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1

Wade, Nicholas J. "On Stereoscopic Art." i-Perception 12, no. 3 (May 2021): 204166952110071. http://dx.doi.org/10.1177/20416695211007146.

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Pictorial art is typically viewed with two eyes, but it is not binocular in the sense that it requires two eyes to appreciate the art. Two-dimensional representational art works allude to depth that they do not contain, and a variety of stratagems is enlisted to convey the impression that surfaces on the picture plane are at different distances from the viewer. With the invention of the stereoscope by Wheatstone in the 1830s, it was possible to produce two pictures with defined horizontal disparities between them to create a novel impression of depth. Stereoscopy and photography were made public at about the same time and their marriage was soon cemented; most stereoscopic art is now photographic. Wheatstone sought to examine stereoscopic depth without monocular pictorial cues. He was unable to do this, but it was achieved a century later by Julesz with random-dot stereograms The early history of non-photographic stereoscopic art is described as well as reference to some contemporary works. Novel stereograms employing a wider variety of carrier patterns than random dots are presented as anaglyphs; they show modulations of pictorial surface depths as well as inclusions within a binocular picture.
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Sommer, Bjorn. "Hybrid Stereoscopic Photography - Analogue Stereo Photography meets the Digital Age with the StereoCompass app." Electronic Imaging 2021, no. 2 (January 18, 2021): 58–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.2.sda-058.

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Stereoscopic photography has a long history which started just a few years after the first known photo was taken: 1849 Sir David Brewster introduced the first binocular camera. Whereas mobile photography is omnipresent because of the wide distribution of smart phones, stereoscopic photography is only used by a very small set of enthusiasts or professional (stereo) photographers. One important aspect of professional stereoscopic photography is that the required technology is usually quite expensive. Here, we present an alternative approach, uniting easily affordable vintage analogue SLR cameras with smart phone technology to measure and predict the stereo base/camera separation as well as the focal distance to zero parallax. For this purpose, the StereoCompass app was developed which is utilizing a number of smart phone sensors, combined with a Google Maps-based distance measurement. Three application cases including red/cyan anaglyph stereo photographs are shown. More information and the app can be found at: <uri>http://stereocompass.i2d.uk</uri>
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Nicholson, Paul T. "Three-dimensional imaging in archaeology: its history and future." Antiquity 75, no. 288 (June 2001): 402–9. http://dx.doi.org/10.1017/s0003598x00061056.

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Whilst digital cameras and computer graphics are starting to be used in archaeological recording, stereoscopic photography tends to be overlooked. This technique has been used successfully in three recent projects and could be beneficial as a means of 3D photographic recording.
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Moran, Leslie. "Carte de visite of ‘The Lord Chief Justice of England’ (Sir Alexander James Edmund Cockburn, 12th Baronet) by London Stereoscopic and Photographic Company, circa 1873." Northern Ireland Legal Quarterly 68, no. 3 (November 7, 2017): 245–57. http://dx.doi.org/10.53386/nilq.v68i3.38.

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The carte de visite of ‘The Lord Chief Justice of England’ (Sir Alexander James Edmund Cockburn, 12th Baronet) by London Stereoscopic and Photographic Company that dates from the early 1870s is an object that provokes and challenges ways of thinking about the judiciary and visual culture and research on the judiciary more generally. It demands that consideration be given to a history of the relationship between the judiciary, photography and mass media that has been hidden from history by the long shadows of cameras in courts research. It provides an opportunity to consider how the technological innovations that turned photography into a mass media phenomenon impacted upon the making, distribution and use of pictures of judges.
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Quintana, Àngel, Alan Salvadó-Romero, and Daniel Pérez-Pamies. "An Archeology of the Metaverse: Virtual Worlds and Optical Devices." Baltic Screen Media Review 10, no. 2 (December 1, 2022): 202–12. http://dx.doi.org/10.2478/bsmr-2022-0015.

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Abstract The following article comes as a result of a Spanish Ministry R&D funded project entitled “Virtual Worlds in Early Cinema: Devices, Aesthetics and Audiences”. Our starting hypothesis is that some of the central ideas that define the metaverse’s virtual imaginary can be found in some of the visual devices and apparatuses from the 17th to the early 20th centuries. The article contextualizes and details how the desire for immersion, three-dimensional images, observation of replicas of our worlds, and living a non-narrative experience are contained in early optical devices such as magic lanterns, stereoscopic photography, panoramas, maréoramas or phantom rides. The main purpose is to illustrate that, despite the technological transformation, we ultimately are part of a long history where equivalences, parallelisms and returns arise between past and present times. The metaverse’s visual culture is no exception, and it gathers the imaginary of virtual worlds figured in some of the optical devices and visual spectacles of the past.
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Pushkarev, A. A., O. V. Zaytceva, M. V. Vavulin, and A. Y. Skorobogatova. "3D RECORDING OF A 19-CENTURY OB RIVER SHIP." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 377–81. http://dx.doi.org/10.5194/isprs-archives-xli-b5-377-2016.

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A 3D recording of a 19-century wooden ship discovered on the bank of the river Ob (Western Siberia) was performed in autumn 2015. The archaeologized ship was partly under water, partly lying ashore, buried under fluvial deposits. The 3D recording was performed in October, when the water level was at its lowest after clearing the area around the ship. A 3D recording at the place of discovery was required as part of the ship museumification and reconstruction project. The works performed were primarily aimed at preserving as much information about the object as possible. <br><br> Given the location and peculiar features of the object, a combination of close-range photogrammetry and aerial photography was considered to be the best possible solution for creating a high-quality 3D model. <br><br> The dismantled ship was delivered to Nizhnevartovsk Museum of Local History in October 2015. The ship is going to be reassembled using the created 3D model to be exhibited in the museum. The resulting models are also going to be used to make a virtual 3D reconstruction of the ship in the future. We shot a stereoscopic video for Nizhnevartovsk Museum of Local History to let visitors see the place of discovery and explore the ship in greater details. Besides, 3D printing allowed for creating a miniature of the ship, which is also going to be included in the exposition devoted to this unique discovery.
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7

Pushkarev, A. A., O. V. Zaytceva, M. V. Vavulin, and A. Y. Skorobogatova. "3D RECORDING OF A 19-CENTURY OB RIVER SHIP." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 377–81. http://dx.doi.org/10.5194/isprsarchives-xli-b5-377-2016.

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A 3D recording of a 19-century wooden ship discovered on the bank of the river Ob (Western Siberia) was performed in autumn 2015. The archaeologized ship was partly under water, partly lying ashore, buried under fluvial deposits. The 3D recording was performed in October, when the water level was at its lowest after clearing the area around the ship. A 3D recording at the place of discovery was required as part of the ship museumification and reconstruction project. The works performed were primarily aimed at preserving as much information about the object as possible. &lt;br&gt;&lt;br&gt; Given the location and peculiar features of the object, a combination of close-range photogrammetry and aerial photography was considered to be the best possible solution for creating a high-quality 3D model. &lt;br&gt;&lt;br&gt; The dismantled ship was delivered to Nizhnevartovsk Museum of Local History in October 2015. The ship is going to be reassembled using the created 3D model to be exhibited in the museum. The resulting models are also going to be used to make a virtual 3D reconstruction of the ship in the future. We shot a stereoscopic video for Nizhnevartovsk Museum of Local History to let visitors see the place of discovery and explore the ship in greater details. Besides, 3D printing allowed for creating a miniature of the ship, which is also going to be included in the exposition devoted to this unique discovery.
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8

Wade, Nicholas J. "On the Art of Binocular Rivalry." i-Perception 12, no. 6 (November 2021): 204166952110538. http://dx.doi.org/10.1177/20416695211053877.

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Binocular rivalry has a longer descriptive history than stereoscopic depth perception both of which were transformed by Wheatstone's invention of the stereoscope. Thereafter, artistic interest in binocular vision has been largely confined to stereopsis. A brief survey of research on binocular contour rivalry is followed by anaglyphic examples of its expression as art. Rivalling patterns can be photographs, graphics, and combinations of them. In addition, illustrations of binocular lustre and interactions between rivalry and stereopsis are presented, as are rivalling portraits of some pioneers of the science and art of binocular vision. The question of why a dynamic process like binocular rivalry has been neglected in visual art is addressed.
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Mach, Ernst. "Remarks on Scientific Applications of Photography." Science in Context 29, no. 4 (December 2016): 441–42. http://dx.doi.org/10.1017/s0269889716000168.

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It is undisputed that all scientific knowledge proceeds from sense perception. And the way in which sense perception is fostered by the graphic arts generally, and in particular by photography (stereoscopy included), likewise needs no further explanation here.
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10

Muriuki, Godfrey, and Neal Sobania. "The Truth Be Told: Stereoscopic Photographs, Interviews and Oral Tradition from Mount Kenya." Journal of Eastern African Studies 1, no. 1 (March 2007): 1–15. http://dx.doi.org/10.1080/17531050701218783.

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11

Ferrari, Graziano, and Anita Mcconnell. "Robert Mallet and the ‘Great Neapolitan earthquake’ of 1857." Notes and Records of the Royal Society 59, no. 1 (January 22, 2005): 45–64. http://dx.doi.org/10.1098/rsnr.2004.0076.

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Robert Mallet (1810–81), an Irish civil engineer who had been investigating the passage of artificial seismic waves, sought Royal Society support to test his theories in the field, after a devastating earthquake in Basilicata, a province in the Kingdom of Naples. The earthquake struck on 16 December 1857; in January 1858 Mallet began a month–long trek across this mountainous region, gathering a wealth of data and description. His report, illustrated by maps and diagrams, included several hundred monoscopic and stereoscopic photographs, a remarkably early scientific use of this technique. It was published in 1862 as Great Neapolitan earthquake of 1857: the first principles of observational seismology . The acknowledged value of Mallet's report led to its being reprinted in 1987 and, in 2004, its translation into Italian, with supporting materials. While the translation was in progress, a search for related correspondence in Italian and British archives yielded a vivid personal side of Mallet's expedition, absent from his own report.
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12

Kidder, Tristram R. "Mapping Poverty Point." American Antiquity 67, no. 1 (January 2002): 89–101. http://dx.doi.org/10.2307/2694878.

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Even though the general configuration of the Poverty Point site has been known for over forty years, the entire site was mapped for the first time in 1999–2000. In this paper we examine how Poverty Point has been portrayed in the archaeological literature. Tracings of stereoscopic aerial photographs were used to construct previous maps of the site. Features that could not be traced because of tree cover were interpolated. Succeeding representations of the site show different features and emphasize the symmetrical form of the site, including the presence of ridges separated by aisles. The 1999–2000 map demonstrates that earlier images of the site overemphasize earthworm symmetry. Our data suggest that the northern aisle does not exist and may have been introduced into earlier maps in order to complete a hypothesized regular site plan. Images of a site like Poverty Point are powerful representations of a perceived reality. For example, existing maps of Poverty Point have been used to bolster claims that the site represents a "great town," with a large population and some kind of centralized leadership. Despite a considerable history of research at Poverty Point map data alone cannot and probably will never provide sufficient evidence to support or reject such a claim. While mapping alone cannot answer questions about the nature of site organization or social behavior, differences between existing images and the current topographic map underscore the need to view maps and pictures of Poverty Point as a means for generating testable hypotheses, rather than an end unto itself.
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13

Hamessley, Lydia. "Within Sight: Three-Dimensional Perspectives on Women and Banjos in the Late Nineteenth Century." 19th-Century Music 31, no. 2 (November 1, 2007): 131–63. http://dx.doi.org/10.1525/ncm.2007.31.2.131.

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During the last decades of the nineteenth century, women figured prominently in a marketing campaign by banjo manufacturers who sought to make the banjo a respectable instrument for ladies. Their overarching aim was to "elevate" the banjo's status from its African-American and minstrel-show associations, thereby making the instrument acceptable in white bourgeois society. At the same time, stereoview cards, three-dimensional photographs produced by the millions, were a popular parlor entertainment featuring a variety of contemporary images, including women playing the banjo. Yet, instead of depicting a genteel lady in the parlor playing her beribboned banjo, the stereoviews presented humorous and sometimes risque scenes of banjo-playing women. Further, virtually no stereoviews exist that show the banjo played by a lady in a parlor setting. Through a study of stereoscopic depictions of women in a variety of scenes, I place these unexpected images of women's music-making in a context that explains their significance. In particular I examine the way stereoviews provide insights about the tensions regarding the position and status of women in late-nineteenth- and early-twentieth-century American culture as revealed in the figure of the New Woman. Typical of constructions of this threatening figure, stereographic images picture the New Woman wearing bloomers, riding bicycles, attending college, smoking, neglecting her wifely duties and children, and even indulging in lesbian eroticism. Yet, stereoviews are distinctive in that they also show the New Woman playing the banjo, and I argue that the link between the banjo and the New Woman had a decisive and negative impact on the effectiveness of the banjo elevation project. Through an examination of these three-dimensional views, and drawing on late-nineteenth-century writing and poetry about the banjo, I show how the banjo in the hands of the New Woman became a cautionary cultural icon for middle- and upper-class women, subverting the respectable image of the parlor banjo and the bourgeois women who played it. I place this new evidence in the context of Karen Linn's paradigm describing the banjo elevation project as one that sought to shift the banjo from the realm of sentimental values to official values. The figure of the New Woman does not fit within Linn's dichotomy; rather, she falls outside both sets of values. Often viewed as a third sex herself, in a sense mirroring the gender tensions surrounding the banjo, the New Woman helped to shift the banjo into a third realm, that of revolutionary and perhaps even decadent values. This study enhances what we know about the way musical instruments have been used to reconfigure attitudes toward gender roles in the popular imagination and furthers our understanding of the complex role women have played in the history of the banjo. Moreover, this evidence demonstrates how gender and sexuality can affect the reception of music, and musical instruments, through powerful iconographic images.
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14

Avram, Horea. "The Convergence Effect: Real and Virtual Encounters in Augmented Reality Art." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.735.

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Augmented Reality—The Liminal Zone Within the larger context of the post-desktop technological philosophy and practice, an increasing number of efforts are directed towards finding solutions for integrating as close as possible virtual information into specific real environments; a short list of such endeavors include Wi-Fi connectivity, GPS-driven navigation, mobile phones, GIS (Geographic Information System), and various technological systems associated with what is loosely called locative, ubiquitous and pervasive computing. Augmented Reality (AR) is directly related to these technologies, although its visualization capabilities and the experience it provides assure it a particular place within this general trend. Indeed, AR stands out for its unique capacity (or ambition) to offer a seamless combination—or what I call here an effect of convergence—of the real scene perceived by the user with virtual information overlaid on that scene interactively and in real time. The augmented scene is perceived by the viewer through the use of different displays, the most common being the AR glasses (head-mounted display), video projections or monitors, and hand-held mobile devices such as smartphones or tablets, increasingly popular nowadays. One typical example of AR application is Layar, a browser that layers information of public interest—delivered through an open-source content management system—over the actual image of a real space, streamed live on the mobile phone display. An increasing number of artists employ this type of mobile AR apps to create artworks that consist in perceptually combining material reality and virtual data: as the user points the smartphone or tablet to a specific place, virtual 3D-modelled graphics or videos appear in real time, seamlessly inserted in the image of that location, according to the user’s position and orientation. In the engineering and IT design fields, one of the first researchers to articulate a coherent conceptualization of AR and to underlie its specific capabilities is Ronald Azuma. He writes that, unlike Virtual Reality (VR) which completely immerses the user inside a synthetic environment, AR supplements reality, therefore enhancing “a user’s perception of and interaction with the real world” (355-385). Another important contributor to the foundation of AR as a concept and as a research field is industrial engineer Paul Milgram. He proposes a comprehensive and frequently cited definition of “Mixed Reality” (MR) via a schema that includes the entire spectrum of situations that span the “continuum” between actual reality and virtual reality, with “augmented reality” and “augmented virtuality” between the two poles (283). Important to remark with regard to terminology (MR or AR) is that especially in the non-scientific literature, authors do not always explain a preference for either MR or AR. This suggests that the two terms are understood as synonymous, but it also provides evidence for my argument that, outside of the technical literature, AR is considered a concept rather than a technology. Here, I use the term AR instead of MR considering that the phrase AR (and the integrated idea of augmentation) is better suited to capturing the convergence effect. As I will demonstrate in the following lines, the process of augmentation (i.e. the convergence effect) is the result of an enhancement of the possibilities to perceive and understand the world—through adding data that augment the perception of reality—and not simply the product of a mix. Nevertheless, there is surely something “mixed” about this experience, at least for the fact that it combines reality and virtuality. The experiential result of combining reality and virtuality in the AR process is what media theorist Lev Manovich calls an “augmented space,” a perceptual liminal zone which he defines as “the physical space overlaid with dynamically changing information, multimedia in form and localized for each user” (219). The author derives the term “augmented space” from the term AR (already established in the scientific literature), but he sees AR, and implicitly augmented space, not as a strictly defined technology, but as a model of visuality concerned with the intertwining of the real and virtual: “it is crucial to see this as a conceptual rather than just a technological issue – and therefore as something that in part has already been an element of other architectural and artistic paradigms” (225-6). Surely, it is hard to believe that AR has appeared in a void or that its emergence is strictly related to certain advances in technological research. AR—as an artistic manifestation—is informed by other attempts (not necessarily digital) to merge real and fictional in a unitary perceptual entity, particularly by installation art and Virtual Reality (VR) environments. With installation art, AR shares the same spatial strategy and scenographic approach—they both construct “fictional” areas within material reality, that is, a sort of mise-en-scène that are aesthetically and socially produced and centered on the active viewer. From the media installationist practice of the previous decades, AR inherited the way of establishing a closer spatio-temporal interaction between the setting, the body and the electronic image (see for example Bruce Nauman’s Live-Taped Video Corridor [1970], Peter Campus’s Interface [1972], Dan Graham’s Present Continuous Pasts(s) [1974], Jeffrey Shaw’s Viewpoint [1975], or Jim Campbell’s Hallucination [1988]). On the other hand, VR plays an important role in the genealogy of AR for sharing the same preoccupation for illusionist imagery and—at least in some AR projects—for providing immersive interactions in “expanded image spaces experienced polysensorily and interactively” (Grau 9). VR artworks such as Paul Sermon, Telematic Dreaming (1992), Char Davies’ Osmose (1995), Michael Naimark’s Be Now Here (1995-97), Maurice Benayoun’s World Skin: A Photo Safari in the Land of War (1997), Luc Courchesne’s Where Are You? (2007-10), are significant examples for the way in which the viewer can be immersed in “expanded image-spaces.” Offering no view of the exterior world, the works try instead to reduce as much as possible the critical distance the viewer might have to the image he/she experiences. Indeed, AR emerged in great part from the artistic and scientific research efforts dedicated to VR, but also from the technological and artistic investigations of the possibilities of blending reality and virtuality, conducted in the previous decades. For example, in the 1960s, computer scientist Ivan Sutherland played a crucial role in the history of AR contributing to the development of display solutions and tracking systems that permit a better immersion within the digital image. Another important figure in the history of AR is computer artist Myron Krueger whose experiments with “responsive environments” are fundamental as they proposed a closer interaction between participant’s body and the digital object. More recently, architect and theorist Marcos Novak contributed to the development of the idea of AR by introducing the concept of “eversion”, “the counter-vector of the virtual leaking out into the actual”. Today, AR technological research and the applications made available by various developers and artists are focused more and more on mobility and ubiquitous access to information instead of immersivity and illusionist effects. A few examples of mobile AR include applications such as Layar, Wikitude—“world browsers” that overlay site-specific information in real-time on a real view (video stream) of a place, Streetmuseum (launched in 2010) and Historypin (launched in 2011)—applications that insert archive images into the street-view of a specific location where the old images were taken, or Google Glass (launched in 2012)—a device that provides the wearer access to Google’s key Cloud features, in situ and in real time. Recognizing the importance of various technological developments and of the artistic manifestations such as installation art and VR as predecessors of AR, we should emphasize that AR moves forward from these artistic and technological models. AR extends the installationist precedent by proposing a consistent and seamless integration of informational elements with the very physical space of the spectator, and at the same time rejects the idea of segregating the viewer into a complete artificial environment like in VR systems by opening the perceptual field to the surrounding environment. Instead of leaving the viewer in a sort of epistemological “lust” within the closed limits of the immersive virtual systems, AR sees virtuality rather as a “component of experiencing the real” (Farman 22). Thus, the questions that arise—and which this essay aims to answer—are: Do we have a specific spatial dimension in AR? If yes, can we distinguish it as a different—if not new—spatial and aesthetic paradigm? Is AR’s intricate topology able to be the place not only of convergence, but also of possible tensions between its real and virtual components, between the ideal of obtaining a perceptual continuity and the inherent (technical) limitations that undermine that ideal? Converging Spaces in the Artistic Mode: Between Continuum and Discontinuum As key examples of the way in which AR creates a specific spatial experience—in which convergence appears as a fluctuation between continuity and discontinuity—I mention three of the most accomplished works in the field that, significantly, expose also the essential role played by the interface in providing this experience: Living-Room 2 (2007) by Jan Torpus, Under Scan (2005-2008) by Rafael Lozano-Hemmer and Hans RichtAR (2013) by John Craig Freeman and Will Pappenheimer. The works illustrate the three main categories of interfaces used for AR experience: head-attached, spatial displays, and hand-held (Bimber 2005). These types of interface—together with all the array of adjacent devices, software and tracking systems—play a central role in determining the forms and outcomes of the user’s experience and consequently inform in a certain measure the aesthetic and socio-cultural interpretative discourse surrounding AR. Indeed, it is not the same to have an immersive but solitary experience, or a mobile and public experience of an AR artwork or application. The first example is Living-Room 2 an immersive AR installation realized by a collective coordinated by Jan Torpus in 2007 at the University of Applied Sciences and Arts FHNW, Basel, Switzerland. The work consists of a built “living-room” with pieces of furniture and domestic objects that are perceptually augmented by means of a “see-through” Head Mounted Display. The viewer perceives at the same time the real room and a series of virtual graphics superimposed on it such as illusionist natural vistas that “erase” the walls, or strange creatures that “invade” the living-room. The user can select different augmenting “scenarios” by interacting with both the physical interfaces (the real furniture and objects) and the graphical interfaces (provided as virtual images in the visual field of the viewer, and activated via a handheld device). For example, in one of the scenarios proposed, the user is prompted to design his/her own extended living room, by augmenting the content and the context of the given real space with different “spatial dramaturgies” or “AR décors.” Another scenario offers the possibility of creating an “Ecosystem”—a real-digital world perceived through the HMD in which strange creatures virtually occupy the living-room intertwining with the physical configuration of the set design and with the user’s viewing direction, body movement, and gestures. Particular attention is paid to the participant’s position in the room: a tracking device measures the coordinates of the participant’s location and direction of view and effectuates occlusions of real space and then congruent superimpositions of 3D images upon it. Figure 1: Jan Torpus, Living-Room 2 (Ecosystems), Augmented Reality installation (2007). Courtesy of the artist. Figure 2: Jan Torpus, Living-Room 2 (AR decors), Augmented Reality installation (2007). Courtesy of the artist.In this sense, the title of the work acquires a double meaning: “living” is both descriptive and metaphoric. As Torpus explains, Living-Room is an ambiguous phrase: it can be both a living-room and a room that actually lives, an observation that suggests the idea of a continuum and of immersion in an environment where there are no apparent ruptures between reality and virtuality. Of course, immersion is in these circumstances not about the creation of a purely artificial secluded space of experience like that of the VR environments, but rather about a dialogical exercise that unifies two different phenomenal levels, real and virtual, within a (dis)continuous environment (with the prefix “dis” as a necessary provision). Media theorist Ron Burnett’s observations about the instability of the dividing line between different levels of experience—more exactly, of the real-virtual continuum—in what he calls immersive “image-worlds” have a particular relevance in this context: Viewing or being immersed in images extend the control humans have over mediated spaces and is part of a perceptual and psychological continuum of struggle for meaning within image-worlds. Thinking in terms of continuums lessens the distinctions between subjects and objects and makes it possible to examine modes of influence among a variety of connected experiences. (113) It is precisely this preoccupation to lessen any (or most) distinctions between subjects and objects, and between real and virtual spaces, that lays at the core of every artistic experiment under the AR rubric. The fact that this distinction is never entirely erased—as Living-Room 2 proves—is part of the very condition of AR. The ambition to create a continuum is after all not about producing perfectly homogenous spaces, but, as Ron Burnett points out (113), “about modalities of interaction and dialogue” between real worlds and virtual images. Another way to frame the same problematic of creating a provisional spatial continuum between reality and virtuality, but this time in a non-immersive fashion (i.e. with projective interface means), occurs in Rafael Lozano-Hemmer’s Under Scan (2005-2008). The work, part of the larger series Relational Architecture, is an interactive video installation conceived for outdoor and indoor environments and presented in various public spaces. It is a complex system comprised of a powerful light source, video projectors, computers, and a tracking device. The powerful light casts shadows of passers-by within the dark environment of the work’s setting. A tracking device indicates where viewers are positioned and permits the system to project different video sequences onto their shadows. Shot in advance by local videographers and producers, the filmed sequences show full images of ordinary people moving freely, but also watching the camera. As they appear within pedestrians’ shadows, the figurants interact with the viewers, moving and establishing eye contact. Figure 3: Rafael Lozano-Hemmer, Under Scan (Relational Architecture 11), 2005. Shown here: Trafalgar Square, London, United Kingdom, 2008. Photo by: Antimodular Research. Courtesy of the artist. Figure 4: Rafael Lozano-Hemmer, Under Scan (Relational Architecture 11), 2005. Shown here: Trafalgar Square, London, United Kingdom, 2008. Photo by: Antimodular Research. Courtesy of the artist. One of the most interesting attributes of this work with respect to the question of AR’s (im)possible perceptual spatial continuity is its ability to create an experientially stimulating and conceptually sophisticated play between illusion and subversion of illusion. In Under Scan, the integration of video projections into the real environment via the active body of the viewer is aimed at tempering as much as possible any disparities or dialectical tensions—that is, any successive or alternative reading—between real and virtual. Although non-immersive, the work fuses the two levels by provoking an intimate but mute dialogue between the real, present body of the viewer and the virtual, absent body of the figurant via the ambiguous entity of the shadow. The latter is an illusion (it marks the presence of a body) that is transcended by another illusion (video projection). Moreover, being “under scan,” the viewer inhabits both the “here” of the immediate space and the “there” of virtual information: “the body” is equally a presence in flesh and bones and an occurrence in bits and bytes. But, however convincing this reality-virtuality pseudo-continuum would be, the spatial and temporal fragmentations inevitably persist: there is always a certain break at the phenomenological level between the experience of real space, the bodily absence/presence in the shadow, and the displacements and delays of the video image projection. Figure 5: John Craig Freeman and Will Pappenheimer, Hans RichtAR, augmented reality installation included in the exhibition “Hans Richter: Encounters”, Los Angeles County Museum of Art, 2013. Courtesy of the artists. Figure 6: John Craig Freeman and Will Pappenheimer, Hans RichtAR, augmented reality installation included in the exhibition “Hans Richter: Encounters”, Los Angeles County Museum of Art, 2013. Courtesy of the artists. The third example of an AR artwork that engages the problem of real-virtual spatial convergence as a play between perceptual continuity and discontinuity, this time with the use of hand-held mobile interface is Hans RichtAR by John Craig Freeman and Will Pappenheimer. The work is an AR installation included in the exhibition “Hans Richter: Encounters” at Los Angeles County Museum of Art, in 2013. The project recreates the spirit of the 1929 exhibition held in Stuttgart entitled Film und Foto (“FiFo”) for which avant-garde artist Hans Richter served as film curator. Featured in the augmented reality is a re-imaging of the FiFo Russian Room designed by El Lissitzky where a selection of Russian photographs, film stills and actual film footage was presented. The users access the work through tablets made available at the exhibition entrance. Pointing the tablet at the exhibition and moving around the room, the viewer discovers that a new, complex installation is superimposed on the screen over the existing installation and gallery space at LACMA. The work effectively recreates and interprets the original design of the Russian Room, with its scaffoldings and surfaces at various heights while virtually juxtaposing photography and moving images, to which the authors have added some creative elements of their own. Manipulating and converging real space and the virtual forms in an illusionist way, AR is able—as one of the artists maintains—to destabilize the way we construct representation. Indeed, the work makes a statement about visuality that complicates the relationship between the visible object and its representation and interpretation in the virtual realm. One that actually shows the fragility of establishing an illusionist continuum, of a perfect convergence between reality and represented virtuality, whatever the means employed. AR: A Different Spatial Practice Regardless the degree of “perfection” the convergence process would entail, what we can safely assume—following the examples above—is that the complex nature of AR operations permits a closer integration of virtual images within real space, one that, I argue, constitutes a new spatial paradigm. This is the perceptual outcome of the convergence effect, that is, the process and the product of consolidating different—and differently situated—elements in real and virtual worlds into a single space-image. Of course, illusion plays a crucial role as it makes permeable the perceptual limit between the represented objects and the material spaces we inhabit. Making the interface transparent—in both proper and figurative senses—and integrating it into the surrounding space, AR “erases” the medium with the effect of suspending—at least for a limited time—the perceptual (but not ontological!) differences between what is real and what is represented. These aspects are what distinguish AR from other technological and artistic endeavors that aim at creating more inclusive spaces of interaction. However, unlike the CAVE experience (a display solution frequently used in VR applications) that isolates the viewer within the image-space, in AR virtual information is coextensive with reality. As the example of the Living-Room 2 shows, regardless the degree of immersivity, in AR there is no such thing as dismissing the real in favor of an ideal view of a perfect and completely controllable artificial environment like in VR. The “redemptive” vision of a total virtual environment is replaced in AR with the open solution of sharing physical and digital realities in the same sensorial and spatial configuration. In AR the real is not denounced but reflected; it is not excluded, but integrated. Yet, AR distinguishes itself also from other projects that presuppose a real-world environment overlaid with data, such as urban surfaces covered with screens, Wi-Fi enabled areas, or video installations that are not site-specific and viewer inclusive. Although closely related to these types of projects, AR remains different, its spatiality is not simply a “space of interaction” that connects, but instead it integrates real and virtual elements. Unlike other non-AR media installations, AR does not only place the real and virtual spaces in an adjacent position (or replace one with another), but makes them perceptually convergent in an—ideally—seamless way (and here Hans RichtAR is a relevant example). Moreover, as Lev Manovich notes, “electronically augmented space is unique – since the information is personalized for every user, it can change dynamically over time, and it is delivered through an interactive multimedia interface” (225-6). Nevertheless, as our examples show, any AR experience is negotiated in the user-machine encounter with various degrees of success and sustainability. Indeed, the realization of the convergence effect is sometimes problematic since AR is never perfectly continuous, spatially or temporally. The convergence effect is the momentary appearance of continuity that will never take full effect for the viewer, given the internal (perhaps inherent?) tensions between the ideal of seamlessness and the mostly technical inconsistencies in the visual construction of the pieces (such as real-time inadequacy or real-virtual registration errors). We should note that many criticisms of the AR visualization systems (being them practical applications or artworks) are directed to this particular aspect related to the imperfect alignment between reality and digital information in the augmented space-image. However, not only AR applications can function when having an estimated (and acceptable) registration error, but, I would state, such visual imperfections testify a distinctive aesthetic aspect of AR. The alleged flaws can be assumed—especially in the artistic AR projects—as the “trace,” as the “tool’s stroke” that can reflect the unique play between illusion and its subversion, between transparency of the medium and its reflexive strategy. In fact this is what defines AR as a different perceptual paradigm: the creation of a convergent space—which will remain inevitably imperfect—between material reality and virtual information.References Azuma, Ronald T. “A Survey on Augmented Reality.” Presence: Teleoperators and Virtual Environments 6.4 (Aug. 1997): 355-385. < http://www.hitl.washington.edu/projects/knowledge_base/ARfinal.pdf >. Benayoun, Maurice. World Skin: A Photo Safari in the Land of War. 1997. Immersive installation: CAVE, Computer, video projectors, 1 to 5 real photo cameras, 2 to 6 magnetic or infrared trackers, shutter glasses, audio-system, Internet connection, color printer. Maurice Benayoun, Works. < http://www.benayoun.com/projet.php?id=16 >. Bimber, Oliver, and Ramesh Raskar. Spatial Augmented Reality. Merging Real and Virtual Worlds. Wellesley, Massachusetts: AK Peters, 2005. 71-92. Burnett, Ron. How Images Think. Cambridge, Mass.: MIT Press, 2004. Campbell, Jim. Hallucination. 1988-1990. Black and white video camera, 50 inch rear projection video monitor, laser disc players, custom electronics. Collection of Don Fisher, San Francisco. Campus, Peter. Interface. 1972. Closed-circuit video installation, black and white camera, video projector, light projector, glass sheet, empty, dark room. Centre Georges Pompidou Collection, Paris, France. Courchesne, Luc. Where Are You? 2005. Immersive installation: Panoscope 360°. a single channel immersive display, a large inverted dome, a hemispheric lens and projector, a computer and a surround sound system. Collection of the artist. < http://courchel.net/# >. Davies, Char. Osmose. 1995. Computer, sound synthesizers and processors, stereoscopic head-mounted display with 3D localized sound, breathing/balance interface vest, motion capture devices, video projectors, and silhouette screen. Char Davies, Immersence, Osmose. < http://www.immersence.com >. Farman, Jason. Mobile Interface Theory: Embodied Space and Locative Media. New York: Routledge, 2012. Graham, Dan. Present Continuous Past(s). 1974. Closed-circuit video installation, black and white camera, one black and white monitor, two mirrors, microprocessor. Centre Georges Pompidou Collection, Paris, France. Grau, Oliver. Virtual Art: From Illusion to Immersion. Translated by Gloria Custance. Cambridge, Massachusetts, London: MIT Press, 2003. Hansen, Mark B.N. New Philosophy for New Media. Cambridge, Mass.: MIT Press, 2004. Harper, Douglas. Online Etymology Dictionary, 2001-2012. < http://www.etymonline.com >. Manovich, Lev. “The Poetics of Augmented Space.” Visual Communication 5.2 (2006): 219-240. Milgram, Paul, Haruo Takemura, Akira Utsumi, Fumio Kishino. “Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum.” SPIE [The International Society for Optical Engineering] Proceedings 2351: Telemanipulator and Telepresence Technologies (1994): 282-292. Naimark, Michael, Be Now Here. 1995-97. Stereoscopic interactive panorama: 3-D glasses, two 35mm motion-picture cameras, rotating tripod, input pedestal, stereoscopic projection screen, four-channel audio, 16-foot (4.87 m) rotating floor. Originally produced at Interval Research Corporation with additional support from the UNESCO World Heritage Centre, Paris, France. < http://www.naimark.net/projects/benowhere.html >. Nauman, Bruce. Live-Taped Video Corridor. 1970. Wallboard, video camera, two video monitors, videotape player, and videotape, dimensions variable. Solomon R. Guggenheim Museum, New York. Novak, Marcos. Interview with Leo Gullbring, Calimero journalistic och fotografi, 2001. < http://www.calimero.se/novak2.htm >. Sermon, Paul. Telematic Dreaming. 1992. ISDN telematic installation, two video projectors, two video cameras, two beds set. The National Museum of Photography, Film & Television in Bradford England. Shaw, Jeffrey, and Theo Botschuijver. Viewpoint. 1975. Photo installation. Shown at 9th Biennale de Paris, Musée d'Art Moderne, Paris, France.
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15

Mules, Warwick. "Virtual Culture, Time and Images." M/C Journal 3, no. 2 (May 1, 2000). http://dx.doi.org/10.5204/mcj.1839.

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Abstract:
Introduction The proliferation of electronic images and audiovisual forms, together with the recent expansion of Internet communication makes me wonder about the adequacy of present theoretical apparatus within the humanities and communication disciplines to explain these new phenomena and their effects on human life. As someone working roughly within a cultural and media studies framework, I have long harboured suspicions about the ability of concepts such as text, discourse and representation to give an account of the new media which does not simply reduce them to another version of earlier media forms. Many of these concepts were established during the 1970s and 80s, in the development of poststructuralism and its linguistic bias towards the analysis of literary and print media text. The application of these concepts to an electronic medium based on the visual image rather than the printed word seems somewhat perverse, and needs to be replaced by the application of other concepts drawn from a paradigm more suited for the purpose. In this brief essay, I want to explore some of the issues involved in thinking about a new cultural paradigm based on the photovisual/electronic image, to describe and critique the transformation of culture currently taking place through the accelerated uptake of new televisual, audiovisual and computer technologies. I am reminded here of the existential philosopher Heidegger's words about technology: 'the essence of technology is by no means anything technological' (Heidegger 4). For Heidegger, technology is part of the 'enframing' of the beingness which humans inhabit in various ways (Dasein). But technology itself does not constitute this beingness. This is good news for those of us (like myself) who have only a general and non-technical knowledge of the new technologies currently sweeping the globe, but who sense their profound effects on the human condition. Indeed, it suggests that technical knowledge in itself is insufficient and even inadequate to formulate appropriate questions about the relationship between technology and human being, and to the capacities of humans to respond to, and transform their technologically mediated situations. We need a new way of understanding human being as mediated by technologies, which takes into account the specific technological form in which mediation occurs today. To do this, we need new ways of conceptualising culture, and the specific kind of human subjectivity made possible within a culture conditioned by electronic media. From Material to Virtual Culture The concept of culture, as it has been predominantly understood in the humanities and associated disciplines, is based on the idea of physical presence. That is to say, culture is understood in terms of the various representations and practices that people experience within social and historical contexts defined by the living presence of one human being to another. The paradigm case here is speech-based linguistics in which all forms of communication are understood in terms of an innate subjectivity, expressed in the act of communicating something to someone else. Although privileging the site and moment of co-presence, this model does not require the speakers to be immediately present to each other in face-to-face situations, but asks only that co-presence be the ideal upon which successful acts of communication take place. As French philosopher Jacques Derrida has consistently argued over the last thirty years, all forms of western discourse, in one way or another, have been based on this kind of understanding of the way meanings and expressions of subject identity take place (Derrida 27ff.). A good case in point is the introductory essay by John Frow and Meaghan Morris to their edited text book Australian Cultural Studies: A Reader, where culture is defined as "a contested and conflictual set of practices of representation bound up with the processes of formation and re-formation of social groups" (xx). If culture is defined in terms of the agonistic formation of social groups through practices of representation, then there can be no way of thinking about culture outside the social as the privileged domain of human interaction. Culture is reduced to the social as a kind of paradigm limit, which is, in turn, characterised by the formation of social groups fixed in time and space. Even when an effort is made to indicate that social groups are themselves culturally constituted, as Frow and Morris go on to say, the social is nevertheless invoked again as an underlying presumption: "the social processes by which the categories of the real and of group existence are formed" (xx). In this model, social groups are formed by social processes. The task of representation and signification (the task of culture) is to draw the group together, no matter how widespread or dispersed, to make it coherent and identifiably different from other groups. Under these terms, the task of cultural analysis is to describe how this process takes place. This 'material' approach to culture normalises the social at the expense of the cultural, underpinned by a 'metaphysics of presence' whereby meaning and identity are established within a system of differential values (difference) by fixing human subjectivity in space and time. I argue that the uptake of new communication technologies makes this concept of culture obsolete. Culture now has to be understood in terms of 'virtual presence' in which the physical context of human existence is simultaneously 'doubled' and indeed proliferated into a virtual reality, with effective force in the 'real' world. From this perspective, we need to rethink culture so that it is no longer understood in terms of differential meanings, identities, texts, discourses and representational forms, but rather as a new kind of ontology involving the 'being' of human subjects and their relations to each other in deterritorialised fields of mediated co-presence, where the real and the virtual enmesh and interact. In this case, the laws governing physical presence no longer apply since it is possible to be 'here' and 'there' at the same time. We need a new approach and a new set of analytical terms to account for this new phenomenon. Virtual Culture and the Time of Human Presence In his well known critique of modern culture, Walter Benjamin invents the concept of the 'dialectical image' to define the visual concreteness of the everyday world and its effect on human consciousness. Dialectical images operate through an instantaneous flash of vision which breaks through everyday reality, allowing an influx of otherness to flood present awareness in a transformation of the past into the present: "the past can be seized only as an image which flashes up at the instant when it can be recognized and is never seen again" (Benjamin, Theses 255). Bypassing discourse, language and meaning, dialectical images invoke the eternal return -- the affirmation of the present as an ever-constant repetition of temporality -- as the 'ground' of history, progress and the future. Modern technology and its infinite power of reproduction has created the condition under which the image separates from its object, thereby releasing materiality from its moribund state in the past (Benjamin, The Work of Art). The ground of temporality is thus rendered virtual and evanescent, involving a 'deterritorialisation' of human experience from its ego-attachment to the present; an experience which Benjamin understands in repressed mythical terms. For Benjamin, the exemplary modern technology is photography. A photograph 'destroys' the originariness of the object, by robbing it of aura, or "the unique phenomenon of a distance, however close it may be" (Benjamin, The Work of Art 222). The photographic image is thus dialectical because it collapses the distance between the object and its image, thereby undermining the ontological space between the past and the present which might otherwise grant to the object a unique being in the presence of the viewer. But all 'things' also have their images, which can be separated and dispersed through space and time. Benjamin's approach to culture, where time surpasses space, and where the reproduced image takes priority over the real, now appears strangely prophetic. By suggesting that images are somehow directly and concretely affective in the constitution of human temporality, Benjamin has anticipated the current 'postmodern' condition in which the electronic image has become enmeshed in everyday life. As Paul Virilio argues, new communication technologies accelerate the transmission of images to such a rate that the past is collapsed into the present, creating an overpowering sense of immediacy: the speed of new optoelectronic and electroacoustic milieu becomes a final void (the void of the quick), a vacuum that no longer depends on the interval between places or things and so on the world's very extension, but on the interface of an instantaneous transmission of remote appearances, on a geographic and geometric retention in which all volume, all relief vanish. (33) Distance is now experienced in terms of its virtual proximity to the perceiving subject, in which space is no longer understood in terms of Newtonian extension, but as collapsed or compressed temporality, defined by the speed of light. In this Einsteinian world, human interaction is no longer governed by the law of non-contradiction which demands that one thing cannot be something else or somewhere else at the same time, and instead becomes 'interfacial', where the image-double enmeshes with its originary being as a co-extensive ontology based on "trans-appearance", or the effective appearance on a single horizon of two things from different space and time zones: "the direct transparence of space that enables each of us to perceive our immediate neighbours is completed by the indirect transparence of the speed-time of the electromagnetic waves that transmit our images and our voices" (Virilio 37). Like the light from some distant star which reaches earth millions of years after its explosive death, we now live in a world of remote and immediately past events, whose effects are constantly felt in real time. In this case the present is haunted by its past, creating a doppelgänger effect in which human being is doubled with its image in a co-extensive existence across space and time. Body Doubles Here we can no longer speak of the image as a representation, or even a signification, since the image is no longer secondary to the thing from which it is separated, nor is it a sign of anything else. Rather, we need to think of the possibility of a kind of 'image-event', incorporating both the physical reality of the human body and its image, stretched through time and space. French theorists Gilles Deleuze and Félix Guattari have developed an entire theoretical scheme to define and describe this kind of phenomenon. At one point in their magnum opus, A Thousand Plateaus: Capitalism and Schizophrenia, they introduce the concept of haecceity: a body is not defined by the form that determines it nor as a determinate substance or subject nor by the organs it possesses or the function it fulfils. On the plane of consistency, a body is defined by a longitude and a latitude: in other words the sum total of the material elements belonging to it under given relations of movement and rest, speed and slowness (longitude); the sum total of the intensive affects it is capable of at a given power or degree of potential (latitude). (260) This haecceity of the human body, as "trajectory", or "interassemblage" (262) denies the priority of an originating event or substance from which its constitutive elements could be derived. For instance photographs cease to be 'indexes' of things, and become instead part of an assemblage which includes living bodies and other forms of human presence (speech, writing, expressive signs), linked contingently into assemblages through space and time. A photographic image is just as much part of the 'beingness' of something as the thing itself; things and images are part of a perpetual process of becoming; a contingent linking of bricolage with different and diverging material expressions and effects. Thinking along these lines will get us around the problem of non-contradiction (that something cannot be both 'here' and 'there' at the same time), by extending the concept of 'thing' to include all the elements of its dispersal in time and space. Here we move from the idea of a thing as unique to itself (for instance the body as human presence) and hence subject to a logic of exchange based on scarcity and lack, to the idea of a thing as 'becoming', and subject to a logic of proliferation and excess. In this case, the unique phenomenon of human presence anchored in speech can no longer be used as a focal point to fix human subjectivity, its meanings and forms of expression, since there will be many different kinds of 'presencing' of human being, through the myriad trajectories traced out in all the practices and assemblages through time and space. A Practical Approach By thinking of culture in terms of virtual presence, we can no longer assume the existence of a bedrock foundation for human interaction based on the physical proximity of individuals to each other in time and space. Rather we need to think of culture in terms the emergence of new kinds of 'beingness', which deterritorialises human presence in different ways through the mediating power of photovisual and electronic imagery. These new kinds of beingness are not really new. Recent writers and cultural theorists have already described in detail the emergence of a virtual culture in the nineteenth century with the invention of photography and film, as well as various viewing devices such as the stereoscope and other staging apparatuses including the panorama and diorama (Friedberg, Batchen, Crary). Analysis of virtual culture needs to identify the various trajectories along which elements are assembled into an incessant and contingent 'becoming'. In terms of photovisual and electronic media, this can take place in different ways. By tracing the effective history of an image, it is possible to locate points at which transformations from one form to another occur, indicating different effects in different contexts through time. For instance by scanning through old magazines, you might be able to trace the 'destiny' of a particular type of image, and the kinds of meanings associated with it. Keeping in mind that an image is not a representation, but a form of affect, it might be possible to identify critical points where the image turns into its other (in fashion imagery we are now confronted with images of thin bodies suddenly becoming too thin, and hence dangerously subversive). Another approach concerns the phenomenon known as the media event, in which electronic images outstrip and overdetermine physical events in real time to which they are attached. In this case an analysis of a media event would involve the description of the interaction between events and their mediated presence, as mutually effective in real time. Recent examples here include the Gulf War and other international emergencies and conflicts in the Balkans and the 1986 coup in the Philippines, where media presence enabled images to have a direct effect on the decisions and deployment of troops and strategic activities. In certain circumstances, the conduct of warfare might now take place entirely in virtual reality (Kellner). But these 'peak events' don't really exhaust the ways in which the phenomenon of the media event inhabits and affects our everyday lives. Indeed, it might be better to characterise our entire lives as conditioned to various degrees by media eventness, as we become more and more attached and dependent on electronic imagery and communication to gain our sense of place in the world. An analysis of this kind of everyday interaction is long overdue. We can learn about the virtual through our own everyday experiences. Here I am not so much thinking of experiences to be had in futuristic apparatuses such as the virtual reality body suit and other computer generated digital environments, but the kinds of experiences of the virtual described by Benjamin in his wanderings through the streets of Berlin and Paris in the 1920s (Benjamin, One Way Street). A casual walk down the main street of any town, and a perfunctory gaze in the shop windows will trigger many interesting connections between specific elements and the assemblages through which their effects are made known. On a recent trip to Bundaberg, a country town in Queensland, I came across a mechanised doll in a jewellery store display, made up in the likeness of a watchmaker working at a miniature workbench. The constant motion of the doll's arm as it moved up and down on the bench in a simulation of work repeated the electromechanical movements of the dozens of clocks and watches displayed elsewhere in the store window, suggesting a link between the human and the machine. Here I was presented not only with a pleasant shop display, but also with the commodification of time itself, as an endless repetition of an interval between successive actions, acted out by the doll and its perpetual movement. My pleasure at the display was channelled through the doll and his work, as a fetishised enchantment or "fairy scene" of industrialised productivity, in which the idea of time is visualised in a specific image-material form. I can imagine many other such displays in other windows in other towns and cities, all working to reproduce this particular kind of assemblage, which constantly 'pushes' the idea-image of time as commodity into the future, so long as the displays and their associated apparatuses of marketing continue in this way rather than some other way. So my suggestion then, is to open our eyes to the virtual not as a futuristic technology, but as it already shapes and defines the world around us through time. By taking the visual appearance of things as immaterial forms with material affectivity, we allow ourselves to move beyond the limitations of physical presence, which demands that one thing cannot be something else, or somewhere else at the same time. The reduction of culture to the social should be replaced by an inquiry into the proliferation of the social through the cultural, as so many experiences of the virtual in time and space. References Bataille, Georges. Visions of Excess: Selected Writings, 1927-1939.Trans. Allan Stoekl. Minneapolis: Minnesota UP, 1985. Batchen, Geoffrey. "Spectres of Cyberspace." Afterimage 23.3. Benjamin, Walter. "Theses on the Philosophy of History." Illuminations: Essays and Reflections. Trans. Hannah Arendt. New York: Schocken, 1968. 253-64. ---. "The Work of Art in the Age of Electronic Reproduction." Illuminations: Essays and Reflections. Trans. Hannah Arendt. New York: Schocken, 1968. 217-51. ---. One Way Street and Other Writings. Trans. Edmund Jephcott and Kingsley Shorter. London: Verso, 1979. Buck-Morss, Susan. The Dialectics of Seeing: Walter Benjamin and the Arcades Project. Cambridge, Mass.: MIT P, 1997. Crary, Jonathan. Techniques of the Observer: On Vision and Modernity in the Nineteenth Century. Chicago: MIT P, 1992. Derrida, Jacques. Of Grammatology. Trans. Gayatri Spivak. Baltimore: Johns Hopkins UP, 1974. Friedberg, Anne. Window Shopping: Cinema and the Postmodern. Berkeley: U of California P, 1993. Frow, John. Time & Commodity Culture: Essays in Cultural Theory and Postmodernity. Oxford: Clarendon, 1997. Frow, John, and Meaghan Morris, eds. Australian Cultural Studies: A Reader. St. Leonards, NSW: Allen and Unwin, 1993. Heidegger, Martin. "The Question Concerning Technology." The Question Concerning Technology. Trans. William Lovitt. New York: Harper. 3-35. Kellner, Douglas. "Virilio, War and Technology." Theory, Culture & Society 16.5-6 (1999): 103-25. Sean Aylward Smith. "Where Does the Body End?" M/C: A Journal of Media and Culture 2.3 (1999). 30 Apr. 2000 <http://www.uq.edu.au/mc/9905/end.php>. Virilio, Paul. Open Sky. Trans. Julie Rose. London: Verso, 1997. Zimnik, Nina. "'Give Me a Body': Deleuze's Time Image and the Taxonomy of the Body in the Work of Gabriele Leidloff." Enculturation 2.1 (1998). <http://www.uta.edu/huma/enculturation/>. Citation reference for this article MLA style: Warwick Mules. "Virtual Culture, Time and Images: Beyond Representation." M/C: A Journal of Media and Culture 3.2 (2000). [your date of access] <http://www.api-network.com/mc/0005/images.php>. Chicago style: Warwick Mules, "Virtual Culture, Time and Images: Beyond Representation," M/C: A Journal of Media and Culture 3, no. 2 (2000), <http://www.api-network.com/mc/0005/images.php> ([your date of access]). APA style: Warwick Mules. (2000) Virtual culture, time and images: beyond representation. M/C: A Journal of Media and Culture 3(2). <http://www.api-network.com/mc/0005/images.php> ([your date of access]).
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