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      The 
        virtual world: a space of connections 
         
         
        Whereas the traditional image is always attached to a particular place 
        and to a fixed or moving medium, the digital image, in its electronic 
        form, has no particular place to go, no fixed address which is exclusively 
        its own and from which it cannot escape. Virtual space is made up of circulations 
        and connections and in the immense networks of hypertext and hypermedia, 
        the user navigates and browses from data to data. The objects which inhabit 
        this space have no fixed identity, since they can move from one form to 
        another. Metamorphosis or, more precisely, diamorphosis  the state 
        between two forms, the movements in the interval, form in a state of becoming 
         becomes more important than the form itself.  
        Every day, our social and technological environment presents new challenges 
        to our identity. When we compare an old photograph of Ivana Trump with 
        a recent one, we may wonder which is the real Trump and which one is the 
        artificial one. Perhaps our definitions of reality can no longer be provided 
        by philosophy alone. Today, plastic surgeons, fashion designers and adolescents 
        all make aesthetic choices that partake in the modification of the human 
        form, choices that once only artists were able to make. It is as though 
        individuals can choose today between multiple identities. 
         
        The virtual time 
         
        The utopian characteristics of the virtual world are paralleled by its 
        simulated time. This virtual time does not merely signify the real time 
        of the interaction through interface devices. This is only one aspect, 
        important but of limited consequences. Virtual time also has its own specific 
        characteristics. It is an autonomous time, free of references to the time 
        in the real world, with no past, no present and no future, projected outside 
        any perspective, be this deterministic or not, and outside the process 
        of becoming that is life, even when it tries to simulate life. It is a 
        time outside the chronos, a uchronic time.  
        Since it is possible to mix the time of the user with the time of the 
        machine, this mingled time is open to hybridization effects and to the 
        possibility of unforeseen experiences which may constitute real discoveries. 
         
        Aura and interactivity 
         
        Because, if computer imagery is un-situated, and capable of endless reproduction, 
        always further from the unique expression of the artist, it nevertheless 
        aspires to recreate the appearance, the smell and the feel of reality, 
        to create an experience of presence which is as authentic as possible. 
        But the specificity of thus aspiring to a real experience resides in the 
        pleasure of knowing this reality, a reality which is now deprived of its 
        aura. Interactivity nonetheless offers a unique experience at each go. 
        The unique spatial presence of an object with its aura is replaced by 
        a temporal experience of a uniquely produced event. Interactivity may 
        thus lead to a new kind of aura: a unique virtual event which it will 
        be impossible to repeat. 
         
        The virtual: a critique of cultural 
        codes 
         
        Entering a sensorial universe means being exterior to a daily context. 
        This artificial independence makes the fictive framework a protection 
        against the contingencies of the exterior, such as the body. Unlike the 
        frame of a painting, traditionally identified with the limits of the narrative 
        space of the painting, or the frame of a theatrical scene, which determines 
        the narrative space of a play, this new framework separates reality and 
        virtuality into two mutually exclusive domains. The ecstasy of being disembodied 
        reinforces this independence by stripping the subjects of their identities. 
        But these interactive subjects  thinking subjects, marked by geography 
        and culture  inevitably bring their cultural codes into the fictional 
        space where transgressions are authorised. The virtual thus emerges as 
        an ideal instrument for criticizing cultural codes. But, in order to produce 
        such critical tensions between the real and the virtual, the fictive framework 
        cannot be suppressed altogether. On the contrary, it is the task of interactive 
        art to question the frame, to work on it so that a reciprocity between 
        real space and virtual space can give rise to a reversible subjectivity. 
         
         
        Virtual environments: immersion  
         
        Entering a virtual world is a peculiar experience: it is a form of immersion 
        which involves much more than eyesight. The body of the voyeur-manipulator 
        also enters the scene, garbed in a special uniform, a data suit, gloves 
        equipped with sensors and optical fibres, display spectacles or visualization 
        headsets. By means of these prosthetic elements, movements of the eyes 
        or hands, a step or a word spoken are analysed by the computer and immediately 
        determine the images field, the displacement of an element within 
        the virtual space or even the user, who may be represented in a fragmentary 
        or symbolic form, within the virtual scene. The body functions as a kind 
        of polysensorial interface device. Attention moves away from the realism 
        of the image to the human interface and the realism of the perceptive 
        effects. Breath and force are also captured and olfactive and effort feedback 
        effects are generated. But access to virtual worlds is not without its 
        constraints: the body is fragmented and the prostheses worn isolate it, 
        at least partially, from the real world 
      Modelling 
        the user 
         
         
        Recording and analysing the maximum possible quantity of information about 
        users is another essential line of research that is becoming important 
        in the design and use of virtual environments. It is possible in a virtual 
        space to track data on users movements and to determine simple aspects 
        of their personal tendencies such as if they are left-handed or right-handed, 
        if they prefer textual to image information, what language they speak 
        and so on. By using this data and information about the user, it is becoming 
        possible to create or modify a virtual environment for a specific user 
        in a way that better matches their vocabulary and preferences. By personalizing 
        this virtual space, it might also help the user to perform difficult tasks 
        more easily and efficiently. 
         
        Interactive agents 
         
        Another course of research is attempting to populate these virtual spaces 
        with intelligent computer-generated characters. The aim here is to develop 
        a type of interactive agent which can perform many useful activities, 
        intelligently navigate through virtual worlds, and also serve as a guide 
        to users. Simple models of agents such as this have already been used 
        in entertainment experiences such as the original Sperry Computer Pavilion 
        at Disneys Epcot Center in Florida. There, a virtual character magically 
        appears in three dimensions and explains to visitors how the computer 
        room operates. Although these simple applications are not interactive, 
        new technologies will soon make it possible to interact with these agents 
        in a virtual environment and even to superimpose them into real spaces 
        around us  questioning the boundary between real and virtual.Artistic 
        problems raised by algorithms  
        Algorithms help us solve certain problems, but not all problems can be 
        solved in this way. As the mathematical and operational foundation of 
        each and every computer, as well as of the entire superstructure of the 
        network, the algorithm means absence of ambiguity. Calculations and their 
        results can only be translated into algorithms when the mathematical procedure 
        by which the problem is to be solved can be formulated. The essential 
        characteristics of a non-ambiguous calculation procedure are as follows: 
        fundamental elements, determination, generality and finitude. These four 
        characteristics are diametrically opposed to the ethical and aesthetic 
        requirements of art, namely the capacity to make us sensitive, or to develop 
        our sensitivity towards the unknown, the Other. This opposition allows 
        us to measure the enormity of the task with which artistic practice is 
        faced when it enters the realm of communication within the network, a 
        terrain which is essentially governed by algorithms. 
         
        Virtual reality and the control of the senses  
         
        Virtual reality represents the most radical new manifestation of man/machine 
        systems, in which man is an integral part and in which his movements, 
        his physiological state, even his brain waves, may be used as commands 
        or may be controlled by sense stimuli. It implies isolation in terms of 
        the real. The devices are connected directly to our bodies, to our senses 
        and, soon perhaps, under our skin or even directly to our brains in the 
        form of brainchips. The way is open to transplants of brain tissue, to 
        the stimulation or derivation of neuronal activity by means of micro-electrodes, 
        to the coupling of neurones and transistors, or their implantation in 
        the cochlea. The aim is to link the computer system directly to the human 
        brain. For the time being, our senses are the stimulators which activate 
        our brain, their signals translated into electrical activity. The next 
        step, the direct stimulation of the brain, does not seem so far off: it 
        will be the integration of just one more release-mechanism to activate 
        given centres. 
         
        Beyond simulation?  
         
        The first stage of simulation is now behind us. Beyond photographic realism, 
        technology has now opened up entirely new avenues of research to creative 
        artists. It is to be hoped that creators will be able to explore them 
        effectively while looking for other modes of representation, and thinking 
        critically about what the construction of non-real environments means. 
        It is important to note that one of the interesting features of virtual 
        spaces is that they allow their users to choose the appearance  
        humans, objects or plants  in which they wish to present themselves 
        to other virtual partners in the space. There is food for thought here 
        regarding the consequences of such phenomena for our perception of others. 
        Similarly, it is now possible to imagine interactive plays or films which 
        will associate real characters and virtual ones, a situation which will 
        obviously alter the nature of the work and the way it is understood by 
        the spectator-user. 
         
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