Digital Embodiment and the Arts (Book)

Exploring Hybrid Spaces through Emerging Technologies

A timely examination of the use of emerging technologies in the arts in recent decades, from the first wave of Virtual Reality through to the current use of Mixed, Augmented and Extended Realities. It highlights the necessity of understanding technological experiences through the assumption that all experience is embodied. 24 col 2 b&w illus.

Edition

A timely examination of the use of emerging technologies in the arts in recent decades, from the first wave of Virtual Reality through to the current use of Mixed, Augmented and Extended Realities. It highlights the necessity of understanding technological experiences through the assumption that all experience is embodied. An explosion of digital culture and experience has most certainly given artists and creative practitioners new ways of exploring a hybridisation of creative practices with access to technological tools only previously dreamt of. Further, there are a number of threads around digital embodiment and its centrality to the digital experience.

The book is divided into 3: Section 1 explores the whole notion of embodied experience through a study of space and virtuality, imagination, and technology. Section 2 lays the ground for a more explicit understanding of the role the body has in our engagement with the digital technologies focussing on three distinct bodies: the  gravitational body, the virtual body, and finally the hybrid body. Section 3 is split into three chronological chapters in terms of technological developments, that of VR, Virtual Worlds, and Augmented, Mixed, and Extended Realities.

While individual aspects and themes covered here can be found in some recent books, there is little that places digital embodiment within the arts in the way this book does. A unique synthesis.

With over 20 years of experience in arts and new technologies Dr Denise Doyle continues to research the impact of emerging technologies on practices across a diverse range of creative fields. As a practitioner and and a theorist her research interests focus on virtual worlds, embodied experience, virtual reality, phenomenology, digital narratives, and gravity, outer space and artistic practice. She is Principal Editor of the Journal of Virtual Creativity published by Intellect and Visiting Professor at Ontario College of Art and Design University, Canada.

List of Figures
Acknowledgements
Foreword
Introduction

 

SECTION I: EMBODIMENT AND SPACE

1. Digital Embodiment and the Arts
   Introduction
   Digital embodiment
   Privileging the body over the eye
   The art and science of embodiment
   Consciousness, cognition, and embodiment
   Hybridity as concept: Towards post-hybrid approach
   A post-hybrid approach to embodied cognition
   Embodiment systems and The Machine to be Another (TMTBA)
   Conclusion

2. Imagination, Space, and Immersive Technologies
   Introduction
   On the virtual and time
   On the imaginary and space
   Conclusion

 

SECTION II: BODY

3. Gravity Body
   Introduction
   Outer space and virtual space
   Art practices at the frontiers of space
   Zero-gravity flight
   Embodiment and zero gravity: Tipping points, liminal states
   Consciousness, gravity, and embodiment
   Susan Kozel and Gravity and its Sisters
   Louise K. Wilson and Aerial Stories
   Conclusion

4. Virtual Body
   Introduction
   Immersion, telepresence, and the body of the avatar
   Being in (an) other body: Joseph DeLappe and MGandhi
   The virtual body experience of Wanderingfictions Story
   Performativity and the virtual body
   The Meta-Dreamer project
   Living between worlds
   Ontologies of virtual bodies and spaces
   Conclusion

5. Hybrid Body
   Introduction
   Hybridity: The cyborg body
   Stelarc and the cyborg/hybrid body
   Inhabiting the robot body
   Identity and the hybrid body
   The bio-cultural body
   The post-gendered body
   Micha Cardenas’s Becoming Dragon
   Catarina de Sousa’s Delicatessen project
   Lynne Heller’s The Adventures of Nar Duell
   Conclusion

 

SECTION III: TECHNOLOGY

6. Two Waves of Virtual Reality
   Introduction
   A brief history of the development of VR
   First wave of artists engaged in VR
   Extending the senses: Touch and smell and the sense of ‘being there'
   Second wave of artistic practices in VR
   Early adopters of the second wave
   The Lumen Prize for VR
   Empathy and affect in VR
   Conclusion

7. Artistic Practice in Virtual Worlds
   Introduction
   Art and virtual space
   The early history of arts practice in virtual worlds
   Pioneering work in the early days of Second Life
   The Kritical Works in SL I and II virtual exhibitions
   Kritical Works in SL II
   Translating art in virtual worlds
   Virtual worlds artworks since 2010
   Conclusion

8. Augmented, Mixed, and Extended Realities
   Introduction
   ‘Different’ realities: Augmented, mixed, virtual, extended
   Augmented reality (AR)
   MR: Mixed reality
   Mixed reality and performance
   XR: Extended reality
   (Un)Balance (2020)
   Aerobanquets RMX (2017)
   We Live in an Ocean of Air (2018–21)
   The Cosmos Within Us (2020)
   Carne y Arena (virtually present, physically invisible) (2017)
   Robotic encounters in extended reality
   Conclusion

Conclusion
Index

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