Char Davies
Immersive Virtual Art and the Essence
of Spatiality
by Laurie McRobert
University of Toronto Press, Toronto Canada,
2007
290 pp., illus. 16 b/w. Trade, $50.00
Canadian, £32.00 UK
ISBN: 080209094X.
Reviewed by Michael R. (Mike) Mosher
Saginaw Valley State University
mosher@svsu.edu
I look upon my dusty shelf of the
first wave of Virtual Reality (VR) books
and miss those heady cyberpunk days of
1989-93 when VR was the rage. In Howard
Rheingolds ambitious Virtual
Reality, or titles like Silicon
Mirage, or Garage VR, one breathes
the same optimism as the early days of
crystal radio sets and the Model T Ford.
The world of computer-human interface
was not the same after Jaron Lanier's
1988 SIGGRAPH conference demo of a digital
world viewed through head-mounted "eyephones,"
six degrees of freedom of movement within
it, and a data glove as controller. The
Whole Earth Lectronic Link (The
WELL) bristled and crackled with blue-sky
conversations imagining the transformative
possibilities of VR. The subsequent loss
of Laniers company to a corporate
creditor could inspire a tragic opera,
and unlike Steve Jobs Apple, he
never regained it in the end (as perhaps
Laniers personality was more like
the puttering Woz than confident and focused
Jobs). The anthropologist Barbara Joans
looked around the 1991 Second Cyberspace
Conference at the University of California
in Santa Cruz and noted that half the
room was full of scientists with technological
solutions but no problems (content) for
it, and the other half artists with content
to tackle but no access to the technology.
Enough nostalgia. There is a freshness
in the fact that Laurie McRobert's first
encounter with virtual reality was to
experience Char Davies' work, the digital
installations Osmose and Ephémère,
at the end of the 1990s. This makes McRobert
a bit of a latecomer, but gives her the
advantage of knowing the medium from a
pair of its most mature works. The two
Davies artworks are experienced via a
head-mounted display unit and a body vest
to monitor breathing and balance. Participants
are immersed in 3D-virtual space where
they interact with abstract images of
nature while navigating in an artificial
spatial environment. Navigation in VR
forces designers to choose between a theatrical
(externally managed) work, or one in which
the user is entirely free yet at the risk
of flying off into unbounded empty space
and (with no visual clues) not finding
her or his way back. One solution is invisible
walls, restricting the users movement.
In reading this book, it becomes evident
how Davies virtual worlds developed
from her earlier evanescent, dematerialized
drawings and paintings. Their indeterminacy
and lack of sharp definition is suggestive
of the nineteenth century artists J.M.W.
Turner and Eugene Carriere, or the whooshes
of critically-derided contemporary painter
Leonardo Nierman. These are sui generis
3D worlds, containing nothing to kill
(as in a video game), just a place to
observe a world that drifts around you.
Too often simulation of nature leads to
puppetry, which this reviewerdespite
privileging the human representation in
painting and drawingfinds unsatisfying.
The inclusion here of Davies working
sketches from notebooks is helpful to
an understanding her aesthetic and artistic
goals.
However, Davies digital environments
prove the truism that you have to have
power (computer and person-hours) to build
VR. She is fortunate to have both artistic
skills and refined aesthetic, as well
as the advantage of partnership in the
3D software firm SoftImage. Like automobiles
before Henry Ford, VR development remains
a rich person's game, even if the wealthas
hardware costs dropis in programming
resources. Another notable work in VR
history, Brenda Laurel's Placeholder project,
had Interval Research Corporation's Paul
Allen money behind it.
Yet what of contemporary commercial VR
development? Few applications succeeded
that employed social worlds with avatars
until Second Life, which is losing
its luster in corporate eyes. Second
Life seems to flounderor
at least has disappointed its corporate
tenants. Meanwhile Facebook booms,
creating community metaphors and communication
without doll-like avatars, only photos
or cartoons. For 3D worlds, the boom seems
to remain in games and military simulations,
as only these make continual use of developments
in real-time 3D technology. One ponders
the well-developed trigger fingers of
the gamer generation of troops that invaded
and occupy Iraq.
In mapping Char Davies peaceful
worlds, McRobert looks to Hegel, Heidegger
on the nature of object and experience.
She alludes to Northrop Fry and Jewish
mystics, She quotes Michael Heim, early
philosopher of cybericity. All offer her
conceptual planks to add to the scaffolding
upon which she sits to experience Char
Davies worlds. A list of "cyber
immortalists Rudy Rucker, Mike Kelley,
Hans Moravec" gives pause, unless
she is talking of a robotocist named Kelley
rather than the non-digital California
artist who reconstructs his Michigan schooldays
in human tableaux, performance, and installations.
One would also like to see McRobert locate,
or juxtapose, Davies synthetic wild
gardens with the virtual architectures
of Michael Benedikt, Marcos Novak, and
Peter Anders. Still, Char Davies is fortunate
to have as dedicated a commentator and
documentarian as Laurie McRobert.
To hear of media studies out of the University
of Toronto, this reviewer immediately
thinks of the legacy of Marshall McLuhan.
It is good that the university's press
is publishing on contemporary digital
media, for creative innovation in Canada
has frequently outstripped work from the
cash-strapped, increasingly privatizing
and profit-driven universities in the
nation to its south.