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On the belief in avatars: what on earth have the aesthetics of the Byzantine
icons to do with the avatar in social technologies?
Falk Heinricha
a
Aalborg University, Denmark

Online publication date: 26 May 2010

To cite this Article Heinrich, Falk(2010) 'On the belief in avatars: what on earth have the aesthetics of the Byzantine icons
to do with the avatar in social technologies?', Digital Creativity, 21: 1, 4 — 10
To link to this Article: DOI: 10.1080/14626261003654236
URL: http://dx.doi.org/10.1080/14626261003654236

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Digital Creativity
2010, Vol. 21, No. 1, pp. 4– 10

On the belief in avatars:


what on earth have the
aesthetics of the Byzantine
icons to do with the avatar
in social technologies?
Falk Heinrich
Aalborg University, Denmark
falk_h@hum.aau.dk
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Abstract 1 The portrait picture as an avatar


This article looks at the digital portrait used in the form The subject of my investigation is the portrait
of avatars in various online worlds and communication avatar as used in various online worlds. My defi-
networks. It describes an ongoing modal shift from an nition of portrait avatar is very simple: a digital
ontological understanding of the portrait towards the picture of, or by the user, used as an avatar in
portrait as performative acting. social online domains (like, for example, Face-
In accordance with the Western semiotic divide book), various art pieces or some applications
between representational fiction and material reality for mobile phones.
proper, the avatar-portrait is often still described as a
The method applied in this article will be a
representation that depicts the subject on the basis of a
conceptual segregation between the living subject and
comparison between portrait avatars and some
the portrait. But the avatar-portrait functions as embodi- distinctive features and aspects of the Byzantine
ment, thereby fulfilling a mainly performative purpose icons. The reason for this comparison lies in my
that triggers the participant’s belief in the other’s avatar. observation and hypothesis that the portrait is
The paper looks at Eastern iconology, where the iconic shifting from a reflective to a performative func-
portrait is an energetic transmitter in which the depiction tion. I am very well aware that this seems to be
and the depicted converge in the belief in the realness of old news, at least since the notion of performa-
the picture. Key concepts such as prototype, archetype tivity has been discussed at length by post-
and inverse perspective are discussed and applied to the structuralism and performance studies. Thus, I
art piece Can You See Me Now? by Blast Theory. merely wish to contribute to this ongoing devel-
opment by concretising and differentiating the
Keywords: avatar, icon, performativity, communi-
notion of performativity and agency. I will do
cation, belief
so by looking closely at the portrait picture
used as an avatar. At the same time, I want to
point out the ongoing cultural and epistemic
displacement of the function and significance
of the portrait in general.

ISSN 1462-6268 # 2010 Taylor & Francis


DOI: 10.1080/14626261003654236
http://www.informaworld.com
On the belief in avatars

This ongoing displacement can and should be spaces. This blending lies, in my view, at the root

Digital Creativity, Vol. 21, No. 1


seen as the result of technological advancements of the functional significance of the avatar-portrait.
(e.g. the internet and smart phones) and the Can You See Me Now? is an urban gaming
implementation of digital calm technology in project that effectively combines and juxtaposes
every domain of everyday life. However, although urban, material spaces and their virtual represen-
clearly based upon technological and scientific tation on screen. The game consists of two
epistemologies and methodologies, our use of parties, so-called runners and players. Runners are
those technologies seems to render a modified flesh and blood persons located in well-defined
belief system. I want to emphasise the term belief real urban districts chasing virtual avatars; they
and discuss this assertion later. In a way this are represented in the virtual space by avatars.
changed belief system contradicts the very onto- Players, who can participate in the game from a per-
logical foundation of technology. In my paper for sonal computer, do so by controlling their own
the DAC09 conference (Heinrich 2009), I discussed virtual avatars, which are chased by the runners
the dissolution of the epistemic and ontological (Figure 1).
reality–fiction divide brought about by our use of The communication between those ontologi-
those aforementioned technologies. In this article, cally different realms is done by conventional PCs
I would like to discuss the notion of belief and on the side of the players. On the runners’ side,
‘performative embodiment’ as one aspect of it. communication is made possible by PDAs, with
Let me start by describing my main example, GPS navigation systems and auditory transmission
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which will be followed by a short introduction to devices. The PC and PDA give access to the virtual
Byzantine icons. Subsequently I would like to data representation of the very same urban space,
discuss the notions of index and prototype, agent depicting in the older versions a cartographic.
and patient, as described by the anthropologist Depiction in newer versions includes a 3-D image
Alfred Gell. that consists of both the player’s and the runner’s
avatar in the form of a simple icon of a running
man (the interface for the players look different,
1.2 Can You See Me Now? using anthropomorphic silhouettes).
As my main example I will use Blast Theory’s art One can criticise my conflation of portrait
project from 2001: Can You See Me Now? I chose photos and pictograms/silhouettes: no mimetic
this piece not because it is a game but because of personalised form connects the player with his
its exemplary blending of virtual and urban avatar. However, the runners in the urban space

Figure 1. Blast Theory’s Can You See Me Now? Reproduced with permission of Blast Theory.

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Heinrich

are chasing absent, yet distinct players. Further- icon thus the material medium for it. As Hans
Digital Creativity, Vol. 21, No. 1

more, the rules and structure of the staged game Belting expresses it: ‘The difference between the
assign a well-defined function to the avatar. image and what is represented seemed to be abol-
These rules enable concrete action, which gives ished in [the icons]; the image was the person it
the avatar a performative, embodied status represented, at least this person’s active, miracle-
(which can be difficult to see when looking at working presence’ (Belting 1994). The image
photographic portrait). and the depicted person conflate in the archetype,
in one presence.
This is hard to grasp for a Western mind like
2 The concept of the Byzantine icon mine, since our cultural mindset seems to be
Clearly, the culturally determined perception of moulded by Alberti’s and the Renaissance’s
portraits is changing. Portraits used as avatars window metaphor (Alberti 1977), which stresses a
on interactive online sites do not invite contempla- divide between reality and mediated representations
tion but reaction. Maybe a look at Byzantine icons of it. Veltmann writes that modern art has to be seen
can help us to disclose some of the hidden impli- ‘as a means of separating subject and object and
cations in this cultural shift. hence creating aesthetic distance’ whereas he con-
The Byzantine icon is originally a ceremonial siders orthodox (oriental) ‘art as a means of brid-
and performative part of the Christian liturgy. ging the subject and object’ (Veltmann 2001). The
Painted mostly on wooden tiles or as frescos, Western divide positions the onlooker in a very
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these icons depict holy subjects such as the distinct way, namely in front of the picture, while
saints, Mary or Christ himself. It is simultaneously the linear perspective tracks the onlooker into the
‘a scenic representation and presentation’ (Bek picture. By constructing a division between rep-
2003). This duplicity is at the core of Eastern ico- resentation and material world, the onlooker’s
nology since it contains two functions at the same view establishes a virtual counterpart of the onloo-
time: it is both a visual representation (of the ker in the represented world of the picture. Pictures
depicted venerated person) and a concrete materi- are utopian realms, non-places.
alisation (of the depicted and their supranatural,
eternal forces). Liturgical veneration as ‘dramatic
enactment’ (Bek 2003) reveals and, more impor-
tantly, operationalises a ‘likeness in essence’ 3 The inverse or reverted perspective
between the depicted (presentation) and the The inverse or reverted perspective of the
depiction (representation), making the icon an Byzantine icon does quite the contrary. The
energetic transmitter for the believer more than a depicted person and architecture seem to come
reflection in a Platonic sense. Consequently, the out of the picture into the realm of the human wor-
icon is a kind of material carriage, transmitting shipper, who is situated in the vanishing point.
the believer’s veneration to the depicted and vice Icons do not create utopian, fictitious spaces, but
versa. In this way, the icon materialises the saint; transformations of material places. They, too,
hence s/he becomes part of this earthly world. represent something or someone, but they project
In the orthodox worldview ‘man must always the represented into the viewer’s space and not
relate to the spiritual through the physical’ the other way round.
(Auxentios 1987). Auxentios writes that this One could argue that my description of paint-
‘physical spirituality’ allows ‘that [the icon] con- ings as windows into a remote space and time
stitutes a real image of that which it depicts. The may be right concerning paintings of landscape,
image is in some way a “true” form of the proto- urban scenery and depictions of concrete narra-
type, participating in it and integrally bound to tive situations. However, when it come to
it’ (Auxentios 1987). A prototype (or archetype) painted or photographed portraits, this virtualisa-
is the energetic essence of the depicted and the tion and transportation of the human viewer into

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On the belief in avatars

claim—lies first of all on the content: who is or

Digital Creativity, Vol. 21, No. 1


was this person? The exhibited portrait becomes
a kind of host or guardian in the fiction/reality
divide, enticing the viewer in a hermeneutic
process into the fictitious realm of representation.
On the contrary, the runners in Can You See Me
Now? carry their PDA showing the cartographic
urban place, which is right in front of them. The
material realness of the urban place constitutes
the background for the image and avatars shown
on the little screen. The PDA screen is an intrinsic
part of the reality of the runner.

4 Performativity
At least since post-structuralism and its discussion
and accentuation of the concept of performativity,
the picture has been seen as an utterance with ‘real’
pragmatic effects. Pictures do something. I do not
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want to deny this at all. On the contrary, my argu-


ment is based on the concept of performativity. But
I see a distinct difference between the concept of
performativity presented by exponents of post-
structuralism, in which the performativity of pic-
tures and texts exerts a kind of long-term influence
on human bodies, mindsets, cultural identities
and behaviours. The portrait-avatar forms part of
very concrete interactions, being reminiscent of
Austin’s speech acts (1992); with the difference
that at least one human being is substituted or rep-
Figure 2. Pantokrator, a sixth century encaustic icon from Saint resented by an avatar. Both are ‘actors’ in a defined
Catherine’s Monastery, Mount Sinai.
performance setting. Here, I am following Richard
Schechner (1985, 2006), who sees the marked per-
the pictorial space seems to be wrong, since the formance space as one of the main properties of
represented human figure often looks out at the performativity. The Blast Theory runners run in a
viewer, thereby establishing a direct communica- well-defined and transformed urban space, Face-
tional space, which consequently is embedded in book users read and write within a very structured
the space of the onlooker’s material presence. interface, etc.
This objection, however, does not take context
or settings into account. The museum or exhibition
hall setting diminish the direct interactional 5 Art and agency
encounter between the portrait and the viewer. Also, the Byzantine icon has a precise function
Here the viewer is asked to contemplate firstly in the religious ritual of veneration. The icon
the painterly craftsmanship and the aesthetic sen- effectuates intentionality, and ‘is effected’ by the
sation and secondly the psychological content of worshippers’ intentionality.
the depiction, which lead to an act of interpret- This is very much in line with Alfred Gell’s
ation. The focus of art appreciation—as I would anthropological theory on art and agency (Gell

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Heinrich

1998). He heavily draws on the significances and There is only one explanation for this (that
Digital Creativity, Vol. 21, No. 1

functions of idols (cult images and objects) in satisfies my Western mind): the existence of an
mainly non-Western cultures. He sees idols as interaction system. This interaction system
indexes (re-)presenting prototypes (the depicted). cannot, however, consist of the worshipper and
The relationship between index and prototype is the icon but of the communicational acts
established by an act of abduction by both the between the worshipper and the icon itself. This
artist and the recipient. The artefact as index encom- needs a script that controls the acts. If that is
passes and reveals social intentionality. All four valid, it can be concluded that it is the execution
elements of this relationship (index, prototype, of a script behind the ritual of veneration that trans-
artist, recipient) can have an active or a passive forms the icon into a saint.
attribute as either agent or patient, thereby creating If we apply this explanation to the online avatar
various types of artefacts and interactions (like phenomenon, we can deduce that the interaction
artists’ art, patrons’ art, sorcery, possession). occurs between the online user and the other’s
A full presentation of Gell’s very intriguing avatar, and not between the user and the other
theory is beyond the scope of this presentation, user, who is represented by his/her avatar. The
but let me apply some of his main ideas to the user and the other’s iconic avatar form part of an
subject of my investigation: the avatar-portrait. artificial interaction system, which distributes the
The avatar is clearly the index, presenting the agent and patient attributes.
prototype, which in most cases is a living person This means that the game Can You See Me
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(e.g. the players and runners in Can You See Me Now? does not establish only one interaction
Now?). The sender (the runner) is the primary system, but two different systems: one, where the
agent, his/her index (avatar) the secondary agent. runner is interacting with the avatar of the player;
The recipient (the player) is the primary patient, and another, where the player behind the monitor
the target of social intentionality. The player’s is interacting with the runners’ avatars. It is only
avatar is the secondary patient. The runner our faith in the reliability of data transmission that
relates to the avatar-patient by chasing it down. makes us believe in the interconnectedness of
The player’s avatar is a performative index of a these two interaction systems. No, my Western
non-non-existing entity in the urban space. mind says, there is no mysticism at all, just data
The attribution of passive and active, ‘agent’ transmission. Hmm. One thing is sure: in the
and ‘patient’, is, however, not fixed, since it is moment of (inter-)action we have to believe in the
shifting all the time in an interactive process; in realness of the avatar—like believers.
our case the very physical actions of running, I do not want to claim that the religious icons
chasing, hiding and escaping. and avatar portraits demand the same kind of
belief, surely there is a difference between believ-
ing in the other human being’s representation and
the deity’s being inside the material icon. Still,
6 Beliefs while communicating in miscellaneous online
Our communicational experience patterns and and mixed reality worlds, the user/participant has
communication technology claim that this to believe in the realness of the avatar, or more cor-
action – reaction cycle occurs between human rectly, the very act of communication occasions
actors by means of avatars. In the case of online this belief.
or mixed reality realms, this is not odd, since we
seem to know that the avatar is a virtual stand-in
for a living human being. In the case of religious 7 Embodiment or the creation of
acts of veneration this seems very odd, since the bodies
icon is supposed to ‘be’ a dead Saint—and that But how is this realness constructed? We know
is (for scientific minds) not possible. that avatars are portraits, mere representations,

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On the belief in avatars

nothing more. And we know that digital data Can You See Me Now? simultaneously con-

Digital Creativity, Vol. 21, No. 1


transmission occurs on the basis of descriptions, structs two different avatar – player relationships:
being a translation from the one ontology to a usual one, where the player in front of a
another. The crucial point is that the describing monitor controls his/her avatar’s whereabouts in
machine (computer program) consists of the a digital simulation; and an inverted one, where
same informational alphabet as the described human ‘runners’ situated in a material reality are
content (Finnemann 1998), which makes the depicted as primitive avatars on the portable
transmitted content extremely vulnerable. Com- screen. The inverted setting augments the physical
municative understanding is, seen from this realm with a data-space.
point of view, based upon extremely unsecure The important thing, though, is not the
data that not only detaches time and space but relationship between the person and his/her
also the very content from the communicational avatar, but the predetermined rule-bound relation-
act (Luhmann 1997). This may be the reason ship between the runner and the avatars of the
simulation and recreation of face-to-face inter- other players. This makes the runners run. It
action is still the objective of technology and motivates the runners’ belief in the chased
many online spaces. player’s existence, but not the certainty of the
Alfred Gell asserts that the worshippers of player’s existence. Now, the avatar of the chased
idols know very well that the idol-artefact is other is real. The very action of running constitutes
just dead material, a stone or a piece of wood. the communicational interface. The runners
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They do nevertheless engage in rituals, and know that they are chasing but mere ghosts; never-
while doing so they believe in the power and real- theless the runners chase them as if they are real
ness of the idol. The same could be said about the individuals. While running, the avatars have real
Byzantine icon. The believers know that the icon bodies (despite the fact that they cannot be sure
is a painted picture on a wooden tile. We, too, about the existence of the player; the players’
know that the avatar portrait is just a visualisation avatars could be ‘run’ by a computer).
of digital data, even more intangible than the icon It is therefore not the certainty of the other’s
or idols, yet connected to the materiality of the existence but the specific intentionality rep-
digital device. Gell claims that the interactional resented and effectuated by the avatar that
aspect of the ritual prompts the correlation slowly changes our perception of portraits.
between the index and prototype. The ritualistic
predetermined interactions establish intersubjec-
tivity between the worshipper and the idol on 8 Conclusion
the basis of looking and being looked at. The In Byzantine iconology, ‘the icon touches on the
worshipper does not only look at the idol; in the reality of God’ (Auxentios 1987); in Blast
very act of looking at an anthropomorphic Theory’s piece, the players’ avatar-portraits palp-
statue or image, the viewer sees himself looking ably touch on the reality of the runners, thereby
through the eyes of the other. The idol looks conflating reality and virtuality. It is in and
back, so to speak! Of course, this can be through the player’s actions that the avatar portrait
doomed as psychological projection and primi- emerges as a prototype, thereby dissolving the dis-
tive animation, but it can also be seen as the tinction between subject and its representation and
effect of an external system that is necessary between material and virtual reality. The avatar-
for intersubjectivity to happen. The interaction portrait as archetype surpasses our understanding
with idols make Gods and spirits appear, like of a technological medium, since the iconic
the avatar makes the fellow person behind the picture constructs a direct material and sensory
avatar appear. relationship between people in the act of com-
Both the so-called primitives and we ‘know’ munication, despite the fact that communication
about the existence of ‘the other’! technology only transmits measurable data based

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Heinrich

on physical laws (e.g. measurable parameters of Heinrich, F., 2009. The performative portrait, Proceed-
Digital Creativity, Vol. 21, No. 1

the voice). ings of the Digital Art and Culture Conference,


The digital iconic avatar seems to undermine the December 2009. University of California: Irvine
[online]. Available from http://escholarship.org/uc/
Western epistemic distinction between the human
search?entity¼ace dac09 plenaries.
subject and pictorial representation, questioning
Gell, A., 1998. Art and agency. Oxford: Oxford Univer-
the notion of the body as a mainly biologically
sity Press.
defined entity. This subsequently calls for a revision
of the humanistic concept of identity, which has—I Luhmann, N., 1997. Die Gesellschaft der Gesellschaft.
Frankfurt: Suhrkamp.
would claim—its foundation in the material
human body as enclosed entity. On the contrary, Schechner, R., 1985. Between theater and anthropol-
ogy. Philadelphia, PA: University of Pennsylvania
the (technologically extended) performative body
Press.
transcends those biological limits due to an act of
Schechner, R., 2006. Performance theory. London,
belief within predetermined structures.
New York: Routledge.
Veltmann, K., 2001. History of art about and by means
References of computers. Arco Noticias, 20, 56–61.
Alberti, L.B., 1977. On Painting. New Haven, CT: Yale
University Press. Falk Heinrich, PhD, is Associate Professor at
Austin, J.L., 1992. How to do things with words. Aalborg University, Denmark. There he is
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Oxford: Oxford University Press. affiliated with the research group and educational
Auxentios, H., 1987. The Iconic and Symbolic in Ortho- programme ‘Art and Technology’. He teaches
dox iconography [online]. Available from: http:// digital aesthetics and artistic methodology. He
www.orthodoxinfo.com/general/orth_icon.aspx has worked as an actor and theatre director, and
[Accessed January 2010].
his theoretical investigation continues to
Belting, H., 1994. Likeness and presence. Chicago, IL: develop in close relation to practical, artistic
Chicago Press.
work (interactive installations). His current
Bek, L., 2003. Reality in the mirror of art. Århus: research interest is ‘performative aesthetics’ and
Aarhus University Press.
his work—focusing on notions of affect, pres-
Blast Theory, 2001. Can you see me now? [online]. ence, beauty and communication—attempts to
Available from: http://www.canyouseemenow.co.uk form bridges among certain discourses in the
[Accessed January 2010].
human sciences, sociology, engineering and
Finnemann, N.O., 1998. Computeren—Et medie for en neuro-science. He is the author of the book Inter-
ny skriftteknologisk revolution. In: J.F. Jensen, ed.
aktiv digital installationskunst—teori og analyse
Multimedier, Hypermedier, Interaktive Medier.
Aalborg: Aalborg Universitetsforlag, 43– 68. (Copenhagen: Multivers, 2008).

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