Recent developments in image-making techniques have resulted in a drastic blurring of the threshold between the world of the image and the real world. Immersive and interactive virtual environments have enabled the production of pictures that elicit in the perceiver a strong feeling of being incorporated in a quasi-real world. In doing so such pictures conceal their mediateness (their being based on a material support), their referentiality (their pointing to an extra-iconic dimension), and their separateness (normally assured by framing devices), paradoxically challenging their status as images, as icons: they are veritable “an-icons”.
This kind of pictures undermines the mainstream paradigm of Western image theories, shared by major models such as the doctrine of mimesis, the phenomenological account of image-consciousness, the analytic theories of depiction,
the semiotic and iconological methods. These approaches miss the key counter-properties regarding an-icons as "environmental" images: their immediateness, unframedness, and presentness. Subjects relating to an-icons are no longer visual observers of images; they are experiencers living in a quasi-real environment that allows multisensory affordances and embodied agencies.
AN-ICON aims to develop “an-iconology” as a new methodological approach able to address this challenging iconoscape. Such an approach needs to be articulated in a transdisciplinary and transmedial way:
1) HISTORY – a media-archaeological reconstruction will provide a taxonomy of the manifold an-iconic strategies (e.g. illusionistic painting, pre-cinematic dispositifs, 3D films, video games, head mounted displays);
2) THEORY – an experiential account (drawing on phenomenology, visual culture and media studies) will identify the an-iconic key concepts;
3) PRACTICES – a socio-cultural section will explore the multifaceted impact of an-iconic images, environments and technologies on contemporary professional domains as well as on everyday life.
This kind of pictures undermines the mainstream paradigm of Western image theories, shared by major models such as the doctrine of mimesis, the phenomenological account of image-consciousness, the analytic theories of depiction,
the semiotic and iconological methods. These approaches miss the key counter-properties regarding an-icons as "environmental" images: their immediateness, unframedness, and presentness. Subjects relating to an-icons are no longer visual observers of images; they are experiencers living in a quasi-real environment that allows multisensory affordances and embodied agencies.
AN-ICON aims to develop “an-iconology” as a new methodological approach able to address this challenging iconoscape. Such an approach needs to be articulated in a transdisciplinary and transmedial way:
1) HISTORY – a media-archaeological reconstruction will provide a taxonomy of the manifold an-iconic strategies (e.g. illusionistic painting, pre-cinematic dispositifs, 3D films, video games, head mounted displays);
2) THEORY – an experiential account (drawing on phenomenology, visual culture and media studies) will identify the an-iconic key concepts;
3) PRACTICES – a socio-cultural section will explore the multifaceted impact of an-iconic images, environments and technologies on contemporary professional domains as well as on everyday life.
Overview
Contributors
PINOTTI ANDREA
Scientific Manager
Departments involved
Dipartimento di Filosofia Piero Martinetti
Principale
Type
H2020_ERC - Horizon 2020_Europern Research Council
Funder
EUROPEAN COMMISSION
External Organization Funding Organization
Date/time interval
September 1, 2019 - August 31, 2024
Project duration
60 months
Research Areas
Concepts
Keywords (27)
AESTHETICS
ARTS-BASED RESEARCH
AVATAR
COMMUNICATION AND INFORMATION
DESIGN
EMBODIMENT
HISTORY OF ART AND ARCHITECTURE
HYPERTHERMALS
ILLUSION
IMAGE THEORY
IMMEDIATENESS
IMMERSIVITY
INTERACTIVITY
MEDIA
MEDIA NARCHAEOLOGY
METAPHYSICS
MULTISENSORIALITY
NETWORKS
PARTICIPATION
PHENOMENOLOGY
PHILOSOPHICAL ANTHROPOLOGY
PRESENTNESS
TECHNOAESTHETICS
TRANSPARENCY
UNFRAMEDNESS
VISUAL AND PERFORMING ARTS
VISUAL CULTURE STUDIES
No Results Found
Publications
Outputs (112)
Artistic creation as screen work. Mapping virtual spaces of production
RIVISTA DI ESTETICAROSENBERG & SELLIER
2025
Academic Article
Open Access
Becoming pixels. Shame, body perception, and avatars from real to virtual worlds
RETI SAPERI LINGUAGGIIL MULINO
2025
Academic Article
Reserved Access
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Bolle di atmosfera: L’immaginario filmico della cupola geodetica
FATA MORGANALUIGI PELLEGRINI EDITORE
2025
Academic Article
VIRTUAL (REALITY) LANDSCAPES. From Panorama to Immersive Digital Places
COMUNICAZIONI SOCIALIVITA E PENSIERO
2025
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Open Access
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2025
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Beyond the gaze, towards the body: early feminist film theory as a matrix of visual culture studies
VISUAL CULTURE STUDIESMIMESIS
2024
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Il corpo altrove. Incompiuto del sentire e storicità del soggetto in Merleau-Ponty
PHILOSOPHY KITCHEN2024
Academic Article
Open Access
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La Messa non è finita. Le tecnologie digitali e la promessa del “super”
I CASTELLI DI YALE ONLINEI CASTELLI DI YALE ONLINE
2024
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2024
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2024
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2024
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2024
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Portrait of a Girly Girl: When Recording a Video Selfie is a Feminist Practice
CINÉMA & CIEMILANO UNIVERSITY PRESS
2024
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Open Access
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Rape or “rape”? Questioning the boundaries between the physical and the virtual
STUDI DI ESTETICAMIMESIS EDIZIONI
2024
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2024
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The head-set as a lover: Pornography and the eroticism of immersive devices
NEW TECHNO HUMANITIESELSEVIER
2024
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2024
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2024
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2023
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2023
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Epistemology of the Feelies. Aldous Huxley’s Brave New World and the Dream of Smell Media
CINÉMA & CIEMILANO UNIVERSITY PRESS
2023
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Open Access
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Exploring an-icons, between media archaeology, cultural history, memory studies and contemporary applications
IMG JOURNALUNIVERSITÀ DI BOLOGNA. ALMA MATER STUDIORUM. DIPARTIMENTO DI SCIENZE DELL'EDUCAZIONE GIOVANNI MARIA BERTIN
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Gravitational Fields. Attraction, Roundness, and Operationality of Immersive Images
CINÉMA & CIEMILANO UNIVERSITY PRESS
2023
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2023
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Immagini algoritmiche come prove visive : Il “metodo” Forensic Architecture
LA VALLE DELL'EDEN2023
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2023
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2023
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Reframing Second-Wave Feminism Through Fashion Industry and Augmented Reality. Recent Trends in Judy Chicago’s Work
JOLMAEDIZIONI CA’ FOSCARI
2023
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Open Access
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2023
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Testing innovative preparation tools for immersive virtual environments. A case study in the didactics of Art
IUL RESEARCHIUL UNIVERSITÀ TELEMATICA DEGLI STUDI
2023
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Virtual Domes. Utopian architecture at the dawn of Virtual Reality
AISTHESISFIRENZE UNIVERSITY PRESS : ASSOCIAZIONE CULTURALE SPES
2023
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2022
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Between the mind and the senses: Jean Mitry’s approach to cinematic consciousness
AN-ICONMILANO UNIVERSITY PRESS
2022
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Calco mobile. La costruzione del reale nelle produzioni di non-fiction immersiva
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2022
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2022
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2022
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2022
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Les ruines comme médias virtuels. Visualiser et contre-visualiser l’anthropocène
ELEPHANT & CASTLEUNIVERSITÀ DEGLI STUDI, BERGAMO
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Making Interaction Accessible: Virtual and Augmented Reality for Eye Contact Training in Autism Spectrum Disorder
ITALIAN JOURNAL OF SPECIAL EDUCATION FOR INCLUSIONPENSA MULTIMEDIA
2022
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On the razor’s edge: the (virtual) image between illusion and deception
AN-ICONMILAN UNIVERSITY PRESS
2022
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2022
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Staying Here, Being There. Bilocation, Empathy, and Self-Empathy in Virtual Reality
BOLLETTINO FILOSOFICODIPARTIMENTO DI STUDI UMANISTICIM UNIVERSITÀ DELLA CALABRIA
2022
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2022
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2021
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Cyberspazio e realtà virtuale. L’esperienza della spazialità negli ambienti digitali
AESTHETICA. PRE-PRINTMIMESIS
2021
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Dreamlike Environments: “Story-living” in Virtual Reality Installations
CINERGIEMIMESIS : ALMA MATER STUDIORUM UNIVERSITÀ DEGLI STUDI DI BOLOGNA
2021
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Immersi nell’irreale. Prospettive an-iconiche sull’arte contemporanea dall’ambiente alla realtà virtuale
CARTE SEMIOTICHELA CASA USHER
2021
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Immersive Monuments : Social Memory and Trauma Processing in Video Games and Virtual Reality
MÉMOIRES EN JEU2021
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2021
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Making Room for the Story: Storytelling and Interaction in Virtual Environments
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2021
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Virtual Reality as A Time-Dissolving Machine in Distressing Medical Treatments. Current Perspectives and Future Directions
RETI SAPERI LINGUAGGIIL MULINO
2021
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2020
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2020
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2020
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2025
Book
Emersioni : Realtà aumentata e poteri dell’immaginazione
BIBLIOTECA. ESTETICA E CULTURE VISUALIMELTEMI
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2023
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Sguardi che bruciano : Un'estetica della vergogna nell'epoca del virtuale
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2022
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Alla soglia dell’immagine : Da Narciso alla realtà virtuale
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From Cyberspace to Virtual Space: Media-Phenomenological Aspects of Immersive Digital Environments
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Playing VR against itself : Immersive environments between hypermediation and remediation
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2025
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Facing oneself : Out-of-body experience, immersion, and the remediation of cinema through virtual reality
CINEMA AND TECHNOLOGYAMSTERDAM UNIVERSITY PRESS
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Interview with Valentina Temporin
MILANO UNIVERSITY PRESS2025
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Non voler “essere lì” : Sul valore documentale delle immagini panoramiche nel processo per gli attentati del 13 novembre 2015 a Parigi
I SAGGI DI LEXIAARACNE
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Real Space – Virtual Space: From Sound Helmets to VR Headset
MILANO UNIVERSITY PRESS2025
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2025
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2025
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Autour d’une certaine tendance de la pensée contemporaine : Agentivité et performativité
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Going Environmental : An-Icons and the Challenge of Digital Technologies
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La grille comme interface entre le corps et l’espace, du classicisme hollywoodien à la réalité virtuelle
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Oltre la vergogna : Lo sguardo sul corpo tra dispositivi indossabili e realtà virtuale
BIBLIOTECA. ESTETICA E CULTURE VISUALIMELTEMI
2023
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Revenants: On the animation of dead people’s portraits in contemporary technoculture
TECHNICITIESEDINBURGH UNIVERSITY PRESS
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2023
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The Avatarization of the (Self)Portrait. Notes Towards a Theological Genealogy of the Virtual Self
EDINBURGH UNIVERSITY PRESS2023
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Una questione di pulizia : Il lavoro di riproduzione sociale tra arte contemporanea e nuovi media
BIBLIOTECA. ESTETICA E CULTURE VISUALIMELTEMI
2023
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2023
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2022
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From cave to CAVE : Immersive environments in the paleocybernetic age
EDIZIONI FONDAZIONE RAGGHIANTI STUDI SULL’ARTE LUCCA2022
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Immersi nelle immagini : Idee per un lemmario visuale contemporaneo
QUADERNO DI VILLA GHIRLANDASILVANA EDITORIALE
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2021
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Silhouette di mercenari : Lo stile di Team Fortress
BIBLION EDIZIONI2021
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2020
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Cyber-Theo: Reflections on the Theological Roots of Contemporary Digital Technologies
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2023
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Real Space-Virtual Space : Aesthetics, Architecture, and Immersive Environments
MILANO UNIVERSITY PRESS2025
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2024
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2024
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Immersioni quotidiane : Vita ordinaria, cultura visuale e nuovi media
BIBLIOTECA. ESTETICA E CULTURE VISUALIMELTEMI
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360°. L’immagine ambientale nelle arti visive tra realtà virtuale e aumentata
PIANO BALMA MATER STUDIORUM
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2020
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2022
Exhibit
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2021
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2022
Review
Notes on Blindness: Into Darkness
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Il soggetto decentrato
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Lo spazio virtuale e il corpo umano
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