The fourth wall has always identified the boundary between the real space of tangibility and the virtual space of intangibility. Beginning with the world of theater, this concept has expanded to affect the arts in general. Several are the examples representing the invisible wall that divides the real world, space of the audience, from the virtual world, the space of representation and imagination. Over time, the fourth wall has transformed its meaning from “boundary”, meant as limit, to the one of “threshold” implying greater accessibility. In fact, it identifies the point of separation but also the point of contact between the two worlds that influence each other. This contamination is evidenced from an increasingly reality of the virtual space and the creation of a hypervirtualized real. This process of imitation is amplified by the introduction of technologies, which on the one hand have enabled a virtual representation increasingly tending toward the imitation of a perfect reality. On the other, they have contributed to the creation of a reality that cannot exempt itself from the presence of the virtual. Nowadays this continuous interrelation and communication between the two worlds has led to the creation of what is called by Luciano Floridi (2014) an "Onlife" reality, in which it is almost impossible to see the demarcation between reality and virtuality. In this hybrid society it sometimes happens that the virtual takes on a subversive character and is used to create a parallel reality in which the man risks to become stranded. Such a self-referential context thus leads to the loss of relational capacity with reality, creating virtually connected men but incapable of real relationships. This is also visible in the individual's relationship with the city that is not nowadays authentic. The human being does not have a deep knowledge of the urban space, as if it does not belong to him: he looks at his space but does not observe it, he lives it but does not inhabit it. This happens because of an over-familiarization with places, which become too familiar or taken for granted, thus enjoyed superficially and not actually inhabited. To break this mechanism, it is necessary to defamiliarize places in the city. Indeed, defamiliarizing a place means subjecting it to a process that temporarily changes its perception, through the introduction of an element of discontinuity that serves as a salient stimulus for the activation of the urban viewer's gaze. The creation of a virtual environment in a usual place in the city, can be the trigger for such a process. In this way, it can be, on the one hand, a tool for awareness of the potential of the virtual applied to the real, breaking out of its self-referentiality. On the other, it can re-educate the individual's gaze and reawaken the relationship between the urban body and the human body, now anesthetized by the virtualization of relationships. Thus place is reactivated and allows the process of reappropriation of urban space to begin. In order to reappropriate the city, guidelines have been proposed in this research, dedicated to the public administration, aiming to raise awareness of the potential of virtual intervention as a reactivator of spaces in the city and its related relationships. The guidelines start by identifying the place chosen for the intervention, within three categories of space (Icon-Space, Transit-Space, Leftover) and analyze it in order to extrapolate the "tangible" and "intangible" elements that tell its story. Once they have defined which pre-existing elements can used to redefine the space narrative, the administration is called to determine what they want to tell through the use of the virtual environment (past — present/absent(surreal) —future). These factors are placed within a matrix that sets a new narrative of the place, outlining a specific mode of approaching the space (Rework — Reveal — Create). This mode is closely related to and dependent on place: each "where" corresponds to one and only one "how." To enable an effective reappropriation of urban space, it is necessary to take this constraint into account in order to achieve a proper defamiliarization of space that does not incur its excessive denaturalization. So, a virtual experience embedded in the space of the city, breaks the virtual fourth wall by relating human bodies and urban bodies. It becomes the bridge between something objective such as the reality of everyday life and the subjectivity of an emotion arising from it, enabling its reappropriation.
Da sempre la quarta parete identifica il confine tra lo spazio reale della tangibilità e quello virtuale dell’intangibilità. A partire dal mondo del teatro, questo concetto si è espanso fino a interessare le arti in generale. Numerosi sono gli esempi in cui essa sta a significare quella parete invisibile che divide il mondo reale in cui si trova il pubblico, da quello virtuale che è spazio della rappresentazione e dell’immaginario. Col tempo la quarta parete ha trasformato il suo significato da quello di confine, inteso come limite, a quello di soglia sottendendo un’accessibilità maggiore. Essa infatti identifica il punto di separazione ma anche il punto di contatto tra i due mondi che si influenzano vicendevolmente. Questa contaminazione si evidenzia a partire da un virtuale sempre più reale e dalla creazione di un reale ipervirtualizzato. Questo processo di imitazione viene amplificato dall’introduzione delle tecnologie che da una parte hanno permesso una rappresentazione virtuale sempre più tendente all’imitazione di una realtà perfetta. Dall’altra hanno contribuito alla creazione di una realtà che non può esimersi dalla presenza del virtuale. Al giorno d’oggi questo continua interrelazione e comunicazione tra i due mondi ha portato a creare quello che viene definito da Luciano Floridi (2014) una realtà “Onlife”, in cui è quasi impossibile vedere la demarcazione tra realtà e virtualità. In questa società ibrida talvolta accade che il virtuale assuma un carattere sovversivo e venga utilizzato per creare una realtà parallela in cui l’individuo rischia di rimanere incagliato. Un contesto autoreferenziale di questo tipo porta dunque alla perdita delle capacità relazionali con la realtà creando individui connessi virtualmente ma incapaci di relazioni reali. Tutto ciò è visibile anche nel rapporto dell’individuo con la città. Il rapporto con lo spazio urbano non è autentico, egli non lo conosce a fondo quasi come se non gli appartenesse: guarda il suo spazio ma non lo osserva, lo vive ma non lo abita. Questo avviene a causa di un’eccessiva familiarizzazione con i luoghi, i quali diventano troppo conosciuti o dati per scontati, quindi fruiti superficialmente e non effettivamente abitati. Per rompere questo meccanismo, è necessario defamiliarizzare i luoghi della città. Defamiliarizzare un luogo significa infatti sottoporlo a un processo che ne cambia temporaneamente la percezione, attraverso l’introduzione di un elemento di discontinuità che funge da stimolo saliente per l’attivazione dello sguardo dello spettatore urbano. La creazione di un ambiente virtuale in un luogo abituale della città, può rappresentare l’innesco di tale processo. In questo modo, esso può da una parte essere uno strumento di consapevolezza delle potenzialità del virtuale applicato al reale, uscendo dalla sua autoreferenzialità. Dall’altra, può rieducare lo sguardo dell’individuo e risvegliare la relazione tra corpo urbano e corpo umano, oggi anestetizzata dalla virtualizzazione dei rapporti. Così il luogo si riattiva e permette l’inizio del processo di riappropriazione dello spazio urbano. Per riappropriarsi della città sono state proposte delle linee guida dedicate all’amministrazione pubblica che intendono far conoscere le potenzialità di un intervento virtuale come riattivatore degli spazi nella città e delle relazioni a essi correlate. Le linee guida partono dall’individuazione del luogo prescelto per l’intervento, entro tre categorie di spazio (Spazio-Icona, Spazio-Passaggio, Avanzo) e lo analizzano per estrapolarne gli elementi “tangibili” e “intangibili” che lo raccontano. Una volta definiti quali elementi preesistenti poter utilizzare per ridefinire la narrazione dello spazio, esse determinano che cosa voler raccontare tramite l’utilizzo dell’ambiente virtuale (passato-presente/assente(surreale)-futuro). Questi fattori vengono inseriti all’interno di una matrice che imposta una nuova narrazione del luogo, delineando una specifica modalità di approccio allo spazio (Rielaborare - Rivelare - Creare). Tale modalità è strettamente correlata al luogo e da essa ne dipende: ad ogni “dove” corrisponde uno e un solo “come”. Per consentire un’efficace riappropriazione dello spazio urbano è necessario tenere conto di tale vincolo al fine di realizzare una defamiliarizzazione corretta dello spazio che non incorra in una sua denaturalizzazione eccessiva. Dunque, un’esperienza virtuale inserita nello spazio della città, rompe la quarta parete virtuale mettendo in relazione corpi umani e corpi urbani. Diventa il ponte tra qualcosa di oggettivo come la realtà del quotidiano e la soggettività di un’emozione da essa scaturita, consentendone la riappropriazione.
La quarta parete virtuale. Pratiche di riappropriazione dello spazio urbano
Sturlese, Mirco
2021/2022
Abstract
The fourth wall has always identified the boundary between the real space of tangibility and the virtual space of intangibility. Beginning with the world of theater, this concept has expanded to affect the arts in general. Several are the examples representing the invisible wall that divides the real world, space of the audience, from the virtual world, the space of representation and imagination. Over time, the fourth wall has transformed its meaning from “boundary”, meant as limit, to the one of “threshold” implying greater accessibility. In fact, it identifies the point of separation but also the point of contact between the two worlds that influence each other. This contamination is evidenced from an increasingly reality of the virtual space and the creation of a hypervirtualized real. This process of imitation is amplified by the introduction of technologies, which on the one hand have enabled a virtual representation increasingly tending toward the imitation of a perfect reality. On the other, they have contributed to the creation of a reality that cannot exempt itself from the presence of the virtual. Nowadays this continuous interrelation and communication between the two worlds has led to the creation of what is called by Luciano Floridi (2014) an "Onlife" reality, in which it is almost impossible to see the demarcation between reality and virtuality. In this hybrid society it sometimes happens that the virtual takes on a subversive character and is used to create a parallel reality in which the man risks to become stranded. Such a self-referential context thus leads to the loss of relational capacity with reality, creating virtually connected men but incapable of real relationships. This is also visible in the individual's relationship with the city that is not nowadays authentic. The human being does not have a deep knowledge of the urban space, as if it does not belong to him: he looks at his space but does not observe it, he lives it but does not inhabit it. This happens because of an over-familiarization with places, which become too familiar or taken for granted, thus enjoyed superficially and not actually inhabited. To break this mechanism, it is necessary to defamiliarize places in the city. Indeed, defamiliarizing a place means subjecting it to a process that temporarily changes its perception, through the introduction of an element of discontinuity that serves as a salient stimulus for the activation of the urban viewer's gaze. The creation of a virtual environment in a usual place in the city, can be the trigger for such a process. In this way, it can be, on the one hand, a tool for awareness of the potential of the virtual applied to the real, breaking out of its self-referentiality. On the other, it can re-educate the individual's gaze and reawaken the relationship between the urban body and the human body, now anesthetized by the virtualization of relationships. Thus place is reactivated and allows the process of reappropriation of urban space to begin. In order to reappropriate the city, guidelines have been proposed in this research, dedicated to the public administration, aiming to raise awareness of the potential of virtual intervention as a reactivator of spaces in the city and its related relationships. The guidelines start by identifying the place chosen for the intervention, within three categories of space (Icon-Space, Transit-Space, Leftover) and analyze it in order to extrapolate the "tangible" and "intangible" elements that tell its story. Once they have defined which pre-existing elements can used to redefine the space narrative, the administration is called to determine what they want to tell through the use of the virtual environment (past — present/absent(surreal) —future). These factors are placed within a matrix that sets a new narrative of the place, outlining a specific mode of approaching the space (Rework — Reveal — Create). This mode is closely related to and dependent on place: each "where" corresponds to one and only one "how." To enable an effective reappropriation of urban space, it is necessary to take this constraint into account in order to achieve a proper defamiliarization of space that does not incur its excessive denaturalization. So, a virtual experience embedded in the space of the city, breaks the virtual fourth wall by relating human bodies and urban bodies. It becomes the bridge between something objective such as the reality of everyday life and the subjectivity of an emotion arising from it, enabling its reappropriation.File | Dimensione | Formato | |
---|---|---|---|
Sturlese_La quarta parete virtuale. Pratiche di riappropriazione dello spazio urbano.pdf
solo utenti autorizzati dal 08/07/2023
Dimensione
3.7 MB
Formato
Adobe PDF
|
3.7 MB | Adobe PDF | Visualizza/Apri |
I documenti in POLITesi sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/10589/189974