Le riproduzioni del volto umano iperrealistiche e ottenute tramite procedimenti meccanici di duplicazione sono usate da millenni per documentare l’identità personale al di là di ogni possibile dubbio. Se i nostri volti reali sono lo strumento che ci permette di presentarci agli altri individui, la loro riproduzione meccanica – dai calchi alla fotografie– è generalmente considerata come la via più sicura per garantire una perfetta corrispondenza tra l’immagine e il suo referente. Le foto che campeggiano su carte d’identità e passaporti devono il loro valore documentario (e quindi legale) al fatto che presentano in certo senso noi stessi, testimoniando fedelmente la nostra identità grazie al procedimento automatico con cui vengono prodotte. Il semplice fatto che un’immagine appaia tanto realistica genera in chi la osserva l’idea che sia stata ottenuta per via meccanica, e quest’idea, a sua volta, produce una credenza nella verità oggettiva dell’immagine stessa, che viene quindi a essere considerata come un documento attendibile. Ma cosa accade quando la tradizionale associazione tra iperrealismo, meccanicità e verità oggettiva viene scardinata? Nel 2017 l’artista francese Raphaël Fabre è riuscito a ottenere una carta d’identità ufficiale usando un’immagine generata al computer invece che una fotografia. L’uso di particolari software gli ha consentito di produrre un ritratto in cui il referente (il corpo in carne e ossa) è del tutto assente. Il suo “documento” identitario va quindi considerato, propriamente, come un mocumento, dal momento che l’immagine che ne ha permesso la validazione non è (ontologicamente) una fotografia, ma appare (fenologicamente) perfettamente identica a una fotografia: è quella che propongo di chiamare una pseudografia, cioè un’immagine iperrealistica che tuttavia non deriva da alcun processo automatico di riproduzione. Prendendo le mosse da questo specifico case study, mi concentrerò sulla sempre più evidente sovrapposizione tra reale e virtuale, tra realtà in carne e ossa e “irrealtà” digitale, prendendo in esame i problemi sociali, etici e legali che la (con)fusione tra i due ambiti può facilmente generare, come reso evidente dall’uso delle riproduzioni digitali dei volti nei cosiddetti deepfake.
Historically, hyperrealistic and mechanically produced replicas of the human face have been used to document personal identity beyond any possible doubt. If our real faces present ourselves to the rest of the world, their mechanical reproduction – from cast to photography – has been regarded as the most adequate way to guarantee a perfect correspondence between the image and its referent. A passport photo owes its documentary and legal value to the fact that it is, in a way, my self, for it provides evidence of my identity thanks to the automatic, noninterventionist character of the reproduction process. The simple fact that a picture “looks so real” evokes in the observer the idea that it must have been mechanically produced, and this, in turn, immediately generates the belief in its objective truth. As a result, the image achieves the status of a reliable document. Yet what happens when the traditional association between hyperrealism, mechanicalness, and objective truth is disentangled? In 2017, French artist Raphaël Fabre successfully applied for a national identity card by submitting a computer-generated portrait of him instead of a real photograph. Thanks to different software commonly employed for creating special effects in the cinema and the videogame industry, Fabre succeeded in obtaining an official document where the actual body is absent, being nothing but the result of artificial processes: a mockument, or in the artist’s own words, “a version of videogame, fiction”. The age-old contrast between “being” and “being perceived” resurfaces in a new guise, for this picture is no longer a photograph, but it looks exactly like a photograph: it is a pseudograph, a hyper-realistic image that, however, does not derive from any authomatic process of production whatsoever. Starting from this specific case study, my talk shall focus on the question of the invasiveness of the digital to reality by taking into account the social, legal, and even ethical problems that such an interweaving of actual reality and digital (un)reality can easily arise, as the misuse of digitally reproduced faces in so-called deepfakes has made more and more evident.
Documenti o mockumenti? Volto e identità all’epoca dei deepfake
Pietro Conte
2020-01-01
Abstract
Historically, hyperrealistic and mechanically produced replicas of the human face have been used to document personal identity beyond any possible doubt. If our real faces present ourselves to the rest of the world, their mechanical reproduction – from cast to photography – has been regarded as the most adequate way to guarantee a perfect correspondence between the image and its referent. A passport photo owes its documentary and legal value to the fact that it is, in a way, my self, for it provides evidence of my identity thanks to the automatic, noninterventionist character of the reproduction process. The simple fact that a picture “looks so real” evokes in the observer the idea that it must have been mechanically produced, and this, in turn, immediately generates the belief in its objective truth. As a result, the image achieves the status of a reliable document. Yet what happens when the traditional association between hyperrealism, mechanicalness, and objective truth is disentangled? In 2017, French artist Raphaël Fabre successfully applied for a national identity card by submitting a computer-generated portrait of him instead of a real photograph. Thanks to different software commonly employed for creating special effects in the cinema and the videogame industry, Fabre succeeded in obtaining an official document where the actual body is absent, being nothing but the result of artificial processes: a mockument, or in the artist’s own words, “a version of videogame, fiction”. The age-old contrast between “being” and “being perceived” resurfaces in a new guise, for this picture is no longer a photograph, but it looks exactly like a photograph: it is a pseudograph, a hyper-realistic image that, however, does not derive from any authomatic process of production whatsoever. Starting from this specific case study, my talk shall focus on the question of the invasiveness of the digital to reality by taking into account the social, legal, and even ethical problems that such an interweaving of actual reality and digital (un)reality can easily arise, as the misuse of digitally reproduced faces in so-called deepfakes has made more and more evident.File | Dimensione | Formato | |
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