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Art & Technology #30: Ian Cheng

Improvised Virtual Reality

Films and games

Ian Cheng is a Chinese-American artist who mainly presents computer-generated artworks. Among the different forms of computer-generated art, which covers all artworks made with computers, Cheng demonstrates simulations by using virtual reality technologies based on video game design and cognitive science principles. His works, where virtual situations and characters are created through games, started from his interest in films. Thanks to his cinephile mother, he watched about six films a day during his childhood years, and has been close to films ever since. After majoring art and cognitive science in California, he worked at a visual effects company Industrial Light & Magic, creating special effects for world-famous films such as <Star Wars> and <Transformers>.

However, he felt films because of their fixed narratives, the narratives prevented the viewers from changing the direction of the films as they wanted. The medium the artist chose to explore was video games. Cheng loves the game <The Sims>, where the players control the lives of game characters. In this game, the players makes the character and the character interacts with the environment and create various stories. Cheng’s creative process is also conducted in the similar context.

Virtual reality of films and the artist

The lives of the characters, both in games and films, are virtual and artificial. The virtual reality in the films, however, aims to represent situations in which the viewers can immerse themselves and actually believe. Cheng’s works intends the opposite. He attempts to destroy the virtual reality by using virtual reality technologies and break the simulations. To put it simply, he only sets the basic conditions and leaves the rest to the players. Though the artist programs the characters that first appear on the virtual world, he does not intervene or control in any way. Instead, he leaves the characters and the situations to influence each other in the virtual reality of a freer form, where the narrative and the ending are not already set. This makes his works even more realistic than movies and closer to the essence of creativity. Through Cheng’s artworks, simulation and virtual reality can be met more frankly, as it is.

The artist’s simulations are a mixture of untidy and impromptu data, of which the structure is built by him to be non-linear and foreign accumulation of data with different features. As the various characters and situations in the game are combined and divided, unexpected variations are constantly attempted. Observing his works, it might look as if the artist is to destroy ordinary narrative structures. His way, however, is to reveal not the narrative itself but its natural design. The method Cheng mainly uses is producing narratives by repetition, which is not regular but non-linear, involving repeatedly tangling and untangling the narrative. In his animated films, the narratives naturally flow and then abruptly cut off, or keep going smooth and then suddenly get complicated. Instead of the result autonomously made by the artist, the data and characters constantly change and add up themselves into the new outcome. Of course, the artist can manage the result; however, what is more important is impromptu, immediate, and various acts by the participants that cannot be ever controlled are accumulated into his works.

Live simulation

Recently, Cheng completed the <Emissary trilogy>(2015-2017), a simulation series consisting three pieces that are dedicated to the history of the evolution of cognition. These are also animated works in a free form without fixed results or narratives, which are characterized by open endings. Many things happen and disappear in the works according to the act of the viewers. The films start with a basic programmed feature at first, and then present an experience of living in the virtual world that evolves by itself without the creator’s intention or pre-determined endings. This corresponds to the concept of “live simulation”.

Cheng uses video game engines and motion capture that constantly creates new combinations. The characters in his animated films look like the computerized version of actual animals or humans; in fact, their structure is far from perfect. His works can be said to be results of the aesthetics of flaw and incompleteness. Such improvised imperfection and the unexpectedness of the programmed system and characters are the charms of his works. The viewers accept the live simulations as a form of reality and might experience confusion, anxiety, or cognitive dissonance in the process of facing such changes. It is highly intriguing what kind of lively world will be established when the situation given by Cheng is added, with the live simulations by the viewers, and how the viewers and the artist react to the unexpected results. ■ with ARTINPOST

  • <Emissary Forks At Perfection> 2015

    Live simulation and story, sound, infinite duration

  • <Emissary Forks At Perfection> 2015

    Live simulation and story, sound, infinite duration

  • <Emissary Forks At Perfection> 2015

    Live simulation and story, sound, infinite duration

  • <Emissary Forks For You> 2016

    Live simulation, sound, Google Tango Tablets, infinite duration, Sammlung Migros Museum für Gegenwartskunst, Photo: Stefan Altenburger

  • <Emissary in the squat of gods> 2015

    Live simulation and story, sound, infinite duration

  • <Emissary in the squat of gods> 2015

    Live simulation and story, sound, infinite duration

  • <Emissary in the squat of gods> 2015

    Live simulation and story, sound, infinite duration

  • <Baby ft. Ikaria> 2014

    Live simulation, artificial intelligence services, sound, infinite duration

  • Installation view <Real Humans – Ian Cheng, Wu Tsang, Jordan Wolfson>

    Kunsthalle Dusseldorf, Dusseldorf, Curated by Elodie Evers, Irina Raskin, 7 February – 19 April 2015 Photo: Achim Kukulies

  • <Something thinking of you> 2015

    Live simulation, sound, infinite duration

  • <Something thinking of you> 2015

    Live simulation, sound, infinite duration

  • Installation view <Ian Cheng : Emissary Forks At Perfection>

    Pilar Corrias Gallery, 13 October – 14 November 2015. Courtesy of the artist and Pilar Corrias Gallery. Photo : Damian Griffiths

Profile

Ian Cheng was born in Los Angeles, the United States of America in 1984. He currently lives and is based in New York. Cheng has held solo exhibitions throughout the world, including the recent exhibition in New York’s MoMA PS1, Zurich’s Migros Museum, London’s Pilar Corrias Gallery, Turin’s Fondazione Sandretto Re Rebaudengo, Kunsthalle Düsseldorf, Milan’s La Triennale di Milano, Oslo’s Standard, Düsseldorf’s Off Vendome, Los Angeles’ The Vanity, and Miami Beach’s Formalist Sidewalk Poetry Club. His works were also presented in group exhibitions at art spaces in the U.S. such as Washington DC’s Hirshhorn Museum and Sculpture Garden, Cleveland’s MOCA, and New York’s SculptureCenter, MoMA PS1, Greene Naftali, and The Artist's Institute and also in the art museums all around Europe including Paris’ Musée d'Art Moderne de la Ville de Paris, London’s Pilar Corrias Gallery, and Berlin’s Julia Stoschek Collection. Some of his works are housed by MoMA in New York. Cheng has made his name by participating in many biennales such as the Biennale de Lyon 2013, Taipei Biennial 2014, and Liverpool Biennial 2016.

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