Hi all,
Not too well versed in semiotic theory anymore myself (college seems
a long
time ago:)
But I am interested in the ideas you are presenting and I was
wondering if
you are
talking about videogames in general or if there are more specific
examples
that you can
refer to as immersive semiotic agents/systems. I'm getting awfully
tempted
to dig up some
baudrillard here but i'm not quite sure how post-structuralist
thinking is
regarded or applied
to contemporary practice (In a strange way it seems kind of dated)
Best
Tom
http://www.nullpointer.co.uk
----- Original Message -----
From: <troy@iconica.org> <mailto:troy@iconica.org>
To: "soft_skinned_space" <empyre@lists.cofa.unsw.edu.au>
<mailto:empyre@lists.cofa.unsw.edu.au>
Sent: Monday, October 06, 2003 1:47 AM
Subject: RE: (Re: [-empyre-] Holbein thread)
Hello,
Right. Many recent games use sophisticated simulations of worlds that
embody
relationhips and situations to the player / subject / viewer. When
engaged
in the simulation / game the player becomes part of the game. In
terms of
the symbolic / real (discursive / material) the simulation is a sign
system
and the player becomes a sign in that system ? the game world is quite
literally
addressing the player as an agent in the simulation. At the same
time, the
artifice of the simulation immerses the player so that they perceive
it
as real. This is typically through the use of depth cues, spatialised
sound,
immediacy of feedback, realistic behaviour / physics, lighting, and
so on.
Psychologically, the player is in that space ? it becomes their
reality.
In this way, I would argue that electronic space can be the symbolic
made
real. The symbolic has real affect, and is represented as a real space
through
simulation. Of course, this relies on the assertion that 'we want to
believe'
? that mediated experiences have been assimilated as natural and
'real'
in the first place.
So, electronic space blurs the symbolic and the real by representing a
highly
abstract space (the logic and relations of the computer) in a
realistic
simulation (the immersive / interactive experience). Which is one of
the
things that makes them so special.
Troy.
hi again,
ta for the baltrusaitis reference - it's a classic text on
anamorphosis.
another classic text is of course jacques lacan's chapter on
'anamorphosis'
in 'the four fundamental concepts of psychoanalysis'.
according to lacan, holbein's picture demonstrates the
'annihilation' of
the
subject. his is a tricky argument to synopsize, but i'll try: lacan's
schema
of the subjectifying relation is very closely based around alberti's
perspective construction. his 'double dihedron' of vision
schematizes the
way that the subject functions within the order of language and
representation. step outside this relation - i.e. step away from the
correct
point of view - and you enter the domain of the 'real', you cease to
be
a
subject as such. this, in a nutshell, is what holbein's picture
demonstrates
- so says lacan.
within lacan's argument, then, the border between the discursive and
the
material is recast as the border between the symbolic and the real -
and
it
is not subject to blurring. you're either a subject under the gaze
(i.e.
a
subject in/of discourse), or you're nothing at all. i think this is
a bit
harsh, and i think holbein thinks so too, which is why i find his
picture
so
interesting. i wouldn't go so far as to say it 'devours' the situated
subject - it simply points out that it's really tricky to 'situate'
subjects
in the first place.
from the phenomenological point of view, which is basically (as far
as
i
understand it) what holbein's picture demonstrates, subjectivity is
a kind
of an 'unsituated' concern by definition, an unstable mix of the
material
AND the discursive.... which is also what we find lucidly
demonstrated
in
a
lot of recent videogames. which is why i find them so fascinating.
later
e
on 3/10/03 8:11 AM, -empyre-owner at
empyre-owner@lists.cofa.unsw.edu.au
wrote:
vince.dziekan@artdes.monash.edu.au
Friday, 3 October
HI.
Sorry, don't want to jump in or preempt Eugenie's response, but I'd
recommend you check out:
Author:Baltrusaitis, Jurgis, 1903-
Title:Anamorphic art / by Jurgis Baltrusaitis ; translated by W. J.
Strachan.
Publisher:Cambridge [Eng.] : Chadwyck-Healey, 1977.
The idea of Renaissance, Cartesian Perspectivism containing this
'alternative' within it is an interesting position to think about
(the
application of perspective as a technique can be considered equally
"right"
whether using it to form or inversely to deform. Somewhere along the
way,
one of those positions has become "right" and the other deemed
"wrong").
Looking at this in this way, does this sort of soften the borders
between
the "discursive" and the "material", as indicated in an initial
observation:
IÅve just read troyÅs first post and it looks ú interestingly ú as
though
we¹re approaching the issue of anamorphism from two distinct angles
ú
the
discursive (troy) and the material (myself).
Thoughts?
Cheers.
Vince
(ps. I'm a colleague of Troy's in the dept of Multimedia & Digital
Arts
at
Monash --- so thought I'd better put in my two cents worth...)
Alan Sondheim wrote:
Can you say more about Holbein's scheme? It's almost as if his
painting
devours architecture and the situated body. Did he do other such
work?
Why
was this brilliance abandoned, if it was? Could his other work
contain
secret geometries? (I realize not, but want to speculate.)
It reminds me, what you're saying, of the multiply perceived
painting
of
Kuo Hsi -
Alan
On Thu, 2 Oct 2003, eugenie wrote:
hi all,
big thank you to christina, melinda, michael and jim for inviting me
to
participate in this monthÅs discussion.
IÅve just read troyÅs first post and it looks ú interestingly ú as
though
weÅre approaching the issue of anamorphism from two distinct angles
ú
the
discursive (troy) and the material (myself). my interest in
anamorphosis
is
historically based ú I arrived in the digital realm by the somewhat
roundabout route of c18th landscape aesthetics ú so IÅm going to
begin
by
giving a bit of historical background.
anamorphosis, for me, is a way of approaching the issue of Oembodied
vision¹. the argument is simple and probably highly self evident to
most
of
you posting to this list ú vision and thought issue from an active
body
rather than a disembodied eye ú but itÅs also one that western
philosophy
has traditionally had a great deal of trouble accepting.
Hans HolbeinÅs Ambassadors (1533) is a well-known example of an
anamorphic
picture and an excellent demonstration of the way that so called
Orational
perception¹ has always involved more than just the perspectival
eye/I.
The
vanishing point and Ocorrect¹ viewing position in Holbein¹s picture
are
clearly indicated by the precise rendering of the various
perspectival
objects in the image. Looking from this position, the anamorphic
skull
in
the foreground appears as nothing more than a meaningless shape. In
order
to
see it properly, the viewer has to approach the painting and look
obliquely,
from a position on the right, about halfway up the frame.
Viewing Holbein¹s picture was a sort of play in two acts. Holbein
was
quite
specific about the manner in which the picture should be hung: in a
room
with two doors, each one corresponding to one of the picture¹s two
viewing
positions. In the first act, the viewer enters the room and sees the
picture
from the Ocorrect¹ point of view. Captivated by the realism of the
painted
scene, the viewer is also perplexed by the indecipherable object at
the
bottom of the picture. Leaving by the second door, the disconcerted
viewer
casts a brief backward glance at the painting, and it is at this
point
that
the strange object resolves itself into an image.
Traditional theories of representation have paid a lot of attention
to
the
way the viewer is constructed as/at the OcorrectÅ point of view ú
i.e.
as a
distanced, disembodied, monocular eye. they have had much less to
say
about
the transient state(s) between points of view ú what IÅm calling the
Oanamorphic momentÅ. HolbeinÅs picture calls attention to those
moments
in
the event of seeing where the viewer exceeds the Cartesianesque
configuration of the disembodied eye. It foregrounds the subject in
its
environmental sense: a mobile, embodied agent that acts in the real
world
of
objects. As a concept of transformation, then, anamorphosis allows
us
to
understand subjectivity as a Odynamic¹ condition, a matter of a
constantly
changing body schema rather than a fixed body image. Holbein¹s
little
theatre of representation, in other words, has a lot to tell us
about
the
way we interface with virtual environments in the present dayS and
this
is
where it links up to my current interest in videogames, and affect,
and
the
way that we traditionally understand the history of virtuality.
wow, I¹ve run on and on. I¹ll leave it there for now.
bests
eugenie
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