Reality under Construction The Norwegian dance/media performance company Kreutzerkompani is operating with two levels of reality that is being augmented into each other. In the beginning of the new millennium they created a number of media performances that all had one main interest: To make use of live performance and real-time recordings as creative material on the same level – so that the performing and creative processes are melting together into one practice. One example is Sync #2, where a dancer is performing live in front of a public and being recorded real-time on video at the same time. The recordings are sometimes synchronous, sometimes stopped or repeated in patterns on a big screen behind the dancer. The camera is not only recording the live-performance but is recording the recording as well the earlier recordings being played back. The result is a mirror effect, where the image is repeated indefinitely into seemingly parallel worlds – but with the added element of recorded material being projected onto the live performance. The sounds are prerecorded material combined with real-time recordings from the dancing, the audience and the “ambient” sounds of the entire space played back onto them. In Sync #2, reality is under construction. Furthermore, reality is not being constructed from the “outside”, or through physical phenomena only; it is as much constructed by conceptual integration of ideas, actions and technology. Working from the notion that augmented reality in contemporary art is a reality und construction, I will attempt to investigate augmented reality in contemporary art with examples from the practices from the Scandinavian art scene. Moreover, I will investigate augmented reality as part of a transdisciplinary field of art production that is taking place in the expanding field of new media. However, my focus on augmented reality will not only be as a new media issue, but as part of a new paradigm of artistic production in public and social spaces, combining physical experience with technological interface. Hence, the augmentation of reality in contemporary art is not about aesthetic transformations alone – it is not a matter of form or style; instead, it is part of a cultural change involving the relations of art practice, art institutions, humanistic research and the public space which is brought on by the refining and expansion of technology into every aspect of our lives. Above all, augmented reality is about how experience interacts with knowledge; and how that interaction, in turn, creates interfaces between public spaces, social spheres, and art. In computer science the term Human-Computer Interaction, HCI, is used when studying this from the practical side. In the 1980s and 1990s, the notion of the embodied mind and conceptual integration as a structuring principle of knowledge was formulated by Mark Johnson (The Body in the Mind, Chicago 1986) and Mark Turner (The Literary Mind, 1999). In the last decade, the idea of the embodied mind, bodily based rationality, cognition based upon physical and bodily active relations with the surrounding world, has entered the stage of artistic as well as aesthetic research. Paul Dourish, in Where the Action is – the Foundation of Embodied Interaction wants to nourish the perspective that sees “the embodied practical action in the world as the foundation of our conscious experience” in this kind of research. Augmented reality in contemporary art is a reality as well as a social aesthetic under construction; it is an artistic research into the question of Human-Computer Interaction, the function of conceptual integration, and the embodied practical action of art and art experience. It is a structural combination of circuits that traditionally has been divided: The fusion of the performing mind and a technological body, of conceptual sensing and media consciousness, and last but not least a public is ever more active in the creation of (that which we understand as) art. The Scandinavian scene is very innovative and active, experimenting extensively across old genres, art forms and disciplines. This experimental focus on production that artists are conducting qualifies, I would claim, as scientific and research and philosophical inquiries into a field of production that this article wishes to investigate as an intensely rich and complex – and extremely important – source of knowledge about the culture we are living in. In fact, I will attempt to examine this field of production, in a sense, anthropologically – which means that I will attempt to look at it as a field of cultural production which is semiotic coherent and structured around the artist as a functionary or indeed mediator between art and technology. Instead of discussing art and media as something separate that collide suddenly in new media, I would like approach an analysis of the mediator from a different angle – focusing on the research done by the Danish media performance group, Boxiganga. I will attempt to analyze their “Augmented Reality Project, part 1-3” (1998-2008) and their research into a relations technology –art as a network of open systems: We intend to develop relations-orientated multimedia works, which function in the social realm, in which we as people continually recreate and reinvent our existence — in relations between people. This is “relations technology” as opposed to functional or manifested technology; Open systems in which content and relevance are directly dependant on involvement. I will then move on to discuss augmented reality within the framework of that which Boris Groys call “die zeitalter des medien”. Groys claims that the situation of art in a media culture is indeed not only that of emergence of new aesthetic paradigms, but the infusion of a new "logic" and "epistemology" into our concept of reality and cultural patterns. Thus, there is an "amplification" of reality from media taking place in aesthetics as well as in the broader cultural context. The challenges of a new media culture and the artist as the functionary/mediator of this culture, also brings up the question of how media consciousness is augmenting the modern public/political space. Jürgen Habermas, writing in 1962, believed that the modern public space was founded in a literary consciousness as a kind of a common/ shared ground – in the general public as well as in politics and art. How, then, does the notion of public space, I am very tempted to ask, change if this common ground is founded in a media consciousness (which it already is)? The competences of traditional institutions and genres, indeed the epistemology of those competences, are changing. Instead, we get new domains and new competences – and an inversion of institutions and the public space. Reality, art and art institutions are under construction. Boxiganga: Augmented Reality Project The fusion of performing mind and technological body is clearly visible in the practice and artistic strategy of the Danish media Performance group, Boxiganga - Karin Søndergaard and Kjeld Pedersen. In 1998, they formulated the principles of an Augmented Reality Project which should create an environment for artistic research into the use of humancomputer interaction in artistic/ performative installations. Building from a tradition of Nô Theatre and “classic” performance art practice in the 1980s, the Augmented Reality Project was to be realized in three parts: “Relational Mechanisms” (1998-2000), “Constructed Interactive Spatiality” (2000-2005), and “A Sensing Sculpture in Public Space” (2005-2008). The result of the first part of the project, relational mechanisms, was shown at The Museum of Contemporary Art in Roskilde in january-march 2000. Working with a network of Apple G3-computers, the basic principle was to place the computer and data-processing in the background; this is preconditional for achieving the illusion of reality in the human-computer interaction. Augmented reality is a construction of physical conditions that should be present in order to be able to experience a realistic physical relation in space: In our multimedia set-ups, the computer is relegated to a place where data is recorded, processed and transmitted. We can then be concerned with multimedia in a context of Augmented Reality, with creating spatio - sensory, perceptive and reactive constructs. An interactive multimedia set-up is a world construct, in which everything consists of second hand impressions of different forms of processed transmissions — projections, sounds and reactions as interpretations and translations in a constructed reality. One is never in direct realization, but in search of meanings with one´s own physical presence, in which one´s own senses and actions can conquer, interpret and recognize. The Augmented Reality Project part 1 is organized in four complex, spatial constructions: “Smiles in Motion”, “Mirrechophone” (Mirror+Echo+Phone), “I think You — You think Me”, and “The Different Stories of a Bride and Groom”. Each spatial construction (or perhaps: augmented installation) play with the notion of constructing the preconditions for how we are experiencing actual phenomena and relations in physical space, through hidden data processing. Boxiganga works with specific strategies which uses the audience’s actions and reaction as a framework for the creation of an augmentation of reality. It is a pretext for making it possible to experience the construction of reality and by the same token enables the audience to reflect upon their interpretation of this experience: In this way, the visitor also becomes involved in an augmenting of what is able to be sensed and is likewise brought to an augmented state of interpreting that experience. In fact, the basic function of the installations often requires that two visitors enter into a relationship and investigate an interpretation of the contents of that relationship. These installations then are situations for augmented relationships. It is through the body´s organs that we sense and act. In this way our being interprets the presence of people and things and brings a certain reality to that presence. Augmented Reality involves the body through the installations presented here, and in doing so, proposes “conversations” at the edge of our normal means of sensing and communicating. In this project, visitors will come into contact with a series of staged and coreographed, high technology installations that can sense their presence. These “sensitive” sculptures are likened to pieces of furniture in a room. But the installations, each in its own way, don´t only sense, they also react. Thus they promote relationships through experiences that may take place at the edge of the senses. The first, Smilets bevægelse / Smiles in Motion, was a “Spejlekkofon” — Mirrechophone Institutional redistribution of competences Historical developments in the 60s and 70s have reshaped art. Some artists have stressed mass consumption. Marcel Duchamp and Andy Warhol are among the most important artists. In their art the single object is lost and their works becomes multiple objects themselves. Other artists have chosen to create art without creating objects and new forms of art have showed up: performance, conceptual art, processual art, environmental art, digital art, mail art and more. Interesting is that many of those art forms have the realtime as an important ingredient. The museum as an idea is old and the origin can be found in the cabinet lockers of the 17th century. The cabinets were filled with different kinds of artefacts that could represent the known world. The owner of the cabinet could then literary hold the world in his hands. The object was not just an object, it represented something more, a part of the world. Many of the central museums were founded on the 19th century and has preserved the idea of the object as a key to the history. The museums use the artefacts in the same way as they did in the 17th century. By collecting artefacts we could get an image of the past and by collecting and preserving them it is possible to preserve our history to future generations. Today when objects in general lose the function as holders of status and history it is natural that the antiquarians at the museums are confused. How to preserve our contemporary time to coming generations if there are no relevant artefacts? Museums are going through a gigantic identity crises at the moment. The distance between the past and the contemporary time is growing all the time. What are real i.e. old artefacts made unique and by hand craft becomes rarer. They represent something not artificial and will gain more and more interest. How can we look at these objects? In our post modern time, or perhaps post-post modern, we know that the object is no key to the past, objects are not time machines and they cannot give us an image of the past. At their best they can give us a number of possible explanations filtered by the present time. At the art museums the identity crises is very clear. They have a mission to collect, preserve and communicate art works that represent our current time. But, how is it possible to preserve or collect art works that are built on real-time strategies and are made for the moment, art where no object can be found and where the concept is what matters? According to the French Philosopher Jacques Derrida, the Public Museum is founded by two ideas: First of all the revolutionary and institutionalizing, since the museum creates the framework and connecting cultural phenomena into (new) identities; Secondly, they are traditional and conservative since the museum at the same time are preserving, not only the institutions and (new) identities, but also the cultural patterns inherent in the society into which they are institutionalizing themselves: Museums are … Revolutionary and traditional. An eco-nomic archive in this double sense: it keeps, it puts in reserve, it saves, but in an unnatural fashion, that is to say in making the law (nomos) or in making people respect the law.1 Using the notion from Peter Weibel (above), I would like to move Derrida’s ideas into the field of ’competences’ that are in play in the game of the cultural epistemology. The competences of a museum are encompassing both the revolutionary and the conservative, and this, in turn, becomes very much the case when institutions are being formed around the possibilities and new public spaces that the technology behind the term New Media – or, as I prefer to call it: Digitally distributed environments - create. However, it is very common to see only the conservative and un-connected side of museums – which in large part is the fault of the museum’s themselves. The last 50 years or so, after the Second World War, focus has been on conserving culture and art, to 1 Derrida, Archive Fever – A Freudian Impression (1995). a point where it has almost hidden the other competence of the museum. Perhaps it is even political incorrect to speak it… but, nonetheless, the distributed environments have created an unprecedented and (for some) unexpected break with the ‘traditional’ museum. Museums are an augmentation of a reality, and ways of organize knowledge, that has been constructed by a democratic society. In that sense, we primarily think of a museum as a ‘church for objects’ because, as Boris Groys is pointing out, the museum is the place where the modern subjectivity is manifested in its most immediate form. The museum gives us a moment of pure insight, and is the place where the line between art and non-art is drawn. That is why museums are interesting to investigate further when the question of new constructions of reality arises. What happens to the “old” competences that Groys explains would be the definition of a space for free expression as well as a place where the limits between art and nonart are drawn?: Die freie Subjektivität kann sich also nur als frei zeigen, weil sie durch das Museum verliehen, indem wir das Funktionieren des Readymade-Verfahrens im Museum kennengelernt haben. Die freie Subjektivität kann sich also nur frei zeigen, weil sie durch das Museum von der Arbeit der Kunstproduktion entlastet wird, indem das Museum diese Arbeit übernimmt… Das Museum ist der Ort, an dem der Unterschied zwischen Kunst und Nicht-Kunst hergestellt wird.2 In fact, institutions like museums produce a free subjectivity, according to Groys. We may add that the museums are augmenting the idea of free subjectivity into society. This idea of a free subjectivity is part of the creation of the museum as a free space where the framework for a social community is being formulated through artistic/cultural manifestations and artefacts. In the age of media the function of the modern museum has become central to the effort of maintaining an illusion of an inner free space, and one construction of reality as the only true construction: Es ist also die primäre Funktion des Museums, die illusion eines Freiraumes ausserhalb seiner Wände zu erzeugen, der als Wirkungsfeld der freien Subjektivität fungieren kann. s.12 The modern museum traditionally creates a free inner public space which has consequences for the outer social space. But the free inner public space as a construced 2 Boris Groys, Logik der Samlung, s. 10 reality is in a crisis. There are many reasons for this crisis, which has lurked for a long time, but the main reason is to be found in the very core of the discussion of augmented reality in art – that of the paradigmatic change of the traditional public spaces by a media consciousness. The challenges of augmented reality to the modern public space could be summed up with a reference to Jürgen Habermas, who believed that the modern public space was founded in a literary consciousness. How would this, I am very tempted to ask, change if the public space is founded in a media consciousness instead? A reality under construction is a process which is totally depending on temporality. But it is also a focus: It is a way to be aware of the world and the media, and of the people in it. Augmented reality - as a reality under construction in contemporary art - is located in a media conscious practice. Historically, media consciousness is present on three categories (levels) of practice: an (old) media conscious practice (further subdivided into early media conscious practice and late media conscious practice), intermedia conscious practice, and new media conscious practice. These are not historic periods, but are phases of media consciousness that, for the most part, are still active today. The diagram below gives an idea of the outline of media conscious categories. Three main points arise from the level of practice: First, that the idea of augmenting reality has a history which is linked – closely, I would claim – to that of media consciousness. Media consciousness is my investigative term that I introduce to be able to analyze the paradigmatic change in art that take place in the age of media. By Media consciousness I mean the rising sensibility of media in art brought on by the ‘age of media’ – it is the uses of media, the formalistic changes because of media, and the questions media arises for/in art. But it is also a completely new way of looking at things – and using everything as potential artistic material. Media, then, is not only electronic – it is also language, images, numbers and genres, even. Time, performativity, institutional critique and experiments across genres are important features in the media conscious practice. And, perhaps surprisingly, the history of media consciousness encompasses the entire 20th century – from early avant-garde to new media in the beginning of the 21th century.3 I will explain further what the categories stand for. But mainly, I would like to investigate augmented reality as a media conscious practice; using examples taken mainly from the Scandinavian art scene I will show how augmented reality as a strategy evoke the different categories are active in a variety of transdisciplinary experiments where reality is under construction. Transdisciplinary challenges – new competences and new domains Writing in 2004 for the 25th anniversary of Ars Electronica in Linz, German art historian and director of ZKM in Karlsruhe, Peter Weibel, suggests that “a transdisciplinary mapping of competences is taking place in the fields of art.” He continues: […] The redistribution of competence … is precisely the progressive status of the contemporary avant-garde: […] its protagonists attempt to undertake new comparisons and redistributions of competence, and to make the transition from the formal level to the level of practice […] Extension of competence is the latest phase in the expansion of the concept of art. Art expands from the object to the practice and its practice expands from its field of work into new domains...i A good example would be George Meliés that made the silent movie Long distance wireless photography in 19113. There is nothing new on the artmedia marked! Nobody really understood the context of this work until media art was defined. 3 What Peter Weibel is formulating here, is a fundamental framework for understanding contemporary art practice as something that involves more than aesthetic and formalistic research. There is much more at stake since the competences of art and art institutions are being redistributed. In fact, I would claim, that this is the case with any augmentation of reality: Well known domains of knowledge and art are shattered and sometimes even dissolved, and it there places new domains will occur. It becomes a question of formulating qualitatively new phenomena and inventing concepts and strategies to do so, on the fly, so to speak. Augmented reality, reality under construction, is the destruction and construction of new domains. In the following I will take a closer look on what those new domains could be – and how the field of competences within art, organization of knowledge and institutions are changing. Art-genres and art-institutions are under construction; they are involved in a process where the redistribution of competences and new domains for research and knowledge is taking place. But what does that mean? What, indeed, is being augmented, and how? The Mediator The examples that I have used in my investigation of the “mediator” so far are “raw” in the sense that they only play a part on a partial level in my argumentation. They mainly represent thoughts, ideas, and strategies that constitute the practices of the artists as mediators. The examples are not by any means to be seen as in-depth analysis of the artworks in question, nor do they constitute any elements of an “art history”. For them to be that would require that the field would be transparent in some kind of totality – or, even worse, that I would generate the notion that what I am examining is limited to the field of “art”. That is, that the mediator is existing “outside” everyday experience and “not part” of the public or political spaces of the reality under construction. I wish to point out how the mediators are investigating and using the new domains and competences already preset in the public / political spaces of the new media culture, and which are challenging the cultural institutions of our society. However, there is no doubt that some of the new practices and new domains will also demand for new institutions – or something completely different that we have not yet seen. That being said, I find that there are some key features of the concept of the mediator that should be mentioned here. First of all, there are precursors: Wark McKenzie investigates the “hacker” and “the gamer” as the personas of digital culture – asking the very important question what kind of critical cultural production would follow after the novelist of the 19 th century and the filmmaker of the 20th century? Where the hacker according to Wack is the radical and, dare I say, avant-gardist of digital culture, the gamer is the dreamer of a ‘reality’ with rules that (most probably) will never be.Other important precursors of the mediator: The “raw” (and the cooked) by Claude Levi-Strauss; the “flaneur” that walks the pages as well as the real streets of Baudelaires books. The idea of the absolutely modern artist; even the notion of the “avantgardist”; all these could be seen as mediators of their time, at some level. The notion of reactive mediators is taken into serious consideration in the practice of the Danish mediaartist Mogens Jacobsen, who explicitly “hates the concept ‘interaction’ 4. This is more than an aesthetic comment – it is a structural remark on the status of an entire field of practice. Interaction has become a kind of logic-by-default that we use to ‘explain’ New Media. Instead, Mogens Jacobsen introduces the concept of ‘Branching.’ And ‘reactive media’: “Reactive media is branching without story.” Jacobsen’s practice could be categorized as ‘responsive media’ or ‘reactive media’. The point for Mogens Jacobsen is that we must never stop looking for the true epistemology of real-time, pervasive computing and augmented reality. Audiobar is doing just that. Audiobar is part of Media Art Platform. The idea with Media Art Platform is to use New Media technology in experiments where three things should happen: 1) Digital material from the collection of Museum of Contemporary Art becomes physical present in a body-space. 2) Fugitive and intermedial artforms are distributed to an audience in a direct and perceptive way through augmented or pervasive technological designs. 3) The audience should be able to have a lot of fun with complex and even difficult material – the complex and difficult meets Superman. To achieve these goals, The Museums of Contemporary Art in Roskilde wish to invite different mediaartists to develop different solutions using New Media to its very limits – and beyond. “I hate: 1) A narrative – thinking about navigation in a storyline. 2) The timeline”. Quote from: Morten Søndergaard: Notes on Mogens Jacobsen, Get Real! Seminar, at KIASMA, Helsinki, 2004. 4 But there are other things to consider. Media conscious art is research. Danish Performing poet Per Højholt shows this already in the late 60s, and Icelandic media artist Steina Vasulka was investigating Real-time as a video-art concept in the late 60s and early 70s. For Vasulka, It was a case of “get something going – elaborately – and then step away. Let the machines do the job.” At that time it was more like an editing concept, it was a montage-use. According to Vasulka, video was considered an inferior media, but it had something that could be used. End The question of how and why augmented reality has to do with the configuration of contemporary art is really the question of how and why contemporary art define itself beyond aesthetics - and beyond art, even. The question of how and why is, in fact, exactly more a question than an interpretation … is AR an indication of a certain role in or perhaps a particular function of art, making augmentation a kind of narrative or pictorial artistic strategy? Or is it a contextual – or maybe even a social – practice that, once again, places the receiver at the center of attention and the creation of meaning? Does augmented reality instigate qualitatively new phenomena? Or is it merely a new concept for something as old as art itself: the question of how art relates to reality? Once again, we could say that the relation of art and reality is being investigated, and that augmented reality is just another term (or excuse) for getting that old show on the road under the pretext and inspiration of technology, naturally. But a reflexitivity is at play in the formation of the term and in the practice of augmented reality that at least to begin with seems to be new – and I almost already expressed it: it is not just a concept, not just another term for art trying to grasp reality (because then it would be reducible to the a discussion of mimesis or representational strategies, which it is not); it is as much the other way around: reality that is investigating, using and becoming art. It is a conceptual frame for something which happens – earlier, now, or in a moment. It is indicative of temporality in art as well as in knowledge.