In The Art of Mixing Realities, Sallie Jane Norman discusses the convergence of consensual physical reality with virtual reality through the means of art-making. Norman defines art as “taking the stuff of (our experience of) the world, and framing it in a sensible, perceptible form so that we can adopt a contemplative and/or critical distance from it.”
She believes that in order to contemplate or critique reality through art, it is necessary to compare the art to everyday realities as a reference. In the past two decades, new technologies have enabled art that not only allows for full emersion, detached virtual environments but rather the possibilities of using the internet as a tool to overlap live action and virtual worlds.
Since the rise of virtual reality art in the 1990s, technologically enhanced art has increasingly moved further in the area of augmented realities. Beyond art, researchers in scientific fields of ergonomics, ethnography, and psychophysiology are interested in researching augmented technologies to solve real issues involving robots entering hazardous environments, laser surgery, or anything that involves superhuman mechanical precision. More recently, artistic visions have merged with IT research to help build tools for communication purposes. Xerox Park, Sony CSL and other research groups have solicited artists to use their ingenuity to come up with augmented reality solutions to technological problems.
Case Studies:
Norman details four case studies in which artists mixed realities of the physical world with the technical world using the internet as a tool of communication.
Anonymous Muttering
The first piece titled Anonymous Muttering was created by Knowbotic Research in 1996 for the Rotterdam Dutch Electronic Arts Festival. The work has participants both on the web and in a physically located place. Users both online and offline collaborated in the creation of sound and light events that were played back in both digital interface of a live webcast as well as in outdoor locations. The sounds came from Djs who produced music from several different clubs and their works were transformed into digital fragments. Online, visitors are able to fold a graphic interface to transform the sound. In the physical world, visitors folded a silicon membrane to manipulate sound. Lights were also displayed through stroboscopes to experience both visual and audio stimuli. The visitors both on and off line were participating in manipulating the sound and light simultaneously making it impossible to distinguish which sounds/lights came from which source.
Vectorial Elevation
Vectorial Elevation was created by Rafael Lozano-Hemmer in 2000. His work combined historical qualities of urban locations with the Internet to reshape the cityscape. Internet users were able to design light sculptures that were then displayed live in Mexico City’s Zocalo Square. Eighteen powerful searchlights that could be seen with 15 kilometers were controlled by online 3D simulation. The project had more than 800,000 participants from 89 countries over the course of two weeks. Beyond the numerous participants online, many locals physically came to the city center to experience the work.
The original website www.alzado.net is now being used a decade later to design light during the 2010 Winter Olympics in Vancouver, Canada. Users can manipulate where the strobe lights will shine by moving graphic light images across a google map of the city. Afterwards, the user is then able to watch their own work of art live through four multi-view webcams.
Acoustic Space Lab
The Acoustic Space Lab is an audio mixed reality project launched in 2001 by the International Acoustic Space Research Programme. 30 artists were gathered in Lativia with a radio telescope nicknamed “Little Star”. Little star was ranked among the world’s top ten high precision radio telescopes and together with Little Star, artists experimented with the potential of the radio telescope in three different ways.
“The Acoustic Group”- explored the acoustic possibilities of the actual dish and focused on picking up noise and nature sounds in the Latvian forest. “The Surveillance group” used little Star as a spying device switching the feed horn to pick up communication on satellites. “The Radio Astronomy group” used the dish’s more traditional powers and used it as a tool of planetary observation and harvested data. After four days of these experiments, the artists hosted a six-hour web cast in Riga, with remote participants in Vienna.
Manhunt: Can you see me now?
Can you see me now? is a game simultaneously played online and on the streets with teams. The concept was initially tested in 2001 by Blast Theory, a London artist group. The game is a virtual and reality chase where players in the physical city chase players on the Internet. Handheld computers are given to runners in the physical world showing the positions of online players on a loose map of your city. Up to twenty people can play at a time. Tactics and strategies are involved and audio streams on walkie-talkies are allowed to hear the pursuers on the streets in the city. The runners win the game when they “catch” the virtual player.
All four of these artworks have innovatively converged the fields of physical reality with virtual reality. In Actualizing Bodies, Abstracting Selves, Anna Munster discusses critical key issues of virtual reality. One critique of full emersion, isolated virtual worlds is the enlarging gap that separates the digital form the material world. She states Janet Murray’s argument that virtual experiences involve a degree of making strange by separating the digital world from everyday experiences. An example of this is animated virtual reality rides in Disney world. These rides have a specified place with an entry and exit point. The immersion occurs but in an unreal place. With these particular case studies however, virtual reality elements are augmented with very real places. The light sculptures over Mexico City are an example of how elements of virtual reality can be combined with the everyday to create a new piece of work.
Munster also discusses the key issues in the digital production of virtual time. She argues that the digital reconstruction of time, when used to re-create realism fails to match up with the past becoming a poor imitation or too perfect. She sees digital reconstruction as a way to produce new kinds of sensations that promotes the imagination. Munster exemplifies this by portraying BBC’s Walking With Dinosaurs. Munster uses the show as a positive way of using technology to re-tell history. The show does not pursue the course of realism but rather contemporary technology of animation, modeling, and uses vibrant imagery of pre-historic visecerality. Acoustic Space Lab digitally reconstructed sounds from a radio telescope left by the Soviet Army after its 1993 withdrawal from the Baltic States. Instead of using the radio for its original intentional use, the artists created a new way to make sounds. Rafael Lozano’s Vectorial Elevation used new technologies to re-shape Mexico City’s historic square in a collaborative and imaginative way. These artworks used the physical space, reflecting back on history but instead of recreating a poor imitation or a too perfect world, they combined the use of participation, collaboration, and technology to augment historical spaces in new ways.
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Munster, Anna. Materializing New Media: Embodiment in Information Aesthetics, 2006.
Norman, Sallie Jane. The Art of Mixing Realities, 2003.





















