英文摘要 |
The paper aims to accomplish two tasks: one, to clarify the misconception embedded in the declaration that a ''weird'' perspective in a digital work is derived from ''the weird logic of the computer''; and two, to demonstrate a tentative aesthetics appropriate to the appreciation of digital simulation works. The paper begins with an introduction of its origins, and offers definitions and interpretations of keywords and key concepts in connection with digital art. Armed with this understanding, the paper proceeds to test-drive two interactive works, Jeffery Shaw's The Golden Calf and Jun Fujiki's object locative environment coordinate system, and analyzes the ''operational logics'' embedded in the two works' depth level. A deeper look into the operational logics shows that, basically mathematical, they largely derive from the coordinate system of 3D space, which is not ''weird'' at all. To be specific, on the surface of a work, a ''weird'' perspective arising from, say, an anamorphosis of a 3D skull, is actually an effect created by the adjustment of the 3D skull's x, y, and z values in a program. As ''the weird logic of the computer'' is thus decoded, the paper moves to the discussion of embodiment relations between a viewer's body and a digital work. Motor skills in the body schema play a defining role in the process of embodiment involved with physical interaction. The paper argues that the ''weird'' perspective is ''an impossible motor experience,'' which cannot be fully absorbed into embodiment, but rather runs along the edge of embodiment. As a whole, the paper moves away from dependence on representational art for theoretical support, and steps towards a more self-defined aesthetics of digital simulation. |