The Multiple Meanings of ‘Abstract’

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A question which often comes up regarding The Virtual Space Theory is its relation to abstract art. In order to establish the foundation for future discussions of such matters, this relatively theoretical post will attempt to first clarify the term ‘abstract’. Similar to the term ‘virtual’, the term ‘abstract’ comes up in many contexts; it is a recurring term in art-related discussions, yet tends to have quite a few different meanings. In this post I will differentiate between four such meanings of ‘abstract’, emphasize alternative terms that can be used for maintaining a distinction between them, and point out how The Virtual Space Theory mainly uses this term. Paintings by Wassily Kandinsky, the abstract painting pioneer, will provide most of the examples in this discussion.

Abstract as meaning ‘distilled’

kandinsky-moscow-i-1916Over a hundred years ago, when painters started to gradually let go of the centuries-old tradition of making paintings that try to look like the physical world, many alternative forms of painting were explored. One of these alternatives was to paint objects that might also exist in the physical world, but without trying to present them in full detail. Rather, such paintings aim at conveying the sense of their painted objects in a simplified or distilled form, trying to capture their characteristic essence rather than their correct visual appearance. Consequently, this distillation often meant that the sense of space created by the painting was lost as well, or at least challenged. An example of this is Kandinsky’s painting Moscow I.

Abstract as meaning ‘non-identifiable’

Wassily Kandinsky - White Line, 1920Another direction explored by artists was to make painted objects that are not quite identifiable. Such paintings employed many of the techniques of traditional painting, only that they did not do so in order to create objects that stand for ones that also exist in the physical world, but rather what might look like nameless blobs (which may only hint at something identifiable). And yet, using the terminology of The Virtual Space Theory, such paintings may still create virtual places in virtual space – except that the visual contents that are seen in the image’s space are non-identifiable. An example of this is Kandinsky’s painting White Line.

Wassily Kandinsky - Little Game, 1928Abstract as meaning ‘non-pictorial’

Yet another form of painting which artists increasingly engaged in during the 20th century was to let go of making any kind of objects in space whatsoever – whether they are optically accurate, distilled, or non-identifiable. Instead, the focus was on making the canvas a visual object in itself. From the point of view of The Virtual Space Theory, the designated task or mode of such form of painting has shifted: it is no longer the creation of a virtual place to be seen through the painting, but rather the production of a flat pattern to be seen on the surface of the painting. As seen in Kandinsky’s Little Game, the result is still an image, but more precisely, it is a non-pictorial image.

Abstract as meaning ‘non-concrete’

This is the primary use of the term ‘abstract’ by The Virtual Space Theory, and unlike the previously mentioned ones, it refers to the image as a physical object in itself rather than to the visual contents seen in it. Due to technological developments over the centuries, our ability to see the virtual place of a pictorial image became gradually less bound to the physical object of the canvas on which it was originally painted. Ever more sophisticated techniques of mechanical reproduction have now reached the point that this physicality has been reduced to bits of data and an array of colored pixels. They are physical too, just not as concrete as layers of paint on a sheet of canvas are. This is the topic of an elaborate discussion in the book, but the main point here is that as a physical object, the image has become much less concrete, and much more abstract.

James Abbot Mcneill Whistler - In many cases, of course, it is not so easy to determine in which of the above senses a painting may be abstract: distilled, non-identifiable, non-pictorial, and non-concrete forms of abstraction may often overlap, yet it is still useful to be able to tell them apart. This painting by James Whistler, for example, is highly distilled (it tries to capture only the essence of things), its contents are hardly identifiable (it is difficult to say what is painted in it), and it is on the verge of being non-pictorial (it is nearly just a flat pattern on a surface). And by the way, as you are watching it on your computer screen, it is also non-concrete (what you are looking at is not the physical object of the painting). ;)

“Avatar”: The Idea of What’s Real Is Irrelevant (part 2)

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The previous post presented some of the varied uses of the term ‘real’ with respect to pictorial images. In this post I would like to focus particularly on the use of this term as a way of describing the technique by which an image was produced. In that sense, the term ‘real’ is often used to denote a pictorial image which was made with the technique of photography, as opposed to one which was made with some form of ‘special effects’– or in more recent times, by using computer graphic programs. In this context, then, to say that something in a pictorial image is real would be to say that we assume that the image is a photograph, and that there indeed was a corresponding physical object in front of the camera when that photo was taken.

Such an approach towards pictorial images seemed to work fine for many years since the techniques of making them could usually be quite easily discerned. As CG technology is improving, however, it is becoming increasingly difficult to truly figure out how an image was made, and the irrelevance of this notion of what’s real is becoming ever more obvious.

The approach of The Virtual Space Theory in this matter is that regardless of how a pictorial image might have been produced, what we see in it has its own independent existence as a virtual place in virtual space. In other words, it considers it to be irrelevant whether what we see in a pictorial image indicates what was in front of the camera, or whether it was achieved through some cinematic trick. Instead, The Virtual Space Theory focuses the discussion on the virtual place which has been created as a result.

The recent release of the film Avatar (James Cameron, 2009) makes this point perfectly evident. In this film Cameron created a virtual world called ‘Pandora’, complete with richly detailed landscapes, vegetation, and life-forms. When watching it there is no way you could distinguish the line between what was physically present in the studio and what was generated using computer graphics. They completely blend together in the creation of a continuous and consistent virtual world. The following video is a documentary-like presentation of that world:

The visual achievements of Avatar clearly demonstrate many of the principles of The Virtual Space Theory, as well as emphasize the irrelevance of trying to decipher how an image was made. James Cameron himself actually explains these issues very clearly in the following interview (starting from 00:37):

“Avatar”: The Idea of What’s Real Is Irrelevant (part 1)

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One of the common approaches to understanding pictorial images, especially in photography and film, is to consider them in terms of how real they are. Following the release of the film Avatar (James Cameron, 2009), this post and the next one will explore this idea and the way it is being challenged by the recent achievements in image-making. The idea of what’s real has many aspects and layers to it, and has been a recurring topic in philosophical debates for millennia. These posts will obviously not get into all of them, yet it is interesting to try and observe what might be behind the contemporary everyday usage of this term with respect to pictorial images.

When we look at a pictorial image and say that what we see in it is real, there are several things that we might mean by that. For one, it could be a way of saying that we consider that what we see in it has an equivalent in the physical world. Also, it could be a way of saying that the technique used for making the image was that of photography. In some cases, it could be a way of saying that what we see in this image is consistent and believable enough to be considered as something that could have existed in the physical world, even though it might not.

Karl Friedrich Schinkel, Cathedral over a Town, after 1813

For example, the cathedral in Karl Friedrich Schinkel’s painting Cathedral over a Town may indeed seem very real. Not because the painting looks like a photograph, but because its visual contents are quite convincing and believable. However, in the sense of having a physical equivalent, that cathedral is not real because there is no (and never has been) such a cathedral in the physical world – it is Schinkel’s own invention which he made specifically for the painting.

The following example, however, challenges these notions of what’s real quite a bit. It is a video which presents several famous buildings using advanced computer graphics, combined with unmistakable personal talent. Called The Third & The Seventh, it was made by Alex Roman in homage to the arts of Architecture and Cinema. This beautiful video runs 12 minutes long, and it is highly recommended to watch it in full-screen view:

In the context of our discussion, the contents of this video are visually very convincing, and in this sense they surely seem real. Additionally, the places we see in it are also real in the sense that buildings just like them indeed exist also in the physical world. And yet, in the sense of ‘real’ as meaning ‘photographed’, what we see in this video is not real at all: Even though it looks as if this video was filmed on location, everything in it is computer-generated.

To part 2…

“Peripetics”: A Real Virtual Gallery

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What is a ‘virtual gallery’ or a ‘virtual museum’? Despite the widespread use of these terms, they rarely truly match what they attempt to describe. Commonly, the term ‘virtual gallery’ is used for regular websites that present a collection of works of art or some other form of images. The use of the word ‘gallery’ here is then a way of describing a service which displays visual content to the public, and the use of the word ‘virtual’ simply indicates that rather than doing so within a physical setting, it does so through the Internet instead.

However, according to The Virtual Space Theory, there is nothing virtual about that: ‘Virtual’ does not mean ‘digital’ or ‘Internet-based’, and it certainly does not mean ‘non-real’; Rather, the term ‘virtual’ describes visual objects that are located in virtual space, as opposed to being located in physical space or in someone’s mental space. Therefore, most of the so-called ‘virtual galleries’ are actually not virtual at all – they are simply online galleries (furthermore, we could even argue that they are not quite galleries either, but actually much closer to picture books).

So what would a real ‘virtual gallery’ look like, then? To begin with, we could say that if an online gallery does more than just present images in form of a regular web page, but actually also creates a virtual place in which the images are hanging on its walls, then we could also call it a ‘virtual gallery’. And yet, there is much more that is possible. Consider this very interesting example:

This video is called Peripetics and it was made by a team called Zeitguised using Computer-Generated imaging programs. It won the “Best Experimental/Abstract Animation” award at the Ottawa International Animation Festival, and the “Best 3D Animated Film” award at the Hyde Tube Festival in Paris.

From the point of view of The Virtual Space Theory, what I find to be most fascinating about this video is that it provides the unusual experience of visiting an art installation which is set in virtual space. Most of the six acts of this video are made to appear like a filmed documentation of a gallery space with works exhibited in it – except that it only exists in virtual space. Moreover, the virtual nature of this gallery is fully utilized just as well: The exhibits presented in each scene would hardly have been possible to produce as a physical installation in a physical gallery. The result is an art experience that would be quite unimaginable to achieve in any other way. Perhaps this art form should be called ‘virtual installation art’.

In addition to demonstrating a real ‘virtual gallery’, this example emphasizes a few further points. First, it shows that a virtual gallery does not necessarily need to be an interactive online service – in this case, it is rather realized as a video. Second, the contents of a virtual gallery do not have to be limited only to images – any object that could be created and put into the space of a virtual gallery could form the contents of an art exhibition in virtual space. And third, given the right context (as seen in some of this video’s acts), it might even be possible to present the content of such an exhibition also without the need for a virtual gallery as its setting.