last prolonged fixedness (Fig. 10)
does not take the form of a photographic support but
retains the very nature of the film, suggesting a pho-
tographic standstill, first prefigured by a juxtaposition
of the two halves of the two women’s respective faces.
The hallucinatory feel of the exchange of personalities is com-
plete and could only take the form of a final and more exper-
imental freeze-frame.
Fig. 10. Ingmar Bergman, Persona,
1966. Still from film.
LUCA ACQUARELLI 64 AN-ICON
A cinema made of photographs,
the cine-photo-romance La Jetée
These two analyses would seem to support my
hypothesis that the presence of a photograph in a film –
especially when it extends to the entire frame, breaking the
rhythm of the moving image – provokes a visual alterity that
generates a reality-hallucination ambiguity. It is difficult to
generalise this hypothesis because each film has its own
complexity and internal structure but it may, in any case,
be a valid element of comparison for future analyses. I will
bring this article to a close with an analysis of a film that
brings us back to the dream considerations I made at the
beginning of the article. Although it resembles a film, La
Jetée (Chris Marker, 1962) is, as the director declares in the
opening credits, a photo-novel.15
The film is, in fact, constructed around the
montage of photographic images only, often juxtaposed
by means of a cross-fade, creating overlaps. Dream and
memory interpenetrate in reminiscence: a survivor of the
Third World War is taken prisoner and subjected to exper-
iments, using his vivid imagination, to open up time gaps
with the past and then with the future, in order to obtain the
technologies needed to reactivate an uninhabitable world
replete with destruction and radioactivity. This apocalyp-
tic environment is the background to a psychoanalytical
dimension of traumatic time. The beginning of the film is
clear in this sense; the voice over reads: “Ceci est l’histoire
d’un homme marqué par une image d’enfance”; later it will
be spoken of as a “scène qui le troubla par sa violence”.
15 It is curious that Barthes, who wrote his text on the photogram and obtuse sense in
1970 (already quoted extensively at the beginning of this article), does not mention this film,
especially if we consider a note in his text referring directly to the photo-novel, on popular
culture magazines: “Here are other ‘arts’ which combine still (or at least drawing) and story,
diegesis – namely the photo-novel and the comic-strip. I am convinced that these ‘arts’, born
in the lower depths of high culture, possess theoretical qualifications and present a new
signifier (related to the obtuse meaning). This is acknowledged as regards the comic strip but
I myself experience this slight trauma of signifiance faced with certain photo-novels: ‘their
stupidity touches me’ (which could be a certain definition of obtuse meaning)”. R. Barthes,
Image, Music, Text: 66. If we are dealing here with an entirely different kind of photo-novel
(surely not touching for its stupidity!), it seems to me that Barthes’ reflections on obtuse sense
could also apply to La Jétée.
LUCA ACQUARELLI 65 AN-ICON
The gap between image and scene explains the problem
of the difficult figuration of childhood memories. An image
affecting a child, then probably forgotten and stored away
in the unconscious then emerging once again in a dream, in
the film’s narration, in a memory of the past heterodirected
by the executioners’ experiments.
The key to the heterogeneity of the traumatic
time grafted onto the images is once again present in the
words recited by the voice-off:
Rien ne distinguent le souvenir des autres moments. Ce n’est que
plus tard qui se font reconnaître, à leurs cicatrices. Ce visage [Fig.
11] qui devait être la seule image du temps de paix à traverser le
temps de guerre. Il se demanda longtemps s’il l’avait vraiment vu
ou s’il avait créé ce moment de douceur pour étayer le moment
de folie qu’allait venir.
Fig. 11. Chris Marker, La Jetée, 1962. Still from film
Memory becomes image only après-coup,
re-signifying certain moments, reabsorbing them around
images. The La Jétée images indeed seem to have this pa-
tina of après-coup re-signification. The sharpness of their
black and white with vivid contrasts is only opacified by
cross-fade transitions. In any case, even in their transpar-
ency, all the images seem to be inhabited by this traumat-
ic time, somewhere between memory, dream and hallu-
cination. A very brief moving sequence suddenly breaks
LUCA ACQUARELLI 66 AN-ICON
into the montage of still images when, in the intimacy
of her bed, the woman in the memory wakes up, opens
her eyes and directs her gaze into the camera (Fig. 12).
Fig. 12. Chris Marker,
La Jetée, 1962. Still from film
It is a sudden enunciative change that seems designed to
awaken us from the torpor induced by this story told through
salient points, fixed images where the forces of the image in
movement converge, as if absorbed, in an oneiric iconology
that barely opens up a gap in traumatic time.
This douceur scene, immersed in a distant child-
hood memory in the context of the children taken onto the jetée
at Orly airport to watch the planes take off, is none other than
the image preceding the trauma: the child who, on the jetée,
sees the murder of his adult self, having been followed through
time by one of his executioners to kill him (Figg. 13 and 14).
Fig. 13. Chris Marker,
La Jetée, 1962. Still from film
Fig. 14. Chris Marker,
La Jetée, 1962. Still from film
LUCA ACQUARELLI 67 AN-ICON
While it is clear that the La Jetée theme lends
itself to a hallucination rhetoric, it seems to me that the
decision to use still images may make this film an extreme
case corroborating this article’s thesis.
Conclusions
This short paper suggests that the boundary be-
tween the transparency of the reality effect and the opacity
of hallucination is labile and porous. We have seen that cin-
ema, which immobilises 24-frames-per-second movement
in favour of the fixed image, is one of the artistic strategies
that seem to bring in the complexity of this boundary and
this dialectic. As we have seen, this hypothesis is difficult
to generalise, but it seems to me that it deserves further
study in the broader field of intermediality and its effects.
The three case studies analysed here bring in some addi-
tional elements, differentiating in particular cases in which
photos are inserted into the film’s diegesis (in Blow Up in
the various scenes in Thomas’s studio, in Persona with
the photo of the child but also, in a certain way, with the
large portraits of the two women) and when they replace
the film’s diegesis itself. The latter seem to highlight the
hallucinatory power of the still image in cinema with greater
intensity.
LUCA ACQUARELLI 68 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
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] | Images that we
should not see.
The issue of non-perceptual
attitudes from film
to virtual Filmreality
by Enrico Terrone
Virtual Reality
Perception
Memory
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Images that we should
not see. The issue of
non-perceptual attitudes
from film to virtual reality
by Enrico Terrone
Abstract This paper casts film experience as a sort of
disembodied perception. I will show how this experience
can be manipulated and altered in order to approximate to
mental states of fictional characters, in particular embodied
perception, memory and imagination. I will acknowledge
that film experience can approximate to non-perceptual at-
titudes such as memory and imagination much better than
the experience elicited by theater. Yet, I will contend, film
experience cannot emulate the phenomenology of non-per-
ceptual attitudes since it remains a sort of disembodied
perception even when it is manipulated by filmmakers in
order to approximate memory states or imaginative states
of fictional characters. Finally, I will argue that virtual real-
ity, in virtue of both its proximity to embodied perception
and its potential for manipulation, is, in principle, in a bet-
ter position than film when it comes to trying to emulate
non-perceptual attitudes such as memory and imagination.
Film Virtual Reality Perception Memory Imagination
To quote this essay: E. Terrone, “Images that we should not see. The issue of non-perceptual attitudes
from film to virtual reality”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 69-90
ENRICO TERRONE 69 AN-ICON
Cloe sees a black cat, Jack remembers a black
cat, Lisa imagines a black cat. According to representa-
tionalist conceptions of the mind,1 Cloe’s, Jack’s and Li-
sa’s mental states have the same representational content,
namely a black cat, and yet they differ as regards their
attitude, that is, the way that content is represented. Per-
ceiving a black cat, remembering a black cat and imagin-
ing a black cat are three different experiences in virtue of
three different attitudes. Specifically, according to Uriah
Kriegel’s “Sartrean account”,2 the perceptual attitude rep-
resents-as-present its content, the memory attitude rep-
resents-as-past its content, and the imaginative attitude
represents-as-possible its content.
All this raises an interesting issue about film
experience. On the one hand, according to experiential
theories of depiction,3 films provide us with experiences
whose “pictorial attitude” somehow emulates the perceptual
attitude. On the other hand, scholars such as Hugo Mün-
sterberg or Erwin Panofsky have stated that films allow us
to share not only the perceptual point of view of fictional
characters but also their inner life, which involves states
such as memory or imagination.4 These two statements are
in tension: if the pictorial attitude which characterizes film
experience is a sort of perceptual attitude, how can film
spectators enjoy experiences based on memory attitudes
or imaginative attitudes?
I will argue that the spectator cannot enjoy the
latter experiences. The spectator can only ascribe such
experiences to characters by relying on the perceptual
experience she is enjoying. Finally, I will argue that, quite
1 T. Crane, “The intentional structure of consciousness”, in A. Jokic, Q. Smith, eds.,
Consciousness: New Philosophical Perspectives (Oxford: Oxford University Press, 2003): 33-
56; D. Chalmers. “The representational character of experience”, in B. Leiter, ed., The Future
for Philosophy (Oxford: Oxford University Press, 2004): 153-180.
2 U. Kriegel, “Perception and imagination. A Sartrean account”, in S. Miguens, G. Preyer,
C. Bravo Morando, eds., Prereflective Consciousness: Early Sartre in the Context of
Contemporary Philosophy of Mind (London: Routledge, 2015): 257-288.
3 R. Hopkins, “Depiction”, in P. Livingston, C. Plantinga, eds., The Routledge Companion to
Philosophy and Film (London: Routledge, 2009): 64-74.
4 H. Münsterberg, The Photoplay: a Psychological Study (New York: Appleton, 1916);
E. Panofsky, “Style and medium in the motion pictures” (1934), in D. Talbot, ed., Film: An
Anthology (Berkeley: University of California Press, 1959): 15-32.
ENRICO TERRONE 70 AN-ICON
surprisingly, virtual reality is in a better position than film
as regards the emulation of non-perceptual attitudes.
Film experience as disembodied
perception
Film experience is a perceptual experience.
The audience perceives objects and events taking place in
the world that the film portrays. The Lumière Brothers Sortie
des Usines Lumière (1895) is paradigmatic in this respect:
the audience sees workers leaving the factory in a way
that is analogous to the way one would see those workers
if one were in front the factory. Analogous, however,
does not mean identical. While in ordinary perception we
experience things as organized in an “egocentric space”,
that is, a space that has our body as its own center,5 in
cinematic perception we experience things as organized
in a space that has only our sight, not our body, as its own
center. The space depicted is experienced as “detached”
from our body.6
The spectator of Sortie des Usines Lumière
sees workers exiting the factory from a standpoint in front
of the factory, but she does not occupy that standpoint and
she does not have the impression of occupying it. Even
spectators of the Lumière Brothers L’arrivée d’un train en
gare de La Ciotat (1895) normally do not have the impres-
sion of occupying the standpoint in front of the train, in
spite of the popular fable that suggests otherwise.7
Film experience, so understood, is a disembod-
ied perception. We can perceive things from a viewpoint that
our body is not forced to occupy. It is worth noting that by
“disembodied perception” here is just meant the percep-
tion of a space in which our body does not have any place.
Hence, film experience is disembodied only with respect to
the experienced relationship between the spectator and
5 G. Evans, The Varieties of Reference (Oxford: Clarendon Press, 1982).
6 N. Carroll, Theorizing the Moving Image (Cambridge: Cambridge University Press, 1996).
7 M. Loiperdinger, “Lumière’s arrival of the train. Cinema’s founding myth”, The Moving
Image 4, no. 1 (2004): 89-118.
ENRICO TERRONE 71 AN-ICON
the space portrayed. The spectator’s body, however, keeps
playing a crucial role in the whole film experience which,
as a twofold experience, also includes the spectator’s re-
lationship to the space in which the film is screened.8
Even a paradigmatic essay on the embodied
character of film experience, namely Vivian Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), acknowledges that the perspective of the spectator
as an embodied subject is different from the perspective on
the world depicted that the film provides us with. Yet, Sob-
chack states that film experience is embodied all the way
through because there is a further body at work, namely,
the film’s body:
We recognize the moving picture as the work of an anonymous and
sign-producing body subject intentionally marking visible choices
with the very behavior of its bodily being. However, these choices
are not initiated by the movement of our bodies or our intending
consciousness. They are seen and visible as the visual and phys-
ical choices of some body other than ourselves [...]. That some
body is the film’s body.9
What does it exactly mean that the film has a
body? This seems to be a suggestive metaphor that should
be unpacked for rigorous theorizing. Sobchack offers the
following characterization of the film’s body: “The cam-
era its perceptive organ, the projector its expressive organ,
the screen its discrete and material occupation of worldly
space”.10 If the film’s body is just that, it comes down to
a suggestive characterization of the film’s screening. Still
Sobchack also insists on the “choices” that the alleged
film’s body makes thereby determining our point of view on
the space portrayed. Precisely because that point of view
does not depend on the position and the movement of our
8 R. Hopkins, “Depiction”. See also E. Terrone, “Imagination and perception in film
experience”, Ergo, no. 5 (2020): 161-190.
9 V. Sobchack, The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 278. Thanks to a referee for pushing me to discuss
Sobchack’s view.
10 Ibid.: 299.
ENRICO TERRONE 72 AN-ICON
body, I find it worthwhile to cast the experience it provides
as disembodied. While ordinary perception, as an embodied
experience, depends on the position and movement of our
body, film experience is disembodied since it depends on
choices that are not up to us. Whom are those choices up
to? To the filmmaker for sure, and yet scholars like George
Wilson argue that, in our engagement with fiction films, we
rather experience those choices as the outcome of the “min-
imal narrating agency” of a fictional narrator.11 Perhaps what
Sobchack calls the film’s body may be an interesting char-
acterization of how we experience the actual agency of the
filmmaker or, if Wilson is right, the fictional agency of the
narrator. Nevertheless, the fact remains that the film’s body
is not the spectator’s body and I reckon that this is enough
to warrant the characterization of film experience as disem-
bodied perception.
Such a disembodied nature of film experience
has an interesting consequence. Since film experience, as
disembodied perception, involves a point of view that does
not depend on our body, that point of view can change
without the need of moving our body. Neither Sortie des
Usines Lumière nor L’arrivée d’un train en gare de La Ci-
otat exploit this option, but later films do so by means of
camera movements and editing.
The specificity of film experience
In ordinary perception we experience things as
taking place in a determinate place and time, namely, here,
the place where our body is, and now, the time when our
experience occurs. In cinematic perception, on the other
hand, place and time remain indeterminate. Our perception,
as such, does not tell us where and when the things per-
ceived take place. Cinematic perception needs a cognitive
supplementation in order to fix the spatial and temporal
coordinates of what one is perceiving. Films can provide
11 G.M. Wilson, Seeing Fictions in Film: The Epistemology of Movies (Oxford: Oxford
University Press, 2011): 129.
ENRICO TERRONE 73 AN-ICON
such supplementation either explicitly, by means of devices
such as voice over and inscriptions, or implicitly, by relying
on clues embedded in the scenes portrayed.
Furthermore, film perception is not up to us in
the way ordinary perception is. In the latter, I can decide,
at least to a certain extent, what I am going to perceive. In
film experience, instead, I am completely deprived of au-
tonomy. In other words, film experience is predetermined
in a way ordinary experience is not. One might say that
ordinary perception is a natural experience whereas cine-
matic perception is rather an artificial experience whereby
we perceive what filmmakers (or narrators) have established
for us. In the specific case of fiction films, filmmakers (or
narrators) guide us in the perceptual exploration of fictional
worlds. That is arguably the most insightful way of unpack-
ing Sobchack’s metaphor of the film’s body.
Let me consider, as an example, David W. Grif-
fith’s An Unseen Enemy (1912), which tells the story of two
orphan sisters whose heritage is threatened by a treach-
erous housekeeper and her accomplice. We discover this
story through a series of disembodied perceptual expe-
riences of the same kind as those elicited by Sortie des
Usines Lumière and L’arrivée d’un train en gare de La Ciotat.
We see the two orphans, then the housekeeper, then the
elder brother of the two girls who places the heritage in the
safe, then the housekeeper who spies him, and so on and
so forth. The filmmaker has designed this series of percep-
tions in a way that provides us with a sort of “unrestricted
epistemic access” to the relevant facts of the story.12 Unlike
the two orphans, we are aware from the beginning of the
threat coming from the housekeeper. Moreover, unlike the
housekeeper, we are aware of the brother’s attempt to help
his sisters and prevent theft. In sum, the spectator of An
Unseen Enemy perceives more, and therefore knows more,
than the characters in the story; the “enemy” is “unseen”
only for the characters, not for the audience.
12 G.M. Wilson, Narration in Light: Studies in Cinematic Point of View (Baltimore: Johns
Hopkins University Press, 1986).
ENRICO TERRONE 74 AN-ICON
This is the basic functioning of fiction films, which
corresponds to the omniscient narrator in literature. However,
other configurations are possible in which the audience’s
knowledge of relevant facts is “restricted” to that available to
characters or is even narrower than the latter.13 For example,
in Alfred Hitchcock’s Rear Window (1948) the audience’s
knowledge is as restricted as that of the character L.B. Jef-
feries (with one important exception, however: we see the
murderer leaving his apartment with his lover while Jefferies
is sleeping). In Pablo Larrain’s Ema (2019), the audience’s
knowledge is even narrower than that of the eponymous
heroine; the latter has access from the beginning to the
truth about the new adoptive parents of her son whereas the
audience will discover this truth only at the end of the film.
A further restriction that affects film experience
concerns the mode of this experience, which is just dis-
embodied perception. In ordinary experience, on the other
hand, one can enjoy a variety of experiential attitudes: em-
bodied perception, first of all, but also memory and imag-
ination, and possibly perceptual illusion, hallucination and
dream. Here is another sense in which the audience can
find it hard to know what characters know. What is at stake
here is phenomenal knowledge, that is, knowing what it is
like for a subject to undergo a certain experience.
For sure, empathy may enable the audience to
acquire phenomenal knowledge concerning the affective
and emotional dimension of a fictional character’s expe-
rience.14 For instance, the audience can share the char-
acter’s fear or the character’s surprise. Yet, affects and
emotions are evaluative mental states that are grafted onto
more basic cognitive states such as perceptions, memo-
ries, and imaginings,15 whose distinctive attitude is sure-
ly harder to access through empathy. The audience may
deploy empathy to know what it is like to for a character
to feel fear or joy but something more is required to grasp
13 Ibid.
14 J. Stadler, “Empathy and film”, in H.L. Maibom, ed., The Routledge Handbook of
Philosophy of Empathy (London: Routledge, 2016): 317-326. Thanks to a referee for leading
me to consider the role of empathy.
15 K. Mulligan, “From appropriate emotions to values”, The Monist 81, no. 1 (1998): 161-188.
ENRICO TERRONE 75 AN-ICON
the phenomenal difference between an embodied percep-
tual experience and a memory episode or an imagining.
Filmmakers are thus challenged to design disembodied
perceptual experiences that can approximate to the ba-
sic cognitive experiences enjoyed by characters, thereby
leading the audience to grasp what is going on in the char-
acters’ minds. This is arguably one of the most fascinating
challenges that cinema has addressed along its history.
Approximating to embodied perception
Although film experience and ordinary percep-
tion are both perceptual experiences, they differ inasmuch
the latter is embodied in a way the former is not. That is why,
in ordinary experience, we can move towards the things we
perceive and possibly touch them, but we cannot do so in
film experience.
The usual way in which filmmakers lead the
audience to share the embodied perceptual experience
of a character consists in providing the audience with a
standpoint that corresponds to that of the character. This
mode of representation, which is usually called “subjective
shot”, enables us to share the visual perspective of the
character in spite of the fact that our body does not occupy
the corresponding standpoint, which is instead occupied
by the character’s body. As Kendall Walton puts it,
Following a shot of a character looking out a window, there is a
shot of a scene outside. Watching the second shot, we imagine
observing the scene, and we judge that the character looking out
the window has an experience “like this”, like the one we imagine
enjoying. We do not attribute to the character an experience (much)
like our actual visual experience, a visual experience of a film shot,
of a depiction of the scene outside the window. The experience
we attribute to the character is like our actual one only insofar as
imagining seeing is like actually seeing.16
16 K.L. Walton, “Fictionality and imagination – mind the gap”, in In Other Shoes: Music,
Metaphor, Empathy, Existence (Oxford: Oxford University Press, 2015): 17-35, 13.
ENRICO TERRONE 76 AN-ICON
Let me assume that what Walton calls “imag-
ining seeing”, here, matches what I call “disembodied per-
ception”. Under this assumption, we can interpret Walton’s
last sentence as stating that the experience elicited by the
point-of-view remains a disembodied perception, which is
not identical with, but only approximates to, the embodied
perception of the character. Overlooking this limitation can
lead to disastrous effects. Robert Montgomery’s Lady in
the Lake (1947), for example, aims to turn the audience’s
disembodied perception into the perceptual experience of
the main character along the whole duration of the film, but
the result is just that the audience has “the impression that
there is a camera by the name of ‘Philip Marlowe’ stumbling
around Los Angeles and passing itself off as the well-known
human being of the same name”.17
In fact, more cautious and parsimonious uses
of the subjective shot can have outstanding aesthetic ef-
fects. Griffith’s An Unseen Enemy is exemplary in this re-
spect. I pointed out earlier that the film is based on “ob-
jective” shots from neutral standpoints that are aimed to
elicit pure disembodied experiences from the audience. Yet,
quite exceptionally, one subjective shot emphasizes the
most dramatic passage of the story. This shot is a close-
up of the gun that the housekeeper passes through a hole
in the door of the room where the two sisters took refuge
(Fig. 1). We see the gun from the standpoint of the young-
er sister (Fig. 2), and this subjective shot emphasizes the
centrality of that character in the narrative.
Fig. 1. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
17 G.M. Wilson, Narration in Light: 86.
ENRICO TERRONE 77 AN-ICON
Fig. 2. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
She is the one who has a psychological and
relational arc of transformation along the story: at the be-
ginning she refuses reluctantly to kiss her boyfriend but in
the last image of the film she finally accepts the kiss. It is
tempting to see the film as a sort of bildungsroman of this
girl; specifically, her initiation to sexuality. This hermeneutic
temptation is encouraged by the subjective shot in which
the gun passing through the hole evokes a sort of phallic
figure. The next shot shows that the girl is horrified by the
gun. Later in the story, however, she finds the courage to
try to grasp the gun, and then slumps back (Fig. 3 and 4).
Fig. 3. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
Fig. 4. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
ENRICO TERRONE 78 AN-ICON
Interestingly, the editing connects this image of
the girl to the image of her boyfriend walking in the fields (Fig. 5).
Fig. 5. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
This link does not seem to be motivated by the course of
the narrative but rather by a sort of symbolic pattern.
Approximating to memory
The experience of the spectator who watches a
film such as An Unseen Enemy consists in a series of per-
ceptual perspectives on the fictional world. Many of them
are from a neutral, unoccupied point of view but some of
them can match the perceptual point of view of a charac-
ter. Most films function in this way. Some films even try to
make us share the perceptual point of view of non-human
characters. For example, John McTiernan’s Predator (1987)
makes us share the perceptual point of view of an alien
creature, and Pietro Marcello’s Bella e perduta (2015) that
of a buffalo. On the other hand, there are films that do not
limit themselves to making us share the perceptions of
certain fictional characters but also aim to make us share
other basic cognitive states of them.
Let me begin with the case of memory. At the
turning point of Michael Curtiz’s Casablanca (1942), Rick
remembers his love affair with Ilsa in Paris. The combination
of the movement of the camera towards Rick’s face with the
crescendo of the music and the white dissolve indicates that
the following scenes are to be taken as memories of Rick
(Figg. 6,7 and 8). Yet, the kind of experience whereby the
spectator experiences this scene is perception, not memory.
ENRICO TERRONE 79 AN-ICON
The flashback makes us perceive the events that Rick is
remembering rather than his memory experience. We have
not the impression of remembering those events, that is, we
are not enjoying the peculiar phenomenology of memory.
Rather, we keep perceiving those past events set in Paris
in the same disembodied way in which we were perceiv-
ing the present events set in Casablanca which have been
portrayed before the flashback.
Fig. 6. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 7. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 8. Michael Curtiz,
Casablanca, 1942. Still from film.
ENRICO TERRONE 80 AN-ICON
Memory experiences usually are fragmentary, in-
complete and unstable whereas the Paris events portrayed
in the film exhibit the typical accuracy, fluidity and stability
of perception. Moreover, memory experiences typically in-
volve a first-person perspective whereas most shots in the
Casablanca flashback are taken from a neutral objective
perspective, not from Rick’s perspective. Most importantly,
memory experiences, as such, involve a feeling of pastness
whatever their content, whereas our experience of these
scenes of Casablanca lack that phenomenological hall-
mark. Although Rick is represented as remembering, the
flashback only makes us perceive what is remembered, the
content of his memory. This is the standard way in which
flashbacks encode memory in film. We do not think that
Rick’s memory experience is like this. We just think that we
are seeing (in a perceptual attitude) the events that Rick
is remembering (in the memory attitude). At most, certain
films can use stylistic device such as blurred images or
shift from color to black and white in order to stress that
the spectator’s perceptual experience is meant to encode
another kind of mental state. Yet, the spectator experience
remains perceptual in nature. Seeing blurry or seeing in
black and white are still ways of seeing.
Perhaps a better way of getting the spectator
closer to the memory state of a character might consist in
casting as a flashback a shot that was previously conjugat-
ed in the present tense. For example, in François Truffaut’s
L’amour en fuite (1979) flashbacks are made of shots of
previous films of the Antoine Doinel series, so that the spec-
tator shares Antoine’s experience of remembering those
events. Yet, these cases are quite exceptional. In most
films that use flashbacks, only the character is undergoing
a memory experience while the spectator is rather enjoying
a disembodied perception.
Approximating to imagination
Memory differs from imagination in that one
remembers events that one previously perceived whereas
ENRICO TERRONE 81 AN-ICON
the events imagined could not have been perceived. Imag-
ination indeed, unlike memory, can represent events that
did not take place. So, when in John Schlesinger’s Billy Liar
(1963) Billy images himself to be the ruler of an imaginary
country called Ambrosia, we cannot perceive the corre-
sponding events in the story world of Billy Liar because
there are no such events in that world.
However, the way in which Billy Liar’s spectators are
invited to consider Billy’s imaginings is analogous to that in which
Casablanca’s spectators are invited to consider Rick’s memories.
That is, the combination of a camera movement towards the
character’s face with music and visual dissolve (Figg. 9, 10
and 11). In Billy Liar, the shift to imagination is also stressed by
the inner voice of Billy himself who says: “It was a big day for
us. We had won the war in Ambrosia. Democracy was back
once more in our beloved country...”. Yet, the experience that
this segment of Billy Liar elicits from its spectators remains a
perceptual experience. We see Billy on a tank in the middle
of the crowd which celebrates his triumph in the war. Just
as Casablanca makes us perceive the events that Rick is re-
membering, Billy Liar makes us perceive the events that Billy
is imagining. The difference is just that the events remem-
bered belongs to the story world of Casablanca, whereas
the events imagined do not belong to the story world of Billy
Liar. Rather, those events belong to a nested fictional world,
which the filmmaker has built up within the main fiction in
order to represent Billy’s imagining.18
Fig. 9. John Schlesinger,
Billy Liar, 1963. Still from film.
18 On the notion of nested world, see K.L. Walton, “Fictionality and imagination”.
ENRICO TERRONE 82 AN-ICON
Fig. 10. John Schlesinger,
Billy Liar, 1963. Still from film.
Fig. 11. John Schlesinger,
Billy Liar, 1963. Still from film.
Billy Liar does not make us share the imagina-
tive experience of Billy, just as Casablanca did not make us
share the memory experience of Rick. Imaginings, indeed,
usually lack the kind of accuracy, fluidity, objectivity and
stability that characterizes our perceptual experience of the
events imagined by Billy. Moreover, imaginative experienc-
es, as such, should involve a feeling of unreality whatever
their content whereas our experience of these scenes of
Billy Liar lacks such phenomenological hallmark. The con-
tent of our perception, namely, Billy’s triumph, may look
weird and non-realistic but we experience it in the same
way in which we experience other scenes of the film that
look much more realistic. Thus, films such as Billy Liar do
not make us share the imaginative states of fictional char-
acters but only approximate to such states by providing
us with perceptual experiences of nested fictional worlds.
Altering the epistemic status of film
experience
From a phenomenological perspective, there
is just one basic experiential attitude that film spectators
ENRICO TERRONE 83 AN-ICON
can take towards the fictional events portrayed. Wilson,19
following Walton,20 calls it “imagining seeing” while I prefer
to dub it “disembodied perception”. That said, there are
different ways in which spectators can relate this experi-
ence to the fictional world they are exploring; this is what
Wilson calls the “the epistemic status of the contents of
their imagined seeing”.21
The default assumption about the epistemic
status of film experience is that we are perceiving the fic-
tional world as it is, from a neutral perspective that does
not match the point of view of anybody. In other words, the
basic epistemic status of film experience is pure perceptual
knowledge. Yet, this basic epistemic status can be altered
by cues coming from the content or the context of our per-
ceptual experience. The main way of altering the epistemic
status consists in a shift from the neutral viewpoint of the
spectator as a detached observer to the subjective view-
point of a character. In such cases, the spectator is invited
to relate what she is perceiving in a disembodied way to
the embodied perception or memory or imagination of a
certain character. Yet, the spectator’s experience does not
turn into an embodied perception or memory or imagina-
tion. It remains a disembodied perception; only its epistemic
status undergoes alteration. In the default case, we cast our
disembodied experience merely as a source of perceptual
knowledge about the objective facts of the fictional world.
In the altered states, on the other hand, we cast our disem-
bodied experience as a source of knowledge concerning also
(in the case of embodied perception and memory) or only
(in the case of imagination) the subjectivity of a character.
Some films leave the epistemic status of cer-
tain shots indeterminate. In Ingmar Bergman’s Wild Straw-
berries (1957), for instance, it is not evident whether the
protagonist Isak Borg is remembering or rather imagining
certain episodes of his teenage. Spectators just perceive
19 G.M. Wilson, Seeing Fictions in Film: 164.
20 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge, MA: Harvard University Press, 1990).
21 G.M. Wilson, Seeing Fictions in Film: 164.
ENRICO TERRONE 84 AN-ICON
such episodes in the usual disembodied way and acknowl-
edge that something is going on in Isak’s mind rather than
in the outer world. One might say that the spectator per-
ceives a nested fictional world which is made of elements
coming from both Isak’s memory and Isak’s imagination,
but she cannot precisely tell the imaginative elements
from the memory elements. The epistemic status of these
shots thus remains indeterminate: suspended, as it were,
between memory and imagination. Likewise, the scenes
of Federico Fellini’s Otto e mezzo (1963) that portray the
protagonist Guido Anselmi in his childhood (being bathed
in wine lees and then put in bed; playing football in the
schoolyard and then visiting Saraghina; being punished by
the priests and then returning to Saraghina) have an inde-
terminate epistemic status which lies between memory and
imagination. The spectator has a perceptual disembodied
experience of a nested fictional world which is made of
elements arguably coming from both Guido’s imagination
and Guido’s memory, but she finds it hard to precisely dis-
tinguish what is coming from where.
The phenomenological virtues of film
compared to theater
If film experience is just a kind of perceptual
experience which can at most approximate to other mental
states such as memory or imagination, why scholars like
Münsterberg and Panofsky have stated that films can lead
spectators to enjoy the latter mental states?
I propose a historical explanation according
to which statements such as Münsterberg’s or Panofsky’s
are to be read as comparisons between film and theater.
Both these forms of art invite the spectator to enjoy a per-
ceptual experience of a fictional world. Yet, the experience
that theater elicits from the spectator is ordinary embod-
ied perception whereas film experience is a peculiar kind
of disembodied perception. At the theater, the spectator
sees the play from a standpoint that corresponds to the
standpoint of her body, and that standpoint can change
ENRICO TERRONE 85 AN-ICON
if the body moves. Slightly moving one’s head can be
sufficient to change one’s perspective on the events por-
trayed by a play; if one moved closer to the stage, one
would even perceive those events from a closer standpoint.
In this sense, theater experience works just as ordinary
perception; it is as if fictional events had been magical-
ly transported in our own environment, in our egocentric
space. In film experience, on the other hand, it is the spec-
tator’s viewpoint that seems to be magically transported in
the middle of fictional events even though her body firmly
remains in her seat. Film experience is thus independent
from the spectator’s bodily movement in a way theater ex-
perience is not. This is what motivates the characterization
of film experience as a sort of disembodied perception.
Thus, film experience is much more flexible
than theater experience when it comes to approximating to
other mental states such as memory or imagination, whose
content also is quite independent from the position and the
possible movements of one’s body. Panofsky nicely makes
this point when he writes:
In a theater, space is static, that is, the space represented on the
stage, as well as the spatial relation of the beholder to the spectacle,
is unalterably fixed. [.. ] With the movies the situation is reversed. Here,
too, the spectator occupies a fixed seat, but only physically, not as the
subject of an aesthetic experience. Aesthetically, he is in permanent
motion as his eye identifies itself with the lens of the camera, which
permanently shifts in distance and direction. [.. ] This opens up a world
of possibilities of which the stage can never dream.22
Among the possibilities of film in comparison
with theater, there is surely the capacity to lead the spec-
tator in the proximity of the mental states of the characters.
Yet, this does not mean that, in those cases, film experience
turns into a memory experience or into an imaginative ex-
perience; it remains a perceptual experience, though one
aimed at approximating to other mental states.
22 E. Panofsky, “Style and medium in the motion pictures”: 18-19.
ENRICO TERRONE 86 AN-ICON
Film experience, as a disembodied perceptual
experience, reveals itself to be especially apt to emulate
mental states such as perceptual illusion, hallucination and
dream, whose attitude is not as distinct from that of per-
ception as it is the attitude of memory or that of imagina-
tion. One can cast perceptual illusions, hallucinations and
dreams as perceptual experiences that, unlike standard
perception, fail to represent things as they are. Specifical-
ly, perceptual illusions lead the perceiver to cast things as
having properties they do not actually have, while “partial
hallucinations” lead her to perceive things that actually have
not their place in her environment, and “total hallucinations”,
just like dreams, leads the subject to experience a totally
made up environment.23
Ordinary perception is somehow authoritative
as for the reality of its content, and theater experience
tends to inherit this epistemic authority, which it applies to
the story world. Film experience, on the other hand, has a
weaker epistemic authority despite its perceptual character.
I contend that this depends on its peculiarly disembodied
attitude. While watching a film, we have the impression of
seeing characters who inhabit the story world, and events
that occur in it, and we usually tend to endorse such im-
pression thereby acquiring pieces of information about the
story world. Yet, we do not perceive these events as occur-
ring in the environment we inhabit with our body, and this
somehow affect the degree of reliability of those pieces of
information. Even though we tend to cast film experienc-
es as a perception of events in the fictional world, we are
disposed to acknowledge that this experience might mis-
lead us as regards the way things are in that world. In this
sense, film experience is a perceptual experience that can
get closer than standard perception and theater experience
to illusion, hallucination and dream.
23 For the distinction between partial and total hallucinations, see A.D. Smith, The Problem
of Perception (Cambridge, MA: Harvard University Press, 2002): 193. Note that I am putting
total hallucination and dreams on a par not because I think they are, but just because I reckon
that discussing their difference goes beyond the scope of this paper.
ENRICO TERRONE 87 AN-ICON
If the perceptual experience is a genus among
whose species one can find not only standard perception
but also illusion, hallucination, and dream, then film ex-
perience can be cast as a peculiar further species of the
genus, which can emulate all the other mental states of
that genus. This fact is exploited by those films that lead
the spectator to share the deceptive perceptual experi-
ences of a character. In films such as David Fincher’s Fight
Club (1999) and Ron Howard’s A Beautiful Mind (2001) we
share the partial hallucination of the heroes by being in
turn deceived by our perceptual experience of the events
portrayed. Likewise, in films such as Robert Wiene’s The
Cabinet of Dr. Caligari (1920) or Fritz Lang’s The Woman
in the Window (1944), we share the total hallucinations or
dreams of the characters by wrongly casting certain film
experiences as perceptions of events that actually occur
in the story world. In Wilson’s terms,24 spectators of such
films enjoy the proper perceptual experiences but fail to
endow them with the proper epistemic status, which is not
the reliability of standard perception but rather the unreli-
ability of illusion, hallucination or dream.
In David Lynch’s Mulholland Drive (2001), at
least according to a popular interpretation of the film,25
dream, memory and perception are combined in a way that
can be grasped only after the fact. The first part of the film is
presented from an allegedly neutral perceptual perspective
but later reveals itself to be a dream of the protagonist Di-
ane Selwyn. The material of that dream comes from Diane’s
memories constituting the flashbacks that we find in the
second part of the film, which also provides us with a neu-
tral perceptual perspective on the last moments of Diane’s
life, from her waking up from her dream to her suicide.
24 G.M. Wilson, Seeing Fictions in Film: 164.
25 See for instance B. Wyman, M. Garrone, A. Klein, “Everything you were afraid to ask
about Mulholland Drive”, Salon (October 24, 2001), https://www.salon.com/2001/10/24/
mulholland_drive_analysis/; P. Bertetto, “L’analisi interpretativa. Mulholland Drive”, in P.
Bertetto, ed., Metodologie di analisi del film (Rome-Bari: Laterza: 2007): 223-255.
ENRICO TERRONE 88 AN-ICON
The phenomenological virtues of virtual
reality compared to film
While film provides us with a disembodied per-
ceptual experience, virtual reality makes us perceive an
egocentric space, that is, a space which is centered in our
body in the way the space of ordinary perception is. Both or-
dinary perception and virtual-reality experience are such as
that our bodily movements correspond to change in our
viewpoint whereas the viewpoint of film experience is in-
dependent from the viewer’s body.
Virtual reality thus shares with theater a sig-
nificant proximity to ordinary perception that film, instead,
lacks. Should we conclude that virtual reality, just like the-
ater, is less apt than film to approximate to non-perceptual
mental states such as memory or imagination? Not so.
Film experience, as disembodied perception,
is already an altered state in comparison to ordinary per-
ception. Nothing else remains to be altered at the phenom-
enological level. The only possible alterations, as I have
argued earlier, are alterations in the epistemic status of
our perceptual experience: clues in the context or in the
content of film experience may lead us to cast it as the
memory or the imagining of a character, or even as a de-
ceptive experience such as an illusion, an hallucination or
a dream. Virtual-reality experience and theater experience,
on the other hand, are not intrinsically altered; they work
just as ordinary perception works. Yet, virtual-reality expe-
rience can be altered in a way in which theater experience
surely cannot be altered. Even though the default mode
of virtual-reality experience is the emulation of ordinary
perception, a virtual reality system might be designed so
to provide users with experiences of completely different
kinds. Whether and how such experience can effectively
emulate memory episodes and imaginings remains an open
question. Arguably the emulation of perception has been
the main aim of virtual reality technology so far. Still, this
technology has also a potential for altering its basic per-
ceptual mode thereby getting the user’s experience closer
ENRICO TERRONE 89 AN-ICON
to other kinds of mental states. Emulating memory and
imagination through perception, the great challenge for
filmmakers in the twentieth century, might become the great
challenge for virtual-reality makers in the twenty-first. Para-
phrasing Panofsky’s statement, virtual reality might open
up a world of possibilities of which film can never dream.
ENRICO TERRONE 90 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
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] | Images that we
should not see.
The issue of non-perceptual
attitudes from film
to virtual Filmreality
by Enrico Terrone
Virtual Reality
Perception
Memory
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Images that we should
not see. The issue of
non-perceptual attitudes
from film to virtual reality
by Enrico Terrone
Abstract This paper casts film experience as a sort of
disembodied perception. I will show how this experience
can be manipulated and altered in order to approximate to
mental states of fictional characters, in particular embodied
perception, memory and imagination. I will acknowledge
that film experience can approximate to non-perceptual at-
titudes such as memory and imagination much better than
the experience elicited by theater. Yet, I will contend, film
experience cannot emulate the phenomenology of non-per-
ceptual attitudes since it remains a sort of disembodied
perception even when it is manipulated by filmmakers in
order to approximate memory states or imaginative states
of fictional characters. Finally, I will argue that virtual real-
ity, in virtue of both its proximity to embodied perception
and its potential for manipulation, is, in principle, in a bet-
ter position than film when it comes to trying to emulate
non-perceptual attitudes such as memory and imagination.
Film Virtual Reality Perception Memory Imagination
To quote this essay: E. Terrone, “Images that we should not see. The issue of non-perceptual attitudes
from film to virtual reality”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 69-90
ENRICO TERRONE 69 AN-ICON
Cloe sees a black cat, Jack remembers a black
cat, Lisa imagines a black cat. According to representa-
tionalist conceptions of the mind,1 Cloe’s, Jack’s and Li-
sa’s mental states have the same representational content,
namely a black cat, and yet they differ as regards their
attitude, that is, the way that content is represented. Per-
ceiving a black cat, remembering a black cat and imagin-
ing a black cat are three different experiences in virtue of
three different attitudes. Specifically, according to Uriah
Kriegel’s “Sartrean account”,2 the perceptual attitude rep-
resents-as-present its content, the memory attitude rep-
resents-as-past its content, and the imaginative attitude
represents-as-possible its content.
All this raises an interesting issue about film
experience. On the one hand, according to experiential
theories of depiction,3 films provide us with experiences
whose “pictorial attitude” somehow emulates the perceptual
attitude. On the other hand, scholars such as Hugo Mün-
sterberg or Erwin Panofsky have stated that films allow us
to share not only the perceptual point of view of fictional
characters but also their inner life, which involves states
such as memory or imagination.4 These two statements are
in tension: if the pictorial attitude which characterizes film
experience is a sort of perceptual attitude, how can film
spectators enjoy experiences based on memory attitudes
or imaginative attitudes?
I will argue that the spectator cannot enjoy the
latter experiences. The spectator can only ascribe such
experiences to characters by relying on the perceptual
experience she is enjoying. Finally, I will argue that, quite
1 T. Crane, “The intentional structure of consciousness”, in A. Jokic, Q. Smith, eds.,
Consciousness: New Philosophical Perspectives (Oxford: Oxford University Press, 2003): 33-
56; D. Chalmers. “The representational character of experience”, in B. Leiter, ed., The Future
for Philosophy (Oxford: Oxford University Press, 2004): 153-180.
2 U. Kriegel, “Perception and imagination. A Sartrean account”, in S. Miguens, G. Preyer,
C. Bravo Morando, eds., Prereflective Consciousness: Early Sartre in the Context of
Contemporary Philosophy of Mind (London: Routledge, 2015): 257-288.
3 R. Hopkins, “Depiction”, in P. Livingston, C. Plantinga, eds., The Routledge Companion to
Philosophy and Film (London: Routledge, 2009): 64-74.
4 H. Münsterberg, The Photoplay: a Psychological Study (New York: Appleton, 1916);
E. Panofsky, “Style and medium in the motion pictures” (1934), in D. Talbot, ed., Film: An
Anthology (Berkeley: University of California Press, 1959): 15-32.
ENRICO TERRONE 70 AN-ICON
surprisingly, virtual reality is in a better position than film
as regards the emulation of non-perceptual attitudes.
Film experience as disembodied
perception
Film experience is a perceptual experience.
The audience perceives objects and events taking place in
the world that the film portrays. The Lumière Brothers Sortie
des Usines Lumière (1895) is paradigmatic in this respect:
the audience sees workers leaving the factory in a way
that is analogous to the way one would see those workers
if one were in front the factory. Analogous, however,
does not mean identical. While in ordinary perception we
experience things as organized in an “egocentric space”,
that is, a space that has our body as its own center,5 in
cinematic perception we experience things as organized
in a space that has only our sight, not our body, as its own
center. The space depicted is experienced as “detached”
from our body.6
The spectator of Sortie des Usines Lumière
sees workers exiting the factory from a standpoint in front
of the factory, but she does not occupy that standpoint and
she does not have the impression of occupying it. Even
spectators of the Lumière Brothers L’arrivée d’un train en
gare de La Ciotat (1895) normally do not have the impres-
sion of occupying the standpoint in front of the train, in
spite of the popular fable that suggests otherwise.7
Film experience, so understood, is a disembod-
ied perception. We can perceive things from a viewpoint that
our body is not forced to occupy. It is worth noting that by
“disembodied perception” here is just meant the percep-
tion of a space in which our body does not have any place.
Hence, film experience is disembodied only with respect to
the experienced relationship between the spectator and
5 G. Evans, The Varieties of Reference (Oxford: Clarendon Press, 1982).
6 N. Carroll, Theorizing the Moving Image (Cambridge: Cambridge University Press, 1996).
7 M. Loiperdinger, “Lumière’s arrival of the train. Cinema’s founding myth”, The Moving
Image 4, no. 1 (2004): 89-118.
ENRICO TERRONE 71 AN-ICON
the space portrayed. The spectator’s body, however, keeps
playing a crucial role in the whole film experience which,
as a twofold experience, also includes the spectator’s re-
lationship to the space in which the film is screened.8
Even a paradigmatic essay on the embodied
character of film experience, namely Vivian Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), acknowledges that the perspective of the spectator
as an embodied subject is different from the perspective on
the world depicted that the film provides us with. Yet, Sob-
chack states that film experience is embodied all the way
through because there is a further body at work, namely,
the film’s body:
We recognize the moving picture as the work of an anonymous and
sign-producing body subject intentionally marking visible choices
with the very behavior of its bodily being. However, these choices
are not initiated by the movement of our bodies or our intending
consciousness. They are seen and visible as the visual and phys-
ical choices of some body other than ourselves [...]. That some
body is the film’s body.9
What does it exactly mean that the film has a
body? This seems to be a suggestive metaphor that should
be unpacked for rigorous theorizing. Sobchack offers the
following characterization of the film’s body: “The cam-
era its perceptive organ, the projector its expressive organ,
the screen its discrete and material occupation of worldly
space”.10 If the film’s body is just that, it comes down to
a suggestive characterization of the film’s screening. Still
Sobchack also insists on the “choices” that the alleged
film’s body makes thereby determining our point of view on
the space portrayed. Precisely because that point of view
does not depend on the position and the movement of our
8 R. Hopkins, “Depiction”. See also E. Terrone, “Imagination and perception in film
experience”, Ergo, no. 5 (2020): 161-190.
9 V. Sobchack, The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 278. Thanks to a referee for pushing me to discuss
Sobchack’s view.
10 Ibid.: 299.
ENRICO TERRONE 72 AN-ICON
body, I find it worthwhile to cast the experience it provides
as disembodied. While ordinary perception, as an embodied
experience, depends on the position and movement of our
body, film experience is disembodied since it depends on
choices that are not up to us. Whom are those choices up
to? To the filmmaker for sure, and yet scholars like George
Wilson argue that, in our engagement with fiction films, we
rather experience those choices as the outcome of the “min-
imal narrating agency” of a fictional narrator.11 Perhaps what
Sobchack calls the film’s body may be an interesting char-
acterization of how we experience the actual agency of the
filmmaker or, if Wilson is right, the fictional agency of the
narrator. Nevertheless, the fact remains that the film’s body
is not the spectator’s body and I reckon that this is enough
to warrant the characterization of film experience as disem-
bodied perception.
Such a disembodied nature of film experience
has an interesting consequence. Since film experience, as
disembodied perception, involves a point of view that does
not depend on our body, that point of view can change
without the need of moving our body. Neither Sortie des
Usines Lumière nor L’arrivée d’un train en gare de La Ci-
otat exploit this option, but later films do so by means of
camera movements and editing.
The specificity of film experience
In ordinary perception we experience things as
taking place in a determinate place and time, namely, here,
the place where our body is, and now, the time when our
experience occurs. In cinematic perception, on the other
hand, place and time remain indeterminate. Our perception,
as such, does not tell us where and when the things per-
ceived take place. Cinematic perception needs a cognitive
supplementation in order to fix the spatial and temporal
coordinates of what one is perceiving. Films can provide
11 G.M. Wilson, Seeing Fictions in Film: The Epistemology of Movies (Oxford: Oxford
University Press, 2011): 129.
ENRICO TERRONE 73 AN-ICON
such supplementation either explicitly, by means of devices
such as voice over and inscriptions, or implicitly, by relying
on clues embedded in the scenes portrayed.
Furthermore, film perception is not up to us in
the way ordinary perception is. In the latter, I can decide,
at least to a certain extent, what I am going to perceive. In
film experience, instead, I am completely deprived of au-
tonomy. In other words, film experience is predetermined
in a way ordinary experience is not. One might say that
ordinary perception is a natural experience whereas cine-
matic perception is rather an artificial experience whereby
we perceive what filmmakers (or narrators) have established
for us. In the specific case of fiction films, filmmakers (or
narrators) guide us in the perceptual exploration of fictional
worlds. That is arguably the most insightful way of unpack-
ing Sobchack’s metaphor of the film’s body.
Let me consider, as an example, David W. Grif-
fith’s An Unseen Enemy (1912), which tells the story of two
orphan sisters whose heritage is threatened by a treach-
erous housekeeper and her accomplice. We discover this
story through a series of disembodied perceptual expe-
riences of the same kind as those elicited by Sortie des
Usines Lumière and L’arrivée d’un train en gare de La Ciotat.
We see the two orphans, then the housekeeper, then the
elder brother of the two girls who places the heritage in the
safe, then the housekeeper who spies him, and so on and
so forth. The filmmaker has designed this series of percep-
tions in a way that provides us with a sort of “unrestricted
epistemic access” to the relevant facts of the story.12 Unlike
the two orphans, we are aware from the beginning of the
threat coming from the housekeeper. Moreover, unlike the
housekeeper, we are aware of the brother’s attempt to help
his sisters and prevent theft. In sum, the spectator of An
Unseen Enemy perceives more, and therefore knows more,
than the characters in the story; the “enemy” is “unseen”
only for the characters, not for the audience.
12 G.M. Wilson, Narration in Light: Studies in Cinematic Point of View (Baltimore: Johns
Hopkins University Press, 1986).
ENRICO TERRONE 74 AN-ICON
This is the basic functioning of fiction films, which
corresponds to the omniscient narrator in literature. However,
other configurations are possible in which the audience’s
knowledge of relevant facts is “restricted” to that available to
characters or is even narrower than the latter.13 For example,
in Alfred Hitchcock’s Rear Window (1948) the audience’s
knowledge is as restricted as that of the character L.B. Jef-
feries (with one important exception, however: we see the
murderer leaving his apartment with his lover while Jefferies
is sleeping). In Pablo Larrain’s Ema (2019), the audience’s
knowledge is even narrower than that of the eponymous
heroine; the latter has access from the beginning to the
truth about the new adoptive parents of her son whereas the
audience will discover this truth only at the end of the film.
A further restriction that affects film experience
concerns the mode of this experience, which is just dis-
embodied perception. In ordinary experience, on the other
hand, one can enjoy a variety of experiential attitudes: em-
bodied perception, first of all, but also memory and imag-
ination, and possibly perceptual illusion, hallucination and
dream. Here is another sense in which the audience can
find it hard to know what characters know. What is at stake
here is phenomenal knowledge, that is, knowing what it is
like for a subject to undergo a certain experience.
For sure, empathy may enable the audience to
acquire phenomenal knowledge concerning the affective
and emotional dimension of a fictional character’s expe-
rience.14 For instance, the audience can share the char-
acter’s fear or the character’s surprise. Yet, affects and
emotions are evaluative mental states that are grafted onto
more basic cognitive states such as perceptions, memo-
ries, and imaginings,15 whose distinctive attitude is sure-
ly harder to access through empathy. The audience may
deploy empathy to know what it is like to for a character
to feel fear or joy but something more is required to grasp
13 Ibid.
14 J. Stadler, “Empathy and film”, in H.L. Maibom, ed., The Routledge Handbook of
Philosophy of Empathy (London: Routledge, 2016): 317-326. Thanks to a referee for leading
me to consider the role of empathy.
15 K. Mulligan, “From appropriate emotions to values”, The Monist 81, no. 1 (1998): 161-188.
ENRICO TERRONE 75 AN-ICON
the phenomenal difference between an embodied percep-
tual experience and a memory episode or an imagining.
Filmmakers are thus challenged to design disembodied
perceptual experiences that can approximate to the ba-
sic cognitive experiences enjoyed by characters, thereby
leading the audience to grasp what is going on in the char-
acters’ minds. This is arguably one of the most fascinating
challenges that cinema has addressed along its history.
Approximating to embodied perception
Although film experience and ordinary percep-
tion are both perceptual experiences, they differ inasmuch
the latter is embodied in a way the former is not. That is why,
in ordinary experience, we can move towards the things we
perceive and possibly touch them, but we cannot do so in
film experience.
The usual way in which filmmakers lead the
audience to share the embodied perceptual experience
of a character consists in providing the audience with a
standpoint that corresponds to that of the character. This
mode of representation, which is usually called “subjective
shot”, enables us to share the visual perspective of the
character in spite of the fact that our body does not occupy
the corresponding standpoint, which is instead occupied
by the character’s body. As Kendall Walton puts it,
Following a shot of a character looking out a window, there is a
shot of a scene outside. Watching the second shot, we imagine
observing the scene, and we judge that the character looking out
the window has an experience “like this”, like the one we imagine
enjoying. We do not attribute to the character an experience (much)
like our actual visual experience, a visual experience of a film shot,
of a depiction of the scene outside the window. The experience
we attribute to the character is like our actual one only insofar as
imagining seeing is like actually seeing.16
16 K.L. Walton, “Fictionality and imagination – mind the gap”, in In Other Shoes: Music,
Metaphor, Empathy, Existence (Oxford: Oxford University Press, 2015): 17-35, 13.
ENRICO TERRONE 76 AN-ICON
Let me assume that what Walton calls “imag-
ining seeing”, here, matches what I call “disembodied per-
ception”. Under this assumption, we can interpret Walton’s
last sentence as stating that the experience elicited by the
point-of-view remains a disembodied perception, which is
not identical with, but only approximates to, the embodied
perception of the character. Overlooking this limitation can
lead to disastrous effects. Robert Montgomery’s Lady in
the Lake (1947), for example, aims to turn the audience’s
disembodied perception into the perceptual experience of
the main character along the whole duration of the film, but
the result is just that the audience has “the impression that
there is a camera by the name of ‘Philip Marlowe’ stumbling
around Los Angeles and passing itself off as the well-known
human being of the same name”.17
In fact, more cautious and parsimonious uses
of the subjective shot can have outstanding aesthetic ef-
fects. Griffith’s An Unseen Enemy is exemplary in this re-
spect. I pointed out earlier that the film is based on “ob-
jective” shots from neutral standpoints that are aimed to
elicit pure disembodied experiences from the audience. Yet,
quite exceptionally, one subjective shot emphasizes the
most dramatic passage of the story. This shot is a close-
up of the gun that the housekeeper passes through a hole
in the door of the room where the two sisters took refuge
(Fig. 1). We see the gun from the standpoint of the young-
er sister (Fig. 2), and this subjective shot emphasizes the
centrality of that character in the narrative.
Fig. 1. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
17 G.M. Wilson, Narration in Light: 86.
ENRICO TERRONE 77 AN-ICON
Fig. 2. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
She is the one who has a psychological and
relational arc of transformation along the story: at the be-
ginning she refuses reluctantly to kiss her boyfriend but in
the last image of the film she finally accepts the kiss. It is
tempting to see the film as a sort of bildungsroman of this
girl; specifically, her initiation to sexuality. This hermeneutic
temptation is encouraged by the subjective shot in which
the gun passing through the hole evokes a sort of phallic
figure. The next shot shows that the girl is horrified by the
gun. Later in the story, however, she finds the courage to
try to grasp the gun, and then slumps back (Fig. 3 and 4).
Fig. 3. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
Fig. 4. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
ENRICO TERRONE 78 AN-ICON
Interestingly, the editing connects this image of
the girl to the image of her boyfriend walking in the fields (Fig. 5).
Fig. 5. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
This link does not seem to be motivated by the course of
the narrative but rather by a sort of symbolic pattern.
Approximating to memory
The experience of the spectator who watches a
film such as An Unseen Enemy consists in a series of per-
ceptual perspectives on the fictional world. Many of them
are from a neutral, unoccupied point of view but some of
them can match the perceptual point of view of a charac-
ter. Most films function in this way. Some films even try to
make us share the perceptual point of view of non-human
characters. For example, John McTiernan’s Predator (1987)
makes us share the perceptual point of view of an alien
creature, and Pietro Marcello’s Bella e perduta (2015) that
of a buffalo. On the other hand, there are films that do not
limit themselves to making us share the perceptions of
certain fictional characters but also aim to make us share
other basic cognitive states of them.
Let me begin with the case of memory. At the
turning point of Michael Curtiz’s Casablanca (1942), Rick
remembers his love affair with Ilsa in Paris. The combination
of the movement of the camera towards Rick’s face with the
crescendo of the music and the white dissolve indicates that
the following scenes are to be taken as memories of Rick
(Figg. 6,7 and 8). Yet, the kind of experience whereby the
spectator experiences this scene is perception, not memory.
ENRICO TERRONE 79 AN-ICON
The flashback makes us perceive the events that Rick is
remembering rather than his memory experience. We have
not the impression of remembering those events, that is, we
are not enjoying the peculiar phenomenology of memory.
Rather, we keep perceiving those past events set in Paris
in the same disembodied way in which we were perceiv-
ing the present events set in Casablanca which have been
portrayed before the flashback.
Fig. 6. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 7. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 8. Michael Curtiz,
Casablanca, 1942. Still from film.
ENRICO TERRONE 80 AN-ICON
Memory experiences usually are fragmentary, in-
complete and unstable whereas the Paris events portrayed
in the film exhibit the typical accuracy, fluidity and stability
of perception. Moreover, memory experiences typically in-
volve a first-person perspective whereas most shots in the
Casablanca flashback are taken from a neutral objective
perspective, not from Rick’s perspective. Most importantly,
memory experiences, as such, involve a feeling of pastness
whatever their content, whereas our experience of these
scenes of Casablanca lack that phenomenological hall-
mark. Although Rick is represented as remembering, the
flashback only makes us perceive what is remembered, the
content of his memory. This is the standard way in which
flashbacks encode memory in film. We do not think that
Rick’s memory experience is like this. We just think that we
are seeing (in a perceptual attitude) the events that Rick
is remembering (in the memory attitude). At most, certain
films can use stylistic device such as blurred images or
shift from color to black and white in order to stress that
the spectator’s perceptual experience is meant to encode
another kind of mental state. Yet, the spectator experience
remains perceptual in nature. Seeing blurry or seeing in
black and white are still ways of seeing.
Perhaps a better way of getting the spectator
closer to the memory state of a character might consist in
casting as a flashback a shot that was previously conjugat-
ed in the present tense. For example, in François Truffaut’s
L’amour en fuite (1979) flashbacks are made of shots of
previous films of the Antoine Doinel series, so that the spec-
tator shares Antoine’s experience of remembering those
events. Yet, these cases are quite exceptional. In most
films that use flashbacks, only the character is undergoing
a memory experience while the spectator is rather enjoying
a disembodied perception.
Approximating to imagination
Memory differs from imagination in that one
remembers events that one previously perceived whereas
ENRICO TERRONE 81 AN-ICON
the events imagined could not have been perceived. Imag-
ination indeed, unlike memory, can represent events that
did not take place. So, when in John Schlesinger’s Billy Liar
(1963) Billy images himself to be the ruler of an imaginary
country called Ambrosia, we cannot perceive the corre-
sponding events in the story world of Billy Liar because
there are no such events in that world.
However, the way in which Billy Liar’s spectators are
invited to consider Billy’s imaginings is analogous to that in which
Casablanca’s spectators are invited to consider Rick’s memories.
That is, the combination of a camera movement towards the
character’s face with music and visual dissolve (Figg. 9, 10
and 11). In Billy Liar, the shift to imagination is also stressed by
the inner voice of Billy himself who says: “It was a big day for
us. We had won the war in Ambrosia. Democracy was back
once more in our beloved country...”. Yet, the experience that
this segment of Billy Liar elicits from its spectators remains a
perceptual experience. We see Billy on a tank in the middle
of the crowd which celebrates his triumph in the war. Just
as Casablanca makes us perceive the events that Rick is re-
membering, Billy Liar makes us perceive the events that Billy
is imagining. The difference is just that the events remem-
bered belongs to the story world of Casablanca, whereas
the events imagined do not belong to the story world of Billy
Liar. Rather, those events belong to a nested fictional world,
which the filmmaker has built up within the main fiction in
order to represent Billy’s imagining.18
Fig. 9. John Schlesinger,
Billy Liar, 1963. Still from film.
18 On the notion of nested world, see K.L. Walton, “Fictionality and imagination”.
ENRICO TERRONE 82 AN-ICON
Fig. 10. John Schlesinger,
Billy Liar, 1963. Still from film.
Fig. 11. John Schlesinger,
Billy Liar, 1963. Still from film.
Billy Liar does not make us share the imagina-
tive experience of Billy, just as Casablanca did not make us
share the memory experience of Rick. Imaginings, indeed,
usually lack the kind of accuracy, fluidity, objectivity and
stability that characterizes our perceptual experience of the
events imagined by Billy. Moreover, imaginative experienc-
es, as such, should involve a feeling of unreality whatever
their content whereas our experience of these scenes of
Billy Liar lacks such phenomenological hallmark. The con-
tent of our perception, namely, Billy’s triumph, may look
weird and non-realistic but we experience it in the same
way in which we experience other scenes of the film that
look much more realistic. Thus, films such as Billy Liar do
not make us share the imaginative states of fictional char-
acters but only approximate to such states by providing
us with perceptual experiences of nested fictional worlds.
Altering the epistemic status of film
experience
From a phenomenological perspective, there
is just one basic experiential attitude that film spectators
ENRICO TERRONE 83 AN-ICON
can take towards the fictional events portrayed. Wilson,19
following Walton,20 calls it “imagining seeing” while I prefer
to dub it “disembodied perception”. That said, there are
different ways in which spectators can relate this experi-
ence to the fictional world they are exploring; this is what
Wilson calls the “the epistemic status of the contents of
their imagined seeing”.21
The default assumption about the epistemic
status of film experience is that we are perceiving the fic-
tional world as it is, from a neutral perspective that does
not match the point of view of anybody. In other words, the
basic epistemic status of film experience is pure perceptual
knowledge. Yet, this basic epistemic status can be altered
by cues coming from the content or the context of our per-
ceptual experience. The main way of altering the epistemic
status consists in a shift from the neutral viewpoint of the
spectator as a detached observer to the subjective view-
point of a character. In such cases, the spectator is invited
to relate what she is perceiving in a disembodied way to
the embodied perception or memory or imagination of a
certain character. Yet, the spectator’s experience does not
turn into an embodied perception or memory or imagina-
tion. It remains a disembodied perception; only its epistemic
status undergoes alteration. In the default case, we cast our
disembodied experience merely as a source of perceptual
knowledge about the objective facts of the fictional world.
In the altered states, on the other hand, we cast our disem-
bodied experience as a source of knowledge concerning also
(in the case of embodied perception and memory) or only
(in the case of imagination) the subjectivity of a character.
Some films leave the epistemic status of cer-
tain shots indeterminate. In Ingmar Bergman’s Wild Straw-
berries (1957), for instance, it is not evident whether the
protagonist Isak Borg is remembering or rather imagining
certain episodes of his teenage. Spectators just perceive
19 G.M. Wilson, Seeing Fictions in Film: 164.
20 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge, MA: Harvard University Press, 1990).
21 G.M. Wilson, Seeing Fictions in Film: 164.
ENRICO TERRONE 84 AN-ICON
such episodes in the usual disembodied way and acknowl-
edge that something is going on in Isak’s mind rather than
in the outer world. One might say that the spectator per-
ceives a nested fictional world which is made of elements
coming from both Isak’s memory and Isak’s imagination,
but she cannot precisely tell the imaginative elements
from the memory elements. The epistemic status of these
shots thus remains indeterminate: suspended, as it were,
between memory and imagination. Likewise, the scenes
of Federico Fellini’s Otto e mezzo (1963) that portray the
protagonist Guido Anselmi in his childhood (being bathed
in wine lees and then put in bed; playing football in the
schoolyard and then visiting Saraghina; being punished by
the priests and then returning to Saraghina) have an inde-
terminate epistemic status which lies between memory and
imagination. The spectator has a perceptual disembodied
experience of a nested fictional world which is made of
elements arguably coming from both Guido’s imagination
and Guido’s memory, but she finds it hard to precisely dis-
tinguish what is coming from where.
The phenomenological virtues of film
compared to theater
If film experience is just a kind of perceptual
experience which can at most approximate to other mental
states such as memory or imagination, why scholars like
Münsterberg and Panofsky have stated that films can lead
spectators to enjoy the latter mental states?
I propose a historical explanation according
to which statements such as Münsterberg’s or Panofsky’s
are to be read as comparisons between film and theater.
Both these forms of art invite the spectator to enjoy a per-
ceptual experience of a fictional world. Yet, the experience
that theater elicits from the spectator is ordinary embod-
ied perception whereas film experience is a peculiar kind
of disembodied perception. At the theater, the spectator
sees the play from a standpoint that corresponds to the
standpoint of her body, and that standpoint can change
ENRICO TERRONE 85 AN-ICON
if the body moves. Slightly moving one’s head can be
sufficient to change one’s perspective on the events por-
trayed by a play; if one moved closer to the stage, one
would even perceive those events from a closer standpoint.
In this sense, theater experience works just as ordinary
perception; it is as if fictional events had been magical-
ly transported in our own environment, in our egocentric
space. In film experience, on the other hand, it is the spec-
tator’s viewpoint that seems to be magically transported in
the middle of fictional events even though her body firmly
remains in her seat. Film experience is thus independent
from the spectator’s bodily movement in a way theater ex-
perience is not. This is what motivates the characterization
of film experience as a sort of disembodied perception.
Thus, film experience is much more flexible
than theater experience when it comes to approximating to
other mental states such as memory or imagination, whose
content also is quite independent from the position and the
possible movements of one’s body. Panofsky nicely makes
this point when he writes:
In a theater, space is static, that is, the space represented on the
stage, as well as the spatial relation of the beholder to the spectacle,
is unalterably fixed. [.. ] With the movies the situation is reversed. Here,
too, the spectator occupies a fixed seat, but only physically, not as the
subject of an aesthetic experience. Aesthetically, he is in permanent
motion as his eye identifies itself with the lens of the camera, which
permanently shifts in distance and direction. [.. ] This opens up a world
of possibilities of which the stage can never dream.22
Among the possibilities of film in comparison
with theater, there is surely the capacity to lead the spec-
tator in the proximity of the mental states of the characters.
Yet, this does not mean that, in those cases, film experience
turns into a memory experience or into an imaginative ex-
perience; it remains a perceptual experience, though one
aimed at approximating to other mental states.
22 E. Panofsky, “Style and medium in the motion pictures”: 18-19.
ENRICO TERRONE 86 AN-ICON
Film experience, as a disembodied perceptual
experience, reveals itself to be especially apt to emulate
mental states such as perceptual illusion, hallucination and
dream, whose attitude is not as distinct from that of per-
ception as it is the attitude of memory or that of imagina-
tion. One can cast perceptual illusions, hallucinations and
dreams as perceptual experiences that, unlike standard
perception, fail to represent things as they are. Specifical-
ly, perceptual illusions lead the perceiver to cast things as
having properties they do not actually have, while “partial
hallucinations” lead her to perceive things that actually have
not their place in her environment, and “total hallucinations”,
just like dreams, leads the subject to experience a totally
made up environment.23
Ordinary perception is somehow authoritative
as for the reality of its content, and theater experience
tends to inherit this epistemic authority, which it applies to
the story world. Film experience, on the other hand, has a
weaker epistemic authority despite its perceptual character.
I contend that this depends on its peculiarly disembodied
attitude. While watching a film, we have the impression of
seeing characters who inhabit the story world, and events
that occur in it, and we usually tend to endorse such im-
pression thereby acquiring pieces of information about the
story world. Yet, we do not perceive these events as occur-
ring in the environment we inhabit with our body, and this
somehow affect the degree of reliability of those pieces of
information. Even though we tend to cast film experienc-
es as a perception of events in the fictional world, we are
disposed to acknowledge that this experience might mis-
lead us as regards the way things are in that world. In this
sense, film experience is a perceptual experience that can
get closer than standard perception and theater experience
to illusion, hallucination and dream.
23 For the distinction between partial and total hallucinations, see A.D. Smith, The Problem
of Perception (Cambridge, MA: Harvard University Press, 2002): 193. Note that I am putting
total hallucination and dreams on a par not because I think they are, but just because I reckon
that discussing their difference goes beyond the scope of this paper.
ENRICO TERRONE 87 AN-ICON
If the perceptual experience is a genus among
whose species one can find not only standard perception
but also illusion, hallucination, and dream, then film ex-
perience can be cast as a peculiar further species of the
genus, which can emulate all the other mental states of
that genus. This fact is exploited by those films that lead
the spectator to share the deceptive perceptual experi-
ences of a character. In films such as David Fincher’s Fight
Club (1999) and Ron Howard’s A Beautiful Mind (2001) we
share the partial hallucination of the heroes by being in
turn deceived by our perceptual experience of the events
portrayed. Likewise, in films such as Robert Wiene’s The
Cabinet of Dr. Caligari (1920) or Fritz Lang’s The Woman
in the Window (1944), we share the total hallucinations or
dreams of the characters by wrongly casting certain film
experiences as perceptions of events that actually occur
in the story world. In Wilson’s terms,24 spectators of such
films enjoy the proper perceptual experiences but fail to
endow them with the proper epistemic status, which is not
the reliability of standard perception but rather the unreli-
ability of illusion, hallucination or dream.
In David Lynch’s Mulholland Drive (2001), at
least according to a popular interpretation of the film,25
dream, memory and perception are combined in a way that
can be grasped only after the fact. The first part of the film is
presented from an allegedly neutral perceptual perspective
but later reveals itself to be a dream of the protagonist Di-
ane Selwyn. The material of that dream comes from Diane’s
memories constituting the flashbacks that we find in the
second part of the film, which also provides us with a neu-
tral perceptual perspective on the last moments of Diane’s
life, from her waking up from her dream to her suicide.
24 G.M. Wilson, Seeing Fictions in Film: 164.
25 See for instance B. Wyman, M. Garrone, A. Klein, “Everything you were afraid to ask
about Mulholland Drive”, Salon (October 24, 2001), https://www.salon.com/2001/10/24/
mulholland_drive_analysis/; P. Bertetto, “L’analisi interpretativa. Mulholland Drive”, in P.
Bertetto, ed., Metodologie di analisi del film (Rome-Bari: Laterza: 2007): 223-255.
ENRICO TERRONE 88 AN-ICON
The phenomenological virtues of virtual
reality compared to film
While film provides us with a disembodied per-
ceptual experience, virtual reality makes us perceive an
egocentric space, that is, a space which is centered in our
body in the way the space of ordinary perception is. Both or-
dinary perception and virtual-reality experience are such as
that our bodily movements correspond to change in our
viewpoint whereas the viewpoint of film experience is in-
dependent from the viewer’s body.
Virtual reality thus shares with theater a sig-
nificant proximity to ordinary perception that film, instead,
lacks. Should we conclude that virtual reality, just like the-
ater, is less apt than film to approximate to non-perceptual
mental states such as memory or imagination? Not so.
Film experience, as disembodied perception,
is already an altered state in comparison to ordinary per-
ception. Nothing else remains to be altered at the phenom-
enological level. The only possible alterations, as I have
argued earlier, are alterations in the epistemic status of
our perceptual experience: clues in the context or in the
content of film experience may lead us to cast it as the
memory or the imagining of a character, or even as a de-
ceptive experience such as an illusion, an hallucination or
a dream. Virtual-reality experience and theater experience,
on the other hand, are not intrinsically altered; they work
just as ordinary perception works. Yet, virtual-reality expe-
rience can be altered in a way in which theater experience
surely cannot be altered. Even though the default mode
of virtual-reality experience is the emulation of ordinary
perception, a virtual reality system might be designed so
to provide users with experiences of completely different
kinds. Whether and how such experience can effectively
emulate memory episodes and imaginings remains an open
question. Arguably the emulation of perception has been
the main aim of virtual reality technology so far. Still, this
technology has also a potential for altering its basic per-
ceptual mode thereby getting the user’s experience closer
ENRICO TERRONE 89 AN-ICON
to other kinds of mental states. Emulating memory and
imagination through perception, the great challenge for
filmmakers in the twentieth century, might become the great
challenge for virtual-reality makers in the twenty-first. Para-
phrasing Panofsky’s statement, virtual reality might open
up a world of possibilities of which film can never dream.
ENRICO TERRONE 90 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
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] | On the altered
states of machine
vision. Trevor Paglen, Hito
Steyerl, Grégory
by Antonio Somaini
Chatonsky
Machine learning
Digital images
Paglen
Steyerl
Chatonsky
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
On the altered states
of machine vision.
Trevor Paglen, Hito Steyerl,
Grégory Chatonsky
by Antonio Somaini
Abstract The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning to the vast domain of
networked digital images. The impact of such technologies
is so profound that it leads us to raise the very question of
what we mean by “vision” and “image” in the age of artifi-
cial intelligence. This paper will focus on the work of three
artists – Trevor Paglen, Hito Steyerl, Grégory Chatonsky
– who have recently employed technologies of machine
learning in non-standard ways. Rather than using them
to train systems of machine vision with their different op-
erations (face and emotion recognition, object and move-
ment detection, etc.) and their different fields of application
(surveillance, policing, process control, driverless vehicle
guidance, etc.), they have used them in order to produce
entirely new images, never seen before, that they present
as altered states of the machine itself.
Machine learning Digital images Paglen Steyerl Chatonsky
To quote this essay: A. Somaini, “On the altered states of machine vision. Trevor Paglen, Hito Steyerl,
Grégory Chatonsky”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 91-111
ANTONIO SOMAINI 91 AN-ICON
The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning – one of the areas of
so-called “artificial intelligence” – to the vast domain of
networked digital images. Three strictly interrelated phe-
nomena, in particular, are producing a real tectonic shift in
the contemporary iconosphere, introducing new ways of
“seeing” and new “images” – we’ll return later to the mean-
ing of these quotation marks – that extend and reorganize
the field of the visible, while redrawing the borders between
what can and what cannot be seen.
These three strictly interrelated phenomena are:
ჸ the new technologies of machine vision fuelled by pro-
cesses of machine learning such as the Generative Adversarial
Networks (GAN);
ჸ the ever-growing presence on the internet of trillions of
networked digital images that are machine-readable, in the sense
that they can be seen and analyzed by such technologies of ma-
chine vision;
ჸ the entirely new images that the processes of machine
learning may generate.
Considered from the perspective of the longue
durée of the history of images and visual media, the ap-
pearance of these three phenomena raises a whole series
of aesthetic, epistemological, ontological, historical and
political questions. Their impact onto contemporary visu-
al culture is so profound that it leads us to raise the very
question of what we mean by “vision” and “image” in the
age of artificial intelligence.
What is “seeing” when the human psycho-phys-
iological process of vision is reduced, in the case of machine
vision technologies, to entirely automated operations of pat-
tern recognition and labelling, and when the various appli-
cations of such operations (face and emotion recognition,
object and motion detection) may be deployed across an ex-
tremely vast visual field (all the still and moving images acces-
sible online) that no human eye could ever attain? In speak-
ing of “machine vision”, are we using an anthropomorphic
ANTONIO SOMAINI 92 AN-ICON
term that we should discard in favor of a different set of
technical terms, specifically related to the field of computer
science and data analysis, that bear no connection with the
physiological and psychological dynamics of human vision?
Artists-researchers such as Francis Hunger and scholars
such as Andreas Broeckmann (with his notion of “optical
calculus” as “an unthinking, mindless mechanism, a calcu-
lation based on optically derived input data, abstracted into
calculable values, which can become part of computational
procedures and operations”),1 Adrian MacKenzie and Anna
Munster (with their ideas of a “platform seeing” operating
onto “image ensembles” through an “invisual perception”),2
Fabian Offert and Peter Bell (with their idea according to
which the “perceptual topology” of machines is irreconcil-
able with human perception)3 have argued for the necessity
of moving beyond anthropocentric frameworks and terms,
highlighting the fact that machine vision poses a real chal-
lenge for the humanities.
Can we still use the term “image” for a digital
file, encoded in some image format,4 that is machine-read-
able even when it is not visible by human eyes, or that be-
comes visible on a screen as a pattern of pixels only for
a small fraction of time, spending the rest of its indefinite
lifespan circulating across invisible digital networks? Can
concepts such as that of “iconic difference” [ikonische Dif-
ferenz],5 which highlights the fundamental perceptual dif-
ference between an image and its surroundings (its “hors
champ”) be still applied to machine-readable images?
And what is the status of the entirely new im-
ages produced by processes of machine learning? These
1 A. Broeckmann, “Optical Calculus”, paper presented November 2020 at the conference
Images Beyond Control, FAMU, Prague, video, 5:01, https://www.youtube.com/
watch?v=FnAgBbInMfA.
2 A. MacKenzie, A. Munster, “Platform Seeing: Image Ensembles and Their Invisualities”,
Theory, Culture & Society 36, no. 5 (2019): 3-22.
3 F. Offert, P. Bell, “Perceptual bias and technical metapictures: critical machine vision as a
humanities challenge”, AI & Society (2020), https://link.springer.com/article/10.1007/s00146-
020-01058-z.
4 On the theory of formats, see M. Jancovic, A. Schneider, A. Volmar, eds., Format Matters:
Standards, Practices, and Politics in Media Cultures (Lüneburg: Meson Press, 2019).
5 On the notion of “iconic difference”, see G. Boehm, “Ikonische Differenz”, Rheinsprung 11.
Zeitschrift für Bildkritik 1 (2011): 170-176.
ANTONIO SOMAINI 93 AN-ICON
are images that are not produced through some traditional
form of lens-based analog or digital optical recording, nor
through traditional computer-generated imagery (CGI) sys-
tems, but rather through processes belonging to the wide
realm of artificial intelligence that either transform existing
images in ways that were impossible until a few years ago,
or create entirely new images, never seen before. What do
such images represent, what kind of agency do they have,
how do they mediate our visual relation to the past, the
present, and the future? And why have such new images
generated by processes of machine learning been so of-
ten considered, both in popular culture and in the work of
contemporary artists, to be the product of some kind of
altered state – a “dream”, a “hallucination”, a “vision”, an
“artificial imagination” – of the machine itself?
Before we analyse the way in which this last
question is raised, in different ways, by popular computer
programs such as Google’s DeepDream (whose initial name
echoed Christopher Nolan’s 2010 film “Inception”), and by
the recent work of contemporary artists and theorists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky, let
us begin with a quick overview of the current state of ma-
chine vision technologies, with their operations and appli-
cations, and of the new images produced by processes of
machine learning that are increasingly appearing through-
out contemporary visual culture.
The impact of machine learning
technologies onto contemporary visual
culture
First tested in the late 1950s, with image rec-
ognition machines such as the Perceptron (developed at
the Cornell Aeronautical Laboratory by Frank Rosenblatt
in 1957), and then developed during the 1960s and 1970s
as a way of imitating the human visual system in order
to endow robots with intelligent behavior, machine vision
technologies have entered a new phase, in recent years,
with the development of machine learning processes,
ANTONIO SOMAINI 94 AN-ICON
and with the possibility of using immense image databases
accessible online as both training sets and fields of appli-
cation.6 If in the 1960s and 1970s the goal was mainly to
extract three-dimensional structures from images through
the localization of edges, the labelling of lines, the detection
of shapes and the modelling of volumes through feature
extraction techniques such as the Hough transform (invent-
ed by Richard Duda and Peter Hart in 1972, on the basis
of a 1962 patent by Paul Hough), the recent development
of machine learning techniques and the use of vast image
training sets organized according to precise taxonomies
– such as ImageNet, in which 14 millions of images are
organized according to 21,000 categories derived from
the WordNet hierarchy (a large lexical database of English
nouns, verbs, adjectives and adverbs)7 – have allowed a
rapid increase in the precision of all the operations of ma-
chine vision.
Among such operations, we find pixel counting;
segmenting, sorting, and thresholding; feature, edge, and
depth detection; pattern recognition and discrimination;
object detection, tracking, and measurement; motion cap-
ture; color analysis; optical character recognition (this last
operation allowing for the reading of words and texts within
images, extending the act of machine “seeing” to a form
of machine “reading”).
For a few years now, such operations have
been applied to the immense field of machine-readable
images. A field whose dimensions may be imagined only if
we understand that any networked digital image – wheth-
er produced through some kind of optical recording, or
entirely computer-generated, or a mix of the two, as it is
often the case – may be analysed by machine vision tech-
nologies based on processes of machine learning such
as the Generative Adversarial Networks (GAN).8 Starting
from vast training sets containing images similar to the
6 For a general overview of computer vision and computer imagery, with its historical
developments, see S. Arcagni, L’occhio della macchina (Turin: Einaudi, 2018).
7 “ImageNet”, accessed November 3, 2021, http://www.image-net.org/.
8 I. Goodfellow et al., “Generative adversarial nets”, Advances in neural information
processing systems (2014): 2672-2680.
ANTONIO SOMAINI 95 AN-ICON
ones the system has to learn to identify, and feeding such
training sets into an ensemble of two adversarial neural
networks that act as a Generator and a Discriminator that
are in competition against one another, the GAN-based
machine vision systems have gradually become more and
more precise in performing their tasks. All the main smart
phone producers have equipped their devices with cam-
eras and image processing technologies that turn every
photo we take into a machine-readable image, and internet
giants such as Google and Facebook, as well as a host of
other companies, have developed machine vision and face
recognition systems capable of analysing the immense
quantity of fixed and moving images that exist on the in-
ternet and that continue to be uploaded every day, raising
all sorts of ethical and political issues and highlighting the
need for a broader legal framework that for the moment is
largely missing.9
Considered together, such machine vision sys-
tems are turning the contemporary digital iconosphere and
the entire array of contemporary screens, with their various
dimensions and degrees of definition,10 into a vast field for
data mining and data aggregation. A field in which faces,
bodies, gestures, expressions, emotions, objects, move-
ments, places, atmospheres and moods – but also voices
and sounds, through technologies of machine hearing –
may be identified, labelled, stored, organized, retrieved,
and processed as data that can be quickly accessed and
activated for a wide variety of purposes: from surveillance
to policing, from marketing to advertising, from the mon-
itoring of industrial processes to military operations, from
the functioning of driverless vehicles to that of drones and
robots, from the study of the inside of the human body
through the analysis of medical imagining all the way up to
9 As I complete the final revisions of this essay, on 2 November 2021, Facebook just
announced its decision to stop using facial-recognition software that could automatically
recognize people in photos and videos posted on the social network: a massive shift for a
company that is currently trying to reposition itself, also through the new company name Meta,
adopted in October 2021.
10 On the aesthetic, epistemological, historical and political implications of the high and low
definition of images, see F. Casetti, A. Somaini, eds., La haute et la basse définition des images.
Photographie, cinéma, art contemporain, culture visuelle (Milan-Udine: Mimesis, 2021).
ANTONIO SOMAINI 96 AN-ICON
the study of the surface of the Earth and of climate change
through the analysis of satellite images. Even disciplines
that might seem to be distant from the most common cur-
rent applications of machine vision technologies, such as
art history and film studies, are beginning to test the pos-
sibilities introduced by such an automated gaze, capable
of “seeing” and analyzing, according to different criteria,
vast quantities of visual reproductions of artworks or vast
corpuses of films and videos in an extremely short time.11
In order to fully understand the impact of ma-
chine learning onto contemporary visual culture, we need
to add, to the vast field of machine vision technologies that
we just described, the new images produced by processes
of machine learning – often, the same GAN that are used
to train and apply machine vision systems – that either
transform pre-existing images in ways that were impossible
until a few years ago, or create entirely new images, never
seen before.
In the first case, we are referring to processes
of machine learning capable of transforming existing imag-
es that can have very different applications: producing 3D
models of objects from 2D images; changing photographs
of human faces in order to show how an individual’s ap-
pearance might change with age (as with the app Face-
App) or by merging a face with another face (Faceswap);12
animating in a highly realistic way the old photograph of
a deceased person (Deep Nostalgia, developed by My-
Heritage);13 creating street maps from satellite imagery;14
taking any given video, and “upscaling” it, by increasing
its frame rate and its definition. An emblematic example
11 See for example the various experiments being developed at the Google Arts & Culture
Lab: “Google Arts & Culture”, accessed November 3, 2021, https://artsandculture.google.
com/, or the way in which the EYE Film Museum in Amsterdam is testing new ways of
accessing its collections through a program fuelled by machine vision systems: “Jan Bot”,
accessed December 2, 2021, https://www.jan.bot/.
12 The website of Faceswap, which announces itself as “the leading free and OpenSource
multiplatform Deepfakes software”: “Faceswap”, accessed November 3, 2021, https://
faceswap.dev/.
13 “Deep Nostalgia”, accessed November 3, 2021, https://www.myheritage.fr/deep-nostalgia.
14 R. Matheson, “Using artificial intelligence to enrich digital maps. Model tags road features
based on satellite images, to improve GPS navigation in places with limited map data”, MIT
News, January 23, 2020, https://news.mit.edu/2020/artificial-intelligence-digital-maps-0123.
ANTONIO SOMAINI 97 AN-ICON
of this last application, which may alter significantly our
experience of visual documents of the past, would be the
videos realized by Denis Shiryaev15 in which, through a
process of machine learning, a Lumière film such as L’Ar-
rivée d’un train en gare de La Ciotat (1896) is transformed
from the original 16 frames per second to 60 frames per
second, from the original 1.33:1 format to a contemporary
16:9 format, and from the original, grainy 35mm analog
film to a 4K digital resolution.16 In other examples of imag-
es transformed by machine learning, the transformations
are much more radical, as it happens with the so-called
“deepfakes”: videos that use neural networks in order to ma-
nipulate the images and the sounds of pre-existing videos
– in some cases a single, pre-existing image – producing
new videos that have a high potential to deceive. Among
the many examples that can now be found across the in-
ternet in different domains such as pornography, politics
and social media, pornographic videos in which faces of
celebrities are swapped onto the bodies of porn actors,
a TikTok account with a whole series of odd videos by a
“Deep Tom Cruise”,17 or speeches by public figures such as
Barack Obama18 and Queen Elizabeth19 whose content has
been completely altered in such a way that the movements
of their mouths perfectly match the new, invented words
they are uttering. And among the applications of deepfakes
in the musical realm, the “new” songs by long deceased
singers, whose style and voice are reproduced in a highly
realistic way by applications of machine learning such as
Jukebox, developed by OpenAI20: a “resurrecting” function
15 “Denis Shiryaev”, Youtube channel, accessed November 3, 2021, https://www.youtube.
com/c/DenisShiryaev/videos. For an online platform offering video enhancement powered by
AI, see: “Neural Love”, accessed December 2, 2021, https://neural.love/.
16 The video of the upscaled version of L’Arrivée d’un train en gare de La Ciotat (1896) can
be found all across YouTube, in various black-and-white and colored version. For a version in
color, see: Deoldify videos, “[DeOldified] Arrival on a Train at La Ciotat (The Lumière Brothers,
1896)”, Youtube video, February 4, 2020, https://www.youtube.com/watch?v=EqbOhqXHL7E.
17 “Deep Tom Cruise”, TikTok account, accessed November 3, 2021, https://www.tiktok.
com/@deeptomcruise.
18 BuzzFeed Video, “You Won’t Believe What Obama Says in This Video!”, Youtube video,
April 17, 2018, https://www.youtube.com/watch?v=cQ54GDm1eL0.
19 Channel 4, “Deepfake Queen: 2020 Alternative Christmas Message”, Youtube video,
December 25, 2020, https://www.youtube.com/watch?v=IvY-Abd2FfM.
20 “Jukebox”, accessed November 3, 2021, https://openai.com/blog/jukebox/.
ANTONIO SOMAINI 98 AN-ICON
that in the animated photographs of deceased persons of
Deep Nostalgia.
In the second case, the use of machine learning
processes leads to the creation of entirely new images or
sections of images: modelling patterns of motion (for ex-
ample, crowd motion) in video, thereby leading computer
generated imagery, in some cases fuelled by artificial intelli-
gence, to produce new kinds of “contingent motion”;21 pro-
ducing highly photorealistic images of objects and environ-
ments for different kinds of advertising; inventing perfectly
realistic faces of people that actually do not exist through
open source softwares such as StyleGan and then make
them accessible through projects such as Philip Wang’s
This Person Does Not Exist.22
To these widespread applications of machine
learning we may add the hybrid, unprecedented imagery
produced by the software DeepDream, created in 2015 by
the Google engineer and artist Alexander Mordvintsev: a
program that uses Convolutional Neural Networks in order
to enhance patterns in pre-existing images, creating a form
of algorithmic pareidolia, the impression of seeing a figure
where there is none, which is here generated by a process
which repeatedly detects in a given image patterns and
shapes that the machine vision system has been trained
to see. 23 The result of such a recursive process, in which
every new image is submitted again to the same kind of
pattern and shape recognition, are images that recall an
entire psychedelic iconography that spans through cinema,
photography, the visual arts and even so-called art brut:
images that are here presented as a sort of dream – a hal-
lucinogenic, psychedelic dream – of the machine itself.
21 J. Schonig, “Contingent Motion: Rethinking the ‘Wind in the Trees’ in Early Cinema and
CGI”, Discourse: Journal for Theoretical Studies in Media and Culture 40, no. 1 (2018): 30-61.
22 “This Person does not exist”, accessed November 3, 2021, https://thispersondoesnotexist.com/.
23 The program is now open source: see “Deep Dream Generator”, accessed November
3, 2021, https://deepdreamgenerator.com/. See also: “Alexander Mordvintsev”, accessed
November 3, 2021, https://znah.net/.
ANTONIO SOMAINI 99 AN-ICON
Fig. 1
Fig. 2
Fig. 3
The original image (Fig. 1) has been
modified by applying ten (Fig. 2)
and then fifty (Fig. 3) iterations of the
software DeepDream, the network having
been trained to perceive dogs.
ANTONIO SOMAINI 100 AN-ICON
Exploring the “altered states”
of machine vision through Generative
Adversarial Networks
The idea that lies at the basis of the DeepDream
software – the idea that machine learning technologies, and
in particular the Convolutional Neural Networks (CNN) and
Generative Adversarial Networks (GAN), may be used in order
to explore and reveal the altered states of machine vision – can
also be found in the recent works of artists (often active also
as theorists) such as Trevor Paglen, Hito Steyerl, and Grégory
Chatonsky.24 By insisting on the “creative”, image-producing
potential of Generative Adversarial neural networks – rather
than on their standard application for the training of machine
vision systems – the three of them explore a vast field of
images that they consider to be “hallucinations”, “visions of
the future”, or the product of an “artificial imagination”, char-
acterized by a new form of realism, a “disrealism”.
Trevor Paglen’s entire work as an artist and the-
orist, since 2016, has been dedicated to the attempt of un-
derstanding and visualizing the principles that lie at the basis
of machine vision technology. Through texts (sometimes
written in collaboration with the researcher Kate Crawford),25
exhibitions, performances, and works made of still and mov-
ing images, Paglen has tried to highlight not only the social
and political biases that are inherent in the way machine vi-
sion systems are structured, but also the way in which such
systems diverge profoundly from human vision.26
In an article published in December 2016 in The
New Inquiry with the title “Invisible Images (Your Pictures
Are Looking at You)”,27 Paglen discusses the new challeng-
es that arise in a context in which “sight” itself has be-
come machine-operated and separated by human eyes,
24 Among the first artists who started working with GANs, one should remember Helena Sarin
and Mike Tyka. See “Helena Sarin”, AI Artist, accessed November 3, 2021 https://aiartists.org/
helena-sarin, and “Mike Tyka”, accessed November 3, 2021, https://miketyka.com/.
25 K. Crawford, Atlas of AI: Power, Politics, and the Planetary Costs of Artificial Intelligence
(New Haven: Yale University Press, 2021).
26 See: “Trevor Paglen”, accessed November 3, 2021, https://paglen.studio/.
27 T. Paglen, “Invisible Images (Your Pictures Are Looking at You)”, The New Inquiry, December
8, 2016: https://thenewinquiry.com/invisible-images-your-pictures-are-looking-at-you/.
ANTONIO SOMAINI 101 AN-ICON
participating in a vast field of image operations. Arguing
that what we are currently experiencing is part of a vast
transition from human-seeable to machine-readable imag-
es – a new condition in which “the overwhelming majority
of images are now made by machines for other machines,
with humans rarely in the loop” – Paglen writes that
if we want to understand the invisible world of machine-machine vi-
sual culture, we need to unlearn to see like humans. We need to learn
how to see a parallel universe composed of activations, keypoints,
eigenfaces, feature transforms, classifiers, training sets, and the like.28
We need to unlearn to see like humans. But how
can we not see like humans, how can we step out of our
human point of view? Accomplishing this apparently impos-
sible task – a task which echoes the recurrent philosophical
problem of how to step out of one’s own socio-historical
position, of one’s own cognitive and emotional framework
– has been the main goal of Trevor Paglen’s artistic practice
during the last few years, as we can see in a body of works
that was initially produced in 2017 through various col-
laborations with computer vision and artificial intelligence
researchers as an artist-in-residence at Stanford Univer-
sity, and was first exhibited at the Metro Pictures Gallery
in New York in an exhibition entitled A Study of Invisible
Images (September 8 – October 21, 2017) 29, before being
presented at various other galleries and museums such as
the Osservatorio of the Fondazione Prada in Milan, or the
Carnegie Museum of Art in Philadelphia, in an exhibition
entitled Opposing Geometries (2020).
The works in the exhibition at Metro Pictures
present a possible response to the challenge of how to pen-
etrate within systems of machine vision that tend to expel
the human gaze from their processes. Among them, we
find the attempt to master the machine learning techniques
28 Ibid.
29 A series of images of the works presented in the exhibition can be found at the following
address: “Trevor Paglen. A study of Invisible Images”, Metro Pictures, accessed January 19,
2020, http://origin.www.metropictures.com/exhibitions/trevor-paglen4.
ANTONIO SOMAINI 102 AN-ICON
that are commonly used for machine vision applications, in
order to hack them and lead them to produce entirely new
images, never seen before, that may be considered as a
form of hallucination of machine vision.
This is what happens in a series of still images
entitled Adversarially Evolved Hallucinations, which Paglen
developed through a non-standard application, in three
steps, of Generative Adversarial Networks.30
The first step consisted in establishing new,
original training sets. Instead of using the usual corpuses
of images that are used to train machine vision systems
in recognizing faces, objects, places and even emotions –
corpuses that are often derived by pre-existing and easily
available image databases such as the already mentioned
ImageNet – Paglen established new training sets composed
by images derived from literature, psychoanalysis, political
economy, military history, and poetry. Among the various
taxonomies he used in order to compose his training sets
we find “monsters that have been historically interpreted
as allegories of capitalism”, such as vampires, zombies,
etc.; “omens and portents”, such as comets, eclipses, etc.;
“figures and places that appear in Sigmund Freud’s The In-
terpretation of Dreams”, a corpus which includes various
symbols from Freudian psychoanalysis; “Eye-Machines”, a
series of images clearly inspired by Harun Farocki’s videoin-
stallations Eye-Machine I, II, III (2001-2003) and containing
images of surveillance cameras or of spaces under surveil-
lance; “American Predators”, a corpus containing various
predatory animals, plants, and humans indigenous to the
United States, mixed with military hardware like predator
drones and stealth bombers.
The second step consisted in feeding these un-
usual training sets into the two neural networks of the GAN
system: the Discriminator and the Generator. These two
networks begin interacting with one another in an adver-
sarial, competitive way, in such a way that the Discriminator,
30 Information on the Adversarially Evolved Hallucinations can be found in Trevor
Paglen’s website: T. Paglen, “Hallucinations”, accessed November 3, 2021, https://paglen.
studio/2020/04/09/hallucinations/.
ANTONIO SOMAINI 103 AN-ICON
after having received the initial training set, has to evaluate
the images that it receives from the Generator, deciding
whether they resemble or not to those of the training set. As
the process unfolds through reiterated exchanges between
the two neural networks, the Discriminator becomes more
and more precise and effective in evaluating the images
that are submitted to it.
The third step consists in the artist intervening
in the process and choosing to extract, at a given mo-
ment, one of the images produced by the Generator: an
image that emerges from the sequence of the adversarial
exchanges, and that is the result of one of the countless
attempts by the Generator to test the precision of the Dis-
criminator, trying to fool it. In the case of the series of the
Adversarially Evolved Hallucinations, all the images selected
by Paglen seem to bear some kind of resemblance to the
ones contained in the original training sets – even though
we cannot really assess the degree of this resemblance,
because the training sets are not accessible to us – while
displaying at the same time different forms of deviations
and aberrations that recall a sort of psychedelic imaginary.
Among Paglen’s Adversarially Evolved Hal-
lucinations, we find images with titles such as Vampire
(Corpus: Monsters of Capitalism), Comet (Corpus: Omens
and Portents), The Great Hall (Corpus: The Interpreta-
tion of Dreams), Venus Flytrap (Corpus: American Pred-
ators), A Prison Without Gards (Corpus: Eye-Machines).
In the case of Vampire (Corpus: Monsters of Capitalism),
ANTONIO SOMAINI 104 AN-ICON
Fig. 4. Trevor Paglen, Vampire
(Corpus: Monsters of Capitalism),
dye sublimation metal print, 2017
the Discriminator was trained on thousands
of images of zombies, vampires, Frankensteins, and other
ghosts that have been at some point – be it in essays, liter-
ary texts, or films – associated with capitalism. Paglen then
set the Generator and Discriminator running until they had
synthesized a series of images that corresponded at least
in part to a specific class within the given corpus. From all
of the even slightly acceptable options that the GAN gen-
erated, Paglen then selected the one we see in the series
exhibited at Metro Pictures as the “finished work”.
There may be multiple reasons behind Trevor
Paglen’s decision to call these images “hallucinations”. To
begin with, such images recall a type of imagery that we
might consider to be “psychedelic” or “surrealist”: in some
of them, we definitely see echoes of Max Ernst, or Salvador
Dalì. A second reason may lie in the attempt to emphasize
the fact that the result of this non-standard application of
the processes of machine learning – a process which un-
folds within a closed machine-to-machine space, the in-
visible space of the back-and-forth between the Generator
and the Discriminator from which human eyes are excluded
– produces images that, just like human hallucinations, have
no footing in exterior reality, or may merge in unpredictable
ANTONIO SOMAINI 105 AN-ICON
way with shapes and forms stemming from the perception
of the outer world. Finally, the term “adversarially evolved
hallucinations” may underline the fact that these images
are the result of a machine learning process gone astray: a
process which has been hacked and led to drift away from
its original, standard applications.
The reference to the term “hallucinations”, though,
should not be misleading. What Trevor Paglen tries to show
us with his Adversarially Evolved Hallucinations has really
nothing to do with a disruption of the orderly functioning of
human consciousness. What they highlight, rather, is the
radical otherness of machine vision, if compared with human
vision. A radical otherness based on operations that have
nothing to do with human, embodied vision, which we may
just try to grasp through the impossible attempt of “unlearn-
ing to see like humans”.
We find a different application of images pro-
duced by machine learning in This is the Future, an instal-
lation by Hito Steyerl which was presented at the Venice
Biennale in 2019, and which was conceived as an expan-
sion of the exhibition Power Plants at the Serpentine Gal-
lery in London the previous year. In the Venice installation,
Hito Steyerl arranged onto different platforms a series of
nine videos in which one could see images resembling to
some kind of “vegetal” time-lapse imagery: flowers quickly
blossoming and spreading out, plants and bamboo shoots
growing in height and width.
Fig. 5a
ANTONIO SOMAINI 106 AN-ICON
Fig. 5b
Fig. 5c
Figg. 5a, 5b and 5c. Hito Steyerl, This if
the Future: A 100% Accurate Prediction,
stills from the single channel HD video,
color, sound, 16’, 2019
What interested Steyerl in the use of neural
networks in this installation was the predictive nature of
machine learning, and the status of “visions of the future”
of its imagery: the fact that neural predictive algorithms op-
erate through statistical models and predictions based on
immense, “big data” databases, and are therefore related
to the vast spectrum of predictive systems (be they finan-
cial, political, meteorological, environmental, etc.) that are
present in contemporary “control societies”, while at the
same time being part of the longue durée of the history of
prediction systems elaborated by human cultures.
The main video presented in Hito Steyerl’s instal-
lation, entitled This is the Future: A 100% Accurate Prediction,
consists of images produced through a collaboration with
the programmer Damien Henry, author of a series of videos
entitled A Train Window31 in which a machine learning algo-
rithm has been trained to predict the next frame of a video
by analyzing samples from the previous image, in such a
way that, as in a perfect feedback loop, each output image
31 The videos, programmed with Tensorflow, are available at: D. Henry, “A train window”,
Magenta, October 3rd, 2018, https://magenta.tensorflow.org/nfp_p2p. I thank both Hito
Steyerl and Damien Henry for useful information on the coding used in This is the Future.
ANTONIO SOMAINI 107 AN-ICON
becomes the input for the next step in the calculation. In this
way, after intentionally choosing or producing only the first
image, all the following ones are generated by the algorithm,
without any human intervention. In Hito Steyerl’s work, this
idea of a video entirely made up of images “predicted” by
neural networks and located, as the video says, “0.04 sec-
onds in the future”, is presented as a new kind of documen-
tary imagery: an imagery that can at the same time predict
and document the future, as paradoxical as this may seem.
The video begins with white text on a black background that
reads: “These are documentary images of the future. Not
about what it will bring, but about what it is made of”. The
next five sections of the video – Heja’s Garden, The Future:
A History, Bambusa Futuris, Power Plants and Heja’s Pre-
diction – lead us to a psychedelic landscape of images that
morph sample images stemming from categories such as
“sea”, “fish”, “flower”, “rose” or “orchid”: each of them is
produced by a neural network that, as the electronic voice
accompanying the video tells us, “can see one fraction of a
second into the future”.
Second Earth (2019) by Grégory Chatonsky
takes another route into the iconosphere produced by
GAN-driven machine learning. What interests him is the
idea of an “artificial imagination”, capable of visualizing,
through the means of artificial intelligence, “the halluci-
nation of a senseless machine, a monument dedicated to
the memory of the extinct human species”.32 Himself in
charge of the coding which lies at the base of the various
elements and the various media mobilized in his work, Cha-
tonsky works in particular on what he calls the “chaînage”,
the “sequencing” of different artificial intelligence sys-
tems that, taken all together, produce a whole cascade
of new forms: among them, neural networks capable of
generating new texts (read by synthetic voices) starting
from some given text databases, or capable of generat-
ing images from given texts, and texts from given images,
32 See the presentation of Second Earth: G. Chatonsky, “Second Earth / Terre Seconde”,
accessed November 29, 2021, http://chatonsky.net/earth/.
ANTONIO SOMAINI 108 AN-ICON
with a new kind of AI-powered ekphrasis. The metamor-
phical universe that we see in the videos of Second Earth,
Fig. 6a
Fig. 6b
Fig. 6c
Fig. 6d
Figg. 6a, 6b, 6c and 6d. Grégory
Chatonsky, Second Earth, stills from one
of the videos in the installation, 2019
a work that Chatonsky presents as an “evolving installation”,
evokes the idea of a form-generating power that used to be
rooted in nature and which is now taken over by machines
which are incorporating and re-elaborating the trillions of
ANTONIO SOMAINI 109 AN-ICON
images that humans have uploaded on the internet as a
sort of hypertrophic memory. The text accompanying the
work reads: “Accumulate data. Outsourcing our memories.
Feed software with this data so that it produces similar data.
Produce realism without reality, become possible. Disap-
pear. Coming back in our absence, like somebody else”.33
As products of a “realism without reality”, what
Chatonsky calls a “disrealism”,34 the images produced
through Generative Adversarial Networks in Second Earth do
have a hallucinatory, oneiric, “surrealistic” quality, that bears
a strange kind of “family resemblance” to the ones that we
find in Paglen’s Adversarially Evolved Hallucinations, Steyerl’s
This is the Future, and in the work of other artists who have
recently explored the GAN-generated imagery, such as Pierre
Huyghe in his installation Uumwelt (2018). In Chatonsky’s
Second Earth, these images do refer to some kind of “outer
reality”, but the status of this outer reality is highly unclear.
On the one hand, they bear traces of the imag-
es contained in the training sets that have been employed
in order to activate the GANs: in the cases of the stills from
one of the videos in the installation that are here reproduced,
such training sets referred probably to categories such as
“birds”, “faces”, “eyes”, etc., and the images contained in
the training sets – be they actual photographs, or still from
videos – do in most cases refer to some profilmic reality.
On the other, extracted as they are from the
“latent space” of a process of machine learning in motion
from the pole of absolute noise to the pole of a perfect re-
semblance to the images of the training set, the images of
Second Earth refer to another kind of reality, one that does
not exist yet. We are here in the domain of “anticipation”,
rather than “prediction”,35 in the perspective of an explora-
33 G. Chatonsky, Second Earth, http://chatonsky.net/earth/.
34 Grégory Chatonsky has begun to use and theorize this term in recent lectures held at
the Jeu de Paume and at Campus Condorcet in Paris, in the framework of the lecture cycle
L’esthétique à l’heure du pixel (September 2021 – May 2022) and the seminar L’image à
l’épreuve des machines. Reconfigurations du visible (25-26 October 2021). See for example
“Le disréalisme (le pixel perdu de l’espace latent)”, Jeu de Paume, accessed november 29,
2021, https://jeudepaume.org/evenement/seminaire-esthetique-pixel-1/.
35 Unpublished conversation with Grégory Chatonsky, 2019, whom I thank for the useful
information on the different software used in Second Earth.
ANTONIO SOMAINI 110 AN-ICON
tion of a non-human “artificial imagination”, rather than in
the denunciation of the pervasive presence of systems of
control and surveillance, as it was the case in the work of
Hito Steyerl. At the basis of Chatonsky’s “Second Earth”,
we find the observation that
the machine was becoming capable of automatically producing
a phenomenal quantity of realistic images from the accumulation
of data on the Web. This realism is similar to the world we know,
but it is not an identical reproduction. Species metamorphose into
each other, stones mutate into plants and the ocean shores into
unseen organisms. The result: this “second” Earth, a reinvention of
our world, produced by a machine that wonders about the nature
of its production.
Over fifty years ago, in his seminal Understand-
ing Media. The Extensions of Man (1964), Marshall McLuhan
formulated the idea that art could become, in some deci-
sive historical moments, a form of “advance knowledge of
how to cope with the psychic and social consequences of
the next technology”, and added that new art forms might
become in these moments “social navigation charts”, help-
ing us find some orientation across a sensorium entirely
transformed by new media and new technologies. Today,
while we witness the first signs of what promises to be a
massive impact of artificial intelligence onto all areas of our
psychic, social, and cultural life, the works of artists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky do
appear like “navigation charts”: their exploration of the al-
tered states of machine vision through the appropriation
and the détournement of technologies such as the Gen-
erative Adversarial Networks help us better understand
the aesthetic, epistemological and political implications of
the transformations that such technologies are producing
within contemporary visual culture. Taken together, they
highlight the fact that what is at stake is the very status
of what we mean by “image” and by “vision” in the age of
artificial intelligence.
ANTONIO SOMAINI 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
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] | On the altered
states of machine
vision. Trevor Paglen, Hito
Steyerl, Grégory
by Antonio Somaini
Chatonsky
Machine learning
Digital images
Paglen
Steyerl
Chatonsky
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
On the altered states
of machine vision.
Trevor Paglen, Hito Steyerl,
Grégory Chatonsky
by Antonio Somaini
Abstract The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning to the vast domain of
networked digital images. The impact of such technologies
is so profound that it leads us to raise the very question of
what we mean by “vision” and “image” in the age of artifi-
cial intelligence. This paper will focus on the work of three
artists – Trevor Paglen, Hito Steyerl, Grégory Chatonsky
– who have recently employed technologies of machine
learning in non-standard ways. Rather than using them
to train systems of machine vision with their different op-
erations (face and emotion recognition, object and move-
ment detection, etc.) and their different fields of application
(surveillance, policing, process control, driverless vehicle
guidance, etc.), they have used them in order to produce
entirely new images, never seen before, that they present
as altered states of the machine itself.
Machine learning Digital images Paglen Steyerl Chatonsky
To quote this essay: A. Somaini, “On the altered states of machine vision. Trevor Paglen, Hito Steyerl,
Grégory Chatonsky”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 91-111
ANTONIO SOMAINI 91 AN-ICON
The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning – one of the areas of
so-called “artificial intelligence” – to the vast domain of
networked digital images. Three strictly interrelated phe-
nomena, in particular, are producing a real tectonic shift in
the contemporary iconosphere, introducing new ways of
“seeing” and new “images” – we’ll return later to the mean-
ing of these quotation marks – that extend and reorganize
the field of the visible, while redrawing the borders between
what can and what cannot be seen.
These three strictly interrelated phenomena are:
ჸ the new technologies of machine vision fuelled by pro-
cesses of machine learning such as the Generative Adversarial
Networks (GAN);
ჸ the ever-growing presence on the internet of trillions of
networked digital images that are machine-readable, in the sense
that they can be seen and analyzed by such technologies of ma-
chine vision;
ჸ the entirely new images that the processes of machine
learning may generate.
Considered from the perspective of the longue
durée of the history of images and visual media, the ap-
pearance of these three phenomena raises a whole series
of aesthetic, epistemological, ontological, historical and
political questions. Their impact onto contemporary visu-
al culture is so profound that it leads us to raise the very
question of what we mean by “vision” and “image” in the
age of artificial intelligence.
What is “seeing” when the human psycho-phys-
iological process of vision is reduced, in the case of machine
vision technologies, to entirely automated operations of pat-
tern recognition and labelling, and when the various appli-
cations of such operations (face and emotion recognition,
object and motion detection) may be deployed across an ex-
tremely vast visual field (all the still and moving images acces-
sible online) that no human eye could ever attain? In speak-
ing of “machine vision”, are we using an anthropomorphic
ANTONIO SOMAINI 92 AN-ICON
term that we should discard in favor of a different set of
technical terms, specifically related to the field of computer
science and data analysis, that bear no connection with the
physiological and psychological dynamics of human vision?
Artists-researchers such as Francis Hunger and scholars
such as Andreas Broeckmann (with his notion of “optical
calculus” as “an unthinking, mindless mechanism, a calcu-
lation based on optically derived input data, abstracted into
calculable values, which can become part of computational
procedures and operations”),1 Adrian MacKenzie and Anna
Munster (with their ideas of a “platform seeing” operating
onto “image ensembles” through an “invisual perception”),2
Fabian Offert and Peter Bell (with their idea according to
which the “perceptual topology” of machines is irreconcil-
able with human perception)3 have argued for the necessity
of moving beyond anthropocentric frameworks and terms,
highlighting the fact that machine vision poses a real chal-
lenge for the humanities.
Can we still use the term “image” for a digital
file, encoded in some image format,4 that is machine-read-
able even when it is not visible by human eyes, or that be-
comes visible on a screen as a pattern of pixels only for
a small fraction of time, spending the rest of its indefinite
lifespan circulating across invisible digital networks? Can
concepts such as that of “iconic difference” [ikonische Dif-
ferenz],5 which highlights the fundamental perceptual dif-
ference between an image and its surroundings (its “hors
champ”) be still applied to machine-readable images?
And what is the status of the entirely new im-
ages produced by processes of machine learning? These
1 A. Broeckmann, “Optical Calculus”, paper presented November 2020 at the conference
Images Beyond Control, FAMU, Prague, video, 5:01, https://www.youtube.com/
watch?v=FnAgBbInMfA.
2 A. MacKenzie, A. Munster, “Platform Seeing: Image Ensembles and Their Invisualities”,
Theory, Culture & Society 36, no. 5 (2019): 3-22.
3 F. Offert, P. Bell, “Perceptual bias and technical metapictures: critical machine vision as a
humanities challenge”, AI & Society (2020), https://link.springer.com/article/10.1007/s00146-
020-01058-z.
4 On the theory of formats, see M. Jancovic, A. Schneider, A. Volmar, eds., Format Matters:
Standards, Practices, and Politics in Media Cultures (Lüneburg: Meson Press, 2019).
5 On the notion of “iconic difference”, see G. Boehm, “Ikonische Differenz”, Rheinsprung 11.
Zeitschrift für Bildkritik 1 (2011): 170-176.
ANTONIO SOMAINI 93 AN-ICON
are images that are not produced through some traditional
form of lens-based analog or digital optical recording, nor
through traditional computer-generated imagery (CGI) sys-
tems, but rather through processes belonging to the wide
realm of artificial intelligence that either transform existing
images in ways that were impossible until a few years ago,
or create entirely new images, never seen before. What do
such images represent, what kind of agency do they have,
how do they mediate our visual relation to the past, the
present, and the future? And why have such new images
generated by processes of machine learning been so of-
ten considered, both in popular culture and in the work of
contemporary artists, to be the product of some kind of
altered state – a “dream”, a “hallucination”, a “vision”, an
“artificial imagination” – of the machine itself?
Before we analyse the way in which this last
question is raised, in different ways, by popular computer
programs such as Google’s DeepDream (whose initial name
echoed Christopher Nolan’s 2010 film “Inception”), and by
the recent work of contemporary artists and theorists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky, let
us begin with a quick overview of the current state of ma-
chine vision technologies, with their operations and appli-
cations, and of the new images produced by processes of
machine learning that are increasingly appearing through-
out contemporary visual culture.
The impact of machine learning
technologies onto contemporary visual
culture
First tested in the late 1950s, with image rec-
ognition machines such as the Perceptron (developed at
the Cornell Aeronautical Laboratory by Frank Rosenblatt
in 1957), and then developed during the 1960s and 1970s
as a way of imitating the human visual system in order
to endow robots with intelligent behavior, machine vision
technologies have entered a new phase, in recent years,
with the development of machine learning processes,
ANTONIO SOMAINI 94 AN-ICON
and with the possibility of using immense image databases
accessible online as both training sets and fields of appli-
cation.6 If in the 1960s and 1970s the goal was mainly to
extract three-dimensional structures from images through
the localization of edges, the labelling of lines, the detection
of shapes and the modelling of volumes through feature
extraction techniques such as the Hough transform (invent-
ed by Richard Duda and Peter Hart in 1972, on the basis
of a 1962 patent by Paul Hough), the recent development
of machine learning techniques and the use of vast image
training sets organized according to precise taxonomies
– such as ImageNet, in which 14 millions of images are
organized according to 21,000 categories derived from
the WordNet hierarchy (a large lexical database of English
nouns, verbs, adjectives and adverbs)7 – have allowed a
rapid increase in the precision of all the operations of ma-
chine vision.
Among such operations, we find pixel counting;
segmenting, sorting, and thresholding; feature, edge, and
depth detection; pattern recognition and discrimination;
object detection, tracking, and measurement; motion cap-
ture; color analysis; optical character recognition (this last
operation allowing for the reading of words and texts within
images, extending the act of machine “seeing” to a form
of machine “reading”).
For a few years now, such operations have
been applied to the immense field of machine-readable
images. A field whose dimensions may be imagined only if
we understand that any networked digital image – wheth-
er produced through some kind of optical recording, or
entirely computer-generated, or a mix of the two, as it is
often the case – may be analysed by machine vision tech-
nologies based on processes of machine learning such
as the Generative Adversarial Networks (GAN).8 Starting
from vast training sets containing images similar to the
6 For a general overview of computer vision and computer imagery, with its historical
developments, see S. Arcagni, L’occhio della macchina (Turin: Einaudi, 2018).
7 “ImageNet”, accessed November 3, 2021, http://www.image-net.org/.
8 I. Goodfellow et al., “Generative adversarial nets”, Advances in neural information
processing systems (2014): 2672-2680.
ANTONIO SOMAINI 95 AN-ICON
ones the system has to learn to identify, and feeding such
training sets into an ensemble of two adversarial neural
networks that act as a Generator and a Discriminator that
are in competition against one another, the GAN-based
machine vision systems have gradually become more and
more precise in performing their tasks. All the main smart
phone producers have equipped their devices with cam-
eras and image processing technologies that turn every
photo we take into a machine-readable image, and internet
giants such as Google and Facebook, as well as a host of
other companies, have developed machine vision and face
recognition systems capable of analysing the immense
quantity of fixed and moving images that exist on the in-
ternet and that continue to be uploaded every day, raising
all sorts of ethical and political issues and highlighting the
need for a broader legal framework that for the moment is
largely missing.9
Considered together, such machine vision sys-
tems are turning the contemporary digital iconosphere and
the entire array of contemporary screens, with their various
dimensions and degrees of definition,10 into a vast field for
data mining and data aggregation. A field in which faces,
bodies, gestures, expressions, emotions, objects, move-
ments, places, atmospheres and moods – but also voices
and sounds, through technologies of machine hearing –
may be identified, labelled, stored, organized, retrieved,
and processed as data that can be quickly accessed and
activated for a wide variety of purposes: from surveillance
to policing, from marketing to advertising, from the mon-
itoring of industrial processes to military operations, from
the functioning of driverless vehicles to that of drones and
robots, from the study of the inside of the human body
through the analysis of medical imagining all the way up to
9 As I complete the final revisions of this essay, on 2 November 2021, Facebook just
announced its decision to stop using facial-recognition software that could automatically
recognize people in photos and videos posted on the social network: a massive shift for a
company that is currently trying to reposition itself, also through the new company name Meta,
adopted in October 2021.
10 On the aesthetic, epistemological, historical and political implications of the high and low
definition of images, see F. Casetti, A. Somaini, eds., La haute et la basse définition des images.
Photographie, cinéma, art contemporain, culture visuelle (Milan-Udine: Mimesis, 2021).
ANTONIO SOMAINI 96 AN-ICON
the study of the surface of the Earth and of climate change
through the analysis of satellite images. Even disciplines
that might seem to be distant from the most common cur-
rent applications of machine vision technologies, such as
art history and film studies, are beginning to test the pos-
sibilities introduced by such an automated gaze, capable
of “seeing” and analyzing, according to different criteria,
vast quantities of visual reproductions of artworks or vast
corpuses of films and videos in an extremely short time.11
In order to fully understand the impact of ma-
chine learning onto contemporary visual culture, we need
to add, to the vast field of machine vision technologies that
we just described, the new images produced by processes
of machine learning – often, the same GAN that are used
to train and apply machine vision systems – that either
transform pre-existing images in ways that were impossible
until a few years ago, or create entirely new images, never
seen before.
In the first case, we are referring to processes
of machine learning capable of transforming existing imag-
es that can have very different applications: producing 3D
models of objects from 2D images; changing photographs
of human faces in order to show how an individual’s ap-
pearance might change with age (as with the app Face-
App) or by merging a face with another face (Faceswap);12
animating in a highly realistic way the old photograph of
a deceased person (Deep Nostalgia, developed by My-
Heritage);13 creating street maps from satellite imagery;14
taking any given video, and “upscaling” it, by increasing
its frame rate and its definition. An emblematic example
11 See for example the various experiments being developed at the Google Arts & Culture
Lab: “Google Arts & Culture”, accessed November 3, 2021, https://artsandculture.google.
com/, or the way in which the EYE Film Museum in Amsterdam is testing new ways of
accessing its collections through a program fuelled by machine vision systems: “Jan Bot”,
accessed December 2, 2021, https://www.jan.bot/.
12 The website of Faceswap, which announces itself as “the leading free and OpenSource
multiplatform Deepfakes software”: “Faceswap”, accessed November 3, 2021, https://
faceswap.dev/.
13 “Deep Nostalgia”, accessed November 3, 2021, https://www.myheritage.fr/deep-nostalgia.
14 R. Matheson, “Using artificial intelligence to enrich digital maps. Model tags road features
based on satellite images, to improve GPS navigation in places with limited map data”, MIT
News, January 23, 2020, https://news.mit.edu/2020/artificial-intelligence-digital-maps-0123.
ANTONIO SOMAINI 97 AN-ICON
of this last application, which may alter significantly our
experience of visual documents of the past, would be the
videos realized by Denis Shiryaev15 in which, through a
process of machine learning, a Lumière film such as L’Ar-
rivée d’un train en gare de La Ciotat (1896) is transformed
from the original 16 frames per second to 60 frames per
second, from the original 1.33:1 format to a contemporary
16:9 format, and from the original, grainy 35mm analog
film to a 4K digital resolution.16 In other examples of imag-
es transformed by machine learning, the transformations
are much more radical, as it happens with the so-called
“deepfakes”: videos that use neural networks in order to ma-
nipulate the images and the sounds of pre-existing videos
– in some cases a single, pre-existing image – producing
new videos that have a high potential to deceive. Among
the many examples that can now be found across the in-
ternet in different domains such as pornography, politics
and social media, pornographic videos in which faces of
celebrities are swapped onto the bodies of porn actors,
a TikTok account with a whole series of odd videos by a
“Deep Tom Cruise”,17 or speeches by public figures such as
Barack Obama18 and Queen Elizabeth19 whose content has
been completely altered in such a way that the movements
of their mouths perfectly match the new, invented words
they are uttering. And among the applications of deepfakes
in the musical realm, the “new” songs by long deceased
singers, whose style and voice are reproduced in a highly
realistic way by applications of machine learning such as
Jukebox, developed by OpenAI20: a “resurrecting” function
15 “Denis Shiryaev”, Youtube channel, accessed November 3, 2021, https://www.youtube.
com/c/DenisShiryaev/videos. For an online platform offering video enhancement powered by
AI, see: “Neural Love”, accessed December 2, 2021, https://neural.love/.
16 The video of the upscaled version of L’Arrivée d’un train en gare de La Ciotat (1896) can
be found all across YouTube, in various black-and-white and colored version. For a version in
color, see: Deoldify videos, “[DeOldified] Arrival on a Train at La Ciotat (The Lumière Brothers,
1896)”, Youtube video, February 4, 2020, https://www.youtube.com/watch?v=EqbOhqXHL7E.
17 “Deep Tom Cruise”, TikTok account, accessed November 3, 2021, https://www.tiktok.
com/@deeptomcruise.
18 BuzzFeed Video, “You Won’t Believe What Obama Says in This Video!”, Youtube video,
April 17, 2018, https://www.youtube.com/watch?v=cQ54GDm1eL0.
19 Channel 4, “Deepfake Queen: 2020 Alternative Christmas Message”, Youtube video,
December 25, 2020, https://www.youtube.com/watch?v=IvY-Abd2FfM.
20 “Jukebox”, accessed November 3, 2021, https://openai.com/blog/jukebox/.
ANTONIO SOMAINI 98 AN-ICON
that in the animated photographs of deceased persons of
Deep Nostalgia.
In the second case, the use of machine learning
processes leads to the creation of entirely new images or
sections of images: modelling patterns of motion (for ex-
ample, crowd motion) in video, thereby leading computer
generated imagery, in some cases fuelled by artificial intelli-
gence, to produce new kinds of “contingent motion”;21 pro-
ducing highly photorealistic images of objects and environ-
ments for different kinds of advertising; inventing perfectly
realistic faces of people that actually do not exist through
open source softwares such as StyleGan and then make
them accessible through projects such as Philip Wang’s
This Person Does Not Exist.22
To these widespread applications of machine
learning we may add the hybrid, unprecedented imagery
produced by the software DeepDream, created in 2015 by
the Google engineer and artist Alexander Mordvintsev: a
program that uses Convolutional Neural Networks in order
to enhance patterns in pre-existing images, creating a form
of algorithmic pareidolia, the impression of seeing a figure
where there is none, which is here generated by a process
which repeatedly detects in a given image patterns and
shapes that the machine vision system has been trained
to see. 23 The result of such a recursive process, in which
every new image is submitted again to the same kind of
pattern and shape recognition, are images that recall an
entire psychedelic iconography that spans through cinema,
photography, the visual arts and even so-called art brut:
images that are here presented as a sort of dream – a hal-
lucinogenic, psychedelic dream – of the machine itself.
21 J. Schonig, “Contingent Motion: Rethinking the ‘Wind in the Trees’ in Early Cinema and
CGI”, Discourse: Journal for Theoretical Studies in Media and Culture 40, no. 1 (2018): 30-61.
22 “This Person does not exist”, accessed November 3, 2021, https://thispersondoesnotexist.com/.
23 The program is now open source: see “Deep Dream Generator”, accessed November
3, 2021, https://deepdreamgenerator.com/. See also: “Alexander Mordvintsev”, accessed
November 3, 2021, https://znah.net/.
ANTONIO SOMAINI 99 AN-ICON
Fig. 1
Fig. 2
Fig. 3
The original image (Fig. 1) has been
modified by applying ten (Fig. 2)
and then fifty (Fig. 3) iterations of the
software DeepDream, the network having
been trained to perceive dogs.
ANTONIO SOMAINI 100 AN-ICON
Exploring the “altered states”
of machine vision through Generative
Adversarial Networks
The idea that lies at the basis of the DeepDream
software – the idea that machine learning technologies, and
in particular the Convolutional Neural Networks (CNN) and
Generative Adversarial Networks (GAN), may be used in order
to explore and reveal the altered states of machine vision – can
also be found in the recent works of artists (often active also
as theorists) such as Trevor Paglen, Hito Steyerl, and Grégory
Chatonsky.24 By insisting on the “creative”, image-producing
potential of Generative Adversarial neural networks – rather
than on their standard application for the training of machine
vision systems – the three of them explore a vast field of
images that they consider to be “hallucinations”, “visions of
the future”, or the product of an “artificial imagination”, char-
acterized by a new form of realism, a “disrealism”.
Trevor Paglen’s entire work as an artist and the-
orist, since 2016, has been dedicated to the attempt of un-
derstanding and visualizing the principles that lie at the basis
of machine vision technology. Through texts (sometimes
written in collaboration with the researcher Kate Crawford),25
exhibitions, performances, and works made of still and mov-
ing images, Paglen has tried to highlight not only the social
and political biases that are inherent in the way machine vi-
sion systems are structured, but also the way in which such
systems diverge profoundly from human vision.26
In an article published in December 2016 in The
New Inquiry with the title “Invisible Images (Your Pictures
Are Looking at You)”,27 Paglen discusses the new challeng-
es that arise in a context in which “sight” itself has be-
come machine-operated and separated by human eyes,
24 Among the first artists who started working with GANs, one should remember Helena Sarin
and Mike Tyka. See “Helena Sarin”, AI Artist, accessed November 3, 2021 https://aiartists.org/
helena-sarin, and “Mike Tyka”, accessed November 3, 2021, https://miketyka.com/.
25 K. Crawford, Atlas of AI: Power, Politics, and the Planetary Costs of Artificial Intelligence
(New Haven: Yale University Press, 2021).
26 See: “Trevor Paglen”, accessed November 3, 2021, https://paglen.studio/.
27 T. Paglen, “Invisible Images (Your Pictures Are Looking at You)”, The New Inquiry, December
8, 2016: https://thenewinquiry.com/invisible-images-your-pictures-are-looking-at-you/.
ANTONIO SOMAINI 101 AN-ICON
participating in a vast field of image operations. Arguing
that what we are currently experiencing is part of a vast
transition from human-seeable to machine-readable imag-
es – a new condition in which “the overwhelming majority
of images are now made by machines for other machines,
with humans rarely in the loop” – Paglen writes that
if we want to understand the invisible world of machine-machine vi-
sual culture, we need to unlearn to see like humans. We need to learn
how to see a parallel universe composed of activations, keypoints,
eigenfaces, feature transforms, classifiers, training sets, and the like.28
We need to unlearn to see like humans. But how
can we not see like humans, how can we step out of our
human point of view? Accomplishing this apparently impos-
sible task – a task which echoes the recurrent philosophical
problem of how to step out of one’s own socio-historical
position, of one’s own cognitive and emotional framework
– has been the main goal of Trevor Paglen’s artistic practice
during the last few years, as we can see in a body of works
that was initially produced in 2017 through various col-
laborations with computer vision and artificial intelligence
researchers as an artist-in-residence at Stanford Univer-
sity, and was first exhibited at the Metro Pictures Gallery
in New York in an exhibition entitled A Study of Invisible
Images (September 8 – October 21, 2017) 29, before being
presented at various other galleries and museums such as
the Osservatorio of the Fondazione Prada in Milan, or the
Carnegie Museum of Art in Philadelphia, in an exhibition
entitled Opposing Geometries (2020).
The works in the exhibition at Metro Pictures
present a possible response to the challenge of how to pen-
etrate within systems of machine vision that tend to expel
the human gaze from their processes. Among them, we
find the attempt to master the machine learning techniques
28 Ibid.
29 A series of images of the works presented in the exhibition can be found at the following
address: “Trevor Paglen. A study of Invisible Images”, Metro Pictures, accessed January 19,
2020, http://origin.www.metropictures.com/exhibitions/trevor-paglen4.
ANTONIO SOMAINI 102 AN-ICON
that are commonly used for machine vision applications, in
order to hack them and lead them to produce entirely new
images, never seen before, that may be considered as a
form of hallucination of machine vision.
This is what happens in a series of still images
entitled Adversarially Evolved Hallucinations, which Paglen
developed through a non-standard application, in three
steps, of Generative Adversarial Networks.30
The first step consisted in establishing new,
original training sets. Instead of using the usual corpuses
of images that are used to train machine vision systems
in recognizing faces, objects, places and even emotions –
corpuses that are often derived by pre-existing and easily
available image databases such as the already mentioned
ImageNet – Paglen established new training sets composed
by images derived from literature, psychoanalysis, political
economy, military history, and poetry. Among the various
taxonomies he used in order to compose his training sets
we find “monsters that have been historically interpreted
as allegories of capitalism”, such as vampires, zombies,
etc.; “omens and portents”, such as comets, eclipses, etc.;
“figures and places that appear in Sigmund Freud’s The In-
terpretation of Dreams”, a corpus which includes various
symbols from Freudian psychoanalysis; “Eye-Machines”, a
series of images clearly inspired by Harun Farocki’s videoin-
stallations Eye-Machine I, II, III (2001-2003) and containing
images of surveillance cameras or of spaces under surveil-
lance; “American Predators”, a corpus containing various
predatory animals, plants, and humans indigenous to the
United States, mixed with military hardware like predator
drones and stealth bombers.
The second step consisted in feeding these un-
usual training sets into the two neural networks of the GAN
system: the Discriminator and the Generator. These two
networks begin interacting with one another in an adver-
sarial, competitive way, in such a way that the Discriminator,
30 Information on the Adversarially Evolved Hallucinations can be found in Trevor
Paglen’s website: T. Paglen, “Hallucinations”, accessed November 3, 2021, https://paglen.
studio/2020/04/09/hallucinations/.
ANTONIO SOMAINI 103 AN-ICON
after having received the initial training set, has to evaluate
the images that it receives from the Generator, deciding
whether they resemble or not to those of the training set. As
the process unfolds through reiterated exchanges between
the two neural networks, the Discriminator becomes more
and more precise and effective in evaluating the images
that are submitted to it.
The third step consists in the artist intervening
in the process and choosing to extract, at a given mo-
ment, one of the images produced by the Generator: an
image that emerges from the sequence of the adversarial
exchanges, and that is the result of one of the countless
attempts by the Generator to test the precision of the Dis-
criminator, trying to fool it. In the case of the series of the
Adversarially Evolved Hallucinations, all the images selected
by Paglen seem to bear some kind of resemblance to the
ones contained in the original training sets – even though
we cannot really assess the degree of this resemblance,
because the training sets are not accessible to us – while
displaying at the same time different forms of deviations
and aberrations that recall a sort of psychedelic imaginary.
Among Paglen’s Adversarially Evolved Hal-
lucinations, we find images with titles such as Vampire
(Corpus: Monsters of Capitalism), Comet (Corpus: Omens
and Portents), The Great Hall (Corpus: The Interpreta-
tion of Dreams), Venus Flytrap (Corpus: American Pred-
ators), A Prison Without Gards (Corpus: Eye-Machines).
In the case of Vampire (Corpus: Monsters of Capitalism),
ANTONIO SOMAINI 104 AN-ICON
Fig. 4. Trevor Paglen, Vampire
(Corpus: Monsters of Capitalism),
dye sublimation metal print, 2017
the Discriminator was trained on thousands
of images of zombies, vampires, Frankensteins, and other
ghosts that have been at some point – be it in essays, liter-
ary texts, or films – associated with capitalism. Paglen then
set the Generator and Discriminator running until they had
synthesized a series of images that corresponded at least
in part to a specific class within the given corpus. From all
of the even slightly acceptable options that the GAN gen-
erated, Paglen then selected the one we see in the series
exhibited at Metro Pictures as the “finished work”.
There may be multiple reasons behind Trevor
Paglen’s decision to call these images “hallucinations”. To
begin with, such images recall a type of imagery that we
might consider to be “psychedelic” or “surrealist”: in some
of them, we definitely see echoes of Max Ernst, or Salvador
Dalì. A second reason may lie in the attempt to emphasize
the fact that the result of this non-standard application of
the processes of machine learning – a process which un-
folds within a closed machine-to-machine space, the in-
visible space of the back-and-forth between the Generator
and the Discriminator from which human eyes are excluded
– produces images that, just like human hallucinations, have
no footing in exterior reality, or may merge in unpredictable
ANTONIO SOMAINI 105 AN-ICON
way with shapes and forms stemming from the perception
of the outer world. Finally, the term “adversarially evolved
hallucinations” may underline the fact that these images
are the result of a machine learning process gone astray: a
process which has been hacked and led to drift away from
its original, standard applications.
The reference to the term “hallucinations”, though,
should not be misleading. What Trevor Paglen tries to show
us with his Adversarially Evolved Hallucinations has really
nothing to do with a disruption of the orderly functioning of
human consciousness. What they highlight, rather, is the
radical otherness of machine vision, if compared with human
vision. A radical otherness based on operations that have
nothing to do with human, embodied vision, which we may
just try to grasp through the impossible attempt of “unlearn-
ing to see like humans”.
We find a different application of images pro-
duced by machine learning in This is the Future, an instal-
lation by Hito Steyerl which was presented at the Venice
Biennale in 2019, and which was conceived as an expan-
sion of the exhibition Power Plants at the Serpentine Gal-
lery in London the previous year. In the Venice installation,
Hito Steyerl arranged onto different platforms a series of
nine videos in which one could see images resembling to
some kind of “vegetal” time-lapse imagery: flowers quickly
blossoming and spreading out, plants and bamboo shoots
growing in height and width.
Fig. 5a
ANTONIO SOMAINI 106 AN-ICON
Fig. 5b
Fig. 5c
Figg. 5a, 5b and 5c. Hito Steyerl, This if
the Future: A 100% Accurate Prediction,
stills from the single channel HD video,
color, sound, 16’, 2019
What interested Steyerl in the use of neural
networks in this installation was the predictive nature of
machine learning, and the status of “visions of the future”
of its imagery: the fact that neural predictive algorithms op-
erate through statistical models and predictions based on
immense, “big data” databases, and are therefore related
to the vast spectrum of predictive systems (be they finan-
cial, political, meteorological, environmental, etc.) that are
present in contemporary “control societies”, while at the
same time being part of the longue durée of the history of
prediction systems elaborated by human cultures.
The main video presented in Hito Steyerl’s instal-
lation, entitled This is the Future: A 100% Accurate Prediction,
consists of images produced through a collaboration with
the programmer Damien Henry, author of a series of videos
entitled A Train Window31 in which a machine learning algo-
rithm has been trained to predict the next frame of a video
by analyzing samples from the previous image, in such a
way that, as in a perfect feedback loop, each output image
31 The videos, programmed with Tensorflow, are available at: D. Henry, “A train window”,
Magenta, October 3rd, 2018, https://magenta.tensorflow.org/nfp_p2p. I thank both Hito
Steyerl and Damien Henry for useful information on the coding used in This is the Future.
ANTONIO SOMAINI 107 AN-ICON
becomes the input for the next step in the calculation. In this
way, after intentionally choosing or producing only the first
image, all the following ones are generated by the algorithm,
without any human intervention. In Hito Steyerl’s work, this
idea of a video entirely made up of images “predicted” by
neural networks and located, as the video says, “0.04 sec-
onds in the future”, is presented as a new kind of documen-
tary imagery: an imagery that can at the same time predict
and document the future, as paradoxical as this may seem.
The video begins with white text on a black background that
reads: “These are documentary images of the future. Not
about what it will bring, but about what it is made of”. The
next five sections of the video – Heja’s Garden, The Future:
A History, Bambusa Futuris, Power Plants and Heja’s Pre-
diction – lead us to a psychedelic landscape of images that
morph sample images stemming from categories such as
“sea”, “fish”, “flower”, “rose” or “orchid”: each of them is
produced by a neural network that, as the electronic voice
accompanying the video tells us, “can see one fraction of a
second into the future”.
Second Earth (2019) by Grégory Chatonsky
takes another route into the iconosphere produced by
GAN-driven machine learning. What interests him is the
idea of an “artificial imagination”, capable of visualizing,
through the means of artificial intelligence, “the halluci-
nation of a senseless machine, a monument dedicated to
the memory of the extinct human species”.32 Himself in
charge of the coding which lies at the base of the various
elements and the various media mobilized in his work, Cha-
tonsky works in particular on what he calls the “chaînage”,
the “sequencing” of different artificial intelligence sys-
tems that, taken all together, produce a whole cascade
of new forms: among them, neural networks capable of
generating new texts (read by synthetic voices) starting
from some given text databases, or capable of generat-
ing images from given texts, and texts from given images,
32 See the presentation of Second Earth: G. Chatonsky, “Second Earth / Terre Seconde”,
accessed November 29, 2021, http://chatonsky.net/earth/.
ANTONIO SOMAINI 108 AN-ICON
with a new kind of AI-powered ekphrasis. The metamor-
phical universe that we see in the videos of Second Earth,
Fig. 6a
Fig. 6b
Fig. 6c
Fig. 6d
Figg. 6a, 6b, 6c and 6d. Grégory
Chatonsky, Second Earth, stills from one
of the videos in the installation, 2019
a work that Chatonsky presents as an “evolving installation”,
evokes the idea of a form-generating power that used to be
rooted in nature and which is now taken over by machines
which are incorporating and re-elaborating the trillions of
ANTONIO SOMAINI 109 AN-ICON
images that humans have uploaded on the internet as a
sort of hypertrophic memory. The text accompanying the
work reads: “Accumulate data. Outsourcing our memories.
Feed software with this data so that it produces similar data.
Produce realism without reality, become possible. Disap-
pear. Coming back in our absence, like somebody else”.33
As products of a “realism without reality”, what
Chatonsky calls a “disrealism”,34 the images produced
through Generative Adversarial Networks in Second Earth do
have a hallucinatory, oneiric, “surrealistic” quality, that bears
a strange kind of “family resemblance” to the ones that we
find in Paglen’s Adversarially Evolved Hallucinations, Steyerl’s
This is the Future, and in the work of other artists who have
recently explored the GAN-generated imagery, such as Pierre
Huyghe in his installation Uumwelt (2018). In Chatonsky’s
Second Earth, these images do refer to some kind of “outer
reality”, but the status of this outer reality is highly unclear.
On the one hand, they bear traces of the imag-
es contained in the training sets that have been employed
in order to activate the GANs: in the cases of the stills from
one of the videos in the installation that are here reproduced,
such training sets referred probably to categories such as
“birds”, “faces”, “eyes”, etc., and the images contained in
the training sets – be they actual photographs, or still from
videos – do in most cases refer to some profilmic reality.
On the other, extracted as they are from the
“latent space” of a process of machine learning in motion
from the pole of absolute noise to the pole of a perfect re-
semblance to the images of the training set, the images of
Second Earth refer to another kind of reality, one that does
not exist yet. We are here in the domain of “anticipation”,
rather than “prediction”,35 in the perspective of an explora-
33 G. Chatonsky, Second Earth, http://chatonsky.net/earth/.
34 Grégory Chatonsky has begun to use and theorize this term in recent lectures held at
the Jeu de Paume and at Campus Condorcet in Paris, in the framework of the lecture cycle
L’esthétique à l’heure du pixel (September 2021 – May 2022) and the seminar L’image à
l’épreuve des machines. Reconfigurations du visible (25-26 October 2021). See for example
“Le disréalisme (le pixel perdu de l’espace latent)”, Jeu de Paume, accessed november 29,
2021, https://jeudepaume.org/evenement/seminaire-esthetique-pixel-1/.
35 Unpublished conversation with Grégory Chatonsky, 2019, whom I thank for the useful
information on the different software used in Second Earth.
ANTONIO SOMAINI 110 AN-ICON
tion of a non-human “artificial imagination”, rather than in
the denunciation of the pervasive presence of systems of
control and surveillance, as it was the case in the work of
Hito Steyerl. At the basis of Chatonsky’s “Second Earth”,
we find the observation that
the machine was becoming capable of automatically producing
a phenomenal quantity of realistic images from the accumulation
of data on the Web. This realism is similar to the world we know,
but it is not an identical reproduction. Species metamorphose into
each other, stones mutate into plants and the ocean shores into
unseen organisms. The result: this “second” Earth, a reinvention of
our world, produced by a machine that wonders about the nature
of its production.
Over fifty years ago, in his seminal Understand-
ing Media. The Extensions of Man (1964), Marshall McLuhan
formulated the idea that art could become, in some deci-
sive historical moments, a form of “advance knowledge of
how to cope with the psychic and social consequences of
the next technology”, and added that new art forms might
become in these moments “social navigation charts”, help-
ing us find some orientation across a sensorium entirely
transformed by new media and new technologies. Today,
while we witness the first signs of what promises to be a
massive impact of artificial intelligence onto all areas of our
psychic, social, and cultural life, the works of artists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky do
appear like “navigation charts”: their exploration of the al-
tered states of machine vision through the appropriation
and the détournement of technologies such as the Gen-
erative Adversarial Networks help us better understand
the aesthetic, epistemological and political implications of
the transformations that such technologies are producing
within contemporary visual culture. Taken together, they
highlight the fact that what is at stake is the very status
of what we mean by “image” and by “vision” in the age of
artificial intelligence.
ANTONIO SOMAINI 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
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] | Perception,
hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard Perception
by Claudio Paolucci
Imagination
Hallucination
Enunciation
Resident Evil
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Perception, hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard
by Claudio Paolucci
Abstract In this paper, I will work on the relationship be-
tween perception and imagination in Virtual Reality, claiming
that “hallucination” is the ordinary motor also for online
perception and not only a deviant form of it. First, I will deal
with the problem of perception from the point of view of
cognitive semiotics and I will try to underline the crucial role
of imagination, claiming that perception is a form of “con-
trolled hallucination”. Later, I will focus on the relationship
between perception, hallucination, and memory in Virtual
Reality. On the one hand, I will claim that Virtual Reality
expresses the transition from actual perception to imagina-
tion, memory or dream through another actual perception.
On the other hand, I will claim that it can express it with-
out any problems through the old techniques coming from
cinema and other audiovisual languages, since they par-
tially share the very same formal apparatus of enunciation.
I will demonstrate all of this by analyzing Resident Evil 7:
Biohazard.
Perception Imagination Hallucination Enunciation Resident Evil
To quote this essay: 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
CLAUDIO PAOLUCCI 112 AN-ICON
Perception, imagination,
and the control of the reality
First, I will deal with the problem of percep-
tion from the point of view of cognitive semiotics.1 I will try
to underline the crucial role of imagination, claiming that
perception is a form of “controlled hallucination”,2 where,
by “controlled hallucination”, I mean the product of the
imagination controlled by the world. The main idea is that
“hallucination” is the model of perception and not a devi-
ant form of it. With “hallucination”, as defined in percep-
tion studies and in the neurogeometry of vision,3 I mean
the morphological activity of the production of forms by
the imagination, which remains crucial both when it is not
controlled by the world – as in the case of hallucination,
imagination, or dream – and when it is controlled by the
world, as in the case of online perception. In Virtual Reality,
the world that controls perception is substituted by a tech-
nology, a prosthesis capable of creating a strong effect of
reality, a simulacrum with an effect of presence that no oth-
er audiovisual has ever been able to build.4 In Augmented
Reality, on the other side, the technology adds elements
to the world that controls perception, without a full-blown
substitution, as it happens with Virtual Reality.
Maybe, the word “hallucination” can be mis-
leading, since perceptual phenomena under the aegis of
hallucination may seem to lose the concreteness that I
want to characterize them as having. It is possible that
1 See C. Paolucci, Cognitive Semiotics. Integrating signs, minds, menaing and cognition
(Berlin-New York: Springer, 2021).
2 See A. Clark, Surfing Uncertainty: Prediction, Action, and the Embodied Mind (Oxford:
Oxford University Press, 2016); J. Koenderink, “Vision and information”, in L. Albertazzi et al.,
eds., Perception Beyond Inference: The Information Content of Visual Processes (Cambridge,
MA: MIT Press, 2010): 27-57.
3 See J. Koenderink, “Vision and information”; A. Sarti et al., “The symplectic structure of
the primary visual cortex”, Biological Cybernetics 98 (2008): 33-48.
4 See C. Paolucci, “Una percezione macchinica: realtà virtuale e realtà aumentata tra
simulacri e protesi dell’enunciazione”, in F. Biggio et al., eds., Meaning–Making in Extended
Reality. Senso e Virtualità (Rome: Aracne, I Saggi di Lexia, 2020): 43-62.
CLAUDIO PAOLUCCI 113 AN-ICON
“figuration” would fit better with the ideas I will develop here,
since no Sartrean “derealization” is involved.5 However,
since our brains try to guess what is out there, and to the
extent that that guess matches the evolving sensory data,
we perceive the world, in Surfing Uncertainty, Clark recalls
the slogan coined by the vision scientist Ramesh Jain that
perception is “controlled hallucination”. This is the direc-
tion I am going to take. But, precisely because “this view
of perception puts us in genuine cognitive contact with the
salient aspects of our environment”, Clark suggests we
consider hallucination as a form of “uncontrolled percep-
tion”.6 However, Clark’s view – if it is put like that – is the
classical one that thinks of perception as grounding both
hallucination and imagination, which are supposed to be
“deviant” or “uncontrolled” forms of perception. Since I want
to claim the opposite, I will continue to use “hallucination”,
and since there is a well-established tradition regarding this
concept in the field of perception studies, I will do so with
the caveat that “hallucination” does not imply any kind of
“derealization” of perceptual phenomena from a phenom-
enological point of view.7
Indeed, with “hallucination”, or “figuration”, I
indicate a process of microgenesis8 that continuously pro-
duces the next thread of perceptual experience while the
current one fades, and does so without voluntary control.9
I claim that meaning guides this microgenesis, or hallucina-
tion, and that imagination is the engine of this microgenesis
guided by meaning.
5 See G. Matteucci, Estetica e natura umana. La mente estesa tra percezione, emozione ed
espressione (Rome: Carocci, 2019).
6 A. Clark, Surfing Uncertainty: 326. See also paragraph 6.10.
7 See S. Gallagher, D. Zahavi, “Primal impression and enactive perception”, in V. Arstila, D.
Lloyd, eds., Subjective Time: The Philosophy, Psychology, and Neuroscience of Temporality
(Cambridge: MIT Press, 2014): 83-99.
8 See J.W. Brown, Self–Embodying Mind: Process, Brain Dynamics and the Conscious
Present (Barytown, NY: Barytown Ltd, 2020)
9 See J. Koenderink, “Vision and information”.
CLAUDIO PAOLUCCI 114 AN-ICON
Fig. 1. Kanizsa’s triangle.
For instance, in Kanizsa’s triangle (Fig. 1), the
triangle is totally a product of our hallucination, since it is
the only thing that is not present in the stimuli. It is not by
chance that, as Reddy and colleagues show, not only are
online perception and imagination closely related in the
brain, but perception, as it occurs in creatures like us, is
co-emergent with imagination.10 What we perceive is literal-
ly (not metaphorically) the future, not the present, because
perception is the anticipation of the next thread of sensory
information through previous knowledge. Indeed, in percep-
tion we build through imagination the world that we expect.
There is a beautiful experiment by Adams and
colleagues that shows that, in some circumstances, we
hear the presence of the absence, that is, we hallucinate
something that is not there, but we expect to be there.11
When silence arrives, we literally do not hear it as we
are supposed to do (i.e. as nothing playing). In its place,
we hear the presence of the absent sound that we were
10 L. Reddy et al., “Reading the mindʼs eye: decoding category information during mental
imagery”, NeuroImage 50, no. 2, (2010): 818-825; G. Ganis et al. “Brain areas underlying visual
mental imagery and visual perception: An fMRI study”, in Cognitive Brain Research 20, no. 2
(2004): 226-241.
11 R.A. Adams et al., “Predictions not commands: active inference in the motor system”,
Brain Structure and Function 218, no. 3 (2013): 611-643.
CLAUDIO PAOLUCCI 115 AN-ICON
expecting. Adams and colleagues’ experiment runs as fol-
lows. They used a simple computer simulation of birdsong.
A multi-layer prediction machine processes sequences of
simulated bird-chirps. The simulations were then repeated
but omitting the last three chirps of the original signal. At
the first missing chirp, the network responds with a strong
precise moment where the first missing chirp should have
occurred, the system generated a brief, transient illusory
percept. This hallucinated percept was not strong, but the
timing was correct with respect to the missing chirp. Thus,
our perceptive system first dimly “perceived” (hallucinated)
the missing chirp, before responding with a strong error
signal when the actual absence of the anticipated sensory
evidence became apparent. Of course, Kanizsa’s triangle
is a visual correspondent of Adams and colleagues’ ex-
periment. This is what I call perception as a “controlled
hallucination”, which is the general functioning of our rich,
world-revealing perception at any level, since it concerns
an organism structurally coupled with its environment trying
to minimize disorder and surprise.12
The Goethean account of perception
I refer here to what Jan Koenderink, a cognitive
scientist and mathematician who works on the connection
between theory of singularities and perception, used to call
the “Marrian” and the “Goethean” accounts of perception.
■ According to the Marrian account: perception is the result
of standard computations on optical data.
■ According to the Goethean account: perception is con-
trolled hallucination, or “controlled figuration”.
The mainstream view in cognitive science and
neuroscience, which is often also the commonsense view,
12 S. Gallagher, Enactivist Interventions: Rethinking the Mind (Oxford: Oxford University
Press, 2017).
CLAUDIO PAOLUCCI 116 AN-ICON
is that perception is all about a kind of passive imprinting
of the world upon the sense organs and the brain. As Eg-
ner and colleagues say, “on traditional accounts the visual
system was seen as a passive analyzer of bottom-up sen-
sory information”.13 This is a view of the perceiving brain
as highly stimulus-driven, taking energetic inputs from the
senses and turning them into a coherent percept by a kind
of inwards flowing stream.
The Predictive Processing account of percep-
tion takes a different direction and includes a top-down
predictive aspect in its account.14 However, Predictive Pro-
cessing thinks of perception as a kind of new schematism
between aesthetics (the sensory data) and the concepts
(the priors). According to this view, our brains are proac-
tive: they are constantly buzzing as they try to predict the
sensory signals arriving across all modalities. When such
proactive brains “match” the incoming sensory signal, we
perceive the world, understand it, and are immediately posi-
tioned to imagine it so as to act in it too. However, “halluci-
nation” is different from the mainstream notion of “prior”. A
prior – as used in Bayesian inference – is a generic, usually
statistical, property.15 For example,
light comes from above is such a prior (if put in suitable format).
It applies, on the average, for terrestrial animals that live in open
spaces. Such priors package ‘frozen’ prior experience as it were.
‘Hallucinations’ differ by not being frozen, applying to the actual
situation. Hallucinations can be regarded as specific, necessar-
ily tentative, instantiations of the observer’s present “situational
awareness” instead of its average past.16
13 T. Egner et al., “Expectation and surprise determine neural population responses in the
ventral visual stream”, Journal of Neuroscience 30, no. 49 (2010): 16601-16608.
14 See A. Clark, Surfing Uncertainty.
15 D. Purves, “Why we see things the way we do: evidence for a wholly empirical strategy
of vision”, Philosophical Transactions of the Royal Society of London. Series B, Biological
Sciences 356 (2001): 285-297.
16 J. Koenderink, “Vision and information”: 32.
CLAUDIO PAOLUCCI 117 AN-ICON
This is important, because we do not always
update our perceptions according to our past experience
and according to the changes in our priors. This is very
well seen in the popular Muller-Layer illusion, where even
when we learn that the two lines have the same length,
we still keep on seeing them in the previous way. In per-
ception, “data” are constructed through an attunement of
the organism and the world, where the organism looks for
elements that are worth for him to look for. For instance, as
in Kanizsa’s triangle, we look for edges and we perceive
edges even if edges are the only thing that are not present
in the stimulus. This is because, given evolutionary pressure
and experience driven plasticity,
we are wired to the environment in order to produce states that track
edges when exposed to discontinuities. The system is physically at-
tuned to such things, ‘set up to be set off’ by such visual discontinuities.17
Exploring the world, the organism casts his
questions to the environment through imagination and pre-
dicts its answers until he encounters resistance. This very
action turns optical or sound structure into “data”, which
are not sent from the world to the organism through senses
but are the actual product of the autopoietic structure of
the system of perception. Perception occurs when the top
down activity of the imagination succeeds at generating
the sensory data for itself, building a coherent story that
paves the way for efficacious action. When it can gener-
ate the future sensory data, the agent perceives the world.
When it cannot, encountering a resistance, it tries a new
attunement or changes the world through action. Therefore,
data are built up because we produce them in looking for
what we need for action, in order to minimize our work in
the environment.
17 S. Gallagher, Enactivist Interventions: 120.
CLAUDIO PAOLUCCI 118 AN-ICON
Moving towards virtual
and augmented reality
The difference between the mainstream view,
where data are sent by the environment and processed
through perception, and the view where they are the
product of what we look for in a coupled environment, can
be operationalized as follows: perception is sensorily guid-
ed potential behavior.18
Potential is key here. Perception is grounded
on imagination, as it concerns the potential behavior con-
nected to a coherent “story” we are building in order to act
in the world and minimize disorder.19
Perception as sensorily guided potential be-
havior is meant to reveal a world of salient, meaningful, in-
teracting causes selected in the light of human needs and
possibilities, which is exactly what pragmatists had in mind
when they were telling us that the meaning of something
consists in its conceivable practical bearings. This also
marks the difference between pragmatism and behaviorism,
since perception is neither action nor behavior. This prag-
matist idea is consistent with the Affordance Competition
Hypothesis originally introduced by Cisek,20 which is also
a key hypothesis for the Predictive Processing by Andy
Clark.21 The brain processes sensory information to specify,
in parallel, several potential actions that are currently avail-
able. These potential actions compete against each other
18 J. Koenderink, “Vision and information”: 32.
19 C. Paolucci, “Social cognition, mindreading and narratives. A cognitive semiotics
perspective on narrative practices from early mindreading to autism spectrum disorders”,
Phenomenology and the Cognitive Sciences 18, no. 2 (2019): 375-400; and Cognitive
Semiotics. Integrating Signs, Minds, Meaning and Cognition (Berlin, Heidelberg, New York:
Springer, 2021).
20 P. Cisek, “Cortical mechanisms of action selection: The affordance competition
hypothesis”, Philosophical Transactions of the Royal Society B 362 (2007): 1585-1599.
21 A. Clark, Surfing Uncertainty: Chapter 6.
CLAUDIO PAOLUCCI 119 AN-ICON
for further processing, while information is collected to bias
this competition until a single response is selected.22
If we go beyond Cisek’s terminology of “pro-
cessing information”, like I think we have to do in order
to focus on the main problem of perception as controlled
hallucination, we see that, at the moment, we are see-
ing a good deal of confirmation regarding this “pragma-
tist” approach from the neurosciences.23 The classic dis-
tinction between perception, cognition and action simply
fails to reflect not only the phenomenology of our expe-
rience, but also the global functional architecture of the
brain, where, for instance, motor systems are active and
play a huge part also in perception, decision making,
social cognition and problem solving.24
Increasing and highly suggestive evidence challenges the view
of core cognitive capacities (such as planning and deciding) as
neurophysiologically distinct from the circuitry of sensorimotor con-
trol. For example, decisions concerning eye movements and the
execution of eye movements recruit highly overlapping circuits
in lateral intraparietal area (LIP), frontal eye fields (FEF), and the
superior colliculus [...]. In the same vein, a perceptual decision task
(one in which the decision is reported by an arm movement) re-
vealed marked responses within premotor cortex corresponding
to the process of deciding upon a response (Romo et al. 2004).
Quite generally, wherever a decision is to be reported by (or oth-
erwise invokes) some motor action, there looks to be an entwining
22 P. Cisek, “Cortical mechanisms of action selection”: 1585.
23 See C. Paolucci, “Per una concezione strutturale della cognizione: semiotica e scienze
cognitive tra embodiment ed estensione della mente”, in M. Graziano, C. Luverà, eds.,
Bioestetica, bioetica, biopolitica. I linguaggi delle scienze cognitive (Messina: Corisco Edizioni,
2012): 245-276; V. Cuccio, F. Caruana, “Il corpo come icona. Abduzione, strumenti ed
Embodied Simulation”, VS-Quaderni di Studi Semiotici 120 (2015): 93-103.
24 See V. Gallese, “Mirror neurons and the neural exploitation hypothesis: from embodied
simulation to social cognition”, in J.A. Pineda, ed., Mirror Neuron Systems (New York: Humana
Press, 2009): 163-190; A.M. Borghi, F. Caruana, “Embodied Cognition, una nuova psicologia”,
Giornale Italiano di Psicologia 35, no. 1 (2013): 23-48; V. Gallese et al., “A unifying view of the
basis of social cognition”, Trends in Cognitive Sciences 8, no. 9 (2004): 396-403; G. Rizzolatti,
C. Sinigaglia, “Mirror neurons and motor intentionality”, Functional Neurology 22, no. 4 (2007):
205-221.
CLAUDIO PAOLUCCI 120 AN-ICON
of perceptuo-motor processing and decision-making, leading Cis-
ek and Kalaska to suggest that ‘decisions, at least those reported
through actions, are made within the same sensorimotor circuits
that are responsible for planning and executing the associated
action’ (Cisek and Kalaska 2011: 274). In cortical associative regions
such as posterior parietal cortex (PPC), Cisek and Kalaska go on
to argue, activity does not seem in any way to respect the tradi-
tional divisions between perception, cognition, and action. Instead
we find neuronal populations that trade in shifting and context-re-
sponsive combinations of perceiving, deciding, and acting, and in
which even single cells may participate in many such functions
(Andersen and Buneo 2003).25
If perception is supposed to work as a process
that is continuous with action, the Marrian casual chain is
inverted. Instead of “data” arriving at the eye, being pro-
cessed, being further processed and finally resulting in a
“representation” of the scene in front of us, the agent ex-
plores the world in any conceivable direction, casting his
questions and producing data in relation to what he needs
for action, until it encounters resistance.
This is why imagination is the real engine for
online perception. Since imagination is a faculty that allows
us to move our consciousness from a proximal to a distal
place, which can be in the past (memory), future (pros-
pects) or in an invented reality, this “looking for the future”
in online perception, trying to anticipate the next thread of
the world, is grounded exactly on imagination.
This places Virtual Reality and Augmented Real-
ity (VAR) in radical continuity with online perception. Indeed,
if, in phenomenological terms, hallucination is a “percep-
tion in the absence of the external object”, and if the ob-
jects that appear in virtual reality are artificial simulacra of
presence that we perceive without them being anchored in
25 A. Clark, Surfing Uncertainty: 178.
CLAUDIO PAOLUCCI 121 AN-ICON
our experience of the physical world, we shall understand
immersive virtual experience as a form of voluntary and
deliberate hallucination. But this does not imply any kind of
derealization: it simply implies the substitution of the control
of the world with the control of a technology.
This is why VAR promises important scientific
applications, which, in a few years, will radically change
many of our laboratories of psychology, neuroscience and
cognitive sciences. Indeed, on the one hand, we want a
world in which reality is not so “real” as to modify the ex-
perimental results and influence them, and VAR provides us
with only a virtual reality, which can be controlled in detail
and put into brackets at will. On the other hand, we also
want a world that is not so unreal as to be indistinguish-
able from the normal conditions of a laboratory, which at
full capacity lives by cutting off every variable that cannot
be controlled and ends up producing data that have the
purpose of explaining our experience in a condition that
we know to be a radical impoverishment of this very same
experience. VARs allows us to create a very strong effect
of presence within a world-environment,26 capable of sim-
ulating a reality that remains only virtual and can therefore
be controlled in its different parameters. At the same time,
VAR allows us to increase the “gradient of reality” inside a
laboratory, integrating those experiences and variables that
a laboratory usually tends to cut away, in the name of the
robustness of its measurements. Thus, the conditions of
the laboratory are “augmented” with a reconstructed and
simulated reality, which we can see and experience only
thanks to the prostheses of VAR. In this respect, VAR is a
prosthetic technology that is in its own way unprecedented,
capable of generating a controllable world without losing at
the same time the phenomenological richness of the world.
26 A. Pinotti, “Self–negating images: towards an-iconology”, Proceedings 2017, I, 856 (2017).
CLAUDIO PAOLUCCI 122 AN-ICON
Precisely because of its ability to make the
world present through perception, without the world being
in any way unamendable – since it can be controlled – it is
completely normal that people who set up environments
in VAR exploit this possibility, preferring online perception
to other expressive possibilities and using online percep-
tion in order to express dreams, hallucinations or memo-
ries. However, this choice does not in any way reside in
a technological, semiotic or enunciative limit of VAR and
its language. On the contrary, it is only a “stylistic” choice,
which can be suspended. As we will see, many of these
suspensions, which result in the use of old cinematographic
techniques within Virtual Reality, can be seen for example
in an extraordinary game for Play Station VR such as Res-
ident Evil 7: Biohazard.
Elsewehere,27 I tried to show how, from a semi-
otic point of view,28 VAR works by holding together a formal
apparatus of the prosthetic type of enunciation, typical
of audiovisuals, and a formal apparatus of enunciation of
the simulacral type, which is instead typical of other se-
miotic systems, such as verbal language.29 If this is true,
as I believe it is, Virtual Reality and Augmented Reality are
not incapable of effectively representing the modifications
of perception that cinema has always expressed through
its representative strategies, such as dissolve, shift from
27 C. Paolucci, “Una percezione macchinica”.
28 Some semiotic approaches to VR can be found in G. Bettetini, L’Ulisse semiotico e le
sirene informatiche (Milano: Bompiani, 2006); and B.R. Barricelli et al., “Semiotic Framework
for Virtual Reality Usability and UX Evaluation: a Pilot Study”, in M. De Marsico et al., eds.,
Games-Human Interaction (2018): 1-6. A nice take on the illusory cancellation of the distance
that occurs during an immersive experience and the establishment of a critical distance in the
user, linked to the emergence of a meta experiential competence, can be found in F. Biggio,
“Semiotics of distances in virtual and augmented environments”, Img Journal 2, no. 3 (2020):
82-103. Some important remarks on virtuality and subjectivity can be found in a nice book
by Ruggero Eugeni, La condizione postmediale (Brescia: La scuola, 2015) and in the reader
edited by F. Biggio et al., Meaning-Making in Extended Reality. Senso e Virtualità (Rome:
Aracne, 2020). However, the most comprehensive and original semiotic work on this topic
is the PhD thesis by Gianmarco Giuliana, Meaningfulness and Experience in Virtual Realities.
Semiotics of a Digital Pla(y)typus, University of Turin (2021).
29 See C. Paolucci, “Prothèses de la subjectivité. L’appareil formel de l’énonciation dans
l’audiovisuel”, in M.G. Dondero et al., eds., Les plis du visuel. Réflexivité et énonciation dans
l’image (Limoges: Éditions Lambert-Lucas, 2017): 53-68.
CLAUDIO PAOLUCCI 123 AN-ICON
color to black-and-white, flou or blur, used to indicate, in a
point-of-view shot, the transition from actual perception to
memory, dream, daydream, fantasy, or hallucination. VAR
can use all these techniques without any problems at all,
since it shares with cinema and audiovisual languages the
very same formal apparatus of enunciation. We can have
a dissolve or a shift from color to black-and-white also in
VAR. If this is not done, or it is not done so often, it is only
because of a choice from the “authors” or the VAR, who
clearly opt for a “pan-perceptive way” for stylistic or “aes-
thetical” reasons.
But this does not mean that VAR cannot ex-
press non-perceptive conditions such as memory, dream,
daydream, fantasy, or hallucination. On the contrary, it does
that through perception, perfectly expressing the transi-
tion from actual perception to memory, dream, daydream,
fantasy, or hallucination in a “pan-perceptive” way. Indeed,
Virtual Reality expresses the transition from the actual per-
ception through the actual perception. And sometimes it in-
corporates the old audiovisual techniques, embodying them
inside this transition from perception through perception.
A conclusion in the form of a case study.
Resident Evil 7: Biohazard
As a case study, I will work here on Resident
Evil 7: Biohazard, a survival horror game for PS4 devel-
oped by Capcom. The game, which can be played through
Play Station VR, is full of shifts from actual perception to
memories, dreams, and hallucinations. All these shifts are
expressed through pure perception, while incorporating
from time to time some techniques originating from cinema
or audiovisual languages.
Resident Evil 7: Biohazard is set somewhere in
the southern United States, after the murder of a three-man
CLAUDIO PAOLUCCI 124 AN-ICON
TV crew by the infected Baker family members Jack and Mia.
Ethan Winters is the protagonist, who is searching for his
missing wife, Mia, which leads him to a derelict plantation
mansion, home of the Baker family. At the very beginning
of the story, the player, in the role of Ethan, finds a video-
tape containing a short video shot by the television crew
and, in an adjacent room, he also finds a VCR and a TV
where he can see it. Notice how the videotape is a “tech-
nological quotation”: it is through an old audiovisual that
we come to know what happened in the past,30 now that
we are in VR. The player has some expectations at this
point:31 we know that a TV crew has been there before
us, because we have previously explored their abandoned
van. However, the narration of this flashback, which also
gives the player important information on the topography of
the house, takes place by giving the player control of one
or three crew members, not surprisingly the cameraman,
who must film what happened previously and return it to
the eyes of the player, who is controlling him through his
joypad. Here the flashback and the memory, in a form that
clearly identifies that they are flashbacks and memories,
are obtained through the perception of a “machinic” eye
that was there, watching for us. And who now identifies
with us and our avatar.32
The very same thing happens when the player
controls Mia Winters, in the central part of the plot. Mia
hallucinates (we will understand later that she has been
infected and her mind is controlled by Eveline) and sees
a 10-year-old girl who tells her to watch another video-
tape, “so they can be a family”. The videotape introduces
30 According to Kirkland, in the Resident Evil saga “old media technologies contribute a
sense of the real perceived as lacking in digital media, yet central to a generically-significant
impression of embodiment”. See E. Kirkland, “Resident Evil’s typewriter: horror videogames
and their media”, Games and Culture 4, no. 2 (2009).
31 On the way the Resident Evil saga handles expectations of its players, see C. Reed,
“Resident Evil’s rhetoric: the communication of corruption in survival horror video games”,
Games and Culture 11, no. 6 (2016).
32 https://www.youtube.com/watch?v=SBsOqYpx2ng&t=1550s
CLAUDIO PAOLUCCI 125 AN-ICON
a memory through which we learn that Mia was a scientist,
taking care of a bioweapon under the form of a little girl,
but something went wrong. Once again, it is through actual
perception that memories and hallucinations are performed.
It is through perception that Virtual Reality expresses the
transition from actual perception. Controlling Mia Winters,
playing through her and perceiving through her eyes and
ears, we come to know the truth about the story that we
are playing as Ethan Winters, to the point that one of our
aims is to send Ethan (ourselves) the very same message
we receive when Resident Evil 7: Biohazard starts.33
However, the main moments connected to the
relationship between perception, memories and halluci-
nation in Virtual Reality are still to come in Resident Evil
7. At a certain point of the plot, Ethan meets Jack Baker’s
daughter, Zoe, who also wants to escape Baker’s house.
Zoe tells Ethan that his wife Mia is still alive, even if Ethan
(us) has already killed her, since Mia has been given the very
same infection the Bakers have, and this infection gives
her body powerful regenerative abilities and extreme mu-
tations. Ethan is told that she and Mia would need to have
their infections cured by a special serum first, before leav-
ing Baker’s house. Ethan heads out to an old house to find
the ingredients for the serum, where he is forced to battle
and kill Marguerite Baker. Once he retrieves the ingredient,
Ethan begins to have strange visions of a young girl. From
this point on, hallucinations, memories and perceptions
coexist and alternate in all the Resident Evil 7 gameplay
and VAR has no problems at expressing their development
throughout the whole story at all, using the very same tech-
niques that audiovisual languages used to employ.
For instance, in the final boss fight, Ethan per-
ceives the world through a grayish film and sees Eveline
33 See a complete walkthrough of this part of the game here: https://www.youtube.com/
watch?v=Gh3CkPI0UpA
CLAUDIO PAOLUCCI 126 AN-ICON
in her 10-year old girl form, that we know being nothing
else but a hallucination, since we are told thanks to the
Nexbas document found in the salt mines that
almost immediately after the infection, the subject begins to see
images of Eveline (though she is not in fact there) and even hear
her voice (which is inaudible to anyone else). Auditions with infected
subjects throughout the stages of infection reveal that at first, the
phantom Eveline appears to be a normal young girl, sometimes
desiring companionship or assistance.
However, after being able to approach her and
inject the toxin that we have previously synthetized in the
neck, we see an explosion of light flood the screen and
then dissolve, indicating the transition from actual percep-
tion, that is hallucination, to real online perception. Indeed,
when dissolve and blur fade, the girl we are holding in our
arms reveals herself to be an old monstrous lady whom we
have already met (Baker’s “grandmother” in the wheelchair),
that melts into the ground in a colorful scenario (not grey-
ish as before), telling us “why does everybody hate me? I
just wanted a family”.34 In her actual form she attacks the
player, giving birth to the final boss fight.
Memories make no exception and are ex-
pressed perfectly fine (like hallucinations are) in Virtual
Reality. For instance, immediately before, the player is told
the true story through the reliving of a painful memory by
Mia while he is exploring the house. While we are perceiv-
ing the actual scene in the house and after we have found
a doll on the ground close to a wheelchair (foreshadowing
Eveline’s true identity), we hear a buzz sound that indicates
a clear discontinuity and Mia shows up in our perceptive
field without interacting with us nor seeing that we are there.
34 The whole sequence can be seen here: https://www.youtube.com/
watch?v=Rs8bkVhDuA0
CLAUDIO PAOLUCCI 127 AN-ICON
What we see is a memory by Mia, while she was taking care
of Eveline, the E-Series Biohazard weapon (E-001) built by
the company she was working for (a common appearance
was selected for the bioweapons; that of a roughly 10-year-
old girl, to ensure ease blending in with urban population). It
is through these memories perceived through Virtual Reality
that we come to know that Eveline infected Mia because
she wanted Mia to be her mother. Immediately later, we are
inside that memory, we can interact with it and we are part
of its compound: indeed, Eveline asks us to be her father
(“and if he does not want to be my father, he can die”) and
we ask ourselves “why am I seeing this?”.35
As we see, VAR has no problems at all at in us-
ing all the classic audiovisual techniques in order to express
the transition from online perception to memory, dream or
hallucination. It simply prefers doing that the majority of
the time through its pan-perceptive model. However, not
only can VAR utilise the old audiovisual techniques, but
it looks like that also the old audiovisual languages used
to express hallucinations, memories and dreams through
perception: they simply did not give the observer the sen-
sation of “being there”. How could cinema express memory,
dream or hallucination through dissolve, blur or flou if not
through perception? Since both cinema and VAR share
the very same prosthetic structure of their formal appara-
tus of enunciation, they both use a prosthesis (a screen, a
mounted display etc.) in order to make us see things that
we could not have seen without the text.36
In this way, from a semiotic point of view, VAR
confirms its mixed nature, keeping together a simulacral
and a prosthetic structure of its language.
35 See the whole sequence at https://www.youtube.com/watch?v=p7TZk2iYM-k
36 C. Paolucci, Persona. Soggettività nel linguaggio e semiotica dell’enunciazione (Milano:
Bompiani, 2020): Chapter 6.
CLAUDIO PAOLUCCI 128 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
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] | Perception,
hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard Perception
by Claudio Paolucci
Imagination
Hallucination
Enunciation
Resident Evil
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Perception, hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard
by Claudio Paolucci
Abstract In this paper, I will work on the relationship be-
tween perception and imagination in Virtual Reality, claiming
that “hallucination” is the ordinary motor also for online
perception and not only a deviant form of it. First, I will deal
with the problem of perception from the point of view of
cognitive semiotics and I will try to underline the crucial role
of imagination, claiming that perception is a form of “con-
trolled hallucination”. Later, I will focus on the relationship
between perception, hallucination, and memory in Virtual
Reality. On the one hand, I will claim that Virtual Reality
expresses the transition from actual perception to imagina-
tion, memory or dream through another actual perception.
On the other hand, I will claim that it can express it with-
out any problems through the old techniques coming from
cinema and other audiovisual languages, since they par-
tially share the very same formal apparatus of enunciation.
I will demonstrate all of this by analyzing Resident Evil 7:
Biohazard.
Perception Imagination Hallucination Enunciation Resident Evil
To quote this essay: 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
CLAUDIO PAOLUCCI 112 AN-ICON
Perception, imagination,
and the control of the reality
First, I will deal with the problem of percep-
tion from the point of view of cognitive semiotics.1 I will try
to underline the crucial role of imagination, claiming that
perception is a form of “controlled hallucination”,2 where,
by “controlled hallucination”, I mean the product of the
imagination controlled by the world. The main idea is that
“hallucination” is the model of perception and not a devi-
ant form of it. With “hallucination”, as defined in percep-
tion studies and in the neurogeometry of vision,3 I mean
the morphological activity of the production of forms by
the imagination, which remains crucial both when it is not
controlled by the world – as in the case of hallucination,
imagination, or dream – and when it is controlled by the
world, as in the case of online perception. In Virtual Reality,
the world that controls perception is substituted by a tech-
nology, a prosthesis capable of creating a strong effect of
reality, a simulacrum with an effect of presence that no oth-
er audiovisual has ever been able to build.4 In Augmented
Reality, on the other side, the technology adds elements
to the world that controls perception, without a full-blown
substitution, as it happens with Virtual Reality.
Maybe, the word “hallucination” can be mis-
leading, since perceptual phenomena under the aegis of
hallucination may seem to lose the concreteness that I
want to characterize them as having. It is possible that
1 See C. Paolucci, Cognitive Semiotics. Integrating signs, minds, menaing and cognition
(Berlin-New York: Springer, 2021).
2 See A. Clark, Surfing Uncertainty: Prediction, Action, and the Embodied Mind (Oxford:
Oxford University Press, 2016); J. Koenderink, “Vision and information”, in L. Albertazzi et al.,
eds., Perception Beyond Inference: The Information Content of Visual Processes (Cambridge,
MA: MIT Press, 2010): 27-57.
3 See J. Koenderink, “Vision and information”; A. Sarti et al., “The symplectic structure of
the primary visual cortex”, Biological Cybernetics 98 (2008): 33-48.
4 See C. Paolucci, “Una percezione macchinica: realtà virtuale e realtà aumentata tra
simulacri e protesi dell’enunciazione”, in F. Biggio et al., eds., Meaning–Making in Extended
Reality. Senso e Virtualità (Rome: Aracne, I Saggi di Lexia, 2020): 43-62.
CLAUDIO PAOLUCCI 113 AN-ICON
“figuration” would fit better with the ideas I will develop here,
since no Sartrean “derealization” is involved.5 However,
since our brains try to guess what is out there, and to the
extent that that guess matches the evolving sensory data,
we perceive the world, in Surfing Uncertainty, Clark recalls
the slogan coined by the vision scientist Ramesh Jain that
perception is “controlled hallucination”. This is the direc-
tion I am going to take. But, precisely because “this view
of perception puts us in genuine cognitive contact with the
salient aspects of our environment”, Clark suggests we
consider hallucination as a form of “uncontrolled percep-
tion”.6 However, Clark’s view – if it is put like that – is the
classical one that thinks of perception as grounding both
hallucination and imagination, which are supposed to be
“deviant” or “uncontrolled” forms of perception. Since I want
to claim the opposite, I will continue to use “hallucination”,
and since there is a well-established tradition regarding this
concept in the field of perception studies, I will do so with
the caveat that “hallucination” does not imply any kind of
“derealization” of perceptual phenomena from a phenom-
enological point of view.7
Indeed, with “hallucination”, or “figuration”, I
indicate a process of microgenesis8 that continuously pro-
duces the next thread of perceptual experience while the
current one fades, and does so without voluntary control.9
I claim that meaning guides this microgenesis, or hallucina-
tion, and that imagination is the engine of this microgenesis
guided by meaning.
5 See G. Matteucci, Estetica e natura umana. La mente estesa tra percezione, emozione ed
espressione (Rome: Carocci, 2019).
6 A. Clark, Surfing Uncertainty: 326. See also paragraph 6.10.
7 See S. Gallagher, D. Zahavi, “Primal impression and enactive perception”, in V. Arstila, D.
Lloyd, eds., Subjective Time: The Philosophy, Psychology, and Neuroscience of Temporality
(Cambridge: MIT Press, 2014): 83-99.
8 See J.W. Brown, Self–Embodying Mind: Process, Brain Dynamics and the Conscious
Present (Barytown, NY: Barytown Ltd, 2020)
9 See J. Koenderink, “Vision and information”.
CLAUDIO PAOLUCCI 114 AN-ICON
Fig. 1. Kanizsa’s triangle.
For instance, in Kanizsa’s triangle (Fig. 1), the
triangle is totally a product of our hallucination, since it is
the only thing that is not present in the stimuli. It is not by
chance that, as Reddy and colleagues show, not only are
online perception and imagination closely related in the
brain, but perception, as it occurs in creatures like us, is
co-emergent with imagination.10 What we perceive is literal-
ly (not metaphorically) the future, not the present, because
perception is the anticipation of the next thread of sensory
information through previous knowledge. Indeed, in percep-
tion we build through imagination the world that we expect.
There is a beautiful experiment by Adams and
colleagues that shows that, in some circumstances, we
hear the presence of the absence, that is, we hallucinate
something that is not there, but we expect to be there.11
When silence arrives, we literally do not hear it as we
are supposed to do (i.e. as nothing playing). In its place,
we hear the presence of the absent sound that we were
10 L. Reddy et al., “Reading the mindʼs eye: decoding category information during mental
imagery”, NeuroImage 50, no. 2, (2010): 818-825; G. Ganis et al. “Brain areas underlying visual
mental imagery and visual perception: An fMRI study”, in Cognitive Brain Research 20, no. 2
(2004): 226-241.
11 R.A. Adams et al., “Predictions not commands: active inference in the motor system”,
Brain Structure and Function 218, no. 3 (2013): 611-643.
CLAUDIO PAOLUCCI 115 AN-ICON
expecting. Adams and colleagues’ experiment runs as fol-
lows. They used a simple computer simulation of birdsong.
A multi-layer prediction machine processes sequences of
simulated bird-chirps. The simulations were then repeated
but omitting the last three chirps of the original signal. At
the first missing chirp, the network responds with a strong
precise moment where the first missing chirp should have
occurred, the system generated a brief, transient illusory
percept. This hallucinated percept was not strong, but the
timing was correct with respect to the missing chirp. Thus,
our perceptive system first dimly “perceived” (hallucinated)
the missing chirp, before responding with a strong error
signal when the actual absence of the anticipated sensory
evidence became apparent. Of course, Kanizsa’s triangle
is a visual correspondent of Adams and colleagues’ ex-
periment. This is what I call perception as a “controlled
hallucination”, which is the general functioning of our rich,
world-revealing perception at any level, since it concerns
an organism structurally coupled with its environment trying
to minimize disorder and surprise.12
The Goethean account of perception
I refer here to what Jan Koenderink, a cognitive
scientist and mathematician who works on the connection
between theory of singularities and perception, used to call
the “Marrian” and the “Goethean” accounts of perception.
■ According to the Marrian account: perception is the result
of standard computations on optical data.
■ According to the Goethean account: perception is con-
trolled hallucination, or “controlled figuration”.
The mainstream view in cognitive science and
neuroscience, which is often also the commonsense view,
12 S. Gallagher, Enactivist Interventions: Rethinking the Mind (Oxford: Oxford University
Press, 2017).
CLAUDIO PAOLUCCI 116 AN-ICON
is that perception is all about a kind of passive imprinting
of the world upon the sense organs and the brain. As Eg-
ner and colleagues say, “on traditional accounts the visual
system was seen as a passive analyzer of bottom-up sen-
sory information”.13 This is a view of the perceiving brain
as highly stimulus-driven, taking energetic inputs from the
senses and turning them into a coherent percept by a kind
of inwards flowing stream.
The Predictive Processing account of percep-
tion takes a different direction and includes a top-down
predictive aspect in its account.14 However, Predictive Pro-
cessing thinks of perception as a kind of new schematism
between aesthetics (the sensory data) and the concepts
(the priors). According to this view, our brains are proac-
tive: they are constantly buzzing as they try to predict the
sensory signals arriving across all modalities. When such
proactive brains “match” the incoming sensory signal, we
perceive the world, understand it, and are immediately posi-
tioned to imagine it so as to act in it too. However, “halluci-
nation” is different from the mainstream notion of “prior”. A
prior – as used in Bayesian inference – is a generic, usually
statistical, property.15 For example,
light comes from above is such a prior (if put in suitable format).
It applies, on the average, for terrestrial animals that live in open
spaces. Such priors package ‘frozen’ prior experience as it were.
‘Hallucinations’ differ by not being frozen, applying to the actual
situation. Hallucinations can be regarded as specific, necessar-
ily tentative, instantiations of the observer’s present “situational
awareness” instead of its average past.16
13 T. Egner et al., “Expectation and surprise determine neural population responses in the
ventral visual stream”, Journal of Neuroscience 30, no. 49 (2010): 16601-16608.
14 See A. Clark, Surfing Uncertainty.
15 D. Purves, “Why we see things the way we do: evidence for a wholly empirical strategy
of vision”, Philosophical Transactions of the Royal Society of London. Series B, Biological
Sciences 356 (2001): 285-297.
16 J. Koenderink, “Vision and information”: 32.
CLAUDIO PAOLUCCI 117 AN-ICON
This is important, because we do not always
update our perceptions according to our past experience
and according to the changes in our priors. This is very
well seen in the popular Muller-Layer illusion, where even
when we learn that the two lines have the same length,
we still keep on seeing them in the previous way. In per-
ception, “data” are constructed through an attunement of
the organism and the world, where the organism looks for
elements that are worth for him to look for. For instance, as
in Kanizsa’s triangle, we look for edges and we perceive
edges even if edges are the only thing that are not present
in the stimulus. This is because, given evolutionary pressure
and experience driven plasticity,
we are wired to the environment in order to produce states that track
edges when exposed to discontinuities. The system is physically at-
tuned to such things, ‘set up to be set off’ by such visual discontinuities.17
Exploring the world, the organism casts his
questions to the environment through imagination and pre-
dicts its answers until he encounters resistance. This very
action turns optical or sound structure into “data”, which
are not sent from the world to the organism through senses
but are the actual product of the autopoietic structure of
the system of perception. Perception occurs when the top
down activity of the imagination succeeds at generating
the sensory data for itself, building a coherent story that
paves the way for efficacious action. When it can gener-
ate the future sensory data, the agent perceives the world.
When it cannot, encountering a resistance, it tries a new
attunement or changes the world through action. Therefore,
data are built up because we produce them in looking for
what we need for action, in order to minimize our work in
the environment.
17 S. Gallagher, Enactivist Interventions: 120.
CLAUDIO PAOLUCCI 118 AN-ICON
Moving towards virtual
and augmented reality
The difference between the mainstream view,
where data are sent by the environment and processed
through perception, and the view where they are the
product of what we look for in a coupled environment, can
be operationalized as follows: perception is sensorily guid-
ed potential behavior.18
Potential is key here. Perception is grounded
on imagination, as it concerns the potential behavior con-
nected to a coherent “story” we are building in order to act
in the world and minimize disorder.19
Perception as sensorily guided potential be-
havior is meant to reveal a world of salient, meaningful, in-
teracting causes selected in the light of human needs and
possibilities, which is exactly what pragmatists had in mind
when they were telling us that the meaning of something
consists in its conceivable practical bearings. This also
marks the difference between pragmatism and behaviorism,
since perception is neither action nor behavior. This prag-
matist idea is consistent with the Affordance Competition
Hypothesis originally introduced by Cisek,20 which is also
a key hypothesis for the Predictive Processing by Andy
Clark.21 The brain processes sensory information to specify,
in parallel, several potential actions that are currently avail-
able. These potential actions compete against each other
18 J. Koenderink, “Vision and information”: 32.
19 C. Paolucci, “Social cognition, mindreading and narratives. A cognitive semiotics
perspective on narrative practices from early mindreading to autism spectrum disorders”,
Phenomenology and the Cognitive Sciences 18, no. 2 (2019): 375-400; and Cognitive
Semiotics. Integrating Signs, Minds, Meaning and Cognition (Berlin, Heidelberg, New York:
Springer, 2021).
20 P. Cisek, “Cortical mechanisms of action selection: The affordance competition
hypothesis”, Philosophical Transactions of the Royal Society B 362 (2007): 1585-1599.
21 A. Clark, Surfing Uncertainty: Chapter 6.
CLAUDIO PAOLUCCI 119 AN-ICON
for further processing, while information is collected to bias
this competition until a single response is selected.22
If we go beyond Cisek’s terminology of “pro-
cessing information”, like I think we have to do in order
to focus on the main problem of perception as controlled
hallucination, we see that, at the moment, we are see-
ing a good deal of confirmation regarding this “pragma-
tist” approach from the neurosciences.23 The classic dis-
tinction between perception, cognition and action simply
fails to reflect not only the phenomenology of our expe-
rience, but also the global functional architecture of the
brain, where, for instance, motor systems are active and
play a huge part also in perception, decision making,
social cognition and problem solving.24
Increasing and highly suggestive evidence challenges the view
of core cognitive capacities (such as planning and deciding) as
neurophysiologically distinct from the circuitry of sensorimotor con-
trol. For example, decisions concerning eye movements and the
execution of eye movements recruit highly overlapping circuits
in lateral intraparietal area (LIP), frontal eye fields (FEF), and the
superior colliculus [...]. In the same vein, a perceptual decision task
(one in which the decision is reported by an arm movement) re-
vealed marked responses within premotor cortex corresponding
to the process of deciding upon a response (Romo et al. 2004).
Quite generally, wherever a decision is to be reported by (or oth-
erwise invokes) some motor action, there looks to be an entwining
22 P. Cisek, “Cortical mechanisms of action selection”: 1585.
23 See C. Paolucci, “Per una concezione strutturale della cognizione: semiotica e scienze
cognitive tra embodiment ed estensione della mente”, in M. Graziano, C. Luverà, eds.,
Bioestetica, bioetica, biopolitica. I linguaggi delle scienze cognitive (Messina: Corisco Edizioni,
2012): 245-276; V. Cuccio, F. Caruana, “Il corpo come icona. Abduzione, strumenti ed
Embodied Simulation”, VS-Quaderni di Studi Semiotici 120 (2015): 93-103.
24 See V. Gallese, “Mirror neurons and the neural exploitation hypothesis: from embodied
simulation to social cognition”, in J.A. Pineda, ed., Mirror Neuron Systems (New York: Humana
Press, 2009): 163-190; A.M. Borghi, F. Caruana, “Embodied Cognition, una nuova psicologia”,
Giornale Italiano di Psicologia 35, no. 1 (2013): 23-48; V. Gallese et al., “A unifying view of the
basis of social cognition”, Trends in Cognitive Sciences 8, no. 9 (2004): 396-403; G. Rizzolatti,
C. Sinigaglia, “Mirror neurons and motor intentionality”, Functional Neurology 22, no. 4 (2007):
205-221.
CLAUDIO PAOLUCCI 120 AN-ICON
of perceptuo-motor processing and decision-making, leading Cis-
ek and Kalaska to suggest that ‘decisions, at least those reported
through actions, are made within the same sensorimotor circuits
that are responsible for planning and executing the associated
action’ (Cisek and Kalaska 2011: 274). In cortical associative regions
such as posterior parietal cortex (PPC), Cisek and Kalaska go on
to argue, activity does not seem in any way to respect the tradi-
tional divisions between perception, cognition, and action. Instead
we find neuronal populations that trade in shifting and context-re-
sponsive combinations of perceiving, deciding, and acting, and in
which even single cells may participate in many such functions
(Andersen and Buneo 2003).25
If perception is supposed to work as a process
that is continuous with action, the Marrian casual chain is
inverted. Instead of “data” arriving at the eye, being pro-
cessed, being further processed and finally resulting in a
“representation” of the scene in front of us, the agent ex-
plores the world in any conceivable direction, casting his
questions and producing data in relation to what he needs
for action, until it encounters resistance.
This is why imagination is the real engine for
online perception. Since imagination is a faculty that allows
us to move our consciousness from a proximal to a distal
place, which can be in the past (memory), future (pros-
pects) or in an invented reality, this “looking for the future”
in online perception, trying to anticipate the next thread of
the world, is grounded exactly on imagination.
This places Virtual Reality and Augmented Real-
ity (VAR) in radical continuity with online perception. Indeed,
if, in phenomenological terms, hallucination is a “percep-
tion in the absence of the external object”, and if the ob-
jects that appear in virtual reality are artificial simulacra of
presence that we perceive without them being anchored in
25 A. Clark, Surfing Uncertainty: 178.
CLAUDIO PAOLUCCI 121 AN-ICON
our experience of the physical world, we shall understand
immersive virtual experience as a form of voluntary and
deliberate hallucination. But this does not imply any kind of
derealization: it simply implies the substitution of the control
of the world with the control of a technology.
This is why VAR promises important scientific
applications, which, in a few years, will radically change
many of our laboratories of psychology, neuroscience and
cognitive sciences. Indeed, on the one hand, we want a
world in which reality is not so “real” as to modify the ex-
perimental results and influence them, and VAR provides us
with only a virtual reality, which can be controlled in detail
and put into brackets at will. On the other hand, we also
want a world that is not so unreal as to be indistinguish-
able from the normal conditions of a laboratory, which at
full capacity lives by cutting off every variable that cannot
be controlled and ends up producing data that have the
purpose of explaining our experience in a condition that
we know to be a radical impoverishment of this very same
experience. VARs allows us to create a very strong effect
of presence within a world-environment,26 capable of sim-
ulating a reality that remains only virtual and can therefore
be controlled in its different parameters. At the same time,
VAR allows us to increase the “gradient of reality” inside a
laboratory, integrating those experiences and variables that
a laboratory usually tends to cut away, in the name of the
robustness of its measurements. Thus, the conditions of
the laboratory are “augmented” with a reconstructed and
simulated reality, which we can see and experience only
thanks to the prostheses of VAR. In this respect, VAR is a
prosthetic technology that is in its own way unprecedented,
capable of generating a controllable world without losing at
the same time the phenomenological richness of the world.
26 A. Pinotti, “Self–negating images: towards an-iconology”, Proceedings 2017, I, 856 (2017).
CLAUDIO PAOLUCCI 122 AN-ICON
Precisely because of its ability to make the
world present through perception, without the world being
in any way unamendable – since it can be controlled – it is
completely normal that people who set up environments
in VAR exploit this possibility, preferring online perception
to other expressive possibilities and using online percep-
tion in order to express dreams, hallucinations or memo-
ries. However, this choice does not in any way reside in
a technological, semiotic or enunciative limit of VAR and
its language. On the contrary, it is only a “stylistic” choice,
which can be suspended. As we will see, many of these
suspensions, which result in the use of old cinematographic
techniques within Virtual Reality, can be seen for example
in an extraordinary game for Play Station VR such as Res-
ident Evil 7: Biohazard.
Elsewehere,27 I tried to show how, from a semi-
otic point of view,28 VAR works by holding together a formal
apparatus of the prosthetic type of enunciation, typical
of audiovisuals, and a formal apparatus of enunciation of
the simulacral type, which is instead typical of other se-
miotic systems, such as verbal language.29 If this is true,
as I believe it is, Virtual Reality and Augmented Reality are
not incapable of effectively representing the modifications
of perception that cinema has always expressed through
its representative strategies, such as dissolve, shift from
27 C. Paolucci, “Una percezione macchinica”.
28 Some semiotic approaches to VR can be found in G. Bettetini, L’Ulisse semiotico e le
sirene informatiche (Milano: Bompiani, 2006); and B.R. Barricelli et al., “Semiotic Framework
for Virtual Reality Usability and UX Evaluation: a Pilot Study”, in M. De Marsico et al., eds.,
Games-Human Interaction (2018): 1-6. A nice take on the illusory cancellation of the distance
that occurs during an immersive experience and the establishment of a critical distance in the
user, linked to the emergence of a meta experiential competence, can be found in F. Biggio,
“Semiotics of distances in virtual and augmented environments”, Img Journal 2, no. 3 (2020):
82-103. Some important remarks on virtuality and subjectivity can be found in a nice book
by Ruggero Eugeni, La condizione postmediale (Brescia: La scuola, 2015) and in the reader
edited by F. Biggio et al., Meaning-Making in Extended Reality. Senso e Virtualità (Rome:
Aracne, 2020). However, the most comprehensive and original semiotic work on this topic
is the PhD thesis by Gianmarco Giuliana, Meaningfulness and Experience in Virtual Realities.
Semiotics of a Digital Pla(y)typus, University of Turin (2021).
29 See C. Paolucci, “Prothèses de la subjectivité. L’appareil formel de l’énonciation dans
l’audiovisuel”, in M.G. Dondero et al., eds., Les plis du visuel. Réflexivité et énonciation dans
l’image (Limoges: Éditions Lambert-Lucas, 2017): 53-68.
CLAUDIO PAOLUCCI 123 AN-ICON
color to black-and-white, flou or blur, used to indicate, in a
point-of-view shot, the transition from actual perception to
memory, dream, daydream, fantasy, or hallucination. VAR
can use all these techniques without any problems at all,
since it shares with cinema and audiovisual languages the
very same formal apparatus of enunciation. We can have
a dissolve or a shift from color to black-and-white also in
VAR. If this is not done, or it is not done so often, it is only
because of a choice from the “authors” or the VAR, who
clearly opt for a “pan-perceptive way” for stylistic or “aes-
thetical” reasons.
But this does not mean that VAR cannot ex-
press non-perceptive conditions such as memory, dream,
daydream, fantasy, or hallucination. On the contrary, it does
that through perception, perfectly expressing the transi-
tion from actual perception to memory, dream, daydream,
fantasy, or hallucination in a “pan-perceptive” way. Indeed,
Virtual Reality expresses the transition from the actual per-
ception through the actual perception. And sometimes it in-
corporates the old audiovisual techniques, embodying them
inside this transition from perception through perception.
A conclusion in the form of a case study.
Resident Evil 7: Biohazard
As a case study, I will work here on Resident
Evil 7: Biohazard, a survival horror game for PS4 devel-
oped by Capcom. The game, which can be played through
Play Station VR, is full of shifts from actual perception to
memories, dreams, and hallucinations. All these shifts are
expressed through pure perception, while incorporating
from time to time some techniques originating from cinema
or audiovisual languages.
Resident Evil 7: Biohazard is set somewhere in
the southern United States, after the murder of a three-man
CLAUDIO PAOLUCCI 124 AN-ICON
TV crew by the infected Baker family members Jack and Mia.
Ethan Winters is the protagonist, who is searching for his
missing wife, Mia, which leads him to a derelict plantation
mansion, home of the Baker family. At the very beginning
of the story, the player, in the role of Ethan, finds a video-
tape containing a short video shot by the television crew
and, in an adjacent room, he also finds a VCR and a TV
where he can see it. Notice how the videotape is a “tech-
nological quotation”: it is through an old audiovisual that
we come to know what happened in the past,30 now that
we are in VR. The player has some expectations at this
point:31 we know that a TV crew has been there before
us, because we have previously explored their abandoned
van. However, the narration of this flashback, which also
gives the player important information on the topography of
the house, takes place by giving the player control of one
or three crew members, not surprisingly the cameraman,
who must film what happened previously and return it to
the eyes of the player, who is controlling him through his
joypad. Here the flashback and the memory, in a form that
clearly identifies that they are flashbacks and memories,
are obtained through the perception of a “machinic” eye
that was there, watching for us. And who now identifies
with us and our avatar.32
The very same thing happens when the player
controls Mia Winters, in the central part of the plot. Mia
hallucinates (we will understand later that she has been
infected and her mind is controlled by Eveline) and sees
a 10-year-old girl who tells her to watch another video-
tape, “so they can be a family”. The videotape introduces
30 According to Kirkland, in the Resident Evil saga “old media technologies contribute a
sense of the real perceived as lacking in digital media, yet central to a generically-significant
impression of embodiment”. See E. Kirkland, “Resident Evil’s typewriter: horror videogames
and their media”, Games and Culture 4, no. 2 (2009).
31 On the way the Resident Evil saga handles expectations of its players, see C. Reed,
“Resident Evil’s rhetoric: the communication of corruption in survival horror video games”,
Games and Culture 11, no. 6 (2016).
32 https://www.youtube.com/watch?v=SBsOqYpx2ng&t=1550s
CLAUDIO PAOLUCCI 125 AN-ICON
a memory through which we learn that Mia was a scientist,
taking care of a bioweapon under the form of a little girl,
but something went wrong. Once again, it is through actual
perception that memories and hallucinations are performed.
It is through perception that Virtual Reality expresses the
transition from actual perception. Controlling Mia Winters,
playing through her and perceiving through her eyes and
ears, we come to know the truth about the story that we
are playing as Ethan Winters, to the point that one of our
aims is to send Ethan (ourselves) the very same message
we receive when Resident Evil 7: Biohazard starts.33
However, the main moments connected to the
relationship between perception, memories and halluci-
nation in Virtual Reality are still to come in Resident Evil
7. At a certain point of the plot, Ethan meets Jack Baker’s
daughter, Zoe, who also wants to escape Baker’s house.
Zoe tells Ethan that his wife Mia is still alive, even if Ethan
(us) has already killed her, since Mia has been given the very
same infection the Bakers have, and this infection gives
her body powerful regenerative abilities and extreme mu-
tations. Ethan is told that she and Mia would need to have
their infections cured by a special serum first, before leav-
ing Baker’s house. Ethan heads out to an old house to find
the ingredients for the serum, where he is forced to battle
and kill Marguerite Baker. Once he retrieves the ingredient,
Ethan begins to have strange visions of a young girl. From
this point on, hallucinations, memories and perceptions
coexist and alternate in all the Resident Evil 7 gameplay
and VAR has no problems at expressing their development
throughout the whole story at all, using the very same tech-
niques that audiovisual languages used to employ.
For instance, in the final boss fight, Ethan per-
ceives the world through a grayish film and sees Eveline
33 See a complete walkthrough of this part of the game here: https://www.youtube.com/
watch?v=Gh3CkPI0UpA
CLAUDIO PAOLUCCI 126 AN-ICON
in her 10-year old girl form, that we know being nothing
else but a hallucination, since we are told thanks to the
Nexbas document found in the salt mines that
almost immediately after the infection, the subject begins to see
images of Eveline (though she is not in fact there) and even hear
her voice (which is inaudible to anyone else). Auditions with infected
subjects throughout the stages of infection reveal that at first, the
phantom Eveline appears to be a normal young girl, sometimes
desiring companionship or assistance.
However, after being able to approach her and
inject the toxin that we have previously synthetized in the
neck, we see an explosion of light flood the screen and
then dissolve, indicating the transition from actual percep-
tion, that is hallucination, to real online perception. Indeed,
when dissolve and blur fade, the girl we are holding in our
arms reveals herself to be an old monstrous lady whom we
have already met (Baker’s “grandmother” in the wheelchair),
that melts into the ground in a colorful scenario (not grey-
ish as before), telling us “why does everybody hate me? I
just wanted a family”.34 In her actual form she attacks the
player, giving birth to the final boss fight.
Memories make no exception and are ex-
pressed perfectly fine (like hallucinations are) in Virtual
Reality. For instance, immediately before, the player is told
the true story through the reliving of a painful memory by
Mia while he is exploring the house. While we are perceiv-
ing the actual scene in the house and after we have found
a doll on the ground close to a wheelchair (foreshadowing
Eveline’s true identity), we hear a buzz sound that indicates
a clear discontinuity and Mia shows up in our perceptive
field without interacting with us nor seeing that we are there.
34 The whole sequence can be seen here: https://www.youtube.com/
watch?v=Rs8bkVhDuA0
CLAUDIO PAOLUCCI 127 AN-ICON
What we see is a memory by Mia, while she was taking care
of Eveline, the E-Series Biohazard weapon (E-001) built by
the company she was working for (a common appearance
was selected for the bioweapons; that of a roughly 10-year-
old girl, to ensure ease blending in with urban population). It
is through these memories perceived through Virtual Reality
that we come to know that Eveline infected Mia because
she wanted Mia to be her mother. Immediately later, we are
inside that memory, we can interact with it and we are part
of its compound: indeed, Eveline asks us to be her father
(“and if he does not want to be my father, he can die”) and
we ask ourselves “why am I seeing this?”.35
As we see, VAR has no problems at all at in us-
ing all the classic audiovisual techniques in order to express
the transition from online perception to memory, dream or
hallucination. It simply prefers doing that the majority of
the time through its pan-perceptive model. However, not
only can VAR utilise the old audiovisual techniques, but
it looks like that also the old audiovisual languages used
to express hallucinations, memories and dreams through
perception: they simply did not give the observer the sen-
sation of “being there”. How could cinema express memory,
dream or hallucination through dissolve, blur or flou if not
through perception? Since both cinema and VAR share
the very same prosthetic structure of their formal appara-
tus of enunciation, they both use a prosthesis (a screen, a
mounted display etc.) in order to make us see things that
we could not have seen without the text.36
In this way, from a semiotic point of view, VAR
confirms its mixed nature, keeping together a simulacral
and a prosthetic structure of its language.
35 See the whole sequence at https://www.youtube.com/watch?v=p7TZk2iYM-k
36 C. Paolucci, Persona. Soggettività nel linguaggio e semiotica dell’enunciazione (Milano:
Bompiani, 2020): Chapter 6.
CLAUDIO PAOLUCCI 128 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
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"url": "https://riviste.unimi.it/index.php/anicon/article/download/15161/15712",
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] | Cinematic
darkness: dreaming
across film and immersive
digital media
by Martine Beugnet and Lily Hibberd
Cinema
Darkness
Spectatorship
Dream
Consciousness
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Cinematic darkness:
dreaming across film and
immersive digital media
by Martine Beugnet and Lily Hibberd
Abstract As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness. In
this article, we look anew at the enduring question of time-
based mechanical (lens based and digital) media’s ability
not merely to take us outside of or besides ourselves, but
to generate an imaginary realm of their own. Our analysis
centres on the use of darkness. Often associated with the
passage from one state of consciousness to another, dark-
ness has become a prevalent aesthetic in cinematic immer-
sive media. In some ways, as we will see, the latest tech-
nologies of audio-vision appear less apt than conventional
cinema to induce us to “cross the bridge” and venture into
the land of phantoms. In others, they emerge as privileged
entries into the dreamlike worlds of our contemporary, tech-
nologized era. In spite of differences in viewing conditions,
we find that between the older medium of 2D film and that
of cinematic virtual reality, darkness, combined with the
illusion of depth and visual replication of motion proves to
be a particularly potent harbinger of altered states.
Cinema Darkness Spectatorship Dream Consciousness
To quote this essay: M. Beugnet & L. Hibberd, “Cinematic darkness: dreaming across film and
immersive digital media”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 129-152
MARTINE BEUGNET AND LILY HIBBERD 129 AN-ICON
(...) spectators at the exit, brutally rejected by the black belly of the
theater into the glaring and mischievous light of the lobby, some-
times have the bewildered expression (happy and unhappy) of
people waking up. To leave the movies is a little like getting up: not
always easy.1
Introduction: cine-obscurity
Darkness is dream’s natural associate. It is no
wonder audiovisual works that seek to transport us beyond
the here and now of awakened reality continue to rely on
the power of darkness to enfold us and to unravel our sense
of place and time. Though there are structural differences
between the aesthetics and spectatorship of cinema and
that of virtual reality, darkness functions across many me-
dia forms as both a metaphor and as a corporeal device
for immersion, encouraging spectators and participants to
submit to imaginary realms.
The scope of this article is not to review the
wider lineage of darkness across immersive forms of media,
or indeed to revisit their origins going back to Plato’s cave.
The media archaeology of moving images and obscurity has
already been done by theorists such as Oliver Grau, and
in groundwork of Siegfried Zielinski and Gloria Custance,
who described the cinema as a dark “womb”.2 Other media
theorists have delineated the parameters of interactive or
immersive 3D viewing, most notably Maria Engberg and
Jay Bolter on virtual reality aesthetics, as well as William
1 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105, 86.
2 O. Grau, Virtual Art: From Illusion to Immersion, trans. G. Custance (Cambridge, MA: MIT
Press, 2003): 151-152. S. Zielinski, G. Custance, Audiovisions: Cinema and Television as
Entr’actes in History (Amsterdam: Amsterdam University Press, 1999): 92, 246.
MARTINE BEUGNET AND LILY HIBBERD 130 AN-ICON
Brown with the notion of “gaseous perception” in relation
to stereoscopic cinema and darkness.3
In contrast with earlier theorizations, in what
follows we focus on adaptations of cinematic immersive
reality in the hands of artists and experimental filmmakers.
To further account for the contemporary emergence of an
aesthetic of darkness we firstly seek to establish a histori-
cal backdrop. We then turn our attention to the works and,
where available, the words of the creators’ themselves, as
we consider four recent immersive media works imbibed
in darkness: Anouk De Clercq’s Thing, Laurie Anderson
and Hsin-Chien Huang’s La camera insabbiata/Chalkroom,
Notes on Blindness: Into Darkness and Parragirls Past, Pres-
ent: Unlocking Memories of Institutional “Care”. As immer-
sion in darkness is closely related to dreamworlds and to
dreams of outer space, these phenomena provide the un-
derpinning rationale in the first half of this article and for
our subsequent analysis of these four works.
Enfolding darkness, from awakened
dreaming to altered states
Amongst the most memorable scenes of F.W.
Murnau’s Sunrise (1927) is the imaginary screening in which a
seductress from the city appears to lure a naïve country man
into a fantasized vision of urban life. One evening, as they sit
together on the shore of a lake, the woman launches into an
eloquent description of nightlife in the city. To demonstrate
the impression made by her tale, Murnau materializes it in the
form of a projection that magically appears in front of the two
characters. Thanks to an astute system of transparencies,
the dream show of the modern city superimposes itself
onto the nocturnal sky, under the halo of a fake moon that
3 M. Engberg, J.D. Bolter, “The aesthetics of reality media”, Journal of Visual Culture 19, no.
1 (2020): 81-95. W. Brown, “Avatar: stereoscopic cinema, gaseous perception and darkness”,
Animation 7, no. 3 (2012): 259-271.
MARTINE BEUGNET AND LILY HIBBERD 131 AN-ICON
glows like the lamp of a projector.4 Stylized cityscapes al-
ternate with kaleidoscopic, blurry visions of frenzied revelry:
there is no attempt at harnessing this fantastic vision to a
specific or stable point of view. The fantasy may originate
in the female character’s mind, but it feeds on a collective
imaginary, and the projection allows her to share it with her
companion, as well as beyond the diegesis, with the audi-
ence of Murnau’s film. The sequence is a celebration of the
powers of the cinema not merely as a “factory of dreams”,
but also as a sharing of the experience of dreaming itself.
Dreams and daydreams, hallucinations and
memories, as the products of the human psyche, fascinate
not only because they elude our self control (we can no
more prevent or design our nightmares at will than we can
consciously erase a memory), but also because they con-
found our capacity to communicate and share experiences.
In every medium, from literature to the theatre, painting and
photography, techniques have been developed to evoke
altered states of consciousness. The gap, however, be-
tween the viewer or reader and the subjective creations of
the psyche mediated by objective, external sources, is not
easily bridged. Key to Sunrise’s mise en abyme of a screen-
ing is the choice of a nocturnal setting: in a film theatre the
night on screen blends with the darkness that surrounds
the cinema spectator like a connecting tissue.
Because the visibility of the projected film im-
age initially relied on a beam of light, darkness – also the
companion of sleep and dreams – has been associated
with the cinema from the start. With the shift from analogue
to digital, the glow of the LCD monitor has increasingly
complemented the light beam of the projector, alongside
other self-illuminating screens found in the domestic en-
vironment. Regardless of location, we still lower the lights
while watching films whenever possible. More than a mere
4 M. Beugnet, L’attrait du flou (Crisnée: Yellow Now, 2017): 33-34.
MARTINE BEUGNET AND LILY HIBBERD 132 AN-ICON
condition of visibility, obscurity facilitates the slipping in
and out of total awakened awareness.
Film was the first medium to offer the promise
of more than the mere representation of our imaginings – to
engender a form of awakened dreaming through spectacle
and apparatus. The increasingly photorealistic quality of
cinematic images and sounds set in motion guaranteed
the “credibility of its fabulations”.5 A spectator could hope
to become immersed in a film in a manner similar to the
dreamer, who experiences even the most absurd world of
mental images equally as “real” as daily life occurrences,
or of a daydreamer who indulges in memories or fanciful
imaginings to the point of forgetting their actual surround-
ings. The conditions of reception in the cinema auditorium
came to reflect and strengthen the analogy: cut off from the
outer world, plunged in darkness and silence, with limited
physical activity, at the end of a screening the spectator
often emerges as if they were awakening.
Yet in spite of the unequalled ability to blur the
frontier between representation and perception,6 the fusion
of image and reality never occurs fully.7 As Christian Metz
reminds us, where in deep sleep the dreamer does not know
that they are dreaming, film induces, at best, a semi-wakeful
state: more than dream per se, the experience of watching
a film (which can be emulated, though imperfectly, in indi-
vidual situations of viewing) resembles that of reminiscing,
5 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105.
6 S. Sharot, “Dreams in films and films as dreams: surrealism and popular American cinema”,
Canadian Journal of Film Studies 24, no. 1 (2015): 66-89. Also, on the myth of the credulous
audience, see T. Gunning, “An aesthetic of astonishment. Early film and the (in)credulous
spectator”, Art and Text, no. 34 (1989): 31-45.
7 In contrast, “dreaming is subjectively indistinguishable from waking experience”. See T.K.
Metzigner, “Why is virtual reality interesting for philosophers?”, Frontiers in Robotics and AI, no. 5
(2018).
MARTINE BEUGNET AND LILY HIBBERD 133 AN-ICON
fantasizing or slipping into reverie. For Raymond Bellour, it
is better compared with a form of hypnosis.8
Nonetheless, fascination for the medium’s
oneiric qualities has driven some of the most radical and
creative practices and theorizing of the medium. The rep-
resentation of dreams themselves has had little to do with
this evolution: from Antonin Artaud and the surrealists to
Jean Epstein, the earliest avant-gardes nurtured the belief
that the medium’s aesthetic potential laid not in the repre-
sentation of dreams or reminiscences, but in the possibil-
ity to dream or reminisce with images.9 In classic cinema
however, as in avant-garde or experimental filmmaking,
darkness and immobility remain the spectator-dreamer’s
first allies.
In The Absent Body, Drew Leder observes that
in normal situations of perception the awareness of our
body diminishes: the reason we can focus on what we
watch, or concentrate on what we touch, is that we do
not pay attention to the actual process, nor to the eye or
hand involved in it.10 A similar receding of bodily awareness
occurs when we are absorbed in our own thoughts. Such
“absenting” of the lived body is not however “equivalent to
a mere void, a lack of being”.11 Rather, it testifies to the
extent in which a sentient subject might be beside itself,
“ecstatically caught-up in the world”:
the very nature of the body is to project outwards from its place
of standing. From the “here” arises a perceptual world of near and
far distances. From the “now” we inhabit a meaningful past and a
futural realm of projects and goals.12
8 R. Bellour, Le Corps du cinéma: hypnoses, émotions, animalités (Paris: POL / Trafic, 2009).
9 J. Epstein, Écrits sur le cinéma, vol. 2 (Paris: Cinéma Club/Seghers, 1975): 18-20. Also see,
A. Artaud “Cinéma et réalité”, Œuvres complètes, vol. 3 (Paris : Gallimard, 1978): 19; and M.
Beugnet, L’attrait du flou (Crisnée: Yellow Now: 2017): 82-83.
10 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 70-71.
11 Ibid.: 22.
12 Ibid.: 23.
MARTINE BEUGNET AND LILY HIBBERD 134 AN-ICON
Leder’s description of this phenomenon recalls
James Gibson’s theory of “affordance”, according to which
individuals are entwined with their surroundings, their pro-
spective actions informed by the constant collecting of
information from their environment.13 This capacity to feel
or to picture our bodies outside or alongside themselves in
time and space is an equally fundamental feature of dream-
ing, hallucination and reverie, as well as the fabrication of
their similitude in movies. Indeed, it is often the altered
sense in which our body appears to relate to its perceived
environment (feeling one’s bodily affordance hindered, dis-
torted or augmented in turns) that marks the difference
between awakened and dreamlike states.
In the cinema, the body’s capacity for ecstasis
is simultaneously enhanced and directed away from the
immediate environment, towards the virtual world that ap-
pears on the screen. The film auditorium, as a space, has
sometimes been compared to a womb.14 Darkness engulfs
the barely moving spectators, allowing them to be together
and alone at once, to ignore the borders of the screen as
they recede in the obscurity. Within the secluded space of
the theatre, the light originating from behind the audience
trains spectators to project themselves on the screen, to sit-
uate themselves within the perspectival view of the spaces
offered to the eye, and the anthropomorphic quality of the
camera’s gaze that explores them. From the 1950s onwards,
anamorphic lenses widened the frame, and shortened the
optical depth of field, with a corresponding increase in
visual blur effects. Strengthening the sense of immersion
and bringing the cinematic closer to the human field of
vision, the blurring of the margins of the visual frame also
subtly blended the projected image into the surrounding
13 J.J. Gibson, The Ecological Approach to Visual Perception (Boston: Houghton Mifflin, 1979).
14 T. Elsaesser, “Cinephilia or the uses of disenchantment”, in M. de Valck, M. Hagener, eds.,
Cinephilia: Movies, Love and Memory, (Amsterdam: Amsterdam University Press, 2005): 32.
MARTINE BEUGNET AND LILY HIBBERD 135 AN-ICON
darkness, heightening the feeling of being suspended in a
virtual dimension without physical limits.
In the cinema and at home, dimming the lights
and turning up the volume amplifies the degree to which
we forget about our own body so as to engage in watch-
ing and listening to a movie, sometimes even touching or
tasting through the synesthetic or haptic powers of certain
images.15 Accordingly, in classic narrative cinema’s sub-
jective point of view, a character’s body partly or wholly
disappears from the frame. Such strategies allow us, as
the spectator, not only to half-dream our way through a film,
but also to engage with the expression of altered states of
consciousness where images and sounds are supposedly
the product of mental processes. Paradoxically, both of
these experiences can involve audiovisual representations
of extreme physicality (fighting, crying, flying…). Whether
awake or dreaming,16 characters in films move, fall or take
off in the air, as we ourselves sometimes do in our sleep.
In all such cases, however, it is the incapacity to act on
the film’s progression that grants the experience its onei-
ric quality: as the dreamer with dreams, the film spectator
does not control the flow of images: once triggered, they
cannot be easily altered or fully erased at will.17 Nor can we
always choose to retain a memory, or the trace of a dream,
15 L.U. Marks, The Skin of the Film: Intercultural Cinema, Embodiment, and the Senses
(Durham, NC: Duke University Press, 2000); and, Touch: Sensuous Theory and Multisensory
Media (Minneapolis: University of Minnesota Press, 2002). M. Beugnet, Cinema and Sensation
(Edinburgh: Edinburgh University Press, 2007).
16 Whereas a dream or a memory is a subjective reality emanating from the psyche, a film
is an external product constructed according to a common idiom. In conventional filmmaking,
transitions mark out the passage from woken to altered states of consciousness (fades in and
out, blurredness, distorted perspectives, spiralling images amongst others). Film dreaming is
thus reclaimed and repurposed as the representation of dreaming in film.
17 See T. Kuntzel, “Le defilement”, La revue d’esthétique (1972), reprinted in D. Noguez,
ed., Cinéma: théorie, lectures (Paris, Klincksieck, 1978): 97-110. R. Bellour, L’entre-images:
photo, cinéma, vidéo (Paris: La Différence, 2002): 86. M. Beugnet, Le Cinéma et ses doubles
(Bordeaux: Bord de l’eau, 2021): 5-6.
MARTINE BEUGNET AND LILY HIBBERD 136 AN-ICON
any more that we can keep a precise recollection of all the
images of a film whose course we can hardly change.18
As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness.19
In what follows, we look anew at the enduring question of
time-based mechanical (lens based and digital) media’s
ability not merely to take us outside of or besides ourselves,
but also to generate an imaginary realm of their own. In
doing so we consider the issue of aesthetics alongside
the conditions of spectatorship and reception. In some
ways, as we will see, the new technologies of audio-vision
appear less apt than conventional cinema to induce us to
“cross the bridge” and venture into the land of phantoms.
In others, they emerge as privileged entries into dream-like
worlds of our contemporary, technologized era. What inter-
ests us most is not the lure of the “myth of total immersion”
or the pursuit of the perfect conflation of perception and
representation that would entail the erasure of the frontier
between reality and fantasy.20 Rather, we concentrate on
the way cinematic virtual reality (including built immersive
environments and head-mounted displays) creates the illu-
sion of presence while exploiting digital imaging to emulate
18 Remote control usage destroys the experience of time as co-presence, or of time slipping
away (also an essential dimension of memories and dreams). Accordingly, Laura Mulvey
associates the remote control with the emergence of a possessive spectator in Death 24x a
Second: Stillness and the Moving Image (London: Reaktion Books, 2006).
19 From David Cronenberg’s Videodrome (1983) to Kathryn Bigelow’s Strange Days (1995)
and Steven Spielberg’s Ready Player One (2018) amongst others, the association of immersive
technology and altered states of consciousness is a favoured topic in mainstream cinema. For
a VR example see Dream (2016) by Philippe Lambert, which is built on a custom audio-visual
synthesizer coded by Édouard Lanctôt-Benoit. https://www.nfb.ca/interactive/dream/.
20 See M. Beugnet, L. Hibberd, “Absorbed in experience: new perspectives on immersive
media”, Screen 61, no. 4 (2020).
MARTINE BEUGNET AND LILY HIBBERD 137 AN-ICON
the dreamlike state of cinematic reception and conjure up
a specific, distinctive kind of imagining.21
In the cinema, the obscurity afforded by the
auditorium creates the condition for a unique experience:
that of a shared space where a collective dreamlike or light
hypnotic state prevails. Contrastingly, when viewing a work
in a head-mounted display, there is no “joint watching”. The
solitude is inescapable, only faintly or temporarily relieved
in encounters with others, as characters or actors in the
shape of avatars. Darkness creates a connection nonethe-
less, an evocation of an infinite space that, ultimately, we all
have in common. Hence, in spite of differences in viewing
conditions, we find that between the medium of 2D film and
that of cinematic virtual reality, darkness combined with the
visual replication of motion proves to be a potent harbinger
of the dreamlike. It unsettles our grounded-ness in place
and demands that we forge new connections with images,
and with the world, ourselves and others. We further sug-
gest that across VR and film, darkness inaugurates a shift
from the collective experience of subjective states toward
the individual experience of an unconscious shaped by
the shared knowledge of our finitude. Though we are told
we live in the age of the Anthropocene, we have an acute
sense of the relativity of our existence, of being caught
in perpetual movement, connected yet unanchored. Like
the dot-size character who faces the starry vastness of
the universe at the end of The Incredible Shrinking Man
(Jack Arnold, 1957), the viewer who slides into the seem-
ingly limitless night of contemporary films and immersive
environments may experience a dreamlike state of radical
groundlessness – a contemporary sense of solitary, yet
shared, unmooring.
21 Virtual reality is assumed to be closely entwined with interactive gaming and simulated
training. This article however focuses on the transmedial practices of narrative and immersion
– across film, video art, and immersive installation art – where the spectator rarely drives the
story or provokes events.
MARTINE BEUGNET AND LILY HIBBERD 138 AN-ICON
In “Of other spaces”, Michel Foucault notes how,
from Galileo onwards, things could now only exist in their
relative placement and movement:
a thing’s place was no longer anything but a point in its movement,
just as the stability of a thing was only its movement indefinitely
slowed down. In other words, starting with Galileo in the 17th cen-
tury, extension was substituted for localization.22
The site of an object, from then on came to be
defined as “relations of proximity between points or ele-
ments”, like “the dots in a constellation”.23 Foucault builds
on the pre-modern analogy between body and universe,
arguing that traditionally, space had been constructed as
“a space of radiation. Man is surrounded by it on every
side; but, inversely, he transmits these resemblances back
into the world from which he receives them”.24 In other
words, the body is conceived as the medium through which
the world is organized as it is perceived. Perspectival art,
with its stable construction of space and anchoring of the
gaze to a specific position in space, emphasizes such a
sense of place-ness and orientation. Though convention-
al filmmaking adopted the continuity system in an effort
to emulate this centralized condition, its mobile gaze and
time-based structure always threatened to reveal the fra-
gility of the model.25
Alternative uses of cinematography thus sought
to explore the relativity of movement and place, showing
the anthropomorphic gaze, with its safely located source,
to be an artifice. This approach was not exclusive to ex-
perimental cinema: in science fiction and documentary film
22 M. Foucault, “Of other spaces: utopias and heterotopias”, trans. J. Miskowiec, Diacritics 6,
no.1 (1986): 22.
23 Ibid.: 23.
24 M. Foucault, The Order of Things (London: Random House, 1970): 23.
25 J. Berger, Ways of Seeing (London: Penguin Books, 1972): 18.
MARTINE BEUGNET AND LILY HIBBERD 139 AN-ICON
reconstitutions of outer space in particular have made us
familiar with “impossible” viewpoints, where a virtual cam-
era circles around planets and floats through constella-
tions.26 Here again, darkness, like the sidereal night, is key
– sucking the spectators into its awesome solitude even as
they sit in a crowd.
As we will see, immersive technologies have
in turn proven to be remarkably able to produce a radi-
cal sense of dis-anchoring. A 360-degree omnidirectional
scape that moves independently from the viewer’s own
movement implies a constant and uncontrollable fluctuation
of one’s place within the image. With the dissolution of a
stable single-point perspective the body of the observer
ceases to be the sole reference and singular source of the
gaze as an ordering principle of visible space. The most
potent aspect however of these novel immersive environ-
ments is the means to enter into the boundlessness of 3D
constructed worlds, endless spaces that find in darkness
their most compelling expression. In the fathomless black-
ness of virtual spaces, furthermore, the solidity of repre-
sented things is prone to slip away. The liminal threshold
of immersive worlds is arguably always teetering on the
brink of dreams – an aspect that the fanfare of virtual reality
and the clumsiness of head-mounted displays paradoxi-
cally diminishes. Even in 2D iterations construed from 3D
renderings however, as is the case in the floating world of
Thing, such an evocation of the universe offers itself as
powerfully oneiric experience.
Sidereal night: Anouk De Clercq’s Thing
The first minute of Anouk De Clercq’s film
Thing27 is entirely black. The sound track is also initially
26 Famously in the “Blue Danube” sequence of Stanley Kubrick’s 2001: A Space Odyssey (1968).
27 Video, b/w, 16:9, stereo, BE/IT/FR, 2013, 18’.
MARTINE BEUGNET AND LILY HIBBERD 140 AN-ICON
completely silent, though after a few seconds the faint
noise of a light wind or breathing is heard, followed by a
voice. The sound of the voice is slightly echoey, as if heard
in a large, empty space. Then a crashing noise, followed
by the appearance of thin, veil-like formations white dots
that move into view from the right of the frame. But whose
view? For the voice remains disembodied throughout, and
its musings do not refer to the images with any specificity.
Nor can we safely establish its location, as its stereophonic
transcription varies in spatial orientation, switching from
our right to our left ear. Equally impossible to determine is
the origin of the movement that alters what we are given
to see. Suggested by the changing size of the shapes and
their moving in and out of frame, such spatial proximity or
distance could equally mirror the trajectory of an invisible
observer floating in the dark space, or that of the cloud
formations themselves as they enter the former’s field of
vision. Occasionally, a fade or a cut to black or a glitch-
like effect (with a crackling sound emitted as all vanishes)
plunges the screen back into utter darkness.28
Thing appears to be a journey through a virtual
world, born out of the imagination of a fictional dreamer
– given the nature of the images and the model-like appa-
ritions of cities and buildings this dreamer could be the
engineer of this world. De Clercq describes Thing as a
journey through an architect’s “virtual memory”, “a bound-
less, imaginary space” where fictional buildings and urban
patterns emerge and disperse in the darkness, a series of
ephemeral nebulas that manifest as a kind of “paradoxi-
cal materiality” precisely because they are “virtual”.29 The
film was made using LiDAR imaging of urbanscapes (an
acronym for Light Detection and Ranging) a remote sensor
28 See R. Misek, “The black screen”, in M. Beugnet, A. Cameron, A. Fetveit, eds., Indefinite
Visions: Cinema and the Attractions of Uncertainty (Edinburgh: Edinburgh University Press,
2017): 38-52.
29 See the video here: https://portapak.be/works/30/thing, accessed 18/12/2020.
MARTINE BEUGNET AND LILY HIBBERD 141 AN-ICON
technology that generates accurate 3D information about
the shape of very large surfaces and their characteristics
using pulsed laser emissions to measure ranges between
the sensor and the surface. Developed for architectural,
archaeological and engineering surveys, such visualiza-
tions provide a way of seeing spatial information, which
is augmented when viewed in a 3D stereoscopic environ-
ment. Yet another digital program subsequently renders the
LiDAR data as “point clouds”, the dots of light we see in
Thing. Most of the shapes and forms conjured up in Thing
are made of these unstable, constantly reshaping clouds
of dots.
Although the initial light point formations re-
semble natural phenomena – cirrostratus, cirrocumulus or
constellations – they later produce artificial patterns. An
elongated, geometrical form floats in the dark like a space-
ship, and the monumental entrance to a city materializes
and dissolves. We then travel through the diaphanous out-
lines of a district with a mesh of buildings with terraces and
hanging gardens. The cross-cutting of a workshop appears
and slowly glides in and out of view, its furnishings (stairs,
hanging lamps, an easel, the semi-circular shape of what
looks like part of a bull’s eye window) sketched in brilliant
white against the surrounding night.
Some of the point cloud renditions are reminis-
cent of white charcoal drawings on black paper, while the
buildings and the room resemble X-rays: ghostly, silvery
shapes in a process of disintegration. While X-rays and 3D
scanners are already used to document vestiges, as well
as to augment the existing data of artefacts and archaeo-
logical sites, film also holds a specific connection to ruins.
Of the attraction exercised by ruins on the cinema, André
Habib notes how they offer themselves as the poignant
manifestation of the transience of all things human, includ-
ing that of our own existence. The inexorability of the flow
MARTINE BEUGNET AND LILY HIBBERD 142 AN-ICON
of 24 images or frames per second – of the ephemerality
of its linear course from beginning to end that may be re-
peated or looped but not halted – explains the “melancholy,
quasi-ontological” relation that connects the medium to
the temporality and spatiality of ruins.30 Drawing on tech-
niques and visualizations that fuse the astrological and the
architectural, De Clercq collapses human time and space
(its material, located traces, its memories and dreams) in
the infinity of the sidereal night.
To craft its boundless post-Galilean dream of
space as a universe where the individual body and the
individual consciousness are free floating or diffuse, Thing
uses the tools of 20th and 21st century imaging. This draw-
ing together of film, architecture, and infinite space gives
De Clercq’s film an affinity with so-called immersive envi-
ronments: a 2D film with a 3D sensibility, best seen in the
obscurity of a cinema, it makes full use of the darkened
film-theatre as its immediate, continuous extension.
“Dark, weird and shadowy”: Laurie
Anderson and Hsin-Chien Huang’s
La camera insabbiata/Chalkroom
Experimental multimedia artist Laurie Ander-
son has produced a series of virtual reality works that elu-
cidate some of the aesthetic traits of De Clercq’s Thing in
a fully 3D format, also harnessing some of VR’s aptitude to
create dreamlike and out-of-body experiences. Created in
collaboration with media artist Hsin-Chien Huang in 2017,
Chalkroom is an installation and an interactive VR experience,
permanently installed at the MoCA in Massachusetts, USA.31
Seated viewers don a head-mounted display
and take up two handheld controllers to enter into the VR
30 A. Habib, L’attrait de la ruine (Crisnée: Yellow Now, 2011): 9.
31 Virtual reality 360 degree3D interactive video and installation, EN, 2017.
MARTINE BEUGNET AND LILY HIBBERD 143 AN-ICON
experience. In the first scene, a lone architectural structure
sits on top of a mountain. Unlike the architecture in Thing,
the building appears to be concrete. You are coaxed to
fly over and enter it, navigating a series of narrow corridors
toward a small portal at the end. The controller, which also
acts as a torch, is the only source of light. The virtual walls
are covered in chalk writing, like their physical counter-
part outside the head-mounted display. Here, however, the
torchlight illuminates a small orb, making the text all the
more elusive – a curious and perverse effect given that the
artists have designated us as “readers” instead of viewers.
Words disintegrate into phenomes, and break apart again
into letters, like swarms of flies. Yet, Laurie Anderson’s vel-
vet intonations flow over this eerie place, making it homely.
Claustrophobic passages open out into an
infinite black space that contains a constellation of text.
You’re free to fly around and explore the space, hidden sto-
ries narrated by Anderson, which emerge as you approach
certain zones. Objects, such as an illuminated, leafy tree,
dissolve on closer inspection, and you see this too is made
up of letters, as Anderson whispers to us: “You realise that
things are made of words”. In interview, she explains being
initially unsure about VR because it was too game-like, but
that if she could make something “very homemade, dark,
weird and shadowy, a different kind of space, a different
kind of mental space” then she would be interested.32 Her
aim, she adds, was to create an experience where you
could fly “like in your dreams”.
On the face of it, since immersive environments
such as 3D films in 360 degree cinema projection and virtual
reality experiences on head-mounted display or HMD, 33
32 “Laurie Anderson interview: A virtual reality of stories”, 2017, Louisiana Channel. Accessed
20/12/2020: https://www.youtube.com/watch?v=zHT016FbR30.
33 It is important not to confuse VR with the HMD. In simplest terms, Virtual Reality is defined
as being the coherence of technical means that enable a person to interact in real time with a
virtual world.
MARTINE BEUGNET AND LILY HIBBERD 144 AN-ICON
effectively “environmentalize”34 the image, one could ex-
pect the “womb” effect to be perfected and even emulated,
as with Anderson’s installation. However, in contrast with
conventional spectatorship, absorbed viewing is under-
mined by the degree of physical activity involved in the
experience.35
In addition to the heaviness and discomfort
of the hardware – the headset and headphones – and the
optical strain of stereoscopic vision, the attention and effort
involved in interacting with the virtual environment para-
doxically induce a sense of heightened physical awareness.
Rather than projecting itself, the sentient subject engages
with the task of controlling the effects of its own motricity
in the here and now: a “presenting”, rather than an absent-
ing of the body. These effects might be the result of VR’s
relative novelty. Nonetheless, it seems that in the narrative
context of cinematic VR – beyond gaming and therapeutic
applications – interaction and causative acts tend to un-
dermine immersion, contradicting widespread theories of
“presence” in VR.36 After all, it can be very unnerving to feel
your body split in two: an HMD effectively separates our
head from the rest of our body. Not only can we not see
our (real) selves but unless we are offered some form of
avatar we also lack a visible body in the virtual world. Once
we get used to this literal mode of “absenting” however,
new forms of ecstasis become possible. As we become
familiar with the process of virtual seeing, touching and
moving, our experiencer or avatar body may recede into
the background of our awareness, just like our lived body
34 A. Pinotti, “Environmentalising the image. Towards an-iconology”, in dossier M. Beugnet,
L. Hibberd, eds., “Absorbed in experience: new perspectives on immersive media”, Screen 61,
no. 4 (2020): 594-603.
35 Interestingly, in Sunrise the virtual screen vanishes when the woman starts dancing.
36 See C. Heeter, “Being there: the subjective experience of presence”, Presence:
Teleoperators and Virtual Environments 1, no. 2 (1992): 262-271.
MARTINE BEUGNET AND LILY HIBBERD 145 AN-ICON
does in a reverie, leaving us to be “ecstatically caught-up
in the virtual world”.37
Distinct from many other VR interactive ex-
periences, Chalkroom’s freedom to roam inhabits this
liminal zone for two reasons: one, choices don’t lead
to deterministic or sequential narratives, and thus, similar
to a dream or hallucination, we feel that we are driven by
compulsions and desires. Two, and even more compelling,
is the sense that you cannot put your feet on the ground,
that you are floating free. Anderson describes this in terms
of disembodiment, stating that “losing your body” is one
of her chief interests in producing these works.38
The inherent disembodiment felt when navigat-
ing a 3D world in VR immersion is all the more estranging
when it is set in the dark. The chiaroscuro effect is theatrical
and exaggerates the sense of volume and depth as in a Ba-
roque painting. And lower levels of light are also less visually
straining in VR. In Chalkroom the upshot of floating through
the dark signals our descent into the night; a diurnal cycle
that we are bound to as circadian creatures. Anderson aptly
remarks: “What are nights for? To fall through time into an-
other world”; a world where, as Huang points out, “the words
become a nebula” – chalk dust, atomised, diffuse matter
disintegrating upon touch, evading our grasp.
While not all HMD-supported VR relies on
interactive interfaces, wearing a head-mounted display
cuts us off from the surrounding reality more effectively
than the dimness of our living room, or the darkness of
the cinema auditorium (where exit signs, are by necessity
always visible).39 Distinct from watching the audience at a
film screening, to observe someone wearing an HMD feels
37 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 22.
38 “Laurie Anderson Interview: A Virtual Reality of Stories”. In performance studies, such
a transit state is called “liminoid performance”. See Alexandra G. Murphy, “Organizational
politics of place and space: the perpetual liminoid performance of commercial flight”, Text and
Performance Quarterly 22, no. 4 (2002): 297-316.
39 A. Pinotti, “Environmentalising the image. Towards an-iconology”.
MARTINE BEUGNET AND LILY HIBBERD 146 AN-ICON
a bit like trespassing. As when we look at someone who is
sleeping, the experiencer is not aware of our gaze. At the
same time, we have no access to what they are seeing. The
duality of mind and eye as well as inner and outer worlds is
a consistent theme in narrative VR experiences, one that is
explicitly realised in works that manifest otherwise invisible
or intangible traces, senses or information – or as in Notes
on Blindness a lack of access thereof.
Notes on Blindness: Into Darkness.
The virtual reality film, Notes on Blindness: Into
Darkness40 was created as a counterpart to the feature
documentary Notes on Blindness produced by Peter Mid-
dleton and James Spinney in 2016. Both works arise from
the first-person audio narration of John Hull, who describes
in visceral and philosophical terms the process of losing
his sight.41 Mired in darkness, as its title indicates, the VR
version of the feature film has a wraith-like quality; of thin
veils of light suspended in twilight. Its narrative is structured
around six parts, each one being a memory, a moment,
and a specific location recorded on John Hull’s tapes; each
scene requiring a different level and form of interaction
from the viewer in order to follow or progress through the
narrative. Sound is central to the work, augmented through
binaural audio (that spatializes sound as if it were bouncing
around your ears), while the 3D rendering of objects and
moving figures create a highly immersive experience. Sim-
ilar to Thing, its most evocative aspect is the use of point
40 With narrator John Hull. Interactive virtual reality, 360-degree 3D video, colour, EN/FR, 7’, 2016.
41 Based on John Hull’s memoir, On Sight and Insight: A Journey Into the World of Blindness
(Oxford: Oneworld, 1997).
MARTINE BEUGNET AND LILY HIBBERD 147 AN-ICON
cloud to suspend firefly-like dots in a seemingly infinite
deep indigo.42
The first two scenes in Notes on Blindness
establish the parameters for acoustic seeing: in the obscure
world evoked by John Hull we must learn anew how to look
with our ears. Light signals how sound might feel and alerts us
to the acoustic realm in three dimensions. It is, however, in the
second and third scenes that we are subjected to something
closer to liminal performance. As Hull begins to realise that
he can no longer remember what things or loved ones look
like, he descends into despair. His fear of being trapped alone
in darkness culminates in a scene out in the snow, where he
panics because he loses all sense of place. At the end of the
narration however, the VR interaction invites us to dissolve
his footprints in the snow by training our attention, with our
head position tracked by the HMD, on their impression in the
darkness. When the first set of footprints vanish another pair
appear, leading us in Hull’s steps back to the safety of home.
In the episode that features rain, Hull’s house is
an almost silent place except for his gentle voice and the
reverberation of raindrops falling on ordinary objects in the
room. We are again invited to interact with our gaze, this
time to give shape to otherwise hidden forms that the rain
defines acoustically: pots, pans, glasses, dishes. This is a
pivotal moment in Hull’s own life and the VR film; we too
understand what it is to create the virtual shape of things
by listening to them. There is also a specific, oneiric qual-
ity to the space that the VR work creates whereby Hull’s
experience becomes a shared one, rather than a voyeuris-
tic observation of someone losing their sight.43 Everything
we hear is echoed in its visual equivalent; renderings that
42 Point cloud started to appear in cinematic VR works at this time. See, for instance,
“Coexistence” 2016, at the Venice Architecture Biennale: https://vimeo.com/183596023
43 For ethical issues related to the work, see D. Leblond, “Landscape Shaped by Blindness.
Touching the Rock (1990) and Notes on Blindness (2016): Towards an ec(h)ology of vision”,
Études britanniques contemporaines no. 55 (2018).
MARTINE BEUGNET AND LILY HIBBERD 148 AN-ICON
appear as point clouds: luminescent, 3D shapes of objects
and moving bodies that create elusive, lace-like silhou-
ettes in the darkened space. In the process of becoming
fully recognizable, and as they unravel and disperse into
thinning clouds of bright specks, these forms resemble
constellations. Hence, in Notes on Blindness, as in Thing
and Chalkroom, the darkness acts as a connecting mate-
rial: boundless, it enfolds all of us (seeing and non-seeing
individuals) in a cosmic infinity that is simultaneously inti-
mate and terrifying.
“Cold space, a dark place”: Parragirls
Past, Present: unlocking memories of
institutional “care”
The immersive VR film Parragirls Past, Present44
is set in the grounds and buildings of Parramatta Girls
Home – a punitive welfare institution for teenage girls sit-
uated in Western Sydney, Australia, closed in 1974 and
abandoned since the late 1990s. Its creation pivots on the
memories of five former occupants, among the hundreds
who have returned after many decades to confront this
terrible place. As a labour of remembrance mired in trauma,
the project required more than a year of collaboration with
the aim of finding a form of testimony that might convey
the survivors’ experiences to a wider public. In Parramatta
Girls Home, children were not only deprived of freedom, but
also cruelly disciplined and abused. Later, both Australian
government inquiries and media reporting sensationalized
and underscored their stigma and victimhood. The last
thing Parragirls could abide was to provide viewers with
prurient pleasures. Hence, a number of counter-visual strat-
egies were developed, ruling out interactivity as a means
44 360-degree 3D stereoscopic video, ambisonic spatial sound, EN, 2017, 23’.
MARTINE BEUGNET AND LILY HIBBERD 149 AN-ICON
for viewers to progress through the virtual environment and
its narratives.
As with Thing, Chalkroom and Notes on Blind-
ness, the point cloud photographic technique, materializing
against the surrounding darkness, proved key. Among the
varied ways that images can be “environmentalized” in
3D and 360 degrees, point cloud is distinct: it bears little
resemblance to the synthetic imagery of game and CGI
animation. Cartographic in origin, point cloud provides a
means to project these as experienceable architectures –
places we can fly through, as if in space. In addition to the
sense of irrepressible movement, of being sucked into the
institution’s spatio-temporal vortex, it is the transformation
of photographs into points of light and colour that float in
an abysmal 3D world that gives Parragirls Past, Present its
wraithlike and enigmatic atmosphere.
Accompanying the journey is the sound of the
Parragirls’ voices, captured in ambisonic recordings. Wo-
ven together, they offer a deeply personal yet collective ac-
count of their experience as inmates. There is one location
in particular in the Girls Home that former occupants find
difficult to revisit: a basement solitary confinement cell, col-
loquially known as the dungeon. In the film, Gypsie Hayes
describes it thus:
the only way you can survive in there is to curl up and go to sleep.
That’s all you could do to survive that. It was nothingness. It was
just a cold space, a dark place.
In contrast to the exterior point cloud scenes, the
cell is represented as a stereoscopic spherical panorama in
360 degrees. Moving between the differently rendered and
spatially located spaces, presented yet another dilemma
however, which was resolved using the point cloud aes-
thetic as a form of transition in conjunction with moving
MARTINE BEUGNET AND LILY HIBBERD 150 AN-ICON
tracking shots, to dissolve the image across one space or
dimension into another.
The most unusual impact of combining point
cloud with mobile tracking shots in the 3D world of Parra-
girls Past, Present is the feeling of being pulled through the
experience, almost against our will. The data points seem
to transcend and even pierce our body, so that we become
part of the ghost-like substance of the Girls Home. Distinct
from its head-mounted display viewing, in the 3D 360-de-
gree film screenings of Parragirls Past, Present at UNSW
EPICentre. Standing alongside 10 to 15 spectators wearing
3D glasses, you can see the points appear to emerge in 3D
from the circular screen and pass through the bodies of the
viewers beside you. The imagery may appear spectral as it
floats through space, but so are the audience, whose bod-
ies are traversed as if they had no consistency or solidity.
Crucially, in conjunction with the nightmarish,
endless darkness and the omnidirectional eye, point cloud
effectively disassembles the centralized gaze of VR’s typi-
cally first-person perspective: enfolded in swarms of float-
ing pixels, we start to feel what it must have been like to be
under constant disciplinary surveillance – to be watched
at all times by invisible omniscient eyes.
In the concluding shot, however, we fly out
backwards, as if pulled up and out into the sky, discovering
the vast emptiness that extends beyond the perimeter of
the institution. On the one hand, what we are literally seeing
are the limits of the photogrammetric images that could be
recorded – black holes in both data and historical memory.
On the other hand, as the sound of the multiple voices van-
ishes, we grasp a sense of the collective unconscious that
Parragirls still share with the other former occupants of the
Home: the internalisation of a state of incarceration, being
severed from the rest of the world, unable to imagine what
lays beyond the space of incarceration other than a void.
MARTINE BEUGNET AND LILY HIBBERD 151 AN-ICON
Conclusion
In moving image media, as in real life, darkness
has always been a privileged channel towards alternate
states of self or alterity. Black spaces encourage us to re-
linquish control of sensing bodies, simultaneously fostering
a sense of placeless-ness: in the dark, we lose our sense
of orientation and lack the necessary landmarks to eval-
uate distance and depth, and order the space according
to the familiar rules of perspective and proprioception. In
immersive environments, the feeling of being unmoored is
heightened by the “environmentalizing” of the space: night
enfolds us on all sides. Within this dis-anchored realm, the
voices that appear to address us but remain devoid of a
visible source seem to take possession of us, strength-
ening the sense of losing one’s grip. But darkness is not
the only precondition to our slipping into an altered state
of consciousness. The experience of the scene unfold-
ing independently from our will is equally important, which
also occurs when watching 2D films. While spectators can
look around in every direction in both the HMD and in a
360-degree 3D cinema, if you cannot control your propul-
sion through a space or scene then the film acts on you.
Only at this price – in accepting that I cannot
change the “order” of the images and sounds – can a form
of “dreamwork” take place.45 In the works described here,
the unravelling of the images is inseparable from the relent-
less, gliding movement that sucks us in, and, in the case of
360 degree 3D films, passes “through” us: to turn our head
and look back is to experience the sense of memory disinte-
grating, and history as ruins, that Walter Benjamin so vividly
45 As Thierry Kuntzel points out, such is the specificity of time-based media and its special
link to the dream-like and to the unconscious: “the film and the story unravel outside of me, I
cannot possibly intervene”. T. Kuntzel, “Le travail du film”, Communications, no. 19 (1972): 27.
MARTINE BEUGNET AND LILY HIBBERD 152 AN-ICON
evoked with the allegory of the angel of history.46 Lighting up
in darkness, point clouds appear like the ultimate expression
of transience. Though they are a mere effect of a particular
imaging technology, they often look like constellations, or
like particles that float in space, such as dust, petals or
snowflakes; points that redefine deep space as a conduit
to the dreamlike. A figuration of matter propagating, taking
form and then dissolving, point clouds perfectly capture the
melancholy awareness of the impermanence of the material
world, and the all-too human, shared sense of finitude, loss,
and awe experienced in reminiscing and day-dreaming.
46 W. Benjamin, “Theses on the philosophy of history”, trans. H. Zohn, in H. Arendt, ed.,
Illuminations (New York: Schocken Books, 1969): 249.
MARTINE BEUGNET AND LILY HIBBERD 153 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
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] | Cinematic
darkness: dreaming
across film and immersive
digital media
by Martine Beugnet and Lily Hibberd
Cinema
Darkness
Spectatorship
Dream
Consciousness
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Cinematic darkness:
dreaming across film and
immersive digital media
by Martine Beugnet and Lily Hibberd
Abstract As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness. In
this article, we look anew at the enduring question of time-
based mechanical (lens based and digital) media’s ability
not merely to take us outside of or besides ourselves, but
to generate an imaginary realm of their own. Our analysis
centres on the use of darkness. Often associated with the
passage from one state of consciousness to another, dark-
ness has become a prevalent aesthetic in cinematic immer-
sive media. In some ways, as we will see, the latest tech-
nologies of audio-vision appear less apt than conventional
cinema to induce us to “cross the bridge” and venture into
the land of phantoms. In others, they emerge as privileged
entries into the dreamlike worlds of our contemporary, tech-
nologized era. In spite of differences in viewing conditions,
we find that between the older medium of 2D film and that
of cinematic virtual reality, darkness, combined with the
illusion of depth and visual replication of motion proves to
be a particularly potent harbinger of altered states.
Cinema Darkness Spectatorship Dream Consciousness
To quote this essay: M. Beugnet & L. Hibberd, “Cinematic darkness: dreaming across film and
immersive digital media”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 129-152
MARTINE BEUGNET AND LILY HIBBERD 129 AN-ICON
(...) spectators at the exit, brutally rejected by the black belly of the
theater into the glaring and mischievous light of the lobby, some-
times have the bewildered expression (happy and unhappy) of
people waking up. To leave the movies is a little like getting up: not
always easy.1
Introduction: cine-obscurity
Darkness is dream’s natural associate. It is no
wonder audiovisual works that seek to transport us beyond
the here and now of awakened reality continue to rely on
the power of darkness to enfold us and to unravel our sense
of place and time. Though there are structural differences
between the aesthetics and spectatorship of cinema and
that of virtual reality, darkness functions across many me-
dia forms as both a metaphor and as a corporeal device
for immersion, encouraging spectators and participants to
submit to imaginary realms.
The scope of this article is not to review the
wider lineage of darkness across immersive forms of media,
or indeed to revisit their origins going back to Plato’s cave.
The media archaeology of moving images and obscurity has
already been done by theorists such as Oliver Grau, and
in groundwork of Siegfried Zielinski and Gloria Custance,
who described the cinema as a dark “womb”.2 Other media
theorists have delineated the parameters of interactive or
immersive 3D viewing, most notably Maria Engberg and
Jay Bolter on virtual reality aesthetics, as well as William
1 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105, 86.
2 O. Grau, Virtual Art: From Illusion to Immersion, trans. G. Custance (Cambridge, MA: MIT
Press, 2003): 151-152. S. Zielinski, G. Custance, Audiovisions: Cinema and Television as
Entr’actes in History (Amsterdam: Amsterdam University Press, 1999): 92, 246.
MARTINE BEUGNET AND LILY HIBBERD 130 AN-ICON
Brown with the notion of “gaseous perception” in relation
to stereoscopic cinema and darkness.3
In contrast with earlier theorizations, in what
follows we focus on adaptations of cinematic immersive
reality in the hands of artists and experimental filmmakers.
To further account for the contemporary emergence of an
aesthetic of darkness we firstly seek to establish a histori-
cal backdrop. We then turn our attention to the works and,
where available, the words of the creators’ themselves, as
we consider four recent immersive media works imbibed
in darkness: Anouk De Clercq’s Thing, Laurie Anderson
and Hsin-Chien Huang’s La camera insabbiata/Chalkroom,
Notes on Blindness: Into Darkness and Parragirls Past, Pres-
ent: Unlocking Memories of Institutional “Care”. As immer-
sion in darkness is closely related to dreamworlds and to
dreams of outer space, these phenomena provide the un-
derpinning rationale in the first half of this article and for
our subsequent analysis of these four works.
Enfolding darkness, from awakened
dreaming to altered states
Amongst the most memorable scenes of F.W.
Murnau’s Sunrise (1927) is the imaginary screening in which a
seductress from the city appears to lure a naïve country man
into a fantasized vision of urban life. One evening, as they sit
together on the shore of a lake, the woman launches into an
eloquent description of nightlife in the city. To demonstrate
the impression made by her tale, Murnau materializes it in the
form of a projection that magically appears in front of the two
characters. Thanks to an astute system of transparencies,
the dream show of the modern city superimposes itself
onto the nocturnal sky, under the halo of a fake moon that
3 M. Engberg, J.D. Bolter, “The aesthetics of reality media”, Journal of Visual Culture 19, no.
1 (2020): 81-95. W. Brown, “Avatar: stereoscopic cinema, gaseous perception and darkness”,
Animation 7, no. 3 (2012): 259-271.
MARTINE BEUGNET AND LILY HIBBERD 131 AN-ICON
glows like the lamp of a projector.4 Stylized cityscapes al-
ternate with kaleidoscopic, blurry visions of frenzied revelry:
there is no attempt at harnessing this fantastic vision to a
specific or stable point of view. The fantasy may originate
in the female character’s mind, but it feeds on a collective
imaginary, and the projection allows her to share it with her
companion, as well as beyond the diegesis, with the audi-
ence of Murnau’s film. The sequence is a celebration of the
powers of the cinema not merely as a “factory of dreams”,
but also as a sharing of the experience of dreaming itself.
Dreams and daydreams, hallucinations and
memories, as the products of the human psyche, fascinate
not only because they elude our self control (we can no
more prevent or design our nightmares at will than we can
consciously erase a memory), but also because they con-
found our capacity to communicate and share experiences.
In every medium, from literature to the theatre, painting and
photography, techniques have been developed to evoke
altered states of consciousness. The gap, however, be-
tween the viewer or reader and the subjective creations of
the psyche mediated by objective, external sources, is not
easily bridged. Key to Sunrise’s mise en abyme of a screen-
ing is the choice of a nocturnal setting: in a film theatre the
night on screen blends with the darkness that surrounds
the cinema spectator like a connecting tissue.
Because the visibility of the projected film im-
age initially relied on a beam of light, darkness – also the
companion of sleep and dreams – has been associated
with the cinema from the start. With the shift from analogue
to digital, the glow of the LCD monitor has increasingly
complemented the light beam of the projector, alongside
other self-illuminating screens found in the domestic en-
vironment. Regardless of location, we still lower the lights
while watching films whenever possible. More than a mere
4 M. Beugnet, L’attrait du flou (Crisnée: Yellow Now, 2017): 33-34.
MARTINE BEUGNET AND LILY HIBBERD 132 AN-ICON
condition of visibility, obscurity facilitates the slipping in
and out of total awakened awareness.
Film was the first medium to offer the promise
of more than the mere representation of our imaginings – to
engender a form of awakened dreaming through spectacle
and apparatus. The increasingly photorealistic quality of
cinematic images and sounds set in motion guaranteed
the “credibility of its fabulations”.5 A spectator could hope
to become immersed in a film in a manner similar to the
dreamer, who experiences even the most absurd world of
mental images equally as “real” as daily life occurrences,
or of a daydreamer who indulges in memories or fanciful
imaginings to the point of forgetting their actual surround-
ings. The conditions of reception in the cinema auditorium
came to reflect and strengthen the analogy: cut off from the
outer world, plunged in darkness and silence, with limited
physical activity, at the end of a screening the spectator
often emerges as if they were awakening.
Yet in spite of the unequalled ability to blur the
frontier between representation and perception,6 the fusion
of image and reality never occurs fully.7 As Christian Metz
reminds us, where in deep sleep the dreamer does not know
that they are dreaming, film induces, at best, a semi-wakeful
state: more than dream per se, the experience of watching
a film (which can be emulated, though imperfectly, in indi-
vidual situations of viewing) resembles that of reminiscing,
5 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105.
6 S. Sharot, “Dreams in films and films as dreams: surrealism and popular American cinema”,
Canadian Journal of Film Studies 24, no. 1 (2015): 66-89. Also, on the myth of the credulous
audience, see T. Gunning, “An aesthetic of astonishment. Early film and the (in)credulous
spectator”, Art and Text, no. 34 (1989): 31-45.
7 In contrast, “dreaming is subjectively indistinguishable from waking experience”. See T.K.
Metzigner, “Why is virtual reality interesting for philosophers?”, Frontiers in Robotics and AI, no. 5
(2018).
MARTINE BEUGNET AND LILY HIBBERD 133 AN-ICON
fantasizing or slipping into reverie. For Raymond Bellour, it
is better compared with a form of hypnosis.8
Nonetheless, fascination for the medium’s
oneiric qualities has driven some of the most radical and
creative practices and theorizing of the medium. The rep-
resentation of dreams themselves has had little to do with
this evolution: from Antonin Artaud and the surrealists to
Jean Epstein, the earliest avant-gardes nurtured the belief
that the medium’s aesthetic potential laid not in the repre-
sentation of dreams or reminiscences, but in the possibil-
ity to dream or reminisce with images.9 In classic cinema
however, as in avant-garde or experimental filmmaking,
darkness and immobility remain the spectator-dreamer’s
first allies.
In The Absent Body, Drew Leder observes that
in normal situations of perception the awareness of our
body diminishes: the reason we can focus on what we
watch, or concentrate on what we touch, is that we do
not pay attention to the actual process, nor to the eye or
hand involved in it.10 A similar receding of bodily awareness
occurs when we are absorbed in our own thoughts. Such
“absenting” of the lived body is not however “equivalent to
a mere void, a lack of being”.11 Rather, it testifies to the
extent in which a sentient subject might be beside itself,
“ecstatically caught-up in the world”:
the very nature of the body is to project outwards from its place
of standing. From the “here” arises a perceptual world of near and
far distances. From the “now” we inhabit a meaningful past and a
futural realm of projects and goals.12
8 R. Bellour, Le Corps du cinéma: hypnoses, émotions, animalités (Paris: POL / Trafic, 2009).
9 J. Epstein, Écrits sur le cinéma, vol. 2 (Paris: Cinéma Club/Seghers, 1975): 18-20. Also see,
A. Artaud “Cinéma et réalité”, Œuvres complètes, vol. 3 (Paris : Gallimard, 1978): 19; and M.
Beugnet, L’attrait du flou (Crisnée: Yellow Now: 2017): 82-83.
10 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 70-71.
11 Ibid.: 22.
12 Ibid.: 23.
MARTINE BEUGNET AND LILY HIBBERD 134 AN-ICON
Leder’s description of this phenomenon recalls
James Gibson’s theory of “affordance”, according to which
individuals are entwined with their surroundings, their pro-
spective actions informed by the constant collecting of
information from their environment.13 This capacity to feel
or to picture our bodies outside or alongside themselves in
time and space is an equally fundamental feature of dream-
ing, hallucination and reverie, as well as the fabrication of
their similitude in movies. Indeed, it is often the altered
sense in which our body appears to relate to its perceived
environment (feeling one’s bodily affordance hindered, dis-
torted or augmented in turns) that marks the difference
between awakened and dreamlike states.
In the cinema, the body’s capacity for ecstasis
is simultaneously enhanced and directed away from the
immediate environment, towards the virtual world that ap-
pears on the screen. The film auditorium, as a space, has
sometimes been compared to a womb.14 Darkness engulfs
the barely moving spectators, allowing them to be together
and alone at once, to ignore the borders of the screen as
they recede in the obscurity. Within the secluded space of
the theatre, the light originating from behind the audience
trains spectators to project themselves on the screen, to sit-
uate themselves within the perspectival view of the spaces
offered to the eye, and the anthropomorphic quality of the
camera’s gaze that explores them. From the 1950s onwards,
anamorphic lenses widened the frame, and shortened the
optical depth of field, with a corresponding increase in
visual blur effects. Strengthening the sense of immersion
and bringing the cinematic closer to the human field of
vision, the blurring of the margins of the visual frame also
subtly blended the projected image into the surrounding
13 J.J. Gibson, The Ecological Approach to Visual Perception (Boston: Houghton Mifflin, 1979).
14 T. Elsaesser, “Cinephilia or the uses of disenchantment”, in M. de Valck, M. Hagener, eds.,
Cinephilia: Movies, Love and Memory, (Amsterdam: Amsterdam University Press, 2005): 32.
MARTINE BEUGNET AND LILY HIBBERD 135 AN-ICON
darkness, heightening the feeling of being suspended in a
virtual dimension without physical limits.
In the cinema and at home, dimming the lights
and turning up the volume amplifies the degree to which
we forget about our own body so as to engage in watch-
ing and listening to a movie, sometimes even touching or
tasting through the synesthetic or haptic powers of certain
images.15 Accordingly, in classic narrative cinema’s sub-
jective point of view, a character’s body partly or wholly
disappears from the frame. Such strategies allow us, as
the spectator, not only to half-dream our way through a film,
but also to engage with the expression of altered states of
consciousness where images and sounds are supposedly
the product of mental processes. Paradoxically, both of
these experiences can involve audiovisual representations
of extreme physicality (fighting, crying, flying…). Whether
awake or dreaming,16 characters in films move, fall or take
off in the air, as we ourselves sometimes do in our sleep.
In all such cases, however, it is the incapacity to act on
the film’s progression that grants the experience its onei-
ric quality: as the dreamer with dreams, the film spectator
does not control the flow of images: once triggered, they
cannot be easily altered or fully erased at will.17 Nor can we
always choose to retain a memory, or the trace of a dream,
15 L.U. Marks, The Skin of the Film: Intercultural Cinema, Embodiment, and the Senses
(Durham, NC: Duke University Press, 2000); and, Touch: Sensuous Theory and Multisensory
Media (Minneapolis: University of Minnesota Press, 2002). M. Beugnet, Cinema and Sensation
(Edinburgh: Edinburgh University Press, 2007).
16 Whereas a dream or a memory is a subjective reality emanating from the psyche, a film
is an external product constructed according to a common idiom. In conventional filmmaking,
transitions mark out the passage from woken to altered states of consciousness (fades in and
out, blurredness, distorted perspectives, spiralling images amongst others). Film dreaming is
thus reclaimed and repurposed as the representation of dreaming in film.
17 See T. Kuntzel, “Le defilement”, La revue d’esthétique (1972), reprinted in D. Noguez,
ed., Cinéma: théorie, lectures (Paris, Klincksieck, 1978): 97-110. R. Bellour, L’entre-images:
photo, cinéma, vidéo (Paris: La Différence, 2002): 86. M. Beugnet, Le Cinéma et ses doubles
(Bordeaux: Bord de l’eau, 2021): 5-6.
MARTINE BEUGNET AND LILY HIBBERD 136 AN-ICON
any more that we can keep a precise recollection of all the
images of a film whose course we can hardly change.18
As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness.19
In what follows, we look anew at the enduring question of
time-based mechanical (lens based and digital) media’s
ability not merely to take us outside of or besides ourselves,
but also to generate an imaginary realm of their own. In
doing so we consider the issue of aesthetics alongside
the conditions of spectatorship and reception. In some
ways, as we will see, the new technologies of audio-vision
appear less apt than conventional cinema to induce us to
“cross the bridge” and venture into the land of phantoms.
In others, they emerge as privileged entries into dream-like
worlds of our contemporary, technologized era. What inter-
ests us most is not the lure of the “myth of total immersion”
or the pursuit of the perfect conflation of perception and
representation that would entail the erasure of the frontier
between reality and fantasy.20 Rather, we concentrate on
the way cinematic virtual reality (including built immersive
environments and head-mounted displays) creates the illu-
sion of presence while exploiting digital imaging to emulate
18 Remote control usage destroys the experience of time as co-presence, or of time slipping
away (also an essential dimension of memories and dreams). Accordingly, Laura Mulvey
associates the remote control with the emergence of a possessive spectator in Death 24x a
Second: Stillness and the Moving Image (London: Reaktion Books, 2006).
19 From David Cronenberg’s Videodrome (1983) to Kathryn Bigelow’s Strange Days (1995)
and Steven Spielberg’s Ready Player One (2018) amongst others, the association of immersive
technology and altered states of consciousness is a favoured topic in mainstream cinema. For
a VR example see Dream (2016) by Philippe Lambert, which is built on a custom audio-visual
synthesizer coded by Édouard Lanctôt-Benoit. https://www.nfb.ca/interactive/dream/.
20 See M. Beugnet, L. Hibberd, “Absorbed in experience: new perspectives on immersive
media”, Screen 61, no. 4 (2020).
MARTINE BEUGNET AND LILY HIBBERD 137 AN-ICON
the dreamlike state of cinematic reception and conjure up
a specific, distinctive kind of imagining.21
In the cinema, the obscurity afforded by the
auditorium creates the condition for a unique experience:
that of a shared space where a collective dreamlike or light
hypnotic state prevails. Contrastingly, when viewing a work
in a head-mounted display, there is no “joint watching”. The
solitude is inescapable, only faintly or temporarily relieved
in encounters with others, as characters or actors in the
shape of avatars. Darkness creates a connection nonethe-
less, an evocation of an infinite space that, ultimately, we all
have in common. Hence, in spite of differences in viewing
conditions, we find that between the medium of 2D film and
that of cinematic virtual reality, darkness combined with the
visual replication of motion proves to be a potent harbinger
of the dreamlike. It unsettles our grounded-ness in place
and demands that we forge new connections with images,
and with the world, ourselves and others. We further sug-
gest that across VR and film, darkness inaugurates a shift
from the collective experience of subjective states toward
the individual experience of an unconscious shaped by
the shared knowledge of our finitude. Though we are told
we live in the age of the Anthropocene, we have an acute
sense of the relativity of our existence, of being caught
in perpetual movement, connected yet unanchored. Like
the dot-size character who faces the starry vastness of
the universe at the end of The Incredible Shrinking Man
(Jack Arnold, 1957), the viewer who slides into the seem-
ingly limitless night of contemporary films and immersive
environments may experience a dreamlike state of radical
groundlessness – a contemporary sense of solitary, yet
shared, unmooring.
21 Virtual reality is assumed to be closely entwined with interactive gaming and simulated
training. This article however focuses on the transmedial practices of narrative and immersion
– across film, video art, and immersive installation art – where the spectator rarely drives the
story or provokes events.
MARTINE BEUGNET AND LILY HIBBERD 138 AN-ICON
In “Of other spaces”, Michel Foucault notes how,
from Galileo onwards, things could now only exist in their
relative placement and movement:
a thing’s place was no longer anything but a point in its movement,
just as the stability of a thing was only its movement indefinitely
slowed down. In other words, starting with Galileo in the 17th cen-
tury, extension was substituted for localization.22
The site of an object, from then on came to be
defined as “relations of proximity between points or ele-
ments”, like “the dots in a constellation”.23 Foucault builds
on the pre-modern analogy between body and universe,
arguing that traditionally, space had been constructed as
“a space of radiation. Man is surrounded by it on every
side; but, inversely, he transmits these resemblances back
into the world from which he receives them”.24 In other
words, the body is conceived as the medium through which
the world is organized as it is perceived. Perspectival art,
with its stable construction of space and anchoring of the
gaze to a specific position in space, emphasizes such a
sense of place-ness and orientation. Though convention-
al filmmaking adopted the continuity system in an effort
to emulate this centralized condition, its mobile gaze and
time-based structure always threatened to reveal the fra-
gility of the model.25
Alternative uses of cinematography thus sought
to explore the relativity of movement and place, showing
the anthropomorphic gaze, with its safely located source,
to be an artifice. This approach was not exclusive to ex-
perimental cinema: in science fiction and documentary film
22 M. Foucault, “Of other spaces: utopias and heterotopias”, trans. J. Miskowiec, Diacritics 6,
no.1 (1986): 22.
23 Ibid.: 23.
24 M. Foucault, The Order of Things (London: Random House, 1970): 23.
25 J. Berger, Ways of Seeing (London: Penguin Books, 1972): 18.
MARTINE BEUGNET AND LILY HIBBERD 139 AN-ICON
reconstitutions of outer space in particular have made us
familiar with “impossible” viewpoints, where a virtual cam-
era circles around planets and floats through constella-
tions.26 Here again, darkness, like the sidereal night, is key
– sucking the spectators into its awesome solitude even as
they sit in a crowd.
As we will see, immersive technologies have
in turn proven to be remarkably able to produce a radi-
cal sense of dis-anchoring. A 360-degree omnidirectional
scape that moves independently from the viewer’s own
movement implies a constant and uncontrollable fluctuation
of one’s place within the image. With the dissolution of a
stable single-point perspective the body of the observer
ceases to be the sole reference and singular source of the
gaze as an ordering principle of visible space. The most
potent aspect however of these novel immersive environ-
ments is the means to enter into the boundlessness of 3D
constructed worlds, endless spaces that find in darkness
their most compelling expression. In the fathomless black-
ness of virtual spaces, furthermore, the solidity of repre-
sented things is prone to slip away. The liminal threshold
of immersive worlds is arguably always teetering on the
brink of dreams – an aspect that the fanfare of virtual reality
and the clumsiness of head-mounted displays paradoxi-
cally diminishes. Even in 2D iterations construed from 3D
renderings however, as is the case in the floating world of
Thing, such an evocation of the universe offers itself as
powerfully oneiric experience.
Sidereal night: Anouk De Clercq’s Thing
The first minute of Anouk De Clercq’s film
Thing27 is entirely black. The sound track is also initially
26 Famously in the “Blue Danube” sequence of Stanley Kubrick’s 2001: A Space Odyssey (1968).
27 Video, b/w, 16:9, stereo, BE/IT/FR, 2013, 18’.
MARTINE BEUGNET AND LILY HIBBERD 140 AN-ICON
completely silent, though after a few seconds the faint
noise of a light wind or breathing is heard, followed by a
voice. The sound of the voice is slightly echoey, as if heard
in a large, empty space. Then a crashing noise, followed
by the appearance of thin, veil-like formations white dots
that move into view from the right of the frame. But whose
view? For the voice remains disembodied throughout, and
its musings do not refer to the images with any specificity.
Nor can we safely establish its location, as its stereophonic
transcription varies in spatial orientation, switching from
our right to our left ear. Equally impossible to determine is
the origin of the movement that alters what we are given
to see. Suggested by the changing size of the shapes and
their moving in and out of frame, such spatial proximity or
distance could equally mirror the trajectory of an invisible
observer floating in the dark space, or that of the cloud
formations themselves as they enter the former’s field of
vision. Occasionally, a fade or a cut to black or a glitch-
like effect (with a crackling sound emitted as all vanishes)
plunges the screen back into utter darkness.28
Thing appears to be a journey through a virtual
world, born out of the imagination of a fictional dreamer
– given the nature of the images and the model-like appa-
ritions of cities and buildings this dreamer could be the
engineer of this world. De Clercq describes Thing as a
journey through an architect’s “virtual memory”, “a bound-
less, imaginary space” where fictional buildings and urban
patterns emerge and disperse in the darkness, a series of
ephemeral nebulas that manifest as a kind of “paradoxi-
cal materiality” precisely because they are “virtual”.29 The
film was made using LiDAR imaging of urbanscapes (an
acronym for Light Detection and Ranging) a remote sensor
28 See R. Misek, “The black screen”, in M. Beugnet, A. Cameron, A. Fetveit, eds., Indefinite
Visions: Cinema and the Attractions of Uncertainty (Edinburgh: Edinburgh University Press,
2017): 38-52.
29 See the video here: https://portapak.be/works/30/thing, accessed 18/12/2020.
MARTINE BEUGNET AND LILY HIBBERD 141 AN-ICON
technology that generates accurate 3D information about
the shape of very large surfaces and their characteristics
using pulsed laser emissions to measure ranges between
the sensor and the surface. Developed for architectural,
archaeological and engineering surveys, such visualiza-
tions provide a way of seeing spatial information, which
is augmented when viewed in a 3D stereoscopic environ-
ment. Yet another digital program subsequently renders the
LiDAR data as “point clouds”, the dots of light we see in
Thing. Most of the shapes and forms conjured up in Thing
are made of these unstable, constantly reshaping clouds
of dots.
Although the initial light point formations re-
semble natural phenomena – cirrostratus, cirrocumulus or
constellations – they later produce artificial patterns. An
elongated, geometrical form floats in the dark like a space-
ship, and the monumental entrance to a city materializes
and dissolves. We then travel through the diaphanous out-
lines of a district with a mesh of buildings with terraces and
hanging gardens. The cross-cutting of a workshop appears
and slowly glides in and out of view, its furnishings (stairs,
hanging lamps, an easel, the semi-circular shape of what
looks like part of a bull’s eye window) sketched in brilliant
white against the surrounding night.
Some of the point cloud renditions are reminis-
cent of white charcoal drawings on black paper, while the
buildings and the room resemble X-rays: ghostly, silvery
shapes in a process of disintegration. While X-rays and 3D
scanners are already used to document vestiges, as well
as to augment the existing data of artefacts and archaeo-
logical sites, film also holds a specific connection to ruins.
Of the attraction exercised by ruins on the cinema, André
Habib notes how they offer themselves as the poignant
manifestation of the transience of all things human, includ-
ing that of our own existence. The inexorability of the flow
MARTINE BEUGNET AND LILY HIBBERD 142 AN-ICON
of 24 images or frames per second – of the ephemerality
of its linear course from beginning to end that may be re-
peated or looped but not halted – explains the “melancholy,
quasi-ontological” relation that connects the medium to
the temporality and spatiality of ruins.30 Drawing on tech-
niques and visualizations that fuse the astrological and the
architectural, De Clercq collapses human time and space
(its material, located traces, its memories and dreams) in
the infinity of the sidereal night.
To craft its boundless post-Galilean dream of
space as a universe where the individual body and the
individual consciousness are free floating or diffuse, Thing
uses the tools of 20th and 21st century imaging. This draw-
ing together of film, architecture, and infinite space gives
De Clercq’s film an affinity with so-called immersive envi-
ronments: a 2D film with a 3D sensibility, best seen in the
obscurity of a cinema, it makes full use of the darkened
film-theatre as its immediate, continuous extension.
“Dark, weird and shadowy”: Laurie
Anderson and Hsin-Chien Huang’s
La camera insabbiata/Chalkroom
Experimental multimedia artist Laurie Ander-
son has produced a series of virtual reality works that elu-
cidate some of the aesthetic traits of De Clercq’s Thing in
a fully 3D format, also harnessing some of VR’s aptitude to
create dreamlike and out-of-body experiences. Created in
collaboration with media artist Hsin-Chien Huang in 2017,
Chalkroom is an installation and an interactive VR experience,
permanently installed at the MoCA in Massachusetts, USA.31
Seated viewers don a head-mounted display
and take up two handheld controllers to enter into the VR
30 A. Habib, L’attrait de la ruine (Crisnée: Yellow Now, 2011): 9.
31 Virtual reality 360 degree3D interactive video and installation, EN, 2017.
MARTINE BEUGNET AND LILY HIBBERD 143 AN-ICON
experience. In the first scene, a lone architectural structure
sits on top of a mountain. Unlike the architecture in Thing,
the building appears to be concrete. You are coaxed to
fly over and enter it, navigating a series of narrow corridors
toward a small portal at the end. The controller, which also
acts as a torch, is the only source of light. The virtual walls
are covered in chalk writing, like their physical counter-
part outside the head-mounted display. Here, however, the
torchlight illuminates a small orb, making the text all the
more elusive – a curious and perverse effect given that the
artists have designated us as “readers” instead of viewers.
Words disintegrate into phenomes, and break apart again
into letters, like swarms of flies. Yet, Laurie Anderson’s vel-
vet intonations flow over this eerie place, making it homely.
Claustrophobic passages open out into an
infinite black space that contains a constellation of text.
You’re free to fly around and explore the space, hidden sto-
ries narrated by Anderson, which emerge as you approach
certain zones. Objects, such as an illuminated, leafy tree,
dissolve on closer inspection, and you see this too is made
up of letters, as Anderson whispers to us: “You realise that
things are made of words”. In interview, she explains being
initially unsure about VR because it was too game-like, but
that if she could make something “very homemade, dark,
weird and shadowy, a different kind of space, a different
kind of mental space” then she would be interested.32 Her
aim, she adds, was to create an experience where you
could fly “like in your dreams”.
On the face of it, since immersive environments
such as 3D films in 360 degree cinema projection and virtual
reality experiences on head-mounted display or HMD, 33
32 “Laurie Anderson interview: A virtual reality of stories”, 2017, Louisiana Channel. Accessed
20/12/2020: https://www.youtube.com/watch?v=zHT016FbR30.
33 It is important not to confuse VR with the HMD. In simplest terms, Virtual Reality is defined
as being the coherence of technical means that enable a person to interact in real time with a
virtual world.
MARTINE BEUGNET AND LILY HIBBERD 144 AN-ICON
effectively “environmentalize”34 the image, one could ex-
pect the “womb” effect to be perfected and even emulated,
as with Anderson’s installation. However, in contrast with
conventional spectatorship, absorbed viewing is under-
mined by the degree of physical activity involved in the
experience.35
In addition to the heaviness and discomfort
of the hardware – the headset and headphones – and the
optical strain of stereoscopic vision, the attention and effort
involved in interacting with the virtual environment para-
doxically induce a sense of heightened physical awareness.
Rather than projecting itself, the sentient subject engages
with the task of controlling the effects of its own motricity
in the here and now: a “presenting”, rather than an absent-
ing of the body. These effects might be the result of VR’s
relative novelty. Nonetheless, it seems that in the narrative
context of cinematic VR – beyond gaming and therapeutic
applications – interaction and causative acts tend to un-
dermine immersion, contradicting widespread theories of
“presence” in VR.36 After all, it can be very unnerving to feel
your body split in two: an HMD effectively separates our
head from the rest of our body. Not only can we not see
our (real) selves but unless we are offered some form of
avatar we also lack a visible body in the virtual world. Once
we get used to this literal mode of “absenting” however,
new forms of ecstasis become possible. As we become
familiar with the process of virtual seeing, touching and
moving, our experiencer or avatar body may recede into
the background of our awareness, just like our lived body
34 A. Pinotti, “Environmentalising the image. Towards an-iconology”, in dossier M. Beugnet,
L. Hibberd, eds., “Absorbed in experience: new perspectives on immersive media”, Screen 61,
no. 4 (2020): 594-603.
35 Interestingly, in Sunrise the virtual screen vanishes when the woman starts dancing.
36 See C. Heeter, “Being there: the subjective experience of presence”, Presence:
Teleoperators and Virtual Environments 1, no. 2 (1992): 262-271.
MARTINE BEUGNET AND LILY HIBBERD 145 AN-ICON
does in a reverie, leaving us to be “ecstatically caught-up
in the virtual world”.37
Distinct from many other VR interactive ex-
periences, Chalkroom’s freedom to roam inhabits this
liminal zone for two reasons: one, choices don’t lead
to deterministic or sequential narratives, and thus, similar
to a dream or hallucination, we feel that we are driven by
compulsions and desires. Two, and even more compelling,
is the sense that you cannot put your feet on the ground,
that you are floating free. Anderson describes this in terms
of disembodiment, stating that “losing your body” is one
of her chief interests in producing these works.38
The inherent disembodiment felt when navigat-
ing a 3D world in VR immersion is all the more estranging
when it is set in the dark. The chiaroscuro effect is theatrical
and exaggerates the sense of volume and depth as in a Ba-
roque painting. And lower levels of light are also less visually
straining in VR. In Chalkroom the upshot of floating through
the dark signals our descent into the night; a diurnal cycle
that we are bound to as circadian creatures. Anderson aptly
remarks: “What are nights for? To fall through time into an-
other world”; a world where, as Huang points out, “the words
become a nebula” – chalk dust, atomised, diffuse matter
disintegrating upon touch, evading our grasp.
While not all HMD-supported VR relies on
interactive interfaces, wearing a head-mounted display
cuts us off from the surrounding reality more effectively
than the dimness of our living room, or the darkness of
the cinema auditorium (where exit signs, are by necessity
always visible).39 Distinct from watching the audience at a
film screening, to observe someone wearing an HMD feels
37 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 22.
38 “Laurie Anderson Interview: A Virtual Reality of Stories”. In performance studies, such
a transit state is called “liminoid performance”. See Alexandra G. Murphy, “Organizational
politics of place and space: the perpetual liminoid performance of commercial flight”, Text and
Performance Quarterly 22, no. 4 (2002): 297-316.
39 A. Pinotti, “Environmentalising the image. Towards an-iconology”.
MARTINE BEUGNET AND LILY HIBBERD 146 AN-ICON
a bit like trespassing. As when we look at someone who is
sleeping, the experiencer is not aware of our gaze. At the
same time, we have no access to what they are seeing. The
duality of mind and eye as well as inner and outer worlds is
a consistent theme in narrative VR experiences, one that is
explicitly realised in works that manifest otherwise invisible
or intangible traces, senses or information – or as in Notes
on Blindness a lack of access thereof.
Notes on Blindness: Into Darkness.
The virtual reality film, Notes on Blindness: Into
Darkness40 was created as a counterpart to the feature
documentary Notes on Blindness produced by Peter Mid-
dleton and James Spinney in 2016. Both works arise from
the first-person audio narration of John Hull, who describes
in visceral and philosophical terms the process of losing
his sight.41 Mired in darkness, as its title indicates, the VR
version of the feature film has a wraith-like quality; of thin
veils of light suspended in twilight. Its narrative is structured
around six parts, each one being a memory, a moment,
and a specific location recorded on John Hull’s tapes; each
scene requiring a different level and form of interaction
from the viewer in order to follow or progress through the
narrative. Sound is central to the work, augmented through
binaural audio (that spatializes sound as if it were bouncing
around your ears), while the 3D rendering of objects and
moving figures create a highly immersive experience. Sim-
ilar to Thing, its most evocative aspect is the use of point
40 With narrator John Hull. Interactive virtual reality, 360-degree 3D video, colour, EN/FR, 7’, 2016.
41 Based on John Hull’s memoir, On Sight and Insight: A Journey Into the World of Blindness
(Oxford: Oneworld, 1997).
MARTINE BEUGNET AND LILY HIBBERD 147 AN-ICON
cloud to suspend firefly-like dots in a seemingly infinite
deep indigo.42
The first two scenes in Notes on Blindness
establish the parameters for acoustic seeing: in the obscure
world evoked by John Hull we must learn anew how to look
with our ears. Light signals how sound might feel and alerts us
to the acoustic realm in three dimensions. It is, however, in the
second and third scenes that we are subjected to something
closer to liminal performance. As Hull begins to realise that
he can no longer remember what things or loved ones look
like, he descends into despair. His fear of being trapped alone
in darkness culminates in a scene out in the snow, where he
panics because he loses all sense of place. At the end of the
narration however, the VR interaction invites us to dissolve
his footprints in the snow by training our attention, with our
head position tracked by the HMD, on their impression in the
darkness. When the first set of footprints vanish another pair
appear, leading us in Hull’s steps back to the safety of home.
In the episode that features rain, Hull’s house is
an almost silent place except for his gentle voice and the
reverberation of raindrops falling on ordinary objects in the
room. We are again invited to interact with our gaze, this
time to give shape to otherwise hidden forms that the rain
defines acoustically: pots, pans, glasses, dishes. This is a
pivotal moment in Hull’s own life and the VR film; we too
understand what it is to create the virtual shape of things
by listening to them. There is also a specific, oneiric qual-
ity to the space that the VR work creates whereby Hull’s
experience becomes a shared one, rather than a voyeuris-
tic observation of someone losing their sight.43 Everything
we hear is echoed in its visual equivalent; renderings that
42 Point cloud started to appear in cinematic VR works at this time. See, for instance,
“Coexistence” 2016, at the Venice Architecture Biennale: https://vimeo.com/183596023
43 For ethical issues related to the work, see D. Leblond, “Landscape Shaped by Blindness.
Touching the Rock (1990) and Notes on Blindness (2016): Towards an ec(h)ology of vision”,
Études britanniques contemporaines no. 55 (2018).
MARTINE BEUGNET AND LILY HIBBERD 148 AN-ICON
appear as point clouds: luminescent, 3D shapes of objects
and moving bodies that create elusive, lace-like silhou-
ettes in the darkened space. In the process of becoming
fully recognizable, and as they unravel and disperse into
thinning clouds of bright specks, these forms resemble
constellations. Hence, in Notes on Blindness, as in Thing
and Chalkroom, the darkness acts as a connecting mate-
rial: boundless, it enfolds all of us (seeing and non-seeing
individuals) in a cosmic infinity that is simultaneously inti-
mate and terrifying.
“Cold space, a dark place”: Parragirls
Past, Present: unlocking memories of
institutional “care”
The immersive VR film Parragirls Past, Present44
is set in the grounds and buildings of Parramatta Girls
Home – a punitive welfare institution for teenage girls sit-
uated in Western Sydney, Australia, closed in 1974 and
abandoned since the late 1990s. Its creation pivots on the
memories of five former occupants, among the hundreds
who have returned after many decades to confront this
terrible place. As a labour of remembrance mired in trauma,
the project required more than a year of collaboration with
the aim of finding a form of testimony that might convey
the survivors’ experiences to a wider public. In Parramatta
Girls Home, children were not only deprived of freedom, but
also cruelly disciplined and abused. Later, both Australian
government inquiries and media reporting sensationalized
and underscored their stigma and victimhood. The last
thing Parragirls could abide was to provide viewers with
prurient pleasures. Hence, a number of counter-visual strat-
egies were developed, ruling out interactivity as a means
44 360-degree 3D stereoscopic video, ambisonic spatial sound, EN, 2017, 23’.
MARTINE BEUGNET AND LILY HIBBERD 149 AN-ICON
for viewers to progress through the virtual environment and
its narratives.
As with Thing, Chalkroom and Notes on Blind-
ness, the point cloud photographic technique, materializing
against the surrounding darkness, proved key. Among the
varied ways that images can be “environmentalized” in
3D and 360 degrees, point cloud is distinct: it bears little
resemblance to the synthetic imagery of game and CGI
animation. Cartographic in origin, point cloud provides a
means to project these as experienceable architectures –
places we can fly through, as if in space. In addition to the
sense of irrepressible movement, of being sucked into the
institution’s spatio-temporal vortex, it is the transformation
of photographs into points of light and colour that float in
an abysmal 3D world that gives Parragirls Past, Present its
wraithlike and enigmatic atmosphere.
Accompanying the journey is the sound of the
Parragirls’ voices, captured in ambisonic recordings. Wo-
ven together, they offer a deeply personal yet collective ac-
count of their experience as inmates. There is one location
in particular in the Girls Home that former occupants find
difficult to revisit: a basement solitary confinement cell, col-
loquially known as the dungeon. In the film, Gypsie Hayes
describes it thus:
the only way you can survive in there is to curl up and go to sleep.
That’s all you could do to survive that. It was nothingness. It was
just a cold space, a dark place.
In contrast to the exterior point cloud scenes, the
cell is represented as a stereoscopic spherical panorama in
360 degrees. Moving between the differently rendered and
spatially located spaces, presented yet another dilemma
however, which was resolved using the point cloud aes-
thetic as a form of transition in conjunction with moving
MARTINE BEUGNET AND LILY HIBBERD 150 AN-ICON
tracking shots, to dissolve the image across one space or
dimension into another.
The most unusual impact of combining point
cloud with mobile tracking shots in the 3D world of Parra-
girls Past, Present is the feeling of being pulled through the
experience, almost against our will. The data points seem
to transcend and even pierce our body, so that we become
part of the ghost-like substance of the Girls Home. Distinct
from its head-mounted display viewing, in the 3D 360-de-
gree film screenings of Parragirls Past, Present at UNSW
EPICentre. Standing alongside 10 to 15 spectators wearing
3D glasses, you can see the points appear to emerge in 3D
from the circular screen and pass through the bodies of the
viewers beside you. The imagery may appear spectral as it
floats through space, but so are the audience, whose bod-
ies are traversed as if they had no consistency or solidity.
Crucially, in conjunction with the nightmarish,
endless darkness and the omnidirectional eye, point cloud
effectively disassembles the centralized gaze of VR’s typi-
cally first-person perspective: enfolded in swarms of float-
ing pixels, we start to feel what it must have been like to be
under constant disciplinary surveillance – to be watched
at all times by invisible omniscient eyes.
In the concluding shot, however, we fly out
backwards, as if pulled up and out into the sky, discovering
the vast emptiness that extends beyond the perimeter of
the institution. On the one hand, what we are literally seeing
are the limits of the photogrammetric images that could be
recorded – black holes in both data and historical memory.
On the other hand, as the sound of the multiple voices van-
ishes, we grasp a sense of the collective unconscious that
Parragirls still share with the other former occupants of the
Home: the internalisation of a state of incarceration, being
severed from the rest of the world, unable to imagine what
lays beyond the space of incarceration other than a void.
MARTINE BEUGNET AND LILY HIBBERD 151 AN-ICON
Conclusion
In moving image media, as in real life, darkness
has always been a privileged channel towards alternate
states of self or alterity. Black spaces encourage us to re-
linquish control of sensing bodies, simultaneously fostering
a sense of placeless-ness: in the dark, we lose our sense
of orientation and lack the necessary landmarks to eval-
uate distance and depth, and order the space according
to the familiar rules of perspective and proprioception. In
immersive environments, the feeling of being unmoored is
heightened by the “environmentalizing” of the space: night
enfolds us on all sides. Within this dis-anchored realm, the
voices that appear to address us but remain devoid of a
visible source seem to take possession of us, strength-
ening the sense of losing one’s grip. But darkness is not
the only precondition to our slipping into an altered state
of consciousness. The experience of the scene unfold-
ing independently from our will is equally important, which
also occurs when watching 2D films. While spectators can
look around in every direction in both the HMD and in a
360-degree 3D cinema, if you cannot control your propul-
sion through a space or scene then the film acts on you.
Only at this price – in accepting that I cannot
change the “order” of the images and sounds – can a form
of “dreamwork” take place.45 In the works described here,
the unravelling of the images is inseparable from the relent-
less, gliding movement that sucks us in, and, in the case of
360 degree 3D films, passes “through” us: to turn our head
and look back is to experience the sense of memory disinte-
grating, and history as ruins, that Walter Benjamin so vividly
45 As Thierry Kuntzel points out, such is the specificity of time-based media and its special
link to the dream-like and to the unconscious: “the film and the story unravel outside of me, I
cannot possibly intervene”. T. Kuntzel, “Le travail du film”, Communications, no. 19 (1972): 27.
MARTINE BEUGNET AND LILY HIBBERD 152 AN-ICON
evoked with the allegory of the angel of history.46 Lighting up
in darkness, point clouds appear like the ultimate expression
of transience. Though they are a mere effect of a particular
imaging technology, they often look like constellations, or
like particles that float in space, such as dust, petals or
snowflakes; points that redefine deep space as a conduit
to the dreamlike. A figuration of matter propagating, taking
form and then dissolving, point clouds perfectly capture the
melancholy awareness of the impermanence of the material
world, and the all-too human, shared sense of finitude, loss,
and awe experienced in reminiscing and day-dreaming.
46 W. Benjamin, “Theses on the philosophy of history”, trans. H. Zohn, in H. Arendt, ed.,
Illuminations (New York: Schocken Books, 1969): 249.
MARTINE BEUGNET AND LILY HIBBERD 153 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
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] | The hallucinatory
aspect of virtual
reality and the Image
as a Bilderschrift
by Pietro Montani
Virtual Reality
Imagination
Hallucination
Dream
Regression
Intermediality
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The hallucinatory aspect
of virtual reality and the 1
Image as a Bilderschrift
by Pietro Montani
Abstract This article discusses the following points:
■ The analogies which can be identified between Virtual Reali-
ty (VR) and the hallucinatory aspects of dream activity make sense
within a network of relations characterised by certain important
cognitive performances (in particular inferential performances)
which can be attributed to the work of the imagination;
■ To assure the plasticity of these performances, the imagi-
nation seems to have to distance itself somewhat from linguistic
thought and in dreams this is achieved regressively via the hallu-
cinatory state. Various authoritative neuroscientific approaches
to dreams significantly substantiate this theory.
■ At the time when its correlation with linguistic thought is
deactivated, the imagination does not, however, surrender it-
self to the hallucinatory event but elaborates it with recourse to
practices similar to those of syncretic writing – a Bilderschrift or
“pictographic script” as defined by Freud;
■ It is significant that very early cinema also addressed the
quasi-hallucinatory aspects of films, practising an “intermedial”
Bilderschrift, i.e. a treatment of the images that is attentive to the
comparison and integration of the different levels of expression
which work together in the composition of a film;
■ Digital images seem to revive this production model in sev-
eral ways and I will offer two examples highlighting their affinity
with syncretic and intermedial writing.
Virtual Reality Imagination Hallucination Dream Regression
Intermediality
To quote this essay: P. Montani, “The hallucinatory aspect of virtual reality and the image
as a Bilderschrift”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 153-171
PIETRO MONTANI 154 AN-ICON
Virtual reality, hallucination
and the dream-imagination
The hallucinatory aspect of VR is obvious to
those who have experienced or wish to study it. However,
not everyone hallucinates and so the hallucinatory nature
of dreams offers the most immediate and comprehensible
parallel – an experience we undergo during sleep with a
frequency and regularity familiar to all.2
VR and dreams cannot be treated as entirely
identical phenomena, indeed there are many and signifi-
cant differences as we shall see shortly. However we can
immediately highlight at least two essential parallels. The
first is the compelling illusion of reality that differentiates
hallucinatory dreams and VR images from other types of
internal and external images processed by the imagination.
This leads to the second parallel, regarding the unalterable
nature of what is perceived. Apart from some exception-
al cases (e.g. “lucid dreaming”), we cannot intervene in
dream images, the realism of which is experienced as both
convincingly plausible and undeniably objective. The same
applies to the fundamentally hallucinatory nature of VR
images (although there are clearly many potential excep-
tions, to which I shall return in the final section). I would
happily add a further property in the presence of sufficient
evidence and that is how easily we forget dreams, which
corresponds – although this is a totally subjective obser-
vation – to the ease with which we discard large portions
of our VR experiences.
I must stress that the two aforementioned prop-
erties are linked to the particular realism of dream and VR
1 This article refers to the European research project “The Future of Humanity: New
Scenarios of Imagination” (Vilnius University). This research is funded by the European Social
Fund (project no. 09.3.3-LMTK-712-01-0078).
2 The analogy between VR and dreaming has already been explored. See for example R.
Diodato, Estetica del virtuale (Milan: Bruno Mondadori, 2005), which, however, chooses a
different approach from the one I will propose here.
PIETRO MONTANI 155 AN-ICON
images. So, although the latter come in several interactive
forms (e.g. immersive installations) that can alter the per-
ceived environment, this does not impact on the funda-
mentally hallucinatory state of the images delivered. On the
contrary, the degree of interactivity in dreams is limited to
the activation of cognitive processes internal to the dream
event such as the linguistic formulation of judgements and
inferences, and an evaluation of the emotions experienced.
But here, too, these processes are dependent on the objec-
tivity of the images experienced. I shall provide a personal
example: the night before starting this article I dreamt that I
encountered a stranger in the street and sensed with great
pity and concern that he clearly felt ashamed, although
there was no indication as to why. Without entering into
more detailed analysis, what I have described was clearly
a hallucinatory event accompanied by a congruent judge-
ment explicitly formulated in the dreamer’s inner discourse,
and which included the word “ashamed”. But it was not
a “lucid dream”. A Freudian analyst would say that the
dream was mine so the pity and concern were directed
at a part of me. This may be so, but this split within the
dreamer reinforces rather than diminishes the objectivity of
the sentiment I felt and the congruence of the judgement
I associated with it (i.e. that the human condition is truly
compassionate – and mysterious – if someone can show
shame for no apparent reason). Ultimately, it is the radically
immersive state of the two traits shared by VR and dreams
that should be underscored:3 we become caught up in a
3 For a helpful classification of all the VR forms 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. Tyerry Giuliana, eds., Meaning-
Making in Extended Reality (Rome: Aracne, 2020): 63-90. According to the accurate schema
divided into four categories discussed in the article, the type on which these considerations
focus occupies the second level of the third type (“Advanced cinematic VR”). However, the
authors describe “radical immersive media” as a broad category of devices (which can be
further divided into two subgroups) designed to interact in different ways with the real world.
For reasons that will become clear later, I shall limit my considerations to a very general
analogy between VR and dreams.
PIETRO MONTANI 156 AN-ICON
simulated environment featuring images that coercively
force their presence on us.
And now for the equally significant differences.
What I have described – and why I was able to describe
it – was clearly a dream occurring in a REM sleep phase. It
was one of those dreams availing of closer integration with
Freud’s “secondary process” and the ones we remember
(or reorganise) with greater satisfaction. The neurophys-
iological processes at work in all sleep phases are fairly
well known today, although the scientific community has
reached no full agreement on the functional meaning to
attribute to the incoherence and transience of their dream
products. We do not know exactly what purpose is served
by the low structural level of dreams but there appears to
be good support for the theory – adopted here – accord-
ing to which their principal function is to increase the “fit-
ness” of some processes of the imagination conducted in
a wakeful state (particularly inferential ones) by reducing
their redundancy and complexity in several ways.4
What does this strange neural work look like?
Some have likened it to the wandering undertaken by our
vigilant imagination5. Dreams (REM and NREM) also seem-
ingly implement a momentary state of generally indeter-
minate, organised and specialised cognitive function (e.g.
intentionality and attention) to maintain the brain-mind for
periods of varying length in the purely virtual phase effec-
tively described as the “default mode network”. This is a
typically “experimental” phase as both the dream and the
wandering explore numerous potential configurations of
4 Here and elsewhere I refer in particular to an important essay by J.A. Hobson et al.,
“Virtual reality and consciousness inference in dreaming”, Frontiers in Psychology 5, no. 1133
(2014) https://doi.org/10.3389/fpsyg.2014.01133. Hobson is an undisputed authority on dream
studies and shares the theory (see in particular the works by G. Tononi) that dreams optimise
some wakeful cognitive processes by alleviating and “pruning” the synapses in excess.
5 See M. Corballis, The Wandering Mind: What the Brain Does When You’re Not Looking
(Auckland: Auckland University Press, 2014). Corballis is a psychologist who mainly
studies language but his book is up-to-date on the most accredited developments of the
neurosciences regarding the dream phenomenon.
PIETRO MONTANI 157 AN-ICON
well-defined or simply hypothetical situations and problems,
often varied or even disparate. In this sense, the “default
mode network” active in dreams in the hallucinatory form
familiar to us prompts the entire neuronal apparatus to enter
into free flow with no fixed objectives, allowing the “innate
generator of virtual reality” in our brains to behave as a
“free-running inference machine”.6 This machine – and we
shall return to this – benefits from a “synaptic regression”7,
a temporary reinstatement of extremely primitive neural
circuits not used in the wakeful state.
In other words, our brain seemingly needs to
suspend dealings with the real world (and its complexity)
at regular intervals and start dialoguing with itself, gener-
ating simplified and incoherent simulacra of a world so as
to optimise, on reawakening, the performances that will
enable it to cope once again with the complex (and harsh)
reality. The autopoietic and virtualising nature of this work8
offers a simple explanation for the fact that the foetus falls
into full REM sleep in the thirtieth week of life.9 This is pure
cognitive and proprioceptive training in VR as, at that stage,
its only experience of the world is intrauterine. Hobson,
Hong and Friston astutely likened this surprising evolution-
al phase to an insurgence and initial coordination of the a
6 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 22. As better
clarified below, I shall here intend the concept or “regression” also in the specifically Freudian
sense.
7 Ibid.: 15.
8 I discuss this point in P. Montani, Tre forme di creatività. Tecnica, arte, politica (Napoli:
Cronopio, 2017).
9 See J.A. Hobson, “REM sleep and dreaming: towards a theory of protoconsciousness”,
Nature Review Neurosciences 10 (2020): 803-813 10.1038/nrn2716.
PIETRO MONTANI 158 AN-ICON
priori (intuitive and intellectual) forms discussed by Kant10
(to whom we shall return).
What temporary conclusions can we draw from
the parallel between the dream hallucination and VR? A cru-
cial point regarding both the analogies and the differences
seems to require critical attention. The neurophysiological
study of dreams shows that a significant relationship can
form between the sometimes hallucinatory and incoher-
ent nature of images and the emergence of our cognitive
strategies in the broad sense (e.g. the inferential activity
attributable to the imagination).11 The emphasis should fall
on both requisites – the incoherence and the hallucinatory
nature – although, for obvious reasons, VR seems keen to
focus primarily on the latter. To address this problem prop-
erly, we should refer to Freud’s great work on the mental
significance of dreams12, starting from a fairly solid point of
contact between the neurophysiological model with which
he worked and the very different ones we work with today.
This point of contact consists in the specific importance
of regression in hallucinatory and incoherent processes
managed by the dream-imagination.
Regression and “Bilderschrift” in dreams
When referring to Freud I shall totally disre-
gard the aspect dearest to his heart, that dreams are in-
terpretable and that this very interpretability defines their
10 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 19. I. Kant,
Critique of Pure Reason (1787), trans. P. Guyer, A. Wood (Cambridge: Cambridge University
Press, 1998). In a very important book, Before Tomorrow. Epigenesis and Rationality (Polity
Press: Cambridge, 2016), Catherine Malabou argued in favor of an “epigenetic” interpretation
of the development of Kantian a priori forms. I have developed a similar approach to Kant’s
critical philosophy in P. Montani, “Imagination and its technological destiny”, Open Philosophy
3 (2020): 187-201.
11 The “judgement” I formulated during the described dream is typically inferential in form.
For the Kant of the third Critique, it is the Urteilskraft, i.e. the “power of judgement”, that is
essentially inferential and abductive in nature. See I. Kant, Critique of the Power of Judgment
(1790), trans. P. Guyer, E. Matthews (Cambridge: Cambridge University Press, 2001).
12 See S. Freud, The Interpretation of Dreams (1900), trans. J. Strachey, in The Standard
Edition of the Complete Psychological Works of Sigmund Freud, vols. 4-5, (London: The
Hogarth Press and The Institute of Psycho-Analysis, 1955).
PIETRO MONTANI 159 AN-ICON
immensely important metapsychological condition. Is this
approach justifiable? Yes if we refer to the last chapter of
Traumdeutung, “The psychology of Dream Processes”. A
footnote added in 1925 at the end of the previous chapter
(VI, “Dream-work”) introduces its objectives significantly,
saying that the particular nature of the dream-work should
be studied as such, over and above the fact that this form
of working is used by the unconscious in a hallucinatory
and disguised mode to achieve its drives. Freud writes
At bottom dreams are nothing other than a particular form of think-
ing, made possible by the conditions of the state of sleep. It is the
dream-work which creates that form, and it alone is the essence
of dreaming - the explanation of its peculiar nature.13
The peculiarities of the dream-work – brilliantly
studied by Freud in Chapter VI – are well known: conden-
sation, displacement and considerations of representability.
But the common trait is regression, intended by the author
in a strictly topical sense. Explained as simply as possible
(and in non-Freudian language), during dreams our mind-
brain reconnects with a very primitive prelinguistic and
preconceptual stage of its memory store. Or rather, it is a
phase in which a profoundly embodied imagination (think
of a baby just a few months old) has also had to perform
the work (e.g. inferential) that would subsequently be del-
egated to linguistic thought.14
The phenomenon of regression does not only
belong to dreams, observes Freud, although in dreams it
produces a particular “vividness”, a hallucinatory Belebung.
That this is, in other respects, a somewhat paradoxical
process emerges from the fact that “a particular form of
13 Ibid.: 510. My italics.
14 Using the terminology of Deleuze and Guattari, we could say that here the imagination
adopts a predominately “striated” manner of proceeding. See G. Deleuze, F. Guattari, A Thousand
Plateaus: Capitalism and Schizophrenia (1980), trans. B. Massumi (London: Athlone, 1988).
PIETRO MONTANI 160 AN-ICON
thinking” is entrusted to the process of regression in which
“the fabric of the dream-thoughts is resolved [aufgelöst: dis-
rupted] into its raw material”.15 But, we must add, it is dis-
rupted as far as is possible for, although the archaic zone
of the memory store in question dates from an evolutionary
phase when linguistic thought did not yet exist, the latter
will leave a trace in the regressive path implemented by the
dream state in adulthood.16 As demonstrated, for example,
by perhaps the most surprising requisite of the dream-
work: the ability to treat words as if they were objects and
play with their signifying matter. Further on, with regard
to dream-hallucinations, Freud speaks of a “transvalua-
tion” of thought into images; thought is drawn towards
the most archaic memory store, to be seen specifically as
a disabling of its logical and linguistic relations in favour
of the earliest work of a totally embodied imagination. But
these remain transvaluated thoughts and are by no means
a reinstatement of a prelinguistic condition. Rather, it is a
new reorganisation of the relationship between image and
word, a radical renegotiation of their “normal” bond (I shall
return to this key point later).
This brings fresh relevance to the factor of
dream-work that Freud called “regard for representability”
What we have described, in our analysis of dream-work, as ‘re-
gard for representability’ might be brought into connection with the
selective attraction exercised by the visually recollected scenes
touched upon by the dream-thoughts (...) [So that] dreaming is
on the whole an example of regression to the dreamer’s earliest
condition, a revival (ein Wiederbeleben) of his childhood, of the
15 Ibid.: 545. My italics.
16 This is the theory developed by J. Derrida in Writing and Difference (1967), trans. A. Bass
(London: Routledge, 2001).
PIETRO MONTANI 161 AN-ICON
instinctual impulses which dominated it and of the methods of
expression which were then available to him.17
Freud appears to refer to non-elaborated (or
semi-elaborated) nuclei linked to powerful emotional in-
vestments, such as the “internal objects” Melanie Klein and
her followers later discussed when re-elaborating Freudian
dream theory in broader and more flexible terms, and today
considered widely reliable and compatible with neurosci-
entific findings.18 The last lines of the citation (from a 1919
addition) allow us to conclude that the regressive move-
ment Freud attributed to the physiology of dreams can be
acquired as a structural requisite of the dream-imagination
without necessarily attributing it to instinctual motivation.
In other words, if dream-work is rooted in the condition
of very early infancy – the condition of being “in-fans” i.e.
not yet capable of speech – this means that the regressive
movement of the dream reaches and revives not only the
desiring aspects but the concomitant inferential process-
es too. Thus, these processes take place in the absence
of language and make predominant use of prelinguistic
images and schema. We could call it an imagination that
“schematises without any concept” as Kant said regarding
“reflective judgement”, highlighting its exceptional episte-
mological significance.19 This further Kantian indication is
by no means casual20 and should be paralleled with the
“free-running inference machine” discussed by Hobson,
Hong and Friston. Preliminary and free imaginative train-
ing is required, hypothetical and exempted from defined
17 Ibid.: 549-550. My italics.
18 This is the theory persuasively argued by M. Mancia, Il sogno e la sua storia. (Venice:
Marsilio, 2004); and Sonno & sogno. (Rome-Bari: Laterza, 2006).
19 See E. Garroni, Estetica ed epistemologia (Milan: Unicopli 2003); P. Montani, “The
Imagination and Its Technological Destiny”: 3; L. Palmer, “Schematizzare senza concetti e
senso comune”, in D. Cecchi, M. Feyles, P. Montani (eds.), Ambienti mediali (Milan: Meltemi
2018): 39-56. Significantly, Palmer accompanies his rethinking of the Kantian concept with
experimental evidence.
20 See Montani, Tre forme di creatività; and “The Imagination and Its Technological Destiny”.
PIETRO MONTANI 162 AN-ICON
tasks, simplified and experimental, not only (as is obvious)
before cognition can start to be deployed but also so that
it can function constantly – e.g. (Tononi’s proposal largely
endorsed by Hobson) in terms of synaptic pruning, simpli-
fication and resetting of the inferential device.21
Before leaving Freud we must adopt another
of his valuable indications. Above, I linked dreams to a
particular way of reorganising the image-word relationship.
I will specify that Freud clearly sees them, ultimately, as a
relationship guided by a principle of reversibility. Not only
are words used as if things, images also display a key trait of
discursive convention. This trait is also fully comprehensible
in intuitive terms: both ontogenetically and phylogenetically,
the human imagination must have performed a major work
of segmentation, classification and organisation (e.g. in-
ferential) on the experience, valorising a certain intelligible
profile of the images – precisely that which language will
later formalise. Freud calls this property, reactivated by the
dream-imagination, a Bilderschrift, a picture writing:
The dream-content (...) is expressed as it were in a pictographic
script [Bilderschrift], the characters of which have to be trans-
posed individually into the language of the dream-thoughts. If we
attempted to read these characters according to their pictorial
value instead of according to their symbolic relation [Zeichenbezie-
hung], we should clearly be led into error.22
Freud speaks here from the standpoint of inter-
pretability (not relevant for us) but the observation can of
course be generalised. Products of the dream-imagination
21 See G. Tononi, C. Cirelli, Sleep function and synaptic homeostasis, Sleep Medicine
Reviews 10 (2006): 49-62. In this sense and precisely because of its hallucinatory
“resuscitation”, the dream-work restores not so much the contents of the oldest inferences
but the earliest manner of that performance (i.e. “schematises without any concept”) which
conduct precious selective functions for pruning purposes.
22 Ibid.: 296. The translation of Bilderschrift as “pictographic script” is highly questionable;
and that of Zeichenbeziehung as “symbolic relation” is frankly erroneous as the “symbolism”
of dreams is not involved here but only the more general sign profile of dream-images.
PIETRO MONTANI 163 AN-ICON
should above all be observed in terms of their Zeichen-
beziehung, their singular and archaic relationship with the
semiotic order. In other words, despite being hallucinatory,
dream-images should also be appreciated for their ability
to reactivate a condition in which the imagination has also
processed them as the signs of a particular Bilderschrift.23
Our Freudian journey has taken us another
major step forward: the relational aspect –stressed in the
conclusions of the first section – can now avail of a specif-
ic and significant reference to a scriptural element within
the work of the imagination. This element can be linked to
the radical regressive condition in which the imagination
behaves literally as a VR generator. We can now try to better
understand how this correlation works.
Bilderschrift in very early cinema
and in the digital age: the syncretism
and intermediality of images
Interestingly, in its very early days, and roughly
when Freud was developing his Traumdeutung and subse-
quent metapsychological additions, the cinema was seen
(or conceived) by some film-makers and theoreticians as
closely resembling the device of image-word reversibility
highlighted at the end of the previous section. This means
that the birth of the cinema also featured a major focus on
the network of relationships which the powerful illusion of
reality produced by the cinematographic image was clearly
keen to unite. In some cases, in particular, that image was
seen as a syncretic form of expression: a space of compar-
ison and integration between different levels of expression.
This section dwells briefly on two significant examples of
23 On the image-word connection and its meaning for an appropriate understanding of a
“history” of the arts, C. Brandi’s observations in Segno e immagine (Palermo: Aesthetica, 2002)
are valuable, not coincidentally introduced by a discussion on Kant’s schematism,
PIETRO MONTANI 164 AN-ICON
this understanding of the image – which I call “intermedi-
al”24: a reflection on the cinema of the “Russian Formalists”
and Sergei M. Eisenstein’s first cinematographic theory
centred on the project of an “intellectual cinema”.25 I shall
conclude with some comments on VR installations and
their inclusion in the intermedial paradigm of the image.
The Formalists felt strongly that the emergence
of the cinema gave their era the privilege of observing a
form of art in its nascent state. Cinema brought a brand-new
addition to the technically reproduced image – the ability to
move in time. Boris Eikhenbaum, for instance, argued that
with cinema “for the first time in history, an art which was
‘depictive’ by its very nature became capable of evolving
in time and proved to be beyond any comparison, classi-
fication or analogy”.26 He was struck in particular by the
fact that, in cinema, the image medium adopted an original
condition because the reception of the film has to develop
with a time sequence typical of other media (e.g. writing).
To better use these peculiarities, thought Eikhen-
baum, the structural principles of the cinematographic
text would have to comply with two preferential options,
one paradigmatic and the other syntagmatic. The paradig-
matic option consisted in asserting the conventionality of
the image (its Zeichenbeziehung as Freud would say) in a
head-on contrast with the naturalistic values of photograph-
ic reproduction; the syntagmatic option consisted in em-
phasising the discrete (or potentially discrete) nature of the
formal unities placed in a reciprocal relationship following
a short, markedly divided montage. These two requisites
are therefore totally comparable to Freud’s Bilderschrift.
But Eikhenbaum underscored another aspect concerning
24 On this concept, see P. Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010).
25 See R. Taylor, ed., Russian Poetics in Translation, vol. 9: The Poetics of Cinema.
(Department of Language & Linguistics: University of Essex, 1982); S.M. Eisenstein, Towards a
Theory of Montage (London-New York: Tauris Academic Studies, 2010).
26 B. Eikhenbaum, “Problems of cine-stylistics”, trans. R. Sherwood, in R. Taylor, ed., The
Poetics of Cinema (Oxford: RTP, 1982): 10-21. My italics.
PIETRO MONTANI 165 AN-ICON
not the construction options but the structural conditions
of understanding a film, arguing that the image plane in the
cinema is always accompanied by the articulation of “inner
speech” in the spectator’s mind. So, the cinematic experi-
ence has to proceed via a constant integration of image and
language planes, more akin to a process of reading than a
prolonged and guided form of contemplation.27 Returning
to the parallel with Freud’s reflection on the figures of the
dream-work, we could say that, in films, the autonomous
expressive and pathemic resources of the image come to-
gether in a constant relationship with the broader cognitive
resources accessed by linguistic thought.
Remaining largely on the wavelength of Eikhen-
baum’s theories, Sergei Eisenstein pushed himself even
further forward in the same 1920s’ time-frame, especially
from a design perspective. In short, he believed that the
discursiveness of cinema could function as a device that
takes the spectator into close contact with the semiotic op-
erations that enable the imagination to give sensible content
to concepts. That is, it could explore the key imaginative
performance that Kant called “schematism”. A performance
that, unsurprisingly, we have already referred to regard-
ing its relationship with dream-work. Eisenstein called this
cinema “intellectual” because, from the political perspec-
tive that excited him at the time, the cinematic experience
promised to considerably alter the spectators’ “power of
judgment” (to use another Kantian term), training them, for
instance, in dialectical thinking, as we read in one of his
notes for the planned film adaptation of Marx’s Capital.28
Although Eikhenbaum and Eisenstein’s the-
ories cannot be generalised, we can agree on the fact
27 On the complex intermedial nature of reading, see S.B. Trasmundi, S.C. Cowley,
“Reading: how readers beget imagining”, Frontiers in Psychology 11: 531682 (2020), doi:
10.3389/fpsyg.2020.531682.
28 On this subject, see an important work by E. Vogman, Dance of Values. Sergei
Eisenstein’s Capital project (Zurich-Berlin: Diaphanes, 2019).
PIETRO MONTANI 166 AN-ICON
that, throughout the silent film period, the treatment of
cinematographic images largely adhered to the general
Bilderschrift principles discussed here, and often invented
new figures of them. We can also agree that, whatever its
strengths and weaknesses, this trend was destined to un-
dergo a marked shift after the introduction of sound, which
could inevitably be expected to produce – and Eisenstein
was one of the first to denounce this29 – a strengthening of
the reproductive and illusionistic effects of the film image
and an ensuing increase in the naturalistic understanding
of the film. From that moment on, the cinema pursued
different paths which we cannot follow here although it
may be interesting to ask what transformations would have
been seen in the “scriptural” direction I discussed briefly at
the start of this section.30 We must instead ask ourselves,
and I shall do so rapidly below, whether the fundamental
principle embraced by this direction, namely the activation
of a critical countermovement physiologically correlated to
the regressive nature of the image, reappeared elsewhere.
And how it could also concern VR where the regressive
movement, as mentioned at the beginning, reaches the
extreme condition of a hallucinatory event.
Before proceeding we should again stress the
relational, and more precisely intermedial, nature of the
critical countermovement which accompanies the regres-
sive process of the imagination – and thus also presumably
its extreme outcomes in the hallucinatory version of VR.
Against this backdrop, I shall conclude by touching on two
different spheres of exemplification. The first concerns the
spontaneous practices of syncretic writing in use on the
Web for about 20 years now and which are increasingly
widespread among its users. In the second, I shall pres-
ent some brief comments on how the intermedial device
29 See S.M. Eisenstein, “Buduščee zvukovoj fil’my. Zajavka”, in Id., Izbrannye Proizvedenija
v šesti tomach. II (Moskva: Iskusstvo, 1963-1979): 15-16.
30 I have done so partially in P. Montani, Emozioni dell’intelligenza (Milan: Meltemi, 2020).
PIETRO MONTANI 167 AN-ICON
has been managed in two remarkable recent installations:
Carne y arena by Alejandro Gonzales Iñárritu (2017) and
VR_I by Jilles Jobin (2018).31
It is a fact that the birth of the interactive Web
supported the emergence of a form of syncretic writing
that does not merely combine image, word and sound
but also very frequently exploits their reciprocal relations
to obtain significant effects of meaning from this interme-
dial confrontation – for the moment predominantly tuned
into a playful, ironic and paradoxical register (I am thinking
of all the “meme” forms). As well as not excluding signifi-
cant evolutions and further differentiations, this aspect in
itself already guarantees great (and spontaneous) reflexive
control of the semiotic material manipulated.32 I have sug-
gested calling this practice “extended writing”, adding that
significant innovation might develop in the technologies of
human expression. Indeed, the first thing to do is to study
the internalisation processes and feedback on the imag-
inative and cognitive conduct of those using it (but it is a
mass phenomenon).33 I am keen to stress here that the
regressive values linked to the image in extended writing
are placed in a constant, systematic and plastic relationship
with several critical and intellectual distancing practices,
often of a distinctly intermedial nature. That is to say, they
are conceived to exploit the effects of meaning ensuing
from the re-mediation and comparison of different media.
The two installations mentioned above are im-
portant not only for their uncommon design complexity but
also and primarily for their intermedial tone (i.e. distanced
and reflexive), albeit diversely interpreted in the two cases. In
31 The two installations could be visited at the Fondazione Prada in Milan (2017) and the
Istituto Svizzero di Roma (2018), respectively.
32 See P. Montani, “Materialità del virtuale”, Agalma. Rivista di studi culturali e di estetica 40,
no. 2 (2020): 11-18; and “Apology for technical distancing. But beware the feedback!”, IMG:
Interdisciplinary journal on image, imagery and imagination 3 (2020): 264-281.
33 The issue of “extended writing” should be included in an extensive case study of
technological aesthetics, as well illustrated recently by V. Gallese, “The aesthetic world in the digital
era. A call to arms for experimental aesthetics”, Reti, saperi, linguaggi 9, no. 17 (2020): 55-84.
PIETRO MONTANI 168 AN-ICON
both, visitors realise that the VR is simply a part of a broader
experience that can internally implement in various ways
what I have just described as a critical countermovement. I
shall conclude by indicating the essential coordinates below.
Carne y arena is a journey in four stages, the
second of which contains a VR installation. Here, the visitor
– alone and free to move around – finds him/herself spend-
ing six minutes in a desert zone with a group of Mexican
refugees trying to cross the US border but being violently
driven back by an American army patrol.34 In the first space,
visitors are asked to remove their shoes and socks and
place them in a locker from which they will collect them later.
This is a key strategic move because during their mobile
permanence in the virtual environment their bare feet will
make them constantly proprioceptively aware of an essen-
tial split (Virtually Present, Physically Invisible is the instal-
lation’s astute subtitle). A walkway awaits when they exit
the “arena”, after retrieving shoes and socks, from where
the visitors can catch a glimpse of what is happening in
the semi-dark space of the virtual simulation by looking, if
they so wish, through the gaps between the wooden planks
of a wall. This is a further distancing from the powerful en-
gagement just experienced. The walkway leads to a final
room where, free to decide how long to stop at each one,
they can watch video clips of the migrants narrating details
of the episode to which the visitors have been invisible
witnesses and what happened to them afterwards. Their
34 I dwelled more analytically on the Iñarritu installation in P. Montani, Tre forme di creatività.
See also F. Casetti, A. Pinotti, “Post–cinema ecology”, in D. Chateau, J. Moure, eds., Post–
cinema. Cinema in the Post-Art Era (Amsterdam: Amsterdam University Press, 2020): 193-
217; A. D’Aloia “Virtually present, physically invisible: virtual reality immersion and emersion
in Alejandro González Iñarritu’s Carne y Arena”, Senses of Cinema 87 (2018) http://www.
sensesofcinema.com/2018/feature-articles/virtually-present-physically-invisible-virtual-reality-
immersion-and-emersion-in-alejandro-gonzalez-inarritus-carne-y-arena/. For an important
discussion of the “empathic” effects attributable to experiences in VR see A. Pinotti, “Autopsia
in 360°. Il rigor mortis dell’empatia nel fuori-cornice del virtuale”, Fata Morgana 39 (2019):
17-32. On the aesthetics of’ “unframed” images see P. Conte, Unframing Aesthetics (Milan-
London: Mimesis International, 2020).
PIETRO MONTANI 169 AN-ICON
faces appear in high definition on small screens placed in
niches around the walls of the room.
The important point here is that the VR is just
one of the many elements in the installation and the overall
experience stimulates visitors to engage in an intermedial
reflection that invests them literally from head (equipped
with visor and headphones) to toe (bare). The truly striking
and forceful realism of the simulation thus finds its meaning
within a complex narrative device. I shall add that even the
patchy recollection of the six-minute VR simulation men-
tioned at the start of this article finds interesting justification
within the context of this complex cognitive and pathemic
experience.
VR_I is an all-VR installation and far more playful
than Carne y arena. The artist is primarily a choreographer
and paid particular attention to the fluidity of movement of
the five dancers who inhabit the virtual space and define
it with their performance. They take on very different sizes
in the various phases of the event: gigantic and objectively
threatening at the start but miniaturised and observable later
on, almost as if in a lab experiment on a small quadrangular
platform, and finally life-size. Five people enter the virtual
space and each visitor’s avatar can interact with the other
four, not only on a haptic and sensorimotorial level (the hands
have sensors) but also linguistically thanks to phono-acoustic
equipment. The visitors find themselves in a metamorphic
space resembling that of dreams: sometimes a boundless
desert, at other times an urban landscape or a mountain-top
loft with sweeping views down over a wide valley. The envi-
ronments are always clearly identifiable and their subsequent
development follows the rhythm of the dancers and the spa-
tial harmony created by their movements. It is also significant
that famous paintings (Matisse, Bacon) are hung on the walls
of the loft interiors. Basically, the whole encourages visitors to
let themselves go in an experience constantly tuned to a free
PIETRO MONTANI 170 AN-ICON
reflexive register and they quickly realise that the rhythmic
play between the different spatial dimensions is one of the
core themes of the choreographic flow they are engaged in,
as too is the doubling of the performance (the dancers giant
or miniaturised, the paintings), the comparison between the
dimensions and the free exchange of dialogue about what
is seen and happening. We could perhaps describe VR_I as
a lucid intermedial dream which can be realised without any
forcing by an embodied imagination fundamentally recon-
ciled with its less docile partner: language.
Conclusions
■ The hallucinatory immersiveness of VR must, just like that
of dreams, be understood and studied against the backdrop of
the network of significant relations it can entertain with other per-
formances, for example inferential, of an embodied imagination.
It seems inadvisable to isolate it from this broader context.35
■ The regressive aspect characterising the specific halluci-
natory immersiveness of dreams must be understood primarily in
terms of the neurophysiological functions (synaptic pruning, plas-
ticity, resetting of inferential devices) attributable to the movement
which allows the brain-mind to return to the situation in which
the work of the imagination autonomously conducted cognitive
performances that would, in a subsequent phase, be guided by
linguistic thought.
■ It is in this regressive sphere36 that, remaining with Freud,
we see the particular resources of a significant link between im-
age and writing (a Bilderschrift). It is a link that very early cinema
35 A critical-genealogical investigation into the life of media conducted in terms of the
assemblages or true ecosystems, in which each time they assume a structural positioning and
a cultural meaning, characterises the work of Francesco Casetti. See lastly and also for some
significant analogies with the issue of immersiveness, “The Phantasmagoria: an enclosure and
three worlds” (forthcoming).
36 A “regression in the service of the ego” we could say, using a fine expression introduced
by E. Kris, Psychoanalytic Explorations in Art (New York: Schocken Books, 1967), but the issue
should also be addressed from a broader disciplinary perspective in terms of the adaptive and
evolutionary advantages ascribable to the work of the dream imagination.
PIETRO MONTANI 171 AN-ICON
interpreted predominantly as an intermedial comparison, i.e. a
comparison-integration of different media (starting with image
and verbal discourse) such as to combine a critical and reflexive
countermovement constantly and systematically with the natu-
ralistic and quasi-hallucinatory reception of the film.
■ This same countermovement is perceived today in the
spontaneous phenomenon of extended writing which can be re-
corded on the Web and in the design of some major installations
in which VR features, in various ways, as a component of a more
complex and “scriptural” narrative device in the broadest sense.
PIETRO MONTANI 172 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
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"title": "The hallucinatory aspect of virtual reality and the Image as a \"Bilderschrift\"",
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] | The hallucinatory
aspect of virtual
reality and the Image
as a Bilderschrift
by Pietro Montani
Virtual Reality
Imagination
Hallucination
Dream
Regression
Intermediality
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The hallucinatory aspect
of virtual reality and the 1
Image as a Bilderschrift
by Pietro Montani
Abstract This article discusses the following points:
■ The analogies which can be identified between Virtual Reali-
ty (VR) and the hallucinatory aspects of dream activity make sense
within a network of relations characterised by certain important
cognitive performances (in particular inferential performances)
which can be attributed to the work of the imagination;
■ To assure the plasticity of these performances, the imagi-
nation seems to have to distance itself somewhat from linguistic
thought and in dreams this is achieved regressively via the hallu-
cinatory state. Various authoritative neuroscientific approaches
to dreams significantly substantiate this theory.
■ At the time when its correlation with linguistic thought is
deactivated, the imagination does not, however, surrender it-
self to the hallucinatory event but elaborates it with recourse to
practices similar to those of syncretic writing – a Bilderschrift or
“pictographic script” as defined by Freud;
■ It is significant that very early cinema also addressed the
quasi-hallucinatory aspects of films, practising an “intermedial”
Bilderschrift, i.e. a treatment of the images that is attentive to the
comparison and integration of the different levels of expression
which work together in the composition of a film;
■ Digital images seem to revive this production model in sev-
eral ways and I will offer two examples highlighting their affinity
with syncretic and intermedial writing.
Virtual Reality Imagination Hallucination Dream Regression
Intermediality
To quote this essay: P. Montani, “The hallucinatory aspect of virtual reality and the image
as a Bilderschrift”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 153-171
PIETRO MONTANI 154 AN-ICON
Virtual reality, hallucination
and the dream-imagination
The hallucinatory aspect of VR is obvious to
those who have experienced or wish to study it. However,
not everyone hallucinates and so the hallucinatory nature
of dreams offers the most immediate and comprehensible
parallel – an experience we undergo during sleep with a
frequency and regularity familiar to all.2
VR and dreams cannot be treated as entirely
identical phenomena, indeed there are many and signifi-
cant differences as we shall see shortly. However we can
immediately highlight at least two essential parallels. The
first is the compelling illusion of reality that differentiates
hallucinatory dreams and VR images from other types of
internal and external images processed by the imagination.
This leads to the second parallel, regarding the unalterable
nature of what is perceived. Apart from some exception-
al cases (e.g. “lucid dreaming”), we cannot intervene in
dream images, the realism of which is experienced as both
convincingly plausible and undeniably objective. The same
applies to the fundamentally hallucinatory nature of VR
images (although there are clearly many potential excep-
tions, to which I shall return in the final section). I would
happily add a further property in the presence of sufficient
evidence and that is how easily we forget dreams, which
corresponds – although this is a totally subjective obser-
vation – to the ease with which we discard large portions
of our VR experiences.
I must stress that the two aforementioned prop-
erties are linked to the particular realism of dream and VR
1 This article refers to the European research project “The Future of Humanity: New
Scenarios of Imagination” (Vilnius University). This research is funded by the European Social
Fund (project no. 09.3.3-LMTK-712-01-0078).
2 The analogy between VR and dreaming has already been explored. See for example R.
Diodato, Estetica del virtuale (Milan: Bruno Mondadori, 2005), which, however, chooses a
different approach from the one I will propose here.
PIETRO MONTANI 155 AN-ICON
images. So, although the latter come in several interactive
forms (e.g. immersive installations) that can alter the per-
ceived environment, this does not impact on the funda-
mentally hallucinatory state of the images delivered. On the
contrary, the degree of interactivity in dreams is limited to
the activation of cognitive processes internal to the dream
event such as the linguistic formulation of judgements and
inferences, and an evaluation of the emotions experienced.
But here, too, these processes are dependent on the objec-
tivity of the images experienced. I shall provide a personal
example: the night before starting this article I dreamt that I
encountered a stranger in the street and sensed with great
pity and concern that he clearly felt ashamed, although
there was no indication as to why. Without entering into
more detailed analysis, what I have described was clearly
a hallucinatory event accompanied by a congruent judge-
ment explicitly formulated in the dreamer’s inner discourse,
and which included the word “ashamed”. But it was not
a “lucid dream”. A Freudian analyst would say that the
dream was mine so the pity and concern were directed
at a part of me. This may be so, but this split within the
dreamer reinforces rather than diminishes the objectivity of
the sentiment I felt and the congruence of the judgement
I associated with it (i.e. that the human condition is truly
compassionate – and mysterious – if someone can show
shame for no apparent reason). Ultimately, it is the radically
immersive state of the two traits shared by VR and dreams
that should be underscored:3 we become caught up in a
3 For a helpful classification of all the VR forms 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. Tyerry Giuliana, eds., Meaning-
Making in Extended Reality (Rome: Aracne, 2020): 63-90. According to the accurate schema
divided into four categories discussed in the article, the type on which these considerations
focus occupies the second level of the third type (“Advanced cinematic VR”). However, the
authors describe “radical immersive media” as a broad category of devices (which can be
further divided into two subgroups) designed to interact in different ways with the real world.
For reasons that will become clear later, I shall limit my considerations to a very general
analogy between VR and dreams.
PIETRO MONTANI 156 AN-ICON
simulated environment featuring images that coercively
force their presence on us.
And now for the equally significant differences.
What I have described – and why I was able to describe
it – was clearly a dream occurring in a REM sleep phase. It
was one of those dreams availing of closer integration with
Freud’s “secondary process” and the ones we remember
(or reorganise) with greater satisfaction. The neurophys-
iological processes at work in all sleep phases are fairly
well known today, although the scientific community has
reached no full agreement on the functional meaning to
attribute to the incoherence and transience of their dream
products. We do not know exactly what purpose is served
by the low structural level of dreams but there appears to
be good support for the theory – adopted here – accord-
ing to which their principal function is to increase the “fit-
ness” of some processes of the imagination conducted in
a wakeful state (particularly inferential ones) by reducing
their redundancy and complexity in several ways.4
What does this strange neural work look like?
Some have likened it to the wandering undertaken by our
vigilant imagination5. Dreams (REM and NREM) also seem-
ingly implement a momentary state of generally indeter-
minate, organised and specialised cognitive function (e.g.
intentionality and attention) to maintain the brain-mind for
periods of varying length in the purely virtual phase effec-
tively described as the “default mode network”. This is a
typically “experimental” phase as both the dream and the
wandering explore numerous potential configurations of
4 Here and elsewhere I refer in particular to an important essay by J.A. Hobson et al.,
“Virtual reality and consciousness inference in dreaming”, Frontiers in Psychology 5, no. 1133
(2014) https://doi.org/10.3389/fpsyg.2014.01133. Hobson is an undisputed authority on dream
studies and shares the theory (see in particular the works by G. Tononi) that dreams optimise
some wakeful cognitive processes by alleviating and “pruning” the synapses in excess.
5 See M. Corballis, The Wandering Mind: What the Brain Does When You’re Not Looking
(Auckland: Auckland University Press, 2014). Corballis is a psychologist who mainly
studies language but his book is up-to-date on the most accredited developments of the
neurosciences regarding the dream phenomenon.
PIETRO MONTANI 157 AN-ICON
well-defined or simply hypothetical situations and problems,
often varied or even disparate. In this sense, the “default
mode network” active in dreams in the hallucinatory form
familiar to us prompts the entire neuronal apparatus to enter
into free flow with no fixed objectives, allowing the “innate
generator of virtual reality” in our brains to behave as a
“free-running inference machine”.6 This machine – and we
shall return to this – benefits from a “synaptic regression”7,
a temporary reinstatement of extremely primitive neural
circuits not used in the wakeful state.
In other words, our brain seemingly needs to
suspend dealings with the real world (and its complexity)
at regular intervals and start dialoguing with itself, gener-
ating simplified and incoherent simulacra of a world so as
to optimise, on reawakening, the performances that will
enable it to cope once again with the complex (and harsh)
reality. The autopoietic and virtualising nature of this work8
offers a simple explanation for the fact that the foetus falls
into full REM sleep in the thirtieth week of life.9 This is pure
cognitive and proprioceptive training in VR as, at that stage,
its only experience of the world is intrauterine. Hobson,
Hong and Friston astutely likened this surprising evolution-
al phase to an insurgence and initial coordination of the a
6 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 22. As better
clarified below, I shall here intend the concept or “regression” also in the specifically Freudian
sense.
7 Ibid.: 15.
8 I discuss this point in P. Montani, Tre forme di creatività. Tecnica, arte, politica (Napoli:
Cronopio, 2017).
9 See J.A. Hobson, “REM sleep and dreaming: towards a theory of protoconsciousness”,
Nature Review Neurosciences 10 (2020): 803-813 10.1038/nrn2716.
PIETRO MONTANI 158 AN-ICON
priori (intuitive and intellectual) forms discussed by Kant10
(to whom we shall return).
What temporary conclusions can we draw from
the parallel between the dream hallucination and VR? A cru-
cial point regarding both the analogies and the differences
seems to require critical attention. The neurophysiological
study of dreams shows that a significant relationship can
form between the sometimes hallucinatory and incoher-
ent nature of images and the emergence of our cognitive
strategies in the broad sense (e.g. the inferential activity
attributable to the imagination).11 The emphasis should fall
on both requisites – the incoherence and the hallucinatory
nature – although, for obvious reasons, VR seems keen to
focus primarily on the latter. To address this problem prop-
erly, we should refer to Freud’s great work on the mental
significance of dreams12, starting from a fairly solid point of
contact between the neurophysiological model with which
he worked and the very different ones we work with today.
This point of contact consists in the specific importance
of regression in hallucinatory and incoherent processes
managed by the dream-imagination.
Regression and “Bilderschrift” in dreams
When referring to Freud I shall totally disre-
gard the aspect dearest to his heart, that dreams are in-
terpretable and that this very interpretability defines their
10 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 19. I. Kant,
Critique of Pure Reason (1787), trans. P. Guyer, A. Wood (Cambridge: Cambridge University
Press, 1998). In a very important book, Before Tomorrow. Epigenesis and Rationality (Polity
Press: Cambridge, 2016), Catherine Malabou argued in favor of an “epigenetic” interpretation
of the development of Kantian a priori forms. I have developed a similar approach to Kant’s
critical philosophy in P. Montani, “Imagination and its technological destiny”, Open Philosophy
3 (2020): 187-201.
11 The “judgement” I formulated during the described dream is typically inferential in form.
For the Kant of the third Critique, it is the Urteilskraft, i.e. the “power of judgement”, that is
essentially inferential and abductive in nature. See I. Kant, Critique of the Power of Judgment
(1790), trans. P. Guyer, E. Matthews (Cambridge: Cambridge University Press, 2001).
12 See S. Freud, The Interpretation of Dreams (1900), trans. J. Strachey, in The Standard
Edition of the Complete Psychological Works of Sigmund Freud, vols. 4-5, (London: The
Hogarth Press and The Institute of Psycho-Analysis, 1955).
PIETRO MONTANI 159 AN-ICON
immensely important metapsychological condition. Is this
approach justifiable? Yes if we refer to the last chapter of
Traumdeutung, “The psychology of Dream Processes”. A
footnote added in 1925 at the end of the previous chapter
(VI, “Dream-work”) introduces its objectives significantly,
saying that the particular nature of the dream-work should
be studied as such, over and above the fact that this form
of working is used by the unconscious in a hallucinatory
and disguised mode to achieve its drives. Freud writes
At bottom dreams are nothing other than a particular form of think-
ing, made possible by the conditions of the state of sleep. It is the
dream-work which creates that form, and it alone is the essence
of dreaming - the explanation of its peculiar nature.13
The peculiarities of the dream-work – brilliantly
studied by Freud in Chapter VI – are well known: conden-
sation, displacement and considerations of representability.
But the common trait is regression, intended by the author
in a strictly topical sense. Explained as simply as possible
(and in non-Freudian language), during dreams our mind-
brain reconnects with a very primitive prelinguistic and
preconceptual stage of its memory store. Or rather, it is a
phase in which a profoundly embodied imagination (think
of a baby just a few months old) has also had to perform
the work (e.g. inferential) that would subsequently be del-
egated to linguistic thought.14
The phenomenon of regression does not only
belong to dreams, observes Freud, although in dreams it
produces a particular “vividness”, a hallucinatory Belebung.
That this is, in other respects, a somewhat paradoxical
process emerges from the fact that “a particular form of
13 Ibid.: 510. My italics.
14 Using the terminology of Deleuze and Guattari, we could say that here the imagination
adopts a predominately “striated” manner of proceeding. See G. Deleuze, F. Guattari, A Thousand
Plateaus: Capitalism and Schizophrenia (1980), trans. B. Massumi (London: Athlone, 1988).
PIETRO MONTANI 160 AN-ICON
thinking” is entrusted to the process of regression in which
“the fabric of the dream-thoughts is resolved [aufgelöst: dis-
rupted] into its raw material”.15 But, we must add, it is dis-
rupted as far as is possible for, although the archaic zone
of the memory store in question dates from an evolutionary
phase when linguistic thought did not yet exist, the latter
will leave a trace in the regressive path implemented by the
dream state in adulthood.16 As demonstrated, for example,
by perhaps the most surprising requisite of the dream-
work: the ability to treat words as if they were objects and
play with their signifying matter. Further on, with regard
to dream-hallucinations, Freud speaks of a “transvalua-
tion” of thought into images; thought is drawn towards
the most archaic memory store, to be seen specifically as
a disabling of its logical and linguistic relations in favour
of the earliest work of a totally embodied imagination. But
these remain transvaluated thoughts and are by no means
a reinstatement of a prelinguistic condition. Rather, it is a
new reorganisation of the relationship between image and
word, a radical renegotiation of their “normal” bond (I shall
return to this key point later).
This brings fresh relevance to the factor of
dream-work that Freud called “regard for representability”
What we have described, in our analysis of dream-work, as ‘re-
gard for representability’ might be brought into connection with the
selective attraction exercised by the visually recollected scenes
touched upon by the dream-thoughts (...) [So that] dreaming is
on the whole an example of regression to the dreamer’s earliest
condition, a revival (ein Wiederbeleben) of his childhood, of the
15 Ibid.: 545. My italics.
16 This is the theory developed by J. Derrida in Writing and Difference (1967), trans. A. Bass
(London: Routledge, 2001).
PIETRO MONTANI 161 AN-ICON
instinctual impulses which dominated it and of the methods of
expression which were then available to him.17
Freud appears to refer to non-elaborated (or
semi-elaborated) nuclei linked to powerful emotional in-
vestments, such as the “internal objects” Melanie Klein and
her followers later discussed when re-elaborating Freudian
dream theory in broader and more flexible terms, and today
considered widely reliable and compatible with neurosci-
entific findings.18 The last lines of the citation (from a 1919
addition) allow us to conclude that the regressive move-
ment Freud attributed to the physiology of dreams can be
acquired as a structural requisite of the dream-imagination
without necessarily attributing it to instinctual motivation.
In other words, if dream-work is rooted in the condition
of very early infancy – the condition of being “in-fans” i.e.
not yet capable of speech – this means that the regressive
movement of the dream reaches and revives not only the
desiring aspects but the concomitant inferential process-
es too. Thus, these processes take place in the absence
of language and make predominant use of prelinguistic
images and schema. We could call it an imagination that
“schematises without any concept” as Kant said regarding
“reflective judgement”, highlighting its exceptional episte-
mological significance.19 This further Kantian indication is
by no means casual20 and should be paralleled with the
“free-running inference machine” discussed by Hobson,
Hong and Friston. Preliminary and free imaginative train-
ing is required, hypothetical and exempted from defined
17 Ibid.: 549-550. My italics.
18 This is the theory persuasively argued by M. Mancia, Il sogno e la sua storia. (Venice:
Marsilio, 2004); and Sonno & sogno. (Rome-Bari: Laterza, 2006).
19 See E. Garroni, Estetica ed epistemologia (Milan: Unicopli 2003); P. Montani, “The
Imagination and Its Technological Destiny”: 3; L. Palmer, “Schematizzare senza concetti e
senso comune”, in D. Cecchi, M. Feyles, P. Montani (eds.), Ambienti mediali (Milan: Meltemi
2018): 39-56. Significantly, Palmer accompanies his rethinking of the Kantian concept with
experimental evidence.
20 See Montani, Tre forme di creatività; and “The Imagination and Its Technological Destiny”.
PIETRO MONTANI 162 AN-ICON
tasks, simplified and experimental, not only (as is obvious)
before cognition can start to be deployed but also so that
it can function constantly – e.g. (Tononi’s proposal largely
endorsed by Hobson) in terms of synaptic pruning, simpli-
fication and resetting of the inferential device.21
Before leaving Freud we must adopt another
of his valuable indications. Above, I linked dreams to a
particular way of reorganising the image-word relationship.
I will specify that Freud clearly sees them, ultimately, as a
relationship guided by a principle of reversibility. Not only
are words used as if things, images also display a key trait of
discursive convention. This trait is also fully comprehensible
in intuitive terms: both ontogenetically and phylogenetically,
the human imagination must have performed a major work
of segmentation, classification and organisation (e.g. in-
ferential) on the experience, valorising a certain intelligible
profile of the images – precisely that which language will
later formalise. Freud calls this property, reactivated by the
dream-imagination, a Bilderschrift, a picture writing:
The dream-content (...) is expressed as it were in a pictographic
script [Bilderschrift], the characters of which have to be trans-
posed individually into the language of the dream-thoughts. If we
attempted to read these characters according to their pictorial
value instead of according to their symbolic relation [Zeichenbezie-
hung], we should clearly be led into error.22
Freud speaks here from the standpoint of inter-
pretability (not relevant for us) but the observation can of
course be generalised. Products of the dream-imagination
21 See G. Tononi, C. Cirelli, Sleep function and synaptic homeostasis, Sleep Medicine
Reviews 10 (2006): 49-62. In this sense and precisely because of its hallucinatory
“resuscitation”, the dream-work restores not so much the contents of the oldest inferences
but the earliest manner of that performance (i.e. “schematises without any concept”) which
conduct precious selective functions for pruning purposes.
22 Ibid.: 296. The translation of Bilderschrift as “pictographic script” is highly questionable;
and that of Zeichenbeziehung as “symbolic relation” is frankly erroneous as the “symbolism”
of dreams is not involved here but only the more general sign profile of dream-images.
PIETRO MONTANI 163 AN-ICON
should above all be observed in terms of their Zeichen-
beziehung, their singular and archaic relationship with the
semiotic order. In other words, despite being hallucinatory,
dream-images should also be appreciated for their ability
to reactivate a condition in which the imagination has also
processed them as the signs of a particular Bilderschrift.23
Our Freudian journey has taken us another
major step forward: the relational aspect –stressed in the
conclusions of the first section – can now avail of a specif-
ic and significant reference to a scriptural element within
the work of the imagination. This element can be linked to
the radical regressive condition in which the imagination
behaves literally as a VR generator. We can now try to better
understand how this correlation works.
Bilderschrift in very early cinema
and in the digital age: the syncretism
and intermediality of images
Interestingly, in its very early days, and roughly
when Freud was developing his Traumdeutung and subse-
quent metapsychological additions, the cinema was seen
(or conceived) by some film-makers and theoreticians as
closely resembling the device of image-word reversibility
highlighted at the end of the previous section. This means
that the birth of the cinema also featured a major focus on
the network of relationships which the powerful illusion of
reality produced by the cinematographic image was clearly
keen to unite. In some cases, in particular, that image was
seen as a syncretic form of expression: a space of compar-
ison and integration between different levels of expression.
This section dwells briefly on two significant examples of
23 On the image-word connection and its meaning for an appropriate understanding of a
“history” of the arts, C. Brandi’s observations in Segno e immagine (Palermo: Aesthetica, 2002)
are valuable, not coincidentally introduced by a discussion on Kant’s schematism,
PIETRO MONTANI 164 AN-ICON
this understanding of the image – which I call “intermedi-
al”24: a reflection on the cinema of the “Russian Formalists”
and Sergei M. Eisenstein’s first cinematographic theory
centred on the project of an “intellectual cinema”.25 I shall
conclude with some comments on VR installations and
their inclusion in the intermedial paradigm of the image.
The Formalists felt strongly that the emergence
of the cinema gave their era the privilege of observing a
form of art in its nascent state. Cinema brought a brand-new
addition to the technically reproduced image – the ability to
move in time. Boris Eikhenbaum, for instance, argued that
with cinema “for the first time in history, an art which was
‘depictive’ by its very nature became capable of evolving
in time and proved to be beyond any comparison, classi-
fication or analogy”.26 He was struck in particular by the
fact that, in cinema, the image medium adopted an original
condition because the reception of the film has to develop
with a time sequence typical of other media (e.g. writing).
To better use these peculiarities, thought Eikhen-
baum, the structural principles of the cinematographic
text would have to comply with two preferential options,
one paradigmatic and the other syntagmatic. The paradig-
matic option consisted in asserting the conventionality of
the image (its Zeichenbeziehung as Freud would say) in a
head-on contrast with the naturalistic values of photograph-
ic reproduction; the syntagmatic option consisted in em-
phasising the discrete (or potentially discrete) nature of the
formal unities placed in a reciprocal relationship following
a short, markedly divided montage. These two requisites
are therefore totally comparable to Freud’s Bilderschrift.
But Eikhenbaum underscored another aspect concerning
24 On this concept, see P. Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010).
25 See R. Taylor, ed., Russian Poetics in Translation, vol. 9: The Poetics of Cinema.
(Department of Language & Linguistics: University of Essex, 1982); S.M. Eisenstein, Towards a
Theory of Montage (London-New York: Tauris Academic Studies, 2010).
26 B. Eikhenbaum, “Problems of cine-stylistics”, trans. R. Sherwood, in R. Taylor, ed., The
Poetics of Cinema (Oxford: RTP, 1982): 10-21. My italics.
PIETRO MONTANI 165 AN-ICON
not the construction options but the structural conditions
of understanding a film, arguing that the image plane in the
cinema is always accompanied by the articulation of “inner
speech” in the spectator’s mind. So, the cinematic experi-
ence has to proceed via a constant integration of image and
language planes, more akin to a process of reading than a
prolonged and guided form of contemplation.27 Returning
to the parallel with Freud’s reflection on the figures of the
dream-work, we could say that, in films, the autonomous
expressive and pathemic resources of the image come to-
gether in a constant relationship with the broader cognitive
resources accessed by linguistic thought.
Remaining largely on the wavelength of Eikhen-
baum’s theories, Sergei Eisenstein pushed himself even
further forward in the same 1920s’ time-frame, especially
from a design perspective. In short, he believed that the
discursiveness of cinema could function as a device that
takes the spectator into close contact with the semiotic op-
erations that enable the imagination to give sensible content
to concepts. That is, it could explore the key imaginative
performance that Kant called “schematism”. A performance
that, unsurprisingly, we have already referred to regard-
ing its relationship with dream-work. Eisenstein called this
cinema “intellectual” because, from the political perspec-
tive that excited him at the time, the cinematic experience
promised to considerably alter the spectators’ “power of
judgment” (to use another Kantian term), training them, for
instance, in dialectical thinking, as we read in one of his
notes for the planned film adaptation of Marx’s Capital.28
Although Eikhenbaum and Eisenstein’s the-
ories cannot be generalised, we can agree on the fact
27 On the complex intermedial nature of reading, see S.B. Trasmundi, S.C. Cowley,
“Reading: how readers beget imagining”, Frontiers in Psychology 11: 531682 (2020), doi:
10.3389/fpsyg.2020.531682.
28 On this subject, see an important work by E. Vogman, Dance of Values. Sergei
Eisenstein’s Capital project (Zurich-Berlin: Diaphanes, 2019).
PIETRO MONTANI 166 AN-ICON
that, throughout the silent film period, the treatment of
cinematographic images largely adhered to the general
Bilderschrift principles discussed here, and often invented
new figures of them. We can also agree that, whatever its
strengths and weaknesses, this trend was destined to un-
dergo a marked shift after the introduction of sound, which
could inevitably be expected to produce – and Eisenstein
was one of the first to denounce this29 – a strengthening of
the reproductive and illusionistic effects of the film image
and an ensuing increase in the naturalistic understanding
of the film. From that moment on, the cinema pursued
different paths which we cannot follow here although it
may be interesting to ask what transformations would have
been seen in the “scriptural” direction I discussed briefly at
the start of this section.30 We must instead ask ourselves,
and I shall do so rapidly below, whether the fundamental
principle embraced by this direction, namely the activation
of a critical countermovement physiologically correlated to
the regressive nature of the image, reappeared elsewhere.
And how it could also concern VR where the regressive
movement, as mentioned at the beginning, reaches the
extreme condition of a hallucinatory event.
Before proceeding we should again stress the
relational, and more precisely intermedial, nature of the
critical countermovement which accompanies the regres-
sive process of the imagination – and thus also presumably
its extreme outcomes in the hallucinatory version of VR.
Against this backdrop, I shall conclude by touching on two
different spheres of exemplification. The first concerns the
spontaneous practices of syncretic writing in use on the
Web for about 20 years now and which are increasingly
widespread among its users. In the second, I shall pres-
ent some brief comments on how the intermedial device
29 See S.M. Eisenstein, “Buduščee zvukovoj fil’my. Zajavka”, in Id., Izbrannye Proizvedenija
v šesti tomach. II (Moskva: Iskusstvo, 1963-1979): 15-16.
30 I have done so partially in P. Montani, Emozioni dell’intelligenza (Milan: Meltemi, 2020).
PIETRO MONTANI 167 AN-ICON
has been managed in two remarkable recent installations:
Carne y arena by Alejandro Gonzales Iñárritu (2017) and
VR_I by Jilles Jobin (2018).31
It is a fact that the birth of the interactive Web
supported the emergence of a form of syncretic writing
that does not merely combine image, word and sound
but also very frequently exploits their reciprocal relations
to obtain significant effects of meaning from this interme-
dial confrontation – for the moment predominantly tuned
into a playful, ironic and paradoxical register (I am thinking
of all the “meme” forms). As well as not excluding signifi-
cant evolutions and further differentiations, this aspect in
itself already guarantees great (and spontaneous) reflexive
control of the semiotic material manipulated.32 I have sug-
gested calling this practice “extended writing”, adding that
significant innovation might develop in the technologies of
human expression. Indeed, the first thing to do is to study
the internalisation processes and feedback on the imag-
inative and cognitive conduct of those using it (but it is a
mass phenomenon).33 I am keen to stress here that the
regressive values linked to the image in extended writing
are placed in a constant, systematic and plastic relationship
with several critical and intellectual distancing practices,
often of a distinctly intermedial nature. That is to say, they
are conceived to exploit the effects of meaning ensuing
from the re-mediation and comparison of different media.
The two installations mentioned above are im-
portant not only for their uncommon design complexity but
also and primarily for their intermedial tone (i.e. distanced
and reflexive), albeit diversely interpreted in the two cases. In
31 The two installations could be visited at the Fondazione Prada in Milan (2017) and the
Istituto Svizzero di Roma (2018), respectively.
32 See P. Montani, “Materialità del virtuale”, Agalma. Rivista di studi culturali e di estetica 40,
no. 2 (2020): 11-18; and “Apology for technical distancing. But beware the feedback!”, IMG:
Interdisciplinary journal on image, imagery and imagination 3 (2020): 264-281.
33 The issue of “extended writing” should be included in an extensive case study of
technological aesthetics, as well illustrated recently by V. Gallese, “The aesthetic world in the digital
era. A call to arms for experimental aesthetics”, Reti, saperi, linguaggi 9, no. 17 (2020): 55-84.
PIETRO MONTANI 168 AN-ICON
both, visitors realise that the VR is simply a part of a broader
experience that can internally implement in various ways
what I have just described as a critical countermovement. I
shall conclude by indicating the essential coordinates below.
Carne y arena is a journey in four stages, the
second of which contains a VR installation. Here, the visitor
– alone and free to move around – finds him/herself spend-
ing six minutes in a desert zone with a group of Mexican
refugees trying to cross the US border but being violently
driven back by an American army patrol.34 In the first space,
visitors are asked to remove their shoes and socks and
place them in a locker from which they will collect them later.
This is a key strategic move because during their mobile
permanence in the virtual environment their bare feet will
make them constantly proprioceptively aware of an essen-
tial split (Virtually Present, Physically Invisible is the instal-
lation’s astute subtitle). A walkway awaits when they exit
the “arena”, after retrieving shoes and socks, from where
the visitors can catch a glimpse of what is happening in
the semi-dark space of the virtual simulation by looking, if
they so wish, through the gaps between the wooden planks
of a wall. This is a further distancing from the powerful en-
gagement just experienced. The walkway leads to a final
room where, free to decide how long to stop at each one,
they can watch video clips of the migrants narrating details
of the episode to which the visitors have been invisible
witnesses and what happened to them afterwards. Their
34 I dwelled more analytically on the Iñarritu installation in P. Montani, Tre forme di creatività.
See also F. Casetti, A. Pinotti, “Post–cinema ecology”, in D. Chateau, J. Moure, eds., Post–
cinema. Cinema in the Post-Art Era (Amsterdam: Amsterdam University Press, 2020): 193-
217; A. D’Aloia “Virtually present, physically invisible: virtual reality immersion and emersion
in Alejandro González Iñarritu’s Carne y Arena”, Senses of Cinema 87 (2018) http://www.
sensesofcinema.com/2018/feature-articles/virtually-present-physically-invisible-virtual-reality-
immersion-and-emersion-in-alejandro-gonzalez-inarritus-carne-y-arena/. For an important
discussion of the “empathic” effects attributable to experiences in VR see A. Pinotti, “Autopsia
in 360°. Il rigor mortis dell’empatia nel fuori-cornice del virtuale”, Fata Morgana 39 (2019):
17-32. On the aesthetics of’ “unframed” images see P. Conte, Unframing Aesthetics (Milan-
London: Mimesis International, 2020).
PIETRO MONTANI 169 AN-ICON
faces appear in high definition on small screens placed in
niches around the walls of the room.
The important point here is that the VR is just
one of the many elements in the installation and the overall
experience stimulates visitors to engage in an intermedial
reflection that invests them literally from head (equipped
with visor and headphones) to toe (bare). The truly striking
and forceful realism of the simulation thus finds its meaning
within a complex narrative device. I shall add that even the
patchy recollection of the six-minute VR simulation men-
tioned at the start of this article finds interesting justification
within the context of this complex cognitive and pathemic
experience.
VR_I is an all-VR installation and far more playful
than Carne y arena. The artist is primarily a choreographer
and paid particular attention to the fluidity of movement of
the five dancers who inhabit the virtual space and define
it with their performance. They take on very different sizes
in the various phases of the event: gigantic and objectively
threatening at the start but miniaturised and observable later
on, almost as if in a lab experiment on a small quadrangular
platform, and finally life-size. Five people enter the virtual
space and each visitor’s avatar can interact with the other
four, not only on a haptic and sensorimotorial level (the hands
have sensors) but also linguistically thanks to phono-acoustic
equipment. The visitors find themselves in a metamorphic
space resembling that of dreams: sometimes a boundless
desert, at other times an urban landscape or a mountain-top
loft with sweeping views down over a wide valley. The envi-
ronments are always clearly identifiable and their subsequent
development follows the rhythm of the dancers and the spa-
tial harmony created by their movements. It is also significant
that famous paintings (Matisse, Bacon) are hung on the walls
of the loft interiors. Basically, the whole encourages visitors to
let themselves go in an experience constantly tuned to a free
PIETRO MONTANI 170 AN-ICON
reflexive register and they quickly realise that the rhythmic
play between the different spatial dimensions is one of the
core themes of the choreographic flow they are engaged in,
as too is the doubling of the performance (the dancers giant
or miniaturised, the paintings), the comparison between the
dimensions and the free exchange of dialogue about what
is seen and happening. We could perhaps describe VR_I as
a lucid intermedial dream which can be realised without any
forcing by an embodied imagination fundamentally recon-
ciled with its less docile partner: language.
Conclusions
■ The hallucinatory immersiveness of VR must, just like that
of dreams, be understood and studied against the backdrop of
the network of significant relations it can entertain with other per-
formances, for example inferential, of an embodied imagination.
It seems inadvisable to isolate it from this broader context.35
■ The regressive aspect characterising the specific halluci-
natory immersiveness of dreams must be understood primarily in
terms of the neurophysiological functions (synaptic pruning, plas-
ticity, resetting of inferential devices) attributable to the movement
which allows the brain-mind to return to the situation in which
the work of the imagination autonomously conducted cognitive
performances that would, in a subsequent phase, be guided by
linguistic thought.
■ It is in this regressive sphere36 that, remaining with Freud,
we see the particular resources of a significant link between im-
age and writing (a Bilderschrift). It is a link that very early cinema
35 A critical-genealogical investigation into the life of media conducted in terms of the
assemblages or true ecosystems, in which each time they assume a structural positioning and
a cultural meaning, characterises the work of Francesco Casetti. See lastly and also for some
significant analogies with the issue of immersiveness, “The Phantasmagoria: an enclosure and
three worlds” (forthcoming).
36 A “regression in the service of the ego” we could say, using a fine expression introduced
by E. Kris, Psychoanalytic Explorations in Art (New York: Schocken Books, 1967), but the issue
should also be addressed from a broader disciplinary perspective in terms of the adaptive and
evolutionary advantages ascribable to the work of the dream imagination.
PIETRO MONTANI 171 AN-ICON
interpreted predominantly as an intermedial comparison, i.e. a
comparison-integration of different media (starting with image
and verbal discourse) such as to combine a critical and reflexive
countermovement constantly and systematically with the natu-
ralistic and quasi-hallucinatory reception of the film.
■ This same countermovement is perceived today in the
spontaneous phenomenon of extended writing which can be re-
corded on the Web and in the design of some major installations
in which VR features, in various ways, as a component of a more
complex and “scriptural” narrative device in the broadest sense.
PIETRO MONTANI 172 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
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] | Introduction:
the image between
presence and absence
by Giancarlo Grossi and Andrea Pinotti
Altered states
Dream
Hallucination
Filmic representation
Immersive media
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Introduction:
the image between
1
presence
and absence
Giancarlo Grossi and Andrea Pinotti
Altered states Hallucination Immersive media Filmic representation
Dream
A visual history of alteration
Dream images, anticipations of the future,
memories of the past, perceptual distortions, delusional
hallucinations, cognitions intoxicated by alcohol and drugs
have always inhabited the visual representations of paint-
ings, comics, films, television series, videogames and, more
recently, virtual reality installations. We call them “altered
states of consciousness”, meaning any perceptual state
other than ordinary human perception.2
When they are expressed in a visual form, we see
a material picture which represents a mental image.3 While
a picture is completely experienced by the senses, mental
imagery is ordinarily conceived of as a quasi-perceptual
To quote this essay: G. Grossi and A. Pinotti, “Introduction: the image between presence and absence”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 4-16
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
2 For a rigorous psychological definition of the concept of “altered state of consciousness”,
embracing mental states occurring in sleep, meditation, hypnosis or while using drugs, see
Ch.T. Tart, Altered States of Consciousness (Garden City NY: Doubleday, 1972).
3 The distinction between the materiality, objectivity and prevalent visual character of the
image intended as picture and the immateriality, subjectivity and multisensorial aspect of the
mental image is perfectly explained by W.J.T. Mitchell in “What is an Image?”, New Literary
History 15, no. 3 (1984): 503-537.
GIANCARLO GROSSI AND ANDREA PINOTTI 4 AN-ICON
experience that occurs in the absence of external stimuli.4
What makes these pictures recognizable to us as such? We
cannot, in fact, compare them with the reality of the mental
image, which we know only in the first person, trapped in
the secret of individual experience. And yet, it seems that
the visual has always elaborated strategies, codes, and
arrangements to ensure that, within a visual narrative, an
image is interpreted as absent, because it is present in
a mental space or as a perception of an altered state of
consciousness.
These representations are historically and cul-
turally determined, depending on the way a mental image
is conceived in each era and geographical context. The
French historian Yannick Ripa, for example, has distin-
guished an “ancien régime du rêve”, in which the dream
is thought of as an external and metaphysical entity from
the modern conception that leads it back to the universe
of an inner subjectivity.5
At the same time, the medium that delivers
these mental visions also contributes to differentiating cul-
tural codes and shared representations that shape them. In
Füssli’s The Nightmare (1781) or in Goya’s El sueño de la
razón produce monstruos (1797), the oneiric emerges from
a juxtaposition of the sleeping body with its nightmares,
co-present in the same visual box. Differently, comics such
as Winsor McCay’s Dreams of a Rarebit Fiend (1904-1913)
and Little Nemo in Slumberland (1905-1927), represent
altered states and especially dreaming in a visual regime
that combines simultaneity and succession.6 The result is
a progressive escalation of bizarreness that can only be
interrupted by the last vignette, when the dreamer usually
falls off the bed.
Cinema, ever since Méliès, has used particular
fades such as cross-dissolves to signal the passage from
physical to mental presence, be it in memory, imagination,
4 A. Richardson, Mental Imagery (London: Routledge, 1969).
5 Y. Ripa, Histoire du rêve. Regards sur l’imaginaire des Français au 19e siècle (Paris: Olivier
Orban, 1988).
6 T. Gunning, “The art of succession: reading, writing, and watching comics”, Critical Inquiry
40, no. 3 (2014): 36-51.
GIANCARLO GROSSI AND ANDREA PINOTTI 5 AN-ICON
or dream. Another peculiar case is given by the extreme
instability of the camera with which the alterations caused
by indigestion, drunkenness, and drug consumption are
rendered since early movies. Jean Epstein’s comparison
between alcohol and cinema is thus significant to define the
multiform, fluid, and malleable perception of the universe
introduced by the medium.7
However, none of these codes is fixed: cultural
contexts and historical fractures introduce radical differ-
ences within each mediascape, and the same happens
if we consider processes such as hybridization, conver-
gence, and remediation of the different media. Nevertheless,
a dreamlike or hallucinatory image remains immediately
recognizable to many viewers. It is a representation that
indicates its absence rather than its presence.
The altered states of film theory
The way in which cinema not only records ob-
jective reality but also visualizes mental processes has al-
ways been one of the most hotly-debated questions in film
theory. In 1916, Hugo Münsterberg’s important essay The
Photoplay. A Psychological Study laid the foundations of
the question: the cinematic image is never merely objective,
since the movement and depth that the spectator perceives
in the film do not exist in themselves, but are the product of
the cooperation of the images with the spectator’s mental
activity.8 Moreover, in the film a series of techniques ex-
ternalizes and makes materially visible on the screen cer-
tain mental processes: attention is recreated by the zoom
and the close-up; memory is expressed through the use
of flashbacks; imagination, conceived as the capacity to
anticipate future events, is portrayed through what contem-
porary film grammar would call flashforwards. The relation-
ship between film and mind thus appears analogical, based
7 J. Epstein, “Alcool et cinéma” (1949), in S. Keller, J.N. Paul, eds., Jean Epstein: Critical
Essays and New Translations (Amsterdam: Amsterdam University Press, 2012): 395-404.
8 H. Münsterberg, The Film: A Psychological Study (1916) (New York City: Dover Publications, 1970).
GIANCARLO GROSSI AND ANDREA PINOTTI 6 AN-ICON
on the similarity of the respective cognitive processes.9 A
further peculiarity recognized by Münsterberg is that of
visualizing what the characters “see in their own minds”,10
images belonging to memory and dreams whose transi-
tion is reported by “soft-focus images, lighting variations,
superimpositions”.11
In the same wake, in his famous essay devoted
to Style and Medium in the Motion Pictures (1934), also
Erwin Panofsky remarked that “the movies have the power,
entirely denied to the theater, to convey psychological ex-
periences by directly projecting their content to the screen,
substituting, as it were, the eye of the beholder for the
consciousness of the character”.12
The metonymic and metaphoric relationship
between film and mind – to use Christian Metz’s semio-
logical terminology –13 are the basis of the aesthetic spec-
ificity of cinema, which succeeds in materializing mental
operations with greater effectiveness than the previous arts.
Sergej Eisenstein’s intellectual montage, with its adherence
to thought faculties such as analogies and oppositions, en-
hances this hallucinatory and oneiric power of the movie. It
is no accident that in his Non-indifferent Nature (1945-1947)
the Soviet director and theorist analyzes mental visualiza-
tion techniques such as those used in Loyola’s spiritual
exercises being interested in the artistic achievement of
ecstasy and pathos.14
In many theories cinema takes on the charac-
teristics of a mind objectified in material images and sounds:
a magical double of the self-produced by processes of
9 N. Carroll, “Film/mind analogies: The case of Hugo Münsterberg”, Journal for Aesthetics
and Criticism 46, no. 4 (1988): 489-499.
10 J. Moure, “The cinema as art of the mind: Hugo Münsterberg, first theorist of subjectivity
in film”, in D. Chateau, ed., Subjectivity: Filmic Representation and the Spectator’s Experience
(Amsterdam: Amsterdam University Press, 2011): 23-40, 39.
11 Ibid.
12 E. Panofsky, “Style and medium in the motion pictures” (1934), in Three Essays on Style
(Cambridge MA: The Mit Press, 1995): 98.
13 Ch. Metz, “Metaphor/metonymy, or the imaginary referent”, Camera Obscura: Feminism,
Culture, and Media Studies 3, no. 1 (1981): 42-65. See also L. Williams, “Dream rhetoric and film
rhetoric: metaphor and metonymy in Un chien andalou”, Semiotica 33, no. 1-2 (1981): 87-103.
14 S. Eisenstein, Non-indifferent Nature (1945-1947), trans. H. Marshall (Cambridge-New York
City: Cambridge University Press, 1987): 171. See also M. Lefebvre, “Eisenstein, rhetoric and
imaginicity: towards a revolutionary memoria”, Screen 41, no. 4 (2000): 349-368.
GIANCARLO GROSSI AND ANDREA PINOTTI 7 AN-ICON
identification and projection for Edgar Morin among oth-
ers;15 a brain endowed with perceptions, actions, and affec-
tions according to Gilles Deleuze;16 a narcissistic regression
analogous to dreaming in the perspective of Jean-Louis
Baudry and Christian Metz.17 Metz in particular underlines
some radical differences between cinema and that partic-
ular form of mental image constituted by the dream: the
awareness of being at the cinema versus the unawareness
of dreaming; the impression of reality of the film versus the
illusion of reality of nocturnal visions; the real exteriority of
images and sounds perceived in the cinema versus the inte-
riority of the “hallucinatory psychosis of desire”; the logical
consistency of the film versus the bizarre discontinuity of
dream images. Yet a profound analogy remains in the half-
way states of both cinema and dream: when spectators are
so engrossed that they interact with the characters on the
screen and gesticulate like sleepwalkers, or when, thanks
to the activation of defensive attention, the dream becomes
more lucid and conscious.
Returning to the problem of the representation
of altered states of consciousness, it is necessary to con-
sider how this has a history that is linked to the evolution of
the moving image. In Gilles Deleuze’s cine-philosophy, for
example, it is clear that the emergence of an image capable
of questioning the subjective/objective distinction is linked
to the emergence of modern cinema. In this historical con-
text, in fact, a radical disorganization of the action-image
takes place, with a prevalence of a pure optic-auditory sen-
sation over its motor extension and narrative actualization.
In this way, recollection-images, mental visualizations, hal-
lucinations, and dreams take on a new centrality, in the form
of virtualities that remain suspended and non-actualized,
15 E. Morin, The cinema, or the Imaginary Man (1956), trans. L. Mortimer (Minneapolis MI:
University of Minnesota Press, 2005).
16 G. Deleuze, Cinema 1. The Movement-Image (1983), trans. H. Tomlinson, B. Habberjam
(Minneapolis MI: University of Minnesota Press, 1986); Id., Cinema 2. The Time Image (1985),
trans. H. Tomlinson, R. Galeta (Minneapolis MI: University of Minnesota Press, 1989).
17 J.-L. Baudry, “Ideological effects of the basic cinematographic apparatus” (1970), trans. A.
Williams, Film Quarterly 28, no. 2 (1974): 39-47; Id., “The Apparatus” (1975), trans. B. Augst,
Camera Obscura, no. 1 (1976): 104-126; Ch. Metz, The Imaginary Signifier: Psychoanalysis and
the Cinema (1977), trans. C. Britton et al. (Bloomington IN: Indiana University Press, 1982).
GIANCARLO GROSSI AND ANDREA PINOTTI 8 AN-ICON
typical of a crystal-image in which temporalities are reflect-
ed simultaneously.18 Thus the dream-image assumes a par-
ticular centrality. Following Henri Bergson and his famous
discussion on dreams, Deleuze refers to the panoramic
character of dream-images, which is also typical of near-
death experiences in which the whole of life suddenly ap-
pears before one’s eyes.19 What is created is a weak link
between the optical or auditory sensations and this pan-
oramic view of the whole. There are in fact two procedures
common to the dream-image of cinema:
One proceeds by rich and overloaded means [...] dissolves, super-
impositions, deframings, complex camera movements, special ef-
fects, manipulations in the laboratory [...]. The other, on the contrary,
is very restrained, working by clear cuts or montage-cut, making
progress simply through a perpetual unhinging which “looks like”
dream, but between objects that remain concrete.20
Both recollection-images (flashbacks) and dream-
images are virtual, but in different forms. The recollection-im-
ages are actualized past events, while the dream-images are
rooted in an image that refers itself to another virtual time, thus
activating an infinite path of references. The result is a motor
process very different from the concreteness of action, which
is described by Deleuze following a conceptual apparatus
taken from Ludwig Binswanger, as a movement of the world,
“the fact of being inhaled by the world”.21 This is a virtuality and
immersivity of the image which cinema proposes in its repre-
sentations, but which the new digital media we know today
have the power to realize at a technical level, with the user’s
perception absorbed and enveloped by the virtual image.
The recollection-image and the flashback have
also been the subject of further theoretical investigation
18 A. Powell, Deleuze, Altered States and Film (Edinburgh: Edinburgh University Press, 2007).
19 Deleuze, Cinema 2: 55-67.
20 Ibid.: 58.
21 Ibid.: 291.
GIANCARLO GROSSI AND ANDREA PINOTTI 9 AN-ICON
since Deleuze. One example is Maureen Turim’s work,22 in
which the flashback is considered as a structural device of
film that is fundamental for understanding the non-linear
development of film history itself. This process is particular-
ly visible in the comparison between the representation of
memories in melodrama and that presented by modernist
cinema. At the same time, in the flashback emerges the
strategy through which cinema represents the intersection
between the individual dimension of memory and the so-
cio-political dimension of history.
More recent approaches to the relationship be-
tween cinema and altered states of consciousness see the
medium as a technological extension of a mind-body plexus
to be rediscovered, above all, starting from the media-ar-
chaeological investigation of 19th century sciences of the
mind. This is in fact the episteme that witnesses the emer-
gence of the cinematic experience. Along these lines, we can
quote the genetic relationship between hypnosis and cinema
identified by Ruggero Eugeni,23 Stefan Andriopoulos,24 and
Raymond Bellour;25 the investigation into the relationship
between cinema and hysteria proposed by Rae Beth Gor-
don,26 Emmanuelle André,27 and Mireille Berton;28 and the
link between the psychological mapping of gesture and the
rise of the cinematic apparatus theorized by Pasi Valiaho.29
22 M. Turim, Flashbacks in Film: Memory & History (London: Routledge, 1989). For a
discussion on the relationship between the time of new media devices and the time
represented within them, see G. Stewart, Framed Time. Towards a Postfilmic Cinema
(Chicago-London: University of Chicago Press, 2007).
23 R. Eugeni, La relazione d’incanto. Studi su cinema e ipnosi (Milan: Vita & Pensiero, 2002).
24 S. Andriopoulos, Possessed: Hypnotic Crimes, Corporate Fiction, and the Invention of
Cinema (Chicago-London: University of Chicago Press, 2008).
25 R. Bellour, Les corps du cinéma: hypnose, émotions, animalités (Paris: P.O.L., 2009).
26 R.B. Gordon, Why the French Love Jerry Lewis: From Cabaret to Early Cinema (Stanford:
Stanford University Press, 2001).
27 E. André, Le choc du sujet. De l’hystérie au cinéma (XIXe-XXIe siècle) (Rennes: Presses
Universitaires de Rennes, 2011).
28 M. Berton, Les corps nerveux des spectateurs. Cinéma et sciences du psychisme de 1900
(Lausanne: L’Âge d’Homme, 2015).
29 P. Valiaho, Mapping the Moving Image. Gesture, Thought, and Cinema circa 1900
(Amsterdam: Amsterdam University Press, 2010).
GIANCARLO GROSSI AND ANDREA PINOTTI 10 AN-ICON
From hallucination to virtual realities
In all these theoretical perspectives it becomes
evident how cinema, by representing altered states of con-
sciousness, often reflects on its own affinity with dreams
and hallucination. More precisely, on its identity as a ma-
terialization of mental visualization processes. Ken Rus-
sell’s film Altered States (1980), which also gives the title
to this monographic issue of AN-ICON. Studies in Envi-
ronmental Images, can be considered paradigmatic in this
regard. In this film, the psychiatrist Edward Jessup (William
Hurt), loosely based on the real-life figure of the neurosci-
entist John Lilly, carries out a series of experiments with
the help of an isolation tank and the ingestion of halluci-
nogenic mushrooms. His aim is to understand at first hand
the subjective experience of schizophrenic patients, achiev-
ing a hallucinatory and dream-like perception that belongs
to primitive mental states. The film echoes a number of
ideas related to the redefinition of consciousness typical of
1970s-80s counterculture. Julian Jaynes’s essay The Origin
of Consciousness in the Breakdown of the Bicameral Mind
(1976) is an example of these theories.30 In this book, the
subjective perception of schizophrenia is presented as an
activation of an evolutionary state prior to the emergence
of consciousness, the “bicameral mind”, in which the right
hemisphere of the brain was allocated the function of com-
municating through visual and verbal hallucinations, and
the left hemisphere had the task of obeying and executing.
The film plays on two visual registers: one in the
third person, that of the scientific community observing the
experiment, and one in the first person, where the subjec-
tive hallucinations of the protagonist emerge in fragments.
The hallucination is thus presented as a repeatable experi-
ment, through the insertion of the body in a device suitable
for the production and reproduction of altered states. But
what kind of medium does this device really resemble? The
30 J. Jaynes, The Origin of Consciousness in the Breakdown of the Bicameral Mind (1976)
(Boston MA: Houghton Mifflin, 2000).
GIANCARLO GROSSI AND ANDREA PINOTTI 11 AN-ICON
body is immersed in water which, being at the same tem-
perature as the body, cancels all sensory perception and,
with it, all distinctions between inside and outside, tactile
and external input. In this radical absence of the world, the
mental image takes full shape, enveloping the person and
becoming the only sensory horizon that can be perceived.
Not only that: the mental image presents itself as a real
space, and the effects of the hallucination seem to modify
the user’s own body (in the movie, transforming him into an
Australopithecus). This hallucination represented in cinema
takes us forward to another device, which, like a halluci-
nation, does not allow any escape from the image, but a
radical symbiosis with it. This is virtual reality.
In virtual reality, unlike cinema, it is not so easy
to distinguish between objective and subjective shots.
Firstly, because the virtual frame is always in some way sub-
jective, since its source depends on the movements of the
viewer’s gaze to which it adheres, saturating the field of
vision. Secondly, precisely because of the powerful sense
of presence and feeling of being there produced by virtual
reality, in immersive digital environments it becomes more
difficult to represent the estrangement from actual percep-
tion that a previous medium like cinema obtained through
cross-dissolves and other visual strategies. Is it therefore
possible to portray altered states in immersive media? Can
the tyranny of the sense of presence eliminate the images
of absence, or do we just have to investigate new strategies
of representation?
In fact, some virtual reality installations pres-
ent themselves, directly, in the form of memories, dreams,
hallucinations, mental visions. Examples are virtual reality
experiences such as Notes on Blindness: Into Darkness (Ar-
naud Colinart, Amaury LaBurthe, Peter Middleton, James
Spinney, 2016), in which the user can experience the in-
ner perspective of the blind theologian John Hull; The Key
(Céline Tricart, 2019), which portrays the dreams of an Iraqi
migrant; Porton Down (Callum Cooper, 2019), in which the
user becomes the guinea pig in hallucination tests per-
formed using LSD; Cosmos within Us (Tupac Martir, 2019)
GIANCARLO GROSSI AND ANDREA PINOTTI 12 AN-ICON
dedicated to the temporally and spatially unregulated per-
ception of an Alzheimer’s patient; finally, the mystical and
lysergic journey of the Amazonian shamanic ritual repro-
duced in Ayahuasca - Kosmik Journey (Jan Kounen, 2019).
The present issue
These are problems that the first issue of AN-
ICON. Studies on Environmental Images aims to investigate.
A peculiar attention is devoted to the comparison between
two media systems: an analogue system, dominated by
the altered states of cinema, and a virtual one, where new
experiential possibilities of virtual, augmented, and mixed
reality emerge. The problem that runs through this com-
parison is essentially whether the possibility of presenting
perceptively distorted states belongs more properly to the
cinematic image, or whether it is still at the center of the
new digital and immersive mediascape.
Barbara Grespi’s and Giuseppe Previtali’s con-
tributions are directly related in their common purpose to
search for a status of the virtual image in cinema in some
nodal moments of film theory that interrogate the repre-
sentation of mental states. Grespi’s essay starts from Wim
Wenders’ Until the End of the World (1991) and from the
capability of the imaginary device represented in the movie
to exteriorize and prosthesize subjective experiences such
as visions and dreams. The fictional medium, halfway be-
tween cinema and virtual reality, allows Grespi to reflect on
the filmic access to mental states. This issue is investigated
through the recovery of the first, but lesser-known, of the
two volumes of Esthétique et psychologie du cinéma (1963-
1965) by Jean Mitry. This is a pillar of film theory, analyzed
by Grespi in its unacknowledged Husserlian roots. Thus,
the technical and psychic concept of “projection”, under-
stood as a specific form of actualization, “an effect in which
the perception of physical image intersects with mental
envisioning”, becomes especially central to introduce a
GIANCARLO GROSSI AND ANDREA PINOTTI 13 AN-ICON
possible comparison between the cinematic forms of the
visible and those that emerge in virtual experiences.
Cinematic altered states, however, undergo
radical transformations in history: this is what Previtali’s arti-
cle discusses, drawing on Gilles Deleuze’s theory of cinema
and examining the differences between the movement-im-
age of classical cinema, in which dreams and memories
are also expressed as physical realities intertwined with
the world, and the time-image of modern cinema, capable
of adhering to the dynamics of thought. For Previtali, an
example of this process is Ingmar Bergman’s Wild Straw-
berries (1957), where recollection-images are not real flash-
backs, but rather virtual mixtures of memory, imagination,
and dream, as evidenced by the fact that the protagonist
relives the past moments of his childhood and youth while
remaining as old as he actually is in the present.
Still anchored to Bergman’s cinema, Luca Ac-
quarelli’s investigation into the emergence of hallucination
within the cinematic diegesis is grounded in the semiotic
analysis of a further incursion: that of the photographic
still image within the equidistant flow of the film’s moving
frames. This can be seen in Bergman’s Persona (1966),
but also in Michelangelo Antonioni’s Blow Up (1966) and
Chris Marker’s La Jetée (1962), the latter consisting almost
entirely of still images. In these moments a new balance
is established between dream-states and the testimonial
power of the image, seen through André Bazin’s conception
of photography as “true hallucination”.
Enrico Terrone, in a different perspective, con-
siders cinema in terms of a disembodied experience, or-
ganized in a space that has our sight but not our body as
its own center. Because of this condition, cinema is able
to approximate to non-perceptual attitudes such as mem-
ories and dreams, but not completely emulate them. On
the contrary, this emulation would be a concrete possibility
for virtual reality precisely thanks to its adherence to the
gaze and body of the spectator coupled with a potential
GIANCARLO GROSSI AND ANDREA PINOTTI 14 AN-ICON
for manipulation and alteration that it is impossible to find
in another embodied experience such as that of theater.
But how are altered states expressed in the new
immersive and digital mediascape? Is it possible in virtual
reality to make a distinction between the representation of
a real state from that of an exclusively mental state? First
of all, we need to investigate how the digital radically trans-
forms the very ideas of visual perception and image. This is
evident in Antonio Somaini’s contribution, devoted to new
artificial intelligence technologies such as machine learning
and machine vision. In fact, their non-human perceptual
functions appear in some cases as altered states that pro-
duce dreamlike images, similar to those found in computer
programs such as the one called, significantly, Google Deep
Dream. Thus, it becomes necessary for Somaini to study
the artistic practices that exploit the productive potential
of machine learning in a creative and revolutionary way,
such as in the artworks of Trevor Paglen, Hito Steyerl, and
Grégory Chatonsky.
The perceptual dimension is also at the center
of Claudio Paolucci’s contribution. From the point of view of
cognitive semiotics, Paolucci investigates the hallucinatory
character of ordinary perception, always shaped by the in-
tervention of imagination, to analyze the way mental states
are represented in virtual and augmented environments.
If perception can be defined in terms of a hallucination
controlled by the world, what changes in immersive envi-
ronments is only the simulated character of the world itself.
The states of imagination, memory, and hallucination are
then reproduced in virtual and augmented reality following
two possible strategies: either in a pan-perceptual modal-
ity, exploiting the full sense of presence produced by the
immersive devices, or following the audiovisual strategies
inherited from previous audiovisual languages with which
virtual and augmented reality share the same formal appa-
ratus of enunciation. To exemplify this double expressive
GIANCARLO GROSSI AND ANDREA PINOTTI 15 AN-ICON
possibility, Paolucci analyzes the immersive videogame
Resident Evil 7: Biohazard.
At this point, it becomes necessary to under-
stand what the specifically dreamlike and hallucinatory
character of virtual reality consists of and how it differs
from other established media. The joint paper written by
film theorist Martine Beugnet and new media artist Lily
Hibberd focuses on the role played by darkness, which in
the new immersive media takes on a completely new po-
tential compared to cinema. In fact, it becomes an intrinsic
component of the environmentalized image of the former
– coupled with the illusion of depth and the replication of
motion. If the darkness of the traditional audiovisual dis-
tinguishes states of self and otherness, in virtual reality it
envelops the users depriving them of the sense of distance
and leading them back to a state of radical loss, in which
they are haunted by sporadic sounds and visions, faithful
to the dynamics more proper to memory and dream.
Pietro Montani’s essay then becomes the ef-
fective conclusion and synthesis of all the questions raised
by this issue. The dreamlike character of virtual reality con-
sists for Montani in a precise work of oneiric imagination,
capable of distancing itself from linguistic thought without
getting trapped in a pure hallucination, but finding its proper
status in what Freud defines as “Bilderschrift” (pictographic
script), a syncretic relationship between images and writ-
ing functions, both pre-linguistic and performative, which
can also be read in the Kantian terms of a schematization
without concept. An expressive condition which resurfaces
in early cinema and especially in Eisenstein’s film theory
of the 1920s and which today finds a specific declination
in immersive virtual installations such as Carne y Arena
(2017) by Alejandro Gonzalez Iñárritu and VR_I (2018) by
choreographer Gilles Jobin, where different participants
can share a collective lucid dream. In fact, new media do
not merely represent altered states of consciousness: they
take on their performative power.
GIANCARLO GROSSI AND ANDREA PINOTTI 16 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
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] | Introduction:
the image between
presence and absence
by Giancarlo Grossi and Andrea Pinotti
Altered states
Dream
Hallucination
Filmic representation
Immersive media
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Introduction:
the image between
1
presence
and absence
Giancarlo Grossi and Andrea Pinotti
Altered states Hallucination Immersive media Filmic representation
Dream
A visual history of alteration
Dream images, anticipations of the future,
memories of the past, perceptual distortions, delusional
hallucinations, cognitions intoxicated by alcohol and drugs
have always inhabited the visual representations of paint-
ings, comics, films, television series, videogames and, more
recently, virtual reality installations. We call them “altered
states of consciousness”, meaning any perceptual state
other than ordinary human perception.2
When they are expressed in a visual form, we see
a material picture which represents a mental image.3 While
a picture is completely experienced by the senses, mental
imagery is ordinarily conceived of as a quasi-perceptual
To quote this essay: G. Grossi and A. Pinotti, “Introduction: the image between presence and absence”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 4-16
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
2 For a rigorous psychological definition of the concept of “altered state of consciousness”,
embracing mental states occurring in sleep, meditation, hypnosis or while using drugs, see
Ch.T. Tart, Altered States of Consciousness (Garden City NY: Doubleday, 1972).
3 The distinction between the materiality, objectivity and prevalent visual character of the
image intended as picture and the immateriality, subjectivity and multisensorial aspect of the
mental image is perfectly explained by W.J.T. Mitchell in “What is an Image?”, New Literary
History 15, no. 3 (1984): 503-537.
GIANCARLO GROSSI AND ANDREA PINOTTI 4 AN-ICON
experience that occurs in the absence of external stimuli.4
What makes these pictures recognizable to us as such? We
cannot, in fact, compare them with the reality of the mental
image, which we know only in the first person, trapped in
the secret of individual experience. And yet, it seems that
the visual has always elaborated strategies, codes, and
arrangements to ensure that, within a visual narrative, an
image is interpreted as absent, because it is present in
a mental space or as a perception of an altered state of
consciousness.
These representations are historically and cul-
turally determined, depending on the way a mental image
is conceived in each era and geographical context. The
French historian Yannick Ripa, for example, has distin-
guished an “ancien régime du rêve”, in which the dream
is thought of as an external and metaphysical entity from
the modern conception that leads it back to the universe
of an inner subjectivity.5
At the same time, the medium that delivers
these mental visions also contributes to differentiating cul-
tural codes and shared representations that shape them. In
Füssli’s The Nightmare (1781) or in Goya’s El sueño de la
razón produce monstruos (1797), the oneiric emerges from
a juxtaposition of the sleeping body with its nightmares,
co-present in the same visual box. Differently, comics such
as Winsor McCay’s Dreams of a Rarebit Fiend (1904-1913)
and Little Nemo in Slumberland (1905-1927), represent
altered states and especially dreaming in a visual regime
that combines simultaneity and succession.6 The result is
a progressive escalation of bizarreness that can only be
interrupted by the last vignette, when the dreamer usually
falls off the bed.
Cinema, ever since Méliès, has used particular
fades such as cross-dissolves to signal the passage from
physical to mental presence, be it in memory, imagination,
4 A. Richardson, Mental Imagery (London: Routledge, 1969).
5 Y. Ripa, Histoire du rêve. Regards sur l’imaginaire des Français au 19e siècle (Paris: Olivier
Orban, 1988).
6 T. Gunning, “The art of succession: reading, writing, and watching comics”, Critical Inquiry
40, no. 3 (2014): 36-51.
GIANCARLO GROSSI AND ANDREA PINOTTI 5 AN-ICON
or dream. Another peculiar case is given by the extreme
instability of the camera with which the alterations caused
by indigestion, drunkenness, and drug consumption are
rendered since early movies. Jean Epstein’s comparison
between alcohol and cinema is thus significant to define the
multiform, fluid, and malleable perception of the universe
introduced by the medium.7
However, none of these codes is fixed: cultural
contexts and historical fractures introduce radical differ-
ences within each mediascape, and the same happens
if we consider processes such as hybridization, conver-
gence, and remediation of the different media. Nevertheless,
a dreamlike or hallucinatory image remains immediately
recognizable to many viewers. It is a representation that
indicates its absence rather than its presence.
The altered states of film theory
The way in which cinema not only records ob-
jective reality but also visualizes mental processes has al-
ways been one of the most hotly-debated questions in film
theory. In 1916, Hugo Münsterberg’s important essay The
Photoplay. A Psychological Study laid the foundations of
the question: the cinematic image is never merely objective,
since the movement and depth that the spectator perceives
in the film do not exist in themselves, but are the product of
the cooperation of the images with the spectator’s mental
activity.8 Moreover, in the film a series of techniques ex-
ternalizes and makes materially visible on the screen cer-
tain mental processes: attention is recreated by the zoom
and the close-up; memory is expressed through the use
of flashbacks; imagination, conceived as the capacity to
anticipate future events, is portrayed through what contem-
porary film grammar would call flashforwards. The relation-
ship between film and mind thus appears analogical, based
7 J. Epstein, “Alcool et cinéma” (1949), in S. Keller, J.N. Paul, eds., Jean Epstein: Critical
Essays and New Translations (Amsterdam: Amsterdam University Press, 2012): 395-404.
8 H. Münsterberg, The Film: A Psychological Study (1916) (New York City: Dover Publications, 1970).
GIANCARLO GROSSI AND ANDREA PINOTTI 6 AN-ICON
on the similarity of the respective cognitive processes.9 A
further peculiarity recognized by Münsterberg is that of
visualizing what the characters “see in their own minds”,10
images belonging to memory and dreams whose transi-
tion is reported by “soft-focus images, lighting variations,
superimpositions”.11
In the same wake, in his famous essay devoted
to Style and Medium in the Motion Pictures (1934), also
Erwin Panofsky remarked that “the movies have the power,
entirely denied to the theater, to convey psychological ex-
periences by directly projecting their content to the screen,
substituting, as it were, the eye of the beholder for the
consciousness of the character”.12
The metonymic and metaphoric relationship
between film and mind – to use Christian Metz’s semio-
logical terminology –13 are the basis of the aesthetic spec-
ificity of cinema, which succeeds in materializing mental
operations with greater effectiveness than the previous arts.
Sergej Eisenstein’s intellectual montage, with its adherence
to thought faculties such as analogies and oppositions, en-
hances this hallucinatory and oneiric power of the movie. It
is no accident that in his Non-indifferent Nature (1945-1947)
the Soviet director and theorist analyzes mental visualiza-
tion techniques such as those used in Loyola’s spiritual
exercises being interested in the artistic achievement of
ecstasy and pathos.14
In many theories cinema takes on the charac-
teristics of a mind objectified in material images and sounds:
a magical double of the self-produced by processes of
9 N. Carroll, “Film/mind analogies: The case of Hugo Münsterberg”, Journal for Aesthetics
and Criticism 46, no. 4 (1988): 489-499.
10 J. Moure, “The cinema as art of the mind: Hugo Münsterberg, first theorist of subjectivity
in film”, in D. Chateau, ed., Subjectivity: Filmic Representation and the Spectator’s Experience
(Amsterdam: Amsterdam University Press, 2011): 23-40, 39.
11 Ibid.
12 E. Panofsky, “Style and medium in the motion pictures” (1934), in Three Essays on Style
(Cambridge MA: The Mit Press, 1995): 98.
13 Ch. Metz, “Metaphor/metonymy, or the imaginary referent”, Camera Obscura: Feminism,
Culture, and Media Studies 3, no. 1 (1981): 42-65. See also L. Williams, “Dream rhetoric and film
rhetoric: metaphor and metonymy in Un chien andalou”, Semiotica 33, no. 1-2 (1981): 87-103.
14 S. Eisenstein, Non-indifferent Nature (1945-1947), trans. H. Marshall (Cambridge-New York
City: Cambridge University Press, 1987): 171. See also M. Lefebvre, “Eisenstein, rhetoric and
imaginicity: towards a revolutionary memoria”, Screen 41, no. 4 (2000): 349-368.
GIANCARLO GROSSI AND ANDREA PINOTTI 7 AN-ICON
identification and projection for Edgar Morin among oth-
ers;15 a brain endowed with perceptions, actions, and affec-
tions according to Gilles Deleuze;16 a narcissistic regression
analogous to dreaming in the perspective of Jean-Louis
Baudry and Christian Metz.17 Metz in particular underlines
some radical differences between cinema and that partic-
ular form of mental image constituted by the dream: the
awareness of being at the cinema versus the unawareness
of dreaming; the impression of reality of the film versus the
illusion of reality of nocturnal visions; the real exteriority of
images and sounds perceived in the cinema versus the inte-
riority of the “hallucinatory psychosis of desire”; the logical
consistency of the film versus the bizarre discontinuity of
dream images. Yet a profound analogy remains in the half-
way states of both cinema and dream: when spectators are
so engrossed that they interact with the characters on the
screen and gesticulate like sleepwalkers, or when, thanks
to the activation of defensive attention, the dream becomes
more lucid and conscious.
Returning to the problem of the representation
of altered states of consciousness, it is necessary to con-
sider how this has a history that is linked to the evolution of
the moving image. In Gilles Deleuze’s cine-philosophy, for
example, it is clear that the emergence of an image capable
of questioning the subjective/objective distinction is linked
to the emergence of modern cinema. In this historical con-
text, in fact, a radical disorganization of the action-image
takes place, with a prevalence of a pure optic-auditory sen-
sation over its motor extension and narrative actualization.
In this way, recollection-images, mental visualizations, hal-
lucinations, and dreams take on a new centrality, in the form
of virtualities that remain suspended and non-actualized,
15 E. Morin, The cinema, or the Imaginary Man (1956), trans. L. Mortimer (Minneapolis MI:
University of Minnesota Press, 2005).
16 G. Deleuze, Cinema 1. The Movement-Image (1983), trans. H. Tomlinson, B. Habberjam
(Minneapolis MI: University of Minnesota Press, 1986); Id., Cinema 2. The Time Image (1985),
trans. H. Tomlinson, R. Galeta (Minneapolis MI: University of Minnesota Press, 1989).
17 J.-L. Baudry, “Ideological effects of the basic cinematographic apparatus” (1970), trans. A.
Williams, Film Quarterly 28, no. 2 (1974): 39-47; Id., “The Apparatus” (1975), trans. B. Augst,
Camera Obscura, no. 1 (1976): 104-126; Ch. Metz, The Imaginary Signifier: Psychoanalysis and
the Cinema (1977), trans. C. Britton et al. (Bloomington IN: Indiana University Press, 1982).
GIANCARLO GROSSI AND ANDREA PINOTTI 8 AN-ICON
typical of a crystal-image in which temporalities are reflect-
ed simultaneously.18 Thus the dream-image assumes a par-
ticular centrality. Following Henri Bergson and his famous
discussion on dreams, Deleuze refers to the panoramic
character of dream-images, which is also typical of near-
death experiences in which the whole of life suddenly ap-
pears before one’s eyes.19 What is created is a weak link
between the optical or auditory sensations and this pan-
oramic view of the whole. There are in fact two procedures
common to the dream-image of cinema:
One proceeds by rich and overloaded means [...] dissolves, super-
impositions, deframings, complex camera movements, special ef-
fects, manipulations in the laboratory [...]. The other, on the contrary,
is very restrained, working by clear cuts or montage-cut, making
progress simply through a perpetual unhinging which “looks like”
dream, but between objects that remain concrete.20
Both recollection-images (flashbacks) and dream-
images are virtual, but in different forms. The recollection-im-
ages are actualized past events, while the dream-images are
rooted in an image that refers itself to another virtual time, thus
activating an infinite path of references. The result is a motor
process very different from the concreteness of action, which
is described by Deleuze following a conceptual apparatus
taken from Ludwig Binswanger, as a movement of the world,
“the fact of being inhaled by the world”.21 This is a virtuality and
immersivity of the image which cinema proposes in its repre-
sentations, but which the new digital media we know today
have the power to realize at a technical level, with the user’s
perception absorbed and enveloped by the virtual image.
The recollection-image and the flashback have
also been the subject of further theoretical investigation
18 A. Powell, Deleuze, Altered States and Film (Edinburgh: Edinburgh University Press, 2007).
19 Deleuze, Cinema 2: 55-67.
20 Ibid.: 58.
21 Ibid.: 291.
GIANCARLO GROSSI AND ANDREA PINOTTI 9 AN-ICON
since Deleuze. One example is Maureen Turim’s work,22 in
which the flashback is considered as a structural device of
film that is fundamental for understanding the non-linear
development of film history itself. This process is particular-
ly visible in the comparison between the representation of
memories in melodrama and that presented by modernist
cinema. At the same time, in the flashback emerges the
strategy through which cinema represents the intersection
between the individual dimension of memory and the so-
cio-political dimension of history.
More recent approaches to the relationship be-
tween cinema and altered states of consciousness see the
medium as a technological extension of a mind-body plexus
to be rediscovered, above all, starting from the media-ar-
chaeological investigation of 19th century sciences of the
mind. This is in fact the episteme that witnesses the emer-
gence of the cinematic experience. Along these lines, we can
quote the genetic relationship between hypnosis and cinema
identified by Ruggero Eugeni,23 Stefan Andriopoulos,24 and
Raymond Bellour;25 the investigation into the relationship
between cinema and hysteria proposed by Rae Beth Gor-
don,26 Emmanuelle André,27 and Mireille Berton;28 and the
link between the psychological mapping of gesture and the
rise of the cinematic apparatus theorized by Pasi Valiaho.29
22 M. Turim, Flashbacks in Film: Memory & History (London: Routledge, 1989). For a
discussion on the relationship between the time of new media devices and the time
represented within them, see G. Stewart, Framed Time. Towards a Postfilmic Cinema
(Chicago-London: University of Chicago Press, 2007).
23 R. Eugeni, La relazione d’incanto. Studi su cinema e ipnosi (Milan: Vita & Pensiero, 2002).
24 S. Andriopoulos, Possessed: Hypnotic Crimes, Corporate Fiction, and the Invention of
Cinema (Chicago-London: University of Chicago Press, 2008).
25 R. Bellour, Les corps du cinéma: hypnose, émotions, animalités (Paris: P.O.L., 2009).
26 R.B. Gordon, Why the French Love Jerry Lewis: From Cabaret to Early Cinema (Stanford:
Stanford University Press, 2001).
27 E. André, Le choc du sujet. De l’hystérie au cinéma (XIXe-XXIe siècle) (Rennes: Presses
Universitaires de Rennes, 2011).
28 M. Berton, Les corps nerveux des spectateurs. Cinéma et sciences du psychisme de 1900
(Lausanne: L’Âge d’Homme, 2015).
29 P. Valiaho, Mapping the Moving Image. Gesture, Thought, and Cinema circa 1900
(Amsterdam: Amsterdam University Press, 2010).
GIANCARLO GROSSI AND ANDREA PINOTTI 10 AN-ICON
From hallucination to virtual realities
In all these theoretical perspectives it becomes
evident how cinema, by representing altered states of con-
sciousness, often reflects on its own affinity with dreams
and hallucination. More precisely, on its identity as a ma-
terialization of mental visualization processes. Ken Rus-
sell’s film Altered States (1980), which also gives the title
to this monographic issue of AN-ICON. Studies in Envi-
ronmental Images, can be considered paradigmatic in this
regard. In this film, the psychiatrist Edward Jessup (William
Hurt), loosely based on the real-life figure of the neurosci-
entist John Lilly, carries out a series of experiments with
the help of an isolation tank and the ingestion of halluci-
nogenic mushrooms. His aim is to understand at first hand
the subjective experience of schizophrenic patients, achiev-
ing a hallucinatory and dream-like perception that belongs
to primitive mental states. The film echoes a number of
ideas related to the redefinition of consciousness typical of
1970s-80s counterculture. Julian Jaynes’s essay The Origin
of Consciousness in the Breakdown of the Bicameral Mind
(1976) is an example of these theories.30 In this book, the
subjective perception of schizophrenia is presented as an
activation of an evolutionary state prior to the emergence
of consciousness, the “bicameral mind”, in which the right
hemisphere of the brain was allocated the function of com-
municating through visual and verbal hallucinations, and
the left hemisphere had the task of obeying and executing.
The film plays on two visual registers: one in the
third person, that of the scientific community observing the
experiment, and one in the first person, where the subjec-
tive hallucinations of the protagonist emerge in fragments.
The hallucination is thus presented as a repeatable experi-
ment, through the insertion of the body in a device suitable
for the production and reproduction of altered states. But
what kind of medium does this device really resemble? The
30 J. Jaynes, The Origin of Consciousness in the Breakdown of the Bicameral Mind (1976)
(Boston MA: Houghton Mifflin, 2000).
GIANCARLO GROSSI AND ANDREA PINOTTI 11 AN-ICON
body is immersed in water which, being at the same tem-
perature as the body, cancels all sensory perception and,
with it, all distinctions between inside and outside, tactile
and external input. In this radical absence of the world, the
mental image takes full shape, enveloping the person and
becoming the only sensory horizon that can be perceived.
Not only that: the mental image presents itself as a real
space, and the effects of the hallucination seem to modify
the user’s own body (in the movie, transforming him into an
Australopithecus). This hallucination represented in cinema
takes us forward to another device, which, like a halluci-
nation, does not allow any escape from the image, but a
radical symbiosis with it. This is virtual reality.
In virtual reality, unlike cinema, it is not so easy
to distinguish between objective and subjective shots.
Firstly, because the virtual frame is always in some way sub-
jective, since its source depends on the movements of the
viewer’s gaze to which it adheres, saturating the field of
vision. Secondly, precisely because of the powerful sense
of presence and feeling of being there produced by virtual
reality, in immersive digital environments it becomes more
difficult to represent the estrangement from actual percep-
tion that a previous medium like cinema obtained through
cross-dissolves and other visual strategies. Is it therefore
possible to portray altered states in immersive media? Can
the tyranny of the sense of presence eliminate the images
of absence, or do we just have to investigate new strategies
of representation?
In fact, some virtual reality installations pres-
ent themselves, directly, in the form of memories, dreams,
hallucinations, mental visions. Examples are virtual reality
experiences such as Notes on Blindness: Into Darkness (Ar-
naud Colinart, Amaury LaBurthe, Peter Middleton, James
Spinney, 2016), in which the user can experience the in-
ner perspective of the blind theologian John Hull; The Key
(Céline Tricart, 2019), which portrays the dreams of an Iraqi
migrant; Porton Down (Callum Cooper, 2019), in which the
user becomes the guinea pig in hallucination tests per-
formed using LSD; Cosmos within Us (Tupac Martir, 2019)
GIANCARLO GROSSI AND ANDREA PINOTTI 12 AN-ICON
dedicated to the temporally and spatially unregulated per-
ception of an Alzheimer’s patient; finally, the mystical and
lysergic journey of the Amazonian shamanic ritual repro-
duced in Ayahuasca - Kosmik Journey (Jan Kounen, 2019).
The present issue
These are problems that the first issue of AN-
ICON. Studies on Environmental Images aims to investigate.
A peculiar attention is devoted to the comparison between
two media systems: an analogue system, dominated by
the altered states of cinema, and a virtual one, where new
experiential possibilities of virtual, augmented, and mixed
reality emerge. The problem that runs through this com-
parison is essentially whether the possibility of presenting
perceptively distorted states belongs more properly to the
cinematic image, or whether it is still at the center of the
new digital and immersive mediascape.
Barbara Grespi’s and Giuseppe Previtali’s con-
tributions are directly related in their common purpose to
search for a status of the virtual image in cinema in some
nodal moments of film theory that interrogate the repre-
sentation of mental states. Grespi’s essay starts from Wim
Wenders’ Until the End of the World (1991) and from the
capability of the imaginary device represented in the movie
to exteriorize and prosthesize subjective experiences such
as visions and dreams. The fictional medium, halfway be-
tween cinema and virtual reality, allows Grespi to reflect on
the filmic access to mental states. This issue is investigated
through the recovery of the first, but lesser-known, of the
two volumes of Esthétique et psychologie du cinéma (1963-
1965) by Jean Mitry. This is a pillar of film theory, analyzed
by Grespi in its unacknowledged Husserlian roots. Thus,
the technical and psychic concept of “projection”, under-
stood as a specific form of actualization, “an effect in which
the perception of physical image intersects with mental
envisioning”, becomes especially central to introduce a
GIANCARLO GROSSI AND ANDREA PINOTTI 13 AN-ICON
possible comparison between the cinematic forms of the
visible and those that emerge in virtual experiences.
Cinematic altered states, however, undergo
radical transformations in history: this is what Previtali’s arti-
cle discusses, drawing on Gilles Deleuze’s theory of cinema
and examining the differences between the movement-im-
age of classical cinema, in which dreams and memories
are also expressed as physical realities intertwined with
the world, and the time-image of modern cinema, capable
of adhering to the dynamics of thought. For Previtali, an
example of this process is Ingmar Bergman’s Wild Straw-
berries (1957), where recollection-images are not real flash-
backs, but rather virtual mixtures of memory, imagination,
and dream, as evidenced by the fact that the protagonist
relives the past moments of his childhood and youth while
remaining as old as he actually is in the present.
Still anchored to Bergman’s cinema, Luca Ac-
quarelli’s investigation into the emergence of hallucination
within the cinematic diegesis is grounded in the semiotic
analysis of a further incursion: that of the photographic
still image within the equidistant flow of the film’s moving
frames. This can be seen in Bergman’s Persona (1966),
but also in Michelangelo Antonioni’s Blow Up (1966) and
Chris Marker’s La Jetée (1962), the latter consisting almost
entirely of still images. In these moments a new balance
is established between dream-states and the testimonial
power of the image, seen through André Bazin’s conception
of photography as “true hallucination”.
Enrico Terrone, in a different perspective, con-
siders cinema in terms of a disembodied experience, or-
ganized in a space that has our sight but not our body as
its own center. Because of this condition, cinema is able
to approximate to non-perceptual attitudes such as mem-
ories and dreams, but not completely emulate them. On
the contrary, this emulation would be a concrete possibility
for virtual reality precisely thanks to its adherence to the
gaze and body of the spectator coupled with a potential
GIANCARLO GROSSI AND ANDREA PINOTTI 14 AN-ICON
for manipulation and alteration that it is impossible to find
in another embodied experience such as that of theater.
But how are altered states expressed in the new
immersive and digital mediascape? Is it possible in virtual
reality to make a distinction between the representation of
a real state from that of an exclusively mental state? First
of all, we need to investigate how the digital radically trans-
forms the very ideas of visual perception and image. This is
evident in Antonio Somaini’s contribution, devoted to new
artificial intelligence technologies such as machine learning
and machine vision. In fact, their non-human perceptual
functions appear in some cases as altered states that pro-
duce dreamlike images, similar to those found in computer
programs such as the one called, significantly, Google Deep
Dream. Thus, it becomes necessary for Somaini to study
the artistic practices that exploit the productive potential
of machine learning in a creative and revolutionary way,
such as in the artworks of Trevor Paglen, Hito Steyerl, and
Grégory Chatonsky.
The perceptual dimension is also at the center
of Claudio Paolucci’s contribution. From the point of view of
cognitive semiotics, Paolucci investigates the hallucinatory
character of ordinary perception, always shaped by the in-
tervention of imagination, to analyze the way mental states
are represented in virtual and augmented environments.
If perception can be defined in terms of a hallucination
controlled by the world, what changes in immersive envi-
ronments is only the simulated character of the world itself.
The states of imagination, memory, and hallucination are
then reproduced in virtual and augmented reality following
two possible strategies: either in a pan-perceptual modal-
ity, exploiting the full sense of presence produced by the
immersive devices, or following the audiovisual strategies
inherited from previous audiovisual languages with which
virtual and augmented reality share the same formal appa-
ratus of enunciation. To exemplify this double expressive
GIANCARLO GROSSI AND ANDREA PINOTTI 15 AN-ICON
possibility, Paolucci analyzes the immersive videogame
Resident Evil 7: Biohazard.
At this point, it becomes necessary to under-
stand what the specifically dreamlike and hallucinatory
character of virtual reality consists of and how it differs
from other established media. The joint paper written by
film theorist Martine Beugnet and new media artist Lily
Hibberd focuses on the role played by darkness, which in
the new immersive media takes on a completely new po-
tential compared to cinema. In fact, it becomes an intrinsic
component of the environmentalized image of the former
– coupled with the illusion of depth and the replication of
motion. If the darkness of the traditional audiovisual dis-
tinguishes states of self and otherness, in virtual reality it
envelops the users depriving them of the sense of distance
and leading them back to a state of radical loss, in which
they are haunted by sporadic sounds and visions, faithful
to the dynamics more proper to memory and dream.
Pietro Montani’s essay then becomes the ef-
fective conclusion and synthesis of all the questions raised
by this issue. The dreamlike character of virtual reality con-
sists for Montani in a precise work of oneiric imagination,
capable of distancing itself from linguistic thought without
getting trapped in a pure hallucination, but finding its proper
status in what Freud defines as “Bilderschrift” (pictographic
script), a syncretic relationship between images and writ-
ing functions, both pre-linguistic and performative, which
can also be read in the Kantian terms of a schematization
without concept. An expressive condition which resurfaces
in early cinema and especially in Eisenstein’s film theory
of the 1920s and which today finds a specific declination
in immersive virtual installations such as Carne y Arena
(2017) by Alejandro Gonzalez Iñárritu and VR_I (2018) by
choreographer Gilles Jobin, where different participants
can share a collective lucid dream. In fact, new media do
not merely represent altered states of consciousness: they
take on their performative power.
GIANCARLO GROSSI AND ANDREA PINOTTI 16 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
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] | Between the mind
and the senses:
Jean Mitry’s approach
to cinematic consciousness.
Toward an idea of the virtual
image in the cinema
by Barbara Grespi
Mitry
(I)
Husserl
Mental state
Projection
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Between the mind and
the senses: Jean Mitry’s
approach to cinematic
consciousness.
Toward an idea of the vi1 rtual
image in the cinema (I)
by Barbara Grespi
Abstract Representing altered states of consciousness,
even through the most phantasmal of technical images, is
an inherent contradiction; once we attribute a physical body,
i.e. objectivity, to mental images, we deny what Husserl
considers their very essence. Jean Mitry draws from this
assumption when discussing filmic access to mental states
from a phenomenological perspective. The following essay
reconsiders Mitry’s contribution with specific reference to
the role of projection, technically and metaphorically speak-
ing, in the cinematic technique and imagination; this, with
the intention of suggesting some crucial questions for the
comparison between the filmic forms of the visible and
those inaugurated by the technology of the virtual.
Mitry Husserl Mental state Projection Imagination
To quote this essay: B. Grespi, “Between the mind and the senses: Jean Mitry’s approach
to cinematic consciousness. Toward an idea of the virtual image in the cinema (I)”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 17-36
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
BARBARA GRESPI 17 AN-ICON
Le cinéma transforme l’écran en une image d’image.2
A silver visor, you would say an ancestor of a
VR headset were it not for the cap that wraps around the
lower part of the skull. It causes a sharp pain in the eyes
and its function is not to watch images, but to record
them, like an ordinary video camera. Nevertheless, it has
no lens but two satin panels, one for each eye. From the
outside, you can see the signal of a scanner running; fr m
the inside, the captured images appear on two side-by-side
screens. It is the device invented by Wim Wenders for Until
the End of the World (Bis ans Ende der Welt, 1991) (Fig.1),
in the story, a prototype which all the great world powers
are hunting down in the fevered climate of the end of the
millennium. Its camera captures the biochemical event of
vision, that is, not only what you see but also how your
brain reacts to the perceived images, collecting electrical
stimuli directly from the nerves. The recorded “visual”
impulses can thus be transmitted to the brain of another
person, even a blind one, and this allows them to see
without using the retina. Still, as the story progresses, the
machine evolves into something even more complicated: a
technique for extracting from the mind images which are
completely independent of sight and correspond to pure
imagination, dreams or memories. Sight translated into
data gives birth to “artificial” images, segmented in a grid
and the result of numbers; imagination, on the other hand,
has pictorial qualities, strong colours and blurred
borders. Sci-fi cinema provides a long list of vision
machines, but Wenders’ possesses a special allure,
balanced, as it is, between the old and the new.
2 Dr. Allendy [René Allendy], “La valeur psychologique de l’image”, in AA.VV., L’art
cinématographique (Paris: Felix Alcan, 1926): 75-103, 77.
BARBARA GRESPI 18 AN-ICON
Fig. 1. Wim Wenders, Until the End of the World
(Bis ans Ende der Welt), 1991. Screen capture.
Between cinema and VR: an exquisitely optical
prosthesis, it creates abstract images, devoid of somatic
and sensory traces, but at the same time it is a medium of
intersubjectivity, which allows the exchange of visions at a
neural level. It is a digital device, but also a truth machine:
it records, documents, reflects even the unconscious, or
the deepest levels of our psyche. It represents the cinema
in its increasingly sharp juxtaposition to other technologies
of the contemporary era, such as VR: the first in perpetual
balance between body and mind, the second completely
biased towards the sensory.
The representation of mental acts in cinema
is always, as in Wenders’ movie, a metafilmic moment in
which the image consciousness is elaborated, together with
the ways in which multiple factors, material and immaterial,
contribute to it, including the gaze and its structure. In the
following pages, by rediscovering Jean Mitry’s reading of
Husserl’s thinking, we will discuss the role of projection,
technically and metaphorically speaking, in filmic access
to the mental; this with the intention of bringing out some
crucial questions for the comparison between the cinematic
forms of the visible and those inaugurated by the technol-
ogy of the virtual.
BARBARA GRESPI 19 AN-ICON
The mental image and the filmic image
Beyond what they represent, filmic images are
“situated” in a space halfway between the mental and the
real: the iconic stream that the spectator sees flowing would
not exist outside his or her mind, which integrates and
merges the perception of the single frames thus creating
the movie. Even before the birth of cinema, the paradoxi-
cal nature of the moving image struck William James, who
referred to it to describe consciousness in terms of a zoe-
trope: just as that optical toy produces effects of continuity
by making discontinuous fragments flow, so the conscious-
ness merges its sequences of scattered and uninterrupted
micro-perceptions into an illusory whole.3 The similarity
between the film and the activity of the mind will be at the
core of one of the first essays in film theory, The Photoplay
by Hugo Münsterberg, a former student of medicine who
converted to psychology under the influence of Wilhelm
Wundt, and later became James’s colleague at Harvard.4
The reference to James’s metaphor of the zoetrope allows
us to understand what Münsterberg meant by suggesting
that photographic images had been estranged from physi-
cal reality once they had achieved movement – contrary to
what one might naturally think – and were brought closer
to the reality of consciousness.
The massive outer world has lost its weight, it has been freed from
space, time, and causality, and it has been clothed in the forms of
our own consciousness. The mind has triumphed over matter, and
the pictures roll on with the ease of musical tones.5
Münsterberg develops a precise parallel be-
tween cinema and mind, seeing the main filmic techniques
3 “Is consciousness really discontinuous, incessantly interrupted and recommencing (from
the psychologist’s point of view)? And does it only seem continuous to itself by an illusion
analogous to that of the zoetrope? Or is it at most times as continuous outwardly as it inwardly
seems?”. W. James, The Principles of Psychology (Create Space, 2017): 125.
4 M. Münsterberg, Hugo Münsterberg: His Life and Work (New York: Appleton & Co., 1922): 21-22.
5 H. Münsterberg, “The psychology of the photoplay” (1916), in A. Langdale, ed., The
Photoplay: A Psychological Study and Other Writings (New York-London: Routledge, 2002):
153-154.
BARBARA GRESPI 20 AN-ICON
as reflecting the activities of consciousness, such as atten-
tion (corresponding to the close-up and the shifting from
in-focus to out-of-focus), memory (represented by flash-
back as enclosure of the past in the present) and emotion
(in its development, according to William James, from a
kinesthetic sensation).6 This early conception of the mind
as a movie justifies the most common visual rhetoric that
complemented the representation of a character’s mental
acts: fading, superimposition, soft focus. Becoming con-
solidated precisely in the years in which Münsterberg wrote
his essay, these optical effects aim at framing a segment
of the visible within a zone which is not real and not certain,
just as the discontinuous hyphens of the thinking bubbles in
comics highlight the difference between a thought spoken
out loud and one which remains unspoken in the charac-
ter’s mind. Transitions in classical cinema in essence pro-
duce the slow fading of the actual into the mental, evoking
an idea of the mind as a place of weakening, intermingling
and metamorphosing of sensory input.
These narrative fragments which interrupt the
flow of the film by jumping onto a different level and moving
beyond the diegetic physical reality, are thus presented and
interpreted as the “contents” of a fictional consciousness;
this implies believing that the human mind operates by
storing impressions derived from perception in the shape
of ghostly pictures to be inspected, when needed, by the
mind’s eye. We are familiar with this notion, its ancient roots
and its points of junction with modern thinking,7 as well as
its confutation by phenomenology, whose intake is crucial
but still difficult to integrate into studies of the imagination.8
Even a thinker like Sartre who tries to get rid, precisely
through Husserl, of the idea of the mind as a repository of
images, was victim to the same “illusion of immanence” that
6 Münsterberg shares the Jamesian perspective (the famous: “we do not weep because
we are sad, but we are sad because we weep”). H. Münsterberg, “The psychology of the
photoplay”: 107-108.
7 See the ancient idea of the mind as a room furnished with images in F.A. Yates, The Art of
Memory (New York-London: Routledge, 1966).
8 See for instance J. Jansen, “Imagination: phenomenological approaches”, in M. Kelly, ed.,
Encyclopedia of Aesthetics (Oxford: Oxford University Press, 2014): 430-434.
BARBARA GRESPI 21 AN-ICON
he intended to criticize once he admitted the existence of
a “psychic object” (the analogon) and presented it as the
mediator of the imaginative process.9
Sartre is very much present in Esthétique et
psychologie du cinéma by Jean Mitry, the massive trea-
tise in two volumes written by the French critic, activist
and director between 1963 and 1965,10 a work capable of
bridging, as Dudley Andrew wrote, the formalism of clas-
sical theory with emerging semiotics.11
The second volume, centered on form and cin-
ematic language, is the best known and most appreciated,
while volume one, particularly eclectic, has suffered from
an evident removal, also highlighted by the significant cuts
made in current French and English editions.12 Here we
find the first remarkable confrontation of film theory with
Husserl, an attempt recognized by the pioneers of the phe-
nomenological approach to cinema, but never investigated,
and even dismissed, in the numerous developments of this
branch of study.13 Mitry discusses precisely the theme of
mental images, which Husserl brought together under the
umbrella term of Phantasie, to indicate both the ensem-
ble of images devoid of physical support and the act of
imagination through which they “appear” (erscheinen).14
It is an act of imagination that which gives shape to a
physical image, deposited on a support and capable of
9 Casey recognized the error. See E.S. Casey, “Sartre on imagination”, in P.A. Schilpp, ed.,
The Philosophy of Jean-Paul Sartre (La Salle: Open Court 1981): 16-27.
10 J. Mitry, Esthétique et psychologie du cinéma (vol. I: Le structure, and vol. II: Les formes)
(Paris: Editions Universitaires, 1963, 1965). A useful rediscovery of Mitry’s contribution to film
theory in: M. Lefebvre, “Revisiting Mitry’s Esthétique et Psychologie du Cinéma at Fifty”, Mise
au point [online], no. 6 (2014), accessed February 20, 2021.
11 See D. Andrew, The Major Film Theories: An Introduction (Oxford: Oxford University
Press,1976): 181ff.
12 The current English edition The Aesthetics and Psychology of the Cinema (Bloomington:
Indiana University Press, 1997) was translated from the abridged French edition of 1990. We
will quote from this book, unless otherwise specified.
13 Vivian Sobchack recognizes his engagement in a Husserlian phenomenology of
cinema – see her The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 29 – while A. Casebier, Film and Phenomenology: Toward
a Realist Theory of Cinematic Representation (Cambridge-New York: Cambridge University
Press, 1991) prefers to lean upon Baudry. Christian Ferencz-Flatz and Julian Hanich dismiss
Mitry’s idea of mental image as a distortion of the phenomenological arguments. See their
stimulating introduction “What is film phenomenology?” to “Film and phenomenology”, Studia
Phaenomenologica XVI (2016): 36.
14 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925) (Dordrecht:
Springer, 2005).
BARBARA GRESPI 22 AN-ICON
depicting an absent entity (Bildvorstellung), as well as that
which creates mental images (Phantasievorstellung), which
are by no means comparable to “iconic contents” of the
consciousness, but rather to be understood as intuitions
based on “sensorial phantasms”.15 Mitry does not refer to
these precise pages of Husserl, whose essential theses
are however echoed, but rather he remodels phenomenol-
ogy under the influence of his experience of the cinema.
Esthétique et psychologie du cinéma stems indeed from a
general philosophical position – a unique case in film theory,
if we exclude Deleuze’s two tomes – a thesis in which it is
of primary importance to define the role of perception by
mediating among Husserl’s theses, Sartre and psychology.
In Mitry’s interpretation of intentionality, per-
ception is an act based on sensory impressions but is
not reduced to them; consciousness completes them, by
extracting an object from the undifferentiated continuum
that constitutes matter and hence giving form, by difference,
also to the subject. Consciousness is based on mental
images, which are not residues of ocular perception which
have survived in the absence of the object, and nor are they
entities existing in themselves and of which thought could
avail itself; they are rather forms through which thought
became aware of itself. With this idea, Mitry gets rid of the
metaphor of consciousness as a receptacle of data and
substitutes it with that of consciousness as a reflex of per-
ception. With perception in the absence of the object, that
is Phantasie, the glare of consciousness is, so to speak,
one-way: “the mental image is the product of a wish di-
rected toward the object which we know to be absent [...]
it is the consciousness of that wish becoming ‘known’ in
the object of its volition”.16
15 In Husserl called precisely “Phantasmen”. In the comment on Husserl’s theory of
imagination, we follow C. Calì, “Husserl and the phenomenological description of imagery:
some issues for the cognitive sciences?”, Arhe 4, no. 10 (2006): 25-36 and Husserl e
l’immagine (Palermo: Aesthetica Preprint, 2002): 113-114.
16 J. Mitry, The Aesthetics and Psychology of the Cinema: 35-36.
BARBARA GRESPI 23 AN-ICON
The moving image consciousness
Mitry’s starting point, therefore, is not the cin-
ematic representation of consciousness, but the mental
images that become part of the imaginative process; this
process is extremely important in cinema, a medium which
powerfully simulates the real but at the same time possess-
es a deep-rooted ghostly nature. According to Mitry, this
double character of cinema is reflected by the two kinds
of signs of which it is composed: linguistic and psycholog-
ical signs; linguistic signs give shape to the filmic images
(through a grammar of the visible), psychological signs con-
struct mental images (with the collaboration of the spectator).
To understand how these two “signs” intersect
in the beholder’s experience, it is necessary to come back
to Husserl and his well-known tripartition regarding image
consciousness, which is not clearly referenced in Esthétique
et psychologie du cinema, but still recognisable in many
lines. Husserl’s classification is based on three perceptive
dimensions: the first is the “image-thing” (Bildding), that
is, the concrete material of which the image is made, its
support; the second is the “image-object” (Bildobje t), that
is, the immaterial object which depicts something (the ide-
al content of a series of perception);17 the last is the “im-
age-subject” (Bildsujet), that is, the depicted subject (the
referent in the real world).18 A subtle but substantial differ-
ence separates the image-thing from the image-object: if
the support were damaged or destroyed (for instance, if a
canvas was torn), the image-object would not be affected,
because it does not possess a real existence, neither inside
nor outside of consciousness (only a complex of sensations
experienced by the spectator in front of the pigments exists,
as well as the way in which he invests it with intentionality,
by creating image consciousness). This component is more
easily understood in the case of the mental image, which
17 In Mitry’s words, see J. Mitry, The Aesthetics and Psychology of the Cinema: 27.
18 I use this expression, although I am aware that between the image and the subject
there is not properly a semiotic relationship. See C. Rozzoni, Nell’immagine: Realtà, fantasia,
esperienza estetica (Milan: Le Monnier, 2017): 9.
BARBARA GRESPI 24 AN-ICON
lacks a material support, in contrast to the physical image.
Still, there is a minor difference between the two, because
what matters is their common capacity of actualizing absent
objects (that is to say, making them present). The illusion
of presence is based on the production of sensorial phan-
tasms that allow us to guess how an object would be if it fell
under the sphere of our senses, for instance touch or hear-
ing, but first and foremost sight.19 An “optical” phantasm
makes us intuit how a specific object would appear to our
gaze within a particular environment, and this imaginative
act covers our perception, albeit not totally. Indeed, the
mental image as well as the physical image insert them-
selves into the perception in a contrastive way, that is, not
fully covering and substituting our reality, but allowing us
to keep it alive. It is not a question of greater or lesser illu-
sionistic power (some images could appear so real to be
mistaken for reality), and neither of frames (a more or less
marked discontinuity in the space where they are situated),
rather it is a matter of time: Husserl points out that this is
more the contrast between the time of the image-object
and the actual present,20 to which our body belongs above
all (but also the Bildding, if we are talking about physical
images). Here below, the echo of these concepts in Mitry:
We have seen that the mental image presents a reality both vi-
sualized and recognized as absent. If, as I write these lines, I think
of my car in the garage, I can see it perfectly well, mentally - or,
at least, I can see a certain aspect of it - but I am seeing it as not
present. It appears to my consciousness as an image certifying
the absence of what I am thinking about - more especially since,
19 This is what was brightly called an “artificial presence”. See L. Wiesing, Artificial Presence:
Philosophical Studies in Image Theory (Stanford: Stanford University Press, 2010).
20 “[The image-thing] bears within itself the characteristic of unreality, of conflict with the
actual present. The perception of the surroundings, the perception in which the actual present
becomes constituted for us, continues on through the frame and then signifies ‘printed paper’
or ‘painted canvas’”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925):
51 (emphasis in the original). On this base, I suspect that we should abandon the optical idea
of the frame when we face an environmental image (like VR), and rethink it in corporeal terms,
considering the spectator’s real body as the border; indeed, you always have the possibility to
leave the artificially present world not by seeing outside of the image, but certainly by touching
the surrounding space and objects (or people), that is, paradoxically, becoming aware of the
unreal in the very moment in which we get the chance to imagine the real through our body
(thus in a perfect inversion of the cinematic relationship between reality and imagination).
BARBARA GRESPI 25 AN-ICON
in so doing, I do not stop perceiving the world impinging on me
from all sides. The mental image is therefore a product of the will
standing in opposition to our normal perception of the world and
its objects and which, though coexisting with it, becomes more
isolated the more directly in opposition it stands.21
Mitry realises that these ideas are of great im-
portance for the analysis of cinematic images, which had
also attracted Husserl’s attention, albeit fleetingly. The great
philosopher’s reflections about the art of the twenty-century
concern the repeatability of cinematic screenings such as
to leave the image-object unaltered,22 and the intensity of
the actualization produced by filmic images, so high as to
reduce the perception of the image-thing to the minimum.
“Deception and sensory illusion of the sort belonging to
panorama images, cinematographic images, and the like”,
he wrote, “depend on the fact that the appearing objects
in their whole appearing state are slightly or imperceptibly
different from the objects appearing in normal perception.
One can know in these cases that these are mere image
objects, though one cannot vitally sense this”.23 His ger-
minal reflection on cinema has been taken up by some
important contributions, mainly centered on the relation-
ship between consciousness and true believing and on
the interplay between actor and character;24 but the path
indicated by Mitry is just as interesting and perhaps more
in line with Husserl’s suggestions. Mitry wrote:
Stuck to a cellulose base, projected onto a screen [...] the film image,
in contrast with the mental image, is objectively present; but, like
the mental image, it is the image of an absent reality, a past real-
ity of which it is merely the image. Its concrete reality is that it is
21 J. Mitry, The Aesthetics and Psychology of the Cinema: 82-83.
22 “If I let a cinematographic presentation run off repeatedly, then (in relation to the subject)
the image object in the How of its modes of appearance and each of these modes of
appearance itself is given as identically the same image object or as identically the same mode
of appearance”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 646.
23 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 146.
24 See C. Rozzoni, “Cinema Consciousness: Elements of a Husserlian Approach to Film
Image”, Studia Phaenomenologica, XVI (2016): 294-324; J. Brough, “Showing and Seeing:
Film as Phenomenology”, in J. D. Parry, ed., Art and Phenomenology (New York-London:
Routledge, 2010): 192-214.
BARBARA GRESPI 26 AN-ICON
fixed to a support and is thus objectively present and analyzable.
The reality recorded on the celluloid strip is at all times capable of
being projected. In this sense, projection is a kind of “actualization”
in the same way as the mental image.25
In these lines, a central question arises: in cin-
ema, the act of making something present (“actualization”,
he writes, alluding specifically to Husserl) takes place in
the very moment of projection, because the strip of film is
only a “latent movie”; according to Mitry, the celluloid is
the main support (the image-thing), while the screen un-
balances perception from the thing to the object, allowing
movement to be seen. Neither the destruction of the film,
nor even a scratch in the screen cancels the object-film,
which, as we said, is that ideal content which, though cre-
ated during the projection, survives it – as Orson Welles’
Don Quixote never ceases to teach us, a foolish spectator
who stabs the white screen with his sword in an attempt to
heroically oppose his enemies of light and shadow. Welles
shows that the screen is not the canvas, is not one and the
same with the image, which resists its destruction, both
because it is anchored to another, more real support, and
because it lives in the mind, paradigmatically in that of the
visionary Don Quixote. The celluloid is more similar to the
concrete materials of the painter, so much so that the di-
rector selects carefully its size and sensitivity, while he can
do nothing with the surface of the screen. But if we look
back at the origins, we find the two supports imploded
into each other: in pre-cinema, frame and screen coincide,
because the illusion of movement, for instance in Muto-
scope, depends on the flow of photographs bound one on
top of the other, within the screen format created by their
borders: the “book”.
Do we have thus a double “thingness” in the
filmic image? And if so, is it not a fundamental prop-
erty of all technical images,26 even in the many variants
25 J. Mitry, The Aesthetics and Psychology of the Cinema: 31, 83.
26 This is perhaps another way to interpret the idea of technical images as proposed by V. Flusser,
Into the Universe of Technical Images (1985) (Minneapolis: University of Minnesota Press, 2011).
BARBARA GRESPI 27 AN-ICON
of the analogue, but also digital system? The material cin-
ematic film behaves like photosensitive paper in photogra-
phy, or data code in the digital system, while the shadows
projected on the screen correspond to the photographic
positive, and to the extraction of the mpeg file on the dis-
play. From photography onwards,27 to codify an image and
to visualize it, that is to render it accessible to the human
eye, became two different and not necessarily concurrent
processes; obviously, with the transition to digital, the gap
between the two moments widens, because there the ma-
trix is no more a first, far-fetched or incomplete visualization
of the subject, but its translation into a numerical language,
not accessible to the senses, and thus potentially shared
only by machines.28 But the point is: to develop a theory of
cinematic image anchored to the process of visualization
instead of that of encoding – focusing at the same time on
the spectator because, as Münsterberg said, without him
the image in motion simply does not exist – we have to work
on the intersection between the physical and the mental.
By a different route, Tom Gunning drew similar
conclusions, when he re-launched the theory of realism
moving from Metz’s brief incursion into phenomenologi-
cal territory;29 Gunning is not a supporter of the deviation
toward the mental, but certainly an adversary of Peirce’s
indexicality when used to reduce the impression of reality
in cinema to the sole photographic base. Thomas Elsaess-
er, on the other hand, is not a phenomenologist but he
rediscovered the “mental side” of cinema when he drew
the distinction between the transmission of the image to
the human senses and its recording through traces, rather
than optical geometry. Indeed, he saw the model of this
process in the human memory, as Freud had conceived it
(that is like a Mystic Writing Pad), and proposed to re-start
27 But not in its daguerreotype version, which did not use the positive-negative reverse
process: the metal film plate in the camera was developed as a positive and as a unique copy.
28 On this topic see: F. Casetti, A. Pinotti, “Post-cinema ecology”, in D. Chateau, J. Moure,
eds., Post-cinema: Cinema in the Post Art Era (Amsterdam: Amsterdam University Press,
2020): 193-218.
29 C. Metz, “On the impression of reality in the cinema”, in Film Language: A Semiotics of the
Cinema (New York: Oxford University Press, 1974): 3-28, discussed by T. Gunning, “Moving
away from the index: cinema and the impression of reality”, differences 18, no. 1 (2007): 29-52.
BARBARA GRESPI 28 AN-ICON
the theoretical discourse about cinema from its nature of
interface between data and the human senses, in the key
of an archaeology of the digital.30
These excellent contributions are perfectly in
tune with Mitry’s emphasis on projection as a Husserlian
moment of actualization, an effect in which the perception
of physical image intersects with mental envisioning; in it
“the film frame merely takes the place of the mental image
with all the force of its credible reality”.31 Moreover, Metz
quoted by Gunning builds on Mitry in his analysis of the
“filmic mode”, which he defines “the mode of presence”,32
thinking not of a state of sensory overwhelming, but of an
active consciousness made up of the mental reflexes of
perception. Nevertheless, the mental, though it is a reflex
and a logic of the images, is precisely what the film could
never make visible. “It is completely impossible to repre-
sent a mental image”, Mitry wrote, “since, having become
visual, it ceases to be mental”.33
The filmic image is helpless in the face of what
is not accessible to the sight or at least what no one has
ever seen; for this reason, Mitry would probably have ap-
preciated the frameless film by Douglas Gordon (Feature
Film, 1999), a video installation that basically consists of an
orchestra performing the full soundtrack written by com-
poser Bernard Hermann for the film Vertigo (Alfred Hitch-
cock,1958). On the two walls of the exhibition room, only
the conductor appears in large mirror projections. However,
the real images filling the room are not the physical ones
on the walls, but those which flow in the viewer’s mind
in correspondence with the musical notes: the sequence
where Kim Novak jumps into the bay under San Francisco’s
Golden Gate Bridge, or when she comes back in her green
suit like a ghost. The spectator experiences a kind of vision
30 T. Elsaesser, “Freud as media theorist: mystic writing pads and the matter of memory”,
Screen 50, no. 1 (2009): 100-113. Kuntzel already worked on the similarities between Freudian
model of memory and the cinema, see: T. Kuntzel, “A note upon the filmic apparatus”,
Quarterly Review of Film Studies, no. 1 (1976): 266-271.
31 J. Mitry, The Aesthetics and Psychology of the Cinema: 86.
32 C. Metz, “On the impression of reality in the cinema”: 4.
33 J. Mitry, The Aesthetics and Psychology of the Cinema: 209.
BARBARA GRESPI 29 AN-ICON
not based on retina, as the director himself reports, refer-
ring to interviews with spectators coming out of the gallery:
Vertigo is projected through the ears into the mind of the
person listening to Hermann’s notes.
States of mind and self projection
Are we to think, then, that only the absence of
images triggers imagination? And if it is totally impossible
to simulate the mental with the means of cinema, how shall
we construe the numerous attempts, since the origins of the
medium, to simulate altered states of consciousness? Mitry
argues that dream sequences, hallucinations and premo-
nitions are not the most mental but the most subjective,34
and in this he joins Wenders, whose machine will show
that the mental could be translated into the visible only by
sharing subjectivity. Therefore, the result of the cinematic
simulation of altered states depends on the ways in which
the movie makes the viewer slip into the consciousness
of a character, articulating his or her seeing and feeling
through the “subjective shot”.
Film theory has always juxtaposed two forms
of the cinematic gaze: the so-called objective shot, corre-
sponding to the simulation of a world that is completely
independent from every perception, be this human, animal
or belonging to other living and non-living species, and
the subjective shot, the simulation of a perceived world,
thus filtered at a sensorial and cognitive level through a
specific fictional identity. The analysis of these two modes,
together with other more nuanced ones, are part of the
glorious problem of the point of view in the cinema, a pro-
tagonist of the semiotic-narratological debate of the Eight-
ies and Nineties, also discussed towards the end of the
season in Vivian Sobchack’s phenomenology, which takes
up precisely Mitry’s contribution. The chapters about the
point of view in Esthétique et psychologie du cinéma are
indeed the best known and most discussed, even if, before
34 Ibid.
BARBARA GRESPI 30 AN-ICON
Sobchack, perhaps not fully understood. Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), was published only a year after Metz’s Impersonal
Enunciation, or the Place of Film (1991),35 and thus criticiz-
es the positions of the great semiologist, especially Metz
reading Mitry;36 but in reality, Impersonal Enunciation is a
point of encounter between the two authors.
Mitry is among the first to study in depth The
Lady in the Lake (Robert Montgomery, 1946), the film noir
shot almost entirely in subjective mode. Here we spectators
investigate in the shoes of the detective Philip Marlowe,
who is framed frontally only at the beginning and at the end
of the movie, while for the rest his eyes are our eyes and our
body is disguised in his. Mitry knows how to wonderfully
describe the way in which the spectators’ gaze follows the
character’s gait from the inside, striving to consider his feet
as their own, or the way in which they hold onto the railing
with him, trying to see their own hands in Marlowe’s. But
this attempt fails. They cannot recognize the image of their
own body. Rather they imagine themselves accompanying
the body of an Other, objectified, as all the rest is.
It is obviously not me climbing the stairs and acting like this, even
though I am feeling sensations similar to those I might feel if I were
climbing the stairs. I am, therefore, walking with someone, sharing
his impressions.37
Then when the famous sequence of the mir-
ror arrives, during which the face of Marlowe is reflected
(always from the character’s view), spectators are slight-
ly disappointed, Mitry apparently suggests. They have to
admit that the impressions that they tried to embody were
not theirs. Or rather: this is true for all the viewers except
for the director, because he, Robert Montgomery, played
Marlowe; thus, for him, and for him only, the subjective shot
35 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University Press, 2016).
36 C. Metz, “Problèmes actuels de théorie du cinéma” (1967), in Essais sur la signification au
cinéma, 2 vol. (Paris: Klincksieck, 1972): 35-86.
37 J. Mitry, The Aesthetics and Psychology of the Cinema: 210.
BARBARA GRESPI 31 AN-ICON
works. Put another way, in the subjective shots, Montgom-
ery would experience himself as another, by again embody-
ing the sensorial phantasms of his previous experience;
most of the time, he would live through an experience of
partial mirroring: proprioceptive but not optical.38
Sobchack addresses this analysis on two lev-
els. On one level, she expands Mitry’s critique by adding the
argument of the difficulties of simulating a proprioceptive
act. It is not just a matter of noticing the difference between
the spectator’s hands and the actor’s, but also the fact of
being forced to perceive differently from the way in which
the character would probably do so in reality. Indeed, the
subjective shots serve two simultaneous purposes: they
show the clues necessary to solve the mystery and at the
same time they show Marlowe’s perception in a believable
fashion. However, the fictional Marlowe would be interested
only in the inquiries, and not in his percipient self; for this
reason, Sobchack speaks of a difference in the intentional
focus that detaches the viewer from the character. In addi-
tion, our way of directing attention consists in moving our
eyes inside a visual field in which everything remains equally
sharp, even what we are not focusing on; on the contrary,
classical cinema deploys a marked in-focus and out-of-
focus procedure, it constructs clear and blurred zones of
visibility by regulating the focal point. So, the analogy be-
tween cinema and mind in Münsterberg’s theory (movie
techniques as metaphors of the processes of attention),
becomes for Sobchack an element which unmasks the
difference between man and machine. This is indeed the
second and more radical level on which Sobchack’s line of
argument is based, and it is so important that it overturns,
at least formally, Mitry’s reasoning.
Building on a Merleau-Pontyan version of phe-
nomenology, Sobchack challenged the semiotic distinction
between subjective and objective gaze and introduced the
38 I suggest something similar to the inspiring idea of the shot/counter-shot relationship in
terms of specular reflection without a mirror, as proposed by A.C. Dalmasso, “Le plan subjectif
réversible: Sur le point de vue au cinéma à partir des écrits de Merleau-Ponty”, Studia
Phaenomenologica, XVI (2016): 135-162.
BARBARA GRESPI 32 AN-ICON
concept of the film’s body, meaning “an intentional instru-
ment able to perceive and express perception”.39 From this
standpoint, the film’s materially nonhuman (but percipient)
body presents the world subjectively to the spectator’s eye.
Consequently, the movie camera sees a character and
sees him/her seeing with the same degree of subjectivity
(its own). It can disguise itself totally as them, by attributing
to them a temporary responsibility for the visible percep-
tion, but not without a great effort.40 This is indeed the true
unbridgeable difference between bodies in the subjective
structure of the gaze: not between the body of the spectator
and the body of the character, but between the machine’s
body (“the non-human embodied film”) and the actor’s, and
even more so, the spectator’s body. On the surface, we
are dealing with an inversion of perspective, but in reality,
it is a convergence: the film’s gaze overwrites that of the
character whether we define the machine as an object (but
always from a phenomenological perspective: Mitry), or as
a subject (a sentient body: Sobchack).
In the years between Mitry’s volume and Sob-
chack’s, the supporters of the subjective gaze proliferated,
with some epochal contributions;41 but when Metz closes
that chapter with his Impersonal Enunciation, we come
back, in a sense, to the beginning. Metz comes from his
book on cinema and psychoanalysis, where he differentiat-
ed a form of primary identification (with the camera) from a
secondary one (with the character), so he is already inclined
to elaborate on the reflexive role of the apparatus. But Im-
personal Enunciation starts by arguing, exactly as Sobchak
does, that the “semi-subjective shot” discovered by Mitry
– an over-the-shoulder shot directed along an axis which
more or less aligns with the character’s point of view – is
the best form of subjectivity; firstly, because it also shows,
even if partially, the body of the perceiver, a necessary
39 V. Sobchack, The Address of the Eye: 247.
40 Ibid.: 231.
41 See the still indispensable F. Casetti, Inside the Gaze: The Fiction Film and Its Spectator
(1986) (Bloomington: Indiana University Press, 1998).
BARBARA GRESPI 33 AN-ICON
factor to encourage identification,42 and secondly, because
it makes you sense the presence of a second gaze that
perceives the percipient. In conclusion, even leaving phe-
nomenology and remaining in the sphere of semiotics, the
point is this: the subjective shot is not an empty mould
for the spectator’s gaze and body, it is rather a place for
redoubling: it “performs above all a double doubling of
the enunciative moment […] it doubles at a stroke the site
[foyer] that shows via him, and the spectator, who sees
via him […] subjective image is reflexive but not a mirror. It
does not reflect itself; rather, it reflects the source and the
spectator”.43
From this standpoint, the subjective shot be-
comes a reproduction en abyme of the projection: we could
probably rethink also the idea of the first person shot in VR
(and XR) along this line; there the beholder’s body-gaze,
apparently implied at every level, is rather to be construed
in its radical coincidence with the machine of visibility.
In conclusion, when we talk about subjectivity
in the image, we talk about a reflexive form in which the
movie makes itself visible44 (through the character’s eye or
through other stylistic strategies and non-human bodies,
so-called “enunciating entities”). Still, exploiting a fictional
identity not to access the physical world but some form of
Phantasie, to re-use a Husserlian word, means to introduce
a further enunciative level in which the character, unques-
tionably, mediates the visible with its Self, that is to say,
its own human and fictional subjectivity. This is what Mitry
meant, probably, when he maintained that mental images
plead the cause not so much of the mental but of subjectivity.
However, movies about people with supernatu-
ral faculties offer a range of fictional representations of men-
tal states more in tune with this idea of “impersonal subjec-
tivity”; in those cases, indeed, the character’s altered states
42 Mitry argued first that to adopt a gaze, one must have seen the body of this gaze; see the
development of this idea in E. Branigan, Point of View in the Cinema: A Theory of Narration
and Subjectivity in Classical Film (Amsterdam-New York-Berlin: Mouton, 1984).
43 C. Metz, Impersonal Enunciation, or The Place of Film: 106.
44 Unless you think of the distribution of knowledge and the positioning of the narrator
towards the diegetic universe (Genette’s focalization).
BARBARA GRESPI 34 AN-ICON
are not to be explained through psychology, but through
their function as human machines of vision (symmetrical
to Sobchack’s cinematic machine as non-human body).
Fig. 2. David Cronenberg, The Dead Zone, 1983. Screen capture.
In The Dead Zone (David Cronenberg, 1983) (Fig.
2), the visions of John, who awakens from a coma lasting
nearly five years, traverse his body and materialize around
him. There is a physical support (an image-thing) where the
“data” of the events that John is able to “hallucinate” are
stored, and it is the body of the person who experienced
them: each vision is generated by the contact between
John’s hand and that of the subject, whose past or future
is in question; the handshake produces tremors, signals
travelling through the clairvoyant’s body and reaching his
eyes, which at this point “project”45 the images (images-ob-
jects) into the environment, and not without pain (the same
consumption suffered by the protagonists of Until the End
of the World). John becomes a visitor to these virtual spac-
es, which he experiences with his body, while the specta-
tors experience his hallucination as their own not by vir-
tue of an unconditioned adhesion of gazes (the subjective
shot), but rather by virtue of a plurality of subjectivisations
45 See the idea of divination as projection in one of the figures who inspired Jean Mitry’s
thinking, known as Dr. Allendy: “The fortune tellers […] do nothing but project on reality
something which doesn’t possess in itself any determination, a latent image that is inscribed
in it — and therefore we can understand all the techniques of divination as projection on reality
of an inner and obscure sense” (our translation and emphasis). See Dr. Allendy [René Allendy],
“La valeur psychologique de l’image”: 99-100.
BARBARA GRESPI 35 AN-ICON
which renders the visible a place for the emergence of
the gaze.46 In his first vision, John hallucinates the fire in
which the daughter of his nurse could die: the hospital
room is transformed into the child’s bedroom, including
John’s bed, suddenly surrounded by toys, teddy bears and
flames. The vision is subjectified in a complex and multiple
fashion: a rightward gaze opens the imaginary field with
a classic subjective shot, and a leftward gaze brings the
field back to reality; however, between the two gestures,
the camera starts to wander in a mental space-time until it
includes John, whose eyes have ceased to bear the sight
of the images, while his voice remained altered as it is in
his state of hallucination. In the most memorable of the
visions, which concerns the young victim of a serial killer,
John’s subjective shot projects the imaginary gazebo in
which the murder took place; but his close-up was already
“subjectified” before his visions, because his face no longer
immersed in the darkness of the night (the actual present),
but surrounded by a diffused glow, the one that was there
at the moment of the crime (the virtual past); this abrupt
change of illumination intimates that John is already part
of his hallucination. His entrance into the virtual world, his
artificial presence on the scene of the crime, right behind
the victim, but invisible, is a quintessential cinematic scene.
John ends up in the image almost accidentally: a dolly starts
moving slowly and brings into the frame his figure, almost
by chance; it is thanks to a slightly excessive movement
that we can see our vision together with its source. And
it is precisely this ghostly, casual and plural presence that
characterizes the cinematic experience; it is difficult to think
that it could be replicated in immersive media, like VR,
where there is, at least for the moment, no possibility of
detaching the spectator’s gaze from the “projector”.
46 See the idea of “plan subjective réversible” and of the film as a “visible surface cracked by
different gazes” from the Merleau-Pontyan perspective adopted by A.C. Dalmasso, “Le plan
subjectif réversible”: 140 (our translation).
BARBARA GRESPI 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
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] | Between the mind
and the senses:
Jean Mitry’s approach
to cinematic consciousness.
Toward an idea of the virtual
image in the cinema
by Barbara Grespi
Mitry
(I)
Husserl
Mental state
Projection
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Between the mind and
the senses: Jean Mitry’s
approach to cinematic
consciousness.
Toward an idea of the vi1 rtual
image in the cinema (I)
by Barbara Grespi
Abstract Representing altered states of consciousness,
even through the most phantasmal of technical images, is
an inherent contradiction; once we attribute a physical body,
i.e. objectivity, to mental images, we deny what Husserl
considers their very essence. Jean Mitry draws from this
assumption when discussing filmic access to mental states
from a phenomenological perspective. The following essay
reconsiders Mitry’s contribution with specific reference to
the role of projection, technically and metaphorically speak-
ing, in the cinematic technique and imagination; this, with
the intention of suggesting some crucial questions for the
comparison between the filmic forms of the visible and
those inaugurated by the technology of the virtual.
Mitry Husserl Mental state Projection Imagination
To quote this essay: B. Grespi, “Between the mind and the senses: Jean Mitry’s approach
to cinematic consciousness. Toward an idea of the virtual image in the cinema (I)”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 17-36
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
into the project “Dipartimenti di Eccellenza 2018-2022” attributed by Ministero dell’Istruzione,
Università e Ricerca (MIUR).
BARBARA GRESPI 17 AN-ICON
Le cinéma transforme l’écran en une image d’image.2
A silver visor, you would say an ancestor of a
VR headset were it not for the cap that wraps around the
lower part of the skull. It causes a sharp pain in the eyes
and its function is not to watch images, but to record
them, like an ordinary video camera. Nevertheless, it has
no lens but two satin panels, one for each eye. From the
outside, you can see the signal of a scanner running; fr m
the inside, the captured images appear on two side-by-side
screens. It is the device invented by Wim Wenders for Until
the End of the World (Bis ans Ende der Welt, 1991) (Fig.1),
in the story, a prototype which all the great world powers
are hunting down in the fevered climate of the end of the
millennium. Its camera captures the biochemical event of
vision, that is, not only what you see but also how your
brain reacts to the perceived images, collecting electrical
stimuli directly from the nerves. The recorded “visual”
impulses can thus be transmitted to the brain of another
person, even a blind one, and this allows them to see
without using the retina. Still, as the story progresses, the
machine evolves into something even more complicated: a
technique for extracting from the mind images which are
completely independent of sight and correspond to pure
imagination, dreams or memories. Sight translated into
data gives birth to “artificial” images, segmented in a grid
and the result of numbers; imagination, on the other hand,
has pictorial qualities, strong colours and blurred
borders. Sci-fi cinema provides a long list of vision
machines, but Wenders’ possesses a special allure,
balanced, as it is, between the old and the new.
2 Dr. Allendy [René Allendy], “La valeur psychologique de l’image”, in AA.VV., L’art
cinématographique (Paris: Felix Alcan, 1926): 75-103, 77.
BARBARA GRESPI 18 AN-ICON
Fig. 1. Wim Wenders, Until the End of the World
(Bis ans Ende der Welt), 1991. Screen capture.
Between cinema and VR: an exquisitely optical
prosthesis, it creates abstract images, devoid of somatic
and sensory traces, but at the same time it is a medium of
intersubjectivity, which allows the exchange of visions at a
neural level. It is a digital device, but also a truth machine:
it records, documents, reflects even the unconscious, or
the deepest levels of our psyche. It represents the cinema
in its increasingly sharp juxtaposition to other technologies
of the contemporary era, such as VR: the first in perpetual
balance between body and mind, the second completely
biased towards the sensory.
The representation of mental acts in cinema
is always, as in Wenders’ movie, a metafilmic moment in
which the image consciousness is elaborated, together with
the ways in which multiple factors, material and immaterial,
contribute to it, including the gaze and its structure. In the
following pages, by rediscovering Jean Mitry’s reading of
Husserl’s thinking, we will discuss the role of projection,
technically and metaphorically speaking, in filmic access
to the mental; this with the intention of bringing out some
crucial questions for the comparison between the cinematic
forms of the visible and those inaugurated by the technol-
ogy of the virtual.
BARBARA GRESPI 19 AN-ICON
The mental image and the filmic image
Beyond what they represent, filmic images are
“situated” in a space halfway between the mental and the
real: the iconic stream that the spectator sees flowing would
not exist outside his or her mind, which integrates and
merges the perception of the single frames thus creating
the movie. Even before the birth of cinema, the paradoxi-
cal nature of the moving image struck William James, who
referred to it to describe consciousness in terms of a zoe-
trope: just as that optical toy produces effects of continuity
by making discontinuous fragments flow, so the conscious-
ness merges its sequences of scattered and uninterrupted
micro-perceptions into an illusory whole.3 The similarity
between the film and the activity of the mind will be at the
core of one of the first essays in film theory, The Photoplay
by Hugo Münsterberg, a former student of medicine who
converted to psychology under the influence of Wilhelm
Wundt, and later became James’s colleague at Harvard.4
The reference to James’s metaphor of the zoetrope allows
us to understand what Münsterberg meant by suggesting
that photographic images had been estranged from physi-
cal reality once they had achieved movement – contrary to
what one might naturally think – and were brought closer
to the reality of consciousness.
The massive outer world has lost its weight, it has been freed from
space, time, and causality, and it has been clothed in the forms of
our own consciousness. The mind has triumphed over matter, and
the pictures roll on with the ease of musical tones.5
Münsterberg develops a precise parallel be-
tween cinema and mind, seeing the main filmic techniques
3 “Is consciousness really discontinuous, incessantly interrupted and recommencing (from
the psychologist’s point of view)? And does it only seem continuous to itself by an illusion
analogous to that of the zoetrope? Or is it at most times as continuous outwardly as it inwardly
seems?”. W. James, The Principles of Psychology (Create Space, 2017): 125.
4 M. Münsterberg, Hugo Münsterberg: His Life and Work (New York: Appleton & Co., 1922): 21-22.
5 H. Münsterberg, “The psychology of the photoplay” (1916), in A. Langdale, ed., The
Photoplay: A Psychological Study and Other Writings (New York-London: Routledge, 2002):
153-154.
BARBARA GRESPI 20 AN-ICON
as reflecting the activities of consciousness, such as atten-
tion (corresponding to the close-up and the shifting from
in-focus to out-of-focus), memory (represented by flash-
back as enclosure of the past in the present) and emotion
(in its development, according to William James, from a
kinesthetic sensation).6 This early conception of the mind
as a movie justifies the most common visual rhetoric that
complemented the representation of a character’s mental
acts: fading, superimposition, soft focus. Becoming con-
solidated precisely in the years in which Münsterberg wrote
his essay, these optical effects aim at framing a segment
of the visible within a zone which is not real and not certain,
just as the discontinuous hyphens of the thinking bubbles in
comics highlight the difference between a thought spoken
out loud and one which remains unspoken in the charac-
ter’s mind. Transitions in classical cinema in essence pro-
duce the slow fading of the actual into the mental, evoking
an idea of the mind as a place of weakening, intermingling
and metamorphosing of sensory input.
These narrative fragments which interrupt the
flow of the film by jumping onto a different level and moving
beyond the diegetic physical reality, are thus presented and
interpreted as the “contents” of a fictional consciousness;
this implies believing that the human mind operates by
storing impressions derived from perception in the shape
of ghostly pictures to be inspected, when needed, by the
mind’s eye. We are familiar with this notion, its ancient roots
and its points of junction with modern thinking,7 as well as
its confutation by phenomenology, whose intake is crucial
but still difficult to integrate into studies of the imagination.8
Even a thinker like Sartre who tries to get rid, precisely
through Husserl, of the idea of the mind as a repository of
images, was victim to the same “illusion of immanence” that
6 Münsterberg shares the Jamesian perspective (the famous: “we do not weep because
we are sad, but we are sad because we weep”). H. Münsterberg, “The psychology of the
photoplay”: 107-108.
7 See the ancient idea of the mind as a room furnished with images in F.A. Yates, The Art of
Memory (New York-London: Routledge, 1966).
8 See for instance J. Jansen, “Imagination: phenomenological approaches”, in M. Kelly, ed.,
Encyclopedia of Aesthetics (Oxford: Oxford University Press, 2014): 430-434.
BARBARA GRESPI 21 AN-ICON
he intended to criticize once he admitted the existence of
a “psychic object” (the analogon) and presented it as the
mediator of the imaginative process.9
Sartre is very much present in Esthétique et
psychologie du cinéma by Jean Mitry, the massive trea-
tise in two volumes written by the French critic, activist
and director between 1963 and 1965,10 a work capable of
bridging, as Dudley Andrew wrote, the formalism of clas-
sical theory with emerging semiotics.11
The second volume, centered on form and cin-
ematic language, is the best known and most appreciated,
while volume one, particularly eclectic, has suffered from
an evident removal, also highlighted by the significant cuts
made in current French and English editions.12 Here we
find the first remarkable confrontation of film theory with
Husserl, an attempt recognized by the pioneers of the phe-
nomenological approach to cinema, but never investigated,
and even dismissed, in the numerous developments of this
branch of study.13 Mitry discusses precisely the theme of
mental images, which Husserl brought together under the
umbrella term of Phantasie, to indicate both the ensem-
ble of images devoid of physical support and the act of
imagination through which they “appear” (erscheinen).14
It is an act of imagination that which gives shape to a
physical image, deposited on a support and capable of
9 Casey recognized the error. See E.S. Casey, “Sartre on imagination”, in P.A. Schilpp, ed.,
The Philosophy of Jean-Paul Sartre (La Salle: Open Court 1981): 16-27.
10 J. Mitry, Esthétique et psychologie du cinéma (vol. I: Le structure, and vol. II: Les formes)
(Paris: Editions Universitaires, 1963, 1965). A useful rediscovery of Mitry’s contribution to film
theory in: M. Lefebvre, “Revisiting Mitry’s Esthétique et Psychologie du Cinéma at Fifty”, Mise
au point [online], no. 6 (2014), accessed February 20, 2021.
11 See D. Andrew, The Major Film Theories: An Introduction (Oxford: Oxford University
Press,1976): 181ff.
12 The current English edition The Aesthetics and Psychology of the Cinema (Bloomington:
Indiana University Press, 1997) was translated from the abridged French edition of 1990. We
will quote from this book, unless otherwise specified.
13 Vivian Sobchack recognizes his engagement in a Husserlian phenomenology of
cinema – see her The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 29 – while A. Casebier, Film and Phenomenology: Toward
a Realist Theory of Cinematic Representation (Cambridge-New York: Cambridge University
Press, 1991) prefers to lean upon Baudry. Christian Ferencz-Flatz and Julian Hanich dismiss
Mitry’s idea of mental image as a distortion of the phenomenological arguments. See their
stimulating introduction “What is film phenomenology?” to “Film and phenomenology”, Studia
Phaenomenologica XVI (2016): 36.
14 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925) (Dordrecht:
Springer, 2005).
BARBARA GRESPI 22 AN-ICON
depicting an absent entity (Bildvorstellung), as well as that
which creates mental images (Phantasievorstellung), which
are by no means comparable to “iconic contents” of the
consciousness, but rather to be understood as intuitions
based on “sensorial phantasms”.15 Mitry does not refer to
these precise pages of Husserl, whose essential theses
are however echoed, but rather he remodels phenomenol-
ogy under the influence of his experience of the cinema.
Esthétique et psychologie du cinéma stems indeed from a
general philosophical position – a unique case in film theory,
if we exclude Deleuze’s two tomes – a thesis in which it is
of primary importance to define the role of perception by
mediating among Husserl’s theses, Sartre and psychology.
In Mitry’s interpretation of intentionality, per-
ception is an act based on sensory impressions but is
not reduced to them; consciousness completes them, by
extracting an object from the undifferentiated continuum
that constitutes matter and hence giving form, by difference,
also to the subject. Consciousness is based on mental
images, which are not residues of ocular perception which
have survived in the absence of the object, and nor are they
entities existing in themselves and of which thought could
avail itself; they are rather forms through which thought
became aware of itself. With this idea, Mitry gets rid of the
metaphor of consciousness as a receptacle of data and
substitutes it with that of consciousness as a reflex of per-
ception. With perception in the absence of the object, that
is Phantasie, the glare of consciousness is, so to speak,
one-way: “the mental image is the product of a wish di-
rected toward the object which we know to be absent [...]
it is the consciousness of that wish becoming ‘known’ in
the object of its volition”.16
15 In Husserl called precisely “Phantasmen”. In the comment on Husserl’s theory of
imagination, we follow C. Calì, “Husserl and the phenomenological description of imagery:
some issues for the cognitive sciences?”, Arhe 4, no. 10 (2006): 25-36 and Husserl e
l’immagine (Palermo: Aesthetica Preprint, 2002): 113-114.
16 J. Mitry, The Aesthetics and Psychology of the Cinema: 35-36.
BARBARA GRESPI 23 AN-ICON
The moving image consciousness
Mitry’s starting point, therefore, is not the cin-
ematic representation of consciousness, but the mental
images that become part of the imaginative process; this
process is extremely important in cinema, a medium which
powerfully simulates the real but at the same time possess-
es a deep-rooted ghostly nature. According to Mitry, this
double character of cinema is reflected by the two kinds
of signs of which it is composed: linguistic and psycholog-
ical signs; linguistic signs give shape to the filmic images
(through a grammar of the visible), psychological signs con-
struct mental images (with the collaboration of the spectator).
To understand how these two “signs” intersect
in the beholder’s experience, it is necessary to come back
to Husserl and his well-known tripartition regarding image
consciousness, which is not clearly referenced in Esthétique
et psychologie du cinema, but still recognisable in many
lines. Husserl’s classification is based on three perceptive
dimensions: the first is the “image-thing” (Bildding), that
is, the concrete material of which the image is made, its
support; the second is the “image-object” (Bildobje t), that
is, the immaterial object which depicts something (the ide-
al content of a series of perception);17 the last is the “im-
age-subject” (Bildsujet), that is, the depicted subject (the
referent in the real world).18 A subtle but substantial differ-
ence separates the image-thing from the image-object: if
the support were damaged or destroyed (for instance, if a
canvas was torn), the image-object would not be affected,
because it does not possess a real existence, neither inside
nor outside of consciousness (only a complex of sensations
experienced by the spectator in front of the pigments exists,
as well as the way in which he invests it with intentionality,
by creating image consciousness). This component is more
easily understood in the case of the mental image, which
17 In Mitry’s words, see J. Mitry, The Aesthetics and Psychology of the Cinema: 27.
18 I use this expression, although I am aware that between the image and the subject
there is not properly a semiotic relationship. See C. Rozzoni, Nell’immagine: Realtà, fantasia,
esperienza estetica (Milan: Le Monnier, 2017): 9.
BARBARA GRESPI 24 AN-ICON
lacks a material support, in contrast to the physical image.
Still, there is a minor difference between the two, because
what matters is their common capacity of actualizing absent
objects (that is to say, making them present). The illusion
of presence is based on the production of sensorial phan-
tasms that allow us to guess how an object would be if it fell
under the sphere of our senses, for instance touch or hear-
ing, but first and foremost sight.19 An “optical” phantasm
makes us intuit how a specific object would appear to our
gaze within a particular environment, and this imaginative
act covers our perception, albeit not totally. Indeed, the
mental image as well as the physical image insert them-
selves into the perception in a contrastive way, that is, not
fully covering and substituting our reality, but allowing us
to keep it alive. It is not a question of greater or lesser illu-
sionistic power (some images could appear so real to be
mistaken for reality), and neither of frames (a more or less
marked discontinuity in the space where they are situated),
rather it is a matter of time: Husserl points out that this is
more the contrast between the time of the image-object
and the actual present,20 to which our body belongs above
all (but also the Bildding, if we are talking about physical
images). Here below, the echo of these concepts in Mitry:
We have seen that the mental image presents a reality both vi-
sualized and recognized as absent. If, as I write these lines, I think
of my car in the garage, I can see it perfectly well, mentally - or,
at least, I can see a certain aspect of it - but I am seeing it as not
present. It appears to my consciousness as an image certifying
the absence of what I am thinking about - more especially since,
19 This is what was brightly called an “artificial presence”. See L. Wiesing, Artificial Presence:
Philosophical Studies in Image Theory (Stanford: Stanford University Press, 2010).
20 “[The image-thing] bears within itself the characteristic of unreality, of conflict with the
actual present. The perception of the surroundings, the perception in which the actual present
becomes constituted for us, continues on through the frame and then signifies ‘printed paper’
or ‘painted canvas’”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925):
51 (emphasis in the original). On this base, I suspect that we should abandon the optical idea
of the frame when we face an environmental image (like VR), and rethink it in corporeal terms,
considering the spectator’s real body as the border; indeed, you always have the possibility to
leave the artificially present world not by seeing outside of the image, but certainly by touching
the surrounding space and objects (or people), that is, paradoxically, becoming aware of the
unreal in the very moment in which we get the chance to imagine the real through our body
(thus in a perfect inversion of the cinematic relationship between reality and imagination).
BARBARA GRESPI 25 AN-ICON
in so doing, I do not stop perceiving the world impinging on me
from all sides. The mental image is therefore a product of the will
standing in opposition to our normal perception of the world and
its objects and which, though coexisting with it, becomes more
isolated the more directly in opposition it stands.21
Mitry realises that these ideas are of great im-
portance for the analysis of cinematic images, which had
also attracted Husserl’s attention, albeit fleetingly. The great
philosopher’s reflections about the art of the twenty-century
concern the repeatability of cinematic screenings such as
to leave the image-object unaltered,22 and the intensity of
the actualization produced by filmic images, so high as to
reduce the perception of the image-thing to the minimum.
“Deception and sensory illusion of the sort belonging to
panorama images, cinematographic images, and the like”,
he wrote, “depend on the fact that the appearing objects
in their whole appearing state are slightly or imperceptibly
different from the objects appearing in normal perception.
One can know in these cases that these are mere image
objects, though one cannot vitally sense this”.23 His ger-
minal reflection on cinema has been taken up by some
important contributions, mainly centered on the relation-
ship between consciousness and true believing and on
the interplay between actor and character;24 but the path
indicated by Mitry is just as interesting and perhaps more
in line with Husserl’s suggestions. Mitry wrote:
Stuck to a cellulose base, projected onto a screen [...] the film image,
in contrast with the mental image, is objectively present; but, like
the mental image, it is the image of an absent reality, a past real-
ity of which it is merely the image. Its concrete reality is that it is
21 J. Mitry, The Aesthetics and Psychology of the Cinema: 82-83.
22 “If I let a cinematographic presentation run off repeatedly, then (in relation to the subject)
the image object in the How of its modes of appearance and each of these modes of
appearance itself is given as identically the same image object or as identically the same mode
of appearance”. E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 646.
23 E. Husserl, Phantasy, Image Consciousness, and Memory (1898–1925): 146.
24 See C. Rozzoni, “Cinema Consciousness: Elements of a Husserlian Approach to Film
Image”, Studia Phaenomenologica, XVI (2016): 294-324; J. Brough, “Showing and Seeing:
Film as Phenomenology”, in J. D. Parry, ed., Art and Phenomenology (New York-London:
Routledge, 2010): 192-214.
BARBARA GRESPI 26 AN-ICON
fixed to a support and is thus objectively present and analyzable.
The reality recorded on the celluloid strip is at all times capable of
being projected. In this sense, projection is a kind of “actualization”
in the same way as the mental image.25
In these lines, a central question arises: in cin-
ema, the act of making something present (“actualization”,
he writes, alluding specifically to Husserl) takes place in
the very moment of projection, because the strip of film is
only a “latent movie”; according to Mitry, the celluloid is
the main support (the image-thing), while the screen un-
balances perception from the thing to the object, allowing
movement to be seen. Neither the destruction of the film,
nor even a scratch in the screen cancels the object-film,
which, as we said, is that ideal content which, though cre-
ated during the projection, survives it – as Orson Welles’
Don Quixote never ceases to teach us, a foolish spectator
who stabs the white screen with his sword in an attempt to
heroically oppose his enemies of light and shadow. Welles
shows that the screen is not the canvas, is not one and the
same with the image, which resists its destruction, both
because it is anchored to another, more real support, and
because it lives in the mind, paradigmatically in that of the
visionary Don Quixote. The celluloid is more similar to the
concrete materials of the painter, so much so that the di-
rector selects carefully its size and sensitivity, while he can
do nothing with the surface of the screen. But if we look
back at the origins, we find the two supports imploded
into each other: in pre-cinema, frame and screen coincide,
because the illusion of movement, for instance in Muto-
scope, depends on the flow of photographs bound one on
top of the other, within the screen format created by their
borders: the “book”.
Do we have thus a double “thingness” in the
filmic image? And if so, is it not a fundamental prop-
erty of all technical images,26 even in the many variants
25 J. Mitry, The Aesthetics and Psychology of the Cinema: 31, 83.
26 This is perhaps another way to interpret the idea of technical images as proposed by V. Flusser,
Into the Universe of Technical Images (1985) (Minneapolis: University of Minnesota Press, 2011).
BARBARA GRESPI 27 AN-ICON
of the analogue, but also digital system? The material cin-
ematic film behaves like photosensitive paper in photogra-
phy, or data code in the digital system, while the shadows
projected on the screen correspond to the photographic
positive, and to the extraction of the mpeg file on the dis-
play. From photography onwards,27 to codify an image and
to visualize it, that is to render it accessible to the human
eye, became two different and not necessarily concurrent
processes; obviously, with the transition to digital, the gap
between the two moments widens, because there the ma-
trix is no more a first, far-fetched or incomplete visualization
of the subject, but its translation into a numerical language,
not accessible to the senses, and thus potentially shared
only by machines.28 But the point is: to develop a theory of
cinematic image anchored to the process of visualization
instead of that of encoding – focusing at the same time on
the spectator because, as Münsterberg said, without him
the image in motion simply does not exist – we have to work
on the intersection between the physical and the mental.
By a different route, Tom Gunning drew similar
conclusions, when he re-launched the theory of realism
moving from Metz’s brief incursion into phenomenologi-
cal territory;29 Gunning is not a supporter of the deviation
toward the mental, but certainly an adversary of Peirce’s
indexicality when used to reduce the impression of reality
in cinema to the sole photographic base. Thomas Elsaess-
er, on the other hand, is not a phenomenologist but he
rediscovered the “mental side” of cinema when he drew
the distinction between the transmission of the image to
the human senses and its recording through traces, rather
than optical geometry. Indeed, he saw the model of this
process in the human memory, as Freud had conceived it
(that is like a Mystic Writing Pad), and proposed to re-start
27 But not in its daguerreotype version, which did not use the positive-negative reverse
process: the metal film plate in the camera was developed as a positive and as a unique copy.
28 On this topic see: F. Casetti, A. Pinotti, “Post-cinema ecology”, in D. Chateau, J. Moure,
eds., Post-cinema: Cinema in the Post Art Era (Amsterdam: Amsterdam University Press,
2020): 193-218.
29 C. Metz, “On the impression of reality in the cinema”, in Film Language: A Semiotics of the
Cinema (New York: Oxford University Press, 1974): 3-28, discussed by T. Gunning, “Moving
away from the index: cinema and the impression of reality”, differences 18, no. 1 (2007): 29-52.
BARBARA GRESPI 28 AN-ICON
the theoretical discourse about cinema from its nature of
interface between data and the human senses, in the key
of an archaeology of the digital.30
These excellent contributions are perfectly in
tune with Mitry’s emphasis on projection as a Husserlian
moment of actualization, an effect in which the perception
of physical image intersects with mental envisioning; in it
“the film frame merely takes the place of the mental image
with all the force of its credible reality”.31 Moreover, Metz
quoted by Gunning builds on Mitry in his analysis of the
“filmic mode”, which he defines “the mode of presence”,32
thinking not of a state of sensory overwhelming, but of an
active consciousness made up of the mental reflexes of
perception. Nevertheless, the mental, though it is a reflex
and a logic of the images, is precisely what the film could
never make visible. “It is completely impossible to repre-
sent a mental image”, Mitry wrote, “since, having become
visual, it ceases to be mental”.33
The filmic image is helpless in the face of what
is not accessible to the sight or at least what no one has
ever seen; for this reason, Mitry would probably have ap-
preciated the frameless film by Douglas Gordon (Feature
Film, 1999), a video installation that basically consists of an
orchestra performing the full soundtrack written by com-
poser Bernard Hermann for the film Vertigo (Alfred Hitch-
cock,1958). On the two walls of the exhibition room, only
the conductor appears in large mirror projections. However,
the real images filling the room are not the physical ones
on the walls, but those which flow in the viewer’s mind
in correspondence with the musical notes: the sequence
where Kim Novak jumps into the bay under San Francisco’s
Golden Gate Bridge, or when she comes back in her green
suit like a ghost. The spectator experiences a kind of vision
30 T. Elsaesser, “Freud as media theorist: mystic writing pads and the matter of memory”,
Screen 50, no. 1 (2009): 100-113. Kuntzel already worked on the similarities between Freudian
model of memory and the cinema, see: T. Kuntzel, “A note upon the filmic apparatus”,
Quarterly Review of Film Studies, no. 1 (1976): 266-271.
31 J. Mitry, The Aesthetics and Psychology of the Cinema: 86.
32 C. Metz, “On the impression of reality in the cinema”: 4.
33 J. Mitry, The Aesthetics and Psychology of the Cinema: 209.
BARBARA GRESPI 29 AN-ICON
not based on retina, as the director himself reports, refer-
ring to interviews with spectators coming out of the gallery:
Vertigo is projected through the ears into the mind of the
person listening to Hermann’s notes.
States of mind and self projection
Are we to think, then, that only the absence of
images triggers imagination? And if it is totally impossible
to simulate the mental with the means of cinema, how shall
we construe the numerous attempts, since the origins of the
medium, to simulate altered states of consciousness? Mitry
argues that dream sequences, hallucinations and premo-
nitions are not the most mental but the most subjective,34
and in this he joins Wenders, whose machine will show
that the mental could be translated into the visible only by
sharing subjectivity. Therefore, the result of the cinematic
simulation of altered states depends on the ways in which
the movie makes the viewer slip into the consciousness
of a character, articulating his or her seeing and feeling
through the “subjective shot”.
Film theory has always juxtaposed two forms
of the cinematic gaze: the so-called objective shot, corre-
sponding to the simulation of a world that is completely
independent from every perception, be this human, animal
or belonging to other living and non-living species, and
the subjective shot, the simulation of a perceived world,
thus filtered at a sensorial and cognitive level through a
specific fictional identity. The analysis of these two modes,
together with other more nuanced ones, are part of the
glorious problem of the point of view in the cinema, a pro-
tagonist of the semiotic-narratological debate of the Eight-
ies and Nineties, also discussed towards the end of the
season in Vivian Sobchack’s phenomenology, which takes
up precisely Mitry’s contribution. The chapters about the
point of view in Esthétique et psychologie du cinéma are
indeed the best known and most discussed, even if, before
34 Ibid.
BARBARA GRESPI 30 AN-ICON
Sobchack, perhaps not fully understood. Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), was published only a year after Metz’s Impersonal
Enunciation, or the Place of Film (1991),35 and thus criticiz-
es the positions of the great semiologist, especially Metz
reading Mitry;36 but in reality, Impersonal Enunciation is a
point of encounter between the two authors.
Mitry is among the first to study in depth The
Lady in the Lake (Robert Montgomery, 1946), the film noir
shot almost entirely in subjective mode. Here we spectators
investigate in the shoes of the detective Philip Marlowe,
who is framed frontally only at the beginning and at the end
of the movie, while for the rest his eyes are our eyes and our
body is disguised in his. Mitry knows how to wonderfully
describe the way in which the spectators’ gaze follows the
character’s gait from the inside, striving to consider his feet
as their own, or the way in which they hold onto the railing
with him, trying to see their own hands in Marlowe’s. But
this attempt fails. They cannot recognize the image of their
own body. Rather they imagine themselves accompanying
the body of an Other, objectified, as all the rest is.
It is obviously not me climbing the stairs and acting like this, even
though I am feeling sensations similar to those I might feel if I were
climbing the stairs. I am, therefore, walking with someone, sharing
his impressions.37
Then when the famous sequence of the mir-
ror arrives, during which the face of Marlowe is reflected
(always from the character’s view), spectators are slight-
ly disappointed, Mitry apparently suggests. They have to
admit that the impressions that they tried to embody were
not theirs. Or rather: this is true for all the viewers except
for the director, because he, Robert Montgomery, played
Marlowe; thus, for him, and for him only, the subjective shot
35 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University Press, 2016).
36 C. Metz, “Problèmes actuels de théorie du cinéma” (1967), in Essais sur la signification au
cinéma, 2 vol. (Paris: Klincksieck, 1972): 35-86.
37 J. Mitry, The Aesthetics and Psychology of the Cinema: 210.
BARBARA GRESPI 31 AN-ICON
works. Put another way, in the subjective shots, Montgom-
ery would experience himself as another, by again embody-
ing the sensorial phantasms of his previous experience;
most of the time, he would live through an experience of
partial mirroring: proprioceptive but not optical.38
Sobchack addresses this analysis on two lev-
els. On one level, she expands Mitry’s critique by adding the
argument of the difficulties of simulating a proprioceptive
act. It is not just a matter of noticing the difference between
the spectator’s hands and the actor’s, but also the fact of
being forced to perceive differently from the way in which
the character would probably do so in reality. Indeed, the
subjective shots serve two simultaneous purposes: they
show the clues necessary to solve the mystery and at the
same time they show Marlowe’s perception in a believable
fashion. However, the fictional Marlowe would be interested
only in the inquiries, and not in his percipient self; for this
reason, Sobchack speaks of a difference in the intentional
focus that detaches the viewer from the character. In addi-
tion, our way of directing attention consists in moving our
eyes inside a visual field in which everything remains equally
sharp, even what we are not focusing on; on the contrary,
classical cinema deploys a marked in-focus and out-of-
focus procedure, it constructs clear and blurred zones of
visibility by regulating the focal point. So, the analogy be-
tween cinema and mind in Münsterberg’s theory (movie
techniques as metaphors of the processes of attention),
becomes for Sobchack an element which unmasks the
difference between man and machine. This is indeed the
second and more radical level on which Sobchack’s line of
argument is based, and it is so important that it overturns,
at least formally, Mitry’s reasoning.
Building on a Merleau-Pontyan version of phe-
nomenology, Sobchack challenged the semiotic distinction
between subjective and objective gaze and introduced the
38 I suggest something similar to the inspiring idea of the shot/counter-shot relationship in
terms of specular reflection without a mirror, as proposed by A.C. Dalmasso, “Le plan subjectif
réversible: Sur le point de vue au cinéma à partir des écrits de Merleau-Ponty”, Studia
Phaenomenologica, XVI (2016): 135-162.
BARBARA GRESPI 32 AN-ICON
concept of the film’s body, meaning “an intentional instru-
ment able to perceive and express perception”.39 From this
standpoint, the film’s materially nonhuman (but percipient)
body presents the world subjectively to the spectator’s eye.
Consequently, the movie camera sees a character and
sees him/her seeing with the same degree of subjectivity
(its own). It can disguise itself totally as them, by attributing
to them a temporary responsibility for the visible percep-
tion, but not without a great effort.40 This is indeed the true
unbridgeable difference between bodies in the subjective
structure of the gaze: not between the body of the spectator
and the body of the character, but between the machine’s
body (“the non-human embodied film”) and the actor’s, and
even more so, the spectator’s body. On the surface, we
are dealing with an inversion of perspective, but in reality,
it is a convergence: the film’s gaze overwrites that of the
character whether we define the machine as an object (but
always from a phenomenological perspective: Mitry), or as
a subject (a sentient body: Sobchack).
In the years between Mitry’s volume and Sob-
chack’s, the supporters of the subjective gaze proliferated,
with some epochal contributions;41 but when Metz closes
that chapter with his Impersonal Enunciation, we come
back, in a sense, to the beginning. Metz comes from his
book on cinema and psychoanalysis, where he differentiat-
ed a form of primary identification (with the camera) from a
secondary one (with the character), so he is already inclined
to elaborate on the reflexive role of the apparatus. But Im-
personal Enunciation starts by arguing, exactly as Sobchak
does, that the “semi-subjective shot” discovered by Mitry
– an over-the-shoulder shot directed along an axis which
more or less aligns with the character’s point of view – is
the best form of subjectivity; firstly, because it also shows,
even if partially, the body of the perceiver, a necessary
39 V. Sobchack, The Address of the Eye: 247.
40 Ibid.: 231.
41 See the still indispensable F. Casetti, Inside the Gaze: The Fiction Film and Its Spectator
(1986) (Bloomington: Indiana University Press, 1998).
BARBARA GRESPI 33 AN-ICON
factor to encourage identification,42 and secondly, because
it makes you sense the presence of a second gaze that
perceives the percipient. In conclusion, even leaving phe-
nomenology and remaining in the sphere of semiotics, the
point is this: the subjective shot is not an empty mould
for the spectator’s gaze and body, it is rather a place for
redoubling: it “performs above all a double doubling of
the enunciative moment […] it doubles at a stroke the site
[foyer] that shows via him, and the spectator, who sees
via him […] subjective image is reflexive but not a mirror. It
does not reflect itself; rather, it reflects the source and the
spectator”.43
From this standpoint, the subjective shot be-
comes a reproduction en abyme of the projection: we could
probably rethink also the idea of the first person shot in VR
(and XR) along this line; there the beholder’s body-gaze,
apparently implied at every level, is rather to be construed
in its radical coincidence with the machine of visibility.
In conclusion, when we talk about subjectivity
in the image, we talk about a reflexive form in which the
movie makes itself visible44 (through the character’s eye or
through other stylistic strategies and non-human bodies,
so-called “enunciating entities”). Still, exploiting a fictional
identity not to access the physical world but some form of
Phantasie, to re-use a Husserlian word, means to introduce
a further enunciative level in which the character, unques-
tionably, mediates the visible with its Self, that is to say,
its own human and fictional subjectivity. This is what Mitry
meant, probably, when he maintained that mental images
plead the cause not so much of the mental but of subjectivity.
However, movies about people with supernatu-
ral faculties offer a range of fictional representations of men-
tal states more in tune with this idea of “impersonal subjec-
tivity”; in those cases, indeed, the character’s altered states
42 Mitry argued first that to adopt a gaze, one must have seen the body of this gaze; see the
development of this idea in E. Branigan, Point of View in the Cinema: A Theory of Narration
and Subjectivity in Classical Film (Amsterdam-New York-Berlin: Mouton, 1984).
43 C. Metz, Impersonal Enunciation, or The Place of Film: 106.
44 Unless you think of the distribution of knowledge and the positioning of the narrator
towards the diegetic universe (Genette’s focalization).
BARBARA GRESPI 34 AN-ICON
are not to be explained through psychology, but through
their function as human machines of vision (symmetrical
to Sobchack’s cinematic machine as non-human body).
Fig. 2. David Cronenberg, The Dead Zone, 1983. Screen capture.
In The Dead Zone (David Cronenberg, 1983) (Fig.
2), the visions of John, who awakens from a coma lasting
nearly five years, traverse his body and materialize around
him. There is a physical support (an image-thing) where the
“data” of the events that John is able to “hallucinate” are
stored, and it is the body of the person who experienced
them: each vision is generated by the contact between
John’s hand and that of the subject, whose past or future
is in question; the handshake produces tremors, signals
travelling through the clairvoyant’s body and reaching his
eyes, which at this point “project”45 the images (images-ob-
jects) into the environment, and not without pain (the same
consumption suffered by the protagonists of Until the End
of the World). John becomes a visitor to these virtual spac-
es, which he experiences with his body, while the specta-
tors experience his hallucination as their own not by vir-
tue of an unconditioned adhesion of gazes (the subjective
shot), but rather by virtue of a plurality of subjectivisations
45 See the idea of divination as projection in one of the figures who inspired Jean Mitry’s
thinking, known as Dr. Allendy: “The fortune tellers […] do nothing but project on reality
something which doesn’t possess in itself any determination, a latent image that is inscribed
in it — and therefore we can understand all the techniques of divination as projection on reality
of an inner and obscure sense” (our translation and emphasis). See Dr. Allendy [René Allendy],
“La valeur psychologique de l’image”: 99-100.
BARBARA GRESPI 35 AN-ICON
which renders the visible a place for the emergence of
the gaze.46 In his first vision, John hallucinates the fire in
which the daughter of his nurse could die: the hospital
room is transformed into the child’s bedroom, including
John’s bed, suddenly surrounded by toys, teddy bears and
flames. The vision is subjectified in a complex and multiple
fashion: a rightward gaze opens the imaginary field with
a classic subjective shot, and a leftward gaze brings the
field back to reality; however, between the two gestures,
the camera starts to wander in a mental space-time until it
includes John, whose eyes have ceased to bear the sight
of the images, while his voice remained altered as it is in
his state of hallucination. In the most memorable of the
visions, which concerns the young victim of a serial killer,
John’s subjective shot projects the imaginary gazebo in
which the murder took place; but his close-up was already
“subjectified” before his visions, because his face no longer
immersed in the darkness of the night (the actual present),
but surrounded by a diffused glow, the one that was there
at the moment of the crime (the virtual past); this abrupt
change of illumination intimates that John is already part
of his hallucination. His entrance into the virtual world, his
artificial presence on the scene of the crime, right behind
the victim, but invisible, is a quintessential cinematic scene.
John ends up in the image almost accidentally: a dolly starts
moving slowly and brings into the frame his figure, almost
by chance; it is thanks to a slightly excessive movement
that we can see our vision together with its source. And
it is precisely this ghostly, casual and plural presence that
characterizes the cinematic experience; it is difficult to think
that it could be replicated in immersive media, like VR,
where there is, at least for the moment, no possibility of
detaching the spectator’s gaze from the “projector”.
46 See the idea of “plan subjective réversible” and of the film as a “visible surface cracked by
different gazes” from the Merleau-Pontyan perspective adopted by A.C. Dalmasso, “Le plan
subjectif réversible”: 140 (our translation).
BARBARA GRESPI 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
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] | Screening
the human mind:
A Deleuzian approach
to altered states
of consciousness
in cinema history.
Toward an idea of the virtual
image in theDeleuze
cinema (II)
by Giuseppe Previtali
Cinema
Temporality
Hallucination
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Screening the human mind:
A Deleuzian approach to altered
states of consciousness
in cinema history.
Toward an idea of the virtual
image in the cinema (II)
by Giuseppe Previtali
Abstract From its very origins, cinema has demonstrated
a particular interest in the representation of altered states of
consciousness: memories, visions, nightmares and dreams
are a common feature of narrative films and usually inter-
rupt a flow of events by inserting different temporalities in
the present of the story. Following the arguments explored
by Gilles Deleuze in his groundbreaking works on cinema,
this essay will address the issue of how narrative cinema
has represented altered states of consciousness. If in early
cinema of attractions altered states were represented as
physical realities intertwined with the world, classical Hol-
lywood films progressively exorcised the disruptive poten-
tial of such images by defining a visual grammar in order
to normalize them within the narrative. It will be modern
cinema which will focus on this issue in depth, given its
new interest in the link between the moving image and the
mechanisms of thought. In this regard, the essay will in
conclusion address the hallucinations experienced by Isak
Borg in Bergman’s Wild Strawberries, a complex and highly
illuminating case of various forms of altered mental states.
Deleuze Cinema Temporality Hallucination Bergman
To quote this essay: G. Previtali, “Screening the human mind: A Deleuzian approach
to altered states of consciousness in cinema history. Toward an idea of the virtual image
in the cinema (II)”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 37-50
GIUSEPPE PREVITALI 37 AN-ICON
Alfred Hitchcock’s Stage Fright (1950) begins
with a shot of a young couple (Jonathan and Eve) in a car.
We immediately understand that they are running from the
police and they are heading towards a dock. The girl asks
the man (who we will later recognize as her boyfriend) what
happened and, when Jonathan starts to tell his story (“I
was in my kitchen, it was about 5:00”) the close-up shot of
the two begins to fade out. He explains that earlier in the
morning he had received a visit from the singer and actress
Charlotte Inwood, who showed up at his house with a dress
covered in the blood of her husband. Jonathan managed
to sneak into Charlotte’s house but was glimpsed by the
housemaid and forced to run away. He later received a visit
from two policemen, from whom he was able to escape
only thanks to Eve. The description of this long sequence,
which corresponds to the first fifteen minutes of the movie,
would be incomplete without stressing the fact that Jona-
than’s tale will prove to be a lie, despite the fact that visually
it adopts those criteria of clarity, legibility and transparen-
cy which were typical of classic Hollywood cinema and in
which the spectator usually put his trust.
The exceptionality of this sequence and its ex-
emplarity in showing how the temporal dimension (the se-
quence is a recollection of a supposed past) and the mental
dimension (it is a false recollection of a certain character)
are linked, is such that Deleuze identifies in it the first ap-
pearance of the mental image in the history of cinema. This
crucial analysis, programmatically located in the last pages
of The Movement-Image, explicitly connects the distorted
evocation of the past and an altered state of conscious-
ness. It is precisely this relationship which, questioning the
omniscience of the spectator, heralds the advent of a new
kind of filmic image:
GIUSEPPE PREVITALI 38 AN-ICON
The mental image not only frames the others, but transforms them
by penetrating them. For this reason, one might say that Hitchcock
accomplishes and brings to completion the whole of the cinema
by pursuing the movement-image to its limits.1
Altered states of consciousness
in early and classical cinema
Deleuze’s arguments, which will later be dis-
cussed more extensively, attempt to address the excep-
tionality of Hitchcock’s movies in the context of classical
narrative cinema. However, it is important to recognize
that from its origins, cinema has continuously sought to
make visible altered states of consciousness. If film theory
immediately stressed the role of visual media in preserv-
ing the memory of what is absent (thus “presentifying” it),2
another of the great obsessions of cinema has to do with
“the aspiration to visualize what dwells in the human mind,
to represent thought, to exteriorize what is internal”.3 As
Dagrada acutely pointed out, this urge was not limited to
cinema itself, but was rather a common feature in the vi-
sual culture of the 18th and 19th centuries. Theatre, magic
lantern shows and optical toys were just some of the most
common examples of this interest shown in the visual ex-
ternalization of mental states. Cinema, nevertheless, played
a crucial role in this sense, given its specific ability to visu-
alize reality. Long before the institutionalization of classical
filmic syntax, early cinema developed a specific way of
visualizing mental states. What is peculiar to this historical
1 G. Deleuze, Cinema 1. The Movement-Image (Minneapolis: University of Minnesota Press,
1986): 204. The use of Deleuzean concepts in film studies is an established trend and this
paper follows this tradition addressing a perhaps slightly different problem. For a general
understanding of this theoretical link, see: P. Pisters, The Matrix of Visual Culture. Working with
Deleuze in Film Theory (Stanford: Stanford University Press, 2003); P. Maratti, Gilles Deleuze.
Cinema and Philosophy (Baltimore: John Hopkins University Press, 2008); D. Angelucci,
Deleuze e i concetti del cinema (Macerata: Quodlibet, 2012); D. Martin-Jones, W. Brown eds.,
Deleuze and Film (Edinburgh: Edinburgh University Press, 2012).
2 I am referring to the fundamental remarks by theoreticians such as A. Bazin, “The ontology
of photographic image”, in Id., What is Cinema? Vol. 1 (Berkeley: University of California Press,
204): 9-16 and R. Barthes, Camera Lucida (New York: Hill and Wang, 1981): 96. Moreover, see
the relevant passages in A. Boschi, Teorie del cinema. Il periodo classico 1915-1945 (Rome:
Carocci, 1998).
3 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot
(Brussels: Peter Lang,2014): 193.
GIUSEPPE PREVITALI 39 AN-ICON
period is that those states were not presented as individual
and abstract perceptions, but rather as phantasmagorical
apparitions, as forms of visual attraction.4 Hallucinations,
forms of altered perceptions,5 apparitions of demons and
other creatures were extremely common in early cinema,
to such an extent that it is often difficult to differentiate
clearly between these various types of altered conscious-
ness. Besides the different ways in which these images
are visually presented in early cinema,6 what needs to be
stressed here is the fact that these forms of alteration pos-
sessed a “physical nature”, a “potential interchangeability
with the real”.7 Consider for instance the case of Histoire
d’un crime (Ferdinand Zecca, 1901). The film begins with
the killing of a bank employee by a burglar and is built on
the juxtaposition of self-contained tableaux, in accordance
with the stylistic conventions of the time. When the burglar
is arrested and taken to prison, we see him sleep; here,
thanks to an explicitly theatrical solution, Zecca is able to
visualize what is at the same time both a dream and a rec-
ollection of key events of the character’s life. This form of
mise en abyme, which has more or less the same function
as thought balloons in comics,8 is typical of the period. It
confirms that, while the linguistic status of these “altered
images” was still unclear, early cinema already stressed the
problematic and still to be analyzed relationship between
the mental and the temporal dimension.
4 I use the term in the sense outlined in the influential study by T. Gunning, “The cinema of
attractions: early film, its spectator and the avant-garde”, in W. Strauven, ed., The Cinema of
Attractions Reloaded, (Amsterdam: Amsterdam University Press, 2006): 381-388.
5 Consider for example the hallucinatory drunkenness represented in Rêve à la lune (1905)
or the nightmarish consequences of the main character’s dinner in Dream of a Rarebit Fiend (1906).
6 For an inventory of these techniques, see E. Dagrada, Between the Eye and the World. The
Emergence of the Point-of-View Shot: 197-210.
7 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot:
198. Later on, the concept is further emphasized as follows: “The objective physical quality
forcefully inscribed into the continuity between subjective oneiric space and waking space
characterizes all forms of representation of dreams developed by early cinema. It is not
surprising, then, that in this context […] mixing the objective and the subjective, oneiric
representation simultaneously assumes both the material characteristics of a physical
apparition and the supernatural characteristics of a clairvoyance, as if it constituted a magical
way of communicating with somewhere else, a place that is just as real, but also supernatural”,
ibid.: 205. Even if here the author speaks explicitly of dreams, her argument seems to be
applicable to all the types of altered consciousness explored by early cinema.
8 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema (Venice: Marsilio, 2004):
93. If not otherwise stated, the translations of Italian texts are always the author’s.
GIUSEPPE PREVITALI 40 AN-ICON
Fig. 1. Ferdinand Zecca, Histoire d’un crime, 1901
With the institutionalization of the film industry
and its language, the various manifestations of the mental in
early cinema were progressively neutralized and reduced to
figures of altered temporality.9 The variety of mental states
encountered in the cinema of attractions, and the different
stylistic devices used to present them, were replaced by
recurrent and recognizable linguistic elements which neu-
tralized the subversive potential of mental images in a con-
text in which a clear and coherent narrative was required.10
The case of A Letter to Three Wives (Joseph L. Mankiewicz,
1949) is emblematic in this sense. The protagonists of this
sentimental drama are three women who receive, from a
fourth woman, a letter stating that one of their husbands
has run away with her. Haunted by doubt, each of the
three gives rise to a flashback in which she remembers a
specific episode of her life. The second flashback, which
has as its protagonist Rita (a radio writer married to a mod-
est but proudly intellectual teacher), is highly instructive
9 I am specifically referring to the flashback as a form of visualization of the past. On the
various types of flashback, see at least: Y. Mouren, Le flash-back (Armand Colin: Paris, 2005);
F. Centola, Il flashback nel cinema. Il tempo riavvolto nell’eterno presente cinematografico
(Novara: UTET, 2019). For a theoretical and historical introduction to the topic, M. Turim,
Flashbacks in Film: Memory & History (London-New York: Routledge, 2013). On the role of
flashback in literary theory see the quintessential study by G. Genette, Figures III (Paris: Seuil, 1972).
10 It should be noted that, according to many theoreticians such as Balázs and Bluestone,
the only temporality of narrative cinema is the present. On this topic, S. Ghislotti, Film Time. Le
dimensioni temporali della visione (Bergamo: Bergamo University Press, 2012): 54-63.
GIUSEPPE PREVITALI 41 AN-ICON
of the way in which classical cinema connects the men-
tal and the temporal dimensions. Rita is laid on the grass,
and while the camera delicately zooms in on her face, we
hear her thoughts in voiceover (she obsessively repeats a
couple of troubling questions: “Why couldn’t George go
fishing? Why the blue suit?”). Then, a crossfade marks
the beginning of the flashback, a sequence that tells the
story of a highly problematic and unhappy marriage. The
long flashback will then be visually presented according
to the conventions of classical narrative cinema: a set of
objective shots connected through the use of linear and
transparent montage.
Beyond Classicism: from Hitchcock
to Resnais
When confronted with the ways in which clas-
sical cinema elaborated the theme of mental images – re-
ducing them to forms of altered temporality – Hitchcock’s
exceptionality becomes even more apparent. As already
mentioned, Deleuze identifies the false flashback of Stage
Fright as a crucial moment for overcoming the move-
ment-image. Indeed, the falseness of this sequence radi-
cally challenges the idea that memories can be objective-
ly visualized, without the deforming effect always implicit
in subjectivity. Even more problematically, in the final se-
quence of Marnie (1964), Hitchcock shows the emergence
(or rather re-mergence) of a traumatic mental image of the
protagonist, which she experiences not just optically but
in a much more radically bodily sense. Influenced by the
circumstances and as if hunted by a younger version of
herself, Marnie actually re-experiences the dramatic events
of her childhood. While being presented to the spectator
through objective shots, these images – marked moreover
by a chromatic alteration – have a material consistency
for Marnie and she finds herself re-immersed in a past
that she has already lived through. The discussion on the
ways in which cinema reflected on the tension between the
mental and the temporal dimension has shown that, while
GIUSEPPE PREVITALI 42 AN-ICON
in early cinema a variety of altered states of consciousness
was represented as hallucinatory but “physical” realities,
classical narrative cinema progressively institutionalized
figures of temporality11 within canonic filmic syntax.12 The
link between mental and temporal will become crucial in the
context of so-called modern cinema,13 specifically because
– according to Deleuze – in this cultural context cinema will
finally be able to assign a central place to thought and its
mechanisms: “the essence of cinema […] has thought as its
higher purpose, nothing but thought and its functioning”.14
This process will be made possible by the emergence of
the category of mental image, which will on the one hand
reassume and re-signify other kinds of images (such as the
action-image) and on the other hand unleash the “modern-
ist potential” inscribed in the flashback.15
The mental image is for Deleuze something
profoundly related to the issue of time, but in an ex-
tremely complex and problematizing way which implies
11 More specifically, classical narrative cinema tried to visualize almost exclusively the
past and it is probably no coincidence that Hitchcock was one of the few directors who tried
to imagine an image in the future. I am referring here to the sequence of Sabotage (1936) in
which the protagonist sees the water of a fish tank in the city aquarium dissolving and acting
as a sort of screen on which is prefigured the brutal outcome of a bombing. It is worth noticing
that in this case the future is considered as a time of pure possibility, because the imagined
event will take place in a completely different way.
12 Deleuze insists on the rhetorical function of the flashback in a poignant passage of
The Time-Image: “We know very well that the flashback is a conventional, extrinsic device:
it is generally indicated by a dissolve-link, and the images that it introduces are often
superimposed or meshed. It is like a sign with the words: ‘watch out! recollection’. It can,
therefore, indicate, by convention, a causality which is psychological, but still analogous to a
sensory-motor determinism, and, despite its circuits, only confirms the progression of a linear
narration”. G. Deleuze, Cinema 2. The Time-Image, (Minneapolis: University of Minnesota
Press, 1989): 48.
13 For a critical definition of this concept, see the still relevant remarks by G. de Vincenti,
Il concetto di modernità nel cinema (Parma: Pratiche, 2000): 11-24.
14 G. Deleuze, The Time-Image: 168.
15 M. Turim, Flashbacks in Film: Memory & History: 189. On the same issue, Ghislotti points
out: “While in the classical flashback the scenes became part of the coherent narrative of the
movie, that is of a set of knowledges that helped the public to have a trustworthy idea of the
story, in the case of modernist flashback this aspect falls short: the flashback often becomes
the subjective vision of a fact, and is consequently a possible version of the events, but not
the definitive one […]. At the end of the film, the public is unable to have an idea of the story
free of doubt and is forced to choose between this or that version of it”. S. Ghislotti, Film Time.
Le dimensioni temporali della visione: 130-131.
GIUSEPPE PREVITALI 43 AN-ICON
the coexistence of different temporalities.16 In modern cin-
ema, the visualization of mental states is made possible
by the collision of /clash of /conflict of different temporal-
ities that not only coexist, but can merge to the point of
becoming indistinguishable:
The images have to be present and past, still present and already
past, at once and at the same time. [...] The past does not follow
the present that it is no longer, it coexists with the present it was.17
Take for instance a movie such as Mirror (An-
drei Tarkovsky, 1975), in which the continuous oscillation
between various states of consciousness (from memory to
dream and beyond) would be inconceivable in the context
of classical narrative cinema, especially when we consider
that in the movie “there is a constant retroactive reverber-
ation of almost every scene”.18 The memorial act of the
protagonist Aleksej generates a flux of memory and visions
that will involve not just his own life but also the life of his
son and even collective and historical memory (both in an
allusive form and through the insertion of historical visual
documents).19 In this sense, Mirror seems to fully resonate
with the Deleuzian idea of time as a topological construct,
a field composed of peaks and sheets which continuously
involve each other and are freely explorable. This idea be-
comes even more explicit when we consider the cinema
of Alain Resnais, in which both the association between
16 “There is no present which is not haunted by a past and a future, by a past which is
not reducible to a former present, by a future which does not consist of a present to come.
Simple succession affects the present which passes, but each present coexists with a past
and a future without which it would not itself pass on. It is characteristic of cinema to seize
this past and this future that coexist with the present image”. G. Deleuze, The Time-Image: 37
(emphasis added). The use of the term “haunted” is specifically interesting here and seems to
foreshadow the arguments of J. Derrida, Specters of Marx: The State of the Debt, the Work of
Mourning and the New International (London-New York: Routledge, 1994).
17 G. Deleuze, The Time-Image: 79 (emphasis added). Also, on this point: S. Shaw, Film
Consciousness. From Phenomenology to Deleuze (Jefferson-London: McFarland&Company,
2008): 147.
18 S. Shaw, Film Consciousness. From Phenomenology to Deleuze : 94.
19 T. Masoni, P. Vecchi, Andrei Tarkovskij (Milan: Il Castoro, 1997): 72-74.
GIUSEPPE PREVITALI 44 AN-ICON
mental and temporal,20 and the conflict between various
temporalities are quintessential. In his movies, the temporal
oscillations do not involve issues of narrative clarity – as
in classical cinema – but are rather used to visualize con-
tradictory mental states that are always on the verge of
undecidability. As pointed out by Deleuze, it is pointless
to discuss Resnais’ cinema dissociating the issue of time
from that of mental states:
It is not difficult to show that dreams and nightmares, fantasies,
hypotheses and anticipations, all forms of the imaginary, are more
important than flashbacks.21
It is possible to identify a trend in Resnais’ cin-
ema which, from Hiroshima Mon Amour (1959) to Je t’aime,
je t’aime (1968) through Last Year in Marienbad (1961) and
Muriel (1963), questions and problematizes the mental
dimensions of perception and their link with temporality.
Consider for instance the emblematic case of Last Year
in Marienbad: the claim of the man to have met a woman
the year before could have easily offered the chance for a
chain of illustrative flashbacks. On the contrary, the baroque
setting of the hotel in which the two characters meet trig-
gers a series of obsessive repetitions, uncertain memories
(whose are these memories? Are these facts real or just
imagined?), while the continuous and uncanny immobility
of the bodies generates “a space-time in which there is no
before or after, past or present, here and elsewhere, real
and imaginary”.22 The film is structured by the connection
between ambiguous and confusing mental states, altered
forms of experience that continuously merge with halluci-
nation. Deleuze sums up the issue as follows, underlining
20 According to Ishaghpour, the great issue of Resnais’ cinema is to understand “the way
the mind functions”. Y. Ishaghpour, D’une image à l’autre (Paris: Gonthier, 1981): 182; quoted
in G. Deleuze, The Time-Image: 121. Shortly after, Deleuze comes back to this argument,
stressing that “Resnais is always saying that he is interested only in what happens in the brain,
in cerebral mechanisms – monstrous, chaotic or creative mechanisms”, Ibid.: 125.
21 Ibid.: 122.
22 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 113-114.
GIUSEPPE PREVITALI 45 AN-ICON
once again the inextricable interweaving of times and per-
ceptions offered by the movie:
In Last Year in Marienbad it is X who knew A (so A does not re-
member or is lying), and it is A who does not know X (so X is mis-
taken or playing a trick on her). Ultimately, all the three characters
correspond to three different presents, but in such a way as to
complicate the inexplicable instead of throwing light on it; in such
a way as to bring about its existence instead of suppressing it:
when X lives in a present of past, A lives in a present of future, so
that the difference exudes or assumes a present of present (the
third, the husband), all implicated in each other.23
The hallucination of Isak Borg
Even if Deleuze never discussed Ingmar Berg-
man directly in the pages of The Time-Image, his cinema
seems to benefit from the aforementioned theorizations,
especially if compared with the new possibilities provided
by virtual reality in terms of immersivity. Indeed, the pres-
ence of altered mental states is recurrent in his movies,
which continuously address the link between temporality
and perception. Consider for instance the hallucinatory
visions of Persona (1966) or the nightmares that haunt the
painter Johan in Hour of the Wolf (1968). The explicitly me-
ta-filmic opening of this movie,24 as a matter of fact, seems
to suggest that for Bergman cinema is defined precisely by
its specific ability to visualize altered states of conscious-
ness. This idea becomes even more explicit (especially in
connection with time) in Wild Strawberries (1957), in which
Bergman sets out what is probably his most acute reflec-
tion on the topic. As is well-known, the protagonist is the
elderly bacteriologist Isak Borg, who is about to receive
his doctorate. The night before the celebration he has a
terrible nightmare and decides to travel to the event by car,
together with his daughter-in-law Marianne. During the trip,
23 G. Deleuze, The Time-Image: 101.
24 While the initial credits are running, we see voices that we can unmistakably associate to
a film set: “Quiet all! Rolling! Take! Camera… and begin!”.
GIUSEPPE PREVITALI 46 AN-ICON
Isak will experience a whole set of daydreams, hallucina-
tions and visions which will shed a new light on his former
way of life. At the end of the day, after the celebration of
his career, something will be changed in him, and he will
start to approach life with more joy and respect for those
around him.
Wild Strawberries is a movie that reflects on
memory and on the possible link between various tempo-
ralities and forms of perception; thus, the fact that it has
almost no flashbacks is even more striking.25 None of the
sequences in which Isak experiences some altered form of
consciousness can be considered flashbacks, since Isak
physically takes part in them with his old man’s body “al-
most as if he was observing the world to finally understand
it”. 26 This is true for the oneiric scene that opens the film
but also for the quintessential sequence in which Isak –
taking a break from the trip near the house where he used
to spend the summer during his youth – has a strange and
highly interesting experience. We see him sitting under a
tree, watching in close-up the old and now abandoned
house, while we hear his thoughts in voiceover:
Perhaps I got a little sentimental [...]. I don’t know how it happened,
but the day’s clear reality dissolved into the even clearer images
of memory, which appeared before my eyes with the strength of
a true stream of events.27
Then we see him in counter-shot and, through
a crossfade, we see the old house regaining its former ap-
pearance. With a subsequent series of rapid crossfades we
take part in what at first sight may be considered a flashback.
Here, we see his beloved cousin Sara picking strawberries
for her uncle. However, we immediately understand that
what we are experiencing is not a flashback, for at least two
different reasons. First of all, Isak takes part in this particular
25 The only real flashback in the film is in fact not experienced by Isak Borg but by his
daughter-in-law, who confesses to the old professor an argument that she had with her
husband about the child she is expecting.
26 P. Baldelli, Cinema dell’ambiguità. Bergman e Antonioni (Rome: Samonà e Savelli, 1969): 95.
27 Emphasis added.
GIUSEPPE PREVITALI 47 AN-ICON
“presentification” of the past with his elderly body and is
able to move in this hallucinatory experience with a certain
degree of freedom; secondly, the events that Isak is seeing
are not his memories, because it is immediately clear that
(as a young man) he never saw what he is experiencing
now (Sara and Sigfrid flirting).
Fig. 2. Ingmar Bergman, Wild Strawberries, 1957
Albano rightly argued that we cannot concep-
tualize this important sequence in terms of a flashback:
We may speak of rêverie éveillée, of daydream or — in German
— of Tagtraum, of conscious fantasy. A reverie that shares with a
dream [...] the sense of living [...] what is being dreamt.28
Isak knows very well that he is experiencing
an impossible past, because he addresses his young and
beautiful cousin in an unmistakable way: “Sara, it’s your
cousin Isak. Well, I’ve become quite old, of course, so I
don’t look the same. But you, you haven’t changed at all”.
28 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 76. On this point,
see also: R. Campari, Film della memoria. Mondi perduti, ricordati e sognati (Venice: Marsilio,
2005):16, 22-28.
GIUSEPPE PREVITALI 48 AN-ICON
In this passage, we are confronted with a con-
figuration of temporalities that is far more complex of those
addressed above: it is a sort of double temporality because
the present of the old Isak overlaps with a past that is –
moreover – nonfactual, but rather seeped in the percep-
tions, regrets and hopes of the young Isak. This conflictual
combination of temporalities seems to resonate perfectly
with a crucial passage by Metz:
Memory is in effect the only vision [...] that posits its object as
simultaneously real and imaginary, that is, real in the past and
imaginary in the present.29
What Isak sees really happened, but the way
in which he experiences it is hallucinatory and gives the
spectator no reassurance about the fact that it happened
in that way. It is worth noticing here that Deleuze actually
theorized this kind of situation, even without referring to
Bergman: “the present is the actual image and its contem-
poraneous past is the virtual image, the image in a mirror”.30
Finally, it seems important to notice that, de-
spite his being immersed in an altered perception in which
he can more or less freely move, Isak has no possibility of
interacting with it. He “stands before the theatre of his life
as a spectator-voyeur, terribly attracted, morbidly intrigued,
but never seen, in complete isolation”.31 Both the dialogue
between Isak and Sara and the subsequent scene in which
he hears her confessions after the family lunch are highly
instructive in this regard. It is symptomatic, in this respect,
that this long sequence ends precisely when Sara moves
to the garden to meet with the Isak of the past. The percep-
tion of the old Isak grants him the possibility to experience
a time that he never lived and probably only imagined but
29 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University
Press, 2016): 96 (emphasis added).
30 G. Deleuze, The Time-Image: 79 (emphasis added). It is worth noticing that the situation
that Deleuze imagines (the simultaneous presence of past and present within a mirror image)
is explicitly visualized in Wild Strawberries, during a subsequent passage in which the old Isak
sees himself reflected in a mirror held by a young Sara.
31 L. Albano, “Il posto delle fragole”, in A. Costa ed., Ingmar Bergman (Venice: Marsilio,
2009): 77.
GIUSEPPE PREVITALI 49 AN-ICON
he is at the same time confronted with an insurmountable
limit: he is precluded from every contact and any chance
of interaction with this time that is not his own. Only in his
present will he be given the chance to undo his mistakes,
thanks to the apparition of a sort of double of the beloved
Sara. The specific way in which Bergman approaches the
representation of altered mental states, working on the
dialectic between absence and presence, nostalgia and
desire, seems to have more than one similarity with the
contemporary form of immersivity promoted by various
technological desire. In this sense, a wider archaeological
account of the issue of virtuality should be developed, in
order to establish a more complex theoretical framework
to address this kind of images.
GIUSEPPE PREVITALI 50 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/15448 | [
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"Description": "\n\n\nFrom its very origins, cinema has demonstrated a particular interest in the representation of altered states of consciousness: memories, visions, nightmares and dreams are a common feature of narrative films and usually interrupt a flow of events by inserting different temporalities in the present of the story. Following the arguments explored by Gilles Deleuze in his groundbreaking works on cinema, this essay will address the issue of how narrative cinema has represented altered states of consciousness. If in early cinema of attractions altered states were represented as physical realities intertwined with the world, classical Hollywood films progressively exorcised the disruptive potential of such images by defining a visual grammar in order to normalize them within the narrative. It will be modern cinema which will focus on this issue in depth, given its new interest in the link between the moving image and the mechanisms of thought. In this regard, the essay will in conclusion address the hallucinations experienced by Isak Borg in Bergman’s Wild Strawberries, a complex and highly illuminating case of various forms of altered mental states. \n\n\n",
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"Subject": "Bergman",
"Title": "Screening the human mind: A Deleuzian approach to altered states of consciousness in cinema history: Toward an idea of the virtual image in the cinema (II)",
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"title": "Screening the human mind: A Deleuzian approach to altered states of consciousness in cinema history: Toward an idea of the virtual image in the cinema (II)",
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] | Screening
the human mind:
A Deleuzian approach
to altered states
of consciousness
in cinema history.
Toward an idea of the virtual
image in theDeleuze
cinema (II)
by Giuseppe Previtali
Cinema
Temporality
Hallucination
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Screening the human mind:
A Deleuzian approach to altered
states of consciousness
in cinema history.
Toward an idea of the virtual
image in the cinema (II)
by Giuseppe Previtali
Abstract From its very origins, cinema has demonstrated
a particular interest in the representation of altered states of
consciousness: memories, visions, nightmares and dreams
are a common feature of narrative films and usually inter-
rupt a flow of events by inserting different temporalities in
the present of the story. Following the arguments explored
by Gilles Deleuze in his groundbreaking works on cinema,
this essay will address the issue of how narrative cinema
has represented altered states of consciousness. If in early
cinema of attractions altered states were represented as
physical realities intertwined with the world, classical Hol-
lywood films progressively exorcised the disruptive poten-
tial of such images by defining a visual grammar in order
to normalize them within the narrative. It will be modern
cinema which will focus on this issue in depth, given its
new interest in the link between the moving image and the
mechanisms of thought. In this regard, the essay will in
conclusion address the hallucinations experienced by Isak
Borg in Bergman’s Wild Strawberries, a complex and highly
illuminating case of various forms of altered mental states.
Deleuze Cinema Temporality Hallucination Bergman
To quote this essay: G. Previtali, “Screening the human mind: A Deleuzian approach
to altered states of consciousness in cinema history. Toward an idea of the virtual image
in the cinema (II)”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 37-50
GIUSEPPE PREVITALI 37 AN-ICON
Alfred Hitchcock’s Stage Fright (1950) begins
with a shot of a young couple (Jonathan and Eve) in a car.
We immediately understand that they are running from the
police and they are heading towards a dock. The girl asks
the man (who we will later recognize as her boyfriend) what
happened and, when Jonathan starts to tell his story (“I
was in my kitchen, it was about 5:00”) the close-up shot of
the two begins to fade out. He explains that earlier in the
morning he had received a visit from the singer and actress
Charlotte Inwood, who showed up at his house with a dress
covered in the blood of her husband. Jonathan managed
to sneak into Charlotte’s house but was glimpsed by the
housemaid and forced to run away. He later received a visit
from two policemen, from whom he was able to escape
only thanks to Eve. The description of this long sequence,
which corresponds to the first fifteen minutes of the movie,
would be incomplete without stressing the fact that Jona-
than’s tale will prove to be a lie, despite the fact that visually
it adopts those criteria of clarity, legibility and transparen-
cy which were typical of classic Hollywood cinema and in
which the spectator usually put his trust.
The exceptionality of this sequence and its ex-
emplarity in showing how the temporal dimension (the se-
quence is a recollection of a supposed past) and the mental
dimension (it is a false recollection of a certain character)
are linked, is such that Deleuze identifies in it the first ap-
pearance of the mental image in the history of cinema. This
crucial analysis, programmatically located in the last pages
of The Movement-Image, explicitly connects the distorted
evocation of the past and an altered state of conscious-
ness. It is precisely this relationship which, questioning the
omniscience of the spectator, heralds the advent of a new
kind of filmic image:
GIUSEPPE PREVITALI 38 AN-ICON
The mental image not only frames the others, but transforms them
by penetrating them. For this reason, one might say that Hitchcock
accomplishes and brings to completion the whole of the cinema
by pursuing the movement-image to its limits.1
Altered states of consciousness
in early and classical cinema
Deleuze’s arguments, which will later be dis-
cussed more extensively, attempt to address the excep-
tionality of Hitchcock’s movies in the context of classical
narrative cinema. However, it is important to recognize
that from its origins, cinema has continuously sought to
make visible altered states of consciousness. If film theory
immediately stressed the role of visual media in preserv-
ing the memory of what is absent (thus “presentifying” it),2
another of the great obsessions of cinema has to do with
“the aspiration to visualize what dwells in the human mind,
to represent thought, to exteriorize what is internal”.3 As
Dagrada acutely pointed out, this urge was not limited to
cinema itself, but was rather a common feature in the vi-
sual culture of the 18th and 19th centuries. Theatre, magic
lantern shows and optical toys were just some of the most
common examples of this interest shown in the visual ex-
ternalization of mental states. Cinema, nevertheless, played
a crucial role in this sense, given its specific ability to visu-
alize reality. Long before the institutionalization of classical
filmic syntax, early cinema developed a specific way of
visualizing mental states. What is peculiar to this historical
1 G. Deleuze, Cinema 1. The Movement-Image (Minneapolis: University of Minnesota Press,
1986): 204. The use of Deleuzean concepts in film studies is an established trend and this
paper follows this tradition addressing a perhaps slightly different problem. For a general
understanding of this theoretical link, see: P. Pisters, The Matrix of Visual Culture. Working with
Deleuze in Film Theory (Stanford: Stanford University Press, 2003); P. Maratti, Gilles Deleuze.
Cinema and Philosophy (Baltimore: John Hopkins University Press, 2008); D. Angelucci,
Deleuze e i concetti del cinema (Macerata: Quodlibet, 2012); D. Martin-Jones, W. Brown eds.,
Deleuze and Film (Edinburgh: Edinburgh University Press, 2012).
2 I am referring to the fundamental remarks by theoreticians such as A. Bazin, “The ontology
of photographic image”, in Id., What is Cinema? Vol. 1 (Berkeley: University of California Press,
204): 9-16 and R. Barthes, Camera Lucida (New York: Hill and Wang, 1981): 96. Moreover, see
the relevant passages in A. Boschi, Teorie del cinema. Il periodo classico 1915-1945 (Rome:
Carocci, 1998).
3 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot
(Brussels: Peter Lang,2014): 193.
GIUSEPPE PREVITALI 39 AN-ICON
period is that those states were not presented as individual
and abstract perceptions, but rather as phantasmagorical
apparitions, as forms of visual attraction.4 Hallucinations,
forms of altered perceptions,5 apparitions of demons and
other creatures were extremely common in early cinema,
to such an extent that it is often difficult to differentiate
clearly between these various types of altered conscious-
ness. Besides the different ways in which these images
are visually presented in early cinema,6 what needs to be
stressed here is the fact that these forms of alteration pos-
sessed a “physical nature”, a “potential interchangeability
with the real”.7 Consider for instance the case of Histoire
d’un crime (Ferdinand Zecca, 1901). The film begins with
the killing of a bank employee by a burglar and is built on
the juxtaposition of self-contained tableaux, in accordance
with the stylistic conventions of the time. When the burglar
is arrested and taken to prison, we see him sleep; here,
thanks to an explicitly theatrical solution, Zecca is able to
visualize what is at the same time both a dream and a rec-
ollection of key events of the character’s life. This form of
mise en abyme, which has more or less the same function
as thought balloons in comics,8 is typical of the period. It
confirms that, while the linguistic status of these “altered
images” was still unclear, early cinema already stressed the
problematic and still to be analyzed relationship between
the mental and the temporal dimension.
4 I use the term in the sense outlined in the influential study by T. Gunning, “The cinema of
attractions: early film, its spectator and the avant-garde”, in W. Strauven, ed., The Cinema of
Attractions Reloaded, (Amsterdam: Amsterdam University Press, 2006): 381-388.
5 Consider for example the hallucinatory drunkenness represented in Rêve à la lune (1905)
or the nightmarish consequences of the main character’s dinner in Dream of a Rarebit Fiend (1906).
6 For an inventory of these techniques, see E. Dagrada, Between the Eye and the World. The
Emergence of the Point-of-View Shot: 197-210.
7 E. Dagrada, Between the Eye and the World. The Emergence of the Point-of-View Shot:
198. Later on, the concept is further emphasized as follows: “The objective physical quality
forcefully inscribed into the continuity between subjective oneiric space and waking space
characterizes all forms of representation of dreams developed by early cinema. It is not
surprising, then, that in this context […] mixing the objective and the subjective, oneiric
representation simultaneously assumes both the material characteristics of a physical
apparition and the supernatural characteristics of a clairvoyance, as if it constituted a magical
way of communicating with somewhere else, a place that is just as real, but also supernatural”,
ibid.: 205. Even if here the author speaks explicitly of dreams, her argument seems to be
applicable to all the types of altered consciousness explored by early cinema.
8 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema (Venice: Marsilio, 2004):
93. If not otherwise stated, the translations of Italian texts are always the author’s.
GIUSEPPE PREVITALI 40 AN-ICON
Fig. 1. Ferdinand Zecca, Histoire d’un crime, 1901
With the institutionalization of the film industry
and its language, the various manifestations of the mental in
early cinema were progressively neutralized and reduced to
figures of altered temporality.9 The variety of mental states
encountered in the cinema of attractions, and the different
stylistic devices used to present them, were replaced by
recurrent and recognizable linguistic elements which neu-
tralized the subversive potential of mental images in a con-
text in which a clear and coherent narrative was required.10
The case of A Letter to Three Wives (Joseph L. Mankiewicz,
1949) is emblematic in this sense. The protagonists of this
sentimental drama are three women who receive, from a
fourth woman, a letter stating that one of their husbands
has run away with her. Haunted by doubt, each of the
three gives rise to a flashback in which she remembers a
specific episode of her life. The second flashback, which
has as its protagonist Rita (a radio writer married to a mod-
est but proudly intellectual teacher), is highly instructive
9 I am specifically referring to the flashback as a form of visualization of the past. On the
various types of flashback, see at least: Y. Mouren, Le flash-back (Armand Colin: Paris, 2005);
F. Centola, Il flashback nel cinema. Il tempo riavvolto nell’eterno presente cinematografico
(Novara: UTET, 2019). For a theoretical and historical introduction to the topic, M. Turim,
Flashbacks in Film: Memory & History (London-New York: Routledge, 2013). On the role of
flashback in literary theory see the quintessential study by G. Genette, Figures III (Paris: Seuil, 1972).
10 It should be noted that, according to many theoreticians such as Balázs and Bluestone,
the only temporality of narrative cinema is the present. On this topic, S. Ghislotti, Film Time. Le
dimensioni temporali della visione (Bergamo: Bergamo University Press, 2012): 54-63.
GIUSEPPE PREVITALI 41 AN-ICON
of the way in which classical cinema connects the men-
tal and the temporal dimensions. Rita is laid on the grass,
and while the camera delicately zooms in on her face, we
hear her thoughts in voiceover (she obsessively repeats a
couple of troubling questions: “Why couldn’t George go
fishing? Why the blue suit?”). Then, a crossfade marks
the beginning of the flashback, a sequence that tells the
story of a highly problematic and unhappy marriage. The
long flashback will then be visually presented according
to the conventions of classical narrative cinema: a set of
objective shots connected through the use of linear and
transparent montage.
Beyond Classicism: from Hitchcock
to Resnais
When confronted with the ways in which clas-
sical cinema elaborated the theme of mental images – re-
ducing them to forms of altered temporality – Hitchcock’s
exceptionality becomes even more apparent. As already
mentioned, Deleuze identifies the false flashback of Stage
Fright as a crucial moment for overcoming the move-
ment-image. Indeed, the falseness of this sequence radi-
cally challenges the idea that memories can be objective-
ly visualized, without the deforming effect always implicit
in subjectivity. Even more problematically, in the final se-
quence of Marnie (1964), Hitchcock shows the emergence
(or rather re-mergence) of a traumatic mental image of the
protagonist, which she experiences not just optically but
in a much more radically bodily sense. Influenced by the
circumstances and as if hunted by a younger version of
herself, Marnie actually re-experiences the dramatic events
of her childhood. While being presented to the spectator
through objective shots, these images – marked moreover
by a chromatic alteration – have a material consistency
for Marnie and she finds herself re-immersed in a past
that she has already lived through. The discussion on the
ways in which cinema reflected on the tension between the
mental and the temporal dimension has shown that, while
GIUSEPPE PREVITALI 42 AN-ICON
in early cinema a variety of altered states of consciousness
was represented as hallucinatory but “physical” realities,
classical narrative cinema progressively institutionalized
figures of temporality11 within canonic filmic syntax.12 The
link between mental and temporal will become crucial in the
context of so-called modern cinema,13 specifically because
– according to Deleuze – in this cultural context cinema will
finally be able to assign a central place to thought and its
mechanisms: “the essence of cinema […] has thought as its
higher purpose, nothing but thought and its functioning”.14
This process will be made possible by the emergence of
the category of mental image, which will on the one hand
reassume and re-signify other kinds of images (such as the
action-image) and on the other hand unleash the “modern-
ist potential” inscribed in the flashback.15
The mental image is for Deleuze something
profoundly related to the issue of time, but in an ex-
tremely complex and problematizing way which implies
11 More specifically, classical narrative cinema tried to visualize almost exclusively the
past and it is probably no coincidence that Hitchcock was one of the few directors who tried
to imagine an image in the future. I am referring here to the sequence of Sabotage (1936) in
which the protagonist sees the water of a fish tank in the city aquarium dissolving and acting
as a sort of screen on which is prefigured the brutal outcome of a bombing. It is worth noticing
that in this case the future is considered as a time of pure possibility, because the imagined
event will take place in a completely different way.
12 Deleuze insists on the rhetorical function of the flashback in a poignant passage of
The Time-Image: “We know very well that the flashback is a conventional, extrinsic device:
it is generally indicated by a dissolve-link, and the images that it introduces are often
superimposed or meshed. It is like a sign with the words: ‘watch out! recollection’. It can,
therefore, indicate, by convention, a causality which is psychological, but still analogous to a
sensory-motor determinism, and, despite its circuits, only confirms the progression of a linear
narration”. G. Deleuze, Cinema 2. The Time-Image, (Minneapolis: University of Minnesota
Press, 1989): 48.
13 For a critical definition of this concept, see the still relevant remarks by G. de Vincenti,
Il concetto di modernità nel cinema (Parma: Pratiche, 2000): 11-24.
14 G. Deleuze, The Time-Image: 168.
15 M. Turim, Flashbacks in Film: Memory & History: 189. On the same issue, Ghislotti points
out: “While in the classical flashback the scenes became part of the coherent narrative of the
movie, that is of a set of knowledges that helped the public to have a trustworthy idea of the
story, in the case of modernist flashback this aspect falls short: the flashback often becomes
the subjective vision of a fact, and is consequently a possible version of the events, but not
the definitive one […]. At the end of the film, the public is unable to have an idea of the story
free of doubt and is forced to choose between this or that version of it”. S. Ghislotti, Film Time.
Le dimensioni temporali della visione: 130-131.
GIUSEPPE PREVITALI 43 AN-ICON
the coexistence of different temporalities.16 In modern cin-
ema, the visualization of mental states is made possible
by the collision of /clash of /conflict of different temporal-
ities that not only coexist, but can merge to the point of
becoming indistinguishable:
The images have to be present and past, still present and already
past, at once and at the same time. [...] The past does not follow
the present that it is no longer, it coexists with the present it was.17
Take for instance a movie such as Mirror (An-
drei Tarkovsky, 1975), in which the continuous oscillation
between various states of consciousness (from memory to
dream and beyond) would be inconceivable in the context
of classical narrative cinema, especially when we consider
that in the movie “there is a constant retroactive reverber-
ation of almost every scene”.18 The memorial act of the
protagonist Aleksej generates a flux of memory and visions
that will involve not just his own life but also the life of his
son and even collective and historical memory (both in an
allusive form and through the insertion of historical visual
documents).19 In this sense, Mirror seems to fully resonate
with the Deleuzian idea of time as a topological construct,
a field composed of peaks and sheets which continuously
involve each other and are freely explorable. This idea be-
comes even more explicit when we consider the cinema
of Alain Resnais, in which both the association between
16 “There is no present which is not haunted by a past and a future, by a past which is
not reducible to a former present, by a future which does not consist of a present to come.
Simple succession affects the present which passes, but each present coexists with a past
and a future without which it would not itself pass on. It is characteristic of cinema to seize
this past and this future that coexist with the present image”. G. Deleuze, The Time-Image: 37
(emphasis added). The use of the term “haunted” is specifically interesting here and seems to
foreshadow the arguments of J. Derrida, Specters of Marx: The State of the Debt, the Work of
Mourning and the New International (London-New York: Routledge, 1994).
17 G. Deleuze, The Time-Image: 79 (emphasis added). Also, on this point: S. Shaw, Film
Consciousness. From Phenomenology to Deleuze (Jefferson-London: McFarland&Company,
2008): 147.
18 S. Shaw, Film Consciousness. From Phenomenology to Deleuze : 94.
19 T. Masoni, P. Vecchi, Andrei Tarkovskij (Milan: Il Castoro, 1997): 72-74.
GIUSEPPE PREVITALI 44 AN-ICON
mental and temporal,20 and the conflict between various
temporalities are quintessential. In his movies, the temporal
oscillations do not involve issues of narrative clarity – as
in classical cinema – but are rather used to visualize con-
tradictory mental states that are always on the verge of
undecidability. As pointed out by Deleuze, it is pointless
to discuss Resnais’ cinema dissociating the issue of time
from that of mental states:
It is not difficult to show that dreams and nightmares, fantasies,
hypotheses and anticipations, all forms of the imaginary, are more
important than flashbacks.21
It is possible to identify a trend in Resnais’ cin-
ema which, from Hiroshima Mon Amour (1959) to Je t’aime,
je t’aime (1968) through Last Year in Marienbad (1961) and
Muriel (1963), questions and problematizes the mental
dimensions of perception and their link with temporality.
Consider for instance the emblematic case of Last Year
in Marienbad: the claim of the man to have met a woman
the year before could have easily offered the chance for a
chain of illustrative flashbacks. On the contrary, the baroque
setting of the hotel in which the two characters meet trig-
gers a series of obsessive repetitions, uncertain memories
(whose are these memories? Are these facts real or just
imagined?), while the continuous and uncanny immobility
of the bodies generates “a space-time in which there is no
before or after, past or present, here and elsewhere, real
and imaginary”.22 The film is structured by the connection
between ambiguous and confusing mental states, altered
forms of experience that continuously merge with halluci-
nation. Deleuze sums up the issue as follows, underlining
20 According to Ishaghpour, the great issue of Resnais’ cinema is to understand “the way
the mind functions”. Y. Ishaghpour, D’une image à l’autre (Paris: Gonthier, 1981): 182; quoted
in G. Deleuze, The Time-Image: 121. Shortly after, Deleuze comes back to this argument,
stressing that “Resnais is always saying that he is interested only in what happens in the brain,
in cerebral mechanisms – monstrous, chaotic or creative mechanisms”, Ibid.: 125.
21 Ibid.: 122.
22 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 113-114.
GIUSEPPE PREVITALI 45 AN-ICON
once again the inextricable interweaving of times and per-
ceptions offered by the movie:
In Last Year in Marienbad it is X who knew A (so A does not re-
member or is lying), and it is A who does not know X (so X is mis-
taken or playing a trick on her). Ultimately, all the three characters
correspond to three different presents, but in such a way as to
complicate the inexplicable instead of throwing light on it; in such
a way as to bring about its existence instead of suppressing it:
when X lives in a present of past, A lives in a present of future, so
that the difference exudes or assumes a present of present (the
third, the husband), all implicated in each other.23
The hallucination of Isak Borg
Even if Deleuze never discussed Ingmar Berg-
man directly in the pages of The Time-Image, his cinema
seems to benefit from the aforementioned theorizations,
especially if compared with the new possibilities provided
by virtual reality in terms of immersivity. Indeed, the pres-
ence of altered mental states is recurrent in his movies,
which continuously address the link between temporality
and perception. Consider for instance the hallucinatory
visions of Persona (1966) or the nightmares that haunt the
painter Johan in Hour of the Wolf (1968). The explicitly me-
ta-filmic opening of this movie,24 as a matter of fact, seems
to suggest that for Bergman cinema is defined precisely by
its specific ability to visualize altered states of conscious-
ness. This idea becomes even more explicit (especially in
connection with time) in Wild Strawberries (1957), in which
Bergman sets out what is probably his most acute reflec-
tion on the topic. As is well-known, the protagonist is the
elderly bacteriologist Isak Borg, who is about to receive
his doctorate. The night before the celebration he has a
terrible nightmare and decides to travel to the event by car,
together with his daughter-in-law Marianne. During the trip,
23 G. Deleuze, The Time-Image: 101.
24 While the initial credits are running, we see voices that we can unmistakably associate to
a film set: “Quiet all! Rolling! Take! Camera… and begin!”.
GIUSEPPE PREVITALI 46 AN-ICON
Isak will experience a whole set of daydreams, hallucina-
tions and visions which will shed a new light on his former
way of life. At the end of the day, after the celebration of
his career, something will be changed in him, and he will
start to approach life with more joy and respect for those
around him.
Wild Strawberries is a movie that reflects on
memory and on the possible link between various tempo-
ralities and forms of perception; thus, the fact that it has
almost no flashbacks is even more striking.25 None of the
sequences in which Isak experiences some altered form of
consciousness can be considered flashbacks, since Isak
physically takes part in them with his old man’s body “al-
most as if he was observing the world to finally understand
it”. 26 This is true for the oneiric scene that opens the film
but also for the quintessential sequence in which Isak –
taking a break from the trip near the house where he used
to spend the summer during his youth – has a strange and
highly interesting experience. We see him sitting under a
tree, watching in close-up the old and now abandoned
house, while we hear his thoughts in voiceover:
Perhaps I got a little sentimental [...]. I don’t know how it happened,
but the day’s clear reality dissolved into the even clearer images
of memory, which appeared before my eyes with the strength of
a true stream of events.27
Then we see him in counter-shot and, through
a crossfade, we see the old house regaining its former ap-
pearance. With a subsequent series of rapid crossfades we
take part in what at first sight may be considered a flashback.
Here, we see his beloved cousin Sara picking strawberries
for her uncle. However, we immediately understand that
what we are experiencing is not a flashback, for at least two
different reasons. First of all, Isak takes part in this particular
25 The only real flashback in the film is in fact not experienced by Isak Borg but by his
daughter-in-law, who confesses to the old professor an argument that she had with her
husband about the child she is expecting.
26 P. Baldelli, Cinema dell’ambiguità. Bergman e Antonioni (Rome: Samonà e Savelli, 1969): 95.
27 Emphasis added.
GIUSEPPE PREVITALI 47 AN-ICON
“presentification” of the past with his elderly body and is
able to move in this hallucinatory experience with a certain
degree of freedom; secondly, the events that Isak is seeing
are not his memories, because it is immediately clear that
(as a young man) he never saw what he is experiencing
now (Sara and Sigfrid flirting).
Fig. 2. Ingmar Bergman, Wild Strawberries, 1957
Albano rightly argued that we cannot concep-
tualize this important sequence in terms of a flashback:
We may speak of rêverie éveillée, of daydream or — in German
— of Tagtraum, of conscious fantasy. A reverie that shares with a
dream [...] the sense of living [...] what is being dreamt.28
Isak knows very well that he is experiencing
an impossible past, because he addresses his young and
beautiful cousin in an unmistakable way: “Sara, it’s your
cousin Isak. Well, I’ve become quite old, of course, so I
don’t look the same. But you, you haven’t changed at all”.
28 L. Albano, Lo schermo dei sogni. Chiavi psicoanalitiche del cinema: 76. On this point,
see also: R. Campari, Film della memoria. Mondi perduti, ricordati e sognati (Venice: Marsilio,
2005):16, 22-28.
GIUSEPPE PREVITALI 48 AN-ICON
In this passage, we are confronted with a con-
figuration of temporalities that is far more complex of those
addressed above: it is a sort of double temporality because
the present of the old Isak overlaps with a past that is –
moreover – nonfactual, but rather seeped in the percep-
tions, regrets and hopes of the young Isak. This conflictual
combination of temporalities seems to resonate perfectly
with a crucial passage by Metz:
Memory is in effect the only vision [...] that posits its object as
simultaneously real and imaginary, that is, real in the past and
imaginary in the present.29
What Isak sees really happened, but the way
in which he experiences it is hallucinatory and gives the
spectator no reassurance about the fact that it happened
in that way. It is worth noticing here that Deleuze actually
theorized this kind of situation, even without referring to
Bergman: “the present is the actual image and its contem-
poraneous past is the virtual image, the image in a mirror”.30
Finally, it seems important to notice that, de-
spite his being immersed in an altered perception in which
he can more or less freely move, Isak has no possibility of
interacting with it. He “stands before the theatre of his life
as a spectator-voyeur, terribly attracted, morbidly intrigued,
but never seen, in complete isolation”.31 Both the dialogue
between Isak and Sara and the subsequent scene in which
he hears her confessions after the family lunch are highly
instructive in this regard. It is symptomatic, in this respect,
that this long sequence ends precisely when Sara moves
to the garden to meet with the Isak of the past. The percep-
tion of the old Isak grants him the possibility to experience
a time that he never lived and probably only imagined but
29 C. Metz, Impersonal Enunciation, or the Place of Film (New York: Columbia University
Press, 2016): 96 (emphasis added).
30 G. Deleuze, The Time-Image: 79 (emphasis added). It is worth noticing that the situation
that Deleuze imagines (the simultaneous presence of past and present within a mirror image)
is explicitly visualized in Wild Strawberries, during a subsequent passage in which the old Isak
sees himself reflected in a mirror held by a young Sara.
31 L. Albano, “Il posto delle fragole”, in A. Costa ed., Ingmar Bergman (Venice: Marsilio,
2009): 77.
GIUSEPPE PREVITALI 49 AN-ICON
he is at the same time confronted with an insurmountable
limit: he is precluded from every contact and any chance
of interaction with this time that is not his own. Only in his
present will he be given the chance to undo his mistakes,
thanks to the apparition of a sort of double of the beloved
Sara. The specific way in which Bergman approaches the
representation of altered mental states, working on the
dialectic between absence and presence, nostalgia and
desire, seems to have more than one similarity with the
contemporary form of immersivity promoted by various
technological desire. In this sense, a wider archaeological
account of the issue of virtuality should be developed, in
order to establish a more complex theoretical framework
to address this kind of images.
GIUSEPPE PREVITALI 50 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
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] | The fixed image
in cinema as a
potential altered
by Luca Acquarelli
Still image
vision strategy
Photography
Hallucination
Antonioni
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The fixed image
in cinema as a potential
altered vision strategy
by Luca Acquarelli
Abstract The article intends to propose some analyses
of a possible formal occurrence of “altered states” in cine-
ma: the stopping of the flow of the cinematographic image
in a still image. Through some theoretical references (Metz,
Bazin, Lyotard, Deleuze, Bellour, Barthes, Montani) I will
try to understand if this kind of formal occurrence can be
constituted as a figure of the altered state. The relationship
between cinema and photography will be particularly ex-
plored, starting with films such as Antonioni’s Blow Up and
Bergman’s Persona. The hallucinatory effect will thus be
discovered not as opposed to that of reality, but a dialectic
will be constructed between the two.
Still image Photography Hallucination Antonioni Bergman
To quote this essay: L. Acquarelli, “The fixed image in cinema as a potential altered vision strategy”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 51-68
LUCA ACQUARELLI 51 AN-ICON
Dream as “authentic” absurdity,
photography as “true” hallucination
Like hallucinations, dreams are not the far end
of the reality scale but rather share some of its features.
Metz has argued that dream sequences are always barely
credible in narrative films precisely because films struggle
to represent the “authentic absurdity” of dreams. Indeed,
dreams seem to combine the reality effect with a halluci-
natory patina that film dynamics find hard to hold togeth-
er. The most traditional enunciative shifts introducing the
passage between “reality”’s diegesis and that of dreams,
such as unfocused borders or images in black and white
as opposed to colour, are indeed ineffective expedients
for the purposes of rendering this “authentic absurdity”,
this double binary between the authenticating effect, like
perhaps realist photography, and the game of the absurd,
that injection of perceptual intensity that undermines the
reality principle.
Weaving a somewhat daring theoretical thread,
this oxymoronic terminology does not seem to me to be
very far removed from that used by one of realism’s most
famous theorists – and therefore a very long way away
from Metz – André Bazin who, speaking of the use of pho-
tography as a privileged surrealist technique, conceives of
photography’s potential for creating “a true hallucination”.
While the realist photography ontology has been widely
criticised, less space has been given to this hallucinatory
residue of photography, which occurs even when it seems
to adhere to a realist aesthetic.
It should be stressed that the dream hypothe-
sis introduced with Metz is at the heart of one of cinema’s
theoretical paradigms. Without dwelling on all aspects of
this dimension, it will be useful here to digress into the
dream-cinema relationship before introducing certain anal-
yses of this article’s central theme, namely the presence of
the fixed, especially photographic, image within film, which
immobilises its movement, as a possible instant of altered vi-
sion. Metz has thoroughly enquired into the epistemological
LUCA ACQUARELLI 52 AN-ICON
potential of the oneiric vision, through the Freudian prism.
In Psychoanalysis and Cinema. The Imaginary Signifier,1
condensation, displacement and secondary elaboration
are the main processes of the oneiric “signifier” explored
by this French theorist as tools for the interpretation of
cinematographic language. For Metz, the image’s “affinity”
with the unconscious and its oneiric imagination increases
its exposure to these processes as compared to language,
without the latter being immune to them. Elements of film
grammar such as superimposition and cross-fading – the
former being closer to displacement, the latter to conden-
sation – are key examples of this affinity. These elements
testify to a survival of the primary process that, for instance,
tends to abolish the discontinuity between objects. These
are emergencies, aberrations within a product of secondary
elaboration, such as the narrative development of a film or
the attempt to narrate a dream upon awakening, the latter
being forced, at least partially, to favour narrative logic at
the expense of the ambiguous and nebulous dimension of
the primary process. Entstellung, the oneiric deformation
caused by the power of unconscious impulses, has thus
also become a theoretical paradigm for thinking in images
of a sort of energy that is not played out in forms and ac-
cumulates in fragments and temporary disfiguration.
Although Freud wrote that “dreams hallucinate”,2
the kinship between dreams and hallucinations is anything
but close, starting from the fact that the former occurs in
a sleeping state and the latter in waking state. Moments
of transition between wakefulness and sleep are often
the scene of phenomena testifying to the kinship between
the form the two experiences take: so-called hypnagogic
and hypnopompic hallucinations. This is not the place to
go into this matter in depth, but we might say that these
two dimensions, dreams and hallucinations, may be the
two areas where the fixed image in cinema, as viewed in
this article, tends to position itself in dialectical movement.
1 C. Metz, Psychoanalysis and Cinema. The Imaginary Signifier (London: Palgrave, 1982).
2 S. Freud, The Interpretation of Dreams, trans. J. Strachey (New York: Basic Books, 2010): 79.
LUCA ACQUARELLI 53 AN-ICON
A few case studies will give us a clearer understanding of
the type of visual alterations we are talking about.
Stopping the cinematic flow:
intermediality and a-cinema
The hypothesis discussed in this article is de-
signed to examine whether there are other cinematic strat-
egies capable of expressing visual alterity as regards nar-
rating the flow of cinematic images – an alterity whose
intensity borders on the hallucinatory – and, in particular,
the alterity that is generated by the use of photography in
cinema as a standstill in movement. The film theorist Ray-
mond Bellour has, on several occasions, taken an interest
in the interruption of movement in cinema, when it is, in
various ways, inhabited by the photography hantise.
In one short essay, in particular, his aim is to
promote an, as yet hypothetical, study, in Bellour’s own
words, whose interest is the “traitement de l’immobile dans
cet art du mouvement qu’est le cinema”.3 Here this film
theorist analyses these moments of arrested movement
as privileged instants of fragmented time within a cine-
matic time conceived of as unitary: “des points de tran-
scendance, avérés, reconduits à travers les ellipses, les
décompositions, les immobilisations qui les traversent”.4
Bellour’s insistence on privileged movement is also a way
of questioning the view that sees cinema as a system of
reproduction of “whatever movement”, of the “equidistant
instant” chosen to give the effect of continuity. In Bellour’s
analysis, this change of rhythm is also linked to a change
in film’s narrative dimension. Following and taking up his
analysis, this article’s aim is to examine cases in which this
immobility interrupting the flow of images is, in its various
forms, bound up with a hallucinatory state, of a dreamlike
or other nature.
3 R. Bellour, “L’interruption, l’instant”, in R. Bellour, L’Entre-Images: Photo. Cinéma. Vidéo
(Paris: Mimésis, 2020): 131.
4 Ibid.: 133.
LUCA ACQUARELLI 54 AN-ICON
A fixed camera on a long take where move-
ment is reduced to a minimum can restore this effect of
immobility rendered by the emergence of a virtually still
image in a 24 frames-per-second flow. But in actual fact,
as Deleuze explains so well with regard to Ozu’s still lifes,
this is a completely different frame of mind:
At the point where the cinematographic image most directly con-
fronts the photo, it also becomes most radically distinct from it.
Ozu’s still lifes endure, have a duration, over ten seconds of the
vase: this duration of the vase is precisely the representation of
that which endures, through the succession of changing states.5
However, when photography’s fixity interrupts
the cinematic flow, what we are left with is an alternative
configuration. As Roland Barthes pointed out in his famous
Camera Lucida:
The cinema participates in this domestication of photography — at
least the fictional cinema, precisely the one said to be the seventh
art; a film can be mad by artifice, can present the cultural signs of
madness, it is never mad by nature (by iconic status); it is always
the very opposite of an hallucination; it is simply an illusion; its vi-
sion is oneiric, not ecmnesic.6
If this opposition between photography and
cinema where hallucination is concerned may indeed seem
too general, it seems to me that the French theorist sees a
certain specificity in the still image in relation to the moving
image.
In fact, this thought seems to be echoed in Bar-
thes’ article on obtuse meaning theorised from a few frames
of Eisenstein’s Ivan the Terrible (I) (1944). Barthes realises
that the starting point in his analysis is the frame which,
although all film originates from it, cinema itself seems
5 G. Deleuze, Cinema 2: The Time-Image, trans. H. Tomlinson, R. Galeta (Minneapolis:
University of Minnesota Press,1989): 17.
6 R. Barthes, Camera Lucida: Reflections on Photography, trans. R. Howard (New York: Hill
and Wang, 1982).
LUCA ACQUARELLI 55 AN-ICON
to forget in the amnesia of its 24 images-per-second flow.
Paradoxically, frames seem very different in nature from
the film they are part of: the possibility to observe a film
frame offers a totally different epistemology as compared
to when it is lost in the flow of the movement of animation.7
In the 1970s, Jean-François Lyotard theorised
“a-cinema”, namely a cinema which goes beyond the nar-
rative discourse of diegesis and the normalised image that
follows on from it. A-cinema is not intended to be a negation
of cinema, but a dimension in which it is the power of the
image which takes precedence over its form, giving rise
to image “pyrotechnics”.8 This French philosopher refers
to two ways of complying with the pyrotechnical require-
ment: immobility and excess movement. He examines John
Avildsen’s film Joe (1970), comparing the only two scenes
featuring this arrhythmia and bound up with the film’s deep-
er narrative, namely the impossibility of the father’s incest
with his daughter:
Ces deux effets, l’un d’immobilisation, l’autre d’excès de mobilité,
sont donc obtenus en dérogation des règles de représentation,
qui exigent que le mouvement réel, imprimé à 24 images/seconde
sur la pellicule, soit restitué à la projection à la même vitesse.9
One of the examples of immobilisation described
by Lyotard – this paralysis in the image that provokes the
most intense agitation – is most effectively embodied by the
tableau vivant, linking this dispositif to the libidinal energy
dimension that lies at the heart of his broader theory of the
7 Barthes adds: “For a long time, I have been intrigued by the phenomenon of being
interested and even fascinated by photos from a film (outside a cinema, in the pages of
Cahiers du cinema) and of then losing everything of those photos (not just the captivation but
the memory of the image) when once inside the viewing room – a change which can even
result in a complete reversal of values”. R. Barthes, Image, Music, Text (London: Fontana
Press, 1997): 65-66.
8 Lyotard takes the idea from Adorno who claimed that the only great art is that of the
artificers: “la pyrotechnie simulerait à la perfection la consomption stérile des énergies de la
jouissance” and then talking about currents that could meet pyrotechnic needs: “Ces deux
pôles sont l’immobilité et l’excès de mouvement. En se laissant attirer vers ces antipodes, le
cinéma cesse insensiblement d’être une force de l’ordre ; il produit de vrais, c’est-à-dire vains,
simulacres, des intensités jouissives, au lieu d’objets consommables-productifs”. J.-F. Lyotard,
Des dispositifs pulsionnels (Paris: Galilée, 1994): 60.
9 Ibid.: 63.
LUCA ACQUARELLI 56 AN-ICON
figural.10 Immobilisation, immobility, stopping on a fixed
image within the movement of the film: these are all effects
that come close to the study hypotheses discussed here.
But another aspect can usefully be underlined.
When cinema mediates another kind of image, re-mediation
and intermediality is generally talked of. This theoretical
dimension has been approached from various points of
view: Montani’s book speaks of intermedial aesthetics as
places of “authentication” process activation.11 The term
“intermedial” is used here as a philosophical option sum-
marised in the first pages of the book: it is
only by starting from an active comparison between different tech-
nical formats of the image (optical and digital, for example) and
between its different discursive forms (fictional and documentary,
for example), that one can do justice to the irreducible otherness
of the real world and the testimony of facts, (media and non-media
facts), happening in it.12
If doubt is clearly cast on the problem of inter-
mediality by the hypothesis of this article, let us try to focus
on the specific case of the still image alone, disregarding
authentication but rather proposing it as a case of visual
alteration. That is to say, authentication as the result of a
montage between different media can – as we shall see in
one of the cases of still image cinema shown below – be
understood as visual alteration, in accordance with the
topic dealt with in this journal issue.
10 For an interdisciplinary study of the figural dimension of image analysis, allow me a
reference to the collective volume, L. Acquarelli, ed., Au prisme du figural: Le sens des images
entre forme et force (Rennes: Presses Universitaires de Rennes, 2015).
11 The term “authentication” can be problematic because it resonates semantically with
authenticity and, therefore, truth. Montani immediately disambiguated the term, distancing it from
this risk of confusion: “Authenticating, from this point of view, is akin to ‘rerealizing’, rehabilitating
the image to the relationship with its irreducible other, with its radical and elusive off-screen”. P.
Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010): 14. My translation.
12 Ibid.: 13. My translation.
LUCA ACQUARELLI 57 AN-ICON
The shifting fixity of photography in cinema
and its hallucinatory effect. From Blow Up
to Persona
In one of the films most frequently cited in text-
books on the photography-cinema relationship, Michelan-
gelo Antonioni’s Blow Up (1966), it is the dialectic between
the photographic medium as authenticating evidence and
hallucinatory instrument which plays centre stage. The use of
photography as evidence is apparently the main theme, but
it is precisely photographic enlargements aimed at visualis-
ing the evidence that leads our vision towards hallucination
rather than authentication.
The first scene is set in an anonymous park in
which the main character Thomas is taking photographs of
what seems to be the prudishly amorous games of a couple
in the middle of the lawn, with a paparazzo’s curiosity and
almost for fun. The whole scene is played back to viewers in
a sequence in which Thomas, now back in his flat, is hunting
out detail in the prints from the negatives he has just devel-
oped. The spectator plays the same investigative game as
Thomas, scrutinising the black and white images of the scene
seen shortly before in the diegetic reality of the film. At a
certain point, Thomas ceases to act as the viewer’s delegate,
and the frame is entirely taken up by the images (Fig. 1 and 2).
Fig. 1. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 2. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
LUCA ACQUARELLI 58 AN-ICON
We leave behind the narrative time frame of the
film and move into a space-time otherness in which sound
reproduces the background noise of the leaves blowing in
the wind. A memory? The authentication of a memory? Or
rather a hallucination? This exiting from the film, a sequence
made up of 15 shots, lasting just under a minute in total,
establishes a further space-time dimension. The succes-
sion of shots apparently follows a “detective” logic, but the
leaving behind of diegetic time and the photographic tex-
ture, in the sense of figurative density – profoundly different
from the cinematographic texture preceding and following
on from it – and the immobility of the figuration, confer a
different iconic nature on this sequence. Not only does it
shift viewers into a space and time otherness, but it also
seems to position itself within the film as a sequence whose
diverse legibility gradually contaminates the rest of the film’s
shots, suspending its already weak narrative currents.
The photo designed to “indicate” the corpse, in
its exaggerated enlargement, resembles an abstract paint-
ing (Fig. 3), showing nothing but its support and its texture and,
moreover, the film urges us to compare it with the paintings of
Thomas’s friend Bill, an abstract figurative painter (Fig. 4).13
Fig. 3. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 4. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
13 In Fig. 4, the female character in a dialogue with Thomas explicitly says that the
photograph looks to her like one of Bill’s paintings.
LUCA ACQUARELLI 59 AN-ICON
In an earlier scene, Bill tries to describe his paintings as
follows:
They don’t mean anything when I do them. Just a mess. Afterwards
I find something to hang on to. Like that...like that leg. Then it sorts
itself out...and adds up. It’s like finding a clue in a detective story.
The abstract picture prefigures the search for
evidence in the photo. But what if the picture itself is ab-
stract? Thomas looks for fresh evidence of the murder
seen in the photographs, first returning alone to the site
of the alleged crime and finding the body. When he tries
to convince another friend of his to look for proof of the
existence of the corpse, he is not believed. No one seems
to care about the possible referent of the photograph, as if
the photograph itself was pushing for a return to Lacanian
reality within a society hypnotised by fashionable images
which no one wants to face up to. When Thomas returns
to the park for a second time to photograph the corpse up
close, it has disappeared. Initially examined as reassuring
ontological realism, the photograph is actually the place
where memory and hallucination break through into the
reality effect generated by cinematic movement.
Ingmar Bergman’s film Persona (1966), which
Bellour himself included in the above-mentioned article, is
an interesting still image in cinema case study. It takes
various forms, first occupying the whole screen, then as an
image displayed as a photograph within a diegetic action,
then as a photograph explored by the camera, and then
as a still image juxtaposing close-ups of the two women.
The film focuses virtually in its entirety on the re-
lationship between a patient, Elisabeth Vogler (Liv Ullmann)
suffering from voluntary aphasia, and a nurse, Alma (Bibi
Andersson). This caring relationship becomes increasingly
intimate once the two women go to the beachfront house
the clinic’s therapist has advised Elisabeth to recuperate
in. The central theme of the film becomes the double, in
the Freudian sense, as the two women’s relationship gets
gradually more psychologically complex. While on one
LUCA ACQUARELLI 60 AN-ICON
hand Elisabeth’s silence forces Alma to confide the secrets
of her life, Alma herself, after secretly reading a letter from
Elisabeth to the therapist which she feels ridicules her, be-
comes increasingly irritable and begins to despise Elisabeth
for what she sees as her selfish and corrupt nature. At the
same time Alma begins to feel guilty for having an abortion
and to identify with Elisabeth who seems unable to love her
child, having rejected it from birth. Ingmar Bergman builds
the film on this progressive identification, in a crescendo
that culminates in something close to a mirror image be-
tween the two figures before they are juxtaposed into a sort
of hybrid face. The dizzying nature of the double is triggered
even before the two characters come on the scene when, in
a prologue in a morgue, a child gets up and moves towards
a close-up of a woman’s photograph to examine it with
his hand. The facial features of the two women – who we
later discover to be Elisabeth and Alma – in this seemingly
fixed photographic close-up gradually become less sharp
until a subtle transition occurs between them (Fig. 5 and 6).
Fig. 5. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 6. Ingmar Bergman,
Persona, 1966. Still from film.
LUCA ACQUARELLI 61 AN-ICON
Although it is the pre-prologue that “disrupts” the linear-
ity of the whole film’s narrative (a tight montage of fig-
ures juxtaposed in disparate ways, sometimes following
a meta-cinematic theme), the changing portrait sequence
is charged with such great power as to expand its reach
into the rest of the narrative. The photograph of Elisabeth’s
son (Fig. 7) is a further key element, a sort of narrative ac-
celerator, snatched from Elisabeth herself and then kept
by her to be reassembled in the scene where the logic of
the double between the two women reaches its climax.
Fig. 7. Ingmar Bergman,
Persona, 1966. Still from film.
But it is a historical snapshot, an emblem of Nazi violence
and its humiliation of its victims, the photo of the so-called
“Warsaw child” representing the greatest perceptive cae-
sura. In the year Persona was released, although knowl-
edge of Nazi atrocities was still generally not widespread,
the photo had already been used a decade earlier in Alain
Resnais’ Nuit et Brouillard (1956) and was already em-
blematic of the Holocaust, after it was used as a post-
er for a first exhibition on Nazism’s calculated ferocity
in Berlin Die Vergangenheit mahnt. The photo as a di-
egetic object (Fig. 8) casually found by Elisabeth inside a
book, and placed under a bedside lamp to make it easier
to see, absorbs the entire frame accompanied by a stri-
dent note in a crescendo of intensity lasting 30 seconds in
which the different shots blot out the photo’s details (Fig. 9).
LUCA ACQUARELLI 62 AN-ICON
Fig. 8. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 9. Ingmar Bergman,
Persona, 1966. Still from film.
A historical document which was already a symbol of Nazi
violence (but also its unrepresentability), then, breaks into
the psychological story of Elisabeth and Alma, isolated
from the world and the rest of humanity, with its docu-
mentary but also anthropological load: the gestures and
glances associated with humiliation, the executioners’ and
victims’ faces and expressions standing out around the
child’s frightened eyes and his condition as a totally de-
fenceless victim. Whilst the rightness of this choice might
be questioned, if this intermedial treatment of the archive
can more or less “authenticate” the photo itself,14 there is
no doubt whatsoever that this half-minute in which photo-
graphic fixity takes over from cinematic movement triggers
a perceptive reaction. Not only is the spectator suddenly
projected into traumatic memory of Nazism, but the film’s
photographic standstill triggers a sort of perceptive shock,
a dissonance between the flow of diegetic reality and the
condensation of the photographic gaze and its details.
14 See P. Montani, L’immaginazione intermediale.
LUCA ACQUARELLI 63 AN-ICON
Another case of intermediality brings the historical docu-
mentary archive into the two women’s seemingly discon-
nected-from-the-world narrative: a televised news extract
about the Buddhist monk who committed suicide by setting
himself on fire during the Vietnamese dictatorship supported
by the American government. In contrast to the photo, this
TV montage showing the excruciating image of his self-im-
molating body remains diegetic, in a first shot because it is
framed by the television set and, in a second one, in which it
takes up the whole frame, because the television commenta-
tor’s voice-off preserves the continuity of the film’s temporal
rhythm. The turmoil in this sequence, both Elisabeth’s who,
in alternating montage, brings her hand to her mouth and
cries out in fright, and the viewer’s, who may identify with
her feelings, is part of the continuity of filmic perception.
The arrest scene in the photo, on the other hand, seems to
be charged with excessive otherness, challenging the film’s
narrative and rhythmic structure.
Moreover, the scene following the photograph
of the Warsaw ghetto marks an acceleration in the ambi-
guity between reality and hallucination in which Elisabeth’s
husband visits and mistakes Alma for his wife.
The film’s last prolonged fixedness (Fig. 10)
does not take the form of a photographic support but
retains the very nature of the film, suggesting a pho-
tographic standstill, first prefigured by a juxtaposition
of the two halves of the two women’s respective faces.
The hallucinatory feel of the exchange of personalities is com-
plete and could only take the form of a final and more exper-
imental freeze-frame.
Fig. 10. Ingmar Bergman, Persona,
1966. Still from film.
LUCA ACQUARELLI 64 AN-ICON
A cinema made of photographs,
the cine-photo-romance La Jetée
These two analyses would seem to support my
hypothesis that the presence of a photograph in a film –
especially when it extends to the entire frame, breaking the
rhythm of the moving image – provokes a visual alterity that
generates a reality-hallucination ambiguity. It is difficult to
generalise this hypothesis because each film has its own
complexity and internal structure but it may, in any case,
be a valid element of comparison for future analyses. I will
bring this article to a close with an analysis of a film that
brings us back to the dream considerations I made at the
beginning of the article. Although it resembles a film, La
Jetée (Chris Marker, 1962) is, as the director declares in the
opening credits, a photo-novel.15
The film is, in fact, constructed around the
montage of photographic images only, often juxtaposed
by means of a cross-fade, creating overlaps. Dream and
memory interpenetrate in reminiscence: a survivor of the
Third World War is taken prisoner and subjected to exper-
iments, using his vivid imagination, to open up time gaps
with the past and then with the future, in order to obtain the
technologies needed to reactivate an uninhabitable world
replete with destruction and radioactivity. This apocalyp-
tic environment is the background to a psychoanalytical
dimension of traumatic time. The beginning of the film is
clear in this sense; the voice over reads: “Ceci est l’histoire
d’un homme marqué par une image d’enfance”; later it will
be spoken of as a “scène qui le troubla par sa violence”.
15 It is curious that Barthes, who wrote his text on the photogram and obtuse sense in
1970 (already quoted extensively at the beginning of this article), does not mention this film,
especially if we consider a note in his text referring directly to the photo-novel, on popular
culture magazines: “Here are other ‘arts’ which combine still (or at least drawing) and story,
diegesis – namely the photo-novel and the comic-strip. I am convinced that these ‘arts’, born
in the lower depths of high culture, possess theoretical qualifications and present a new
signifier (related to the obtuse meaning). This is acknowledged as regards the comic strip but
I myself experience this slight trauma of signifiance faced with certain photo-novels: ‘their
stupidity touches me’ (which could be a certain definition of obtuse meaning)”. R. Barthes,
Image, Music, Text: 66. If we are dealing here with an entirely different kind of photo-novel
(surely not touching for its stupidity!), it seems to me that Barthes’ reflections on obtuse sense
could also apply to La Jétée.
LUCA ACQUARELLI 65 AN-ICON
The gap between image and scene explains the problem
of the difficult figuration of childhood memories. An image
affecting a child, then probably forgotten and stored away
in the unconscious then emerging once again in a dream, in
the film’s narration, in a memory of the past heterodirected
by the executioners’ experiments.
The key to the heterogeneity of the traumatic
time grafted onto the images is once again present in the
words recited by the voice-off:
Rien ne distinguent le souvenir des autres moments. Ce n’est que
plus tard qui se font reconnaître, à leurs cicatrices. Ce visage [Fig.
11] qui devait être la seule image du temps de paix à traverser le
temps de guerre. Il se demanda longtemps s’il l’avait vraiment vu
ou s’il avait créé ce moment de douceur pour étayer le moment
de folie qu’allait venir.
Fig. 11. Chris Marker, La Jetée, 1962. Still from film
Memory becomes image only après-coup,
re-signifying certain moments, reabsorbing them around
images. The La Jétée images indeed seem to have this pa-
tina of après-coup re-signification. The sharpness of their
black and white with vivid contrasts is only opacified by
cross-fade transitions. In any case, even in their transpar-
ency, all the images seem to be inhabited by this traumat-
ic time, somewhere between memory, dream and hallu-
cination. A very brief moving sequence suddenly breaks
LUCA ACQUARELLI 66 AN-ICON
into the montage of still images when, in the intimacy
of her bed, the woman in the memory wakes up, opens
her eyes and directs her gaze into the camera (Fig. 12).
Fig. 12. Chris Marker,
La Jetée, 1962. Still from film
It is a sudden enunciative change that seems designed to
awaken us from the torpor induced by this story told through
salient points, fixed images where the forces of the image in
movement converge, as if absorbed, in an oneiric iconology
that barely opens up a gap in traumatic time.
This douceur scene, immersed in a distant child-
hood memory in the context of the children taken onto the jetée
at Orly airport to watch the planes take off, is none other than
the image preceding the trauma: the child who, on the jetée,
sees the murder of his adult self, having been followed through
time by one of his executioners to kill him (Figg. 13 and 14).
Fig. 13. Chris Marker,
La Jetée, 1962. Still from film
Fig. 14. Chris Marker,
La Jetée, 1962. Still from film
LUCA ACQUARELLI 67 AN-ICON
While it is clear that the La Jetée theme lends
itself to a hallucination rhetoric, it seems to me that the
decision to use still images may make this film an extreme
case corroborating this article’s thesis.
Conclusions
This short paper suggests that the boundary be-
tween the transparency of the reality effect and the opacity
of hallucination is labile and porous. We have seen that cin-
ema, which immobilises 24-frames-per-second movement
in favour of the fixed image, is one of the artistic strategies
that seem to bring in the complexity of this boundary and
this dialectic. As we have seen, this hypothesis is difficult
to generalise, but it seems to me that it deserves further
study in the broader field of intermediality and its effects.
The three case studies analysed here bring in some addi-
tional elements, differentiating in particular cases in which
photos are inserted into the film’s diegesis (in Blow Up in
the various scenes in Thomas’s studio, in Persona with
the photo of the child but also, in a certain way, with the
large portraits of the two women) and when they replace
the film’s diegesis itself. The latter seem to highlight the
hallucinatory power of the still image in cinema with greater
intensity.
LUCA ACQUARELLI 68 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
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] | The fixed image
in cinema as a
potential altered
by Luca Acquarelli
Still image
vision strategy
Photography
Hallucination
Antonioni
Bergman
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The fixed image
in cinema as a potential
altered vision strategy
by Luca Acquarelli
Abstract The article intends to propose some analyses
of a possible formal occurrence of “altered states” in cine-
ma: the stopping of the flow of the cinematographic image
in a still image. Through some theoretical references (Metz,
Bazin, Lyotard, Deleuze, Bellour, Barthes, Montani) I will
try to understand if this kind of formal occurrence can be
constituted as a figure of the altered state. The relationship
between cinema and photography will be particularly ex-
plored, starting with films such as Antonioni’s Blow Up and
Bergman’s Persona. The hallucinatory effect will thus be
discovered not as opposed to that of reality, but a dialectic
will be constructed between the two.
Still image Photography Hallucination Antonioni Bergman
To quote this essay: L. Acquarelli, “The fixed image in cinema as a potential altered vision strategy”,
AN-ICON. Studies in Environmental Images, no. 1 (2022): 51-68
LUCA ACQUARELLI 51 AN-ICON
Dream as “authentic” absurdity,
photography as “true” hallucination
Like hallucinations, dreams are not the far end
of the reality scale but rather share some of its features.
Metz has argued that dream sequences are always barely
credible in narrative films precisely because films struggle
to represent the “authentic absurdity” of dreams. Indeed,
dreams seem to combine the reality effect with a halluci-
natory patina that film dynamics find hard to hold togeth-
er. The most traditional enunciative shifts introducing the
passage between “reality”’s diegesis and that of dreams,
such as unfocused borders or images in black and white
as opposed to colour, are indeed ineffective expedients
for the purposes of rendering this “authentic absurdity”,
this double binary between the authenticating effect, like
perhaps realist photography, and the game of the absurd,
that injection of perceptual intensity that undermines the
reality principle.
Weaving a somewhat daring theoretical thread,
this oxymoronic terminology does not seem to me to be
very far removed from that used by one of realism’s most
famous theorists – and therefore a very long way away
from Metz – André Bazin who, speaking of the use of pho-
tography as a privileged surrealist technique, conceives of
photography’s potential for creating “a true hallucination”.
While the realist photography ontology has been widely
criticised, less space has been given to this hallucinatory
residue of photography, which occurs even when it seems
to adhere to a realist aesthetic.
It should be stressed that the dream hypothe-
sis introduced with Metz is at the heart of one of cinema’s
theoretical paradigms. Without dwelling on all aspects of
this dimension, it will be useful here to digress into the
dream-cinema relationship before introducing certain anal-
yses of this article’s central theme, namely the presence of
the fixed, especially photographic, image within film, which
immobilises its movement, as a possible instant of altered vi-
sion. Metz has thoroughly enquired into the epistemological
LUCA ACQUARELLI 52 AN-ICON
potential of the oneiric vision, through the Freudian prism.
In Psychoanalysis and Cinema. The Imaginary Signifier,1
condensation, displacement and secondary elaboration
are the main processes of the oneiric “signifier” explored
by this French theorist as tools for the interpretation of
cinematographic language. For Metz, the image’s “affinity”
with the unconscious and its oneiric imagination increases
its exposure to these processes as compared to language,
without the latter being immune to them. Elements of film
grammar such as superimposition and cross-fading – the
former being closer to displacement, the latter to conden-
sation – are key examples of this affinity. These elements
testify to a survival of the primary process that, for instance,
tends to abolish the discontinuity between objects. These
are emergencies, aberrations within a product of secondary
elaboration, such as the narrative development of a film or
the attempt to narrate a dream upon awakening, the latter
being forced, at least partially, to favour narrative logic at
the expense of the ambiguous and nebulous dimension of
the primary process. Entstellung, the oneiric deformation
caused by the power of unconscious impulses, has thus
also become a theoretical paradigm for thinking in images
of a sort of energy that is not played out in forms and ac-
cumulates in fragments and temporary disfiguration.
Although Freud wrote that “dreams hallucinate”,2
the kinship between dreams and hallucinations is anything
but close, starting from the fact that the former occurs in
a sleeping state and the latter in waking state. Moments
of transition between wakefulness and sleep are often
the scene of phenomena testifying to the kinship between
the form the two experiences take: so-called hypnagogic
and hypnopompic hallucinations. This is not the place to
go into this matter in depth, but we might say that these
two dimensions, dreams and hallucinations, may be the
two areas where the fixed image in cinema, as viewed in
this article, tends to position itself in dialectical movement.
1 C. Metz, Psychoanalysis and Cinema. The Imaginary Signifier (London: Palgrave, 1982).
2 S. Freud, The Interpretation of Dreams, trans. J. Strachey (New York: Basic Books, 2010): 79.
LUCA ACQUARELLI 53 AN-ICON
A few case studies will give us a clearer understanding of
the type of visual alterations we are talking about.
Stopping the cinematic flow:
intermediality and a-cinema
The hypothesis discussed in this article is de-
signed to examine whether there are other cinematic strat-
egies capable of expressing visual alterity as regards nar-
rating the flow of cinematic images – an alterity whose
intensity borders on the hallucinatory – and, in particular,
the alterity that is generated by the use of photography in
cinema as a standstill in movement. The film theorist Ray-
mond Bellour has, on several occasions, taken an interest
in the interruption of movement in cinema, when it is, in
various ways, inhabited by the photography hantise.
In one short essay, in particular, his aim is to
promote an, as yet hypothetical, study, in Bellour’s own
words, whose interest is the “traitement de l’immobile dans
cet art du mouvement qu’est le cinema”.3 Here this film
theorist analyses these moments of arrested movement
as privileged instants of fragmented time within a cine-
matic time conceived of as unitary: “des points de tran-
scendance, avérés, reconduits à travers les ellipses, les
décompositions, les immobilisations qui les traversent”.4
Bellour’s insistence on privileged movement is also a way
of questioning the view that sees cinema as a system of
reproduction of “whatever movement”, of the “equidistant
instant” chosen to give the effect of continuity. In Bellour’s
analysis, this change of rhythm is also linked to a change
in film’s narrative dimension. Following and taking up his
analysis, this article’s aim is to examine cases in which this
immobility interrupting the flow of images is, in its various
forms, bound up with a hallucinatory state, of a dreamlike
or other nature.
3 R. Bellour, “L’interruption, l’instant”, in R. Bellour, L’Entre-Images: Photo. Cinéma. Vidéo
(Paris: Mimésis, 2020): 131.
4 Ibid.: 133.
LUCA ACQUARELLI 54 AN-ICON
A fixed camera on a long take where move-
ment is reduced to a minimum can restore this effect of
immobility rendered by the emergence of a virtually still
image in a 24 frames-per-second flow. But in actual fact,
as Deleuze explains so well with regard to Ozu’s still lifes,
this is a completely different frame of mind:
At the point where the cinematographic image most directly con-
fronts the photo, it also becomes most radically distinct from it.
Ozu’s still lifes endure, have a duration, over ten seconds of the
vase: this duration of the vase is precisely the representation of
that which endures, through the succession of changing states.5
However, when photography’s fixity interrupts
the cinematic flow, what we are left with is an alternative
configuration. As Roland Barthes pointed out in his famous
Camera Lucida:
The cinema participates in this domestication of photography — at
least the fictional cinema, precisely the one said to be the seventh
art; a film can be mad by artifice, can present the cultural signs of
madness, it is never mad by nature (by iconic status); it is always
the very opposite of an hallucination; it is simply an illusion; its vi-
sion is oneiric, not ecmnesic.6
If this opposition between photography and
cinema where hallucination is concerned may indeed seem
too general, it seems to me that the French theorist sees a
certain specificity in the still image in relation to the moving
image.
In fact, this thought seems to be echoed in Bar-
thes’ article on obtuse meaning theorised from a few frames
of Eisenstein’s Ivan the Terrible (I) (1944). Barthes realises
that the starting point in his analysis is the frame which,
although all film originates from it, cinema itself seems
5 G. Deleuze, Cinema 2: The Time-Image, trans. H. Tomlinson, R. Galeta (Minneapolis:
University of Minnesota Press,1989): 17.
6 R. Barthes, Camera Lucida: Reflections on Photography, trans. R. Howard (New York: Hill
and Wang, 1982).
LUCA ACQUARELLI 55 AN-ICON
to forget in the amnesia of its 24 images-per-second flow.
Paradoxically, frames seem very different in nature from
the film they are part of: the possibility to observe a film
frame offers a totally different epistemology as compared
to when it is lost in the flow of the movement of animation.7
In the 1970s, Jean-François Lyotard theorised
“a-cinema”, namely a cinema which goes beyond the nar-
rative discourse of diegesis and the normalised image that
follows on from it. A-cinema is not intended to be a negation
of cinema, but a dimension in which it is the power of the
image which takes precedence over its form, giving rise
to image “pyrotechnics”.8 This French philosopher refers
to two ways of complying with the pyrotechnical require-
ment: immobility and excess movement. He examines John
Avildsen’s film Joe (1970), comparing the only two scenes
featuring this arrhythmia and bound up with the film’s deep-
er narrative, namely the impossibility of the father’s incest
with his daughter:
Ces deux effets, l’un d’immobilisation, l’autre d’excès de mobilité,
sont donc obtenus en dérogation des règles de représentation,
qui exigent que le mouvement réel, imprimé à 24 images/seconde
sur la pellicule, soit restitué à la projection à la même vitesse.9
One of the examples of immobilisation described
by Lyotard – this paralysis in the image that provokes the
most intense agitation – is most effectively embodied by the
tableau vivant, linking this dispositif to the libidinal energy
dimension that lies at the heart of his broader theory of the
7 Barthes adds: “For a long time, I have been intrigued by the phenomenon of being
interested and even fascinated by photos from a film (outside a cinema, in the pages of
Cahiers du cinema) and of then losing everything of those photos (not just the captivation but
the memory of the image) when once inside the viewing room – a change which can even
result in a complete reversal of values”. R. Barthes, Image, Music, Text (London: Fontana
Press, 1997): 65-66.
8 Lyotard takes the idea from Adorno who claimed that the only great art is that of the
artificers: “la pyrotechnie simulerait à la perfection la consomption stérile des énergies de la
jouissance” and then talking about currents that could meet pyrotechnic needs: “Ces deux
pôles sont l’immobilité et l’excès de mouvement. En se laissant attirer vers ces antipodes, le
cinéma cesse insensiblement d’être une force de l’ordre ; il produit de vrais, c’est-à-dire vains,
simulacres, des intensités jouissives, au lieu d’objets consommables-productifs”. J.-F. Lyotard,
Des dispositifs pulsionnels (Paris: Galilée, 1994): 60.
9 Ibid.: 63.
LUCA ACQUARELLI 56 AN-ICON
figural.10 Immobilisation, immobility, stopping on a fixed
image within the movement of the film: these are all effects
that come close to the study hypotheses discussed here.
But another aspect can usefully be underlined.
When cinema mediates another kind of image, re-mediation
and intermediality is generally talked of. This theoretical
dimension has been approached from various points of
view: Montani’s book speaks of intermedial aesthetics as
places of “authentication” process activation.11 The term
“intermedial” is used here as a philosophical option sum-
marised in the first pages of the book: it is
only by starting from an active comparison between different tech-
nical formats of the image (optical and digital, for example) and
between its different discursive forms (fictional and documentary,
for example), that one can do justice to the irreducible otherness
of the real world and the testimony of facts, (media and non-media
facts), happening in it.12
If doubt is clearly cast on the problem of inter-
mediality by the hypothesis of this article, let us try to focus
on the specific case of the still image alone, disregarding
authentication but rather proposing it as a case of visual
alteration. That is to say, authentication as the result of a
montage between different media can – as we shall see in
one of the cases of still image cinema shown below – be
understood as visual alteration, in accordance with the
topic dealt with in this journal issue.
10 For an interdisciplinary study of the figural dimension of image analysis, allow me a
reference to the collective volume, L. Acquarelli, ed., Au prisme du figural: Le sens des images
entre forme et force (Rennes: Presses Universitaires de Rennes, 2015).
11 The term “authentication” can be problematic because it resonates semantically with
authenticity and, therefore, truth. Montani immediately disambiguated the term, distancing it from
this risk of confusion: “Authenticating, from this point of view, is akin to ‘rerealizing’, rehabilitating
the image to the relationship with its irreducible other, with its radical and elusive off-screen”. P.
Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010): 14. My translation.
12 Ibid.: 13. My translation.
LUCA ACQUARELLI 57 AN-ICON
The shifting fixity of photography in cinema
and its hallucinatory effect. From Blow Up
to Persona
In one of the films most frequently cited in text-
books on the photography-cinema relationship, Michelan-
gelo Antonioni’s Blow Up (1966), it is the dialectic between
the photographic medium as authenticating evidence and
hallucinatory instrument which plays centre stage. The use of
photography as evidence is apparently the main theme, but
it is precisely photographic enlargements aimed at visualis-
ing the evidence that leads our vision towards hallucination
rather than authentication.
The first scene is set in an anonymous park in
which the main character Thomas is taking photographs of
what seems to be the prudishly amorous games of a couple
in the middle of the lawn, with a paparazzo’s curiosity and
almost for fun. The whole scene is played back to viewers in
a sequence in which Thomas, now back in his flat, is hunting
out detail in the prints from the negatives he has just devel-
oped. The spectator plays the same investigative game as
Thomas, scrutinising the black and white images of the scene
seen shortly before in the diegetic reality of the film. At a
certain point, Thomas ceases to act as the viewer’s delegate,
and the frame is entirely taken up by the images (Fig. 1 and 2).
Fig. 1. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 2. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
LUCA ACQUARELLI 58 AN-ICON
We leave behind the narrative time frame of the
film and move into a space-time otherness in which sound
reproduces the background noise of the leaves blowing in
the wind. A memory? The authentication of a memory? Or
rather a hallucination? This exiting from the film, a sequence
made up of 15 shots, lasting just under a minute in total,
establishes a further space-time dimension. The succes-
sion of shots apparently follows a “detective” logic, but the
leaving behind of diegetic time and the photographic tex-
ture, in the sense of figurative density – profoundly different
from the cinematographic texture preceding and following
on from it – and the immobility of the figuration, confer a
different iconic nature on this sequence. Not only does it
shift viewers into a space and time otherness, but it also
seems to position itself within the film as a sequence whose
diverse legibility gradually contaminates the rest of the film’s
shots, suspending its already weak narrative currents.
The photo designed to “indicate” the corpse, in
its exaggerated enlargement, resembles an abstract paint-
ing (Fig. 3), showing nothing but its support and its texture and,
moreover, the film urges us to compare it with the paintings of
Thomas’s friend Bill, an abstract figurative painter (Fig. 4).13
Fig. 3. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
Fig. 4. Michelangelo Antonioni,
Blow Up, 1966. Still from film.
13 In Fig. 4, the female character in a dialogue with Thomas explicitly says that the
photograph looks to her like one of Bill’s paintings.
LUCA ACQUARELLI 59 AN-ICON
In an earlier scene, Bill tries to describe his paintings as
follows:
They don’t mean anything when I do them. Just a mess. Afterwards
I find something to hang on to. Like that...like that leg. Then it sorts
itself out...and adds up. It’s like finding a clue in a detective story.
The abstract picture prefigures the search for
evidence in the photo. But what if the picture itself is ab-
stract? Thomas looks for fresh evidence of the murder
seen in the photographs, first returning alone to the site
of the alleged crime and finding the body. When he tries
to convince another friend of his to look for proof of the
existence of the corpse, he is not believed. No one seems
to care about the possible referent of the photograph, as if
the photograph itself was pushing for a return to Lacanian
reality within a society hypnotised by fashionable images
which no one wants to face up to. When Thomas returns
to the park for a second time to photograph the corpse up
close, it has disappeared. Initially examined as reassuring
ontological realism, the photograph is actually the place
where memory and hallucination break through into the
reality effect generated by cinematic movement.
Ingmar Bergman’s film Persona (1966), which
Bellour himself included in the above-mentioned article, is
an interesting still image in cinema case study. It takes
various forms, first occupying the whole screen, then as an
image displayed as a photograph within a diegetic action,
then as a photograph explored by the camera, and then
as a still image juxtaposing close-ups of the two women.
The film focuses virtually in its entirety on the re-
lationship between a patient, Elisabeth Vogler (Liv Ullmann)
suffering from voluntary aphasia, and a nurse, Alma (Bibi
Andersson). This caring relationship becomes increasingly
intimate once the two women go to the beachfront house
the clinic’s therapist has advised Elisabeth to recuperate
in. The central theme of the film becomes the double, in
the Freudian sense, as the two women’s relationship gets
gradually more psychologically complex. While on one
LUCA ACQUARELLI 60 AN-ICON
hand Elisabeth’s silence forces Alma to confide the secrets
of her life, Alma herself, after secretly reading a letter from
Elisabeth to the therapist which she feels ridicules her, be-
comes increasingly irritable and begins to despise Elisabeth
for what she sees as her selfish and corrupt nature. At the
same time Alma begins to feel guilty for having an abortion
and to identify with Elisabeth who seems unable to love her
child, having rejected it from birth. Ingmar Bergman builds
the film on this progressive identification, in a crescendo
that culminates in something close to a mirror image be-
tween the two figures before they are juxtaposed into a sort
of hybrid face. The dizzying nature of the double is triggered
even before the two characters come on the scene when, in
a prologue in a morgue, a child gets up and moves towards
a close-up of a woman’s photograph to examine it with
his hand. The facial features of the two women – who we
later discover to be Elisabeth and Alma – in this seemingly
fixed photographic close-up gradually become less sharp
until a subtle transition occurs between them (Fig. 5 and 6).
Fig. 5. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 6. Ingmar Bergman,
Persona, 1966. Still from film.
LUCA ACQUARELLI 61 AN-ICON
Although it is the pre-prologue that “disrupts” the linear-
ity of the whole film’s narrative (a tight montage of fig-
ures juxtaposed in disparate ways, sometimes following
a meta-cinematic theme), the changing portrait sequence
is charged with such great power as to expand its reach
into the rest of the narrative. The photograph of Elisabeth’s
son (Fig. 7) is a further key element, a sort of narrative ac-
celerator, snatched from Elisabeth herself and then kept
by her to be reassembled in the scene where the logic of
the double between the two women reaches its climax.
Fig. 7. Ingmar Bergman,
Persona, 1966. Still from film.
But it is a historical snapshot, an emblem of Nazi violence
and its humiliation of its victims, the photo of the so-called
“Warsaw child” representing the greatest perceptive cae-
sura. In the year Persona was released, although knowl-
edge of Nazi atrocities was still generally not widespread,
the photo had already been used a decade earlier in Alain
Resnais’ Nuit et Brouillard (1956) and was already em-
blematic of the Holocaust, after it was used as a post-
er for a first exhibition on Nazism’s calculated ferocity
in Berlin Die Vergangenheit mahnt. The photo as a di-
egetic object (Fig. 8) casually found by Elisabeth inside a
book, and placed under a bedside lamp to make it easier
to see, absorbs the entire frame accompanied by a stri-
dent note in a crescendo of intensity lasting 30 seconds in
which the different shots blot out the photo’s details (Fig. 9).
LUCA ACQUARELLI 62 AN-ICON
Fig. 8. Ingmar Bergman,
Persona, 1966. Still from film.
Fig. 9. Ingmar Bergman,
Persona, 1966. Still from film.
A historical document which was already a symbol of Nazi
violence (but also its unrepresentability), then, breaks into
the psychological story of Elisabeth and Alma, isolated
from the world and the rest of humanity, with its docu-
mentary but also anthropological load: the gestures and
glances associated with humiliation, the executioners’ and
victims’ faces and expressions standing out around the
child’s frightened eyes and his condition as a totally de-
fenceless victim. Whilst the rightness of this choice might
be questioned, if this intermedial treatment of the archive
can more or less “authenticate” the photo itself,14 there is
no doubt whatsoever that this half-minute in which photo-
graphic fixity takes over from cinematic movement triggers
a perceptive reaction. Not only is the spectator suddenly
projected into traumatic memory of Nazism, but the film’s
photographic standstill triggers a sort of perceptive shock,
a dissonance between the flow of diegetic reality and the
condensation of the photographic gaze and its details.
14 See P. Montani, L’immaginazione intermediale.
LUCA ACQUARELLI 63 AN-ICON
Another case of intermediality brings the historical docu-
mentary archive into the two women’s seemingly discon-
nected-from-the-world narrative: a televised news extract
about the Buddhist monk who committed suicide by setting
himself on fire during the Vietnamese dictatorship supported
by the American government. In contrast to the photo, this
TV montage showing the excruciating image of his self-im-
molating body remains diegetic, in a first shot because it is
framed by the television set and, in a second one, in which it
takes up the whole frame, because the television commenta-
tor’s voice-off preserves the continuity of the film’s temporal
rhythm. The turmoil in this sequence, both Elisabeth’s who,
in alternating montage, brings her hand to her mouth and
cries out in fright, and the viewer’s, who may identify with
her feelings, is part of the continuity of filmic perception.
The arrest scene in the photo, on the other hand, seems to
be charged with excessive otherness, challenging the film’s
narrative and rhythmic structure.
Moreover, the scene following the photograph
of the Warsaw ghetto marks an acceleration in the ambi-
guity between reality and hallucination in which Elisabeth’s
husband visits and mistakes Alma for his wife.
The film’s last prolonged fixedness (Fig. 10)
does not take the form of a photographic support but
retains the very nature of the film, suggesting a pho-
tographic standstill, first prefigured by a juxtaposition
of the two halves of the two women’s respective faces.
The hallucinatory feel of the exchange of personalities is com-
plete and could only take the form of a final and more exper-
imental freeze-frame.
Fig. 10. Ingmar Bergman, Persona,
1966. Still from film.
LUCA ACQUARELLI 64 AN-ICON
A cinema made of photographs,
the cine-photo-romance La Jetée
These two analyses would seem to support my
hypothesis that the presence of a photograph in a film –
especially when it extends to the entire frame, breaking the
rhythm of the moving image – provokes a visual alterity that
generates a reality-hallucination ambiguity. It is difficult to
generalise this hypothesis because each film has its own
complexity and internal structure but it may, in any case,
be a valid element of comparison for future analyses. I will
bring this article to a close with an analysis of a film that
brings us back to the dream considerations I made at the
beginning of the article. Although it resembles a film, La
Jetée (Chris Marker, 1962) is, as the director declares in the
opening credits, a photo-novel.15
The film is, in fact, constructed around the
montage of photographic images only, often juxtaposed
by means of a cross-fade, creating overlaps. Dream and
memory interpenetrate in reminiscence: a survivor of the
Third World War is taken prisoner and subjected to exper-
iments, using his vivid imagination, to open up time gaps
with the past and then with the future, in order to obtain the
technologies needed to reactivate an uninhabitable world
replete with destruction and radioactivity. This apocalyp-
tic environment is the background to a psychoanalytical
dimension of traumatic time. The beginning of the film is
clear in this sense; the voice over reads: “Ceci est l’histoire
d’un homme marqué par une image d’enfance”; later it will
be spoken of as a “scène qui le troubla par sa violence”.
15 It is curious that Barthes, who wrote his text on the photogram and obtuse sense in
1970 (already quoted extensively at the beginning of this article), does not mention this film,
especially if we consider a note in his text referring directly to the photo-novel, on popular
culture magazines: “Here are other ‘arts’ which combine still (or at least drawing) and story,
diegesis – namely the photo-novel and the comic-strip. I am convinced that these ‘arts’, born
in the lower depths of high culture, possess theoretical qualifications and present a new
signifier (related to the obtuse meaning). This is acknowledged as regards the comic strip but
I myself experience this slight trauma of signifiance faced with certain photo-novels: ‘their
stupidity touches me’ (which could be a certain definition of obtuse meaning)”. R. Barthes,
Image, Music, Text: 66. If we are dealing here with an entirely different kind of photo-novel
(surely not touching for its stupidity!), it seems to me that Barthes’ reflections on obtuse sense
could also apply to La Jétée.
LUCA ACQUARELLI 65 AN-ICON
The gap between image and scene explains the problem
of the difficult figuration of childhood memories. An image
affecting a child, then probably forgotten and stored away
in the unconscious then emerging once again in a dream, in
the film’s narration, in a memory of the past heterodirected
by the executioners’ experiments.
The key to the heterogeneity of the traumatic
time grafted onto the images is once again present in the
words recited by the voice-off:
Rien ne distinguent le souvenir des autres moments. Ce n’est que
plus tard qui se font reconnaître, à leurs cicatrices. Ce visage [Fig.
11] qui devait être la seule image du temps de paix à traverser le
temps de guerre. Il se demanda longtemps s’il l’avait vraiment vu
ou s’il avait créé ce moment de douceur pour étayer le moment
de folie qu’allait venir.
Fig. 11. Chris Marker, La Jetée, 1962. Still from film
Memory becomes image only après-coup,
re-signifying certain moments, reabsorbing them around
images. The La Jétée images indeed seem to have this pa-
tina of après-coup re-signification. The sharpness of their
black and white with vivid contrasts is only opacified by
cross-fade transitions. In any case, even in their transpar-
ency, all the images seem to be inhabited by this traumat-
ic time, somewhere between memory, dream and hallu-
cination. A very brief moving sequence suddenly breaks
LUCA ACQUARELLI 66 AN-ICON
into the montage of still images when, in the intimacy
of her bed, the woman in the memory wakes up, opens
her eyes and directs her gaze into the camera (Fig. 12).
Fig. 12. Chris Marker,
La Jetée, 1962. Still from film
It is a sudden enunciative change that seems designed to
awaken us from the torpor induced by this story told through
salient points, fixed images where the forces of the image in
movement converge, as if absorbed, in an oneiric iconology
that barely opens up a gap in traumatic time.
This douceur scene, immersed in a distant child-
hood memory in the context of the children taken onto the jetée
at Orly airport to watch the planes take off, is none other than
the image preceding the trauma: the child who, on the jetée,
sees the murder of his adult self, having been followed through
time by one of his executioners to kill him (Figg. 13 and 14).
Fig. 13. Chris Marker,
La Jetée, 1962. Still from film
Fig. 14. Chris Marker,
La Jetée, 1962. Still from film
LUCA ACQUARELLI 67 AN-ICON
While it is clear that the La Jetée theme lends
itself to a hallucination rhetoric, it seems to me that the
decision to use still images may make this film an extreme
case corroborating this article’s thesis.
Conclusions
This short paper suggests that the boundary be-
tween the transparency of the reality effect and the opacity
of hallucination is labile and porous. We have seen that cin-
ema, which immobilises 24-frames-per-second movement
in favour of the fixed image, is one of the artistic strategies
that seem to bring in the complexity of this boundary and
this dialectic. As we have seen, this hypothesis is difficult
to generalise, but it seems to me that it deserves further
study in the broader field of intermediality and its effects.
The three case studies analysed here bring in some addi-
tional elements, differentiating in particular cases in which
photos are inserted into the film’s diegesis (in Blow Up in
the various scenes in Thomas’s studio, in Persona with
the photo of the child but also, in a certain way, with the
large portraits of the two women) and when they replace
the film’s diegesis itself. The latter seem to highlight the
hallucinatory power of the still image in cinema with greater
intensity.
LUCA ACQUARELLI 68 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
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] | Images that we
should not see.
The issue of non-perceptual
attitudes from film
to virtual Filmreality
by Enrico Terrone
Virtual Reality
Perception
Memory
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Images that we should
not see. The issue of
non-perceptual attitudes
from film to virtual reality
by Enrico Terrone
Abstract This paper casts film experience as a sort of
disembodied perception. I will show how this experience
can be manipulated and altered in order to approximate to
mental states of fictional characters, in particular embodied
perception, memory and imagination. I will acknowledge
that film experience can approximate to non-perceptual at-
titudes such as memory and imagination much better than
the experience elicited by theater. Yet, I will contend, film
experience cannot emulate the phenomenology of non-per-
ceptual attitudes since it remains a sort of disembodied
perception even when it is manipulated by filmmakers in
order to approximate memory states or imaginative states
of fictional characters. Finally, I will argue that virtual real-
ity, in virtue of both its proximity to embodied perception
and its potential for manipulation, is, in principle, in a bet-
ter position than film when it comes to trying to emulate
non-perceptual attitudes such as memory and imagination.
Film Virtual Reality Perception Memory Imagination
To quote this essay: E. Terrone, “Images that we should not see. The issue of non-perceptual attitudes
from film to virtual reality”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 69-90
ENRICO TERRONE 69 AN-ICON
Cloe sees a black cat, Jack remembers a black
cat, Lisa imagines a black cat. According to representa-
tionalist conceptions of the mind,1 Cloe’s, Jack’s and Li-
sa’s mental states have the same representational content,
namely a black cat, and yet they differ as regards their
attitude, that is, the way that content is represented. Per-
ceiving a black cat, remembering a black cat and imagin-
ing a black cat are three different experiences in virtue of
three different attitudes. Specifically, according to Uriah
Kriegel’s “Sartrean account”,2 the perceptual attitude rep-
resents-as-present its content, the memory attitude rep-
resents-as-past its content, and the imaginative attitude
represents-as-possible its content.
All this raises an interesting issue about film
experience. On the one hand, according to experiential
theories of depiction,3 films provide us with experiences
whose “pictorial attitude” somehow emulates the perceptual
attitude. On the other hand, scholars such as Hugo Mün-
sterberg or Erwin Panofsky have stated that films allow us
to share not only the perceptual point of view of fictional
characters but also their inner life, which involves states
such as memory or imagination.4 These two statements are
in tension: if the pictorial attitude which characterizes film
experience is a sort of perceptual attitude, how can film
spectators enjoy experiences based on memory attitudes
or imaginative attitudes?
I will argue that the spectator cannot enjoy the
latter experiences. The spectator can only ascribe such
experiences to characters by relying on the perceptual
experience she is enjoying. Finally, I will argue that, quite
1 T. Crane, “The intentional structure of consciousness”, in A. Jokic, Q. Smith, eds.,
Consciousness: New Philosophical Perspectives (Oxford: Oxford University Press, 2003): 33-
56; D. Chalmers. “The representational character of experience”, in B. Leiter, ed., The Future
for Philosophy (Oxford: Oxford University Press, 2004): 153-180.
2 U. Kriegel, “Perception and imagination. A Sartrean account”, in S. Miguens, G. Preyer,
C. Bravo Morando, eds., Prereflective Consciousness: Early Sartre in the Context of
Contemporary Philosophy of Mind (London: Routledge, 2015): 257-288.
3 R. Hopkins, “Depiction”, in P. Livingston, C. Plantinga, eds., The Routledge Companion to
Philosophy and Film (London: Routledge, 2009): 64-74.
4 H. Münsterberg, The Photoplay: a Psychological Study (New York: Appleton, 1916);
E. Panofsky, “Style and medium in the motion pictures” (1934), in D. Talbot, ed., Film: An
Anthology (Berkeley: University of California Press, 1959): 15-32.
ENRICO TERRONE 70 AN-ICON
surprisingly, virtual reality is in a better position than film
as regards the emulation of non-perceptual attitudes.
Film experience as disembodied
perception
Film experience is a perceptual experience.
The audience perceives objects and events taking place in
the world that the film portrays. The Lumière Brothers Sortie
des Usines Lumière (1895) is paradigmatic in this respect:
the audience sees workers leaving the factory in a way
that is analogous to the way one would see those workers
if one were in front the factory. Analogous, however,
does not mean identical. While in ordinary perception we
experience things as organized in an “egocentric space”,
that is, a space that has our body as its own center,5 in
cinematic perception we experience things as organized
in a space that has only our sight, not our body, as its own
center. The space depicted is experienced as “detached”
from our body.6
The spectator of Sortie des Usines Lumière
sees workers exiting the factory from a standpoint in front
of the factory, but she does not occupy that standpoint and
she does not have the impression of occupying it. Even
spectators of the Lumière Brothers L’arrivée d’un train en
gare de La Ciotat (1895) normally do not have the impres-
sion of occupying the standpoint in front of the train, in
spite of the popular fable that suggests otherwise.7
Film experience, so understood, is a disembod-
ied perception. We can perceive things from a viewpoint that
our body is not forced to occupy. It is worth noting that by
“disembodied perception” here is just meant the percep-
tion of a space in which our body does not have any place.
Hence, film experience is disembodied only with respect to
the experienced relationship between the spectator and
5 G. Evans, The Varieties of Reference (Oxford: Clarendon Press, 1982).
6 N. Carroll, Theorizing the Moving Image (Cambridge: Cambridge University Press, 1996).
7 M. Loiperdinger, “Lumière’s arrival of the train. Cinema’s founding myth”, The Moving
Image 4, no. 1 (2004): 89-118.
ENRICO TERRONE 71 AN-ICON
the space portrayed. The spectator’s body, however, keeps
playing a crucial role in the whole film experience which,
as a twofold experience, also includes the spectator’s re-
lationship to the space in which the film is screened.8
Even a paradigmatic essay on the embodied
character of film experience, namely Vivian Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), acknowledges that the perspective of the spectator
as an embodied subject is different from the perspective on
the world depicted that the film provides us with. Yet, Sob-
chack states that film experience is embodied all the way
through because there is a further body at work, namely,
the film’s body:
We recognize the moving picture as the work of an anonymous and
sign-producing body subject intentionally marking visible choices
with the very behavior of its bodily being. However, these choices
are not initiated by the movement of our bodies or our intending
consciousness. They are seen and visible as the visual and phys-
ical choices of some body other than ourselves [...]. That some
body is the film’s body.9
What does it exactly mean that the film has a
body? This seems to be a suggestive metaphor that should
be unpacked for rigorous theorizing. Sobchack offers the
following characterization of the film’s body: “The cam-
era its perceptive organ, the projector its expressive organ,
the screen its discrete and material occupation of worldly
space”.10 If the film’s body is just that, it comes down to
a suggestive characterization of the film’s screening. Still
Sobchack also insists on the “choices” that the alleged
film’s body makes thereby determining our point of view on
the space portrayed. Precisely because that point of view
does not depend on the position and the movement of our
8 R. Hopkins, “Depiction”. See also E. Terrone, “Imagination and perception in film
experience”, Ergo, no. 5 (2020): 161-190.
9 V. Sobchack, The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 278. Thanks to a referee for pushing me to discuss
Sobchack’s view.
10 Ibid.: 299.
ENRICO TERRONE 72 AN-ICON
body, I find it worthwhile to cast the experience it provides
as disembodied. While ordinary perception, as an embodied
experience, depends on the position and movement of our
body, film experience is disembodied since it depends on
choices that are not up to us. Whom are those choices up
to? To the filmmaker for sure, and yet scholars like George
Wilson argue that, in our engagement with fiction films, we
rather experience those choices as the outcome of the “min-
imal narrating agency” of a fictional narrator.11 Perhaps what
Sobchack calls the film’s body may be an interesting char-
acterization of how we experience the actual agency of the
filmmaker or, if Wilson is right, the fictional agency of the
narrator. Nevertheless, the fact remains that the film’s body
is not the spectator’s body and I reckon that this is enough
to warrant the characterization of film experience as disem-
bodied perception.
Such a disembodied nature of film experience
has an interesting consequence. Since film experience, as
disembodied perception, involves a point of view that does
not depend on our body, that point of view can change
without the need of moving our body. Neither Sortie des
Usines Lumière nor L’arrivée d’un train en gare de La Ci-
otat exploit this option, but later films do so by means of
camera movements and editing.
The specificity of film experience
In ordinary perception we experience things as
taking place in a determinate place and time, namely, here,
the place where our body is, and now, the time when our
experience occurs. In cinematic perception, on the other
hand, place and time remain indeterminate. Our perception,
as such, does not tell us where and when the things per-
ceived take place. Cinematic perception needs a cognitive
supplementation in order to fix the spatial and temporal
coordinates of what one is perceiving. Films can provide
11 G.M. Wilson, Seeing Fictions in Film: The Epistemology of Movies (Oxford: Oxford
University Press, 2011): 129.
ENRICO TERRONE 73 AN-ICON
such supplementation either explicitly, by means of devices
such as voice over and inscriptions, or implicitly, by relying
on clues embedded in the scenes portrayed.
Furthermore, film perception is not up to us in
the way ordinary perception is. In the latter, I can decide,
at least to a certain extent, what I am going to perceive. In
film experience, instead, I am completely deprived of au-
tonomy. In other words, film experience is predetermined
in a way ordinary experience is not. One might say that
ordinary perception is a natural experience whereas cine-
matic perception is rather an artificial experience whereby
we perceive what filmmakers (or narrators) have established
for us. In the specific case of fiction films, filmmakers (or
narrators) guide us in the perceptual exploration of fictional
worlds. That is arguably the most insightful way of unpack-
ing Sobchack’s metaphor of the film’s body.
Let me consider, as an example, David W. Grif-
fith’s An Unseen Enemy (1912), which tells the story of two
orphan sisters whose heritage is threatened by a treach-
erous housekeeper and her accomplice. We discover this
story through a series of disembodied perceptual expe-
riences of the same kind as those elicited by Sortie des
Usines Lumière and L’arrivée d’un train en gare de La Ciotat.
We see the two orphans, then the housekeeper, then the
elder brother of the two girls who places the heritage in the
safe, then the housekeeper who spies him, and so on and
so forth. The filmmaker has designed this series of percep-
tions in a way that provides us with a sort of “unrestricted
epistemic access” to the relevant facts of the story.12 Unlike
the two orphans, we are aware from the beginning of the
threat coming from the housekeeper. Moreover, unlike the
housekeeper, we are aware of the brother’s attempt to help
his sisters and prevent theft. In sum, the spectator of An
Unseen Enemy perceives more, and therefore knows more,
than the characters in the story; the “enemy” is “unseen”
only for the characters, not for the audience.
12 G.M. Wilson, Narration in Light: Studies in Cinematic Point of View (Baltimore: Johns
Hopkins University Press, 1986).
ENRICO TERRONE 74 AN-ICON
This is the basic functioning of fiction films, which
corresponds to the omniscient narrator in literature. However,
other configurations are possible in which the audience’s
knowledge of relevant facts is “restricted” to that available to
characters or is even narrower than the latter.13 For example,
in Alfred Hitchcock’s Rear Window (1948) the audience’s
knowledge is as restricted as that of the character L.B. Jef-
feries (with one important exception, however: we see the
murderer leaving his apartment with his lover while Jefferies
is sleeping). In Pablo Larrain’s Ema (2019), the audience’s
knowledge is even narrower than that of the eponymous
heroine; the latter has access from the beginning to the
truth about the new adoptive parents of her son whereas the
audience will discover this truth only at the end of the film.
A further restriction that affects film experience
concerns the mode of this experience, which is just dis-
embodied perception. In ordinary experience, on the other
hand, one can enjoy a variety of experiential attitudes: em-
bodied perception, first of all, but also memory and imag-
ination, and possibly perceptual illusion, hallucination and
dream. Here is another sense in which the audience can
find it hard to know what characters know. What is at stake
here is phenomenal knowledge, that is, knowing what it is
like for a subject to undergo a certain experience.
For sure, empathy may enable the audience to
acquire phenomenal knowledge concerning the affective
and emotional dimension of a fictional character’s expe-
rience.14 For instance, the audience can share the char-
acter’s fear or the character’s surprise. Yet, affects and
emotions are evaluative mental states that are grafted onto
more basic cognitive states such as perceptions, memo-
ries, and imaginings,15 whose distinctive attitude is sure-
ly harder to access through empathy. The audience may
deploy empathy to know what it is like to for a character
to feel fear or joy but something more is required to grasp
13 Ibid.
14 J. Stadler, “Empathy and film”, in H.L. Maibom, ed., The Routledge Handbook of
Philosophy of Empathy (London: Routledge, 2016): 317-326. Thanks to a referee for leading
me to consider the role of empathy.
15 K. Mulligan, “From appropriate emotions to values”, The Monist 81, no. 1 (1998): 161-188.
ENRICO TERRONE 75 AN-ICON
the phenomenal difference between an embodied percep-
tual experience and a memory episode or an imagining.
Filmmakers are thus challenged to design disembodied
perceptual experiences that can approximate to the ba-
sic cognitive experiences enjoyed by characters, thereby
leading the audience to grasp what is going on in the char-
acters’ minds. This is arguably one of the most fascinating
challenges that cinema has addressed along its history.
Approximating to embodied perception
Although film experience and ordinary percep-
tion are both perceptual experiences, they differ inasmuch
the latter is embodied in a way the former is not. That is why,
in ordinary experience, we can move towards the things we
perceive and possibly touch them, but we cannot do so in
film experience.
The usual way in which filmmakers lead the
audience to share the embodied perceptual experience
of a character consists in providing the audience with a
standpoint that corresponds to that of the character. This
mode of representation, which is usually called “subjective
shot”, enables us to share the visual perspective of the
character in spite of the fact that our body does not occupy
the corresponding standpoint, which is instead occupied
by the character’s body. As Kendall Walton puts it,
Following a shot of a character looking out a window, there is a
shot of a scene outside. Watching the second shot, we imagine
observing the scene, and we judge that the character looking out
the window has an experience “like this”, like the one we imagine
enjoying. We do not attribute to the character an experience (much)
like our actual visual experience, a visual experience of a film shot,
of a depiction of the scene outside the window. The experience
we attribute to the character is like our actual one only insofar as
imagining seeing is like actually seeing.16
16 K.L. Walton, “Fictionality and imagination – mind the gap”, in In Other Shoes: Music,
Metaphor, Empathy, Existence (Oxford: Oxford University Press, 2015): 17-35, 13.
ENRICO TERRONE 76 AN-ICON
Let me assume that what Walton calls “imag-
ining seeing”, here, matches what I call “disembodied per-
ception”. Under this assumption, we can interpret Walton’s
last sentence as stating that the experience elicited by the
point-of-view remains a disembodied perception, which is
not identical with, but only approximates to, the embodied
perception of the character. Overlooking this limitation can
lead to disastrous effects. Robert Montgomery’s Lady in
the Lake (1947), for example, aims to turn the audience’s
disembodied perception into the perceptual experience of
the main character along the whole duration of the film, but
the result is just that the audience has “the impression that
there is a camera by the name of ‘Philip Marlowe’ stumbling
around Los Angeles and passing itself off as the well-known
human being of the same name”.17
In fact, more cautious and parsimonious uses
of the subjective shot can have outstanding aesthetic ef-
fects. Griffith’s An Unseen Enemy is exemplary in this re-
spect. I pointed out earlier that the film is based on “ob-
jective” shots from neutral standpoints that are aimed to
elicit pure disembodied experiences from the audience. Yet,
quite exceptionally, one subjective shot emphasizes the
most dramatic passage of the story. This shot is a close-
up of the gun that the housekeeper passes through a hole
in the door of the room where the two sisters took refuge
(Fig. 1). We see the gun from the standpoint of the young-
er sister (Fig. 2), and this subjective shot emphasizes the
centrality of that character in the narrative.
Fig. 1. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
17 G.M. Wilson, Narration in Light: 86.
ENRICO TERRONE 77 AN-ICON
Fig. 2. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
She is the one who has a psychological and
relational arc of transformation along the story: at the be-
ginning she refuses reluctantly to kiss her boyfriend but in
the last image of the film she finally accepts the kiss. It is
tempting to see the film as a sort of bildungsroman of this
girl; specifically, her initiation to sexuality. This hermeneutic
temptation is encouraged by the subjective shot in which
the gun passing through the hole evokes a sort of phallic
figure. The next shot shows that the girl is horrified by the
gun. Later in the story, however, she finds the courage to
try to grasp the gun, and then slumps back (Fig. 3 and 4).
Fig. 3. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
Fig. 4. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
ENRICO TERRONE 78 AN-ICON
Interestingly, the editing connects this image of
the girl to the image of her boyfriend walking in the fields (Fig. 5).
Fig. 5. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
This link does not seem to be motivated by the course of
the narrative but rather by a sort of symbolic pattern.
Approximating to memory
The experience of the spectator who watches a
film such as An Unseen Enemy consists in a series of per-
ceptual perspectives on the fictional world. Many of them
are from a neutral, unoccupied point of view but some of
them can match the perceptual point of view of a charac-
ter. Most films function in this way. Some films even try to
make us share the perceptual point of view of non-human
characters. For example, John McTiernan’s Predator (1987)
makes us share the perceptual point of view of an alien
creature, and Pietro Marcello’s Bella e perduta (2015) that
of a buffalo. On the other hand, there are films that do not
limit themselves to making us share the perceptions of
certain fictional characters but also aim to make us share
other basic cognitive states of them.
Let me begin with the case of memory. At the
turning point of Michael Curtiz’s Casablanca (1942), Rick
remembers his love affair with Ilsa in Paris. The combination
of the movement of the camera towards Rick’s face with the
crescendo of the music and the white dissolve indicates that
the following scenes are to be taken as memories of Rick
(Figg. 6,7 and 8). Yet, the kind of experience whereby the
spectator experiences this scene is perception, not memory.
ENRICO TERRONE 79 AN-ICON
The flashback makes us perceive the events that Rick is
remembering rather than his memory experience. We have
not the impression of remembering those events, that is, we
are not enjoying the peculiar phenomenology of memory.
Rather, we keep perceiving those past events set in Paris
in the same disembodied way in which we were perceiv-
ing the present events set in Casablanca which have been
portrayed before the flashback.
Fig. 6. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 7. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 8. Michael Curtiz,
Casablanca, 1942. Still from film.
ENRICO TERRONE 80 AN-ICON
Memory experiences usually are fragmentary, in-
complete and unstable whereas the Paris events portrayed
in the film exhibit the typical accuracy, fluidity and stability
of perception. Moreover, memory experiences typically in-
volve a first-person perspective whereas most shots in the
Casablanca flashback are taken from a neutral objective
perspective, not from Rick’s perspective. Most importantly,
memory experiences, as such, involve a feeling of pastness
whatever their content, whereas our experience of these
scenes of Casablanca lack that phenomenological hall-
mark. Although Rick is represented as remembering, the
flashback only makes us perceive what is remembered, the
content of his memory. This is the standard way in which
flashbacks encode memory in film. We do not think that
Rick’s memory experience is like this. We just think that we
are seeing (in a perceptual attitude) the events that Rick
is remembering (in the memory attitude). At most, certain
films can use stylistic device such as blurred images or
shift from color to black and white in order to stress that
the spectator’s perceptual experience is meant to encode
another kind of mental state. Yet, the spectator experience
remains perceptual in nature. Seeing blurry or seeing in
black and white are still ways of seeing.
Perhaps a better way of getting the spectator
closer to the memory state of a character might consist in
casting as a flashback a shot that was previously conjugat-
ed in the present tense. For example, in François Truffaut’s
L’amour en fuite (1979) flashbacks are made of shots of
previous films of the Antoine Doinel series, so that the spec-
tator shares Antoine’s experience of remembering those
events. Yet, these cases are quite exceptional. In most
films that use flashbacks, only the character is undergoing
a memory experience while the spectator is rather enjoying
a disembodied perception.
Approximating to imagination
Memory differs from imagination in that one
remembers events that one previously perceived whereas
ENRICO TERRONE 81 AN-ICON
the events imagined could not have been perceived. Imag-
ination indeed, unlike memory, can represent events that
did not take place. So, when in John Schlesinger’s Billy Liar
(1963) Billy images himself to be the ruler of an imaginary
country called Ambrosia, we cannot perceive the corre-
sponding events in the story world of Billy Liar because
there are no such events in that world.
However, the way in which Billy Liar’s spectators are
invited to consider Billy’s imaginings is analogous to that in which
Casablanca’s spectators are invited to consider Rick’s memories.
That is, the combination of a camera movement towards the
character’s face with music and visual dissolve (Figg. 9, 10
and 11). In Billy Liar, the shift to imagination is also stressed by
the inner voice of Billy himself who says: “It was a big day for
us. We had won the war in Ambrosia. Democracy was back
once more in our beloved country...”. Yet, the experience that
this segment of Billy Liar elicits from its spectators remains a
perceptual experience. We see Billy on a tank in the middle
of the crowd which celebrates his triumph in the war. Just
as Casablanca makes us perceive the events that Rick is re-
membering, Billy Liar makes us perceive the events that Billy
is imagining. The difference is just that the events remem-
bered belongs to the story world of Casablanca, whereas
the events imagined do not belong to the story world of Billy
Liar. Rather, those events belong to a nested fictional world,
which the filmmaker has built up within the main fiction in
order to represent Billy’s imagining.18
Fig. 9. John Schlesinger,
Billy Liar, 1963. Still from film.
18 On the notion of nested world, see K.L. Walton, “Fictionality and imagination”.
ENRICO TERRONE 82 AN-ICON
Fig. 10. John Schlesinger,
Billy Liar, 1963. Still from film.
Fig. 11. John Schlesinger,
Billy Liar, 1963. Still from film.
Billy Liar does not make us share the imagina-
tive experience of Billy, just as Casablanca did not make us
share the memory experience of Rick. Imaginings, indeed,
usually lack the kind of accuracy, fluidity, objectivity and
stability that characterizes our perceptual experience of the
events imagined by Billy. Moreover, imaginative experienc-
es, as such, should involve a feeling of unreality whatever
their content whereas our experience of these scenes of
Billy Liar lacks such phenomenological hallmark. The con-
tent of our perception, namely, Billy’s triumph, may look
weird and non-realistic but we experience it in the same
way in which we experience other scenes of the film that
look much more realistic. Thus, films such as Billy Liar do
not make us share the imaginative states of fictional char-
acters but only approximate to such states by providing
us with perceptual experiences of nested fictional worlds.
Altering the epistemic status of film
experience
From a phenomenological perspective, there
is just one basic experiential attitude that film spectators
ENRICO TERRONE 83 AN-ICON
can take towards the fictional events portrayed. Wilson,19
following Walton,20 calls it “imagining seeing” while I prefer
to dub it “disembodied perception”. That said, there are
different ways in which spectators can relate this experi-
ence to the fictional world they are exploring; this is what
Wilson calls the “the epistemic status of the contents of
their imagined seeing”.21
The default assumption about the epistemic
status of film experience is that we are perceiving the fic-
tional world as it is, from a neutral perspective that does
not match the point of view of anybody. In other words, the
basic epistemic status of film experience is pure perceptual
knowledge. Yet, this basic epistemic status can be altered
by cues coming from the content or the context of our per-
ceptual experience. The main way of altering the epistemic
status consists in a shift from the neutral viewpoint of the
spectator as a detached observer to the subjective view-
point of a character. In such cases, the spectator is invited
to relate what she is perceiving in a disembodied way to
the embodied perception or memory or imagination of a
certain character. Yet, the spectator’s experience does not
turn into an embodied perception or memory or imagina-
tion. It remains a disembodied perception; only its epistemic
status undergoes alteration. In the default case, we cast our
disembodied experience merely as a source of perceptual
knowledge about the objective facts of the fictional world.
In the altered states, on the other hand, we cast our disem-
bodied experience as a source of knowledge concerning also
(in the case of embodied perception and memory) or only
(in the case of imagination) the subjectivity of a character.
Some films leave the epistemic status of cer-
tain shots indeterminate. In Ingmar Bergman’s Wild Straw-
berries (1957), for instance, it is not evident whether the
protagonist Isak Borg is remembering or rather imagining
certain episodes of his teenage. Spectators just perceive
19 G.M. Wilson, Seeing Fictions in Film: 164.
20 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge, MA: Harvard University Press, 1990).
21 G.M. Wilson, Seeing Fictions in Film: 164.
ENRICO TERRONE 84 AN-ICON
such episodes in the usual disembodied way and acknowl-
edge that something is going on in Isak’s mind rather than
in the outer world. One might say that the spectator per-
ceives a nested fictional world which is made of elements
coming from both Isak’s memory and Isak’s imagination,
but she cannot precisely tell the imaginative elements
from the memory elements. The epistemic status of these
shots thus remains indeterminate: suspended, as it were,
between memory and imagination. Likewise, the scenes
of Federico Fellini’s Otto e mezzo (1963) that portray the
protagonist Guido Anselmi in his childhood (being bathed
in wine lees and then put in bed; playing football in the
schoolyard and then visiting Saraghina; being punished by
the priests and then returning to Saraghina) have an inde-
terminate epistemic status which lies between memory and
imagination. The spectator has a perceptual disembodied
experience of a nested fictional world which is made of
elements arguably coming from both Guido’s imagination
and Guido’s memory, but she finds it hard to precisely dis-
tinguish what is coming from where.
The phenomenological virtues of film
compared to theater
If film experience is just a kind of perceptual
experience which can at most approximate to other mental
states such as memory or imagination, why scholars like
Münsterberg and Panofsky have stated that films can lead
spectators to enjoy the latter mental states?
I propose a historical explanation according
to which statements such as Münsterberg’s or Panofsky’s
are to be read as comparisons between film and theater.
Both these forms of art invite the spectator to enjoy a per-
ceptual experience of a fictional world. Yet, the experience
that theater elicits from the spectator is ordinary embod-
ied perception whereas film experience is a peculiar kind
of disembodied perception. At the theater, the spectator
sees the play from a standpoint that corresponds to the
standpoint of her body, and that standpoint can change
ENRICO TERRONE 85 AN-ICON
if the body moves. Slightly moving one’s head can be
sufficient to change one’s perspective on the events por-
trayed by a play; if one moved closer to the stage, one
would even perceive those events from a closer standpoint.
In this sense, theater experience works just as ordinary
perception; it is as if fictional events had been magical-
ly transported in our own environment, in our egocentric
space. In film experience, on the other hand, it is the spec-
tator’s viewpoint that seems to be magically transported in
the middle of fictional events even though her body firmly
remains in her seat. Film experience is thus independent
from the spectator’s bodily movement in a way theater ex-
perience is not. This is what motivates the characterization
of film experience as a sort of disembodied perception.
Thus, film experience is much more flexible
than theater experience when it comes to approximating to
other mental states such as memory or imagination, whose
content also is quite independent from the position and the
possible movements of one’s body. Panofsky nicely makes
this point when he writes:
In a theater, space is static, that is, the space represented on the
stage, as well as the spatial relation of the beholder to the spectacle,
is unalterably fixed. [.. ] With the movies the situation is reversed. Here,
too, the spectator occupies a fixed seat, but only physically, not as the
subject of an aesthetic experience. Aesthetically, he is in permanent
motion as his eye identifies itself with the lens of the camera, which
permanently shifts in distance and direction. [.. ] This opens up a world
of possibilities of which the stage can never dream.22
Among the possibilities of film in comparison
with theater, there is surely the capacity to lead the spec-
tator in the proximity of the mental states of the characters.
Yet, this does not mean that, in those cases, film experience
turns into a memory experience or into an imaginative ex-
perience; it remains a perceptual experience, though one
aimed at approximating to other mental states.
22 E. Panofsky, “Style and medium in the motion pictures”: 18-19.
ENRICO TERRONE 86 AN-ICON
Film experience, as a disembodied perceptual
experience, reveals itself to be especially apt to emulate
mental states such as perceptual illusion, hallucination and
dream, whose attitude is not as distinct from that of per-
ception as it is the attitude of memory or that of imagina-
tion. One can cast perceptual illusions, hallucinations and
dreams as perceptual experiences that, unlike standard
perception, fail to represent things as they are. Specifical-
ly, perceptual illusions lead the perceiver to cast things as
having properties they do not actually have, while “partial
hallucinations” lead her to perceive things that actually have
not their place in her environment, and “total hallucinations”,
just like dreams, leads the subject to experience a totally
made up environment.23
Ordinary perception is somehow authoritative
as for the reality of its content, and theater experience
tends to inherit this epistemic authority, which it applies to
the story world. Film experience, on the other hand, has a
weaker epistemic authority despite its perceptual character.
I contend that this depends on its peculiarly disembodied
attitude. While watching a film, we have the impression of
seeing characters who inhabit the story world, and events
that occur in it, and we usually tend to endorse such im-
pression thereby acquiring pieces of information about the
story world. Yet, we do not perceive these events as occur-
ring in the environment we inhabit with our body, and this
somehow affect the degree of reliability of those pieces of
information. Even though we tend to cast film experienc-
es as a perception of events in the fictional world, we are
disposed to acknowledge that this experience might mis-
lead us as regards the way things are in that world. In this
sense, film experience is a perceptual experience that can
get closer than standard perception and theater experience
to illusion, hallucination and dream.
23 For the distinction between partial and total hallucinations, see A.D. Smith, The Problem
of Perception (Cambridge, MA: Harvard University Press, 2002): 193. Note that I am putting
total hallucination and dreams on a par not because I think they are, but just because I reckon
that discussing their difference goes beyond the scope of this paper.
ENRICO TERRONE 87 AN-ICON
If the perceptual experience is a genus among
whose species one can find not only standard perception
but also illusion, hallucination, and dream, then film ex-
perience can be cast as a peculiar further species of the
genus, which can emulate all the other mental states of
that genus. This fact is exploited by those films that lead
the spectator to share the deceptive perceptual experi-
ences of a character. In films such as David Fincher’s Fight
Club (1999) and Ron Howard’s A Beautiful Mind (2001) we
share the partial hallucination of the heroes by being in
turn deceived by our perceptual experience of the events
portrayed. Likewise, in films such as Robert Wiene’s The
Cabinet of Dr. Caligari (1920) or Fritz Lang’s The Woman
in the Window (1944), we share the total hallucinations or
dreams of the characters by wrongly casting certain film
experiences as perceptions of events that actually occur
in the story world. In Wilson’s terms,24 spectators of such
films enjoy the proper perceptual experiences but fail to
endow them with the proper epistemic status, which is not
the reliability of standard perception but rather the unreli-
ability of illusion, hallucination or dream.
In David Lynch’s Mulholland Drive (2001), at
least according to a popular interpretation of the film,25
dream, memory and perception are combined in a way that
can be grasped only after the fact. The first part of the film is
presented from an allegedly neutral perceptual perspective
but later reveals itself to be a dream of the protagonist Di-
ane Selwyn. The material of that dream comes from Diane’s
memories constituting the flashbacks that we find in the
second part of the film, which also provides us with a neu-
tral perceptual perspective on the last moments of Diane’s
life, from her waking up from her dream to her suicide.
24 G.M. Wilson, Seeing Fictions in Film: 164.
25 See for instance B. Wyman, M. Garrone, A. Klein, “Everything you were afraid to ask
about Mulholland Drive”, Salon (October 24, 2001), https://www.salon.com/2001/10/24/
mulholland_drive_analysis/; P. Bertetto, “L’analisi interpretativa. Mulholland Drive”, in P.
Bertetto, ed., Metodologie di analisi del film (Rome-Bari: Laterza: 2007): 223-255.
ENRICO TERRONE 88 AN-ICON
The phenomenological virtues of virtual
reality compared to film
While film provides us with a disembodied per-
ceptual experience, virtual reality makes us perceive an
egocentric space, that is, a space which is centered in our
body in the way the space of ordinary perception is. Both or-
dinary perception and virtual-reality experience are such as
that our bodily movements correspond to change in our
viewpoint whereas the viewpoint of film experience is in-
dependent from the viewer’s body.
Virtual reality thus shares with theater a sig-
nificant proximity to ordinary perception that film, instead,
lacks. Should we conclude that virtual reality, just like the-
ater, is less apt than film to approximate to non-perceptual
mental states such as memory or imagination? Not so.
Film experience, as disembodied perception,
is already an altered state in comparison to ordinary per-
ception. Nothing else remains to be altered at the phenom-
enological level. The only possible alterations, as I have
argued earlier, are alterations in the epistemic status of
our perceptual experience: clues in the context or in the
content of film experience may lead us to cast it as the
memory or the imagining of a character, or even as a de-
ceptive experience such as an illusion, an hallucination or
a dream. Virtual-reality experience and theater experience,
on the other hand, are not intrinsically altered; they work
just as ordinary perception works. Yet, virtual-reality expe-
rience can be altered in a way in which theater experience
surely cannot be altered. Even though the default mode
of virtual-reality experience is the emulation of ordinary
perception, a virtual reality system might be designed so
to provide users with experiences of completely different
kinds. Whether and how such experience can effectively
emulate memory episodes and imaginings remains an open
question. Arguably the emulation of perception has been
the main aim of virtual reality technology so far. Still, this
technology has also a potential for altering its basic per-
ceptual mode thereby getting the user’s experience closer
ENRICO TERRONE 89 AN-ICON
to other kinds of mental states. Emulating memory and
imagination through perception, the great challenge for
filmmakers in the twentieth century, might become the great
challenge for virtual-reality makers in the twenty-first. Para-
phrasing Panofsky’s statement, virtual reality might open
up a world of possibilities of which film can never dream.
ENRICO TERRONE 90 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
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"title": "Images that we should not see. The issue of non-perceptual attitudes from film to virtual reality",
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] | Images that we
should not see.
The issue of non-perceptual
attitudes from film
to virtual Filmreality
by Enrico Terrone
Virtual Reality
Perception
Memory
Imagination
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Images that we should
not see. The issue of
non-perceptual attitudes
from film to virtual reality
by Enrico Terrone
Abstract This paper casts film experience as a sort of
disembodied perception. I will show how this experience
can be manipulated and altered in order to approximate to
mental states of fictional characters, in particular embodied
perception, memory and imagination. I will acknowledge
that film experience can approximate to non-perceptual at-
titudes such as memory and imagination much better than
the experience elicited by theater. Yet, I will contend, film
experience cannot emulate the phenomenology of non-per-
ceptual attitudes since it remains a sort of disembodied
perception even when it is manipulated by filmmakers in
order to approximate memory states or imaginative states
of fictional characters. Finally, I will argue that virtual real-
ity, in virtue of both its proximity to embodied perception
and its potential for manipulation, is, in principle, in a bet-
ter position than film when it comes to trying to emulate
non-perceptual attitudes such as memory and imagination.
Film Virtual Reality Perception Memory Imagination
To quote this essay: E. Terrone, “Images that we should not see. The issue of non-perceptual attitudes
from film to virtual reality”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 69-90
ENRICO TERRONE 69 AN-ICON
Cloe sees a black cat, Jack remembers a black
cat, Lisa imagines a black cat. According to representa-
tionalist conceptions of the mind,1 Cloe’s, Jack’s and Li-
sa’s mental states have the same representational content,
namely a black cat, and yet they differ as regards their
attitude, that is, the way that content is represented. Per-
ceiving a black cat, remembering a black cat and imagin-
ing a black cat are three different experiences in virtue of
three different attitudes. Specifically, according to Uriah
Kriegel’s “Sartrean account”,2 the perceptual attitude rep-
resents-as-present its content, the memory attitude rep-
resents-as-past its content, and the imaginative attitude
represents-as-possible its content.
All this raises an interesting issue about film
experience. On the one hand, according to experiential
theories of depiction,3 films provide us with experiences
whose “pictorial attitude” somehow emulates the perceptual
attitude. On the other hand, scholars such as Hugo Mün-
sterberg or Erwin Panofsky have stated that films allow us
to share not only the perceptual point of view of fictional
characters but also their inner life, which involves states
such as memory or imagination.4 These two statements are
in tension: if the pictorial attitude which characterizes film
experience is a sort of perceptual attitude, how can film
spectators enjoy experiences based on memory attitudes
or imaginative attitudes?
I will argue that the spectator cannot enjoy the
latter experiences. The spectator can only ascribe such
experiences to characters by relying on the perceptual
experience she is enjoying. Finally, I will argue that, quite
1 T. Crane, “The intentional structure of consciousness”, in A. Jokic, Q. Smith, eds.,
Consciousness: New Philosophical Perspectives (Oxford: Oxford University Press, 2003): 33-
56; D. Chalmers. “The representational character of experience”, in B. Leiter, ed., The Future
for Philosophy (Oxford: Oxford University Press, 2004): 153-180.
2 U. Kriegel, “Perception and imagination. A Sartrean account”, in S. Miguens, G. Preyer,
C. Bravo Morando, eds., Prereflective Consciousness: Early Sartre in the Context of
Contemporary Philosophy of Mind (London: Routledge, 2015): 257-288.
3 R. Hopkins, “Depiction”, in P. Livingston, C. Plantinga, eds., The Routledge Companion to
Philosophy and Film (London: Routledge, 2009): 64-74.
4 H. Münsterberg, The Photoplay: a Psychological Study (New York: Appleton, 1916);
E. Panofsky, “Style and medium in the motion pictures” (1934), in D. Talbot, ed., Film: An
Anthology (Berkeley: University of California Press, 1959): 15-32.
ENRICO TERRONE 70 AN-ICON
surprisingly, virtual reality is in a better position than film
as regards the emulation of non-perceptual attitudes.
Film experience as disembodied
perception
Film experience is a perceptual experience.
The audience perceives objects and events taking place in
the world that the film portrays. The Lumière Brothers Sortie
des Usines Lumière (1895) is paradigmatic in this respect:
the audience sees workers leaving the factory in a way
that is analogous to the way one would see those workers
if one were in front the factory. Analogous, however,
does not mean identical. While in ordinary perception we
experience things as organized in an “egocentric space”,
that is, a space that has our body as its own center,5 in
cinematic perception we experience things as organized
in a space that has only our sight, not our body, as its own
center. The space depicted is experienced as “detached”
from our body.6
The spectator of Sortie des Usines Lumière
sees workers exiting the factory from a standpoint in front
of the factory, but she does not occupy that standpoint and
she does not have the impression of occupying it. Even
spectators of the Lumière Brothers L’arrivée d’un train en
gare de La Ciotat (1895) normally do not have the impres-
sion of occupying the standpoint in front of the train, in
spite of the popular fable that suggests otherwise.7
Film experience, so understood, is a disembod-
ied perception. We can perceive things from a viewpoint that
our body is not forced to occupy. It is worth noting that by
“disembodied perception” here is just meant the percep-
tion of a space in which our body does not have any place.
Hence, film experience is disembodied only with respect to
the experienced relationship between the spectator and
5 G. Evans, The Varieties of Reference (Oxford: Clarendon Press, 1982).
6 N. Carroll, Theorizing the Moving Image (Cambridge: Cambridge University Press, 1996).
7 M. Loiperdinger, “Lumière’s arrival of the train. Cinema’s founding myth”, The Moving
Image 4, no. 1 (2004): 89-118.
ENRICO TERRONE 71 AN-ICON
the space portrayed. The spectator’s body, however, keeps
playing a crucial role in the whole film experience which,
as a twofold experience, also includes the spectator’s re-
lationship to the space in which the film is screened.8
Even a paradigmatic essay on the embodied
character of film experience, namely Vivian Sobchack’s The
Address of the Eye: A Phenomenology of Film Experience
(1992), acknowledges that the perspective of the spectator
as an embodied subject is different from the perspective on
the world depicted that the film provides us with. Yet, Sob-
chack states that film experience is embodied all the way
through because there is a further body at work, namely,
the film’s body:
We recognize the moving picture as the work of an anonymous and
sign-producing body subject intentionally marking visible choices
with the very behavior of its bodily being. However, these choices
are not initiated by the movement of our bodies or our intending
consciousness. They are seen and visible as the visual and phys-
ical choices of some body other than ourselves [...]. That some
body is the film’s body.9
What does it exactly mean that the film has a
body? This seems to be a suggestive metaphor that should
be unpacked for rigorous theorizing. Sobchack offers the
following characterization of the film’s body: “The cam-
era its perceptive organ, the projector its expressive organ,
the screen its discrete and material occupation of worldly
space”.10 If the film’s body is just that, it comes down to
a suggestive characterization of the film’s screening. Still
Sobchack also insists on the “choices” that the alleged
film’s body makes thereby determining our point of view on
the space portrayed. Precisely because that point of view
does not depend on the position and the movement of our
8 R. Hopkins, “Depiction”. See also E. Terrone, “Imagination and perception in film
experience”, Ergo, no. 5 (2020): 161-190.
9 V. Sobchack, The Address of the Eye: A Phenomenology of Film Experience (Princeton:
Princeton University Press, 1992): 278. Thanks to a referee for pushing me to discuss
Sobchack’s view.
10 Ibid.: 299.
ENRICO TERRONE 72 AN-ICON
body, I find it worthwhile to cast the experience it provides
as disembodied. While ordinary perception, as an embodied
experience, depends on the position and movement of our
body, film experience is disembodied since it depends on
choices that are not up to us. Whom are those choices up
to? To the filmmaker for sure, and yet scholars like George
Wilson argue that, in our engagement with fiction films, we
rather experience those choices as the outcome of the “min-
imal narrating agency” of a fictional narrator.11 Perhaps what
Sobchack calls the film’s body may be an interesting char-
acterization of how we experience the actual agency of the
filmmaker or, if Wilson is right, the fictional agency of the
narrator. Nevertheless, the fact remains that the film’s body
is not the spectator’s body and I reckon that this is enough
to warrant the characterization of film experience as disem-
bodied perception.
Such a disembodied nature of film experience
has an interesting consequence. Since film experience, as
disembodied perception, involves a point of view that does
not depend on our body, that point of view can change
without the need of moving our body. Neither Sortie des
Usines Lumière nor L’arrivée d’un train en gare de La Ci-
otat exploit this option, but later films do so by means of
camera movements and editing.
The specificity of film experience
In ordinary perception we experience things as
taking place in a determinate place and time, namely, here,
the place where our body is, and now, the time when our
experience occurs. In cinematic perception, on the other
hand, place and time remain indeterminate. Our perception,
as such, does not tell us where and when the things per-
ceived take place. Cinematic perception needs a cognitive
supplementation in order to fix the spatial and temporal
coordinates of what one is perceiving. Films can provide
11 G.M. Wilson, Seeing Fictions in Film: The Epistemology of Movies (Oxford: Oxford
University Press, 2011): 129.
ENRICO TERRONE 73 AN-ICON
such supplementation either explicitly, by means of devices
such as voice over and inscriptions, or implicitly, by relying
on clues embedded in the scenes portrayed.
Furthermore, film perception is not up to us in
the way ordinary perception is. In the latter, I can decide,
at least to a certain extent, what I am going to perceive. In
film experience, instead, I am completely deprived of au-
tonomy. In other words, film experience is predetermined
in a way ordinary experience is not. One might say that
ordinary perception is a natural experience whereas cine-
matic perception is rather an artificial experience whereby
we perceive what filmmakers (or narrators) have established
for us. In the specific case of fiction films, filmmakers (or
narrators) guide us in the perceptual exploration of fictional
worlds. That is arguably the most insightful way of unpack-
ing Sobchack’s metaphor of the film’s body.
Let me consider, as an example, David W. Grif-
fith’s An Unseen Enemy (1912), which tells the story of two
orphan sisters whose heritage is threatened by a treach-
erous housekeeper and her accomplice. We discover this
story through a series of disembodied perceptual expe-
riences of the same kind as those elicited by Sortie des
Usines Lumière and L’arrivée d’un train en gare de La Ciotat.
We see the two orphans, then the housekeeper, then the
elder brother of the two girls who places the heritage in the
safe, then the housekeeper who spies him, and so on and
so forth. The filmmaker has designed this series of percep-
tions in a way that provides us with a sort of “unrestricted
epistemic access” to the relevant facts of the story.12 Unlike
the two orphans, we are aware from the beginning of the
threat coming from the housekeeper. Moreover, unlike the
housekeeper, we are aware of the brother’s attempt to help
his sisters and prevent theft. In sum, the spectator of An
Unseen Enemy perceives more, and therefore knows more,
than the characters in the story; the “enemy” is “unseen”
only for the characters, not for the audience.
12 G.M. Wilson, Narration in Light: Studies in Cinematic Point of View (Baltimore: Johns
Hopkins University Press, 1986).
ENRICO TERRONE 74 AN-ICON
This is the basic functioning of fiction films, which
corresponds to the omniscient narrator in literature. However,
other configurations are possible in which the audience’s
knowledge of relevant facts is “restricted” to that available to
characters or is even narrower than the latter.13 For example,
in Alfred Hitchcock’s Rear Window (1948) the audience’s
knowledge is as restricted as that of the character L.B. Jef-
feries (with one important exception, however: we see the
murderer leaving his apartment with his lover while Jefferies
is sleeping). In Pablo Larrain’s Ema (2019), the audience’s
knowledge is even narrower than that of the eponymous
heroine; the latter has access from the beginning to the
truth about the new adoptive parents of her son whereas the
audience will discover this truth only at the end of the film.
A further restriction that affects film experience
concerns the mode of this experience, which is just dis-
embodied perception. In ordinary experience, on the other
hand, one can enjoy a variety of experiential attitudes: em-
bodied perception, first of all, but also memory and imag-
ination, and possibly perceptual illusion, hallucination and
dream. Here is another sense in which the audience can
find it hard to know what characters know. What is at stake
here is phenomenal knowledge, that is, knowing what it is
like for a subject to undergo a certain experience.
For sure, empathy may enable the audience to
acquire phenomenal knowledge concerning the affective
and emotional dimension of a fictional character’s expe-
rience.14 For instance, the audience can share the char-
acter’s fear or the character’s surprise. Yet, affects and
emotions are evaluative mental states that are grafted onto
more basic cognitive states such as perceptions, memo-
ries, and imaginings,15 whose distinctive attitude is sure-
ly harder to access through empathy. The audience may
deploy empathy to know what it is like to for a character
to feel fear or joy but something more is required to grasp
13 Ibid.
14 J. Stadler, “Empathy and film”, in H.L. Maibom, ed., The Routledge Handbook of
Philosophy of Empathy (London: Routledge, 2016): 317-326. Thanks to a referee for leading
me to consider the role of empathy.
15 K. Mulligan, “From appropriate emotions to values”, The Monist 81, no. 1 (1998): 161-188.
ENRICO TERRONE 75 AN-ICON
the phenomenal difference between an embodied percep-
tual experience and a memory episode or an imagining.
Filmmakers are thus challenged to design disembodied
perceptual experiences that can approximate to the ba-
sic cognitive experiences enjoyed by characters, thereby
leading the audience to grasp what is going on in the char-
acters’ minds. This is arguably one of the most fascinating
challenges that cinema has addressed along its history.
Approximating to embodied perception
Although film experience and ordinary percep-
tion are both perceptual experiences, they differ inasmuch
the latter is embodied in a way the former is not. That is why,
in ordinary experience, we can move towards the things we
perceive and possibly touch them, but we cannot do so in
film experience.
The usual way in which filmmakers lead the
audience to share the embodied perceptual experience
of a character consists in providing the audience with a
standpoint that corresponds to that of the character. This
mode of representation, which is usually called “subjective
shot”, enables us to share the visual perspective of the
character in spite of the fact that our body does not occupy
the corresponding standpoint, which is instead occupied
by the character’s body. As Kendall Walton puts it,
Following a shot of a character looking out a window, there is a
shot of a scene outside. Watching the second shot, we imagine
observing the scene, and we judge that the character looking out
the window has an experience “like this”, like the one we imagine
enjoying. We do not attribute to the character an experience (much)
like our actual visual experience, a visual experience of a film shot,
of a depiction of the scene outside the window. The experience
we attribute to the character is like our actual one only insofar as
imagining seeing is like actually seeing.16
16 K.L. Walton, “Fictionality and imagination – mind the gap”, in In Other Shoes: Music,
Metaphor, Empathy, Existence (Oxford: Oxford University Press, 2015): 17-35, 13.
ENRICO TERRONE 76 AN-ICON
Let me assume that what Walton calls “imag-
ining seeing”, here, matches what I call “disembodied per-
ception”. Under this assumption, we can interpret Walton’s
last sentence as stating that the experience elicited by the
point-of-view remains a disembodied perception, which is
not identical with, but only approximates to, the embodied
perception of the character. Overlooking this limitation can
lead to disastrous effects. Robert Montgomery’s Lady in
the Lake (1947), for example, aims to turn the audience’s
disembodied perception into the perceptual experience of
the main character along the whole duration of the film, but
the result is just that the audience has “the impression that
there is a camera by the name of ‘Philip Marlowe’ stumbling
around Los Angeles and passing itself off as the well-known
human being of the same name”.17
In fact, more cautious and parsimonious uses
of the subjective shot can have outstanding aesthetic ef-
fects. Griffith’s An Unseen Enemy is exemplary in this re-
spect. I pointed out earlier that the film is based on “ob-
jective” shots from neutral standpoints that are aimed to
elicit pure disembodied experiences from the audience. Yet,
quite exceptionally, one subjective shot emphasizes the
most dramatic passage of the story. This shot is a close-
up of the gun that the housekeeper passes through a hole
in the door of the room where the two sisters took refuge
(Fig. 1). We see the gun from the standpoint of the young-
er sister (Fig. 2), and this subjective shot emphasizes the
centrality of that character in the narrative.
Fig. 1. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
17 G.M. Wilson, Narration in Light: 86.
ENRICO TERRONE 77 AN-ICON
Fig. 2. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
She is the one who has a psychological and
relational arc of transformation along the story: at the be-
ginning she refuses reluctantly to kiss her boyfriend but in
the last image of the film she finally accepts the kiss. It is
tempting to see the film as a sort of bildungsroman of this
girl; specifically, her initiation to sexuality. This hermeneutic
temptation is encouraged by the subjective shot in which
the gun passing through the hole evokes a sort of phallic
figure. The next shot shows that the girl is horrified by the
gun. Later in the story, however, she finds the courage to
try to grasp the gun, and then slumps back (Fig. 3 and 4).
Fig. 3. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
Fig. 4. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
ENRICO TERRONE 78 AN-ICON
Interestingly, the editing connects this image of
the girl to the image of her boyfriend walking in the fields (Fig. 5).
Fig. 5. David W. Griffith,
An Unseen Enemy, 1912. Still from film.
This link does not seem to be motivated by the course of
the narrative but rather by a sort of symbolic pattern.
Approximating to memory
The experience of the spectator who watches a
film such as An Unseen Enemy consists in a series of per-
ceptual perspectives on the fictional world. Many of them
are from a neutral, unoccupied point of view but some of
them can match the perceptual point of view of a charac-
ter. Most films function in this way. Some films even try to
make us share the perceptual point of view of non-human
characters. For example, John McTiernan’s Predator (1987)
makes us share the perceptual point of view of an alien
creature, and Pietro Marcello’s Bella e perduta (2015) that
of a buffalo. On the other hand, there are films that do not
limit themselves to making us share the perceptions of
certain fictional characters but also aim to make us share
other basic cognitive states of them.
Let me begin with the case of memory. At the
turning point of Michael Curtiz’s Casablanca (1942), Rick
remembers his love affair with Ilsa in Paris. The combination
of the movement of the camera towards Rick’s face with the
crescendo of the music and the white dissolve indicates that
the following scenes are to be taken as memories of Rick
(Figg. 6,7 and 8). Yet, the kind of experience whereby the
spectator experiences this scene is perception, not memory.
ENRICO TERRONE 79 AN-ICON
The flashback makes us perceive the events that Rick is
remembering rather than his memory experience. We have
not the impression of remembering those events, that is, we
are not enjoying the peculiar phenomenology of memory.
Rather, we keep perceiving those past events set in Paris
in the same disembodied way in which we were perceiv-
ing the present events set in Casablanca which have been
portrayed before the flashback.
Fig. 6. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 7. Michael Curtiz,
Casablanca, 1942. Still from film.
Fig. 8. Michael Curtiz,
Casablanca, 1942. Still from film.
ENRICO TERRONE 80 AN-ICON
Memory experiences usually are fragmentary, in-
complete and unstable whereas the Paris events portrayed
in the film exhibit the typical accuracy, fluidity and stability
of perception. Moreover, memory experiences typically in-
volve a first-person perspective whereas most shots in the
Casablanca flashback are taken from a neutral objective
perspective, not from Rick’s perspective. Most importantly,
memory experiences, as such, involve a feeling of pastness
whatever their content, whereas our experience of these
scenes of Casablanca lack that phenomenological hall-
mark. Although Rick is represented as remembering, the
flashback only makes us perceive what is remembered, the
content of his memory. This is the standard way in which
flashbacks encode memory in film. We do not think that
Rick’s memory experience is like this. We just think that we
are seeing (in a perceptual attitude) the events that Rick
is remembering (in the memory attitude). At most, certain
films can use stylistic device such as blurred images or
shift from color to black and white in order to stress that
the spectator’s perceptual experience is meant to encode
another kind of mental state. Yet, the spectator experience
remains perceptual in nature. Seeing blurry or seeing in
black and white are still ways of seeing.
Perhaps a better way of getting the spectator
closer to the memory state of a character might consist in
casting as a flashback a shot that was previously conjugat-
ed in the present tense. For example, in François Truffaut’s
L’amour en fuite (1979) flashbacks are made of shots of
previous films of the Antoine Doinel series, so that the spec-
tator shares Antoine’s experience of remembering those
events. Yet, these cases are quite exceptional. In most
films that use flashbacks, only the character is undergoing
a memory experience while the spectator is rather enjoying
a disembodied perception.
Approximating to imagination
Memory differs from imagination in that one
remembers events that one previously perceived whereas
ENRICO TERRONE 81 AN-ICON
the events imagined could not have been perceived. Imag-
ination indeed, unlike memory, can represent events that
did not take place. So, when in John Schlesinger’s Billy Liar
(1963) Billy images himself to be the ruler of an imaginary
country called Ambrosia, we cannot perceive the corre-
sponding events in the story world of Billy Liar because
there are no such events in that world.
However, the way in which Billy Liar’s spectators are
invited to consider Billy’s imaginings is analogous to that in which
Casablanca’s spectators are invited to consider Rick’s memories.
That is, the combination of a camera movement towards the
character’s face with music and visual dissolve (Figg. 9, 10
and 11). In Billy Liar, the shift to imagination is also stressed by
the inner voice of Billy himself who says: “It was a big day for
us. We had won the war in Ambrosia. Democracy was back
once more in our beloved country...”. Yet, the experience that
this segment of Billy Liar elicits from its spectators remains a
perceptual experience. We see Billy on a tank in the middle
of the crowd which celebrates his triumph in the war. Just
as Casablanca makes us perceive the events that Rick is re-
membering, Billy Liar makes us perceive the events that Billy
is imagining. The difference is just that the events remem-
bered belongs to the story world of Casablanca, whereas
the events imagined do not belong to the story world of Billy
Liar. Rather, those events belong to a nested fictional world,
which the filmmaker has built up within the main fiction in
order to represent Billy’s imagining.18
Fig. 9. John Schlesinger,
Billy Liar, 1963. Still from film.
18 On the notion of nested world, see K.L. Walton, “Fictionality and imagination”.
ENRICO TERRONE 82 AN-ICON
Fig. 10. John Schlesinger,
Billy Liar, 1963. Still from film.
Fig. 11. John Schlesinger,
Billy Liar, 1963. Still from film.
Billy Liar does not make us share the imagina-
tive experience of Billy, just as Casablanca did not make us
share the memory experience of Rick. Imaginings, indeed,
usually lack the kind of accuracy, fluidity, objectivity and
stability that characterizes our perceptual experience of the
events imagined by Billy. Moreover, imaginative experienc-
es, as such, should involve a feeling of unreality whatever
their content whereas our experience of these scenes of
Billy Liar lacks such phenomenological hallmark. The con-
tent of our perception, namely, Billy’s triumph, may look
weird and non-realistic but we experience it in the same
way in which we experience other scenes of the film that
look much more realistic. Thus, films such as Billy Liar do
not make us share the imaginative states of fictional char-
acters but only approximate to such states by providing
us with perceptual experiences of nested fictional worlds.
Altering the epistemic status of film
experience
From a phenomenological perspective, there
is just one basic experiential attitude that film spectators
ENRICO TERRONE 83 AN-ICON
can take towards the fictional events portrayed. Wilson,19
following Walton,20 calls it “imagining seeing” while I prefer
to dub it “disembodied perception”. That said, there are
different ways in which spectators can relate this experi-
ence to the fictional world they are exploring; this is what
Wilson calls the “the epistemic status of the contents of
their imagined seeing”.21
The default assumption about the epistemic
status of film experience is that we are perceiving the fic-
tional world as it is, from a neutral perspective that does
not match the point of view of anybody. In other words, the
basic epistemic status of film experience is pure perceptual
knowledge. Yet, this basic epistemic status can be altered
by cues coming from the content or the context of our per-
ceptual experience. The main way of altering the epistemic
status consists in a shift from the neutral viewpoint of the
spectator as a detached observer to the subjective view-
point of a character. In such cases, the spectator is invited
to relate what she is perceiving in a disembodied way to
the embodied perception or memory or imagination of a
certain character. Yet, the spectator’s experience does not
turn into an embodied perception or memory or imagina-
tion. It remains a disembodied perception; only its epistemic
status undergoes alteration. In the default case, we cast our
disembodied experience merely as a source of perceptual
knowledge about the objective facts of the fictional world.
In the altered states, on the other hand, we cast our disem-
bodied experience as a source of knowledge concerning also
(in the case of embodied perception and memory) or only
(in the case of imagination) the subjectivity of a character.
Some films leave the epistemic status of cer-
tain shots indeterminate. In Ingmar Bergman’s Wild Straw-
berries (1957), for instance, it is not evident whether the
protagonist Isak Borg is remembering or rather imagining
certain episodes of his teenage. Spectators just perceive
19 G.M. Wilson, Seeing Fictions in Film: 164.
20 K.L. Walton, Mimesis as Make-Believe: On the Foundations of the Representational Arts
(Cambridge, MA: Harvard University Press, 1990).
21 G.M. Wilson, Seeing Fictions in Film: 164.
ENRICO TERRONE 84 AN-ICON
such episodes in the usual disembodied way and acknowl-
edge that something is going on in Isak’s mind rather than
in the outer world. One might say that the spectator per-
ceives a nested fictional world which is made of elements
coming from both Isak’s memory and Isak’s imagination,
but she cannot precisely tell the imaginative elements
from the memory elements. The epistemic status of these
shots thus remains indeterminate: suspended, as it were,
between memory and imagination. Likewise, the scenes
of Federico Fellini’s Otto e mezzo (1963) that portray the
protagonist Guido Anselmi in his childhood (being bathed
in wine lees and then put in bed; playing football in the
schoolyard and then visiting Saraghina; being punished by
the priests and then returning to Saraghina) have an inde-
terminate epistemic status which lies between memory and
imagination. The spectator has a perceptual disembodied
experience of a nested fictional world which is made of
elements arguably coming from both Guido’s imagination
and Guido’s memory, but she finds it hard to precisely dis-
tinguish what is coming from where.
The phenomenological virtues of film
compared to theater
If film experience is just a kind of perceptual
experience which can at most approximate to other mental
states such as memory or imagination, why scholars like
Münsterberg and Panofsky have stated that films can lead
spectators to enjoy the latter mental states?
I propose a historical explanation according
to which statements such as Münsterberg’s or Panofsky’s
are to be read as comparisons between film and theater.
Both these forms of art invite the spectator to enjoy a per-
ceptual experience of a fictional world. Yet, the experience
that theater elicits from the spectator is ordinary embod-
ied perception whereas film experience is a peculiar kind
of disembodied perception. At the theater, the spectator
sees the play from a standpoint that corresponds to the
standpoint of her body, and that standpoint can change
ENRICO TERRONE 85 AN-ICON
if the body moves. Slightly moving one’s head can be
sufficient to change one’s perspective on the events por-
trayed by a play; if one moved closer to the stage, one
would even perceive those events from a closer standpoint.
In this sense, theater experience works just as ordinary
perception; it is as if fictional events had been magical-
ly transported in our own environment, in our egocentric
space. In film experience, on the other hand, it is the spec-
tator’s viewpoint that seems to be magically transported in
the middle of fictional events even though her body firmly
remains in her seat. Film experience is thus independent
from the spectator’s bodily movement in a way theater ex-
perience is not. This is what motivates the characterization
of film experience as a sort of disembodied perception.
Thus, film experience is much more flexible
than theater experience when it comes to approximating to
other mental states such as memory or imagination, whose
content also is quite independent from the position and the
possible movements of one’s body. Panofsky nicely makes
this point when he writes:
In a theater, space is static, that is, the space represented on the
stage, as well as the spatial relation of the beholder to the spectacle,
is unalterably fixed. [.. ] With the movies the situation is reversed. Here,
too, the spectator occupies a fixed seat, but only physically, not as the
subject of an aesthetic experience. Aesthetically, he is in permanent
motion as his eye identifies itself with the lens of the camera, which
permanently shifts in distance and direction. [.. ] This opens up a world
of possibilities of which the stage can never dream.22
Among the possibilities of film in comparison
with theater, there is surely the capacity to lead the spec-
tator in the proximity of the mental states of the characters.
Yet, this does not mean that, in those cases, film experience
turns into a memory experience or into an imaginative ex-
perience; it remains a perceptual experience, though one
aimed at approximating to other mental states.
22 E. Panofsky, “Style and medium in the motion pictures”: 18-19.
ENRICO TERRONE 86 AN-ICON
Film experience, as a disembodied perceptual
experience, reveals itself to be especially apt to emulate
mental states such as perceptual illusion, hallucination and
dream, whose attitude is not as distinct from that of per-
ception as it is the attitude of memory or that of imagina-
tion. One can cast perceptual illusions, hallucinations and
dreams as perceptual experiences that, unlike standard
perception, fail to represent things as they are. Specifical-
ly, perceptual illusions lead the perceiver to cast things as
having properties they do not actually have, while “partial
hallucinations” lead her to perceive things that actually have
not their place in her environment, and “total hallucinations”,
just like dreams, leads the subject to experience a totally
made up environment.23
Ordinary perception is somehow authoritative
as for the reality of its content, and theater experience
tends to inherit this epistemic authority, which it applies to
the story world. Film experience, on the other hand, has a
weaker epistemic authority despite its perceptual character.
I contend that this depends on its peculiarly disembodied
attitude. While watching a film, we have the impression of
seeing characters who inhabit the story world, and events
that occur in it, and we usually tend to endorse such im-
pression thereby acquiring pieces of information about the
story world. Yet, we do not perceive these events as occur-
ring in the environment we inhabit with our body, and this
somehow affect the degree of reliability of those pieces of
information. Even though we tend to cast film experienc-
es as a perception of events in the fictional world, we are
disposed to acknowledge that this experience might mis-
lead us as regards the way things are in that world. In this
sense, film experience is a perceptual experience that can
get closer than standard perception and theater experience
to illusion, hallucination and dream.
23 For the distinction between partial and total hallucinations, see A.D. Smith, The Problem
of Perception (Cambridge, MA: Harvard University Press, 2002): 193. Note that I am putting
total hallucination and dreams on a par not because I think they are, but just because I reckon
that discussing their difference goes beyond the scope of this paper.
ENRICO TERRONE 87 AN-ICON
If the perceptual experience is a genus among
whose species one can find not only standard perception
but also illusion, hallucination, and dream, then film ex-
perience can be cast as a peculiar further species of the
genus, which can emulate all the other mental states of
that genus. This fact is exploited by those films that lead
the spectator to share the deceptive perceptual experi-
ences of a character. In films such as David Fincher’s Fight
Club (1999) and Ron Howard’s A Beautiful Mind (2001) we
share the partial hallucination of the heroes by being in
turn deceived by our perceptual experience of the events
portrayed. Likewise, in films such as Robert Wiene’s The
Cabinet of Dr. Caligari (1920) or Fritz Lang’s The Woman
in the Window (1944), we share the total hallucinations or
dreams of the characters by wrongly casting certain film
experiences as perceptions of events that actually occur
in the story world. In Wilson’s terms,24 spectators of such
films enjoy the proper perceptual experiences but fail to
endow them with the proper epistemic status, which is not
the reliability of standard perception but rather the unreli-
ability of illusion, hallucination or dream.
In David Lynch’s Mulholland Drive (2001), at
least according to a popular interpretation of the film,25
dream, memory and perception are combined in a way that
can be grasped only after the fact. The first part of the film is
presented from an allegedly neutral perceptual perspective
but later reveals itself to be a dream of the protagonist Di-
ane Selwyn. The material of that dream comes from Diane’s
memories constituting the flashbacks that we find in the
second part of the film, which also provides us with a neu-
tral perceptual perspective on the last moments of Diane’s
life, from her waking up from her dream to her suicide.
24 G.M. Wilson, Seeing Fictions in Film: 164.
25 See for instance B. Wyman, M. Garrone, A. Klein, “Everything you were afraid to ask
about Mulholland Drive”, Salon (October 24, 2001), https://www.salon.com/2001/10/24/
mulholland_drive_analysis/; P. Bertetto, “L’analisi interpretativa. Mulholland Drive”, in P.
Bertetto, ed., Metodologie di analisi del film (Rome-Bari: Laterza: 2007): 223-255.
ENRICO TERRONE 88 AN-ICON
The phenomenological virtues of virtual
reality compared to film
While film provides us with a disembodied per-
ceptual experience, virtual reality makes us perceive an
egocentric space, that is, a space which is centered in our
body in the way the space of ordinary perception is. Both or-
dinary perception and virtual-reality experience are such as
that our bodily movements correspond to change in our
viewpoint whereas the viewpoint of film experience is in-
dependent from the viewer’s body.
Virtual reality thus shares with theater a sig-
nificant proximity to ordinary perception that film, instead,
lacks. Should we conclude that virtual reality, just like the-
ater, is less apt than film to approximate to non-perceptual
mental states such as memory or imagination? Not so.
Film experience, as disembodied perception,
is already an altered state in comparison to ordinary per-
ception. Nothing else remains to be altered at the phenom-
enological level. The only possible alterations, as I have
argued earlier, are alterations in the epistemic status of
our perceptual experience: clues in the context or in the
content of film experience may lead us to cast it as the
memory or the imagining of a character, or even as a de-
ceptive experience such as an illusion, an hallucination or
a dream. Virtual-reality experience and theater experience,
on the other hand, are not intrinsically altered; they work
just as ordinary perception works. Yet, virtual-reality expe-
rience can be altered in a way in which theater experience
surely cannot be altered. Even though the default mode
of virtual-reality experience is the emulation of ordinary
perception, a virtual reality system might be designed so
to provide users with experiences of completely different
kinds. Whether and how such experience can effectively
emulate memory episodes and imaginings remains an open
question. Arguably the emulation of perception has been
the main aim of virtual reality technology so far. Still, this
technology has also a potential for altering its basic per-
ceptual mode thereby getting the user’s experience closer
ENRICO TERRONE 89 AN-ICON
to other kinds of mental states. Emulating memory and
imagination through perception, the great challenge for
filmmakers in the twentieth century, might become the great
challenge for virtual-reality makers in the twenty-first. Para-
phrasing Panofsky’s statement, virtual reality might open
up a world of possibilities of which film can never dream.
ENRICO TERRONE 90 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
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] | On the altered
states of machine
vision. Trevor Paglen, Hito
Steyerl, Grégory
by Antonio Somaini
Chatonsky
Machine learning
Digital images
Paglen
Steyerl
Chatonsky
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
On the altered states
of machine vision.
Trevor Paglen, Hito Steyerl,
Grégory Chatonsky
by Antonio Somaini
Abstract The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning to the vast domain of
networked digital images. The impact of such technologies
is so profound that it leads us to raise the very question of
what we mean by “vision” and “image” in the age of artifi-
cial intelligence. This paper will focus on the work of three
artists – Trevor Paglen, Hito Steyerl, Grégory Chatonsky
– who have recently employed technologies of machine
learning in non-standard ways. Rather than using them
to train systems of machine vision with their different op-
erations (face and emotion recognition, object and move-
ment detection, etc.) and their different fields of application
(surveillance, policing, process control, driverless vehicle
guidance, etc.), they have used them in order to produce
entirely new images, never seen before, that they present
as altered states of the machine itself.
Machine learning Digital images Paglen Steyerl Chatonsky
To quote this essay: A. Somaini, “On the altered states of machine vision. Trevor Paglen, Hito Steyerl,
Grégory Chatonsky”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 91-111
ANTONIO SOMAINI 91 AN-ICON
The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning – one of the areas of
so-called “artificial intelligence” – to the vast domain of
networked digital images. Three strictly interrelated phe-
nomena, in particular, are producing a real tectonic shift in
the contemporary iconosphere, introducing new ways of
“seeing” and new “images” – we’ll return later to the mean-
ing of these quotation marks – that extend and reorganize
the field of the visible, while redrawing the borders between
what can and what cannot be seen.
These three strictly interrelated phenomena are:
ჸ the new technologies of machine vision fuelled by pro-
cesses of machine learning such as the Generative Adversarial
Networks (GAN);
ჸ the ever-growing presence on the internet of trillions of
networked digital images that are machine-readable, in the sense
that they can be seen and analyzed by such technologies of ma-
chine vision;
ჸ the entirely new images that the processes of machine
learning may generate.
Considered from the perspective of the longue
durée of the history of images and visual media, the ap-
pearance of these three phenomena raises a whole series
of aesthetic, epistemological, ontological, historical and
political questions. Their impact onto contemporary visu-
al culture is so profound that it leads us to raise the very
question of what we mean by “vision” and “image” in the
age of artificial intelligence.
What is “seeing” when the human psycho-phys-
iological process of vision is reduced, in the case of machine
vision technologies, to entirely automated operations of pat-
tern recognition and labelling, and when the various appli-
cations of such operations (face and emotion recognition,
object and motion detection) may be deployed across an ex-
tremely vast visual field (all the still and moving images acces-
sible online) that no human eye could ever attain? In speak-
ing of “machine vision”, are we using an anthropomorphic
ANTONIO SOMAINI 92 AN-ICON
term that we should discard in favor of a different set of
technical terms, specifically related to the field of computer
science and data analysis, that bear no connection with the
physiological and psychological dynamics of human vision?
Artists-researchers such as Francis Hunger and scholars
such as Andreas Broeckmann (with his notion of “optical
calculus” as “an unthinking, mindless mechanism, a calcu-
lation based on optically derived input data, abstracted into
calculable values, which can become part of computational
procedures and operations”),1 Adrian MacKenzie and Anna
Munster (with their ideas of a “platform seeing” operating
onto “image ensembles” through an “invisual perception”),2
Fabian Offert and Peter Bell (with their idea according to
which the “perceptual topology” of machines is irreconcil-
able with human perception)3 have argued for the necessity
of moving beyond anthropocentric frameworks and terms,
highlighting the fact that machine vision poses a real chal-
lenge for the humanities.
Can we still use the term “image” for a digital
file, encoded in some image format,4 that is machine-read-
able even when it is not visible by human eyes, or that be-
comes visible on a screen as a pattern of pixels only for
a small fraction of time, spending the rest of its indefinite
lifespan circulating across invisible digital networks? Can
concepts such as that of “iconic difference” [ikonische Dif-
ferenz],5 which highlights the fundamental perceptual dif-
ference between an image and its surroundings (its “hors
champ”) be still applied to machine-readable images?
And what is the status of the entirely new im-
ages produced by processes of machine learning? These
1 A. Broeckmann, “Optical Calculus”, paper presented November 2020 at the conference
Images Beyond Control, FAMU, Prague, video, 5:01, https://www.youtube.com/
watch?v=FnAgBbInMfA.
2 A. MacKenzie, A. Munster, “Platform Seeing: Image Ensembles and Their Invisualities”,
Theory, Culture & Society 36, no. 5 (2019): 3-22.
3 F. Offert, P. Bell, “Perceptual bias and technical metapictures: critical machine vision as a
humanities challenge”, AI & Society (2020), https://link.springer.com/article/10.1007/s00146-
020-01058-z.
4 On the theory of formats, see M. Jancovic, A. Schneider, A. Volmar, eds., Format Matters:
Standards, Practices, and Politics in Media Cultures (Lüneburg: Meson Press, 2019).
5 On the notion of “iconic difference”, see G. Boehm, “Ikonische Differenz”, Rheinsprung 11.
Zeitschrift für Bildkritik 1 (2011): 170-176.
ANTONIO SOMAINI 93 AN-ICON
are images that are not produced through some traditional
form of lens-based analog or digital optical recording, nor
through traditional computer-generated imagery (CGI) sys-
tems, but rather through processes belonging to the wide
realm of artificial intelligence that either transform existing
images in ways that were impossible until a few years ago,
or create entirely new images, never seen before. What do
such images represent, what kind of agency do they have,
how do they mediate our visual relation to the past, the
present, and the future? And why have such new images
generated by processes of machine learning been so of-
ten considered, both in popular culture and in the work of
contemporary artists, to be the product of some kind of
altered state – a “dream”, a “hallucination”, a “vision”, an
“artificial imagination” – of the machine itself?
Before we analyse the way in which this last
question is raised, in different ways, by popular computer
programs such as Google’s DeepDream (whose initial name
echoed Christopher Nolan’s 2010 film “Inception”), and by
the recent work of contemporary artists and theorists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky, let
us begin with a quick overview of the current state of ma-
chine vision technologies, with their operations and appli-
cations, and of the new images produced by processes of
machine learning that are increasingly appearing through-
out contemporary visual culture.
The impact of machine learning
technologies onto contemporary visual
culture
First tested in the late 1950s, with image rec-
ognition machines such as the Perceptron (developed at
the Cornell Aeronautical Laboratory by Frank Rosenblatt
in 1957), and then developed during the 1960s and 1970s
as a way of imitating the human visual system in order
to endow robots with intelligent behavior, machine vision
technologies have entered a new phase, in recent years,
with the development of machine learning processes,
ANTONIO SOMAINI 94 AN-ICON
and with the possibility of using immense image databases
accessible online as both training sets and fields of appli-
cation.6 If in the 1960s and 1970s the goal was mainly to
extract three-dimensional structures from images through
the localization of edges, the labelling of lines, the detection
of shapes and the modelling of volumes through feature
extraction techniques such as the Hough transform (invent-
ed by Richard Duda and Peter Hart in 1972, on the basis
of a 1962 patent by Paul Hough), the recent development
of machine learning techniques and the use of vast image
training sets organized according to precise taxonomies
– such as ImageNet, in which 14 millions of images are
organized according to 21,000 categories derived from
the WordNet hierarchy (a large lexical database of English
nouns, verbs, adjectives and adverbs)7 – have allowed a
rapid increase in the precision of all the operations of ma-
chine vision.
Among such operations, we find pixel counting;
segmenting, sorting, and thresholding; feature, edge, and
depth detection; pattern recognition and discrimination;
object detection, tracking, and measurement; motion cap-
ture; color analysis; optical character recognition (this last
operation allowing for the reading of words and texts within
images, extending the act of machine “seeing” to a form
of machine “reading”).
For a few years now, such operations have
been applied to the immense field of machine-readable
images. A field whose dimensions may be imagined only if
we understand that any networked digital image – wheth-
er produced through some kind of optical recording, or
entirely computer-generated, or a mix of the two, as it is
often the case – may be analysed by machine vision tech-
nologies based on processes of machine learning such
as the Generative Adversarial Networks (GAN).8 Starting
from vast training sets containing images similar to the
6 For a general overview of computer vision and computer imagery, with its historical
developments, see S. Arcagni, L’occhio della macchina (Turin: Einaudi, 2018).
7 “ImageNet”, accessed November 3, 2021, http://www.image-net.org/.
8 I. Goodfellow et al., “Generative adversarial nets”, Advances in neural information
processing systems (2014): 2672-2680.
ANTONIO SOMAINI 95 AN-ICON
ones the system has to learn to identify, and feeding such
training sets into an ensemble of two adversarial neural
networks that act as a Generator and a Discriminator that
are in competition against one another, the GAN-based
machine vision systems have gradually become more and
more precise in performing their tasks. All the main smart
phone producers have equipped their devices with cam-
eras and image processing technologies that turn every
photo we take into a machine-readable image, and internet
giants such as Google and Facebook, as well as a host of
other companies, have developed machine vision and face
recognition systems capable of analysing the immense
quantity of fixed and moving images that exist on the in-
ternet and that continue to be uploaded every day, raising
all sorts of ethical and political issues and highlighting the
need for a broader legal framework that for the moment is
largely missing.9
Considered together, such machine vision sys-
tems are turning the contemporary digital iconosphere and
the entire array of contemporary screens, with their various
dimensions and degrees of definition,10 into a vast field for
data mining and data aggregation. A field in which faces,
bodies, gestures, expressions, emotions, objects, move-
ments, places, atmospheres and moods – but also voices
and sounds, through technologies of machine hearing –
may be identified, labelled, stored, organized, retrieved,
and processed as data that can be quickly accessed and
activated for a wide variety of purposes: from surveillance
to policing, from marketing to advertising, from the mon-
itoring of industrial processes to military operations, from
the functioning of driverless vehicles to that of drones and
robots, from the study of the inside of the human body
through the analysis of medical imagining all the way up to
9 As I complete the final revisions of this essay, on 2 November 2021, Facebook just
announced its decision to stop using facial-recognition software that could automatically
recognize people in photos and videos posted on the social network: a massive shift for a
company that is currently trying to reposition itself, also through the new company name Meta,
adopted in October 2021.
10 On the aesthetic, epistemological, historical and political implications of the high and low
definition of images, see F. Casetti, A. Somaini, eds., La haute et la basse définition des images.
Photographie, cinéma, art contemporain, culture visuelle (Milan-Udine: Mimesis, 2021).
ANTONIO SOMAINI 96 AN-ICON
the study of the surface of the Earth and of climate change
through the analysis of satellite images. Even disciplines
that might seem to be distant from the most common cur-
rent applications of machine vision technologies, such as
art history and film studies, are beginning to test the pos-
sibilities introduced by such an automated gaze, capable
of “seeing” and analyzing, according to different criteria,
vast quantities of visual reproductions of artworks or vast
corpuses of films and videos in an extremely short time.11
In order to fully understand the impact of ma-
chine learning onto contemporary visual culture, we need
to add, to the vast field of machine vision technologies that
we just described, the new images produced by processes
of machine learning – often, the same GAN that are used
to train and apply machine vision systems – that either
transform pre-existing images in ways that were impossible
until a few years ago, or create entirely new images, never
seen before.
In the first case, we are referring to processes
of machine learning capable of transforming existing imag-
es that can have very different applications: producing 3D
models of objects from 2D images; changing photographs
of human faces in order to show how an individual’s ap-
pearance might change with age (as with the app Face-
App) or by merging a face with another face (Faceswap);12
animating in a highly realistic way the old photograph of
a deceased person (Deep Nostalgia, developed by My-
Heritage);13 creating street maps from satellite imagery;14
taking any given video, and “upscaling” it, by increasing
its frame rate and its definition. An emblematic example
11 See for example the various experiments being developed at the Google Arts & Culture
Lab: “Google Arts & Culture”, accessed November 3, 2021, https://artsandculture.google.
com/, or the way in which the EYE Film Museum in Amsterdam is testing new ways of
accessing its collections through a program fuelled by machine vision systems: “Jan Bot”,
accessed December 2, 2021, https://www.jan.bot/.
12 The website of Faceswap, which announces itself as “the leading free and OpenSource
multiplatform Deepfakes software”: “Faceswap”, accessed November 3, 2021, https://
faceswap.dev/.
13 “Deep Nostalgia”, accessed November 3, 2021, https://www.myheritage.fr/deep-nostalgia.
14 R. Matheson, “Using artificial intelligence to enrich digital maps. Model tags road features
based on satellite images, to improve GPS navigation in places with limited map data”, MIT
News, January 23, 2020, https://news.mit.edu/2020/artificial-intelligence-digital-maps-0123.
ANTONIO SOMAINI 97 AN-ICON
of this last application, which may alter significantly our
experience of visual documents of the past, would be the
videos realized by Denis Shiryaev15 in which, through a
process of machine learning, a Lumière film such as L’Ar-
rivée d’un train en gare de La Ciotat (1896) is transformed
from the original 16 frames per second to 60 frames per
second, from the original 1.33:1 format to a contemporary
16:9 format, and from the original, grainy 35mm analog
film to a 4K digital resolution.16 In other examples of imag-
es transformed by machine learning, the transformations
are much more radical, as it happens with the so-called
“deepfakes”: videos that use neural networks in order to ma-
nipulate the images and the sounds of pre-existing videos
– in some cases a single, pre-existing image – producing
new videos that have a high potential to deceive. Among
the many examples that can now be found across the in-
ternet in different domains such as pornography, politics
and social media, pornographic videos in which faces of
celebrities are swapped onto the bodies of porn actors,
a TikTok account with a whole series of odd videos by a
“Deep Tom Cruise”,17 or speeches by public figures such as
Barack Obama18 and Queen Elizabeth19 whose content has
been completely altered in such a way that the movements
of their mouths perfectly match the new, invented words
they are uttering. And among the applications of deepfakes
in the musical realm, the “new” songs by long deceased
singers, whose style and voice are reproduced in a highly
realistic way by applications of machine learning such as
Jukebox, developed by OpenAI20: a “resurrecting” function
15 “Denis Shiryaev”, Youtube channel, accessed November 3, 2021, https://www.youtube.
com/c/DenisShiryaev/videos. For an online platform offering video enhancement powered by
AI, see: “Neural Love”, accessed December 2, 2021, https://neural.love/.
16 The video of the upscaled version of L’Arrivée d’un train en gare de La Ciotat (1896) can
be found all across YouTube, in various black-and-white and colored version. For a version in
color, see: Deoldify videos, “[DeOldified] Arrival on a Train at La Ciotat (The Lumière Brothers,
1896)”, Youtube video, February 4, 2020, https://www.youtube.com/watch?v=EqbOhqXHL7E.
17 “Deep Tom Cruise”, TikTok account, accessed November 3, 2021, https://www.tiktok.
com/@deeptomcruise.
18 BuzzFeed Video, “You Won’t Believe What Obama Says in This Video!”, Youtube video,
April 17, 2018, https://www.youtube.com/watch?v=cQ54GDm1eL0.
19 Channel 4, “Deepfake Queen: 2020 Alternative Christmas Message”, Youtube video,
December 25, 2020, https://www.youtube.com/watch?v=IvY-Abd2FfM.
20 “Jukebox”, accessed November 3, 2021, https://openai.com/blog/jukebox/.
ANTONIO SOMAINI 98 AN-ICON
that in the animated photographs of deceased persons of
Deep Nostalgia.
In the second case, the use of machine learning
processes leads to the creation of entirely new images or
sections of images: modelling patterns of motion (for ex-
ample, crowd motion) in video, thereby leading computer
generated imagery, in some cases fuelled by artificial intelli-
gence, to produce new kinds of “contingent motion”;21 pro-
ducing highly photorealistic images of objects and environ-
ments for different kinds of advertising; inventing perfectly
realistic faces of people that actually do not exist through
open source softwares such as StyleGan and then make
them accessible through projects such as Philip Wang’s
This Person Does Not Exist.22
To these widespread applications of machine
learning we may add the hybrid, unprecedented imagery
produced by the software DeepDream, created in 2015 by
the Google engineer and artist Alexander Mordvintsev: a
program that uses Convolutional Neural Networks in order
to enhance patterns in pre-existing images, creating a form
of algorithmic pareidolia, the impression of seeing a figure
where there is none, which is here generated by a process
which repeatedly detects in a given image patterns and
shapes that the machine vision system has been trained
to see. 23 The result of such a recursive process, in which
every new image is submitted again to the same kind of
pattern and shape recognition, are images that recall an
entire psychedelic iconography that spans through cinema,
photography, the visual arts and even so-called art brut:
images that are here presented as a sort of dream – a hal-
lucinogenic, psychedelic dream – of the machine itself.
21 J. Schonig, “Contingent Motion: Rethinking the ‘Wind in the Trees’ in Early Cinema and
CGI”, Discourse: Journal for Theoretical Studies in Media and Culture 40, no. 1 (2018): 30-61.
22 “This Person does not exist”, accessed November 3, 2021, https://thispersondoesnotexist.com/.
23 The program is now open source: see “Deep Dream Generator”, accessed November
3, 2021, https://deepdreamgenerator.com/. See also: “Alexander Mordvintsev”, accessed
November 3, 2021, https://znah.net/.
ANTONIO SOMAINI 99 AN-ICON
Fig. 1
Fig. 2
Fig. 3
The original image (Fig. 1) has been
modified by applying ten (Fig. 2)
and then fifty (Fig. 3) iterations of the
software DeepDream, the network having
been trained to perceive dogs.
ANTONIO SOMAINI 100 AN-ICON
Exploring the “altered states”
of machine vision through Generative
Adversarial Networks
The idea that lies at the basis of the DeepDream
software – the idea that machine learning technologies, and
in particular the Convolutional Neural Networks (CNN) and
Generative Adversarial Networks (GAN), may be used in order
to explore and reveal the altered states of machine vision – can
also be found in the recent works of artists (often active also
as theorists) such as Trevor Paglen, Hito Steyerl, and Grégory
Chatonsky.24 By insisting on the “creative”, image-producing
potential of Generative Adversarial neural networks – rather
than on their standard application for the training of machine
vision systems – the three of them explore a vast field of
images that they consider to be “hallucinations”, “visions of
the future”, or the product of an “artificial imagination”, char-
acterized by a new form of realism, a “disrealism”.
Trevor Paglen’s entire work as an artist and the-
orist, since 2016, has been dedicated to the attempt of un-
derstanding and visualizing the principles that lie at the basis
of machine vision technology. Through texts (sometimes
written in collaboration with the researcher Kate Crawford),25
exhibitions, performances, and works made of still and mov-
ing images, Paglen has tried to highlight not only the social
and political biases that are inherent in the way machine vi-
sion systems are structured, but also the way in which such
systems diverge profoundly from human vision.26
In an article published in December 2016 in The
New Inquiry with the title “Invisible Images (Your Pictures
Are Looking at You)”,27 Paglen discusses the new challeng-
es that arise in a context in which “sight” itself has be-
come machine-operated and separated by human eyes,
24 Among the first artists who started working with GANs, one should remember Helena Sarin
and Mike Tyka. See “Helena Sarin”, AI Artist, accessed November 3, 2021 https://aiartists.org/
helena-sarin, and “Mike Tyka”, accessed November 3, 2021, https://miketyka.com/.
25 K. Crawford, Atlas of AI: Power, Politics, and the Planetary Costs of Artificial Intelligence
(New Haven: Yale University Press, 2021).
26 See: “Trevor Paglen”, accessed November 3, 2021, https://paglen.studio/.
27 T. Paglen, “Invisible Images (Your Pictures Are Looking at You)”, The New Inquiry, December
8, 2016: https://thenewinquiry.com/invisible-images-your-pictures-are-looking-at-you/.
ANTONIO SOMAINI 101 AN-ICON
participating in a vast field of image operations. Arguing
that what we are currently experiencing is part of a vast
transition from human-seeable to machine-readable imag-
es – a new condition in which “the overwhelming majority
of images are now made by machines for other machines,
with humans rarely in the loop” – Paglen writes that
if we want to understand the invisible world of machine-machine vi-
sual culture, we need to unlearn to see like humans. We need to learn
how to see a parallel universe composed of activations, keypoints,
eigenfaces, feature transforms, classifiers, training sets, and the like.28
We need to unlearn to see like humans. But how
can we not see like humans, how can we step out of our
human point of view? Accomplishing this apparently impos-
sible task – a task which echoes the recurrent philosophical
problem of how to step out of one’s own socio-historical
position, of one’s own cognitive and emotional framework
– has been the main goal of Trevor Paglen’s artistic practice
during the last few years, as we can see in a body of works
that was initially produced in 2017 through various col-
laborations with computer vision and artificial intelligence
researchers as an artist-in-residence at Stanford Univer-
sity, and was first exhibited at the Metro Pictures Gallery
in New York in an exhibition entitled A Study of Invisible
Images (September 8 – October 21, 2017) 29, before being
presented at various other galleries and museums such as
the Osservatorio of the Fondazione Prada in Milan, or the
Carnegie Museum of Art in Philadelphia, in an exhibition
entitled Opposing Geometries (2020).
The works in the exhibition at Metro Pictures
present a possible response to the challenge of how to pen-
etrate within systems of machine vision that tend to expel
the human gaze from their processes. Among them, we
find the attempt to master the machine learning techniques
28 Ibid.
29 A series of images of the works presented in the exhibition can be found at the following
address: “Trevor Paglen. A study of Invisible Images”, Metro Pictures, accessed January 19,
2020, http://origin.www.metropictures.com/exhibitions/trevor-paglen4.
ANTONIO SOMAINI 102 AN-ICON
that are commonly used for machine vision applications, in
order to hack them and lead them to produce entirely new
images, never seen before, that may be considered as a
form of hallucination of machine vision.
This is what happens in a series of still images
entitled Adversarially Evolved Hallucinations, which Paglen
developed through a non-standard application, in three
steps, of Generative Adversarial Networks.30
The first step consisted in establishing new,
original training sets. Instead of using the usual corpuses
of images that are used to train machine vision systems
in recognizing faces, objects, places and even emotions –
corpuses that are often derived by pre-existing and easily
available image databases such as the already mentioned
ImageNet – Paglen established new training sets composed
by images derived from literature, psychoanalysis, political
economy, military history, and poetry. Among the various
taxonomies he used in order to compose his training sets
we find “monsters that have been historically interpreted
as allegories of capitalism”, such as vampires, zombies,
etc.; “omens and portents”, such as comets, eclipses, etc.;
“figures and places that appear in Sigmund Freud’s The In-
terpretation of Dreams”, a corpus which includes various
symbols from Freudian psychoanalysis; “Eye-Machines”, a
series of images clearly inspired by Harun Farocki’s videoin-
stallations Eye-Machine I, II, III (2001-2003) and containing
images of surveillance cameras or of spaces under surveil-
lance; “American Predators”, a corpus containing various
predatory animals, plants, and humans indigenous to the
United States, mixed with military hardware like predator
drones and stealth bombers.
The second step consisted in feeding these un-
usual training sets into the two neural networks of the GAN
system: the Discriminator and the Generator. These two
networks begin interacting with one another in an adver-
sarial, competitive way, in such a way that the Discriminator,
30 Information on the Adversarially Evolved Hallucinations can be found in Trevor
Paglen’s website: T. Paglen, “Hallucinations”, accessed November 3, 2021, https://paglen.
studio/2020/04/09/hallucinations/.
ANTONIO SOMAINI 103 AN-ICON
after having received the initial training set, has to evaluate
the images that it receives from the Generator, deciding
whether they resemble or not to those of the training set. As
the process unfolds through reiterated exchanges between
the two neural networks, the Discriminator becomes more
and more precise and effective in evaluating the images
that are submitted to it.
The third step consists in the artist intervening
in the process and choosing to extract, at a given mo-
ment, one of the images produced by the Generator: an
image that emerges from the sequence of the adversarial
exchanges, and that is the result of one of the countless
attempts by the Generator to test the precision of the Dis-
criminator, trying to fool it. In the case of the series of the
Adversarially Evolved Hallucinations, all the images selected
by Paglen seem to bear some kind of resemblance to the
ones contained in the original training sets – even though
we cannot really assess the degree of this resemblance,
because the training sets are not accessible to us – while
displaying at the same time different forms of deviations
and aberrations that recall a sort of psychedelic imaginary.
Among Paglen’s Adversarially Evolved Hal-
lucinations, we find images with titles such as Vampire
(Corpus: Monsters of Capitalism), Comet (Corpus: Omens
and Portents), The Great Hall (Corpus: The Interpreta-
tion of Dreams), Venus Flytrap (Corpus: American Pred-
ators), A Prison Without Gards (Corpus: Eye-Machines).
In the case of Vampire (Corpus: Monsters of Capitalism),
ANTONIO SOMAINI 104 AN-ICON
Fig. 4. Trevor Paglen, Vampire
(Corpus: Monsters of Capitalism),
dye sublimation metal print, 2017
the Discriminator was trained on thousands
of images of zombies, vampires, Frankensteins, and other
ghosts that have been at some point – be it in essays, liter-
ary texts, or films – associated with capitalism. Paglen then
set the Generator and Discriminator running until they had
synthesized a series of images that corresponded at least
in part to a specific class within the given corpus. From all
of the even slightly acceptable options that the GAN gen-
erated, Paglen then selected the one we see in the series
exhibited at Metro Pictures as the “finished work”.
There may be multiple reasons behind Trevor
Paglen’s decision to call these images “hallucinations”. To
begin with, such images recall a type of imagery that we
might consider to be “psychedelic” or “surrealist”: in some
of them, we definitely see echoes of Max Ernst, or Salvador
Dalì. A second reason may lie in the attempt to emphasize
the fact that the result of this non-standard application of
the processes of machine learning – a process which un-
folds within a closed machine-to-machine space, the in-
visible space of the back-and-forth between the Generator
and the Discriminator from which human eyes are excluded
– produces images that, just like human hallucinations, have
no footing in exterior reality, or may merge in unpredictable
ANTONIO SOMAINI 105 AN-ICON
way with shapes and forms stemming from the perception
of the outer world. Finally, the term “adversarially evolved
hallucinations” may underline the fact that these images
are the result of a machine learning process gone astray: a
process which has been hacked and led to drift away from
its original, standard applications.
The reference to the term “hallucinations”, though,
should not be misleading. What Trevor Paglen tries to show
us with his Adversarially Evolved Hallucinations has really
nothing to do with a disruption of the orderly functioning of
human consciousness. What they highlight, rather, is the
radical otherness of machine vision, if compared with human
vision. A radical otherness based on operations that have
nothing to do with human, embodied vision, which we may
just try to grasp through the impossible attempt of “unlearn-
ing to see like humans”.
We find a different application of images pro-
duced by machine learning in This is the Future, an instal-
lation by Hito Steyerl which was presented at the Venice
Biennale in 2019, and which was conceived as an expan-
sion of the exhibition Power Plants at the Serpentine Gal-
lery in London the previous year. In the Venice installation,
Hito Steyerl arranged onto different platforms a series of
nine videos in which one could see images resembling to
some kind of “vegetal” time-lapse imagery: flowers quickly
blossoming and spreading out, plants and bamboo shoots
growing in height and width.
Fig. 5a
ANTONIO SOMAINI 106 AN-ICON
Fig. 5b
Fig. 5c
Figg. 5a, 5b and 5c. Hito Steyerl, This if
the Future: A 100% Accurate Prediction,
stills from the single channel HD video,
color, sound, 16’, 2019
What interested Steyerl in the use of neural
networks in this installation was the predictive nature of
machine learning, and the status of “visions of the future”
of its imagery: the fact that neural predictive algorithms op-
erate through statistical models and predictions based on
immense, “big data” databases, and are therefore related
to the vast spectrum of predictive systems (be they finan-
cial, political, meteorological, environmental, etc.) that are
present in contemporary “control societies”, while at the
same time being part of the longue durée of the history of
prediction systems elaborated by human cultures.
The main video presented in Hito Steyerl’s instal-
lation, entitled This is the Future: A 100% Accurate Prediction,
consists of images produced through a collaboration with
the programmer Damien Henry, author of a series of videos
entitled A Train Window31 in which a machine learning algo-
rithm has been trained to predict the next frame of a video
by analyzing samples from the previous image, in such a
way that, as in a perfect feedback loop, each output image
31 The videos, programmed with Tensorflow, are available at: D. Henry, “A train window”,
Magenta, October 3rd, 2018, https://magenta.tensorflow.org/nfp_p2p. I thank both Hito
Steyerl and Damien Henry for useful information on the coding used in This is the Future.
ANTONIO SOMAINI 107 AN-ICON
becomes the input for the next step in the calculation. In this
way, after intentionally choosing or producing only the first
image, all the following ones are generated by the algorithm,
without any human intervention. In Hito Steyerl’s work, this
idea of a video entirely made up of images “predicted” by
neural networks and located, as the video says, “0.04 sec-
onds in the future”, is presented as a new kind of documen-
tary imagery: an imagery that can at the same time predict
and document the future, as paradoxical as this may seem.
The video begins with white text on a black background that
reads: “These are documentary images of the future. Not
about what it will bring, but about what it is made of”. The
next five sections of the video – Heja’s Garden, The Future:
A History, Bambusa Futuris, Power Plants and Heja’s Pre-
diction – lead us to a psychedelic landscape of images that
morph sample images stemming from categories such as
“sea”, “fish”, “flower”, “rose” or “orchid”: each of them is
produced by a neural network that, as the electronic voice
accompanying the video tells us, “can see one fraction of a
second into the future”.
Second Earth (2019) by Grégory Chatonsky
takes another route into the iconosphere produced by
GAN-driven machine learning. What interests him is the
idea of an “artificial imagination”, capable of visualizing,
through the means of artificial intelligence, “the halluci-
nation of a senseless machine, a monument dedicated to
the memory of the extinct human species”.32 Himself in
charge of the coding which lies at the base of the various
elements and the various media mobilized in his work, Cha-
tonsky works in particular on what he calls the “chaînage”,
the “sequencing” of different artificial intelligence sys-
tems that, taken all together, produce a whole cascade
of new forms: among them, neural networks capable of
generating new texts (read by synthetic voices) starting
from some given text databases, or capable of generat-
ing images from given texts, and texts from given images,
32 See the presentation of Second Earth: G. Chatonsky, “Second Earth / Terre Seconde”,
accessed November 29, 2021, http://chatonsky.net/earth/.
ANTONIO SOMAINI 108 AN-ICON
with a new kind of AI-powered ekphrasis. The metamor-
phical universe that we see in the videos of Second Earth,
Fig. 6a
Fig. 6b
Fig. 6c
Fig. 6d
Figg. 6a, 6b, 6c and 6d. Grégory
Chatonsky, Second Earth, stills from one
of the videos in the installation, 2019
a work that Chatonsky presents as an “evolving installation”,
evokes the idea of a form-generating power that used to be
rooted in nature and which is now taken over by machines
which are incorporating and re-elaborating the trillions of
ANTONIO SOMAINI 109 AN-ICON
images that humans have uploaded on the internet as a
sort of hypertrophic memory. The text accompanying the
work reads: “Accumulate data. Outsourcing our memories.
Feed software with this data so that it produces similar data.
Produce realism without reality, become possible. Disap-
pear. Coming back in our absence, like somebody else”.33
As products of a “realism without reality”, what
Chatonsky calls a “disrealism”,34 the images produced
through Generative Adversarial Networks in Second Earth do
have a hallucinatory, oneiric, “surrealistic” quality, that bears
a strange kind of “family resemblance” to the ones that we
find in Paglen’s Adversarially Evolved Hallucinations, Steyerl’s
This is the Future, and in the work of other artists who have
recently explored the GAN-generated imagery, such as Pierre
Huyghe in his installation Uumwelt (2018). In Chatonsky’s
Second Earth, these images do refer to some kind of “outer
reality”, but the status of this outer reality is highly unclear.
On the one hand, they bear traces of the imag-
es contained in the training sets that have been employed
in order to activate the GANs: in the cases of the stills from
one of the videos in the installation that are here reproduced,
such training sets referred probably to categories such as
“birds”, “faces”, “eyes”, etc., and the images contained in
the training sets – be they actual photographs, or still from
videos – do in most cases refer to some profilmic reality.
On the other, extracted as they are from the
“latent space” of a process of machine learning in motion
from the pole of absolute noise to the pole of a perfect re-
semblance to the images of the training set, the images of
Second Earth refer to another kind of reality, one that does
not exist yet. We are here in the domain of “anticipation”,
rather than “prediction”,35 in the perspective of an explora-
33 G. Chatonsky, Second Earth, http://chatonsky.net/earth/.
34 Grégory Chatonsky has begun to use and theorize this term in recent lectures held at
the Jeu de Paume and at Campus Condorcet in Paris, in the framework of the lecture cycle
L’esthétique à l’heure du pixel (September 2021 – May 2022) and the seminar L’image à
l’épreuve des machines. Reconfigurations du visible (25-26 October 2021). See for example
“Le disréalisme (le pixel perdu de l’espace latent)”, Jeu de Paume, accessed november 29,
2021, https://jeudepaume.org/evenement/seminaire-esthetique-pixel-1/.
35 Unpublished conversation with Grégory Chatonsky, 2019, whom I thank for the useful
information on the different software used in Second Earth.
ANTONIO SOMAINI 110 AN-ICON
tion of a non-human “artificial imagination”, rather than in
the denunciation of the pervasive presence of systems of
control and surveillance, as it was the case in the work of
Hito Steyerl. At the basis of Chatonsky’s “Second Earth”,
we find the observation that
the machine was becoming capable of automatically producing
a phenomenal quantity of realistic images from the accumulation
of data on the Web. This realism is similar to the world we know,
but it is not an identical reproduction. Species metamorphose into
each other, stones mutate into plants and the ocean shores into
unseen organisms. The result: this “second” Earth, a reinvention of
our world, produced by a machine that wonders about the nature
of its production.
Over fifty years ago, in his seminal Understand-
ing Media. The Extensions of Man (1964), Marshall McLuhan
formulated the idea that art could become, in some deci-
sive historical moments, a form of “advance knowledge of
how to cope with the psychic and social consequences of
the next technology”, and added that new art forms might
become in these moments “social navigation charts”, help-
ing us find some orientation across a sensorium entirely
transformed by new media and new technologies. Today,
while we witness the first signs of what promises to be a
massive impact of artificial intelligence onto all areas of our
psychic, social, and cultural life, the works of artists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky do
appear like “navigation charts”: their exploration of the al-
tered states of machine vision through the appropriation
and the détournement of technologies such as the Gen-
erative Adversarial Networks help us better understand
the aesthetic, epistemological and political implications of
the transformations that such technologies are producing
within contemporary visual culture. Taken together, they
highlight the fact that what is at stake is the very status
of what we mean by “image” and by “vision” in the age of
artificial intelligence.
ANTONIO SOMAINI 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
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] | On the altered
states of machine
vision. Trevor Paglen, Hito
Steyerl, Grégory
by Antonio Somaini
Chatonsky
Machine learning
Digital images
Paglen
Steyerl
Chatonsky
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
On the altered states
of machine vision.
Trevor Paglen, Hito Steyerl,
Grégory Chatonsky
by Antonio Somaini
Abstract The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning to the vast domain of
networked digital images. The impact of such technologies
is so profound that it leads us to raise the very question of
what we mean by “vision” and “image” in the age of artifi-
cial intelligence. This paper will focus on the work of three
artists – Trevor Paglen, Hito Steyerl, Grégory Chatonsky
– who have recently employed technologies of machine
learning in non-standard ways. Rather than using them
to train systems of machine vision with their different op-
erations (face and emotion recognition, object and move-
ment detection, etc.) and their different fields of application
(surveillance, policing, process control, driverless vehicle
guidance, etc.), they have used them in order to produce
entirely new images, never seen before, that they present
as altered states of the machine itself.
Machine learning Digital images Paglen Steyerl Chatonsky
To quote this essay: A. Somaini, “On the altered states of machine vision. Trevor Paglen, Hito Steyerl,
Grégory Chatonsky”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 91-111
ANTONIO SOMAINI 91 AN-ICON
The landscape of contemporary visual culture
and contemporary artistic practices is currently undergo-
ing profound transformations caused by the application
of technologies of machine learning – one of the areas of
so-called “artificial intelligence” – to the vast domain of
networked digital images. Three strictly interrelated phe-
nomena, in particular, are producing a real tectonic shift in
the contemporary iconosphere, introducing new ways of
“seeing” and new “images” – we’ll return later to the mean-
ing of these quotation marks – that extend and reorganize
the field of the visible, while redrawing the borders between
what can and what cannot be seen.
These three strictly interrelated phenomena are:
ჸ the new technologies of machine vision fuelled by pro-
cesses of machine learning such as the Generative Adversarial
Networks (GAN);
ჸ the ever-growing presence on the internet of trillions of
networked digital images that are machine-readable, in the sense
that they can be seen and analyzed by such technologies of ma-
chine vision;
ჸ the entirely new images that the processes of machine
learning may generate.
Considered from the perspective of the longue
durée of the history of images and visual media, the ap-
pearance of these three phenomena raises a whole series
of aesthetic, epistemological, ontological, historical and
political questions. Their impact onto contemporary visu-
al culture is so profound that it leads us to raise the very
question of what we mean by “vision” and “image” in the
age of artificial intelligence.
What is “seeing” when the human psycho-phys-
iological process of vision is reduced, in the case of machine
vision technologies, to entirely automated operations of pat-
tern recognition and labelling, and when the various appli-
cations of such operations (face and emotion recognition,
object and motion detection) may be deployed across an ex-
tremely vast visual field (all the still and moving images acces-
sible online) that no human eye could ever attain? In speak-
ing of “machine vision”, are we using an anthropomorphic
ANTONIO SOMAINI 92 AN-ICON
term that we should discard in favor of a different set of
technical terms, specifically related to the field of computer
science and data analysis, that bear no connection with the
physiological and psychological dynamics of human vision?
Artists-researchers such as Francis Hunger and scholars
such as Andreas Broeckmann (with his notion of “optical
calculus” as “an unthinking, mindless mechanism, a calcu-
lation based on optically derived input data, abstracted into
calculable values, which can become part of computational
procedures and operations”),1 Adrian MacKenzie and Anna
Munster (with their ideas of a “platform seeing” operating
onto “image ensembles” through an “invisual perception”),2
Fabian Offert and Peter Bell (with their idea according to
which the “perceptual topology” of machines is irreconcil-
able with human perception)3 have argued for the necessity
of moving beyond anthropocentric frameworks and terms,
highlighting the fact that machine vision poses a real chal-
lenge for the humanities.
Can we still use the term “image” for a digital
file, encoded in some image format,4 that is machine-read-
able even when it is not visible by human eyes, or that be-
comes visible on a screen as a pattern of pixels only for
a small fraction of time, spending the rest of its indefinite
lifespan circulating across invisible digital networks? Can
concepts such as that of “iconic difference” [ikonische Dif-
ferenz],5 which highlights the fundamental perceptual dif-
ference between an image and its surroundings (its “hors
champ”) be still applied to machine-readable images?
And what is the status of the entirely new im-
ages produced by processes of machine learning? These
1 A. Broeckmann, “Optical Calculus”, paper presented November 2020 at the conference
Images Beyond Control, FAMU, Prague, video, 5:01, https://www.youtube.com/
watch?v=FnAgBbInMfA.
2 A. MacKenzie, A. Munster, “Platform Seeing: Image Ensembles and Their Invisualities”,
Theory, Culture & Society 36, no. 5 (2019): 3-22.
3 F. Offert, P. Bell, “Perceptual bias and technical metapictures: critical machine vision as a
humanities challenge”, AI & Society (2020), https://link.springer.com/article/10.1007/s00146-
020-01058-z.
4 On the theory of formats, see M. Jancovic, A. Schneider, A. Volmar, eds., Format Matters:
Standards, Practices, and Politics in Media Cultures (Lüneburg: Meson Press, 2019).
5 On the notion of “iconic difference”, see G. Boehm, “Ikonische Differenz”, Rheinsprung 11.
Zeitschrift für Bildkritik 1 (2011): 170-176.
ANTONIO SOMAINI 93 AN-ICON
are images that are not produced through some traditional
form of lens-based analog or digital optical recording, nor
through traditional computer-generated imagery (CGI) sys-
tems, but rather through processes belonging to the wide
realm of artificial intelligence that either transform existing
images in ways that were impossible until a few years ago,
or create entirely new images, never seen before. What do
such images represent, what kind of agency do they have,
how do they mediate our visual relation to the past, the
present, and the future? And why have such new images
generated by processes of machine learning been so of-
ten considered, both in popular culture and in the work of
contemporary artists, to be the product of some kind of
altered state – a “dream”, a “hallucination”, a “vision”, an
“artificial imagination” – of the machine itself?
Before we analyse the way in which this last
question is raised, in different ways, by popular computer
programs such as Google’s DeepDream (whose initial name
echoed Christopher Nolan’s 2010 film “Inception”), and by
the recent work of contemporary artists and theorists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky, let
us begin with a quick overview of the current state of ma-
chine vision technologies, with their operations and appli-
cations, and of the new images produced by processes of
machine learning that are increasingly appearing through-
out contemporary visual culture.
The impact of machine learning
technologies onto contemporary visual
culture
First tested in the late 1950s, with image rec-
ognition machines such as the Perceptron (developed at
the Cornell Aeronautical Laboratory by Frank Rosenblatt
in 1957), and then developed during the 1960s and 1970s
as a way of imitating the human visual system in order
to endow robots with intelligent behavior, machine vision
technologies have entered a new phase, in recent years,
with the development of machine learning processes,
ANTONIO SOMAINI 94 AN-ICON
and with the possibility of using immense image databases
accessible online as both training sets and fields of appli-
cation.6 If in the 1960s and 1970s the goal was mainly to
extract three-dimensional structures from images through
the localization of edges, the labelling of lines, the detection
of shapes and the modelling of volumes through feature
extraction techniques such as the Hough transform (invent-
ed by Richard Duda and Peter Hart in 1972, on the basis
of a 1962 patent by Paul Hough), the recent development
of machine learning techniques and the use of vast image
training sets organized according to precise taxonomies
– such as ImageNet, in which 14 millions of images are
organized according to 21,000 categories derived from
the WordNet hierarchy (a large lexical database of English
nouns, verbs, adjectives and adverbs)7 – have allowed a
rapid increase in the precision of all the operations of ma-
chine vision.
Among such operations, we find pixel counting;
segmenting, sorting, and thresholding; feature, edge, and
depth detection; pattern recognition and discrimination;
object detection, tracking, and measurement; motion cap-
ture; color analysis; optical character recognition (this last
operation allowing for the reading of words and texts within
images, extending the act of machine “seeing” to a form
of machine “reading”).
For a few years now, such operations have
been applied to the immense field of machine-readable
images. A field whose dimensions may be imagined only if
we understand that any networked digital image – wheth-
er produced through some kind of optical recording, or
entirely computer-generated, or a mix of the two, as it is
often the case – may be analysed by machine vision tech-
nologies based on processes of machine learning such
as the Generative Adversarial Networks (GAN).8 Starting
from vast training sets containing images similar to the
6 For a general overview of computer vision and computer imagery, with its historical
developments, see S. Arcagni, L’occhio della macchina (Turin: Einaudi, 2018).
7 “ImageNet”, accessed November 3, 2021, http://www.image-net.org/.
8 I. Goodfellow et al., “Generative adversarial nets”, Advances in neural information
processing systems (2014): 2672-2680.
ANTONIO SOMAINI 95 AN-ICON
ones the system has to learn to identify, and feeding such
training sets into an ensemble of two adversarial neural
networks that act as a Generator and a Discriminator that
are in competition against one another, the GAN-based
machine vision systems have gradually become more and
more precise in performing their tasks. All the main smart
phone producers have equipped their devices with cam-
eras and image processing technologies that turn every
photo we take into a machine-readable image, and internet
giants such as Google and Facebook, as well as a host of
other companies, have developed machine vision and face
recognition systems capable of analysing the immense
quantity of fixed and moving images that exist on the in-
ternet and that continue to be uploaded every day, raising
all sorts of ethical and political issues and highlighting the
need for a broader legal framework that for the moment is
largely missing.9
Considered together, such machine vision sys-
tems are turning the contemporary digital iconosphere and
the entire array of contemporary screens, with their various
dimensions and degrees of definition,10 into a vast field for
data mining and data aggregation. A field in which faces,
bodies, gestures, expressions, emotions, objects, move-
ments, places, atmospheres and moods – but also voices
and sounds, through technologies of machine hearing –
may be identified, labelled, stored, organized, retrieved,
and processed as data that can be quickly accessed and
activated for a wide variety of purposes: from surveillance
to policing, from marketing to advertising, from the mon-
itoring of industrial processes to military operations, from
the functioning of driverless vehicles to that of drones and
robots, from the study of the inside of the human body
through the analysis of medical imagining all the way up to
9 As I complete the final revisions of this essay, on 2 November 2021, Facebook just
announced its decision to stop using facial-recognition software that could automatically
recognize people in photos and videos posted on the social network: a massive shift for a
company that is currently trying to reposition itself, also through the new company name Meta,
adopted in October 2021.
10 On the aesthetic, epistemological, historical and political implications of the high and low
definition of images, see F. Casetti, A. Somaini, eds., La haute et la basse définition des images.
Photographie, cinéma, art contemporain, culture visuelle (Milan-Udine: Mimesis, 2021).
ANTONIO SOMAINI 96 AN-ICON
the study of the surface of the Earth and of climate change
through the analysis of satellite images. Even disciplines
that might seem to be distant from the most common cur-
rent applications of machine vision technologies, such as
art history and film studies, are beginning to test the pos-
sibilities introduced by such an automated gaze, capable
of “seeing” and analyzing, according to different criteria,
vast quantities of visual reproductions of artworks or vast
corpuses of films and videos in an extremely short time.11
In order to fully understand the impact of ma-
chine learning onto contemporary visual culture, we need
to add, to the vast field of machine vision technologies that
we just described, the new images produced by processes
of machine learning – often, the same GAN that are used
to train and apply machine vision systems – that either
transform pre-existing images in ways that were impossible
until a few years ago, or create entirely new images, never
seen before.
In the first case, we are referring to processes
of machine learning capable of transforming existing imag-
es that can have very different applications: producing 3D
models of objects from 2D images; changing photographs
of human faces in order to show how an individual’s ap-
pearance might change with age (as with the app Face-
App) or by merging a face with another face (Faceswap);12
animating in a highly realistic way the old photograph of
a deceased person (Deep Nostalgia, developed by My-
Heritage);13 creating street maps from satellite imagery;14
taking any given video, and “upscaling” it, by increasing
its frame rate and its definition. An emblematic example
11 See for example the various experiments being developed at the Google Arts & Culture
Lab: “Google Arts & Culture”, accessed November 3, 2021, https://artsandculture.google.
com/, or the way in which the EYE Film Museum in Amsterdam is testing new ways of
accessing its collections through a program fuelled by machine vision systems: “Jan Bot”,
accessed December 2, 2021, https://www.jan.bot/.
12 The website of Faceswap, which announces itself as “the leading free and OpenSource
multiplatform Deepfakes software”: “Faceswap”, accessed November 3, 2021, https://
faceswap.dev/.
13 “Deep Nostalgia”, accessed November 3, 2021, https://www.myheritage.fr/deep-nostalgia.
14 R. Matheson, “Using artificial intelligence to enrich digital maps. Model tags road features
based on satellite images, to improve GPS navigation in places with limited map data”, MIT
News, January 23, 2020, https://news.mit.edu/2020/artificial-intelligence-digital-maps-0123.
ANTONIO SOMAINI 97 AN-ICON
of this last application, which may alter significantly our
experience of visual documents of the past, would be the
videos realized by Denis Shiryaev15 in which, through a
process of machine learning, a Lumière film such as L’Ar-
rivée d’un train en gare de La Ciotat (1896) is transformed
from the original 16 frames per second to 60 frames per
second, from the original 1.33:1 format to a contemporary
16:9 format, and from the original, grainy 35mm analog
film to a 4K digital resolution.16 In other examples of imag-
es transformed by machine learning, the transformations
are much more radical, as it happens with the so-called
“deepfakes”: videos that use neural networks in order to ma-
nipulate the images and the sounds of pre-existing videos
– in some cases a single, pre-existing image – producing
new videos that have a high potential to deceive. Among
the many examples that can now be found across the in-
ternet in different domains such as pornography, politics
and social media, pornographic videos in which faces of
celebrities are swapped onto the bodies of porn actors,
a TikTok account with a whole series of odd videos by a
“Deep Tom Cruise”,17 or speeches by public figures such as
Barack Obama18 and Queen Elizabeth19 whose content has
been completely altered in such a way that the movements
of their mouths perfectly match the new, invented words
they are uttering. And among the applications of deepfakes
in the musical realm, the “new” songs by long deceased
singers, whose style and voice are reproduced in a highly
realistic way by applications of machine learning such as
Jukebox, developed by OpenAI20: a “resurrecting” function
15 “Denis Shiryaev”, Youtube channel, accessed November 3, 2021, https://www.youtube.
com/c/DenisShiryaev/videos. For an online platform offering video enhancement powered by
AI, see: “Neural Love”, accessed December 2, 2021, https://neural.love/.
16 The video of the upscaled version of L’Arrivée d’un train en gare de La Ciotat (1896) can
be found all across YouTube, in various black-and-white and colored version. For a version in
color, see: Deoldify videos, “[DeOldified] Arrival on a Train at La Ciotat (The Lumière Brothers,
1896)”, Youtube video, February 4, 2020, https://www.youtube.com/watch?v=EqbOhqXHL7E.
17 “Deep Tom Cruise”, TikTok account, accessed November 3, 2021, https://www.tiktok.
com/@deeptomcruise.
18 BuzzFeed Video, “You Won’t Believe What Obama Says in This Video!”, Youtube video,
April 17, 2018, https://www.youtube.com/watch?v=cQ54GDm1eL0.
19 Channel 4, “Deepfake Queen: 2020 Alternative Christmas Message”, Youtube video,
December 25, 2020, https://www.youtube.com/watch?v=IvY-Abd2FfM.
20 “Jukebox”, accessed November 3, 2021, https://openai.com/blog/jukebox/.
ANTONIO SOMAINI 98 AN-ICON
that in the animated photographs of deceased persons of
Deep Nostalgia.
In the second case, the use of machine learning
processes leads to the creation of entirely new images or
sections of images: modelling patterns of motion (for ex-
ample, crowd motion) in video, thereby leading computer
generated imagery, in some cases fuelled by artificial intelli-
gence, to produce new kinds of “contingent motion”;21 pro-
ducing highly photorealistic images of objects and environ-
ments for different kinds of advertising; inventing perfectly
realistic faces of people that actually do not exist through
open source softwares such as StyleGan and then make
them accessible through projects such as Philip Wang’s
This Person Does Not Exist.22
To these widespread applications of machine
learning we may add the hybrid, unprecedented imagery
produced by the software DeepDream, created in 2015 by
the Google engineer and artist Alexander Mordvintsev: a
program that uses Convolutional Neural Networks in order
to enhance patterns in pre-existing images, creating a form
of algorithmic pareidolia, the impression of seeing a figure
where there is none, which is here generated by a process
which repeatedly detects in a given image patterns and
shapes that the machine vision system has been trained
to see. 23 The result of such a recursive process, in which
every new image is submitted again to the same kind of
pattern and shape recognition, are images that recall an
entire psychedelic iconography that spans through cinema,
photography, the visual arts and even so-called art brut:
images that are here presented as a sort of dream – a hal-
lucinogenic, psychedelic dream – of the machine itself.
21 J. Schonig, “Contingent Motion: Rethinking the ‘Wind in the Trees’ in Early Cinema and
CGI”, Discourse: Journal for Theoretical Studies in Media and Culture 40, no. 1 (2018): 30-61.
22 “This Person does not exist”, accessed November 3, 2021, https://thispersondoesnotexist.com/.
23 The program is now open source: see “Deep Dream Generator”, accessed November
3, 2021, https://deepdreamgenerator.com/. See also: “Alexander Mordvintsev”, accessed
November 3, 2021, https://znah.net/.
ANTONIO SOMAINI 99 AN-ICON
Fig. 1
Fig. 2
Fig. 3
The original image (Fig. 1) has been
modified by applying ten (Fig. 2)
and then fifty (Fig. 3) iterations of the
software DeepDream, the network having
been trained to perceive dogs.
ANTONIO SOMAINI 100 AN-ICON
Exploring the “altered states”
of machine vision through Generative
Adversarial Networks
The idea that lies at the basis of the DeepDream
software – the idea that machine learning technologies, and
in particular the Convolutional Neural Networks (CNN) and
Generative Adversarial Networks (GAN), may be used in order
to explore and reveal the altered states of machine vision – can
also be found in the recent works of artists (often active also
as theorists) such as Trevor Paglen, Hito Steyerl, and Grégory
Chatonsky.24 By insisting on the “creative”, image-producing
potential of Generative Adversarial neural networks – rather
than on their standard application for the training of machine
vision systems – the three of them explore a vast field of
images that they consider to be “hallucinations”, “visions of
the future”, or the product of an “artificial imagination”, char-
acterized by a new form of realism, a “disrealism”.
Trevor Paglen’s entire work as an artist and the-
orist, since 2016, has been dedicated to the attempt of un-
derstanding and visualizing the principles that lie at the basis
of machine vision technology. Through texts (sometimes
written in collaboration with the researcher Kate Crawford),25
exhibitions, performances, and works made of still and mov-
ing images, Paglen has tried to highlight not only the social
and political biases that are inherent in the way machine vi-
sion systems are structured, but also the way in which such
systems diverge profoundly from human vision.26
In an article published in December 2016 in The
New Inquiry with the title “Invisible Images (Your Pictures
Are Looking at You)”,27 Paglen discusses the new challeng-
es that arise in a context in which “sight” itself has be-
come machine-operated and separated by human eyes,
24 Among the first artists who started working with GANs, one should remember Helena Sarin
and Mike Tyka. See “Helena Sarin”, AI Artist, accessed November 3, 2021 https://aiartists.org/
helena-sarin, and “Mike Tyka”, accessed November 3, 2021, https://miketyka.com/.
25 K. Crawford, Atlas of AI: Power, Politics, and the Planetary Costs of Artificial Intelligence
(New Haven: Yale University Press, 2021).
26 See: “Trevor Paglen”, accessed November 3, 2021, https://paglen.studio/.
27 T. Paglen, “Invisible Images (Your Pictures Are Looking at You)”, The New Inquiry, December
8, 2016: https://thenewinquiry.com/invisible-images-your-pictures-are-looking-at-you/.
ANTONIO SOMAINI 101 AN-ICON
participating in a vast field of image operations. Arguing
that what we are currently experiencing is part of a vast
transition from human-seeable to machine-readable imag-
es – a new condition in which “the overwhelming majority
of images are now made by machines for other machines,
with humans rarely in the loop” – Paglen writes that
if we want to understand the invisible world of machine-machine vi-
sual culture, we need to unlearn to see like humans. We need to learn
how to see a parallel universe composed of activations, keypoints,
eigenfaces, feature transforms, classifiers, training sets, and the like.28
We need to unlearn to see like humans. But how
can we not see like humans, how can we step out of our
human point of view? Accomplishing this apparently impos-
sible task – a task which echoes the recurrent philosophical
problem of how to step out of one’s own socio-historical
position, of one’s own cognitive and emotional framework
– has been the main goal of Trevor Paglen’s artistic practice
during the last few years, as we can see in a body of works
that was initially produced in 2017 through various col-
laborations with computer vision and artificial intelligence
researchers as an artist-in-residence at Stanford Univer-
sity, and was first exhibited at the Metro Pictures Gallery
in New York in an exhibition entitled A Study of Invisible
Images (September 8 – October 21, 2017) 29, before being
presented at various other galleries and museums such as
the Osservatorio of the Fondazione Prada in Milan, or the
Carnegie Museum of Art in Philadelphia, in an exhibition
entitled Opposing Geometries (2020).
The works in the exhibition at Metro Pictures
present a possible response to the challenge of how to pen-
etrate within systems of machine vision that tend to expel
the human gaze from their processes. Among them, we
find the attempt to master the machine learning techniques
28 Ibid.
29 A series of images of the works presented in the exhibition can be found at the following
address: “Trevor Paglen. A study of Invisible Images”, Metro Pictures, accessed January 19,
2020, http://origin.www.metropictures.com/exhibitions/trevor-paglen4.
ANTONIO SOMAINI 102 AN-ICON
that are commonly used for machine vision applications, in
order to hack them and lead them to produce entirely new
images, never seen before, that may be considered as a
form of hallucination of machine vision.
This is what happens in a series of still images
entitled Adversarially Evolved Hallucinations, which Paglen
developed through a non-standard application, in three
steps, of Generative Adversarial Networks.30
The first step consisted in establishing new,
original training sets. Instead of using the usual corpuses
of images that are used to train machine vision systems
in recognizing faces, objects, places and even emotions –
corpuses that are often derived by pre-existing and easily
available image databases such as the already mentioned
ImageNet – Paglen established new training sets composed
by images derived from literature, psychoanalysis, political
economy, military history, and poetry. Among the various
taxonomies he used in order to compose his training sets
we find “monsters that have been historically interpreted
as allegories of capitalism”, such as vampires, zombies,
etc.; “omens and portents”, such as comets, eclipses, etc.;
“figures and places that appear in Sigmund Freud’s The In-
terpretation of Dreams”, a corpus which includes various
symbols from Freudian psychoanalysis; “Eye-Machines”, a
series of images clearly inspired by Harun Farocki’s videoin-
stallations Eye-Machine I, II, III (2001-2003) and containing
images of surveillance cameras or of spaces under surveil-
lance; “American Predators”, a corpus containing various
predatory animals, plants, and humans indigenous to the
United States, mixed with military hardware like predator
drones and stealth bombers.
The second step consisted in feeding these un-
usual training sets into the two neural networks of the GAN
system: the Discriminator and the Generator. These two
networks begin interacting with one another in an adver-
sarial, competitive way, in such a way that the Discriminator,
30 Information on the Adversarially Evolved Hallucinations can be found in Trevor
Paglen’s website: T. Paglen, “Hallucinations”, accessed November 3, 2021, https://paglen.
studio/2020/04/09/hallucinations/.
ANTONIO SOMAINI 103 AN-ICON
after having received the initial training set, has to evaluate
the images that it receives from the Generator, deciding
whether they resemble or not to those of the training set. As
the process unfolds through reiterated exchanges between
the two neural networks, the Discriminator becomes more
and more precise and effective in evaluating the images
that are submitted to it.
The third step consists in the artist intervening
in the process and choosing to extract, at a given mo-
ment, one of the images produced by the Generator: an
image that emerges from the sequence of the adversarial
exchanges, and that is the result of one of the countless
attempts by the Generator to test the precision of the Dis-
criminator, trying to fool it. In the case of the series of the
Adversarially Evolved Hallucinations, all the images selected
by Paglen seem to bear some kind of resemblance to the
ones contained in the original training sets – even though
we cannot really assess the degree of this resemblance,
because the training sets are not accessible to us – while
displaying at the same time different forms of deviations
and aberrations that recall a sort of psychedelic imaginary.
Among Paglen’s Adversarially Evolved Hal-
lucinations, we find images with titles such as Vampire
(Corpus: Monsters of Capitalism), Comet (Corpus: Omens
and Portents), The Great Hall (Corpus: The Interpreta-
tion of Dreams), Venus Flytrap (Corpus: American Pred-
ators), A Prison Without Gards (Corpus: Eye-Machines).
In the case of Vampire (Corpus: Monsters of Capitalism),
ANTONIO SOMAINI 104 AN-ICON
Fig. 4. Trevor Paglen, Vampire
(Corpus: Monsters of Capitalism),
dye sublimation metal print, 2017
the Discriminator was trained on thousands
of images of zombies, vampires, Frankensteins, and other
ghosts that have been at some point – be it in essays, liter-
ary texts, or films – associated with capitalism. Paglen then
set the Generator and Discriminator running until they had
synthesized a series of images that corresponded at least
in part to a specific class within the given corpus. From all
of the even slightly acceptable options that the GAN gen-
erated, Paglen then selected the one we see in the series
exhibited at Metro Pictures as the “finished work”.
There may be multiple reasons behind Trevor
Paglen’s decision to call these images “hallucinations”. To
begin with, such images recall a type of imagery that we
might consider to be “psychedelic” or “surrealist”: in some
of them, we definitely see echoes of Max Ernst, or Salvador
Dalì. A second reason may lie in the attempt to emphasize
the fact that the result of this non-standard application of
the processes of machine learning – a process which un-
folds within a closed machine-to-machine space, the in-
visible space of the back-and-forth between the Generator
and the Discriminator from which human eyes are excluded
– produces images that, just like human hallucinations, have
no footing in exterior reality, or may merge in unpredictable
ANTONIO SOMAINI 105 AN-ICON
way with shapes and forms stemming from the perception
of the outer world. Finally, the term “adversarially evolved
hallucinations” may underline the fact that these images
are the result of a machine learning process gone astray: a
process which has been hacked and led to drift away from
its original, standard applications.
The reference to the term “hallucinations”, though,
should not be misleading. What Trevor Paglen tries to show
us with his Adversarially Evolved Hallucinations has really
nothing to do with a disruption of the orderly functioning of
human consciousness. What they highlight, rather, is the
radical otherness of machine vision, if compared with human
vision. A radical otherness based on operations that have
nothing to do with human, embodied vision, which we may
just try to grasp through the impossible attempt of “unlearn-
ing to see like humans”.
We find a different application of images pro-
duced by machine learning in This is the Future, an instal-
lation by Hito Steyerl which was presented at the Venice
Biennale in 2019, and which was conceived as an expan-
sion of the exhibition Power Plants at the Serpentine Gal-
lery in London the previous year. In the Venice installation,
Hito Steyerl arranged onto different platforms a series of
nine videos in which one could see images resembling to
some kind of “vegetal” time-lapse imagery: flowers quickly
blossoming and spreading out, plants and bamboo shoots
growing in height and width.
Fig. 5a
ANTONIO SOMAINI 106 AN-ICON
Fig. 5b
Fig. 5c
Figg. 5a, 5b and 5c. Hito Steyerl, This if
the Future: A 100% Accurate Prediction,
stills from the single channel HD video,
color, sound, 16’, 2019
What interested Steyerl in the use of neural
networks in this installation was the predictive nature of
machine learning, and the status of “visions of the future”
of its imagery: the fact that neural predictive algorithms op-
erate through statistical models and predictions based on
immense, “big data” databases, and are therefore related
to the vast spectrum of predictive systems (be they finan-
cial, political, meteorological, environmental, etc.) that are
present in contemporary “control societies”, while at the
same time being part of the longue durée of the history of
prediction systems elaborated by human cultures.
The main video presented in Hito Steyerl’s instal-
lation, entitled This is the Future: A 100% Accurate Prediction,
consists of images produced through a collaboration with
the programmer Damien Henry, author of a series of videos
entitled A Train Window31 in which a machine learning algo-
rithm has been trained to predict the next frame of a video
by analyzing samples from the previous image, in such a
way that, as in a perfect feedback loop, each output image
31 The videos, programmed with Tensorflow, are available at: D. Henry, “A train window”,
Magenta, October 3rd, 2018, https://magenta.tensorflow.org/nfp_p2p. I thank both Hito
Steyerl and Damien Henry for useful information on the coding used in This is the Future.
ANTONIO SOMAINI 107 AN-ICON
becomes the input for the next step in the calculation. In this
way, after intentionally choosing or producing only the first
image, all the following ones are generated by the algorithm,
without any human intervention. In Hito Steyerl’s work, this
idea of a video entirely made up of images “predicted” by
neural networks and located, as the video says, “0.04 sec-
onds in the future”, is presented as a new kind of documen-
tary imagery: an imagery that can at the same time predict
and document the future, as paradoxical as this may seem.
The video begins with white text on a black background that
reads: “These are documentary images of the future. Not
about what it will bring, but about what it is made of”. The
next five sections of the video – Heja’s Garden, The Future:
A History, Bambusa Futuris, Power Plants and Heja’s Pre-
diction – lead us to a psychedelic landscape of images that
morph sample images stemming from categories such as
“sea”, “fish”, “flower”, “rose” or “orchid”: each of them is
produced by a neural network that, as the electronic voice
accompanying the video tells us, “can see one fraction of a
second into the future”.
Second Earth (2019) by Grégory Chatonsky
takes another route into the iconosphere produced by
GAN-driven machine learning. What interests him is the
idea of an “artificial imagination”, capable of visualizing,
through the means of artificial intelligence, “the halluci-
nation of a senseless machine, a monument dedicated to
the memory of the extinct human species”.32 Himself in
charge of the coding which lies at the base of the various
elements and the various media mobilized in his work, Cha-
tonsky works in particular on what he calls the “chaînage”,
the “sequencing” of different artificial intelligence sys-
tems that, taken all together, produce a whole cascade
of new forms: among them, neural networks capable of
generating new texts (read by synthetic voices) starting
from some given text databases, or capable of generat-
ing images from given texts, and texts from given images,
32 See the presentation of Second Earth: G. Chatonsky, “Second Earth / Terre Seconde”,
accessed November 29, 2021, http://chatonsky.net/earth/.
ANTONIO SOMAINI 108 AN-ICON
with a new kind of AI-powered ekphrasis. The metamor-
phical universe that we see in the videos of Second Earth,
Fig. 6a
Fig. 6b
Fig. 6c
Fig. 6d
Figg. 6a, 6b, 6c and 6d. Grégory
Chatonsky, Second Earth, stills from one
of the videos in the installation, 2019
a work that Chatonsky presents as an “evolving installation”,
evokes the idea of a form-generating power that used to be
rooted in nature and which is now taken over by machines
which are incorporating and re-elaborating the trillions of
ANTONIO SOMAINI 109 AN-ICON
images that humans have uploaded on the internet as a
sort of hypertrophic memory. The text accompanying the
work reads: “Accumulate data. Outsourcing our memories.
Feed software with this data so that it produces similar data.
Produce realism without reality, become possible. Disap-
pear. Coming back in our absence, like somebody else”.33
As products of a “realism without reality”, what
Chatonsky calls a “disrealism”,34 the images produced
through Generative Adversarial Networks in Second Earth do
have a hallucinatory, oneiric, “surrealistic” quality, that bears
a strange kind of “family resemblance” to the ones that we
find in Paglen’s Adversarially Evolved Hallucinations, Steyerl’s
This is the Future, and in the work of other artists who have
recently explored the GAN-generated imagery, such as Pierre
Huyghe in his installation Uumwelt (2018). In Chatonsky’s
Second Earth, these images do refer to some kind of “outer
reality”, but the status of this outer reality is highly unclear.
On the one hand, they bear traces of the imag-
es contained in the training sets that have been employed
in order to activate the GANs: in the cases of the stills from
one of the videos in the installation that are here reproduced,
such training sets referred probably to categories such as
“birds”, “faces”, “eyes”, etc., and the images contained in
the training sets – be they actual photographs, or still from
videos – do in most cases refer to some profilmic reality.
On the other, extracted as they are from the
“latent space” of a process of machine learning in motion
from the pole of absolute noise to the pole of a perfect re-
semblance to the images of the training set, the images of
Second Earth refer to another kind of reality, one that does
not exist yet. We are here in the domain of “anticipation”,
rather than “prediction”,35 in the perspective of an explora-
33 G. Chatonsky, Second Earth, http://chatonsky.net/earth/.
34 Grégory Chatonsky has begun to use and theorize this term in recent lectures held at
the Jeu de Paume and at Campus Condorcet in Paris, in the framework of the lecture cycle
L’esthétique à l’heure du pixel (September 2021 – May 2022) and the seminar L’image à
l’épreuve des machines. Reconfigurations du visible (25-26 October 2021). See for example
“Le disréalisme (le pixel perdu de l’espace latent)”, Jeu de Paume, accessed november 29,
2021, https://jeudepaume.org/evenement/seminaire-esthetique-pixel-1/.
35 Unpublished conversation with Grégory Chatonsky, 2019, whom I thank for the useful
information on the different software used in Second Earth.
ANTONIO SOMAINI 110 AN-ICON
tion of a non-human “artificial imagination”, rather than in
the denunciation of the pervasive presence of systems of
control and surveillance, as it was the case in the work of
Hito Steyerl. At the basis of Chatonsky’s “Second Earth”,
we find the observation that
the machine was becoming capable of automatically producing
a phenomenal quantity of realistic images from the accumulation
of data on the Web. This realism is similar to the world we know,
but it is not an identical reproduction. Species metamorphose into
each other, stones mutate into plants and the ocean shores into
unseen organisms. The result: this “second” Earth, a reinvention of
our world, produced by a machine that wonders about the nature
of its production.
Over fifty years ago, in his seminal Understand-
ing Media. The Extensions of Man (1964), Marshall McLuhan
formulated the idea that art could become, in some deci-
sive historical moments, a form of “advance knowledge of
how to cope with the psychic and social consequences of
the next technology”, and added that new art forms might
become in these moments “social navigation charts”, help-
ing us find some orientation across a sensorium entirely
transformed by new media and new technologies. Today,
while we witness the first signs of what promises to be a
massive impact of artificial intelligence onto all areas of our
psychic, social, and cultural life, the works of artists such
as Trevor Paglen, Hito Steyerl and Grégory Chatonsky do
appear like “navigation charts”: their exploration of the al-
tered states of machine vision through the appropriation
and the détournement of technologies such as the Gen-
erative Adversarial Networks help us better understand
the aesthetic, epistemological and political implications of
the transformations that such technologies are producing
within contemporary visual culture. Taken together, they
highlight the fact that what is at stake is the very status
of what we mean by “image” and by “vision” in the age of
artificial intelligence.
ANTONIO SOMAINI 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
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] | Perception,
hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard Perception
by Claudio Paolucci
Imagination
Hallucination
Enunciation
Resident Evil
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Perception, hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard
by Claudio Paolucci
Abstract In this paper, I will work on the relationship be-
tween perception and imagination in Virtual Reality, claiming
that “hallucination” is the ordinary motor also for online
perception and not only a deviant form of it. First, I will deal
with the problem of perception from the point of view of
cognitive semiotics and I will try to underline the crucial role
of imagination, claiming that perception is a form of “con-
trolled hallucination”. Later, I will focus on the relationship
between perception, hallucination, and memory in Virtual
Reality. On the one hand, I will claim that Virtual Reality
expresses the transition from actual perception to imagina-
tion, memory or dream through another actual perception.
On the other hand, I will claim that it can express it with-
out any problems through the old techniques coming from
cinema and other audiovisual languages, since they par-
tially share the very same formal apparatus of enunciation.
I will demonstrate all of this by analyzing Resident Evil 7:
Biohazard.
Perception Imagination Hallucination Enunciation Resident Evil
To quote this essay: 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
CLAUDIO PAOLUCCI 112 AN-ICON
Perception, imagination,
and the control of the reality
First, I will deal with the problem of percep-
tion from the point of view of cognitive semiotics.1 I will try
to underline the crucial role of imagination, claiming that
perception is a form of “controlled hallucination”,2 where,
by “controlled hallucination”, I mean the product of the
imagination controlled by the world. The main idea is that
“hallucination” is the model of perception and not a devi-
ant form of it. With “hallucination”, as defined in percep-
tion studies and in the neurogeometry of vision,3 I mean
the morphological activity of the production of forms by
the imagination, which remains crucial both when it is not
controlled by the world – as in the case of hallucination,
imagination, or dream – and when it is controlled by the
world, as in the case of online perception. In Virtual Reality,
the world that controls perception is substituted by a tech-
nology, a prosthesis capable of creating a strong effect of
reality, a simulacrum with an effect of presence that no oth-
er audiovisual has ever been able to build.4 In Augmented
Reality, on the other side, the technology adds elements
to the world that controls perception, without a full-blown
substitution, as it happens with Virtual Reality.
Maybe, the word “hallucination” can be mis-
leading, since perceptual phenomena under the aegis of
hallucination may seem to lose the concreteness that I
want to characterize them as having. It is possible that
1 See C. Paolucci, Cognitive Semiotics. Integrating signs, minds, menaing and cognition
(Berlin-New York: Springer, 2021).
2 See A. Clark, Surfing Uncertainty: Prediction, Action, and the Embodied Mind (Oxford:
Oxford University Press, 2016); J. Koenderink, “Vision and information”, in L. Albertazzi et al.,
eds., Perception Beyond Inference: The Information Content of Visual Processes (Cambridge,
MA: MIT Press, 2010): 27-57.
3 See J. Koenderink, “Vision and information”; A. Sarti et al., “The symplectic structure of
the primary visual cortex”, Biological Cybernetics 98 (2008): 33-48.
4 See C. Paolucci, “Una percezione macchinica: realtà virtuale e realtà aumentata tra
simulacri e protesi dell’enunciazione”, in F. Biggio et al., eds., Meaning–Making in Extended
Reality. Senso e Virtualità (Rome: Aracne, I Saggi di Lexia, 2020): 43-62.
CLAUDIO PAOLUCCI 113 AN-ICON
“figuration” would fit better with the ideas I will develop here,
since no Sartrean “derealization” is involved.5 However,
since our brains try to guess what is out there, and to the
extent that that guess matches the evolving sensory data,
we perceive the world, in Surfing Uncertainty, Clark recalls
the slogan coined by the vision scientist Ramesh Jain that
perception is “controlled hallucination”. This is the direc-
tion I am going to take. But, precisely because “this view
of perception puts us in genuine cognitive contact with the
salient aspects of our environment”, Clark suggests we
consider hallucination as a form of “uncontrolled percep-
tion”.6 However, Clark’s view – if it is put like that – is the
classical one that thinks of perception as grounding both
hallucination and imagination, which are supposed to be
“deviant” or “uncontrolled” forms of perception. Since I want
to claim the opposite, I will continue to use “hallucination”,
and since there is a well-established tradition regarding this
concept in the field of perception studies, I will do so with
the caveat that “hallucination” does not imply any kind of
“derealization” of perceptual phenomena from a phenom-
enological point of view.7
Indeed, with “hallucination”, or “figuration”, I
indicate a process of microgenesis8 that continuously pro-
duces the next thread of perceptual experience while the
current one fades, and does so without voluntary control.9
I claim that meaning guides this microgenesis, or hallucina-
tion, and that imagination is the engine of this microgenesis
guided by meaning.
5 See G. Matteucci, Estetica e natura umana. La mente estesa tra percezione, emozione ed
espressione (Rome: Carocci, 2019).
6 A. Clark, Surfing Uncertainty: 326. See also paragraph 6.10.
7 See S. Gallagher, D. Zahavi, “Primal impression and enactive perception”, in V. Arstila, D.
Lloyd, eds., Subjective Time: The Philosophy, Psychology, and Neuroscience of Temporality
(Cambridge: MIT Press, 2014): 83-99.
8 See J.W. Brown, Self–Embodying Mind: Process, Brain Dynamics and the Conscious
Present (Barytown, NY: Barytown Ltd, 2020)
9 See J. Koenderink, “Vision and information”.
CLAUDIO PAOLUCCI 114 AN-ICON
Fig. 1. Kanizsa’s triangle.
For instance, in Kanizsa’s triangle (Fig. 1), the
triangle is totally a product of our hallucination, since it is
the only thing that is not present in the stimuli. It is not by
chance that, as Reddy and colleagues show, not only are
online perception and imagination closely related in the
brain, but perception, as it occurs in creatures like us, is
co-emergent with imagination.10 What we perceive is literal-
ly (not metaphorically) the future, not the present, because
perception is the anticipation of the next thread of sensory
information through previous knowledge. Indeed, in percep-
tion we build through imagination the world that we expect.
There is a beautiful experiment by Adams and
colleagues that shows that, in some circumstances, we
hear the presence of the absence, that is, we hallucinate
something that is not there, but we expect to be there.11
When silence arrives, we literally do not hear it as we
are supposed to do (i.e. as nothing playing). In its place,
we hear the presence of the absent sound that we were
10 L. Reddy et al., “Reading the mindʼs eye: decoding category information during mental
imagery”, NeuroImage 50, no. 2, (2010): 818-825; G. Ganis et al. “Brain areas underlying visual
mental imagery and visual perception: An fMRI study”, in Cognitive Brain Research 20, no. 2
(2004): 226-241.
11 R.A. Adams et al., “Predictions not commands: active inference in the motor system”,
Brain Structure and Function 218, no. 3 (2013): 611-643.
CLAUDIO PAOLUCCI 115 AN-ICON
expecting. Adams and colleagues’ experiment runs as fol-
lows. They used a simple computer simulation of birdsong.
A multi-layer prediction machine processes sequences of
simulated bird-chirps. The simulations were then repeated
but omitting the last three chirps of the original signal. At
the first missing chirp, the network responds with a strong
precise moment where the first missing chirp should have
occurred, the system generated a brief, transient illusory
percept. This hallucinated percept was not strong, but the
timing was correct with respect to the missing chirp. Thus,
our perceptive system first dimly “perceived” (hallucinated)
the missing chirp, before responding with a strong error
signal when the actual absence of the anticipated sensory
evidence became apparent. Of course, Kanizsa’s triangle
is a visual correspondent of Adams and colleagues’ ex-
periment. This is what I call perception as a “controlled
hallucination”, which is the general functioning of our rich,
world-revealing perception at any level, since it concerns
an organism structurally coupled with its environment trying
to minimize disorder and surprise.12
The Goethean account of perception
I refer here to what Jan Koenderink, a cognitive
scientist and mathematician who works on the connection
between theory of singularities and perception, used to call
the “Marrian” and the “Goethean” accounts of perception.
■ According to the Marrian account: perception is the result
of standard computations on optical data.
■ According to the Goethean account: perception is con-
trolled hallucination, or “controlled figuration”.
The mainstream view in cognitive science and
neuroscience, which is often also the commonsense view,
12 S. Gallagher, Enactivist Interventions: Rethinking the Mind (Oxford: Oxford University
Press, 2017).
CLAUDIO PAOLUCCI 116 AN-ICON
is that perception is all about a kind of passive imprinting
of the world upon the sense organs and the brain. As Eg-
ner and colleagues say, “on traditional accounts the visual
system was seen as a passive analyzer of bottom-up sen-
sory information”.13 This is a view of the perceiving brain
as highly stimulus-driven, taking energetic inputs from the
senses and turning them into a coherent percept by a kind
of inwards flowing stream.
The Predictive Processing account of percep-
tion takes a different direction and includes a top-down
predictive aspect in its account.14 However, Predictive Pro-
cessing thinks of perception as a kind of new schematism
between aesthetics (the sensory data) and the concepts
(the priors). According to this view, our brains are proac-
tive: they are constantly buzzing as they try to predict the
sensory signals arriving across all modalities. When such
proactive brains “match” the incoming sensory signal, we
perceive the world, understand it, and are immediately posi-
tioned to imagine it so as to act in it too. However, “halluci-
nation” is different from the mainstream notion of “prior”. A
prior – as used in Bayesian inference – is a generic, usually
statistical, property.15 For example,
light comes from above is such a prior (if put in suitable format).
It applies, on the average, for terrestrial animals that live in open
spaces. Such priors package ‘frozen’ prior experience as it were.
‘Hallucinations’ differ by not being frozen, applying to the actual
situation. Hallucinations can be regarded as specific, necessar-
ily tentative, instantiations of the observer’s present “situational
awareness” instead of its average past.16
13 T. Egner et al., “Expectation and surprise determine neural population responses in the
ventral visual stream”, Journal of Neuroscience 30, no. 49 (2010): 16601-16608.
14 See A. Clark, Surfing Uncertainty.
15 D. Purves, “Why we see things the way we do: evidence for a wholly empirical strategy
of vision”, Philosophical Transactions of the Royal Society of London. Series B, Biological
Sciences 356 (2001): 285-297.
16 J. Koenderink, “Vision and information”: 32.
CLAUDIO PAOLUCCI 117 AN-ICON
This is important, because we do not always
update our perceptions according to our past experience
and according to the changes in our priors. This is very
well seen in the popular Muller-Layer illusion, where even
when we learn that the two lines have the same length,
we still keep on seeing them in the previous way. In per-
ception, “data” are constructed through an attunement of
the organism and the world, where the organism looks for
elements that are worth for him to look for. For instance, as
in Kanizsa’s triangle, we look for edges and we perceive
edges even if edges are the only thing that are not present
in the stimulus. This is because, given evolutionary pressure
and experience driven plasticity,
we are wired to the environment in order to produce states that track
edges when exposed to discontinuities. The system is physically at-
tuned to such things, ‘set up to be set off’ by such visual discontinuities.17
Exploring the world, the organism casts his
questions to the environment through imagination and pre-
dicts its answers until he encounters resistance. This very
action turns optical or sound structure into “data”, which
are not sent from the world to the organism through senses
but are the actual product of the autopoietic structure of
the system of perception. Perception occurs when the top
down activity of the imagination succeeds at generating
the sensory data for itself, building a coherent story that
paves the way for efficacious action. When it can gener-
ate the future sensory data, the agent perceives the world.
When it cannot, encountering a resistance, it tries a new
attunement or changes the world through action. Therefore,
data are built up because we produce them in looking for
what we need for action, in order to minimize our work in
the environment.
17 S. Gallagher, Enactivist Interventions: 120.
CLAUDIO PAOLUCCI 118 AN-ICON
Moving towards virtual
and augmented reality
The difference between the mainstream view,
where data are sent by the environment and processed
through perception, and the view where they are the
product of what we look for in a coupled environment, can
be operationalized as follows: perception is sensorily guid-
ed potential behavior.18
Potential is key here. Perception is grounded
on imagination, as it concerns the potential behavior con-
nected to a coherent “story” we are building in order to act
in the world and minimize disorder.19
Perception as sensorily guided potential be-
havior is meant to reveal a world of salient, meaningful, in-
teracting causes selected in the light of human needs and
possibilities, which is exactly what pragmatists had in mind
when they were telling us that the meaning of something
consists in its conceivable practical bearings. This also
marks the difference between pragmatism and behaviorism,
since perception is neither action nor behavior. This prag-
matist idea is consistent with the Affordance Competition
Hypothesis originally introduced by Cisek,20 which is also
a key hypothesis for the Predictive Processing by Andy
Clark.21 The brain processes sensory information to specify,
in parallel, several potential actions that are currently avail-
able. These potential actions compete against each other
18 J. Koenderink, “Vision and information”: 32.
19 C. Paolucci, “Social cognition, mindreading and narratives. A cognitive semiotics
perspective on narrative practices from early mindreading to autism spectrum disorders”,
Phenomenology and the Cognitive Sciences 18, no. 2 (2019): 375-400; and Cognitive
Semiotics. Integrating Signs, Minds, Meaning and Cognition (Berlin, Heidelberg, New York:
Springer, 2021).
20 P. Cisek, “Cortical mechanisms of action selection: The affordance competition
hypothesis”, Philosophical Transactions of the Royal Society B 362 (2007): 1585-1599.
21 A. Clark, Surfing Uncertainty: Chapter 6.
CLAUDIO PAOLUCCI 119 AN-ICON
for further processing, while information is collected to bias
this competition until a single response is selected.22
If we go beyond Cisek’s terminology of “pro-
cessing information”, like I think we have to do in order
to focus on the main problem of perception as controlled
hallucination, we see that, at the moment, we are see-
ing a good deal of confirmation regarding this “pragma-
tist” approach from the neurosciences.23 The classic dis-
tinction between perception, cognition and action simply
fails to reflect not only the phenomenology of our expe-
rience, but also the global functional architecture of the
brain, where, for instance, motor systems are active and
play a huge part also in perception, decision making,
social cognition and problem solving.24
Increasing and highly suggestive evidence challenges the view
of core cognitive capacities (such as planning and deciding) as
neurophysiologically distinct from the circuitry of sensorimotor con-
trol. For example, decisions concerning eye movements and the
execution of eye movements recruit highly overlapping circuits
in lateral intraparietal area (LIP), frontal eye fields (FEF), and the
superior colliculus [...]. In the same vein, a perceptual decision task
(one in which the decision is reported by an arm movement) re-
vealed marked responses within premotor cortex corresponding
to the process of deciding upon a response (Romo et al. 2004).
Quite generally, wherever a decision is to be reported by (or oth-
erwise invokes) some motor action, there looks to be an entwining
22 P. Cisek, “Cortical mechanisms of action selection”: 1585.
23 See C. Paolucci, “Per una concezione strutturale della cognizione: semiotica e scienze
cognitive tra embodiment ed estensione della mente”, in M. Graziano, C. Luverà, eds.,
Bioestetica, bioetica, biopolitica. I linguaggi delle scienze cognitive (Messina: Corisco Edizioni,
2012): 245-276; V. Cuccio, F. Caruana, “Il corpo come icona. Abduzione, strumenti ed
Embodied Simulation”, VS-Quaderni di Studi Semiotici 120 (2015): 93-103.
24 See V. Gallese, “Mirror neurons and the neural exploitation hypothesis: from embodied
simulation to social cognition”, in J.A. Pineda, ed., Mirror Neuron Systems (New York: Humana
Press, 2009): 163-190; A.M. Borghi, F. Caruana, “Embodied Cognition, una nuova psicologia”,
Giornale Italiano di Psicologia 35, no. 1 (2013): 23-48; V. Gallese et al., “A unifying view of the
basis of social cognition”, Trends in Cognitive Sciences 8, no. 9 (2004): 396-403; G. Rizzolatti,
C. Sinigaglia, “Mirror neurons and motor intentionality”, Functional Neurology 22, no. 4 (2007):
205-221.
CLAUDIO PAOLUCCI 120 AN-ICON
of perceptuo-motor processing and decision-making, leading Cis-
ek and Kalaska to suggest that ‘decisions, at least those reported
through actions, are made within the same sensorimotor circuits
that are responsible for planning and executing the associated
action’ (Cisek and Kalaska 2011: 274). In cortical associative regions
such as posterior parietal cortex (PPC), Cisek and Kalaska go on
to argue, activity does not seem in any way to respect the tradi-
tional divisions between perception, cognition, and action. Instead
we find neuronal populations that trade in shifting and context-re-
sponsive combinations of perceiving, deciding, and acting, and in
which even single cells may participate in many such functions
(Andersen and Buneo 2003).25
If perception is supposed to work as a process
that is continuous with action, the Marrian casual chain is
inverted. Instead of “data” arriving at the eye, being pro-
cessed, being further processed and finally resulting in a
“representation” of the scene in front of us, the agent ex-
plores the world in any conceivable direction, casting his
questions and producing data in relation to what he needs
for action, until it encounters resistance.
This is why imagination is the real engine for
online perception. Since imagination is a faculty that allows
us to move our consciousness from a proximal to a distal
place, which can be in the past (memory), future (pros-
pects) or in an invented reality, this “looking for the future”
in online perception, trying to anticipate the next thread of
the world, is grounded exactly on imagination.
This places Virtual Reality and Augmented Real-
ity (VAR) in radical continuity with online perception. Indeed,
if, in phenomenological terms, hallucination is a “percep-
tion in the absence of the external object”, and if the ob-
jects that appear in virtual reality are artificial simulacra of
presence that we perceive without them being anchored in
25 A. Clark, Surfing Uncertainty: 178.
CLAUDIO PAOLUCCI 121 AN-ICON
our experience of the physical world, we shall understand
immersive virtual experience as a form of voluntary and
deliberate hallucination. But this does not imply any kind of
derealization: it simply implies the substitution of the control
of the world with the control of a technology.
This is why VAR promises important scientific
applications, which, in a few years, will radically change
many of our laboratories of psychology, neuroscience and
cognitive sciences. Indeed, on the one hand, we want a
world in which reality is not so “real” as to modify the ex-
perimental results and influence them, and VAR provides us
with only a virtual reality, which can be controlled in detail
and put into brackets at will. On the other hand, we also
want a world that is not so unreal as to be indistinguish-
able from the normal conditions of a laboratory, which at
full capacity lives by cutting off every variable that cannot
be controlled and ends up producing data that have the
purpose of explaining our experience in a condition that
we know to be a radical impoverishment of this very same
experience. VARs allows us to create a very strong effect
of presence within a world-environment,26 capable of sim-
ulating a reality that remains only virtual and can therefore
be controlled in its different parameters. At the same time,
VAR allows us to increase the “gradient of reality” inside a
laboratory, integrating those experiences and variables that
a laboratory usually tends to cut away, in the name of the
robustness of its measurements. Thus, the conditions of
the laboratory are “augmented” with a reconstructed and
simulated reality, which we can see and experience only
thanks to the prostheses of VAR. In this respect, VAR is a
prosthetic technology that is in its own way unprecedented,
capable of generating a controllable world without losing at
the same time the phenomenological richness of the world.
26 A. Pinotti, “Self–negating images: towards an-iconology”, Proceedings 2017, I, 856 (2017).
CLAUDIO PAOLUCCI 122 AN-ICON
Precisely because of its ability to make the
world present through perception, without the world being
in any way unamendable – since it can be controlled – it is
completely normal that people who set up environments
in VAR exploit this possibility, preferring online perception
to other expressive possibilities and using online percep-
tion in order to express dreams, hallucinations or memo-
ries. However, this choice does not in any way reside in
a technological, semiotic or enunciative limit of VAR and
its language. On the contrary, it is only a “stylistic” choice,
which can be suspended. As we will see, many of these
suspensions, which result in the use of old cinematographic
techniques within Virtual Reality, can be seen for example
in an extraordinary game for Play Station VR such as Res-
ident Evil 7: Biohazard.
Elsewehere,27 I tried to show how, from a semi-
otic point of view,28 VAR works by holding together a formal
apparatus of the prosthetic type of enunciation, typical
of audiovisuals, and a formal apparatus of enunciation of
the simulacral type, which is instead typical of other se-
miotic systems, such as verbal language.29 If this is true,
as I believe it is, Virtual Reality and Augmented Reality are
not incapable of effectively representing the modifications
of perception that cinema has always expressed through
its representative strategies, such as dissolve, shift from
27 C. Paolucci, “Una percezione macchinica”.
28 Some semiotic approaches to VR can be found in G. Bettetini, L’Ulisse semiotico e le
sirene informatiche (Milano: Bompiani, 2006); and B.R. Barricelli et al., “Semiotic Framework
for Virtual Reality Usability and UX Evaluation: a Pilot Study”, in M. De Marsico et al., eds.,
Games-Human Interaction (2018): 1-6. A nice take on the illusory cancellation of the distance
that occurs during an immersive experience and the establishment of a critical distance in the
user, linked to the emergence of a meta experiential competence, can be found in F. Biggio,
“Semiotics of distances in virtual and augmented environments”, Img Journal 2, no. 3 (2020):
82-103. Some important remarks on virtuality and subjectivity can be found in a nice book
by Ruggero Eugeni, La condizione postmediale (Brescia: La scuola, 2015) and in the reader
edited by F. Biggio et al., Meaning-Making in Extended Reality. Senso e Virtualità (Rome:
Aracne, 2020). However, the most comprehensive and original semiotic work on this topic
is the PhD thesis by Gianmarco Giuliana, Meaningfulness and Experience in Virtual Realities.
Semiotics of a Digital Pla(y)typus, University of Turin (2021).
29 See C. Paolucci, “Prothèses de la subjectivité. L’appareil formel de l’énonciation dans
l’audiovisuel”, in M.G. Dondero et al., eds., Les plis du visuel. Réflexivité et énonciation dans
l’image (Limoges: Éditions Lambert-Lucas, 2017): 53-68.
CLAUDIO PAOLUCCI 123 AN-ICON
color to black-and-white, flou or blur, used to indicate, in a
point-of-view shot, the transition from actual perception to
memory, dream, daydream, fantasy, or hallucination. VAR
can use all these techniques without any problems at all,
since it shares with cinema and audiovisual languages the
very same formal apparatus of enunciation. We can have
a dissolve or a shift from color to black-and-white also in
VAR. If this is not done, or it is not done so often, it is only
because of a choice from the “authors” or the VAR, who
clearly opt for a “pan-perceptive way” for stylistic or “aes-
thetical” reasons.
But this does not mean that VAR cannot ex-
press non-perceptive conditions such as memory, dream,
daydream, fantasy, or hallucination. On the contrary, it does
that through perception, perfectly expressing the transi-
tion from actual perception to memory, dream, daydream,
fantasy, or hallucination in a “pan-perceptive” way. Indeed,
Virtual Reality expresses the transition from the actual per-
ception through the actual perception. And sometimes it in-
corporates the old audiovisual techniques, embodying them
inside this transition from perception through perception.
A conclusion in the form of a case study.
Resident Evil 7: Biohazard
As a case study, I will work here on Resident
Evil 7: Biohazard, a survival horror game for PS4 devel-
oped by Capcom. The game, which can be played through
Play Station VR, is full of shifts from actual perception to
memories, dreams, and hallucinations. All these shifts are
expressed through pure perception, while incorporating
from time to time some techniques originating from cinema
or audiovisual languages.
Resident Evil 7: Biohazard is set somewhere in
the southern United States, after the murder of a three-man
CLAUDIO PAOLUCCI 124 AN-ICON
TV crew by the infected Baker family members Jack and Mia.
Ethan Winters is the protagonist, who is searching for his
missing wife, Mia, which leads him to a derelict plantation
mansion, home of the Baker family. At the very beginning
of the story, the player, in the role of Ethan, finds a video-
tape containing a short video shot by the television crew
and, in an adjacent room, he also finds a VCR and a TV
where he can see it. Notice how the videotape is a “tech-
nological quotation”: it is through an old audiovisual that
we come to know what happened in the past,30 now that
we are in VR. The player has some expectations at this
point:31 we know that a TV crew has been there before
us, because we have previously explored their abandoned
van. However, the narration of this flashback, which also
gives the player important information on the topography of
the house, takes place by giving the player control of one
or three crew members, not surprisingly the cameraman,
who must film what happened previously and return it to
the eyes of the player, who is controlling him through his
joypad. Here the flashback and the memory, in a form that
clearly identifies that they are flashbacks and memories,
are obtained through the perception of a “machinic” eye
that was there, watching for us. And who now identifies
with us and our avatar.32
The very same thing happens when the player
controls Mia Winters, in the central part of the plot. Mia
hallucinates (we will understand later that she has been
infected and her mind is controlled by Eveline) and sees
a 10-year-old girl who tells her to watch another video-
tape, “so they can be a family”. The videotape introduces
30 According to Kirkland, in the Resident Evil saga “old media technologies contribute a
sense of the real perceived as lacking in digital media, yet central to a generically-significant
impression of embodiment”. See E. Kirkland, “Resident Evil’s typewriter: horror videogames
and their media”, Games and Culture 4, no. 2 (2009).
31 On the way the Resident Evil saga handles expectations of its players, see C. Reed,
“Resident Evil’s rhetoric: the communication of corruption in survival horror video games”,
Games and Culture 11, no. 6 (2016).
32 https://www.youtube.com/watch?v=SBsOqYpx2ng&t=1550s
CLAUDIO PAOLUCCI 125 AN-ICON
a memory through which we learn that Mia was a scientist,
taking care of a bioweapon under the form of a little girl,
but something went wrong. Once again, it is through actual
perception that memories and hallucinations are performed.
It is through perception that Virtual Reality expresses the
transition from actual perception. Controlling Mia Winters,
playing through her and perceiving through her eyes and
ears, we come to know the truth about the story that we
are playing as Ethan Winters, to the point that one of our
aims is to send Ethan (ourselves) the very same message
we receive when Resident Evil 7: Biohazard starts.33
However, the main moments connected to the
relationship between perception, memories and halluci-
nation in Virtual Reality are still to come in Resident Evil
7. At a certain point of the plot, Ethan meets Jack Baker’s
daughter, Zoe, who also wants to escape Baker’s house.
Zoe tells Ethan that his wife Mia is still alive, even if Ethan
(us) has already killed her, since Mia has been given the very
same infection the Bakers have, and this infection gives
her body powerful regenerative abilities and extreme mu-
tations. Ethan is told that she and Mia would need to have
their infections cured by a special serum first, before leav-
ing Baker’s house. Ethan heads out to an old house to find
the ingredients for the serum, where he is forced to battle
and kill Marguerite Baker. Once he retrieves the ingredient,
Ethan begins to have strange visions of a young girl. From
this point on, hallucinations, memories and perceptions
coexist and alternate in all the Resident Evil 7 gameplay
and VAR has no problems at expressing their development
throughout the whole story at all, using the very same tech-
niques that audiovisual languages used to employ.
For instance, in the final boss fight, Ethan per-
ceives the world through a grayish film and sees Eveline
33 See a complete walkthrough of this part of the game here: https://www.youtube.com/
watch?v=Gh3CkPI0UpA
CLAUDIO PAOLUCCI 126 AN-ICON
in her 10-year old girl form, that we know being nothing
else but a hallucination, since we are told thanks to the
Nexbas document found in the salt mines that
almost immediately after the infection, the subject begins to see
images of Eveline (though she is not in fact there) and even hear
her voice (which is inaudible to anyone else). Auditions with infected
subjects throughout the stages of infection reveal that at first, the
phantom Eveline appears to be a normal young girl, sometimes
desiring companionship or assistance.
However, after being able to approach her and
inject the toxin that we have previously synthetized in the
neck, we see an explosion of light flood the screen and
then dissolve, indicating the transition from actual percep-
tion, that is hallucination, to real online perception. Indeed,
when dissolve and blur fade, the girl we are holding in our
arms reveals herself to be an old monstrous lady whom we
have already met (Baker’s “grandmother” in the wheelchair),
that melts into the ground in a colorful scenario (not grey-
ish as before), telling us “why does everybody hate me? I
just wanted a family”.34 In her actual form she attacks the
player, giving birth to the final boss fight.
Memories make no exception and are ex-
pressed perfectly fine (like hallucinations are) in Virtual
Reality. For instance, immediately before, the player is told
the true story through the reliving of a painful memory by
Mia while he is exploring the house. While we are perceiv-
ing the actual scene in the house and after we have found
a doll on the ground close to a wheelchair (foreshadowing
Eveline’s true identity), we hear a buzz sound that indicates
a clear discontinuity and Mia shows up in our perceptive
field without interacting with us nor seeing that we are there.
34 The whole sequence can be seen here: https://www.youtube.com/
watch?v=Rs8bkVhDuA0
CLAUDIO PAOLUCCI 127 AN-ICON
What we see is a memory by Mia, while she was taking care
of Eveline, the E-Series Biohazard weapon (E-001) built by
the company she was working for (a common appearance
was selected for the bioweapons; that of a roughly 10-year-
old girl, to ensure ease blending in with urban population). It
is through these memories perceived through Virtual Reality
that we come to know that Eveline infected Mia because
she wanted Mia to be her mother. Immediately later, we are
inside that memory, we can interact with it and we are part
of its compound: indeed, Eveline asks us to be her father
(“and if he does not want to be my father, he can die”) and
we ask ourselves “why am I seeing this?”.35
As we see, VAR has no problems at all at in us-
ing all the classic audiovisual techniques in order to express
the transition from online perception to memory, dream or
hallucination. It simply prefers doing that the majority of
the time through its pan-perceptive model. However, not
only can VAR utilise the old audiovisual techniques, but
it looks like that also the old audiovisual languages used
to express hallucinations, memories and dreams through
perception: they simply did not give the observer the sen-
sation of “being there”. How could cinema express memory,
dream or hallucination through dissolve, blur or flou if not
through perception? Since both cinema and VAR share
the very same prosthetic structure of their formal appara-
tus of enunciation, they both use a prosthesis (a screen, a
mounted display etc.) in order to make us see things that
we could not have seen without the text.36
In this way, from a semiotic point of view, VAR
confirms its mixed nature, keeping together a simulacral
and a prosthetic structure of its language.
35 See the whole sequence at https://www.youtube.com/watch?v=p7TZk2iYM-k
36 C. Paolucci, Persona. Soggettività nel linguaggio e semiotica dell’enunciazione (Milano:
Bompiani, 2020): Chapter 6.
CLAUDIO PAOLUCCI 128 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
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] | Perception,
hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard Perception
by Claudio Paolucci
Imagination
Hallucination
Enunciation
Resident Evil
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Perception, hallucination,
virtual reality. From controlled
hallucination to Resident Evil 7:
Biohazard
by Claudio Paolucci
Abstract In this paper, I will work on the relationship be-
tween perception and imagination in Virtual Reality, claiming
that “hallucination” is the ordinary motor also for online
perception and not only a deviant form of it. First, I will deal
with the problem of perception from the point of view of
cognitive semiotics and I will try to underline the crucial role
of imagination, claiming that perception is a form of “con-
trolled hallucination”. Later, I will focus on the relationship
between perception, hallucination, and memory in Virtual
Reality. On the one hand, I will claim that Virtual Reality
expresses the transition from actual perception to imagina-
tion, memory or dream through another actual perception.
On the other hand, I will claim that it can express it with-
out any problems through the old techniques coming from
cinema and other audiovisual languages, since they par-
tially share the very same formal apparatus of enunciation.
I will demonstrate all of this by analyzing Resident Evil 7:
Biohazard.
Perception Imagination Hallucination Enunciation Resident Evil
To quote this essay: 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
CLAUDIO PAOLUCCI 112 AN-ICON
Perception, imagination,
and the control of the reality
First, I will deal with the problem of percep-
tion from the point of view of cognitive semiotics.1 I will try
to underline the crucial role of imagination, claiming that
perception is a form of “controlled hallucination”,2 where,
by “controlled hallucination”, I mean the product of the
imagination controlled by the world. The main idea is that
“hallucination” is the model of perception and not a devi-
ant form of it. With “hallucination”, as defined in percep-
tion studies and in the neurogeometry of vision,3 I mean
the morphological activity of the production of forms by
the imagination, which remains crucial both when it is not
controlled by the world – as in the case of hallucination,
imagination, or dream – and when it is controlled by the
world, as in the case of online perception. In Virtual Reality,
the world that controls perception is substituted by a tech-
nology, a prosthesis capable of creating a strong effect of
reality, a simulacrum with an effect of presence that no oth-
er audiovisual has ever been able to build.4 In Augmented
Reality, on the other side, the technology adds elements
to the world that controls perception, without a full-blown
substitution, as it happens with Virtual Reality.
Maybe, the word “hallucination” can be mis-
leading, since perceptual phenomena under the aegis of
hallucination may seem to lose the concreteness that I
want to characterize them as having. It is possible that
1 See C. Paolucci, Cognitive Semiotics. Integrating signs, minds, menaing and cognition
(Berlin-New York: Springer, 2021).
2 See A. Clark, Surfing Uncertainty: Prediction, Action, and the Embodied Mind (Oxford:
Oxford University Press, 2016); J. Koenderink, “Vision and information”, in L. Albertazzi et al.,
eds., Perception Beyond Inference: The Information Content of Visual Processes (Cambridge,
MA: MIT Press, 2010): 27-57.
3 See J. Koenderink, “Vision and information”; A. Sarti et al., “The symplectic structure of
the primary visual cortex”, Biological Cybernetics 98 (2008): 33-48.
4 See C. Paolucci, “Una percezione macchinica: realtà virtuale e realtà aumentata tra
simulacri e protesi dell’enunciazione”, in F. Biggio et al., eds., Meaning–Making in Extended
Reality. Senso e Virtualità (Rome: Aracne, I Saggi di Lexia, 2020): 43-62.
CLAUDIO PAOLUCCI 113 AN-ICON
“figuration” would fit better with the ideas I will develop here,
since no Sartrean “derealization” is involved.5 However,
since our brains try to guess what is out there, and to the
extent that that guess matches the evolving sensory data,
we perceive the world, in Surfing Uncertainty, Clark recalls
the slogan coined by the vision scientist Ramesh Jain that
perception is “controlled hallucination”. This is the direc-
tion I am going to take. But, precisely because “this view
of perception puts us in genuine cognitive contact with the
salient aspects of our environment”, Clark suggests we
consider hallucination as a form of “uncontrolled percep-
tion”.6 However, Clark’s view – if it is put like that – is the
classical one that thinks of perception as grounding both
hallucination and imagination, which are supposed to be
“deviant” or “uncontrolled” forms of perception. Since I want
to claim the opposite, I will continue to use “hallucination”,
and since there is a well-established tradition regarding this
concept in the field of perception studies, I will do so with
the caveat that “hallucination” does not imply any kind of
“derealization” of perceptual phenomena from a phenom-
enological point of view.7
Indeed, with “hallucination”, or “figuration”, I
indicate a process of microgenesis8 that continuously pro-
duces the next thread of perceptual experience while the
current one fades, and does so without voluntary control.9
I claim that meaning guides this microgenesis, or hallucina-
tion, and that imagination is the engine of this microgenesis
guided by meaning.
5 See G. Matteucci, Estetica e natura umana. La mente estesa tra percezione, emozione ed
espressione (Rome: Carocci, 2019).
6 A. Clark, Surfing Uncertainty: 326. See also paragraph 6.10.
7 See S. Gallagher, D. Zahavi, “Primal impression and enactive perception”, in V. Arstila, D.
Lloyd, eds., Subjective Time: The Philosophy, Psychology, and Neuroscience of Temporality
(Cambridge: MIT Press, 2014): 83-99.
8 See J.W. Brown, Self–Embodying Mind: Process, Brain Dynamics and the Conscious
Present (Barytown, NY: Barytown Ltd, 2020)
9 See J. Koenderink, “Vision and information”.
CLAUDIO PAOLUCCI 114 AN-ICON
Fig. 1. Kanizsa’s triangle.
For instance, in Kanizsa’s triangle (Fig. 1), the
triangle is totally a product of our hallucination, since it is
the only thing that is not present in the stimuli. It is not by
chance that, as Reddy and colleagues show, not only are
online perception and imagination closely related in the
brain, but perception, as it occurs in creatures like us, is
co-emergent with imagination.10 What we perceive is literal-
ly (not metaphorically) the future, not the present, because
perception is the anticipation of the next thread of sensory
information through previous knowledge. Indeed, in percep-
tion we build through imagination the world that we expect.
There is a beautiful experiment by Adams and
colleagues that shows that, in some circumstances, we
hear the presence of the absence, that is, we hallucinate
something that is not there, but we expect to be there.11
When silence arrives, we literally do not hear it as we
are supposed to do (i.e. as nothing playing). In its place,
we hear the presence of the absent sound that we were
10 L. Reddy et al., “Reading the mindʼs eye: decoding category information during mental
imagery”, NeuroImage 50, no. 2, (2010): 818-825; G. Ganis et al. “Brain areas underlying visual
mental imagery and visual perception: An fMRI study”, in Cognitive Brain Research 20, no. 2
(2004): 226-241.
11 R.A. Adams et al., “Predictions not commands: active inference in the motor system”,
Brain Structure and Function 218, no. 3 (2013): 611-643.
CLAUDIO PAOLUCCI 115 AN-ICON
expecting. Adams and colleagues’ experiment runs as fol-
lows. They used a simple computer simulation of birdsong.
A multi-layer prediction machine processes sequences of
simulated bird-chirps. The simulations were then repeated
but omitting the last three chirps of the original signal. At
the first missing chirp, the network responds with a strong
precise moment where the first missing chirp should have
occurred, the system generated a brief, transient illusory
percept. This hallucinated percept was not strong, but the
timing was correct with respect to the missing chirp. Thus,
our perceptive system first dimly “perceived” (hallucinated)
the missing chirp, before responding with a strong error
signal when the actual absence of the anticipated sensory
evidence became apparent. Of course, Kanizsa’s triangle
is a visual correspondent of Adams and colleagues’ ex-
periment. This is what I call perception as a “controlled
hallucination”, which is the general functioning of our rich,
world-revealing perception at any level, since it concerns
an organism structurally coupled with its environment trying
to minimize disorder and surprise.12
The Goethean account of perception
I refer here to what Jan Koenderink, a cognitive
scientist and mathematician who works on the connection
between theory of singularities and perception, used to call
the “Marrian” and the “Goethean” accounts of perception.
■ According to the Marrian account: perception is the result
of standard computations on optical data.
■ According to the Goethean account: perception is con-
trolled hallucination, or “controlled figuration”.
The mainstream view in cognitive science and
neuroscience, which is often also the commonsense view,
12 S. Gallagher, Enactivist Interventions: Rethinking the Mind (Oxford: Oxford University
Press, 2017).
CLAUDIO PAOLUCCI 116 AN-ICON
is that perception is all about a kind of passive imprinting
of the world upon the sense organs and the brain. As Eg-
ner and colleagues say, “on traditional accounts the visual
system was seen as a passive analyzer of bottom-up sen-
sory information”.13 This is a view of the perceiving brain
as highly stimulus-driven, taking energetic inputs from the
senses and turning them into a coherent percept by a kind
of inwards flowing stream.
The Predictive Processing account of percep-
tion takes a different direction and includes a top-down
predictive aspect in its account.14 However, Predictive Pro-
cessing thinks of perception as a kind of new schematism
between aesthetics (the sensory data) and the concepts
(the priors). According to this view, our brains are proac-
tive: they are constantly buzzing as they try to predict the
sensory signals arriving across all modalities. When such
proactive brains “match” the incoming sensory signal, we
perceive the world, understand it, and are immediately posi-
tioned to imagine it so as to act in it too. However, “halluci-
nation” is different from the mainstream notion of “prior”. A
prior – as used in Bayesian inference – is a generic, usually
statistical, property.15 For example,
light comes from above is such a prior (if put in suitable format).
It applies, on the average, for terrestrial animals that live in open
spaces. Such priors package ‘frozen’ prior experience as it were.
‘Hallucinations’ differ by not being frozen, applying to the actual
situation. Hallucinations can be regarded as specific, necessar-
ily tentative, instantiations of the observer’s present “situational
awareness” instead of its average past.16
13 T. Egner et al., “Expectation and surprise determine neural population responses in the
ventral visual stream”, Journal of Neuroscience 30, no. 49 (2010): 16601-16608.
14 See A. Clark, Surfing Uncertainty.
15 D. Purves, “Why we see things the way we do: evidence for a wholly empirical strategy
of vision”, Philosophical Transactions of the Royal Society of London. Series B, Biological
Sciences 356 (2001): 285-297.
16 J. Koenderink, “Vision and information”: 32.
CLAUDIO PAOLUCCI 117 AN-ICON
This is important, because we do not always
update our perceptions according to our past experience
and according to the changes in our priors. This is very
well seen in the popular Muller-Layer illusion, where even
when we learn that the two lines have the same length,
we still keep on seeing them in the previous way. In per-
ception, “data” are constructed through an attunement of
the organism and the world, where the organism looks for
elements that are worth for him to look for. For instance, as
in Kanizsa’s triangle, we look for edges and we perceive
edges even if edges are the only thing that are not present
in the stimulus. This is because, given evolutionary pressure
and experience driven plasticity,
we are wired to the environment in order to produce states that track
edges when exposed to discontinuities. The system is physically at-
tuned to such things, ‘set up to be set off’ by such visual discontinuities.17
Exploring the world, the organism casts his
questions to the environment through imagination and pre-
dicts its answers until he encounters resistance. This very
action turns optical or sound structure into “data”, which
are not sent from the world to the organism through senses
but are the actual product of the autopoietic structure of
the system of perception. Perception occurs when the top
down activity of the imagination succeeds at generating
the sensory data for itself, building a coherent story that
paves the way for efficacious action. When it can gener-
ate the future sensory data, the agent perceives the world.
When it cannot, encountering a resistance, it tries a new
attunement or changes the world through action. Therefore,
data are built up because we produce them in looking for
what we need for action, in order to minimize our work in
the environment.
17 S. Gallagher, Enactivist Interventions: 120.
CLAUDIO PAOLUCCI 118 AN-ICON
Moving towards virtual
and augmented reality
The difference between the mainstream view,
where data are sent by the environment and processed
through perception, and the view where they are the
product of what we look for in a coupled environment, can
be operationalized as follows: perception is sensorily guid-
ed potential behavior.18
Potential is key here. Perception is grounded
on imagination, as it concerns the potential behavior con-
nected to a coherent “story” we are building in order to act
in the world and minimize disorder.19
Perception as sensorily guided potential be-
havior is meant to reveal a world of salient, meaningful, in-
teracting causes selected in the light of human needs and
possibilities, which is exactly what pragmatists had in mind
when they were telling us that the meaning of something
consists in its conceivable practical bearings. This also
marks the difference between pragmatism and behaviorism,
since perception is neither action nor behavior. This prag-
matist idea is consistent with the Affordance Competition
Hypothesis originally introduced by Cisek,20 which is also
a key hypothesis for the Predictive Processing by Andy
Clark.21 The brain processes sensory information to specify,
in parallel, several potential actions that are currently avail-
able. These potential actions compete against each other
18 J. Koenderink, “Vision and information”: 32.
19 C. Paolucci, “Social cognition, mindreading and narratives. A cognitive semiotics
perspective on narrative practices from early mindreading to autism spectrum disorders”,
Phenomenology and the Cognitive Sciences 18, no. 2 (2019): 375-400; and Cognitive
Semiotics. Integrating Signs, Minds, Meaning and Cognition (Berlin, Heidelberg, New York:
Springer, 2021).
20 P. Cisek, “Cortical mechanisms of action selection: The affordance competition
hypothesis”, Philosophical Transactions of the Royal Society B 362 (2007): 1585-1599.
21 A. Clark, Surfing Uncertainty: Chapter 6.
CLAUDIO PAOLUCCI 119 AN-ICON
for further processing, while information is collected to bias
this competition until a single response is selected.22
If we go beyond Cisek’s terminology of “pro-
cessing information”, like I think we have to do in order
to focus on the main problem of perception as controlled
hallucination, we see that, at the moment, we are see-
ing a good deal of confirmation regarding this “pragma-
tist” approach from the neurosciences.23 The classic dis-
tinction between perception, cognition and action simply
fails to reflect not only the phenomenology of our expe-
rience, but also the global functional architecture of the
brain, where, for instance, motor systems are active and
play a huge part also in perception, decision making,
social cognition and problem solving.24
Increasing and highly suggestive evidence challenges the view
of core cognitive capacities (such as planning and deciding) as
neurophysiologically distinct from the circuitry of sensorimotor con-
trol. For example, decisions concerning eye movements and the
execution of eye movements recruit highly overlapping circuits
in lateral intraparietal area (LIP), frontal eye fields (FEF), and the
superior colliculus [...]. In the same vein, a perceptual decision task
(one in which the decision is reported by an arm movement) re-
vealed marked responses within premotor cortex corresponding
to the process of deciding upon a response (Romo et al. 2004).
Quite generally, wherever a decision is to be reported by (or oth-
erwise invokes) some motor action, there looks to be an entwining
22 P. Cisek, “Cortical mechanisms of action selection”: 1585.
23 See C. Paolucci, “Per una concezione strutturale della cognizione: semiotica e scienze
cognitive tra embodiment ed estensione della mente”, in M. Graziano, C. Luverà, eds.,
Bioestetica, bioetica, biopolitica. I linguaggi delle scienze cognitive (Messina: Corisco Edizioni,
2012): 245-276; V. Cuccio, F. Caruana, “Il corpo come icona. Abduzione, strumenti ed
Embodied Simulation”, VS-Quaderni di Studi Semiotici 120 (2015): 93-103.
24 See V. Gallese, “Mirror neurons and the neural exploitation hypothesis: from embodied
simulation to social cognition”, in J.A. Pineda, ed., Mirror Neuron Systems (New York: Humana
Press, 2009): 163-190; A.M. Borghi, F. Caruana, “Embodied Cognition, una nuova psicologia”,
Giornale Italiano di Psicologia 35, no. 1 (2013): 23-48; V. Gallese et al., “A unifying view of the
basis of social cognition”, Trends in Cognitive Sciences 8, no. 9 (2004): 396-403; G. Rizzolatti,
C. Sinigaglia, “Mirror neurons and motor intentionality”, Functional Neurology 22, no. 4 (2007):
205-221.
CLAUDIO PAOLUCCI 120 AN-ICON
of perceptuo-motor processing and decision-making, leading Cis-
ek and Kalaska to suggest that ‘decisions, at least those reported
through actions, are made within the same sensorimotor circuits
that are responsible for planning and executing the associated
action’ (Cisek and Kalaska 2011: 274). In cortical associative regions
such as posterior parietal cortex (PPC), Cisek and Kalaska go on
to argue, activity does not seem in any way to respect the tradi-
tional divisions between perception, cognition, and action. Instead
we find neuronal populations that trade in shifting and context-re-
sponsive combinations of perceiving, deciding, and acting, and in
which even single cells may participate in many such functions
(Andersen and Buneo 2003).25
If perception is supposed to work as a process
that is continuous with action, the Marrian casual chain is
inverted. Instead of “data” arriving at the eye, being pro-
cessed, being further processed and finally resulting in a
“representation” of the scene in front of us, the agent ex-
plores the world in any conceivable direction, casting his
questions and producing data in relation to what he needs
for action, until it encounters resistance.
This is why imagination is the real engine for
online perception. Since imagination is a faculty that allows
us to move our consciousness from a proximal to a distal
place, which can be in the past (memory), future (pros-
pects) or in an invented reality, this “looking for the future”
in online perception, trying to anticipate the next thread of
the world, is grounded exactly on imagination.
This places Virtual Reality and Augmented Real-
ity (VAR) in radical continuity with online perception. Indeed,
if, in phenomenological terms, hallucination is a “percep-
tion in the absence of the external object”, and if the ob-
jects that appear in virtual reality are artificial simulacra of
presence that we perceive without them being anchored in
25 A. Clark, Surfing Uncertainty: 178.
CLAUDIO PAOLUCCI 121 AN-ICON
our experience of the physical world, we shall understand
immersive virtual experience as a form of voluntary and
deliberate hallucination. But this does not imply any kind of
derealization: it simply implies the substitution of the control
of the world with the control of a technology.
This is why VAR promises important scientific
applications, which, in a few years, will radically change
many of our laboratories of psychology, neuroscience and
cognitive sciences. Indeed, on the one hand, we want a
world in which reality is not so “real” as to modify the ex-
perimental results and influence them, and VAR provides us
with only a virtual reality, which can be controlled in detail
and put into brackets at will. On the other hand, we also
want a world that is not so unreal as to be indistinguish-
able from the normal conditions of a laboratory, which at
full capacity lives by cutting off every variable that cannot
be controlled and ends up producing data that have the
purpose of explaining our experience in a condition that
we know to be a radical impoverishment of this very same
experience. VARs allows us to create a very strong effect
of presence within a world-environment,26 capable of sim-
ulating a reality that remains only virtual and can therefore
be controlled in its different parameters. At the same time,
VAR allows us to increase the “gradient of reality” inside a
laboratory, integrating those experiences and variables that
a laboratory usually tends to cut away, in the name of the
robustness of its measurements. Thus, the conditions of
the laboratory are “augmented” with a reconstructed and
simulated reality, which we can see and experience only
thanks to the prostheses of VAR. In this respect, VAR is a
prosthetic technology that is in its own way unprecedented,
capable of generating a controllable world without losing at
the same time the phenomenological richness of the world.
26 A. Pinotti, “Self–negating images: towards an-iconology”, Proceedings 2017, I, 856 (2017).
CLAUDIO PAOLUCCI 122 AN-ICON
Precisely because of its ability to make the
world present through perception, without the world being
in any way unamendable – since it can be controlled – it is
completely normal that people who set up environments
in VAR exploit this possibility, preferring online perception
to other expressive possibilities and using online percep-
tion in order to express dreams, hallucinations or memo-
ries. However, this choice does not in any way reside in
a technological, semiotic or enunciative limit of VAR and
its language. On the contrary, it is only a “stylistic” choice,
which can be suspended. As we will see, many of these
suspensions, which result in the use of old cinematographic
techniques within Virtual Reality, can be seen for example
in an extraordinary game for Play Station VR such as Res-
ident Evil 7: Biohazard.
Elsewehere,27 I tried to show how, from a semi-
otic point of view,28 VAR works by holding together a formal
apparatus of the prosthetic type of enunciation, typical
of audiovisuals, and a formal apparatus of enunciation of
the simulacral type, which is instead typical of other se-
miotic systems, such as verbal language.29 If this is true,
as I believe it is, Virtual Reality and Augmented Reality are
not incapable of effectively representing the modifications
of perception that cinema has always expressed through
its representative strategies, such as dissolve, shift from
27 C. Paolucci, “Una percezione macchinica”.
28 Some semiotic approaches to VR can be found in G. Bettetini, L’Ulisse semiotico e le
sirene informatiche (Milano: Bompiani, 2006); and B.R. Barricelli et al., “Semiotic Framework
for Virtual Reality Usability and UX Evaluation: a Pilot Study”, in M. De Marsico et al., eds.,
Games-Human Interaction (2018): 1-6. A nice take on the illusory cancellation of the distance
that occurs during an immersive experience and the establishment of a critical distance in the
user, linked to the emergence of a meta experiential competence, can be found in F. Biggio,
“Semiotics of distances in virtual and augmented environments”, Img Journal 2, no. 3 (2020):
82-103. Some important remarks on virtuality and subjectivity can be found in a nice book
by Ruggero Eugeni, La condizione postmediale (Brescia: La scuola, 2015) and in the reader
edited by F. Biggio et al., Meaning-Making in Extended Reality. Senso e Virtualità (Rome:
Aracne, 2020). However, the most comprehensive and original semiotic work on this topic
is the PhD thesis by Gianmarco Giuliana, Meaningfulness and Experience in Virtual Realities.
Semiotics of a Digital Pla(y)typus, University of Turin (2021).
29 See C. Paolucci, “Prothèses de la subjectivité. L’appareil formel de l’énonciation dans
l’audiovisuel”, in M.G. Dondero et al., eds., Les plis du visuel. Réflexivité et énonciation dans
l’image (Limoges: Éditions Lambert-Lucas, 2017): 53-68.
CLAUDIO PAOLUCCI 123 AN-ICON
color to black-and-white, flou or blur, used to indicate, in a
point-of-view shot, the transition from actual perception to
memory, dream, daydream, fantasy, or hallucination. VAR
can use all these techniques without any problems at all,
since it shares with cinema and audiovisual languages the
very same formal apparatus of enunciation. We can have
a dissolve or a shift from color to black-and-white also in
VAR. If this is not done, or it is not done so often, it is only
because of a choice from the “authors” or the VAR, who
clearly opt for a “pan-perceptive way” for stylistic or “aes-
thetical” reasons.
But this does not mean that VAR cannot ex-
press non-perceptive conditions such as memory, dream,
daydream, fantasy, or hallucination. On the contrary, it does
that through perception, perfectly expressing the transi-
tion from actual perception to memory, dream, daydream,
fantasy, or hallucination in a “pan-perceptive” way. Indeed,
Virtual Reality expresses the transition from the actual per-
ception through the actual perception. And sometimes it in-
corporates the old audiovisual techniques, embodying them
inside this transition from perception through perception.
A conclusion in the form of a case study.
Resident Evil 7: Biohazard
As a case study, I will work here on Resident
Evil 7: Biohazard, a survival horror game for PS4 devel-
oped by Capcom. The game, which can be played through
Play Station VR, is full of shifts from actual perception to
memories, dreams, and hallucinations. All these shifts are
expressed through pure perception, while incorporating
from time to time some techniques originating from cinema
or audiovisual languages.
Resident Evil 7: Biohazard is set somewhere in
the southern United States, after the murder of a three-man
CLAUDIO PAOLUCCI 124 AN-ICON
TV crew by the infected Baker family members Jack and Mia.
Ethan Winters is the protagonist, who is searching for his
missing wife, Mia, which leads him to a derelict plantation
mansion, home of the Baker family. At the very beginning
of the story, the player, in the role of Ethan, finds a video-
tape containing a short video shot by the television crew
and, in an adjacent room, he also finds a VCR and a TV
where he can see it. Notice how the videotape is a “tech-
nological quotation”: it is through an old audiovisual that
we come to know what happened in the past,30 now that
we are in VR. The player has some expectations at this
point:31 we know that a TV crew has been there before
us, because we have previously explored their abandoned
van. However, the narration of this flashback, which also
gives the player important information on the topography of
the house, takes place by giving the player control of one
or three crew members, not surprisingly the cameraman,
who must film what happened previously and return it to
the eyes of the player, who is controlling him through his
joypad. Here the flashback and the memory, in a form that
clearly identifies that they are flashbacks and memories,
are obtained through the perception of a “machinic” eye
that was there, watching for us. And who now identifies
with us and our avatar.32
The very same thing happens when the player
controls Mia Winters, in the central part of the plot. Mia
hallucinates (we will understand later that she has been
infected and her mind is controlled by Eveline) and sees
a 10-year-old girl who tells her to watch another video-
tape, “so they can be a family”. The videotape introduces
30 According to Kirkland, in the Resident Evil saga “old media technologies contribute a
sense of the real perceived as lacking in digital media, yet central to a generically-significant
impression of embodiment”. See E. Kirkland, “Resident Evil’s typewriter: horror videogames
and their media”, Games and Culture 4, no. 2 (2009).
31 On the way the Resident Evil saga handles expectations of its players, see C. Reed,
“Resident Evil’s rhetoric: the communication of corruption in survival horror video games”,
Games and Culture 11, no. 6 (2016).
32 https://www.youtube.com/watch?v=SBsOqYpx2ng&t=1550s
CLAUDIO PAOLUCCI 125 AN-ICON
a memory through which we learn that Mia was a scientist,
taking care of a bioweapon under the form of a little girl,
but something went wrong. Once again, it is through actual
perception that memories and hallucinations are performed.
It is through perception that Virtual Reality expresses the
transition from actual perception. Controlling Mia Winters,
playing through her and perceiving through her eyes and
ears, we come to know the truth about the story that we
are playing as Ethan Winters, to the point that one of our
aims is to send Ethan (ourselves) the very same message
we receive when Resident Evil 7: Biohazard starts.33
However, the main moments connected to the
relationship between perception, memories and halluci-
nation in Virtual Reality are still to come in Resident Evil
7. At a certain point of the plot, Ethan meets Jack Baker’s
daughter, Zoe, who also wants to escape Baker’s house.
Zoe tells Ethan that his wife Mia is still alive, even if Ethan
(us) has already killed her, since Mia has been given the very
same infection the Bakers have, and this infection gives
her body powerful regenerative abilities and extreme mu-
tations. Ethan is told that she and Mia would need to have
their infections cured by a special serum first, before leav-
ing Baker’s house. Ethan heads out to an old house to find
the ingredients for the serum, where he is forced to battle
and kill Marguerite Baker. Once he retrieves the ingredient,
Ethan begins to have strange visions of a young girl. From
this point on, hallucinations, memories and perceptions
coexist and alternate in all the Resident Evil 7 gameplay
and VAR has no problems at expressing their development
throughout the whole story at all, using the very same tech-
niques that audiovisual languages used to employ.
For instance, in the final boss fight, Ethan per-
ceives the world through a grayish film and sees Eveline
33 See a complete walkthrough of this part of the game here: https://www.youtube.com/
watch?v=Gh3CkPI0UpA
CLAUDIO PAOLUCCI 126 AN-ICON
in her 10-year old girl form, that we know being nothing
else but a hallucination, since we are told thanks to the
Nexbas document found in the salt mines that
almost immediately after the infection, the subject begins to see
images of Eveline (though she is not in fact there) and even hear
her voice (which is inaudible to anyone else). Auditions with infected
subjects throughout the stages of infection reveal that at first, the
phantom Eveline appears to be a normal young girl, sometimes
desiring companionship or assistance.
However, after being able to approach her and
inject the toxin that we have previously synthetized in the
neck, we see an explosion of light flood the screen and
then dissolve, indicating the transition from actual percep-
tion, that is hallucination, to real online perception. Indeed,
when dissolve and blur fade, the girl we are holding in our
arms reveals herself to be an old monstrous lady whom we
have already met (Baker’s “grandmother” in the wheelchair),
that melts into the ground in a colorful scenario (not grey-
ish as before), telling us “why does everybody hate me? I
just wanted a family”.34 In her actual form she attacks the
player, giving birth to the final boss fight.
Memories make no exception and are ex-
pressed perfectly fine (like hallucinations are) in Virtual
Reality. For instance, immediately before, the player is told
the true story through the reliving of a painful memory by
Mia while he is exploring the house. While we are perceiv-
ing the actual scene in the house and after we have found
a doll on the ground close to a wheelchair (foreshadowing
Eveline’s true identity), we hear a buzz sound that indicates
a clear discontinuity and Mia shows up in our perceptive
field without interacting with us nor seeing that we are there.
34 The whole sequence can be seen here: https://www.youtube.com/
watch?v=Rs8bkVhDuA0
CLAUDIO PAOLUCCI 127 AN-ICON
What we see is a memory by Mia, while she was taking care
of Eveline, the E-Series Biohazard weapon (E-001) built by
the company she was working for (a common appearance
was selected for the bioweapons; that of a roughly 10-year-
old girl, to ensure ease blending in with urban population). It
is through these memories perceived through Virtual Reality
that we come to know that Eveline infected Mia because
she wanted Mia to be her mother. Immediately later, we are
inside that memory, we can interact with it and we are part
of its compound: indeed, Eveline asks us to be her father
(“and if he does not want to be my father, he can die”) and
we ask ourselves “why am I seeing this?”.35
As we see, VAR has no problems at all at in us-
ing all the classic audiovisual techniques in order to express
the transition from online perception to memory, dream or
hallucination. It simply prefers doing that the majority of
the time through its pan-perceptive model. However, not
only can VAR utilise the old audiovisual techniques, but
it looks like that also the old audiovisual languages used
to express hallucinations, memories and dreams through
perception: they simply did not give the observer the sen-
sation of “being there”. How could cinema express memory,
dream or hallucination through dissolve, blur or flou if not
through perception? Since both cinema and VAR share
the very same prosthetic structure of their formal appara-
tus of enunciation, they both use a prosthesis (a screen, a
mounted display etc.) in order to make us see things that
we could not have seen without the text.36
In this way, from a semiotic point of view, VAR
confirms its mixed nature, keeping together a simulacral
and a prosthetic structure of its language.
35 See the whole sequence at https://www.youtube.com/watch?v=p7TZk2iYM-k
36 C. Paolucci, Persona. Soggettività nel linguaggio e semiotica dell’enunciazione (Milano:
Bompiani, 2020): Chapter 6.
CLAUDIO PAOLUCCI 128 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/15161 | [
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"DOI": "10.54103/ai/15161",
"Description": "\n\n\nAs with films previously, claims are being made today about the capacity of immersive environments, including virtual reality, to offer viewers or experiencers effective simulations of altered states of consciousness. In this article, we look anew at the enduring question of time-based mechanical (lens based and digital) media’s ability not merely to take us outside of or besides ourselves, but to generate an imaginary realm of their own. Our analysis centres on the use of darkness. Often associated with the passage from one state of consciousness to another, darkness has become a prevalent aesthetic in cinematic immersive media. In some ways, as we will see, the latest technologies of audio-vision appear less apt than conventional cinema to induce us to “cross the bridge” and venture into the land of phantoms. In others, they emerge as privileged entries into the dreamlike worlds of our contemporary, technologized era. In spite of differences in viewing conditions, we find that between the older medium of 2D film and that of cinematic virtual reality, darkness, combined with the illusion of depth and visual replication of motion proves to be a particularly potent harbinger of altered states. \n\n\n",
"Format": "application/pdf",
"ISSN": "2785-7433",
"Identifier": "15161",
"Issue": "I",
"Language": "en",
"NBN": null,
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] | Cinematic
darkness: dreaming
across film and immersive
digital media
by Martine Beugnet and Lily Hibberd
Cinema
Darkness
Spectatorship
Dream
Consciousness
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Cinematic darkness:
dreaming across film and
immersive digital media
by Martine Beugnet and Lily Hibberd
Abstract As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness. In
this article, we look anew at the enduring question of time-
based mechanical (lens based and digital) media’s ability
not merely to take us outside of or besides ourselves, but
to generate an imaginary realm of their own. Our analysis
centres on the use of darkness. Often associated with the
passage from one state of consciousness to another, dark-
ness has become a prevalent aesthetic in cinematic immer-
sive media. In some ways, as we will see, the latest tech-
nologies of audio-vision appear less apt than conventional
cinema to induce us to “cross the bridge” and venture into
the land of phantoms. In others, they emerge as privileged
entries into the dreamlike worlds of our contemporary, tech-
nologized era. In spite of differences in viewing conditions,
we find that between the older medium of 2D film and that
of cinematic virtual reality, darkness, combined with the
illusion of depth and visual replication of motion proves to
be a particularly potent harbinger of altered states.
Cinema Darkness Spectatorship Dream Consciousness
To quote this essay: M. Beugnet & L. Hibberd, “Cinematic darkness: dreaming across film and
immersive digital media”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 129-152
MARTINE BEUGNET AND LILY HIBBERD 129 AN-ICON
(...) spectators at the exit, brutally rejected by the black belly of the
theater into the glaring and mischievous light of the lobby, some-
times have the bewildered expression (happy and unhappy) of
people waking up. To leave the movies is a little like getting up: not
always easy.1
Introduction: cine-obscurity
Darkness is dream’s natural associate. It is no
wonder audiovisual works that seek to transport us beyond
the here and now of awakened reality continue to rely on
the power of darkness to enfold us and to unravel our sense
of place and time. Though there are structural differences
between the aesthetics and spectatorship of cinema and
that of virtual reality, darkness functions across many me-
dia forms as both a metaphor and as a corporeal device
for immersion, encouraging spectators and participants to
submit to imaginary realms.
The scope of this article is not to review the
wider lineage of darkness across immersive forms of media,
or indeed to revisit their origins going back to Plato’s cave.
The media archaeology of moving images and obscurity has
already been done by theorists such as Oliver Grau, and
in groundwork of Siegfried Zielinski and Gloria Custance,
who described the cinema as a dark “womb”.2 Other media
theorists have delineated the parameters of interactive or
immersive 3D viewing, most notably Maria Engberg and
Jay Bolter on virtual reality aesthetics, as well as William
1 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105, 86.
2 O. Grau, Virtual Art: From Illusion to Immersion, trans. G. Custance (Cambridge, MA: MIT
Press, 2003): 151-152. S. Zielinski, G. Custance, Audiovisions: Cinema and Television as
Entr’actes in History (Amsterdam: Amsterdam University Press, 1999): 92, 246.
MARTINE BEUGNET AND LILY HIBBERD 130 AN-ICON
Brown with the notion of “gaseous perception” in relation
to stereoscopic cinema and darkness.3
In contrast with earlier theorizations, in what
follows we focus on adaptations of cinematic immersive
reality in the hands of artists and experimental filmmakers.
To further account for the contemporary emergence of an
aesthetic of darkness we firstly seek to establish a histori-
cal backdrop. We then turn our attention to the works and,
where available, the words of the creators’ themselves, as
we consider four recent immersive media works imbibed
in darkness: Anouk De Clercq’s Thing, Laurie Anderson
and Hsin-Chien Huang’s La camera insabbiata/Chalkroom,
Notes on Blindness: Into Darkness and Parragirls Past, Pres-
ent: Unlocking Memories of Institutional “Care”. As immer-
sion in darkness is closely related to dreamworlds and to
dreams of outer space, these phenomena provide the un-
derpinning rationale in the first half of this article and for
our subsequent analysis of these four works.
Enfolding darkness, from awakened
dreaming to altered states
Amongst the most memorable scenes of F.W.
Murnau’s Sunrise (1927) is the imaginary screening in which a
seductress from the city appears to lure a naïve country man
into a fantasized vision of urban life. One evening, as they sit
together on the shore of a lake, the woman launches into an
eloquent description of nightlife in the city. To demonstrate
the impression made by her tale, Murnau materializes it in the
form of a projection that magically appears in front of the two
characters. Thanks to an astute system of transparencies,
the dream show of the modern city superimposes itself
onto the nocturnal sky, under the halo of a fake moon that
3 M. Engberg, J.D. Bolter, “The aesthetics of reality media”, Journal of Visual Culture 19, no.
1 (2020): 81-95. W. Brown, “Avatar: stereoscopic cinema, gaseous perception and darkness”,
Animation 7, no. 3 (2012): 259-271.
MARTINE BEUGNET AND LILY HIBBERD 131 AN-ICON
glows like the lamp of a projector.4 Stylized cityscapes al-
ternate with kaleidoscopic, blurry visions of frenzied revelry:
there is no attempt at harnessing this fantastic vision to a
specific or stable point of view. The fantasy may originate
in the female character’s mind, but it feeds on a collective
imaginary, and the projection allows her to share it with her
companion, as well as beyond the diegesis, with the audi-
ence of Murnau’s film. The sequence is a celebration of the
powers of the cinema not merely as a “factory of dreams”,
but also as a sharing of the experience of dreaming itself.
Dreams and daydreams, hallucinations and
memories, as the products of the human psyche, fascinate
not only because they elude our self control (we can no
more prevent or design our nightmares at will than we can
consciously erase a memory), but also because they con-
found our capacity to communicate and share experiences.
In every medium, from literature to the theatre, painting and
photography, techniques have been developed to evoke
altered states of consciousness. The gap, however, be-
tween the viewer or reader and the subjective creations of
the psyche mediated by objective, external sources, is not
easily bridged. Key to Sunrise’s mise en abyme of a screen-
ing is the choice of a nocturnal setting: in a film theatre the
night on screen blends with the darkness that surrounds
the cinema spectator like a connecting tissue.
Because the visibility of the projected film im-
age initially relied on a beam of light, darkness – also the
companion of sleep and dreams – has been associated
with the cinema from the start. With the shift from analogue
to digital, the glow of the LCD monitor has increasingly
complemented the light beam of the projector, alongside
other self-illuminating screens found in the domestic en-
vironment. Regardless of location, we still lower the lights
while watching films whenever possible. More than a mere
4 M. Beugnet, L’attrait du flou (Crisnée: Yellow Now, 2017): 33-34.
MARTINE BEUGNET AND LILY HIBBERD 132 AN-ICON
condition of visibility, obscurity facilitates the slipping in
and out of total awakened awareness.
Film was the first medium to offer the promise
of more than the mere representation of our imaginings – to
engender a form of awakened dreaming through spectacle
and apparatus. The increasingly photorealistic quality of
cinematic images and sounds set in motion guaranteed
the “credibility of its fabulations”.5 A spectator could hope
to become immersed in a film in a manner similar to the
dreamer, who experiences even the most absurd world of
mental images equally as “real” as daily life occurrences,
or of a daydreamer who indulges in memories or fanciful
imaginings to the point of forgetting their actual surround-
ings. The conditions of reception in the cinema auditorium
came to reflect and strengthen the analogy: cut off from the
outer world, plunged in darkness and silence, with limited
physical activity, at the end of a screening the spectator
often emerges as if they were awakening.
Yet in spite of the unequalled ability to blur the
frontier between representation and perception,6 the fusion
of image and reality never occurs fully.7 As Christian Metz
reminds us, where in deep sleep the dreamer does not know
that they are dreaming, film induces, at best, a semi-wakeful
state: more than dream per se, the experience of watching
a film (which can be emulated, though imperfectly, in indi-
vidual situations of viewing) resembles that of reminiscing,
5 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105.
6 S. Sharot, “Dreams in films and films as dreams: surrealism and popular American cinema”,
Canadian Journal of Film Studies 24, no. 1 (2015): 66-89. Also, on the myth of the credulous
audience, see T. Gunning, “An aesthetic of astonishment. Early film and the (in)credulous
spectator”, Art and Text, no. 34 (1989): 31-45.
7 In contrast, “dreaming is subjectively indistinguishable from waking experience”. See T.K.
Metzigner, “Why is virtual reality interesting for philosophers?”, Frontiers in Robotics and AI, no. 5
(2018).
MARTINE BEUGNET AND LILY HIBBERD 133 AN-ICON
fantasizing or slipping into reverie. For Raymond Bellour, it
is better compared with a form of hypnosis.8
Nonetheless, fascination for the medium’s
oneiric qualities has driven some of the most radical and
creative practices and theorizing of the medium. The rep-
resentation of dreams themselves has had little to do with
this evolution: from Antonin Artaud and the surrealists to
Jean Epstein, the earliest avant-gardes nurtured the belief
that the medium’s aesthetic potential laid not in the repre-
sentation of dreams or reminiscences, but in the possibil-
ity to dream or reminisce with images.9 In classic cinema
however, as in avant-garde or experimental filmmaking,
darkness and immobility remain the spectator-dreamer’s
first allies.
In The Absent Body, Drew Leder observes that
in normal situations of perception the awareness of our
body diminishes: the reason we can focus on what we
watch, or concentrate on what we touch, is that we do
not pay attention to the actual process, nor to the eye or
hand involved in it.10 A similar receding of bodily awareness
occurs when we are absorbed in our own thoughts. Such
“absenting” of the lived body is not however “equivalent to
a mere void, a lack of being”.11 Rather, it testifies to the
extent in which a sentient subject might be beside itself,
“ecstatically caught-up in the world”:
the very nature of the body is to project outwards from its place
of standing. From the “here” arises a perceptual world of near and
far distances. From the “now” we inhabit a meaningful past and a
futural realm of projects and goals.12
8 R. Bellour, Le Corps du cinéma: hypnoses, émotions, animalités (Paris: POL / Trafic, 2009).
9 J. Epstein, Écrits sur le cinéma, vol. 2 (Paris: Cinéma Club/Seghers, 1975): 18-20. Also see,
A. Artaud “Cinéma et réalité”, Œuvres complètes, vol. 3 (Paris : Gallimard, 1978): 19; and M.
Beugnet, L’attrait du flou (Crisnée: Yellow Now: 2017): 82-83.
10 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 70-71.
11 Ibid.: 22.
12 Ibid.: 23.
MARTINE BEUGNET AND LILY HIBBERD 134 AN-ICON
Leder’s description of this phenomenon recalls
James Gibson’s theory of “affordance”, according to which
individuals are entwined with their surroundings, their pro-
spective actions informed by the constant collecting of
information from their environment.13 This capacity to feel
or to picture our bodies outside or alongside themselves in
time and space is an equally fundamental feature of dream-
ing, hallucination and reverie, as well as the fabrication of
their similitude in movies. Indeed, it is often the altered
sense in which our body appears to relate to its perceived
environment (feeling one’s bodily affordance hindered, dis-
torted or augmented in turns) that marks the difference
between awakened and dreamlike states.
In the cinema, the body’s capacity for ecstasis
is simultaneously enhanced and directed away from the
immediate environment, towards the virtual world that ap-
pears on the screen. The film auditorium, as a space, has
sometimes been compared to a womb.14 Darkness engulfs
the barely moving spectators, allowing them to be together
and alone at once, to ignore the borders of the screen as
they recede in the obscurity. Within the secluded space of
the theatre, the light originating from behind the audience
trains spectators to project themselves on the screen, to sit-
uate themselves within the perspectival view of the spaces
offered to the eye, and the anthropomorphic quality of the
camera’s gaze that explores them. From the 1950s onwards,
anamorphic lenses widened the frame, and shortened the
optical depth of field, with a corresponding increase in
visual blur effects. Strengthening the sense of immersion
and bringing the cinematic closer to the human field of
vision, the blurring of the margins of the visual frame also
subtly blended the projected image into the surrounding
13 J.J. Gibson, The Ecological Approach to Visual Perception (Boston: Houghton Mifflin, 1979).
14 T. Elsaesser, “Cinephilia or the uses of disenchantment”, in M. de Valck, M. Hagener, eds.,
Cinephilia: Movies, Love and Memory, (Amsterdam: Amsterdam University Press, 2005): 32.
MARTINE BEUGNET AND LILY HIBBERD 135 AN-ICON
darkness, heightening the feeling of being suspended in a
virtual dimension without physical limits.
In the cinema and at home, dimming the lights
and turning up the volume amplifies the degree to which
we forget about our own body so as to engage in watch-
ing and listening to a movie, sometimes even touching or
tasting through the synesthetic or haptic powers of certain
images.15 Accordingly, in classic narrative cinema’s sub-
jective point of view, a character’s body partly or wholly
disappears from the frame. Such strategies allow us, as
the spectator, not only to half-dream our way through a film,
but also to engage with the expression of altered states of
consciousness where images and sounds are supposedly
the product of mental processes. Paradoxically, both of
these experiences can involve audiovisual representations
of extreme physicality (fighting, crying, flying…). Whether
awake or dreaming,16 characters in films move, fall or take
off in the air, as we ourselves sometimes do in our sleep.
In all such cases, however, it is the incapacity to act on
the film’s progression that grants the experience its onei-
ric quality: as the dreamer with dreams, the film spectator
does not control the flow of images: once triggered, they
cannot be easily altered or fully erased at will.17 Nor can we
always choose to retain a memory, or the trace of a dream,
15 L.U. Marks, The Skin of the Film: Intercultural Cinema, Embodiment, and the Senses
(Durham, NC: Duke University Press, 2000); and, Touch: Sensuous Theory and Multisensory
Media (Minneapolis: University of Minnesota Press, 2002). M. Beugnet, Cinema and Sensation
(Edinburgh: Edinburgh University Press, 2007).
16 Whereas a dream or a memory is a subjective reality emanating from the psyche, a film
is an external product constructed according to a common idiom. In conventional filmmaking,
transitions mark out the passage from woken to altered states of consciousness (fades in and
out, blurredness, distorted perspectives, spiralling images amongst others). Film dreaming is
thus reclaimed and repurposed as the representation of dreaming in film.
17 See T. Kuntzel, “Le defilement”, La revue d’esthétique (1972), reprinted in D. Noguez,
ed., Cinéma: théorie, lectures (Paris, Klincksieck, 1978): 97-110. R. Bellour, L’entre-images:
photo, cinéma, vidéo (Paris: La Différence, 2002): 86. M. Beugnet, Le Cinéma et ses doubles
(Bordeaux: Bord de l’eau, 2021): 5-6.
MARTINE BEUGNET AND LILY HIBBERD 136 AN-ICON
any more that we can keep a precise recollection of all the
images of a film whose course we can hardly change.18
As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness.19
In what follows, we look anew at the enduring question of
time-based mechanical (lens based and digital) media’s
ability not merely to take us outside of or besides ourselves,
but also to generate an imaginary realm of their own. In
doing so we consider the issue of aesthetics alongside
the conditions of spectatorship and reception. In some
ways, as we will see, the new technologies of audio-vision
appear less apt than conventional cinema to induce us to
“cross the bridge” and venture into the land of phantoms.
In others, they emerge as privileged entries into dream-like
worlds of our contemporary, technologized era. What inter-
ests us most is not the lure of the “myth of total immersion”
or the pursuit of the perfect conflation of perception and
representation that would entail the erasure of the frontier
between reality and fantasy.20 Rather, we concentrate on
the way cinematic virtual reality (including built immersive
environments and head-mounted displays) creates the illu-
sion of presence while exploiting digital imaging to emulate
18 Remote control usage destroys the experience of time as co-presence, or of time slipping
away (also an essential dimension of memories and dreams). Accordingly, Laura Mulvey
associates the remote control with the emergence of a possessive spectator in Death 24x a
Second: Stillness and the Moving Image (London: Reaktion Books, 2006).
19 From David Cronenberg’s Videodrome (1983) to Kathryn Bigelow’s Strange Days (1995)
and Steven Spielberg’s Ready Player One (2018) amongst others, the association of immersive
technology and altered states of consciousness is a favoured topic in mainstream cinema. For
a VR example see Dream (2016) by Philippe Lambert, which is built on a custom audio-visual
synthesizer coded by Édouard Lanctôt-Benoit. https://www.nfb.ca/interactive/dream/.
20 See M. Beugnet, L. Hibberd, “Absorbed in experience: new perspectives on immersive
media”, Screen 61, no. 4 (2020).
MARTINE BEUGNET AND LILY HIBBERD 137 AN-ICON
the dreamlike state of cinematic reception and conjure up
a specific, distinctive kind of imagining.21
In the cinema, the obscurity afforded by the
auditorium creates the condition for a unique experience:
that of a shared space where a collective dreamlike or light
hypnotic state prevails. Contrastingly, when viewing a work
in a head-mounted display, there is no “joint watching”. The
solitude is inescapable, only faintly or temporarily relieved
in encounters with others, as characters or actors in the
shape of avatars. Darkness creates a connection nonethe-
less, an evocation of an infinite space that, ultimately, we all
have in common. Hence, in spite of differences in viewing
conditions, we find that between the medium of 2D film and
that of cinematic virtual reality, darkness combined with the
visual replication of motion proves to be a potent harbinger
of the dreamlike. It unsettles our grounded-ness in place
and demands that we forge new connections with images,
and with the world, ourselves and others. We further sug-
gest that across VR and film, darkness inaugurates a shift
from the collective experience of subjective states toward
the individual experience of an unconscious shaped by
the shared knowledge of our finitude. Though we are told
we live in the age of the Anthropocene, we have an acute
sense of the relativity of our existence, of being caught
in perpetual movement, connected yet unanchored. Like
the dot-size character who faces the starry vastness of
the universe at the end of The Incredible Shrinking Man
(Jack Arnold, 1957), the viewer who slides into the seem-
ingly limitless night of contemporary films and immersive
environments may experience a dreamlike state of radical
groundlessness – a contemporary sense of solitary, yet
shared, unmooring.
21 Virtual reality is assumed to be closely entwined with interactive gaming and simulated
training. This article however focuses on the transmedial practices of narrative and immersion
– across film, video art, and immersive installation art – where the spectator rarely drives the
story or provokes events.
MARTINE BEUGNET AND LILY HIBBERD 138 AN-ICON
In “Of other spaces”, Michel Foucault notes how,
from Galileo onwards, things could now only exist in their
relative placement and movement:
a thing’s place was no longer anything but a point in its movement,
just as the stability of a thing was only its movement indefinitely
slowed down. In other words, starting with Galileo in the 17th cen-
tury, extension was substituted for localization.22
The site of an object, from then on came to be
defined as “relations of proximity between points or ele-
ments”, like “the dots in a constellation”.23 Foucault builds
on the pre-modern analogy between body and universe,
arguing that traditionally, space had been constructed as
“a space of radiation. Man is surrounded by it on every
side; but, inversely, he transmits these resemblances back
into the world from which he receives them”.24 In other
words, the body is conceived as the medium through which
the world is organized as it is perceived. Perspectival art,
with its stable construction of space and anchoring of the
gaze to a specific position in space, emphasizes such a
sense of place-ness and orientation. Though convention-
al filmmaking adopted the continuity system in an effort
to emulate this centralized condition, its mobile gaze and
time-based structure always threatened to reveal the fra-
gility of the model.25
Alternative uses of cinematography thus sought
to explore the relativity of movement and place, showing
the anthropomorphic gaze, with its safely located source,
to be an artifice. This approach was not exclusive to ex-
perimental cinema: in science fiction and documentary film
22 M. Foucault, “Of other spaces: utopias and heterotopias”, trans. J. Miskowiec, Diacritics 6,
no.1 (1986): 22.
23 Ibid.: 23.
24 M. Foucault, The Order of Things (London: Random House, 1970): 23.
25 J. Berger, Ways of Seeing (London: Penguin Books, 1972): 18.
MARTINE BEUGNET AND LILY HIBBERD 139 AN-ICON
reconstitutions of outer space in particular have made us
familiar with “impossible” viewpoints, where a virtual cam-
era circles around planets and floats through constella-
tions.26 Here again, darkness, like the sidereal night, is key
– sucking the spectators into its awesome solitude even as
they sit in a crowd.
As we will see, immersive technologies have
in turn proven to be remarkably able to produce a radi-
cal sense of dis-anchoring. A 360-degree omnidirectional
scape that moves independently from the viewer’s own
movement implies a constant and uncontrollable fluctuation
of one’s place within the image. With the dissolution of a
stable single-point perspective the body of the observer
ceases to be the sole reference and singular source of the
gaze as an ordering principle of visible space. The most
potent aspect however of these novel immersive environ-
ments is the means to enter into the boundlessness of 3D
constructed worlds, endless spaces that find in darkness
their most compelling expression. In the fathomless black-
ness of virtual spaces, furthermore, the solidity of repre-
sented things is prone to slip away. The liminal threshold
of immersive worlds is arguably always teetering on the
brink of dreams – an aspect that the fanfare of virtual reality
and the clumsiness of head-mounted displays paradoxi-
cally diminishes. Even in 2D iterations construed from 3D
renderings however, as is the case in the floating world of
Thing, such an evocation of the universe offers itself as
powerfully oneiric experience.
Sidereal night: Anouk De Clercq’s Thing
The first minute of Anouk De Clercq’s film
Thing27 is entirely black. The sound track is also initially
26 Famously in the “Blue Danube” sequence of Stanley Kubrick’s 2001: A Space Odyssey (1968).
27 Video, b/w, 16:9, stereo, BE/IT/FR, 2013, 18’.
MARTINE BEUGNET AND LILY HIBBERD 140 AN-ICON
completely silent, though after a few seconds the faint
noise of a light wind or breathing is heard, followed by a
voice. The sound of the voice is slightly echoey, as if heard
in a large, empty space. Then a crashing noise, followed
by the appearance of thin, veil-like formations white dots
that move into view from the right of the frame. But whose
view? For the voice remains disembodied throughout, and
its musings do not refer to the images with any specificity.
Nor can we safely establish its location, as its stereophonic
transcription varies in spatial orientation, switching from
our right to our left ear. Equally impossible to determine is
the origin of the movement that alters what we are given
to see. Suggested by the changing size of the shapes and
their moving in and out of frame, such spatial proximity or
distance could equally mirror the trajectory of an invisible
observer floating in the dark space, or that of the cloud
formations themselves as they enter the former’s field of
vision. Occasionally, a fade or a cut to black or a glitch-
like effect (with a crackling sound emitted as all vanishes)
plunges the screen back into utter darkness.28
Thing appears to be a journey through a virtual
world, born out of the imagination of a fictional dreamer
– given the nature of the images and the model-like appa-
ritions of cities and buildings this dreamer could be the
engineer of this world. De Clercq describes Thing as a
journey through an architect’s “virtual memory”, “a bound-
less, imaginary space” where fictional buildings and urban
patterns emerge and disperse in the darkness, a series of
ephemeral nebulas that manifest as a kind of “paradoxi-
cal materiality” precisely because they are “virtual”.29 The
film was made using LiDAR imaging of urbanscapes (an
acronym for Light Detection and Ranging) a remote sensor
28 See R. Misek, “The black screen”, in M. Beugnet, A. Cameron, A. Fetveit, eds., Indefinite
Visions: Cinema and the Attractions of Uncertainty (Edinburgh: Edinburgh University Press,
2017): 38-52.
29 See the video here: https://portapak.be/works/30/thing, accessed 18/12/2020.
MARTINE BEUGNET AND LILY HIBBERD 141 AN-ICON
technology that generates accurate 3D information about
the shape of very large surfaces and their characteristics
using pulsed laser emissions to measure ranges between
the sensor and the surface. Developed for architectural,
archaeological and engineering surveys, such visualiza-
tions provide a way of seeing spatial information, which
is augmented when viewed in a 3D stereoscopic environ-
ment. Yet another digital program subsequently renders the
LiDAR data as “point clouds”, the dots of light we see in
Thing. Most of the shapes and forms conjured up in Thing
are made of these unstable, constantly reshaping clouds
of dots.
Although the initial light point formations re-
semble natural phenomena – cirrostratus, cirrocumulus or
constellations – they later produce artificial patterns. An
elongated, geometrical form floats in the dark like a space-
ship, and the monumental entrance to a city materializes
and dissolves. We then travel through the diaphanous out-
lines of a district with a mesh of buildings with terraces and
hanging gardens. The cross-cutting of a workshop appears
and slowly glides in and out of view, its furnishings (stairs,
hanging lamps, an easel, the semi-circular shape of what
looks like part of a bull’s eye window) sketched in brilliant
white against the surrounding night.
Some of the point cloud renditions are reminis-
cent of white charcoal drawings on black paper, while the
buildings and the room resemble X-rays: ghostly, silvery
shapes in a process of disintegration. While X-rays and 3D
scanners are already used to document vestiges, as well
as to augment the existing data of artefacts and archaeo-
logical sites, film also holds a specific connection to ruins.
Of the attraction exercised by ruins on the cinema, André
Habib notes how they offer themselves as the poignant
manifestation of the transience of all things human, includ-
ing that of our own existence. The inexorability of the flow
MARTINE BEUGNET AND LILY HIBBERD 142 AN-ICON
of 24 images or frames per second – of the ephemerality
of its linear course from beginning to end that may be re-
peated or looped but not halted – explains the “melancholy,
quasi-ontological” relation that connects the medium to
the temporality and spatiality of ruins.30 Drawing on tech-
niques and visualizations that fuse the astrological and the
architectural, De Clercq collapses human time and space
(its material, located traces, its memories and dreams) in
the infinity of the sidereal night.
To craft its boundless post-Galilean dream of
space as a universe where the individual body and the
individual consciousness are free floating or diffuse, Thing
uses the tools of 20th and 21st century imaging. This draw-
ing together of film, architecture, and infinite space gives
De Clercq’s film an affinity with so-called immersive envi-
ronments: a 2D film with a 3D sensibility, best seen in the
obscurity of a cinema, it makes full use of the darkened
film-theatre as its immediate, continuous extension.
“Dark, weird and shadowy”: Laurie
Anderson and Hsin-Chien Huang’s
La camera insabbiata/Chalkroom
Experimental multimedia artist Laurie Ander-
son has produced a series of virtual reality works that elu-
cidate some of the aesthetic traits of De Clercq’s Thing in
a fully 3D format, also harnessing some of VR’s aptitude to
create dreamlike and out-of-body experiences. Created in
collaboration with media artist Hsin-Chien Huang in 2017,
Chalkroom is an installation and an interactive VR experience,
permanently installed at the MoCA in Massachusetts, USA.31
Seated viewers don a head-mounted display
and take up two handheld controllers to enter into the VR
30 A. Habib, L’attrait de la ruine (Crisnée: Yellow Now, 2011): 9.
31 Virtual reality 360 degree3D interactive video and installation, EN, 2017.
MARTINE BEUGNET AND LILY HIBBERD 143 AN-ICON
experience. In the first scene, a lone architectural structure
sits on top of a mountain. Unlike the architecture in Thing,
the building appears to be concrete. You are coaxed to
fly over and enter it, navigating a series of narrow corridors
toward a small portal at the end. The controller, which also
acts as a torch, is the only source of light. The virtual walls
are covered in chalk writing, like their physical counter-
part outside the head-mounted display. Here, however, the
torchlight illuminates a small orb, making the text all the
more elusive – a curious and perverse effect given that the
artists have designated us as “readers” instead of viewers.
Words disintegrate into phenomes, and break apart again
into letters, like swarms of flies. Yet, Laurie Anderson’s vel-
vet intonations flow over this eerie place, making it homely.
Claustrophobic passages open out into an
infinite black space that contains a constellation of text.
You’re free to fly around and explore the space, hidden sto-
ries narrated by Anderson, which emerge as you approach
certain zones. Objects, such as an illuminated, leafy tree,
dissolve on closer inspection, and you see this too is made
up of letters, as Anderson whispers to us: “You realise that
things are made of words”. In interview, she explains being
initially unsure about VR because it was too game-like, but
that if she could make something “very homemade, dark,
weird and shadowy, a different kind of space, a different
kind of mental space” then she would be interested.32 Her
aim, she adds, was to create an experience where you
could fly “like in your dreams”.
On the face of it, since immersive environments
such as 3D films in 360 degree cinema projection and virtual
reality experiences on head-mounted display or HMD, 33
32 “Laurie Anderson interview: A virtual reality of stories”, 2017, Louisiana Channel. Accessed
20/12/2020: https://www.youtube.com/watch?v=zHT016FbR30.
33 It is important not to confuse VR with the HMD. In simplest terms, Virtual Reality is defined
as being the coherence of technical means that enable a person to interact in real time with a
virtual world.
MARTINE BEUGNET AND LILY HIBBERD 144 AN-ICON
effectively “environmentalize”34 the image, one could ex-
pect the “womb” effect to be perfected and even emulated,
as with Anderson’s installation. However, in contrast with
conventional spectatorship, absorbed viewing is under-
mined by the degree of physical activity involved in the
experience.35
In addition to the heaviness and discomfort
of the hardware – the headset and headphones – and the
optical strain of stereoscopic vision, the attention and effort
involved in interacting with the virtual environment para-
doxically induce a sense of heightened physical awareness.
Rather than projecting itself, the sentient subject engages
with the task of controlling the effects of its own motricity
in the here and now: a “presenting”, rather than an absent-
ing of the body. These effects might be the result of VR’s
relative novelty. Nonetheless, it seems that in the narrative
context of cinematic VR – beyond gaming and therapeutic
applications – interaction and causative acts tend to un-
dermine immersion, contradicting widespread theories of
“presence” in VR.36 After all, it can be very unnerving to feel
your body split in two: an HMD effectively separates our
head from the rest of our body. Not only can we not see
our (real) selves but unless we are offered some form of
avatar we also lack a visible body in the virtual world. Once
we get used to this literal mode of “absenting” however,
new forms of ecstasis become possible. As we become
familiar with the process of virtual seeing, touching and
moving, our experiencer or avatar body may recede into
the background of our awareness, just like our lived body
34 A. Pinotti, “Environmentalising the image. Towards an-iconology”, in dossier M. Beugnet,
L. Hibberd, eds., “Absorbed in experience: new perspectives on immersive media”, Screen 61,
no. 4 (2020): 594-603.
35 Interestingly, in Sunrise the virtual screen vanishes when the woman starts dancing.
36 See C. Heeter, “Being there: the subjective experience of presence”, Presence:
Teleoperators and Virtual Environments 1, no. 2 (1992): 262-271.
MARTINE BEUGNET AND LILY HIBBERD 145 AN-ICON
does in a reverie, leaving us to be “ecstatically caught-up
in the virtual world”.37
Distinct from many other VR interactive ex-
periences, Chalkroom’s freedom to roam inhabits this
liminal zone for two reasons: one, choices don’t lead
to deterministic or sequential narratives, and thus, similar
to a dream or hallucination, we feel that we are driven by
compulsions and desires. Two, and even more compelling,
is the sense that you cannot put your feet on the ground,
that you are floating free. Anderson describes this in terms
of disembodiment, stating that “losing your body” is one
of her chief interests in producing these works.38
The inherent disembodiment felt when navigat-
ing a 3D world in VR immersion is all the more estranging
when it is set in the dark. The chiaroscuro effect is theatrical
and exaggerates the sense of volume and depth as in a Ba-
roque painting. And lower levels of light are also less visually
straining in VR. In Chalkroom the upshot of floating through
the dark signals our descent into the night; a diurnal cycle
that we are bound to as circadian creatures. Anderson aptly
remarks: “What are nights for? To fall through time into an-
other world”; a world where, as Huang points out, “the words
become a nebula” – chalk dust, atomised, diffuse matter
disintegrating upon touch, evading our grasp.
While not all HMD-supported VR relies on
interactive interfaces, wearing a head-mounted display
cuts us off from the surrounding reality more effectively
than the dimness of our living room, or the darkness of
the cinema auditorium (where exit signs, are by necessity
always visible).39 Distinct from watching the audience at a
film screening, to observe someone wearing an HMD feels
37 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 22.
38 “Laurie Anderson Interview: A Virtual Reality of Stories”. In performance studies, such
a transit state is called “liminoid performance”. See Alexandra G. Murphy, “Organizational
politics of place and space: the perpetual liminoid performance of commercial flight”, Text and
Performance Quarterly 22, no. 4 (2002): 297-316.
39 A. Pinotti, “Environmentalising the image. Towards an-iconology”.
MARTINE BEUGNET AND LILY HIBBERD 146 AN-ICON
a bit like trespassing. As when we look at someone who is
sleeping, the experiencer is not aware of our gaze. At the
same time, we have no access to what they are seeing. The
duality of mind and eye as well as inner and outer worlds is
a consistent theme in narrative VR experiences, one that is
explicitly realised in works that manifest otherwise invisible
or intangible traces, senses or information – or as in Notes
on Blindness a lack of access thereof.
Notes on Blindness: Into Darkness.
The virtual reality film, Notes on Blindness: Into
Darkness40 was created as a counterpart to the feature
documentary Notes on Blindness produced by Peter Mid-
dleton and James Spinney in 2016. Both works arise from
the first-person audio narration of John Hull, who describes
in visceral and philosophical terms the process of losing
his sight.41 Mired in darkness, as its title indicates, the VR
version of the feature film has a wraith-like quality; of thin
veils of light suspended in twilight. Its narrative is structured
around six parts, each one being a memory, a moment,
and a specific location recorded on John Hull’s tapes; each
scene requiring a different level and form of interaction
from the viewer in order to follow or progress through the
narrative. Sound is central to the work, augmented through
binaural audio (that spatializes sound as if it were bouncing
around your ears), while the 3D rendering of objects and
moving figures create a highly immersive experience. Sim-
ilar to Thing, its most evocative aspect is the use of point
40 With narrator John Hull. Interactive virtual reality, 360-degree 3D video, colour, EN/FR, 7’, 2016.
41 Based on John Hull’s memoir, On Sight and Insight: A Journey Into the World of Blindness
(Oxford: Oneworld, 1997).
MARTINE BEUGNET AND LILY HIBBERD 147 AN-ICON
cloud to suspend firefly-like dots in a seemingly infinite
deep indigo.42
The first two scenes in Notes on Blindness
establish the parameters for acoustic seeing: in the obscure
world evoked by John Hull we must learn anew how to look
with our ears. Light signals how sound might feel and alerts us
to the acoustic realm in three dimensions. It is, however, in the
second and third scenes that we are subjected to something
closer to liminal performance. As Hull begins to realise that
he can no longer remember what things or loved ones look
like, he descends into despair. His fear of being trapped alone
in darkness culminates in a scene out in the snow, where he
panics because he loses all sense of place. At the end of the
narration however, the VR interaction invites us to dissolve
his footprints in the snow by training our attention, with our
head position tracked by the HMD, on their impression in the
darkness. When the first set of footprints vanish another pair
appear, leading us in Hull’s steps back to the safety of home.
In the episode that features rain, Hull’s house is
an almost silent place except for his gentle voice and the
reverberation of raindrops falling on ordinary objects in the
room. We are again invited to interact with our gaze, this
time to give shape to otherwise hidden forms that the rain
defines acoustically: pots, pans, glasses, dishes. This is a
pivotal moment in Hull’s own life and the VR film; we too
understand what it is to create the virtual shape of things
by listening to them. There is also a specific, oneiric qual-
ity to the space that the VR work creates whereby Hull’s
experience becomes a shared one, rather than a voyeuris-
tic observation of someone losing their sight.43 Everything
we hear is echoed in its visual equivalent; renderings that
42 Point cloud started to appear in cinematic VR works at this time. See, for instance,
“Coexistence” 2016, at the Venice Architecture Biennale: https://vimeo.com/183596023
43 For ethical issues related to the work, see D. Leblond, “Landscape Shaped by Blindness.
Touching the Rock (1990) and Notes on Blindness (2016): Towards an ec(h)ology of vision”,
Études britanniques contemporaines no. 55 (2018).
MARTINE BEUGNET AND LILY HIBBERD 148 AN-ICON
appear as point clouds: luminescent, 3D shapes of objects
and moving bodies that create elusive, lace-like silhou-
ettes in the darkened space. In the process of becoming
fully recognizable, and as they unravel and disperse into
thinning clouds of bright specks, these forms resemble
constellations. Hence, in Notes on Blindness, as in Thing
and Chalkroom, the darkness acts as a connecting mate-
rial: boundless, it enfolds all of us (seeing and non-seeing
individuals) in a cosmic infinity that is simultaneously inti-
mate and terrifying.
“Cold space, a dark place”: Parragirls
Past, Present: unlocking memories of
institutional “care”
The immersive VR film Parragirls Past, Present44
is set in the grounds and buildings of Parramatta Girls
Home – a punitive welfare institution for teenage girls sit-
uated in Western Sydney, Australia, closed in 1974 and
abandoned since the late 1990s. Its creation pivots on the
memories of five former occupants, among the hundreds
who have returned after many decades to confront this
terrible place. As a labour of remembrance mired in trauma,
the project required more than a year of collaboration with
the aim of finding a form of testimony that might convey
the survivors’ experiences to a wider public. In Parramatta
Girls Home, children were not only deprived of freedom, but
also cruelly disciplined and abused. Later, both Australian
government inquiries and media reporting sensationalized
and underscored their stigma and victimhood. The last
thing Parragirls could abide was to provide viewers with
prurient pleasures. Hence, a number of counter-visual strat-
egies were developed, ruling out interactivity as a means
44 360-degree 3D stereoscopic video, ambisonic spatial sound, EN, 2017, 23’.
MARTINE BEUGNET AND LILY HIBBERD 149 AN-ICON
for viewers to progress through the virtual environment and
its narratives.
As with Thing, Chalkroom and Notes on Blind-
ness, the point cloud photographic technique, materializing
against the surrounding darkness, proved key. Among the
varied ways that images can be “environmentalized” in
3D and 360 degrees, point cloud is distinct: it bears little
resemblance to the synthetic imagery of game and CGI
animation. Cartographic in origin, point cloud provides a
means to project these as experienceable architectures –
places we can fly through, as if in space. In addition to the
sense of irrepressible movement, of being sucked into the
institution’s spatio-temporal vortex, it is the transformation
of photographs into points of light and colour that float in
an abysmal 3D world that gives Parragirls Past, Present its
wraithlike and enigmatic atmosphere.
Accompanying the journey is the sound of the
Parragirls’ voices, captured in ambisonic recordings. Wo-
ven together, they offer a deeply personal yet collective ac-
count of their experience as inmates. There is one location
in particular in the Girls Home that former occupants find
difficult to revisit: a basement solitary confinement cell, col-
loquially known as the dungeon. In the film, Gypsie Hayes
describes it thus:
the only way you can survive in there is to curl up and go to sleep.
That’s all you could do to survive that. It was nothingness. It was
just a cold space, a dark place.
In contrast to the exterior point cloud scenes, the
cell is represented as a stereoscopic spherical panorama in
360 degrees. Moving between the differently rendered and
spatially located spaces, presented yet another dilemma
however, which was resolved using the point cloud aes-
thetic as a form of transition in conjunction with moving
MARTINE BEUGNET AND LILY HIBBERD 150 AN-ICON
tracking shots, to dissolve the image across one space or
dimension into another.
The most unusual impact of combining point
cloud with mobile tracking shots in the 3D world of Parra-
girls Past, Present is the feeling of being pulled through the
experience, almost against our will. The data points seem
to transcend and even pierce our body, so that we become
part of the ghost-like substance of the Girls Home. Distinct
from its head-mounted display viewing, in the 3D 360-de-
gree film screenings of Parragirls Past, Present at UNSW
EPICentre. Standing alongside 10 to 15 spectators wearing
3D glasses, you can see the points appear to emerge in 3D
from the circular screen and pass through the bodies of the
viewers beside you. The imagery may appear spectral as it
floats through space, but so are the audience, whose bod-
ies are traversed as if they had no consistency or solidity.
Crucially, in conjunction with the nightmarish,
endless darkness and the omnidirectional eye, point cloud
effectively disassembles the centralized gaze of VR’s typi-
cally first-person perspective: enfolded in swarms of float-
ing pixels, we start to feel what it must have been like to be
under constant disciplinary surveillance – to be watched
at all times by invisible omniscient eyes.
In the concluding shot, however, we fly out
backwards, as if pulled up and out into the sky, discovering
the vast emptiness that extends beyond the perimeter of
the institution. On the one hand, what we are literally seeing
are the limits of the photogrammetric images that could be
recorded – black holes in both data and historical memory.
On the other hand, as the sound of the multiple voices van-
ishes, we grasp a sense of the collective unconscious that
Parragirls still share with the other former occupants of the
Home: the internalisation of a state of incarceration, being
severed from the rest of the world, unable to imagine what
lays beyond the space of incarceration other than a void.
MARTINE BEUGNET AND LILY HIBBERD 151 AN-ICON
Conclusion
In moving image media, as in real life, darkness
has always been a privileged channel towards alternate
states of self or alterity. Black spaces encourage us to re-
linquish control of sensing bodies, simultaneously fostering
a sense of placeless-ness: in the dark, we lose our sense
of orientation and lack the necessary landmarks to eval-
uate distance and depth, and order the space according
to the familiar rules of perspective and proprioception. In
immersive environments, the feeling of being unmoored is
heightened by the “environmentalizing” of the space: night
enfolds us on all sides. Within this dis-anchored realm, the
voices that appear to address us but remain devoid of a
visible source seem to take possession of us, strength-
ening the sense of losing one’s grip. But darkness is not
the only precondition to our slipping into an altered state
of consciousness. The experience of the scene unfold-
ing independently from our will is equally important, which
also occurs when watching 2D films. While spectators can
look around in every direction in both the HMD and in a
360-degree 3D cinema, if you cannot control your propul-
sion through a space or scene then the film acts on you.
Only at this price – in accepting that I cannot
change the “order” of the images and sounds – can a form
of “dreamwork” take place.45 In the works described here,
the unravelling of the images is inseparable from the relent-
less, gliding movement that sucks us in, and, in the case of
360 degree 3D films, passes “through” us: to turn our head
and look back is to experience the sense of memory disinte-
grating, and history as ruins, that Walter Benjamin so vividly
45 As Thierry Kuntzel points out, such is the specificity of time-based media and its special
link to the dream-like and to the unconscious: “the film and the story unravel outside of me, I
cannot possibly intervene”. T. Kuntzel, “Le travail du film”, Communications, no. 19 (1972): 27.
MARTINE BEUGNET AND LILY HIBBERD 152 AN-ICON
evoked with the allegory of the angel of history.46 Lighting up
in darkness, point clouds appear like the ultimate expression
of transience. Though they are a mere effect of a particular
imaging technology, they often look like constellations, or
like particles that float in space, such as dust, petals or
snowflakes; points that redefine deep space as a conduit
to the dreamlike. A figuration of matter propagating, taking
form and then dissolving, point clouds perfectly capture the
melancholy awareness of the impermanence of the material
world, and the all-too human, shared sense of finitude, loss,
and awe experienced in reminiscing and day-dreaming.
46 W. Benjamin, “Theses on the philosophy of history”, trans. H. Zohn, in H. Arendt, ed.,
Illuminations (New York: Schocken Books, 1969): 249.
MARTINE BEUGNET AND LILY HIBBERD 153 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
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] | Cinematic
darkness: dreaming
across film and immersive
digital media
by Martine Beugnet and Lily Hibberd
Cinema
Darkness
Spectatorship
Dream
Consciousness
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
Cinematic darkness:
dreaming across film and
immersive digital media
by Martine Beugnet and Lily Hibberd
Abstract As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness. In
this article, we look anew at the enduring question of time-
based mechanical (lens based and digital) media’s ability
not merely to take us outside of or besides ourselves, but
to generate an imaginary realm of their own. Our analysis
centres on the use of darkness. Often associated with the
passage from one state of consciousness to another, dark-
ness has become a prevalent aesthetic in cinematic immer-
sive media. In some ways, as we will see, the latest tech-
nologies of audio-vision appear less apt than conventional
cinema to induce us to “cross the bridge” and venture into
the land of phantoms. In others, they emerge as privileged
entries into the dreamlike worlds of our contemporary, tech-
nologized era. In spite of differences in viewing conditions,
we find that between the older medium of 2D film and that
of cinematic virtual reality, darkness, combined with the
illusion of depth and visual replication of motion proves to
be a particularly potent harbinger of altered states.
Cinema Darkness Spectatorship Dream Consciousness
To quote this essay: M. Beugnet & L. Hibberd, “Cinematic darkness: dreaming across film and
immersive digital media”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 129-152
MARTINE BEUGNET AND LILY HIBBERD 129 AN-ICON
(...) spectators at the exit, brutally rejected by the black belly of the
theater into the glaring and mischievous light of the lobby, some-
times have the bewildered expression (happy and unhappy) of
people waking up. To leave the movies is a little like getting up: not
always easy.1
Introduction: cine-obscurity
Darkness is dream’s natural associate. It is no
wonder audiovisual works that seek to transport us beyond
the here and now of awakened reality continue to rely on
the power of darkness to enfold us and to unravel our sense
of place and time. Though there are structural differences
between the aesthetics and spectatorship of cinema and
that of virtual reality, darkness functions across many me-
dia forms as both a metaphor and as a corporeal device
for immersion, encouraging spectators and participants to
submit to imaginary realms.
The scope of this article is not to review the
wider lineage of darkness across immersive forms of media,
or indeed to revisit their origins going back to Plato’s cave.
The media archaeology of moving images and obscurity has
already been done by theorists such as Oliver Grau, and
in groundwork of Siegfried Zielinski and Gloria Custance,
who described the cinema as a dark “womb”.2 Other media
theorists have delineated the parameters of interactive or
immersive 3D viewing, most notably Maria Engberg and
Jay Bolter on virtual reality aesthetics, as well as William
1 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105, 86.
2 O. Grau, Virtual Art: From Illusion to Immersion, trans. G. Custance (Cambridge, MA: MIT
Press, 2003): 151-152. S. Zielinski, G. Custance, Audiovisions: Cinema and Television as
Entr’actes in History (Amsterdam: Amsterdam University Press, 1999): 92, 246.
MARTINE BEUGNET AND LILY HIBBERD 130 AN-ICON
Brown with the notion of “gaseous perception” in relation
to stereoscopic cinema and darkness.3
In contrast with earlier theorizations, in what
follows we focus on adaptations of cinematic immersive
reality in the hands of artists and experimental filmmakers.
To further account for the contemporary emergence of an
aesthetic of darkness we firstly seek to establish a histori-
cal backdrop. We then turn our attention to the works and,
where available, the words of the creators’ themselves, as
we consider four recent immersive media works imbibed
in darkness: Anouk De Clercq’s Thing, Laurie Anderson
and Hsin-Chien Huang’s La camera insabbiata/Chalkroom,
Notes on Blindness: Into Darkness and Parragirls Past, Pres-
ent: Unlocking Memories of Institutional “Care”. As immer-
sion in darkness is closely related to dreamworlds and to
dreams of outer space, these phenomena provide the un-
derpinning rationale in the first half of this article and for
our subsequent analysis of these four works.
Enfolding darkness, from awakened
dreaming to altered states
Amongst the most memorable scenes of F.W.
Murnau’s Sunrise (1927) is the imaginary screening in which a
seductress from the city appears to lure a naïve country man
into a fantasized vision of urban life. One evening, as they sit
together on the shore of a lake, the woman launches into an
eloquent description of nightlife in the city. To demonstrate
the impression made by her tale, Murnau materializes it in the
form of a projection that magically appears in front of the two
characters. Thanks to an astute system of transparencies,
the dream show of the modern city superimposes itself
onto the nocturnal sky, under the halo of a fake moon that
3 M. Engberg, J.D. Bolter, “The aesthetics of reality media”, Journal of Visual Culture 19, no.
1 (2020): 81-95. W. Brown, “Avatar: stereoscopic cinema, gaseous perception and darkness”,
Animation 7, no. 3 (2012): 259-271.
MARTINE BEUGNET AND LILY HIBBERD 131 AN-ICON
glows like the lamp of a projector.4 Stylized cityscapes al-
ternate with kaleidoscopic, blurry visions of frenzied revelry:
there is no attempt at harnessing this fantastic vision to a
specific or stable point of view. The fantasy may originate
in the female character’s mind, but it feeds on a collective
imaginary, and the projection allows her to share it with her
companion, as well as beyond the diegesis, with the audi-
ence of Murnau’s film. The sequence is a celebration of the
powers of the cinema not merely as a “factory of dreams”,
but also as a sharing of the experience of dreaming itself.
Dreams and daydreams, hallucinations and
memories, as the products of the human psyche, fascinate
not only because they elude our self control (we can no
more prevent or design our nightmares at will than we can
consciously erase a memory), but also because they con-
found our capacity to communicate and share experiences.
In every medium, from literature to the theatre, painting and
photography, techniques have been developed to evoke
altered states of consciousness. The gap, however, be-
tween the viewer or reader and the subjective creations of
the psyche mediated by objective, external sources, is not
easily bridged. Key to Sunrise’s mise en abyme of a screen-
ing is the choice of a nocturnal setting: in a film theatre the
night on screen blends with the darkness that surrounds
the cinema spectator like a connecting tissue.
Because the visibility of the projected film im-
age initially relied on a beam of light, darkness – also the
companion of sleep and dreams – has been associated
with the cinema from the start. With the shift from analogue
to digital, the glow of the LCD monitor has increasingly
complemented the light beam of the projector, alongside
other self-illuminating screens found in the domestic en-
vironment. Regardless of location, we still lower the lights
while watching films whenever possible. More than a mere
4 M. Beugnet, L’attrait du flou (Crisnée: Yellow Now, 2017): 33-34.
MARTINE BEUGNET AND LILY HIBBERD 132 AN-ICON
condition of visibility, obscurity facilitates the slipping in
and out of total awakened awareness.
Film was the first medium to offer the promise
of more than the mere representation of our imaginings – to
engender a form of awakened dreaming through spectacle
and apparatus. The increasingly photorealistic quality of
cinematic images and sounds set in motion guaranteed
the “credibility of its fabulations”.5 A spectator could hope
to become immersed in a film in a manner similar to the
dreamer, who experiences even the most absurd world of
mental images equally as “real” as daily life occurrences,
or of a daydreamer who indulges in memories or fanciful
imaginings to the point of forgetting their actual surround-
ings. The conditions of reception in the cinema auditorium
came to reflect and strengthen the analogy: cut off from the
outer world, plunged in darkness and silence, with limited
physical activity, at the end of a screening the spectator
often emerges as if they were awakening.
Yet in spite of the unequalled ability to blur the
frontier between representation and perception,6 the fusion
of image and reality never occurs fully.7 As Christian Metz
reminds us, where in deep sleep the dreamer does not know
that they are dreaming, film induces, at best, a semi-wakeful
state: more than dream per se, the experience of watching
a film (which can be emulated, though imperfectly, in indi-
vidual situations of viewing) resembles that of reminiscing,
5 C. Metz, A. Guzzetti, “The fiction film and its spectator: A metapsychological study”, New
Literary History 8, no. 1 (1976): 75-105.
6 S. Sharot, “Dreams in films and films as dreams: surrealism and popular American cinema”,
Canadian Journal of Film Studies 24, no. 1 (2015): 66-89. Also, on the myth of the credulous
audience, see T. Gunning, “An aesthetic of astonishment. Early film and the (in)credulous
spectator”, Art and Text, no. 34 (1989): 31-45.
7 In contrast, “dreaming is subjectively indistinguishable from waking experience”. See T.K.
Metzigner, “Why is virtual reality interesting for philosophers?”, Frontiers in Robotics and AI, no. 5
(2018).
MARTINE BEUGNET AND LILY HIBBERD 133 AN-ICON
fantasizing or slipping into reverie. For Raymond Bellour, it
is better compared with a form of hypnosis.8
Nonetheless, fascination for the medium’s
oneiric qualities has driven some of the most radical and
creative practices and theorizing of the medium. The rep-
resentation of dreams themselves has had little to do with
this evolution: from Antonin Artaud and the surrealists to
Jean Epstein, the earliest avant-gardes nurtured the belief
that the medium’s aesthetic potential laid not in the repre-
sentation of dreams or reminiscences, but in the possibil-
ity to dream or reminisce with images.9 In classic cinema
however, as in avant-garde or experimental filmmaking,
darkness and immobility remain the spectator-dreamer’s
first allies.
In The Absent Body, Drew Leder observes that
in normal situations of perception the awareness of our
body diminishes: the reason we can focus on what we
watch, or concentrate on what we touch, is that we do
not pay attention to the actual process, nor to the eye or
hand involved in it.10 A similar receding of bodily awareness
occurs when we are absorbed in our own thoughts. Such
“absenting” of the lived body is not however “equivalent to
a mere void, a lack of being”.11 Rather, it testifies to the
extent in which a sentient subject might be beside itself,
“ecstatically caught-up in the world”:
the very nature of the body is to project outwards from its place
of standing. From the “here” arises a perceptual world of near and
far distances. From the “now” we inhabit a meaningful past and a
futural realm of projects and goals.12
8 R. Bellour, Le Corps du cinéma: hypnoses, émotions, animalités (Paris: POL / Trafic, 2009).
9 J. Epstein, Écrits sur le cinéma, vol. 2 (Paris: Cinéma Club/Seghers, 1975): 18-20. Also see,
A. Artaud “Cinéma et réalité”, Œuvres complètes, vol. 3 (Paris : Gallimard, 1978): 19; and M.
Beugnet, L’attrait du flou (Crisnée: Yellow Now: 2017): 82-83.
10 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 70-71.
11 Ibid.: 22.
12 Ibid.: 23.
MARTINE BEUGNET AND LILY HIBBERD 134 AN-ICON
Leder’s description of this phenomenon recalls
James Gibson’s theory of “affordance”, according to which
individuals are entwined with their surroundings, their pro-
spective actions informed by the constant collecting of
information from their environment.13 This capacity to feel
or to picture our bodies outside or alongside themselves in
time and space is an equally fundamental feature of dream-
ing, hallucination and reverie, as well as the fabrication of
their similitude in movies. Indeed, it is often the altered
sense in which our body appears to relate to its perceived
environment (feeling one’s bodily affordance hindered, dis-
torted or augmented in turns) that marks the difference
between awakened and dreamlike states.
In the cinema, the body’s capacity for ecstasis
is simultaneously enhanced and directed away from the
immediate environment, towards the virtual world that ap-
pears on the screen. The film auditorium, as a space, has
sometimes been compared to a womb.14 Darkness engulfs
the barely moving spectators, allowing them to be together
and alone at once, to ignore the borders of the screen as
they recede in the obscurity. Within the secluded space of
the theatre, the light originating from behind the audience
trains spectators to project themselves on the screen, to sit-
uate themselves within the perspectival view of the spaces
offered to the eye, and the anthropomorphic quality of the
camera’s gaze that explores them. From the 1950s onwards,
anamorphic lenses widened the frame, and shortened the
optical depth of field, with a corresponding increase in
visual blur effects. Strengthening the sense of immersion
and bringing the cinematic closer to the human field of
vision, the blurring of the margins of the visual frame also
subtly blended the projected image into the surrounding
13 J.J. Gibson, The Ecological Approach to Visual Perception (Boston: Houghton Mifflin, 1979).
14 T. Elsaesser, “Cinephilia or the uses of disenchantment”, in M. de Valck, M. Hagener, eds.,
Cinephilia: Movies, Love and Memory, (Amsterdam: Amsterdam University Press, 2005): 32.
MARTINE BEUGNET AND LILY HIBBERD 135 AN-ICON
darkness, heightening the feeling of being suspended in a
virtual dimension without physical limits.
In the cinema and at home, dimming the lights
and turning up the volume amplifies the degree to which
we forget about our own body so as to engage in watch-
ing and listening to a movie, sometimes even touching or
tasting through the synesthetic or haptic powers of certain
images.15 Accordingly, in classic narrative cinema’s sub-
jective point of view, a character’s body partly or wholly
disappears from the frame. Such strategies allow us, as
the spectator, not only to half-dream our way through a film,
but also to engage with the expression of altered states of
consciousness where images and sounds are supposedly
the product of mental processes. Paradoxically, both of
these experiences can involve audiovisual representations
of extreme physicality (fighting, crying, flying…). Whether
awake or dreaming,16 characters in films move, fall or take
off in the air, as we ourselves sometimes do in our sleep.
In all such cases, however, it is the incapacity to act on
the film’s progression that grants the experience its onei-
ric quality: as the dreamer with dreams, the film spectator
does not control the flow of images: once triggered, they
cannot be easily altered or fully erased at will.17 Nor can we
always choose to retain a memory, or the trace of a dream,
15 L.U. Marks, The Skin of the Film: Intercultural Cinema, Embodiment, and the Senses
(Durham, NC: Duke University Press, 2000); and, Touch: Sensuous Theory and Multisensory
Media (Minneapolis: University of Minnesota Press, 2002). M. Beugnet, Cinema and Sensation
(Edinburgh: Edinburgh University Press, 2007).
16 Whereas a dream or a memory is a subjective reality emanating from the psyche, a film
is an external product constructed according to a common idiom. In conventional filmmaking,
transitions mark out the passage from woken to altered states of consciousness (fades in and
out, blurredness, distorted perspectives, spiralling images amongst others). Film dreaming is
thus reclaimed and repurposed as the representation of dreaming in film.
17 See T. Kuntzel, “Le defilement”, La revue d’esthétique (1972), reprinted in D. Noguez,
ed., Cinéma: théorie, lectures (Paris, Klincksieck, 1978): 97-110. R. Bellour, L’entre-images:
photo, cinéma, vidéo (Paris: La Différence, 2002): 86. M. Beugnet, Le Cinéma et ses doubles
(Bordeaux: Bord de l’eau, 2021): 5-6.
MARTINE BEUGNET AND LILY HIBBERD 136 AN-ICON
any more that we can keep a precise recollection of all the
images of a film whose course we can hardly change.18
As with films previously, claims are being made
today about the capacity of immersive environments, in-
cluding virtual reality, to offer viewers or experiencers ef-
fective simulations of altered states of consciousness.19
In what follows, we look anew at the enduring question of
time-based mechanical (lens based and digital) media’s
ability not merely to take us outside of or besides ourselves,
but also to generate an imaginary realm of their own. In
doing so we consider the issue of aesthetics alongside
the conditions of spectatorship and reception. In some
ways, as we will see, the new technologies of audio-vision
appear less apt than conventional cinema to induce us to
“cross the bridge” and venture into the land of phantoms.
In others, they emerge as privileged entries into dream-like
worlds of our contemporary, technologized era. What inter-
ests us most is not the lure of the “myth of total immersion”
or the pursuit of the perfect conflation of perception and
representation that would entail the erasure of the frontier
between reality and fantasy.20 Rather, we concentrate on
the way cinematic virtual reality (including built immersive
environments and head-mounted displays) creates the illu-
sion of presence while exploiting digital imaging to emulate
18 Remote control usage destroys the experience of time as co-presence, or of time slipping
away (also an essential dimension of memories and dreams). Accordingly, Laura Mulvey
associates the remote control with the emergence of a possessive spectator in Death 24x a
Second: Stillness and the Moving Image (London: Reaktion Books, 2006).
19 From David Cronenberg’s Videodrome (1983) to Kathryn Bigelow’s Strange Days (1995)
and Steven Spielberg’s Ready Player One (2018) amongst others, the association of immersive
technology and altered states of consciousness is a favoured topic in mainstream cinema. For
a VR example see Dream (2016) by Philippe Lambert, which is built on a custom audio-visual
synthesizer coded by Édouard Lanctôt-Benoit. https://www.nfb.ca/interactive/dream/.
20 See M. Beugnet, L. Hibberd, “Absorbed in experience: new perspectives on immersive
media”, Screen 61, no. 4 (2020).
MARTINE BEUGNET AND LILY HIBBERD 137 AN-ICON
the dreamlike state of cinematic reception and conjure up
a specific, distinctive kind of imagining.21
In the cinema, the obscurity afforded by the
auditorium creates the condition for a unique experience:
that of a shared space where a collective dreamlike or light
hypnotic state prevails. Contrastingly, when viewing a work
in a head-mounted display, there is no “joint watching”. The
solitude is inescapable, only faintly or temporarily relieved
in encounters with others, as characters or actors in the
shape of avatars. Darkness creates a connection nonethe-
less, an evocation of an infinite space that, ultimately, we all
have in common. Hence, in spite of differences in viewing
conditions, we find that between the medium of 2D film and
that of cinematic virtual reality, darkness combined with the
visual replication of motion proves to be a potent harbinger
of the dreamlike. It unsettles our grounded-ness in place
and demands that we forge new connections with images,
and with the world, ourselves and others. We further sug-
gest that across VR and film, darkness inaugurates a shift
from the collective experience of subjective states toward
the individual experience of an unconscious shaped by
the shared knowledge of our finitude. Though we are told
we live in the age of the Anthropocene, we have an acute
sense of the relativity of our existence, of being caught
in perpetual movement, connected yet unanchored. Like
the dot-size character who faces the starry vastness of
the universe at the end of The Incredible Shrinking Man
(Jack Arnold, 1957), the viewer who slides into the seem-
ingly limitless night of contemporary films and immersive
environments may experience a dreamlike state of radical
groundlessness – a contemporary sense of solitary, yet
shared, unmooring.
21 Virtual reality is assumed to be closely entwined with interactive gaming and simulated
training. This article however focuses on the transmedial practices of narrative and immersion
– across film, video art, and immersive installation art – where the spectator rarely drives the
story or provokes events.
MARTINE BEUGNET AND LILY HIBBERD 138 AN-ICON
In “Of other spaces”, Michel Foucault notes how,
from Galileo onwards, things could now only exist in their
relative placement and movement:
a thing’s place was no longer anything but a point in its movement,
just as the stability of a thing was only its movement indefinitely
slowed down. In other words, starting with Galileo in the 17th cen-
tury, extension was substituted for localization.22
The site of an object, from then on came to be
defined as “relations of proximity between points or ele-
ments”, like “the dots in a constellation”.23 Foucault builds
on the pre-modern analogy between body and universe,
arguing that traditionally, space had been constructed as
“a space of radiation. Man is surrounded by it on every
side; but, inversely, he transmits these resemblances back
into the world from which he receives them”.24 In other
words, the body is conceived as the medium through which
the world is organized as it is perceived. Perspectival art,
with its stable construction of space and anchoring of the
gaze to a specific position in space, emphasizes such a
sense of place-ness and orientation. Though convention-
al filmmaking adopted the continuity system in an effort
to emulate this centralized condition, its mobile gaze and
time-based structure always threatened to reveal the fra-
gility of the model.25
Alternative uses of cinematography thus sought
to explore the relativity of movement and place, showing
the anthropomorphic gaze, with its safely located source,
to be an artifice. This approach was not exclusive to ex-
perimental cinema: in science fiction and documentary film
22 M. Foucault, “Of other spaces: utopias and heterotopias”, trans. J. Miskowiec, Diacritics 6,
no.1 (1986): 22.
23 Ibid.: 23.
24 M. Foucault, The Order of Things (London: Random House, 1970): 23.
25 J. Berger, Ways of Seeing (London: Penguin Books, 1972): 18.
MARTINE BEUGNET AND LILY HIBBERD 139 AN-ICON
reconstitutions of outer space in particular have made us
familiar with “impossible” viewpoints, where a virtual cam-
era circles around planets and floats through constella-
tions.26 Here again, darkness, like the sidereal night, is key
– sucking the spectators into its awesome solitude even as
they sit in a crowd.
As we will see, immersive technologies have
in turn proven to be remarkably able to produce a radi-
cal sense of dis-anchoring. A 360-degree omnidirectional
scape that moves independently from the viewer’s own
movement implies a constant and uncontrollable fluctuation
of one’s place within the image. With the dissolution of a
stable single-point perspective the body of the observer
ceases to be the sole reference and singular source of the
gaze as an ordering principle of visible space. The most
potent aspect however of these novel immersive environ-
ments is the means to enter into the boundlessness of 3D
constructed worlds, endless spaces that find in darkness
their most compelling expression. In the fathomless black-
ness of virtual spaces, furthermore, the solidity of repre-
sented things is prone to slip away. The liminal threshold
of immersive worlds is arguably always teetering on the
brink of dreams – an aspect that the fanfare of virtual reality
and the clumsiness of head-mounted displays paradoxi-
cally diminishes. Even in 2D iterations construed from 3D
renderings however, as is the case in the floating world of
Thing, such an evocation of the universe offers itself as
powerfully oneiric experience.
Sidereal night: Anouk De Clercq’s Thing
The first minute of Anouk De Clercq’s film
Thing27 is entirely black. The sound track is also initially
26 Famously in the “Blue Danube” sequence of Stanley Kubrick’s 2001: A Space Odyssey (1968).
27 Video, b/w, 16:9, stereo, BE/IT/FR, 2013, 18’.
MARTINE BEUGNET AND LILY HIBBERD 140 AN-ICON
completely silent, though after a few seconds the faint
noise of a light wind or breathing is heard, followed by a
voice. The sound of the voice is slightly echoey, as if heard
in a large, empty space. Then a crashing noise, followed
by the appearance of thin, veil-like formations white dots
that move into view from the right of the frame. But whose
view? For the voice remains disembodied throughout, and
its musings do not refer to the images with any specificity.
Nor can we safely establish its location, as its stereophonic
transcription varies in spatial orientation, switching from
our right to our left ear. Equally impossible to determine is
the origin of the movement that alters what we are given
to see. Suggested by the changing size of the shapes and
their moving in and out of frame, such spatial proximity or
distance could equally mirror the trajectory of an invisible
observer floating in the dark space, or that of the cloud
formations themselves as they enter the former’s field of
vision. Occasionally, a fade or a cut to black or a glitch-
like effect (with a crackling sound emitted as all vanishes)
plunges the screen back into utter darkness.28
Thing appears to be a journey through a virtual
world, born out of the imagination of a fictional dreamer
– given the nature of the images and the model-like appa-
ritions of cities and buildings this dreamer could be the
engineer of this world. De Clercq describes Thing as a
journey through an architect’s “virtual memory”, “a bound-
less, imaginary space” where fictional buildings and urban
patterns emerge and disperse in the darkness, a series of
ephemeral nebulas that manifest as a kind of “paradoxi-
cal materiality” precisely because they are “virtual”.29 The
film was made using LiDAR imaging of urbanscapes (an
acronym for Light Detection and Ranging) a remote sensor
28 See R. Misek, “The black screen”, in M. Beugnet, A. Cameron, A. Fetveit, eds., Indefinite
Visions: Cinema and the Attractions of Uncertainty (Edinburgh: Edinburgh University Press,
2017): 38-52.
29 See the video here: https://portapak.be/works/30/thing, accessed 18/12/2020.
MARTINE BEUGNET AND LILY HIBBERD 141 AN-ICON
technology that generates accurate 3D information about
the shape of very large surfaces and their characteristics
using pulsed laser emissions to measure ranges between
the sensor and the surface. Developed for architectural,
archaeological and engineering surveys, such visualiza-
tions provide a way of seeing spatial information, which
is augmented when viewed in a 3D stereoscopic environ-
ment. Yet another digital program subsequently renders the
LiDAR data as “point clouds”, the dots of light we see in
Thing. Most of the shapes and forms conjured up in Thing
are made of these unstable, constantly reshaping clouds
of dots.
Although the initial light point formations re-
semble natural phenomena – cirrostratus, cirrocumulus or
constellations – they later produce artificial patterns. An
elongated, geometrical form floats in the dark like a space-
ship, and the monumental entrance to a city materializes
and dissolves. We then travel through the diaphanous out-
lines of a district with a mesh of buildings with terraces and
hanging gardens. The cross-cutting of a workshop appears
and slowly glides in and out of view, its furnishings (stairs,
hanging lamps, an easel, the semi-circular shape of what
looks like part of a bull’s eye window) sketched in brilliant
white against the surrounding night.
Some of the point cloud renditions are reminis-
cent of white charcoal drawings on black paper, while the
buildings and the room resemble X-rays: ghostly, silvery
shapes in a process of disintegration. While X-rays and 3D
scanners are already used to document vestiges, as well
as to augment the existing data of artefacts and archaeo-
logical sites, film also holds a specific connection to ruins.
Of the attraction exercised by ruins on the cinema, André
Habib notes how they offer themselves as the poignant
manifestation of the transience of all things human, includ-
ing that of our own existence. The inexorability of the flow
MARTINE BEUGNET AND LILY HIBBERD 142 AN-ICON
of 24 images or frames per second – of the ephemerality
of its linear course from beginning to end that may be re-
peated or looped but not halted – explains the “melancholy,
quasi-ontological” relation that connects the medium to
the temporality and spatiality of ruins.30 Drawing on tech-
niques and visualizations that fuse the astrological and the
architectural, De Clercq collapses human time and space
(its material, located traces, its memories and dreams) in
the infinity of the sidereal night.
To craft its boundless post-Galilean dream of
space as a universe where the individual body and the
individual consciousness are free floating or diffuse, Thing
uses the tools of 20th and 21st century imaging. This draw-
ing together of film, architecture, and infinite space gives
De Clercq’s film an affinity with so-called immersive envi-
ronments: a 2D film with a 3D sensibility, best seen in the
obscurity of a cinema, it makes full use of the darkened
film-theatre as its immediate, continuous extension.
“Dark, weird and shadowy”: Laurie
Anderson and Hsin-Chien Huang’s
La camera insabbiata/Chalkroom
Experimental multimedia artist Laurie Ander-
son has produced a series of virtual reality works that elu-
cidate some of the aesthetic traits of De Clercq’s Thing in
a fully 3D format, also harnessing some of VR’s aptitude to
create dreamlike and out-of-body experiences. Created in
collaboration with media artist Hsin-Chien Huang in 2017,
Chalkroom is an installation and an interactive VR experience,
permanently installed at the MoCA in Massachusetts, USA.31
Seated viewers don a head-mounted display
and take up two handheld controllers to enter into the VR
30 A. Habib, L’attrait de la ruine (Crisnée: Yellow Now, 2011): 9.
31 Virtual reality 360 degree3D interactive video and installation, EN, 2017.
MARTINE BEUGNET AND LILY HIBBERD 143 AN-ICON
experience. In the first scene, a lone architectural structure
sits on top of a mountain. Unlike the architecture in Thing,
the building appears to be concrete. You are coaxed to
fly over and enter it, navigating a series of narrow corridors
toward a small portal at the end. The controller, which also
acts as a torch, is the only source of light. The virtual walls
are covered in chalk writing, like their physical counter-
part outside the head-mounted display. Here, however, the
torchlight illuminates a small orb, making the text all the
more elusive – a curious and perverse effect given that the
artists have designated us as “readers” instead of viewers.
Words disintegrate into phenomes, and break apart again
into letters, like swarms of flies. Yet, Laurie Anderson’s vel-
vet intonations flow over this eerie place, making it homely.
Claustrophobic passages open out into an
infinite black space that contains a constellation of text.
You’re free to fly around and explore the space, hidden sto-
ries narrated by Anderson, which emerge as you approach
certain zones. Objects, such as an illuminated, leafy tree,
dissolve on closer inspection, and you see this too is made
up of letters, as Anderson whispers to us: “You realise that
things are made of words”. In interview, she explains being
initially unsure about VR because it was too game-like, but
that if she could make something “very homemade, dark,
weird and shadowy, a different kind of space, a different
kind of mental space” then she would be interested.32 Her
aim, she adds, was to create an experience where you
could fly “like in your dreams”.
On the face of it, since immersive environments
such as 3D films in 360 degree cinema projection and virtual
reality experiences on head-mounted display or HMD, 33
32 “Laurie Anderson interview: A virtual reality of stories”, 2017, Louisiana Channel. Accessed
20/12/2020: https://www.youtube.com/watch?v=zHT016FbR30.
33 It is important not to confuse VR with the HMD. In simplest terms, Virtual Reality is defined
as being the coherence of technical means that enable a person to interact in real time with a
virtual world.
MARTINE BEUGNET AND LILY HIBBERD 144 AN-ICON
effectively “environmentalize”34 the image, one could ex-
pect the “womb” effect to be perfected and even emulated,
as with Anderson’s installation. However, in contrast with
conventional spectatorship, absorbed viewing is under-
mined by the degree of physical activity involved in the
experience.35
In addition to the heaviness and discomfort
of the hardware – the headset and headphones – and the
optical strain of stereoscopic vision, the attention and effort
involved in interacting with the virtual environment para-
doxically induce a sense of heightened physical awareness.
Rather than projecting itself, the sentient subject engages
with the task of controlling the effects of its own motricity
in the here and now: a “presenting”, rather than an absent-
ing of the body. These effects might be the result of VR’s
relative novelty. Nonetheless, it seems that in the narrative
context of cinematic VR – beyond gaming and therapeutic
applications – interaction and causative acts tend to un-
dermine immersion, contradicting widespread theories of
“presence” in VR.36 After all, it can be very unnerving to feel
your body split in two: an HMD effectively separates our
head from the rest of our body. Not only can we not see
our (real) selves but unless we are offered some form of
avatar we also lack a visible body in the virtual world. Once
we get used to this literal mode of “absenting” however,
new forms of ecstasis become possible. As we become
familiar with the process of virtual seeing, touching and
moving, our experiencer or avatar body may recede into
the background of our awareness, just like our lived body
34 A. Pinotti, “Environmentalising the image. Towards an-iconology”, in dossier M. Beugnet,
L. Hibberd, eds., “Absorbed in experience: new perspectives on immersive media”, Screen 61,
no. 4 (2020): 594-603.
35 Interestingly, in Sunrise the virtual screen vanishes when the woman starts dancing.
36 See C. Heeter, “Being there: the subjective experience of presence”, Presence:
Teleoperators and Virtual Environments 1, no. 2 (1992): 262-271.
MARTINE BEUGNET AND LILY HIBBERD 145 AN-ICON
does in a reverie, leaving us to be “ecstatically caught-up
in the virtual world”.37
Distinct from many other VR interactive ex-
periences, Chalkroom’s freedom to roam inhabits this
liminal zone for two reasons: one, choices don’t lead
to deterministic or sequential narratives, and thus, similar
to a dream or hallucination, we feel that we are driven by
compulsions and desires. Two, and even more compelling,
is the sense that you cannot put your feet on the ground,
that you are floating free. Anderson describes this in terms
of disembodiment, stating that “losing your body” is one
of her chief interests in producing these works.38
The inherent disembodiment felt when navigat-
ing a 3D world in VR immersion is all the more estranging
when it is set in the dark. The chiaroscuro effect is theatrical
and exaggerates the sense of volume and depth as in a Ba-
roque painting. And lower levels of light are also less visually
straining in VR. In Chalkroom the upshot of floating through
the dark signals our descent into the night; a diurnal cycle
that we are bound to as circadian creatures. Anderson aptly
remarks: “What are nights for? To fall through time into an-
other world”; a world where, as Huang points out, “the words
become a nebula” – chalk dust, atomised, diffuse matter
disintegrating upon touch, evading our grasp.
While not all HMD-supported VR relies on
interactive interfaces, wearing a head-mounted display
cuts us off from the surrounding reality more effectively
than the dimness of our living room, or the darkness of
the cinema auditorium (where exit signs, are by necessity
always visible).39 Distinct from watching the audience at a
film screening, to observe someone wearing an HMD feels
37 A. Leder, The Absent Body (Chicago: Chicago University Press, 1990): 22.
38 “Laurie Anderson Interview: A Virtual Reality of Stories”. In performance studies, such
a transit state is called “liminoid performance”. See Alexandra G. Murphy, “Organizational
politics of place and space: the perpetual liminoid performance of commercial flight”, Text and
Performance Quarterly 22, no. 4 (2002): 297-316.
39 A. Pinotti, “Environmentalising the image. Towards an-iconology”.
MARTINE BEUGNET AND LILY HIBBERD 146 AN-ICON
a bit like trespassing. As when we look at someone who is
sleeping, the experiencer is not aware of our gaze. At the
same time, we have no access to what they are seeing. The
duality of mind and eye as well as inner and outer worlds is
a consistent theme in narrative VR experiences, one that is
explicitly realised in works that manifest otherwise invisible
or intangible traces, senses or information – or as in Notes
on Blindness a lack of access thereof.
Notes on Blindness: Into Darkness.
The virtual reality film, Notes on Blindness: Into
Darkness40 was created as a counterpart to the feature
documentary Notes on Blindness produced by Peter Mid-
dleton and James Spinney in 2016. Both works arise from
the first-person audio narration of John Hull, who describes
in visceral and philosophical terms the process of losing
his sight.41 Mired in darkness, as its title indicates, the VR
version of the feature film has a wraith-like quality; of thin
veils of light suspended in twilight. Its narrative is structured
around six parts, each one being a memory, a moment,
and a specific location recorded on John Hull’s tapes; each
scene requiring a different level and form of interaction
from the viewer in order to follow or progress through the
narrative. Sound is central to the work, augmented through
binaural audio (that spatializes sound as if it were bouncing
around your ears), while the 3D rendering of objects and
moving figures create a highly immersive experience. Sim-
ilar to Thing, its most evocative aspect is the use of point
40 With narrator John Hull. Interactive virtual reality, 360-degree 3D video, colour, EN/FR, 7’, 2016.
41 Based on John Hull’s memoir, On Sight and Insight: A Journey Into the World of Blindness
(Oxford: Oneworld, 1997).
MARTINE BEUGNET AND LILY HIBBERD 147 AN-ICON
cloud to suspend firefly-like dots in a seemingly infinite
deep indigo.42
The first two scenes in Notes on Blindness
establish the parameters for acoustic seeing: in the obscure
world evoked by John Hull we must learn anew how to look
with our ears. Light signals how sound might feel and alerts us
to the acoustic realm in three dimensions. It is, however, in the
second and third scenes that we are subjected to something
closer to liminal performance. As Hull begins to realise that
he can no longer remember what things or loved ones look
like, he descends into despair. His fear of being trapped alone
in darkness culminates in a scene out in the snow, where he
panics because he loses all sense of place. At the end of the
narration however, the VR interaction invites us to dissolve
his footprints in the snow by training our attention, with our
head position tracked by the HMD, on their impression in the
darkness. When the first set of footprints vanish another pair
appear, leading us in Hull’s steps back to the safety of home.
In the episode that features rain, Hull’s house is
an almost silent place except for his gentle voice and the
reverberation of raindrops falling on ordinary objects in the
room. We are again invited to interact with our gaze, this
time to give shape to otherwise hidden forms that the rain
defines acoustically: pots, pans, glasses, dishes. This is a
pivotal moment in Hull’s own life and the VR film; we too
understand what it is to create the virtual shape of things
by listening to them. There is also a specific, oneiric qual-
ity to the space that the VR work creates whereby Hull’s
experience becomes a shared one, rather than a voyeuris-
tic observation of someone losing their sight.43 Everything
we hear is echoed in its visual equivalent; renderings that
42 Point cloud started to appear in cinematic VR works at this time. See, for instance,
“Coexistence” 2016, at the Venice Architecture Biennale: https://vimeo.com/183596023
43 For ethical issues related to the work, see D. Leblond, “Landscape Shaped by Blindness.
Touching the Rock (1990) and Notes on Blindness (2016): Towards an ec(h)ology of vision”,
Études britanniques contemporaines no. 55 (2018).
MARTINE BEUGNET AND LILY HIBBERD 148 AN-ICON
appear as point clouds: luminescent, 3D shapes of objects
and moving bodies that create elusive, lace-like silhou-
ettes in the darkened space. In the process of becoming
fully recognizable, and as they unravel and disperse into
thinning clouds of bright specks, these forms resemble
constellations. Hence, in Notes on Blindness, as in Thing
and Chalkroom, the darkness acts as a connecting mate-
rial: boundless, it enfolds all of us (seeing and non-seeing
individuals) in a cosmic infinity that is simultaneously inti-
mate and terrifying.
“Cold space, a dark place”: Parragirls
Past, Present: unlocking memories of
institutional “care”
The immersive VR film Parragirls Past, Present44
is set in the grounds and buildings of Parramatta Girls
Home – a punitive welfare institution for teenage girls sit-
uated in Western Sydney, Australia, closed in 1974 and
abandoned since the late 1990s. Its creation pivots on the
memories of five former occupants, among the hundreds
who have returned after many decades to confront this
terrible place. As a labour of remembrance mired in trauma,
the project required more than a year of collaboration with
the aim of finding a form of testimony that might convey
the survivors’ experiences to a wider public. In Parramatta
Girls Home, children were not only deprived of freedom, but
also cruelly disciplined and abused. Later, both Australian
government inquiries and media reporting sensationalized
and underscored their stigma and victimhood. The last
thing Parragirls could abide was to provide viewers with
prurient pleasures. Hence, a number of counter-visual strat-
egies were developed, ruling out interactivity as a means
44 360-degree 3D stereoscopic video, ambisonic spatial sound, EN, 2017, 23’.
MARTINE BEUGNET AND LILY HIBBERD 149 AN-ICON
for viewers to progress through the virtual environment and
its narratives.
As with Thing, Chalkroom and Notes on Blind-
ness, the point cloud photographic technique, materializing
against the surrounding darkness, proved key. Among the
varied ways that images can be “environmentalized” in
3D and 360 degrees, point cloud is distinct: it bears little
resemblance to the synthetic imagery of game and CGI
animation. Cartographic in origin, point cloud provides a
means to project these as experienceable architectures –
places we can fly through, as if in space. In addition to the
sense of irrepressible movement, of being sucked into the
institution’s spatio-temporal vortex, it is the transformation
of photographs into points of light and colour that float in
an abysmal 3D world that gives Parragirls Past, Present its
wraithlike and enigmatic atmosphere.
Accompanying the journey is the sound of the
Parragirls’ voices, captured in ambisonic recordings. Wo-
ven together, they offer a deeply personal yet collective ac-
count of their experience as inmates. There is one location
in particular in the Girls Home that former occupants find
difficult to revisit: a basement solitary confinement cell, col-
loquially known as the dungeon. In the film, Gypsie Hayes
describes it thus:
the only way you can survive in there is to curl up and go to sleep.
That’s all you could do to survive that. It was nothingness. It was
just a cold space, a dark place.
In contrast to the exterior point cloud scenes, the
cell is represented as a stereoscopic spherical panorama in
360 degrees. Moving between the differently rendered and
spatially located spaces, presented yet another dilemma
however, which was resolved using the point cloud aes-
thetic as a form of transition in conjunction with moving
MARTINE BEUGNET AND LILY HIBBERD 150 AN-ICON
tracking shots, to dissolve the image across one space or
dimension into another.
The most unusual impact of combining point
cloud with mobile tracking shots in the 3D world of Parra-
girls Past, Present is the feeling of being pulled through the
experience, almost against our will. The data points seem
to transcend and even pierce our body, so that we become
part of the ghost-like substance of the Girls Home. Distinct
from its head-mounted display viewing, in the 3D 360-de-
gree film screenings of Parragirls Past, Present at UNSW
EPICentre. Standing alongside 10 to 15 spectators wearing
3D glasses, you can see the points appear to emerge in 3D
from the circular screen and pass through the bodies of the
viewers beside you. The imagery may appear spectral as it
floats through space, but so are the audience, whose bod-
ies are traversed as if they had no consistency or solidity.
Crucially, in conjunction with the nightmarish,
endless darkness and the omnidirectional eye, point cloud
effectively disassembles the centralized gaze of VR’s typi-
cally first-person perspective: enfolded in swarms of float-
ing pixels, we start to feel what it must have been like to be
under constant disciplinary surveillance – to be watched
at all times by invisible omniscient eyes.
In the concluding shot, however, we fly out
backwards, as if pulled up and out into the sky, discovering
the vast emptiness that extends beyond the perimeter of
the institution. On the one hand, what we are literally seeing
are the limits of the photogrammetric images that could be
recorded – black holes in both data and historical memory.
On the other hand, as the sound of the multiple voices van-
ishes, we grasp a sense of the collective unconscious that
Parragirls still share with the other former occupants of the
Home: the internalisation of a state of incarceration, being
severed from the rest of the world, unable to imagine what
lays beyond the space of incarceration other than a void.
MARTINE BEUGNET AND LILY HIBBERD 151 AN-ICON
Conclusion
In moving image media, as in real life, darkness
has always been a privileged channel towards alternate
states of self or alterity. Black spaces encourage us to re-
linquish control of sensing bodies, simultaneously fostering
a sense of placeless-ness: in the dark, we lose our sense
of orientation and lack the necessary landmarks to eval-
uate distance and depth, and order the space according
to the familiar rules of perspective and proprioception. In
immersive environments, the feeling of being unmoored is
heightened by the “environmentalizing” of the space: night
enfolds us on all sides. Within this dis-anchored realm, the
voices that appear to address us but remain devoid of a
visible source seem to take possession of us, strength-
ening the sense of losing one’s grip. But darkness is not
the only precondition to our slipping into an altered state
of consciousness. The experience of the scene unfold-
ing independently from our will is equally important, which
also occurs when watching 2D films. While spectators can
look around in every direction in both the HMD and in a
360-degree 3D cinema, if you cannot control your propul-
sion through a space or scene then the film acts on you.
Only at this price – in accepting that I cannot
change the “order” of the images and sounds – can a form
of “dreamwork” take place.45 In the works described here,
the unravelling of the images is inseparable from the relent-
less, gliding movement that sucks us in, and, in the case of
360 degree 3D films, passes “through” us: to turn our head
and look back is to experience the sense of memory disinte-
grating, and history as ruins, that Walter Benjamin so vividly
45 As Thierry Kuntzel points out, such is the specificity of time-based media and its special
link to the dream-like and to the unconscious: “the film and the story unravel outside of me, I
cannot possibly intervene”. T. Kuntzel, “Le travail du film”, Communications, no. 19 (1972): 27.
MARTINE BEUGNET AND LILY HIBBERD 152 AN-ICON
evoked with the allegory of the angel of history.46 Lighting up
in darkness, point clouds appear like the ultimate expression
of transience. Though they are a mere effect of a particular
imaging technology, they often look like constellations, or
like particles that float in space, such as dust, petals or
snowflakes; points that redefine deep space as a conduit
to the dreamlike. A figuration of matter propagating, taking
form and then dissolving, point clouds perfectly capture the
melancholy awareness of the impermanence of the material
world, and the all-too human, shared sense of finitude, loss,
and awe experienced in reminiscing and day-dreaming.
46 W. Benjamin, “Theses on the philosophy of history”, trans. H. Zohn, in H. Arendt, ed.,
Illuminations (New York: Schocken Books, 1969): 249.
MARTINE BEUGNET AND LILY HIBBERD 153 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
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] | The hallucinatory
aspect of virtual
reality and the Image
as a Bilderschrift
by Pietro Montani
Virtual Reality
Imagination
Hallucination
Dream
Regression
Intermediality
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The hallucinatory aspect
of virtual reality and the 1
Image as a Bilderschrift
by Pietro Montani
Abstract This article discusses the following points:
■ The analogies which can be identified between Virtual Reali-
ty (VR) and the hallucinatory aspects of dream activity make sense
within a network of relations characterised by certain important
cognitive performances (in particular inferential performances)
which can be attributed to the work of the imagination;
■ To assure the plasticity of these performances, the imagi-
nation seems to have to distance itself somewhat from linguistic
thought and in dreams this is achieved regressively via the hallu-
cinatory state. Various authoritative neuroscientific approaches
to dreams significantly substantiate this theory.
■ At the time when its correlation with linguistic thought is
deactivated, the imagination does not, however, surrender it-
self to the hallucinatory event but elaborates it with recourse to
practices similar to those of syncretic writing – a Bilderschrift or
“pictographic script” as defined by Freud;
■ It is significant that very early cinema also addressed the
quasi-hallucinatory aspects of films, practising an “intermedial”
Bilderschrift, i.e. a treatment of the images that is attentive to the
comparison and integration of the different levels of expression
which work together in the composition of a film;
■ Digital images seem to revive this production model in sev-
eral ways and I will offer two examples highlighting their affinity
with syncretic and intermedial writing.
Virtual Reality Imagination Hallucination Dream Regression
Intermediality
To quote this essay: P. Montani, “The hallucinatory aspect of virtual reality and the image
as a Bilderschrift”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 153-171
PIETRO MONTANI 154 AN-ICON
Virtual reality, hallucination
and the dream-imagination
The hallucinatory aspect of VR is obvious to
those who have experienced or wish to study it. However,
not everyone hallucinates and so the hallucinatory nature
of dreams offers the most immediate and comprehensible
parallel – an experience we undergo during sleep with a
frequency and regularity familiar to all.2
VR and dreams cannot be treated as entirely
identical phenomena, indeed there are many and signifi-
cant differences as we shall see shortly. However we can
immediately highlight at least two essential parallels. The
first is the compelling illusion of reality that differentiates
hallucinatory dreams and VR images from other types of
internal and external images processed by the imagination.
This leads to the second parallel, regarding the unalterable
nature of what is perceived. Apart from some exception-
al cases (e.g. “lucid dreaming”), we cannot intervene in
dream images, the realism of which is experienced as both
convincingly plausible and undeniably objective. The same
applies to the fundamentally hallucinatory nature of VR
images (although there are clearly many potential excep-
tions, to which I shall return in the final section). I would
happily add a further property in the presence of sufficient
evidence and that is how easily we forget dreams, which
corresponds – although this is a totally subjective obser-
vation – to the ease with which we discard large portions
of our VR experiences.
I must stress that the two aforementioned prop-
erties are linked to the particular realism of dream and VR
1 This article refers to the European research project “The Future of Humanity: New
Scenarios of Imagination” (Vilnius University). This research is funded by the European Social
Fund (project no. 09.3.3-LMTK-712-01-0078).
2 The analogy between VR and dreaming has already been explored. See for example R.
Diodato, Estetica del virtuale (Milan: Bruno Mondadori, 2005), which, however, chooses a
different approach from the one I will propose here.
PIETRO MONTANI 155 AN-ICON
images. So, although the latter come in several interactive
forms (e.g. immersive installations) that can alter the per-
ceived environment, this does not impact on the funda-
mentally hallucinatory state of the images delivered. On the
contrary, the degree of interactivity in dreams is limited to
the activation of cognitive processes internal to the dream
event such as the linguistic formulation of judgements and
inferences, and an evaluation of the emotions experienced.
But here, too, these processes are dependent on the objec-
tivity of the images experienced. I shall provide a personal
example: the night before starting this article I dreamt that I
encountered a stranger in the street and sensed with great
pity and concern that he clearly felt ashamed, although
there was no indication as to why. Without entering into
more detailed analysis, what I have described was clearly
a hallucinatory event accompanied by a congruent judge-
ment explicitly formulated in the dreamer’s inner discourse,
and which included the word “ashamed”. But it was not
a “lucid dream”. A Freudian analyst would say that the
dream was mine so the pity and concern were directed
at a part of me. This may be so, but this split within the
dreamer reinforces rather than diminishes the objectivity of
the sentiment I felt and the congruence of the judgement
I associated with it (i.e. that the human condition is truly
compassionate – and mysterious – if someone can show
shame for no apparent reason). Ultimately, it is the radically
immersive state of the two traits shared by VR and dreams
that should be underscored:3 we become caught up in a
3 For a helpful classification of all the VR forms 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. Tyerry Giuliana, eds., Meaning-
Making in Extended Reality (Rome: Aracne, 2020): 63-90. According to the accurate schema
divided into four categories discussed in the article, the type on which these considerations
focus occupies the second level of the third type (“Advanced cinematic VR”). However, the
authors describe “radical immersive media” as a broad category of devices (which can be
further divided into two subgroups) designed to interact in different ways with the real world.
For reasons that will become clear later, I shall limit my considerations to a very general
analogy between VR and dreams.
PIETRO MONTANI 156 AN-ICON
simulated environment featuring images that coercively
force their presence on us.
And now for the equally significant differences.
What I have described – and why I was able to describe
it – was clearly a dream occurring in a REM sleep phase. It
was one of those dreams availing of closer integration with
Freud’s “secondary process” and the ones we remember
(or reorganise) with greater satisfaction. The neurophys-
iological processes at work in all sleep phases are fairly
well known today, although the scientific community has
reached no full agreement on the functional meaning to
attribute to the incoherence and transience of their dream
products. We do not know exactly what purpose is served
by the low structural level of dreams but there appears to
be good support for the theory – adopted here – accord-
ing to which their principal function is to increase the “fit-
ness” of some processes of the imagination conducted in
a wakeful state (particularly inferential ones) by reducing
their redundancy and complexity in several ways.4
What does this strange neural work look like?
Some have likened it to the wandering undertaken by our
vigilant imagination5. Dreams (REM and NREM) also seem-
ingly implement a momentary state of generally indeter-
minate, organised and specialised cognitive function (e.g.
intentionality and attention) to maintain the brain-mind for
periods of varying length in the purely virtual phase effec-
tively described as the “default mode network”. This is a
typically “experimental” phase as both the dream and the
wandering explore numerous potential configurations of
4 Here and elsewhere I refer in particular to an important essay by J.A. Hobson et al.,
“Virtual reality and consciousness inference in dreaming”, Frontiers in Psychology 5, no. 1133
(2014) https://doi.org/10.3389/fpsyg.2014.01133. Hobson is an undisputed authority on dream
studies and shares the theory (see in particular the works by G. Tononi) that dreams optimise
some wakeful cognitive processes by alleviating and “pruning” the synapses in excess.
5 See M. Corballis, The Wandering Mind: What the Brain Does When You’re Not Looking
(Auckland: Auckland University Press, 2014). Corballis is a psychologist who mainly
studies language but his book is up-to-date on the most accredited developments of the
neurosciences regarding the dream phenomenon.
PIETRO MONTANI 157 AN-ICON
well-defined or simply hypothetical situations and problems,
often varied or even disparate. In this sense, the “default
mode network” active in dreams in the hallucinatory form
familiar to us prompts the entire neuronal apparatus to enter
into free flow with no fixed objectives, allowing the “innate
generator of virtual reality” in our brains to behave as a
“free-running inference machine”.6 This machine – and we
shall return to this – benefits from a “synaptic regression”7,
a temporary reinstatement of extremely primitive neural
circuits not used in the wakeful state.
In other words, our brain seemingly needs to
suspend dealings with the real world (and its complexity)
at regular intervals and start dialoguing with itself, gener-
ating simplified and incoherent simulacra of a world so as
to optimise, on reawakening, the performances that will
enable it to cope once again with the complex (and harsh)
reality. The autopoietic and virtualising nature of this work8
offers a simple explanation for the fact that the foetus falls
into full REM sleep in the thirtieth week of life.9 This is pure
cognitive and proprioceptive training in VR as, at that stage,
its only experience of the world is intrauterine. Hobson,
Hong and Friston astutely likened this surprising evolution-
al phase to an insurgence and initial coordination of the a
6 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 22. As better
clarified below, I shall here intend the concept or “regression” also in the specifically Freudian
sense.
7 Ibid.: 15.
8 I discuss this point in P. Montani, Tre forme di creatività. Tecnica, arte, politica (Napoli:
Cronopio, 2017).
9 See J.A. Hobson, “REM sleep and dreaming: towards a theory of protoconsciousness”,
Nature Review Neurosciences 10 (2020): 803-813 10.1038/nrn2716.
PIETRO MONTANI 158 AN-ICON
priori (intuitive and intellectual) forms discussed by Kant10
(to whom we shall return).
What temporary conclusions can we draw from
the parallel between the dream hallucination and VR? A cru-
cial point regarding both the analogies and the differences
seems to require critical attention. The neurophysiological
study of dreams shows that a significant relationship can
form between the sometimes hallucinatory and incoher-
ent nature of images and the emergence of our cognitive
strategies in the broad sense (e.g. the inferential activity
attributable to the imagination).11 The emphasis should fall
on both requisites – the incoherence and the hallucinatory
nature – although, for obvious reasons, VR seems keen to
focus primarily on the latter. To address this problem prop-
erly, we should refer to Freud’s great work on the mental
significance of dreams12, starting from a fairly solid point of
contact between the neurophysiological model with which
he worked and the very different ones we work with today.
This point of contact consists in the specific importance
of regression in hallucinatory and incoherent processes
managed by the dream-imagination.
Regression and “Bilderschrift” in dreams
When referring to Freud I shall totally disre-
gard the aspect dearest to his heart, that dreams are in-
terpretable and that this very interpretability defines their
10 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 19. I. Kant,
Critique of Pure Reason (1787), trans. P. Guyer, A. Wood (Cambridge: Cambridge University
Press, 1998). In a very important book, Before Tomorrow. Epigenesis and Rationality (Polity
Press: Cambridge, 2016), Catherine Malabou argued in favor of an “epigenetic” interpretation
of the development of Kantian a priori forms. I have developed a similar approach to Kant’s
critical philosophy in P. Montani, “Imagination and its technological destiny”, Open Philosophy
3 (2020): 187-201.
11 The “judgement” I formulated during the described dream is typically inferential in form.
For the Kant of the third Critique, it is the Urteilskraft, i.e. the “power of judgement”, that is
essentially inferential and abductive in nature. See I. Kant, Critique of the Power of Judgment
(1790), trans. P. Guyer, E. Matthews (Cambridge: Cambridge University Press, 2001).
12 See S. Freud, The Interpretation of Dreams (1900), trans. J. Strachey, in The Standard
Edition of the Complete Psychological Works of Sigmund Freud, vols. 4-5, (London: The
Hogarth Press and The Institute of Psycho-Analysis, 1955).
PIETRO MONTANI 159 AN-ICON
immensely important metapsychological condition. Is this
approach justifiable? Yes if we refer to the last chapter of
Traumdeutung, “The psychology of Dream Processes”. A
footnote added in 1925 at the end of the previous chapter
(VI, “Dream-work”) introduces its objectives significantly,
saying that the particular nature of the dream-work should
be studied as such, over and above the fact that this form
of working is used by the unconscious in a hallucinatory
and disguised mode to achieve its drives. Freud writes
At bottom dreams are nothing other than a particular form of think-
ing, made possible by the conditions of the state of sleep. It is the
dream-work which creates that form, and it alone is the essence
of dreaming - the explanation of its peculiar nature.13
The peculiarities of the dream-work – brilliantly
studied by Freud in Chapter VI – are well known: conden-
sation, displacement and considerations of representability.
But the common trait is regression, intended by the author
in a strictly topical sense. Explained as simply as possible
(and in non-Freudian language), during dreams our mind-
brain reconnects with a very primitive prelinguistic and
preconceptual stage of its memory store. Or rather, it is a
phase in which a profoundly embodied imagination (think
of a baby just a few months old) has also had to perform
the work (e.g. inferential) that would subsequently be del-
egated to linguistic thought.14
The phenomenon of regression does not only
belong to dreams, observes Freud, although in dreams it
produces a particular “vividness”, a hallucinatory Belebung.
That this is, in other respects, a somewhat paradoxical
process emerges from the fact that “a particular form of
13 Ibid.: 510. My italics.
14 Using the terminology of Deleuze and Guattari, we could say that here the imagination
adopts a predominately “striated” manner of proceeding. See G. Deleuze, F. Guattari, A Thousand
Plateaus: Capitalism and Schizophrenia (1980), trans. B. Massumi (London: Athlone, 1988).
PIETRO MONTANI 160 AN-ICON
thinking” is entrusted to the process of regression in which
“the fabric of the dream-thoughts is resolved [aufgelöst: dis-
rupted] into its raw material”.15 But, we must add, it is dis-
rupted as far as is possible for, although the archaic zone
of the memory store in question dates from an evolutionary
phase when linguistic thought did not yet exist, the latter
will leave a trace in the regressive path implemented by the
dream state in adulthood.16 As demonstrated, for example,
by perhaps the most surprising requisite of the dream-
work: the ability to treat words as if they were objects and
play with their signifying matter. Further on, with regard
to dream-hallucinations, Freud speaks of a “transvalua-
tion” of thought into images; thought is drawn towards
the most archaic memory store, to be seen specifically as
a disabling of its logical and linguistic relations in favour
of the earliest work of a totally embodied imagination. But
these remain transvaluated thoughts and are by no means
a reinstatement of a prelinguistic condition. Rather, it is a
new reorganisation of the relationship between image and
word, a radical renegotiation of their “normal” bond (I shall
return to this key point later).
This brings fresh relevance to the factor of
dream-work that Freud called “regard for representability”
What we have described, in our analysis of dream-work, as ‘re-
gard for representability’ might be brought into connection with the
selective attraction exercised by the visually recollected scenes
touched upon by the dream-thoughts (...) [So that] dreaming is
on the whole an example of regression to the dreamer’s earliest
condition, a revival (ein Wiederbeleben) of his childhood, of the
15 Ibid.: 545. My italics.
16 This is the theory developed by J. Derrida in Writing and Difference (1967), trans. A. Bass
(London: Routledge, 2001).
PIETRO MONTANI 161 AN-ICON
instinctual impulses which dominated it and of the methods of
expression which were then available to him.17
Freud appears to refer to non-elaborated (or
semi-elaborated) nuclei linked to powerful emotional in-
vestments, such as the “internal objects” Melanie Klein and
her followers later discussed when re-elaborating Freudian
dream theory in broader and more flexible terms, and today
considered widely reliable and compatible with neurosci-
entific findings.18 The last lines of the citation (from a 1919
addition) allow us to conclude that the regressive move-
ment Freud attributed to the physiology of dreams can be
acquired as a structural requisite of the dream-imagination
without necessarily attributing it to instinctual motivation.
In other words, if dream-work is rooted in the condition
of very early infancy – the condition of being “in-fans” i.e.
not yet capable of speech – this means that the regressive
movement of the dream reaches and revives not only the
desiring aspects but the concomitant inferential process-
es too. Thus, these processes take place in the absence
of language and make predominant use of prelinguistic
images and schema. We could call it an imagination that
“schematises without any concept” as Kant said regarding
“reflective judgement”, highlighting its exceptional episte-
mological significance.19 This further Kantian indication is
by no means casual20 and should be paralleled with the
“free-running inference machine” discussed by Hobson,
Hong and Friston. Preliminary and free imaginative train-
ing is required, hypothetical and exempted from defined
17 Ibid.: 549-550. My italics.
18 This is the theory persuasively argued by M. Mancia, Il sogno e la sua storia. (Venice:
Marsilio, 2004); and Sonno & sogno. (Rome-Bari: Laterza, 2006).
19 See E. Garroni, Estetica ed epistemologia (Milan: Unicopli 2003); P. Montani, “The
Imagination and Its Technological Destiny”: 3; L. Palmer, “Schematizzare senza concetti e
senso comune”, in D. Cecchi, M. Feyles, P. Montani (eds.), Ambienti mediali (Milan: Meltemi
2018): 39-56. Significantly, Palmer accompanies his rethinking of the Kantian concept with
experimental evidence.
20 See Montani, Tre forme di creatività; and “The Imagination and Its Technological Destiny”.
PIETRO MONTANI 162 AN-ICON
tasks, simplified and experimental, not only (as is obvious)
before cognition can start to be deployed but also so that
it can function constantly – e.g. (Tononi’s proposal largely
endorsed by Hobson) in terms of synaptic pruning, simpli-
fication and resetting of the inferential device.21
Before leaving Freud we must adopt another
of his valuable indications. Above, I linked dreams to a
particular way of reorganising the image-word relationship.
I will specify that Freud clearly sees them, ultimately, as a
relationship guided by a principle of reversibility. Not only
are words used as if things, images also display a key trait of
discursive convention. This trait is also fully comprehensible
in intuitive terms: both ontogenetically and phylogenetically,
the human imagination must have performed a major work
of segmentation, classification and organisation (e.g. in-
ferential) on the experience, valorising a certain intelligible
profile of the images – precisely that which language will
later formalise. Freud calls this property, reactivated by the
dream-imagination, a Bilderschrift, a picture writing:
The dream-content (...) is expressed as it were in a pictographic
script [Bilderschrift], the characters of which have to be trans-
posed individually into the language of the dream-thoughts. If we
attempted to read these characters according to their pictorial
value instead of according to their symbolic relation [Zeichenbezie-
hung], we should clearly be led into error.22
Freud speaks here from the standpoint of inter-
pretability (not relevant for us) but the observation can of
course be generalised. Products of the dream-imagination
21 See G. Tononi, C. Cirelli, Sleep function and synaptic homeostasis, Sleep Medicine
Reviews 10 (2006): 49-62. In this sense and precisely because of its hallucinatory
“resuscitation”, the dream-work restores not so much the contents of the oldest inferences
but the earliest manner of that performance (i.e. “schematises without any concept”) which
conduct precious selective functions for pruning purposes.
22 Ibid.: 296. The translation of Bilderschrift as “pictographic script” is highly questionable;
and that of Zeichenbeziehung as “symbolic relation” is frankly erroneous as the “symbolism”
of dreams is not involved here but only the more general sign profile of dream-images.
PIETRO MONTANI 163 AN-ICON
should above all be observed in terms of their Zeichen-
beziehung, their singular and archaic relationship with the
semiotic order. In other words, despite being hallucinatory,
dream-images should also be appreciated for their ability
to reactivate a condition in which the imagination has also
processed them as the signs of a particular Bilderschrift.23
Our Freudian journey has taken us another
major step forward: the relational aspect –stressed in the
conclusions of the first section – can now avail of a specif-
ic and significant reference to a scriptural element within
the work of the imagination. This element can be linked to
the radical regressive condition in which the imagination
behaves literally as a VR generator. We can now try to better
understand how this correlation works.
Bilderschrift in very early cinema
and in the digital age: the syncretism
and intermediality of images
Interestingly, in its very early days, and roughly
when Freud was developing his Traumdeutung and subse-
quent metapsychological additions, the cinema was seen
(or conceived) by some film-makers and theoreticians as
closely resembling the device of image-word reversibility
highlighted at the end of the previous section. This means
that the birth of the cinema also featured a major focus on
the network of relationships which the powerful illusion of
reality produced by the cinematographic image was clearly
keen to unite. In some cases, in particular, that image was
seen as a syncretic form of expression: a space of compar-
ison and integration between different levels of expression.
This section dwells briefly on two significant examples of
23 On the image-word connection and its meaning for an appropriate understanding of a
“history” of the arts, C. Brandi’s observations in Segno e immagine (Palermo: Aesthetica, 2002)
are valuable, not coincidentally introduced by a discussion on Kant’s schematism,
PIETRO MONTANI 164 AN-ICON
this understanding of the image – which I call “intermedi-
al”24: a reflection on the cinema of the “Russian Formalists”
and Sergei M. Eisenstein’s first cinematographic theory
centred on the project of an “intellectual cinema”.25 I shall
conclude with some comments on VR installations and
their inclusion in the intermedial paradigm of the image.
The Formalists felt strongly that the emergence
of the cinema gave their era the privilege of observing a
form of art in its nascent state. Cinema brought a brand-new
addition to the technically reproduced image – the ability to
move in time. Boris Eikhenbaum, for instance, argued that
with cinema “for the first time in history, an art which was
‘depictive’ by its very nature became capable of evolving
in time and proved to be beyond any comparison, classi-
fication or analogy”.26 He was struck in particular by the
fact that, in cinema, the image medium adopted an original
condition because the reception of the film has to develop
with a time sequence typical of other media (e.g. writing).
To better use these peculiarities, thought Eikhen-
baum, the structural principles of the cinematographic
text would have to comply with two preferential options,
one paradigmatic and the other syntagmatic. The paradig-
matic option consisted in asserting the conventionality of
the image (its Zeichenbeziehung as Freud would say) in a
head-on contrast with the naturalistic values of photograph-
ic reproduction; the syntagmatic option consisted in em-
phasising the discrete (or potentially discrete) nature of the
formal unities placed in a reciprocal relationship following
a short, markedly divided montage. These two requisites
are therefore totally comparable to Freud’s Bilderschrift.
But Eikhenbaum underscored another aspect concerning
24 On this concept, see P. Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010).
25 See R. Taylor, ed., Russian Poetics in Translation, vol. 9: The Poetics of Cinema.
(Department of Language & Linguistics: University of Essex, 1982); S.M. Eisenstein, Towards a
Theory of Montage (London-New York: Tauris Academic Studies, 2010).
26 B. Eikhenbaum, “Problems of cine-stylistics”, trans. R. Sherwood, in R. Taylor, ed., The
Poetics of Cinema (Oxford: RTP, 1982): 10-21. My italics.
PIETRO MONTANI 165 AN-ICON
not the construction options but the structural conditions
of understanding a film, arguing that the image plane in the
cinema is always accompanied by the articulation of “inner
speech” in the spectator’s mind. So, the cinematic experi-
ence has to proceed via a constant integration of image and
language planes, more akin to a process of reading than a
prolonged and guided form of contemplation.27 Returning
to the parallel with Freud’s reflection on the figures of the
dream-work, we could say that, in films, the autonomous
expressive and pathemic resources of the image come to-
gether in a constant relationship with the broader cognitive
resources accessed by linguistic thought.
Remaining largely on the wavelength of Eikhen-
baum’s theories, Sergei Eisenstein pushed himself even
further forward in the same 1920s’ time-frame, especially
from a design perspective. In short, he believed that the
discursiveness of cinema could function as a device that
takes the spectator into close contact with the semiotic op-
erations that enable the imagination to give sensible content
to concepts. That is, it could explore the key imaginative
performance that Kant called “schematism”. A performance
that, unsurprisingly, we have already referred to regard-
ing its relationship with dream-work. Eisenstein called this
cinema “intellectual” because, from the political perspec-
tive that excited him at the time, the cinematic experience
promised to considerably alter the spectators’ “power of
judgment” (to use another Kantian term), training them, for
instance, in dialectical thinking, as we read in one of his
notes for the planned film adaptation of Marx’s Capital.28
Although Eikhenbaum and Eisenstein’s the-
ories cannot be generalised, we can agree on the fact
27 On the complex intermedial nature of reading, see S.B. Trasmundi, S.C. Cowley,
“Reading: how readers beget imagining”, Frontiers in Psychology 11: 531682 (2020), doi:
10.3389/fpsyg.2020.531682.
28 On this subject, see an important work by E. Vogman, Dance of Values. Sergei
Eisenstein’s Capital project (Zurich-Berlin: Diaphanes, 2019).
PIETRO MONTANI 166 AN-ICON
that, throughout the silent film period, the treatment of
cinematographic images largely adhered to the general
Bilderschrift principles discussed here, and often invented
new figures of them. We can also agree that, whatever its
strengths and weaknesses, this trend was destined to un-
dergo a marked shift after the introduction of sound, which
could inevitably be expected to produce – and Eisenstein
was one of the first to denounce this29 – a strengthening of
the reproductive and illusionistic effects of the film image
and an ensuing increase in the naturalistic understanding
of the film. From that moment on, the cinema pursued
different paths which we cannot follow here although it
may be interesting to ask what transformations would have
been seen in the “scriptural” direction I discussed briefly at
the start of this section.30 We must instead ask ourselves,
and I shall do so rapidly below, whether the fundamental
principle embraced by this direction, namely the activation
of a critical countermovement physiologically correlated to
the regressive nature of the image, reappeared elsewhere.
And how it could also concern VR where the regressive
movement, as mentioned at the beginning, reaches the
extreme condition of a hallucinatory event.
Before proceeding we should again stress the
relational, and more precisely intermedial, nature of the
critical countermovement which accompanies the regres-
sive process of the imagination – and thus also presumably
its extreme outcomes in the hallucinatory version of VR.
Against this backdrop, I shall conclude by touching on two
different spheres of exemplification. The first concerns the
spontaneous practices of syncretic writing in use on the
Web for about 20 years now and which are increasingly
widespread among its users. In the second, I shall pres-
ent some brief comments on how the intermedial device
29 See S.M. Eisenstein, “Buduščee zvukovoj fil’my. Zajavka”, in Id., Izbrannye Proizvedenija
v šesti tomach. II (Moskva: Iskusstvo, 1963-1979): 15-16.
30 I have done so partially in P. Montani, Emozioni dell’intelligenza (Milan: Meltemi, 2020).
PIETRO MONTANI 167 AN-ICON
has been managed in two remarkable recent installations:
Carne y arena by Alejandro Gonzales Iñárritu (2017) and
VR_I by Jilles Jobin (2018).31
It is a fact that the birth of the interactive Web
supported the emergence of a form of syncretic writing
that does not merely combine image, word and sound
but also very frequently exploits their reciprocal relations
to obtain significant effects of meaning from this interme-
dial confrontation – for the moment predominantly tuned
into a playful, ironic and paradoxical register (I am thinking
of all the “meme” forms). As well as not excluding signifi-
cant evolutions and further differentiations, this aspect in
itself already guarantees great (and spontaneous) reflexive
control of the semiotic material manipulated.32 I have sug-
gested calling this practice “extended writing”, adding that
significant innovation might develop in the technologies of
human expression. Indeed, the first thing to do is to study
the internalisation processes and feedback on the imag-
inative and cognitive conduct of those using it (but it is a
mass phenomenon).33 I am keen to stress here that the
regressive values linked to the image in extended writing
are placed in a constant, systematic and plastic relationship
with several critical and intellectual distancing practices,
often of a distinctly intermedial nature. That is to say, they
are conceived to exploit the effects of meaning ensuing
from the re-mediation and comparison of different media.
The two installations mentioned above are im-
portant not only for their uncommon design complexity but
also and primarily for their intermedial tone (i.e. distanced
and reflexive), albeit diversely interpreted in the two cases. In
31 The two installations could be visited at the Fondazione Prada in Milan (2017) and the
Istituto Svizzero di Roma (2018), respectively.
32 See P. Montani, “Materialità del virtuale”, Agalma. Rivista di studi culturali e di estetica 40,
no. 2 (2020): 11-18; and “Apology for technical distancing. But beware the feedback!”, IMG:
Interdisciplinary journal on image, imagery and imagination 3 (2020): 264-281.
33 The issue of “extended writing” should be included in an extensive case study of
technological aesthetics, as well illustrated recently by V. Gallese, “The aesthetic world in the digital
era. A call to arms for experimental aesthetics”, Reti, saperi, linguaggi 9, no. 17 (2020): 55-84.
PIETRO MONTANI 168 AN-ICON
both, visitors realise that the VR is simply a part of a broader
experience that can internally implement in various ways
what I have just described as a critical countermovement. I
shall conclude by indicating the essential coordinates below.
Carne y arena is a journey in four stages, the
second of which contains a VR installation. Here, the visitor
– alone and free to move around – finds him/herself spend-
ing six minutes in a desert zone with a group of Mexican
refugees trying to cross the US border but being violently
driven back by an American army patrol.34 In the first space,
visitors are asked to remove their shoes and socks and
place them in a locker from which they will collect them later.
This is a key strategic move because during their mobile
permanence in the virtual environment their bare feet will
make them constantly proprioceptively aware of an essen-
tial split (Virtually Present, Physically Invisible is the instal-
lation’s astute subtitle). A walkway awaits when they exit
the “arena”, after retrieving shoes and socks, from where
the visitors can catch a glimpse of what is happening in
the semi-dark space of the virtual simulation by looking, if
they so wish, through the gaps between the wooden planks
of a wall. This is a further distancing from the powerful en-
gagement just experienced. The walkway leads to a final
room where, free to decide how long to stop at each one,
they can watch video clips of the migrants narrating details
of the episode to which the visitors have been invisible
witnesses and what happened to them afterwards. Their
34 I dwelled more analytically on the Iñarritu installation in P. Montani, Tre forme di creatività.
See also F. Casetti, A. Pinotti, “Post–cinema ecology”, in D. Chateau, J. Moure, eds., Post–
cinema. Cinema in the Post-Art Era (Amsterdam: Amsterdam University Press, 2020): 193-
217; A. D’Aloia “Virtually present, physically invisible: virtual reality immersion and emersion
in Alejandro González Iñarritu’s Carne y Arena”, Senses of Cinema 87 (2018) http://www.
sensesofcinema.com/2018/feature-articles/virtually-present-physically-invisible-virtual-reality-
immersion-and-emersion-in-alejandro-gonzalez-inarritus-carne-y-arena/. For an important
discussion of the “empathic” effects attributable to experiences in VR see A. Pinotti, “Autopsia
in 360°. Il rigor mortis dell’empatia nel fuori-cornice del virtuale”, Fata Morgana 39 (2019):
17-32. On the aesthetics of’ “unframed” images see P. Conte, Unframing Aesthetics (Milan-
London: Mimesis International, 2020).
PIETRO MONTANI 169 AN-ICON
faces appear in high definition on small screens placed in
niches around the walls of the room.
The important point here is that the VR is just
one of the many elements in the installation and the overall
experience stimulates visitors to engage in an intermedial
reflection that invests them literally from head (equipped
with visor and headphones) to toe (bare). The truly striking
and forceful realism of the simulation thus finds its meaning
within a complex narrative device. I shall add that even the
patchy recollection of the six-minute VR simulation men-
tioned at the start of this article finds interesting justification
within the context of this complex cognitive and pathemic
experience.
VR_I is an all-VR installation and far more playful
than Carne y arena. The artist is primarily a choreographer
and paid particular attention to the fluidity of movement of
the five dancers who inhabit the virtual space and define
it with their performance. They take on very different sizes
in the various phases of the event: gigantic and objectively
threatening at the start but miniaturised and observable later
on, almost as if in a lab experiment on a small quadrangular
platform, and finally life-size. Five people enter the virtual
space and each visitor’s avatar can interact with the other
four, not only on a haptic and sensorimotorial level (the hands
have sensors) but also linguistically thanks to phono-acoustic
equipment. The visitors find themselves in a metamorphic
space resembling that of dreams: sometimes a boundless
desert, at other times an urban landscape or a mountain-top
loft with sweeping views down over a wide valley. The envi-
ronments are always clearly identifiable and their subsequent
development follows the rhythm of the dancers and the spa-
tial harmony created by their movements. It is also significant
that famous paintings (Matisse, Bacon) are hung on the walls
of the loft interiors. Basically, the whole encourages visitors to
let themselves go in an experience constantly tuned to a free
PIETRO MONTANI 170 AN-ICON
reflexive register and they quickly realise that the rhythmic
play between the different spatial dimensions is one of the
core themes of the choreographic flow they are engaged in,
as too is the doubling of the performance (the dancers giant
or miniaturised, the paintings), the comparison between the
dimensions and the free exchange of dialogue about what
is seen and happening. We could perhaps describe VR_I as
a lucid intermedial dream which can be realised without any
forcing by an embodied imagination fundamentally recon-
ciled with its less docile partner: language.
Conclusions
■ The hallucinatory immersiveness of VR must, just like that
of dreams, be understood and studied against the backdrop of
the network of significant relations it can entertain with other per-
formances, for example inferential, of an embodied imagination.
It seems inadvisable to isolate it from this broader context.35
■ The regressive aspect characterising the specific halluci-
natory immersiveness of dreams must be understood primarily in
terms of the neurophysiological functions (synaptic pruning, plas-
ticity, resetting of inferential devices) attributable to the movement
which allows the brain-mind to return to the situation in which
the work of the imagination autonomously conducted cognitive
performances that would, in a subsequent phase, be guided by
linguistic thought.
■ It is in this regressive sphere36 that, remaining with Freud,
we see the particular resources of a significant link between im-
age and writing (a Bilderschrift). It is a link that very early cinema
35 A critical-genealogical investigation into the life of media conducted in terms of the
assemblages or true ecosystems, in which each time they assume a structural positioning and
a cultural meaning, characterises the work of Francesco Casetti. See lastly and also for some
significant analogies with the issue of immersiveness, “The Phantasmagoria: an enclosure and
three worlds” (forthcoming).
36 A “regression in the service of the ego” we could say, using a fine expression introduced
by E. Kris, Psychoanalytic Explorations in Art (New York: Schocken Books, 1967), but the issue
should also be addressed from a broader disciplinary perspective in terms of the adaptive and
evolutionary advantages ascribable to the work of the dream imagination.
PIETRO MONTANI 171 AN-ICON
interpreted predominantly as an intermedial comparison, i.e. a
comparison-integration of different media (starting with image
and verbal discourse) such as to combine a critical and reflexive
countermovement constantly and systematically with the natu-
ralistic and quasi-hallucinatory reception of the film.
■ This same countermovement is perceived today in the
spontaneous phenomenon of extended writing which can be re-
corded on the Web and in the design of some major installations
in which VR features, in various ways, as a component of a more
complex and “scriptural” narrative device in the broadest sense.
PIETRO MONTANI 172 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
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] | The hallucinatory
aspect of virtual
reality and the Image
as a Bilderschrift
by Pietro Montani
Virtual Reality
Imagination
Hallucination
Dream
Regression
Intermediality
Issue №1 Year 2022
→ Altered states
Edited by Giancarlo Grossi
and Andrea Pinotti
The hallucinatory aspect
of virtual reality and the 1
Image as a Bilderschrift
by Pietro Montani
Abstract This article discusses the following points:
■ The analogies which can be identified between Virtual Reali-
ty (VR) and the hallucinatory aspects of dream activity make sense
within a network of relations characterised by certain important
cognitive performances (in particular inferential performances)
which can be attributed to the work of the imagination;
■ To assure the plasticity of these performances, the imagi-
nation seems to have to distance itself somewhat from linguistic
thought and in dreams this is achieved regressively via the hallu-
cinatory state. Various authoritative neuroscientific approaches
to dreams significantly substantiate this theory.
■ At the time when its correlation with linguistic thought is
deactivated, the imagination does not, however, surrender it-
self to the hallucinatory event but elaborates it with recourse to
practices similar to those of syncretic writing – a Bilderschrift or
“pictographic script” as defined by Freud;
■ It is significant that very early cinema also addressed the
quasi-hallucinatory aspects of films, practising an “intermedial”
Bilderschrift, i.e. a treatment of the images that is attentive to the
comparison and integration of the different levels of expression
which work together in the composition of a film;
■ Digital images seem to revive this production model in sev-
eral ways and I will offer two examples highlighting their affinity
with syncretic and intermedial writing.
Virtual Reality Imagination Hallucination Dream Regression
Intermediality
To quote this essay: P. Montani, “The hallucinatory aspect of virtual reality and the image
as a Bilderschrift”, AN-ICON. Studies in Environmental Images, no. 1 (2022): 153-171
PIETRO MONTANI 154 AN-ICON
Virtual reality, hallucination
and the dream-imagination
The hallucinatory aspect of VR is obvious to
those who have experienced or wish to study it. However,
not everyone hallucinates and so the hallucinatory nature
of dreams offers the most immediate and comprehensible
parallel – an experience we undergo during sleep with a
frequency and regularity familiar to all.2
VR and dreams cannot be treated as entirely
identical phenomena, indeed there are many and signifi-
cant differences as we shall see shortly. However we can
immediately highlight at least two essential parallels. The
first is the compelling illusion of reality that differentiates
hallucinatory dreams and VR images from other types of
internal and external images processed by the imagination.
This leads to the second parallel, regarding the unalterable
nature of what is perceived. Apart from some exception-
al cases (e.g. “lucid dreaming”), we cannot intervene in
dream images, the realism of which is experienced as both
convincingly plausible and undeniably objective. The same
applies to the fundamentally hallucinatory nature of VR
images (although there are clearly many potential excep-
tions, to which I shall return in the final section). I would
happily add a further property in the presence of sufficient
evidence and that is how easily we forget dreams, which
corresponds – although this is a totally subjective obser-
vation – to the ease with which we discard large portions
of our VR experiences.
I must stress that the two aforementioned prop-
erties are linked to the particular realism of dream and VR
1 This article refers to the European research project “The Future of Humanity: New
Scenarios of Imagination” (Vilnius University). This research is funded by the European Social
Fund (project no. 09.3.3-LMTK-712-01-0078).
2 The analogy between VR and dreaming has already been explored. See for example R.
Diodato, Estetica del virtuale (Milan: Bruno Mondadori, 2005), which, however, chooses a
different approach from the one I will propose here.
PIETRO MONTANI 155 AN-ICON
images. So, although the latter come in several interactive
forms (e.g. immersive installations) that can alter the per-
ceived environment, this does not impact on the funda-
mentally hallucinatory state of the images delivered. On the
contrary, the degree of interactivity in dreams is limited to
the activation of cognitive processes internal to the dream
event such as the linguistic formulation of judgements and
inferences, and an evaluation of the emotions experienced.
But here, too, these processes are dependent on the objec-
tivity of the images experienced. I shall provide a personal
example: the night before starting this article I dreamt that I
encountered a stranger in the street and sensed with great
pity and concern that he clearly felt ashamed, although
there was no indication as to why. Without entering into
more detailed analysis, what I have described was clearly
a hallucinatory event accompanied by a congruent judge-
ment explicitly formulated in the dreamer’s inner discourse,
and which included the word “ashamed”. But it was not
a “lucid dream”. A Freudian analyst would say that the
dream was mine so the pity and concern were directed
at a part of me. This may be so, but this split within the
dreamer reinforces rather than diminishes the objectivity of
the sentiment I felt and the congruence of the judgement
I associated with it (i.e. that the human condition is truly
compassionate – and mysterious – if someone can show
shame for no apparent reason). Ultimately, it is the radically
immersive state of the two traits shared by VR and dreams
that should be underscored:3 we become caught up in a
3 For a helpful classification of all the VR forms 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. Tyerry Giuliana, eds., Meaning-
Making in Extended Reality (Rome: Aracne, 2020): 63-90. According to the accurate schema
divided into four categories discussed in the article, the type on which these considerations
focus occupies the second level of the third type (“Advanced cinematic VR”). However, the
authors describe “radical immersive media” as a broad category of devices (which can be
further divided into two subgroups) designed to interact in different ways with the real world.
For reasons that will become clear later, I shall limit my considerations to a very general
analogy between VR and dreams.
PIETRO MONTANI 156 AN-ICON
simulated environment featuring images that coercively
force their presence on us.
And now for the equally significant differences.
What I have described – and why I was able to describe
it – was clearly a dream occurring in a REM sleep phase. It
was one of those dreams availing of closer integration with
Freud’s “secondary process” and the ones we remember
(or reorganise) with greater satisfaction. The neurophys-
iological processes at work in all sleep phases are fairly
well known today, although the scientific community has
reached no full agreement on the functional meaning to
attribute to the incoherence and transience of their dream
products. We do not know exactly what purpose is served
by the low structural level of dreams but there appears to
be good support for the theory – adopted here – accord-
ing to which their principal function is to increase the “fit-
ness” of some processes of the imagination conducted in
a wakeful state (particularly inferential ones) by reducing
their redundancy and complexity in several ways.4
What does this strange neural work look like?
Some have likened it to the wandering undertaken by our
vigilant imagination5. Dreams (REM and NREM) also seem-
ingly implement a momentary state of generally indeter-
minate, organised and specialised cognitive function (e.g.
intentionality and attention) to maintain the brain-mind for
periods of varying length in the purely virtual phase effec-
tively described as the “default mode network”. This is a
typically “experimental” phase as both the dream and the
wandering explore numerous potential configurations of
4 Here and elsewhere I refer in particular to an important essay by J.A. Hobson et al.,
“Virtual reality and consciousness inference in dreaming”, Frontiers in Psychology 5, no. 1133
(2014) https://doi.org/10.3389/fpsyg.2014.01133. Hobson is an undisputed authority on dream
studies and shares the theory (see in particular the works by G. Tononi) that dreams optimise
some wakeful cognitive processes by alleviating and “pruning” the synapses in excess.
5 See M. Corballis, The Wandering Mind: What the Brain Does When You’re Not Looking
(Auckland: Auckland University Press, 2014). Corballis is a psychologist who mainly
studies language but his book is up-to-date on the most accredited developments of the
neurosciences regarding the dream phenomenon.
PIETRO MONTANI 157 AN-ICON
well-defined or simply hypothetical situations and problems,
often varied or even disparate. In this sense, the “default
mode network” active in dreams in the hallucinatory form
familiar to us prompts the entire neuronal apparatus to enter
into free flow with no fixed objectives, allowing the “innate
generator of virtual reality” in our brains to behave as a
“free-running inference machine”.6 This machine – and we
shall return to this – benefits from a “synaptic regression”7,
a temporary reinstatement of extremely primitive neural
circuits not used in the wakeful state.
In other words, our brain seemingly needs to
suspend dealings with the real world (and its complexity)
at regular intervals and start dialoguing with itself, gener-
ating simplified and incoherent simulacra of a world so as
to optimise, on reawakening, the performances that will
enable it to cope once again with the complex (and harsh)
reality. The autopoietic and virtualising nature of this work8
offers a simple explanation for the fact that the foetus falls
into full REM sleep in the thirtieth week of life.9 This is pure
cognitive and proprioceptive training in VR as, at that stage,
its only experience of the world is intrauterine. Hobson,
Hong and Friston astutely likened this surprising evolution-
al phase to an insurgence and initial coordination of the a
6 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 22. As better
clarified below, I shall here intend the concept or “regression” also in the specifically Freudian
sense.
7 Ibid.: 15.
8 I discuss this point in P. Montani, Tre forme di creatività. Tecnica, arte, politica (Napoli:
Cronopio, 2017).
9 See J.A. Hobson, “REM sleep and dreaming: towards a theory of protoconsciousness”,
Nature Review Neurosciences 10 (2020): 803-813 10.1038/nrn2716.
PIETRO MONTANI 158 AN-ICON
priori (intuitive and intellectual) forms discussed by Kant10
(to whom we shall return).
What temporary conclusions can we draw from
the parallel between the dream hallucination and VR? A cru-
cial point regarding both the analogies and the differences
seems to require critical attention. The neurophysiological
study of dreams shows that a significant relationship can
form between the sometimes hallucinatory and incoher-
ent nature of images and the emergence of our cognitive
strategies in the broad sense (e.g. the inferential activity
attributable to the imagination).11 The emphasis should fall
on both requisites – the incoherence and the hallucinatory
nature – although, for obvious reasons, VR seems keen to
focus primarily on the latter. To address this problem prop-
erly, we should refer to Freud’s great work on the mental
significance of dreams12, starting from a fairly solid point of
contact between the neurophysiological model with which
he worked and the very different ones we work with today.
This point of contact consists in the specific importance
of regression in hallucinatory and incoherent processes
managed by the dream-imagination.
Regression and “Bilderschrift” in dreams
When referring to Freud I shall totally disre-
gard the aspect dearest to his heart, that dreams are in-
terpretable and that this very interpretability defines their
10 J.A. Hobson et al., “Virtual reality and consciousness inference in dreaming”: 19. I. Kant,
Critique of Pure Reason (1787), trans. P. Guyer, A. Wood (Cambridge: Cambridge University
Press, 1998). In a very important book, Before Tomorrow. Epigenesis and Rationality (Polity
Press: Cambridge, 2016), Catherine Malabou argued in favor of an “epigenetic” interpretation
of the development of Kantian a priori forms. I have developed a similar approach to Kant’s
critical philosophy in P. Montani, “Imagination and its technological destiny”, Open Philosophy
3 (2020): 187-201.
11 The “judgement” I formulated during the described dream is typically inferential in form.
For the Kant of the third Critique, it is the Urteilskraft, i.e. the “power of judgement”, that is
essentially inferential and abductive in nature. See I. Kant, Critique of the Power of Judgment
(1790), trans. P. Guyer, E. Matthews (Cambridge: Cambridge University Press, 2001).
12 See S. Freud, The Interpretation of Dreams (1900), trans. J. Strachey, in The Standard
Edition of the Complete Psychological Works of Sigmund Freud, vols. 4-5, (London: The
Hogarth Press and The Institute of Psycho-Analysis, 1955).
PIETRO MONTANI 159 AN-ICON
immensely important metapsychological condition. Is this
approach justifiable? Yes if we refer to the last chapter of
Traumdeutung, “The psychology of Dream Processes”. A
footnote added in 1925 at the end of the previous chapter
(VI, “Dream-work”) introduces its objectives significantly,
saying that the particular nature of the dream-work should
be studied as such, over and above the fact that this form
of working is used by the unconscious in a hallucinatory
and disguised mode to achieve its drives. Freud writes
At bottom dreams are nothing other than a particular form of think-
ing, made possible by the conditions of the state of sleep. It is the
dream-work which creates that form, and it alone is the essence
of dreaming - the explanation of its peculiar nature.13
The peculiarities of the dream-work – brilliantly
studied by Freud in Chapter VI – are well known: conden-
sation, displacement and considerations of representability.
But the common trait is regression, intended by the author
in a strictly topical sense. Explained as simply as possible
(and in non-Freudian language), during dreams our mind-
brain reconnects with a very primitive prelinguistic and
preconceptual stage of its memory store. Or rather, it is a
phase in which a profoundly embodied imagination (think
of a baby just a few months old) has also had to perform
the work (e.g. inferential) that would subsequently be del-
egated to linguistic thought.14
The phenomenon of regression does not only
belong to dreams, observes Freud, although in dreams it
produces a particular “vividness”, a hallucinatory Belebung.
That this is, in other respects, a somewhat paradoxical
process emerges from the fact that “a particular form of
13 Ibid.: 510. My italics.
14 Using the terminology of Deleuze and Guattari, we could say that here the imagination
adopts a predominately “striated” manner of proceeding. See G. Deleuze, F. Guattari, A Thousand
Plateaus: Capitalism and Schizophrenia (1980), trans. B. Massumi (London: Athlone, 1988).
PIETRO MONTANI 160 AN-ICON
thinking” is entrusted to the process of regression in which
“the fabric of the dream-thoughts is resolved [aufgelöst: dis-
rupted] into its raw material”.15 But, we must add, it is dis-
rupted as far as is possible for, although the archaic zone
of the memory store in question dates from an evolutionary
phase when linguistic thought did not yet exist, the latter
will leave a trace in the regressive path implemented by the
dream state in adulthood.16 As demonstrated, for example,
by perhaps the most surprising requisite of the dream-
work: the ability to treat words as if they were objects and
play with their signifying matter. Further on, with regard
to dream-hallucinations, Freud speaks of a “transvalua-
tion” of thought into images; thought is drawn towards
the most archaic memory store, to be seen specifically as
a disabling of its logical and linguistic relations in favour
of the earliest work of a totally embodied imagination. But
these remain transvaluated thoughts and are by no means
a reinstatement of a prelinguistic condition. Rather, it is a
new reorganisation of the relationship between image and
word, a radical renegotiation of their “normal” bond (I shall
return to this key point later).
This brings fresh relevance to the factor of
dream-work that Freud called “regard for representability”
What we have described, in our analysis of dream-work, as ‘re-
gard for representability’ might be brought into connection with the
selective attraction exercised by the visually recollected scenes
touched upon by the dream-thoughts (...) [So that] dreaming is
on the whole an example of regression to the dreamer’s earliest
condition, a revival (ein Wiederbeleben) of his childhood, of the
15 Ibid.: 545. My italics.
16 This is the theory developed by J. Derrida in Writing and Difference (1967), trans. A. Bass
(London: Routledge, 2001).
PIETRO MONTANI 161 AN-ICON
instinctual impulses which dominated it and of the methods of
expression which were then available to him.17
Freud appears to refer to non-elaborated (or
semi-elaborated) nuclei linked to powerful emotional in-
vestments, such as the “internal objects” Melanie Klein and
her followers later discussed when re-elaborating Freudian
dream theory in broader and more flexible terms, and today
considered widely reliable and compatible with neurosci-
entific findings.18 The last lines of the citation (from a 1919
addition) allow us to conclude that the regressive move-
ment Freud attributed to the physiology of dreams can be
acquired as a structural requisite of the dream-imagination
without necessarily attributing it to instinctual motivation.
In other words, if dream-work is rooted in the condition
of very early infancy – the condition of being “in-fans” i.e.
not yet capable of speech – this means that the regressive
movement of the dream reaches and revives not only the
desiring aspects but the concomitant inferential process-
es too. Thus, these processes take place in the absence
of language and make predominant use of prelinguistic
images and schema. We could call it an imagination that
“schematises without any concept” as Kant said regarding
“reflective judgement”, highlighting its exceptional episte-
mological significance.19 This further Kantian indication is
by no means casual20 and should be paralleled with the
“free-running inference machine” discussed by Hobson,
Hong and Friston. Preliminary and free imaginative train-
ing is required, hypothetical and exempted from defined
17 Ibid.: 549-550. My italics.
18 This is the theory persuasively argued by M. Mancia, Il sogno e la sua storia. (Venice:
Marsilio, 2004); and Sonno & sogno. (Rome-Bari: Laterza, 2006).
19 See E. Garroni, Estetica ed epistemologia (Milan: Unicopli 2003); P. Montani, “The
Imagination and Its Technological Destiny”: 3; L. Palmer, “Schematizzare senza concetti e
senso comune”, in D. Cecchi, M. Feyles, P. Montani (eds.), Ambienti mediali (Milan: Meltemi
2018): 39-56. Significantly, Palmer accompanies his rethinking of the Kantian concept with
experimental evidence.
20 See Montani, Tre forme di creatività; and “The Imagination and Its Technological Destiny”.
PIETRO MONTANI 162 AN-ICON
tasks, simplified and experimental, not only (as is obvious)
before cognition can start to be deployed but also so that
it can function constantly – e.g. (Tononi’s proposal largely
endorsed by Hobson) in terms of synaptic pruning, simpli-
fication and resetting of the inferential device.21
Before leaving Freud we must adopt another
of his valuable indications. Above, I linked dreams to a
particular way of reorganising the image-word relationship.
I will specify that Freud clearly sees them, ultimately, as a
relationship guided by a principle of reversibility. Not only
are words used as if things, images also display a key trait of
discursive convention. This trait is also fully comprehensible
in intuitive terms: both ontogenetically and phylogenetically,
the human imagination must have performed a major work
of segmentation, classification and organisation (e.g. in-
ferential) on the experience, valorising a certain intelligible
profile of the images – precisely that which language will
later formalise. Freud calls this property, reactivated by the
dream-imagination, a Bilderschrift, a picture writing:
The dream-content (...) is expressed as it were in a pictographic
script [Bilderschrift], the characters of which have to be trans-
posed individually into the language of the dream-thoughts. If we
attempted to read these characters according to their pictorial
value instead of according to their symbolic relation [Zeichenbezie-
hung], we should clearly be led into error.22
Freud speaks here from the standpoint of inter-
pretability (not relevant for us) but the observation can of
course be generalised. Products of the dream-imagination
21 See G. Tononi, C. Cirelli, Sleep function and synaptic homeostasis, Sleep Medicine
Reviews 10 (2006): 49-62. In this sense and precisely because of its hallucinatory
“resuscitation”, the dream-work restores not so much the contents of the oldest inferences
but the earliest manner of that performance (i.e. “schematises without any concept”) which
conduct precious selective functions for pruning purposes.
22 Ibid.: 296. The translation of Bilderschrift as “pictographic script” is highly questionable;
and that of Zeichenbeziehung as “symbolic relation” is frankly erroneous as the “symbolism”
of dreams is not involved here but only the more general sign profile of dream-images.
PIETRO MONTANI 163 AN-ICON
should above all be observed in terms of their Zeichen-
beziehung, their singular and archaic relationship with the
semiotic order. In other words, despite being hallucinatory,
dream-images should also be appreciated for their ability
to reactivate a condition in which the imagination has also
processed them as the signs of a particular Bilderschrift.23
Our Freudian journey has taken us another
major step forward: the relational aspect –stressed in the
conclusions of the first section – can now avail of a specif-
ic and significant reference to a scriptural element within
the work of the imagination. This element can be linked to
the radical regressive condition in which the imagination
behaves literally as a VR generator. We can now try to better
understand how this correlation works.
Bilderschrift in very early cinema
and in the digital age: the syncretism
and intermediality of images
Interestingly, in its very early days, and roughly
when Freud was developing his Traumdeutung and subse-
quent metapsychological additions, the cinema was seen
(or conceived) by some film-makers and theoreticians as
closely resembling the device of image-word reversibility
highlighted at the end of the previous section. This means
that the birth of the cinema also featured a major focus on
the network of relationships which the powerful illusion of
reality produced by the cinematographic image was clearly
keen to unite. In some cases, in particular, that image was
seen as a syncretic form of expression: a space of compar-
ison and integration between different levels of expression.
This section dwells briefly on two significant examples of
23 On the image-word connection and its meaning for an appropriate understanding of a
“history” of the arts, C. Brandi’s observations in Segno e immagine (Palermo: Aesthetica, 2002)
are valuable, not coincidentally introduced by a discussion on Kant’s schematism,
PIETRO MONTANI 164 AN-ICON
this understanding of the image – which I call “intermedi-
al”24: a reflection on the cinema of the “Russian Formalists”
and Sergei M. Eisenstein’s first cinematographic theory
centred on the project of an “intellectual cinema”.25 I shall
conclude with some comments on VR installations and
their inclusion in the intermedial paradigm of the image.
The Formalists felt strongly that the emergence
of the cinema gave their era the privilege of observing a
form of art in its nascent state. Cinema brought a brand-new
addition to the technically reproduced image – the ability to
move in time. Boris Eikhenbaum, for instance, argued that
with cinema “for the first time in history, an art which was
‘depictive’ by its very nature became capable of evolving
in time and proved to be beyond any comparison, classi-
fication or analogy”.26 He was struck in particular by the
fact that, in cinema, the image medium adopted an original
condition because the reception of the film has to develop
with a time sequence typical of other media (e.g. writing).
To better use these peculiarities, thought Eikhen-
baum, the structural principles of the cinematographic
text would have to comply with two preferential options,
one paradigmatic and the other syntagmatic. The paradig-
matic option consisted in asserting the conventionality of
the image (its Zeichenbeziehung as Freud would say) in a
head-on contrast with the naturalistic values of photograph-
ic reproduction; the syntagmatic option consisted in em-
phasising the discrete (or potentially discrete) nature of the
formal unities placed in a reciprocal relationship following
a short, markedly divided montage. These two requisites
are therefore totally comparable to Freud’s Bilderschrift.
But Eikhenbaum underscored another aspect concerning
24 On this concept, see P. Montani, L’immaginazione intermediale (Rome-Bari: Laterza, 2010).
25 See R. Taylor, ed., Russian Poetics in Translation, vol. 9: The Poetics of Cinema.
(Department of Language & Linguistics: University of Essex, 1982); S.M. Eisenstein, Towards a
Theory of Montage (London-New York: Tauris Academic Studies, 2010).
26 B. Eikhenbaum, “Problems of cine-stylistics”, trans. R. Sherwood, in R. Taylor, ed., The
Poetics of Cinema (Oxford: RTP, 1982): 10-21. My italics.
PIETRO MONTANI 165 AN-ICON
not the construction options but the structural conditions
of understanding a film, arguing that the image plane in the
cinema is always accompanied by the articulation of “inner
speech” in the spectator’s mind. So, the cinematic experi-
ence has to proceed via a constant integration of image and
language planes, more akin to a process of reading than a
prolonged and guided form of contemplation.27 Returning
to the parallel with Freud’s reflection on the figures of the
dream-work, we could say that, in films, the autonomous
expressive and pathemic resources of the image come to-
gether in a constant relationship with the broader cognitive
resources accessed by linguistic thought.
Remaining largely on the wavelength of Eikhen-
baum’s theories, Sergei Eisenstein pushed himself even
further forward in the same 1920s’ time-frame, especially
from a design perspective. In short, he believed that the
discursiveness of cinema could function as a device that
takes the spectator into close contact with the semiotic op-
erations that enable the imagination to give sensible content
to concepts. That is, it could explore the key imaginative
performance that Kant called “schematism”. A performance
that, unsurprisingly, we have already referred to regard-
ing its relationship with dream-work. Eisenstein called this
cinema “intellectual” because, from the political perspec-
tive that excited him at the time, the cinematic experience
promised to considerably alter the spectators’ “power of
judgment” (to use another Kantian term), training them, for
instance, in dialectical thinking, as we read in one of his
notes for the planned film adaptation of Marx’s Capital.28
Although Eikhenbaum and Eisenstein’s the-
ories cannot be generalised, we can agree on the fact
27 On the complex intermedial nature of reading, see S.B. Trasmundi, S.C. Cowley,
“Reading: how readers beget imagining”, Frontiers in Psychology 11: 531682 (2020), doi:
10.3389/fpsyg.2020.531682.
28 On this subject, see an important work by E. Vogman, Dance of Values. Sergei
Eisenstein’s Capital project (Zurich-Berlin: Diaphanes, 2019).
PIETRO MONTANI 166 AN-ICON
that, throughout the silent film period, the treatment of
cinematographic images largely adhered to the general
Bilderschrift principles discussed here, and often invented
new figures of them. We can also agree that, whatever its
strengths and weaknesses, this trend was destined to un-
dergo a marked shift after the introduction of sound, which
could inevitably be expected to produce – and Eisenstein
was one of the first to denounce this29 – a strengthening of
the reproductive and illusionistic effects of the film image
and an ensuing increase in the naturalistic understanding
of the film. From that moment on, the cinema pursued
different paths which we cannot follow here although it
may be interesting to ask what transformations would have
been seen in the “scriptural” direction I discussed briefly at
the start of this section.30 We must instead ask ourselves,
and I shall do so rapidly below, whether the fundamental
principle embraced by this direction, namely the activation
of a critical countermovement physiologically correlated to
the regressive nature of the image, reappeared elsewhere.
And how it could also concern VR where the regressive
movement, as mentioned at the beginning, reaches the
extreme condition of a hallucinatory event.
Before proceeding we should again stress the
relational, and more precisely intermedial, nature of the
critical countermovement which accompanies the regres-
sive process of the imagination – and thus also presumably
its extreme outcomes in the hallucinatory version of VR.
Against this backdrop, I shall conclude by touching on two
different spheres of exemplification. The first concerns the
spontaneous practices of syncretic writing in use on the
Web for about 20 years now and which are increasingly
widespread among its users. In the second, I shall pres-
ent some brief comments on how the intermedial device
29 See S.M. Eisenstein, “Buduščee zvukovoj fil’my. Zajavka”, in Id., Izbrannye Proizvedenija
v šesti tomach. II (Moskva: Iskusstvo, 1963-1979): 15-16.
30 I have done so partially in P. Montani, Emozioni dell’intelligenza (Milan: Meltemi, 2020).
PIETRO MONTANI 167 AN-ICON
has been managed in two remarkable recent installations:
Carne y arena by Alejandro Gonzales Iñárritu (2017) and
VR_I by Jilles Jobin (2018).31
It is a fact that the birth of the interactive Web
supported the emergence of a form of syncretic writing
that does not merely combine image, word and sound
but also very frequently exploits their reciprocal relations
to obtain significant effects of meaning from this interme-
dial confrontation – for the moment predominantly tuned
into a playful, ironic and paradoxical register (I am thinking
of all the “meme” forms). As well as not excluding signifi-
cant evolutions and further differentiations, this aspect in
itself already guarantees great (and spontaneous) reflexive
control of the semiotic material manipulated.32 I have sug-
gested calling this practice “extended writing”, adding that
significant innovation might develop in the technologies of
human expression. Indeed, the first thing to do is to study
the internalisation processes and feedback on the imag-
inative and cognitive conduct of those using it (but it is a
mass phenomenon).33 I am keen to stress here that the
regressive values linked to the image in extended writing
are placed in a constant, systematic and plastic relationship
with several critical and intellectual distancing practices,
often of a distinctly intermedial nature. That is to say, they
are conceived to exploit the effects of meaning ensuing
from the re-mediation and comparison of different media.
The two installations mentioned above are im-
portant not only for their uncommon design complexity but
also and primarily for their intermedial tone (i.e. distanced
and reflexive), albeit diversely interpreted in the two cases. In
31 The two installations could be visited at the Fondazione Prada in Milan (2017) and the
Istituto Svizzero di Roma (2018), respectively.
32 See P. Montani, “Materialità del virtuale”, Agalma. Rivista di studi culturali e di estetica 40,
no. 2 (2020): 11-18; and “Apology for technical distancing. But beware the feedback!”, IMG:
Interdisciplinary journal on image, imagery and imagination 3 (2020): 264-281.
33 The issue of “extended writing” should be included in an extensive case study of
technological aesthetics, as well illustrated recently by V. Gallese, “The aesthetic world in the digital
era. A call to arms for experimental aesthetics”, Reti, saperi, linguaggi 9, no. 17 (2020): 55-84.
PIETRO MONTANI 168 AN-ICON
both, visitors realise that the VR is simply a part of a broader
experience that can internally implement in various ways
what I have just described as a critical countermovement. I
shall conclude by indicating the essential coordinates below.
Carne y arena is a journey in four stages, the
second of which contains a VR installation. Here, the visitor
– alone and free to move around – finds him/herself spend-
ing six minutes in a desert zone with a group of Mexican
refugees trying to cross the US border but being violently
driven back by an American army patrol.34 In the first space,
visitors are asked to remove their shoes and socks and
place them in a locker from which they will collect them later.
This is a key strategic move because during their mobile
permanence in the virtual environment their bare feet will
make them constantly proprioceptively aware of an essen-
tial split (Virtually Present, Physically Invisible is the instal-
lation’s astute subtitle). A walkway awaits when they exit
the “arena”, after retrieving shoes and socks, from where
the visitors can catch a glimpse of what is happening in
the semi-dark space of the virtual simulation by looking, if
they so wish, through the gaps between the wooden planks
of a wall. This is a further distancing from the powerful en-
gagement just experienced. The walkway leads to a final
room where, free to decide how long to stop at each one,
they can watch video clips of the migrants narrating details
of the episode to which the visitors have been invisible
witnesses and what happened to them afterwards. Their
34 I dwelled more analytically on the Iñarritu installation in P. Montani, Tre forme di creatività.
See also F. Casetti, A. Pinotti, “Post–cinema ecology”, in D. Chateau, J. Moure, eds., Post–
cinema. Cinema in the Post-Art Era (Amsterdam: Amsterdam University Press, 2020): 193-
217; A. D’Aloia “Virtually present, physically invisible: virtual reality immersion and emersion
in Alejandro González Iñarritu’s Carne y Arena”, Senses of Cinema 87 (2018) http://www.
sensesofcinema.com/2018/feature-articles/virtually-present-physically-invisible-virtual-reality-
immersion-and-emersion-in-alejandro-gonzalez-inarritus-carne-y-arena/. For an important
discussion of the “empathic” effects attributable to experiences in VR see A. Pinotti, “Autopsia
in 360°. Il rigor mortis dell’empatia nel fuori-cornice del virtuale”, Fata Morgana 39 (2019):
17-32. On the aesthetics of’ “unframed” images see P. Conte, Unframing Aesthetics (Milan-
London: Mimesis International, 2020).
PIETRO MONTANI 169 AN-ICON
faces appear in high definition on small screens placed in
niches around the walls of the room.
The important point here is that the VR is just
one of the many elements in the installation and the overall
experience stimulates visitors to engage in an intermedial
reflection that invests them literally from head (equipped
with visor and headphones) to toe (bare). The truly striking
and forceful realism of the simulation thus finds its meaning
within a complex narrative device. I shall add that even the
patchy recollection of the six-minute VR simulation men-
tioned at the start of this article finds interesting justification
within the context of this complex cognitive and pathemic
experience.
VR_I is an all-VR installation and far more playful
than Carne y arena. The artist is primarily a choreographer
and paid particular attention to the fluidity of movement of
the five dancers who inhabit the virtual space and define
it with their performance. They take on very different sizes
in the various phases of the event: gigantic and objectively
threatening at the start but miniaturised and observable later
on, almost as if in a lab experiment on a small quadrangular
platform, and finally life-size. Five people enter the virtual
space and each visitor’s avatar can interact with the other
four, not only on a haptic and sensorimotorial level (the hands
have sensors) but also linguistically thanks to phono-acoustic
equipment. The visitors find themselves in a metamorphic
space resembling that of dreams: sometimes a boundless
desert, at other times an urban landscape or a mountain-top
loft with sweeping views down over a wide valley. The envi-
ronments are always clearly identifiable and their subsequent
development follows the rhythm of the dancers and the spa-
tial harmony created by their movements. It is also significant
that famous paintings (Matisse, Bacon) are hung on the walls
of the loft interiors. Basically, the whole encourages visitors to
let themselves go in an experience constantly tuned to a free
PIETRO MONTANI 170 AN-ICON
reflexive register and they quickly realise that the rhythmic
play between the different spatial dimensions is one of the
core themes of the choreographic flow they are engaged in,
as too is the doubling of the performance (the dancers giant
or miniaturised, the paintings), the comparison between the
dimensions and the free exchange of dialogue about what
is seen and happening. We could perhaps describe VR_I as
a lucid intermedial dream which can be realised without any
forcing by an embodied imagination fundamentally recon-
ciled with its less docile partner: language.
Conclusions
■ The hallucinatory immersiveness of VR must, just like that
of dreams, be understood and studied against the backdrop of
the network of significant relations it can entertain with other per-
formances, for example inferential, of an embodied imagination.
It seems inadvisable to isolate it from this broader context.35
■ The regressive aspect characterising the specific halluci-
natory immersiveness of dreams must be understood primarily in
terms of the neurophysiological functions (synaptic pruning, plas-
ticity, resetting of inferential devices) attributable to the movement
which allows the brain-mind to return to the situation in which
the work of the imagination autonomously conducted cognitive
performances that would, in a subsequent phase, be guided by
linguistic thought.
■ It is in this regressive sphere36 that, remaining with Freud,
we see the particular resources of a significant link between im-
age and writing (a Bilderschrift). It is a link that very early cinema
35 A critical-genealogical investigation into the life of media conducted in terms of the
assemblages or true ecosystems, in which each time they assume a structural positioning and
a cultural meaning, characterises the work of Francesco Casetti. See lastly and also for some
significant analogies with the issue of immersiveness, “The Phantasmagoria: an enclosure and
three worlds” (forthcoming).
36 A “regression in the service of the ego” we could say, using a fine expression introduced
by E. Kris, Psychoanalytic Explorations in Art (New York: Schocken Books, 1967), but the issue
should also be addressed from a broader disciplinary perspective in terms of the adaptive and
evolutionary advantages ascribable to the work of the dream imagination.
PIETRO MONTANI 171 AN-ICON
interpreted predominantly as an intermedial comparison, i.e. a
comparison-integration of different media (starting with image
and verbal discourse) such as to combine a critical and reflexive
countermovement constantly and systematically with the natu-
ralistic and quasi-hallucinatory reception of the film.
■ This same countermovement is perceived today in the
spontaneous phenomenon of extended writing which can be re-
corded on the Web and in the design of some major installations
in which VR features, in various ways, as a component of a more
complex and “scriptural” narrative device in the broadest sense.
PIETRO MONTANI 172 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
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"doi": null,
"firstpage": "105",
"institution": "Università degli studi di Napoli Federico II",
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"title": "Opportune innovazioni e giuste resistenze: Un contributo di CESURA agli studi di storia della diplomazia nel Rinascimento",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/22 | [
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"Description": "Nel 2008, John Watkins ha annunciato l’avvento di una “new diplomatic history”. Il suo manifesto ha riscosso un grande successo perché giunto nel momento propizio. Una rinnovata storia diplomatica si sta rivelando sempre più centrale nel contesto di una storia politica più sensibile che mai verso il modo in cui pratiche culturali e strutture sociali influenzano le molteplici e variabili interazioni politiche. D’altra parte, a partire dal 1989 gli IR studies stanno affrontando nuove sfide: la diplomazia contemporanea si sta distanziando dal modello westfaliano tradizionale, e sia accademici che professionisti sono alla ricerca di nuovi paradigmi e strategie per gestire le sfide della globalizzazione. Prendendo le mosse dal caso di studio dell’Italia tra il tardo Medioevo e il primo Rinascimento, il contributo intende esplorare questo contesto teorico concentrandosi sugli elementi fondamentali alla base della formazione dello stato moderno e della diplomazia moderna, come la sovranità e la territorialità.",
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"Title": "Constructing and de-constructing diplomacy and diplomatic history in the pre- and post-modern worlds: The New Diplomatic History in dialogue with the International Relation Studies",
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"institution": "Università di Torino",
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"title": "Constructing and de-constructing diplomacy and diplomatic history in the pre- and post-modern worlds: The New Diplomatic History in dialogue with the International Relation Studies",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/23 | [
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"Description": "Nel tempo, gli studiosi del sultanato mamelucco sono andati sempre più concentrandosi sulle relazioni diplomatiche stabilite tra il sultanato stesso e i suoi vari corrispondenti sia nel mondo cristiano che in quello mongolo e musulmano, adottando sin dall’inizio un approccio diplomatico tradizionale, rivolto allo studio dei trattati di pace e commerciali. Più di recente, gli studiosi hanno iniziato a distanziarsi da tale metodologia di indagine per concentrarsi sui rituali, sulla comunicazione simbolica e non verbale e sugli agenti coinvolti nel processo diplomatico. Tuttavia, tale processo si è svolto senza riferimenti a un quadro metodologico più ampio, come quello proposto dalla New Diplomatic History (NDH). In questo saggio, vorrei quindi connettere tali sviluppi alla NHD e analizzare ciò che, in questa tendenza storiografica, è rilevante per le fonti disponibili nel nostro campo. Inoltre, vorrei associare la NHD a un altro approccio metodologico che ritengo essenziale per il nostro campo, quello della “connected history”.",
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"firstpage": "133",
"institution": "University of Antwerp",
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"title": "New Diplomatic History and Mamluk Studies: Challenges and Possibilities ",
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"volume": "2"
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/24 | [
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"Alternative": "The geographies of Aragonese diplomacy: the Kingdom, Flanders, and England (1463-1483)",
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"Description": "Può la storia politico-diplomatica del Regno di Napoli trarre frutto dalle innovazioni metodologiche ed epistemologiche della New Diplomatic History (NDH)? Se sì, in che modo? Secondo quali geografie, fonti e protagonisti? Questo contributo proverà a rispondere a queste domande esaminando le relazioni tra il regno di Napoli e quello d'Inghilterra dagli anni '60 agli anni '80 del Quattrocento e il ruolo delle Fiandre come centro commerciale e diplomatico in queste relazioni durante la seconda metà del XV secolo. In particolare, si concentrerà sulle attività di alcuni mercanti napoletani e fiorentini tra Bruges e Londra e le loro reti professionali, familiari e di amicizia al servizio di Napoli.",
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"PersonalName": "Imma Petito",
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"Subject": "Fiandre",
"Title": "Le geografie della diplomazia aragonese: il Regno, le Fiandre e l’Inghilterra (1463-1483)",
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"firstpage": "167",
"institution": "Università degli Studi di Salerno",
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"title": "Le geografie della diplomazia aragonese: il Regno, le Fiandre e l’Inghilterra (1463-1483)",
"url": "https://www.cesura.info/ojs/index.php/cr/article/view/24",
"volume": "2"
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/25 | [
{
"Alternative": "Between old and new alliances: Ferrante of Aragon, the policy of rapprochement with the State of the Church and the European construction of the anti-French bloc (1471-1472)",
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"Description": "Il contributo mira ad esaminare le relazioni politiche tra lo Stato Pontificio e il Regno di Napoli dopo l'elezione di Papa Sisto IV nel 1471. Il principale filtro attraverso cui verrà condotta l'analisi è la corrispondenza Sforza da Napoli e Roma a Milano. Nonostante le iniziali concessioni del nuovo papa, i passi avanti auspicati da Ferrante riguardo a certe dispute con lo Stato Pontificio furono subordinati alla richiesta papale di ricevere l'ambasceria di obbedienza. Il rifiuto di Ferrante diede avvio a una controversia che si protrasse per circa tre mesi, durante i quali l'ambasceria di obbedienza fu rifiutata dal re divenendo uno strumento di contrattazione politica con la Santa Sede e di mediazione diplomatica con gli altri Stati, sullo sfondo di un quadro politico dinamico che vedeva il Regno di Napoli alleato con Venezia e il Ducato di Borgogna in opposizione al blocco franco-sforzesco.",
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"ISSN": "2974-637X",
"Identifier": "25",
"Issue": "2",
"Language": "it",
"NBN": null,
"PersonalName": "Gianluca Falcucci",
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"Subject": "Storia diplomatica",
"Title": "Tra vecchie e nuove alleanze: Ferrante d’Aragona, la politica di rapprochement con lo Stato della Chiesa e la costruzione europea del blocco anti-francese (1471-1472)",
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"firstpage": "207",
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"title": "Tra vecchie e nuove alleanze: Ferrante d’Aragona, la politica di rapprochement con lo Stato della Chiesa e la costruzione europea del blocco anti-francese (1471-1472)",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/26 | [
{
"Alternative": "An Unpublished Passage and Possible Authorial Versions in Enea Silvio Piccolomini’s Commentary on Panormita’s Dicta aut facta Alfonsi regis",
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"Description": "Enea Silvio Piccolomini, il 22 aprile 1456, da Napoli, inviò al Panormita una lettera, che offriva un articolato commento ai Dicta aut facta Alfonsi regis, che il Panormita aveva pubblicato poco dopo il 26 agosto dell’anno precedete. Il Commento attesta la rapida ricezione dell’opera del Panormita, ma offre anche una significativa testimonianza sulle attese della Crociata, promessa e mai compiuta da Alfonso il Magnanimo. In questo articolo si presenta un passo inedito del Commento del Piccolomini, che, presumibilmente censurato dall’autore, rivela l’attento impegno di revisione che egli riservò alla sua breve, ma evidentemente non occasionale opera.",
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"ISSN": "2974-637X",
"Identifier": "26",
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"NBN": null,
"PersonalName": "Fulvio Delle Donne",
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"Sponsor": null,
"Subject": "Alfonso il Magnanimo",
"Title": "Un passo inedito e possibili redazioni d’autore nel Commento di Enea Silvio Piccolomini ai Dicta aut facta Alfonsi regis del Panormita ",
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"institution": "Università della Basilicata",
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"title": "Un passo inedito e possibili redazioni d’autore nel Commento di Enea Silvio Piccolomini ai Dicta aut facta Alfonsi regis del Panormita ",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/28 | [
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/27 | [
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"Alternative": "New perspectives for diplomatic history: Whole Section “Discussions”",
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"Title": "Nuove prospettive per la storia diplomatica: Sezione “Confronti” completa",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/29 | [
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"Alternative": "Appropriate innovations and just resistance: A CESURA contribution to studies on the history of diplomacy in the Renaissance",
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"Description": "Premessa alla sezione monografica dedicata alla sezione monografica (Confronti) Nuove prospettive per la storia diplomatica, dedicata alla New Diplomatic History.",
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"title": "Opportune innovazioni e giuste resistenze: Un contributo di CESURA agli studi di storia della diplomazia nel Rinascimento",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/22 | [
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"Description": "Nel 2008, John Watkins ha annunciato l’avvento di una “new diplomatic history”. Il suo manifesto ha riscosso un grande successo perché giunto nel momento propizio. Una rinnovata storia diplomatica si sta rivelando sempre più centrale nel contesto di una storia politica più sensibile che mai verso il modo in cui pratiche culturali e strutture sociali influenzano le molteplici e variabili interazioni politiche. D’altra parte, a partire dal 1989 gli IR studies stanno affrontando nuove sfide: la diplomazia contemporanea si sta distanziando dal modello westfaliano tradizionale, e sia accademici che professionisti sono alla ricerca di nuovi paradigmi e strategie per gestire le sfide della globalizzazione. Prendendo le mosse dal caso di studio dell’Italia tra il tardo Medioevo e il primo Rinascimento, il contributo intende esplorare questo contesto teorico concentrandosi sugli elementi fondamentali alla base della formazione dello stato moderno e della diplomazia moderna, come la sovranità e la territorialità.",
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"title": "Constructing and de-constructing diplomacy and diplomatic history in the pre- and post-modern worlds: The New Diplomatic History in dialogue with the International Relation Studies",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/23 | [
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"Description": "Nel tempo, gli studiosi del sultanato mamelucco sono andati sempre più concentrandosi sulle relazioni diplomatiche stabilite tra il sultanato stesso e i suoi vari corrispondenti sia nel mondo cristiano che in quello mongolo e musulmano, adottando sin dall’inizio un approccio diplomatico tradizionale, rivolto allo studio dei trattati di pace e commerciali. Più di recente, gli studiosi hanno iniziato a distanziarsi da tale metodologia di indagine per concentrarsi sui rituali, sulla comunicazione simbolica e non verbale e sugli agenti coinvolti nel processo diplomatico. Tuttavia, tale processo si è svolto senza riferimenti a un quadro metodologico più ampio, come quello proposto dalla New Diplomatic History (NDH). In questo saggio, vorrei quindi connettere tali sviluppi alla NHD e analizzare ciò che, in questa tendenza storiografica, è rilevante per le fonti disponibili nel nostro campo. Inoltre, vorrei associare la NHD a un altro approccio metodologico che ritengo essenziale per il nostro campo, quello della “connected history”.",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/24 | [
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"Description": "Può la storia politico-diplomatica del Regno di Napoli trarre frutto dalle innovazioni metodologiche ed epistemologiche della New Diplomatic History (NDH)? Se sì, in che modo? Secondo quali geografie, fonti e protagonisti? Questo contributo proverà a rispondere a queste domande esaminando le relazioni tra il regno di Napoli e quello d'Inghilterra dagli anni '60 agli anni '80 del Quattrocento e il ruolo delle Fiandre come centro commerciale e diplomatico in queste relazioni durante la seconda metà del XV secolo. In particolare, si concentrerà sulle attività di alcuni mercanti napoletani e fiorentini tra Bruges e Londra e le loro reti professionali, familiari e di amicizia al servizio di Napoli.",
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"Subject": "Fiandre",
"Title": "Le geografie della diplomazia aragonese: il Regno, le Fiandre e l’Inghilterra (1463-1483)",
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"institution": "Università degli Studi di Salerno",
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"title": "Le geografie della diplomazia aragonese: il Regno, le Fiandre e l’Inghilterra (1463-1483)",
"url": "https://www.cesura.info/ojs/index.php/cr/article/view/24",
"volume": "2"
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/25 | [
{
"Alternative": "Between old and new alliances: Ferrante of Aragon, the policy of rapprochement with the State of the Church and the European construction of the anti-French bloc (1471-1472)",
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"Description": "Il contributo mira ad esaminare le relazioni politiche tra lo Stato Pontificio e il Regno di Napoli dopo l'elezione di Papa Sisto IV nel 1471. Il principale filtro attraverso cui verrà condotta l'analisi è la corrispondenza Sforza da Napoli e Roma a Milano. Nonostante le iniziali concessioni del nuovo papa, i passi avanti auspicati da Ferrante riguardo a certe dispute con lo Stato Pontificio furono subordinati alla richiesta papale di ricevere l'ambasceria di obbedienza. Il rifiuto di Ferrante diede avvio a una controversia che si protrasse per circa tre mesi, durante i quali l'ambasceria di obbedienza fu rifiutata dal re divenendo uno strumento di contrattazione politica con la Santa Sede e di mediazione diplomatica con gli altri Stati, sullo sfondo di un quadro politico dinamico che vedeva il Regno di Napoli alleato con Venezia e il Ducato di Borgogna in opposizione al blocco franco-sforzesco.",
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"Identifier": "25",
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"NBN": null,
"PersonalName": "Gianluca Falcucci",
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"Subject": "Storia diplomatica",
"Title": "Tra vecchie e nuove alleanze: Ferrante d’Aragona, la politica di rapprochement con lo Stato della Chiesa e la costruzione europea del blocco anti-francese (1471-1472)",
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"firstpage": "207",
"institution": "Università degli Studi di Roma \"La Sapienza\" ",
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"title": "Tra vecchie e nuove alleanze: Ferrante d’Aragona, la politica di rapprochement con lo Stato della Chiesa e la costruzione europea del blocco anti-francese (1471-1472)",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/26 | [
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"Alternative": "An Unpublished Passage and Possible Authorial Versions in Enea Silvio Piccolomini’s Commentary on Panormita’s Dicta aut facta Alfonsi regis",
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"Description": "Enea Silvio Piccolomini, il 22 aprile 1456, da Napoli, inviò al Panormita una lettera, che offriva un articolato commento ai Dicta aut facta Alfonsi regis, che il Panormita aveva pubblicato poco dopo il 26 agosto dell’anno precedete. Il Commento attesta la rapida ricezione dell’opera del Panormita, ma offre anche una significativa testimonianza sulle attese della Crociata, promessa e mai compiuta da Alfonso il Magnanimo. In questo articolo si presenta un passo inedito del Commento del Piccolomini, che, presumibilmente censurato dall’autore, rivela l’attento impegno di revisione che egli riservò alla sua breve, ma evidentemente non occasionale opera.",
"Format": "",
"ISSN": "2974-637X",
"Identifier": "26",
"Issue": "2",
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"NBN": null,
"PersonalName": "Fulvio Delle Donne",
"Rights": "https://creativecommons.org/licenses/by-nc-nd/4.0",
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"Sponsor": null,
"Subject": "Alfonso il Magnanimo",
"Title": "Un passo inedito e possibili redazioni d’autore nel Commento di Enea Silvio Piccolomini ai Dicta aut facta Alfonsi regis del Panormita ",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/28 | [
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/30 | [
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/16 | [
{
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"Description": "In this essay I focus on the historian, antiquary and bibliophile Pere Miquel Carbonell, who provides a good case study for assessing the dissemination of Italian humanism in the Crown of Aragon in the last decades of the fifteenth century and the early years of the following century. Carbonell’s manuscript annotations to his copy of Pier Paolo Vergerio’s De ingenuis moribus et liberalibus adulescentiae studiis (Naples 1475) are examined here.",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/17 | [
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"Alternative": "Historians at the Aragonese court of Alfonso: Archival notes on Thomas Chaula and Melcior Miralles",
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"Description": "The article analyzes some information, taken from Barcelona’s Arxiu de la corona d’Aragó, on the historiographers Thomas Chaula and Melcior Miralles, who described the exploits of Alfonso the Magnanimous in their historical works. Two documents are published in the appendix.",
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"PersonalName": "Bruno Figliuolo",
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"Subject": "Melcior Miralles",
"Title": "Storiografi alla corte aragonese di Alfonso: Note d’archivio su Tommaso Chaula e Melcior Miralles",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/19 | [
{
"Alternative": "Plutarch’s Apophthegmata Laconica in the Latin translation by Antonio Cassarino: Notes on the text and its reception",
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"DOI": null,
"Description": "Antonio Cassarino was the first humanist to systematically translate Plutarch’s Moralia. The study of Cassarino’s Latin translations and their reception in the Aragonese humanistic literature of southern Italy allows us to reconstruct a first phase of the fortune of moral Plutarch in the humanistic age.",
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"ISSN": "2974-637X",
"Identifier": "19",
"Issue": "1",
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"NBN": null,
"PersonalName": "Antonio Biscione",
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"Subject": "Antonio Beccadelli (il Panormita)",
"Title": "Gli Apophthegmata Laconica di Plutarco nella traduzione latina di Antonio Cassarino: Note sul testo e sulla sua ricezione",
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"author": "Antonio Biscione",
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"date": "2023/06/30",
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"firstpage": "27",
"institution": "Università della Basilicata",
"issn": "2974-637X",
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"title": "Gli Apophthegmata Laconica di Plutarco nella traduzione latina di Antonio Cassarino: Note sul testo e sulla sua ricezione",
"url": "https://www.cesura.info/ojs/index.php/cr/article/view/19",
"volume": "2"
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/20 | [
{
"Alternative": "The image of Alfonso the Magnanimous in Bessarion’s Prefatory Letter to the Translation of Aristotle’s Metaphysics",
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"DOI": null,
"Description": "Nel più ampio quadro delle traduzioni in latino di opere greche dedicate, ridedicate o circolanti presso la corte napoletana di Alfonso il Magnanimo, il contributo propone l’analisi, insieme a una traduzione in italiano, della lettera prefatoria della traduzione della Metafisica di Aristotele, eseguita dal cardinale Bessarione e dedicata ad Alfonso nel 1451. Il confronto con Alessandro Magno, al centro della prefatoria di Bessarione, contribuisce alla costruzione dell’immagine di Alfonso quale sovrano ideale. Quest’immagine è alimentata da una politica culturale, promossa dalla corte aragonese, che si esprime anche attraverso la commissione di traduzioni latine di opere greche: per questo motivo, le prefazioni a queste opere meritano uno studio più approfondito.",
"Format": "",
"ISSN": "2974-637X",
"Identifier": "20",
"Issue": "1",
"Language": "it",
"NBN": null,
"PersonalName": "Gabriella Macchiarelli",
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"Sponsor": null,
"Subject": "Cardinale Bessarione",
"Title": "L’immagine di Alfonso il Magnanimo nella prefatoria di Bessarione alla traduzione della Metafisica di Aristotele",
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"firstpage": "45",
"institution": "Università di Cassino e del Lazio meridionale",
"issn": "2974-637X",
"issue": "1",
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"title": "L’immagine di Alfonso il Magnanimo nella prefatoria di Bessarione alla traduzione della Metafisica di Aristotele",
"url": "https://www.cesura.info/ojs/index.php/cr/article/view/20",
"volume": "2"
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/21 | [
{
"Alternative": "Greek culture and Humanism in Gerace: Atanasio Calceopulo and Aurelio Bienato",
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"Description": "Il contributo si focalizza sulla vita culturale della città Gerace, in Calabria meridionale, nel XV secolo, alla luce della biografia del suo vescovo, l’umanista greco Atanasio Calceopulo (1408 ca.-1497), redatta alla fine del Cinquecento dal prelato Ottaviano Pasqua. Questa fonte, in gran parte inesplorata, permette di acquisire nuovi elementi utili a ricostruire il milieu umanistico di Gerace, poiché essa non solo descrive l’attività di Calceopulo, ma fornisce nuove informazioni sui suoi contatti con l’umanista Aurelio Bienato, che fu allievo di Lorenzo Valla, docente allo Studio di Napoli e vescovo di Martirano. Bienato trascorse alcuni anni della sua vita a Gerace e dispose per testamento di essere sepolto nelle “catacombe” della cattedrale come simbolo della sua predilezione per la città calabrese e del suo legame con il dotto vescovo greco. Grazie alla testimonianza di Ottaviano Pasqua, inoltre, è possibile datare la nascita di Bienato, finora ritenuta del tutto incerta e generalmente collocata prima della metà del XV secolo, intorno al 1450.",
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"ISSN": "2974-637X",
"Identifier": "21",
"Issue": "1",
"Language": "it",
"NBN": null,
"PersonalName": "Jessica Ottobre",
"Rights": "https://creativecommons.org/licenses/by-nc-nd/4.0",
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"Subject": "Aurelio Bienato",
"Title": "Cultura greca e Umanesimo a Gerace: Atanasio Calceopulo e Aurelio Bienato",
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"author": "Jessica Ottobre",
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"dateSubmitted": null,
"doi": null,
"firstpage": "71",
"institution": "Università degli studi di Napoli Federico II",
"issn": "2974-637X",
"issue": "1",
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"keywords": "Aurelio Bienato",
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"lastpage": "94",
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"title": "Cultura greca e Umanesimo a Gerace: Atanasio Calceopulo e Aurelio Bienato",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/18 | [
{
"Alternative": "Iacopo Sannazaro tra latino e volgare. Atti del Convegno di Studi in ricordo di Marco Santagata (Pisa, 8-9 luglio 2021), cur. M. Landi, M. Riccucci, Pisa, Pisa University Press, 2023",
"Coverage": null,
"DOI": null,
"Description": "Reading of Iacopo Sannazaro tra latino e volgare. Atti del Convegno di Studi in ricordo di Marco Santagata (Pisa, 8-9 luglio 2021), cur. M. Landi, M. Riccucci, Pisa, Pisa University Press, 2023, pp. 315, ISBN 978-88-3339-763-4.",
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"Subject": "Poesia italiana",
"Title": "Iacopo Sannazaro tra latino e volgare. Atti del Convegno di Studi in ricordo di Marco Santagata (Pisa, 8-9 luglio 2021), cur. M. Landi, M. Riccucci, Pisa, Pisa University Press, 2023",
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"title": "Iacopo Sannazaro tra latino e volgare. Atti del Convegno di Studi in ricordo di Marco Santagata (Pisa, 8-9 luglio 2021), cur. M. Landi, M. Riccucci, Pisa, Pisa University Press, 2023",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/30 | [
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/16 | [
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"Description": "In this essay I focus on the historian, antiquary and bibliophile Pere Miquel Carbonell, who provides a good case study for assessing the dissemination of Italian humanism in the Crown of Aragon in the last decades of the fifteenth century and the early years of the following century. Carbonell’s manuscript annotations to his copy of Pier Paolo Vergerio’s De ingenuis moribus et liberalibus adulescentiae studiis (Naples 1475) are examined here.",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/17 | [
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/19 | [
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"Alternative": "Plutarch’s Apophthegmata Laconica in the Latin translation by Antonio Cassarino: Notes on the text and its reception",
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"Description": "Antonio Cassarino was the first humanist to systematically translate Plutarch’s Moralia. The study of Cassarino’s Latin translations and their reception in the Aragonese humanistic literature of southern Italy allows us to reconstruct a first phase of the fortune of moral Plutarch in the humanistic age.",
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"PersonalName": "Antonio Biscione",
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"Subject": "Antonio Beccadelli (il Panormita)",
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"title": "Gli Apophthegmata Laconica di Plutarco nella traduzione latina di Antonio Cassarino: Note sul testo e sulla sua ricezione",
"url": "https://www.cesura.info/ojs/index.php/cr/article/view/19",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/20 | [
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"Alternative": "The image of Alfonso the Magnanimous in Bessarion’s Prefatory Letter to the Translation of Aristotle’s Metaphysics",
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"Description": "Nel più ampio quadro delle traduzioni in latino di opere greche dedicate, ridedicate o circolanti presso la corte napoletana di Alfonso il Magnanimo, il contributo propone l’analisi, insieme a una traduzione in italiano, della lettera prefatoria della traduzione della Metafisica di Aristotele, eseguita dal cardinale Bessarione e dedicata ad Alfonso nel 1451. Il confronto con Alessandro Magno, al centro della prefatoria di Bessarione, contribuisce alla costruzione dell’immagine di Alfonso quale sovrano ideale. Quest’immagine è alimentata da una politica culturale, promossa dalla corte aragonese, che si esprime anche attraverso la commissione di traduzioni latine di opere greche: per questo motivo, le prefazioni a queste opere meritano uno studio più approfondito.",
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"ISSN": "2974-637X",
"Identifier": "20",
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"NBN": null,
"PersonalName": "Gabriella Macchiarelli",
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"Subject": "Cardinale Bessarione",
"Title": "L’immagine di Alfonso il Magnanimo nella prefatoria di Bessarione alla traduzione della Metafisica di Aristotele",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/21 | [
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"Alternative": "Greek culture and Humanism in Gerace: Atanasio Calceopulo and Aurelio Bienato",
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"Description": "Il contributo si focalizza sulla vita culturale della città Gerace, in Calabria meridionale, nel XV secolo, alla luce della biografia del suo vescovo, l’umanista greco Atanasio Calceopulo (1408 ca.-1497), redatta alla fine del Cinquecento dal prelato Ottaviano Pasqua. Questa fonte, in gran parte inesplorata, permette di acquisire nuovi elementi utili a ricostruire il milieu umanistico di Gerace, poiché essa non solo descrive l’attività di Calceopulo, ma fornisce nuove informazioni sui suoi contatti con l’umanista Aurelio Bienato, che fu allievo di Lorenzo Valla, docente allo Studio di Napoli e vescovo di Martirano. Bienato trascorse alcuni anni della sua vita a Gerace e dispose per testamento di essere sepolto nelle “catacombe” della cattedrale come simbolo della sua predilezione per la città calabrese e del suo legame con il dotto vescovo greco. Grazie alla testimonianza di Ottaviano Pasqua, inoltre, è possibile datare la nascita di Bienato, finora ritenuta del tutto incerta e generalmente collocata prima della metà del XV secolo, intorno al 1450.",
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"Identifier": "21",
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"NBN": null,
"PersonalName": "Jessica Ottobre",
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"issn": "2974-637X",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/18 | [
{
"Alternative": "Iacopo Sannazaro tra latino e volgare. Atti del Convegno di Studi in ricordo di Marco Santagata (Pisa, 8-9 luglio 2021), cur. M. Landi, M. Riccucci, Pisa, Pisa University Press, 2023",
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"Description": "Reading of Iacopo Sannazaro tra latino e volgare. Atti del Convegno di Studi in ricordo di Marco Santagata (Pisa, 8-9 luglio 2021), cur. M. Landi, M. Riccucci, Pisa, Pisa University Press, 2023, pp. 315, ISBN 978-88-3339-763-4.",
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"Identifier": "18",
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"Subject": "Poesia italiana",
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"author": "Nicoletta Rozza",
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"title": "Iacopo Sannazaro tra latino e volgare. Atti del Convegno di Studi in ricordo di Marco Santagata (Pisa, 8-9 luglio 2021), cur. M. Landi, M. Riccucci, Pisa, Pisa University Press, 2023",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/6 | [
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"Title": "Una tessera senofontea ritrovata: brevi note sul riuso dell’“Agesilaus” nel “De dictis et factis Alfonsi regis” del Panormita",
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"title": "Una tessera senofontea ritrovata: brevi note sul riuso dell’“Agesilaus” nel “De dictis et factis Alfonsi regis” del Panormita",
"url": "https://www.cesura.info/ojs/index.php/cr/article/view/6",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/8 | [
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"Description": "This article aims to offer some relevant keys to interpret the contents of the magnificent tapestry of the «Good Life», which is currently on display in the chapterhouse of the Tarragona Cathedral. By means of a complex approach, based on the combination of diverse disciplines (mainly History, Art and Political Theory), the description and analysis of the artwork seek to decipher and better understand some of the ideological strategies represented in this precious yet unknown piece.",
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"Subject": "Arazzi",
"Title": "La trama del buon governo: Descrizione e analisi dell’arazzo della “Bona Vida”",
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"title": "La trama del buon governo: Descrizione e analisi dell’arazzo della “Bona Vida”",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/10 | [
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"Alternative": "«Basis et firmamentum totius Regni»: royal castellans in Calabria under Alfonso the Magnanimous and Ferrante of Aragon (1442-1494)",
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"Description": "Despite the importance of the castles in the Aragonese kingdom of Naples, there are no specific studies about the office of castellan, as well as about the men who defended and directed those structures. First of all, this paper will reconstruct the functioning and the prospects of the castellanie within the royal domain, and then it will focus on the identities and careers of the castellans under Alfonso and Ferrante of Aragon, ending with some observations about the monarchical policy of territorial control and the role of the provincial society. The research, on this occasion, is limited to Calabria in the second half of the 15th century.",
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"PersonalName": "Alessio Russo",
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"Subject": "Calabria nel XV sec.",
"Title": "«Basis et firmamentum totius regni»: i castellani regi di Calabria al tempo di Alfonso il Magnanimo e Ferrante d’Aragona (1442-1494)",
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"institution": "Università di Napoli Federico II",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/14 | [
{
"Alternative": "A little-known text of political Humanism: Francesco Patrizi’s “De gerendo magistratu”",
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"Description": "The paper intends to investigate the figure of Francesco Patrizi from Siena by analysing an unpublished work, the epistle-treaty titled De gerendo magistratu. The epistle was composed in 1446 and addressed to Achille Petrucci, elected prior of Siena. The work focuses on the widespread theme de optimo magistratu, which aims to support the new prior and to guide him towards virtuous political action inspired by the fundamental principles of humanistic doctrine. This text represents the first political work of the Humanist, enriches the conceptual framework underlying Patrizi’s political thought, and provides additional elements to the genre of humanistic epistolography.",
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"Identifier": "14",
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"PersonalName": "Giovanni De Vita",
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"Subject": "Teoria politica",
"Title": "Un testo poco noto dell’Umanesimo politico: il “De gerendo magistratu” di Francesco Patrizi",
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"title": "Un testo poco noto dell’Umanesimo politico: il “De gerendo magistratu” di Francesco Patrizi",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/15 | [
{
"Alternative": "A ciphered letter about the preparations for the Conspiracy of the Barons",
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"Description": "This article offers the edition of a ciphered letter by Nestore Malvezzi and Neri Acciaiuoli (Rome, 26 August 1485), later intercepted and deciphered by the Milanese, in which they describe to the leader Roberto Sanseverino, captain general of the League dependent on Venice, the preparations of the Conspiracy of the Barons.",
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"Subject": "Ferrante I d'Aragona",
"Title": "Una lettera cifrata sui preparativi della Congiura dei Baroni",
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cr | https://www.cesura.info/ojs/index.php/cr/article/view/9 | [
{
"Alternative": "Reading of Gema Belia Capilla Aledón, Poder y representación en la figura de Alfonso el Magnànimo (1416-1458), València, Institució Alfons el Magnàim, 2019",
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"Subject": "Umanesimo monarchico",
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"title": "Lettura di Gema Belia Capilla Aledón, Poder y representación en la figura de Alfonso el Magnànimo (1416-1458), València, Institució Alfons el Magnàim, 2019",
"url": "https://www.cesura.info/ojs/index.php/cr/article/view/9",
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