英文摘要 |
Virtual reality, or VR, has become one of the most popular emerging art forms in recent years. How has VR transformed the participant’s body into a medium, enabling the perceptual experience to be communicated through technology? Furthermore, how does the agency of VR generate the felt sense of embodiment? For many researchers, these are the questions that need to be addressed. This study examines artist Yoann Bourgeois’mixed reality work Fugue VR, which combines contemporary circus arts and acrobatic art installations, in partnership with film director Michel Reilhac. The goal is to explore how the live performance that features ritualistic movements and the VR video of a choreographed dance are combined to create a mixed reality environment that transports participants into virtual realms of bodily sensations, giving them the experience of momentary weightlessness, vertigo, and suspension, as well as how the participants’embodied aesthetics were reshaped in response to such experiences. According to Maurice Merleau-Ponty (1908–1961), a French phenomenologist of the twentieth century, the human body adapts to the dualistic existence of the lived world and the objective world. He maintained that the corporeal body is the embodiment of the two worlds intertwined. However, in terms of VR vision, the“objective body”and the“lived body”exist synchronously. Furthermore, through their embodied experiences of the“dancer’s body,”participants—who act as puppets—are enabled to transcend their physical limitations through artistically-driven digital image scripting. This study seeks to compare and discuss the two distinct scenarios represented in the original dance piece Fugue/ Trampoline (2014) and the virtual space of Fugue VR (2019). It also aims to provide a rough guide to the“embodied experience”as a genre of art that fuses time and space. Accordingly, as an emerging approach to morphology under contemporary technology, the embodied experience manifests itself in a promising form of knowledge production. However, it still arouses technology-induced questions. By comparing the dancer’s“objective body”in the existing dance piece with the embodied experience through immersive visual images as an integral part of the participant’s“lived body,”I aim to explore the dialectical dialogue lying in the transmedia storytelling in view of the boundary-pushing development of contemporary art, specifically the role of technology-based interventions in enhancing one’s sensory experiences and body perception. Going further, I intend to investigate how VR-manipulated sensory perception affects the ambivalent synesthetic experiences of sensory mismatch and body replacement, as perceived at the intersections of physical space and illusions. |