| Title: |
| Osmose |
| Artist(s): |
| Char Davies,
Softimage
|
| Brief description of the work: |
| VR world
that used participant's breathing to control navigation |
| Materials, dimensions, duration: |
| Mac
computer, sound synthesizers and processors, stereoscopic head-mounted
display with 3D localized sound, breathing/balance interface vest,
motion capture devices, video projectors, and silhouette screen |
| Location (venue & dates, public/ private):
|
|
2003-2004: t r a n s f i g u r e, Screen Gallery, Australian Centre
for the Moving Image (ACMI), Melbourne. 2002: Biennale of Electronic
Arts, John Curtin Gallery, Curtin University of Technology, Perth,
Australia. 2001: 010101: Art in Technological Times, San Francisco
Museum Of Modern Art, San Francisco, CA. 1997: Art Virtual Realidad
Plural, Museum of Monterrey, Mexico; Serious Games, Barbican Art
Gallery, London. 1996 Serious Games, The Laing Gallery, Newcastle-Upon-Tyne.
1995 Code, Ricco-Maresca Gallery, New York City, US; Museum of Contemporary
Art, Montreal.
|
| Audience information (size, mode of participation): |
One immersant,
plus a group of observers. 7,500 individuals have been immersed in
Osmose since 1995 (Davies online).
Participants explore not only the space but also a new sensation of
their body within the space. Char Davies aims to "reaffirm the
role of the subjectively experienced, felt body in cyberspace"
(Davies, 294) rather than a limitation or exclusion of the body. A
floating movement within the space is achieved by breathing to navigate
up and down, and leaning the body to change direction. The heaviness
of the head mounted display helmet and the vest enforces the awareness
of the physical body. However, rather than using handheld devices
Davies thus achieves a more immediate way of experiencing the space.
In Osmose we can explore a paradox in the perception of consciousness:
a feeling of disembodiment and embodiment at same time. Char Davies
also noted a change in participants' behaviour from action to slowness,
as if visitors were "mesmerized by their own perceptions within
the space" (Davies, 297). At the same time a state of heightened
awareness was triggered by unusual mode of being, by flowing through
objects, floating up or down. |
| Other information (reviews, collaborators, funders): |
| Related Publication:
Graham, Beryl. Curator's statement in Serious Games: Art/Interaction/Technology,
exhibition catalog. London: Barbican Art Gallery/Newcastle-Upon-Tyne:
Laing Art Gallery (1996), pp. 6-9, 26-28, illus. |
| Floorplan, scheme:
|


|
|
|
| Visual/ audio-visual reference: |
 |
| Key theme(s): |
| Immersive play;
interplay and fusion between a participant's physical presence and
a perceived reality (projected image and sound); intense engagement
with a body |
| Further context: |
|
The places within Osmose contain constructions reminiscent of nature
such as a forest, a large singular tree next to a pond and rocks;
others places show lines of philosophical texts or even expose programming
code. A swarm of softly glowing lights illuminates the scenes against
a black background. There is a high level of detail in form and
texture of the objects, even on closeup; there are transparent or
translucent elements rather than solid objects, fluid transitions
between places, and the space between objects and ground is filled
with particles. The pond that acts as a mirror and threshold was
a particlularly interesting place within the artefact. The black
space not only had a feeling of wide openness but also of great
potential for the emergence of objects. Experiencing this visually
rich space is seductive. But since Osmose is not a direct representation
of nature, one rather wonders at its otherness and tries to take
in as much as possible. By being part of the otherness all around,
by entering it and moving within it, one becomes part of this space.
Evaluating feedback from Osmose participants, Char Davies believes
that a shift in environment such as a full-body immersion into a
virtual environment can trigger powerful emotional and psychological
responses. Davies suggests that this can lead to shifts in mental
awareness, similar to altered states of consciousness. Quoting Deikman,
Davies explains the process as deautomatization and perceptual expansion:
"Deautomatization is an undoing of psychic structure permitting
the experience of increased detail and sensation at the price of
requiring more attention. With such attention, it is possible that
deautomatization may permit the awareness of new dimension of the
total stimulus array - a process of "perceptual expansion.
[...] Deautomatization is here conceived as permitting the adult
to attain a new, fresh perception of the world by freeing him from
a stereotyped organization built up over the years by allowing adult
synthetic functions access to fresh materials. The general process
of deautomatization would seem of great potential usefulness whenever
it is desired to break free from an old pattern in order to achieve
a new experience of the same stimulus or to open a perceptual avenue
to stimuli never experienced before." (Deikman in Davies, 296).
In this respect Osmose breaks habitual perception. The space and
the unusual body sensation force us to transgress and recognise
alternative ways of being. Char Davies says "The medium of
"immersive virtual space" ... has intriguing potential
as an arena for constructing metaphors about our existential being-in-the-world
and for exploring consciousness as it is experienced subjectively,
as it is felt. Such environments can provide a new kind of "place"
through which our minds may float among three-dimensionally extended
yet virtual forms in a paradoxical combination of the ephemerally
immaterial with what is perceived and bodily felt to be real."
(Davies, 295).
Davies Char 'Changing Space: Virtual Reality as an Arena of Embodied
Being' (1997) in 'Multimedia from Wagner to Virtual Reality' (2001)
by Randall Packer, Ken Jordan, Norton
|
|