Bursting into the Image:
Towards De-automatization in VR
This work is licensed under a Creative Commons Attribution 4.0 International License
George Themistokleous, Norwich University of the
Arts
The art installation Osmose (1995) by Char Davies, one of the most widely discussed
media art projects, will be explored in relation to the notion of de-automatization. The
de-automatized experience in Osmose will be developed by looking at theories of
perception by Arthur Deikman and Maurice Merleau-Ponty, as well as George Stratton’s
inverse goggle experiment, Bernard Stiegler’s account of automation, and Gilles
Deleuze’s writings on the virtual. The article traces a double act of de-automatization in
Davies’ Osmose that occurs due to the indeterminate object relations in the multi-media
installation on the one hand, and their intertwinement with the organic sensing body
on the other. This leads to an ungearing of one’s habitual perception, that produces a
particular relation with the virtual dimension. By outlining the theoretical framework of
the intertwining between technical object and bodily experience in Osmose, it becomes
possible to speculate on the trajectory of contemporary VR experiences. Whilst the
contemporary VR scene still relies heavily on the privileging of the visual dimension,
the project We Live in an Ocean of Air by Marshmallow Laser Feast shows how VR
environments can ‘leverage on’ emerging technologies to re-produce nuanced deautomatized experiences. De-automatization unravels how the reception of the deautomatized VR image reframes relations between actual and virtual.
Keywords
Char Davies’ Osmose
De-Automatization
Dehabituation
Perception
Lived Body
DOI
https://doi.org/
10.54103/2036461X/19444
INTRODUCTION
Since the 1980s, several media art practices have explored the role of the
body within VR environments. Osmose (1995) by Char Davies, one of the most
discussed media art projects, is particularly important because because it
produces nuanced relations between the actual and virtual. In Osmose, the
participant is partly “immersed” in a simulated 3D interactive environment
by wearing a head-mounted display. Davies integrates the “use of biometric
data” (heart rhythm) in the formation of the digitized stereoscopic image that
the participant experiences (Gardner et al. 2016, 52). The computer-generated
immersive environment thus changes in relation to the participant’s wired
body. The participant’s body alters the illusory three-dimensional synthetic
environment through digital inputs (motion tracking). “Real life motion
tracking” converts the participant’s digitally recorded “breathing and balance”
into data that are relayed into the simulated imagery (Davies 1998). The screen
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environment that the participant experiences is a computer-generated space
whose variable elements indeterminately change in relation to the participant’s
breathing and balance. In the interactive space of Osmose, Davies explores the
slippery intervals between actual bodily experience, immediate environment,
hardware/ software, and projected simulated image. For the artist, the work
“was designed as an alternative to the dominant aesthetic and interactive
sensibility of virtual reality” (Davies 1998). Through this VR installation the
body of the participant becomes inter-actively involved in the production of the
projected image.
The immersive experiences of Osmose “involve a dehabituating or ‘deautomatizing’ of perceptual sensibilities” (Bachelard 1994, 146; Deikman
1972). The active engagement of the participant’s body in the production of
the projected image in turn dehabituates, and de-automatizes the perceptual
co-ordinates of the sensory body from itself. In her writing, Davies refers to
dehabituation, by claiming that:
[t]his dehabituating of perception tends to occur as a result of
certain psychological conditions, such as when the participant’s
attention is intensified and is directed toward sensory pathways;
when there is an absence of controlled, analytic thought; and when
the participant’s attitude is one of receptivity to stimuli rather than
defensiveness or suspicion (Davies 1998, 147).
As such, the body in Osmose reveals a different experience from the prescribed
sensory behaviour that takes place in more straightforward VR experiences
that tend to prioritize the visual dimension.
Revisiting Osmose today is highly relevant as contemporary VR experiences
would benefit from the experiential and theoretical import of this work. However,
it is important to develop a reading of Osmose, that takes into account a reinterpretation of the notion of de-automatization. By referring to theories of
bodily perception from Arthur Deikman and Maurice Merleau-Ponty, as well as
psychologist George M. Stratton’s inverse goggle experiment, Bernard Stiegler’s
notion of automation, and Gilles Deleuze’s virtuality it becomes possible to
investigate the relations between actuality and virtuality that give rise to a deautomatized experience. In this respect, Davies’ problematization of the very
experience in straightforward applications of VR becomes highly relevant
today. With the current explosion of VR experiences, it becomes necessary to
re-examine this critique. Is the experience implicit in VR spaces increasingly
automatised? The automation in more straightforward VR experiences,
restricts the possibilities that are actualized within a variable system; therefore,
automation is made possible by eliminating many other possibilities. By
tracing modes of de-automatization, it becomes possible to speculate on how
contemporary VR experiences could be informed in alternative ways. The recent
project We Live in an Ocean of Air by Marshmallow Laser Feast shows how VR
environments can utilize emerging technologies to re-produce de-automatized
experiences, that lie at the intervals between actual and virtual.
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DE-AUTOMATIZATION
IN CHAR DAVIES’ OSMOSE
Osmose, first exhibited at the Sixth International Symposium on Electronic Art
(ISEA) in Montreal (1995), simulates a natural environment within an immersive
interactive installation. Utilizing computer generated three-dimensional
graphics, a head mounting display (HMD), and sound (based on user feedback),
the visitor experiences a relayed reception of images that are co-constructed
with the participant’s own bodily data input. The projected depth-image is
constantly informed by the participant through the technical apparatus. As
Oliver Grau writes:
[w]ith the aid of polarized glasses, they watch his or her constantly
changing perspectives of the three-dimensional image worlds on a
large-scale projection screen. The images are generated exclusively
by the interactor, whose moving silhouette can be discerned dimly
on a pane of frosted glass (Grau 2003, 193).
The interaction within this virtual environment involves the solitary
participant’s relation with the technical apparatus that mediates the relations
between viewer and projected image. Grau states: “[i]t is at the interface, which
must be used by the active observer according to the rules of the particular
illusion world, that the structures of the simulation designed for communication
meet up with the human senses” (Grau 2003, 198). The nuanced intervals that
negotiate human and nonhuman actors need to be further considered today. It is
increasingly relevant to probe the limits of VR environments, as the boundaries
between commercial and artistic applications are becoming increasingly
obfuscated.
In her writing on Osmose, Davies articulates the significance that dehabituation
has on this media art project. The notion of dehabituation and de-automatization
in Osmose is developed from Davies’ reading of Gaston Bachelard and Arthur
Deikman. Dehabituation is related to the immense natural spaces in Bachelard’s
The Poetics of Space (1958). Davies observes how Bachelard “examined
the psychologically transformative potential of ‘real’ environments like the
desert, the plains, and the deep sea, immense open spaces unlike the urban
environments to which most of us are accustomed” (Davies 1998, 146). This
notion of dehabituation provides a means of unpacking another reading of the
VR experience inherent to Osmose. It is useful to follow this enquiry in Osmose
because, as Mark B.N. Hansen writes, it “eschews many of the familiar trappings
of computer-based worlds, virtual reality, and game environments, including
the primacy normally accorded to detached vision” and “the orientation toward
a goal, and the hard-edged simulation of perspectival space” (Hansen 2001).
If Bachelard’s text opens up a way for Davies to consider the spatiality of
the body in VR space, Deikman’s lesser known ‘De-automatization and Mystical
Experience’, and ‘Experimental Meditation’, in Altered State of Consciousness,
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focuses on readings of the experiential body that are nuanced in terms
understanding the virtuality of the body (I will return to this point). The act
of de-automatization provides a departing point from the predetermined
consideration of the spatio-temporal body in VR, as outlined by Hansen, and
focuses on the specific role of the body in Osmose. Whilst Osmose has been
extensively analysed, specific reference to the de-automatized experience itself
have been under explored. Deikman’s writings, which Davies refers to, provide
a starting point for considering such de-automatized experiences. These are
important because they will enable a better understanding of the status of the
virtual dimension.
According to Deikman, the mystic state “is one of intense affective, perceptual,
and cognitive phenomena that appear to be extensions of familiar psychological
processes” (Deikman 1972, 26). This mystic experience considers how
thinking interferes with a perception that produces knowledge. In meditative
contemplation there is an active effort to “exclude outer and inner stimuli, to
devalue and banish them” (Deikman 1972, 30). The psychological schema of
perceptual stimuli is de-automatized in Deikman by reversing the functional
automaticity inherent in sensori-motor perception. “The integration of the
somatic systems involved in the action,” is thus undermined so as to challenge
“the integration of the individual mental acts involved” (Deikman 1972, 30).
Whilst automation implies that by automating the sensorimotor behaviour
the perceptual affect “disappears from consciousness”, what happens when
there is an intentional attempt to reverse the automated process? The “deautomization of a structure may result in a shift to a structure lower in hierarchy,
rather than a complete cessation of the particular function involved” (Deikman
1972, 30). Aligning it to psycho-analytic propositions of “differentiation”,
the de-automatization thus reveals other ways to actively experience the
world. As Deikman explains this is done by intensifying the percept itself,
and simultaneously prohibiting the abstract categorization associated with
the automated process. In this sense cognition is arrested, and disrupted,
allowing perception to become de-automatized. This ensues in “a perceptual
and cognitive organization characterized as ‘primitive’, that is, an organization
preceding the analytic, abstract, intellectual mode typical of present-day adult
thought” (Deikman 1972, 33). The
“primitive” de-autonomized imagery can thus be defined as
being: “(a) relatively more vivid and sensuous, (b) syncretic, (c)
physiognomic and animated, (d) de-differentiated with respect
to the distinctions between self and object and between objects,
and (e) characterized by a de-differentiation and fusion of sense
modalities (Deikman 1972, 34).
In this respect, for Deikman any clear distinctions between self and object,
and perceptual and cognitive faculties become disrupted.
This de-automatized experience where the object of one’s perception and the
perceptual stimulus are intertwined can be observed in Osmose. As such this
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work offers a critique to the more straightforward role of the body in VR as
expressed for example by Richard Coyne’s statement where he claims that: “VR
is a literal enactment of Cartesian ontology, cocooning a person as an isolated
subject within a field of sensations and claiming that everything is there,
presented to the subject” (Hansen 2001). Contrary to the literal enactment of
a Cartesian space that is highly reliant on the visual sense, in Osmose there
is a very intricate intertwining of the multi-sensory and proprioceptive body
in relation to its immediate environment. As Hansen writes: “you have let the
experience of spatial navigation penetrate into your body via the immediately
felt physiological modifications produced by the inhalation and exhalation that
triggered your vertical movement (and the bodily leaning that triggered your
horizontal movement)” (Hansen 2001). By adopting Hansen’s premise that within
Osmose the body/space distinctions are problematised, this problematization
can be considered through the process of de-automatization. According to
Hansen, “the body schema is cosubstantial with the activity of the body and is
dynamically constitutive of the spatiality of the world” (Hansen 2001). However,
this phenomenal account does not address the following question: how does
a de-automatized experience configure a dissonant relationship between the
self and the self-image? In order to expand this point, Char Davies’ embodied
visuality is instructive.
THE UNGEARING FROM A SELF-IMAGE
Davies’ myopic vision partly informed the approach towards Osmose. As
Davies writes:
In this unmediated, unfocused mode of perception, ‘I discovered
an alternative (non-Cartesian) spatiality whereby objects had
disappeared; where all semblance of solidity, surface, edges and
disjunctions between things – i.e., the usual perceptual cues by
which we visually objectify the world had dissolved. These were
replaced by a sense of enveloping space in which there were no
sharply defined objects in empty space, but rather an ambiguous
intermingling of varying luminosities and hues, a totally enveloping
and sensuous spatiality’ (Hansen 2001).
A vision that disintegrates the visual field aligns it more closely with a tactile
or sensuous spatiality, bringing the visual sense in closer proximity with the
other senses. Such a proprioceptive relationship between vision and the other
senses is extended in Osmose and needs to be more closely scrutinized. In order
to explore this sensory experience, it is useful to turn to a clinical research case
study by experimental psychologist George M. Stratton. Stratton experimented
with inverting upright vision at the University of California in 1895/96 (Schuler
2015, 152). The experiment performed by Stratton used prism goggles to invert
one’s perception of their visual field. In other words, the actual visual image
of the world in this experiment was rotated by 180 degrees. As Jonathan Hale
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writes, “[t]his is technically a ‘correction’ of what happens in normal vision, in
the sense that the image on the back of the retina is normally already inverted”
(Hale 2017, 40). Through such an experience, the cognitive understanding of the
body is confused, as what is usually organized according to an “upright” vision
is reversed. Hence the tactile sense, will confuse right with left. For example,
if one tries to shake someone’s hand whilst wearing the goggles, they will
“perceive” the image of the hand as being on the opposite side of their visual
field. With extended use, the brain and bodily motility will eventually adjust to
this reversed image. The brain would thus “normalize the image by re-inverting
back to normal” (Hale 2017, 40). But this correction or “normalization” of vision
only worked “…for more distant views. But not so well when he looked at his
own body…” (Hale 2017, 40).
In Phenomenology of Perception (1945), Maurice Merleau-Ponty refers
extensively to Stratton’s inverse goggle experiment. What this experiment
reveals for Merleau-Ponty are the proprioceptive and motility operations of the
phenomenal body. Merleau-Ponty explains how this experiment reveals two
“irreconcilable representations of the body” (Merleau-Ponty 2009 [1945], 286).
This irreconcilability occurs between the inverted visual perception field and the
motor-sensory tactile sensation. Following this inversion, the motor-sensory
tactile sensation needs to respond to the change in the visual perceptual field.
This produces a dissonance between the actual body’s sensori-motricity and the
perception of the visual field. The dissonance between actual bodily motricity
induces a de-automatized experience of the very mode in which the virtual
becomes actualised – i.e., where I sense I am positioned in the world through
proprioception, and how I view the world is not aligned.
Despite the disorganization of the body from its environment, according
to Merleau-Ponty the experiment shows how the body is geared towards its
spatial re-anchoring onto the world. As Merleau-Ponty writes,
…we need an absolute within the sphere of the relative, a space
which does not skate over appearances, which indeed takes root
in them and is dependent upon them, yet which is nevertheless
not given along with them in any realist way (Merleau-Ponty 2009
[1945], 289).
According to Merleau-Ponty, this shows how “everything throws us back to
the organic relations between subject and space, to that gearing of the subject
onto his world, which is the origin of space” (Merleau-Ponty 2009 [1945], 293).
In Hale’s description of the phenomenal body in Merleau-Ponty, he writes “the
way in which we construct our broader sense of three-dimensional space is
the intermodal connection between vision and proprioception that develops as
we learn to move our whole body around in the world” (Hale 2017, 40). The
proprioceptive dimension between the senses in relation to movement inform
the gearing towards space. As Merleau-Ponty writes: “it would appear then that
it is the experience of movement guided by sight which teaches the subject to
harmonize the visual and tactile data” (Merleau-Ponty 2009 [1945], 286). For
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Merleau-Ponty these experiments reveal the gearing that re-aligns the actual
body’s sensori-motricity with its virtual field. In other words, for Merleau-Ponty
there is always an anchoring of the subject in space. Hence Merleau-Ponty
writes: “[t]his maximum sharpness of perception and action points clearly to
a perceptual ground, basis of my life, a general setting in which my body can
co-exist with the world” (Merleau-Ponty 2009 [1945], 292). And, according to
Merleau-Ponty, this applies to Stratton’s experiment as the subject becomes
geared towards an actual perceptual field (the upright view of the world) during
the course of the experiment, i.e., the tactile body becomes re-wielded to the
visual perception of the world.
In another interpretation of the phenomenal body Drew Leder claims that
“the body is not a point but an organized field in which certain organs and
abilities come to prominence while others recede” (Leder 1990, 24). Here again
it becomes important to reconsider how the technical object’s relation to the
body increasingly affects the bodily schema. Leder, echoing Merleau-Ponty, calls
attention to “the self-effacement of bodily organs when they form the focal origin
of a perceptual or actional field, an example of this is the invisibility of the eye
within the visual field it generates” (Leder 1990, 26). Leder’s remark reveals
how when an organ, such as the eye, is a focal origin of a perceptual field, its
proprioceptive relation to other senses is automatized. In the case of Stratton’s
experiment, the inability of the eye to be a clear focal origin, due to the reversal of
the perceived image, meant that it entered a state of de-automatization whereby
its relationality to the tactile sense must then become re-anchored in the world.
Here however it becomes possible to consider this experiment not as a
“gearing of the subject onto his world” but as the ungearing of the participant
from oneself. In Stratton’s experience of the device, he claims: “I had the feeling
that I was mentally outside my own body” (Gregory 1997, 205). As such, the object
may be considered in a different manner; the technical object, the prism goggles,
actively affect the self by producing a dissonance between the sensing body and
its virtual field. This experiment was made possible after developments with
light refraction through a glass prism, starting from Sir Isaac Newton’s prism
experiments in Opticks. As art historian Jonathan Crary states when referring
to these experiments: “Newton is less the observer than he is the organizer, the
stager of an apparatus from whose actual functioning he is physically distinct”
(Crary 1991, 40). The “observer is disjunct from the pure operation of the device
and is there as a disembodied witness to a mechanical and transcendental representation of the objectivity of the world” (Crary 1991, 41). The technical object
and its connection to the organic body informed novel ways of seeing the world.
The experiment presupposes a hybrid relation between technical prism and
organic eyes. The complexity of the organic eyes which is usually overlooked in
relation to the unity of its function is called into focus through this experiment
(Themistokleous 2021, 144). Hence, in Stratton’s experiment relations between
the virtual field and the sensing body cannot be easily distinguished from one
another. In this case the visual device becomes an active agent that affects the
behaviour of the participant. The technical object and its wiring with the body
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produces a de-automatized experience. By focusing on this relation, between a
technical object like the prism and its attachment with the sensing body, we can
better understand the de-automatized experience in Osmose.
The ensuing de-automatized relation between human and the technical
apparatus developed at this point need to be further considered because the
technical object evolves and re-organizes itself beyond the will of the human.
The de-automatized experience, as we shall see, also changes in relation
to its broader technical and cultural milieux. And so, how do we chart a deautomatized experience within our current technical age? According to Bernard
Stiegler “the technical object is no longer merely inert, but neither is it living
matter… [it] transforms itself in time as living matter transforms itself in its
interaction with the milieu” (Stiegler 1998, 49). Stiegler’s non-anthropocentric
position stresses that the technical object increasingly evolves in and of itself,
i.e. beyond human intentionality or mastery. Yet, as Stiegler suggests, the
human while no longer being the “intentional actor” is now the “operator” of the
technical object, and of the broader technical system (Stiegler 1998, 66). Stiegler
reveals the misunderstanding of the technical object and the “possible alienation
of humanity (or of culture) by technics” (Stiegler 1998, 66). He observes that
“[t]o know the essence of the machine, and thereby understanding the sense
of technics in general, is also to know the place of the human in technical
ensembles” (Stiegler 1998, 66). In Technics and Time 1, Bernard Stiegler explains
how through automation certain possibilities are actualized within a variable
system, therefore automation is made possible by eliminating many other
possibilities. A better understanding of the technical object provides a grasp of
the indeterminate virtual possibilities that the technical object could offer.
De-automatization developed in relation to the subject by Deikman can be
superimposed with Stiegler’s critique of automation. In the reading of Osmose,
we can assume that there is a double act of de-automatization going on, i.e.,
from the technical field of software-hardware, that to a certain degree evolve
in and of themselves, to the intertwining of the sensory body of the participant
experiencing the device. The nonhuman assemblage of software-hardware
processes create a field of technical objects that in turn de-automatize the body
of the viewer. The multiple entanglements between human and nonhuman
agents further the de-automatized process. This this induces a particular
understanding of virtuality. In order to expand what is meant by virtuality, we
need to turn to Gilles Deleuze’s reading of Henri Bergson’s notion of the virtual
in Bergsonism (1966).
According to Deleuze, the virtual is not distinct from the real, but from the
actual. He writes:
We know that the virtual as virtual has a reality; this reality
extended to the whole universe, consists in all the coexisting
degrees of expansion (détente) and contraction. A gigantic memory
a universal cone in which everything coexists with itself, except for
the differences of level (Deleuze 1991 [1966], 100).
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Deleuze explains how “lines of actualization correspond to the levels or the
virtual degrees of expansion (détente) or contraction” (Deleuze 1991 [1966],
101). However, “what coexisted in the virtual ceases to coexist in the actual and
is distributed in lines or parts that cannot be summed up” (Deleuze 1991 [1966],
101). Through the technical intertwinement, the body in Osmose experiences
the intervals between a mode of actualization that isn’t as straightforward
compared to habitual experience. Through this process of actualization one
experiences the mnemonic intervals between virtual and the transition to
actualization. Such a VR experience of the intersection between technical object
and sensing body in Osmose is the ontological basis of de-automatization.
VR ENVIRONMENTS TODAY
According to Tom Gunning “the enthusiasm of the early avant-garde for film
was at least partly an enthusiasm for a mass culture that was emerging at
the beginning of the century, offering a new sort of stimulus for an audience
not acculturated to the traditional arts” (Gunning 1990, 58). Today, we are
witnessing an emergence of a new sort of mass stimulus through the plethora
of VR environments that are being applied within different (often overlapping)
commercial, scientific and artistic contexts. It is argued that in most cases the VR
experience still remains limited to Hansen’s critique of VR environments. This
point can be observed in Anish Kapoor’s Into Yourself, Fall (2018). Presented by
the Taiwanese company HTC at Art Basel, Hong Kong, Into Yourself, Fall, offers
a “journey through the human body, promising a ‘disorienting sensation of
radical introspection’ as the viewer negotiates vertiginous twists in a world that
is both abstract and uncomfortably familiar” (Aspden 2018). Kapoor focuses
solely on the VR image to produce exaggerated visual effects of forests, viscera
of a human body and deep space (Aspden, 2018). In this case, one can follow
what Hansen explained as “the deployment of virtual environments being
‘piecemeal and premised on an unthematized… and wholly implausible hope
that vision can by itself reconstitute the richness of human perceptual function”
(Hansen, 2001). But as Hansen and others have noted Davies’ Osmose moves
beyond these limitations in VR environments. In the article ‘Body Editing: Dance
Biofeedback Experiments in Apperception’ the authors observe that:
Davies’ work is thus deeply informed by the theoretical problematics
of rendering virtual and digital space into a Cartesian grid that is
often anything but immersive. Davies finds that the realist, visual
aesthetic common to Virtual Reality and computer graphics
recreates a false (Cartesian) dichotomy of subject/object (Paula
Gardner et. al 2016, 52).
Whilst today with more advanced computational power, the commercialization
of VR media is thriving, it becomes crucial to speculate as to how the experience
within VR media can continue to offer possibilities of de-automatization. The
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project We Live in an Ocean of Air created by Marshmallow Laser Feast,
comprised of the London-based Barney Steel, Ersin Han Ersin and Robin
McNicholas, is a project that utilizes VR environments in a way that, to a certain
extent, de-automatizes the participant’s experience. The installation opened at
the Saatchi Gallery in London (2018). In the article ‘Nature Meets Technology in
this Mind-Blowing Virtual Reality Experience’, Nicholas Yong writes:
through the power of virtual reality (VR), the experience transports
you not only to the base of a giant sequoia (these massive redwoods
make up some of the world’s largest and tallest trees and can
reach a height of 115m - almost twice the height of the ArtScience
Museum), but also into the tree and into a virtual realm beyond
imagination, description and understanding (Yong 2022).
In addition to the VR simulated image, the experience integrates binaural
sound, scent dispersal systems, wind machines, motion trackers, heart-rate
monitors and a breathing sensor. Participants had to wear a backpack with a
battery in it, a clunky piece of hardware to make this multi-sensory experience
work. Yong states that “as you explore the space (virtual grid walls serve as
your boundaries), the outside world and even the floor and ceiling disappear
completely” (Yong, 2022). In the VR experience breathing is relayed into the
image, when one takes their first breath “the cycle of air is ignited” and a “sudden
flow of particles invade the area, participants realise their hands are visually
pulsing with red oxygenated blood” (Segreto, 2019). The participant’s breathe
and body-image become represented in the VR digitized space. As material
surfaces become converted into re-presented information the distinctions
between the simulated “natural” world and bodily experence become blurred.
This experience is comparable to the reading of Osmose that has been traced
thus far.
In Osmose the participant’s breathing contributes to the multiple
entanglements of internal and external bodily stimuli that produce a dissonance
between one’s actual tactile body and their visual field. Such a dissonance
emphasizes how the participant is experiencing a mode of actualization.
Similarly, the multi-sensory experience implicated in We Live in an Ocean
of Air moves beyond the usual excessive reliance on the visual image in VR
applications, such as the one in Kapoor’s Into Yourself, Fall, by enhancing
the multiple entanglements between one’s sensation, the intricate technical
apparatus and the incommensurable relation to the virtual image of oneself.
In the article “Why Virtual Reality is a Medium still in need of ‘Cradling”’, Ben
Luke makes this point by emphasizing that VR experiences focus mostly on
the software rather than the hardware (Luke, 2022). We Live in an Ocean of
Air provides an exception in this respect, but also shows how the hardware
is less a site for experimentation in VR experience. And Luke explains how,
“corporate gatekeeping of the technologies may limit the potential for artistic
interventions” (Yong, 2022). However, there are cases, as the author shows,
where artists re-appropriate and subvert existing technologies. Case in point
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being the Kinect add-on motion-sensor for Microsoft’s X-box, that, as Luke writes,
“digital artists were hacking” (Yong, 2022). Looking back at Davies’ Osmose, the
intricate intertwining of the software, hardware with the physical body, are what
produced de-automatized affective experiences. The corporations driving the
practices and institutions involved in the making of certain VR applications are –
to a certain extent – “black boxed”. Joanna Zylinska elaborates on the software
driven “black boxes” (Zylinska 2017, 66) that are part of VR headsets, showing
how the software used in such VR products is owned by tech-corporate giants,
and hence is copyright protected. That is not to say that there are not slippages
between profit-oriented, and more experimental applications of media, but in
general the control of software applications developed by corporations, such
as Microsoft, assumes that VR experience will, to a certain degree, assume a
mode of automated control of bodily experience. A step towards achieving such
de-automatized experiences is also to overcome the corporate gatekeeping that
is part of the development of VR technologies.
CONCLUSION
The de-automatized experience that informs Char Davies’ Osmose art
installation was explored by looking at how Arthur Deikman’s develops the
notion of de-automatization in his own writings. This then led to a reading of
what constitutes the de-automatized experience in the Osmose project. By
referring to Maurice Merleau-Ponty’s reading of George M. Stratton’s inverse
goggle experiment, the notion of de-automatization becomes re-articulated, and
re-framed. The ungearing of the subject from itself allows a re-conception of the
de-automatized experience that involves the dissonance between actual and
virtual. Finally, the We Live in an Ocean of Air by Marshmallow Laser Feast has
been analysed as an example of a contemporary VR environment that marks
the possibilities of current VR spatial environments.
The indeterminate virtual possibilities unravelled in Osmose due to the
nuanced and indeterminate overlapping between organic and inorganic bodies
inform the de-automatized experience. Paradoxically, the drive for increasingly
automatized technologies restricts the virtual possibilities of VR. Following
Stiegler, we can infer that through the act of automation certain possibilities
are actualized within a variable system, therefore automation is made possible
by eliminating many other possibilities. Kapoor’s Into Yourself, Fall (2018), is an
example of a more straightforward automated VR experience.
Returning to Deikman account of de-automatization, the author writes:
...under special conditions of dysfunction…the pragmatic system
of automatic selection are set aside or break down, in favor of
alternate modes of consciousness whose stimulus processing may
be less efficient from a biological point of view but whose very
inefficiency may permit the experience of aspects of the real world
formerly excluded or ignored (Deikman 1972, 45).
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If the de-automatized experience leads to experiences of the real world
that are often excluded, how can VR simulate such experiences using today’s
technical systems? This article wants to highlight a de-automatized experience
that unlike Deikman’s account is driven by the technical apparatus and its
entanglement with the human body. Following Stiegler’s articulation of
automation and Deleuze’s notion of virtuality, a double act of de-automatization
happens on the side of inorganic matter on the one hand, and its intertwinement
with the organic body on the other. Hence, actualization and its relation to the
virtual becomes more nuanced for the participant in such readings of VR.
In both We Live in an Ocean of Air and Osmose, the process of de-automatization
can be further understood by looking at Deleuze’s interpretation of the virtual.
In Deleuze’s reading of Bergson, he writes: “the way in which we understand
what is said to us is identical to the way in which we find a recollection” (Deleuze
1988 [1966], 57). This for Deleuze, is a “leap into being, into being-in-itself, into
the being in itself of the past” (Deleuze 1988 [1966], 57). This assumes that we
place ourselves in the past through a “kind of transcendance of sense” because
we cannot actually “recompose the past with presents” (Deleuze 1988 [1966],
57). According to Deleuze [and Bergson] the past coexists with the present.
Now if “we place ourselves in a particular region” of the past that “corresponds
to our actual needs” (Deleuze 1988 [1966], 62), the experience within these
installations challenges this mode of habitual recollection. “The recollectionbecoming-image enters into a ‘coalescence’ with the present”, it therefore
“passes through ‘planes of consciousness’ that put it into effect” (Deleuze 1988
[1966], 65). But this very mode of “becoming image” does not apply in the two
VR installations that have been explored thus far. The very aspect of the deautomatized moment as developed here through these installations can be
considered in the following passage:
We begin from this undivided representation (that Bergson will call
the ‘dynamic scheme’), where all the recollections in the process of
actualization are in a relationship of reciprocal penetration; and we
develop it in distinct images that are external to one another, that
correspond to a particular recollection (Deleuze 1988 [1966], 66).
The move towards becoming a distinct image in this case is not clear, instead
there is a move towards extending one’s awareness of the processes of
actualization. This is because the technical objects in We Live in an Ocean of Air
and Osmose are entangled with the body in a way whereby the proprioceptive
relationship between senses is de-automatized. Consequently the images are
not made distinct, they become indistinct... as one bursts into the -virtual- image.
116
Themistokleous, Bursting into the Image
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