[Editor's Note: The publication of Grau's book was the subject of an
agent.netart evening in New York City a year ago. Although the book is
not 'new,' it directly relates to the 3D/VR thread of this issue and makes a
significant contribution to the discourse on this subject - P.L.]
"...virtual image spaces of the computer... (are) not the
revolutionary innovation its protagonists are fond of interpreting
it to be. The idea of virtual reality only appears to
be without a history; in fact, it rests firmly on historical art
traditions, which belong to a discontinuous movement of
seeking illusionary image spaces."
Grau, Virtual Art, p. 339
In this statement, Oliver Grau sums up what is probably
the most significant contribution this book makes to the
study of New Media Art. With many instances of novel
technologies, creative or otherwise, proponents have
asserted that current practices constitute the pinnacle of
human knowledge to date or represent a degree of novelty
that distances them from history. The examination of the
historical context of technological media, especially in the
arts, has been scant to date. In this book, Grau brings a
refreshing perspective to the topic by illustrating that the
genre of immersive spaces has been actively pursued
since classical times, and, I might even argue, since the
caves of Lascaux were painted. This approach refutes the
Fukuyama-esque assertion that new media art is either
separate from history or a terminal point of the same.
Conversely, Grau points to Adorno's admonitions about
placing contemporary art in a continuous history, suggesting
that there is nothing new under the sun. What needs to
be considered here are the points of difference in the sites
throughout history, and this is one of Grau's other points.
Grau begins his analysis of immersive spaces throughout
pre-modern times at the Roman Villa Dei Misteri at
Pompeii, an initiation site for the sect of Bacchus, and
moves on to Bismarck's commissioning of the grand
panorama of The Battle of Sedan, which was completed in
1883. From Pompeii to Berlin, Grau constructs a narrative
of the context of the culture, politics, and representative
function of the various spaces -- from the ecstatic to the
devotional to the propagandistic -- and reveals how the
various techniques of construction reflected the agendas
of the constructors. The idea that new technologies have
largely served to inscribe agendas of power upon the
masses is not new, but used as an analytical context for
this subject from ancient Rome to today raises important
questions about the social function of immersive spaces.
From Sedan, Grau takes a relatively brief sojourn through
Modernist immersive spaces, including Monet's panorama
in Giverny, Prampolini's polydimensional Futurism,
Schwitters' Merz theatre, the Cineorama, the Futurama,
Heilig's famed Sensorama, leading up to the contemporary
IMAX theatre. In his (rather brief) exposition of
these modern spaces of immersion and illusion, there is
a distinct shift from the panoramic rendering to the
expansion of the cinematic as space of illusion, and to
Sutherland's development of the Head-Mounted-Display,
which brings the reader to the contemporary era.
To contextualize the issues of immersion in contemporary
virtual works, Grau considers numerous pieces of
virtual art, including Davies' Osmose, Benayoun's World
Skin, Naimark's Be Now Here, as well as other spaces
that consider the role of immersion in the representation
of identity, the political, and the monumental. In many of
these cases, such as Shaw's Place 2000, and
Benayoun's World Skin, the agendas of power are
translated quite clearly from antiquity. However, in the
case of Benayoun, this is done more subversively as the
virtual 'photographers,' in a direct metaphor taken from Marey's photographic
gun, literally create 'holes' in the landscape through their act of taking snapshots
of the landscape. Grau relates this metaphor once again and brings the
virtual into a historical context quite nicely while illustrating contextual differences
in the cultural and technological functions of the work.
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The remaining segments consist of sections on telepresence and genetic art,
covering most notably Penny's Traces and Kac's GFP Bunny. Although meticulously
researched and well framed in the rubric of illusionism, Grau falls victim
to the fin-de-millennium tendency in new media scholarship to be overly
inclusive in light of a movement (i.e. New Media) which is so chimeric and
multifaceted as to make any comprehensive analysis difficult at best.
Although Grau does wonderfully at making a case for the inclusion of the
telepresent and the genetic in his text, this seems to come at some cost to
expansion on the rich history of immersion in the 20th century. Likewise, the
sociopolitical analysis constructed in the pre-modern section shifts to a
markedly theoretical treatment in the postmodern era. Although this may be
indicative of the cultural framing of the periods involved, or the fact that the
book is a translation of a recent revision, I felt a desire to read Grau's analysis
of the differences between the pre- and postmodern spaces of immersion;
not for the purpose of merging current VR into a unified historical discourse,
but for examining the issues of difference amongst the various installations,
so one could see the continuities and discontinuities between the various
periods.
Virtual Art is a landmark volume in that it is one of the first to begin placing
new media works into a historical framework with a sensitivity to the shifts in
expression that are evident from antiquity to the present day. In an era that
often considers history to be measured in months or decades, Virtual Art
lends a sense of perspective and insight that is sorely needed in new media
discourse. As a reference work, the massive bibliography is truly impressive,
and is worth the price of the book in itself. However, if there were to be further
incarnations of the book, I would love to read more on Modern-era immersive
spaces, and have more comparative analysis between the pre- and postmodern
while staying firmly in the realm of VR and the panoramic.
Perhaps I might seem a bit critical in places, but it is only because the book
held my attention for over three hundred pages over a period of three months.
Grau has created a volume that will likely be used as a canonical text in the
study of virtual reality for some years to come, and will probably not gather
much dust on my shelf, as it will be a valuable resource in my further
research of the past and present of virtual reality.

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