[RESIDENCY] CREW is a pioneer collective based in Brussels, specialized in constructing and interrogating wide immersive forms, mixing performance and technology in large scale areas. As part of Realities In Transition, they were mentoring the second residency of the European program – with the selected artist Letta Shtohryn –– which took place at our partner’s venue: iMAL – Art Center for digital cultures & technology, where they’ve been experimenting for a while. Dark Euphoria asked them about their relationship to XR, their favorite tools+inspirations and the different resources they shared during the residency…

Anxious Arrivals – CREW
Citizen.Com – CREW
Hans-On Hamlet – CREW
Do not be seated – CREW
“Чули ? Чули / Chuly? Chuly” – Letta Shtohryn

Eric Joris: Yeah, it certainly is not easy for young artists because you need to acquire skills, you need to carry maturity by doing a lot of things. I studied film in the past and in Belgium there is no film industry. Everybody was dreaming of making movies. But then how can you if you cannot work every day or every month and use the material… You can only look for a budget, and then once every seven years you are able to make your thing. How can you possibly be a good filmmaker if you cannot practice all the time? If you would be drawing, you need to practice all the time, you need to work, you need to be confronted all the time. In VR it is very complex by nature. How can you handle all that? You might not be a technological or digital mind, but very good artistic or whatever. So how do you bring all that together? In the performing arts, you have a structure. Then you have a composition, you work with people together and that’s a solution. But the individual artists in a world that is not easy to enter in terms of “how do you survive? who do you sell your work to?”, I think it must be very difficult in the beginning, so there must be a space where people can act and meet. For a while we were dreaming of building that environment based on a large area type of thing, where other people could work. But at the moment it’s still kind of a dream.

Eric Joris: Unlike in other arts there is  yet no standard as to what is ‘good’ or ‘bad’ XR. Which is a luxury situation: the medium is still kind of open in many respects, while curators seem to borrow artistic standards and needs  from cinema, from visual arts, from gaming…   

Philoctetes © – CREW

Isjtar Vandebroeck: There’s definitely a push towards multi-user experiences that we see in industry. Unfortunately, right now the budgets are mostly reserved for more commercial works, but I think that there’s definitely a better direction than playing golf at home on a Quest headset. The good thing about the term XR is that it becomes easier to explain that you’re working with different media at the same time. So this, I think, is a good evolution in a way. Otherwise I don’t really know. There’s all these hype cycles and everything, but we kind of ignore them. We just work on our thing in a steady manner. But we’re happy when there’s a bit of hype because it delivers some technological advances which have in VR consistently come slower than expected. 

Eric Joris: I think the collaborative, the online and the large area concepts in embodied VR remain most interesting and promising.  Our large area concept and development of live tools are meant to be an answer to this.  Extending VR, or see VR rather as part of a chain of other media and information also seems to be a logical next step towards a wider use and implementation. In niche markets VR will become ever more useful, even become a need. 
It will take a while though before VR becomes a consumer type of article.There is still so much room for experimentation, for uncovering unknown usecases and experiences. In arts we should be leading this exploration, rather than waiting for the industry to deliver us the tools or formats.

Isjtar Vandebroeck: There is the technical advancement that we’re kind of waiting on. I mean, we’re trying to push to get there, but it’s quite hard. It’s that we’re trying to make some type of porosity between the different realities. First of all, having a body in VR when you’re wearing the headset is still a problem that is not completely solved. There are solutions for it but they tend to be kind of weird. It takes a lot of your space, you can’t really work on anything else. This is then the subject of what you’re doing. This is an area which is advancing but which is not there yet. 

Another thing is we would like to see if it’s possible with some kind of mocap or whatever to have the audience having some presence to people wearing a headset so that the barriers become more fluid and we can start working again on how can we work with this friction between the different realities in an interesting way. There are a lot of advances in this area right now, which are until now too expensive for us to use. But they have a lot of potential artistically, I think, of really developing this idea of XR to more than just a term which brings things together, but really as a concept of “how can you you tell this with this”, but maybe that interacts with that and you get all these different layers that get stacked in a way which I think is artistically very interesting…

Isjtar Vandebroeck: We actually have a running joke inside CREW with one of our actors. Every time we put on the headset, he says “Do you know the film The Matrix?” (Laughs)(…).

I’m a big fan of science fiction. I read a lot of science fiction, but also science fiction like J. G. Ballard and things like this. But we try to make our work not too sciencefictionny because it very easily becomes a cliche and you’re immediately in the video game aesthetic. This is something we avoid, even if I love video games, for example, Death Stranding is a big inspiration for me. Different types of things: Stalker by Tarkovsky, Hellraiser by Clive Barker, Ghost in the Shell, The Atrocity Exhibition by J. G. Ballard, Journey, a very emotionally bonding videogame, Titane by Julia Ducourneau, Cronenberg, Junji Ito, etcetera.). 

Eric Joris: Eyeopeners for me were the performances of the Japanese Dumb Type collective in the nineties, the work of Stelarc, the videos of Matthew Barney and more recently those of Laure Prouvost. In literature, Carlo Rovelli and Alva Noë are of inspiration.

I just read an interesting reflection on ‘Peer Gynt’ of Hendrik Ibsen. The play was beyond the capacities of the theater of the day: the sequences of images in language and visual composition became technically only possible in the later medium  of cinema. With that observation in mind: which present movies, games, performances would we pick that go beyond the capacities of their medium and in fact should use XR? 

(…)

Anyway you need to have a good view of what’s happening around you in terms of books, movies, and all kinds of things. But that is not leading us in a direct way to making something. It’s rather: “oh, can we use this or that”. But if you are looking for things that could have been inspiring or that were really worthwhile for me, another one I would name is La Jetée of Chris Marker (…)

Isjtar Vandebroeck:  I think there’s another film which is very important to us. It’s not a film that I’m particularly fond of, but it’s very illustrative of some of the concepts that we work on, which is Inception (Christopher Nolan). I think this is a film which has influenced us because it works also with different layers of immersion that interact. For me personally, when I saw this movie, it also made me want to create worlds…

Eric Joris: We used the example of ‘Inception’  during a 2011 CVMP conference with a slightly provocative claim that we would rather DO what Inception is about than TELL its story. With our ‘headswap’ configuration at that moment we could indeed ‘engineer reality’. 

In fact, if you look at our daily use of technology and media from a distance it is clear that our whole reality is already very much layered. It is what Ballard  called “the science fiction of the present day”. 

(…)

Our whole reality is already layered. It’s already a science fiction type of reality.

Anxious Arrivals – CREW
Anxious Arrivals – CREW