In contexts where aesthetic representations of
landscape
have been implicated in colonial processes of appropriation and environmental
governance
, how far do emerging AR/VR works digitally reproduce or transform dominant representations of forest spaces?
To make the VR work Re-Animated, artist Jakob Kudsk Steensen undertook fieldwork in Kauaʻi, Hawaiʻi to collect and 3D-scan native plants. He also accessed the American Museum of Natural History's collection of preserved Kauaʻi ʻōʻō birds (which is restricted to the public) and the Cornell Lab of Ornithology's digitised recording of the Kauaʻi ʻōʻō's mating call, heard by three biologists in the forests of Kauaʻi in 1984 and not heard since, and interviewed Douglas H. Pratt an American ornithologist. However, the work doesn't engage with Kanaka Maoli (Native Hawaiian) perspectives on the Kauaʻi ʻōʻō, or more deeply interrogate intertwined histories of colonial dispossession, ecological imperialism, and extraction feeding into natural history collection practices. In "Arrival", one section of Re-Animated, Kudsk Steensen does acknowledge the role of outsider perspectives and arrivals in Kauaʻi's colonial history, yet the digital forest landscape that viewers descend into feels like an emptied space, risking reproducing tropes of terra nullius that have been used to justify colonial land appropriation.
Kanaka Maoli (Native Hawaiian) technological and environmental practices suggest other possible engagements with real and virtual forest places. He Ao Hou (A New World) is a
video
game made largely by Kanaka Maoli youth through a workshop co-led by the Hawaiian education organisation Kanaeokana and the Initiative for Indigenous Futures. This Hawaiian-language game centres Hawaiian mo'olelo (histories/stories), knowledges, and values of aloha ‘āina (love of the land), and imagines environments in which they might flourish. Participants were involved in game
design
, storytelling, programming, and visual and sonic elements. Both the game and the workshop curriculum are downloadable.
Meanwhile, in Kauaʻi, the digital storytelling company Kauaʻi Dev have been working with the Kauai Community Science Center on a free Climate Connect
Virtual Reality
Program for Kauaʻi-based students. The programmes bring together digital, environmental, and cultural education to enable students to use virtual worldbuilding for climate storytelling and efforts to bring about change.
These workshop-based programmes suggest the potential of
digital technologies
to be mobilised through Indigenous methodologies to sustain and build resurgent Indigenous knowledges and relations. Virtual and gamified approaches can draw out elements of Kanaka Maoli epistemology, including storytelling and an emphasis on perspectival knowledges. However, given that many of the tools and software that these programmes use are owned and developed by large private corporations often located in settler states or former imperial powers, are there limits or risks to Indigenous appropriations of these technologies – can they be decolonised? Indigenous-led organisations such as the Indigenous Protocol and Artificial Intelligence Working Group are addressing these questions collectively, with a focus on how Indigenous epistemologies,
ontologies
, and protocols can shape emerging technological practices.