Jeffrey Shaw傑佛瑞.蕭 

開創虛擬世界的新疆界

 

傑佛瑞.蕭(Jeffrey Shaw),是一位致力於科技藝術與新媒體藝術推廣的藝術家與研究者,不斷持續創作,也致力於投入推廣教育的工作;他的虛擬實境(Virtual Reality)互動裝置創作,深刻地影響了後續科技藝術的發展。

Biography

Shaw was born in Melbourne, Australia (1944) and studied architecture, art history and sculpture at the University of Melbourne, Brera Academy, Milan and St. Martins School, London. He was the co-founder the Artist Placement Group in London (1966-1989), of the Eventstructure Research Group in Amsterdam (1969-1979), and founding director (1991-2003) of the Institute for Visual Media in ZKM (Center for Art and Media Karisruhe in Germany). At the ZKM, he initiated and led a seminal artistic research, production and exhibition program that included residencies and the creation of new works by many of the most notable media artists of our time. In 1995, Shaw was appointed Professor of Media Art at the Staatlichen Hochschule für Gestaltung, Karlsruhe. Shaw was awarded an Australian Research Council Federation Fellowship in 2003, and returned to Australia to co-found and direct the UNSW iCinema Centre’s research program in immersive interactive narrative systems for distributed and situated intercommunication, where world leading aesthetic and technical research into immersive interactive post-narrative systems is being undertaken. Since the late 60's Jeffrey Shaw has pioneered the use of interactivity and virtuality in his many art installations. His works have been exhibited worldwide at major museums and festivals.

 

因為接受過建築空間與雕塑訓練的因素,使得傑佛瑞.蕭對於空間的議題相當感興趣,無論是早期的錄影藝術創作甚至是後續的虛擬實境互動裝置都呈現出對於空間的探索的熱情,早在 6070 年代行動藝術盛行的時期,傑佛瑞.蕭就創作過己見關於探到移動、空間、行為的作品,如 1967 年的《MovieMovie》,透過三位表演者,包括傑佛瑞.蕭本人,不停的移動白色半透明布料、透明的球體,並結合音樂與影像投射在表面上,產生空氣力學、建築空間改變的多重變化下,讓現場的觀眾不僅是觀賞聆聽,甚至可能被包容進去的演出。後續錄影藝術持續發展,傑佛瑞.蕭當然也沒錯過這場盛會,創造出相當多的錄影作品,加上結合電腦運算的圖形呈現,使得傑佛瑞.蕭更早一步踏入數位藝術的領域之中,例如《Anamorphoses of Memory》(1986)、《Heavens Gate》(1987)等都是結合 3D2D 的工程運算美學來呈現。而《Disappearance》(1993)則是一件錄影藝術與空間結合的作品;一般錄影藝術是將電視機當作一個窗口,讓觀眾透過窗口來觀看,但是傑佛瑞.蕭的這件作品,期望電視機不再是靜止的放置在展示空間中,而是透過移動的機制,讓觀眾看見靜止的女舞者的各個方向,反向操作的讓動態的展示機制呈現靜止的影像,在空間意義中,女舞者是靜止的,動的卻是電視機。

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Jeffrey Shaw said: The recently developed digital imaging technologies offer the artist new methods and new paradigms which extend the spatial identity of the artwork. And not just in terms of the structure of the image itself, but also in terms of a space of interaction between the image and the spectator. Painted images hang on walls or rest in storage; bringing them into view is a material handling. Digital pictures reside immaterially inside the computer, and the computer screen functions like a window through which the viewer chooses what he wants to look at. Furthermore, the computer screen functions like a cinema camera, because the viewer can pan in any direction over the surface of an image, and also zoom into the details of a chosen image. These characteristics offer the possibility to create a virtual space of imagery wherein a three dimensional structure of relationships between two dimensional images can be defined. This can then constitute an interactive space which the viewer explores by utilising some kind of interface device.

 

Jeffrey Shaw著名的作品《The Legible City》(1989)是一件相當經典也深具意義的作品( Dirk Groeneveld 合作的電腦影像裝置;為新媒體藝術最具代表性的作品之一,在技術性質上屬於虛擬實境(Virtual Reality)互動裝置技術,然而透過文字轉化為 3D 模型之後(virtual size was approximately six square kilometers),將實體的城市意念與文字構築的想像空間,做了完美的結合。(The viewer can interactively travel in this space by riding a bicycle which is standing in front of a large video projection screen. The 'real time' interaction of the bicycle and the computer generated image allows the bicyclist complete freedom to move anywhere in this virtual image space. In "The Legible City" the space of visualisation is virtually located beyond the surface of the projection screen and thus outside the actual room where the bicyclist are situated.)傑佛瑞.蕭做到了藝術與科技的結合,讓一般大眾也有機會瞭解到虛擬實境,觀眾可以騎乘腳踏車在由文字、詩詞所構築的虛擬城市中來回穿梭,體驗前所未有的虛擬真實感受。另外,《EVE(Extended Virtual Environment)》(1993)則是一座大型的互動式投影系統,觀眾透過頭帶式偵測器的偵測,讓投影畫面跟隨觀眾的頭部動作,進而將虛擬的空間作一大型的呈現,沒看清楚左上角的柱子紋路,僅需要自然的將動作移動到想看的方位,電腦就會很自然的投射該方位的影像,將電腦建構的虛擬影像與現場空間作相當直覺式的結合。還有《The Golden Calf》(1994)這一件作品宣告一個對於未來博物館展示的想像,觀眾必須透過手持式的顯示裝置來觀賞這座金牛犢,透過手持顯示裝置的定位,可以相當準確的讀取觀眾與顯示器、虛擬模型的相對位置,觀眾透過顯示器可以 360 度觀賞模型,這樣的一個機制可以讓更多文物在不同的地點做展出,而無須擔心文物受損、文物數量的問題。另外,《ConFIGURING the CAVE》(1996)這件作品,更是將沈浸式虛擬實境與藝術結合的好範例,透過互動的控制方式(cave-technologies)來改變虛擬空間中的影像,而非被動的觀賞瀏覽,Pictures are projected on four walls in the room-installation. The spectator is immersed into a virtual and acoustic environment, they perceive room throughout a 3D-glasses. The interface is a life-sized wooden figure in the middle of the room. By moving their limbs and by changing the body-position they change this environment. This interface provides the transfer from one virtual environment to the next. 當然,對於空間概念相當清楚的傑佛瑞.蕭,更是相當敏銳的嗅到網際網路空間對於未來的影響,因此早在 90 年代就已經著手嘗試網路藝術作品的製作,到了2002年的《Web of Life》更是結合多年的實驗與研究成果所製作的作品,在網路空間製造出一個虛擬的世界,而這一個世界的圖像、都是透過位在不同區域、國家的觀眾,輸入其各自掌紋資料所構成,我們無法知道這個虛構的世界會產生什麼變化,因為有太多的可能正進行著;成為一個看是藝術家主導卻又不盡然的藝術創作。可以清楚看到,傑佛瑞.蕭期望讓觀眾可以有更多的參與,讓這個變化是不受限制的,正如網路世界的無法預測。

Jeffrey Shaw said: The traditional activity of art has been the representation of reality - manipulating materials to create tangible mirrors of our experience and desire. Now with the mechanisms of the new digital technologies, the artwork can become itself a simulation of reality - an immaterial digital structure encompassing synthetic spaces which we can literally enter. Here the viewer is no longer consumer in a mausoleum of objects, rather he/she is traveller and discoverer in a latent space of sensual information, whose aesthetics are embodied both in the coordinates of its immaterial form and in the scenarios of its interactively manifest form. In this temporal dimension the interactive artwork is each time re-structured and re-embodied by the activity of its viewers.

   

若以麥克魯漢媒體理論裡的冷熱比來說,互動藝術所使用的新媒體應該某種程度要算是冷媒體,因為觀賞者必須要專注自己的感官,提供資訊給電腦介面來完成每一次的藝術表演,這種不確定性的美學,是當代藝術表演的一大特色,不過藝術家們似乎不斷的想給觀賞者最熱最前衛的回應,讓觀賞者得到豐富的感官刺激,所以會不斷的嘗試使用新的媒材,就像Jeffery Shaw說的:如果我還是個年輕藝術家,我就會想著如何擠進這產業,做一些徹底顛覆的創作,做我自己想要的遊戲,而不是這產業給我的規格。像電影工業裡,那些獨立製作的電影或電影人,都是被渴望驅策,試圖打破現有的模式。你總要給別人看新東西,這樣他們才知道可以有更好的生活。

我到目前為止還沒有看過一部3D的電影,但我相信3D所帶給人們在視覺上的震撼,若有學過繪畫的透視學,就可以知道空間的各種變化會刺激人的感官做出不同的回應,麥克魯漢說媒體是人的延伸,新媒體的不斷發展也就代表了人類的所有感官觸角正不斷的想要探索新的未知疆界。 

 

附註: (虛擬實境的概念,起源於電腦圖學之父──Ivan E. Sutherland,他在西元1965年提出「The Ultimate Display」的概念,而這種概念正是現今虛擬實境的技術人員所努力以達成的理想。虛擬實境是一種由電腦產生,可以模擬真實環境,並且能讓使用者「進入」其中與其互動的一種人與電腦的界面(Human-Computer Interface)。虛擬實境能充分模擬人類的感知,使人類浸遊其中而能夠擁有近乎真實的體驗。(Dix, et al.,1993; Latta & Oberg,1994; Wooley,1992) 簡單說來,它是人與電腦界面的延伸:人可以利用本能的知覺與肌力運動與電腦進行交談、互動。虛擬實境主要在完成一項工作或創造經驗的環境。因此,效果可分「操作的效果」與「經驗的效果」兩方面。操作的虛擬實境系統(operational VR system)提供一個特殊用途的人的感知與肌力系統之電腦界面,使使用者能夠執行操作;經驗的虛擬實境系統(experiential VR system)具有如同電影導演能夠激起觀眾情緒般的效果,能讓使用者專注於環境中而獲得平常不容易獲致的經驗,可說是一種藝術型態。以功能性來說,虛擬實境是一個用電腦繪圖產生的虛擬影像,它可以模擬真實世界中的景物,也可以創造想像中的世界,我們經由電腦週邊設備與這些虛擬影像產生「即時」與「互動」的融合關係。故虛擬實境的要點為必須是由電腦產生、3D立體空間、可以和這個空間的事物進行交談(也就是互動性Interaction)可以隨使用者的意志自由的遊移(Imagination)、要有融入感(Immersion)及參與感。)

 

http://www.jeffrey-shaw.net/

http://en.wikipedia.org/wiki/Jeffrey_Shaw#Biography

http://www.digiarts.org.tw/ShowColumnTW.aspx?lang=zh-tw&CC_NO=98 

http://www.digiarts.org.tw/ShowIntvTW.aspx?lang=zh-TW&CI_NO=19

http://tw.myblog.yahoo.com/iamyanming-welcome/article?mid=87&prev=88&next=86

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