Empathy and nausea: virtual reality and Jordan Wolfson’s Real Violence

Jordan Wolfson’s Real Violence (2017) is a brief virtual reality (VR) piece that depicts the artist beating a man to death with a baseball bat. Wolfson uses the haptic possibilities of VR to rapidly induce nausea in the viewer, an act that both relies on empathetic aspects of VR simulation – ‘empath...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Journal of visual culture 2020-04, Vol.19 (1), p.28-46
Hauptverfasser: Bollmer, Grant, Guinness, Katherine
Format: Artikel
Sprache:eng
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 46
container_issue 1
container_start_page 28
container_title Journal of visual culture
container_volume 19
creator Bollmer, Grant
Guinness, Katherine
description Jordan Wolfson’s Real Violence (2017) is a brief virtual reality (VR) piece that depicts the artist beating a man to death with a baseball bat. Wolfson uses the haptic possibilities of VR to rapidly induce nausea in the viewer, an act that both relies on empathetic aspects of VR simulation – ‘empathy’ here linked with its history in German aesthetic psychology as Einfühlung – and is a confrontational distancing that questions the politics of ‘empathetic’ immersion. Real Violence demonstrates how contemporary judgments of VR and empathy repeat debates from the late 19th and early 20th centuries, reinventing and emptying particular political/aesthetic strategies that have long characterized a strain of modernist art that uses the formal possibilities (and limits) of media in order to critique the very same possibilities (and limits). This article, through its discussion of Wolfson’s work, seeks to identify and inhabit the complex contradictions present in any discussion of empathy, transgressive confrontation, and the social function of art and VR today. It examines the limitations of immersion and emotional projection, along with the limitations of interpreting this work (and VR in general) as a means for enacting ‘progressive’ social and ideological change through the immersive, empathetic capacities of media. The article concludes by arguing that judgments of Real Violence (and the politics of ‘transgressive’ art more broadly) require assuming the will or intent of an artist who uses confrontation and transgression to ‘correct’ the experience of the viewer, which is something that cannot be assumed for either Wolfson or Real Violence, and rather his work is exemplary of emptying out the possibilities represented by both VR and critical aesthetic intervention.
doi_str_mv 10.1177/1470412920906261
format Article
fullrecord <record><control><sourceid>sage_cross</sourceid><recordid>TN_cdi_crossref_primary_10_1177_1470412920906261</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sage_id>10.1177_1470412920906261</sage_id><sourcerecordid>10.1177_1470412920906261</sourcerecordid><originalsourceid>FETCH-LOGICAL-c323t-83d3a37ed11902e1b265112048a308e6c3969fc7e4f5df63a888329cfacc96513</originalsourceid><addsrcrecordid>eNp1kM1KxDAUhYMoOI7uXeYFqrlJJj_uZBgdZUAQf5blmibaodMOSSvMzteY1_NJbKkrwdW93O-cy-EQcg7sAkDrS5CaSeCWM8sUV3BAJqAlZNxaedjvPc4GfkxOUlozxofLhCwXmy22HzuKdUFr7JLHK_pZxrbDikaPVdmO7L6JBdb0talCaurvr32ijz2mL2VT-dr5U3IUsEr-7HdOyfPN4mm-zFYPt3fz61XmBBdtZkQhUGhfAFjGPbxxNQPgTBoUzHjlhFU2OO1lmBVBCTTGCG5dQOdsLxVTwsa_LjYpRR_ybSw3GHc5sHxoIv_bRG_JRkvCd5-vmy7WfcL_9T8xfl2R</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>Empathy and nausea: virtual reality and Jordan Wolfson’s Real Violence</title><source>SAGE Complete A-Z List</source><creator>Bollmer, Grant ; Guinness, Katherine</creator><creatorcontrib>Bollmer, Grant ; Guinness, Katherine</creatorcontrib><description>Jordan Wolfson’s Real Violence (2017) is a brief virtual reality (VR) piece that depicts the artist beating a man to death with a baseball bat. Wolfson uses the haptic possibilities of VR to rapidly induce nausea in the viewer, an act that both relies on empathetic aspects of VR simulation – ‘empathy’ here linked with its history in German aesthetic psychology as Einfühlung – and is a confrontational distancing that questions the politics of ‘empathetic’ immersion. Real Violence demonstrates how contemporary judgments of VR and empathy repeat debates from the late 19th and early 20th centuries, reinventing and emptying particular political/aesthetic strategies that have long characterized a strain of modernist art that uses the formal possibilities (and limits) of media in order to critique the very same possibilities (and limits). This article, through its discussion of Wolfson’s work, seeks to identify and inhabit the complex contradictions present in any discussion of empathy, transgressive confrontation, and the social function of art and VR today. It examines the limitations of immersion and emotional projection, along with the limitations of interpreting this work (and VR in general) as a means for enacting ‘progressive’ social and ideological change through the immersive, empathetic capacities of media. The article concludes by arguing that judgments of Real Violence (and the politics of ‘transgressive’ art more broadly) require assuming the will or intent of an artist who uses confrontation and transgression to ‘correct’ the experience of the viewer, which is something that cannot be assumed for either Wolfson or Real Violence, and rather his work is exemplary of emptying out the possibilities represented by both VR and critical aesthetic intervention.</description><identifier>ISSN: 1470-4129</identifier><identifier>EISSN: 1741-2994</identifier><identifier>DOI: 10.1177/1470412920906261</identifier><language>eng</language><publisher>London, England: SAGE Publications</publisher><ispartof>Journal of visual culture, 2020-04, Vol.19 (1), p.28-46</ispartof><rights>The Author(s), 2020</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c323t-83d3a37ed11902e1b265112048a308e6c3969fc7e4f5df63a888329cfacc96513</citedby><cites>FETCH-LOGICAL-c323t-83d3a37ed11902e1b265112048a308e6c3969fc7e4f5df63a888329cfacc96513</cites><orcidid>0000-0002-7729-0638</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://journals.sagepub.com/doi/pdf/10.1177/1470412920906261$$EPDF$$P50$$Gsage$$H</linktopdf><linktohtml>$$Uhttps://journals.sagepub.com/doi/10.1177/1470412920906261$$EHTML$$P50$$Gsage$$H</linktohtml><link.rule.ids>314,780,784,21817,27922,27923,43619,43620</link.rule.ids></links><search><creatorcontrib>Bollmer, Grant</creatorcontrib><creatorcontrib>Guinness, Katherine</creatorcontrib><title>Empathy and nausea: virtual reality and Jordan Wolfson’s Real Violence</title><title>Journal of visual culture</title><description>Jordan Wolfson’s Real Violence (2017) is a brief virtual reality (VR) piece that depicts the artist beating a man to death with a baseball bat. Wolfson uses the haptic possibilities of VR to rapidly induce nausea in the viewer, an act that both relies on empathetic aspects of VR simulation – ‘empathy’ here linked with its history in German aesthetic psychology as Einfühlung – and is a confrontational distancing that questions the politics of ‘empathetic’ immersion. Real Violence demonstrates how contemporary judgments of VR and empathy repeat debates from the late 19th and early 20th centuries, reinventing and emptying particular political/aesthetic strategies that have long characterized a strain of modernist art that uses the formal possibilities (and limits) of media in order to critique the very same possibilities (and limits). This article, through its discussion of Wolfson’s work, seeks to identify and inhabit the complex contradictions present in any discussion of empathy, transgressive confrontation, and the social function of art and VR today. It examines the limitations of immersion and emotional projection, along with the limitations of interpreting this work (and VR in general) as a means for enacting ‘progressive’ social and ideological change through the immersive, empathetic capacities of media. The article concludes by arguing that judgments of Real Violence (and the politics of ‘transgressive’ art more broadly) require assuming the will or intent of an artist who uses confrontation and transgression to ‘correct’ the experience of the viewer, which is something that cannot be assumed for either Wolfson or Real Violence, and rather his work is exemplary of emptying out the possibilities represented by both VR and critical aesthetic intervention.</description><issn>1470-4129</issn><issn>1741-2994</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><recordid>eNp1kM1KxDAUhYMoOI7uXeYFqrlJJj_uZBgdZUAQf5blmibaodMOSSvMzteY1_NJbKkrwdW93O-cy-EQcg7sAkDrS5CaSeCWM8sUV3BAJqAlZNxaedjvPc4GfkxOUlozxofLhCwXmy22HzuKdUFr7JLHK_pZxrbDikaPVdmO7L6JBdb0talCaurvr32ijz2mL2VT-dr5U3IUsEr-7HdOyfPN4mm-zFYPt3fz61XmBBdtZkQhUGhfAFjGPbxxNQPgTBoUzHjlhFU2OO1lmBVBCTTGCG5dQOdsLxVTwsa_LjYpRR_ybSw3GHc5sHxoIv_bRG_JRkvCd5-vmy7WfcL_9T8xfl2R</recordid><startdate>202004</startdate><enddate>202004</enddate><creator>Bollmer, Grant</creator><creator>Guinness, Katherine</creator><general>SAGE Publications</general><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0002-7729-0638</orcidid></search><sort><creationdate>202004</creationdate><title>Empathy and nausea: virtual reality and Jordan Wolfson’s Real Violence</title><author>Bollmer, Grant ; Guinness, Katherine</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c323t-83d3a37ed11902e1b265112048a308e6c3969fc7e4f5df63a888329cfacc96513</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Bollmer, Grant</creatorcontrib><creatorcontrib>Guinness, Katherine</creatorcontrib><collection>CrossRef</collection><jtitle>Journal of visual culture</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Bollmer, Grant</au><au>Guinness, Katherine</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Empathy and nausea: virtual reality and Jordan Wolfson’s Real Violence</atitle><jtitle>Journal of visual culture</jtitle><date>2020-04</date><risdate>2020</risdate><volume>19</volume><issue>1</issue><spage>28</spage><epage>46</epage><pages>28-46</pages><issn>1470-4129</issn><eissn>1741-2994</eissn><abstract>Jordan Wolfson’s Real Violence (2017) is a brief virtual reality (VR) piece that depicts the artist beating a man to death with a baseball bat. Wolfson uses the haptic possibilities of VR to rapidly induce nausea in the viewer, an act that both relies on empathetic aspects of VR simulation – ‘empathy’ here linked with its history in German aesthetic psychology as Einfühlung – and is a confrontational distancing that questions the politics of ‘empathetic’ immersion. Real Violence demonstrates how contemporary judgments of VR and empathy repeat debates from the late 19th and early 20th centuries, reinventing and emptying particular political/aesthetic strategies that have long characterized a strain of modernist art that uses the formal possibilities (and limits) of media in order to critique the very same possibilities (and limits). This article, through its discussion of Wolfson’s work, seeks to identify and inhabit the complex contradictions present in any discussion of empathy, transgressive confrontation, and the social function of art and VR today. It examines the limitations of immersion and emotional projection, along with the limitations of interpreting this work (and VR in general) as a means for enacting ‘progressive’ social and ideological change through the immersive, empathetic capacities of media. The article concludes by arguing that judgments of Real Violence (and the politics of ‘transgressive’ art more broadly) require assuming the will or intent of an artist who uses confrontation and transgression to ‘correct’ the experience of the viewer, which is something that cannot be assumed for either Wolfson or Real Violence, and rather his work is exemplary of emptying out the possibilities represented by both VR and critical aesthetic intervention.</abstract><cop>London, England</cop><pub>SAGE Publications</pub><doi>10.1177/1470412920906261</doi><tpages>19</tpages><orcidid>https://orcid.org/0000-0002-7729-0638</orcidid><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 1470-4129
ispartof Journal of visual culture, 2020-04, Vol.19 (1), p.28-46
issn 1470-4129
1741-2994
language eng
recordid cdi_crossref_primary_10_1177_1470412920906261
source SAGE Complete A-Z List
title Empathy and nausea: virtual reality and Jordan Wolfson’s Real Violence
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-09T21%3A18%3A42IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-sage_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Empathy%20and%20nausea:%20virtual%20reality%20and%20Jordan%20Wolfson%E2%80%99s%20Real%20Violence&rft.jtitle=Journal%20of%20visual%20culture&rft.au=Bollmer,%20Grant&rft.date=2020-04&rft.volume=19&rft.issue=1&rft.spage=28&rft.epage=46&rft.pages=28-46&rft.issn=1470-4129&rft.eissn=1741-2994&rft_id=info:doi/10.1177/1470412920906261&rft_dat=%3Csage_cross%3E10.1177_1470412920906261%3C/sage_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rft_sage_id=10.1177_1470412920906261&rfr_iscdi=true