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Cyberspace
is a socially - mediated construction, made clear through the use
of avatars, or personal representations in virtual worlds. By putting
ourselves into digital worlds, we lose the self and become one with
virtual spaces' new elements. It seems that an aspect of identity
is released as an electronic element ... By putting ourselves into
digitally constructed realities, we call into question the nature
of the self in a digital culture and the ways the new selves are
created. What are the elements which construct that reality? What
is our relationship with the virtual personae and figures we create
in online space? What is our relationship to our own data, our bodies
sampled with the latest digital technology?
But what
is, in fact, natural? Digital culture's dominance, and ultimately,
construction of landscapes and bodies has been a way to create new
cosmologies, new elements. The creation and discovery of elements
<from medieval times to our periodic table> is a fundamentally
human endeavor, as are the creations of new systems of representation,
identities, and experiences in VR. We work to abstract and distort
reality in order to apprehend it. Like language, we name, categorize,
and quantify our surroundings.
[unnatural
elements] presents images of researcher|artists from Taiwan and
the USA which demonstrate that the conversion from the image of
the physical body to the image of the virtual is not the typical
smooth computational process as Hollywood would have us believe.
The images
featured in [unnatural elements] show the effects of the creation
of a digital nature and digital elements. Most researchers working
in 3D technologies strive for "perfection." However, our
team was interested in sampling one real and watching the translation
between earthbound identites and virtual ones. What would human
data create in cyberspace? The images were created by using 3D head
scans of the artists from composited images produced by a video
camera and stitching them together in custom software. Interestingly,
the process generated "natural" eruptions inherent to
the heads, and each scan seemed to take on forms reminiscent of
"natural" eruptions we see in earth, fire, water, and
wind.
Here, our new bodies erupt with artifacts and take on unexpected
resemblances to earthbound natural elements. The"random" patterns
we see in rocks, water, and other natural elements are not random
at all but naturally occurring algorithms. Thus the computer, in
creating artifacts, is effectively doing nature's work. In
a sense the computer is much more "real" (disturbingly so) than
WE are - when it creates artifacts it is acting on "natural" algorithms.
Offering us a way to critically examine the body in cyberspace and
our conventions and ideals of interactive avatars and the drive
for 3D art "realism," these pieces work to provoke a dialogue about
the real and "natural" our media is trying so desperately to produce
in digital space.
This collaboration was made possible by funding from the U.S. Fulbright
Scholar Program and the Foundation for Scholarly Exchange, 2001,
and took place in Dr. Ming Ouyoung's CML, NTU, Taiwan.
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