6 June 2019
Gregarious Loneliness. On Virtual Crowds

Martine Beugnet

20 November 2023
2023/24 /ɪˈməːʃən/
111
Immersed in science

Ilaria Ampollini

9 November 2023
2023/24 /ɪˈməːʃən/
111
The burning gaze. An aesthetics of shame in the age of the virtual

Federica Cavaletti

2 November 2023
2023/24 /ɪˈməːʃən/
111
Forms of the intermediary: spatiality and durations between technology and aesthetics

Neda Zanetti

12 October 2023
2023/24 /ɪˈməːʃən/
111
Virtualizing Spaces: Immersive and Emersive Images from Home to City.

Fabrizia Bandi

28 September 2023
2022/23 Practices
108
LabSim: a fully featured laboratory simulator for innovative teaching of analytical chemistry
27 September 2023
2022/23 Multisensoriality
104
Immersive Rhythms, Dismersive Images: On Music Video’s Affective Atmosphere

Tomáš Jirsa

18 May 2023
2022/23 Multisensoriality
104
Spatialization of Sound

Markus Ophälders

16 May 2023
2022/23 Multisensoriality
104
Resonance, dissonance, and things that get under one’s skin

Susanna Paasonen

28 April 2023
2022/23 Multisensoriality
104
The Genealogy of Images. From Focillon and Warburg to Computer Vision and Contemporary Semiotics

Maria Giulia Dondero

27 April 2023
2022/23 Multisensoriality
104
Between Picture Theory and World View: a Wölfflinian Approach

Michael Jenewein in conversation with Lambert Wiesing and Thomas Zingelmann

19 April 2023
2022/23 Multisensoriality
104
Style and World View: Wölfflin, Schwitters, Beuys.

Lambert Wiesing

3 March 2023
2022/23 Multisensoriality
104
Who is here when I am here?

Michel Reilhac

17 February 2023
2022/23 Practices
108
Another Reality

Immersive Solutions from Training to Business.

16 February 2023
2022/23 Multisensoriality
104
About presence: perception, technologies, immersive environments.

Enrico Pitozzi

3 February 2023
2022/23 Practices
108
Mixed reality for doctors. The ARTICOR software for cardiovascular interventions
1 February 2023
2022/23 Multisensoriality
104
At the roots of digital: in praise of a rhizomatic archaeology

Francesco Casetti

20 January 2023
2022/23 Practices
108
Active Learning of Industrial Chemical Processes By Virtual Immersive Laboratory: The Eye4edu Project

Carlo Pirola

19 January 2023
2022/23 Multisensoriality
104
Sensing Cinema Heritage. For a multisensory approach to film heritage

Andrea Mariani, Eleonora Roaro

10 January 2023
2022/23 Multisensoriality
104
Archaeology of immersion

Barbara Le Maître, Natacha Pernac, Jennifer Verraes

16 December 2022
2022/23 Practices
108
What XR can do for a Museum

Luca Roncella

research: Seminar

2018/2019 Avatar
95

Gregarious Loneliness. On Virtual Crowds

Martine Beugnet

In the eyes of the modernist thinkers, film, the emblematic artistic and cultural form of the XXth century, offered itself as the medium of the crowd, experienced by a mass public that could gaze back at its own image. In contrast, VR does not appear to ‘naturally’ foster an experience of being as part of a multitude. Once we start wearing an Oculus we are effectively separated from whoever might be in the room, an erasure of the “audience effect” (Julian Hanich) that might explain why, so far, the crowd plays a relatively limited role in Virtual Reality: we might encounter a few other avatars, lead a small team and fight hordes of enemies, or hide in a crowd, but we rarely belong to a crowd. Yet as a frame-free visual environment, that relies less on watching than on experiencing, might VR not be construed as the perfect medium for the practice not merely of watching, but of being in a crowd? Concepts of milieu (Simondon), and becoming (Gilles Deleuze), as well as Judith Butler’s re-reading of Hanna Arendt might help us assessing whether or not, the crowd, as a changeable phenomenon, signals one of the limits of what avatars may stand for.

research: seminar

Gregarious Loneliness. On Virtual Crowds

Martine Beugnet

In the eyes of the modernist thinkers, film, the emblematic artistic and cultural form of the XXth century, offered itself as the medium of the crowd, experienced by a mass public that could gaze back at its own image. In contrast, VR does not appear to ‘naturally’ foster an experience of being as part of a multitude. Once we start wearing an Oculus we are effectively separated from whoever might be in the room, an erasure of the “audience effect” (Julian Hanich) that might explain why, so far, the crowd plays a relatively limited role in Virtual Reality: we might encounter a few other avatars, lead a small team and fight hordes of enemies, or hide in a crowd, but we rarely belong to a crowd. Yet as a frame-free visual environment, that relies less on watching than on experiencing, might VR not be construed as the perfect medium for the practice not merely of watching, but of being in a crowd? Concepts of milieu (Simondon), and becoming (Gilles Deleuze), as well as Judith Butler’s re-reading of Hanna Arendt might help us assessing whether or not, the crowd, as a changeable phenomenon, signals one of the limits of what avatars may stand for.

6 June 2019
17:30
19:30

Sala seminari

Dipartimento di Filosofia "Piero Martinetti"

Via Festa del Perdono 7, Milano

Gregarious Loneliness. On Virtual Crowds
Martine Beugnet
Sala seminari
Dipartimento di Filosofia "Piero Martinetti"
Via Festa del Perdono 7, Milano
20190606
17:30
19:30