Performative Interventions: The Progression of 4D Art in a Virtual 3D World

Still from the performance, Car Bibbe 2, based on a script by Al Hansen, and featuring the avatar of Bibbe Hansen. Second Front, 2008. © All rights reserved.
“Time” is always present in our interaction with works of art, whether we sit to contemplate a painting, stroll past a sculpture, or watch a video piece for its entire duration or cycle. Some works of art are time-based in that the viewer must experience them through the passage of time, as with music, while others refer to time through links or references to art history, our collective human history, or the timelessness of nature.
—Art:21—Art in the Twenty-First Century, Season 2, Episode: Time
Art in the twenty-first century, reflecting and defining new developments in a variety of areas, has radically extended the conventional media of time-based, or 4D work. Following Virtual Artists’ Immersive Discoveries in a Virtual 3D Frontier, I interviewed several Second Life artists who evoke time in their work.
Second Life artists are exploring how to captivate, or use the element of time to interact with an active audience. They have abandoned strict adherence to traditional hierarchies of art and embraced the virtual. In the past fifty years especially, ideas about time have shifted from passive to interactive and, currently, to perceptually immersive, via filmmaking and animation, the theatricality of performance, and virtual reality. This post highlights early visionaries in Second Life who are re-imagining how immersive 3D space can change, or transform 4D art.
Machinima (muh-sheen-eh-mah) is the convergence of filmmaking, animation and game development. It uses real-world filmmaking techniques that are applied within an interactive, immersive 3D space where characters and events can be either controlled by humans or scripts. In Second Life, the actors are avatars in the scene, and the computer (via screen capture software) doubles as the camera, recording everything that happens in the virtual world. It connotes the artistic and performative, or the collaborative action of artist and computer. [The Second Life elements from the Art:21 segment on Cao Fei were filmed using machinima methods. —Ed.]
Virtual Artists’ Immersive Discoveries in a Virtual 3D Frontier

Cao Fei, RMB City. Art in the Twenty-First Century, production still, 2009. Season 5, Episode: Fantasy. © Art21, Inc. 2009.
William Saroyan wrote: The role of art is to make a world which can be inhabited.
Virtual art had its debut in a cave at Twin Rivers near Lusaka, Zambia, about 35,000 years ago, with two dimensional images of Stone Age man in his elemental environment, his world. Before it became synonymous with the digital realm, virtual meant existing in the mind, especially as a product of the imagination. Virtual can refer to things that mimic their “real” equivalents and it denotes work that is realized or carried out chiefly in an electronic medium. Virtual art goes beyond these definitions in Second Life. Second Life, or SL, is an online, virtual world where the use of 3D objects called prims creates the illusion of the third dimension on the two-dimensional surface of the computer’s screen. Observers become immersed, as 3D avatars that can freely move within a world that transcends physical constraints and traditional concepts of time and space. Virtual 3D art exists beyond the surface upon which it’s created, or the screen on which it’s displayed. Virtual 3D art exists in a world that is inhabited and where the viewer, embodied as an avatar, becomes immersed.
In other words, to truly experience immersive, virtual 3D art you have to go there.
I interviewed several artists who are early adopters of the online, virtual 3D world of Second Life. Second Life art ranges from scanned copies of public-domain works to primmed 3D paintings and complex kinetic sculptures that could only exist in perceptually immersive 3D space. These artists have already experienced varying degrees of success in “first life.” DanCoyote Antonelli (DC Spensley in material space) gave me a tour of his algorithmic, interactive, and immersive SL creations that purposefully reject anything that is inherently referential to the physical world.

DanCoyote Antonelli, details from Visions of Global Justice Installation. USC Annenberg School for Communication Network Culture Project, 2008. © All rights reserved.
DanCoyote Antonelli: My earliest work is four years old and embodies the conflict between modernism and post-modernism. What comes after postmodernism? Modernist Marvel, a tongue and cheek homage to modernist architecture, is actually a user interface that guides visitors through a number of algorithmic artworks from the early 2000s in QuickTime virtual reality that are mapped onto prims. Another site-specific work, entitled Hostile Space, explores the personal space of the avatar and demonstrates hyperformalism—a term derived from the combination of the words hyper (as in hypertext) and formalism (in the platonic sense) and is being used here to describe aesthetic self-expression without anthropomorphic, or representative context.
Simply put, virtual worlds offer many of the same benefits of physically visiting an art museum or gallery space, with the extra benefit of network transportability as well as the power of scripting aesthetic and conceptually compelling behaviors that are embedded in the environment.



