Virtual Retrospect 2005 - ARCHEOVISION
Transcription
Virtual Retrospect 2005 - ARCHEOVISION
Version en ligne Tiré-à-part des Actes du colloque Virtual Retrospect 2005 Biarritz (France) 8, 9 et 10 novembre 2005 Vergnieux R. et Delevoie C., éd. (2006), Actes du Colloque Virtual Retrospect 2005, Archéovision 2, Editions Ausonius, Bordeaux H. Fischer Le 3D n'est pas un espace . . . . . . . . . . . . . . . pp.149-150 3D is not Space . . . . . . . . . . . . . . . . . . . . . . . pp.151-153 Conditions d’utilisation : l’utilisation du contenu de ces pages est limitée à un usage personnel et non commercial. Tout autre utilisation est soumise à une autorisation préalable. Contact : [email protected] http://archeovision.cnrs.fr Le 3D n’est pas un espace Hervé Fischer LE 3D N’EST PAS UN ESPACE Hervé Fischer Artist and philosopher. Associate professor at UQAM, Montreal. [email protected] www.hervefischer.net Depuis le Quattrocento italien, après cinq siècles de valorisation de la réalité, qu’on a appelé le réalisme, nous tendons aujourd’hui à construire une interprétation digitale de la réalité, qu’on appellera le numérisme. Et cette nouvelle interprétation et mise en scène de la réalité, nous l’appelons la numérité. Certes, nous pouvons le regretter, car la réalité n’a pas que des épines, mais aussi des charmes. Nous pouvons ressentir une profonde nostalgie pour le bon vieux réalisme, qui nous a fait vivre une fascinante aventure. Mais il faut l’admettre, la planète est devenue un réseau d’informations, dont les hyper langages nous donnent d’ailleurs le spectacle d’un évident retour au symbolisme. Planète-écran Le monde s’est aplati. Même les représentations en trois dimensions des mondes virtuels se présentent davantage comme des modes de manipulations des images d’objets que comme des mondes en profondeur. Ce sont les gestes de la souris qui en créent l’illusion et cette pseudo profondeur est perçue davantage comme un déplacement en arabesque que comme une immersion. De fait, les techniques numériques d’images en trois dimensions ne sont pas moins conventionnelles que celles de la perspectiv e euclidienne inventée par les peintres du Quattrocento. Les débuts de l’animation en 3D, dans les années 80, ont d’ailleurs recouru aux mêmes stratagèmes qu’utilisèrent les artistes de la Renaissance. Ils ont abusé des sols en damiers, des colonnes et fenêtres masquant la discontinuité des plans en profondeur, et des tuyères vertigineusement fuyantes évoquant les chemins et rivières dont le rétrécissement suggérait jadis l’éloignement en profondeur. Mais ils ont bénéficié d’un outil supplémentaire très efficace : le déplacement et la vitesse. En fait, cette profondeur des espaces numériques est suggérée beaucoup plus par les liens, les mouvements, et notamment les rotations, par l’interaction, pour ne pas dire les muscles de la main qui manipule la souris que par le regard. Nous y avons ajouté avec le temps les magies des effets spéciaux du cinéma : les zooms avant et arrière, les variations dans la résolution des images, suggérant le déplacement du focus de l’œil, les bleutés du lointain (comme chez Léonard de Vinci), les éclairages dramatiques. Mais il demeure que c’est essentiellement le mouvement de la main et non la géométrie, qui crée l’illusion de la profondeur. Et il est même important de souligner que les espaces virtuels ne sont pas des espaces en profondeur, mais en mouvement. La troisième dimension de ce qu’on appelle les espaces en 3D, n’est pas la profondeur, mais le temps gestuel. La planète est hyper, constituée de liens qui génèrent le mouvement. Et elle est afocale. Elle n’a plus de points de fuite ni d’horizons, capables d’exprimer la profondeur inventée par le Quattrocento. C’est le mouvement de l’intervenant qui suggère l’espace. Et nous ne parlerons plus de l’observateur, de celui qui regarde, mais de l’intervenant, interactif. De la profondeur au temps, de l’espace à l’expérience Le virtuel n’a pas de substance. Il est un langage et une expérience, car il implique toujours l’interactivité, contrairement à l’espace classique. Il génère l’apparition sur l’écran de fichiers successifs de données. Les espaces numériques n’ont plus de linéarité, plus de globalité, plus d’unité : ils sont devenus des séries de fragments, de séquences, de connexions, dont seul le cerveau fait encore ce qu’il faut appeler la narration en arabesque, plus que la construction. Ce qu’on appelle encore “les espaces numériques” sont des expériences, souvent discontinues, plutôt que des espaces au sens traditionnel du mot. De ce point, ils rejoignent la conception dite primitive de l’espace, telle que nous la décrivent les ethnologues. Les tribus anciennes, nous dit -on, ne décrivent pas un espace selon des références optiques ou géométriques, mais selon l’itinéraire de ce que l’on y rencontre, les expériences que l’on y vit, les objets que l’on y croise, une savane ou une forêt que l’on doit traverser, une rivière qui s’interpose, des dangers auxquels on 149 Virtual Retrospect 2005 – Plenary Session November 8, 9, 10 renvoi à des banques de données, à des sources d’information disponibles, fait du recours au virtuel, même dans un cas aussi restrictif que la muséographie, une réalité augmentée plus “vraie”, plus “réelle”. s’expose, des personnes ou des animaux qui apparaissent, le temps que cela prendra. Bref, ce sont des lieux narratifs interactifs. Et c’est bien ce que deviennent – ce que redeviennent – les espaces numériques d’aujourd’hui. Dès lors, les expériences interactives d’aujourd’hui, à l’âge du numérique évoquent plus la rhétorique narrative des cultures orales anciennes, que la géométrie euclidienne. On ne peut plus parler d’espaces, mais d’expériences. Faut-il le déplorer ? En aucun cas ! Les expériences sont de l’information, plus élaborée et plus complexe que la géométrie d’une perspective euclidienne. Ainsi, la peinture cubiste nous livre une expérience plus riche, plus complète d’une figure humaine que les portraits classiques, unidimensionnels. Elle intègre plusieurs angles de vue, la mémoire de nos rencontres avec cette personne, la multiplicité des regards, qui parfois révèlent des aspects différents, voire contradictoires d’une même personne – comme peut le révéler la simultanéité du visage de face et de profil. Et il en est de même avec les espaces virtuels. Ainsi, même dans le cas d’une librairie visant à conserver et à communiquer des objets ou des sites du patrimoine culturel, et impliquant une rigueur scientifique, une richesse d’informations objectives, et le respect fondamental des objets présentés, on admettra que les technologies numériques permettent de livrer beaucoup plus d’informations sur ces objets, y compris en les remettant dans des contextes historiques, en suggérant la reconstitution des parties manquantes, des couleurs originelles, des usages, en zoomant sur un détail ou sur la structure de la matière, en montrant à la fois le recto et le verso, le dessus et le dessous, l’extérieur et l’intérieur, ou en dévoilant l’invisible grâce aux rayons X. Bref ces technologies permettent d’augmenter considérablement l’intérêt de cette documentation patrimoniale en transformant la reproduction traditionnelle statique et pauvre, en une véritable expérience de lecture enrichie de toutes les connaissances disponibles. L’attrait pour le public, spécialisé ou non, renforcé par l’interactivité de la mise en scène, et de la manipulation, est de ce fait aussi considérablement accrue. La science ne perd rien à cet exercice, bien au contraire, et la multiplicité des liens, le 150 Et si nous considérons d’autres champs d’activité, on comprendra vite que les jeux aussi bien que le commerce électronique, l’éducation ou l’imagerie scientifique peuvent tirer un avantage considérable de cette nouvelle conception. Le multimédia trouve là un domaine d’applications extraordinaires, dont on n’a encore que peu idée, mais dont on ne doute pas qu’il soit appelé à se généraliser rapidement. La lourdeur des fichiers a certes jusqu’à aujourd’hui beaucoup limité ces usages aux cédéroms et aux DVD. Mais déjà les techniques d’analyse et de compression des informations minimales requises pour transmettre un fichier permettent de mettre de plus en plus ces librairies en ligne. Et de nouvelles recherches d’algorithmes, comme celles de la société québécoise 3dlogok (qui utilise le logiciel québécois de SGDL), démontrent qu’on peut alléger considérablement cefichiers, en s’échappant des accumulations de polygones auxquels on recourt traditionnellement pour composer les images numériques. Dans un mouvement inverse et aussi important que celui du Quattrocento, l’âge du numérique, cette fois, dévalorise le réalisme et survalorise une vision irréelle augmentée du monde, le numérisme.. 3D is not Space Hervé Fischer 3D IS NOT SPACE Hervé Fischer Artist and philosopher. Associate professor at UQAM, Montreal. [email protected] www.hervefischer.net Since the Italian Quattrocento, after five centuries of attempting to valorize reality – otherwise coined as realism –, we are now trying on the contrary to build a digital image of reality, a trend which we may no longer call realism, but numerism. And this new interpretation and staging of reality, we propose to call numerity. Of course, we may regret the glorious adventure of realism and experimental science, as reality does not only bristle with difficulties, but also bears a certain charm. We may even feel a profound nostalgia for the good old time of realism, which has been a fascinating adventure and experience. But we have to admit: our planet has turned into a network of information and hyper languages which also means the return of symbolism as powerful as in the middle ages, even if the meanings are no longer religious, they still evoke the power of a virtual world. The screen-planet The world is becoming flat again. Even the three-dimensional representations of virtual worlds, appear to us more as devices to manipulate images of objects, than as a possibility to move into the depths of a profound space. The illusion of depth is created more by the motion of our own hand on the mouse, and of the arrow on the flatness of the screen, than by an experience of entering into a space and moving around objects. And this pseudo depth has much more to do with the arabesque of my perception, than with any immersion. In fact, the digital techniques of 3D imaging are not less conventional than the Euclidian perspective system of representation of depth created by the painters of the Renaissance period. The early attempts of 3D computer simulation, in the eighties, exploited about the same stratagems that were used by the artists of the Renaissance period. They have immoderately used checkerboards, columns, windows hiding the discontinuity of the distance levels, wide shallow pipes developing with velocity into the cyberspace, alike the rivers and ways getting narrower to suggest the increasing distance into the XVe century landscapes. Well! The digital artist benefits from additional and very efficient tools, which allow movement and speed. We may observe that this depth of digital spaces is much more suggested by the links, associations, movements, rotations, by interactions, if not to says by the behavior of the hand muscles which manipulate the mouse, than by the space itself, which is anyway a total and conventional illusion. In attempting to represent 3D space, the digital artists not only have the static space at their disposal, but also the time experience, which especially offer the expressivity of succession, the magic of film making special effects, such as zooming in & out, variations in the level of resolution of images, which may suggest a variation of the focus of the eye and therefore create the illusion of a deeper distance, bluetinged backgrounds (as Leonardo da Vinci himself used), dramatic lightings and contrasted shadows. In any case, we owe more the illusion of immersion to the hand’s movement than to a geometrical convention. In the case of a non interactive 3D spatial presentation, the illusion is obtained by the movement of the virtual camera creating a succession of images, which is about the same process as creating the illusion. We may here come to our main point: it is not the geometry, which creates the illusion of 3D virtual spaces, but the movement. The third dimension of so-called 3D spaces is not the depth, but the action time - similr to our planet of to-day, which is becoming hyper, as a hypertext or a web made of links generating movement. 3D space is no longer a geometrical space, but a hyperspace. Our planet is becoming afocal, and so is virtual 3D space. It does no longer relies on vanishing points suggesting the depth invented by the Renaissance conventions. It is the movement of the interactive user or of the acting virtual camera, which creates the illusion. We should no longer speak of the observer, but of an interactive process of construction. And we speak significantly more of immersion than of visual representation. 151 Virtual Retrospect 2005 – Plenary Session Moving ahead from depth to time, from space to experience Virtuality or numerity is not of substance. It is a language and a process or experience, always using a real or simulated interactivity. It is creating the appearance on the screen of successive files of digital data through logarithms. Digital spaces have no more linearity, no more unity: they appear as successive pasted fragments, links, sequences, the unity of which is constructed by the brain as a narration developing itself into an arabesque. It has nothing to do with a geometrical building. So-called digital 3D spaces are not boxes; they are experiences, usually discontinuous processes. They no longer serve the traditional concept of spaces. November 8, 9, 10 colors, the reconstruction of missing fragments or even very large parts. It allows us also to make inscriptions more readable, to zoom on details of the object, to show simultaneously both sides of the same object, to move around and follow the narration of a text or of a painting, to enter into a simulated completed building, to analyze possible movements of people inside this virtually reconstructed building, to figure out a ritual, to penetrate into the structure of the matter or reveal underlying motives thanks to X-Rays, and in the case of a mummy, to discover its inner secrets without destroying it. As such, they remind us of the so-called primitive conception of space as defined by ethmologists. Ancient peoples did not “see” a space according to geometrical or even abstract orientation points, but according to the movement, to what you meet when you walk, to what you experience, to what you may hope or fear, to what may be useful, symbolically significant, to sequences of forest or savanna, to a river which you have to get across, to possible dangers or events, to people or animals whom you may meet, and to the meals you should take with you or to the number of nights you have to foresee. In other words: these primitive spaces are interactive and narrative. Is this not exactly what digital 3D spaces are? Todays’ interactive digital processing evokes more the narrative syntax of the oral, multi sensorial ancient cultures, than Euclidian or even modern geometries. The notion of space is becoming obsolete in favor of experiences. Should we mourn the scientific objectivity of the old geometry? Are we returning to a kind of primitivism or even obscurantism? On one hand, for sure not. Experiences are accumulated information, more elaborated and richer than simple geometry which appears as a drastic reduction towards the phenomenology of perception, the memories and the uses. As an example, cubist portrayals gives more information, a deeper approach to somebody’s human figure, than classical, one-dimensional paintings. It brings together a series of points of view, of interpretations, somehow memories of different meetings we may have enjoyed with this same person, whom may even be contradictory in behavior or attitude. A simultaneously frontal and side view portrayal may reveal much more. Digital experiences may bring the same new possibilities. Somehow, to use a comparison, we could say that digital 3D spaces are cubist in their nature. Speaking now of an archeological library dedicated to the conservation and communication of ancient objects or patrimonial sites, with a scientific rigour, including objective information, the basic respect of the original artifacts, we must admit that digital technologies make it possible to deliver what we call enriched information or augmented reality. We mean: a wide bunch of related information, including its supposed context, uses, symbolic values, a simulation of their original 152 And it makes it possible to keep a digital copy of any object for preservation and remote access thanks to broadband internet networking. This in urn enables work groups of researchers to work together internationally without traveling. In other words, the digital tools allow considerable improvement in research as well as communication methods, by replacing the traditional static and poor patrimonial documentation by an enriched media presentation offering many added values such as all available information and an easy international access to the archeological virtual libraries. It may also create a greater interest from the general public as well as from the experts, thanks to the possible interactivity and manipulation without putting the artifacts at risk. Archeology as a demanding science, which has of course always been somewhat traditional in its attitudes, loses nothing of its spirit to this new practice; on the contrary it benefits from new research and diffusion tools. By reconstructing broken objects or ruined sites, it may make it possible build new hypotheses, verify theories, arouse the scientific imagination, awake professional vocations, and finally benefit from artifacts which are more informative than the real thing, and mean more not only to the public, but also to experts. 3D is not Space I have mainly spoken of virtual archeology here, which was the topic of the 2005 Virtual Retrospect Festival in Biarritz, France, where l first presented theses ideas. If l may pause to contemplate the other fields of activity here, let’s say that, if we seriously take into account these new considerations of 3D virtual spaces, it may help us better understand the development not only of scientific imaging and research, but also of the game industry, the improvement of distance learning and even retail e-commerce. Digital multimedia is far from being fully developed in comparison to its future potential. As a matter of fact, we still think of it as imitating the older media, but we know we have not yet discovered its full capabilities. Another challenge to be considered is the fact that the digital files are too heavy for a fast internet loading. We need a new species of algorithms to allow a quick real time access to rich digital data on line. This will also happen through the third generation of broadband web networks. We are still in the very early beginnings of the Digital Age. On the other hand, let us underline that science itself is developing into a technoscience which is more and more Hervé Fischer slaved to computing tools and languages. We could think of researchers using special effects and joysticks to interact with the digital visualization of their scientific objects. Is it not what they already do? Most of today’s science, be it from astronomy, physics or biology, is more about building and modeling than observing their objects of study. In many aspects science today is developing into digital imaging. And the more powerful computers and language become, the more audacious may be their hypotheses and creations into a digital virtual parallel world of what is our trivial reality. Somehow reality is getting poorer in comparison to numerity, which is increasing permanently the density of the instrumental information it is accumulating. The urgent need for institutionalizing an ethical frame for digital scientific imaging Is it not fascinating? Yes indeed! Is it not risky? Of course! But if we think of virtual archeology, we immediately see the opposition, which may look paradoxical, between the attempt to respectfully actualize the past and the seduction of the digital tools to reinvent it in spectacular or even entertaining shows! Hollywood archeology? We have seen Quo vadis! Virtual archeology, and science in general is facing the new empowerment offered to researchers by the digital tools. And therefore we may need soon a kind of protocol or frame of how to use the fake colors, the flexibility of algorithms, the power of computing languages and the gaming spirit of joysticks in full respect of scientific ethics. Otherwise, one day – and this day has already happened in a few labs of cloning or other genetic manipulations – astronomers will invent new beautiful galaxies and simulate a fake big bang, or biological chimera, or archaeologists will reinvent the ruins of the lost Atlantis, as if they had seen it for real. And they will zoom for our pleasure into incredible details! Because science is more and more enslaved not only to digital tools, but also to imaging, therefore to 3D imaging, we urgently need an international seminar which will start fixing the rules of what could be a true scientific protocol protecting the credibility of science, and making it possible to easily identify what may be a spectacular, but fake scientific discovery or result. Is this not a fascinating era? 153