メインビジュアル

超主觀空間與數字藝術

2001

前現代知識:古代日本人的空間認知

從亞洲繪畫的角度看世界

teamLab探索的正是當代社會因缺乏兼容性而摒棄的東西,並且重點探索了前現代亞洲藝術視角下的空間意識。 直到十九世紀晚期,亞洲人刻畫世界的方式與今天還大不相同。古代的空間認知在當代社會中已經遺失。通過作品,我們探索了世界是否在空間維度上發生了變化,或者說,人們是否已改變過去看待事物的角度。 傳統繪畫多是“平面的”。我們相信,我們的祖先看待世界的角度與古代繪畫完全一樣,因為就連現代人對空間的認知也是通過具透視性質的繪畫或圖片。 換言之,我們認為,我們的先人形成了一套不同於西方文藝復興視角的空間認知邏輯結構。亞洲鄰國對前現代的影響很大,所以這套空間認知應該適用於整個亞洲。

古代空間認知——超主觀空間

teamLab試圖運用新穎的數字手段探索超主觀空間的邏輯結構。我們用電腦創造了三維空間——一個充滿三維物體的世界;然後從傳統藝術的視角將三維空間平面化,以期探索其邏輯結構,並稱其為超主觀空間。 我們沒有在平面上作圖,而是在三維空間中創造三維物體,然後運用超主觀空間中的邏輯構造將其扁平化,繼而根據這套邏輯結構制作多變的互動式創意作品。創作過程中會發現只有在超主觀空間中才會存在的特征和現像。通過這樣的空間探索,我們可以創造新穎的視覺體驗,並引發大家思考現代人們是如何理解世界的。【圖1、2】
圖1:透視平面圖裡三維空間中的三維物體(取自《花與屍 剝落十二幅對:繁榮與災難》(Flower and Corpse Glitch Set of 12: Disaster and Prosperity)) 圖2:超主觀空間邏輯平面圖裡三維空間中的三維物體(取自《花與屍 剝落十二幅對:繁榮與災難》(Flower and Corpse Glitch Set of 12: Disaster and Prosperity))

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

人的眼睛如何捕捉光線

簡單來說,西方視角源於手繪油畫【圖3】,通過刻畫線性系統,使物體在空間中漸退【圖4】。觀賞者透過手繪油畫視角看到的世界與繪畫和圖片所刻畫的一樣。 假設前現代時期的人以繪畫的視角看待世界【圖5】,人物與物體只存在於單一的深度平面上【圖6】。在這種視角下,人們無法看到維度;不過,人們也很少僅從單一的視角看待世界。 大多數人並沒有意識到,人眼在特定瞬間只能粗略地瀏覽事物,而不是繪畫或圖片描繪的寬泛視角。眼睛的自然轉動和焦點的變換決定了人類的視覺感知,在大腦中合成了窄景淺景,因此我們認為,人們只是感覺像看照片或圖片一樣看待透視圖。 也就是說,teamLab認為,人眼就像一款功能極差的相機,不停地根據心情拍攝周遭環境,在大腦中合成巨量圖像,從而對這些圖像產生空間認知。如果你認為大腦中的圖像合成采用了不同於透視法的邏輯結構,那麼看到圖6所展示的世界也就不足為奇了。
[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 ]

成為圖片或照片的一部分

假設你是透視圖片或照片中的一部分【圖7,紅色人像】,那麼可見景觀是會變化的。如果圖像正面朝前,你是從外部視角看待世界【圖7,粉色部分】。 假設前現代時期的人按照【圖8】的視角看待世界,即假設自己是傳統繪畫中的一部分【圖9,紅色人像】,那麼你看到的便是【圖9】中的粉色部分。換言之,繪畫中的人物幾乎是從外部視角看待【圖9】的。所以,即便觀賞者從繪畫中人物的視角看待繪畫,也能繼續看到繪畫中的景觀。所以,欣賞繪畫時,觀賞者可以假設自己置身於繪畫所描繪的空間中,自由活動。觀賞者無法凌駕於繪畫所刻畫的空間之上,而是融入其中。
[ Figure 7 ] [ Figure 8 ] [ Figure 9 ]

以觀賞者為中心

假設你將刻畫物體的數張圖片融入一張圖片中【圖10】,結果可能與從遠處將所有物體拍入一張照片中【圖11】完全不同。根據西方線性視角,即便將數幅平面圖緊密地合成一幅圖,受限於空間也僅能在投影平面中呈現很少一部分【圖10】,無法從遠景視角呈現整個空間;只有平面圖【圖11】才能呈現全部空間。 而在超主觀空間中,將數幅細節平面圖合成一幅平面圖【圖12】後所呈現的空間與單幅平面圖所呈現的整個空間【圖13】在邏輯上是一致的。即將數幅平面圖合成後產生的空間大小與單幅平面圖所呈現的空間大小是一致的。 也就是說,以觀賞者為中心是可能的。站在可以概覽全局的位置去欣賞繪畫,相信自己處於繪畫所呈現的整個空間中。靠近一點,找到一個僅能看到部分畫作的位置,你便只能進入那部分畫作所呈現的空間【圖12】。你可以自由移動位置,視角不受限制【圖13】。 傳統畫卷和紙質屏畫正是基於這一概念創作的。將畫卷放在桌子上,左手攤開畫卷,一幅幅畫面便呈現在眼前。也就是說,你看到的是整個畫卷的不同部分。紙質屏畫也是基於這樣的理念繪制的,即每屏畫面都可以移動。
【圖10】由小幅平面圖拼成的平面圖,每幅小圖都代表透視空間的一部分 【圖11】整個透視空間下的平面圖 【圖12】由多個小幅細節平面圖拼成的平面圖,每幅小圖都代表超主觀空間的一部分 【圖13】整個超主觀空間下的平面圖

切分,折疊,或合並

根據超主觀空間,我們可以隨意將平面圖“切分”成若干部分。如果只看其中一個部分,你在視覺上便會融入那部分所代表的空間中。也可以“折疊”空間。透視圖片或繪畫是無法折疊、切分或合並的,而在傳統藝術中這卻是常見做法。 根據定義,繪畫屏風其實是折疊的畫布,拉闔門則是切分的畫布。如果古人以超主觀空間的視角認識世界,那麼無論呈現在什麼樣的畫布上,他們看到的世界應該都是幾乎沒有變化的。他們可以輕易地完全融入到時代藝術所刻畫的圖像中,像看待世界一樣看待這些圖像。在古人看來,不管是在現實中還是在藝術中,他們都是這個世界不可分割的一部分。

在超主觀空間中觀賞者與世界之間沒有界限

如果按照西方視角所刻畫的那樣去看待世界,會發現藝術與現實完全不一樣,你無法完全融入那個世界。認識到這一點,我們便有理由去探索認識世界的新方式,從世界的面貌與人們的行為之間的關系上著手。 我們的先人與自然的關系不止於觀察。把自己視作自然的一部分不是思考的產物,而是在融入他們所觀察的世界後逐漸認識到的。 如果你曾以西方視角看待世界,便能理解你和你所觀察的世界之間那條清晰的界限。人是無法存在於那個世界中的。也就是說,那個世界本來便是用來觀察的。 現在我們經常聽到人們說“我們是地球的一部分”。而實際生活中,很多人將自己和世界割裂開來,好像這個世界與他們所處的世界並不是同一個世界。也許是因為當今社會中圖片和直播視頻泛濫,導致我們將自己與所觀察的世界分裂開來。

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International Symposium of Seoul Art Space GEUMCHEON登載。(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 登載。(Jul, 2012)

“生命即生命力的展現”-- 威尼斯雙年展(Venice Biennale)參展作品---- 豬子壽之(teamLab)訪談錄

Teamlab的視頻作品“生命即生命力的展現”(下文“生命”)原為台湾的初次獨展所作,後作為為數不多的日本人作品在2011年6月開始的威尼斯雙年展上展出,直至11月27日結束。該作品在衛星展館“Future Pass – From Asia to the World”(未來之路-從亞洲到全球)內,與由村上隆執印的KaiKai KiKi作品同時展出。從“生”字起筆,立體展現了草木發芽,生命出現,季節輪回的整個生生不息的生命歷程。6月4日威尼斯雙年展的記者預展會第三天結束時,我就該作品的誕生背景以及作品的內涵采訪了剛忙完展示布置和招待會的Teamlab社長豬子先生。"初演參展"的緣由----台北有個Kaikai Kiki的個人藝術展,今年可以說是Teamlab的藝術展之年,能談談參加商業展的緣由么?豬子 今春之際,Pixiv的片桐孝憲先生引薦了村上隆先生來我們公司,當時給他看了這部視頻作品,村上先生贊到“這還挺不錯的.” ,於是我們就覺得應該能直接參加台北的Kaikai Kiki展出。如果不介意的話,請把村上先生就這件事發表在PUBLIC-IMAGE.ORG上的文字 也引用一下吧(笑)。直到那個時候,我們都沒意識到Teamlab的視頻作品還可以賣,因為我們一直以來都是以技術人員場內指導設置和維護為前提的。比如“百年海圖卷”這個作品需要多台投影儀合作。上映時間為“100年”,因此工程師們不得不連接電腦來操作。而新作品“生命(2011)”則是首次將其作為創作者所擁有的藝術作品。這回的威尼斯是第三站,台北,香港,威尼斯,之後還要去瑞士的藝術芭莎(Art Basel)展出。現在我們收到的邀請是源源不斷。展現地球的海面上升過程的日本畫風格動畫視頻作品。有兩個版本,一為濃縮的10分鐘版本,二為實際的100年進程的版本。----以往Teamlab的視頻作品主要是將日本畫用3D動畫表現出來,這回使用書法來表現的契機是什么呢?豬子  大前提是想讓買家可以自娛自樂,因此要去除技術的壁壘,將其創作成普通鑑賞物。所以這幅作品的前提即,既要適用於16:9的投影儀,也要可以在電視機上播映。本來我們有創作過一些 “書法作品.” ,但是我們覺得在亞洲文化圈內沒法透徹的展現這個。說到日本文化,其實並不是很清晰的區分美術和文學,還有畫卷和漫畫等等,而通常都是帶插圖的文化。卷軸等是肯定有插圖的。西方文字可以說是追求客觀上的文字美,而書法則是需要了解誰在什么樣的背景下寫了什么內容的一種鑑賞性質的文化。書法家這個概念也是在近代之後才出現的。比如歷史上有弘法太子投筆作書這樣的故事。文字的作用是引起其他人的共鳴,本來是客觀的載體,但日本人從一開始就將其作為主觀個人思想的一種表達方式。我覺得這個挺有趣的。日本人打心底裡認為完全客觀的正義也好,善惡也好,這種絕對的東西是不存在的,更沒有好萊塢式的那種絕對的大惡。而書法就是受其背景所影響,規則較緩和的一種形式,由於它反映的是寫作書法的人的精神世界,這個很有趣。這和現在有些人手機裡沒表情圖標就沒法發郵件一樣,比如說“等著呢♡”和“等著呢(ToT)”,同樣的文字但意思就不一樣了。當然西方人反而可能不怎么用了(笑)。本來文字是客觀的東西,但是日本人就會想加入些主觀的東西進去。書法數碼化的念想----那么請談談這回用“生”字的主意吧。豬子 我沒仔細問過書法家紫舟先生,我自己的感覺是,女朋友覺得我的生活方式欠妥,希望我有 “頑強的生命力” 這種意思含在裡面。 “生”生字裡面有個點,日本象棋裡也有“王字加點則成玉”的說法,我認為是加上去變得更強的含義。最初看到那個字時,大家很單純的就覺得還不錯吧,Teamlab公司本身也有一種要奮斗生存下去的氛圍。村上先生發出邀請的時候說,沒時間了就用過去的作品吧,但我們還是想創作個新作品出來。當時大家集思廣益的時候,書法就是最先被提出來的一個主題。立體的 "生", 字輾轉反復,演變成生機勃勃的四季。----有考慮過與其他三部視頻作品“花與屍”“百年海卷圖”“黑暗中的生命之光”豬子 本次展出的作品中,首先是“百年海卷圖”中歷經100年的滄桑,在10分鐘內表現出來的波瀾壯闊。然後是兩部新作品——表現文明和自然沖突的“花與屍”,最後是“生命”這個書法作品。說起來也很偶然,我覺得和這回的日本地震以及海嘯有點兒因果關系的意味。實際上,因為地震原本在台北的獨展延期了一周,當時俯瞰已完成的會場布置時,就有這種感覺了。----雖然是書法作品,但是將文字做立體旋轉,用3D去表現的意味是什么呢?豬子大約10年前我去台北,當時最新的設計酒店室內裝潢就是用的書法。我很懊惱。同樣具有漢字和書法,說日本不知者無過也好,說日本喪失了這樣的文化也好,日本人就沒有想到這一點。這讓我有了要在書法中融入現代感的想法,於是這回應用到設計中,感覺挺酷的。這並不是由於現如今紙媒已經過度到數字媒體的原因,我們一直以來就想要將書法數碼化,並追求酷炫的表現方式。書法是文學,是一種象形文字和圖標。本來是在木石之上雕刻之物,連深淺都是有含義的。因此很適合用立體方式去展現。文字旋轉之際,運筆的軌跡以及力道的增減便被生動的表現出來了。不管怎么說,我們是想讓觀賞者體會到“書法也很酷.”。日本人原本是信息至上主義----關於這回的威尼斯展出,村上隆先生在Tweeter上寫道’只不過是沒啥力道的表現混沌未來的創造作品,不給力的東西還是省省吧“,這該如何解釋呢?豬子 我的私見是,這回以中國和台湾為首有不少亞洲人的作品參展,他的意思是’ 與西方文化不一樣,東亞文化中高質量的作品是能夠完勝西洋作品的。但是,把如此溫和的作品帶去威尼斯展出,比起西洋文化來,東亞的文化就略輸一籌了。 “我們用數碼形式發布作品,並不是說日本人本來就是物質主義者,而是說日本人是信息主義者。歷史上有“千利休待秀吉唯一朵喇叭花”的橋段,從那第二天就可能枯萎的一朵喇叭花身上,秀吉不是看到了價值並給予了支持么。信息至上主義是日本自古以來的觀點。然而我比較反感說信息化社會中,日本已經落後了這種說法。比如說織田信長把大家都從土地中解放出來,不允許地主和土地所有者的存在,人人搬走後都把自家的房產和領地一把火焚毀。也就是說,不贊成固定的價值觀,而是關注附加價值,把那些附著於物件和土地上的東西都統統消除掉。從而GDP翻了10倍,商人,木匠,冶金工匠紛紛登上舞台。從這個層面來說,正是想表現這樣的信息化社會,我們選擇了數碼的表現方式。----那么,你認為什么是藝術品的附加價值呢?豬子 極致的說來,是對未來的一些啟發,新價值的提示,表現的提案等等。對未來的附加價值的啟發什么的,也就是對新市場的啟發啦。蘿莉控概念的輸出----這回與Kaikai Kiki一起參加威尼斯雙年展,有什么感想么?豬子 村上先生的人氣不是吹的,那個時候在威尼斯路上走,別人聽說我是日本人時都是以“do 認識村上隆么?” 作為開場白的。會場裡誰都知道Kaikai Kiki,在海外的漫畫書店裡也是與火影忍者和海賊王齊名的。因此我覺得由於像村上先生這種人的存在,我們國家的知名度也提升了,確實很不錯。大家都想和村上先生交朋友,有些不合理也沒辦法,找我和我們的員工吧(笑)。而且,比起“達米恩•赫斯特(Damien Hirst)很酷,故英國酷”來,“村上隆很酷,因此日本很酷.”更略勝一籌啦。----這么說村上先生的表現方式有著更加濃烈的日本風格咯。豬子 沒錯。我們的最終目標是“愛屋及烏,愛Teamlab及日本”,那將是對日本產業的巨大貢獻。比方說,村上隆比鈴木一郎對產業的貢獻就要大。因為鈴木先生是在美國打比賽,而村上先生則是把日本的文化輸出到海外。展館內我們的員工與意大利老奶奶搭腔時,她說她兒子快30歲了一直痴迷於日本的色情同人志,非常苦惱的過來諮詢我們。當時有Kaikai Kiki的“Mr.”作品展出,她好像問的是為什么日本人要用這種蘿莉控的畫法。這與平時她兒子藏在櫃子裡的色情同人志有著相似表現手法的藝術,讓她開始認識到不應該否定兒子,而是嘗試通過“Mr..”的畫去理解她兒子,她說“說不定我可以理解並肯定我兒子.”。這樣的話,老奶奶與她兒子可能都會更加喜歡日本的東西,肯定日本的文化的吧。聽了這件事之後,我覺得“Mr.”的作品更棒了,我更加尊敬它了。那幅畫使得人們在藝術場景中有真實的存在感。我們也想給日本產業做出這樣的貢獻。