上海大学学报(社会科学版) ›› 2017, Vol. 34 ›› Issue (3): 104-120.

• 国外人文社会科学 • 上一篇    下一篇

渴望虚拟空间:1990年代媒体艺术的技术想象

  

  1. 1. 加利福尼亚大学欧文分校 克莱尔·特雷弗艺术学院;
    2. 上海大学 上海电影学院
  • 收稿日期:2016-09-10 出版日期:2017-05-15 发布日期:2017-05-15

Desire for Virtual Space:The Technological Imaginary in 1990s Media Art

  • Received:2016-09-10 Online:2017-05-15 Published:2017-05-15

摘要:

 20世纪90年代是数字计算带着它的互动性、图形用户界面、互联网与万维网在文化中爆发的时期。“虚拟空间”与“虚拟性”这两个概念是架构90年代媒体艺术理论与实践的基础。然而,“虚拟空间”的概念本身是有缺陷的,这一方面是由于其内涵包括了处于快速变化中的各种技术,其中包括“增强现实”与“混合现实”向当代的普适计算范式的迅速转型,还涉及“永远在线”的移动计算、GPS追踪以及物联网等。这种复杂性还因为第一代数字艺术家与数字文化研究者在技术领域知识上的欠缺而被放大。另一方面则是因为长期以来,西方社会一直对笛卡尔的二元论持有一种未经反思的普遍信念,这种精神身体的二元论隐含在物质与信息(作为硬件与软件)的对立(修辞上的)中,使其在文化规范中得到强化。而艺术圈却一直持有一个不同的、“具身”的以及多样化的存在观,尽管极少诉诸文字或工程学上的方程式,这种存在观却以一种行动的、直接诉诸感官的艺术实践的方式得到了表达。这些复杂的文化力量共同造就了一个令人晕眩又困惑的话语混合体。在90年代的人机交互(HCI)领域,这些问题一直存在,并且作为哲学观念包袱的一部分参与了主流认知学范式的塑造,影响了技术发展及其相关的话语。而媒体艺术家们的独立研究由于兼具了传统“具身”式的艺术感知与计算式的抽象思维,正是厘清90年代的数字文化在理论与实践上的技术与话语发展及“虚拟性”相关的问题,并构想相应的解决方案的独一无二的切入口。一般说来,这些独立研究要远远早于学术机构与商业公司。
 

关键词: 虚拟现实, 沉浸媒体, 新媒体艺术, 虚拟性, 具身

Abstract:

This article discusses technological and discursive developments in the interdisciplinary historical trajectory of theory and practice of digital cultures in the 1990s, specifically around the notion of virtuality and the transition to the paradigm of ubiquitous computing. However hazy, the ideas of ‘the virtual’ and of ‘virtuality’ were central structuring concepts for 1990s media art theory and practice. It is argued here that the concept of ‘the virtual’ was the product of an incomplete and rapidly changing technological constellation. The problematics of ‘the virtual’ were intensified by an incomplete technological understanding among many of the first generation of artists and theorists in digital cultural practices. A general longterm and largely uninterrogated commitment to Cartesian Dualism complemented these shortcomings to produce a heady and confusing discursive mix. Through this period, problems around humancomputer interaction (HCI) are shown to be persistent, and attributable in part to the prevailing cognitivist paradigm (part of the uninterrogated philosophical baggage) and its influence both on technological development per se and the rhetorics surrounding it. It is argued that media arts research, as a hybrid of traditional embodied arts sensibilities and the abstractions of computing, was uniquely positioned to identify these problems and model solutions, and did so generally in advance of academic and commercial sectors.
 

Key words: embodied, virtual reality, immersive media, virtuality, new media arts