「多層世界の中のもうひとつのミュージアム」について

もうひとつのICC

展覧会を解体し,再考するために

身体を持っていく/展覧会を持ってくる

About the exhibition

A New Kind of ICC

ICC’s activities have the roots in “InterCommunication ’91: The Museum Inside the Telephone Network,” in 1991. This was a virtual museum that was created inside the telephone lines of Tokyo and its seven surrounding prefectures. The science fiction trend of “cyberpunk,” which likened the data domain inside computer networks to a virtual space, calling it “cyberspace,” and used it as a setting for new stories, emerged in the mid-1980s, but in those days, the internet had not yet been commercialized and was not open to the general public. “The Museum Inside the Telephone Network,” which was held several years later, used the telephone, which was in those days our most familiar tool of communication, to realize the idea of an “invisible museum” that had the space inside the network of telephone lines as its venue. In the museum, people could use their phones to listen to talks by famous artists and philosophers from around the world and to musical works. They could also use their fax machines to receive drawings and articles. It was a premonition of the kind of virtual information space that was to manifest in later years. Moreover, interactive works created with the use of push-button phones also appeared, and people were trying things that would pioneer media art, which became a major trend in the 1990s.

In 1995, this event was upgraded to “InterCommunication ’95: on the Web—The Museum Inside the Network,” the concept of which was a virtual museum without a physical venue. Its venue was cyberspace on the internet, which was at last starting to become more mainstream. In other words, the venue was a broad-ranging environment created by global networks. The 1995 event explored changes in awareness brought about by computer, the creative potential in telecommunications networks, and other forms of expression since the advent of the internet that are still relevant today. Hands-on experiences using web browsers and applications, and real-time video performances connecting remote locations by networks were some of its features. Then, from when the ICC opened in the real space in 1997 until the present day, which has come to be known as the post-Internet age, when the internet has completely permeated our daily lives, many different ideas have been trialed. They include experiments that incorporated the internet into exhibitions and the exhibited works. In this way network technology has continued to occupy an important position as the foundation of ICC’s activities, including the web and digital archives.

Concepts such as “mirrorworlds,” “digital twins,” and “common ground” have become the target of attention in recent years. These terms represent the fact that, against a backdrop of increasingly fast telecommunications and computer processing, a digital information space that corresponds to the real world and that can be used for high-precision simulation is starting to become a reality. Further, the global COVID-19 pandemic that struck in 2020 cast a renewed spotlight on the digital information space. Due to the pandemic, many art museums were forced to cancel or postpone their exhibitions. Unable to welcome visitors physically, they tried holding these exhibitions online, and artists also experimented with releasing their works online. In the midst of this kind of social change, perhaps there is meaning in envisaging new, completely different models for exhibitions at ICC as well.

This year, ICC will build Virtual Hatsudai and Hyper ICC, a new kind of ICC, as online platforms. Inheriting the legacy of past attempts at the virtual museum, they will seek to explore visions for a new age and their possibilities. The first of these new endeavors, “The Museum in the Multi-layered World,” is an exhibition that will be rolled out at ICC’s two venues—online and in real life. Envisaging a wide range of visitors, it has been conceived so that visitors can experience the exhibition in multiple layers—at home, at the exhibition venue, and in between. Linking this new kind of ICC and ICC in the real-world space, we hope to expand them both as spaces for a variety of new endeavors.

HATANAKA Minoru (Chief Curator, ICC)

To Break Down and Re-examine Exhibitions

Today, in 2021, due to the spread of COVID-19, various measures are still in place in many places, such as stay home directives and border closures. Activities that, until recently, had once been pursued as a matter of course are now being restricted, and drastic changes have become unavoidable. I believe that this situation is giving us the opportunity to re-examine the continuum of activities in which artists create their works and present them at exhibitions, and to bring about change. In the year or so since COVID-19 started to spread in earnest, many exhibitions have been cancelled or postponed, and there has been a multitude of experiments in virtual exhibitions and live events on the internet and inside online games. In these endeavors, I can sense new possibilities and changes that have been born from a response to the current state of society. On the other hand, I also believe we can find hints for dealing with the current situation hidden in history as well.

For example, in terms of presenting art in ways that are not premised on exhibitions in real-world spaces, we can recall the “Post-Internet” net art trend that was active around 2010. Post-Internet artists carried out many and varied endeavors that did not necessarily emphasize exhibiting in real-world spaces. They included holding 3D CG virtual exhibitions on the internet, making fake videos of opening parties for exhibitions that were never actually held, and treating manipulated photographs of exhibited works as the original works, instead of the actual exhibits. With these ventures, these artists seemed to be trying to check, one by one, the kinds of textures that are unique to the internet, something that has now become a part of our everyday life. We could see them as experiments in exhibition formats that emerged by necessity from the fact that net art itself often did not fit in well with existing forms of “exhibitions.”

Let’s go back even further, to those early days when the internet was just beginning to become widespread. Around this time, the word “multimedia” was a popular buzzword. It referred to a kind of media that integrated individual media that have inherently different forms, such as text, images, video, and sound, allowing them to be handled in the same layer. It is the kind of thing that we see as a matter of course today in webpages and smartphone apps on a daily basis. Nobody ever refers to them specifically as “multimedia” anymore. However, if we elaborate on that concept, we could say that the form of “exhibition” we have experienced in real-world spaces until now have often been places of “multimedia,” in which multiple, different forms of media are integrated and arranged together. The situation we now find ourselves in is that the question of what exhibitions should look like in the future, as places for integrating differing media, is once more being asked.

At ICC, where “The Museum in the Multi-layered World” takes place, held an experimental event way back in 1991, before it even opened, called “InterCommunication ’91: The Museum Inside the Telephone Network.” This event took the form of a virtual museum that used telephone lines. It could be accessed by multiple means, including telephone, fax, and computer, and visitors could enjoy and experience works of various media, including dialogues, readings, music, and comics. This event, which formed the origin of ICC, was not premised on a physical exhibition space and took the form of multiple media running concurrently with each other. We can look back on how it overlaps with the current situation.

Now, under current circumstances, if we are to experiment with and think about exhibitions once more, I believe we need to first break down the forms that have been integrated into existing exhibitions and line them up alongside each other. At that time, exhibitions will no longer be a collection or integration of works in a single space or time, but will likely become more fragmented and multilayered. The Museum in the Multi-layered World presents these kinds of fragmented, multilayered work and several ways of experiencing them. It has been produced as a new platform for ICC that will continue to evolve into the future. Through these endeavors, I hope we can continue to experiment with and explore a vision for exhibitions that differs from what we have seen to date.

TANIGUCHI Akihiko

Taking Ourselves to the Exhibition/Bringing the Exhibition to Us

For some time now, artists have been exhibiting their works, not only in real-life spaces such as art museums and galleries, but also on networks such as the internet and in virtual spaces. Today, due to the global spread of COVID-19 since last year, there are more opportunities than ever to see those works on the internet and other networks.

These opportunities have also prompted us to think about our own bodies as we appreciate and experience these works on our computer screens or smartphones in the comfort of our homes. For example, how differently, or indeed, how similarly, do our bodies react when we experience these works by actually going to exhibitions compared to experiencing them online? We also have the chance to think about what can be done to bring the physical experience into the online (in the screen) experience.

When we go to an exhibition, we have to physically travel from our homes to the exhibition venue. We walk, ride in a train, use escalators and elevators, and travel the streets in cars or buses. When we have access to works on networks, such as live streaming, we do not need to go anywhere physically, and instead, we can enjoy them from the comfort of our own home, or outside the home on our smartphone.

However, it can be surprising how our minds stray when viewing live streams or artworks on our computers. When our concentration lapses even just a little, we might find ourselves clicking on a different tab with our cursor, going to get a drink from the refrigerator, or looking up what we are viewing on Wikipedia. The window gets progressively smaller and tucked away in a corner, and sometimes we can’t even find the tab anymore. So we click on the tab again or relaunch the app and start watching again. In some ways, this may be just the same as physically visiting an exhibition at a venue (although it does feel like we are making multiple trips).

Physically going to an exhibition, screening, or performance venue, and experiencing it on a computer or smartphone may seem like very separate things in terms of the physical movement of our bodies, but they might actually be quite similar. What we may need is some kind of movement (not necessarily physical) and preparation, to a greater or lesser degree, to leap from the environment we are currently in to the environment of the exhibition.

Do we move our fingers, our legs, our whole body? Do we bring the exhibition to us, or do we go to it? Works actually exhibited on networks are closer to the concept of bringing it to us (to our computer), and going to the actual exhibition is more in the realm of taking ourselves to it. When we think about this from the perspective of the physical experience, if we were to simply bring real-space exhibitions into the virtual space as is, perhaps we would become less and less satisfied.

What does the experience of appreciating an exhibition, precisely because it is in the virtual space, look like? Any effort to explore this question would start from observing the physical behavior of our bodies when we connect to the virtual world. There are appreciation experiences that are unique to the real-world space. Instead of considering virtual spaces and other environments simply as alternative means to the real world, I want to think more multilaterally about the experiences that each of those environments engender, and about what experiences are unique to those environments.

TOKISATO Mitsuru