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2020
All framing devices have the effect of sharply demarcating the boundaries of the representational space by ensuring both the island-like structure of pictures and the beholder’s awareness of being in front of ‘nothing but images.’ It is precisely this separateness, and, with it, the equation of representation with depiction, that is being more and more challenged by hyperrealistic, immersive, and interactive virtual environments that blur the threshold between image and reality, thus eliciting in the experiencer a strong feeling of being incorporated into quasi-real worlds. Drawing on phenomenology, media philosophy, visual culture studies and techno-aesthetics, this book introduces (and critically examines) the notion of 'unframing' as a key to understanding this radically new iconoscape.
Fabienne Liptay and Burcu Dogramaci (ed.), Immersion in the Visual Arts and Media, Leiden and Boston: Brill Rodopi
From Analog to Digital Image Space: Toward a Historical Theory of Immersion2015 •
Coming to terms with immersion in digital culture seems to require, above all else, a historical and transmedial point of view. So far, aesthetic immersion - whether seen as a utopia or a dystopia of art and entertainment - has been perceived predominantly under media-specific and normative perspectives. Concentrating on just one central aspect of immersion, my essay follows the transformations of the modern image space. The starting point is an overview of the status quo of (audio-) visual imagery, which is characterized by three constitutive elements: hyperrealism in 2-D/3-D, multi-/non-linearity, and interaction/ interfaces. In a second step, I cast a look back at the media-technological and media-aesthetic construction of the analog image space between the Renaissance and postmodernism, based on the principle of separation, and then describe its being called into question since the mid-20th century. In a third step, I venture to explore the ongoing construction of a new digital image space, based on the principle of fusion. It seems to be characterized by three trends: transmediality, augmentation, and new modes of immersion. In a final outlook, a historical theory of immersion is charted that discerns four modes of immersion according to four modes of mediality.
2010 •
"Our visual relationships with architectural propositions are highly mediated by representations, and the image-technologies used to construct them. The context in which these propositions are explored and tested is conceptually framed by image-technologies, such as computer-based design and visualisation software. However, much of the knowledge that underpins how architecture is represented is derived directly from concepts and techniques indebted to Renaissance pictorial art. For example, linear perspective’s influence upon how architectural space is constructed in computer-based environments today remains relatively unchallenged, whilst other creative disciplines apply alternative non-perspectival means of representing space. Further, the re–emerging interest in surface effects throughout the 1990s has—in no small part—materialised as a direct result of increasingly powerful computer processors in combination with the seamless transfer of information between the computer–based design and visualisation software that is used to conceive complex geometrical forms, and the fabrication technologies applied to manufacture these complex geometries as built architectural forms. These fabrication technologies have allowed for the relatively cheap application of images onto almost any material and surface of a built form, with little to no consideration of the broader History of Visuality upon which these image–technologies are ultimately indebted. In order to reveal potential insights concerning how emerging image–technologies might affect the conception and experience of spatial effects in Architecture, it is necessary to better understand how space was represented and incorporated within pictures through the lens of older relations between space and image in the History of Western Art. This thesis presents a history of concepts and techniques that outline how viewers have engaged with pictures when displayed in space, how space was represented within the image’s composition (space in images) and, finally, how the space in which the image was displayed itself was subsumed within the composition of the image (space within images). This thesis makes a significant and original contribution to the discipline of Architecture by opening up issues of contemporary image-technology, exploring their impact on the tripartite relationship between images in space and space in/within images. This thesis both historicises and speculates on the changing relationship between pictures and viewers in Western Visual Culture; in terms of the dynamic interchange between static and moving images, and stationary and moving viewers. That is to say, it is both reflective and projective in attempting to provide a lens through which to suggest relevant techniques that could be applied in the conceptual and technical application of pictures on the interior and exterior surfaces of architecture today. Methodologically, this thesis primarily uses historical resources in order to instrumentally explore contemporary problems in Visual Culture and Architecture in parallel to the construction of a series of design–based research demonstrations and analytical diagrams constructed by the author. Significantly, the design–based research demonstrations and analytical diagrams aim to make explicit the conceptual and technical implications of the space–image relation in Architecture that are rarely manifest in a clear, illustrative form by authorities in the field. These analytical diagrams provide a clear visual explanation of complex space–image concepts that reveal original insights into what is at stake when old concepts in Western Art are brought to bear on new problems in Architecture today. The combination of scholarly research, diagrammatic analysis and design–based research demonstration provides a more holistic and productive method through which to discuss, assess and reveal new knowledge concerning the space–image relation. Importantly, this dissertation does not set out to provide an authoritative account of how viewers have historically engaged with images in Art and Architecture, rather it aims to seek out critical moments of transition in the History of Visuality, and reflect upon them through designerly activity. This thesis discusses four core issues through a series of case studies and design–based research demonstrations. Firstly, this thesis outlines concepts and techniques used in pictorial composition in the late medieval period. This discussion provides a series of original organisational concepts and generative techniques through which to include co-existent viewpoints within one picture: the capacity of a pictorial composition, such as Ambrogio Lorenzetti’s Sala della Pace mural (1338–40), to include a series of different viewpoints that address specific scenes within the image’s overall composition. Secondly, this thesis outlines and assesses key methods of prescribing viewpoint through the application of perspective-based compositional structures in a series of case-study paintings exemplary of Renaissance pictorialism. Thirdly, this thesis outlines and assesses centralised viewpoint and immersive pictorial compositions in Art and Western Visual Culture through the formation of a genealogical connection between the nineteenth-century panorama, Apple’s Quicktime Virtual Reality panorama and Image-Objects in the 1980s, and Jeffrey Shaw’s ‘mixed-reality’ installations of the 1990s. Finally, this thesis outlines and assesses how viewpoint is affected by pictorial compositions that do not represent space, that is, compositions that are non-representational."
2012 •
This paper has grown out of the need to redefine realism in art or visual representation after taking stock of the most recent means of visual image reproduction, or rather, production. I think a simple reference to the difference between art as unique phenomenon and art mechanically reproduced once so dear to Walter Benjamin is sufficient to show that the contemporary currency of realism is fixed by the degree an image can deceive within the reality of the object it represents.
This research aims at providing a Bazinian approach to framing in Peter Greenaway’s The Tulse Luper Suitcases (P. Greenaway, 2003) by discussing both the ontology of the digital image and the aesthetics of internal framing in which fragmentation and simultaneity of perception form the key concepts.
Drawing from work produced and exhibited in September 2010 for the 360 Festival organized by ICCI (Innovation for the Creative and Cultural Industries) University of Plymouth, UK, we will consider the use of the mobile panoramic cinema for the exhibition of a variety of presentational and interactive image formats. In particular we will consider moving image in the 360 format and the rather ironic inversion of expectations as the form, which presents image all around the viewer and even offers a sense of immersions within the visual field, affects possibilities of the experiential space. At various times through the evolution of filmmaking producers have sought to take the viewer to the site of the experiences–from the startling use of ‘close-up’ in early silent film (Munsterberg and Langdale 2001) through early 3D visuals and on with the quest for ‘realism’ of cinema verite and a general whole hearted absorption of each new form of technology that offers the tantalizing prospect of the ‘visual real’. The 360 dome cinema seems to offer such a prospect to filmmakers; the opportunity to place the viewer in the centre of the action. In this paper we will discuss the challenges of conceiving and producing for the 360 dome screen and explore some of the functioning of examples of work made for and screened in the 360 Festival in Plymouth September 2010.
The proliferation of digital technology requires from us to think about images in a new way. We should no longer refer to them only as Greek eikon, that is, reflection or representation, but as experiences, events and special kind of appearing. In contemporary digital culture pictorial appearing is the symptom of the most recent turn towards images, the one that is happening after the “original” pictorial turn that was described by W. J. T. Mitchell and Gottfried Boehm almost three decades ago as the epoch-making new kind of relationship between images and language. Today we witness a different kind of urgency: the one that will exemplify the relationship between analogue images and digital images, representations and post-representations, reality and virtuality, semiotics and phenomenology. In this article I will propose a “transitional” theory of the image that takes into account the wide gap between objects and perceptions, that is, between eikon and pure sensuousness. To this end, I will introduce the four basic modalities of pictorial appearing: temporality, transparency, mediality and referentiality.
Screen Space Reconfigured
Screen Space Reconfigured"Frameless or the Cultural Logic of Big Data" in Daubs, Michael S., and Vincent R. Manzerolle. Mobile and Ubiquitous Media: Critical and International Perspectives. Peter Lang International Academic Publishers, 2017.
“Framelessness,” OR The Cultural Logic OF Big Data2017 •
This article describes the aesthetic of framelessness that characterizes contemporary data collection and representation. Virtual Reality, Augmented Reality, 360-degree cameras, and always on microphones characterize the contemporary data capture regime, whose goal is to capture everything, all the time.
Roczniki Humanistyczne [Annals of Arts and Humanities]
Seeing with a Filmmaker’s Eyes: Glimpses of Mobilized Landscapes in Stan Brakhage’s The Wonder Ring (1955) and Visions in Meditation #2: Mesa Verde (1989)2017 •
1999 •
2007 •
New Literay History
"Aesthetic Experiences, Ancient and Modern.", New Literay History 46/2 Spring 2015, 309-3332015 •
Clash of Realities 2015/16: On the Art, Technology, and Theory of Digital Games. Proceedings of the 6th and 7th Conference, Bielefeld: transcript 2017, p. 97-126.
Transmedia Storytelling. Twelve Postulates2017 •
2016 •
Michael Fried and Philosophy: Modernism, Intention, and Theatricality
The Aesthetics of Absorption2018 •
https://doi.org/10.1515/ausfm-2018-0004
Roy Andersson's Tableau Aesthetic: A Cinematic Social Space Between Painting and Theatre2018 •
The Philosophy of Computer Games 2009, Oslo
Model and Image. Towards a Theory of Computer Game DepictionGoethe Yearbook
A Book of Living Paintings: Tableaux Vivants in Goethe’s Die Wahlverwandtschaften (Elective Affinities)2016 •
2003 •
568-586 in André Gaudreault, Nicolas Dulac and Hildalgo Santiago (eds.), The Blackwell Companion to Early Cinema.
Pointing Forward, Looking Back: Reflexivity and Deixis in Early Cinema and Contemporary Installations2012 •
Art History & Criticism
SIMULATIONAL REALISM-PLAYING AS TRYING TO REMEMBER2018 •
A Thesis submitted for the Degree of Doctor of Philosophy, The Slade School of Fine Art, UCL
‘Chronovist’ conceptualisation method: exploring new approaches to structuring narrative in interactive immersive audio/visual media.