
THE word 8216;8216;virtual8217;8217; means 8216;8216;the same, but not really8217;8217;. A simulation, an adjunct to the real. The world has been irrevocably altering, along with the 8216;8216;reality8217;8217;. Soon, we may find it impossible to distinguish the virtual from the real. From Peter Jackson8217;s largely computer-based reimagining of the love story between the ape and the blonde to PlayStation8217;s latest interactive bloodbath, producers of entertainment are promulgating digital wizardry, and the public is falling for it. 8216;8216;Multi-player online role-playing games8217;8217; are challenging movies. The King Kong version was released the same day as the film.
But what happened to the good, old-fashioned goggles-and-joystick, immersive virtual reality of the 8217;90s? Although the gear was cumbersome and expensive, illusory full-body absorption into real and imagined worlds through computers, graphics and head devices had seemed irresistible. A 1993 show at the Solomon R. Guggenheim Museum, titled 8216;8216;Virtual Reality VR: An Emerging Medium,8217;8217; sought to jumpstart what was thought to be the next big thing. Why didn8217;t it take off?
It8217;s no accident that the University of Illinois has been the force behind Canvas. In 1992, VR pioneers Dan Sandin, Tom DeFanti and Carolina Cruz-Neira created the prototypical large-scale virtual environment, the Cave Automatic Virtual Environment CAVE. Whatever the thrills of Imax or 3-D movies, Cave8217;s effects are far greater. It8217;s like diving into an ocean in another galaxy. Your perceptions and sense of balance are challenged. With two projectors 1,000 each having polarising filters 300 each, an up-to-date desktop computer, three rear projection screens optional and the Syzygy programme, Canvas is open for business http://www.canvas.uiuc.edu for artists. Rose Marshack, a multimedia artist, calls Canvas 8216;8216;the missing link I8217;ve been waiting for.8217;8217; She and novelist Rick Powers, a one-time MacArthur fellow, are using it to create a 3-D 8216;8216;emotional travelogue8217;8217; through the 20th century.
Sandin has developed a portable virtuality system. With a short computer tower, two laptops, two PowerPoint projectors and a folding screen, he travels the world exhibiting his 8216;8216;tele-immersive8217;8217; artworks. All of Sandin8217;s projects involve multiple users. 8216;8216;EVL: Alive on the Grid8217;8217; is a series of virtual art-world experiences in which audiences can interact in shared virtual spaces. In 8216;8216;Looking for Water,8217;8217; participants emerge in an outer-space environment based on real-time satellite images. They experience themselves falling and landing on an archipelago whose lakes are fashioned from 3-D images.
The creation of a super photorealist world lies at the heart of most VR artworks to date, which is problematic for some artists8212;New York artist John Simon, for example, who creates his own software for non-immersive VRs. 8216;8216;Each of my artworks is a small world that evolves and changes8230;,8217;8217; he says.
Altering perception, and not mimicking the real is what generally interests artists. When Bruce Nauman, Michael Snow and Peter Campus turned to video technology in the 8217;60s, they did so to challenge viewers8217; expectations by providing an ambiguous experience rather than a familiar one. Nauman8217;s 8216;8216;Spinning Spheres8217;8217; from 1970, for example, is a large, four-screen projection. Its effects are dizzying. Experimental film artists, including Hollis Frampton and Joyce Wieland, shared a similar fascination with perception-bending.
Kathleen Harleman, director, Krannert Art Museum, University of Illinois, hopes that with Canvas, 8216;8216;artistic imaginations will match technological innovations8212;artists will not just use the technology, but free it.8217;8217;
For new-media artist Lynn Hershman Leeson, who generated virtual worlds in her films Conceiving Ada 1997 and Teknolust 2002, 8216;8216;V.R. allows someone to enjoy a second life parallel to one8217;s former reality8217;8217;.
Washington Post