Maurice Benayoun : Somebody, Somewhere, Sometime
Philippe Codognet*
A large screen on the wall, a pair of immersive goggles, a monitor and
some computer equipment ... yet another digital art installation? What could I
see in the goggles? Is it worth queuing and waiting to experience the “virtual
world” by myself? Or should I just stare at this large horizontal wall-screen
displaying a mesh of images merged and glued together, producing a rather
abstract image - part of which being nevertheless recognisable as some sort of
photographic details.
In his new work Somebody,
Somewhere, Sometime, Maurice Benayoun envisions a virtual universe made of
networked scenes that can be explored, or rather gazed at, in a full 360°
omni-directional rotation. Each picture is connected with others through some
recurring details within the images (a barcode, a box of Cornflakes, etc),
which act like doorways to other images where similar details appear. The
spectator thus navigates between images simply by looking for awhile at some
key details that operate as invisible portals. This virtual world is thus a
graph-based structure (read: rhizome) in which the spectator walks his own
path. As the images are put into sequences, some narrative meaning emerges and
is complemented by the spectator’s imagination so as to fill up the blanks and
ambiguities. In some sense this could be seen as a minimalist exercise and a
visual counterpart of the textual lector
in fabula paradigm[1]
where a text is an “open” object in need of the reader’s co-operation in
interpreting narrative blanks so as to build up the final story. Narratives can
therefore be seen as modal structures based on “possible worlds” and
Kripke-model semantics. Distinct interpretative worlds are linked in a
graph-based structure (again) through modal knowledge - that is, possible
propositions assumed by the reader.
So.So.So. is obviously an open work and if
some story emerges from those isolated snapshots this is a story crystallised
in a present time, with no future and no beginning. The future, if any, is in
our head - and we have to construct it. All narrative clues that are seen,
linked, reorganised and interpreted in various ways might at some point collide
in the spectator’s mind as he will build up his own movie. Interestingly, this
experiment to fuse together a whole story from frozen omni-view images could in
some sense be linked to the Cubist idea of creating an image from different
views of the same scene that visually collides on the canvas.
But So.So.So aims at more than
just fusing immersive panoramic pictures into the spectator’s own narrative[2].
It also aggregates the many paths of different spectators into some global
walkthrough. Each spectator indeed deposits some marks on his path within a
global territory, each mark being linked to a part of an image he looked at for
awhile. This is like semantic pheromones
- dropped in a common environment by different ants/spectators - which give
other spectators clues to pertinent parts of some global story. Just as
pheromones do for ants, this could further influence other viewers and attract
their attention to some details they would otherwise have neglected. This is
narrative construction as an Ant System[3]
- one constructing a collective
subjectivity - the result of which is the image depicted on the large
projection screen in the installation. This is narrative construction as
continuous evolution and mutation, as new ants wander in and out of the virtual
universe.
This reminds us that the construction of meaning as a social issue has
been stressed by pragmatist philosophers and is forcefully conveyed by C. S.
Pierre’s words: “…one man’s experience is nothing, if he stands alone ... It is
not ‘my’ experience but ‘our’ experience that has to be thought of; and this
‘us’ has indefinite possibilities”[4].
* University of Paris 6, LIP6, 8 rue du Capitaine Scott, 75015 Paris, France
Email : Philippe.Codognet@lip6.fr
[1] U. Eco, “Lector in fabula”, in: The Role of the Reader: Explorations in the
Semiotics of Texts, Indiana University Press, 1979. See also The Open Work, Harvard University Press,
1989 (original Italian edition: 1962).
[2] Several authors have proposed to introduce a new terminology to stress the more active definition of spectators in virtual environments, which includes a participative aspect. Cf. for instance J. Nechvatal’s Ph.D. thesis, where the term of viewer/participant or “viewpant” is introduced (http://www.eyewithwings.net/nechvatal/ideals.htm). But the integration of viewers in artworks has a long tradition, cf. John Shearman, Only Connect ... : Art and the Spectator in the Italian Renaissance, Princeton University Press, 1992.
[3] I am here obviously referring to the so-called
“Ant System” paradigm, which has proved to be very successful in Artificial
Life and has been used to model and simulate much basic “intelligent”
behaviour. See Swarm Intelligence : from
natural to artificial systems by E. Bonabeau, M. Dorigo and G. Theraulaz,
Oxford University Press, 1999.
[4] Charles Saunders Pierce, Collected Papers, Harvard University Press. Cited in John Dewey,
“Peirce’s theory of linguistic signs, thought, and meaning”, The Journal of Philosophy, vol. XLIII,
no. 4, 1946.