メインビジュアル

超主观空间与数字艺术

2001

前现代知识:古代日本人的空间认知

从亚洲绘画的角度看世界

teamLab探索的正是当代社会因缺乏兼容性而摒弃的东西,并且重点探索了前现代亚洲艺术视角下的空间意识。 直到十九世纪晚期,亚洲人刻画世界的方式与今天还大不相同。古代的空间认知在当代社会中已经遗失。通过作品,我们探索了世界是否在空间维度上发生了变化,或者说,人们是否已改变过去看待事物的角度。 传统绘画多是“平面的”。我们相信,我们的祖先看待世界的角度与古代绘画完全一样,因为就连现代人对空间的认知也是通过具透视性质的绘画或图片。 换言之,我们认为,我们的先人形成了一套不同于西方文艺复兴视角的空间认知逻辑结构。亚洲邻国对前现代的影响很大,所以这套空间认知应该适用于整个亚洲。

古代空间认知——超主观空间

teamLab试图运用新颖的数字手段探索超主观空间的逻辑结构。我们用电脑创造了三维空间——一个充满三维物体的世界;然后从传统艺术的视角将三维空间平面化,以期探索其逻辑结构,并称其为超主观空间。 我们没有在平面上作图,而是在三维空间中创造三维物体,然后运用超主观空间中的逻辑构造将其扁平化,继而根据这套逻辑结构制作多变的互动式创意作品。创作过程中会发现只有在超主观空间中才会存在的特征和现象。通过这样的空间探索,我们可以创造新颖的视觉体验,并引发大家思考现代人们是如何理解世界的。【图1、2】
图1:透视平面图里三维空间中的三维物体(取自《花与尸 剥落十二幅对:繁荣与灾难》(Flower and Corpse Glitch Set of 12: Disaster & Prosperity)) 图2:超主观空间逻辑平面图里三维空间中的三维物体(取自《花与尸 剥落十二幅对:繁荣与灾难》(Flower and Corpse Glitch Set of 12: Disaster & Prosperity))

Mov. 1:Finished painting (from “Flower and Corpse Animation Diorama”)

人的眼睛如何捕捉光线

简单来说,西方视角源于手绘油画【图3】,通过刻画线性系统,使物体在空间中渐退【图4】。观赏者透过手绘油画视角看到的世界与绘画和图片所刻画的一样。 假设前现代时期的人以绘画的视角看待世界【图5】,人物与物体只存在于单一的深度平面上【图6】。在这种视角下,人们无法看到维度;不过,人们也很少仅从单一的视角看待世界。 大多数人并没有意识到,人眼在特定瞬间只能粗略地浏览事物,而不是绘画或图片描绘的宽泛视角。眼睛的自然转动和焦点的变换决定了人类的视觉感知,在大脑中合成了窄景浅景,因此我们认为,人们只是感觉像看照片或图片一样看待透视图。 也就是说,teamLab认为,人眼就像一款功能极差的相机,不停地根据心情拍摄周遭环境,在大脑中合成巨量图像,从而对这些图像产生空间认知。如果你认为大脑中的图像合成采用了不同于透视法的逻辑结构,那么看到图6所展示的世界也就不足为奇了。
[Figure 3] Mona Lisa © RMN-Grand Palais (Musée du Louvre) / Michel Urtado / distributed by AMF-DNPartcom [ Figure 4 ] [ Figure 5 ] Honensho picture scroll [ Figure 6 ]

成为图片或照片的一部分

假设你是透视图片或照片中的一部分【图7,红色人像】,那么可见景观是会变化的。如果图像正面朝前,你是从外部视角看待世界【图7,粉色部分】。 假设前现代时期的人按照【图8】的视角看待世界,即假设自己是传统绘画中的一部分【图9,红色人像】,那么你看到的便是【图9】中的粉色部分。换言之,绘画中的人物几乎是从外部视角看待【图9】的。所以,即便观赏者从绘画中人物的视角看待绘画,也能继续看到绘画中的景观。所以,欣赏绘画时,观赏者可以假设自己置身于绘画所描绘的空间中,自由活动。观赏者无法凌驾于绘画所刻画的空间之上,而是融入其中。
[ Figure 7 ] [ Figure 8 ] [ Figure 9 ]

以观赏者为中心

假设你将刻画物体的数张图片融入一张图片中【图10】,结果可能与从远处将所有物体拍入一张照片中【图11】完全不同。根据西方线性视角,即便将数幅平面图紧密地合成一幅图,受限于空间也仅能在投影平面中呈现很少一部分【图10】,无法从远景视角呈现整个空间;只有平面图【图11】才能呈现全部空间。 而在超主观空间中,将数幅细节平面图合成一幅平面图【图12】后所呈现的空间与单幅平面图所呈现的整个空间【图13】在逻辑上是一致的。即将数幅平面图合成后产生的空间大小与单幅平面图所呈现的空间大小是一致的。 也就是说,以观赏者为中心是可能的。站在可以概览全局的位置去欣赏绘画,相信自己处于绘画所呈现的整个空间中。靠近一点,找到一个仅能看到部分画作的位置,你便只能进入那部分画作所呈现的空间【图12】。你可以自由移动位置,视角不受限制【图13】。 传统画卷和纸质屏画正是基于这一概念创作的。将画卷放在桌子上,左手摊开画卷,一幅幅画面便呈现在眼前。也就是说,你看到的是整个画卷的不同部分。纸质屏画也是基于这样的理念绘制的,即每屏画面都可以移动。
【图10】由小幅平面图拼成的平面图,每幅小图都代表透视空间的一部分 【图11】整个透视空间下的平面图 【图12】由多个小幅细节平面图拼成的平面图,每幅小图都代表超主观空间的一部分 【图13】整个超主观空间下的平面图

切分,折叠,或合并

根据超主观空间,我们可以随意将平面图“切分”成若干部分。如果只看其中一个部分,你在视觉上便会融入那部分所代表的空间中。也可以“折叠”空间。透视图片或绘画是无法折叠、切分或合并的,而在传统艺术中这却是常见做法。 根据定义,绘画屏风其实是折叠的画布,拉阖门则是切分的画布。如果古人以超主观空间的视角认识世界,那么无论呈现在什么样的画布上,他们看到的世界应该都是几乎没有变化的。他们可以轻易地完全融入到时代艺术所刻画的图像中,像看待世界一样看待这些图像。在古人看来,不管是在现实中还是在艺术中,他们都是这个世界不可分割的一部分。

在超主观空间中观赏者与世界之间没有界限

如果按照西方视角所刻画的那样去看待世界,会发现艺术与现实完全不一样,你无法完全融入那个世界。认识到这一点,我们便有理由去探索认识世界的新方式,从世界的面貌与人们的行为之间的关系上着手。 我们的先人与自然的关系不止于观察。把自己视作自然的一部分不是思考的产物,而是在融入他们所观察的世界后逐渐认识到的。 如果你曾以西方视角看待世界,便能理解你和你所观察的世界之间那条清晰的界限。人是无法存在于那个世界中的。也就是说,那个世界本来便是用来观察的。 现在我们经常听到人们说“我们是地球的一部分”。而实际生活中,很多人将自己和世界割裂开来,好像这个世界与他们所处的世界并不是同一个世界。也许是因为当今社会中图片和直播视频泛滥,导致我们将自己与所观察的世界分裂开来。

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International Symposium of Seoul Art Space GEUMCHEON登载。(Oct 2011)

An information society, Technology, Design, Art, Culture, and Industry 

 Before the information age, technology, design and art were clearly divided areas. However, the border has become blurred within the digital domain. For example, if we look at the interface of an I phone, it is difficult to define which parts are programming and which are the designer’s work. It turns out that both technology and design are concerned with the processing and relaying of information. Before digitalization it was necessary to have a physical substance for information to be transmitted through design or art. The situation changed with the digital age when information was released from the confines of having to be mediated through a physical substance, which in-turn necessitated the boundaries of design, art and technology.  In the information society people tend to become expert in one particular field and therefore it has become harder to create art on an individual basis, this is why TEAMLAB utilizes the skills of a group of artists and technicians. [1] Competitive superiority = Region highly dependent on culture In informational society, another change has been taking place. The common speed which is verbalized domain becomes too fast. Therefore the region is no more the necessary condition in order to have an advantage in the competition. Before the information society, in case of iron-making technology, technological gap is caused by the country. But the technological gap has been reduced IT can logicalize and verbalize.  However in domain where is highly depending on culture, can not explain verbally; for example, in domain such as “Cool, nice, interesting”. This methodology is difficult to share. We think that really is where the advantage of developed countries. The differences are much more in region where heavily dependent on culture. As a result, it leads to competitive force.  In other word, we believe that the industry which rebuilds the region highly depended on culture with technology, and the developed countries with social infrastructure can get by in the world. In the informational society, a change has been taking place. The speed at which the verbalized world can be shared has increased so dramatically that competition for a particular geopgraphical area is no longer an advantage. Before the information society, in the case of iron-making technology, a technological gap was caused by the country. But the technological gap has been reduced by IT’s ability to logicalize and verbalize.[2]Japanese Culture and Japanese Spatial Recognition So what is Japanese culture? What is behind Japanese culture? How do we grasp culture? How do we take in, understand and see the world? At TEAMLAB we believe that we may be able to find answers to some of these questions through making art and through the creative process.  Before the introduction of Western culture, the late Edo period (late 19th Century), Japan was a closed country to foreign commerce. During that time it is possible that people had a different way of seeing the world. Japanese painting lacked Western Perspective, and because of this it is often said that Japanese painting is flat. However, we propose that Japanese ancestors saw the world exactly as it is depicted in a classic Japanese print. When they looked at a Japanese painting they were able to see or feel the space in the painting, just as we see space and depth information in a modern day photograph. Considering this we at TEAMLAB began to wonder if Japanese didn’t have a different logic of space recognition to Western perspective.TEAMLAB video production  TEAMLAB has made a number of video works that attempt to recreate the recognition of space of our Japanese ancestors’ in 3 dimensions. We hope that in the process we may be able to discover a new mode of expression.  Example; the installation movie 100 YEARS SEA -Animation Diorama- [3] This work was created in a three dimensional computer space and the motion of the waves was computer generated.  Then we converted the animation so that it could be visualized inline with our ideas concerning Japanese spatial recognition – the hypothesis that, Japanese painting was founded on a different logic of spatial awareness to that of perspective. Producing video works using Japanese spatial awareness has advantages over perspective [4]. For example, the middle of a movie theater is often considered the best place to view the movie, the visual experience becoming impaired with distance from the screen. However, using Japanese spatial awareness, there is no focal point and there is no need to identify with the location of the viewers. Therefore, the viewers can freely walk around the exhibition space.  In addition it is not necessary to use a flat surface on which to project the image. In the case of the installation of “100 Years Sea”, the work was exhibited on screens that were at 90 degrees to each other without damaging the installation experience. Perhaps this can be understood in relation to the tradition of painting on Japanese folding screens. The work, ”Life survives by the power of life” [5] was exhibited as part of  TEAMLAB’s “Live!” exhibition at Takashi Murakami’s Kaikai Kiki Gallery in Taipei in April of 2011, at the 54th “Future Pass” Venice Biennale, Hong Kong’s art fair “ART HK”, and “VOLTA” Basel, Switzerland. This work also uses the concept of Japanese spatial recognition. When shown as a still image the work appears flat, just as a Japanese print, but during playback it appears to occupy a 3 dimensional space.Japanese Subjective Space Description which supports “Narikiri” (Entering a Picture, or Visualizing a Picture from inside it) Western perspective is drawn from the view point of the artist and recognition of space can be thought of as fan-like. If you were to try to see the view as if you were in the picture, narikiri, then what you see would change. (In the case of a portrait painting the person in the picture would look back at the artist or viewer / figure A)  However, the concept of the observing point in Yamato-e (Japanese painting) is weak, and the grasp of space is very different from that of perspective. If I draw a picture from the observation point of the person who is depicted in a Japanese painting, then the recognition of the space would almost be the same. [6] As mentioned above let’s assume that you are able to see the world as an ancient Japanese saw and recognized the world, as in Japanese paintings, and that you enter into a yamato-e picture. Unlike with a perspective painting the picture doesn’t change. Even though you become the character in the picture while viewing the picture, you can still keep watching it (Figure B). In the video game “Dragon Quest”, the players enter into the character whilst watching and playing the game. It gives them enjoyment because they enter into the world of the character and experience the picture the world of Dragon Quest as if they were in it. That is the spatial representation of “Dragon Quest (Figure C) [7]. However, as mentioned above, with Western perspective a person cannot enter the picture in the same way. Therefore the player of the game only sees details like the hand, handle, and cockpit of the airplane. Japanese spatial recognition supports the notion of “pretend” and its recognition is highly subjective. This subjective awareness goes together well with the information society.We believe that in the future when new industries emerge, if the industry and culture fit together well, then the strengths of the culture will be preserved for the benefit of the whole world. [1] We at TEAMLAB create teams of specialist among various fields who are able to transcend the boundaries of their own field of research. We attach importance to utilizing the discoveries that are made during the creative process for future projects.[2] We are Japanese and the topic is based on Japan, but it might share something in common with South East Asia.[3] 100 YEARS SEA -Animation Diorama- TEAMLAB, 2009, Animation Installation, 10min 00sec(19m 200mm × 2m 400mm) & 100 years(16:9 × 5) *2 versions, sound: Hideaki Takahashi[4] There are also disadvantages. Objective and physical size information is lost.[5] Life survives by the power of life[6] Some people would consider this idea ridiculous. However, perspective is also unnatural. The focus of the human eye is very narrow. The human eye does not clearly see detail like that of photographs and paintings of the Mona Lisa. The eye moves rapidly and the focus changes along the timeline. Information is synthesized along a narrow and shallow range of focus in the brain; the image just looks like a picture in perspective. That eye continuously takes thousands of photographs and synthesizes large numbers of pictures with a certain law in the brain to recognize the spatial perspective.[7] The method of expression of Japanese art fits well with game contents in which the main character is manipulated interactively. We believe that the Japanese game industry achieved much success due to utilizing the strengths of Japanese art representation.

STUDIO VOICE 登载。(Jul, 2012)

“生命即生命力的展现”-- 威尼斯双年展(Venice Biennale)参展作品 ---- 猪子寿之(teamLab)访谈录

Teamlab的视频作品“生命即生命力的展现”(下文“生命”)原为台湾的初次独展所作,后作为为数不多的日本人作品在2011年6月开始的威尼斯双年展上展出,直至11月27日结束。该作品在卫星展馆“Future Pass – From Asia to the World”(未来之路-从亚洲到全球)内,与由村上隆执印的KaiKai KiKi作品同时展出。从“生”字起笔,立体展现了草木发芽,生命出现,季节轮回的整个生生不息的生命历程。6月4日威尼斯双年展的记者预展会第三天结束时,我就该作品的诞生背景以及作品的内涵采访了刚忙完展示布置和招待会的Teamlab社长猪子先生。"初演参展"的缘由—-台北有个Kaikai Kiki的个人艺术展,今年可以说是Teamlab的艺术展之年,能谈谈参加商业展的缘由么?猪子 今春之际,Pixiv的片桐孝宪先生引荐了村上隆先生来我们公司,当时给他看了这部视频作品,村上先生赞到“这还挺不错的.” ,于是我们就觉得应该能直接参加台北的Kaikai Kiki展出。如果不介意的话,请把村上先生就这件事发表在PUBLIC-IMAGE.ORG上的文字 也引用一下吧(笑)。直到那个时候,我们都没意识到Teamlab的视频作品还可以卖,因为我们一直以来都是以技术人员场内指导设置和维护为前提的。比如“百年海图卷”这个作品需要多台投影仪合作。上映时间为“100年”,因此工程师们不得不连接电脑来操作。而新作品“生命(2011)”则是首次将其作为创作者所拥有的艺术作品。这回的威尼斯是第三站,台北,香港,威尼斯,之后还要去瑞士的艺术芭莎(Art Basel)展出。现在我们收到的邀请是源源不断。“百年海图卷”展现地球的海面上升过程的日本画风格动画视频作品。有两个版本,一为浓缩的10分钟版本,二为实际的100年进程的版本。—-以往Teamlab的视频作品主要是将日本画用3D动画表现出来,这回使用书法来表现的契机是什么呢?猪子  大前提是想让买家可以自娱自乐,因此要去除技术的壁垒,将其创作成普通鉴赏物。所以这幅作品的前提即,既要适用于16:9的投影仪,也要可以在电视机上播映。本来我们有创作过一些 “书法作品.” ,但是我们觉得在亚洲文化圈内没法透彻的展现这个。说到日本文化,其实并不是很清晰的区分美术和文学,还有画卷和漫画等等,而通常都是带插图的文化。卷轴等是肯定有插图的。西方文字可以说是追求客观上的文字美,而书法则是需要了解谁在什么样的背景下写了什么内容的一种鉴赏性质的文化。书法家这个概念也是在近代之后才出现的。比如历史上有弘法太子投笔作书这样的故事。文字的作用是引起其他人的共鸣,本来是客观的载体,但日本人从一开始就将其作为主观个人思想的一种表达方式。我觉得这个挺有趣的。日本人打心底里认为完全客观的正义也好,善恶也好,这种绝对的东西是不存在的,更没有好莱坞式的那种绝对的大恶。而书法就是受其背景所影响,规则较缓和的一种形式,由于它反映的是写作书法的人的精神世界,这个很有趣。这和现在有些人手机里没表情图标就没法发邮件一样,比如说“等着呢♡”和“等着呢(ToT)”,同样的文字但意思就不一样了。当然西方人反而可能不怎么用了(笑)。本来文字是客观的东西,但是日本人就会想加入些主观的东西进去。书法数码化的念想—-那么请谈谈这回用“生”字的主意吧。猪子 我没仔细问过书法家紫舟先生,我自己的感觉是,女朋友觉得我的生活方式欠妥,希望我有 “顽强的生命力” 这种意思含在里面。 “生”生字里面有个点,日本象棋里也有“王字加点则成玉”的说法,我认为是加上去变得更强的含义。最初看到那个字时,大家很单纯的就觉得还不错吧,Teamlab公司本身也有一种要奋斗生存下去的氛围。村上先生发出邀请的时候说,没时间了就用过去的作品吧,但我们还是想创作个新作品出来。当时大家集思广益的时候,书法就是最先被提出来的一个主题。“生命即生命力的展现”(2011)立体的 "生", 字辗转反复,演变成生机勃勃的四季。—-有考虑过与其他三部视频作品“花与尸”“百年海卷图”“黑暗中的生命之光”猪子 本次展出的作品中,首先是“百年海卷图”中历经100年的沧桑,在10分钟内表现出来的波澜壮阔。然后是两部新作品——表现文明和自然冲突的“花与尸”,最后是“生命”这个书法作品。说起来也很偶然,我觉得和这回的日本地震以及海啸有点儿因果关系的意味。实际上,因为地震原本在台北的独展延期了一周,当时俯瞰已完成的会场布置时,就有这种感觉了。—-虽然是书法作品,但是将文字做立体旋转,用3D去表现的意味是什么呢?猪子 大约10年前我去台北,当时最新的设计酒店室内装潢就是用的书法。我很懊恼。同样具有汉字和书法,说日本不知者无过也好,说日本丧失了这样的文化也好,日本人就没有想到这一点。这让我有了要在书法中融入现代感的想法,于是这回应用到设计中,感觉挺酷的。这并不是由于现如今纸媒已经过度到数字媒体的原因,我们一直以来就想要将书法数码化,并追求酷炫的表现方式。书法是文学,是一种象形文字和图标。本来是在木石之上雕刻之物,连深浅都是有含义的。因此很适合用立体方式去展现。文字旋转之际,运笔的轨迹以及力道的增减便被生动的表现出来了。不管怎么说,我们是想让观赏者体会到“书法也很酷.”。日本人原本是信息至上主义—-关于这回的威尼斯展出,村上隆先生在Tweeter上写道’只不过是没啥力道的表现混沌未来的创造作品,不给力的东西还是省省吧“,这该如何解释呢?猪子 我的私见是,这回以中国和台湾为首有不少亚洲人的作品参展,他的意思是’ 与西方文化不一样,东亚文化中高质量的作品是能够完胜西洋作品的。但是,把如此温和的作品带去威尼斯展出,比起西洋文化来,东亚的文化就略输一筹了。 “我们用数码形式发布作品,并不是说日本人本来就是物质主义者,而是说日本人是信息主义者。历史上有“千利休待秀吉唯一朵喇叭花”的桥段,从那第二天就可能枯萎的一朵喇叭花身上,秀吉不是看到了价值并给予了支持么。信息至上主义是日本自古以来的观点。然而我比较反感说信息化社会中,日本已经落后了这种说法。比如说织田信长把大家都从土地中解放出来,不允许地主和土地所有者的存在,人人搬走后都把自家的房产和领地一把火焚毁。也就是说,不赞成固定的价值观,而是关注附加价值,把那些附着于物件和土地上的东西都统统消除掉。从而GDP翻了10倍,商人,木匠,冶金工匠纷纷登上舞台。从这个层面来说,正是想表现这样的信息化社会,我们选择了数码的表现方式。—-那么,你认为什么是艺术品的附加价值呢?猪子 极致的说来,是对未来的一些启发,新价值的提示,表现的提案等等。对未来的附加价值的启发什么的,也就是对新市场的启发啦。萝莉控概念的输出—-这回与Kaikai Kiki一起参加威尼斯双年展,有什么感想么?猪子 村上先生的人气不是吹的,那个时候在威尼斯路上走,别人听说我是日本人时都是以“do 认识村上隆么?” 作为开场白的。会场里谁都知道Kaikai Kiki,在海外的漫画书店里也是与火影忍者和海贼王齐名的。因此我觉得由于像村上先生这种人的存在,我们国家的知名度也提升了,确实很不错。大家都想和村上先生交朋友,有些不合理也没办法,找我和我们的员工吧(笑)。而且,比起“达米恩•赫斯特(Damien Hirst)很酷,故英国酷”来,“村上隆很酷,因此日本很酷.”更略胜一筹啦。—-这么说村上先生的表现方式有着更加浓烈的日本风格咯。猪子 没错。我们的最终目标是“爱屋及乌,爱Teamlab及日本”,那将是对日本产业的巨大贡献。比方说,村上隆比铃木一郎对产业的贡献就要大。因为铃木先生是在美国打比赛,而村上先生则是把日本的文化输出到海外。展馆内我们的员工与意大利老奶奶搭腔时,她说她儿子快30岁了一直痴迷于日本的色情同人志,非常苦恼的过来咨询我们。当时有Kaikai Kiki的“Mr.”作品展出,她好像问的是为什么日本人要用这种萝莉控的画法。这与平时她儿子藏在柜子里的色情同人志有着相似表现手法的艺术,让她开始认识到不应该否定儿子,而是尝试通过“Mr..”的画去理解她儿子,她说“说不定我可以理解并肯定我儿子.”。这样的话,老奶奶与她儿子可能都会更加喜欢日本的东西,肯定日本的文化的吧。听了这件事之后,我觉得“Mr.”的作品更棒了,我更加尊敬它了。那幅画使得人们在艺术场景中有真实的存在感。我们也想给日本产业做出这样的贡献。