WOMEN ART
WOMEN ART & TECHNOLOGY
ART & TECHNOLOGY
EDITED BY
JUDY MALLOY
FOREW0RD BY
PAT B E N T S O N
Women, Art, and Technology
leonardo
Roger F. Malina, series editor
Designing Information Technology, Richard Coyne, 1995
Technoromanticism: Digital Narrative, Holism, and the Romance of the Real,
Richard Coyne, 1999
Metal and Flesh: The Evolution of Man: Technology Takes Over, Ollivier Dyens,
2001
The Visual Mind, edited by Michele Emmer, 1994
The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet,
edited by Ken Goldberg, 2000
The History of Virtual Art and Its Future, Oliver Grau, 2003
Leonardo Almanac, edited by Craig Harris, 1994
In Search of Innovation: The Xerox PARC PAIR Project, edited by Craig Harris,
1999
The Digital Dialectic: New Essays on New Media, edited by Peter Lunenfeld, 1999
Women, Art, and Technology, edited by Judy Malloy, 2003
The Language of New Media, Lev Manovich, 2000
Immersed in Technology: Art and Virtual Environments, edited by Mary Anne
Moser with Douglas MacLeod, 1996
Information Arts: A Survey of Art and Research at the Intersection of Art, Science,
and Technology, Stephen Wilson, 2002
Women, Art, and Technology
edited by
Judy Malloy
The MIT Press
Cambridge, Massachusetts
London, England
2003 Massachusetts Institute of Technology
All rights reserved. No part of this book may be reproduced in any form by any
electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.
This book was set in Garamond 3 and Bell Gothic by Achorn Graphic Services,
Inc.
Printed and bound in the United States of America.
Library of Congress Cataloging-in-Publication Data
Women, art, and technology / edited by Judy Malloy.
p. cm — (Leonardo)
Includes bibliographical references and index.
ISBN 0-262-13424-1 (hc. : alk. paper)
1. Art and technology—History—20th century. 2. Technology and women—
History—20th century. I. Malloy, Judy. II. Leonardo (Series) (Cambridge,
Mass.)
N72.T4W66 2003
700′.1′05082—dc21
2002045178
Contents
series foreword
foreword: the leonardo women, art, and technology
project
Patricia Bentson
preface
introduction: at the intersection of art and technology
in a time of transformation
Judy Malloy
I
ix
xii
xv
xx
Overviews
1
women and the search for visual intelligence
Patric D. Prince
2
the poetics of interactivity
Margaret Morse
16
3
women, body, earth
Sheila Pinkel
34
4
restructuring power: telecommunication works
produced by women
Anna Couey
5
II
6
through the looking glass
Kathy Brew
2
54
86
Artists’ Papers
my love affair with art: video and installation work
Steina
104
7
transmission
Joan Jonas
8
the individual voice as a political voice: critiquing
and challenging the authority of media
Dara Birnbaum
114
134
9
small leaps to ascend the apple tree
Jo Hanson
10
shifting positions toward the earth: art and
environmental awareness
Helen Mayer Harrison and Newton Harrison
160
process(ing) interactive art: using people as paint,
computer as brush, and installation site as canvas
Sonya Rapoport
180
touch-sensitivity and other forms of subversion:
interactive artwork
Lynn Hershman
192
11
12
13
bicycle tv: expo ’92 installation
Nancy Paterson
14
acoustic and virtual space as a dynamic element
of music
Pauline Oliveros
15
“i always like to go where i am not supposed to be”
Rebecca Allen with Erkki Huhtamo
16
algorithmic art, scientific visualization, and teleimmersion: an evolving dialog with the universe
Donna J. Cox
17
my autobiographical media history: metaphors of
interaction, communication, and body using
electronic media
Agnes Hegedüs
148
206
212
224
242
260
18
reflections on some installation projects
Judith Barry
276
19
do while studio
Jennifer Hall and Blyth Hazen
290
Contents
vi
20 tech work by heart
Brenda Laurel
302
21 imagine a space filled with data . . .
Monika Fleischmann and Wolfgang Strauss
312
22 landscape, earth, body, being, space, and time in the
immersive virtual environments osmose and ephémère
Char Davies
322
23 sound installations and spatialization
Cécile Le Prado
338
24 a tool is a tool
Pamela Z
348
25 production and reproduction
Nell Tenhaaf
362
26 your words, my silent mouth: trying to make
narrative sense out of nonnarrative work (a brief
collection of interviews and polemics in the interest
of aesthetic quasi-clarity)
Allucquère Rosanne Stone
27 video arte povera: lo-fi rules!
Valerie Soe
28 face settings: an international co-cooking and
communication project by eva wohlgemuth and
kathy rae huffman
Kathy Rae Huffman
376
388
398
29 diane fenster: the alchemy of vision
Diane Fenster and Celia Rabinovitch
412
30 pigs, barrels, and obstinate thrummers
Linda Austin and Leslie Ross
426
31 fleshmotor
Dawn Stoppiello with Mark Coniglio
440
III
Concluding Essays
32 embodiment and narrative performance
Jaishree K. Odin
Contents
vii
452
33
34
35
36
brazilian counterparts: old histories and new
designs
Simone Osthoff
466
technology has forgotten them: developing-world
women and new information technologies
Martha Burkle Bonecchi
478
crossing the threshold: examining the public space
of the web through day without art web action
Carol Stakenas
492
contested zones: futurity and technological art
Zoë Sofia
appendix: listing of web site contents
contributors
index
Contents
viii
502
523
527
531
Series Foreword
The cultural convergence of art, science, and technology provides ample
opportunity for artists to challenge the very notion of how art is produced
and to call into question its subject matter and its function in society.
The mission of the Leonardo book series, published by the MIT Press, is
to publish texts by artists, scientists, researchers, and scholars that present
innovative discourse on the convergence of art, science, and technology.
Envisioned as a catalyst for enterprise, research, and creative and scholarly experimentation, the book series enables diverse intellectual communities to explore common grounds of expertise. The Leonardo book series
provides a context for the discussion of contemporary practice, ideas, and
frameworks in this rapidly evolving arena where art and science connect.
To find more information about Leonardo/ISAST and to order our publications, go to Leonardo Online at 〈http://mitpress.mit.edu/Leonardo/〉
or send e-mail to 〈leo@mitpress.mit.edu〉.
Joel Slayton
Chair, Leonardo Book Series
Book Series Advisory Committee: Pamela Grant-Ryan, Michael Punt, Annick Bureaud, Allen Strange, Margaret Morse, Craig Harris.
LEONARDO/INTERNATIONAL SOCIETY FOR THE ARTS, SCIENCES,
AND TECHNOLOGY (ISAST)
Leonardo, the International Society for the Arts, Sciences, and Technology, and the affiliated French organization, Association Leonardo, have
two simple goals:
•
•
To document and make known the work of artists, researchers, and
scholars who are interested in the ways that the contemporary arts
interact with science and technology and
To create a forum and meeting places where artists, scientists, and engineers can meet, exchange ideas, and, where appropriate, collaborate.
When the journal Leonardo was started some thirty-five years ago, these
creative disciplines existed in segregated institutional and social networks,
a situation dramatized at that time by the debates initiated by the 1959
publication of C. P. Snow’s Two Cultures. Today we live in a time of
cross-disciplinary ferment, collaboration, and intellectual confrontation
enabled by new hybrid organizations, new funding sponsors, and the
shared tools of computers and the Internet. Above all, new generations
of artist researchers and researcher artists are now at work individually
and in collaborative teams bridging the art, science, and technology disciplines. Perhaps in our lifetime we will see the emergence of “new Leonardos”—creative individuals or teams who will develop a meaningful art
for our times, drive new agendas in science, and stimulate technological
innovation that addresses today’s human needs.
For more information on the activities of the Leonardo organizations and networks, please visit our Web site at 〈http://mitpress.mit.edu/
Leonardo〉.
Roger F. Malina
Chair, Leonardo/ISAST
ISAST Board of Directors: Martin Anderson, Mark Resch, Sonya Rapoport, Stephen Wilson, Lynn Hershmann Leeson, Joel Slayton, Penelope
Finnie, Curtis Karnow, Mina Bissell, Beverly Reiser, Piero Scaruffi, Ed
Payne.
WOMEN, ART, AND TECHNOLOGY
Women, Art, and Technology is a volume of manuscripts produced by
women artists, curators, critics, and theoreticians. Edited by Judy Malloy,
this collection of critical commentaries and artists’ documentaries serves
to illuminate the important historical contribution to art-and-technology
Series Foreword
x
enterprises by women. Women, Art, and Technology provides insight into
essential artistic frameworks that helped shape several generations of artists
and define the field of new media.
Providing a scholarly forum for women artists, researchers, and theorists to write about their work has long been a consideration of Leonardo.
In 1993 the Leonardo Women, Art, and Technology Project, under the
guest editorship of Judy Malloy, focused on the achievements of women
artists and functioned as a catalyst for this book. Introductory essays by
critical theorists Patric Prince, Margaret Morse, Sheila Pinkel, Anna
Couey, and Kathy Brew set the stage for the central collection of artists’
writings that include both pioneers and contemporary artists describing
their work, methods, and concepts. Women, Art, and Technology presents
a vast terrain of creative and scholarly exploration, ranging from the experimental video and installation works of Steina to the genetic engineering
systems of Nell Tenhaaf. Several generations of artists including Rebecca
Allen, Diane Fenster, Monika Fleischmann, Lynn Hershman, Brenda
Laurel, Pauline Oliveros, and Pamela Z (among many others) are represented. Important to their writings is the framing of contemporary discourses provided by Jaishree K. Odin, Simone Osthoff, Martha Burkle
Bonecchi, Carol Stakenas, and Zoë Sofia.
The Leonardo Book Series is proud to include Women, Art, and
Technology.
Joel Slayton
Series Foreword
xi
Foreword: The Leonardo Women, Art, and
Technology Project
Patricia Bentson
Leonardo Special Project Manager
The Leonardo Women, Art, and Technology Project began in 1993 with
the primary aim of encouraging women artists working with technologybased media to write about their work. The tremendous response to the
project confirms the importance of recognizing these artists: since the start
of the project, we have received proposals and papers from all over the
world in response to our letters of invitation, our published calls for papers, and word of mouth. The result is a cross-section of writings about
works in a variety of media, styles, and forms, created for a variety of
purposes—some to explore the visual, aural, and textual possibilities of
new media; some to comment on the artists’ lives, communities, or on the
world around them; and some to push the boundaries of the technologies
themselves.
Leonardo began publication in Paris in 1968, led by founding editor
and kinetic artist Frank Malina, who modeled the journal after the science
journals he read and wrote for during his first career in astronautics.
Malina envisioned Leonardo as being a vehicle of communication for
artists who worked with media involving science and technology and as
having a primary focus on artists’ writings about their own work. Notable
papers were published in Leonardo’s early years by art-and-technology
pioneers Colette Bangert, Margaret Benyon, Ruth Leavitt, Vera Molnar,
Jasia Reichardt, Sonia Landy Sheridan, and others, effectively archiving
the concepts and technological bases behind a number of early groundbreaking works. The journal has come to serve as an archive documenting
technology-based artworks as the technologies on which the works are
based and exhibited become obsolete. As computer and technological sys-
tems and media evolve and are reinvented and as the viewing of a number
of early works on original equipment is becoming impossible, papers such
as these chronicle the art of the times.
Since the mid-1980s, under the editorship of Frank’s son and successor
Roger Malina, Leonardo has focused on special projects guided by guest
editors working within targeted areas, often relating to specific media or
research such as telecommunications art or artificial-life art. Over the
years, however, we noted that women artists were not responding in large
numbers to the calls for papers based on media. While the number of
artists, including women, working with tech-based forms have increased
steadily over the years, by the early 1990s the number of papers by women
artists received at Leonardo still lagged far behind those by men. A notable
exception was the Art and Social Consciousness special issue, Leonardo 26,
no. 5 (1993), which was guest-edited by Sheila Pinkel. This topic-focused
rather than medium-focused issue features a number of articles that were
written by both women and men artists about their artworks that address
social and political issues. Currently, through the Women, Art, and Technology Project and other special projects, Leonardo seeks to connect communities across gender, geographic, and disciplinary boundaries.
When the Women, Art, and Technology Project began, led by guest
editor Judy Malloy, it was our hope that the project would convince many
artists that writing about their work is important. Some artists find it
difficult to write about their work, preferring to express themselves solely
through their artworks. Rigorous writing can be challenging, even painful.
However, many artists discover that the process of writing can also help
Foreword
xiii
them view their own work in new ways—teaching them much about their
processes and aiding their future work.
Early in the project two goals were defined: (1) to increase the numbers
of women artists writing and publishing in the journal Leonardo, thereby
ensuring that the works and concepts of women artists are included in
the full discussion of tech-based art (the writings published in the journal
are not set aside or labeled as “women’s writings”) and (2) to publish a
selection of the papers in a book, as part of the Leonardo Book Series,
providing another context by stepping back and recognizing the roles of
women artists in contemporary media at this point in time. Dozens of
papers have been published in the journal since the project began; with
publication of this book, both goals have been reached.
It is with great excitement that everyone at Leonardo greets the publication of this volume. We are indebted to Judy Malloy for her dedication
to the project and the book; to Doug Sery of the MIT Press for his recognition of the importance of the topic for the Leonardo Book Series; to
the California Tamarack Foundation for its early support and encouragement of the project; and to all the authors who have participated in the
project by documenting their work in the book, in the journal, or on the
Web. We hope that this volume will encourage additional women artists
to document their work, methods, and concepts.
Foreword
xiv
Preface
You/I approach this comprehensive volume as we would approach a work
of interactive art—Carolyn Guyer’s Quibbling,1 for instance, where the
narrative is unfolded in four separate parts (and you may or may not
discover how they are related) or Brenda Laurel and Rachel Strickland’s
virtual environment Placeholder, which participants enter as a spider,
snake, fish, or crow “and thereby experience aspects of its unique visual
presentation.”2
“Another ancient myth binds the ordering of time and space to the
efficacy of the narrative string, implying gender and heteronormative processes in its production,” Sue Ellen Case has written. “As the ancients
told it, there was a maze.”3
You/I, beholding or assuming the shape of its inhabiting minotaur,
holding and following multiple threads, are negotiating this information
maze that art has become. We navigate this volume knowing that at the
turn of the century many paths emerge from the matrix where art, technology, and gender intertwine.
We (reader, artist, viewer) cannot expect to remain passive, either in
experiencing and immersing ourselves in new-media artworks or in formulating answers and questions about the intersection of new media and
gender at the turn of the century—questions such as the dichotomy between the evidence set forth in this book of a strong, influential, central
female presence in the field of new media and the continuing male domination of the computer industry.
By its weight, this book makes clear that women’s voices are now integral in new-media art practice. Therefore, this book does not need to
reinforce the stereotype that women are not interested in technology or
to chronicle the changing ratio of female to male voices as the online
environment evolves.
Nevertheless, as Jane Yellowlees Douglas has noted, “It is still the norm
for commercial interactive infotainments to be male centered. . . . The
choice is, essentially, to either go along with the thing and strap on the
virtual phallus, or drop out entirely.”4
“Gender matters,” Dawn Mercedes wrote in the online panel Gender
Identity in New Media. “It is that simple and that complex. Our identities
are shaped by rigid patriarchal structures that function as constant barriers
to self-definition. Our technologies, in turn, evolve from androcentric,
gendered perspectives. Therefore, gender, along with many other contextual factors, is an influential consideration with regard to how artists and
viewers perceive, understand, and think about art in the age of new
media.”5
Conversely, in the same online panel, Helen Thorington stated that
“For me the question of gender has been fading. . . . Perhaps it’s a function
of age, perhaps of an environment in which women function far more
comfortably and with far more opportunities than they did when I was
younger.”6
Other women viewed the female position in the art and technology
environment with wary optimism. “The electronic arts liberated me
from the prejudice that I faced when I was a woman painter,” Cynthia
Rubin wrote. But she added that “In recent years, as the computer has
become more accessible to more people, the old prejudices are creeping
back in.”7
Aviva Rahmani commented that “As in race issues, I also see the discrimination as more subtle and sophisticated and therefore harder to
fight.”8
“In my studies of hypertext, I have often wrestled with difference,”
Carolyn Guertin wrote, addressing the question of the impact of the creator’s gender on the work itself. “ ‘Do women use hypertext differently
from men?’ is not a question that I have ever been able to answer, nor
am I certain that it is a distinction that I want to make. . . . I too could
name men who had used similar techniques in most approaches. However, I have found broad-based tendencies born largely of feminist politics
and projects.”9
Preface
xvi
“Is the tech-art made by women different from men? This is the heavy
question,” Annick Bureaud emphasized. “The answer is yes and no (not
very helpful, I know). No, in the sense that if you list all the women in
tech art and their artwork, you will not find a ‘common’ ground that
make those artworks special or different from a gendered point of view.”
Those works that address feminist or lesbian issues do have a commonality, she notes, “. . . which is already identified as they precisely work into
that direction. Yes, if you consider some specific artworks for which you
have this strange ‘knowledge’ that they could not have been done by the
other gender.”10
The complexity and centrality of the issue of gender was noted by
Catherine Richards and Nell Tenhaaf in the documentation for the bioapparatus seminar at the Banff Center. They referred to the bioapparatus
as a “gendered territory,” but rather than creating a category that focused
on gender issues, they chose to integrate gender into questions of race,
class, and cultural differences: “This idea encompasses gender issues that
can be raised within a reexamination of historical and contemporary constructs of nature and culture, mind and body, and machine and spirit.”11
Similarly, the powerful sense of postcolonial identity that characterizes
the Internet at its best pervades both the artwork that this collection of
writings describes and also the field as a whole. At the intersection between
art and technology, boundaries are emphasized: “This work is about those
empty hands that are on the fringe of the Web,” Rejane Spitz has written
about her Web work Private Domain. “It is about those words that cannot
be translated, about those emotions that cannot be shared, and those
meanings that cannot be understood by people from other cultures. It is
about the richness of human beings living in their different realities, with
their own systems of ideas, concepts, rules, and meanings.”12
Boundaries are disrupted: “We have expanded a single gender identity
(the feminine) to include a sexual synthesis (the hermaphrodite), which
has collapsed into an in-between condition (intersex) that echoes the sexual indifferentiation attributed to angels,” Maria Klonaris and Katerina
Thomadaki have written about the work Orlando-Hermaphrodite II. Their
multimedia installation centers around an excerpt from Virginia Woolf ’s
Orlando in which the sleeping hero wakes up as a woman: “What should
remain hidden makes itself manifest: the feminine as a disrupting force
ruining gender order.”13
Preface
xvii
And sometimes boundaries are transcended. For instance, in her paper
in this book, Carol Stakenas writes that “I have annually coordinated
Creative Time’s DWA Web Action to facilitate the coming together of
individuals and organizations to defy the geographical boundaries and
unite publicly around the grave impact of the AIDS pandemic.”
The following texts offer an array of inviting doors. Although neither
a definitive gender definition nor a separation of genders is ultimately
desirable, a consideration of gender identity is implicit in the opening
and entering.
Judy Malloy
NOTES
1.
Caroline Guyer, Quibbling (Cambridge, MA: Eastgate Systems, 1993).
2.
Brenda Laurel and Rachel Strickland, “Placeholder,” in Mary Anne Moser with
Douglas MacLeod, eds., Immersed in Technology, Art and Virtual Environments (Cambridge, MA: MIT Press, 1996), 297–298.
3.
Sue Ellen Case, “Eve’s Apple or Women’s Narrative Bytes,” MFS Modern Fiction
Studies 43, no. 3 (1997): 631–650.
4.
Jane Yellowlees Douglas, “Virtual IntimacyTM and the Male Gaze Cubed: Interacting
with Narratives on CD-ROM,” Leonardo 29, no. 3 (1996): 207–213.
5.
Dawn Mercedes, “Keynote,” in Judy Malloy, ed., Gender Identity in New Media, an
online interactive document created as a part of the Invencao Conference, Sao Paulo,
Brazil, 1999. Available at 〈http://www.judymalloy.net/identity/panel.html〉.
6.
Helen Thorington, comments posted in “Open Forum,” in Malloy, Gender Identity.
7.
Cynthia Rubin, comments posted in “Panel 1” in response to statements by Dara
Birnbaum and Agnes Hegedüs, in Malloy, Gender Identity.
8.
Aviva Rahmani, comments posted in response to Anna Couey, “Keynote,” in Malloy,
Gender Identity.
9.
Carolyn Guertin, comments posted in “Panel 1” in response to statements by Dara
Birnbaum and Agnes Hegedüs, in Malloy, Gender Identity.
Preface
xviii
10. Annick Buread, comments posted in response to Anna Couey, “Keynote,” in Malloy,
Gender Identity.
11. Catherine Richards and Nell Tenhaaf, eds., Virtual Seminar on the Bioapparatus
(Banff, Alberta: Banff Centre for the Arts, 1991), 8.
12. Rejane Spitz, in Paul Hertz, “Colonial Ventures in Cyberspace,” Leonardo 30, no.
4 (1997): 249–259.
13. Maria Klonaris and Katerina Thomadaki, “The Feminine, the Hermaphrodite, the
Angel: Gender Mutation and Dream Cosmogonies in Multimedia Projection and Installation (1976–1994),” Leonardo 29, no. 4 (1996): 273–282.
Preface
xix
Introduction
Judy Malloy
Once in a lifetime, if you are lucky, you may have the opportunity to be present at the birth of something special, something
possessing tremendous power. You know that you yourself don’t
have that power, but you have been vouchsafed the vision, the
knowledge that somewhere very close by, somewhere you can
actually get to, it lies, still helpless but huge with promise. And
no matter how we manage to reinterpret its purpose later, in the
pale illumination that hindsight provides, we know the power
of the thing is the force that drives our daily work and us ourselves and the whole damn universe. Whether it expresses itself
as speciation or linguistic diversity or the restlessness of fashion,
we’re looking at the same phenomenon: The power of Change.
Transformation. Trans.
—allucquère rosanne stone1
At the intersection of art and technology in this time of transformation,
it has been a joy to compile a volume that both documents the work of
women who have been working innovatively with art and technology for
many decades, such as Rebecca Allen, Joan Jonas, Lynn Hershman,
Brenda Laurel, Pauline Oliveros, Nancy Paterson, Sonya Rapoport, and
Steina, and includes projects and voices now integral in the field, such as
Dawn Stoppiello and Mark Coniglio’s Troika Ranch dance collaboration;
The Day With(out) Art telecom project produced by Carol Stakenas, and
visual artist Diane Fenster who describes herself as a “modern alchemist
who transforms electrical patterns into art.”
In this field, there is a curator-driven push for works that integrate the
fastest, newest equipment. Yet hardware, despite its deceptively solid presence, is ephemeral. Abandoned IBM ATs and Apple IIIs lie in the corners
of salvage barns, the victims of upgrades or industrial support decisions,
and although UNIX survives (almost smothered under the weight of commercial interfaces), other excellent operating systems on which seminal
works of computer-mediated art were designed to run—Apple DOS and
MS-DOS, for instance—have been left for dead or imperfectly emulated
by the very institutions that produced them.
No book can fully describe an actual experience of art, but until emulators of superseded systems become widely available, extensive documentation is likely to be the final form of many computer-mediated artworks.
Therefore, documentation and inclusive, comprehensive resources are essential. Given the many years needed to produce a volume of this size, this
book was not intended to focus on the latest thing. Rather it documents a
substantial number of the artists whose work was integral in the formation
of the field, while at the same time it looks to the future.
In addition to the foreword by the current Women, Art, and Technology Project manager, Leonardo senior editor Pat Bentson, this source volume is organized in three parts. Introductory chapters provide an overview
to the history and understanding of the field. Classic papers originally
published in Leonardo document core work that was created as many as
twenty years ago; papers written expressly for this book by women whose
work has shaped/is reshaping the field are interspersed with the classic
papers. To close the book, five critical essays either compliment the
Introduction
xxi
introductory overviews or set the stage for a future new media practice
that is diverse and inclusive.
OVERVIEWS
With their individual experience of the work and their knowledge of the
field as a whole, critics can significantly increase our artist/scholar/viewer
understanding. In the five introductory chapters of this book, critic and
curator Patric D. Prince; Margaret Morse, critic and professor of film and
digital media at the University of California at Santa Cruz; Sheila Pinkel,
artist, associate professor of art at Pomona College; artist and information
activist Anna Couey; and artist Kathy Brew, who was director of the New
York City initiative ThunderGulch, set the stage for the book’s central
collection of artists’ documentation.
Patric Prince documents the work of Collete Bangert, Lillian Schwartz,
Vera Molnar, and other computer art pioneers in “Women and the Search
for Visual Intelligence.” And she sets forth the evidence of computer art
as an artmaking system that requires a “deeply involved understanding
of the diverse elements connected to the process and the intellectual ability
to control a complex procedure.”
Describing the work of Christine Tamblyn, Lynn Hershman, Sara
Roberts, Sonya Rapoport, and Catherine Richards, among others, in “The
Poetics of Interactivity,” Margaret Morse portrays a deep and persistent
interactivity—“expressed not only in art, but ubiquitously in every sphere
of contemporary life where chips reside, from automatic tellers and garagedoor openers to computers that access discs, CD-ROMs and the World
Wide Web.”
In “Women, Body, Earth” Sheila Pinkel documents artists who have
focused on some aspect of body or environmental representation in their
work, such as Kim Abeles, Linda Benglis, Coco Fusco, Suzanne Lacy, and
Cindy Sherman. “The challenge for women,” she concludes, “is to continue this intensity of activity, to remain true to the interior voice that
gives veracity and energy to art making, to continue to lobby for parity,
and to generate innovative solutions for exhibition and change.”
In “Restructuring Power: Telecommunications Works Produced by
Women” Anna Couey, whose own works have involved the construction
and use of communication systems as social sculpture, emphasizes the
Introduction
xxii
tremendous influence that communications technologies have had “in
shaping individual and cultural perceptions across the planet.” Through
interviews with early women network artists including Lucia Grossberger
Morales, Karen O’Rourke, Sherrie Rabinowitz, and Lorri Ann Two Bulls,
Couey highlights and preserves an important history.
In “Through the Looking Glass” Kathy Brew, who for over twenty
years has followed the intersection of multimedia and contemporary art—
where as she says “the journey is the destination”—reviews the work of
artists working in multimedia, including Maryanne Amacher, Laurie Anderson, Toni Dove, Beryl Korot, and Mary Lucier.
ARTISTS’ PAPERS
For several decades, artist-produced documentation has been with some
regularity the final form of performance and installation and other conceptually rooted art forms. The artist’s paper—a hybrid of conceptual art
documentation and of the technical paper—is also at the core of Leonardo’s publishing practice, and it has become an integral component of
new media practice.
In recognition both of Leonardo’s integral role in hosting the artistwritten paper and of the women who blazed trails in this field, the artists’
papers in this book include classic papers by pioneer video artist Steina,
musician-composer Pauline Oliveros, environmental artists Helen Mayer
Harrison and Newton Harrison; and three artists—Sonya Rapoport,
Lynn Hershman, and Nancy Paterson—whose work and ideas in interactive installation, developed over several decades, have been widely influential in the field.
Interspersed with the classic Leonardo papers are artists’ articles that
document the female creator’s role in shaping new media activity at the
turn of the century and that were written expressly for this book. In these
chapters, twenty-six artists describe work that has shaped new media in the
(sometimes intersecting) fields of video art, environmental art, computer
graphics, interactive art, sound, computer music, and dance. The order
of the chapters is not chronological but rather reflects the intertwining
of ideas and structure in this interdisciplinary field.
The artists’ papers begin with Steina’s “My Love Affair with Art: Video
and Installation Work,” in which she describes how her current multi-
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xxiii
channel video compositions evolved from the early days of video in the
late 1960s. “As soon as I had a video camera in my hand—as soon as I
had that majestic flow of time in my control—I knew I had my medium,”
she states.
In “Transmission” Joan Jonas weaves together performance, myth, her
ground-breaking video techniques, sound, time, and her evocative mirror
imagery—detailing one artist’s life-long, art-making quest. “The fact is,
the videos still dance and make music,” she concludes.
Dara Birnbaum’s “The Individual Voice as a Political Voice: Critiquing and Challenging the Authority of Media” describes works such
as her multimonitor Tiananmen Square: Break-In Transmission and documents her exploration of the fragmented relationship between viewer and
televised news.
In “Small Leaps to Ascend the Apple Tree” Jo Hanson describes the making of her seminal 1974 multimedia installation Crab Orchard Cemetery.
Chapters 10 to 14 are classic papers, originally published in Leonardo.
They document the work of five artists whose seminal work in the development of contemporary new media practice continues to creatively evolve.
In “Shifting Positions toward the Earth: Art and Environmental
Awareness,” among other works, Helen Mayer Harrison and Newton
Harrison describe their Lagoon Cycle that takes endangered estuarial lagoons as a starting point. They state, “The Lagoon Cycle can be read as
a story in seven parts; each part, as in a picaresque novel, is its own story.
It can be read as an array of storyboards for a very unusual movie. As
artists we see it as an environmental narrative, one of whose properties is
to envelop the reader with its form and subject matter.”
Sonya Rapoport describes her intellectual, information-based, interactive art works—Digital Mudra, for instance, where the mudra words you
select become “a gesture-dance sequence on the monitor,” and, as you
watch, the printer embodies them. In describing the deep interaction at
the heart of this work, she states that “the various responses of the participants created the media, i.e., the ‘paint’ to be mixed, manipulated, and
applied with the use of the computer ‘brush’—which developed into a
grand finale of an integrated interactive artwork.”
In Lynn Hershman’s film, Conceiving Ada, Ada (Augusta Ada Byron,
Countess of Lovelace, the first programmer in history) moves around the
film in a digital environment that could not have existed without her
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xxiv
original inventions. Hershman’s paper in this book, “Touch-Sensitivity
and Other Forms of Subversion: Interactive Artwork,” traces the origins
of her own interactive work, including the interactive videodisk Lorna
and the computer-mediated installation A Room of One’s Own.
Nancy Paterson documents Bicycle TV, an interactive installation that
uses real-time, full motion, prerecorded video imagery “to place the viewer
in an authentic rather than digital landscape.” In her chapter, Paterson
observes that the experience of producing and exhibiting Bicycle TV
resulted in her greater awareness “of the issues and questions that will
become increasingly relevant as more people are directly exposed to
virtual-reality environments.” She emphasizes the role of artists in not
only exploring the creative potential of virtual-reality systems, but also in
addressing issues of physical control and psychological manipulation in
electronic applications. “If our greatest challenge thus far has been the
development of the technology to make these systems possible, then our
next challenge will relate to the use and commercial application of these
systems,” she writes.
In “Acoustic and Virtual Space as a Dynamic Element of Music”
composer-musician Pauline Oliveros describes how her experiences as a
performer and composer relate to the development of her interest in
acoustics and technology. “Deep listening is listening in every possible
way to everything possible: this means one hears all sounds, no matter
what one is doing. Such intense listening includes hearing the sounds of
daily life, of nature, and of one’s own thoughts, as well as musical sounds.
Deep listening is my life practice,” she states.
In chapters 15 to 31—beginning with artist and designer Rebecca Allen’s “passionate relationship with innovative technology”—seventeen
artists whose work is situated in and merges computer graphics, animation, interactive art, virtual reality, communications, Internet applications, biotechnology, music, and dance—describe their work.
Interviewed by Erkki Huhtamo, Rebecca Allen discusses the evolution
of her work in computer graphics and animation.
Donna Cox details an “evolving dialog with the universe” in “Algorithmic Art, Scientific Visualization and Teleimmersion.”
Agnes Hegedüs documents the approaches to interactivity in her installation art, which “aims to configure a social dimension for the new digitally visual spaces of communication.”
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xxv
Judith Barry probes the role of technology in her installation work.
“This is not a linear description of my work but more an attempt to
delineate some of the questions that have interested me,” she writes.
“These include notions about the city and its architecture, public and
private space, rural and agrarian landscapes, first- and third-world relations of capital, the flow of information and its capital accumulation. This
list is not programmatic but reflects the way I have thought about how contemporary experiences and their representations might be interrogated.”
Jennifer Hall and Blyth Hazen document computer-mediated work,
such as Hall’s Acupuncture for Temporal Fruit, and they describe the community-based Do While Studio laboratory.
Brenda Laurel tells the story of Purple Moon, the software company
she founded: “I consider our work to have been a cultural success in the
sense that it touched the lives of millions of girls and gave them fresh
views of girlhood and a new portal into technology. But our business
failed.”
In “Imagine a Space Filled with Data” German artists and researchers
Monika Fleischmann and Wolfgang Strauss set forth their collaboratively
shaped communications spaces. “The old metaphors of explorer or navigator have remained the same: the language of the conqueror is apparent
to everyone on the Internet,” they write. “As artists, we explore aesthetic
strategies with communication processes to influence and transform the
development of the community of the future.”
Char Davies documents her immersive and virtual-reality environments which are grounded in nature as metaphor.
French composer/musician Cécile Le Prado writes about her sound
installations, such as The Triangle of Uncertainty: “In all these examples,
we are no longer in a concert situation or in a frontal relationship to the
music. Most of the time I try to immerse the listener in the middle of
the sound.”
Pamela Z eloquently describes her own work and the contemporary
environment for women composers and musicians.
Canadian artist and theorist Nell Tenhaaf documents her art-based
examinations of genetic engineering and artificial life in works such as
Apparatus for Self-organization and Orphaned Life-form.
Interlaced with descriptions of her installation Your Words, My Silent
Mouth. Allucquère Rosanne Stone examines the field as a whole. Of the
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xxvi
task ahead, she writes: “That task, if we choose it, is to create that physical
base for our work, to reach deep into the institutions that house us and
change them at their deep hearts. Such change is effected not by rhetoric,
not by revolution. In the postmodern prospect such change is accomplished
by viruslike structures carrying information that changes the way the organism’s cells self-replicate, so that over time the organism ineluctably incorporates that new information: the changed becomes the changer. In this
method, there is no battle, no confrontation. Instead, change simply is.”
In “Video Arte Povera: Lo-Fi Rules!” Valerie Soe emphasizes the integration of low-tech materials and social content in her works such as
Mixed Blood and Picturing Oriental Girls.
In “Face Settings: An International Co-cooking and Communication
Project” Kathy Rae Huffman details her work with Eva Wohlgemuth,
a collaborative communications project that integrated communications
issues and real-time food preparation and consumption.
With Celia Rabinovitch, Diane Fenster describes her use of digital tools
“to depict a new poetry, a multidimensional world of images.”
“Pigs, Barrels, and Obstinate Thrummers” by choreographer-dancer
Linda Austin and composer-performer-instrument builder Leslie Ross details their evocative and collaborative uses of interactive objects and mechanical devices in live performance.
To close the artists’ papers, Dawn Stopiello with Mark Coniglio describe the evolution of their computer-mediated dance collaboration that
operates in their words: “At the intersection of flesh and silicon, blood
and television, body and computer that our culture is in the midst of
splicing together.”
CONCLUDING ESSAYS
Beginning with “Embodiment and Narrative Performance,” in which
Jaishree Odin examines Shelley Jackson’s hyperfiction Patchwork Girl, the
book closes with a series of critical essays that complement the introductory overviews. “In politically informed narratives, hypertextual strategies
are indispensable for exploring the issues of embodiment and reinscription
of cultural or literary history that are pivotal in the works of women and
minority writers,” Odin emphasizes.
Simone Osthoff ’s “Women and Media Arts in Brazil” documents the
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xxvii
pioneering work of Jocy de Oliveira, Marcia X, Lygia Pape, and many
others.
Mexican critic Martha Burkle Bonecchi eloquently and persuasively
reminds us that technology has “forgotten” many women in the developing world.
Carol Stakenas, who annually coordinated Creative Time’s Day
With(out) Art Web Action, describes this collaborative network project,
which had at its heart “the coming together of individuals and organizations to defy the geographical boundaries and unite publicly around the
grave impact of the AIDS pandemic.”
To conclude the book, in the classic Leonardo paper “Contested Zones:
Futurity and Technological Art,” educator/researcher Zoë Sofia sets forth
the work of Australian artists VNA Matrix, Linda Dement, and many
others, stating, “I hope this chapter, by focusing interest on works by
contemporary women technological artists, contributes to their success in
shaping alternative futures that do not simply intensify the powers of the
already strong but enlarge the influence of the values and interests of those
not satisfied by the pursuit of the new as a good—or even a god—in
itself.”
AND THERE ARE MANY OTHERS
In one book and one associated Web site, it has been impossible to include
all the women artists who are working in new media, a fact that is a
testament to our central role in this field.
The work of many other women who are key players in the field—
Maria Blondeel; Red Burns; M. D. Coverly (Marjorie Luesebrink); Abbe
Don; Marjorie Franklin; Jacalyn Lopez Garcia; JoAnn Gillerman; Reiko
Goto; Carolyn Guertin; Carolyn Guyer; Tina LaPorte; Deena Larson;
Muriel Magenta; Ann Powers; Aviva Rahmani; Beverly Reiser; Cynthia
Beth Rubin; Anne-Marie Schleiner; Jill Scott; Helen Thorington; Victoria
Vesna—to name just a few, has been documented in Leonardo and/or
will be documented in the Web site associated with this book. These
artists are no less important than those included in this book. In many
cases, their papers were published fairly recently in Leonardo, and in the
book it seemed important to include previously unpublished papers as
well as seminal, classic papers.
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xxviii
In the Web site associated with this book, an opportunity exists for
continuing documentation. As Cathy Marshall wrote in a paper about
our collaborative hypernarrative, Forward Anywhere, “Closure was never
a goal of this piece.”2
NOTES
1. Allucquère Rosanne Stone, “Your Words, My Silent Mouth: Trying to Make Sense out
of Nonnarrative Work (A Brief Collection of Interviews and Polemics in the Interest of
Aesthetic Quasiclarity)” (chapter 26 in this volume).
2. Judy Malloy and Cathy Marshall, “Forward Anywhere,” in Lynn Cherny and Beth
Weise (eds.), Wired Women (Seattle, WA: Seal Press, 1996), 56–70.
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xxix
I
Overviews
1
Women and the Search for Visual
Intelligence
Patric D. Prince
When I was first introduced to computer art in 1980, the most interesting
aspect was the relationship between art and the obvious intelligence of
the artist. In addition to formulating the art idea, artists using computer
technology had to have the means to take it to fruition. I first appreciated
the concept of visual intelligence after talking to Frank Dietrich and reading his respected early history of the movement.1 The status of artists in
the West has changed from servant or artisan to member of the intellectual
elite (if Tom Wolfe is to be believed). Although artists proclaim that the
creative process is a vigorous intellectual exercise and should be recognized
as such, there is resistance to this belief. Nonetheless, here was an artmaking system that required a deeply involved understanding of the diverse elements connected to the process and the intellectual ability to
control a complex procedure. The use of a single “medium tool ideaspawner inspirational-focus” was compelling and exciting. There seemed
to be endless possibilities for new forms of artistic expression. What began
as picture storytelling in caves has evolved into elaborate conceptual experiences. Data visualization has expanded our understanding of the world
and, coupled with new methods of communication, makes amazing
changes in the way we deliver and receive information.
Women have participated in the computer art and technology movement from the first decade, learning to speak the language of the machine
as well as enjoying the implementation of ideas, techniques, and experiences derived from its inherent logical involvement. Early prominent practitioners include Colette Bangert, who works with her husband Jeff with
algorithmic processes; Vera Molnar, who works in heuristic techniques;
Jasia Reichardt, who works as a critical thinker and curatorial innovator;
and Lillian Schwartz, who is associated with appropriation art and pictorial analysis. These pioneer women contended with concepts and aesthetic
challenges that have become seminal and are the foundation of current
digital work.
IN AT THE BEGINNING
This adventure begins in the mid-1960s, when Jasia Reichardt sought to
show the world the new directions that art was taking. She was a curator
at the Institute of Contemporary Arts (ICA) in London and had just
opened an exhibition on concrete poetry. According to Reichardt,
Women and the Search for Visual Intelligence
3
The idea for Cybernetic Serendipity was born in the autumn of 1965 at the opening
of another exhibition at the old ICA that I had organized, called Between Poetry
and Painting. It was London’s first international exhibition of concrete and visual
poetry, and several people came from abroad to celebrate the event, including a
group from Stuttgart. One of them, a great supporter of concrete poetry, . . .
was Professor Max Bense. . . . [He] was a philosopher with an interest in generative
aesthetics and a taste for intellectual adventures. . . . Sometime during the next
few days, he asked me what I was going to do next, and I admitted that I didn’t
know. “Look into computers,” he suggested, and my work, on what was to become Cybernetic Serendipity, started the following day.2
Immediately after meeting with Max Bense, Reichardt began work on
the seminal computer exhibition Cybernetic Serendipity, which opened in
London in 1968 (figure 1.1). It was the first important exhibition of digital art to be held since the initial exhibitions of 19653 and included 325
participants, whose work was viewed by 60,000 visitors. She writes that
the exhibition “dealt with the relationship of the computer and the arts.
It was concerned with the exploration and demonstration of connections
between creativity and technology (and cybernetics in particular)—the
links between scientific or mathematical approaches, intuition, and the
more irrational and oblique urges associated with the making of music,
art, and poetry.”4 Her selection of artists, performers, and musicians was
acute: many have continued to captivate contemporary art, engaging viewers in further investigations of the mind. The catalog from the exhibition
has become, with a few notable exceptions, a guidebook for most of the
prominent art and technology work created to that time.
As curator, Reichardt discovered significant factors in conjunction with
this early exhibition of art and technology, one of which was that each
and every artwork needed to be explained to the general public. This
is an aspect of mounting new-media exhibitions that has not changed
substantially in the last thirty years. Even though the viewer has truly
become a participant in the art-making process, explanations are necessary
to overcome the reluctance and lack of experience that still exist, as well
as to mediate newer aesthetic modes inherent in new experiences.
Reichardt was at the forefront of understanding the need to redefine just
who was making the art experience. Was it the artist, the technologist, the
viewer participant, or a combination of all three? She states that early exhibi-
Patric D. Prince
4
Figure 1.1
Jasia Reichardt, Cybernetic Serendipity, 1968, Institute of Contemporary Arts, London. The exhibition
was designed by Franciszka Themerson. The site photo includes, in the foreground, Gordon Pask’s The
Colloquy of Mobiles and, behind them, the fiberglass spheres in which people could sit and listen to
computer-composed and computer-generated music.
Women and the Search for Visual Intelligence
5
tors made no distinction between artists using science and scientists expressing art ideas. The crossover artist scientist has become part of the arena of
digital art. Today, artists can choose to work in an intuitive mode; current
technology allows for direct interaction. The early artists had no options;
they had to learn to work directly with the language of the computer.
Reichardt has authored several books and articles. A recent curatorial
effort situated in Japan, titled electronically yours, was about electronic
portraiture. From Cybernetic Serendipity, the landmark curatorial experiment, computers in the arts became known to a wider population and
led eventually to the interest in art and technology today.
Research facilities like Bell Labs in Murray Hill, New Jersey, had the
means to support visual research. One of the best-known women working
in art and technology from the 1960s is Lillian Schwartz. She went to Bell
Labs in 1968 as one of a number of digital pioneers who were experimenting
with creative processes and the computer. Her early work includes collaboration with Ken Knowlton, author of BEFLIX, one of the original animation
programming languages. Over the years, she has worked in partnership with
distinguished mathematicians and scientists to produce a remarkable range
of digital artistic production, including film and animation, sculpture, and
two- and three-dimensional images. For her work in film and animation,
Schwartz has earned acclaim and many awards.
More recently, her work in analyzing pictorial data as well as her appropriation art has brought her worldwide recognition.5 Schwartz’s appreciation of the advantages and uncertainties associated with digital processing
is vital to understanding the significance of her works such as Big MOMA
(1984), in which she mapped images of works from the Museum of Modern Art in New York onto a simulation of a large female sculpture (also
from the collection). The compilation of images as well as the placement
of the works create an ironic statement that has become an influential icon
in the history of digital art. Picture processing and scanning techniques led
to the movement known as appropriation art, which incorporates works of
art into new works and redefines the interpretation of the ownership of
images: “Creation is a process that begins with the initial instinct to express
oneself and finishes in the attainment of the end result. The need to create
can be triggered from within oneself, from nature, from cultural surroundings, or from other works of art.”6 However, the issue of copyrights associated with digital appropriation is important today and has yet to be resolved.
Patric D. Prince
6
Collette Bangert and her husband, Jeff, have had an unusual creative
collaboration since the 1960s. They both have art degrees and “share form
preferences.” As a team, they concluded early in their careers that to produce credible works they would have to rethink their methodology. Instead of starting with the composition of a work, they have learned to start
with the mark itself. Jeff, a mathematician as well as an artist, examines the
aesthetic properties of algorithms. When they find something they believe
will produce an interesting mark, they then proceed with the composition
of the drawing. Collette and Jeff have been working in the digital realm
since 1967, when they both participated in an early programming seminar. Their first work, Spiral Coils (1967), is a plotted array of apparently
randomly placed spiral forms, ink on paper. They live in Kansas, the
geographical heartland of the United States, where the nature of the prairie has a visual impact on all forms of Colette’s and Jeff ’s work. Her
paintings reflect the aesthetic elements that are found in her digital drawings; she says that all of her work is “symbiotic.”
Another interesting aspect of the Bangerts’ work revolves around the
issue of support. They have owned and housed their own systems since
their earliest digital production. Many of the other pioneers in computer
graphics and animation have had the opportunity to experiment, from
time to time, on much larger systems. As a result of the limitations of
their equipment, the Bangerts have dealt with questions of scale and productivity from the beginning. To compensate for the limited range of
paper sizes, many early artists transferred their output to film and then
made either photographic reproductions or screenprints. The Bangerts
have always treated their work as single originals. Each plotter drawing
is unique. Based on abstract concepts gleaned from mathematics, their
work has evolved in the last thirty years to a high degree of visual substance
while maintaining a fluid graphic technique: “Computer art is in the process of humanizing our experience of technology.”7
Colette also contributed to the field by organizing numerous art exhibits over the years. In the first decade, artists supported each other at conferences and exhibitions, and she strives to improve the perception and
understanding of the work, reexamining the nature of their art through
dialogs and statements: “Our discussion of our work changes. We have
at times focused our interpretive thoughts on the computer, but we have
said that our medium is software and math and geometry.” Collette and
Women and the Search for Visual Intelligence
7
Jeff Bangert believe that “Algorithmic processes have contributed to our
aesthetic environment and are a basic element in all digital work.”8
Vera Molnar is the most significant European woman artist who used
digital technology in the 1960s. Her art and her papers are essential to
the development of digital art. She was born in Budapest in 1924 and is
now living in Paris. By the time she first used a computer in 1968, she
had already been working on abstract geometric images for a decade. In
Paris in 1960, she cofounded Groupe de Recherche d’Art Visuel (GRAV),
a group dedicated to understanding mathematical simulation and aesthetics.
“After ten years of ‘Machine Imaginaire’ (1959–1968), I started to work
with a real computer in 1968.”9 Molnar worked with a series of computers
and plotters in the Centre de Calcul of the University of Paris–Sorbonne
in Orsay (figure 1.2). Her style is that of a constructivist, interpreting mathematically based abstract forms that explore aesthetics and perception.
Molnar’s methodology is focused on an understanding of heuristic
problem-solving techniques. The most appropriate solution is selected at
successive stages of discovery for use in the next step. She states that she
works in a “series of small probing steps” and that each step is followed
by an evaluation. By varying only one parameter at each step and “by
comparing the successive picture,” she has “control over the stages of development.”10 Molnar was fascinated by the process of going back to former versions of her work. She programmed in FORTRAN and later in
BASIC. Recently, eye problems have led her to collaborate with a programmer. Molnar’s early recognition of the computer’s ability to save and
rework artistic research is crucial to the history of digital art and one of
the important elements of contemporary graphics. Artists need never fear
change. All stages of development of work can be realized.
Freder Nake, one of the original crossover artist scientists to exhibit
his computer-generated art, says that Vera Molnar was “exceptional.”11
Her precise creative abilities have emerged to become a lyrical form of
geometric expression.
THE NEXT WAVE
Recognizing the potential of new media and new aesthetic experiences,
numerous artists became interested in the movement during the next
decade, the 1970s. Some prominent women artists from that period in-
Patric D. Prince
8
Figure 1.2
Vera Molnar, plotter drawing from the series Variations Ste. Victoire, 1989–1997, ink on paper: “I
develop a picture by means of a series of small probing steps, and each step is followed by evaluation.
In my opinion, painters should employ such a procedure, especially if they consciously wish to learn what
of aesthetic importance is occurring on the canvas as the painting develops and what effect the work
may have on viewers.”
Women and the Search for Visual Intelligence
9
clude Rebecca Allen, Eudice Feder, Darcy Gerberg, Copper Giloth, Ruth
Leavitt, Nadia Magnernat-Thalmann, Barbara Nessim, Sonia Landy Sheridan, Vibeke Sorensen, Joan Truckenbrod, and Jane Veeder, as well as
many others represented in this work and in the online Web installation.
Women were also involved in the organization of exhibitions and of computer art publishing.
Ruth Leavitt added to the literature.12 Grace C. Hertlein curated art
exhibits and founded the publication Computer Graphics and Art in the
mid-1970s.
Examples of artists who contributed early to the movement are Vibeke
Sorensen and Joan Truckenbrod. Joan Truckenbrod is one of the early
adopters of the computer; she has been using electronic imagery for many
years to produce a body of work centered on conveying connections
within society. In her paper “Tears in the Connective Tissue” (available
on the Web site associated with this book), she describes her body of
work as “electronic totemism” and states that she uses “different modes of
digital representation simultaneously.” Truckenbrod’s recent installation,
titled Torn Touch, introduces tactile experience to produce a symbolic
reality. She developed her work using a range of media from experimental
large-scale two-dimensional images to interactive environments.
Vibeke Sorensen began using analog devices in her video production
in 1971; she made her first digital printout in 1976. Her animations have
developed into a passion for stereoscopic imagery. In addition to realistic
forms, Vibeke employs her “fundamental understanding” of images and
the computer to create fluid, nonobjective works that evoke internal elements that are reflected “externally.” Sorensen says that she “analyzes and
deconstructs how images work.” Many of her three-dimensional images
are designed to be animated. Actually, any image that is fully realized in
the computer’s memory is but a captured moment in time. Sorensen’s
most recent work comprises the creation of performance, music, twoand three-dimensional elements, and digital video elements in a single
programming language.
ELECTRONIC CURRENTS
When critics explain that this art is all about the technology, perhaps they
have forgotten that until recently (about a hundred years ago), when paint
Patric D. Prince
10
became available in tubes that could be carried outside, art making was
all about the technology then available. In the medieval era, artists were
hired for a particular commission because of their ability to produce certain colors and not explicitly for their style. Tempera was developed as a
medium because of its availability as well as for its color-fixing properties.
Oils on canvas were used and proliferated because Venetian painters
couldn’t employ fresco in the damp atmosphere of the Adriatic environment. The list of technology examples is endless.
Digital artists have taken different paths to create art forms; some have
learned to program, building their own special voices. Others have worked
with collaborators, allowing themselves time and freedom to refine alternative aspects of their work. Many of the initial works were graphical in
nature because of the limitations of the devices that could translate the
data into art media. We now see an end to restrictions that focused aesthetic choices on the machinelike qualities seen in the earliest works. Of
course, as a graphics pioneer once told me, artists were so delighted that
the technology functioned that in the early days specialists did not deeply
question the aesthetics. At the exhibition titled WYSIWYG, the curator
was challenged by several attendees to explain where computer processes
came into it.13 Computer technologies and graphic techniques have been
assimilated into artistic production so that the technological aspects can
either be invisible or present algorithmic foundations. What began in the
early 1960s as experiments in graphical picture making and interactivity
has evolved into a total art experience.
Artists have invented their own environments and sensory devices using
the technology to respond to specific challenges. The interactive experience divides into four categories: active (each viewer is offered the same
experience), interactive (viewers may have different experiences depending
on the intervening choices they make), reactive (the presence of the viewer
changes the art work), and immersive (through various devices, the viewer
enters another environment).
Christa Sommerer and Laurent Mignonneau work in a reactive environment, “focusing on real-time interaction and evolutionary image processes.” Their artwork is designed to be reactive and to change as the
viewer comes in contact with the art. They developed the means to eliminate the mechanical devices that dominate many interactive experiences.
Their revolutionary work Interactive Plant Growing (1992–1993), was the
Women and the Search for Visual Intelligence
11
beginning of experimental immersive artistic production. This work was
both reactive and immersive. Their newer work uses their interest in biology,
artificial evolution, and interaction to produce imaginative new forms: “The
artists in such interactive computer installations are only now setting the
frame within which the artwork is developing itself through the interaction
of the visitors and the evolutionary image process.”14 Their work presents
the viewer participant with choices that relate to understanding the aesthetic
potential of interactivity with human action and perception.
Another innovative artist using immersive techniques is Agnes Hegedüs.
She has an unusual view of the world that involves imagination and an
understanding of personal space and perception. Her work includes CDROM production, immersive experiences, and virtual-reality (VR) environments. She describes it as involving “chance encounters and potential relationships.” Hegedüs also states, “Unlike the journeys of Alice in Wonderland,
who had to change her size to accommodate the worlds that she entered,
here the travel in a virtual world becomes an effortless journey by means of
a simultaneous displacement of the viewer’s body in both the physical and
virtual dimensions.” She is currently working on a VR experience involving
more than one viewer participant interacting in several levels of “worlds.”
REAL SYNTHETICS
As this technology matures, the emphasis changes from technical inspiration and experimental innovation to an exploration into the nature of
meaning as expressed through newer experiences. Barbara Nessim first
used computers in 1980. She states, “Content reveals itself on both intellectual and intuitive levels. It is emotional, delving into something deep
but going out in many directions, not unlike the architecture of the Internet.”15 Nessim, like pioneer Chuck Csuri, is one of the rare contemporary artists to work consistently with elegant graphical figures. Her spare
figurative style is visually powerful and always related to the narrative.
Nessim has consistently explored the nature of relationships, both universal and intimate. She is experimenting with new media and is producing
compounded interactive artworks that combine tactile and information
elements. “Artists always need to focus on the content,” says Paras Kaul,
who works in virtual reality. “If the changing nature of the software
doesn’t limit you, it may be possible to go deeper into meaning.”16
Patric D. Prince
12
In an article in Leonardo, Jennifer Steinkamp states, “One of my greatest challenges is to create a work where complex ideas can be best experienced as works of art.”17
TERMINAL THOUGHTS
Art making with technology will continue to expand our ability to experience ideas. I see the movement as an informed approach to artistic appreciation. The complexity of the involvement with the technology is
only one factor in the art of the future. A hundred years from now, the
art-historical contributions from women in computer art to a broader
aesthetic experience will include algorithmic and heuristic processes, interaction, and telematic art. The media for these future experiences will
change with the times, as always. When I asked Masao Komura, one of
the original members of the early Japanese art group, CTG, where he
thought the technology would take us, he responded, “It will become our
third skin”—the first being our flesh, the second our protective clothing,
and the third the new technology.18 We will adopt whatever technology
we choose to develop, incorporating it further into our lives and making
it possible to communicate in newer intelligent terms.
NOTES
1.
Frank Dietrich, “Visual Intelligence: The First Decade of Computer Art (1965–75),”
IEEE Computer Graphics and Applications, 5, no. 7 (1985): 34–35.
2.
Jasia Reichardt, letter and manuscript sent to the author, 13 July 1998.
3.
The first exhibitions of computer-generated art took place in Germany in 1965 with
the work of Georg Nees. Later in that same year, in New York City, work by A. Michael
Noll and Bela Julesz was shown at the Howard Wise Gallery.
4.
Jasia Reichardt, letter and manuscript sent to the author, 13 July 1998.
5.
Lillian F. Schwartz, “The Mona Lisa Identification: Evidence from a computer analy-
sis,” Visual Computer, 5 (1988): 40–48.
6.
Lillian F. Schwartz, “Computers and Appropriation Art: The Transformation of a
Work or Idea for a New Creation,” Leonardo, 29, no. 1 (1996): 48.
Women and the Search for Visual Intelligence
13
7.
Statement written for the Di Paola/Ercius Gallery Exhibition, 1988, 1–3.
8.
Ibid.
9.
Vera Molnar, letter to the author, 20 July 1998.
10. Vera Molnar, “Toward Aesthetic Guidelines for Painting with the Aid of a Computer,” Leonardo, 5, no. 8 (1975): 185.
11. Freder Nake, e-mail to author, 28 August, 1998.
12. Ruth Leavitt, Artist and Computer (New York: Harmony Books, 1976).
13. WYSIWYG (What You See Is What You Get), exhibition curated by Tony Longson,
Fine Art Gallery, California State University, Los Angeles, May 1999.
14. Christa Sommerer with Laurent Mignonneau, “Art as a Living System: Interactive
Computer Artworks,” Leonardo, 32, no. 3 (1999): 165–173.
15. Barbara Nessim, telephone interview with the author, 12 September 1998. See
〈http://www//barbaranessim.com/〉.
16. Paras Kaul, neuro-art researcher, telephone interview with the author, 9 September
1998. See 〈http://www.paraswest.com〉.
17. Jennifer Steinkamp, “My Only Sunshine: Installation Art Experiments with Light,
Space, Sound, and Motion,” Leonardo, 34, no. 2 (2001): 109–112.
18. Masao Komura, founder of Computer Technique Group (CTG), 1965–1968, interview with the author in Tokyo, Japan, May 1995. For his new work, see his Web page
〈http://www.ntticc.or.jp/special/babel/profile e.html〉.
REFERENCES
Bangert, C., and J. Bangert, eds. “Computer Art: Hardware and Software vs. Aesthetics.”
In Proceedings of the Seventh National Sculpture Conference, April 27, 28, 29, 1972,
184–189.
Bangert, C., and Charles Bangert. “Experiences in Making Drawings by Computer and
by Hand.” Leonardo, 7, no. 4 (1974): 289–296.
Patric D. Prince
14
Benthall, J. “Anatomy of an Anomaly.” Technology and Art, Studio, 182 (1971): 63–64.
Dietrich, F. “Visual Intelligence: The First Decade of Computer Art (1965–75).” Leonardo,
19, no. 2 (1986): 159–169.
Franke, H. W. Computer Graphics, Computer Art. Berlin: Springer-Verlag, 1971.
Goodman, C. Digital Visions: Computers and Art. New York: Abrams, Everson Museum
of Art, 1987.
Handhardt, J. G., ed. Video Culture: A Critical Investigation. Salt Lake City, UT: Peregrine
Smith Books, 1986.
Lovejoy, M., ed. Postmodern Currents: Art and Artists in the Age of Electronic Media. Ann
Arbor, MI: UMI Press, 1989.
Molnar, V. “My Mother’s Letters: Simulation by Computer.” Leonardo, 28, no. 3 (1995):
167–170.
Molnar, V. “Toward Aesthetic Guidelines for Paintings with the Aid of a Computer.”
Leonardo, 8, no. 3 (1975): 185–189.
Reichardt, J., ed. Cybernetic Serendipity: The Computer and the Arts, Studio International
special issue (1968).
Schwartz, L. F. “Computers and Appropriation Art: The Transformation of a Work or
Idea for a New Creation.” Leonardo, 29, no. 1 (1996): 43–49.
Schwartz, L. F. “The Staging of Leonardo’s Last Supper: A Computer-Based Exploration
of Its Perspective.” Leonardo, Electronic art supplemental issue (1988): 89–96.
Wolfe, Tom. The Painted Word. New York: Farrar, Straus and Giroux, 1975.
Youngblood, G. Expanded Cinema. New York: Dutton, 1970.
Women and the Search for Visual Intelligence
15
2
The Poetics of Interactivity
Margaret Morse
A HOPELESS TASK?
Interactivity once was a useful term for distinguishing art that has been
influenced and shaped by a media-saturated and computerized contemporary world from painting and sculpture. However, as Marjorie Franklin
said in an interview, interactivity now means too many things. It does not
comprise a genre or even many genres of art. Rather, it identifies a mode of
engagement between ourselves and machines—usually but not necessarily
involving communicating with a computer—that finds expression over a
wide range of forms and techniques. It is expressed not only in art but
ubiquitously in every sphere of contemporary life where chips reside, from
automatic tellers and garage-door openers to computers that access discs,
CD-ROMs, and the World Wide Web.1 Even traditional art forms are
now displayed and presented “interactively” in ways that address the gallery visitor via audio or computer, offering information at the visitor’s
own pace at the click of a button. Adding further to the confusion, the
critical discourse on “interactivity” is ideologically loaded, even schizophrenic in its tension between pejorative connotations and utopian values
and expectations. Received notions extend polarized, normative criteria
for evaluating interactive art to the critic even before we as a culture are
quite sure what possibilities, functions, and aesthetics could be or have
been realized in such work—or, for that matter, not realized.
We have to go back in time to a fundamental break in culture that
occurred in the late 1960s and the 1970s to see interactivity as a cultural
novum. An egalitarian impetus opposed one-way and hierarchical relations in society at large. In the arts, the proscenium between performers
and the public was lowered, sculptures descended to floor level, and images exited the frame and entered into everyday life. In conceptual, pop,
performance, body, and video art, artists explored the ephemeral and shifting experience of the here and now. With the goal of vacating their privileged relation as authors and creators, artists invited spectators to become
participants in art events, from happenings to closed-circuit and recorded
video installations.2 The liberatory associations of interactivity with mutuality and reciprocity owe much to the presentational and participatory
arts of this era.3
This was also a period of struggle by women and minorities for entry
into and validation by the art world. Beyond their advantages as a means
The Poetics of Interactivity
17
of expression, new art forms without set conventions and entrenched practitioners also promised new opportunities for women. Despite revolutionary shifts in technology, there are continuities of person, themes, and
practices between the live and analog art in the earlier period of media
art and the digital interactivity of the 1990s to be discussed below.4 Both
second- and third-wave women in technology art have faced the difficulties of pioneers and transgressors in ideological and practical domains defined and controlled by men. Women encountering strong external
obstacles and constraints are also likely to have internalized resistances
and ambivalencies toward their own artistic means of production. Such
psychic distancing is advantageous, for these tricksters and thieves of cool
fire are more likely to produce metainteractive work that foregrounds the
contradictions and mystifications of interactivity itself, while devising
ways to animate its liberating potential.
Whatever it may be in the larger socioeconomic and cultural sphere,
artists have chosen to inflect prosaic interactivity to their own expressive
ends. Metainteractive aesthetic strategies—like poetry, with its rhythms,
assonances, and figures—does not merely transport us to another scene
or world but is itself an experience charged by semantic and formal values
of expression. Interactivity is not just an instrument or a perhaps irritating
interval between clicking and getting somewhere else but an event that
brings corporeal and cognitive awareness to this increasingly ubiquitous
feature of the contemporary world.
DEFINING INTERACTIVITY NEVERTHELESS
Reception theory tells us that the reader of a novel and the theater- or
filmgoer have always cognitively “interacted” with the text by filling in
the gaps.5 Audience studies tell us how fans of mass-culture print, sound
recordings, television, and radio have actively received, revised, and extended texts without, however, changing the text itself in real time. However, the interactive user/viewer corporeally influences the body of a digital
text itself—that is, a database of information and its manifestation as
display of symbols6 —in real time.
Inter- —from the Latin for “among”—suggests a linking or meshing
function that connects separate entities.7 Unlike intra-, a prefix for connections or links within the same entity, inter- joins what is other or
Margaret Morse
18
different together. That liaison between mind, body, and machine, between the physical world and the other virtual scene, requires a translator
or interface, most often hardware that includes a keyboard (or, for instance, a motion sensor or other tracking device), a monitor, and a controller such as a mouse, as well as software programming. One interacts
by touching, moving, speaking, gesturing, or another corporeal means
of producing a sign that can be read and transformed into input by a
computer.
The common graphical user interface (GUI) or screen display of icons
or graphical symbols and menus of commands, conventionally organized
by the prosaic desktop metaphor, is also, confusing enough, often known
as the interface.8 The communication links between hardware and software
and between the user and the computer compose a layered, complex site
of exchange that is virtual as well as physical in multiple dimensions. The
symbols to be manipulated may be text, graphics, images, and audio.
They may appear on a screen—on CD-ROM, on digital video disk
(DVD), on the Internet, or on the World Wide Web. They may appear
in an installation or in a fully immersive virtual reality. With distributed computing, the symbols may even consist of “wired” or computercontrolled objects in physical space. Thus, interaction occurs across an
interface or cybernetic frontier between the physical and conceptual, between the human body and the machine, and between biotechnology and
communications.9
One vision of interactivity considers it largely as a tool for getting “into”
the other scene presented on screen or projected elsewhere. Conceived in
this way, the interface and interactivity may be seen as obstacles or barriers
to “immersion”—a concept that conveys the state of being totally inside
a created world both virtually and emotionally, in a way comparable to
a novelistic or cinematic fiction but, by implication, to a far greater degree.
The wish to design an interface that is transparent, and an interaction
that is “intuitive,” or that demands little awareness of a user is often expressed in industrial quarters, as well as by makers of fictional texts and
scenes, who aim at immersive involvement.10
However, there is a problem in achieving such aims of immediacy,
since interactivity is a level of expression that is not likely to be wished
away from conscious awareness. Rather than presenting a story that seems
to tell itself or a world that arises of itself, by definition interactivity in-
The Poetics of Interactivity
19
volves decision making or the active participation of a user. (Even the
direct computer-brain thought connection of cyberpunk fantasy would
need some way of translating choice-making activity.) However, awareness of mediation and its sensory material of expression does not necessarily preclude sinking into fantasy. As in the spheres of poetry and the
daydream, there is a middle realm between the capacity for regression
into a world of imagination and the waking capacity to select and create
such a world out of metaphor.
Participation as an activity is not, however, dependent on technology;
it is rather an historical elaboration and transmutation of dialogic modes
of encounter, the archetype of which is face-to-face conversation. Now,
however, one “interfaces” or communicates by means of a computermediated simulation.11 To interact is a kind of doing that entails purposiveness, conclusiveness, and agency—qualities that, namely, point to a
subject. One might assume that the humans involved in the roles of author, designer, programmer, and user are the subjects of interactivity and
that the machine in its various technological configurations is their medium. Indeed, the capacity to involve the receiver or user in the process,
if not the creation of at least second-order selection and linking or assembling of elements displayed on-screen is precisely what differentiates interactive fiction and art from the passive readers and viewers of traditional
cultural forms that espouse a one-sided notion of authorship. The utopian
claims for interactivity as a liberatory and nonhierarchical praxis are based
on the capacity to accommodate multiple and nonlinear links between
elements in narration and the potentially more egalitarian or dialogic relation between artists and their audiences.12
However, the computer cannot be reduced to a medium of communication between human subjects. Its very capacity to give feedback and
the immediacy of its response lends the quality of “person” to what is a
computational tool.13 This responsiveness allows it (and the virtual entities
it displays) to pose or function as subjects—however partial, quasi, imaginary, and virtual—who are involved in the interactive exchange. The degree of influence and control of the interacter varies by design from an
immediate one-to-one response to greater complexities, delays, and permutations. Interactivity may even initiate a process that grows out of the
user’s control into the relative autonomy of “agents” and “artificial life.”
From the beeps and clicks that acknowledge our touch to its capacity to
Margaret Morse
20
mirror the user like a second self,14 the computer can also function like
an exteriorized mind. The “interface” is then a very special mirror that
not only reflects but acts on and generates the symbols that we virtually
encounter, enter, and process.
In answer to my interview question, “What is interactivity?” Lynn
Hershman alluded to the anthropomorphic connotations that surround
the term as part of a larger sphere of biological metaphors that structure
our relations with machines, especially the computer—however hard we
may try to evade them.15 Qualities of “liveness” or instantaneous responsiveness and the appearance of autonomy and purposive motion support
a biological interpretation of computer events, just as the language- and
symbol-manipulating and -generating capacities of the computer seem to
offer the computer itself as a hazy subject and container for mind that is
partly us, partly other people, partly alien machine. Thus, the interface
is the consummate arena for exploration and play with the enigmas of
persona—including gender—and the mysteries of life and death.
In the 1980s, a well-known model of degrees of interactivity (associated
with the laser-disk player) identified three levels—minimal interaction
comparable to that of a remote control for television, interaction that
allows the user a choice among a set of preestablished narrative outcomes,
and interaction that allows the user to alter the final form of the artwork.
This ability to change the subject or alter the rules is a feature of intersubjectivity or a dialogic relation. Intuitively, we reserve this capacity for
human-to-human interaction. Perhaps for this reason, a distinction has
arisen between the “interactivity” of hypertext/hypermedia/multimedia
(especially on the hard-disk storage medium of CD-ROM and DVD)
and the “connectivity” of the Internet and the World Wide Web. In the
first instance, our interactive partner machine presents what is ultimately
a closed body of information, albeit one that can be accessed in nonlinear
order. In the second instance, we tend to envision our partners as human
parties who exchange e-mail, chat, MUD, or MOO with us, and design
personal Web pages and the like in ways that are open-ended and subject
to change. To paraphrase Julia Scher, the space of the Web is enormous,
beginning in the entrails or interiority of the computer user and extending
out into a virtual universe that is expanding geometrically.
However, hard, binary distinctions between human and nonhuman
and between open and closed do not bear close scrutiny. The anonymous
The Poetics of Interactivity
21
relation between the user and machine enabled by an interface allows
humans, agents, bots, and simulations of humans to interact in computersupported exchange with each other as virtual subjects, whether on the
Internet or Web or, for that matter, via teleconferencing systems or satellite. Furthermore, blended forms such as the “interrom” (the Muntadas
Media-architecture CD-ROM/Web link produced by Anne-Marie Duguet) or hybrid forms composed of interlocking media (Branda Miller’s
Witness to the Future: A Call for Environmental Action) are more and more
common, suggesting that the boundaries between hard and soft are fluid.
More fundamentally, one may question the “openness” of sites on the
Web, when “visiting” means triggering an increment on the counter of
visitors, possibly entering one’s credit card number, but, in any case, leaving a data trail of one’s choices or “cookies” behind that can be used as
consumer research (“data mining”). As I have stated elsewhere, “Ongoing
surveillance by machines is then a corollary of the feedback of data from
interaction with machines.”16
What, indeed, does openness mean? Consider that while interactivity
allows associative rather than linear and causal links to be made between
heterogeneous elements, these associations are themselves part of a symbolic system that is made up not of endless possibilities but of historically
and ideologically produced constraints. While I have distinguished intersubjectivity from interactivity,17 in truth they are not so easily identified
as a set of fixed oppositions, nor are they that easily separated in the
psyche. In any case, the relation between the machines and humans in
question is virtual, as is the muddle of subjectivities involved.
The theorist Jeanne Randolph has proposed that the primary ideological assumption about technology is that it should work.18 No wonder the
term interactivity presupposes a fait accompli—that links in networks of
connections have been successfully made. However, unintentional failures
of interactive hardware and software and of the humans that design and
employ them occur at every level of cybersociety—from AT&T down to
the artists who toil, often collaboratively, as pioneers in labor-intensive
new media. The term interactivity thus refers to a state that occurs after
or is incognizant of painful effort and myriad unsuccessful, broken, and
invalid connections and attempts to interact that simply don’t work.
The result of an interaction is a change of state or condition—in this
case, that of connecting, but connecting to what and to what end? The
Margaret Morse
22
answer is not yet entirely in sight, since interactivity is a feature of a great
societal and cultural transformation in progress, and, as Julia Scher said
in an interview, “the directory is not complete.”
ARTISTS, GENDER, AND METAINTERACTIVE ART
In the following, I briefly discuss instances of media art that foreground
interactivity itself in a variety of ways. Interactive art is distinguished by
its eclecticism rather than by some cohesive generic quality. I make no
implicit claim to common aims or generic unity in interactive media art
by women, nor could I possibly aim at comprehensiveness or completeness by singling out just a few examples from a large body of work that
has a history of more than two decades. What unites these examples formally is rather the uneasy situatedness of women in the worlds of art and
technology that promotes a reflexive and ambivalent relation to media and
incites production that self-consciously sets its own premises in question.
Informally, these pieces are all linked through my having had to come to
terms with them in my own writing, making them long-term objects of
reflection.
Persona
I begin with an interactive multimedia essay on CD-ROM that models
ambivalence: She Loves It, She Loves It Not: Women and Technology (1993)
by Christine Tamblyn with Marjorie Franklin and Paul Tomkins. The
interface or metaphorical map of the piece is appropriately enough a daisy
menu over a twelve-part zodiac.19 The CD-ROM reader is inducted “inside” the mind of “Christine,” a virtual subject and guide, by clicking on
and thus entering through her mouth. “Christine’s” mind is, however,
inhabited by many different and contradictory voices. Two of the daisy
petals or loops demonstrate her contradictory moods and attitudes.
In the “INTERACTIVITY” loop, “Christine” takes a dim view of her
subject: “The much touted interactivity associated with computers often
consists merely of pushing a button and getting a predetermined response.
This is concomitant to pushing a button on a vending machine and
having a Coke delivered into the slot.” A “movie” in the same loop shows
a 1950s lady in pearls opening and closing an oven while a male voice
of god intones about the “freedom of individual choice.” Ironically,
The Poetics of Interactivity
23
Tamblyn’s own didactic essay is organized along those very principles of
button clicking along branching pathways.
On the “LABYRINTH” loop, on the other hand, her text appreciates
the “fairytale”-like mystery of “navigating” through (that is, having serial
interaction with) digital space: “The reader goes on a journey during
which she meets challengers, completes tasks, receives omens, and decodes
signs. Movement through a computer program consists of a nomadic
reading that always leads to another curious space, another confrontation
with demonic agents. The work is never finished.”
Her “user” or interacter may also find that some clicking brings surprises. In a “personal letter” to the reader in the “INTERACTIVITY”
loop, “Christine” reminisces about a boyfriend who deposited, for example, a salamander leg in the food served up at the automat cafeteria. In
another letter, she remembers not being permitted to call a boy on the
telephone, offering oblique commentary on the position of the interactive artist as a smitten girl in a teen romance, waiting for a phone
to ring. The robot guide is yet another “objective” voice, who deposits
the well-known cliché on screen: “In cyberspace, the disembodied
consciousness can zoom along data highways with unparalleled mobility. It is a realm in which the mind is freed from physical limitations and thoughts are omnipotent.” Elsewhere the robot is an unapologetic mouthpiece for feminism: “In 1980, a United Nations report
concluded that while women constitute half of the world’s population,
they perform nearly two-thirds of its work hours, receive one-tenth of
the world’s income, and own less than one-hundredth of the world’s
property.”
As a storage medium, the CD-ROM accommodates Tamblyn’s simultaneous deployment of mixed-media and found fragments from popular
culture, multiple personas and voices, and various modes of data, fiction,
and speculation in moods from serious to ironic and allows her to play
them off against each other. As retrieval glitches and lags, she welcomed
even the “noise” of short loops and jerky animation that fragmented the
flow of images as Brecht-like distancing that creates a space for reflection.
Nonlinear access also permits a cyclical form that, unlike narrative, allows
the end of each complete exchange or segment to return to the center.
Thus, paradoxically, the very limits of the medium serve a decentering
of the subject “or an identity that is multiply locatable.”20
Margaret Morse
24
On the other hand, Tamblyn regarded working in the medium as onerous and even agonizing: “The torment of accommodation to preprogrammed routines” was part and parcel of this “Faustian pact we are
succumbing to in the rush to embrace prefabricated, if multiple, identities
in cyberspace.”21 What is a persona, and what does it mean when personality (whose?) is invested in a computer? Tamblyn’s next CD-ROM builds
a “lexicon of received ideas about identity.”22 Mistaken Identities (1995)
maps ten women’s biographies—among them those of Catherine the
Great, Isadora Duncan, Marie Curie, and Josephine Baker—into a system
or paradigm of the strategies that women adopt “to survive and prosper
in environments that were not particularly receptive to their precedentsetting endeavors.”23 As the CD’s title suggests, these are not canonical
or idealistic biographical treatments but self-contradictory and transmutational personalities. Tamblyn’s own inevitably subjective role in selecting
and editing these lives is emphasized in the “Morphologies” section, which
blends her image into one standard portrait pose of each of her subjects.
Her final CD-ROM, a synoptic view of her own lifework (Archival Quality, completed posthumously in 1999), “made no attempt to separate the
personal from the political from the autobiographical from the theoretical.
I tried to show they [all these personas] were all closely intertwined in a
big scheme.”24 Tamblyn claimed all these hybrid and multiple personas.
We discover that womanhood is not an identity, just as interactivity is
not one apparatus or process.
The play with persona that has become a major theme of anonymous
virtual encounters on the Web has precedents in performance-art masterpieces such as Roberta Breitmore, an alternate identity with a driver’s license and a checking account who inhabited her creator, Lynn Hershman,
and multiple other women’s bodies from 1971 to 1978. As they pawed
through the detritus of Roberta’s private life—canceled checks, letters,
clothes, trash—in her vacated room at the Dante Hotel in San Francisco
in 1973, visitors to the exhibition become uncomfortably aware of their
own voyeurism. Participation is thus a lure that turns the spectator’s gaze
back on itself. In Hershman’s Lorna: The First Interactive Laser Artdisk
(1980–1984), visitors change the channels on the “television” of an agoraphobic middle-aged woman, exploring the branching pathways of her life
by remote control. In Deep Contact (1985–1991), with Sarah Roberts,
viewers interact with a luscious “Marion” at her invitation by touching
The Poetics of Interactivity
25
her on-screen body, each body part unleashing a different narrative path.
Encountering the shadow of the camera in the story world causes the
visitor’s own image to displace what is on-screen. The gaze seeks its target
inside a dollhouse of miniatures sets of A Room of One’s Own, an interactive videodisc installation with Sarah Roberts (1990–1993), only to be
unexpectedly confronted with a surveillance image of the visitor’s own
eye. The theme finds further transmutation as visitors see and interact on
the Internet through the eyes of CybeRoberta in Tillie the Telerobotic
Doll (1995–1998). Thus, participation foregrounds formerly tacit and
apparently innocuous features of “passive viewing,” while making visitors
painfully aware that surveillance is part and parcel of the two-way nature
of “interactivity.” Throughout this series, the visitor is displaced from
intimate physical space to virtual space and from interaction with a virtual
persona to inhabiting the virtual persona/avatar of a camera-eyed doll,
seeing worlds telematically through the Internet.
The limitations of communicating with and by means of a machine
preprogrammed with network of choices can also serve to reveal psychic
automatisms and reflexes that limit human-to-human exchange. In Sara
Roberts’s Early Programming (1988), for instance, the computer poses as
a bossy virtual “Mom” as expert system with no face but the monitor
itself and a neutral voice produced by a DECtalk voice synthesizer. The
visitor’s interactions with a virtual mom through a series of childhood
scenes are governed by an “emotional engine” that cycles through various
affects, influenced to some degree by the user’s responses to “Mom’s”
admonishments and cautionary tales. For instance, a fork advances toward
the viewer with an enormous Brussels sprout that is “good for you.” The
visitor selects from a range of potential stock responses to “Mom’s” classic
line, “Think of all the little children of the world who would be happy
to have what’s on your plate.” Other scenes of the struggle between discipline and desire include a view from floor level of a messy room, littered
with socks and toys, as a vacuum roars in the background, small hands
practicing at a piano, and a swimming pool that beckons as the virtual
child is told, “Don’t you go into the water. You just ate.” “Mom’s” attitude can vary from hilarity through sarcasm and huffiness to raving anger
when telling her “child” to go outside on a beautiful, sunny day. Her
mood meter is a rectangle in the middle of the screen that shifts from a
small, dark block of rage to a bigger, lighter shape.
Margaret Morse
26
While these exchanges are associated with the repressive and controlling force of the reality principle, much about them evokes a poetics of
childhood and lyrical sense memories like poking one’s hand out of the
car window to play with the wind. Far from a dialog based on mutual
recognition, communication, and reflection, as Roberts explains, interaction with “Mom” is “an exchange of emotional tokens, not ideas.” Thus,
the limits of interactivity are perfectly suited to such automatic if not
entirely predictable responses.
In fact, such automatisms set some of the more utopian premises about
interactivity in question. Though hypertext and hypermedia are often
considered subversive in putting different elements—print, sound, and
image—together nonhierarchically, are such associative relationships actually subversive or synesthetic? Do they actually succeed in blurring the
distinction between writer and reader? Organizing interactivity nonhierarchically through associative relationships may not be so liberating once
one considers those associations themselves as a symbolic domain that is
socially and culturally constructed.
Links
Collective entities built of electric charges, connections, and rhythmic patterns that shape lives more or less distant in space and even time together
are a miraculous feature of the Internet and Web. These creations of the
Net deserve their own lengthy and independent exposition. However, interactivity depends on the very act of linking. That act made self-conscious
can be the stuff of art.
The ability to choose among linking pathways in a network is the defining feature of hypertext and hypermedia. Such choice is considered
liberating, especially when it furthers a path of associations to be formed
that allow different stories to be told and different causalities to operate.
However, “free” associations are themselves creations of culture and, as
Freud’s life project demonstrated, of the unconscious. It seems to me that
Sonya Rapoport’s art is based on strategies of linking that are both playfully nonsensical and revealing about Cartesian and other scientific modes
of interaction. In the process, she brings the act of associating itself into
awareness. For example, the Shoe-Field (1986) interactive installation ultimately results in photos of audience members’ shoes laid out into a grid
and labeled “Which SHOES would you like to interact with?” The
The Poetics of Interactivity
27
“association” work of Brutal Myth: Are Women the Guilty Daughters of
Eve (1990), a Web site with a “Bitter Herb” menu display inspired by
the Malleus Maleficarum or Witches’ Hammer is a more obvious clue to
the artist’s project.
Interactivity in Rapoport’s Brutal Myth extends beyond the computer.
According to a given prescription (antique cures), the participant would
print and cut out a curative herb described in the artwork, soak it in wine,
and then drink.
The Transgenic Bagel, an interactive computer-assisted artwork, invites
the visitor to “splice a trait of your choice.” Make Me a Man and Make
Me a Jewish Man invite further click-and-paste creations that suggest the
absurdity as well as pleasure of such couplings. Another limit on linking
as free association is the reach and composition of the system itself and
the problem of who has access to the network. Even persons who are part
of the global system of an information economy as workers may not be
able to participate in it as subjects. It may be a work of art to bring
suppressed or disconnected links to conscious awareness. Coco Fusco,
among others, has been active in making the association between women
workers in the maquiladoras strung along the Mexican side of the border
with the United States and the goods that compose the material side of
a virtual life.
Immersion
The last feature to be addressed in relation to interactivity is immersion.
As suggested earlier, immersion as sinking into a fantasy world is often
held to be incompatible with interactivity brought to conscious awareness. However, the very notion of a poetics of media art suggests that
immersion and interactivity are far from incompatible or inversely proportional. Here, three examples of self-consciously immersive art will be
addressed.
Of course, the most “immersive” form of interactivity occurs when the
subject navigates within a virtual world. However, the visitor to Agnes
Hegedüs’s Handsight (1993) submerges at most a forearm into an utterly
empty transparent globe. Handsight breaks elements that are conflated or
condensed together in virtual reality into their component parts.25 All
three elements in this interactive installation are metaphors for the eye:
Margaret Morse
28
a hand-held “eyeball” interface or round Polhemus sensor that tracks hand
position; a transparent sphere with an irislike opening for the hand; and,
beyond it on the wall, a round projection of an eye.
Once a hand penetrates the empty transparent globe with the handheld “eye,” the projected eye on screen opens into a virtual world. Hand
motions are translated instantly (in “real time”) into a moving point of
view like an “endoscopic eye” (endo- ⫽ “within,” capable of penetrating
an interior space) exploring a virtual world, the three-dimensional anamorphic representation modeled on the inside of a “passion jar.” Nearby,
a narrow-necked bottle of nineteenth-century Hungarian folk art contains—as if miraculously—the tableau of a crucifixion scene. These material objects immersed in the jar have been transformed into brightly
colored, spherically distorted geometric shapes “inside” the eye or virtual
world. Anamorphic perspective produces precipitous spatial relationships,
quite unlike “real” space.
While the late nineteenth-century viewer of the spiritual realm in the
passion jar had to be content with looking through the glass to foster imaginary access to the sacred scene, the distinctive feature of late twentiethcentury virtual environments is the penetration of the gaze inside “worlds
that are otherwise inaccessible by virtue of their two-dimensionality, scale,
solidity, immateriality, or imaginariness.” What is an ordinarily inaccessible interiority or psychic space of transcendence has been transformed
into an externalized virtual space that can be penetrated and explored. In
this interactive environment, the “endoscopic eye” or virtual camera is
inducted symbolically into the mind itself, not to reveal some objective
reality but to display parts of a symbolic system laden with historical and
personal resonance. Once entered, this virtual space becomes larger than
its apparent container, seemingly monumental, offering a subjective point
of view onto precipitous declines and vertiginous shifts of position governed by the visitor’s own hand.
The layout of the installation makes the interaction—between the
sensor or “interface” (the sphere that the sensor is active in) and the onscreen events—transparent in a way that an “immersive” virtual environment that collapses the three eyes into one point of view obfuscates. (With
the head-mounted display of virtual reality, for instance, the position of
the sensor, the active area, and the virtual world all overlap.) Using the
The Poetics of Interactivity
29
hand to “see” leaves the emptiness of the material sphere that is the counterpart of the on-screen world open to view. The eye within an eye within
an eye is like a mise-en-abyme or metaphor for an irrational space based
on incorporation. Handsight offers a metaphor for perception of a virtual
realm that is not matched to the physical world but rather is a view of
the “mind’s eye” or of externalized imagination. At the same time, it exposes the logic of this construction and does not participate in the illusion.
In this way, the piece both offers and deconstructs interactivity.
In contrast to this analytic and deconstructive piece, Char Davies’s two
virtual-reality pieces suggest the experience of diving into a fully immersive virtual world. A harness interface allows the visitor use her breath to
navigate up or down in virtual space. Used in conjunction with a headmounted display, the interface evokes diving gear. I have discussed my
experience in a virtual pond within Osmose (1993) at some length in Virtualities. I was amazed at how different the experience of being inside Davies’s subsequent virtual world, Ephémère (1998), would be. The virtual
worlds to be navigated in Osmose were distinguished by an aesthetic of
transparency and their delicate figurative rendering of the natural world.
In contrast, Ephémère was like entering a virtual abstract painting that
suggested variously a landscape or the interior of a human body or some
microscopic view of plant life. Navigating this abstract space had none
of the qualities of ground-covering speed I had experienced in Osmose.
Because there was no secure index of scale, I experienced virtual space as
a more contemplative temporal flow. The interface and user of Éphémère
was visible to spectators in a darkened theater as a shadow on a translucent
screen. Not only could every navigational act be followed like a shadow
play; a monocular view of the virtual world in the head-mounted display
was projected on-screen in real time. Thus, it was possible to discover
differences in navigational style that reflected different movement personalities and that consequently revealed different territories within the virtual realm. In this way, the difference between these two pieces was as
significant and revealing as the pieces seen individually.
In a similar way, two of Catherine Richards’s pieces are meant to be
understood as linked together as contrasting situations. However, in this
instance, immersion does not require computerized assistance. We are all
immersed in a world that requires no electronic equipment whatsoever
Margaret Morse
30
to be “plugged in” to electromagnetic waves that bombard the earth. Picking up a glass heart in Richards’s interactive installation Charged Hearts
(1997) plugs and closes the circuit with the miniature northern lights in
a Terrella nearby, and the heart glows with mysterious blue light. One
can communicate with another heart with a winking connection created
with one’s own hands. In fact, to isolate oneself from any link or connection in interaction with the world, the visitor to the Curiosity Cabinet, at
the End of the Millennium (1995) must enter a Faraday cage of grounded
copper wire. The experience inside is one of an absence achieved through
the great effort to become unplugged.
NOTES
1.
Some interactive programs run completely without human input—through machine-
to-machine communication.
2.
In Virtualities: Television, Media Art, and Cyberculture (Bloomington: Indiana Univer-
sity Press, 1998), I propose this kind of presentational relation of the artwork to the public
as a fiction of presence to be distinguished from the fictions of the past—of theater, novel,
film, painting, sculpture, and other representational arts.
3.
In his “Computer-Mediated Interactivity: A Social Semiotic Perspective,” Conver-
gence: A Journal of Research into New Media Technologies 4, no. 3 (Autumn 1998): 40–
58, Paul A. Mayer emphasizes the social ramifications of “interactivity” in enabling the
user to enter into the “change and development of social structures in conjunction with
new communication media” by offering a medium as “object to think with” and involving
the user in forms of social reflexivity.
4.
Some artists in new-media art have their roots in second-wave feminist performance
and video art, while others are the third-wave students and collaborators of these secondwave feminists. Some were involved with digital technologies from the first, while other
women came to interactivity from traditional, noninteractive arts. While women in performance art and video were marginalized in both art and academia in the 1970s and 1980s,
after the muddled subjectivities of performance became digital, women could be found
setting up and staffing the computer labs in universities and art schools in the 1990s.
5.
The common assumption of audiovisual narrators and game designers—that the
greater the elaboration of the fictional world, the deeper the immersion into it—may be
misguided if reception theory applies here.
The Poetics of Interactivity
31
6.
Timothy Binkley’s “Refiguring Culture,” in Philip Hayward and Tana Wollen, eds.,
Future Visions: New Technologies of the Screen (London: bfi, 1993), 92–122, offers a lucid
explanation of the two-leveled digital text.
7.
According to the Oxford English Dictionary (2nd ed. 1989), the term interactive ap-
pears in 1774 as “the short performance between two acts” of a play, in 1832 as “reciprocally active, acting upon or influencing each other,” and in 1967 as “pertaining to or being
a computer or other electronic device that allows a two-way flow of information between
it and a user, responding immediately to the latter’s output.”
8.
Steven Johnson’s Interface Culture: How New Technology Transforms the Way We Cre-
ate and Communicate (San Francisco: HarperCollins, 1997) offers a history of the computer
interface, especially the GUI.
9.
The exhibit Interface: Encounters with New Technology at the Museum of Contempo-
rary Photography in Ottawa in fall 1998, curated by Carol Payne, provocatively explored
this frontier.
10. In Hamlet on the Holodeck: The Future of Narrative in Cyberspace (New York: Free
Press, 1997), for instance, Janet Murray espouses the ultimate goal of transparency (26).
11. In Virtualities (11–14), I explain why even face-to-face conversation in physical space
involves simulation.
12. Jaishree K. Odin’s “Embodiment and Narrative Performance” (chapter 32 in this
book), for instance, describes the implications of nonlinear hypertext for postcolonial and
other critical literatures.
13. Mayer, “Computer-Mediated Interactivity,” 52, emphasizes this communicative aspect between partners or poles that are not just subjects but both subjects and objects.
Each interaction involves a negotiation of the status of the subjects and the meaning of
the communication. Thus, interactivity is inherently metacommunication: “Figures like
‘the computer,’ ‘he/she/it’ (the application, or a character avatar within a game world) are
experienced as interlocutors . . . based on the immediate nature of the responsiveness experience by the user.” Byron Reeves and Clifford Nass address these anthropomorphizing
tendencies in their Media Equation: How People Treat Computers, Television, and New
Media Like Real People and Places (New York: Cambridge University Press, 1996).
14. Sherry Turkle’s The Second Self: Computers and the Human Spirit (New York: Simon &
Schuster, 1984), is the most famous expression of this view. Allucquère Rosanne Stone’s The
Margaret Morse
32
War of Desire and Technology at the Close of the Mechanical Age (Cambridge, MA: MIT Press,
1995) also addresses identity and masquerade in cybernetic communication.
15. In her e-mail communication, Hershman elaborated on this idea: “Net culture’s
model is life. It is biocybernetic because we’ve assigned our own history to it rather than
wait until it has time to develop one itself. Most certainly, the Net is alive, and like the
universe it is expanding. The language that is used on the Net is usually positive, animated,
and abbreviated. It bristles with energy. It is active and volatile with words of Navigate,
Link, Browse, Capture, Refresh, and Save.”
16. Morse, Virtualities, 7.
17. Ibid.
18. In a paper delivered at the International Symposium of Electronic Arts (ISEA 96)
in Rotterdam.
19. The petals address the themes of ideology, power, communication, violence, interactivity, representation, control, labyrinth, the other, homunculus, memory—and the credits
make twelve. She loves it not.
20. Christine Tamblyn, “She Loves It, She Loves It Not: Women and Technology: An
Interactive CD-ROM,” Leonardo, 28, no. 2 (1995): 99–104.
21. Christine Tamblyn, “Remote Control: The Electronic Transference,” in Processed
Lives: Gender and Technology, ed. Jennifer Terry and Melodie Calvert (London: Routledge,
1997), p. 430.
22. Ibid., 265.
23. Ibid., 261.
24. Christine Tamblyn, interview with the author, 23 December 1997, printed in the
insert to Tamblyn’s Archival Quality (Los Angeles: Framework Press, 1998) distributed
by Video Data Bank, Chicago.
25. This description of Handsight was written for Hardware, Software, Artware (Ostfildern, Germany: Cantz Verlag and Karlesruhe: ZKM, 1997), 40–41.
The Poetics of Interactivity
33
3
Women, Body, Earth
Sheila Pinkel
One of art’s functions is to recall that which is absent—whether
it is history, or the unconscious or form, or social justice.
—lucy lippard 1
Once women claimed the right to their own voice, they identified new
subject areas to explore. The artists included in this chapter have focused
on aspects of body or environmental representation in their work. Since
the 1960s, especially in the United States, an avalanche of excellent work
has investigated new territories of signification. These artists represent the
intensity and diversity of work that has been done by women throughout
the world during the last forty years.
EARLY HISTORY
The social and political upheaval of the 1960s led to protests for free
speech and against the Vietnam War, civil disobedience during the Democratic National Convention, the assassinations of John and Robert Kennedy and Martin Luther King Jr., national movements in support of civil
rights, women’s rights, gay rights, hippies and flower children. In this
highly charged social environment artists explored new art forms, sowing
the seeds of postmodernism.
Initially reacting against modernism’s narrowly prescribed conventions
about content, artists soon found broader subject areas for their work.
They began to make art about politics, autobiography, sexuality, nature,
history, and mythologies, both personal and social. The transgressive
imagination, then, became the terrain for frontiers of meaning, even
though in the late 1960s artists had few places to exhibit these works.
Groups of young artists, marginalized by the prevailing art system,
searched for alternative venues for exhibition. As a result, alternative artistrun spaces—operating on a shoestring but open to exhibit work of the
artist’s choice—emerged across the country. In addition, performance and
installation artists began using public spaces as venues for their work.
In the 1970s, women began to find strength in community and dialog.
For instance, in Los Angeles the Women’s Building became a center for
arts activity, providing art and performance classes and exhibition and
meeting spaces. The Women’s Building also offered printing opportunities to women who wanted to make books rather than galleries the
Women, Body, Earth
35
container for their work. During this period books emerged as an affordable and portable alternative gallery that democratized exhibition and
ownership of artworks, and allowed the addition of text.
EARLY ELECTRONIC IMAGING TECHNOLOGIES
During the 1960s and 1970s, artists Joan Lyons, Sonia Landy Sheridan,
and Barbara T. Smith discovered that duplicating machines provided new
possibilities for making art. In cities across the United States, from Rochester, New York, to Los Angeles, California, these women separately began
to photocopy all manner of things, including their own bodies—“because
that was what was most available.” For instance, Lyons used one of the
first halide processes, in which imaging and fusing were done in separate
steps. As a result she could “paint” with the toner on the plate before the
final image was fused. These artists were less interested in static, one-ofa-kind images than in transformative possibilities of duplicating machines
that produced images at the speed artists were able to imagine them.
The concept of art as integrated life activity was part of their pioneering
work. For instance, Joan Lyons has spent thirty years running the artists’
book wing of the Visual Studies Workshop, helping hundreds of other
artists manifest their ideas in book format. Lyons draws little distinction
between running a book-making workshop and doing her own artwork.
Smith has devoted much of her creative energy to organizing performance
events, sometimes in nontraditional places like the Los Angeles River,
which showcase the work of other artists and address social and political
issues. And Sheridan has taught students at the School of the Art Institute
in Chicago to integrate art making into the fabric of their lives, to understand that the spiritual and the political are related, and to infuse work
with the power of consciousness and imagination.
EARTH, BODY, AND THE EROTIC IMAGINATION
In many cases, artists have identified sexuality as the territory for power
relations and have used the taboo subject of female erotic experience as
a way of claiming their right to this territory. Mary-Charlotte Domandi
clearly articulated the dilemma for women when she wrote, “Women have
been the leaders in freeing and redefining the body. . . . In Western cul-
Sheila Pinkel
36
ture, women’s bodies and minds have traditionally been stringently regulated through social conditioning, which has taught them to be attractive
and available, passive and obedient, and through physical violence, threat,
and law, much of which has attempted to stifle what might be “unruly”
sexuality.”2 “We are in an era in which our survival is contingent on our
ability to deal with our sexuality,” says installation artist Dorit Cypis, as
a way of positioning the emphasis on images of her own body in her
installation work.3
In early 1963, Carolee Schneemann did a performance called Eye Body
in which she appeared nude with live snakes crawling on her body. She
was one of the first artists to use her nude body in performance to make
a statement about rebirth and fertility, using symbols from Christian creation mythology to reclaim that story for women. In other works, she
wove imagery from female-centered cultures into semiautobiographical
works to connect the personal and the universal. She adopted the symbol
of the inverted triangle (also used by Judy Chicago in The Dinner Party) to
symbolize woman. Her use of her own nude body as theater for expanded
content gave subsequent artists the courage to adopt whatever form
was necessary to convey meaning. She also questioned Western taboos
against female nudity when women instead of men author those images
and in so doing challenged conventional power relations between men
and women in Western culture.
When Linda Benglis donned a large penis in an issue of ArtForum in
the mid-1970s, she was joining the legions of women who at that time
were asserting their right to their own self-determination by making images of their dreams and desires that often overtly challenged patriarchal
representations. Other artists, including Annie Sprinkle, Karen Finley,
and Hanna Wilke, have used performance as a way to address issues of
sexuality and power.
In the late 1960s, Barbara T. Smith began doing performances in alternative spaces intertwining autobiography and sexuality, as a way to claim
her right to her evolving erotic imagination. She viewed herself as a guide
for expanding the knowledge of sexual experience and in so doing going
beyond the confines of sexual practice in the Judeo-Christian tradition.
For instance, in Birthdaze (1981), Smith began the performance by juxtaposing the mind and body erotic experience that is symptomatic of Western dualistic thinking and ended it by enacting a tantric sexual practice,
Women, Body, Earth
37
which constructs the sexual experience as a journey toward higher consciousness. In her work, Smith takes risks to stay true to her own evolving
consciousness, and as a result the form of her work continues to be innovative as well.4
In 1996, when Diane Buckler started placing images of unclothed
women on the edge of simulations of Greek and Roman vessels, she was
addressing the right of women to their erotic selves by joining classical
symbols of power with images of women freely enjoying their own bodies.
Traditionally, such vessels show women clothed and men unclothed. She
is creating a new vernacular that is transgressive in terms of traditional
gender power relations and subordination of female sexual experience.
DEVELOPMENT AND DESTRUCTION OF THE EARTH
In the 1960s, some women started researching primordial forms and cultures of ancient peoples, especially matriarchal cultures, because they were
searching for deeper, more enduring symbolic meanings for their work
than those found in contemporary culture. Rituals of ancient peoples and
a concept of deep time gave these artists a frame of reference that was
outside the prevailing patriarchal culture and renewed their relationship
to natural processes. The periodicity of the sun and moon, the relationship
of their own biological rhythms to these external forces, and an emphasis
on relatedness rather than uniqueness and aloneness became the basis on
which many women artists constructed their worldview and spiritual
foundation. Building on this research, artists such as Agnes Denes, Mary
Beth Edelson, Ana Mendieta, Donna Henes, and Nancy Holt began constructing their own installations, performances, and drawings to forge a
healing connection between people and natural processes.
Since the mid-1960s, as people have become increasingly aware of the
fragility of biological systems, many artists have focused on their love of
nature and concern about its destruction. For the last thirty years, Helen
and Newton Harrison have proposed imaginative solutions for ecological
problems in the form of installations and books. The Lagoon Cycle, done
in the 1970s, was a monumental installation in which they attempted
to shift the focus from land-centered to water-centered concerns and to
demonstrate the interrelatedness of geography, history, economics, and
mythology that is necessary to make enlightened decisions about develop-
Sheila Pinkel
38
ment. The Harrisons have been invited, as artists, to participate in waterreclamation projects throughout the world because they add a broad perspective to the activity of problem solving.
Since 1982, concerns about the toll taken by human activity on living
systems and the future of the planet have been the basis for the performance work of Rachel Rosenthal. The focus of many of her performances
has been the relationship of humans to other animals and living systems.
In Foodchain (1985), for instance, she questions whether eating meat results in predatory behavior on the part of people toward one another. In
other works, she explores the tautology of technological solutions that
result in alienation and of alienation that produces the desire for more
technological solutions. Rosenthal believes that the way that people relate
to and treat other animals is symptomatic of the degree to which they
have evolved. In her universe, a relationship with other species is a sublime
experience resulting in healing for the individual and the larger biodynamic system.
During the 1980s and 1990s, artist Jacki Apple generated a number
of performance and audio works, including The Garden Planet Revisited,
The Culture of Disappearance, and You Don’t Need a Weatherman to explore the imbalance between the materialism inherent in economic and
technological priorities of industrial and postindustrial culture and environment and ecology of the planet. In all of these works, she juxtaposes
political and philosophical belief systems with catastrophic events such as
species extinction, environmental and social destruction, and apocalyptic
weather conditions. In 2001 Apple reflected that “What we think—that
is, conscious thought—generates an energy field that manifests itself in
specific forms. If those thoughts are in balance and value the interrelatedness of nature and organic and the technological, then the social constructs, practices, and institutions they produce will reflect and manifest
these values. When a culture does not value the principle of interconnectedness and has lost its perspective on power and accumulation, then the
entire system goes out of balance. That is what we are faced with at the
end of this century.”
The destruction of the atmosphere that we have to breathe every day
has come to symbolize the imbalance in the corporate industrial state.
When artist Kim Abeles conceived of the work Mountain Wedge (1985–
1988), she was trying to know something about the extent to which smog
Women, Body, Earth
39
in downtown Los Angeles was interrupting her ability to see the mountains. For 274 days in 1985 and 1986, she photographed the mountains
north of downtown Los Angeles, which were obscured by smog most of
the time. On 10 September 1987, she made a pilgrimage from her studio
in downtown Los Angeles to the base of the mountains to be able to
know how far the smog-obscured mountains are. She walked in a straight
line toward the mountains, no matter what was in the way, climbing over
fences, through houses and backyards, and over cars until she reached the
base of the mountain. By insisting on her own firsthand bodily experience
in order to know how far the besmogged mountains were from her studio,
Abeles was asserting the importance of primary experience in a culture
that is usually satisfied by surrogate experience of quantification and media
representation.
MEDIA MYTHOLOGIES
During the early 1970s, many feminist media theorists were addressing
the constructed nature of representation of women in print media and
cinema as a primary source of control in the culture. At about this same
time, many women artists started to do artworks deconstructing advertising and media imaging of women in the culture. When Barbara Kruger
made the works Your gaze hits the side of my face and We won’t play nature
to your culture, she was questioning the nature-culture duality that was
embedded in constructed representations of women in media and advertising and the benefit to patriarchy of these constructions. The latter image
shows a woman lying on the grass with a leaf covering her mouth. Once
women began to view images as constructs and recognized their controlling function, they began looking for an alternative language to deconstruct prevailing images and name their own experience.
Cindy Sherman’s early series of self-portraits, Untitled Film Stills, begun in the mid-1970s, succeeded in deconstructing the conventions of
female representation in the cinematic images. By placing herself both
behind and in front of the camera, Sherman named the constructed nature
of female representation in films and film stills and in so doing interrupted
their conventional reading. She also questioned who is being looked at
and who is doing the looking, a language so embedded in photographic
Sheila Pinkel
40
imaging that without deconstruction the image looks natural, like looking
through a window.
Using human-sized medical mannequins to construct quasi-human
forms, Sherman also names the cyber-and-human dilemma, the contemporary version of the human-and-machine relationship, which has
been of concern for the last five hundred years. Donna Haraway has
written that “late twentieth-century machines have made thoroughly ambiguous the difference between natural and artificial, mind and body,
self-developing and externally designed.”5 According to Judith Fryer Davidov, “Technology, in her [Sherman’s] version, shows us the impurity
of intermixtures; history, in her version, is multisubjective, power-laden,
and incongruent, a carnivalesque world of ruptures and fissures.”6 And
Fryer finally asks, “How, indeed, do we untwist the strands of hybridization, acknowledge that there are other strands, and attempt to recover
subversions without falling into the dialectical pattern of binary thinking? We can only begin by acknowledging the complexity and multiplicity that underlie all social constructions.”7
For the last thirty years, artists have been exploring possibilities for
representation reflecting sexual practices that fall outside of the JudeoChristian heterosexual nuclear-family paradigm. In the 1980s, Deborah
Bright inserted herself into film stills, employing a strategy similar to that
of Cindy Sherman, except that Bright used actual film stills to make visible
the heterosexual construction of romantic relationships in the cinema. By
positioning herself as the “other woman” in film stills, she sought to challenge media assumptions about desire and gender relations. Other artists,
such as Kathie Opie, Sue Maberry and Sherrie Galke, and Kaucyila
Brooke, have photographed themselves and others in nontraditional sexual roles to articulate lesbian experience and relationships. And Brooke’s
video Dry Kisses Only is a collection of sequences from the history of
Hollywood films, which make visible normally transparent homoerotic
relationships embedded in film history.
The discussion of women’s uses of self-representation would not be
complete without mentioning the recent work of the San Francisco–based
artist Laurie Long. Realizing that she had assimilated the character of
Nancy Drew, girl detective, into her personality, in the mid-1990s Long
did a series of fifteen tableaus entitled Becoming Nancy Drew in which
Women, Body, Earth
41
she photographed herself to simulate the illustrations in Nancy Drew
books (figure 3.1). In each of the tableaus, she included a shot looking
at the action, a pinhole shot from her own frame of reference, and a quote
from the Drew text. In the image shown here, we see a beautiful bound
woman looking much like a Sherman film still. We look at her; she does
not look at us, and she is obviously posed for the camera-viewer. The
vernacular for women’s representation, which Sherman made visible in
the 1970s, was alive and well in 1930s in popular children’s literature
when this book series first started to be produced. And when we look
further back in history, we find this vernacular operating as well.
During the generation before Long’s, little girls were drawing their role
models from movies and then television. By locating the source of her
identity in literature, Long opens up the terrain of identity formation for
girls and foregrounds the obvious question, “How do narratives affect
personality development?” and then the next obvious question, “What
are the new narratives that will embody greater self-determination for
women?”
While most postmodern representations deal with naming the dilemmas of representation of women in various media, more recently women
have been attempting to develop new narratives. For instance, Beverly
Naidus, in her collaged book One Size Does Not Fit All (1993) (figure
3.2), challenges the conventions of thinness as the measure of beauty and
honors the uniqueness of each person’s body. This idea of self-acceptance,
from Naidus’s perspective, is key to a sense of self and relatedness. Text
accompanies the images, which provide an alternative voice to representations of women in the media: “She learned to accept compliments gracefully,” “She got fed up with the fashion industry and developed her own
sense of style,” “She practiced loving herself by enjoying the diversity of
body styles she saw in the sauna,” “She celebrated her health and vitality.”
In the early 1990s, Brenda Laurel, via Purple Moon, attempted to
generate new narratives for teenage girls using electronic media as a vehicle. Her Web site was one of the most popular of its class, indicating that
there is an enormous audience for new feminist narratives. One of the
challenges for women will be to successfully participate in all levels of
creative property activity, including distribution, so that works can reach
target audiences. There is much to be learned from Laurel’s valiant pioneering experiences.
Sheila Pinkel
42
Figure 3.1
Laurie Long, from the Becoming Nancy Drew series, 1996, courtesy of the artist.
Women, Body, Earth
43
Figure 3.2
Beverly Naidus, One Size Does Not Fit All, 1992, courtesy of the artist.
Sheila Pinkel
44
VIOLENCE AND MEDIA
Since the 1970s, there has been a growing recognition that media representations of women in advertising, television, film, and print media
were perpetuating violence toward women. Some women artists have attempted to make that violence visible. For instance, for years photographer Donna Ferrato traveled throughout the United States photographing
women who have suffered domestic abuse. In so doing, she articulated
the unseen world of battered women and raised questions about the nature
and degree of violence toward women in this culture.
In the early 1970s, Yoko Ono and Maria Abramovitz did performances
that were meant to make violence toward women visible. They did separate performances in which they included a series of objects such as
handcuffs and knives and instructed visitors to their performances to do
anything to them that the visitors wanted to do. Ono found that visitors
progressively cut the clothing from her body, piece by piece, until she was
entirely naked. Abramovitz found that men moved her into compromised
positions and at one point she had to employ guards because people feared
for her physical safety.
Many artists, such as Suzanne Lacy, Leslie Labowitz, and the team of
Elizabeth Sisco and Louis Hoch, started making work that required television coverage to be successful. They understood that the mechanism of
control lay in the hands of network executives, mainly men, who determine what is seen on television. They strategized about how to become
a voice in that system and represent the point of view of women. In
December 1977, Labowitz and Lacy produced the seminal performance
In Mourning and in Rage on the steps of Los Angeles City Hall to protest
the growing violence toward women in the media as symbolized by the
sensationalized coverage of the murders of ten Los Angeles women by the
Hillside Strangler. They held this performance at a time that gave them
the best news coverage. Lacy went on to perfect her ability to attract
media intervention at numerous feminist social projects. And Labowitz
coordinated The Incest Awareness Project, which was cosponsored by Ariadne and the Gay and Lesbian Community Service Center in Los Angeles.
The issue of violence toward women and the importance of media
intervention was the focus of the work NHI (No Humans Involved), done
by artists Louis Hock and Elizabeth Sisco. While reading a San Diego
Women, Body, Earth
45
newspaper, Hock and Sisco discovered that if no relatives or friends came
forward insisting on an investigation when prostitutes were murdered in
San Diego County, then the police would classify the case as “NHI (no
humans involved)” and close it without a proper investigation. During
the mid-1980s, forty-seven women were so classified. Hock and Sisco
created an exhibition composed of portraits of these women and text that
provided details about their lives. They also created an NHI billboard in
the city of San Diego, adjacent to a busy freeway, to call attention to this
issue. And they parlayed the issue into a media event in which newscasters
on various local channels debated the idea of whether this work could be
considered “art.” From Hock and Sisco’s point of view, they had accomplished their goal of infiltrating prime-time media to encourage people
to think and care about this situation.
Robin Lasser has used the billboard venue to make visible the ways
that women experience cultural repression about their bodies. One image
with two pots aflame says, “Fear of fat eats us alive. Some women don’t
just diet. They die. Anorexia Nervosa” (1998). In another, entitled How’s
my mothering? (1996), Lasser presents women without faces to show that
some pregnant women feel they are perceived as invisible in public and
devoid of sexuality, intellect, and personality. The torsos are representative
portraits of the types of cultural constructs that objectify mothers and
distill their individuality to walking, ever-growing public vessels. By showing us various symbolic images of pregnancy in larger-than-life representations on a billboard outside the white cube, she is able to reach a much
larger audience to consider how stereotyping of pregnancy via images
functions in the culture.
Other artists, seeking to have a visible voice, have also used interventionist strategies on billboards to make cultural critiques about representations of women. In her book Spray It Loud, Jill Posner gives numerous
examples from around the world of the alteration of billboards by women
activists as a way of claiming their voice and their bodies in the public
domain. Normally billboard space is expensive, financially accessible only
by corporate America and outside the financial range of most artists. In
addition, the idea that there is public space where people can make visible
their ideas and concerns is an illusion.
Deedee Halleck has chosen to assert her voice by founding Paper Tiger
Television and Deep Dish T.V. Through her own production company,
Sheila Pinkel
46
Halleck has facilitated hundreds of cultural critiques that have been done
by men and women and that would not be aired on commercial television.
And by creating a link with satellite broadcasting, Halleck transmits to
people throughout the United States and Latin America, circumventing
commercial broadcasting systems. For years, Anne Bray has headed an
alternative arts organization called L.A. Freewaves, which finds venues
other than commercial television for artists’ videos. Her main dream is
to reinscribe the vacant urban landscape with human activity that generates dialog and gives texture to the urban experience.
RECLAMATION OF DOMESTIC EXPERIENCE
Recognizing that domestic experiences and interpersonal dynamics between mothers and families had been omitted from artistic representations, since the 1970s many women artists have explored the importance
of domestic space. When Mary Kelly did her seminal work Post Partum
Document from 1973 to 1979, she documented the daily rituals and interactions between herself and her infant son to better understand the nature
of that process. In so doing, she was also investigating assertions made by
Freud and Lacan, the prevailing patriarchy in the world of psychoanalytic
theory, about gender and personality formation during the early stages of
life.
The Los Angeles–based team of Kerr and Malley did collaborative installations, both in galleries and the public domain, about reproductive
rights of women: “Reproductive rights have nothing to do with morality:
they have to do with business, economics, medicine, and who really controls it all.”8 In the mid-1980s, they did an installation about violence
that is committed against women by people who consider abortion to be
immoral. They took testimonies written by women in the nineteenth century an hour before they died describing the nature of their botched abortion and posted them on the verso side of freestanding images of women’s
bodies and lined the surrounding walls with black and white snapshots
of abortion clinics in southern California. Their emphasis on reproductive
rights highlights the increasingly active anti-abortion efforts of conservative members of Congress and the religious right. And it is testimony to
the place of abortion rights in a culture in which doctors are not taught
in medical schools how to perform safe abortions.
Women, Body, Earth
47
Judith Crawley, in her book Giving Birth Is Just the Beginning: Women
Speak About Mothering, represents the relationship between mothers and
children using the vernacular of snapshots of daily life to reclaim the territory of motherhood as worthy of photographic representation. And in
the scholarly book entitled Pregnant Pictures, Sandra Matthews and Laura
Wexler reproduce and discuss the work of numerous women artists who
deal with various aspects of pregnancy to overturn cultural taboos against
picturing the pregnant body and make visible the wide range of meanings
for the pregnant body in the United States.
RECLAMATION OF HISTORY
From 1973 to 1979, Judy Chicago, in collaboration with hundreds of
women, made the monumental Dinner Party, which exhumed the history
of seminal women in Western civilization. She chose the shape of a triangle, a symbol of female power, as the table on which to display thirtynine place settings devoted to women in history. She also created a time
line of women and their accomplishments throughout Western history,
which accompanied the table installation. In so doing, she was attempting
to realign history to include stories and symbols from deep time as a way
of challenging conventional histories and economic and social systems.
Multicultural and working-class perspectives have been an important
part of the work done since 1970. A growing number of women artists
have been giving voice to the realities and dilemmas that are part of their
lives. Judy Bacca, Delilah Montoya, Nobi Nagasawa, Bettye Saar, Lorna
Simpson, Clarissa Sligh, May Sun, Hulleah Tsinhnahjinnie, Patsi Valdez,
Carrie Mae Weems, Pat Ward Williams, to name a few, have done
ground-breaking work that addresses the politics and the points of view
of nonwhite artists who have found their voice. Much of their work unmasks the racism embedded in cultural institutions; some of it remembers
histories that have never been told, and some attempts to heal by providing images of affirmation. Along with this new generation of artists has
emerged a generation of art historians, such as Whitney Chadwick, Shifra
Goldman, Phyllis Jackson, Lucy Lippard, Frances Pohl, and Deborah
Willis, who are recovering and strengthening the history of women artists
through symposia, exhibitions, and publications.
Sheila Pinkel
48
In 1992 Coco Fusco and Guillermo Gomez-Pena did a series of performances entitled The Year of the White Bear about ethnocentrism and
the constructed dichotomy of first-world and third-world peoples. Fusco
dressed as the prototypic fetishized female “primitive” who behaved according to the Western stereotypes of pretechnological people. During
the performance, she encouraged the audience to interact with her and
in so doing to confront their own assumptions and biases about developing-world women. Her more recent work has evolved into installations
and performances about the plight of women working in the maquiladores
south of the U.S. border. Her larger life concern is in unmasking these
biases and realities to make visible the mechanisms for controlling poor
often nonwhite women there and throughout the world.
The work of Chicana artist Christina Fernandez is important to include
here because it reflects her struggle to understand and connect with her
Latina sisters in Mexico. She has used her own familial history or stories
of women she knew or interviewed as a vehicle to begin to tell the stories
of the strength and hardships of Mexicanas and Chicanas of the past and
present. In Ruin (1999), Fernandez rephotographed images of indigenous
Mexican women in the background of photographs by well-known male
Mexican image makers and overlaid these pictures with her own image.
In her view, most Chicanas have a nostalgic connection to indigenous
women, and despite the widening cultural gap, they identify with the
working-class and poor people of Mexico. Dispersion and metamorphosis
of herself in these images as well as the enlargement of the pixels of reproduction are almost a metaphor for estrangement and the failure of photography to enable some type of meaningful connection between Fernandez
and the women depicted in the photograph. The ultimate question posed
by the work is “What is left of the self, and the knowledge, traditions,
and beliefs of one’s ancestors, after cultural estrangement, geographic relocation, and social displacement—after the cultural and natural sites that
condition our identities are reduced to the broken stones of what once
was?”9
For Barbara Jo Revelle, reclamation of people in history has formed
the focus of her work. In the late 1980s, Revelle received a Colorado
Council on the Arts commission to select eighty-seven men and eightyseven women who had made an important contribution to the history of
Women, Body, Earth
49
the state of Colorado and include their portraits in a series of mosaic
murals on the front of the Denver Convention Center. The project proceeded smoothly until the question of inclusion arose. Revelle, who is an
intrepid researcher, wanted to acknowledge people from the multicultural
history of Colorado. The committee awarding the grant wanted to see a
canonical version of history that celebrated pioneer heroics and the white
male power elite rather than a history that foregrounded indigenous and
working-class people. Revelle fought to include Black Panther leaders,
labor activists, artists, feminists, aid workers, and leaders in the Chicano
movement. Ultimately, the debate was about economic and social class.
Wrangling over whose history should be included held up the project for
over a year. After contentious media battles and city council hearings,
Revelle’s version of history prevailed. Currently, Revelle is working on a
miner’s history in Lafayette, Colorado, and the history of Fort Myers,
Florida.
In the mid-1980s, Esther Parada did a large computer-generated piece
entitled The Monroe Doctrine (figure 3.3) about U.S. intervention in Latin
America, a subject mostly absent from U.S. media and art. In this work,
she juxtaposed gritty and highly stylized images of U.S. and Latin American military personnel with extremely finegrained photo representations
of women and children being subsumed by the military. The accompanying text that was integrated into the work gives verbal testimony to
domination by the military of women and children. This theme of the
historical domination of women was also central to the stereo transform
work that Parada did at the California Museum of Photography. This
work deconstructs the Christopher Columbus statues that appear in nearly
every major city and town square throughout Latin America and that
often include a scantily clothed woman “native” reaching up to honor
Columbus. More recently, Parada has represented familial generations
and constructions of family that fall outside of the conventional nuclearfamily mode.
The final artist mentioned in this essay is Meridel Rubenstein, who,
in works such as Critical Mass (1994), a collaboration with Ellen Zweig,
and Joan’s Arc: Vietnam (1999), attempts to find the healing intersection
between seemingly disparate worlds at war. In Critical Mass, she deals
with the intersection of Native Americans and the nuclear industry in
New Mexico and the role played by Edith Warner in creating a “safe
Sheila Pinkel
50
Figure 3.3
Esther Parada, The Monroe Doctrine, 1987, courtesy of the artist.
Women, Body, Earth
51
spot” for the scientists at Los Alamos, as symbolized by Warner’s image
on the side of Fat Man, the atomic bomb dropped on Nagasaki during
World War II. For Rubenstein, the writing of Elaine Scarry has been
important in understanding physical pain and its relationship to psychic
pain. Scarry’s locating the cause of war as pain within the body became
a source for Rubenstein’s recent work. In Joan’s Arc: Vietnam, the warrior
in a woman’s body and the vanquished peoples of Vietnam are interfaced
to make a work that creates a zone of communality, not just one of guilt
and suffering. By naming the pain connected with war, Rubenstein investigated the forces that threatened our sense of rootedness at the end of
the century and attempted to create healing through understanding.
CONCLUSION
For over five hundred years, women have actively participated in the artmaking practices of their time but have been excluded from history and
the system that acknowledges or communicates their ideas. In the last
thirty years, however, women artists have managed to find opportunities
to work together to expand the possibilities of content and for exhibition.
They have seen their works enter the dialog of their time. The challenge
for women is to continue this intensity of activity, to remain true to the
interior voice that gives veracity and energy to art making, to continue
to lobby for parity, and to generate innovative solutions for exhibition
and change.
NOTES
1.
Lucy Lippard, Overlay (New York: Pantheon Books, 1982), 4.
2.
Mary-Charlotte Domandi, “The Body in Question,” Aperture, 121 (1990): 67.
3.
Ibid, 67.
4.
Throughout the latter part of the twentieth century, issues of censorship plagued
artists. In 1986, in an effort to curb child pornography, the National Obscenity Enforcement Unit was created by former U.S. Attorney General Edwin Meese to train local and
state law enforcement officers to make obscenity-related arrests. Artists Andres Serrano,
Robert Mapplethorpe, Alice Sims, and Jock Sturges are a few of the artists who have
grappled with obscenity laws.
Sheila Pinkel
52
On 25 June 1998, the U.S. Supreme Court voted eight to one to uphold a provision
that required the National Endowment for the Arts (NEA) to take into account “general
standards of decency and respect for the diverse beliefs and values of the American public”
when making grants. The decision came in a case originally brought against the NEA by
performance artists Karen Finley, Tim Miller, Holly Hughes, and John Fleck, who were
denied NEA individual artist grants because of the content of their work. Finley uses her
body in her performances, sometimes appearing nude and covered only with chocolate,
to make a statement about the abuse of women: “My work was taken out of context and
eroticized by Helms on the Senate floor. . . . Who is going to be the decider of what’s
decent and what isn’t. . . . It will be a free-for-all. The witch hunt can happen anywhere.
. . . Only Justice David H. Souter, in a lone dissenting opinion, interpreted the provision
. . . as violating the First Amendment. A statute disfavoring speech that fails to respect
Americans’ “diverse beliefs and values” is the very model of viewpoint discrimination,’
Justice Souter said.” Linda Greenhouse, “Justices Uphold Decency Test in Awarding Arts
Grants, Backing Subjective Judgments,” New York Times, 26 June 1998, A17.
5.
Donna Haraway, Simians, Cyborgs, and Women: The Reinvention of Nature (New
York: Routledge, 1991), 152.
6.
Judith Fryer Davidov, Women’s Camera Work: Self/Body/Other in American Visual
Culture (Durham, NC: Duke University Press, 1998), 19.
7.
Ibid., 44.
8.
Research, “Angry Women,” in Angry Women, ed. Andrea Juno and V. Vale (San
Francisco, CA: Re/Search, 1991), 158.
9.
Laura E. Perez, Ruin catalog essay (1999).
Women, Body, Earth
53
4
Restructuring Power:
Telecommunication Works
Produced by Women
Anna Couey
We are trying to bring disparate worlds together, not so that we
can all get along, but so we can see out of the “me” into “us.”
—anna deavere smith 1
Telecommunication art is the art of electronic communication networks.
Its medium is communication—the structure of the distribution of ideas
and meaning in a networked world. Emerging from critiques of centralized mass media (including radio, television, newspapers, and the historic
role of select “visionary” artists to define our contemporary consciousness), telecommunication art often takes the form of nonhierarchical
many-to-many communications—conversation.
To engage in the construction of communication structures is an ancient cultural and political practice. Communication theorist Armand
Mattelart writes, “Who should control the circulation of information, the
installation and functioning of long-distance communication networks—
the state or the private sector? Who should be authorized to use the new
services? These questions predate the arrival of the manual telegraph. They
were posed during the long history of postal institutions.”2 The answers
to these questions in any particular period of time reveal the power structures at the core of human relationships and cultural identity.
In the twentieth century, network communication technologies have
had a tremendous influence in shaping individual and cultural perceptions
across the planet. Each new technology has engaged social, cultural, and
economic forces in all countries to establish (or not) “appropriate” mass
communication structures. According to media historian and critic Robert
McChesney,3 corporations have increasingly seized control of new communication technologies and in the process eroded the potential for a
democratic electronic public sphere. Furthermore, the costs of implementing new communication technologies have encouraged disparities of access between rich and poor nations and rich and poor people, with
resulting increases in economic inequity and cultural domination by the
wealthy.
Artists have engaged in questioning, envisioning, building, and using
telecommunication structures since at least the early days of radio. In
1932, Bertolt Brecht proposed a restructuring of radio to “change this
apparatus over from distribution to communication. The radio would be
the finest possible communication apparatus in public life . . . if it knew
Anna Couey
55
how to receive as well as transmit, how to let the listener speak as well
as hear, how to bring him into a relationship instead of isolating him.”4
Ironically, radio was initially a send and receive communication system.
The proliferation of television, too, has unleashed a multitude of artistic
critiques and experimentation since the 1960s, including video art, television art, satellite art, public-access broadcasting, and alternative networks.
A vibrant international art exchange has developed through the fax network. The international mail art network, known as the Eternal Network,
utilizes one of the most accessible and global communication networks—
the postal system—to engage in democratic cultural communication.
For women artists, new communication technologies pose a particular
set of issues. Mass media has firmly established itself as an immense seat
of power dominated by corporations run by men. Not surprisingly, “information” disseminated over corporate mass-media networks reinforces oppressive female stereotypes, encouraging women to find liberation through
consumption: “The mass media molds everyone into more passive roles,
into roles of more frantic consuming, into human beings with fragmented
views of society. But what it does to everyone, it does to women even more.
The traditional societal role of women is already a passive one, already
one of a consumer, already one of an emotional nonintellectual who isn’t
supposed to think or act beyond the confines of her home. The mass media
reinforces all these traits. . . . Women are said to make 75 percent of all
family consumption decisions. For advertisers, that is why women exist.”5
Even though (in the United States at least) we now see more “professional” women on television programs than we did in 1970, women in
the 1990s were still disproportionately exploited by electronic communication technologies. Interdisciplinary artist Coco Fusco makes the connection between the rhetoric of the Internet as a technology of liberation and
the abusive production system that creates the tools that enable connectivity: “I have been conducting research on women maquiladora workers
along the U.S.-Mexico border and in the Caribbean. Though these
women have virtually no access to the Internet, they are a crucial component of the global information circuit. Not only do they assemble much
of the digital revolution’s hardware, but their low wages maximize multinational profits and facilitate accelerated consumption of electronic media
for the virtual class. In Tijuana alone they produce more televisions than
anywhere else in the world.”6
Restructuring Power
56
Feminist art practice is grounded in issues of voice—talking among ourselves to understand what gender oppression is and how to transcend it;
voicing our identities to destroy stereotypes that destroy us; and bringing
our experiences and perspectives into the fabric of our communities as authentic voices in shaping our cultures. Women artists who build electronic
communication environments, connect people to each other, share stories,
and develop communication tools are taking steps toward altering social
communication at a systemic level—as art. In so doing, our work not only
provides a platform for our own voices but opens channels of communication for others who have been denied their voices—bringing disparate
worlds together to create a world that reflects and respects all.
Women’s telecommunication art practices take a variety of forms and
draw from diverse influences. Access to tools has impacted the demographics of practitioners—and despite our networked communications,
the field is fragmented and poorly documented. I am indebted to the
women who have written about their work, to the women I have collaborated with over the years, and to the women who found time to respond
to my questions for this chapter, including Isabella Bordoni (Italy), Nancy
Buchanan (United States), Sarah Dickenson (United States), Anne Fallis
(United States), Anne Focke (United States), Lucia Grossberger Morales
(United States), Heidi Grundmann (Austria), Carolyn Guyer (United
States), Jennifer Hall (United States), Sue Harris (Australia), Jacalyn
Lopez Garcia (United States), Judy Malloy (United States), Aida Mancillas (United States), Cathy Marshall (United States), Karen O’Rourke
(France), Sherrie Rabinowitz (United States), Elisabeth Schimana (Austria), Janet Silk (United States), Nina Sobell and Emily Hartzell (United
States), Andrea Sodomka (Austria), Carol Stakenas (United States), Lorri
Ann Two Bulls (Oglala Lakota), VNS Matrix (Australia), and Eva Wohlgemuth and Kathy Rae Huffman (Austria and United States). Still, this
story is not complete. I hope that you, who know a different herstory
than I, will add your story to this narrative.
CREATING PORTALS
In 1980, Sherrie Rabinowitz and Kit Galloway used technology to punch
a Hole in Space, employing a satellite feed and large-scale projections to
open a portal between pedestrians walking past Lincoln Center in New
Anna Couey
57
York and the Broadway department store at Century City in Los Angeles:
“People would be walking by, and they’d look up, and they’d see this
screen and these images, and they discovered that the people that they
were seeing and hearing were in fact 3,000 miles away.”7 Hole in Space
was unannounced to the public and lasted three days: “There was the
first evening of surprise discovery; the second evening was populated by
word-of-mouth and long-distance telephone calls; and after the television coverage of the second evening, the third was like a mass televisual
migration of families and transcontinental loved ones, some of whom
had not seen each other for over twenty years.”8 Hole in Space collapsed
geographical distance, bringing into being a window between two physical places, through which passers-by at each site could encounter each
other visually in real time. The project was an expression of Rabinowitz
and Galloway’s concept of “image as place”—using technology to meld
the artistic practice of image creation with the architectural practice of
creating an environment for human contact. As a functional and public
media space, Hole in Space articulated the connections between dispersed people in a mass media culture—and brought people together in
a shared media space. The shift from artist as producer of content to artist
as producer of an “image” in which the public produced content was
profound.
Other early experiments with visual telecommunication technologies
involving women artists include Satellites Art Project (1977), Sherrie
Rabinowitz and Kit Galloway’s investigation into “the image as place” in
which dancers physically located in Maryland and California danced together in the space created by the technology;9 Send/Receive Satellite Network (1977), a bicoastal program of artists’ performances organized by
Liza Bear, Keith Sonnier, and Carl Loeffler that was cable-cast in New
York and San Francisco—extending artists’ works not only across the
country but into a mass-media system; Red Burns’s two-way television
project for senior citizens during the 1970s and 1980s; Sarah Dickenson’s
work with the Communicationsphere Group at the Massachusetts Institute of Technology (1977–1985) that utilized slow-scan television, twoway cable TV, and computer networking to enable artists in Japan, Amsterdam, New York, Australia, British Columbia, and Cambridge, Massachusetts, to “exchange across cultures their ideas, concepts, and work”;10
and Electronic Caf é (1984), an interactive communication link between
Restructuring Power
58
diverse cultural communities in Los Angeles set in local eateries developed
by Sherrie Rabinowitz and Kit Galloway.
While the specific investigations that these artists undertook were quite
different, each focused on the creation and use of electronic communication structures to connect people to each other across physical distance,
rather than utilizing new media to create visual images. As Sarah Dickenson describes it, “Because of this interaction among artists over the electronic media channels, a specific form of art began to emerge, rooted in
the fine arts but shaped by the electronic media themselves. In effect, we
began to see the development of a new visual and spatial language that
bridged the arts and technology, for it was not concerned with the art
object but rather with art as communication.”11 Another concept that
formed a cornerstone of many subsequent telecommunication arts projects was the involvement of the public as collaborators in making art.
MAKING INFORMATION
While communication arts experiments investigate the potential of horizontal communication as a social construct, women artists have also invented alternative models for the production and dissemination of
information through telecommunication networks.
In 1986, Judy Malloy began to gather information for Bad Information Base No. 2, a collaboratively produced information artwork “which
was conceived as a database of wrong, misleading, inappropriate information and was meant to question our reliance on the veracity of
computer-delivered information.”12 She opened a discussion topic on the
Art Com Electronic Network (ACEN) on the Whole Earth ’Lectronic
Link (WELL), a computer-based conferencing system, inviting users to
post bad information for the Bad Information database. The informationcollection stage lasted for well over a year, as artists, computer programmers, futurists, and other members of the WELL community shared over
four hundred pieces of bad information on such topics as advice, health,
relationships, football, politics, religion, technology, body odor, sex,
computers, foreigners, television, horoscopes, miracle cures, the WELL,
happiness, music, toilet paper, environment, pets, transportation, food,
success, salt, and work. Malloy catalogued and organized the information
“in a definitive database”13 that is today accessible on the Web, complete
Anna Couey
59
with bad technical support.14 As an art project, Bad Information engaged
people who do not consider themselves artists in consciously creating art
content. As an information project, it redefined the public as experts in
information production.
Nancy Buchanan organizes evidence to develop actionable “portraits”
of social conditions that are carefully kept out of corporate-dominated
mass media: “I hope to counter the passivity of television and also to use
video to challenge the accepted status quo ‘truths’ of various social clichés.
I also want to demystify the media, challenging the notion that important
work can be done only by (industry) ‘experts’.”15 Buchanan’s work draws
from community information sources and experiences to weave a portrait
of current events, often involving community members themselves in the
production of information artworks. Working in and with communities
in Los Angeles since the mid-1980s, Buchanan has utilized video art,
public-access broadcasting, computer-based information technologies, including the Internet, as well as art galleries as vehicles for disseminating
her work. Her recent CD-ROM/Web work Developing: The Idea of
Home 16 expands the idea of home as a traditionally domestic female territory into its broader social context: “As a resident of southern California,
my own home area carries with it many other considerations such as water
procurement and use, destruction of fast-disappearing habitat, covenants
prohibiting certain lifestyle choices within an area, location of toxic waste
(and ‘greenwashing’ campaigns to hide them), inflated values and risky
bank practices, tenant organizing techniques, alternative home ownership
schemes, etc.”17 Using associative reading techniques, Developing: The Idea
of Home incorporates the Web as a means of maintaining an updated
information resource on the issues and groups contained in the CDROM—linking living information and real-world activism into an artwork that evolves as the issues it presents change over time.
CONSTRUCTING COMMUNICATION NETWORKS
The construction of communication networks—perpetual communication systems—as art is an extension of the idea that telecommunication
events are communication sculptures. As a sculptural form, communication networks address issues of dissemination of ideas and of community
building (for networks exist only to the extent of their use). When success-
Restructuring Power
60
ful, communication networks blend into daily living, becoming a part of
the social landscape—organic sculptures that take on a life of their own.
Similar ideas have been applied in the artist space movement and art publishing. Artists working with a variety of new media and mass media technologies have developed continuous communication networks.
Following Electronic Caf é, Sherrie Rabinowitz and Kit Galloway realized they needed to establish a continuous telearts venue to continue their
investigation of “image as place.” Their early works stand as “models of
what is possible. After Electronic Caf é in 1984, we realized that we needed
to create a permanent facility. . . . We wanted to build a permanent public
telecommunication lab where we could connect with other people and
build an international network.”18 By 1995, Electronic Café International,
based in Los Angeles, had approximately thirty network affiliates in Brazil,
Denmark, Israel, New York, Toronto, and other locations around the
world. Since its founding, Electronic Café International has produced an
extensive range of live multipoint performances, involving virtual-reality
technology, three-dimensional multiuser navigable online worlds, telerobotic devices, the Internet, and hybrids—such as mapping the movements
of a live performer over the Internet to activate an avatar that performed
with a video-rendered performer (1997).
Kunstradio-Radiokunst,19 established by Heidi Grundmann in Vienna,
Austria, in 1987 as a forum for original artworks for radio, continues
more than a decade later as a vital space for networked sound projects
that travel both radio networks and the Internet. As producer and curator
of the program, her work included the production of Realtime (1993), a
live interactive work for radio and television, and Horizontal Radio, a live
twenty-four-hour multimedia radio project. In 1999, she curated Sound
Drifting, an interdependent temporary system of international remote
subprojects that used a wide range of methods and approaches to the
generation, processing, and presentation of data, sounds, and images to
form an innovative nine-day-long continuous online, on-site, on-the-air
sound installation. Currently, Elisabeth Zimmerman is the producer for
Kunstradio, and Grundmann consults on projects and developments.
While Grundmann does not consider herself an artist, she has established
a space for art communication experiments within mass-media systems.
Nancy Buchanan’s collaboration with community activist Michael
Zinzun to produce the monthly cable show Message to the Grass Roots at
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61
Pasadena Community Access Corporation (PCAC) is one example of artists’ efforts to build an alternative, community-based voice using massmedia systems. The fact that the program was produced continuously
(1988–1998) rather than as a one-time event established it as a forum for
community empowerment within a social structure that overwhelmingly
disempowers community experience. Message to the Grass Roots still airs
on PCAC; its programs on police brutality, racism, South African liberation, and other issues remain relevant. Community-based media production workshops are also a component of Buchanan and Zinzun’s
collaboration and continue through the Coalition against Police Abuse
and Community in Support of the Gang Truce, further strengthening
connections between local, national, and international communities and
issues.
Prior to the widespread availability of Internet access in advanced capitalist countries, a number of women artists and cultural workers actively
participated in the construction of computer-based communication networks. These include the Art Com Electronic Network (ACEN), which
was launched on the Whole Earth ’Lectronic Link (WELL) conferencing
system in 1986 as an online art publishing venue and was soon transformed into a “virtual artists’ space” for creative collaborations between
artists and the cyberspace public. Although Carl Eugene Loeffler and Fred
Truck conceived of ACEN, women, including me, Nancy Frank, Donna
Hall, Darlene Tong, and Lorna Truck, played an important role in its
design and implementation. Artists Judy Malloy and Abbe Don also
played active roles as ACEN community members. In the early 1990s,
Sue Harris and Phillip Bannigan formed ArtsNet on Pegasus, the Australian node of the Association for Progressive Communications (an international network of conferencing systems for the social justice community).
In South Dakota, Anne Fallis operated the Dakota BBS, a project of
American Indian Telecommunications that provided online information
services to rural and tribal communities and served as a distribution medium for Native American clip art. Anne Focke took the lead in laying
the groundwork for Arts Wire,20 a United States–based online system for
artists and arts organizations that began in 1992 on the Meta Network,
and I was the program’s first network coordinator, continuing to build
Arts Wire’s culturally diverse community base.
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ArtsNet and Arts Wire were designed as broad-based networks that
would connect artists and arts organizations across cultural, racial, class,
institutional, and discipline barriers. The idea was to construct a democratic communication system that would enable the arts community (both
were conceptualized as national networks) to share ideas, exchange information, and facilitate arts advocacy (particularly crucial for the U.S. arts
community as it struggled against the Christian right–instigated culture
wars in the early 1990s). American Indian Telecommunications focused
on addressing the cultural and economic implications of new communication technologies for Native Americans. As Jim May (Cherokee) pointed
out in testimony to Congress: “Not only are we not publishing materials
about ourselves, but we also do not have adequate access to reliable information from the outside world. This is a serious problem since it affects
our health, our economic development, our education, and almost all
those aspects of our daily lives that we have in common with all people.
We miss out on opportunities to improve our lot by not being connected
to electronic resources.”21
As Internet access has become more commonplace in the advanced
capitalist countries, the methodology for building cultural communication systems has changed. Rather than connecting computers and telephone networks to build a network, artists tend to use existing Internet
infrastructure. Specialized electronic mailing lists and listservs serving all
kinds of cultural communities and communities of interest proliferate
and often become so active that their members lack the time to participate in more general communication systems. The vision of a new masscommunication paradigm—horizontal communication among millions
of people—has in practice become more focused and exists beside the
commercial, broadcast models that mass media and other corporations
have brought to the World Wide Web.
Face Settings,22 initiated by Kathy Rae Huffman and Eva Wohlgemuth in 1996, is a network project that combines dinner performances
with offline and online communication and community building, connecting women in Belgrade, St. Petersburg, Bilbao, Glasgow, and Vienna. The project grew out of Wohlgemuth and Huffman’s observations
about the status of women in Russia, women’s communication styles,
and the lack of support for European women to work with new communication technologies: “The objective was to join real groups of women
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in networks and to engage women in discussions of importance on
local, regional, national, and international levels.”23 Over several years
of dinner performances in different cities, Face Settings explored how
communication practices differ across cultures, how women communicate differently than men on and offline. The project also sought to
encourage women to participate in the formation of “online culture.”
FACES,24 an online mailing list that grew out of the project, has become a community-building mechanism of its own that “connects
women from areas that border on the fringe territories (and concerns)
of the European media centers.”25
WEAVING NETWORKS
Communication networks form an invisible geography that intersects
the geography of physical place but is defined by political, economic,
and cultural systems. The interconnections between communication networks and places enables a kind of conceptual weaving—the opportunity to map the world according to different sensibilities and to form
reciprocal communications across geographic, political, perceptual, and
temporal borders. These weavings are steps toward an art that connects
diverse modalities of living into language and experience that articulate
the whole. It becomes a kind of cubism of social space that reflects simultaneous diversities and initiates relationships between them in an
art/life process.
Jennifer Hall, Susan Imholtz, and Joan Shafran conceived Netdrama
in 1985 as a “telecommunication project that develops the conceptual
parameters of electronic spaces for artistic use, defines the performance
aspects of creating online theater, and tracks and documents the electronic lives of characters created within the electronic networking environment.”26 Written and performed on bulletin board systems (BBSs)
throughout the east coast of North America in collaboration with online
communities, Netdrama flattened the hierarchy between audience and
artist and enabled a theater work to play a daily role in the lives of online
communities. Although framed as art—Netdrama producers posted announcements on participating BBSs—the characters performed on the
same virtual stages as community members. “The audience becomes
gradually less aware that this character is simply part of a performance
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and begins to treat her more like a real member of their electronic community,” Hall writes about the character Mindy.27 The art/life hybrid
took on a life of its own, independent of its initial creators: two years
after the event appeared to have ended, the producer discovered that
“characters are now self-propelled personas. Without the aid of designers,
writers, or producers, the actors keep their characters alive by establishing
them on additional networks and inviting more people to participate in
the drama. Designers are found setting up scenarios for active audiences
on four separate networking systems. The two characters in love have
gone on to begin a new event where they now live the electronic lives of
their choice.”28
Cultures in Cyberspace, a project I organized in 1992, took the structural
form of an open panel that developed within five online communities
and was subsequently shared among them to foster a grassroots crosscultural discussion on an issue that affected all participants:
As with multinational corporations, computer networks are drawing new lines
of social organization. . . . This technology would seem to incur a new social
order—one based on reciprocity and interaction rather than imperialist domination. . . . The catch, of course, is that computer networks are not accessible to
everyone. . . . What will happen to cultural groups that remain offline? Will
cultural groups that do access cyberspace lose their distinct identities through a
process of interaction? And, if so, is such an occurrence cultural evolution or
homogenization?29
I asked community members at each online system to introduce and
facilitate “local” discussion: George Baldwin, Anne Fallis, and Randy Ross
on Dakota BBS (a project of American Indian Telecommunications,
South Dakota), Sue Harris and Phillip Bannigan on ArtsNet (Australia),
Joe Matuzak on Arts Wire (United States), John Quarterman on 〈alt.
cyberspace〉 (USENET), and Judy Malloy and Eric Theise in the Virtual
Communities conference on the WELL. The participating communities were culturally and geographically diverse and represented different
types of online communities—local, national, and international, communities of place or culture, as well as distributed communities of interest. In realizing the project, we encountered cultural differences and
technical difficulties—our proposed USENET newsgroup that was to
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carry cross-system discussion threads was denied distribution; one of
the coordinators could not get online from Italy to facilitate the 〈alt.
cyberspace〉 discussion; discussion on several systems was quite active,
while on other systems there was little or no activity—reflecting either
the nature of the online communities, the coordinator’s available time,
or the degree of relevance the project had for the communities it sought
to engage. The work itself revealed very real social and technical borders
in developing cross-cultural communications for discussion of communication policy issues at the grassroots.
In 1993, Aida Mancillas created a digital manifestation of Project Artnet
in the form of an electronic artists’ book. Developed in collaboration
with Lynn Susholtz, Project Artnet was designed “to bring together artists,
community members, social service agencies, and local arts organizations
as part of a collaborative effort to foster neighborhood pride and crosscultural respect.”30 The project engaged children who lived in an ethnically
diverse inner-city San Diego neighborhood in learning about, documenting, and sharing their family histories through interviewing, drawing, and
writing poetry. The telecommunication component of Project Artnet connected children with people outside their immediate neighborhood. Using
an interactive conference on Arts Wire, Project Artnet displayed poems
and stories written by the children. An interactive discussion item enabled
Arts Wire members and attendees of SIGGRAPH 1993 in Anaheim, California, to share their own stories with the children. (Project Artnet was
exhibited at SIGGRAPH 1993 as part of Matrix: Women Networking,
organized by Lucia Grossberger Morales and myself.) As part of the project, the children went online—still a rarity in 1993. Mancillas described
the impact of the children’s online experience as expanding their sense
of space—the world outside their immediate neighborhood became alive,
something they could participate in.31
Isabella Bordoni weaves communication systems and perceptual structures. In 1985, she cofounded Giardini Pensili in Rimini, Italy, with Roberto Paci Dalò as a theatrical ensemble that focuses on “investigation of
acoustical and visual perception, of language and communication systems,
new technologies and their relationships with memory and history.”32 For
the collaborative work Realtime (1993), a Kunstradio-Radiokunst performance, Bordoni took care of the text and its dramaturgy. The artists involved in Realtime were both authors and performers; together they
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developed a shared telematic stage for actors and the public in three Austrian radio and television stations. As images, sounds, and Internet data
transmissions fed into the network, robots and sound generators enabled
artists in multiple locations to modify and reciprocally control the development of events in real time. For Bordoni, who brings to telecommunication art a background in writing and theater, “media art offers the
possibility of activating perceptual structures and exploring models of associations across disciplines, across diverse areas of knowledge.”33
Like many telecommunication artists, Andrea Sodomka prefers a collaborative approach to making art—in any medium: “Many of the structures of telecommunication art, like the question of authorship or
simultaneous events, existed in my work long before I started to deal with
new communication technologies.”34 State of Transition (1994), a project
conceived by Sodomka, Martin Breindl, Norbert Mather, and Gerfried
Stocker, utilized radio and the World Wide Web to explore “forms of
migration, highways, immigration rates, transit spaces, crossing borderlines, transitional stages of all kinds [that] were subject and structure of
this live event.”35 The virtual paths of the audience through the work
wove into the fabric of the event: when a visitor accessed the project’s Web
server, a trace-route routine began to analyze the route of that individual
connection, resulting in an “acoustical map” that marked their journey.
Sodomka views the Web as having “different aesthetic and conceptual
structures than known before. A new language had to be learned. And
creating this new language was my main interest.”36
Karen O’Rourke started the project Paris-Réseau in collaboration with
the art group Art-Réseaux in 1994 “to realize an imaginary portrait of
Paris using the combined experiences of people who live there and others
elsewhere, who picture, each from his own particular vantage point, travel
in that city.”37 In gathering data to map the portrait, Art-Réseaux “characters” described former habitual itineraries, which were then documented
by “implacable photographers” who retraced the routes. With their bodies, traveling from the center of Paris outward, six “reporters” left the
Vidéotheque de Paris, taking photographs and making videorecordings
of their journey. On the Internet, Art-Réseaux posted an information
request, asking “informers” who believed that they have met one of the
“characters” to describe the encounter. Making connections through history, the artists recorded the itineraries of “the ancestors” of Paris—from
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the time of Saint Denis to Andre Breton. The resulting data was meticulously catalogued on an initial CD-ROM in a parody of a guidebook, for
public perusal: “The would-be traveler will be taken aback by the sheer
quantity of all this rather useless information catalogued with such precision. . . . Nowhere will the traveler find the history of the Louvre or
even the price of a decent hotel room.”38 Paris-Réseau maps the city as
an overlapping accumulation of physical networks (streets, subway routes,
telephone lines), temporal networks (linkages across generations that have
lived in the same place), and memory (lived experience, memories of lived
experience, inventions, news).
Over several years, Paris-Réseau has continued to expand and shift. The
artists’ initial concern with process developed into a desire to connect the
fragments of collected data into a whole. O’Rourke developed a ParisRéseau Web site that organized the data in juxtaposed fragments, with
linkages that at times seemed significant and sometimes not. Paris-Réseau
was redesigned and released in 2000 as a CD-ROM that provides four
points of view from which to explore the city, four different systems of
navigation—perceiving, imagining, exploring, and transforming the objects on the screen. Data fragments may reappear in different contexts,
changing their meaning. The project continues, as O’Rourke describes it,
as a “(net)work in progress,” with a concurrent investigation into how to
meaningfully archive or represent a living information system.39
In Local 411, Janet Silk and Ian Pollock used San Francisco’s public
phone system to expose the impact of a new downtown arts center on
the lives of the members of the community displaced by it: “We want to
talk about histories that can exist in the present and the psychological
dimension of the telephone network that speaks of vanished spaces that
remain in memory.”40 The artists used several strategies to gather together
the scattered memories of the vanished neighborhood. They constructed
fictional vignettes based on research about the area and its former residents, recorded them in English, Spanish, Mandarin, and Tagalog, and
made them accessible on a voice-mail system: “one might start by hearing
a story in English and then be exposed to another language, much like
how one might come across different languages while walking down a
busy street in San Francisco.”41 The voice-mail system also solicited listeners’ stories, which were added to the pool of memories and presented to
subsequent callers. Lastly, the artists gathered a group of performers to
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develop characters created from the history of the place: “people looking
for friends or lovers, individuals looking for buildings that were no longer
there, and ghosts haunting the phones.”42
The characters placed calls to public telephones in the Yerba Buena
area and engaged the person who answered in a conversation about the
changes in the neighborhood: “For example, one of the performers would
ask to speak to a specific person by name (‘Is Jeff there?’). Then when
the person who answered the call would report that the person was not
there (‘Hey man, this is a park’), the response was a lead into conversation
about the neighborhood and people that used to live there.”43 Silk and
Pollock report that these one-on-one performances enabled audience participants to explore the issues of dislocation and gentrification in depth.
Local 411 reveals the multiple layers of an urban place and the complex
issues of urban development—the destruction of one neighborhood for
another, particularly questioning the role of art in the gentrification
process.
Day Without Art Web Action44 engages artists and AIDS activists together in shaping a public place on the Web for people to mourn the
people who have died, to find critical medical information, to “seek out
services, find community, to become an electronic activist.”45 Organized
annually by Carol Stakenas at Creative Time in New York since 1995,
DWA Web Action coincides with the Day Without Art held on December
1. Carol works with artists to design Web works for each year’s event and
has accumulated an extensive collection of links to AIDS information
resources and activist Web sites. One recent art project, The Wish Machine
(see figure 35.2), developed by Chrysanne Stathacos, invites the public
to “submit a wish to activate the powerful energy of imagination and
hope.”46 The wishes are posted to the site, articulations of a communal
ritual that brings people together and encourages action: “To wish, or
desire, becomes especially resonant against the broad continuum of how
the HIV/AIDS pandemic continues to effect our lives and our culture
from the promising news of a possible vaccine to the ominous certainty
that this fatal virus is continuing to spread.”47 The project also facilitates
political action across the Web: Stakenas invites other Web site producers
to participate in the Day Without Art by adding the Day Without Art
logo and link to their home pages for the day: “Several sites employed a
more radical approach that echoed the classic DWA shrouding ritual.
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They disabled entry to their Web site and simply displayed the linked
DWA logo on a black background for the day. Other sites opted for an
elegant solution that didn’t deny access to their site by placing the DWA
logo on a special buffer page for the user to ‘pass through’ and yet held
their attention for a moment to consider the special focus of the day.”48
In 1996, Austrian sound artist Elisabeth Schimana49 created the fugue,
a score for four remote conductors whose commands are interpreted live
in a concert that occurs simultaneously on air, online, and on-site, with
collaborators Michael Moser (musical concept and violoncello), Ludwig
Zeininger (sampler), Peter Machajdik (electric guitar), Fuchs/Eckermann,
Andrew Bentley, Karl Petermichl and Paul Modler (conductors), Martin
Leitner (technical director), August Black (Web design), and Martin
Schitter (score programming).
Describing the fugue, Schimana writes:
The Scene
is the place—where the river
March joins the Danube, forming
the political border between
Austria and Slovakia. On the
Austrian side is a small belt of the
Au. Opposite this, on the
Slovakian side is the limestone hill
of Devin telling the story of
permanent settlement since the
stone age.
The Bridge
a boat—as a connecting point, will
be located on the mouth of the
March. Here, 4 musicians will play
and receive commands via Internet
from 4 separate conductors.
The Sounds
environmental sounds, cello,
sampler, vocals, electric guitar
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The Musical Structure
the fugue—the fleeing of voices
from each other. The theme of the
fugue is the break, followed by the
instrumental answer to the place.
The Sound Projections
to the radio, the Internet, and the
promenade of speakers along the
river bank of Devin50
The performance is a dialog between the sounds of the place and the
musicians’ response. Schimana writes, “Each voice in this piece has its
own theme. These sounds are taken live from the acoustic environment
of the place of our performance via microphones. There are sounds from
the ship (engine room), the AU (birds, trees, wind), the water (the river
March), and Devin (the audience). The musicians had to find an instrumental answer to the place: the five models. These complex sound structures are together with the themes the basic sound materials of the piece.”51
IDENTITY
In a networked, mediated world, what happens to the identities that we
have formed across history, identities shaped by our physical, local communities and cultures? While broadcast media, controlled by powerful
corporate interests, reflects a narrow spectrum of human experience and
perspectives, the relatively open territory of the Internet has held a promise
for expanding that spectrum. Conversely, as a media environment in
which identity is often articulated through language rather than physical
presence, the Internet has also provided a place to explore new identities
and to expose the ways in which identity is constructed. Relationship to
identity—historically rooted in physical place, defined by physical appearance, and politically impacted by physical manifestations of power and
aggression—is a cultural battlefield in cyberspace. Will cyberspace simply
mirror our “real-world” legacy of identity marginalization, or can it be
made a place to transform culture erasure and ensure a way of viewing
that embraces diverse histories and systems of knowledge?
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“I am Oglala Lakota and come from a culture that is rich in philosophy and thought, and I was raised up in the ‘old way’ where women are
considered to be the backbone of the family. My work simply reflects
my life and self-expression. I consider this feminist movement as belonging more to the white man,” writes Lorri Ann Two Bulls.52 In 1993,
she created over 100 digital drawings using NAPLPS, a computer graphics program designed for the videotext industry. At that time, NAPLPS
was perhaps the only graphics tool that allowed images to be viewed online and was not widely used: English text was the dominant communication medium on computer networks. Two Bulls’ digital drawings depicted
Native American themes—“drums, dancers, bead work, traditional costumes”53 —and were produced to be sold, as part of a Native American
clip art catalog that Anne Fallis was developing. The drawings were distributed as share art (view for free, download for $25) on Dakota BBS.
While other image formats of the time allowed computer graphics to be
transported over computer networks for downloading and viewing offline,
NAPLPS viewing software (distributed as shareware), allowed people to
see the digital images drawn online right before their eyes, establishing
an immediacy of visual communication. The drawings by Two Bulls and
other Native American artists not only explored new methodologies of
cultural exchange but established a culturally appropriate communication
system emphasizing visual rather than text-based communication.54 As
Two Bulls points out, “In hindsight, Anne was probably at the cutting
edge of what was to come in computer clip art and saw ahead of her time
because now Native American clip art is widely sought after.”55 Unfortunately, Two Bulls experienced the down side of online art distribution:
her works were copied and sold by others without permission and with
no remuneration to her. In 1993, the digital medium was too new for
her to mount an effective legal battle against copyright infringement,
and since then, she has focused on creating computer art offline (protected under traditional copyright law) and her handmade painted jewelry
business.
Jacalyn Lopez Garcia writes, “As we crossed the Mexican border, the
border patrol would ask me my citizenship. I would reply ‘American’
because my parents taught me to say that. But in California, people would
ask me ‘What are you?’ I guess they didn’t quite know how to ask ‘Are
you American?’ I would proudly reply, ‘Mexican.’ It wasn’t until I be-
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came a teenager that I claimed I was Mexican-American. . . . It wasn’t
until I became a reentry student at UC Riverside (in the 90s) that I developed a Chicana consciousness.”56 Lopez Garcia developed her work Glass
Houses 57 in 1997 as a self-portrait that would tie her personal experiences
and issues of identity with broader issues of “race, class, acculturation,
and nationalism.”58 Yet she struggled with doubts about using her family
history as the basis of the work and with the ethics of revealing painful
family memories for public viewing. Ultimately deciding to proceed with
the work, Lopez Garcia designed a Web environment that is mapped from
the floor plan of her own home. By leaving a house key under the doormat
and inviting members of the public to enter as house guests who are free
to wander through her home, Lopez Garcia creates a friendly and intimate
space in which to experience her stories. Glass Houses is also a conversation
space: in the kitchen, house guests can leave their own comments for her
and other visitors to read. The power of the work becomes clear in the
comments from house guests, many of whom reveal their own struggles
with similar issues. For Lopez Garcia, the decision to tell her own stories
publicly is validated in these messages, which she reads with her mother
“out loud as tears roll down our faces.”59
Mother Millennia 60 is a collaborative work conceived by Carolyn
Guyer that weaves personal stories into a communal, planetary portrait
of mother. “Remembering our mothers,” Guyer writes, “or hearing older
relatives remember their mothers is a human commonality that will never
sound the same twice but will always resonate with the memory and desire
we all use to create ourselves.”61 For Guyer, an important key to the work
as a successful cross-cultural experiment is that it holds two viewpoints
simultaneously: that of specific individual experiences and that of a vast
composite that forms the whole—our global conception of mother. To
underscore this point, she uses NASA photographs of earth viewed from
space as the visual context for the work, a reminder “of that process of
combining two viewpoints and that, in an ancient sense, we all share
the same mother.”62 Mother Millennia invites visitors to the Web site to
contribute stories about their mothers—images, texts, multimedia, multilingual, essays, fictions, poems; the form is limited only by the Web itself.
But the project also links to the earth; Guyer seeks stories from people
who do not have access to the Internet. The planetary portrait of mother
has multiple points of entry. One may find a story by going to the story
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index—where each story is alphabetized and listed with author, language,
medium, type (essay, poem, etc.)—or by looking up the list of authors.
Alternatively, one might meander through the stories thematically or geographically or by following what Guyer calls “idiosyncratic” links of her
own choosing. Started in 1997, the project continues. While Guyer serves
as project editor, participants also shape editorial direction. For example,
Mother Millennia includes a thematic thread of stories about fathers because contributors wrote stories about their fathers and insisted that fathers be included.
In 1994, Nina Sobell and Emily Hartzell created a virtual ParkBench 63
that provides people in New York City with open access to the Internet
as well as the ability to see and communicate with each other using
videoconferencing and a collaborative drawing space: “In a city where
strangers rarely talk to one another on real park benches, ParkBench
would be a safe place to congregate in cyberspace.”64 ParkBench also provides a platform for the public to remote-access an online performance
series called ArTisTheater. With the use of a telerobotic video camera,
Sobell and Hartzell have developed a number of performances that explore identity, voyeurism, and power in digital space. In Alice Sat Here
(1995), a telerobotic video camera engages on-site and online audiences
in riding a wireless vehicle named VirtuAlice. The online audience, using
remote control, determines the direction the vehicle will take. The onsite audience drives the vehicle, acting as “chauffeur” for the remote user.
During a Web performance in 1997, Web viewers watched Sobell and
Hartzell through an active female gaze: “The camera moves from our
eyes to our mouths to our hands to the work, as Nina sculpts Emily
drawing Nina. The female gaze is perceived as observation in the artmaking process. The cameras establish a rhythm with their movement;
they record the physical process of perception and representation. Eyes
move to observe and record, mouths move involuntarily, hands move to
coax form out of media, and the work records the materialization of the
process. Through observing one another we discover ourselves, and as
the piece progresses, each artist appears on the opposite screen, in the
hands of the other.”65
VNS Matrix was a group of Australian cyberfeminist artists that was
active from 1991 to 1997. As VNS Matrix, group members Virginia Barratt, Francesca da Rimini, Julianne Pierce, and Josephine Starrs presented
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several installations, events, and public art-works involving new media,
photography, sound, and video. The impetus of the group was to “investigate and decipher the narratives of domination and control that surround
high-technological culture and explore the construction of social space,
identity, and sexuality in cyberspace.”66 The project that the group pursued was one of debunking the masculinist myths that might alienate
women from technological devices and their cultural products. The artists
believed that women who hijack the tools of domination and control can
introduce a rupture into a highly systematized culture by infecting the
machines with radical thought, diverting them from their inherent purpose of linear topdown mastery.
VNS Matrix’s Cybermanifesto for the 21st Century articulates a cyberfeminist identity and subverts the language of capitalist technoculture:
we are the modern cunt
positive anti reason
unbounded unleashed unforgiving
we see art with our cunt we make art with our cunt
we believe in jouissance madness holiness and poetry
we are the virus of the new world disorder
rupturing the symbolic from within
saboteurs of big daddy mainframe
the clitoris is a direct line to the matrix
VNS Matrix
terminators of the moral code
mercenaries of slime
go down on the altar of abjection
probing the visceral temple we speak in tongues
infiltrating disrupting disseminating
corrupting the discourse
we are the future cunt67
Along with Sadie Plant, VNS Matrix coined the term “cyberfeminism”
in the early 1990s. Their Internet-based works include “c or pu s fa nt a st ic aM O O,” an interactive text-based environment designed as the interior of a body. Visitors enter and traverse the body at will, using it as a
locus point for engaging in discussion about gender and cyberspace.
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“c or pu s fa nt a st ic a MO O” is a colonized body, where entities without number
meet. You may not understand some of the language you encounter in this body,
and it would be advisable to familiarize yourself with other methods of constructing meaning. Never assume that you are speaking to a member of a privileged class, race, gender, or species. We provide mindnet access for entities with
particular needs. What resident or guest entities say or do may not always be to
your liking. Beware—there is no moral code in this “place.”68
STRUCTURING LANGUAGE
Telecommunication systems are designed environments. While many of
the tools are conceptualized with utility in mind, they reflect the cultural
and political biases of their designers and developers. The Internet is an
information communication space that is deterritorialized in the sense
that it is nonphysical and crosses geographic borders. Yet the concept of
deterritorialization obscures the Internet’s extreme territoriality: access is
heavily dependent on wealth, class, and technical literacy. Furthermore,
the structure of the system is consciously driven by corporations seeking
to build new methodologies of gathering and using demographic information to target product sales, to entertain and seize “eyeballs” (as they disparagingly describe visitors to their Web sites), and to be more “efficient”
by developing information-delivery systems that displace workers. The
communication exchange that evolves from such goals is often manipulative and frequently covert, a linguistic structure that turns people into
consumption targets. While women’s telecommunication works in general challenge the structure of corporate-designed communication systems, some women artists work in particular on designing new media
tools and linguistic systems that have a nonhierarchical agenda.
Judy Malloy’s work extends from developing text-based artworks that
mimic human thought processes to developing linguistic structures for
the Web in collaboration with Cathy Marshall. According to Malloy: “For
many years, I had been working on a series of artists books that attempted
to simulate our fragmented, random, repetitious, nonsequential human
memory patterns—using card catalog containers or electromechanical
address books. I saw that—in tandem with interactive, communitybased publication—computer-mediated telecommunication made possible these nonsequential or simultaneously parallel narrative structures that
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I sought. Uncle Roger, begun on ACEN in 1986, used a database linking
structure similar to what is now called hyperfiction.” 69 Uncle Roger 70 is a
narrative told by Jenny, who views the technoculture of Silicon Valley
from her experience as a baby sitter and clerical worker. The narrative is
comprised of three “files,” each a compilation of story fragments. Files 1
and 2 are accessible by keywords—Jenny’s experiences with particular
characters or places. The reader thus chooses a path through the story,
at times, like Jenny’s memory, calling up a repeated fragment. File 3 uses
a random number generator to recall Jenny’s memories much as she remembers them herself. This method of storytelling is for Judy a consciously feminist approach toward writing: “[My] hypernarratives Uncle
Roger, Its Name Was Penelope, The Yellow Bowl, Forward/Anywhere (with
Cathy Marshall), lOveOne, and The Roar of Destiny Emanated from the
Refrigerator are based on the feminist approaches of making the woman
the subject rather than the object of the work, of connecting the reader
with women’s lives and thoughts; of validating daily and personal experience as a way of understanding and expressing a culture; of creating a
collaborative and/or interactive environment.”71
Forward/Anywhere,72 a collaboration between Judy Malloy and Cathy
Marshall, began as a communication exchange between an artist and a
researcher who had just become acquainted with each other. The project
was a response to Xerox PARC’s artist-in-residence program, which was
designed to build bridges between artists and research scientists. Malloy
and Marshall exchanged “lexia” or screens via e-mail over two and a half
years, drawing from each participant’s life experiences “with new content
arising through association.”73 When they sought to design the exchange
for a Web environment, they looked for ways to represent for the reader
their own experiences of the stories unfolding, as well as to offer a more
active role for reading the text than typical Web hypertext links. The Web
implementation that Malloy and Marshall designed uses a “Forward” link
to enable the reader to follow the associative process that the authors
employed. An “Anywhere” link employs a random number generator to
allow the reader to jump around in the text, providing a reading experience that approximates the repetitive way that memory works. “Lines”
gives readers the option of entering a term of their own choice, retrieving
all references to that term as one-line text fragments, and linking to the
stories in which they appear. As Marshall writes, “Clicking, changing
Anna Couey
77
channels, and—in a most unholy appropriation of verbs—surfing have,
then, become the common modes of interaction with texts. Choice
equates with interaction: ‘I click, therefore I am’ may well be the slogan
of the Pepsi generation. But link following can be (and often is) a very
passive form of engagement.”74 Forward/Anywhere shapes an active reading methodology that restructures the power dynamics between reader
and writer.
Do While Studio—directed by Jennifer Hall in collaboration with
Blyth Hazen, education coordinator, Joan Shafran, principal, and others—provides an organizational framework to nurture collaborations between artists and industry as a way of shaping communication tools and
providing artists a means of financial sustainability. “Do While Studio is
a small and focused community offering an alternative to the way technology is assimilated in day-to-day art practice,” write Hall and Hazen.75
Rather than exploiting new technological tools for their artistic potential,
Do While takes the tactic of consciously designing the tools that will
define how we communicate online. One artist-industry collaboration developed video-conferencing tools to create a World Wide Simultaneous
Dance on the Internet. Laura Knott, the coordinating artist-in-residence
at Do While Studio, worked with Tim Dorcey of BoxTop Interactive,
who was leading the development of iVisit, a video-conferencing package.
With the software still in beta, Knott and Dorcey were able to discuss
and reconstruct the underlying values and philosophies built into the tool.
In describing the framework for Do While Studio’s work, Hall writes
about the social role played by artists in an information age: “Participation
in the new global dialog demands the ability to navigate through massive
quantities of information while reassessing notions of space and time. We
find ourselves immersed in a tremendous volume of disconnected ideas.
Artists have responded to the information complex by developing a new
working paradigm: connecting chunks of data. We have become concerned not with a specific piece of information or a particular image but
with the changing relationships of elements within an overall structure,
with customized views, and with the coherent transmission of ideas from
one place and time to another. The data that are collected, as well as the
information systems that explore and reveal the data, shape our social
perception.”76 In the context of current global Internet technology and
policy developments, Do While’s work represents an important strategy
Restructuring Power
78
for constructing a socially beneficial communication system from a creative, culturally grounded perspective.
LOOKING BACK, MOVING FORWARD
The women artists who are shaping the undefined and shifting territory
that comprises our contemporary media landscape have taken significant
steps in redefining ways that mass communication systems can be designed, as well as redefining the hierarchical standard in Western art production. Their works embody reciprocity with communities and people,
charting an important model for cultural and political power—one that
relies on inclusion, on multiple parts forming a whole. In developing this
work, women artists often step outside the traditional territories of art
making and collaborate with community-based organizations, social justice activists, scientific researchers, industry, and the education system.
Their art is frequently woven into the fabric of daily living.
While one can look at these works as being feminist in their approach
to voice and power, not all of the artists define their work as feminist in
content or intent. Some identify more closely with their culture than with
gender, viewing feminism as a “white” influence. Others explore nonhierarchical communication concepts—collaboration, networked communication, dispersed authorship, public art—without attaching a feminist
significance to their work. And there are still others who consider their
work to be feminist, whether or not its content specifically explores gender
issues.
Telecommunication art has been accused, with some validity, of being
an elite art form due to the cost of tools and access to cyberspace. Our
work, open as the Internet is today, is still not open to all. Those of us who
work with electronic telecommunication tools wrestle with the tension of
trying to shape democratic communication systems in an environment
that excludes on the basis of wealth, knowing that women are the majority
of the poor. Our work has not yet impeded the increasing centralization
of media corporations or the privatization of communication networks—
the advance, as VNS Matrix calls it, of Big Daddy Mainframe.
As Karen O’Rourke points out,77 there remains a tension in collaborative telecommunication works: they still often have an individual artist’s
name attached to them (whether initiated by men or women). What is
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79
the role of the public that we invite to be artists with us? Lorri Ann Two
Bulls’ experience with having her online work sold without remuneration
is a painful reminder that we have not moved beyond cultural exploitation. As artists seek ways to restructure power and to collaborate with
others in the creative process, we must be mindful of the rights of our
collaborators.
What women telecommunication artists have achieved is to create
spaces for horizontal communication, understanding that this implies a
new language and a new set of relationships. We have connected our
work to other people, extending beyond our selves, drawing from many
individuals’ lived experiences as the basis for making art that authentically
reflects the multiplicity of all of us.
NOTES
1.
Anna Deavere Smith, quoted in Sara Boxer, “Enter, the Audience: Trying to Gather
Everyone In,” New York Times, 29 August 1998: A13.
2.
Armand Mattelart, Mapping World Communication: War, Progress, Culture, trans. Su-
san Emanuel and James A. Cohen (Minneapolis: University of Minnesota Press, 1994), 6.
3.
See Edward S. Herman and Robert McChesney, The Global Media: The New Mission-
aries of Global Capitalism (London: Cassell, 1997), and McChesney, “Towards a Democratic Media System: Interview with Robert McChesney,” Corporate Watch, available at
〈http://www.corpwatch.org/trac/internet/corpspeech/mcchesney.html〉.
4.
Bertolt Brecht, “The Radio as an Apparatus of Communication,” trans. John Willett,
in John G. Hanhardt, ed., Video Culture: A Critical Investigation (New York: Peregrine
Smith Books/Visual Studies Workshop Press, 1986), 53.
5.
Alice Embree, “Media Images 1: Madison Avenue/Brainwashing—The Facts,” in
Robin Morgan, ed., Sisterhood Is Powerful: An Anthology of Writings from the Women’s
Liberation Movement (New York: Vintage, 1970), 181, 183.
6.
Coco Fusco, “At Your Service: Latinas in the Global Information Network,” keynote
lecture at the International Symposium on Art, Science, and Technology, 1998, available
at 〈http://www.hkw.de/forum/forum1/doc/text/fusco-isea98.html〉.
7.
Sherrie Rabinowitz, interview with the author, 1999.
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80
8.
Electronic Café International, “Telecollabrative Art Projects of ECI Founders Gallo-
way and Rabinowitz, 1977 to Present,” available at 〈http://www.ecafe.com/getty/table.
html〉.
9.
Sherrie Rabinowitz, e-mail to the author, 2001.
10. Sarah Dickenson and Marilyn Schaffer, “Art, Images, Communications, and Children,” in Roy Ascott and Carl Eugene Loeffler, eds., Connectivity: Art and Interactive Telecommunications, Leonardo (special issue), 24, no. 2 (1991): 189.
11. Ibid., 190.
12. Judy Malloy, interview with the author, 1999.
13. Judy Malloy, “Bad Information,” available at 〈http://www.well.com/user/jmalloy/
bad.html〉.
14. Ibid.
15. Nancy Buchanan, interview with the author, 1999.
16. The Web component of Developing: The Idea of Home, is available at 〈http://
cmp1.ucr.edu/buchanan/Index.html〉.
17. Nancy Buchanan, interview with the author, 1999.
18. Sherrie Rabinowitz, interview with the author, 1999.
19. Kunstradio-Radiokunst, available at 〈http://kunstradio.at〉.
20. Arts Wire, available at 〈http://www.artswire.org〉.
21. Jim May, American Indian Library Association Testimony before Congress, quoted
in George Baldwin, “Networking the Nations: Information Policy and the Emerging
Indian Network Marketplace,” Journal of Navajo Education, 9, no. 2 (Winter 1992):
48.
22. Kathy Rae Huffman and Eva Wohlgemuth, “Face Settings,” available at 〈http://
thing.at/face〉.
Anna Couey
81
23. Kathy Rae Huffman, “Face Settings: An International Co-cooking and Communication Project by Eva Wohlgemuth and Kathy Rae Huffman.”
24. FACES, available at 〈http://www.faces.vis-med.ac.at〉.
25. Eva Ursprung, quoted in Huffman, “Face Settings.”
26. Jennifer Hall, “Netdrama: An Online Environmental Scheme,” in Ascott and Loeffler,
Connectivity, 193.
27. Ibid., 194.
28. Ibid.
29. Anna Couey, Cultures in Cyberspace invitation to participate, 1992.
30. Aida Mancillas and Lynn Susholtz, “Project Artnet: Building Community through
Shared Histories,” project description, 1993.
31. Aida Mancillas, conversation with the author following the event, 1993.
32. Isabella Bordoni, interview with the author, 1999.
33. Ibid., translated from Italian by the author, 1999: “Credo che un grande vantaggio
dell’arte dei media sia la possibilità che ha di attivare strutture della percezione, esplorare
modelli di associazione tra discipline, tra aree diverse del sapere.”
34. Andrea Sodomka, interview with the author, 1999.
35. Ibid.
36. Ibid.
37. Karen O’Rourke, “Paris Réseau: Paris Network,” Leonardo, 29, no. 1 (1996): 51.
38. Ibid., 55.
39. Karen O’Rourke, “Paris Réseau, Paris Network,” Artificial Intelligence and Society
(2000).
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40. Ian Pollock and Janet Silk, “Local 411: Private Conversations in Public Space,” in
Words on Works (San Francisco: ISAST, 1998), 296. Also available at 〈http://mitpress.
mit.edu/e-journals/Leonardo/isast/wow/wow303/local.html〉.
41. Ibid.
42. Ibid.
43. Ibid.
44. Day Without Art Web Action, available at 〈http://www.creativetime.org/dwa/〉.
45. Carol Stakenas, “Crossing the Threshold: Examining the Public Space of the Web
through Day Without Art Web Action,” 1998 (chapter 35 in this volume).
46. Ibid.
47. Ibid.
48. Ibid.
49. Elisabeth Schimana, available at 〈http://elise.at〉.
50. Elisabeth Schimana, the fugue, available at 〈http://thing.at/orfkunstradio/RIV
BRI/PROJECTS/schimana/openfrm.html〉.
51. Ibid., available at 〈http://thing.at/orfkunstradio/RIV BRI/PROJECTS/schimana/
score.html〉.
52. Lorri Ann Two Bulls, interview with the author, 1999.
53. Ibid.
54. Randy Ross (Oglala Sioux) described the importance of visual communication for
Native Americans as follows: “I remember listening and watching my grandfather speak
in his Native language to his peers and of their responses to him. There was a lot of use
of hands, arms, facial expressions, intonations, his eyes, that made the language come alive,
a[nd] as a result a very few words had a lot of meaning and depth. Even in the music he
sang, the words were short, but the song meant quite a bit about a particular situation.
For American Indians who still speak their language, I don’t know of any computer pro-
Anna Couey
83
gram that can enhance the totality of language and music through the keyboard. Even the
translation of Indian music to euro-standards on a keyboard does not work! Perhaps there
is some hope in the new graphics programs that can be used online, such as art graphics,
pictorials, the creative of native languages online, etc.” In Cultures in Cyberspace, organized
by Anna Couey, 1992.
55. Lorri Ann Two Bulls, interview with the author, 1999.
56. Jacalyn Lopez Garcia, “Pushing the Boundaries of the Internet: Glass Houses,” Leonardo 33, no. 4 (2000): 263.
57. Jacalyn Lopez Garcia, Glass Houses, available at 〈http://cmp.ucr.edu/students/
glasshouses〉.
58. Lopez Garcia, “Pushing the Boundaries,” 1998.
59. Ibid.
60. Carolyn Guyer, Mother Millennia, available at 〈http://www.mothermillennia.org〉.
61. Carolyn Guyer, “More about Mother Millennia,” available at 〈http://www.
mothermillennia.org/moreabout.html〉.
62. Ibid.
63. Nina Sobell and Emily Hartzell, ParkBench, available at 〈http://www.cat.nyu.edu/
parkbench/〉.
64. Nina Sobell and Emily Hartzell, “Sculpting in Time and Space: Interactive Work,”
Leonardo 34, no. 2 (2001).
65. Nina Sobell and Emily Hartzell, artists’ statement, 1997.
66. VNS Matrix, “Dirty Work for Slimey Girls,” available at 〈http://sysx.org/vns/〉.
67. VNS Matrix, Cybermanifesto for the 21st Century, available at 〈http://sysx.org/vns/
manifesto.html〉.
68. VNS Matrix, “c o r p u s f a n t a s t i c a M O O,” available at 〈http://sysx.org/
vns〉.
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69. Judy Malloy, interview with the author, 1999.
70. Judy Malloy’s Uncle Roger is being adapted for the Web and is available at 〈http://
www.well.com/user/jmalloy/party.html〉.
71. Judy Malloy, interview with the author, 1999. The works she refers to are available
at 〈http://www.well.com/user/jmalloy/awquilt.html〉.
72. Judy Malloy and Cathy Marshall, Forward/Anywhere, available at 〈http://
www.csdl.tamu.edu/⬃malloy/html/beginning.html〉.
73. Judy Malloy, e-mail to the author, 2001.
74. Judy Malloy and Cathy Marshall, “Notes on an Exchange Between Intersecting Lives,” in In Search of Innovation, ed. Craig Harris (Cambridge, MA: MIT Press,
2000).
75. Jennifer Hall and Blyth Hazen, “The Community of Do While Studio,” 1998 (chapter 19 in this volume).
76. Ibid.
77. O’Rourke, “Paris Réseau: Paris Network,” 56–57.
Anna Couey
85
5
Through the Looking Glass
Kathy Brew
What I would like to evoke, about Image in general (the mediaimage, the technological image), is the perversity of the relationship between the image and its referent, the “supposed real”; it
is the virtual and irreversible confusion of images and of the
sphere of a reality, whose principle we can grasp less and less.
—jean baudrillard1
Is it live or Memorex? Is it a real or a virtual experience? As Jean Baudrillard noted more than a decade ago, the boundary between the real
and the simulated, the simulacrum, is less and less distinct and is becoming more and more semipermeable, just like the mirror in Alice’s
looking-glass world. Artists have historically been at the forefront, blurring boundaries and crossing borders, penetrating the looking-glass, pushing the envelope with the R&D of their creative explorations utilizing
new technologies, and in the process redefining the very notions of both
art and artist. In our current postmodern Oz, a cyber-Toto as avatar
yanks the curtain and reveals the wizard at the screen, confronting
viewers with questions of authorship, physicality, identity, and space. In
many of these cases, the art experience is no longer passive but requires
some sort of (inter)active participation. Yet with all the hype and seduction accompanied by the dazzle of all the latest bells and whistles, many
of these multimedia artists remind us that in spite of this technological
revolution that we are living and breathing, a tool is after all just a tool.
And the tools continue to change at hyperspeed. It’s really the thought,
the concept, that counts; here the journey is the destination where multimedia conveys the message. The artists presented in this chapter, and the
multitude of those not included, reflect just how multi multimedia is.
When I looked up the word multimedia in my somewhat dated dictionary, I was sent off on a branching exercise, a book-flipping experience
as analog precursor to the digital labyrinthine branching navigated on
today’s World Wide Web. First, the word is simply defined by a crossreference: “n. same as mixed media.” So I moved on to the entry for mixed
media, which in my dictionary is defined as follows: “1. the simultaneous
presentation of a series of effects in more than two media, as by combining
acting, flashing colored lights, tape recordings, etc.”2 Sounds a bit retro,
like a sound and light show from the 1960s. Today we’ve certainly come
a long way from that dictionary definition of 1984. In fact, multimedia
Through the Looking Glass
87
artists have been ahead of the curve of the original definition for quite
some time, and the exponential technological advances that have occurred
over the last thirty years have forever changed most of our definitions.
I have been following the intersection of (multi)media and contemporary art for the past twenty-plus years. My focus has been on the nonstatic
(time-based) arts, following artists working in multiple disciplines, working cross-platform, creating new forms from hybrid combinations, defying
the labels of definition, and inventing new languages. As a result, I have
had the great privilege of knowing and working with many of the artists
working in these multiple forms. My career has also been multi, or hybrid,
in nature, and I have often thought of myself as a “Jill of all trades,”
wearing many different hats at different points in time, sometimes juggling more than one at a time. The hats have included video producer,
writer, arts administrator, curator, performance artist, radio interviewer,
publicist, fundraiser, video artist, collaborator/accomplice, and rabblerouser. At the root of all this work has been the role of communication,
of expanding audiences, of helping more people become aware of certain
ideas and issues that often aren’t given adequate (if any) coverage in the
mass media, which really could be perceived as monomedia. And this has
often involved helping to present the independent, cutting-edge artist’s
voice and sensibility to a larger audience to expand the dialog beyond the
cognoscenti.
First, let’s rewind for a brief flashback by way of introduction to my
own particular entry into multimedia. I graduated from a New England
liberal arts college in 1975, where I received a B.A. in sociology and anthropology with a minor in art history and the added bonus of being
certified to teach elementary school. (After all, what was a girl growing
up in the fifties going to be when she grew up? My options, other than
mother, seemed to be either teacher or nurse. And given that I was a
doctor’s daughter, I opted for the nonmedical route.) Ironically enough,
my first job out of college was in multimedia as an audiovisual producer
for an educational publishing company, producing filmstrips, one of the
prehistoric, now basically defunct, forms of multimedia. I certainly remembered this primitive form from my own elementary school days,
where frames were advanced manually by the teacher with the cue of an
audio beep. By 1976, the technology had advanced enough so that the
filmstrips we were producing could advance a bit more fluidly to the next
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88
frame with “inaudible beeps” propelling the filmstrip mechanically forward. Communicating something by freezing motion into static images
that were then accompanied by sound soon seemed so archaic that I found
my way to moving images and video.3
But it took another hybrid or bi experience, moving to the west coast
in 1981, before I really began to synthesize and fuse my interest in contemporary art and media. I thought that California would be a two-year
experiment and that I would soon dash back to the hub of the universe,
a worldview illustrated by the Saul Steinberg New Yorker cover that places
New York as the only place on the planet. Instead, I soon discovered there
were other hubs; I stayed in San Francisco for fourteen years, where I
became aware of a reversal or coastal shift of Manifest Destiny that tipped
the axis between the coasts in the other direction. After all, Silicon Valley
did precede Silicon Alley, even if New York still claims to be the content
capital of the world. As Gertrude Stein noted, there is a there there, and
the gold rush mentality of the new technology industry began there and
has migrated eastward.
I first worked for the San Francisco Public Broadcasting System television station, working on many arts-related documentaries and championing the contemporary arts as a “fifth column” within the conservative
programming philosophy there. While I was on a trip to New York, I
learned of the upcoming New Year’s Day 1984 broadcast work by Nam
June Paik called Good Morning, Mr. Orwell, a live simulcast featuring
real-time intercontinental interactive performance works by multimedia
artists from around the world. I returned to San Francisco and tried unsuccessfully to convince PBS executives to participate in broadcast history with the live satellite link-up; instead they decided to air reruns of
Sesame Street to babysit the children of the previous evening’s New Year’s
revelers and to run a taped version of Mr. Orwell later. Clearly, mass
media, even via supposed enlightened public television, was not open
enough or experimental enough for my taste, and so I soon defected to
the art camp.
Before long, I found myself as the second director of the Capp Street
Project, the unique site-specific artist-in-residence program begun by Ann
Hatch in 1984 that graduated in 1998, merging with the California College of Arts and Crafts. During my tenure at Capp Street, from 1985 to
1987, my real education and work with multimedia artists began. For
Through the Looking Glass
89
me, this experience was like going to art school, having the amazing opportunity to work with many of the country’s leading contemporary multimedia artists, facilitating and being part of their behind-the-scenes
process of creation. Maryanne Amacher, Mary Lucier, Liz Phillips, and
Elizabeth Diller (of Diller ⫹ Scofidio) were all Capp Street artists from
this time who could easily be contributors to this book (or in a sequel,
as one recognizes the impossibility of being totally comprehensive in one
volume). I would like to acknowledge some of the contributions of these
artists (and others whose papers are not included in this book) to the
multimedia realm.
Along with Judith Barry, Dara Birnbaum, Joan Jonas, Beryl Korot,
and Steina (all included in this book), Mary Lucier is from the “first wave”
of women artists working in video, creating both single-channel tapes and
video installations. Lucier became involved in video in the early 1970s,
after nearly a decade of working in more traditional art forms such as
sculpture and photography. Since 1973, she has concentrated primarily
on video installation. Her early work, such as Dawn Burn (1976), was
concerned with properties intrinsic to the medium itself. But she soon
began to focus on pictorial qualities and became known for her form of
pictorial narrative video installations, where she structures images using
diverse editing strategies—slow motion, reversal, hyperspeed, and audio
processing, sometimes in relation to a constructed environment. More
recently Lucier completed work on a commemorative flood commission
for the North Dakota Museum of Art entitled Floodsongs, which premiered in Grand Forks in the fall of 1998 and was shown at New York’s
Museum of Modern Art in 1999. Through the lens of modern technology, much of her work addresses the paradoxical relationship between
“progress” and its impact on the forces of nature. Artists like Lucier are
attempting to awaken us to the roar of technology while there is still time.
Her current work involves several new projects concerned with issues of
technology, obsolescence, and false notions of utopia.4
Joan Logue (an early Capp Street resident, prior to my tenure there)
is another artist from this early wave of women video artists who worked
in both single-channel and video installation. With a background in painting and photography, Logue has been a video innovator since she first
discovered the medium in the mid-1960s, when she extended her interest
in portraiture through video’s real-time imagery. She is perhaps best
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90
known for her 30 second spots on American-based contemporary artists,
what she refers to as TV Commercials for Artists. She collaborates with
her subjects to create thirty-second, single-channel “video portraits” and
utilizes state-of-the-art techniques of the medium (when appropriate) to
capture the essence of each person’s artistic expression. She began working
on the spots in 1979 and has collaborated with artists in New York, San
Francisco, Boston, Paris, Berlin, and Warsaw. In fall 1998, she presented
her video portraits as the kick-off for a new series—TV Dinner—at the
Kitchen in New York and also exhibited a new video installation there,
Self-Portrait 1973–83, where she deconstructed her long- and short-term
memories and then reconstructed them in a new multiple video format,
creating a multilayered portrait.5
Maryanne Amacher, another former Capp Street resident who is featured as one of Joan Logue’s portraits, has been exploring musical language and environmental sound in terms of acoustical and architectural
space for over thirty years. Like the worlds of science and science fiction,
where she draws much inspiration, Amacher’s work is focused on the
future, on exploring situations of boundary and perception. She was an
early pioneer in using audio telemetry (the wiring together of different
sites, generally for concert purposes) and created several “long-distance
music” works utilizing what she has referred to as the CITY-LINKS format, which occurred as early as 1976. This involved placing microphones
at distant locations and transmitting the “live” sound to mixing facilities,
either at her studio or at installation or performance sites. More recently,
she has created several multimedia installations, including her own original form of “music theater,” which she refers to as music for sound
joined rooms and which uses the architecture of a site to stage the sound
and evolve “stories” that are dramatized through the music and visuals.
For these, she brings recorded material to a site, which she considers a
script, and then proceeds to test the material on speakers placed at different locations throughout the space. The final sound is created in live
performances, where Amacher modulates the original sources through a
synthesizer and other technology. Unlike the conventional environment
for musical presentations—a proscenium concert setting where the audience sits and listens—Amacher’s form of music theater creates a living
atmosphere that immediately engages the audience in a perceptually different manner; the work explores alternative listening strategies, unusual
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91
acoustic environments, expanded technologies, and new relationships
with audiences. In 1997, Amacher received the Prix Ars Electronica
Golden Nica Distinction for her artistic achievements in computer music
for her work The Levi-Montalcini Variations.6
Amacher had been a fellow at the Massachusetts Institute of Technology’s Center for Advanced Visual Studies in the 1970s, and through her
connections with colleagues from that time I was able to join her in a
field trip down to the National Aeronautics and Space Administration
(NASA) Ames Research Center in Palo Alto for my first virtual-reality
experience in 1985, donning a VR helmet and becoming immersed in a
wire-frame environment. Of course, the applications here involved militaristic flight simulations. Not for ten more years, back in New York, would
I immerse myself in an artistic virtual-reality experience like Char Davies’s
Osmose (in an exhibition entitled Code, presented at Ricco Maresca Gallery in New York City). Prior to that experience, I had seen Patrice Caire’s
virtual-reality project—C.A.I.R.E. ’94—(Cyberhead . . . Am I Really Existing?), an artwork presented at San Francisco’s Yerba Buena Center for
the Arts that allowed viewers to enter into a reconstructed model of the
artist’s head in a fictionalized, five-minute vertiginous journey by looking
through a stereoscopic viewing device. The work raised issues about the
interconnectedness of the body and the human creations of technology
and information processing.
Like Maryanne Amacher, many other artists, such as Pauline Oliveros,
Frances Dyson, Pamela Z, and Cécile Le Prado, are also involved with
creating unusual aesthetic experiences with sound and technology. During
the time of this writing, I had the opportunity to experience Pauline
Oliveros and her Deep Listening Band kick off a season-long decade celebration in a concert called Suspended Music presented at Columbia
University. The evening included composer Ellen Fullman’s Long String
Instrument Band, involving a one-of-a-kind musical instrument with
strings nearly 100 feet long, stretching across the public space of the site,
as well as the newest incarnation of the Expanded Instrument System
(EIS), the computer-driven musical machine that is part of the ongoing
sonic evolutions of the Pauline Oliveros Foundation.
Also occurring at the time of this writing, and from a very different
multimedia perspective, is Beryl Korot’s collaboration with composer
Steve Reich, Hindenburg, “a documentary video opera,” which was pre-
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92
sented in its New York premiere as part of the Next Wave Festival at the
Brooklyn Academy of Music. Korot and Reich first collaborated in 1993
with The Cave, which coupled Korot’s multichannel video imagery and
Reich’s rhythmic structures. Continuing here with her notion of palimpsest, Korot utilizes images, including historical footage of the iconic aircraft and taped interviews, creating a visual analog to the twentieth
century’s collective memory to explore the impact of new technology on
twentieth-century society.
The staged and performative aspect of multimedia work is something
that has an ongoing thread, beginning with the early work of Steina (who
likens the early days of video to playing an instrument in an improvisational and spontaneous way) and of Joan Jonas (who cites an interest in
links of high tech with the original gesture). Steina opened the 1997 New
York State Council on the Arts Governor’s Conference on Arts and Technology, performing Violin Power, “a piece about connections.” Taking
center stage, she played a violin that was connected to a MIDI interface
that both transformed the sound of the instrument and allowed her playing to influence and activate the images on three large screens behind her,
creating something akin to a virtual duet between image and live performer. Her staccato bow strokes affected the images and their movement;
in essence, the violin was powering the visuals.
From one violin to another, the next generation of those working in
multimedia performance art include artists like Laurie Anderson and Julia
Heyward, where the work centers around the orchestration of music, image, and language in the forms of video and live performance. In the mid1970s, Heyward stopped painting, began working in video and multimedia performance art, and soon was touring Europe and the United
States. In 1978, she began working on a long-form music video album,
which premiered at the Kitchen in 1981, a year before the arrival of MTV.
She has continued to create multimedia performances, “visual musicals.”
Her Miracles in Reverse (1996) premiered in Potsdam, Germany, and had
its American premiere at the Kitchen in New York City in 1997. An
accomplished artist in her own right, she recently went to Rensselaer Polytechnic Institute’s graduate program iEAR (Integrated Electronic Arts at
Rensselaer), getting her Master of Fine Arts degree in electronic arts so
she can have the “proper” credentials for teaching while continuing her
own work.7
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Laurie Anderson, on the other hand, is one of multimedia art’s great
crossover stories. Today her multimedia performance art—combining
voice, performance, film, technology, sculpture, and other media—has
become part of the culture and is often credited with having pioneered
new artistic territories, laying the foundation for explorations of a younger
generation of artists. She was one of the first artists to combine media
in a transdisciplinary approach. In fall 1998, Artists Space in New York
celebrated her historic influence by opening its twenty-fifth season with
an exhibition presenting a selection of Anderson’s work from the 1970s
and 1980s and Whirlwind, a recent large-scale viewer-activated audio installation never before presented in the United States. For the opening
reception, Anderson re-created As:If, her first public performance, which
was presented at Artists Space as part of her first exhibition in 1974. At
that initial time, she had performed on the violin with her feet in roller
skates encased in blocks. For the reprise, she came out in iced blocks and
then proceeded to play electric violin linked to a commercial digital sound
manipulator that repeats, delays, speeds up, or slows down tonal input.
The exhibition underscored the early roots of Anderson’s working with
technology and how it continues to evolve and transform in her current
work of today.8
Pamela Z and Laetitia Sonami are two multimedia artists whose performative work involves technology combined with a very strong presence
of the physical body. Sonami performs with a virtual-reality dataglove
with multiple controllers and uses the movement of her hand and arm
to control MIDI signals to various digital outputs. In essence, her movements become music.
Toni Dove, on the other hand, invites viewers to physically interact
with her multimedia work; she is interested in an immersive experience
that triggers feelings of engagement that can be used to intensify the narrative experience. Her work Artificial Changelings, an interactive movie installation that premiered at the 1998 Rotterdam Film Festival, is a
romance thriller about shopping that follows the life of Arathusa, a kleptomaniac in nineteenth-century Paris during the rise of the department
store, who is dreaming about Zilith, an encryption hacker with a mission
from the future. The installation uses video motion sensing to track the
location and movement of a viewer standing in front of a screen. Viewers
can take turns either as participants or spectators. There are four “zones”
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to this narrative, and physical movement within each zone alters the video
and sound in a variety of ways: it may generate speech, change the emotional tone of the sound environment, or move a character’s body. The
viewer can move back and forth between centuries in a cinematic landscape with no linear direction, can enter into a character’s head, or can
enter other sequences by means of various physical behaviors. The installation was recently included in an exhibition titled Body Mechanique: Artistic
Explorations of Digital Realms at the Wexner Center for the Arts in Columbus, Ohio.9
Some multimedia artists have come to the multi part more through the
channel of one particular medium. Beth B is one such example. Although
probably better known for her films, B has also brought her filmmaking
background into creating multimedia installations where some kind of
moving image component is combined with other sculptural, sound, and
created environments. The interplay between media is apparent, and B
is adept at setting a dramatic stage to invoke her narratives, which often
explore taboo but socially relevant topics. Out of Sight Out of Mind is one
such multimedia installation revolving around the notions of madness,
the media, and the power of propaganda. It was presented in New York
in 1995 and then traveled to the American Center in Paris in 1996. It
includes an elaborate sculptural construction—a re-creation of a “rotary
machine,” an 1820s device used in psychiatric hospitals to “cure madness.” Visitors could strap themselves in, push a button, and spin at speeds
of up to 100 revolutions per minute. Another section involved padded
cells with a sound installation, a barrage of words and music comprised
of a Who’s Who of celebrities who committed suicide or were diagnosed
as mad—Marilyn Monroe, Antonin Artaud, Kurt Cobain, Vincent van
Gogh, and others. The final chamber of the installation consisted of a
projected video (which can also stand alone as a single-channel piece) that
included archival footage of acts of daring juxtaposed with media coverage
of a juvenile homicide case, further questioning the institutional treatment
of insanity.10
Fast forward to the more recent present. From March 1997 until November 2001, I was involved with artists working with multimedia and
new technologies as the first director of Thundergulch, the Lower Manhattan Cultural Council’s (LMCC) new media arts initiative that seeks
to provide new forms of interaction between artists, audiences, and new
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technologies. This nonprofit art-tech initiative was first located in the financial district, across from the New York Stock Exchange, in an office
in the New York Information Technology Center, one of New York’s
first “totally wired” buildings with high-speed connectivity and video teleconferencing, where many technological businesses such as Sun Microsystems and IBM have their headquarters (as well as start-up tech companies,
many of them now defunct, after the fall-out of the dot-com frenzy five
years later).
In the fall of 1998, Thundergulch moved into LMCC’s offices at 5
World Trade Center, so for almost three years more, Thundergulch was
headquartered at 5 World Trade Center. On September 11, 2001, all of
that changed. In addition to the devastating loss of lives, the offices and
five years’ worth of research and program files and materials were destroyed. Given a rather dramatic reason to morph, I concluded my tenure
as Director of Thundergulch at LMCC at the end of November 2001.
Flash back to 1997: As a way to introduce artists working in some
of these newer forms, Thundergulch began by presenting a series showcasing artists’ multimedia work (video, CD-ROMS, and Web sites) on a
fourteen-foot video wall located in the lobby of the New York Information Technology Center. Perhaps it was the video producer in me that
recognized that this large video wall was hardly being used except for
corporate advertising and as wallpaper cycling through the building’s Web
sites. I knew it would be an ideal large presentation format for artists’
work, even if in a lobby of an office building.
So Thundergulch began infiltrating the business and the tech-industry
culture, showcasing artists’ work in the middle of the lobby during
lunchtime, when people were flowing in and out of the building—a new
form of public interactive art. Some people intentionally came to the presentations and sat in the provided chairs for the hour; others hovered
on the edges, on their way in or out of the building, but stayed long
enough to get a hit. Artists and/or curators/presenters were on hand in
an informal salon-type presentation, navigating through their Web site
or CD-ROM and available to address questions from the audience,
questions that ranged from technological to aesthetic to conceptual. With
all the hype of interactivity and the ubiquity of cyberspace, there seems
to be a hunger for human interactivity in real time and real space, for
physical linkages. The series subsequently migrated to other venues, and
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Thundergulch continued to provide a forum in both formal and informal
ways, where when possible the artist was actually interacting with the
audience in a dialog about the work. The presentations are meant to be
introductions to these artists’ works, where the viewer must then go engage with the work in a more direct manner (either at a performance,
an exhibition, or the computer). In my tenure as director, Thundergulch showcased the work of over two hundred artists, and many of
these have been women working in some of the newer directions of multimedia. Again, the list is too long to be all-inclusive, but a mention of
some of these women artists demonstrates just how multi the concept of
multimedia is.
Adrianne Wortzel’s installations and theoretical writings explore the
possibilities of new electronic media in relation to traditional art forms
such as opera and the novel and the use of the Internet as a performance medium. Her production Globe Theater: Sayonara Diorama was a
multiple-site electronic media performance that featured a repertory company of robots and actors and online participants, utilizing CU See Me.
Helen Thorington has been involved with Internet performance events
since initiating the Adrift project for the 1997 Ars Electronica Festival.
Adrift was a collaboration with other artists; each artist worked from
different geographical locations and with different computer environments (text, sound, and Virtual Reality Modeling Language or threedimensional graphics). Adrift is archived on the Turbulence Web site. As
director of New Radio and Performing Arts, Thorington initiated the
Turbulence art site, which commissions artists to create new work, especially for the Web medium. Permanent works shown there include Diane
Bertolo’s FT2K (Frontier Town 2000), Annette Weintraub’s Pedestrian,
and Marianne Petit’s The Grimm Tale.11
Melanie Printup Hope’s work is an exploration of her Native American
identity and ancestry. She conveys her personal experiences of cultural
and spiritual growth through drawing, traditional beadwork, sculpture,
computer-generated images, animation, digitized sound, video, and installation. The Prayer for Thanksgiving was presented in many of these multiple forms—as a CD-ROM that was incorporated into a sculptural
installation that also had a Web component.12
Tennessee Rice Dixon and Zoe Beloff, both recipients of the New York
Foundation for the Arts first-ever computer arts fellowships in 1997, are
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two other artists working in CD-ROM, as well as other digital forms.
Dixon’s ScruTiny in the Great Round, an internationally award-winning
CD-ROM cocreated with Jim Gasperini, is analogous to an animated
picture book, where pages come to life in animation and sound as the
viewer moves over the imagery and through the story with a changing
cursor. Various sequences and narratives are initiated by moving the cursor and clicking on “active” spots. Beloff ’s CD-ROM, Beyond, operates
in a playful spirit of philosophical inquiry exploring the paradoxes of technology, desire, and the paranormal. Beyond won first prize in Apple’s 1998
QuickTime VR competition (best multimedia, best of show). More recently Beloff completed another QuickTime movie serial—Where, Where,
There, There, Where—with the Wooster Group.13
Kristin Lucas, a younger-generation artist, comes to multimedia from
a video background. She sets up virtual interactions with mediated devices, such as automated tellers, public-access television, computer games,
and the World Wide Web. She was commissioned to create a work for
ISEA 1998 (presented in Manchester, England) and also a Web site, Between a Rock and a Hard Drive, for the Dia Center for the Arts. Two of
her installations were presented for several months in the Thundergulch
offices. Ground Control is an audio-video installation that comments on
sexual metaphors inherent in the language of machine maintenance manuals. Installation is a sound installation where patterns on a wall are derivative of constellations, and the sounds are constellated from the barrage
of audio information overload—fax tones, modem hook-ups, phones
ringing.14
Because I had the luxury and opportunity to witness so many of these
artists presenting their work, I began to realize that it might be important
for others to have this experience, and so I began interviewing the artists
after their presentations @ the wall, to create an archive, an oral history
of the range of thinking about the nexus of art and technology at the
moment it was occurring. At the time I wrote this paper, the archive was
“under construction” to become a dynamic part of the Thundergulch
Web site so that the presentations could have both a local and global
presence and impact. However, as a result of the terrorist attacks on September 11, 2001, all this material was lost.
“Mirror, Mirror on the wall, who’s the fairest of them all?” When I
was interviewed for the position at Thundergulch, one of the questions
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98
I was asked was, “Where do you see yourself in five years?” I explained
that I was unable to answer such questions, that my life didn’t work like
that, and that when I thought I could predict where things might lead,
often the very opposite could occur. (Who could have ever projected to
the events of September 11th and its impact on so many lives?) I am not
a psychic or prognosticator. There is no crystal ball here. And there is no
monolithic art, no monolithic technology, but rather a plethora, almost
an overload, a multi of everything. It does seem that we are in the infancy
of some new art forms that are taking their very first baby steps. And as
with baby steps, things can be a bit wobbly in the beginning. There is a
need for trial and error, for falling down and getting up again, for patience
and faith. Much of the new multimedia work seems to be in this early
“baby steps” phase, an improvisational, jamming phase not dissimilar
from the early days of video art, where artists are experimenting as they
create new art forms and new languages with new tools, which are in a
constant, exponential rate of change. The language and the tools are not
yet fully developed. The tadpole has not yet turned into the frog that
turns into the prince who is kissed by the princess. Besides, the tadpole
is really a baby chameleon. And like the chameleon, art and the tools for
creating it—which technology has become an integral part of—will keep
changing colors. In the future, we won’t just be reading a book such as
this. We’ll be viewing some multimedia presentation of artists’ work that
will be almost as good as “being there” in some yet unknown form. Ars
longa, vita brevis.
NOTES
1.
Jean Baudrillard, “Beyond Right and Wrong, or the Mischievous Genius of Image,”
in Resolution: A Critique of Video Art (Los Angeles: LACE, 1986).
2.
Webster’s New World Dictionary of the American Language, Second College Edition
(New York: Simon & Schuster, 1984).
3.
My own video, Mixed Messages (1990), is an experimental documentary collage that
incorporates found footage, performance, interviews with young girls, documentary, animation, images from advertising and television, and a dream narrative in a work that
examines gender stereotyping in popular culture, concluding with a postmodern version
of the Pandora myth.
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4.
Mary Lucier’s installation Noah’s Raven was recently acquired by ZKM/Museum für
Neue Kunst, Karlsruhe, Germany, and was on view there in the summer of 1999. She
has been the recipient of numerous grants and was most recently awarded a $25,000 grant
from Anonymous Was a Woman, one of ten women artists selected each year by nomination. Her work since 1971 is profiled in a book in the Performing Arts Journal series PAJ
Books: Art ⫹ Performance. The book is Mary Lucier, edited by Melinda Barlow (Baltimore,
MD: Johns Hopkins University Press, 2000).
5.
Joan Logue most recently presented Digital Limnings: Miniature Memories—tiny
wearable video screens that depict moving portraits—in an exhibition entitled ID/entity:
Portraits in the 21st Century, which was presented at the MIT Media Lab and at the Kitchen
in 2001.
6.
Maryanne Amacher received a John Simon Guggenheim Memorial Foundation fel-
lowship in 1997 for her sound installation works. Recent projects include the creation of
major works: a string quartet with an electroacoustic installation commissioned by the
Kronos String Quartet and the Lila Wallace–Reader’s Digest Fund and two new installation works produced in 1998 for the Kunstmuseum Bern Taktalos Festival and for Tunnel
Vision in the three-story Maastunnel, Rotterdam, the Netherlands. Several CD recordings
have recently been released: Sound Characters (Making the Third Ear) (Tzadik, 1999) and
works on the Asphodel Sombient Triology—The Storm of Drones (1996), The Swarm of
Drones (1995), and The Throne of Drones (1995). Amacher was included in the 2002
Whitney Biennial.
7.
Julia Heyward is currently engaged in the production and programming of an interac-
tive digital video disk, which is the audiovisual “album” version of a multimedia performance piece presented at the Kitchen in 1997 entitled Miracles in Reverse, for which
Heyward wrote the script and music and created the visuals. She received a Guggenheim
fellowship in 1999 and was awarded a Rockefeller Foundation film/video/multimedia fellowship in 2001.
8.
Laurie Anderson presented the New York premiere of Songs and Stories from Moby
Dick at the 1999 Brooklyn Academy of Music’s Next Wave series and a new solo piece
Happiness at the Lincoln Center Festival 2002.
9.
Toni Dove’s Spectropia is the second project in a triology of interactive fictions on the
unconscious of consumer economics. A research fellowship from the Institute for Studies in
the Arts at Arizona State University provided the programming and engineering resources
to develop the technology prototype.
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10. Beth B’s most recent documentary film is about the intergenerational trauma from
the Vietnam war. She currently has a feature film in development with Good Machine
based on a novel by Athol Fugard. She had two exhibitions of her visual work in New
York in the fall of 1999, one at Smack Melon Studio and the other at Visionaire Gallery
in conjunction with Deitch Projects.
11. Helen Thorington participated in an entirely new Adrift performance at the Walker
Art Center in March 2000, with performance locations also in New York and Los Angeles,
in addition to Minneapolis. Solitaire, created with Marianne Petit and John Neilson, was
selected as one of ten top hypertext works in the trAce/Alt-X International Hypertext
Competition and was reviewed in the sixth edition of CIAC’s Electronic Art Magazine.
She is the cowriter with Jacki Apple of Breaking the Broadcast Barrier: Radio Art in America,
1980–1994 (forthcoming).
12. Melanie Printup Hope’s video and installation work has been shown throughout the
United States and Canada. She has received a Rockefeller Foundation intercultural film/
video/multimedia fellowship and other fellowships from the New York Foundation for
the Arts, the National Endowment for the Arts, the Andy Warhol Foundation for the
Visual Arts, the Jerome Foundation, and the Lyn Blumenthal Memorial Fund.
13. Zoe Beloff produced Illusions, a Web site that was sponsored by a Turbulence commission funded by the Jerome Foundation. She has created a live film, stereo slide, sound
performance in collaboration with sound artist Ken Montgomery entitled A Mechanical
Medium, that was first performed at the San Francisco Cinematheque with subsequent
presentations in New York and at the Virginia Film Festival in 1999. She recently completed a new film shot in 3D entitled Shadow Land or Light from the Other Side, based
on the 1897 autobiography of Elizabeth D’Esperance, a materialization medium who could
produce full-body apparitions.
14. Kristin Lucas presented an interactive video performance, Drag and Drop, at the RPI
Performance Series at Renssalear Polytechnic Institute in Troy, New York, in 1999. In
fall 1999, she participated in the ARCUS artist-in-residence program in Moriya-machi,
Ibaraki, Japan. She created a work commissioned by O.K. Center for Contemporary Art
in Linz, Austria, where she had a solo exhibition of her work in May 2000. Screening
Room, an interactive video installation, was commissioned by the Foundation for Art and
Creative Technology for ISEA 1998.
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II
Artists’ Papers
6
My Love Affair with Art: Video
and Installation Work
Steina
My love affair with art was all-consuming from the time I was eight or
nine years old until my late teens. I lived by it. I went to every concert,
play, opera, and gallery show I could. Nothing else in life made any sense
to me. I never chose to be an artist. I just knew I would not work in a
bank or wait on tables. I loved playing my violin, but when faced with
the prospect of being a professional musician, I realized I had made a
dreadful mistake. I found myself in New York in the mid-1960s going
from gig to gig, wondering if there was not more to life than black dresses
and meager fees.
DISCOVERING VIDEO
I had met Woody Vasulka in the early 1960s in Prague, where I was
studying music at the time, and by the mid-1960s we had moved to New
York. Woody was a filmmaker, and through his film contacts he came
across video in 1969. Both of our lives were changed forever. Woody
introduced me to his new discovery. What a rush! It was like falling in
love. I never looked back. As soon as I had a video camera in my hand—
as soon as I had that majestic flow of time in my control—I knew I had
my medium.
We already owned a two-track audiotape recorder, which allowed delays and speed changes. We immediately proceeded to process and manipulate videotape along the same principles we had applied to audiotape.
During the same period, we were taking the portable video equipment
to New York’s cultural playgrounds—WBAI Free Music Store, Judson
Church, La Mama, Automation House, the Village Vanguard, Fillmore
East, Blue Dom, Max’s Kansas City.
After those outings, everyone would gather in our loft to look at the
instant playback—something that most people at that time had never
This paper originally published in Leonardo, 28, no. 1 (1995) documents the life and work
of video pioneer Steina. Since this paper was written Steina has produced many other
works including Orka (1997), a three-channel video environment and the video installation
. . . of the North (2001).
My Love Affair with Art
105
experienced before. Even the word video was a brand-new addition to the
vocabulary. By 1971, there was so much traffic in our loft that, when a
friend told us he had found a large space in an abandoned kitchen in the
old Broadway Central Hotel, we were ready. The space was intended to
serve the artists, not the audience. We therefore named it the KitchenLATL (Live Audience Test Laboratory).
ENVIRONMENTS
In the early days of video, everything was an installation or an “environment” as we used to call it. In the first generation of half-inch reel-toreel video, editing was accomplished by cutting and gluing, as was done
with film and audiotape. Our environments, therefore, consisted of either
“live” camera or “live” switching of tapes. Woody and I preferred to use
multiple screens—typically, a stack of monitors and several players. One
of our first installations involved the horizontal drifting of images from
one monitor to the next. After we started the Kitchen, we had plenty of
opportunities to do environments and live video performances. Later,
when electronic editing became technically feasible, everyone became infatuated with editing, and installation work disappeared for a while—to
be reinvented later by the art world.
In the 1970s, I did a series of environments entitled Machine Vision
(figure 6.1) the first variation of which was called Allvision. For Allvision,
I put a bar across a turntable and mounted two video cameras at the
center. The cameras were back to back, and each pointed at a small
mirrored half-sphere placed at each end of the bar. Each camera viewed
180 degrees of the space and displayed the results on four pairs of
monitors placed in the corners of the room. As the table slowly turned,
the cameras captured the entire room, including viewers, monitors, and
the turning machinery itself. In a later version, I put a large sphere in the
middle of the turntable with the cameras at each end pointing in. Another
Machine Vision variation used a motorized moving mirror placed in front
of a camera. Depending on the horizontal or vertical positioning of
the mirror, the video monitor would display a continuous back-and-forth
pan or up-and-down tilt of the room. A third variation implemented a
continuous rotation of the image through a turning prism, while still
another involved a zoom lens in constant motion, zooming in and out.
Steina
106
Figure 6.1
Steina, Machine Vision, 1976, series of video installations. In the first variation of this series, two video
cameras on a motorized turntable were combined with two mirrored half-spheres and two monitors,
emphasizing a camera view that moves beyond the restrictions of the human eye—all-seeing, allencompassing vision. Photo by Kevin Noble.
My Love Affair with Art
107
These automatic motions simulated all possible camera movements
without making the camera and its operator the center of the universe.
Time and motion became the universe, with endless repetitive cycles and
orbits.
I was a latecomer to this infatuation with machines, but I vividly remember, after moving to New York, going to Canal Street and looking
at gears and motors as kinds of miracles that resembled life itself—
mechanistic replications of the biological mystery. I love gizmos such
as the ones I find in surplus yards that can be refitted to serve my purposes. If I had a lot of money, I would spend it on optical gadgets,
mechanical toys, and state-of-the-art electronics. I would make gigantic
environments such as monitors embedded in the floor from wall to
wall, all showing imagery moving in either the same or a contrapuntal
direction. Or I would build a four-sided corridor in which viewers
could look down a long lane of images that keep moving toward and
past them. In reality, though, I am very flexible about the size of the
display, since, to me, the size of an installation is not determined by
the number of monitors but rather by the complexity of the composition. I therefore often improvise how to conduct an installation based on
what is available at an exhibition site. For example, for my favorite installation of Geomania (1986) (figure 6.2), I stack the monitors into a
pyramid.
I always intend that these environments will be experienced in a dark
place. A museum is potentially a good exhibition venue, but museum
people always seem interested in placing video installations in maximally
visible locations. They tell me triumphantly, “We are going to give you
the lobby.” It is always assumed that video ought to be loud and public,
but I really want it to be quiet and private—a thousand monitors and
one viewer, and not the other way around. I want the viewers to be so
absorbed by the work that they experience another level of mind. I expect
them to share the kind of strong feeling I have for the material, and to
my amazement, they sometimes do. An old man who had watched Tokyo
Four (1991) over and over once explained to me that this installation was
all about death. At that moment I knew that he had really seen it—even
though it is not all about death.
Borealis (1993) uses two video projectors that project through a splitbeam mirror onto four translucent screens (translucent meaning that the
Steina
108
Figure 6.2
Steina, Geomania, 1986, two-channel sound and video environment. This work, presented on a pyramid
of monitors, combines site-recorded imagery and sound in a layering of natural landscapes and electronically generated color and texture.
My Love Affair with Art
109
image appears with equal intensity on both sides of the screen). On entering the room, the viewer can watch the work from far away and see all
four screens at once or walk directly up to and around one screen—a
much more intense experience. The images are mostly of rivers, oceans,
steams, and sprays.
SUBJECTS
The aspect of the process of creation I like most is the initial recording.
Sleet or snow or howling rain, I love that part, especially if I am alone
out in nature. In New Mexico, where I live, my images are rivers, mountains, and arroyos, but when I found myself in the metropolis of Tokyo,
my material became the people. The Japanese have a social protocol that,
for them, is a daily routine, but to a Westerner looks like a fabulous
theater—the way they bow, the way they make certain signals. For
example, when the Japanese want to cut through a crowd in a hurry,
they put their hands forward in a chopping gesture and a magical
corridor appears in the ocean of humanity. They have hand signals
for yes and maybe (although maybe usually means the unutterable no).
They seem to wear an invisible armor, a “no man’s land” around their
bodies. Elevator girls in a perpetual state of performance, train conductors, taxi drivers in their white gloves, and Shinto priests ritualistically
pruning their arenas are all elements of Tokyo Four. Between taping
and editing, there is usually an intermediary step during which I alter
and mix the images, change color, or run things upside down or backward. This is where the particular uniqueness of working with the electronic image comes into play. It is somewhat akin to photographic
darkroom techniques, but it really reminds me of playing an instrument.
I change style, timbre, dynamics, and key in an improvisational and
spontaneous way.
MUSICAL TECHNIQUES
In my multichannel video compositions, I often make a ground image
of a certain duration, which I then duplicate as tape 2, tape 3, and so
on. I then drop different but complementary images into the copies, and
a phenomenon similar to musical composition starts occurring. Starting
Steina
110
with a melody or theme, I add harmonic lines and discover that the melody is far less interesting than the counterpoint. Sometimes there is an
emergent melodic structure that interweaves through the instruments or
(in my case) the video screens. Late twentieth-century art is fast—too fast
for me. But I realize that I am out of sync with the mainstream, which
wants things fast. Multichannel compositions liberate me from this concern with speed, since they rely on different time principles and are therefore more like music.
TEACHING
I do not like teaching, just as I did not like going to school. It is an absurd
theater, the teacher supposedly all-knowing and the students posing as
eager minds waiting for illumination. So when I do teach, I go through
the theory and the techniques—video is rather complex technically—and
explain about frequencies, voltages, and the timing structure of the signal.
I go into history, show a lot of tapes—mine and those of colleagues—
and discuss them with the students. Then I ask them if they believe in
UFOs (unidentified flying objects), at which point the whole class gets
very uneasy. Half of them say they do, half say they do not. The class
sessions that the students seem to appreciate most are the ones in which
I present “the world according to Steina.” We discuss the way galleries
sew up the art scene and make the artists kiss ass. I always tell that them
that they do not have to kiss ass. And they seem greatly relieved, almost
as though they did not know this. I remember once overhearing a student
say, “But we have to do this kind of conceptual/intellectual work because
this is that kind of school.” I turned around and said, “NO, YOU
DON’T.” And the whole class laughed because they realized that they
really do not. I tell them that it is every artist’s duty to be disobedient.
We discuss what it means to be a mainstream person and have a comfortable life and how deciding to be an artist basically means deciding to live
a materially uneasy but more rewarding life. They discuss this for a
while—not that they have not already thought about it a lot, but they
get lonely and confused. So I reassure them that there is no grander life
than the creative, artistic life. It is the unknown, the exploration, the fact
of being your own person on your own time.
My Love Affair with Art
111
After I ask my students about UFOs (and some of them say they do
believe and others say they do not), I tell them we are not going to talk
about UFOs anyway but how we must stick to our beliefs. I tell them
that, if they believe in UFOs, they should raise their hands whether or
not the other half of the class is going to sneer. The discussion turns to
intimidation and lying about one’s beliefs just to get along. It is emotionally stressful to admit to having an independent mind. One does not have
to be an artist to experience this dilemma, but I believe it is the artist’s
duty to stay on the fringe.
CREATIVITY AND COMMUNICATION
The creative process, for me, is a tremendous pleasure, even when it is
painful, such as when I feel inadequate to the task. People perceive this
pleasure in my work and often object, “But you are just playing!” This
comment gives me tremendous pleasure!
The motivation to make art seems to come from a deep desire to communicate; for some artists, it comes from a desire to communicate on a
massive scale—something that does not particularly interest me. I see no
qualitative difference in more people versus one person if I am communicating. Our whole existence seems to be about communication. It cuts
through cultures, languages, and continents. It also cuts through time.
We spend so much time with people we have never met—often, with
people who are long dead. But the primary motivation for all art is
the desire to communicate with oneself. This is a spiritual idea. It has
been the sad lot of many artists to communicate only to future audiences,
but, through lucky coincidences, artists and their audiences have sometimes found each other in the same place at the same time. Paris in the
1920s was like that. New York in the 1960s was like that for us. It was
a luxury.
REFERENCES
Boyle, Deidre. Video Classics: A Guide to Video Art and Documentary Tapes. Phoenix, AZ:
Oryz Press, 1986.
Cathcart, Linda, ed. Vasulka, Steina: Machine Vision/Woody: Descriptions. Buffalo, NY:
Albright-Knox Gallery, 1978.
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Clancy, Patrick, ed. Video as Attitude. (Albuquerque, NM: University Art Museum, 1983.
Dietrich, Frank. “The Computer: A Tool for Thought-Experiments.” Leonardo, 20,
no. 4 (1987):315–325.
Furlong, Lucinda. “Notes toward a History of Image-Processed Video.” Art Journal (Fall
1985). The article is available at 〈http://www.artscilab.org〉.
Gill, Johanna. Video: State of the Art. New York: Rockefeller Foundation, 1976.
Huffman, Kathy Rae, ed. Video: A Retrospective. Long Beach, CA: Long Beach Museum
of Art, 1984.
Pritikin, Renny. Video Installed. San Francisco: New Langton Arts, 1986.
Schneider, Ira, and Beryl Korot, eds. Video Art: An Anthology. New York: Harcourt Brace
Jovanovich, 1976.
My Love Affair with Art
113
7
Transmission
Joan Jonas
My work consists of fragments and chance as much as materials and technology. In the late 1960s, after studying art history and sculpture, I became inspired by the idea of performance and began to work with time
as material, transferring my concerns with drawing and the object into
movement. At the time, “I didn’t see a major difference between a poem,
a sculpture, a film, or a dance.”1 Now, in 1998, working in video, performance, installation, sculpture, and drawing, I experience the forms as
overlapping, not totally separate.
While I was studying art history, I looked carefully at the space of
painting, films, and sculpture—at how illusions are created within a
frame. From this, I learned how to deal with depth and distance. When
I switched to performance, I went directly to real space. I looked at it,
and I would imagine how it would look to an audience. I would imagine
what they would be looking at, how they would perceive the ambiguities
and illusions of the space. An idea would come from just looking until
my vision blurred.2
At this time, in 1966, I visited Crete to research the Minoans. (I was
interested in the imagery of early art forms—like the Cretan mother goddess.) I went to a wedding ceremony in the mountains that lasted for
three days. The men sang songs to each other as guests arrived.3 I was
always interested in folk culture—the dance, the music, the objects—
because it is a part of everyday life. I was especially interested in this
particular wedding ritual because performance is not a space separate from
ongoing activities of daily life. My own performance came from trying
to communicate this experience to my audience—my community. That
intent, and the community itself, would change over the years, but that’s
where I started.
At that time, I also traveled to the Southwest to see the Hopi snake
dance. My reaction was complicated. I remember now the profound effect
this dance—a ritual with live snakes—had on me, as well as the architecture of the pueblos and the amazing desert landscape. At the same time,
I remember noticing that the audience of mainly white tourists wore
huge squash blossom necklaces they had purchased at the pawn shops. I
couldn’t avoid the nonchalant display of these displaced symbols. Somewhat naively, I understood the reality of loss.
Were we an intrusion? Of course. The event was changed by our presence. Not long after that, outsiders were not allowed to witness the snake
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dance ceremonies. I was lucky to have been permitted to see these amazing
events carried forward from another time in which people directly related
with and communicated to the land, the environment, and the elements.
In a second ceremony at Ancoma, costumed figures were far away, in
the desert, and then suddenly they were close up, in the plaza, dancing.
What was striking to me was how these images from afar could be brought
back home. What became apparent and of interest was how to think about
one place and be in another. Was it possible to cross-reference rather
than categorize? Was it possible to translate such concepts into one’s
own intuitive language, using technology as a tool of transformation and
transmission?
Other references for me were the circus and magic shows that I saw as
a child and the idea of alchemy or transformation of material and psyche. I
especially liked sleight of hand—visual tricks that could be special effects.
Perhaps I always like to have a reason in relation to structure and content—to know that something made it happen even if we don’t know and
can’t see what it was. On the other hand, I’m interested in the obvious. In
works of mine such as Vertical Roll (1972),4 I reveal the mechanics of the
illusion. I like to juxtapose high tech with the original gesture. In that
way the touch, the body, and the machine are put into play.
Performance as a medium exists somewhere between “conceptual art”
and “theater.” For performance, a genre of multiple media, the critical
material is time. This is said in the context of the visual arts—in my
context. The artist builds a performance by designing and composing
all aspects of the work—conceives, constructs, draws, and choreographs;
makes the music or chooses it or selects a composer to work with; performs, produces, and directs film and video; often does camera or directs
the camera work; and edits. The work is based on visual and aural concerns rather than text, although text can be used as material, and it can
be written or chosen by the artist. Beyond this, there is also close collaboration with other performers and artists, filmmakers, editors, and
producers.
The history of performance can be said to begin with prehistoric cave
rituals and to extend through dada, multimedia events at Black Mountain
in the late 1940s and 1950s (as well as Europe, Japan, and Central and
South America in the same period), happenings in the New York art world
of the 1960s, including the Judson Church group of dancers and artists
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working together, and the multimedia performance and installation work
in the 1970s, 1980s, and 1990s. I wanted to look at sources from outside
the art world. I wanted something that was not dance, not sculpture, not
theater.
My work is often considered personal or private, perhaps because of
the presence of the author as performer. Friends have told me that they
feel they are looking into a private world. I do try to bring the audience
into my space. There is an intimacy.
Finally, the attraction for me in performance is the immediate pleasure
of working for a live audience. I am totally in a concentrated present.
There is an unspoken communication and feedback that constantly
changes. In 1968, when I first presented my work publicly in New York,
most artists lived near one another downtown—that is, sculptors, composers, dancers, painters, musicians, performers, video artists, filmmakers, theater people. The geography of New York condensed things—we
were friends, we attended each other’s shows, we critiqued, supported,
watched—and in this way, forms and boundaries were erased. There was
also the desire to work outside the conventional spaces of museums, galleries, and theaters. The point of view of the audience was questioned. I
step in and out of my work to direct the perception.
1968 TRANSMISSION: THE MIRROR
Inspired by the short stories of Jorge Luis Borges, I chose as my first
technological tool the mirror, a device that transmits light. First, I made
a long black costume for myself with mirrors pasted on it. I moved stiffly,
parallel to the audience, quoting all references to mirrors in the short
stories of Borges’s Labyrinths. The piece was called Oad Lau (1968)5 (“watering place,” after a trip to Morocco; this work also related to the Greek
wedding). Later, similar moving figures—a man and a women appeared
in Wind (1968)6 —my first film.
From the beginning, the mirror provided me with a metaphor for my
reflective investigation. It also provided a device to alter space and to
fragment it. By reflecting it, I could break it up. I could mix reflections
of performers and audience, thereby bringing all of them into the same
time and space of the performance. In addition to creating space, a mirror
also disturbs space, suggesting another reality through the looking glass—
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to see the reflection of Narcissus, to be a voyeur, to see one’s self as the
other. In this piece, Oad Lau, the reality was also to see oneself among
and as one with others.
Then I did a series of works in which performers—about fifteen of
them—carrying 5-foot-by-18-inch glass mirrors and glass moved slowly
in choreographed sequences and patterns, reflecting the audience, themselves, and the space, fragmenting it, and yet always flattening it. The
mirrors face front. The glass is heavy. The performers move slowly—in
lines (Mirror Piece, I & II, 1969 and 1970).7
In another part of the piece, bodies were treated as material. They were
carried stiffly—horizontally by feet and neck—like boards or glass. In
another sequence, transparent glass panels are used. Two women roll
across the floor with a 5-foot-by-18-inch sheet of glass between them,
avoiding breakage. The panel is the same size as the mirrors used previously; here, though, at the same time, two men work with a larger piece
of glass (four feet by five feet), turning it, shifting it. The audience, included by reflection, is part of a moving picture.
The mirrors and clear sheets of glass could break or shatter at a wrong
move. We were barefoot. I was interested in this tension and that the
onlookers might feel uneasy.
Narcissism provoked by mirrors is also disturbing. For Mirror Check
(1970)8 I stood naked, inspecting all parts of my body with a small round
hand mirror. Using a slow circular movement, I began with my face and
finished with the bottoms of my feet. The audience watches me checking
myself. Vicariously, however, as they can’t see what I see, despite the fact
that they see more of me. The duration of the performance was about
ten minutes.
TRANSMISSION: DEEP LANDSCAPE, THE DISTANT IMAGE
In 1970, I went to Japan and saw the Noh and Kabuki theater for the
first time. This theater’s highly developed visual vocabulary gave me new
inspirations. I was aware of the attraction that Yeats and Fenellosa had
for Eastern poetic forms. I later learned that Artaud had been inspired
by Mexican rituals and Eastern theater, for similar reasons. I attended
Noh as often as possible. This experience informed the work. I translated
into my own language the familiar slow pace, the sound and use of wood,
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the masks, the costumes, and the idea of dance or formalized movement.
After this trip to Japan, I began working in the medium of deep landscape
space—again interested in altering what is perceived as reality in image
and sound.
Beginning at Jones Beach, I worked with the transmission of the signal—distance flattens circles into lines, erases detail, delays sound. The
mirror reflects light over distance. Working with the flat expanse of distant
space, I was trying to work with the absence of depth over distance—in
a sense, to displace the idea of the space or what happened in the space,
to bring that forward to the audience. This is explored in two beach
pieces—one in New York ( Jones Beach Piece, 1970, figure 7.1),9 one in
Nova Scotia (Beach Dance, 1971),10 and one at New York’s Hudson River
(Delay Delay, 1972).11
In the mud flats at Jones Beach, the audience is situated a quarter of
a mile away from the performance, and in Nova Scotia the audience is
on a cliff overlooking a beach. In Delay Delay, in lower Manhattan, the
view was from the roof of a loft building overlooking the empty lots and
distant docks of the Lower West Side. In Rome in 1972, the audience
viewed a version of Delay Delay from across the Tiber River.12
The new element for the outdoor works was the sound delay. Performers clapped blocks of wood together at different distances from the audience. One saw the gesture of clapping in wide overhead arcs before hearing
the sound, the lag depending on the distances and the atmosphere. This
separation of action and sound, of sight and hearing, isolated for the audience the relativity of perception. The clapping gesture marked the perimeters of the space, but the sound transmission, the desynchronized delay,
was its measure.
Being far away from the audience gave me freedom to move in strange
or comic ways. Out on the mud flats at Jones Beach, I felt comfortable
dressed in a long black skirt, head scarf, and heavy welding shoes, running
with a shovel and a red bag of shells or sitting precariously on the top of
the ladder in the distance and wearing a plastic hockey mask. I wore a
blue dress with a long train, which was wet and blowing in the wind.
The weight of the cloth caused the ladder to tip. I was holding a 5-footby-18-inch mirror and using it partly to balance myself while flashing
reflections of the sun into the eyes of an audience away in the distance.
Between my position and the audience, seven women dressed in black
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Figure 7.1
Joan Jonas, Jones Beach Piece, 1970, Jones Beach, Long Island, New York. Performed by Barbara
Dilly, John Eldman, Carol Gooden, Tannis Hugill, Joan Jonas, Epp Kotkas, Kate Parker, Linda Patton,
Susan Rothenberg, Gwen Thomas, George Trakas. Photo by Richard Landry.
Joan Jonas
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capes, blindfolded, with blocks of wood tied to their feet, ran back and
forth along a rope stretched between two men that was diagonal to the
audience’s view. It appeared to be parallel to the audience. Details of
costume were not visible but affected the performers’ movements. All
movements were made to be seen in the distance. All was flat without
color.
The structure of these pieces was simple—one thing after another like
beads on a string.
In speaking of the movement of dance, I have to say that in the 1960s
in New York the Judson Church project opened a way for visual artists
like me to go into performance. In the works of dancers Yvonne Rainer,
Deborah Hay, Steve Paxton, Trisha Brown, and Simone Forti, in particular, was an exploration of natural, everyday movement. Actions like walking across the stage to sit in a chair or performing a routine, simple task
expanded the definition of dance. I began my work, first simply in relation
to the job of moving or being moved by props. Slowly over the years I
developed more complicated moves with music, sound, mask, object. And
then I learned how to move in relation to the video camera—both as
operator and as subject.
TRANSMISSION: MOVING IMAGES IN FILM, ELECTRONIC SIGNALS
IN VIDEO
Wind (1968) and Songdelay (1973)13 translated my live performances into
the medium of film. In Wind, an indoor work—Oad Lau—was taken
outdoors to a beach on Long Island’s north shore. It was winter. The
element of wind became the central force as mirrored figures slowly moved
in a snowy landscape. We played with the wind, taking our coats on and
off, again and again, with some effort, while moving along the water’s
edge in the strong wind.
In Songdelay, by using different lenses, a wide angle and telephoto, I
translated the outdoor performance Delay Delay into film. This was the
final development of the series of outdoor works that began at Jones
Beach. I wanted to save my performances in a form that interested me,
and since I consciously used film as a reference at times during the performances, film was appropriate to the task.
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I was particularly drawn to early filmmakers such as Vertov, Vigo,
Franju, Eisenstein, and Ozu. And the fragmentation of sequences in my
performances comes partly from ideas that are based on film techniques
such as the cut and the idea of montage. I felt the freedom to move from
one element to another, cutting from one scene to the next like cut and
paste.
In 1970, in Japan, I bought my first Portapak and began to work in
video. The Portapak (a big heavy camera and reel-to-reel deck) was not
often used for art making at the time. Some artists had begun to use it
in the last few years of the 1960s, and artists such as Nam June Paik had
worked with broadcast television in the early 1960s. It was definitely outside the mainstream commercial art world and television industry. The
Sony Portapak was an appropriate tool for artists, who usually worked
alone in their studios. It could be hand held. The technology was simple,
and it did not require a crew. It was black and white.
The video camera did not have a history for me to refer to. In fact,
history for me was film, a reference against which the new video possibilities became clear. I was aware of the work of independent filmmakers
like Jack Smith, Kenneth Anger, and Stan Brackage (and in 1976 came
to know the work of Maya Deren). What video offered was the opportunity to work live, to make a continuous series of images explicitly
for the camera during live performance, which allowed me an added
nonnarrative layer in a kind of condensed poetic structure that I had
earlier found in the writings of the American imagists (including H.D.,
William Carlos Williams, Ezra Pound, and Emily Dickinson) and in
Japanese haiku. I was also interested in how myth was used in the work
of James Joyce, for instance. These forms were also models for work in
time.
Video allowed for the immediacy and the continuity of television’s live
broadcast, while also allowing real-time, ongoing viewing via a monitor.
It was simultaneously a recording medium. Video offered a continuous
present—showing real-time actions, and incorporated a potential future,
re-viewing and reusing actions thus recorded.
The monitor, at that time a critical factor of video, is an ongoing mirror. I explored image making with myself as subject: I said “this is my
right side, this is my left side,” and the monitor shows a reversal. I made
a tape about the difference between the mirror and the monitor.14 I
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worked with the qualities peculiar to video—the flat, grainy, black and
white space, the moving bar of the vertical roll and the circle of circuitry
formed by the Portapak, monitor/projector, and artist.
In the first tape that turned into the first performance, I imagined
myself making a film. I sat on a white wicker chair facing the camera
and monitor, and using props, objects, and sound, I improvised for the
camera.
Organic Honey’s Visual Telepathy (1972)15 evolved as I found myself
continually investigating my own image in the monitor of my video machine. Wearing the mask of a doll’s face transformed me into an erotic
electronic seductress. I named this TV persona “Organic Honey.” (I
stayed up all night wondering what to call my persona and then saw on
the table a jar labeled “organic honey”: it seemed perfect.) From a book
on magic came the phrase “visual telepathy.”
In translating this initial experiment into performance, I thought of
my stage as a film set within my loft. I added a 4-foot-by-8-foot piece of
plywood on sawhorses—a table for my objects. Among them were a big
glass jar filled with water and a small shot glass, mirrors, silver spoon, old
doll, silver purse, stone. On the wall, I tacked a drawing of my dog with
one blue eye and one brown eye, doubled. I also used a tall, antique,
wood accounting chair. Inside this set, I put the camera on a tripod. For
some sequences, the camera would also be hand held by the camera
woman. I showed the audience the video images in two ways—one on
a small monitor, the other in a large projection on the wall of the set. I
also placed a small monitor inside the set for me. All of my moves were
for the monitor, which I monitored, keeping my eye on the screen as I
worked.
The camera woman, holding the camera or placing it on the tripod,
operated inside the set with me. She followed my rehearsed movements
in close-up. This system—the set for Organic Honey’s Visual Telepathy
(figure 7.2) and Organic Honey’s Vertical Roll,16 the live performance and
its related tapes17 —was the model for all my subsequent black and white
video works.
Video performance offered the possibility of multiple simultaneous
points of view. Performer and audience were both inside and outside.
Perception was relative. No one had all the information. I thought I had,
but it was an illusion.
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Figure 7.2
Joan Jonas, Organic Honey’s Vertical Role, 1973, Gallenia Toselli, Milan. Performed by Joan Jonas.
Camera by Barbette Mangotte. Photo by Giorgio Columbo.
Joan Jonas
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The audience sees Organic Honey in her green chiffon dress. She
kneels on the floor over a piece of white paper under the overhead camera.
She slips back her mask to wear it like a hat, then draws a dog’s head,
the top half on the bottom of the paper, the bottom half on top. On the
monitor, as the vertical roll bar rolls, the two halves of the drawing come
together in proper position. As she draws, Honey’s hands and arms become visible. Occasionally her mask looks up at the camera. I draw watching the monitor. These (and later performed drawings) are drawings for
the monitor. The camera (woman) frames the drawing and the mask—
and this detail is what is seen on the video monitor (and/or projector)
in the live closed-circuit system. Then Honey removes the drawing, revealing a mirror also on the floor, and with a large silver spoon she bangs
it methodically. The video sees and shows: a silver spoon hitting the mirror, with afterimages. The camera zooms into the spoon, the sound of
metal hitting glass echoes against the walls and ceiling—hitting the mirror
with a spoon, a tapping signal that loudly resonates as silver on glass. This
began as anger. I was interested in translating emotions.
The audience sees, in fact, the process of image making in a performance and simultaneously with a live detail. I was interested in the discrepancies between the performed activity and the constant duplicating,
changing, and altering of information in the video. The whole is a sequence of missing links as each witness experiences a different series by
glancing from monitor to projection to live action. Perception was relative. There was a range of choices. Time and space in these performances
were like Borges’s Garden of the Forking Paths. Here were parallel worlds.
I could inhabit, simultaneously, different fields of view, different channels.
Several parts of the Organic Honey performances were prerecorded
tapes that could exist on their own as well as be part of the performances.18
I worked back and forth between tape and video performance, translating
ideas from performance into tapes, transferring elements from tapes back
into performance. The word tape itself covers multiple types and uses:
continuous tape, tape prerecorded to be included in a performance, or
tape recorded to stand on its own. (Performances that were documented
on tape to me are only documents, not artworks.) A performance recorded
for a single-channel video work to be shown publicly would be altered—
through special effects, change in camera angle, or working with and
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cutting back and forth with two cameras, inserting new material, cutting
out parts, and so on.
The structure of videotape was not divided into visible frames, as in
films. One could record for longer periods of time without breaks. Artist
filmmakers recorded on ten-minute reels at that time. At first, the duration of videotape seemed to slow time. Time could be delayed. On the
other hand, editing was fast—just pressing buttons.
Later performances included Funnel (1974),19 with the camera person
outside the set looking in. I used one monitor facing the audience and
none for me. The set is made of paper in the shape of a cone. Twilight
(1975)20 employed two simultaneous closed-circuit systems of cameras
with monitors. There were five performers. For Twilight and Mirage,21 I
designed the pieces for the theater space of Anthology Film Archives in
New York. Because I had seen so many films in this space, I was inspired.
I made 16 millimeter films for projection in both performances. Mirage
was made after a trip to India (an underlying influence) and was the last
of the black and white series. There was no live video, only prerecorded
tape and 16 mm film. The film of drawing and erasing on the blackboard
was a series of images from past and present pieces—a heart that looked
like a bug, signs for a storm, a rainbow, and a mirror reflection, all to be
read as a kind of sentence with no fixed meaning. There was also a fiveminute documentary loop of volcanoes erupting and a film shot of the
monitor of a television turned on its side with the vertical roll bar switching from right to left. My action of repeatedly stepping through a small
wooden hoop was broken by the vertical bar. Rhythms were syncopated.
Around 1970, when I began the Organic Honey pieces, issues of feminism were important for all of us. In general, video became a vehicle for
women’s voices. It was unexplored territory. I was interested in the condition that both video and performance were unexplored.
As soon as I began to work with video, my focus shifted. I began to
move away from a kind of minimalism to represent my concerns. I wanted
more complicated layers of form and content. We could speak to the
camera, record our movements, communicate our desires. I explored the
possibilities of female imagery, questions of whether there is a female psyche, and representations of emotions. But anger was one of the main ones
for many of us, expressed indirectly through a visual and aural form. Video
as we used it was personal, and the personal was political.
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To be without expression was the style of performance art. I used the
mask as a way of exploring female identity. This instantly took away facial
expression and my identity. Masking both concealed and revealed possibilities of representation that may not otherwise have been possible for
me. Hidden, I was in a private world that seemed open and magical.
The particular mask of Organic Honey created a persona that seemed
to be distinctly someone else. A mask here altered body language: I could
add an erotic tone. I imagined playing roles like an electronic sorceress
or a dog. I howled. I sang. I danced. I explored the place of women in
history as outsiders—healers, witches, storytellers.
The video monitor’s screen or the projected image was another mask
for the construction and deconstruction of persona. Here there was also
distance—even in the close-up. I did not act, I behaved. I performed
activities. In a belly-dancer’s costume, I jumped in and out of the bar of
the vertical roll like frames in a film going by. This out-of-sync dysfunction of the television—the rolling pictures—presented on the screen parts
of the body, never a whole. I had begun to dance with the TV.
TRANSMISSION: RETELLING STORIES—AN ORAL TRADITION,
AN AURAL MESSAGE
In 1976, I wanted to change what seemed to be habitual dependence on
the medium of film and TV—or the camera and the monitor. I was
commissioned to do a performance for children and so decided the performance vehicle could be the fairy tale. I wanted to remain within the popular form of folk tradition, and so with the help of the son of a friend
chose The Juniper Tree (1976),22 a story told again and again mostly by
women and then written down or recorded by the Brothers Grimm. Here
is the technology of the human voice box handed down.
With the fairy tale, I was once again looking to see what roles women
play and how they are represented. Again it is an exploration of the self.
The story becomes the mirror of my projections. I look for how the stories
reflect basic human psychology and behavior, while laying bare the hidden
taboos.
I recorded the text on audio tape with music and sound effects, and
this became a background for my image making—again, another kind
of circuit. These images are in a way as imaginary and nonrealistic as the
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ones in the earlier video work, but they come directly from the story and
how I experience it. I chose to represent the story again and again, first
in a very theatrical collaboration in the style of Chinese opera23 and then
in a final version, more subjectively as a solo but going inside and allowing
the demons to escape.
In the second version, I began with the stage set. It is a loose wood
and string structure that represented the house that finally collapses at
the end of the story. I also included a ladder—a shamanic representation
of a magic tree or the ladders to the sky. This is now my sculpture.
Color enters the story—“as red as blood and as white as snow.” On
the wall behind the set are red and white drawings painted on red and
white silk. These drawings are made during the performance, and the best
are chosen for the set. They represent the boy and the girl of the story.
I play all the different female roles—the untouched daughter, the good
mother, and the main character, the wicked stepmother. In one performance, the dancer Simone Forti played the bird that the boy becomes,
and she sang the song “My mother she killed me, my father he ate me,
and my little sister gathered up all my bones and laid them ’neath the
tree, what a beautiful bird me.”24 Some parts were danced, some spoken,
some drawn on the same mirror that showed up in early mirror works.
As I researched and analyzed the fragmented story, I found references
to ancient Egyptian myths of Isis and Osiris, for instance, and other shamanistic practices from northern Asian and European migratory groups.
I became interested in the literally devouring female in the story—or
frightened by this representation. And this interested me, as it suggests
our own hidden selves.
TRANSMISSION: MIRRORING LANDSCAPE, EVER-GREEN
MYTHOLOGIES
I see Volcano Saga (1985–1989)25 as the beginning of my synthesizing
the development of female character, the story as mirror, and the volcanic
landscapes as representation of narrative. Here in Iceland was the connection for the psyche to the elements. As in Wind, the elements become
character. I was also interested in the fact that at the time of the sagas in
Europe, Icelandic women were the most independent.
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I chose as my story the Laxdaela Saga, which was written down anonymously in the thirteenth century but from stories that had been told and
retold for centuries. In Iceland, storytellers went from house to house,
and the stories all seemed to begin with real people and true events. This
story is about a woman who married four times. The book begins with
an historical account of the settlement of Iceland, tracing the character’s ancestry, and then continues with the woman, Gudrun, who tells
four dreams to a seer who then interprets the dreams. The second part
of the saga involves the actual marriages and the carrying out of the
prophecy.
I went to Iceland and explored the place, the landscape, and like many
others, I became enchanted by the closeness of beliefs in the time of sagas
to the present-day and the importance of the sagas in the culture.
A film crew recorded the landscapes on video. I photographed it for
slide projection, and on returning to New York, I developed a solo performance with video projections and slide projections of the different mostly
volcanic landscapes that for me represented parts of the story—the four
dreams.26 In this way, I worked by performing. I finally turned the live
performance into a thirty-minute narrative for television broadcast, with
Tilda Swinton playing the woman, Gudrun, and Ron Vawter playing the
seer, Gest.
I developed a way of telling the story in video with the foreground
shot in the studio against the Icelandic landscapes as backdrops. Tilda
Swinton tells her dreams to Ron Vawter as they sit together in the hot
springs—a very beautiful blue lagoon with wind, mist, and black volcanic
rock. The tradition wasn’t exactly this way in the book, and in the studio,
Swinton and Vawter are shot in front of a blue screen with the lagoon
later keyed in. Sitting in the steamy blue made the relationship of the
characters in the story, who are actually old friends, erotic. I liked this
added level of closeness in relation to our own ideas about how and when
we tell our dreams to others and how they are interpreted.
To frame the story in the present, I began the tape by telling my story
of an accident that actually happened in which my car was blown off the
road by the wind. Otherwise I played a small part. The tape ended with
an old couple talking about how fishing was invented—by a woman,
probably, they say.
Transmission
129
For a recent retrospective of my work art at the Stedelijk Museum
in Amsterdam in 1994, I turned earlier performances into five installations—the outdoor and mirror works in one room, and Organic Honey,
The Juniper Tree, and Volcano Saga each in their own rooms. I made a
new installation—Sweeney Astray or “Revolted by the thought of known
places. . . .”—that turned into a theater piece that was performed in collaboration with a theater group (the Toneel Groep, Amsterdam).27 This was
based on a Seamus Heaney translation of a twelfth-century Irish poem
about a king who goes mad after battle. One of the props was a 6-footby-6-foot-by-7-foot glass table on which the actor (Sweeney) stood. A
camera view from an underneath angle made it appear that he was floating. I like this way of presenting my work. My presence is not absolutely
necessary.
And so I continue to work mostly in video and installation. What
interests me now is making objects for video—in other words, sculptures—and to continue to relate to the culture of my immediate surroundings. In the summer of 1998, this was rural Canada.
My New Theater (1997), part of a series, is an object for video. It is
a wooden cone, squared—a tubelike structure about 7 feet long. Inside
is a miniature theater. One looks into the theater from the large open
end of the cone to see a stage area and some miniature props.28 Behind
the stage is a back-projection screen. Behind that, a small projector, hidden, projects a video loop of an older man, a Cape Breton step dancer,
step dancing on a board in front of a waterfall. This dream landscape is
intercut with a closeup of a young Cape Breton girl’s dancing feet. The
sound of the feet reverberates in the wooden structure, a funnel-like form
I’ve used several times before (in 1974, 1975, and 1976). It is an enlarged,
yet low-tech amplifier, a variation on the hand-held megaphone. While
video technology continues to be a vehicle for the transmission of stories,
my theater can now travel without my body.
I am, however, still performing. I am now collaborating with Paul
Miller, a.k.a. DJ Spooky. I am the VJ, mixing my tapes live to his live
music mix. In front of a projected image, two performers speak and move.
This narrative mix hovers between theater, music, and dance.29
I am also working with a very small digital camera. It has its own
internal monitor. It weighs hardly anything, and it fits into the palm
Joan Jonas
130
of a hand. The size and weight allow me to move very differently compared to how I moved with the high-8 cameras of a few years ago or the
Portapak of thirty years ago. The fact is, the videos still dance and make
music.
NOTES
1.
Joan Jonas, Scripts and Descriptions, 1968–1982, ed. Douglas Crimp (Berkeley, CA:
University Art Museum; Eindhoven: Stedelijk Van Abbemuseum, 1983), 137 p.
2.
Ibid.
3.
Joan Jonas, Works, 1968–1994, ed. Dorine Mignot (Amsterdam: Stedelijk Museum,
1994).
4.
Vertical Roll, 1972, black and white video, 20 minutes, sound, camera by Robert
Neiman.
5.
Oad Lau, 1968, performance.
6.
Wind, 1968, 16 mm, black and white, 7 minutes, silent, camera and coediting by
Peter Campus.
7.
Mirror Piece I, 1969, Mirror Piece II, 1970, performances, partial list of performers:
Francis Barth, Eve Corey, Susan Feldman, Pam Goden, Carol Gooden, Deborah Hollingworth, Keith Hollingworth, Barbara Jarvis, Joan Jonas, Julie Judd, Jane Lahr, Lucille Lareau, Jean Lawless, Susan Marshall, Rosemary Martin, Tom Meyers, Judy Padow, Linda
Patton, Corky Poling, Peter Poole, Susan Rothenberg, Andy Salazar, Lincoln Scott, Michael Singer, George Trakas, Pam Vihel.
8.
Mirror Check, 1970–1974, solo performance.
9.
Jones Beach Piece, 1970, performance, Jones Beach, New York.
10. Nova Scotia Beach Dance, 1971, performance, Inverness, Nova Scotia.
11. Delay Delay, 1972, performance, Manhattan Festival of Music and Dance, Tiber
River, Rome, Documenta 5, Kassel, Germany.
12. See above.
Transmission
131
13. Songdelay, 1973, 16 mm, black and white, 18 minutes, sound, camera and coediting
by Robert Fiore; sound by sound technician Kurt Munkacsi, with Ariel Bach, Marion
Cajori, James Cobb, Carol Gooden, Randy Hardy, Michael Harvey, Glenda Hydler, Joan
Jonas, Epp Kotkas, Gordon Matta Clark, Michael Oliva, Steve Paxton, Penelope, James
Reineking, Robin Winters.
14. Left Side Right Side, 1972, black and white video, 7 minutes, sound, camera and
performance by Joan Jonas, produced by Carlotta Schoolman.
15. Organic Honey’s Visual Telepathy, 1972, black and white video, 23 minutes, sound,
camera and performance by Joan Jonas.
16. Organic Honey’s Visual Telepathy, 1972, performance, Joan Jonas with Suzanne Harris, Kate Parker, Linda Patton; Organic Honey’s Vertical Roll, 1973, 1974, and 1980, performance, camera by Robert Neiman, performed by Joan Jonas with Anne Thornycroft,
Margaret Wilson, and Freuda; Organic Honey’s Vertical Roll, 1973, 1974, and 1980, performance, camera by Barbara Mangolte and Joan Jonas.
17. Tapes that were made in relation to the Organic Honey series: Organic Honey’s Visual
Telepathy, Vertical Roll, Duet, 1972, black and white, 4 minutes, sound and camera by
Joan Jonas; Left Side Right Side, Two Women, 1973, black and white, 20 minutes, silent,
camera by Joan Jonas, with Christine Kozlov, Penelope.
18. Tapes that were used in the performance: Anxious Automation, 1972, by Richard
Serra, sound by Phillip Glass, performed by Joan Jonas; Duet; and Two Women.
19. Funnel, 1974 and 1980, performance, performed by Joan Jonas, camera in 1974 by
Babette Mangolte, in 1980 by William Farley, assisted in 1974 by Robin Winters and
Christine Patoski.
20. Twilight, 1975 and 1976, performance, performed by Joan Jonas with Ariel Bach,
Karen Helmerson, Chris Jonic, Paula Longendyke, Robin Winters, camera in New York
by Andy Mann, in San Francisco by Pat Goudvis, film by Lizzie Bordon and Joan Jonas.
21. Mirage, 1976, 1977, and 1980, performance, performed by Joan Jonas, assisted in
different locations by Tabea Blumenshein, Jane Crawford, Rosella Or, Chistime Patoski,
Elsie Ritchie, Jane Savitt, film by Babette Mangolte and Joan Jonas.
22. The Juniper Tree, 1978 and 1979, performance, solo version with Joan Jonas, assisted
in various locations by Pamela Raffaelli, Thomas Meyer, Pat Murphey.
Joan Jonas
132
23. The Juniper Tree, 1976 and 1977, collaborative performance, with Tim Burns, John
Erdman, Simone Forti, Joan Jonas, Pooh Kaye, Shiela McLaughlin, Lindzee Smith, Linda
Zadekian.
24. Song from The Juniper Tree, in Grimms’ Tales for Young and Old, trans. Ralph Mannheim (New York: Doubleday, 1977).
25. Volcano Saga, 1989, color video, 30 minutes, with Joan Jonas, Tilda Swinton, Ron
Vawter, music by Alvin Lucier, camera by Toon Illgems and Jules Backus, edited by Kathy
High and Joan Jonas, online Robert Burden.
26. Volcano Saga, 1985, 1986, and 1987, performance, performed by Joan Jonas, narrated
by Lindzee Smith.
27. Joan Jonas Works 1968–1994, 1994, Stedelijk Museum Amsterdam, curated by
Dorine Mignot.
28. My New Theater (1997), My New Theater II (1998).
29. Narcissus and Echo, 1997, a video performance by VJ Joan Jonas, music by Paul
Miller a.k.a. DJ Spooky, performed by Tomoko Take, Henk Visch.
Transmission
133
8
The Individual Voice as a
Political Voice: Critiquing and
Challenging the Authority of
Media
Dara Birnbaum
Hans Ulrich Obrist: . . . you went into single-channel video work
with Wonder Woman and Kojak—you changed speed, you accelerated, you slowed down. Was this about creating other narratives?
Dara Birnbaum: Never. Not at the beginning. I took exactly what
was there.1
AT THE BEGINNING: APPROPRIATIONS FROM MASS MEDIA,
1977 TO 1982
In 1977, the Nielson ratings stated that the average American family was
watching television some seven hours and twenty minutes per day. This
reality formed my landscape. It painted a picture of a society that was
seemingly more capable of relating through mediated communication
than through direct contact—a society of stereotyped relationships as portrayed through mass media rather than a society capable of relating
through interpersonal contact and social engagement. I reacted first by
appropriating images from that landscape, images that blazed across my
TV screen, like Wonder Woman. The star of TV’s Wonder Woman transformed through a burst of light while spinning in space three times. In
that burst of light she changed from an ordinary woman into a superwoman who was capable of saving mankind. In 1977, this was a special
effect. My reaction was simple: “This is not acceptable.” Wonder Woman
typified the type of image forged for television by multiconglomerates
and corporations. In addition, this image was being transmitted only one
way—at me. I felt that it was necessary to find a way to “talk back to
the media.”2 I decided to paint my own version of this media-induced
landscape with my first single-channel video work, Technology/Transformation: Wonder Woman (1978–1979) (figure 8.1).
HUO: . . . Lucy Lippard once said that the goal of feminism is to change
the character of art and directly attack the infrastructures of the art world.
Was it also, at the beginning, this idea of attacking the infrastructures of
the art world? Or at least undermining. . . .
DB: . . . I don’t think I made my work so much directly to undermine.
I had such a nonbelief in that structure that it didn’t matter to me. My
belief—and I want this still to be true—was in the message. . . . I just
knew something had to be said regarding mass-media imagery. And I did
perhaps see art—for me very idealistically—as an activist position. It was
The Individual Voice as a Political Voice
135
Figure 8.1
Dara Birnbaum, Technology/Transformation: Wonder Woman, 1978–1979, still from the videotape,
color, stereo, 5:50 minutes.
Dara Birnbaum
136
one of the few positions that could be held in a society that was activist.
Then, the more I learned, the more I saw what was controlled. How do
you become the one who penetrates—who hacks through this system?
Do you want to be the hacker? I don’t know.
HUO: You always saw video as a vehicle.
DB: Maybe I saw art as the vehicle.3
However, I was also in a dilemma: I took images that I felt belonged to
me but that were technically owned by corporations. Working from outside
of their originating system, I “pirated” images—taking them, without permission, from their original context and from their original narrative flow.
By subjecting these now displaced images—floating signifiers—to formal
devices, such as repetition, these images performed a new abbreviated narrative: one that seemed capable of deconstructing the original narrative while
revealing its hidden agendas. I then placed this new narrative construction
back out into the culture through a variety of public venues. Wonder Woman
was once again transformed, this time by placing her newly forged image
inside of the storefront window of H-Hair Salon de Coiffure, Inc., SoHo
(1980). This videowork became a replacement for the only videotape the
store owned at that time—the Italian version of Woodstock. To have the
tape shown, I needed to approach the store’s proprietress:
DB: Please, can you show my tape in your window, especially on the
weekends?
H-Hair: What is your tape about?
DB: Wonder Woman.
H-Hair: Oh, I love Wonder Woman. I’ve been told I look like her.
DB: (She did.)4
Technology/Transformation: Wonder Woman also screened on Manhattan Cable TV opposite the network version of Wonder Woman, which was
broadcast during prime time on CBS-TV. I also produced a 16 millimeter
kinescope of the tape and placed this film version into an avant-garde film
festival organized by the Kitchen in 1980. It became a type of barroom Bfilm within that context. I then moved her to a popular club—The Mudd
Club—for its series called Early Evenings at the Mudd in 1980. I lent her
for an evening of Guerrilla Girls at the Palladium in New York City, where
by utilizing the club’s two analog-based video-wall systems (among the
The Individual Voice as a Political Voice
137
first video walls in the United States), where she broke through the isolation
of her singular TV frame. On the club’s two video walls, she burst through
the seams of twenty televisions per wall unit, as these large walls floated on
hydraulic pumps above the main dance floor. The imagery beamed down
at the dancers—as if its electronic radiation could stimulate, emancipate,
or irradiate the people below. It was as if these images could squash them
to the ground, as either an aggressive wallpaper or as a type of video raid.
WORK UTILIZING MASS-MEDIA IMAGERY WITHIN DIVERSE
ENVIRONMENTS AND PUBLIC SPACE, 1989 TO 1992
A History of Television as a Public Site
I had previously thought of television, due to its dominant position within
American society, as a public space—a space of flow. Of course, tightly
controlled and dominated by the industry, television mainly consists of
programs that are formulated by adhering to the lowest common denominators between people to reach as large an audience as possible.
In the late 1970s and throughout the 1980s, the possibilities of a more
democratic voice within television seemed strengthened by cable TV.
Whereas the real contract, regarding cable TV, remained relatively undisclosed, for a moment it was as if one could project a utopian vision onto
cable TV—community and public access through newly made available
studios, channels that could specialize in content, and no commercials.
In other words, an American apple pie from which everyone could take
a bite and then even express their points of view.
Public Space: A Redefinition
Public space, historically, has been thought of as a physical site—a place
for people to engage in social and productive activities. However, media
has now redefined public space not as a physical and particular place but
as a network of points. Within this newly formed domain, we are confronted not by spatial boundaries but by an organization of information
(spatial data management). These boundaries are no longer fixed but shift
and move through a territory of receivership. Through a variety of media
frameworks, complex systems of data, image, and sound map out a newly
engaged public space where inclusion and circulation are the most significant features. Within the reality of electronic networks, it is no longer
necessary to engage bodies directly to engage in public events. Instead,
Dara Birnbaum
138
there is the provision for an expanded public flow, as electronic pulses
enter our bodies and act on our senses. We are no longer eyewitnesses to
experience or to place but are observers to its mediation. Our previous
notions of social and spatial experience have been challenged. The result
is that our previous pathways, which forged readable distinctions between
public and private space, are no longer operational. Instead, a contemporary definition of public space consists of a fluid architecture.
INSTALLATIONS: 1989 TO THE PRESENT
Rio Videowall (1989)
Awarded commission for the public plaza of the Rio Entertainment and
Shopping Complex, Atlanta, Georgia.
Technical Description of the Work
Twenty-five color monitors (27-inch diagonal each), arranged in a fiveby-five grid (Delcom Videowall System). Programming software: CThrough. Two live closed-circuit cameras with special-effects generator
and preset video luma-key; custom-made enlarged light box (approximately 8 feet by 12 feet), vertically mounted on a wall of a main entryway
to the complex (for use with the luma-key); and satellite receiver.
Housing: structural steel and black spandrel glass. The glass used is
highly reflective, similar to architectural details found in the surrounding
storefronts. Black spandrel glass has the ability to reflect the surrounding
areas adjacent to the video wall (a darkened mirror view of the surroundings, the activity, and inhabited public social space.)
Intention of the Work
As the winner of an international competition, Rio Videowall was actualized as an electronic public artwork to be sited within the newly developed
Rio Entertainment and Shopping Complex, Atlanta, Georgia. The project
conjoins the three elementary approaches inherent to the structure of
video as a medium: prerecorded imagery, broadcast TV, and interactivity.
The artwork utilizes these three significant features simultaneously, constructing a continuously shifting, fluid montage.
Footage of the site, an urban park before construction of the Rio Complex, forms a tableau that is disrupted by a continuous feed stream of
news from the Cable News Network (CNN), whose home base is Atlanta.
The Individual Voice as a Political Voice
139
Two interactive cameras, located at strategic points within the Complex,
register images of passers-by. The form of each passer-by appears as a
silhouette within the prerecorded landscape footage, through the use of
a special-effects generator. In addition, a switcher and a preset luma-key
then allow these moving silhouettes to be filled with images directly from
a satellite feed of the news of the moment. Thus, the passer-by’s physical
presence, within the architectural space of the mall, disrupts a historical
“electronic memory” with an influx of temporal information.
Further Discussion
Rio allows the viewer a controlled feeling of interactivity and engagement.
However, the viewer’s effective interaction produces a sequence of events
that are virtually uncontrollable as the viewer’s “body” delivers the “news
of the moment,” unceasingly and relentlessly.
In Rio Videowall, the television box is now simply one of twenty-five modular units—a metaphoric pixel, a microcosm to the macrocosm of the total
system. With the onset of digital video-wall systems, the television image
seems to break through its frame for the first time in history. The television
image, previously contained within an individuated box, now pushes through
this box onto a multiframed matrix, stretching past its previous boundaries.
Tiananmen Square: Break-In Transmission (1990)
Technical Description of the Work
Four LCD color video monitors (4-inch diagonal); one large-screen color
video monitor (27-inch diagonal); four video laser disc players; eight stereo speakers (self-amplified); one surveillance switcher; and one customdesigned, ceiling-hung support system.
Intention of the Work
The main thematic issue of Tiananmen Square: Break-In Transmission is the
examination of fragmentation and disunity between the viewer and televised
news broadcasts. Four microsized LCD video monitors are strategically located within the exhibition space, each portraying different aspects of demonstrations during the student occupation of Tiananmen Square in the summer
of 1989. The custom-designed structural units that support the individual
monitors, disc players, and audio speakers are created from industrial materials that can be easily altered to reflect the architecture of any given exhibition
Dara Birnbaum
140
space. Each unit displays an isolated event gathered from the networks’ news
coverage—the first moment of violence; the cessation of satellite coverage
by CNN and CBS networks; a student-composed song, The Wound of History
(which directly expresses the Chinese students’ feelings to gain sympathy for
the position of their democracy movement); and the use of readily accessible
devices (such as fax machines), which the students used, in the absence of
satellite transmission, to transmit updated information to the outside world.
These displayed images are meant to function as totems, portraying a historical note taking of the mediation and receivership of these events as culled
from numerous television sources. A fifth, large-scale, TV monitor is connected to an interactive surveillance switcher that randomly selects sequences from each of the other channels. Thus, as you view one of the four LCD
monitors, the image that you are seeing may be taken away from you (by
means of the surveillance switcher) and suddenly reappear in the large
monitor as TV. This exemplified disunity of narrative is meant to counter
the simplified and singular news broadcast that is made available to most
viewers. Furthermore, it questions TV’s claim to render the viewer an omnipresent vision of eyewitness news,5 since the installation provides no single
vantage point from which to regard all the isolated and miniaturized video
elements. Instead, the viewer is asked to maneuver within the installation
and choose a plan of interaction in the reconstruction of meaning.
Further Discussion
Tiananmen Square was, for me, a very large image. It was CNN bringing
images, around the clock, that I felt I had no way of really absorbing.
Therefore, I elected to form a landscape of LCD images, each of which
could only be seen up-close and frontally. If you move to the side of this
type of LCD monitor, the image ghosts out, due to the mechanics of its
technology. At a distance, the LCD monitors seem as if they are utilitarian
minilights hanging from the ceiling. When you move closer, you can see
images. So given the necessitated proximity of the viewer to the image,
the viewer must travel through the entire space to see all of the presented
views. The ceiling becomes the basic support structure, as if all information is coming down at you. It was important to avoid previously used
(historical) support structures, such as the convention of placing video
monitors on floor-based support pedestals, which had tended to reduce
video artworks to a traditional form of sculpture. The attempt to hang
from the ceiling, reversing this previous position, is a symbolic attempt to
The Individual Voice as a Political Voice
141
forge more of an alliance with broadcast and satellite transmissions: “It’s
coming from out there.” For me, all news transmissions can bring only a
mediated portion of the news. The Chinese government chose to shut down
all satellite transmissions of news shortly before they began a violent attack
against the protesters, who were mainly students. The major networks
sensed that the demonstrations would become violent; they were looking
for the break—the rupture—when events would turn. In one LCD display,
Dan Rather is seen with headphones on and a satellite dish in the background. What he’s hearing in his headphones is: “They just broke off the
transmission of CNN.” He’s hearing from CNN’s field reporters: “We’re
getting the first images of violence, of the police cracking down on people.”
By comparison, the re-presented footage from CNN’s news headquarters
in Beijing presents a different posture to these events. When the government
comes in to terminate CNN’s transmission, the news team tries to push the
government representatives back out. They try physically to say: “No. What
are you doing? You can’t stop us!” Whereas, Dan Rather reacts diplomatically at the moment of cessation of transmission. Rather stalls, he says to
the government representatives: “I’m sorry, I don’t understand. Oh, you
need to shut us down.” What he’s doing is buying time. He bought approximately one-sixteenth of a second. By buying just enough time, CBS was
able to transmit the first images of violence to a worldwide audience.
Transmission Tower: Sentinel (1992)
Technical Description of the Work
Eight color monitors (20-inch diagonal with built-in stereo speakers); nine
video laser disc players; nine stereo channels of sound (total eighteen channels of sound); custom-designed computer hardware and software system;
custom-designed housing for hardware; external amplifier with four speakers; three prebuilt sections of a Rohm Sentinel steel transmission tower (10foot sections), used as the main support structure; a custom-designed base,
cap, and supports for suspended monitors and video laser disc players.
Intention of the Work
Originally commissioned by Documenta IX in Kassel, Germany, Transmission Tower: Sentinel (1992) is composed of a singular column of eight
video monitors, custom fitted to tilted sections of a Rohm transmission
tower (figure 8.2). As a significant feature within the contemporary landDara Birnbaum
142
Figure 8.2
Dara Birnbaum, Transmission Tower: Sentinel, 1992, Documenta IX, Kassel, Germany. Left: Partial
installation view. Right: Installation detail: video-still sequence of two of eight monitors, forming a
linear video wall.
The Individual Voice as a Political Voice
143
scape, the transmission tower is capable of subverting its architectural
form by denying the importance of its physical site. The tower’s spatial
form is more accurately delineated through a network of transmission
points, which suggest a larger, more encompassing, more important, and
invisible architecture. A linear video wall, suspended from the angled
tower (by custom-designed support elements), simultaneously plays a
montage of low-end documentary footage and broadcast TV imagery.
The work is meant to represent events that were obscured at their original
spatial and temporal points of transmission. This strategy exhibits—and
examines—these images within a newly forged relationship, as differentiated from their more sanctioned expression in mass-media news
reportage.
Further Discussion
The linear video wall, angled and suspended by airplane cable off the transmission tower, forms a graphic depiction of a typical bomb drop by the
United States during the Gulf War. Three distinct sets of images are simultaneously presented. Crawling down, slipping across each of the eight monitors in a small inserted box, are selections from televised imagery of George
Bush, reciting his vision of global politics as delivered during his acceptance
speech for the Republican Party’s nomination as candidate for president in
1988. In a chanting, rhythmic pattern, images of Allen Ginsberg reciting his
antimilitaristic poem Hum Bom! descend. Finally, as a major third element,
footage from the National Student Convention at Rutgers University in
1988 is used to disrupt these downward patterned flows. This imagery of
the students ascends in a smooth wave, counter to the other two downward
elements. This cutting between contrasting and incommensurable narratives is a reference to the exclusion of independently expressed dissent from
mass and industrial communication networks.
Four Gates for St. Pölten (1996–2002), Commission (Unrealized)
Technical Description of the Work
Equipment list not finalized.
Intention of the Work
Four Gates for St. Pölten is an awarded commission for a site-specific public
work within the newly developed Government Quarter of Lower Austria,
Dara Birnbaum
144
St. Pölten. The work is composed of four distinct and yet interrelated,
interactive elements, each of which is to form a gateway between adjoining
government administrative buildings.
Because the original city walls of St. Pölten contained four gates, this
project symbolically reestablishes a reference to the original gates within
the context of the new Government Office Complex. Thus, a passage of
transition is to be established between the original historical elements of
the city and the architectural elements of the newly declared capital.
Four critical periods of Austrian history have been chosen to proclaim
these new electronic entry points—the Noricum (Roman times), the
Habsburg empire, the Austrian-Hungarian empire, and the present Federal Republic of Austria. The largest expanse of geographical boundaries
for each historical period are to be etched into tempered glass as a base
map for each of the display units. Behind each of these four glass elements
exists a large-scale (approximately 5-foot diagonal) video display, which
presents a constant flux of the continuously changing boundaries of each
era. When a proximity detector is activated by a viewer for any of the gates,
the constant flow of “territorial changes” is immediately montaged—onscreen—with “military portraits” of soldiers in uniform that portray the
same time period and territory.
Each pedestrian who transits the administrative spaces of the Government
Office Complex is therefore exposed to a sequential set of historical motifs
representing St. Pölten’s place within Austria’s history. Four Gates is meant
to allow for a procession and a declared entry, which is sequenced from Roman
times to the establishment of this city as the new capital for Lower Austria.
Further Discussion
The architecture of a city offers glimpses into an evolving history under
erasure and revision. Similarly, a map offers a momentary registration of
an evolved history of national identity through recorded traces of economic and political histories. The historical transformation of a country’s
shield and military display offers similar systematic access to the social
and economic conditions of a given historical moment. In a sense then,
these military objects yield yet another sense of the architectural order,
as each portrays extended “mappings” of historical cartography.
However, despite the empirical promise of any map, the exact boundaries of identity are difficult to locate. Four Gates represents four gateways
that enable people to be informed of the long lineage of the city’s history.
The Individual Voice as a Political Voice
145
The occupant of this new seat of government is to be made all the more
aware of St. Pölten’s contemporary presence through exposure to its past
identities. In fact, the numerous signs of a national identity in flux might
be considered to be the symbolic gates of access to a nation’s collective
memory.
CONCLUSION
A presiding and connecting link between the projects that have been presented here in this chapter is the necessity to forge work that ultimately
questions the control that is available to, or possible for, the individual
within a developed technocratic society. How can a person remain in
control of identity, individual voice, and form of representation within
the scope of vast technological development?
For example, in Kiss the Girls and Make Them Cry (1979), women are
seen presenting themselves within a structured grid, a tic-tac-toe board
of boxes. I originally appropriated these images of women from the TV
game show Hollywood Squares, stereotyping them even further. The clichés embedded within the original footage—a blonde, a brunette, a young
girl, a redhead—are brought into an even more precise focus. Each
woman is seen to make a different gesture. You can see this very clearly
because each representation is dislocated from its original source and then
repeated. Yet you can also see how each woman is fighting to find an
identity that is capable of overriding her stereotype.
How do you introduce yourself to an audience of millions? What does
your identity become? Is it in the smallest nuance of gesture or form?
With the World Wide Web, we have an even larger television audience.
You’re introducing yourself; you’re going on a bulletin board. Which bulletin board? As Nam June Paik said: “Video—very good—no gravity.”
Now you have no identity. You can take on alternative identities. You
can live out your fantasies through easily adopted identities. The first legal
case against a man stalking a woman on the Internet was in 1995. Can
this stalker also be persecuted? Can he be sued? With what form of legal
indictment? Can you rape through the system? Can you rape identity?
We have evolved into a society that is in a crisis of identity. It seems
increasingly difficult to act as an individual within highly developed technocratic societies. Beginning with Technology/Transformation: Wonder
Dara Birnbaum
146
Woman (1978–1979), I sensed that this form of representation expressed
a technocratic view of woman: you either heroicize her, or you underrate
her as a secretary. What place did you ever create for me within this
representation? Where I am is in between. However, in advanced technocratic societies, there is no space in between. The burst of light says that
I’m a secretary—I’m a Wonder Woman—I’m a secretary—I’m a Wonder Woman. Nothing exists in between—and the in-between is the reality
we live in.
ACKNOWLEDGMENTS
The author wishes to thank both Rick Pirro and Scott Lyall for the diligent and creative assistance that they provided on numerous writing
projects. Their assistance and coauthorship are reflected here in the descriptions of my installation works.
NOTES
1.
From the transcription of an interview with Hans Ulrich Obrist, September 1995,
Vienna. Total length of interview: 85 minutes, videotape. Originally for KünstlerInnen:
50 Positionen—Zeitgenössischer internationaler kunst, Videoportraits und Werke, an ongoing
project of the museum and of Peter Kogler for the Kunsthaus Bregenz, 1997.
2.
In November 1985, a citywide art event entitled Talking Back to the Media was held
in Amsterdam. The event was, according to two of its organizers, formulated with my
work in mind. This early work, which directly appropriated images from television, had
recently been presented within a solo exhibition of my work at the Stedelijk Museum,
Amsterdam.
3.
Interview with Obrist, September 1995, Vienna. Total length of interview: 85 min-
utes, videotape. Originally for KünstlerInnen: 50 Positionen—Zeitgenössischer internationaler
kunst, Videoportraits und Werke, a project of the museum in progress and Peter Kogler for
the Kunsthaus Bregenz, 1997.
4.
An accurate reconstruction of a conversation with the proprietress of H-Hair, Salon
de Coiffure, Inc.
5.
“Eye Witness News” is the phrase used by the American Broadcast Company (ABC
television network) to define its approach to local and international news reportage. This
slogan is used promotionally and as part of the opening introduction to its news programs.
The Individual Voice as a Political Voice
147
9
Small Leaps to Ascend
the Apple Tree
Jo Hanson
A technologically challenging early work, Crab Orchard Cemetery, opens
this discussion, followed by an innovative piece seeking an ecological
peace with snails in the garden. Urban trash becomes the source of my
increasing focus on environmental and ecological concerns. And nature
makes a dramatic entry.
Understandably, for me and other ecoartists, such a focus acts like a
zoom lens enlarging the view until existence on the planet becomes the
subject matter—how we got where we are, where we are now, and where
we are going, with technology almost a touchstone through all of it. I
think of internal as well as external technology, and of the Earth’s technology as well as human-devised technology. In this, I have an assist from
quantum theory and DNA research.
Finally, I ask questions about the role of technology in a world facing
(or failing to face) ecological crisis, which has the potential to be reflected
in economic and political crises. I have tried to create work that is practical
and visionary, and I offer certain practical and visionary propositions here.
CRAB ORCHARD CEMETERY (1974)
Crab Orchard Cemetery re-created in gallery terms an actual rural cemetery
in my native southern Illinois (Carbondale). The preparatory work
spanned several years, but the exhibition opened at the Corcoran Gallery
in Washington, D.C., at the end of 1974. It toured for three years and
was revived in part by Michael Schwager at the Richmond (California)
Art Center in 1989.
In its time, the exhibition was regarded as a technical tour-de-force.
When it opened at the San Francisco Museum of Modern Art in 1976,
two discussants were overheard to say, “It would have to be a sculptor
who did that; a photographer would know better.” They referred to a
scenic surround of registered positive images on 12-foot-high film panels
that hung around the gallery walls to recreate the foliage of the original
cemetery (figure 9.1). In scale and ambition, that work is still a point of
reference, and its conceptions and production are described below.
Other elements of the installation also were innovative at that time. I
recorded the ambient sounds of the cemetery through the day and night
and edited them into a sequential raga of three hours that repeated continuously in the exhibition. These were typical rural sounds, with stellar
performances by birds, night insects, and frogs. Soon after the exhibition
Small Leaps to Ascend the Apple Tree
149
Figure 9.1
Jo Hanson, Crab Orchard Cemetery, 1976, installation, San Francisco Museum of Modern Art. A scenic
surround of registered positive images on 12-foot-high film panels hung around the gallery walls to
recreate the foliage of the original cemetery.
Jo Hanson
150
opened in San Francisco, similar bird sounds were heard playing on a
department store elevator. Occasionally, I heard a brief excerpt of a nighttime dog bark and howl on the Hearts of Space radio program and recognized it from my tape.
The processes that I developed for faithful re-creation of tombstones
involved (1) tombstone rubbings made with photogenic black etching ink
on pH neutral mulberry paper, (2) positive and negative 4-inch-by-5-inch
“negatives” of the rubbings that were used to (3) blow up and produce
positive and negative life-size photo silkscreen stencils. On slabs of Styrofoam precut to size and shape, the positive image was printed in white or
gray to etch in the texture of stone. The negative image was screened in raw
umber. It etched the intaglio of weathering and carving. The solvent of the
ink did the etching when it was placed in sunlight while the ink was wet. I
registered each image through the screen. Conventional registration techniques were impossible. The completed object usually was mistaken for
stone, though analytic examination revealed that it could not be so. Rubbings were used instead of photos to convert to silkscreen stencils because
of the literalness of rubbings. The camera interprets what it sees.
Regarding the reference above to “precut” Styrofoam slabs, my cutting
procedure used a hot wire stretched across a table at the height of the
desired thickness of the slab. As the Styrofoam on the supporting table
is pushed through the wire, the heat cuts and seals the cut surface. My
jerry-built jig accomplished the same process as commercial cutting. Hot
wire means a resistance wire that heats as current acts against resistance
and flows through the wire. It is the same principle as the coil of an
electric stove. Yes, toxic fumes are produced in heat cutting.
The scenic 12-foot high blow-ups began with my taking a Photography
1A class at San Francisco State University and learning what makes a good
photo, how to use a view camera, and how to print a good image. I was
motivated to learn a great deal quickly.
I set up the camera in the middle of the cemetery and photographed
sequential images, 360 degrees around, three times (figure 9.2). I believe
“three times” has magical implications and is an underrecognized area of
technology. I relied on getting a useable sequence in three tries, and I did.
With the foregrounds cropped, the 4 ⫻ 5-inch negatives were enlarged to
print 12-foot high images. They held detail remarkably well.
The film was kodaline, which was like kodalith but slower. The slowness avoided the filling in that characterizes kodalith. It permitted large
Small Leaps to Ascend the Apple Tree
151
Figure 9.2
Jo Hanson, Crab Orchard Cemetery, 1976. The camera was set up in the middle of the cemetery, and
sequential images 360 degrees around were photographed three times.
Jo Hanson
152
film panels to be removed from the developer and placed into the stop
without losing detail. Diluting the developer yielded a beautiful gray range
instead of the film’s intended all-or-nothing printing.
My technology employed standard procedures that were manipulated
for the logistics of coordinating materials, chemistry, and physical management. Management involved a jig for cutting 13-foot film lengths accurately by safelight; hanging the 42-inch-wide film length edge to edge
on a 12-foot-by-16-foot exposure board; testing for the long exposures
that the Bessler enlarger needed for horizontal projection over a distance
of 25 feet to enlarge the image to 12 feet high; managing the film panels
through the chemistry of developer, stop, and fixative followed by washing
and drying; and finally preparing a means of suspending the panels a few
inches in front of the gallery wall, which had to be white. The film had to
be handled as rolls for most operations. There was trial and error, problem
solving and innovation, ingenuity and amazing generosity and help from
other people, who responded to the excitement of the challenge.
A photomural group offered the use of their jerry-built but essential facilities during the night hours. In the same building, an antique dealer allowed
use of his warehouse space for setting up exposure facilities. Friends came in
to help. The crucial help was a friend, Jim Weeks—the photographer, not
the painter, with the Bessler enlarger and with so much creative photographic
expertise that he always had three answers to the things other people said
were impossible. Also, Jim (not I) could stand on a high ladder in the dark
and suspend film panels straight for me to fasten down with edges butting.
The decision to use film to establish the scenic surround came after
the failure of other concepts, including applied emulsion on transparent
fabric. As I was about to give up, grieving that apparently I would have
to use conventional photomurals, I realized that I had been holding the
answer in my hand, literally, all the time, thinking of it as a transitional
means. The answer lay in flexibility of perception.
Positive image on film, in its own terms, matches the beauty of foliage
in nature. The suspended panels reflect light, make shadows, and stir with
every opening and closing of a door anywhere in the building.
Crab Orchard Cemetery steers a hazardous course between profundity
and the sentimental. “A masterpiece of somehowness” was Alfred Frankenstein’s characterization in a San Francisco newspaper review.1 None
of the individual parts stood alone as compelling artwork, but the totality
integrated into a moving experience of thought and physical beauty.
Small Leaps to Ascend the Apple Tree
153
Eleanor Dickinson spoke of this in the Corcoran Gallery catalog:2 “Crab
Orchard Cemetery . . . may initially be seen as a visually powerful recreation of a rural cemetery in Illinois. On reflection it will lead the
viewer/participant past its reportive quality to a vision of American history
and life. It is this unusual combination of the trained artist and passionate
historian that in this exhibition works a transcendence of documentation
to a universality we experience as art. It is the super-reality of the tombstones, the huge floating film panels, the opposition of film to photographic ground that redeems Cemetery from any hint of sentimentality
and transforms it to the realm of art.”
Asked often why I would “make a cemetery,” I explained that in the
same catalog: “My involvement with Crab Orchard Cemetery began with
the sensory seductiveness of image and sound there: the weathered stones
in their richly textured setting of trees, weeds, and wild flowers, all shimmering in summer sun and the constantly modulating southern Illinois
light; the milieu of bird songs and insects flecked with barking dogs, cows,
little airplanes, and a continuo of mowers and other farm machinery.”
My next level of involvement derived from a passion for history as
expressed in the work of art—the socioanthropology of art history, the
way the commemoration of death reflects life in middle America. Crab
Orchard Cemetery presents a continuous evolution from frontier times to
the present. The changes in materials, styles, sizes, and messages (inscriptions) presented information that made it necessary for me to restudy
American history and art. It has been a profound experience and has
changed my concepts dramatically.
I looked for roots, personally and culturally, before Alex Haley’s published search3 and at a time when death-and-dying courses were edging into
college curricula in response to the work of Elizabeth Kubler-Ross.4 This
was the Vietnam War period, an anguished time when television held up a
mirror of the suffering and devastation that were exploding from the American role in Vietnam. The information that I received from the cemetery
spoke in part of a century and a half of declining value systems, of declining
quality of feeling, of the commercializing of death and commemoration,
and of a culture groping with insufficient guidelines and seeking security
though an enlarging I. My restudy of American history turned me to the
conclusion that our war in Vietnam was not an aberration, as I had regarded
it earlier. It was consistent with the pattern of American development.
Jo Hanson
154
THE MONTH OF THE SNAIL (1981)
I am a problem solver, and ideas and innovation attract me more than
mastery within a given medium. A sequel to Crab Orchard Cemetery reflected this attitude also.
Crawling on my belly around the garden, I photographed snails at their
eye level and so close up that sometimes the camera bumped into the
snail. These images were often of exquisite beauty. I projected the images
at floor to ceiling size, an unusual dimension at that time. A narrative
discussed the life and history of the snail and ecological solutions to the
problem of snails in our garden. The scale of image to viewer and the
equality of eye level of snail and viewer gave the snails a stronger voice
and presence than they had in the garden.
The snail work began at The Farm in 1981 in a residency called The
Month of the Snail—“Don’t Tread on Me.” The projection show was called
Super-Snail—The Featured Creature. It went through many manifestations,
the last one called Good Eats because it was set up like a restaurant in a storefront exhibition space. Every Friday, we had a Happy Hour and served
escargot. A big sign that read “Good Eats” hung across the store front.
Both these pieces, regardless of their innovative aspects, were strongly humanistic. They functioned in my development of an alternative awareness of
technology that evolved in stages and has sharpened with the passage of time.
Stage one had to do with the gradual realization of the materials waste
and environmental offense of everything I used and did. My photographic
chemicals were dumped into the sewer system. The only salvage was of silver
from the fixer, and that occurred only in the commercial facilities that I
used—not in the individual and school darkrooms. Most of the things I
used in photography were pollutants in their manufacture and use.
Equally, silkscreen processes involved harmful processes and chemicals
that most commonly were dumped into the environment in one way or
another. When venting systems existed, they removed harm from the
workplace to dump it into the general environment.
Even at that time Styrofoam was known to be harmful in its manufacture
and continuous out-gassing. Recycling or re-using were not even considered.
I used discards thrown away by a packing plant, astounded at the quantity
and size of their throw-aways. The situation focused my thoughts on the
relationship of materials cost and labor cost. Materials were conserved as
Small Leaps to Ascend the Apple Tree
155
long as they cost more than labor. When the labor cost of careful use of
materials exceeded the cost of materials saved, industry responded by throwing away materials. (That also explains in part the large quantities of good
materials thrown away at construction sites.) In my travels, I observed that
materials in poor countries were carefully conserved. Discards of any kind
disappeared quickly into somebody’s work or living situation.
All of my work and projects have pushed me to think about the unsustainability of our attitudes and processes in producing, persuading, consuming.
ART THAT’S SWEEPING THE CITY
My next stage began with active involvement in environmental issues.
Against the background of the kind of awareness I have described, it is
not surprising that the next phase of my work dealt directly with the
urban waste that surrounds me and most other urbanites. Prompted by
the astounding volume of discards on my own windy San Francisco street,
I have cleaned the street since 1970 and documented its contents and
their changes through dated samples preserved in plastic covers in binders.
My work led to relationships with city agencies, especially the streetcleaning department, and with my community. An intention of my work
was to promote citizen cooperation with street-cleaning services. This activity provided the content of a major exhibition in San Francisco’s City
Hall and the San Francisco Museum of Modern Art sponsored by a city
agency and the museum. I organized a dada-style bus tour of illegal dumping and curated an exhibition contest sponsored by a city agency and the
school district, with entries from 1,700 school children on themes of litter
and recycling. I served six years as a San Francisco arts commissioner and
subsequently applied the unusual expertise gained during that experience
to propose and advise an artist-in-residence program in the disposal company in San Francisco. It has remarkable outreach into the community and
the schools, promoting awareness and education in environmental issues.
GAIA DOES THE LAUNDRY (1994)
In mid-1994, my urban experience became supplemented by part-time
living in California’s Russian River area, where ecosystem restoration,
floods, storms, and their attendant liabilities of slides, erosion, silting, and
Jo Hanson
156
washed-out roads became part of my experience and therefore part of my
work.
In this context, I began thinking about how Earth’s technology responds to violations of Earth’s large systems and tries to heal the wounds.
Violations of large systems include such things as factory emissions in
Ohio or Michigan that cause the death of trees and lakes in upper New
York state or, in my case, logging and construction that impairs waterways
and destroys habitats far from the logging site.
Watching “my” flood (intently, for at that moment my deck was an
island), I became aware that any given action creates and destroys in the
same act, just as we saw demonstrated in recent newspaper photos of stars
being born. I saw the Earth intent on preserving plant diversity throughout the flood plain—which was expanded due to erosion and silting from
logging and construction. I saw the creek destroying its banks because of
damage to the channel.
These are heady experiences, provocative of intense thought. The piece
that I did to discuss the phenomena (and my own crash course in flood)
was called Gaia Does the Laundry. A subsequent piece dealt with watershed.
LEAPS OF IMAGINATION
Leaps of imagination and conceptualizing are the artist’s working mode.
Involvement with nature at any point carries all of nature’s systems with
it so that all that is becomes the context of one’s work. A popular John
Muir quote says, “When we try to pick out anything by itself, we find
it hitched to everything else in the universe.”5
My leaps of conceptualizing, which follow, are based on simple
propositions:
1.
2.
The way Western cultures live on the earth is unsustainable—meaning that we will exhaust the life support system on Earth, especially as populous developing countries rush to emulate American
consumerism.
Defining and addressing the problem requires
• Understanding the historical base of the problems ( just as I don’t
understand ivy eradication from my redwood ecosystem without
comprehending the ivy’s root system,
Small Leaps to Ascend the Apple Tree
157
•
•
Having the will to change, which involves knowledge, intelligence, and morality—a morality that serves common well-being,
so that rich corporations will pay taxes, conserve resources, and
would not even dream of promoting excessive consumption or
buying the votes of lawmakers to permit harmful practices, and
Accepting that the enormous mystery of existence and consciousness far exceeds our present knowledge, exceeds the reach of Western science, and requires us to be open to natural process and
learning.
I observed that the technology that I used in my own work was harmful. Looking at the evolution of industrial technology and especially now
of communications technology, I’ve seen a staggeringly destructive course.
In the work of artists and others, I have also seen transformation and
transcendence.
My awareness now includes both internal and external technology. It is
not really controversial anymore that some people have telepathic skills,
clairvoyance, the ability to alter physical forms, or controls over automatic
body systems. The probability that most people are not ready to accept that
information into their belief systems does not negate the information. It is
a common phenomenon that information exists before it is generally accepted. I call these skills internal technology. Despite the choice that actually
was made, the human potential demonstrated by a limited number of people
holds out such exciting dimensions that one could regret leaving such inner
resources undeveloped. Millennia of effort have gone into our present external technology. Had we committed as much time and effort to internal
technology, who knows what grand achievements might have been possible.
Quantum theory and quantum physics have jolted previous understandings of reality and matter.6 I apply them to the interconnected webs
of energy systems that link the webs of the most minute life forms into
larger and larger systems to form the totality system of all that is—a constantly modulating totalitity.7 But quantum theory also tells us to keep our
minds open because it demonstrates that many of the favorite concepts of
classical physics are wrong and that much more is to be learned.
In The Cosmic Serpent: DNA and the Origins of Knowledge, the hypothesis that DNA energy emissions may be the means for worldwide communication networks is developed along a path of scientific investigation and
Jo Hanson
158
leaps of revelation by author and anthropologist Jeremy Narby. His supporting data are quite conventional, but the totality of his conclusions is
mind bending. I draw two points from the book. The first is speculation
that circuits in human DNA could be waiting for us to realize more of
our potential and our evolutionary next step. The second, more speculative, point is that the circuits might be present because they were once
in use in an unknown past of our organism. Equally, they might be in
use now without our understanding.
The question that hangs in my mind is whether technology, especially
communication technology, in its present reality and its future will somehow become the salvation of existence on Earth or part of the ultimate
guarantee of disintegration. Can it create community appropriate to the
oneness of all existence? Or is it more likely a guarantee of isolation? Can
it emerge in any way to mitigate environmental harm, or will it continue
as a major environmental liability? Can it in some way become an instrument of spiritual evolution appropriate to the reality of interconnected
existence? And a final question: Will we use DNA resources to continue
human evolution toward dimensions of consciousness that some few people seem already able to achieve? I don’t know the answers. I would really
like to hear from readers who have thoughts about the questions.
NOTES
1.
Alfred Frankenstein, “A Masterpiece of Somehowness,” San Francisco Chronicle, 20
May 1976
2.
Eleanor Dickinson, Crab Orchard Cemetary—Jo Hanson, 1974, Corcoran Gallery of
Art, Washington, DC.
3.
Alex Haley, Roots (Garden City, NY: Doubleday, 1976).
4.
Elizabeth Kubler-Ross, On Death and Dying (New York: McMillan, 1969)
5.
John Muir, My First Summer in the Sierra (Boston: Houghton Mifflin, 1911), 11.
6.
Jo Hanson, “The Healing Role of Eco Art,” EcoPsychology Newsletter (Fall 1996): 5.
7.
Jeremy Narby, The Cosmic Serpent: DNA and the Origins of Knowledge (New York:
Tarcher/Putnam, 1998).
Small Leaps to Ascend the Apple Tree
159
10
Shifting Positions toward the
Earth: Art and Environmental
Awareness
Helen Mayer Harrison and Newton Harrison
Our work begins when we perceive an anomaly in the environment that
is the result of opposing beliefs or contradictory metaphors. Moments
when reality no longer appears seamless and the cost of belief has become
outrageous offer the opportunity to create new spaces—first in the mind
and thereafter in everyday life.
We understand the universe as a giant conversation taking place simultaneously in trillions of voices and billions of languages, most of which
we could not conceive of even if we knew that they existed. Of those
voices whose existence has impinged on our own to the degree that we
can become aware of them, we realize that our awareness is imperfect at
best. Therefore, it seems to us that the casual and wanton destruction
and disruption of living systems of whose relationships we know so little
requires extraordinary hubris.
For us, everything started with a decision made in the late 1960s to
deal exclusively with issues of survival as best we could perceive them.
Each body of work sought a larger or more comprehensive framing or
understanding of what such a notion might mean and how we, as artists,
might express it. For example, in The Seventh Lagoon of The Lagoon Cycle,
we came up with the statement, “But that would require reorienting consciousness around a different database.”
We are now exploring what such a statement might mean—unpacking
our intuitive ideas. Our most recent work opens up the idea of setting
up an eco-security system, a safety net for the ecology not unlike a socialsecurity system. However, there are issues such as the population explosion that need a separate and comprehensive address, for just as prairie
grass would displace everything that is not itself, so would any expanding
population. The notion that ingenious technology will resolve population
pressures on the one hand and generate infinitely expanding markets on
This paper, originally published in Leonardo 26, no. 5 (1993), documents some of Helen
Meyer Harrison and Newton Harrison’s seminal projects using art to expand environmental awareness. Since this paper was written, their new projects have included Peninsula
Europe: The High Ground (2000 ongoing to 2005), The Green Heart of Holland (1994–
1997), and The Endangered Meadows of Europe (1994–1997).
Shifting Positions toward the Earth
161
the other is simply an illusion. It is too easy to forget that every entrepreneurial act, even recycling, is itself a tax on the ecosystem.
The works that we describe and present here are excerpts from narratives that have engendered projects or stories that may engender projects in the future. The Lagoon Cycle is its own story, presenting a series
of our adventures and thereby telling of expanding ecological awareness. Breathing Space for the Sava River was on its way to happening when
the war in the former Yugoslavia began. Tibet Is the High Ground is a
project we are working to make happen. The Sacramento Meditations,
originally exhibited in 1977, is still only in its beginnings. The latter
three projects required, or would require, the cooperation of many
others in our dialogs—ecologists, landscape architects, engineers, and
politicians.
THE LAGOON CYCLE (1973–1985)
This work is, in part, a mural 360 feet long, averaging 8 feet tall, in sixty
parts (figure 10.1). It was completed over the period 1973 to 1985. It is
portable, done on photomural paper mounted on heavy cotton duck.
The materials are photography, oil, graphite, crayon, and ink. It was
first exhibited in complete form at the Johnson Gallery at Cornell
University 1985 and then later at the Los Angeles County Museum of
Art.1
The Lagoon Cycle can be read as a story in seven parts; each part, as
in a picaresque novel, is its own story. It can be read as an array of
storyboards for a very unusual movie. As artists, we see it as an environmental narrative, one of whose properties is to envelop the viewer with
its form and subject matter. For us, this work relates to other twentiethcentury environmental works as well as to the myriad mural programs of
the past.
The Lagoon Cycle unfolds as a discourse between two characters who
discuss the ways in which the metaphors we live by affect what we do to
each other and to the environment. It casts light on how we create our
worldview and are in turn created by it. The Lagoon Cycle is named for
the estuarial lagoons that are endangered everywhere; the lagoons are used
as a metaphor for culture and even for life itself.
Helen Mayer Harrison and Newton Harrison
162
Figure 10.1
Helen Mayer Harrison and Newton Harrison, The Seventh Lagoon of The Lagoon Cycle, 1988, installation, Panels 3 and 4, 8 by 91/2 feet each. Part of the artists’ twelve-year work including text, photos,
drawngs, maps, site-specific artworks, and performance. Courtesty of Los Angeles County Museum of
Art. All rights reserved. Photo by Barbara Lyter and Steve Oliver.
Shifting Positions toward the Earth
163
The story concerns two characters who begin a search for a “hardy
creature who can live under museum conditions” and who are transformed by this search. The characters define themselves in The First Lagoon by the differences in their values and perceptions, with one naming
himself Lagoon Maker and the other naming herself Witness. Both proceed to live up to their names, although they finally surrender them as
circumstances push the two characters into constructing ever-larger frames
for their discourse.
The Sixth Lagoon: On Metaphor and Discourse
The Fifth Lagoon deals with the Salton Sea, which was formed by flood
flow released by human error from the canals along the Colorado River.
The Sixth Lagoon treats the entire Colorado River basin. Lagoon Maker
and Witness reflect on the insights they have gained through observing
aquatic systems. They expand the scale of their thinking from the Salton
Sea to the Colorado River watershed, which has been changed by lifestyles
that demand vast amounts of electricity and irrigation. The exploding
megatechnology of the twentieth century has shocked the environment
and does not have time to “niche itself in.” Witness sees all nature as a
discourse between the elements, and both characters urge, “Pay attention
to the discourse between belief systems and environmental systems”:
Pay attention to the flow of waters
Pay attention to the integrity of the waters
flowing
Pay attention to where the waters are flowing
Pay attention to where the waters desire
to flow
Pay attention to where the waters are
willed to flow
Pay attention to the flow of waters and
the mixing of salts
Pay attention to the flow of waters and
the mixing with earth
Attend to the integrity of the discourse
between earth and water
the watershed
is an outcome
Helen Mayer Harrison and Newton Harrison
164
Pay attention to the discourse between
earth water and men interruption
is an outcome
Pay attention to the meaning of the nature
of such discourse and the nature of the
meaning of interruption
After all
a discourse is a fragile transitory form
an improvisation of sorts
And anyone may divert a discourse of any
kind into another direction if they do not
value its present state
Pay attention to changes of state
For instance
If
the flow of the waters of the Colorado River system has
been interrupted by dam after dam which demand of
the river that it generate electricity and serve as a source
of potable water for cities outside the watershed while
requiring the river to act as a sewer for agricultural wastes
then
the state of the river has been changed and that change
must reverberate back through the system
If
the flow of waters has been made to behave like rain to
irrigate millions of acres of arid land
then
the state of the land has been changed to give advantage
to that which would not naturally grow and
disadvantage to that which did
If
the state of the water has been changed to disadvantage that
which evolved in the flowing waters and give advantage
to recent forms such as urbanization and industrialized
agriculture
then
Shifting Positions toward the Earth
165
since a steady output of industrialized energy must be spent
for the maintenance of the system
and the energy is electrical and of high voltage
and the energy is hydraulic and of high cost
concomitant beliefs have evolved that these
recent forms are valuable and self-justifying
and necessary
for the maintenance of life and well-being
Pay attention to the cost of belief
For instance
If
for millennia the fresh waters of the Colorado
and the salt waters of the gulf
have been improvising the form
and disputing the southern boundary
of the delta the silt-laden Colorado
dropping its load and extending the delta
the gulf with its thirty- to fifty-foot tidal bores
washing the delta away
but slowly retreating before the massive silt load
and if this dialogue has been interrupted
to divert the waters of the Colorado elsewhere
then
advantage has been given to the tides of the gulf
which will once more slowly seep up the delta
to again reclaim
the Colorado-irrigated farmlands
of Mexico
and the Imperial and Coachella valleys
and
disadvantage has been given
to that vegetation which had adapted
to the inconstant flow of waters
and to all parts of the life web
dependent upon those parts
already disadvantaged
Helen Mayer Harrison and Newton Harrison
166
and advantage has been given to Phoenix
Arizona
the Denver plains
the Platte River
the cities of Los Angeles
Long Beach
San Diego
and the counties of Riverside
Imperial
Orange
Los Angeles
and San Diego
and all of their populations and industries
Pay attention to the cost of the giving
of advantage and disadvantage
For instance
If the flow of waters within the Sri Lanka tank system
has been operating for more than 2,500 years
utilizing depressions in the ground for off-stream storage
and gently sloping canals to bring water to smaller tanks
and smaller tanks again
through the villages to the paddies
And if
the water in the canals serves for daily bathing
and washing
and as potable water
and as a sanctuary for fish and animals
and bird and plant life
Then
over time
the tank and the canal system has niched itself into the
ecology
and the state of the land has been minimally changed
giving advantage to such historic forms as villages and
farms
while not disadvantaging the rivers and riverine life
Thus
although a steady output of manual energy must be spent
in order to sustain the system
the energy spent is collaborative and of low force
the energy is harmonic and of low cost
Therefore
Shifting Positions toward the Earth
167
concomitant beliefs have not evolved
that high-force high-energy systems
are valuable and useful
and necessary
for the maintenance of life and well-being
Pay attention to the cost of belief
Pay attention to the state of belief
Pay attention to the belief stated
Pay attention to the flow of belief and the willing of desire
Pay attention to the flow of belief
and the enacting of desire
Pay attention to the system upon which desire is enacted
and the system that generates desire
Attend to the discourse between belief systems and
environmental systems
Pay attention to the meaning of the nature
of such discourse and the nature of
the meaning of redirection
After all
a discourse is a fragile transitory form an improvisation
of sorts
and anyone may divert a discourse of any kind into
another probable direction
if they do not value its present direction
Pay attention to the choosing of probable
directions
and the authorship of
changes of state
Pay attention to changes of state
The Seventh Lagoon: The Ring of Fire; The Ring of Water
The Lagoon Maker and the Witness deal with enlarged perceptions of
time and space, shape and size. For example, they envision the Pacific
Ocean as an estuarial lagoon with “rivers feeding it like tiny streams.”
They perceive that “the business of the universe” is conducted in an odd
kind of dialog but that the business of technology is conducted as a monologue that has become more seductive and “does not like that which is
not itself.” Lagoon Maker and Witness begin a search for new guiding
Helen Mayer Harrison and Newton Harrison
168
metaphors to replace those of force and fire, as they perceive the accelerating greenhouse effect as nature’s response to the millennia of force and
fire. Finally, they muse, the oceans will rise gracefully, but will people
withdraw with equal grace?
Now I see the Ring of Fire as
the wave front of an ocean of fire
beneath an ocean of water
mostly separated by rock
Of course a more literal mind
could see the mountains as froth
on top of a wave of fire
moving at the speed of
one to ten centimeters a year
And in less than a second
I can visualize any section of the Ring of Fire
the Kuril Trench
for instance
with the Pacific plate subducting
uplifting the Kuril Islands thereby
And in less than a second I can shrink the Pacific
by orders of magnitude
and make its size
no more than that of an estuarial lagoon
And in less than a second I can imagine
a corresponding simplification
of biocultural complexities
That would require reorienting consciousness
around a different data base
Sometimes I dream of the water buffalo
in its wallow in Sri Lanka
the one that ran afoul of the gasoline engine
and is being replaced by the tractor
Now that tractor does not replicate itself freely
nor provide milk nor utilize weeds as fuel
nor produce fertilizer and fuel with its dung
Shifting Positions toward the Earth
169
Yet the tractor maker would say that
the tractor is a bold invention
an improvisation that will change the state of farming
It is more efficient
it can cover more ground in a day
It is modern and cheap
and helps bring people into the technological domain
Yes
yet in some places the buffalo and its wallow still continue
their several-thousand-year-old discourse
their collaboration
and one of the consequences of redirecting their discourse
into the technological monologue will be a peculiar
subtraction of possibilities
for gone will be the fish
that eats the larvae of the malaria mosquito
while itself serving as a source of protein
and gone will be the vermin-eating snake
that breeds in the wallow’s surrounds
while fertilizers will be added
and insecticides
and herbicides
And the refugia disappears
though the tractor is not graceful on the land
and the buffalo will yield to that tractor
although the buffalo
finally
is more efficient
and its dialogue with the land
more lucid
Clearly there is something about
technology that does not like that
which is not itself
Yet this is not
a necessary condition
this unfriendliness
to the land
Helen Mayer Harrison and Newton Harrison
170
SACRAMENTO MEDITATIONS (1876–1977)
(MEDITATION ON THE CONDITION OF THE SACRAMENTO RIVER,
THE DELTA, AND THE BAYS AT SAN FRANCISCO)
I WHO DAMMED ALL THE RIVERS
DYKING
CHANNELING
PUMPING THE WATERS DIVERTING THE FLOW OF THE SAN
JOAQUIN AT FRIANT
AND THE SACRAMENTO
AT THE DELTA
LIMITING THE FLUSHING
OF THE DELTA AND THE BAYS
CRISSCROSSING
THE CENTRAL VALLEY WITH DITCHES AND
CANALS
WHO DAMMED ALL THE RIVERS AND MOST OF
THE CREEKS THAT FLOW INTO THE DELTA AND
THE BAYS
WHO DAMMED THE SACRAMENTO
THE TRINITY
THE MCCLOUD
THE PITT
FALL CREEK
HAT CREEK
COW CREEK
STONY CREEK
BATTLE CREEK
PUTAH
CREEK
BUTT CREEK
WHO DAMMED THE FEATHER ON THE NORTH
FORK
THE SOUTH FORK THE WEST BRANCH
AND ALL THE BRANCHES OF THE YUBA AND THE
BEAR
WHO DAMMED OREGON CREEK
CANYON
CREEK
FRENCH DRY CREEK
THE SOUTH
FORK AND THE MIDDLE FORK OF THE AMERICAN
WHO DAMMED THE RUBICON
BRUSH
CREEK
SILVER CREEK
TELLS
CREEK
GERLE CREEK
DRY CREEK
AND MOKELUMNE
THE STANISLAUS
THE TUOLUMNE
ANGEL CREEK CHERRY CREEK
SULLIVAN CREEK
DAMMING AND REDAMMING
Shifting Positions toward the Earth
171
THE MERCED
THE SAN JOAQUIN
THE
KINGS
THE KAWEAH
THE KERN
II
FROM THE SATELLITE THE CENTRAL VALLEY IS ON
FARM
WERE THEY “VISIONARY” PLANNERS INGENIOUSLY
USING MODERN TECHNOLOGIES TO SECURE THE
INHABITANTS OF CALIFORNIA FROM FLOOD AND
DRAUGHT HAVE CONTROLLED THE FLOW OF
WATER IN THE CENTRAL VALLEY DEVELOPING A
COMPREHENSIVE INTERCONNECTED ARRAY OF
RESERVOIRS DAMS POWER STATIONS PUMPING
STATIONS DITCHES AND CANALS TO IRRIGATE
THE CENTRAL VALLEY AND TO SEND WATER
OVER THE TEHACHAPPI MOUNTAINS TO THE
METROPOLITAN WATER DISTRICT IN THE SOUTH
CREATING THE LARGEST IRRIGATION SYSTEM
IN HISTORY GENERATING AN EIGHT BILLION
DOLLAR INDUSTRY THAT SUPPLIES FOOD AND
FIBER TO THE STATE THE NATION AND THE
WORLD
AN IMPROBABLE PROFITABLE EXPANDABLE SYSTEM
WERE THEY “TECHNOCRATIC” PLANNERS SUBSIDIZED BY THE TAXPAYERS OF THE NATION AND
IN HIDDEN INTEREST GIFTS BY THE STATE AT
THE EXPENSE OF NONIRRIGATED FARMING ELSEWHERE PRIMARILY FOR THE PROFIT OF A FEW
LARGE LANDHOLDERS AND AGRIBUSINESS HAVE
TURNED THE ENTIRE WATERSHED OF THE CENTRAL VALLEY INTO ONE LARGE IRRIGATION SYSTEM SERVING OVER SIX AND ONE HALF MILLION
ACRES COMPOSED OF DAMS THAT BECOME USELESS THROUGH SILTING A PUMPING SYSTEM THAT
WILL USE MORE ENERGY THAN IT CREATES AND
A DYKING SYSTEM THAT REQUIRES ONGOING
Helen Mayer Harrison and Newton Harrison
172
REPAIR THAT IN CONCERT REDUCE THE
QUALITY AND LONG TERM PRODUCTIVITY OF
BOTH THE LAND AND THE WATER THROUGH PROGRESSIVE SALINIZATION
AN ENERGY-EXPENSIVE SELF-CANCELLING SYSTEM
—text i and text ii of sacramento meditations (meditations on the condition of the sacramento river, the
delta, and the bays at san francisco) (figure 10.2)
The nine texts of the Sacramento Meditations comprise the revised version
of the work that was commissioned by the Floating Museum, San Francisco (director, Lynn Hershman), in 1976 and was hung in the San
Francisco Museum of Art in 1977. The text and slides were slightly revised for an exhibition at the Ronald Feldman Fine Arts gallery in New
York that then traveled to the Chicago Museum of Contemporary Art
(1980). The nine mappings of the state of California are a drawing, a
satellite photo, a political boundary map, and maps of state and federal
water projects, irrigable and potentially irrigable land and topology in
duplicate.
The poster sketch contains eleven posters, each beginning with “For
instance . . . if ” and ending with “What if all that irrigated farming wasn’t
necessary?” While Sacramento Meditations was hanging in the San Francisco Museum of Modern Art in 1977, we put these posters up on street
corners throughout San Francisco with the help of San Francisco Art
Institute students and others; we also erected two huge brown and blue
billboards that said “Water.” We wrote street graffiti on sidewalks in
chalk, such as, “Somebody’s crazy, they’re draining the swamps and
growing rice on the desert” and “Let every community empty its wastes
upstream from where it takes its drinking water.” Performances at the
Art Institute and the San Francisco Museum of Modern Art included
the simultaneous but slightly offbeat reading of a four-page water
resources bibliography as a work scored for two voices. We showed a
videotape of a Bakersfield (California) Water Board meeting on local TV,
obtained several spots on local radio, performed readings of the work in
situ, and published a series of bits of “advice” to important water personnel in the personal columns of a local paper. Each bit of “advice” was
Shifting Positions toward the Earth
173
Figure 10.2
Helen Mayer Harrison and Newton Harrison, Meditations on the Condition of the Sacramento River,
the Delta, and the Bays at San Francisco, 1977, installation, Maps and text, with site-specific works
of street graffiti, posters, billboard, personal newspaper advertisements and video. Los Angeles Institute
of Contemporary Art.
Helen Mayer Harrison and Newton Harrison
174
derived from Buddha’s eightfold path and applied to water. For instance,
“Dear Ron Robie: Right water thought,” “Dear Jerry Brown: Right water
action.”
The work owed its existence to six months of research at the
Berkeley (California) water resources library, which displayed a set
of the original posters for several years. All the information it presents
that was not public knowledge when the work was first done has
since become readily available. However, although 650,000 of the
6,500,000 acres under irrigation became too salty to farm long ago,
the wetlands at the end of the reversed flow of the San Joaquin River
have become deadly, and although several severe draughts in California have made people begin to question water priorities, subsidized
intensive irrigated farming continues as usual through good times and
bad.
THE SAVA RIVER PROJECT (ATEMPAUSE FÜR DEN SAVE FLUSS )
(1988)
In 1988, while on a Deutsche Akademische Austauch Dienst (DAAD)
fellowship in Berlin, we were introduced to Yugoslavia by Hartmut Ern
of the Berlin Botanical Gardens. He asked if we could not help with
the formation of a nature reserve in the area that had once been a noman’s land situated at the border between the former Austro-Hungarian
and Ottoman empires. After spending time in Yugoslavia and viewing
the site, we felt that the idea of a nature reserve, although important,
could not succeed in the long run because a reserve would suffer from
all the problems of an island ecology and its uniqueness would be under
attack from the surrounding industrial farming. Therefore, we proposed
a nature corridor that would run the length of the Sava River from its
twin beginnings above Ljubljana to its ending in Beograd where it joins
the Danube River and supplies the lower Danube with one-third of its
water.
Our work took the form of an exhibition—Atempause für den
Save-Fluss: Die Summe Sener Geshichte, Beginn Einer Neuen Geshichte—
funded by the Neuer Berliner Kunstverein in cooperation with the Berliner Kunstlerprogram das DAAD and the Moderna Galerija in Ljubljana.
Shifting Positions toward the Earth
175
But the Sava project was more than an exhibition; it was a proposal for
change.
This is a work that wanted to happen. Support immediately appeared
from many sources. All agreed that we should begin an address to this
marvelous but obscure place—really a 340 square kilometer place, an
island of biophysical providence and diversity, an exquisite cameo of cultural and ecological history existing within a 7,000 square kilometer factory farm.
It was obvious to us, as it is to all who pay attention to such things,
that this island was under assault from petrochemical invasion and
factory-farm wastes, that even the Sava River that flowed through it was
under assault, and that the assault was and is both overt and covert. The
defenders were few and mainly passive, and it seemed to us that the strategy of its defense was a guarantee of defeat. It had all the limitations of
the Maginot Line. Therefore, we began to invent a work building support
for the allocation of territory as a nature reserve but recontextualizing
its strategy, generating a new set of tactics for the nature corridor. The
manifestation of the story of this place was larger than the nature reserve
itself.2
Since we first made the Sava proposal, the aftermath of Chernobyl
led the Slovenian and Serbian peoples to consider shutting down a relatively safe American-made nuclear energy plant and trying to construct
a series of ten to fifteen dams on the Sava to replace nuclear power
with hydroelectric power. This would turn the Sava into a series
of lakes and effectively kill the river. Our work served as a rallying
point and a counterproposal for the opponents of this idea. This
work was supported by the Croatian Water Department and the
Department of Nature Protection. The nature reserve was declared,
and the corridor was being considered. Until the tragic invasion
of Croatia, the even more tragic ethnic cleansing attack on BosniaHerzegovina, and the ensuing ongoing disaster, the World Bank was
going to support the clean-up of the Sava River. Since then we have
heard that the invasion has severely damaged, if not destroyed, the
nature reserve, and Yugoslavia has remained a series of separate warring
states.3
Helen Mayer Harrison and Newton Harrison
176
TIBET
For two decades, we have pursued the art of conversation. Over the years
we have created photographs, maps, drawings, poems, and performance
scores that document a diverse array of conversations, most of which take
up the issue of global survival. The specific subject matter ranges across
a wide spectrum of eco-political issues, often generating new metaphors
that in turn are the basis for proposals and projects.
What follows is a proposal for the early stages of a conversation about
one million square miles of emerging man-made desert in what used to
be the rainforests of Tibet. We are exploring the potential of pulling together a team of experts to create an “analog” forest—a proposal that
seems to run parallel to the Dalai Lama’s vision of a “world peace park.”
As envisioned, the analog forest would be only 20 percent as complex as
the ecosystem it replaces but would behave in much the same way. Its
future survival would be aided by the presence of species most useful to
man if harvested selectively.
Tibet is the High Ground
FOR THIS PROJECT, WE INTEND
To create a very large-scale model of Asia, where Tibet as the High Ground is
manifest and the Seven Principal Rivers of Southeast Asia—the Indus, Yellow,
Yangtze, Salween, Mekong, Brahma Putra, and Ganges Rivers—are clearly stated.
This model would make obvious the implications of the deforestation of Tibet
for the many nations of the continent of Asia.
To come to a clarified statement of the research on the outcome to the rivers,
riverine life, and riverine surrounds, including the dams and other river projects,
in other countries as well as Tibet, of the deforestation of Tibet.
To develop a conceptual design for the regeneration of Tibetan forest, farm,
and meadowland. We would hold that a conceptual design for this kind of transformation carries a moral force in advance of criticism of any kind.
To develop a conceptual model that envisions a probable life Web for the
deforested area of Tibet. This ecological model, working with the idea of an
analog forest or a simplified woodland-rainforest ecosystem, would also have
Shifting Positions toward the Earth
177
yields of recognizable value to those who inhabit the surrounds. The process
would suggest an analog for the forest that once existed, less complex than the
original but nonetheless with overstory, understory, canopy, and appropriate
niches. This forest would also serve to conserve existing or replaced topsoil and
protect riverine and wetland ecologies—first in Tibet proper and then in the
countries below.
More is at stake here than the simple regeneration of a new kind of forest.
The forest knits Tibet, China, Nepal, Kashmir, Bhutan and all the bordering
countries together from an ecological point of view. The rivers that spring from
Tibet are also waters that bind these countries. We would hold that a conceptual
design expressing these understandings can be the basis for generating conversation based on common interest as opposed to conflicting interest.
We hold that putting in place a working model of this kind is a necessary
addition to the present discourse on saving the Tibetan culture, peoples, and
children and is necessary to preserve the terrain from emerging abuses such as
atomic waste dumping.
As we stated earlier, we believe that the universe is a giant conversation
and that any introduction of new ideas, new metaphors, or new possibilities can change that conversation. Although we have built works, we think
that changes in the conversation that lead to attitudinal and behavioral
changes are as significant as any “built” work.
NOTES
1.
This work was commissioned by the Metromedia Company and is presently in its
collection.
2.
A catalog of this work with full-color illustrations exists in German, English, and
Slovene, with translations into Serbo-Croatian, French, and Japanese. The text, with several
accompanying black-and-white images, has been reprinted in the Journal of International
Synergy. The work has been exhibited in Berlin at the Neuer Berliner Kunstverein, in
Zagreb (Croatia), in Ljubljana (Slovania), at the Centre International d’Art Contemporain
de Montréal, at the Palmer Museum at Penn State University, at Ronald Feldman Fine
Arts in New York, at Washington University in Saint Louis (Missouri), and at the Nagoya
Biennale in Japan in 1991, where it won second prize. The work was part of a traveling
exhibition entitled Fragile Ecologies, which toured the United States for three years, beginning at the Queens Museum in New York.
Helen Mayer Harrison and Newton Harrison
178
3.
We wish to offer our thanks to Hartmut Ern and Martin Schneider-Jacoby of the
Siftung Europaiches Naturerbe (European Natural Heritage Fund) for their generous ongoing assistance in the Sava River Project. In addition, our work has been made possible by
the support of the Water Department of Croatia, the Nature Protection Agency of Croatia,
the Croatian Zoological Society, the Natural History Museum of Zagreb, and various
other official and semiofficial organizations.
Shifting Positions toward the Earth
179
11
Process(ing) Interactive Art:
Using People as Paint, Computer
as Brush, and Installation Site as
Canvas
Sonya Rapoport
My work describes people’s responses to queries in an installation environment. The questions have concerned their emotional condition1 and their
attitudes about shoes,2 death,3 and sexual jealousy.4 The interaction with
the artwork extends to participants making choices among images to be
placed in word themes,5 selecting words to be arranged into poetic
phrases,6 and placing their shoes on coded floor tiles.7 Responses to the
above comprise the media—the “paints”—that are manipulated into an
art form. Each installation—the “canvas”—where these inquiries take
place contains elements of another time, place, or culture. Ancient Egypt,8
Southern India,9 the early American Indian Southwest,10 and mythical
systems11 such as alchemy have been introduced along with the “here and
now.” This chapter describes specifically how the diverse elements of the
process—starting with a pictorial calendar diary that focuses on biorhythmic cycles and ends with a philosophy of life by Rabindranath Tagore12 —are integrated into an interactive installation.
THREE PHASES TO DIGITAL MUDRA
Phase 1: Biorhythm Calendar
In 1980, I kept a pictorially descriptive diary on a large calendar. Each
month was illustrated on a 45-inch-by-30-inch format of vellum. As I
collaged (figure 11.1) information on the square of each day, I also notated
for that day an evaluation of my three biorhythm conditions—emotional,
intellectual, and physical.13 At the end of each month, I compared my
own assessments with printouts of a computerized biorhythm program
that predicted what my biorhythm cycles would be.
The following year, 1982, I showed the biorhythm material as a
computer art exhibition.14 The twelve monthly calendars, the printouts
of my projected biorhythmic state, and various plots were included. The
This classic Leonardo paper (from Leonardo, 24, no. 3 [1991]) documents some of Sonya
Rapoport’s seminal work in interactive art. Since this paper was written, she has produced
many other works including Redeeming the Gene, Molding the Golem, Folding the Protein
(2001); The Transgenic Bagel (1994–1996); and Smell Your Destiny (1995), all available
on the World Wide Web at 〈http://www.sonyarapoport.net〉.
Process(ing) Interactive Art
181
Figure 11.1
Sonya Rapoport, Biorhythm: Postulate and Performance, 1981, computer plots on vellum, color Xerox
transparencies, color pencil, 10 ⫻ 10-inch format artist’s book, 28 pages. Left: A plot describing the
success between the computer prediction of biorhythm cycles and the author’s own assessment. The helix
in the center is the computer biorhythm diagram for August. The horizontal lines mark the three levels
of success—emotional, intellectual and physical—for each cycle. The top borderline indicates agreement
in all three cycles for those days. Right: A detail of August 8 from the pictorial calendar diary. Photo
by Robert Rapoport.
Sonya Rapoport
182
success of each month’s correlations between my personal assessment
and the computer calculation based on my date of birth were described
by using a calcomp plotter to lay out x and y coordinates on vellum
(see figure 11.1). This output extended 26 feet. Each month’s plot
was illustrated by a color transparency detail of one calendar day of
that month. The visual presentation culminated in three spiral calcomp
plots on transparent vellum, one for each cycle, superimposed to reveal the
agreement between the technical and person evaluations of the biorhythm
cycles. Only thirteen days had identical predictions and personal evaluation rhythms for all three metabolic cycles.15
Phase 2: Biorhythm Participation Performance
In May 1983, at Works Gallery in San Jose, California, I invited viewerparticipants to compare their own assessments of “how they felt” with
computer-derived analyses of their biorhythm conditions for that day (see
figure 11.1). How participants felt determined which color of hospital
wristband they were given: blue for bad, pink for good, or white for intermediate. The hospital bands served the purpose of reminding the participants of their own assessments and commitments for the duration of the
performance. Some, however, did return for a different wristband. The
participants were then asked to have their hands express those same feelings while being photographed. During this sitting each subject wore a
dentist’s bib to serve as a background for the hand gestures. I was nearby
to give directions to each participant for producing manual and verbal
expressions of his or her emotional state. The verbal exclamation was to
be declared at the same time as the gesturing. The comments were recorded on an audio cassette recorder. The participants then each received
a biorhythm reading of their emotional state from the computer of their
choice. At the site were three computers—a teletype, a portable calculator,
and a personal computer (PC). Those who had made assessments that
agreed with the computerized analyses of their biorhythm cycles were
“winners” and received blue ribbons. Of the total number who participated, 33 percent were winners. To enliven the activity with a point of
view that was different from that of high technology, a palmist gave readings of the thumbs of the participants. Each reading, according to cryptic
symbological analysis, reveals the immediate emotional state of the
Process(ing) Interactive Art
183
thumb’s owner. Finally, each participant signed a chart recording the three
evaluations: personal, computer, and palmist.
Phase 3: ‘‘The Computer Says I Feel . . .’’
In 1984, a San Francisco artist16 conceived of an exhibition that addressed
the futuristic theme SF/SF: San Francisco/Science Fiction. The opportunity
arrived to use the material from my book Biorhythm: Postulate and Performance (see figure 11.1) in creating a fictional future for the computer’s
biorhythm program. “The Computer Says I Feel . . . ” addressed a future
fantasy world in which we must consult a computer to find out “how we
feel.” The visual portion of the work consisted of the chart filled in by
the participants in phase 2 and an accompanying panel that displayed the
black-and-white photographs of them gesticulating. These panels were
made of plotting vellum, each 11 feet by 30 inches. The photographs of
the participants on the one panel were aligned with the statements by same
participants on the other panel. The wristbands in full view indicated the
personal assessments of their own emotional conditions by the letters G
(good), B (bad), or I (intermediate). In words beneath the rows of 8-inchby-10-inch photographs were the dictates of the computer analysis of each
condition. Nearby on the wall were earphones from which could be heard
the audio tape of the previously recorded phrases about “how they felt.”17
These phrases were interrupted by an officious British-accented voice insisting on how the participants felt. As mentioned earlier, 33 percent of
the pronouncements by this voice matched the participants’ phrases on
the audiotape.
DIGITAL MUDRA: AN INTERACTIVE INSTALLATION
The impetus for creating Digital Mudra was my desire to utilize in a visual
context the “paint” material—the photographs of the hand gestures from
Biorhythm Participation Performance. When I decided to have photographs taken of the participants gesticulating about how they were feeling
that evening, I had no idea about how the material would be incorporated
into future artworks, though I knew that I would enjoy the challenge of
eventually using the information. In this latter endeavor, one obvious
direction for me was to investigate American Sign Language (ASL). I had
Sonya Rapoport
184
lived near a school for the deaf for many years. However, the use of the
fingers in ASL is too detailed for association with the hand gestures used
in my biorhythm photographs. So, influenced by my earlier studies of
cross-cultural correlations between the Anasazis and my own environment,18 I returned to the subject of early American Indian culture to try
to find a gesture language that correlated somewhat with the gestures used
in the biorhythm participation event. I came across some relevant material
among both Plains and Athapaskan tribes but not enough on which to
build an artwork. Perhaps subconsciously the word Indian took me eastward to India, where I had enjoyed many exciting experiences. I was somewhat familiar with its art forms. Among the hundreds of mudra gestures
in the southern Indian dance called Kathakali, thirty-four are similar to
the gestures in the photographs from the biorhythm performance event.19
Furthermore, the duality of the mudra gesture verbal translations and
the participants’ verbal expressions for the similar gestures was provocative.20 The similarities and dissimilarities of transcultural meanings of
the gestures were the decisive factors for proceeding within this context.
The thirty-four mudras similar to the gestures in the photographs became the core of the interactive installation Digital Mudra.21 The title
reflects the use of the computer with the ancient tools of Kathakali drama
and dance.
The structure for the piece became a loop from gesture to word, word
to gesture, and back to word. In implementing this pattern, the two cultures—Western as experienced in northern California and Eastern as experienced in southern India—are woven in and out of the framework.
I started with the photographs of people gesticulating in Biorhythm
Participation Performance. Then, moving on to the word, I sent a list of
the mudra word meanings22 (no drawings of the gestures) to art-world
friends, asking them to create poems using any number of the thirtyfour
words and phrases on the mudra word list. Other words could be included
with the mudra selections. One poem included all thirtyfour words and
was used as a reference source for the Digital Mudra installation.23 Each
gesture, accompanied by its gesture meaning, was painted on the cover
of a transparent 8-inch-by-10-inch Plexiglas box. Visible through this image on the inside back of the box was a photograph of the related gesture
with a caption of the verbal expression from the Biorhythm Participation
Process(ing) Interactive Art
185
Performance event. The boxes were hung on the wall in the sequence of
the written poem that used the complete mudra word list.
A videotape was made of Kathakali dancer Kunhiraman transforming
six of the Western poems that had been responses to the mudra word
list.24 While Kunhiramans wife read the poetry aloud, he danced the
corresponding mudra gestures and innovated a transition to the next
mudra. This videotape was included in the installation. The poetic phrases
created by the Western participants had become integrated with the ritualized dance movements of an Eastern culture.
A slide show projected the same mudra word images as drawn on the
boxes. Following each mudra slide was a slide of a political figure using
this same gesture. Occasionally, the sequence continued to a third slide,
a comic strip character also using the same gesture.25 All captions were
included to emphasize cultural congruence and incongruence.
After the viewers had become acquainted with the visual aspects of the
installation, they were familiar enough with the elements to participate
in an interaction with them. The interactive part of the installation began
when participants chose three Mudra word cards from among an array
of complete sets of thirty-four cards that were displayed on nearby tables.
White cards, 31/4 inches by 21/2 inches, had been printed in black ink with
the same mudra word images as seen on the slides and the source boxes.
With these three words and any other words they wished to include, the
participants were asked to compose brief poetic phrases. Pencils and paper
were provided for this activity.
Each participant’s creative effort was typed into the computer (figure
11.2), which up to this point had been continuously displaying the entire
cycle of mudra gestures on the screen.26 The mudra words selected by the
participant became a gesture-dance sequence on the monitor and were
then printed and given to the participant.
After the poem was printed, the participant took it to the “philosopher”
stationed at another computer. He read the poem and asked the participant which word was the key mudra word in the poem and which word
was its support. The information was then entered into the “crystal ball”
computer,27 and a relevant philosophical commentary by Rabindranath
Tagore was printed.
As a final step, the participants “engraved” their poems on the wall of
“Temple Writings” (see figure 11.2). This was achieved by choosing red-
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Figure 11.2
Sonya Rapoport, Digital Mudra, 1987, installation detail. A participant has entered her poetic phrase
into the computer by keyboard and views her poetic phrase lotus on screen. She imitates a gesture.
Behind her is the Mudra Wall of Temple Writings—red-imprinted gestures on gold-colored tags.
Process(ing) Interactive Art
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imprinted, gold-tinted metal tag duplicates of their mudra word-card
choices and hanging them on “golden” nails.
CONCLUSION
The above phases comprise my work as process art wherein the execution
of each step produced material for the next. The various responses of the
participants created the media—the “paint” to be mixed, manipulated,
and applied with the use of the computer “brush”—which developed into
a grand finale of an integrated interactive artwork. My artistic concern is
that those experiencing the installation, the “canvas,” add new dimensions
to their traditional aesthetic concepts.
Digital Mudra thus far completes the development of my process interactive art. However, I may add one more set of correlations to the original
gestures—expressions of newborn infants. Who knows? The project may
never end.
NOTES
1.
Biorhythm, 1983, exhibition at Works Gallery, San Jose, CA.
2.
A Shoe-In, 1982, exhibition at Berkeley Computer Systems, Berkeley, CA.
3.
The Animated Soul: Gateway to Your Ka, 1991, interactive installation at Ghia Gallery,
San Francisco.
4.
Coping with Sexual Jealousy, 1984, interactive performance at Pauley Ballroom, Uni-
versity of California, Berkeley, CA.
5.
Objects on My Dresser, 1984, interactive audience participation event at New School
for Social Research, Sarah Lawrence College, Bronxville, NY; at University of California,
Berkeley, CA, 1983.
6.
Digital Mudra, 1988, installation at Kala Institute, Berkeley, CA; at Saint Mary’s
College, Moraga, CA, 1988.
7.
Shoe-Field, 1986, exhibition at MEDIA, San Francisco.
8.
The Animated Soul.
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9.
Digital Mudra.
10. An Aesthetic Response, 1978, exhibition at Peabody Museum, Harvard University,
Cambridge, MA.
11. Interaction Art and Science, 1979, exhibition at Truman Gallery, New York City.
12. Rabindranath Tagore, poet and philosopher, was born in Calcutta, India, in 1861.
He received the Nobel Prize for literature in 1913.
13. “Our body produces, stores, and releases energy in regular cycles. These cycles begin
at birth and continue. . . . There are three biorhythm cycles—the physical, the emotional,
and the mental—with recurring periods of 23 days, 28 days, and 33 days respectively.”
Lee Martin, The Biorhythm Handbook, Workbook, and Forecaster (New York: Harper &
Row, 1978), 4. Particular days of caution are chartable in advance by arithmetic calculation,
computer programs, and biorhythm calculators. Wilhelm Fliess of Berlin is responsible
for the pioneer work done on biorhythms.
14. Biorhythm, 1982, exhibition at New York University Graduate School of Business
Administration, New York City.
15. The correlations were as follows: 117 days had identical physical predictions
and personal evaluation rhythms, 96 days had identical cognitive predictions and personal
evaluation, and 127 days had identical sensitivity predictions and personal evaluation
rhythms.
16. SF/SF San Francisco/Science Fiction (1984–1985) was an exhibition conceived by
Paul Hasagawa-Overacker and organized with Jo Babcock, Nat Dean, and Robert
Atkins. It traveled from the San Francisco Arts Commission Gallery to the Clocktower
in New York City and to the Otis Art Institute of the Parsons School of Design in Los
Angeles.
17. Susan Stone, a San Francisco sound artist, reassembled the audio material.
18. Overview, 1978, exhibition at Union Gallery, San Jose State University, San Jose,
CA. This installation included work that interpreted archaeological research computer
printouts by drawing visually related material (of early American Indian artifacts, the
Navajo language, and general information about traditional American Indian territory)
over the computer information.
Process(ing) Interactive Art
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19. Mohan Khokar, “The Tradition” and “A Dictionary of Mudras,” Marg Magazine
(Bombay, India) 11, no. 1 (1957): 7, 18. Kathakali originated in Kerala, India. The meanings of the gesture language—of both the gesture and the word spoken aloud to prompt
the dancer performing the gesture—were conceived in Sanskrit and expounded in Malayalam. Later, the Sanskrit was replaced by the Malayalam language.
20. In one photograph, a woman raises her hands above her head. The caption of what
she exclaimed reads, “I feel right up there!” In the dictionary of mudras, an almost identical
mudra gesture means “wings of bird.”
21. Digital Mudra.
22. Examples of mudra words and phrases include rice, greet with a bow, book, approval,
greeting, skin, send away.
23. Vance Martin created the poem using all thirty-four mudra meanings. I am grateful
for this contribution to the installation.
24. The poems of Terry Ellis, Nancy Genn, Karen Hirchmiller, Judy Malloy, Vance
Martin, and Tina Singer were “danced” and videotaped. My thanks to Tom Bates, who
operated the video camera.
25. An example of a slide sequence in the slide show is President Mitterand of France
smiling with President Mubarak of Egypt. The latter is raising his hands, obviously delighted by French support. The next slide is of the similar mudra gesture for sun. And the
next slide is of a comic-strip character raising his hands in the same way and saying, “We’re
celebrating!” Many thanks to Alan Marshall for taking the slides.
26. The mudra images had been scanned and programmed by John Watkins, the software engineer for Digital Mudra. He used SHOW PARTNER (Brightbill-Roberts
& Co.) for the basic software. The graphics equipment required for this program are
an IBM AT-compatible computer with 640K memory, centronics-compatible printer
interface card, enhanced graphics EGA adapter, EGA monitor, and EX 800 or 1,000
Epson printer. In the weave cycle, a picture forces the previous picture off the screen
in two directions simultaneously, with even lines pushed to left and odd to the right.
This gives the effect of the images weaving in and out of each other. The “dance”
gestures are simply slide fade-ins and fade-outs. These fades overlap the second and
third gesture-word images as they impose on and replace the previous ones in the
sequence.
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27. John Watkins created a database program using the C language. The selection of the
two important words by the participant triggered an output that contained either these
two words or words associated with them. There was also a question by the on-site philosopher, Jeffry Tibbets, that required a plus or minus answer. This influenced the “philosophical advice” selected from a database of negative and positive commentaries by Rabindranath
Tagore.
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12
Touch-Sensitivity and Other
Forms of Subversion: Interactive
Artwork
Lynn Hershman
In his seminal article “The World View of Subversive Cinema,” critic
Amos Vogel states that “at the core of modern art stand concepts that
still strike scorn or fear into the hearts of many, as they are subversive
to the very notion of conventional ‘reality.’ ” Dissolution, fragmentation,
simultaneity, decomposition—these words are in the service not of obfuscation but of clarification. They denote a more fundamental analysis by a
dissection of its ever-growing complexity. The art of our century, says
Katherine Kuh, has been characterized by “shattered surfaces, broken
color, segmented composition, dissolving forms, and shredded images.”1
The art that was apparent to Vogel and Kuh reflected a gestating antiaesthetic. Work produced at the time of Vogel’s article (1974) seemed to
be based on destruction, decomposition, and deconstruction. This type
of work functioned perversely and pervasively to erode aesthetic preconceptions, offering, instead, art that was random, fragmented, schizoid,
nonlinear, disruptive, antinarrative, and interactive. The tension of alienation and disorientation became part of both form and content. This new
art was, as might be predicted, a reflection of an emerging shift in perceptions of what reality meant.
Avant-garde art, particularly performance art, has historically been hostile toward the notion of audience as a collection of passive viewers. Jarry,
Brecht, Artaud, and Apollinaire reconfigured environments in order to blur
distinctions between stage and audience, art and life. John Cage sought to
create an audience of active listeners, and La Monte Young searched for
participatory socializing systems with his Composition (1960).2 Even Allan
Kaprow, once a student of Cage at the New School for Social Research,
staged audience-dependent “happenings.” Incorporated into the form and
content also were ideas of rupture, participation, interactivity, and escalated
danger. In events of the Fluxus movement, particularly, the audience and
artists were often put at risk. This is especially true in pieces such as Nam
This paper, originally published in Leonardo, 26, no. 5 (1993) documents some of Lynn
Hershman’s seminal work in interactive art. Since this paper was written, she has produced
many other works including the feature films Conceiving Ada (1993–1998) and TeknoLust
(2002) and the interactive, telematic installation Difference Engine No. 3 (1993–1998) that
explored the physical and the ethical boundaries of virtual space.
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193
June Paik’s étude for Pianoforte (1963) and Yoko Ono’s Cut Piece (1964).
Eventually, artists such as Chris Burden, Karen Finley, and Peter Campus
involved live audiences in vivid horrors of participatory encounters.
What was not immediately apparent was that the delivery systems
through which this new art reached its audience would change. Ultimately,
these new systems of communication have had a radical effect and have
also proved wildly subversive—at least as subversive as the art itself.
This shift began to occur when form, content, and delivery methods
commingled. The means by which the new art reached its audience depended on how it was transmitted. This caused a new audience to emerge.
The new audience consisted of users of fax, computer, e-mail, and compression technology. Members of this audience comprised a privatized
public linked by its varied uses of electronic networking systems. The
interactions of this broad community of receivers and participants helped
shape a revolution.
In 1876, the invention of the telephone allowed people to operate in
two places simultaneously. This phenomenon created a model for disengaged intimacy that was experienced through a mechanical prosthetic. I
use the term and idea of prosthesis to represent a method of extending
one’s body into space and time, a way of extending both the human reach
and the human gaze. A few years after the invention of the telephone,
the automobile was introduced. This provided another means by which
to displace time, space, and distance. A revolution this grand in scale did
not occur again until computers became accessible to a broad public,
which again radically shifted conceptions of time, space, and distance.
The electronic revolution changed things even more. Impulses of flowing
current fostered cross-fertilizations of art and technology, present and
past, logic and chaos, reality and illusion.
Computers, interactive discs, postsymbolic communication, virtual reality, and interactive television are but a few of the new information processes that defy linear structure. They require decisions from a participant
and incorporate chance into their structures.
There is a relevant John Cage–Marcel Duchamp anecdote. After composing the music for Hans Richter’s film Dreams Money Can Buy (1956),
Cage mentioned to Marcel Duchamp that he had used Duchamp’s ideas
for scoring the film. Duchamp replied, “I must have been fifty years ahead
of my time.” In fact, Duchamp was right. His experiments with Rotodisks
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and chance operations were conceived nearly a century before the technology was invented that would allow his vision’s potential to be fully manifested. Duchamp was not alone in his insight. New technologies and their
interactive uses by artists now extend many previously conceived ideas
such as the use of multiple perspective and simultaneous viewpoints as
explored by the cubists; incorporation of randomness, everyday experience, and the audience as investigated by the surrealists; and the destruction of form as explored by the dadaists. The conceptual basis for the
new reality of art technologies is firmly rooted in art history.
Interactive technologies encourage artists to engage in (at a minimum)
two-way dialogs. They have created a process through which illusion and
icon have become a simulacrum of origin and authenticity. The illusion is
the substance of truth. Authenticity and originality have assumed a nostalgic
veneer. One of the more subversive elements of art that uses interactive,
community-based systems is a shift in the relationship of artist to audience.
Artists who work in this genre are not separate from society. When
effective, they create nonhierarchical systems that address fundamental
perceptions that require responses. The interaction itself therefore becomes a political act. For example, the recently popularized technology
of the camcorder (a lightweight video camera with a built-in recording
system) allowed a bystander to capture on video the infamous 1991 beating of Rodney King by Los Angeles police officers. Thus a personal point
of view accounted for the magnitude of the public furor to the case. It has
been said that if U.S. President John Kennedy had been assassinated in the
era of camcorders, there would have been at least forty-five angles captured
of the event rather than the lone, 8 millimeter Zapruder view. Such interactions can constitute a form of intervention, in that members of the
audience can take their viewpoint of an event (literally, in the form of film)
and distribute it to the public—democratizing media-based viewpoints.
Consider the following works, all produced since 1990. Daniel B.
O’Sullivan, a student at New York University’s Tisch School of the Arts,
created an interactive cable-television show for Manhattan Cable, titled
Dan’s Apartment. In it, viewers could, at will, navigate through O’Sullivan’s home by speaking into their telephones. David Rokeby’s sound systems scan viewers’ gestures and movements, transferring them into a
computerized score that participants play through the motion of their
own bodies. Jeffrey Shaw’s Legible Cities (programmed by Gideon May)
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195
also uses the participant’s body to pedal a bicycle that, in turn, directs
the movement through a projected computerized city of words. Sara Robert’s Early Programming involves interaction between a mother (who is a
computer) and a child. Roberts is currently working on combining four
computers into synchronized engines that drive the emotions of four corresponding actors.
Roberts and I collaborated on A Room of One’s Own, an artwork that
operates principally through the viewer’s voyeuristic eye movement. In
1989, we created Deep Contact, an interactive videodisc that was activated
when the viewer touched the screen. Both these works utilize the viewerparticipant’s body. Like the telephone, new interactive works extend the
participant’s reach and gaze into artificial, computerized space.
Large corporations are also experimenting with interactive techniques.
In Montreal, Videotron allows home-television viewers to install (for a
small fee) a small computer that tracks choices and then simulates personality-reflective programming based on these viewer preferences. For example, a white female in her forties would get different program choices (and
commercials) than would a teenage African American male. In California,
laboratories are working with the interface between human motion and
actual immersion into computer space. For example, Electronic Arts has
developed a system called 3DO that compresses video images, thus allowing
interactive multimedia systems to be brought into the home market.
Recently, a psychiatrist disguised his identity through computerized
enhancements so that he appeared as an eighteen-year-old female. This led
to “software porn”—sexually explicit correspondence with many e-mail
respondents who were eager for relationships. Respondents did not realize
that they, like the postgendered cyborg described by author Donna Haraway,3 were being electronically intimate with an artificially created persona.
Art that uses new technology generally has an architecture that is invisible. In that sense, it is ecologically compact. That is, this art occurs within
a disc: it does not pollute the environment. Some artists feel that it is a
way to digitally immortalize themselves.
Perhaps the most subversive element of new technologies is their ability
to force “real life” to transgress space and enter artificially based environments. They thereby diabolically transfigure the essence and authenticity
of the participant, who not only becomes artificial through the process
but can be recognized only when electronically disguised.
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INTERACTIVE PERFORMANCE
My path to interactive works did not begin with video but with performance. In 1971, I created an alternative identity that I named Roberta
Breitmore. The character of Roberta belonged to the creation of a history
and identity for women, as Roberta represented “allwomen.” At the time
I created her, many women were obsessed with defining themselves. Like
Roberta, women found that one way to define themselves was through
the cultural props around them. I consistently try to deal with how the
media stereotype women and how the media create an identity to which
women are supposed to aspire. There is something ambiguous, artificial,
and self-defeating about women’s participation in that process.
Roberta’s manipulated reality became a model for a private system of
interactive performances. Instead of being kept on a disc or hardware,
documents on Roberta were stored as photographs and texts that could be
viewed without predetermined sequences. This allowed viewers to become
voyeurs of Roberta’s history. Their interpretations shifted, depending on
the perspective and order of the sequences.
INTERACTIVE VIDEO PROJECTS
Lorna (1980–1984)
Two years after Roberta’s transformation, Lorna, my first interactive art
videodisc, was completed.4 Unlike Roberta, who has many adventures out
in the world, Lorna, a middle-aged, fearful agoraphobe, never leaves her
tiny apartment (figure 12.1). The premise is that the more she stays at
home and watches television, the more fearful she becomes, primarily
because she absorbs the frightening messages of advertising and news
broadcasts. Because she never leaves home, the objects in her room take
on magnificent proportions.
Every object in Lorna’s room is numbered and becomes a chapter in
her life that opens into branching sequences. The viewer-participant accesses information about her past, future, and personal conflicts via these
objects. Many images on the screen are of the remote-control device that
Lorna uses to change television channels. Because the viewer-participant
uses a nearly identical unit to direct the disc action, a metaphoric link or
point of identification is established between the viewer and Lorna. The
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197
Figure 12.1
Lynn Hershman, Lorna, 1983, still image from the interactive videodisc.
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viewer-participant activates the live action and makes surrogate decisions
for Lorna. Lorna’s choices are designed as a branching path.
Although there are only seventeen minutes of moving image on the
disc, the thirty-six chapters can be sequenced differently and played over
a period of several days. There are three separate endings to the disc, and
the plot has multiple variations that include being caught in repeating
dream sequences. Multiple soundtracks can be seen backward, forward,
at increased or decreased speeds, and from several points of view.
I established no hierarchy in the ordering of decisions. This idea is not
new: it was explored by such artists as Stéphane Mallarmé, Cage, and
Duchamp, particularly by Duchamp in his music. These artists pioneered
ideas about random adventures and chance operations fifty years before
the invention of the computer technology that would have allowed them
to exploit their concepts more fully.
Lorna’s passivity (presumably caused by being controlled by the media)
is in counterpoint to the direct action of the participants. As the branching
path is deconstructed, players can become aware of the subtle yet powerful
effects of fear caused by the media, and my hope is that they become
more empowered (active) through this perception. By taking action on
Lorna’s behalf, viewer-participants travel through their own internal labyrinths to their innermost transgressions.
Despite theories to the contrary, the currently dominant Western cultural presumption is that art making is active and art viewing is passive.
Radical developments in communication technology—such as the marriage of image, sound, text, and computers and the interactivity that these
new technologies provide the “viewer”—challenge this assumption.
Viewer-participants of Lorna have reported that they had the impression
of being empowered because they held the option of manipulating Lorna’s
life. Rather than have Lorna be remotely controlled by the artist—as in
conventional cinema, where the viewer passively watches the filmmaker’s
choices about character and narrative—a unit for making decisions was
literally placed in the viewer’s hands. Such artistic acts interrupt the flow
of the media bath of transmitted, prestructured, and edited information
in which our society is submerged. Alteration of the basis for exchange of
information is subversive in that it encourages participation and therefore
creates a more empowering audience dynamic.
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199
Interactive systems require that viewers react. Choices are made by
means of a keyboard, mouse, or touch-sensitive screen. As technology
expands, more permutations will become available, not only between the
viewer and the system but between elements within the system itself. Some
people feel that computer systems will eventually reflect the personality
and biases of their users. Such systems only appear to “talk back.” That
they are alive or independent is an illusion: they depend on the architectural strategy of the program.
There is, however, a space between the system and player in which a
link—a fusion or transplant—occurs. Truth and fiction blur. Action becomes icon. According to Sigmund Freud, reality may be limited to perceptions that can be verified through words or visual codes. Therefore,
perceptions are the drive to action that influence, if not control, real
events. Perceptions become the key to reality.
Television is a medium that is by nature fragmentary and incomplete,
distanced and unsatisfying, like platonic sex. A precondition of a video
dialog is that it does not “talk back.” Rather, it exists as a moving stasis,
a one-sided discourse, a trick mirror that absorbs rather than reflects.
Lorna was developed as a research and development guide, but it is
inaccessible to most people, as it was pressed in a limited edition of twenty,
of which only fourteen now exist. Lorna is only occasionally installed in
galleries or museums. Creating a truly interactive work demands that it
be available and accessible on a mass scale.
Deep Contact (1985–1990)
Because interactive media technology is becoming increasingly visible in
many areas of society (particularly outside the art world), the political
impact is spectacular. Traditional narratives (those with beginnings, middles, and ends) are being restructured. At the same time, genetic engineering advances are reshaping the meaning of life. As a result, a growing
number of people feel an increasing need to participate personally in the
discovery of values that affect and order their lives, to dissolve the division
that separates them from control (freedom), and to replace longing, nostalgia, and emptiness with identity, purpose, and hope.
This videodisc provides players with the ability to “travel” through the
fifty-seven segments of Deep Contact5 into its deepest part. The title refers
to the players’ use of their own intuition to determine the route to the
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center, while they simultaneously try to find and to feel the deepest, most
essential parts of themselves. Viewers choreograph their own encounters
with voyeurism that I have incorporated into Deep Contact.
This touch-sensitive, interactive videodisc installation compares intimacy with reproductive technology. It allows viewers to have adventures
in which their sex, age, and personalities are changed. Participants are
invited to follow their instincts as they are instructed to touch their
“guide” Marion on any part of her body. This is done via a Microtouch
monitor attached to a Macintosh IIcx personal computer. Different adventures emerge from touching different body parts.
When the video begins, Marion knocks on the projected video screen
and asks to be touched (figure 12.2). She continues her pleas until the
participant touches the parts of her body, which have been scanned and
programmed to rotate onto the Microtouch screen.
For instance, if the viewer touches her head, a choice of TV channels is
provided—some giving short, humorous analytic accounts of “reproductive
technologies” and their effect on women’s bodies and some showing how
women see themselves. The protagonist also talks about “extensions” into
the screen that she describes as similar to “phantom limbs”; the screen
thus becomes an extension of the viewer-participant’s hand, similar to a
prosthesis. Touching the screen encourages the sprouting of phantom
limbs that become virtual connections between the viewer and the image.
If the viewer touches the area below Marion’s neck but above her legs,
the video image shifts to a bar where the viewer can (1) select one of three
characters (Marion, a Demon, or a Voyeur) to follow through interactive
fiction that has a video component or (2) choose to have his or her own
image replace the one on the screen via a surveillance camera.
If viewers touch Marion’s legs, they enter a garden sequence in which
they can follow Marion, a Zen Master, an Unknown Path or a Demon.
Participants make selections via images that have been photographically
scanned onto the touchscreen. In the garden, for example, the image on
the touchscreen is a hand that jumps forward (depending on selections)
and allows the viewer to follow the lines on the hands to different routes.
The viewer-participant usually follows a character or a segment to a
fork in the road. At this point, the disc automatically stops, requiring the
viewer to make a selection to go left, go right, return to the first segment
of the disc, or repeat the segment just seen.
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Figure 12.2
Lynn Hershman, Deep Contact, 1990, video installation, San Francisco Museum of Modern Art.
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At certain points, viewers can see details of what they have just passed.
For example, Marion runs past a bush that, examined closely, reveals a
spider weaving a web. This allows new perceptions of the same scene,
depending on the speed at which it is seen.
In some instances, words flash on the screen for just three frames, forcing the viewer to go back and view at a slower speed to see what has been
written. At other points, the Zen Master speaks his lines backward, forcing
the viewer to play the disc in reverse to understand what the master has
said. The Demon and the Zen Master are played by the same actor, indicating different aspects of personality and suggesting that the same event
can appear frightening or enlightening, depending on the context in
which it is seen.
A surveillance camera is programmed to be switched on when a camera
operator’s shadow is seen. The viewer’s image instantaneously appears on
the screen, displacing and replacing the image. This suggests a “transgression of the screen”—being transported into “virtual reality.”6
A Room of One’s Own (1990–1993)
Constructed to reference early “peep shows,” A Room of One’s Own (with
Sara Roberts) is a computer-operated installation that operates by triggering the viewer-voyeur’s eye movements.7 The viewer looks into a small,
specially constructed bedroom scene. A tiny video camera digitizes the
viewer’s eye movements and sends the signal to the computer, which
causes the videodisc to access particular segments.
In the tiny bedroom are several objects—bed, telephone, table, and
television. The viewer-voyeur accesses modular video segments. A Room
of One’s Own also responds to the viewer’s physical presence: there are
audio sensors beneath the mat that the viewer stands on. When a viewer
is on the mat, sounds and words are “spoken” to the viewer. Furthermore,
the camera allows images of the viewer’s eyes to be inserted onto the
television and become part of the scene.
USING TECHNOLOGY TO CREATE COMMUNITY
Voyeurism is a strong element in my work. Information about how we
define ourselves is really information about how we see ourselves; how
we see ourselves depends on the point of view from which we are seen.
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203
It is a cycle. I do not believe that other artists have dealt with this cycle of
how external views of women (including media views) influence women’s
internalized views of themselves. In A Room of One’s Own, I place the
viewer as voyeur literally in the center of the picture.
This placing of the viewer at the center renders all other movement
peripheral. Furthermore, the cycle can be seen from several perspectives,
each with a subtle variance of a perception of truth based on that singular
viewpoint. This combinination of shifts in perception allows meaningful
overlaps to emerge and form a relevant overview.
In a world addicted to dreams, there is a danger of “interiority complexes.” What is important is the implications that new technology offers.
Mistakes will be made, and no doubt there will be chain reactions to the
errors. Media have caused a confusion of truth and fiction as well as of
good and evil. By communicating directly in an interactive community,
we may be able to relearn the idea of trust, a term that has itself become
suspect. We may discover ways in which we can share dreams and so
create a community of enhanced values driven by a vision that though
we may be terminal, we remain connected and capable of creating an
enhanced and shared environment.
NOTES
1.
Amos Vogel, Film as a Subversive Art (New York: Random House, 1974), 11.
2.
Ann-Sargent Wooster, “Reach Out and Touch Someone: The Romance of Interac-
tivity,” Illuminating Video (New York: Aperture Press, 1991), 285.
3.
Donna Haraway, “Manifesto for Cyborgs: Science, Technology, and Social Feminism
in the 1980s,” Socialist Review 80 (1985): 72.
4.
Lorna, 1980–1984, interactive laser video art disc, edition of 20, interactive Level I
videodisc produced in association with Texas Tech and Art Com, programmed by Ann
Marie Garti, music by Terry Allen.
5.
Deep Contact, 1985–1990, touch-sensitive interactive videodisc installation, pressed
in glass, limited edition of 3, programmed by Sara Roberts.
6.
The videodisc is an ODC glass DRAW disc composed of about sixty segments. It
plays on a Pioneer LDP 6000 player that can be driven by the computer over a serial port.
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The particular driver used in the stack is an XCMD external command written and compiled in LightSpeed C by Jim Crutchfield. The user interface was designed and programmed by Sara Roberts. The program exists as a single 300K stack in HyperCard in
which each segment of the videodisc represents a card in the stack. Graphics were scanned
using HyperScan and altered using SuperPaint, both Macintosh graphics programs. The
HyperCard program runs on an Apple Macintosh IIcx with 2 megabytes of random access
memory (RAM). The monitor is a 13-inch Microtouch Touchscreen. The HyperCard
program works on most Macintosh computers and can be genlocked to a disc player or
a compact-disc–video player, or it can be used alone. It can access moving or still images,
has a wide range of sound capabilities, and is relatively inexpensive.
The process of making this piece spawned the collaboration of many people. John Di
Stefano had the unwieldy task of composing music that would work in modulated segments, as well as backward, forward, and in slow motion. Jiri Vsneska contributed immeasurably with the shooting and scanning of photographic images, and Marion Grabinsky,
the leather-clad protagonist, gave the piece the erotic appeal so necessary for sexual transgressions. Toyoji Tomita played the Zen Master and Demon with equal charm, while the
crew of camera operators, editors, and production managers added tremendously to the
success and joy of making this piece.
7.
A Room of One’s Own, 1990–1993, interactive videodisc installation, edition of 1,
operates with a hypertrol, miniprojector, and Pioneer LDP 5000 videodisc player, programmed by Sara Roberts.
REFERENCES
Baldwin, James. Notes on a Native Son. New York: Bantam, 1955.
Benjamin, Walter. Illuminations. New York: Schocken Books, 1969.
Fast, Julius. Body Language. New York: Evans, 1970.
Freud, Sigmund. Civilization and Its Discontents. New York: Norton, 1961.
Lifton, Robert J. History and Human Survival. New York: Random House, 1961.
All the works of Emma Goldman.
All the works of Henry Miller.
Touch-Sensitivity and Other Forms of Subversion
205
13
Bicycle TV: Expo ’92 Installation
Nancy Paterson
A North American obsession with simulation and pseudo-realities is evident in the increasing popularity of science fiction (literature and screenplays) and high-budget amusement theme parks. No longer satisfied with
mere descriptions or depictions of utopias and alternate realities, North
Americans apply computer technology to the creation of simulated environments in which we may physically participate. Video (games and television) was once considered the most powerful and compelling mass
medium. The sociological effects of video have been the subject of numerous studies and remain a controversial topic of debate. Measuring the
influence and effects of interactive virtual-reality environments on mass
culture will doubtless prove to be an equally challenging and difficult task.
Despite its successful applications in science, medicine, and architecture, virtual reality will be judged a success or failure by popular culture
based on its applications in the amusement and entertainment industries.
Tourism and pornographic publishing are the first industries to adapt
this new technology to their needs. I have developed a virtual-reality system that explores tourist applications of this technology and I hope will
provoke serious thought regarding the current direction of commercial
virtual-reality research and design.
Consumer applications of virtual-reality technology in amusement and
entertainment industries must be critically evaluated. This is an important
step toward understanding our hopes and expectations for this new technology. The sociological and psychological effects of simulated travel and
experience (unlimited by three-dimensional space and linear time) must
also be considered in any analysis of this revolutionary technology.
As a video-touring device, my interactive installation Bicycle TV demonstrates a new approach to the design of virtual environments. Selected for
exhibition in the Canadian Pavilion at Expo ’92 in Seville, Spain,1 this installation simultaneously showcases creative applications of videodisc technol-
This classic paper, from Leonardo 25, no. 2 (1992), documents some of Nancy Paterson’s
seminal work in interactive art. Since this paper was written, she has produced many other
works, including Stock Market Skirt (1998); Coppelia (2001); and The Library (2002),
a project that transforms an existing interactive 3-D environment from a self-contained
experience into a meta-data creative reference tool utilizing dynamic 3-D objects.
Bicycle TV
207
ogy and also features and highlights the small town of Bracebridge and the
beautiful fall colors of the foliage in the Muskoka region of Ontario.2
The primary difference between my installation and many of the systems being designed by companies such as VPL Research Inc. or Fake
Space Labs, California, is that I utilize real-time, full-motion, prerecorded
video imagery to place the viewer in an authentic rather than digital landscape. My rejection of computer-generated graphics was deliberate; as an
independent artist I did not pursue the state-of-the-art tools available to
companies designing and marketing similar systems. In addition, my system was available for a reasonable price because it used available technology, such as the industrial videodisc player.3
As seen in amusement theme parks, virtual-reality systems offer predetermined and collective (although not yet interactive) experiences. The
market for personal virtual-reality systems, meanwhile, is anxiously anticipating an improved level of image sophistication at a more moderate price.
My video imagery, which employs natural landscapes, provides an alternative to the artificial environments presently offered. Bicycle TV also provides the viewer with an intimate experience of interactive technology
without the isolation of a head-mounted display or specially designed
clothing. By mounting and pedaling a stationary, 1950s-style bicycle, the
participant activates video of winding, country roads displayed on a large
50-inch color monitor (or video wall) that faces the rider (figure 13.1).
The speed of the video playback is controlled by the rear-wheel motiondetector assembly and is directly determined by the cyclist’s pedaling
speed. Use of a multispeed videodisc player allows video that was shot at
approximately 17 miles per hour (mph) to be slowed by the rider to less
than 10 mph or increased to 35 mph. The direction of the video is controlled by the turning of the handlebars at all intersections and crossroads
where a choice of direction is indicated by arrows superimposed on the
video. The front-wheel direction-sensing device sends data to the controller, which is programmed to select the appropriate video. The rear-wheel
custom-designed optical sensor counts pulses via black markings on the
rear wheel of the bike. I rejected the use of momentary contact closures
for both the front-wheel direction-sensing device and rear-wheel speed
detector in order to improve reliability in the field.
Both the front-wheel and rear-wheel sensors are linked to the videodisc
player through a custom-designed control system. A 2-inch-by-3-inch cir-
Nancy Paterson
208
Figure 13.1
Nancy Paterson, Bicycle TV, 1991, interactive videodisc installation. The viewer is provided with an
intimate experience of interactive technology without the isolation of a head-mounted display or specially
designed clothing. By mounting and pedaling a stationary, 1950s-style bicycle, the participant activates
video of winding, country roads displayed on a large 50-inch color monitor (or video wall) that faces
the rider.
Bicycle TV
209
cuit board contains a Z8 microchip that reads both data and instructions
from the 16 kilobytes of the Erasable Programmable Read Only Memory
(EPROM), which is also on the board. The RS232 communication driver
enables control of the videodisc player. For the purposes of the EXPO
’92 installation in Seville, Spain, it may be necessary to install a joystick
user interface to keep the system functioning under expected heavy use
by a large number of viewers.
It is possible for the cyclist to explore many different roads and paths
within the “world” offered by each videodisc that I have produced. Although there are a limited number of roads on each disc, the program is
constructed so that the cyclist may continue to ride indefinitely. There
are no beginnings or ends to the video programs, and loops have been
constructed to prevent the rider from falling off the “edge” of each disc.
The scenery was selected for its beauty and pastoral effect. Two channels
of Digital Video Effects (DVE) were used extensively in postproduction to
produce special effects highlighting scenes of special interest via display of
a “picture within a picture” in one or more corners of the video screen.
At the preproduction stage, I developed a branching system. First, road
characteristics and features (gravel, pavement, houses, wooded lots on either side of the road, etc.) of the video footage were noted for possible
match-ups. Once the required number of roads were scouted and logged,
a Betacam SP master videotape was produced, utilizing numerous source
tapes of roads and turns approached from all directions. Arrows were overlaid at the appropriate decision points, and special effects were incorporated. The Betacam SP master was transferred to a Constant Angular
Velocity (CAV) level-one videodisc, and final planning for programming
was done. I then gave the videodisc, a series of seemingly disjointed roads
and turns, to a programmer, along with detailed notes outlining the necessary logic of the program to be written.
The interactive nature of my videodisc installation invites comparison
with the construction of labyrinths and mazes. Through electronic technology, Bicycle TV updates a concept that has ancient and, indeed, primordial origins. Offering a multitude of choices and possible paths, Bicycle
TV is most appropriately described as a maze. The labyrinth, by definition, allows only a single, uninterrupted trail traversing the entire interior
of its space. Historically, however, maze and labyrinth have been used
interchangeably, and Bicycle TV combines the challenges of both.
Nancy Paterson
210
The maze has traditionally been associated with spiritual initiation and
personal triumph. The process of solving a maze has been a vehicle for
profound growth and transformation. Bicycle TV, however, holds no sacred beast of power such as the Minotaur housed in the legendary Cretan
maze of Daedalus. No length of thread or trail of bread crumbs, for that
matter, will lead participants out the same way from which they came.
This maze has no center and therefore no possibility for a complete reversal of direction, which can symbolize rebirth.
The Roman ceremony that took place on horseback in a labyrinthine
pattern at the founding of a city demonstrates the archetypal characteristics of the maze and the purpose that they serve. Taking into account the
process of delineation, self-recognition, and self-definition, whether of an
individual, a community, or a new technology, it is no accident that the
pattern of the maze reappears in a virtual-reality environment such as
Bicycle TV. The maze presented in Bicycle TV can serve as a metaphor
for the challenges and opportunities offered by new electronic technology.
My experience of producing and exhibiting Bicycle TV has resulted in
a greater awareness on my part of the issues and questions that will become
increasingly relevant as more people are directly exposed to virtual-reality
environments. In exploring the creative potential of virtual-reality systems, artists such as myself have the opportunity and obligation to address
related issues such as physical control and psychological manipulation
in the electronic age. If our greatest challenge thus far has been the development of the technology to make these systems possible, then our
next challenge will relate to the use and commercial application of these
systems.
NOTES
1.
The dates of Expo ’92 are 20 April to 20 October 1992.
2.
Two videodiscs are currently available for use with this installation.
3.
I selected the Pioneer LD-V8000 videodisc player for a number of unique features,
especially its design for industrial use. A digital memory ensures that the video program
is not interrupted during search periods—for the very short search periods (1/4 second
maximum duration) that a digitized image is held on the screen. As previously described,
the multispeed feature of this VDP is utilized in this installation. This player also has four
available channels of audio.
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211
14
Acoustic and Virtual Space as a
Dynamic Element of Music
Pauline Oliveros
As a musician, I am interested in the sensual nature of sound, its power of
release and change. In my performances throughout the world, I try to
transmit to the audience the way I experience sound both when I hear it
and when I play it. I call this way of experiencing sound “deep listening.”
Deep listening is listening in every possible way to everything possible:
this means one hears all sounds, no matter what one is doing. Such
intense listening includes hearing the sounds of daily life, of nature, and
of one’s own thoughts, as well as musical sounds. Deep listening is my life
practice.
In this chapter, I attempt to relate my experiences as a performer and
composer to the development of my interest in acoustics and technology.
I have been involved with the use of technology for live performance since
the late 1950s. I will review several of my pieces as they relate to the
development of the Expanded Instrument System (EIS), described below,
which I use in composing both my solo and ensemble performances with
the Deep Listening Band. I will discuss my interest in acoustic and virtual
space. Virtual acoustics—a perceptual phenomenon—is created with
electronic processing within an actual physical space. Simulated walls or
reflective surfaces may cause a listener to perceive differences in room size
and the tone quality of a musical instrument.
DISCOVERING ACOUSTIC SPACE
Early in my student career as a performer, I noticed that I liked playing
in some rooms or concert halls much better than in others. When I played
my French horn in a dry hall (a room with little or no reverberation),
the sound felt stuffy, and it seemed harder to play. I would wonder why
my tone quality seemed to sound poor or very thin in such rooms. More
This paper, originally published in Leonardo Music Journal 5 (1995), documents some of
composer/musician Pauline Oliveros’s seminal work. Since this paper was written, her
interest in live electro-acoustic improvisation and composition has continued, with Expanded Instrument System (EIS) as the primary tool. Her recent work has included The
Library of Maps An Opera in Many Parts 2002, with text by Moira Roth—digital arts; Red
Shifts (2000), for solo trombone, oscillators, and electronics, and Primordial/Lift (1998), for
ensemble oscillator and electronics.
Acoustic and Virtual Space as a Dynamic Element of Music
213
reverberant rooms always felt better—especially rooms with wooden
floors and walls as the reflective surfaces. My tone was fuller, richer, and
rounder, and it was easier to play in these rooms. I learned about resonance, reflections, reverberation, and how to play in a room through these
experiences. This situation was similar to one I was to experience later as a
composer when I worked with electronic sound. When I used dry sounds
(sounds recorded directly from the source without a sense of room space),
reverberation of some kind was needed to make the sounds seem more
musical. In my first attempts at composing tape music in the late 1950s,
I used the resonance and reflective surfaces of my bathtub as an approach
to help solve this problem. I recorded small acoustic sound sources with
the microphone in the (empty) bathtub.
Music, as I understand it, is played in acoustic spaces. Concert halls,
theaters, and cathedrals all act as mechanical amplifiers, which, by their
architectural design, capture the sounds of voices and instruments and
impose resonances, reflections, and absorption that color the sounds. Instrumental and vocal sounds are enhanced or distorted by these mechanical amplifiers, depending on the nature of the sound and the purpose of
the design. Resonance, reflection, and absorption are determined by the
relationships and materials of the enclosure as well as by environmental
factors such as air temperature and humidity.
Particular styles of music are often associated with preferred architectural
designs. Music that is intended for reverberant cathedrals, such as Gregorian
chants, may not sound well in dry halls, whereas contrapuntal music needs
a dryer and smaller hall for clarity of all the contrapuntal lines. Good musicians adjust their performances to the nature of the hall as best they can.
Seasoned audience members seek out the seats where the balance of direct
sound and reflected sound is the most pleasing. Generally speaking, the
architectural acoustic space (concert hall) is assumed to be fixed, with relatively unchangeable characteristics. Harmonies, melodies, rhythms, and
timbres change in more or less intricate relationships, while the acoustic
space does not change; it is the container of the music. As my experience
of numerous performance spaces accumulated, I began to wish for the possibility of changing the acoustic space while performing. I also wished
that I could hear as if I were in the audience while I was performing for it.
With the advent of signal processors and sophisticated sound systems,
it is possible to tamper with the container of music in imaginative ways.
The walls of an electronically created virtual acoustic space can expand or
Pauline Oliveros
214
contract and assume new angles or virtual surfaces. The resulting resonances
and reflections, which change continuously during the course of a performance, can be used to create spatial progressions, much as one creates chord
progressions or timbre transformations by changing the tone quality of an
instrument while performing a single pitch. The audience and performers
can experience sensations of moving in space as well as perceiving sounds
moving through space. They can also experience the relationship of moving in space in relation to sounds moving in the same space while the space
itself is changing. Such audio illusions or virtual acoustics can function as
a new parameter of music, much as timbre became new with the advent
of Klangfarben Melodie (tone-color melody), in which the notes of a melody are distributed to different instruments successively (as in the music
of both Arnold Schönberg, who coined the term, and Anton Webern).1
As I gradually became more and more sensitized to acoustic phenomena and its effects on my sound as a performer and composer, I began
to listen carefully to each space I encountered. I noted that changes in
the position, height, or direction of an instrument could affect the tone
quality by enhancing it or detracting from it. I worked back and forth
between acoustic and electronic sound.
TAPE DELAY
Beginning in the early 1960s, I strung tape from the supply reel of one
machine to the take-up reel of another so that the tape passed the heads
of two to three tape machines. This tape-delay process allowed me to
return the signal from the playback head to the record head in a variety
of configurations to create various accumulations of layering, echoes, and
rhythms. I used these techniques to enhance electronic sounds and process
sounds made with acoustic instruments.2
A seed idea appeared in my early work The Bath (1966) for Dancer’s
Workshop in San Francisco (Anna Halprin, director). I wanted to create
the music for this dance out of the intentional and unintentional sounds
made by the dancers during the course of the performance. I wanted to
change the acoustic characteristics of the performance space as well. To
accomplish this, I used several tape recorders to collect the sounds the dancers made during the first part of the piece without introducing any other
sonic elements. There was no accompaniment other than the dancers’ own
sounds and random room sounds. For the second part of the piece, I used
Acoustic and Virtual Space as a Dynamic Element of Music
215
feedback from the playback head to the record head of the tape recorder to
create a virtual reverberant space that seemed to grow gradually in size as I
increased the amplitude of the feedback. At the same time, I continued to
record the sounds of the dancers. For the third part of the piece, I played
back earlier parts of the piece while selectively overlapping segments of the
earlier parts of the piece onto this new version of the space. Repeated material
was transformed by the virtual space and the layering. The density and textures grew increasingly complex as the reverberations colored the materials.
I worked extensively with tape delay and became quite involved with
timbral transformation in real time with delay and mixing techniques. I
discovered that repeated layering of a single tone contributed to a transformation of its quality. I of IV (1966) and Bye Butterfly (1965) are recorded
examples of real-time electronic pieces from the 1960s that came out of
this involvement.
THE EXPANDED INSTRUMENT SYSTEM
After using tape-delay systems for some years for live acoustic instrument
performance, in 1983 I acquired a pair of pre-MIDI Lexicon PCM 42
digital-delay processors. These instruments gave me the opportunity to
apply my knowledge of tape-delay techniques to my solo accordion performances, as well as the capacity to smoothly vary settings in real time
with greater ease. The PCM 42 is a real-time performance instrument.
Partly analog in its nature, it has foot pedals that the performer can use
to change delay time, allowing the bending of delayed sounds—a phenomenon not easily possible to achieve with tape delay (figure 14.1).
Other functions, including mix control, feedback, and capture, can be
performed by use of the pedals as well. Modulation with sine and square
waves can be handled with front panel knobs.
Unfortunately, the performance-oriented direction of this processor
was discontinued by Lexicon. Although I still use it, the PCM 42 is no
longer manufactured.
I used a PCM 42 delay processor for each hand while playing the
accordion and quickly wanted to have multiple delays for each hand. Multiple delays can more nearly simulate the numerous reflections in an acoustically interesting space. I performed using a variety of configurations,
sometimes with as many as four processors per hand. I liked the results
Pauline Oliveros
216
Figure 14.1
Pauline Oliveros and David Gamper performing with PCM 42s, Austin, Texas, 1994.
Acoustic and Virtual Space as a Dynamic Element of Music
217
and called the accumulating collection of microphones, amplifiers and
signal processors that I manipulated in complex networks through matrices and mixers the Expanded Instrument System (EIS) (figure 14.2).3
I wanted more. I wanted control over the apparent acoustic space represented by the multiple delays. I wanted my maneuvering of the delays of
direct sound to be heard as new acoustic spaces. I wanted to stay and
dwell in a selected space or change spaces as rapidly as the limits of the
processors allowed, knowing that the changes would color the sound or
transform the timbre of any acoustic instrument utilized. I was interested
in hearing how a bat might perceive sound as it sends out signals on the
fly or in listening to the nuances of whale song as it reverberates in great
underwater locations. I loved the challenge of increasing the amount of
information with which I could deal as a soloist. Whatever I played could
come back as a delay and be layered with the present moment or be modified by pitch bending or modulation. At the same time, I had to anticipate
the future of the sound that I was making in the present moment.
My exploration as a soloist trying to control the equipment while performing reached an early limit. It became necessary to engage others in
the process of developing the EIS. I knew that I would need software and
controllers to satisfy my imagination and advance the EIS. From 1987
to 1993, Panaiotis, a young composer and musical engineer, helped in
the development of the EIS. My direct and processed sound was further
processed and routed to multiple speakers by Panaiotis during performances. We explored endless equipment configurations: different configurations offered varieties of sonic possibilities. This work resulted in
two compact discs: The Roots of the Moment (1987), issued by HatArt,
and Crone Music (1988), issued by Lovely Music Ltd.4
During two development residencies, I focused on control possibilities
for the EIS. In 1989, at the Exploratorium in San Francisco, Panaiotis
and I experimented with a foot-controlled track ball to send control information to the PCM 42s. Larry Shaw of the Exploratorium designed an
interface circuit between the track ball and the PCM 42s for direct control
of the PCM 42s. The track ball worked in our demonstration, and we
were able to send control information on the x and y axes so that more
than one function would be available simultaneously. The track ball
ultimately proved to be impractical. We hoped to have more functions
available to the performer with a computer interface.
Pauline Oliveros
218
Figure 14.2
Computer screen read-out. Multifunction pedal programmed by David Gamper using MAX for the Expanded Instrument System. Each function is available by foot switch to a single pedal operated by a
performer. The amount of each effect can be set and remembered by the program. A different function
can then be accessed.
Acoustic and Virtual Space as a Dynamic Element of Music
219
During a residency in 1990 at the Banff Centre in Alberta, I worked
with computer programmer Cornelia Colyer to develop simulated super
foot-pedal program. We used a custom digital interface for direct program
control of the PCM 42s, constructed by David Ward of Pan Digital, Inc.,
and based on Shaw’s circuit. I wanted to have a program that would
simulate and then go beyond what I could physically do with my foot
pedal. The resulting program was used in a piece for four performers
called The Lightning Box. Sound output from each player was processed
by the computer-controlled digital delays. The delay times were changed
by the program, effecting transposition and pitch bending in a variety of
forms and speeds that would have been impossible to accomplish with
the slower foot pedal. The piece calls for the players, as they are listening
to their sounds being repeated and modified, to respond to the modifications as well as to each other. Each player could also affect the sound to
a limited extent with a foot pedal. Individual players’ entrances and exits
were cued by a computer-controlled lighting design as part of the score.
The lighting design was programmed by Colyer with my advice.
THE DEEP LISTENING BAND
In 1988, Stuart Dempster invited me to record with him in an underground cistern at Fort Worden in Washington state. Dempster and I have
shared an interest in unusual acoustic spaces for many years. Dempster’s
solo trombone recording in the Great Abbey of Clement IV 5 is an underground cult classic. The reverberation time in the Great Abbey of Clement
is 14 seconds. The Fort Worden cistern has a reverberation time of 45
seconds. Dempster has clocked certain resonant frequencies responding
to his trombone at 72 seconds. When I played in the cistern, my impression was that I had encountered the smoothest reverberant chamber
ever. It was nearly impossible to distinguish direct from reflected sound.
Panaiotis joined us with his voice in the recording session, which resulted
in the compact disc Deep Listening.6 We dubbed this trio the Deep Listening Band and took on the mission of performing in unusual spaces
and trying to simulate these spaces with the EIS in our concerts. This
also meant a continuing research commitment to evolving the EIS.
David Gamper joined the Deep Listening Band in 1990 and begin to
help with research for the EIS. The experience of processing more than
one instrumentalist presented a new challenge. Panaiotis and Gamper
Pauline Oliveros
220
were the central controllers of the processed sounds. There was a growing
need for all the performers to independently control their own processing,
as I had done earlier. Panaiotis and Gamper experimented with widening
performer control through a central computer, which was also being used
to control specialized digital and analog signal processing. The customized
interface constructed for the performance of The Lightning Box at Banff
was used again to interface the veteran PCM 42s to the computer. This
system was used in several Deep Listening Band concerts and for Inside/
Outside/Space (1991), a piece commissioned by Nouvelle Ensemble Moderne of Montreal (Lorraine Vaillancourt, director) for fifteen players.
Inside/Outside/Space instructs the performers to listen for subtle acoustic phenomena—the effects caused by the sounds they are playing and
the nature of the performance space. The performer causes and interacts with beats between notes, difference tones (tones resulting from the
difference between two frequencies), phasing, and other variations. This
continuous meditative interaction produces cloudlike textures that move
throughout the hall, giving the audience a sense of expanding and contracting spaces. All of the sound is generated by the acoustic sounds of
the performers in real time. Each player effects real-time transformations
of his or her sounds with foot pedals supported by a computer program
helping to access different functions. During a performance in September
1992 at the Glenn Gould Studio in Toronto, spatial distribution of the
acoustic sounds was accomplished by Gamper and Panaiotis at the mixing
consoles and by the conductor, who also used foot pedals.
The usefulness of this system was limited by the paradigm of centralized signal processing (although we provided somewhat more distributed
control) and the lack of visual feedback for the performers.
FURTHER EXPANSION
In 1993, Gamper developed a configuration that distributed audio processing, computer control, and visual display of controlling parameters
among all performers (see figure 14.2). In addition, he experimented with
ways of allowing the performer to control many parameters with one controller. Although this configuration mostly eliminates the option of using
individual processing units for more than one performer, it returns total
control over the processing to the performer. In addition, it puts many
of the interconnection options of all the processing units under real-time
Acoustic and Virtual Space as a Dynamic Element of Music
221
performer control. Without eliminating the possibility for each performer
to send audio signals to each other, this configuration provides each performer with exclusive control over his or her own sound processing up
until the moment the sound emerges from the speakers into the performance space. In an interesting regression, this configuration returns the
PCM 42s to their original smooth and beautiful analog control and features them as front ends to the whole signal-processing chain. This decision arose from dissatisfaction with the “sound” of the PCM 42s under
digital control. Development of a next-generation interface may finally
allow the best of both worlds.
Areas of future EIS development include
•
•
•
•
•
Improving hands-free performer controller options (we are currently
stuck with foot pedals),
Adding the capability to record and play back performer-control information,
Exploring sharing performer control with computer control,
Increasing interconnection options, allowing the use of more sophisticated audio and digital matrixing devices, and
Continuing to discover beautiful ways to process live sounds in real
time and to shape virtual space as a dynamic element of music.
NOTES
1.
For example, see Schönberg, Five Orchestral Pieces, opus 16 (1909, rev. ed. 1949);
and Webern, Five Pieces for Orchestra, opus 10 (1913).
2.
See Pauline Oliveros, “Tape Delay Techniques for Electronic Music Composers
(1969),” Software for People: Collected Essays 1963–1980 (Baltimore, MD: Smith Publications, 1984).
3.
Pauline Oliveros and Panaiotis, “Expanded Instrument System (EIS),” Proceedings of
the International Computer Music Conference (San Jose: ICMA, 1992).
4.
See Pauline Oliveros with Panaiotis, The Roots of the Moment (composed 1987)
(Therwil, Switzerland: HatArt, 1988; and Pauline Oliveros with Panaiotis, Crone Music
(composed 1988) (New York: Lovely Music, 1989).
5.
Stuart Dempster, In the Great Abbey of Clement VI (composed 1976) (San Francisco:
New Albion, 1987).
Pauline Oliveros
222
6.
Deep Listening Band, Deep Listening (composed 1988) (San Francisco: New Albion,
1989).
BIBLIOGRAPHY
Beranek, Leo L. 1962. Music, Acoustics and Architecture. New York: Wiley.
Helmholtz, Hermann von. 1954. On the Sensation of Tone. Rev. ed. New York: Dover.
(Originally published in London in 1875)
Hutchins, Carleen Maley. 1978. The Physics of Music: Readings from Scientific American.
San Francisco: Freeman.
Schönberg, Arnold. 1911. Harmonielehre. Leipzig: Universal.
DISCOGRAPHY
Deep Listening Band. 1989. Deep Listening (composed 1988). San Francisco: New Abion.
Deep Listening Band. 1995. Deep Listening Sanctuary (composed 1994) (Mode 46). New
York: Mode Records.
Deep Listening Band. 1991. Ready Made Boomerang (composed 1990). San Francisco:
New Albion.
Deep Listening Band. 1995. Tosca Salad (composed 1992–1995). (DL 3). New York:
Deep Listening.
Deep Listening Band. 1990. Troglodytes Delight (composed 1990). Albuquerque: What Next?
Stuart Dempster. 1987. In the Great Abbey of Clement VI (composed 1976). San Francisco: New Albion.
Pauline Oliveros. 1968. “I of IV” (composed 1966), included in New Sounds in Electronic
Music (32 16 0160). Odyssey Records (out of print).
Pauline Oliveros. 1979. “Bye, Bye Butterfly” (composed 1965), included in New Music
for Electronic and Recorded Media. Berkeley: 1750 Arch Records (out of print).
Pauline Oliveros with Panaiotis. 1989. Crone Music (composed 1988). New York: Lovely Music.
Pauline Oliveros with Panaiotis. 1988. The Roots of the Moment (composed 1987). Therwil, Switzerland: HatArt.
Acoustic and Virtual Space as a Dynamic Element of Music
223
15
“I Always Like to Go Where I Am
Not Supposed to Be”
Rebecca Allen with Erkki Huhtamo
INTRODUCTION
The yet unwritten history of computer graphics and animation would be
unthinkable without the contributions of Rebecca Allen. The Detroitborn artist and designer began to explore the possibilities of digital
technology in the early 1970s, when most people hardly knew what a
computer was. During her prolific career, Allen has tried her hand on a
great variety of different approaches to computer imaging—still graphics
and animation, logos for TV, music videos, video games, large-scale performance works, artificial-life systems, interactive installations. The driving force behind Allen’s work is her passionate relationship with
innovative technology. Where there is something new, most likely there
is Allen as well, exploring yet unused creative possibilities.
The urge to be in the forefront of technological development has taken
Allen to such highly regarded institutions as the Rhode Island School of
Design, the Massachusetts Institute of Technology’s Architecture Machine Group (the predecessor of today’s MIT Media Lab), the Computer
Graphics Lab at the New York Institute of Technology (CGL/NYIT),
and most recently to the University of California, Los Angeles (UCLA),
where she was founding chair and continues as professor at the Department of Design/Media Arts. In this interview, Allen talks about her career,
her ideas about computer imaging, and her relationship with the various
worlds she has been affiliated with—the research communities, popular
culture, the video game industry, and the art world.
Erkki Huhtamo: How did you first get involved with computers, technology, and art?
Rebecca Allen: I became interested in technology as an art student at
Rhode Island School of Design (RISD) in the early 1970s. I studied the
art and technology movements of the early twentieth century, such as the
Bauhaus, the Futurists, and the Constructivists. I was very interested in
the idea of artists exploring the latest technology and trying to help society
understand its relationship to technology. I was also intrigued by the idea
of artists using new technology as a tool to create new art forms. As I
began to think about the technologies of our time and their impact, I
recognized that computers would become an important part of society
and could be important tools for artists as well.
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In trying to push the boundaries of traditional art, I became interested
in the use of motion. Initially, I was studying graphic design—this was
about 1972 or 1973—but I was not interested in static images. I wanted
images to move, to come to life. My role models were not cartoon animators but Duchamp and other artists who had experimented with motion
in the early 1900s.
A few things at RISD really inspired me. One was a lecture and film
showing work by John Whitney Sr., a pioneer in computer graphics. I
also had a professor, David Brisson, who talked about four-dimensional
space. The idea of mathematics and multiple dimensions intrigued me.
Then, in 1974, I saw a stereo computer-generated film that visualized
four-dimensional rotations of hypercubes. It was made by Tom Banchoff
and Charles Strauss, professors, respectively, in mathematics and computer science at Brown University, which was right next to RISD. This
convinced me to explore computer animation.
EH: How did you come to use the computer yourself ?
RA: I changed my field of study to film animation and video in order
to explore the aspect of motion. I talked Charles Strauss into sponsoring
an independent study; I made up a course called computer animation
that I proposed to RISD through Brown University. My RISD teachers
were very skeptical about the idea, saying artists didn’t need to work with
this kind of technology, but they agreed to let me go ahead, so I began
to work with a computer called a Vector General. It didn’t have a frame
buffer yet, so everything was drawn as vector lines: that was the state of
the art of computer animation then. Programmers had developed
an interpolation program for 2D animation. I created animation using
graphs and punch cards: a keyboard interface didn’t exist then. This was
how I made my first computer animation in 1974.
EH: Can you describe what it was like?
RA: Actually, I still have the drawings from it. I was interested in the
idea of rotoscoping, a technique where you examine a film, a frame at a
time, and transform it into animated drawings. I used the natural movement of the human figure, but I abstracted and stylized the imagery
through animated drawings. I somehow acquired a number of erotic films
from the 1950s, so I transformed a film of a woman lifting up her dress
as she danced around. That was my first computer animation. I did it
because I was struggling with the sense that the computer was antihuman.
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I wanted computer art to be something sensual and slightly erotic. This
seemed the antithesis of what a computer was supposed to be.
EH: So it seems to me that the computer appeared to be the perfect
tool to realize the kind of things you were already interested in.
RA: Right, at that point in my life I really wanted to define where to
go as an artist and a designer. My dream was to create my entire animated
work independently without following the industrial, assembly-line structure that had been established for traditional animation. As an artist working with state-of-the-art technology, I could, hopefully, have some kind
of an impact on its evolution. I probably also liked the idea of being a
woman working in a field that was very male. It still is that way, but
certainly back then it was much more so. I could be the bad girl in that
field.
EH: How did people react to a female student entering the computer
laboratory and wanting to explore digital imaging?
RA: I think they were amused. When I did my first piece, the one with
the woman lifting up her dress, that upset some of the computer science
students. I guess I was oblivious to their reactions because I was on a
mission to explore the artistic side of the computer.
EH: You spoke about your first computer animation. What happened
next?
RA: After I graduated from art school, I worked as a graphic designer
for a furniture design company, but it became clear to me that I didn’t
want to be a graphic designer. I really wanted to explore technology. I
spent a good deal of time looking around for places where anything was
going on with computer animation. I called the NYIT computer graphics
lab (they had just started), MIT’s Lincoln Lab, and Bell Labs (where Ken
Knowlton was working). I also knew about MIT’s Architecture Machine
Group (Arch Mach) and Ohio State University. There were so few places
to go at that time.
I attended MIT as a special student enrolled in a course that was cotaught by Nicholas Negroponte. It was one of the very early computer
graphics courses. A graduate program was being developed, but it wasn’t
yet open for admissions. After completing the class, I continued to spend
a lot of time in the Arch Mach lab. In the meantime, I applied for the
graduate program and was accepted. I am forever grateful to Negroponte
for taking a risk and allowing me to enter his program.
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EH: Was there any kind of a network connecting the people interested
in computer graphics and animation at that time?
RA: There was a small research community of computer scientists who
were somewhat familiar with each other’s work. There was only a handful
of people interested in computer art.
EH: Many people have emphasized the role of SIGGRAPH (the leading
computer graphics conference) as a foundation for such a network. Did
you attend any of the early SIGGRAPH conferences?
RA: The earliest was the one in Chicago in 1979. That’s when I saw
some of the computer animation that the Computer Graphics Lab at
NYIT was generating. That was exciting.
EH: What was the importance of SIGGRAPH for you during those
early years?
RA: SIGGRAPH exposed me to a larger community. The MIT Architecture Machine Group had a strong community as well, but Arch Mach
was more concerned with issues of interface, interactivity, and humanmachine communication and less concerned with computer rendering
and animation. At SIGGRAPH, I was exposed to other directions. I became more interested in three-dimensional worlds. I recognized that interactive computer graphics was very limited. You had to work with very
simple shapes and colors, like you see in the early video games. I was
willing to give up interactivity for higher resolution and more complexity.
I wanted to make something that would draw me into a 3D virtual world.
This was the area I entered after leaving MIT.
EH: What was your role at the Architecture Machine Group, and what
projects did you participate in?
RA: I was initially involved in a Defense Department project involving
mapping and the credibility and believability of images. Most of a summer
was spent in libraries studying topics such as perception, illusion, and
image recognition. The project that followed was called the Aspen Movie
Map. I was part of a small team that traveled to Aspen and recorded all
the streets and buildings of the town. We also collected graphic data and
recorded audio interviews and environmental sounds. At that time I was
living with a musician/audio engineer and was familiar with audio recording techniques. In order to experiment with binaural audio, I built little
microphone headsets that recorded binaural sounds that captured a strong
spatial sense of the environment.
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I worked on another project called Personalized Movies, also known
as Movie Manuals. We were exploring ways to use interactive multimedia
for education and training. This led to my thesis work, which involved
the development of a system that transformed live-action film to stylized
animation. The thesis was titled, “Computer Rotoscoping with the Aid
of Color Recognition.” As you can see, I followed up on my earlier interest
in art in motion.
EH: What was the impact of MIT and the Architecture Machine Group
on your work?
RA: We explored the design of human-computer interfaces; we used
gesture control, voice recognition, eye tracking, speech synthesis, and
graphics. This turned me on to a number of new directions. It was an
incredible learning experience about all the things that were possible with
technology. I worked with a fantastic group of people. It was like a floodgate that opened: I was exposed to so many innovative ideas in such a
short period of time. It proved to me very early on that interactivity and
interface design were very important areas and would become more so in
the future.
EH: After having participated in prototypical interactive projects like
the Aspen Movie Map, why did it take you so long, until the 1990s, to
begin working with interactivity again?
RA: As a visual artist I wanted a certain quality of color, detail, and
resolution that interactivity couldn’t provide. I wasn’t that excited about
interactivity using laser discs, creating premade movie segments that you
could branch to. And computers were too slow to render sophisticated
graphics in real time. Even in the late 1980s, when virtual reality was all
the rage, I found it too ugly. One could not control the motion, the
movements were jerky, the frame-rate slow, objects were too simple and
without texture. Creative ideas could not emerge within such limitations.
It was not until I began to see what was going on in video games in the
early 1990s that I thought it might be possible to work with real-time
3D without compromising quality. The minute I could get a certain level
of complexity in real-time rendered 3D images and produce fluid movement, I was ready to get back to interactivity. It’s amazing that it took
almost fifteen years to get to that point.
EH: Why did you move to the New York Institute of Technology
(NYIT)?
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RA: At MIT, I had focused on ways to use technology but spent less
time creating my own art with these tools, so I wanted to get back to
doing something special with my own work. I wanted to experiment with
three-dimensional form, space, and movement, so I accepted a position
as researcher at the lab at NYIT, which at that time was the best facility
for 3D animation research. My time there started in the summer of 1980
and lasted until the end of 1986. It was an interesting time. Just as I
was starting at NYIT, George Lucas, who was interested in computer
animation, lured a number of people from the NYIT lab to California to
start a computer graphics division. (This group eventually became Pixar.)
When this happened, Alexander Shure, the head of CGL/NYIT and our
patron, decided to switch the focus of his lab from 2D cartooning to 3D
animation. I came in as part of the second generation.
EH: What were the guiding ideas behind the activity of NYIT at that
time?
RA: It was a very rare and unusual situation. Shure had built the top
computer-animation research facility. We never had absolute agendas;
there was never a requirement to create software products in a certain
amount of time. He had hired some very talented people and encouraged
them to push the edge of computer graphics and animation. At that time
no commercial software existed, so we had to first develop software in
order to do anything—drawing, painting, modeling, animation, rendering. It was a wonderful, free environment where everyone worked passionately and created some amazing work.
EH: What kinds of projects did you work on at NYIT?
RA: There was a large effort to create a totally computer-generated feature film called The Works. Lance Williams who was one of the researchers
wrote the script and directed the project. A number of us were hired to
work on this film, but it eventually became clear that it was just too difficult to complete this project. The rendering alone would have taken over
ten years based on the speed of the machines at that time. One project
that followed was a pilot for a half-hour TV series called 3DV. It featured
a computer-generated host and hostess and was shown at SIGGRAPH.
Two directors, Annabel Jankel and Rocky Morton, saw it and were inspired to create Max Headroom, the “computer-generated” TV announcer, who, of course, wasn’t computer generated.
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While working on those projects, I was able to create my own work.
I didn’t want this work to be shown only at SIGGRAPH, and the art
world was hardly interested in computer art, so I sought out projects
that could be seen on mass-media channels that would allow me total
artistic control in the design of the work. The first commercial work
I created in 3D, with the technical expertise of Thad Beier and Paul
Heckbert, was the opening sequence for the CBS science show called
Walter Cronkite’s Universe. This was a very early use of 3D computer
animation in a TV opening, so it was really an experiment on CBS’s side
as well. I won an Emmy award in the category of outstanding individual
achievement.
The next film I made was Steps, which was inspired by Oscar Schlemmer and the Bauhaus theater. Schlemmer’s performers wore costumes
made of geometrical forms; he considered them the “motors for his costumes.” As an animator, I didn’t need actors inside of costumes. I could
take simple geometrical forms and make them move in a way that was
fundamentally human.
After Steps, I worked with the choreographer Twyla Tharp. She had
completed a piece called The Catherine Wheel, which I had seen on Broadway. Tharp saw my work and asked if I could create a computer-generated
St. Catherine for the film version. I found this to be very appropriate; a
saint has human qualities but is superhuman. In a way, the computer is
seen as superhuman as well. My computer-generated figure of St. Catherine appeared before the live performers and showed them the way. The
figure was rendered as a deconstructed wire-frame model, which gave it
a sketchy, transparent look. David Byrne, a former colleague at RISD,
created the music for this piece.
EH: What was your relationship with photorealism, which was for so
many computer graphics pioneers their primary goal?
RA: In 1980, it could take an hour or more to render one frame of a
fairly simple model. You had to think very carefully about what you were
modeling and rendering. People would spend forever building realistic
models, but that is not the same as developing an art form. I had no
interest in re-creating reality with the computer. It is a good technical
challenge, but I was more interested in making abstract films. It was motion, not realistic image rendering, that attracted me.
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Throughout my time at NYIT, I never modeled anything. I would
just take existing 3D models that were lying around. We had a model of
a woman, built by Ed Catmull in 1975, that was modified so the head
and limbs could articulate. It was very difficult to generate humanlike
motion, but I was obsessed with the desire to get this female model to
move. This related to what I had done initially with computer animation,
working with the human female form. I wanted to put the human, the
female, into the computer. That has remained as a theme in my work—
to analyze human motion and understand the subtleties, frame by frame,
of what is going on with the human body.
EH: Your relationship with popular culture, especially pop music, was
very intense in the 1980s. What kind of projects did you create?
RA: Soon after The Catherine Wheel (1982), I was approached by Lynn
Goldsmith, who was a photographer of famous people. She was recording
a strange album titled Will Powers with a variety of well-known musicians.
Island Records was producing the album, and Lynn wanted to do something unusual for the video. During this time, at the beginning of 1983,
MTV was just beginning. They were happy to show weird and interesting
videos that also had good music, so I agreed to direct a music video. I
again asked for creative control, partly because I was an artist but also
because our tools at NYIT were really research tools and it was very scary
to do productions that had deadlines. I had to be able to change designs
and ideas and artwork based on whatever was happening with the tools,
so I really needed a lot of freedom.
My first music video was called Adventures in Success (1983) with music
by Sting, Robert Palmer, and Lynn Goldsmith. It was a pop art piece
about forms of self-improvement. I wanted to experiment with the integration of live action and computer animation and use 2D animation
software developed at NYIT to generate 1950s-style animated imagery.
An eerie image of a singing, three-dimensional rotating mask created an
optical illusion and formed the thematic icon of the work.
The video received a strong showing on MTV and other music video
programs. At that time, I thought this could be a new venue for visual
artists who create short linear pieces. It didn’t work out that way in the
end, but in the early days it was great because my work received substantial
international exposure. It also integrated the idea of pop culture and computer graphics, which was something I was very interested in doing.
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EH: From your point of view, what went wrong with MTV?
RA: Music videos quickly became commercial marketing tools for the
music industry. That brought in committees of people who would dictate
the creative direction of the work—not a very appealing situation for a
visual artist.
EH: Your experience and thoughts were shared by some video artists,
like Dara Birnbaum and John Sanborn. In the beginning, they also
thought MTV was a new medium for artists, a home for video art.
RA: On the other hand, I had always aligned myself with the art world,
and yet they have been so slow to accept “computer art” and reluctant
to understand how to critique it. People still say, “The technology is so
new. It takes a while for it to mature as an art form.” But video art appeared almost immediately after portable video technology was available,
and the art world quickly embraced it. The same has not been true of
art using digital media. I’m disappointed that the art world is afraid to
embrace this new direction. I suspect that this new form of image making
calls into question some fundamental principles of art, such as its relationship to popular culture and complex technology and the economics of
the physical, original object.
EH: Your rotating masks from Adventures in Success have become media
cultural icons that have been used in many contexts since then, metaphorically merging popular culture and computer culture.
RA: Yes, that has been satisfying. I made another music video called
Smile (1983). I worked with break dancers and again drew from a Bauhaus
theme. I was somewhat tired of modern dance, and on the streets of New
York the break-dance movement was beginning. This was really fresh and
exciting. This piece became very popular, especially in the club scene,
because it was about dance, and computer graphics work well on large
public displays.
EH: You also did other kinds of work for the club scene.
RA: There was a large club in New York called the Palladium that
was opened in 1985 by Ian Schrager and Steve Rubel. It was a huge
space that held about 7,000 people. Ian and Steve believed that the
art world was where the action was. The art world was revitalized by
Keith Haring, Kenny Scharf, Jean-Michelle Basquiat; there was a wide
range of fresh artists who were breaking certain traditions of art. These
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artists and others were commissioned to create work for the club. I was
commissioned to do a piece on video that would describe this new environment. The work was about the birth of a new environment, beginning
with the formation of the basic elements of nature and ending with a
spot-lit dancing tree. Fractals and particle systems were used, which were
beautiful techniques that we were developing to simulate natural movement and form.
This project was very exciting because, although some of these artists
were part of the fine-art world, all the work was designed for a nightclub,
an important expression of pop culture. On that piece I worked with the
musician Carter Burwell, who has gone on to score many feature films.
EH: How did you come to work with Kraftwerk?
RA: Kraftwerk contacted me in 1984. They were working on a new
album and wanted a unique music video. I was thrilled to work with
them because Kraftwerk was a group that was very interested in pushing
computer technology. They not only made music with it but wrote songs
about the role of technology in our culture. In addition to being artists
and architects, they were very plugged into pop culture. As you know,
they have influenced a large number of musical styles—pop, hip-hop,
rap, house, techno, ambient. They had mannequins made of each band
member, and during their live performance they would, at times, sit in
the audience and let the mannequins perform for them, questioning
whether real humans needed to be on the stage. This question would often
occur to me when people expressed their fear that computer-animated
characters would replace humans.
Kraftwerk led very private lives, but they allowed me to be part of their
secret circle. I told them I wanted to bring them to life as virtual forms
on video. The process of building and animating human faces was very
laborious and complex, but, fortunately, Fred Parke, the man who developed the original process for 3D computer-generated human facial animation in 1974, was working at the lab. With Steve Dipaola, Robert
McDermott, and Peter Oppenheimer, Parke’s research was further developed. Kraftwerk sent us their mannequin heads and we began the process
of bringing them to life. Since I was simulating their visual presence,
Kraftwerk created a simulation of my voice to say such things as “musique
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nonstop.” They ended up taking a very long time to finish their album,
and I moved on to other projects. Finally, in 1986 they were ready. I had
already decided to move out to Los Angeles, but I knew I had to finish
this work.
During that time I also worked with Devo, utilizing some of the earliest
morphing software, and with Peter Bauman, formerly of Tangerine
Dream, who had a company called Private Music. I enjoyed connecting
with musicians who were exploring new ideas and new technology.
EH: Certain parts of the Musique Non Stop video, such as the heads,
have been separated from their context and used by other artists like Nam
June Paik. They have been seen in magazines, in art installations, and on
television, becoming icons of technoculture. Do you mind the fact that
they have begun to live a life of their own?
RA: Once your work is on television, you can expect to see it all over
the place. I knew it when I was doing that. I was trying to get to the
essence of what computer animation really was, to develop a style that
really read as computer animation, so I purposefully used the wire frame
and the faceted model even though you could have made it much more
realistic. I was influenced by cubism and Tamara de Lempicka. We used
some of her work as a model for the color and lighting. The idea of a
faceted model was so beautiful to me, much more beautiful than just a
smooth model. I was pushing very hard to expose the computer as much
as I could on that piece and hoped it would be popular.
It is in the collection of the Centre de Pompidou and other places, so
in some parts of the art world it has received recognition. The disappointing thing is that the art world doesn’t expose it that much, so I don’t
mind getting exposure. Of course, I mind when my name isn’t credited.
Nam June Paik asked if he could use some of my work for an installation
at the Whitney Museum for little monitors on the side. I was surprised
to see it was the main focus of the piece. We worked out an arrangement,
but the museum still wanted it to be exclusively Nam June Paik. Paik
tried to insist that my name would be up there with his, but that didn’t
fit their model. Paik was a known video artist; this was computer art, and
they didn’t know what to do with it.
EH: In the mid-1980s, you decided to leave New York and move to
Los Angeles. Why did you do that?
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RA: It was time for a radical change of scenery. I worked so hard on
the Kraftwerk piece; I thought it would never be completed. I was burned
out and needed a new perspective, and I sensed that the golden age at
NYIT might be coming to an end. The lack of nature and mild weather
in New York was getting to me, so I decided to move to L.A.
EH: Were you attracted by the film community in Los Angeles?
RA: I had never really wanted to work in a commercial or special-effects
company, but I liked the fact that there was a large computer graphics
community there. I knew people in the film and the music industries that
could collaborate on projects. There was a lot of creative energy in L.A.
As I was making plans to move, I was invited to teach at UCLA, and
that looked like a good option.
EH: Was it easy to reestablish your production in Los Angeles?
RA: The technology that I was used to working with was always very
expensive, so I had to be connected to a facility and have some kind of
special arrangement. In the 1980s, commercial computer animation cost
between $3,000 and $10,000 per second. In 1987, soon after I moved,
I was commissioned by Rebo High Definition Studios to design a work
on HDTV, and I created a piece called Behave. At that time, the field of
artificial life was just emerging, and a good friend of mine, Craig Reynolds, had developed beautiful flocking algorithms for flying 3D models.
With artificial-life software, one could set up procedures based on simple
rules that would bring computer models to life, and they would behave
in ways that appeared to be natural and familiar. I knew that this would
become an important direction for my work, so I proposed a project
that would integrate live-action and 3D animation using Craig’s A-life
software.
EH: Around the end of the 1980s and early 1990s, you ended up creating several works in Spain. How did this happen?
RA: In L.A., I had met the Spanish artist and curator Montxo Algora,
who was convinced that computer art was the future of art. When he
founded Art Futura Barcelona in 1990, he invited me to produce work
for the festival. I had already created a piece called Steady State for
a Spanish television series called El Arte del Video. Montxo suggested
that I would work with La Fura dels Baus, a well-known performance
group. I had expressed an interest in working with them after attend-
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ing one of their performances: their work was very raw, physical, and
aggressive. While the audience stood throughout a large open space, La
Fura appeared from all directions, performing to intense live music
on fast-moving mobile stages. Their strong physical presence expressed
primal desires and was often combined with water, fire, food, animal entrails, blood, paint, and explosions. The audience was forced to
move and interact; this was the ultimate interactive three-dimensional
experience.
La Fura dels Baus is group of nine men, and our collaboration was
the first time they had worked with a woman, so they decided this piece
would be about women and include woman performers. We created a
piece titled Mugra and experimented with ways to integrate electronic
technology and ephemeral media with their very raw, heavy, industrial
kind of performance. We settled on placing seventy video monitors
throughout the space that hung just above the audience’s heads and were
at times activated with pneumatic motors. I created a series of images that
complemented the physical performance.
In 1991, Art Futura awarded me with a second commission. For
this, I worked with a unique LED display system developed by Bill
Bell and created two light installations. During that year, I also received
a commission from the city of Barcelona to create a piece about Barcelona. Spain hosted both the World Expo in Sevilla and the Olympics
in Barcelona in 1992, so there was a lot of activity in Spain and
money for the arts. Working with the Spanish computer-animation
company Animatica, I created a piece called Laberint that included
performances from members of La Fura dels Baus and music by John
Paul Jones, a former member of Led Zeppelin. I was also commissioned to create three pieces for the opening of the Seville World Expo
and segments of a large-scale live multimedia performance called Memory
Palace.
For Memory Palace, I designed a piece using the highest-quality flight
simulator. I was interested in virtual reality and real-time 3D graphics,
but I wanted very high-quality images, so I contacted a company in England called Rediffusion Simulation, which was known to be one of the
best flight simulator companies. Working with their flight-simulator pilot,
I choreographed camera movements through simulations of different parts
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of the world. The edited film was presented across three giant screens.
Being in a flight simulator is an incredible experience; you really experience the sense of movement. You can feel nauseous when things fly too
fast or in the wrong direction. I wanted to give a large audience the sense
of being in a simulator by projecting it as a large-scale panorama.
EH: During this period you were really sort of adopted by the Spanish.
RA: Yes, they gave me such strong support. I also liked the fact that
Spain is on the edge of the European community—as they say, the thirdworld country of Europe. There is an energy and freedom that comes
from that. But in 1992, after the World Expo and the Olympics, the
money for art projects dried up; the fiesta was over.
EH: Then came one of the most surprising moves of your career. You
became a videogame developer.
RA: After completing work with the flight simulator, I wanted to pursue
the idea of real-time, high-resolution, 3D virtual worlds, but I didn’t want
to continue negotiating the use of multimillion dollar machines. So I
decided to enter the video game world. I wasn’t a game player, but some
of the coolest 3D technology development was taking place in the video
game industry. And there was my interest in pop culture: this was where
young people were going; they lived in video games and quickly understood their interactive language. I wanted to learn more about this to
better understand this side of pop culture while actually making games.
Many colleagues were surprised and disapproved my move to a game
company. The first game I completed was Demolition Man, based on the
movie. I did something unusual for me. I created a violent shoot-’emup game. I was a misfit there, in one sense studying that culture but
simultaneously participating in it. And after a couple of years, I began to
get tired of working with very difficult technology only to build commercial products.
EH: Was your “adventure” in the game industry motivated by financial
reasons?
RA: Certainly I liked making money for a change, but it was really an
artistic pursuit. The game people know many things that the academic
researchers don’t know about. The academic VR researchers were not
paying attention to games, and, like the art world, the academic research
community considered popular forms of media to be trivial and inferior.
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I always like to go where I am not supposed to be. I was very much a
part of the computer graphics research community, but I did not see why
I shouldn’t go to this very commercial “low” art form and find out what
was driving it.
I also thought that maybe I could change some of the video games
and make them more artistic, but 3D games were so expensive to build
that the industry did not want to experiment. They wanted to play it
very safe, imitating Doom-like games that were already popular. When I
first started at Virgin Interactive Entertainment, there was a lot of potential for new and different ideas, but it changed quickly; I lost my interest
because I knew there was no way to really express my ideas.
EH: After you retreated from the game industry, what happened next?
RA: After two years at Virgin, I was offered a position at the University
of California (UCLA) as a professor and chair of a new Department
of Design that was converting to digital media. This was good for it allowed me to get back to my artistic work. I accepted the offer and immediately proposed and received a grant from Intel Corporation. With
a team of computer science and design students, we have developed
a kind of game engine, a system called Emergence. A major feature of
this work involves artificial life. I felt this was really the right direction
for computer animation, and it also connected with my initial interest
in human and natural motion. Instead of only articulating the body or
face to form expression, I could choreograph the movements and behaviors of individual characters and groups. We developed a behavior
scripting language, so that one can define the relationships and behaviors, personalities and desires of characters and objects and set them into
motion.
The first prototype interactive art installation was exhibited in 1997
at Art Futura in Madrid. This was followed by a more developed version
titled The Bush Soul. My interest now is creating interactive installations
using this new system. Currently we are developing a unique form of
voice input and applying a force-feedback joystick so that you can feel
the energy and other touch sensations of the artificial life forms. I want
to get beyond the keyboard and mouse interface.
EH: Now that you look back, is it possible for a computer artist to
make an impact on culture?
“I Always Like to Go Where I Am Not Supposed to Be”
239
RA: I’m a bit disappointed because when I started back in the early
1970s, I was sure that within ten or fifteen years computer art would be
in the forefront. I also thought the art world would change and that the
idea of the single, original art object exhibited in a museum would go
through radical changes. It is still not happening. I also thought that art
created with new technology would be distributed in a way that is similar
to music distribution—where you could purchase art through a variety
of channels. Experimental music may not sell a large amount, but it is
available in the record store. That hasn’t happened to computer art and
may not happen soon. Yet I believe that in the future it will become
obvious that the exploitation of digital media in art is very important and
that certain important works have been created over the years and will
finally be recognized.
The art world is stuck in a rut; it has to change. I went to art school
in the early 1970s when conceptual art was strong. That was also a very
confusing time for the art world because if there were no art objects, then
the whole structure—museums, galleries, curators, buyers, and patrons—
would not make sense. The art world has been struggling with this and
has tried to hold onto the traditional forms. Maybe computer art came
at a time when the whole way we view art had begun changing, and we
still haven’t come to terms with that yet.
EH: The attention of both the business world and the young hacker
world is focused on networking. How do you see the possible impact of
the Internet on digital imaging and your own work?
RA: Certainly the broad use of the Internet is extremely important to
our evolution. I pay a lot of attention to it, though very little work has
inspired me so far. I am considering how I want to approach the Web.
The technology isn’t quite there, in that the bandwidth isn’t quite capable
of displaying the fluidity of movement or complexity of image that I desire, but I am counting on that to change soon. What I don’t like about
the Internet is that it encourages you to sit in front of a computer, usually
alone and in your own personal space. I want to give people reasons to
go outside of their homes. I am still interested in getting people to physically come in contact with one another and to experience an immersive
projected environment. I want to see the interface of the computer develop radically, and I am still uncomfortable with a form of communication that further excludes our physical presence.
Rebecca Allen with Erkki Huhtamo
240
Currently I am really excited about artificial life and rich real-time
worlds that are alive and interactive. I continue to focus on behaviors and
relationships, including our relationship with the computer. These are
ideas that have concerned me all along—relationships between humans,
the meaning of human presence in a virtual world, and the fact that we
are going to relate to artificial-life forms more and more. I have always
been intrigued with the sense that the computer is my partner, and artificial life further personifies this.
“I Always Like to Go Where I Am Not Supposed to Be”
241
16
Algorithmic Art, Scientific
Visualization, and
Tele-immersion: An Evolving
Dialog with the Universe
Donna J. Cox
Art attempts to find in the universe . . . what is fundamental,
enduring, essential.
—saul bellow
ORGANIZATION OF RESEARCH FROM 1981 TO 1999
I borrow from psychological theorists and scientific philosophers1 to
organize my technological explorations in art and science into three
developmental stages of work. Each stage is examined for its (1) methods
and technical innovations and (2) content. These explorations suggest
patterns in conscious processes. The underlying link between the evolution of consciousness in artist, individual, and society is an assumption
of my writing.
Magic-Mythic Stage
In this early stage of development, the individual is more egocentric and
body conscious.2 Symbolism and individualism play central roles.
Methods: Individualism—Algorithmic Art
In the early 1980s, I worked alone and developed software to create art.3
My collection of software tools included programs to interactively manipulate color and digital values in images that were scanned using photometers.4 These interactive tools provided capabilities to create composite
images, perform mathematical functions, and map the color characteristics of today’s computer paint programs. One algorithm produced statistical matrices that could be interactively manipulated, resulting in complex,
interleaving patterns.
To amplify the final size of the computer image, I developed a collection of “compulages.”5 The final artworks were installational collages of
photographic sections that increased the size of the displayable computer
image.
I employed elements of chance and mathematics as part of the creative
process. Many digitized photographs were manipulated with randomness
and controlled interplay. Algorithmic, electronic art—where the computer becomes a kind of creative partner—characterized my artistic process during this stage.6
Algorithmic Art, Scientific Visualization, and Tele-immersion
243
Content: Symbols—Goddess and Metamorphosis
The creative work seemed like a magical experiment with the computer.
While interacting and exploring algorithms, symbolic and mythical images emerged from the computer screen. Butterfly Mask (series, 1983–
1985) was created during such an experiment where I discovered the
image within the algorithm. One perceives Butterfly Mask among alternative interpretations of face, mask, or butterfly. This image is a Rorschach
experience and conveys Jungian cross-cultural symbolism relating to the
flight of the soul.7
I also created a series of digitally manipulated self-portraits that composited facial expressions with houses from childhood memories.
A reemergence of the goddess, a symbol for feminine power, occurred
in the women’s movement.8 Feminism brought with it the resacralization
of the female body in reaction to research that disclosed that most women
lack self-acceptance of their bodies.9 The reassertion of a female image
that is controlled by women is one of the characteristics of feminist body
art.10
I was keenly aware of feminist ideas concerning the body and was in
the process of redefining my self-image.11 Agony & Ecstasy (figure 16.1,
see inset image in lower right corner) is a full-body self-portrait being
transformed in a mythic Faustian struggle between good and evil. This
colorful, crucificial image questions the emotional state of the objectified
female.
The myth of metamorphosis is an artistic genre and informs much
of the work during this period.12 Metamorphosis13 (1983–1985) is a
ghostly self-portrait of face and raised hand, symbolizing peace, interleaved in a swirl of complex mathematical patterns. Myths and symbols are embedded in the collective consciousness of individuals and
culture. Freud, Jung, and Piaget reached essentially the same conclusion:
all the world’s great mythologies exist today in each of us, in me and
in you.14
Mythic-Rational Stage
A world of calculated reason incorporates myths as playfulness. Self-image
becomes less important and abstracted. Collaboration and understanding
the roles of others are essential to the work.15
Donna J. Cox
244
Figure 16.1
Donna Cox, Old Familiar Is-ness, 1998, cibachrome, 24 by 20 inches, SIGGRAPH 98 Art Show. A
collage of the artist’s earlier works that was inspired by a poem she wrote in 1998. Lower left: Colliding
Neutron Star. Center: Venus and Milo. Upper right: Venus in Time. Lower right: Agony & Ecstasy.
Starry background composited from colliding galaxies; earth-plane from Garbage.
Algorithmic Art, Scientific Visualization, and Tele-immersion
245
Methods: Collaboration, Scientific Visualization, Information
Design
In 1985, I went to the University of Illinois, Urbana–Champaign, as
assistant professor and began a long-term affiliation with the newly established National Center for Supercomputing Applications (NCSA). I developed some of NCSA’s first computer graphics software and began
working with scientists to visualize supercomputer data.
The process of collaboration contrasted with my former method of
working alone to create computer art. In 1987, I formulated the concept
of interdisciplinary Renaissance teams involving artists, scientists, and
technologists to solve problems in scientific visualization.16 This research
included collaborations with many disciplines including astrophysics, entomology, and mathematics to create methods, visualize data, design software interfaces, and produce graphical imagery and animations.17 These
projects and processes have been described in detail elsewhere.18
Collaboration with Kodak engineer Richard Ellson resulted in the
“glyph” technique to visualize multidimensional data.19 Glyphs are abstract graphical symbols that visually represent numerical data. This
research became some of the pioneering work in computer graphics information design for supercomputer and data visualization. Many of these
techniques have been imbedded in off-the-shelf software from NCSA and
published in textbooks.20
One of the most popular data visualizations from NCSA was developed
in collaboration with another NCSA research artist, Robert Patterson.
The Visualization Study of the NSFnet shows the enormous growth of the
national network and backbone. I sketched an initial backbone and client
network design on paper; then Patterson and I collected data from the
network and modeled, designed, and rendered the images and animations
using Wavefront Software.
The art of scientific visualization is a highly conceptual process that
requires more rational design methodology compared to the algorithmic
process described in the former magic-mythic stage. I became more involved with the software design, data organization, and image rendering
and less involved with hands-on software development. The magic of using the computer disappeared into the “black box” process, and “as you
program in ever higher-level languages, you know less and less precisely
Donna J. Cox
246
what you’ve told the computer to do!”21 While the magic was gone, the
mythic forms remained part of the collaborative content.
Content: Venus, Web of Life, Gaia
Working collaboratively with scientists revealed new visions, an enormous
web of life unfolding through the integration of art and science, where
bridges between disciplines are as important as the nodes. Interrelationships with others in the creative process were paramount to the research
here.
Scientific visualization is a very conceptual and rational process where
symbols represent real data. The visualization of the supercomputer simulations seemed more real than my individualist artwork. Yet, “real simulations” is an oxymoron and reflects key elements in postmodern thought:
simulation is the map that has become the territory,22 and such visuals
are icons of truth to the public.
We need a visible past, a visible continuum, a visible myth of origin
to reassure us about our ends, since ultimately we have never believed in
them.23
A myth offers the best of what it has when it ceases to dictate over
reason and is released into the realm of possibilities.24 Myths offered playful possibilities in a transformed context. Many of these cosmological simulations appeared to me and my colleagues as Rorschach impressions of
male and female forms. I often exhibited astrophysical images using alternate titles for the work. For example, I entitled an astrophysical jet Cosmic
Sperm,25 and Colliding Neutron Stars (figure 16.1, inset image in lower
left) appeared as Georgia O’Keefe female flowers and Judy Chicago feminist art.26 People seem to have a propensity to identify male and female
icons in these astrophysical forms.
There are potentially not only an infinite number of pathways in a
brain but also an infinite number of symbols. As was pointed out, new
concepts can always be formed from old ones, and one could argue that
the symbols that represent such new concepts are merely dormant symbols
in each individual, waiting to be awakened.27
Collaborative work with George Francis, mathematician, and Ray
Idazsak, computer programmer, resulted in the raw material needed to
build archetypal forms from mathematics. Venus on Glass 28 presents
Algorithmic Art, Scientific Visualization, and Tele-immersion
247
geometric surfaces as figurines displayed on marble pedestals under glass.
These activate into a protagonist character in the narrative, humorous
animation, Venus & Milo (see figure 16.1, center inset). The Venus
eats and burps chocolates in a synthetic postmodern art museum and
mathematically transforms while interacting with Milo, the museum
janitor.29
Scientific forms, animations, and mathematics provided new ways to
realize transformations. Venus in Time (see figure 16.1, upper right inset)
juxtaposes an ancient archetype to a postmodern supercomputer Venus.
This juxtaposition implies many levels of transformation and alludes to
change from representational form into abstraction. An individual hand
created the paleolithic Venus, while a collaborative team generated the
supercomputer postmodern Venus.
At (Art)n, artistic collaboration is the primary mode of working
and provides a collective synergism for invention. Ellen Sandor acts
as creative producer and director and organizes, coordinates, and participates with her creative team. Human Papilloma Virus 30 was created
in collaboration with Stephen Meyers and (Art)n, representing female
sexuality and issues surrounding cancer-causing HPV. Likewise, A Tribute to Sadie Elmo 31 relates to female breast cancer. (Art)n collaborations are some of the most important in the contemporary art world.
Such interdisciplinary collaboration potentiates important educational
directions.32
Many of the visual icons produced for science became extremely popular with the public and are well-documented in media.33 Visualization
Study of the NSFnet creates visual connection between the Internet and
the dendritic web of life. Likewise, Garbage 34 delivers an animated environmental public-service announcement; however, its visual message also
relates to Gaia35 and Mother Earth.36 The mythic-rational work incorporates rigorous techniques in scientific visualization as well as symbolic
forms that extend beyond rational thought.
Rational-Universal Stage
Global collaboration and complex interrelationships are paramount to the
creation of this networked and universal work. Other perspectives and
horizons open before the imagination.37
Donna J. Cox
248
Methods: Global Collaborations, Virtual Teams, Tele-immersion
From 1994 to 1996, I took sabbatical and leave of absence to be associate
producer for scientific visualization and art director for the NCSA/PIXAR
segment of the IMAX movie Cosmic Voyage, which premiered August
1996 at the Smithsonian Air and Space Museum in Washington, D.C.38
This movie is currently playing in IMAX and OMNIMAX theaters
around the world and was nominated for an Academy Award in the documentary short-subject category in 1997.
This movie shows an unprecedented fifteen minutes of IMAX computer graphics images. A world-renowned Smithsonian Science Advisory
Committee approved each scene. While I was involved in most scientific
visualization discussions, my primary responsibilities were to produce approximately five minutes of computer animation using scientific simulation data. To accomplish this task, I organized and coordinated a global
Renaissance team39 to create visualization sequences showing the formation of the early universe. This team included cosmologists, graphics
researchers, computer artists, and technical directors from PIXAR Animation Studio, NCSA, Santa Barbara Studios, San Diego Supercomputer
Center, and several major universities.
Frank Summers, of Princeton University, simulated galaxies forming
in the early universe using NCSA’s Power Challenge Array, requiring all
processors for six weeks. Chris Mihos and Lars Hernquist, of the University of California–Santa Cruz, simulated two spiral colliding galaxies (see
figure 16.1, upper background), using over 900 hours of C-90 Cray
supercomputing. We network transferred over 120 gigabytes of raw simulation data to NCSA, where it was stored and visualized.
Loren Carpenter, PIXAR senior research scientist, created a very fast
particle renderer.40 Erik Wesselak, NCSA, created software to interface
the raw data to the renderer, enabling Robert Patterson and me to control
aesthetic parameters for the images (including color, softness, and depth).
We created over 100 gigabytes of high-resolution (4028 by 3002 pixels)
images for IMAX film recording.
We designed the scenes while developing a virtual-reality choreographer. Robert Patterson, Marcus Thiébaux, and I cocreated Virtual DirectorTM and demonstrated the prototype at the SIGGRAPH ’94 VRoom
exhibition.41 Patterson and I conceived of and designed the Virtual Director, and Thiébaux designed and implemented the software.
Algorithmic Art, Scientific Visualization, and Tele-immersion
249
To choreograph scenes for Cosmic Voyage, Virtual Director was developed into a valuable voice- and gesture-driven virtual-reality system to
interactively navigate, record, edit, and play back three-dimensional camera paths through data in the CAVETM, a multiperson immersive 3D stereo display room.42 The galaxies appear suspended in the 3D stereo virtual
space. Patterson choreographed and I helped to design choreographies for
Cosmic Voyage. The virtual camera output coupled to the PIXAR renderer
to create digital images for the movie.
Virtual Director provides remote virtual collaboration and enables users to be represented as avatars43 and meet in virtual space via network
connection (figure 16.2). The user’s head and hand motions are magnetically tracked and conveyed as the motion of the avatar’s head and hand
in virtual space.
Stuart Levy, NCSA, works with Patterson and me to expand Virtual Director capabilities with other powerful software in the Grid.44
We have collaborated with Glen Wheless and Cathy Lascara at Old
Dominion University to integrate Cave5D45 with Virtual Director, resulting in Collaborative Virtual DirectorTM (CVD), which we use to remotely connect, visualize, navigate, and record interactive virtual
sessions.46 Multiple users can interact over large distances using a variety of devices and visualize a variety of data, including environmental
hydrology and atmospheric science. Using the vBNS network,47 we teleimmerse48 in a virtual space while each user sees identical data from his
or her personal point of view (see figure 16.2) and hears through digital
voice transfer.
Content: Grand Visions of the Cosmos
Global teleimmersion is the technological extension of basic human sensory experiences that can also expand mental imaginations. We project
representations of ourselves as incarnated, disembodied, archetypal, gendered symbols (avatars); we fly; we play; we exchange information; we
view environmental data as glyphic symbols in a virtual space; we cooperate.
Such virtual interaction and symbolic communication has profound
implications. Remote virtual collaborations across international networks
will transform information exchange among social systems. Evolution
Donna J. Cox
250
Figure 16.2
Donna Cox, Virtual Team Group Portrait, 1998. Image generated with collaborative software: Virtual
Director by Cox, Robert Patterson, Marcus Thiebaux, Stuart Levy; and Cave5D by Glen Wheless, Cathy
Lascara. Many users, represented as avatars, remotely collaborate across the United States and meet
in virtual space. Each user can independently navigate and view identical data while sharing the virtual
camera, television, and other information. Available at 〈virdir.ncsa.uiuc.edu/virdir.html〉.
Algorithmic Art, Scientific Visualization, and Tele-immersion
251
does not always take the form of unrelenting competition; cooperation on
the global scale is how life organizes and advances.
The view of evolution as a chronic bloody competition among individuals and species, a popular distortion of Darwin’s notion of ‘‘survival of
the fittest,” dissolves before a new view of continual cooperation, strong
interaction, and mutual dependence among life forms. Life did not take
over the globe by combat but by networking.49
Cosmic Voyage is a story of the relative scale of evolving structures from
the microcosm to the macrocosm; it provides visual imagery to demonstrate how humans fit into the grand scale of the universe. We collapse
billions years into a few minutes, warping time and scale to provide a
vision of creation. The births of galaxies provide powerful visual stories
about the beginning of the cosmos and can change how people think
about scale, time, and the universe. To “hold infinity in the palm of your
hand, and eternity in an hour”50 is possible when using computer graphics,
and yet such visualizations have the capacity to transform human thought
and consciousness.51
CONCLUSION: CONSCIOUSNESS, FINAL FRONTIERS
Advancing stages of consciousness imply an arrow of time, a movement forward. Yet quantum physicists do not view linear time as an unchangeable law of the universe.52 Time is constructed from human perception. In a nutshell, the quantum paradox derives from the fact that the
fundamental equation in quantum mechanics is symmetrical in time;
hence it is our measurements, our interventions that give direction to
time.53
Extrapolating from this paradox, consciousness might also be viewed
as an active participant that affects probabilities in the slices of space-time
from the material universe.54
Great speculations about quantum theory and the evolution of consciousness have little to do with what we can actually demonstrate in our
daily lives—or possibly understand. Limitative theorems of mathematics
and computation suggest that a high-level view of a system may, in fact,
not be defined or explained from a low-level view. Our brains may preclude the complete understanding of ourselves and developments of consciousness on the grand scale of the universe.55
Donna J. Cox
252
Consciousness evolves, children grow, the adult matures, society
changes, and technology marches onward. Birthing and dying are equal
partners in these evolutionary processes.56 A recent poem relates personal
experience to issues of space, time, consciousness, and the cyclic nature
of existence. Figure 16.1 is informed by this poem.
Excerpt from Than This
Oh, sly, rhythmic awareness
beating all your drums.
Undulating fingers nod,
surfing eternal roles,
Then disappearing helical threads,
Retracting those heartfelt souls.
Old friend, daughter, mother,
old acquaintance, brother, lover,
. . . All siblings in-kind.
Old familiar is-ness,
You’ve been everything to me:
Anchors of laughing candles,
Intermingling crests of regret,
Revealing memories unborn,
Confessing tearful forgiveness.
We’ve so-journed, so-long together,
arriving again and again,
Beyond all appearances of
evolving atomic finesse,
Discovering no slice is better to claim,
No-thing . . . No-time . . . Than This.57
NOTES
1.
Ken Wilber, Sex, Ecology, Spirituality (Boston: Shambala, 1995) (Wilber extends Pia-
get’s cognitive theory and contends that the adult advances to a new conscious awareness
that is more global, less egocentric); Pierre Teilhard de Chardin, The Phenomenon of Man
(New York: Harper Torchbooks, 1956).
Algorithmic Art, Scientific Visualization, and Tele-immersion
253
2.
Wilber, Sex, Ecology, Spirituality, 165, 185.
3.
I wrote software in C programming language, working in a scientific environment.
4.
Donna Cox, “Interactive Computer-Assisted RGB Editor (ICARE),” Proceedings of
the Seventh Annual Small Computers in the Arts Symposium, 9–11 October (Philadelphia:
SCAN, 1987), 40–45; Cox, “Using a Supercomputer to Visualize Higher Dimensions:
An Artist’s Contribution to Science,” Leonardo, 21, no. 3 (1988): 235–236.
5.
I coined the term compulage in 1983 to describe the process of reconstructing a ma-
trix of enlarged digital sections from the computer image and reassembling the sections
to create a large-scale installation. I explored printing on various archival papers and
cloth.
6.
Brian Reffin Smith, Soft Computing (Wokingham, England: Addison-Wesley, 1984),
72; Frank Popper, Art of the Electronic Age (New York: Abrams, 1993), 86, 102, 121.
7.
Barbara G. Walker, The Woman’s Dictionary of Symbols and Sacred Objects (San Fran-
cisco: Harper, 1988), 245, 371.
8.
Riane Eisler, The Chalice and the Blade (San Francisco: Harper & Row, 1987); Elea-
nor W. Gadon, The Once and Future Goddess (San Francisco: Harper, 1989), 146, 149–
150, 228, 257, 285, 341.
9.
Naomi Wolf, The Beauty Myth (New York: Anchor Books, 1991), 184–185 (women’s
apparent obsession with beauty is a reflection of the pressures of culture); Hilde Bruch,
Eating Disorders (New York: Basic Books, 1973) (degraded body image correlates to eating
disorders in well-documented medical studies); Susie Orbach, Fat Is a Feminist Issue (New
York: Berkeley, 1978).
10. Gadon, The Once and Future Goddess, 294; Mary Kelly, “Re-viewing Modernist Criticism,” Art after Modernism, ed. Brian Wallis (New York: New Museum of Contemporary
Art, with Godine, Inc., 1984), 98.
11. Vivian Gornick and Barbara Moran, eds., Woman in Sexist Society (New York: New
American Library, 1971).
12. Donna Cox, “Caricature, Readymades, and Metamorphosis: Visual Mathematics in
the Context of Art,” in The Visual Mind, ed. Michele Emmer (Cambridge: MIT Press,
Donna J. Cox
254
1993), ch. 15; Cox, “The Tao of Postmodernism: Computer Art, Scientific Visualization, and Other Paradoxes,” Leonardo (Suppl. issue, ACM SIGGRAPH ’89) ( July 1989):
7–12.
13. Metamorphosis is one of a series and a compulage. Androgynous and cross-cultural
symbols are transformed into self-image.
14. Wilber, Sex, Ecology, Spirituality, 220.
15. Ibid., 224.
16. A Renaissance team was first defined in Cox, “Using a Supercomputer,” as collaboration among small groups of artists, technologists, and scientists.
17. Ivars Peterson, “Twists of Space,” Science News (24 October 1987); cover, 259, 264–
266; Margaret Neal, “More Than Science, More Than Art,” IEEE Computer Graphics
and Applications (November 1988): 3–5; Donna Cox, “Collaborations in Art/Science:
Renaissance Teams,” Journal of Biocommunications 18, no. 2 (1991).
18. Cox, “Using a Supercomputer”; D. W. Onstad, J. V. Maddox, D. J. Cox, E. A.
Kornkven, “Spatial and Temporal Dynamics of Animals and the Host-Density Threshold
in Epizootiology,” Journal of Invertebrate Pathology ( January 1990).
19. Richard Ellson and Donna Cox, “Visualization of Injection Molding,” Journal of the
Society for Computer Simulation (November 1988): 184–188.
20. Peter Keller and Mary Keller, Visual Cues: Practical Data Visualization (Los Alamitos,
CA: IEEE Society Press, Manning Publications, 1993), colored illustrations and text by
Cox, 51, fig. 1-9; 58, fig. 2-7; 61, fig. 2-10; 147, fig. 11-1.
21. Douglas R. Hofstadter, Gödel, Escher, Bach (New York: Vintage Books, 1979), 306.
22. Cox, “The Tao of Postmodernism.”
23. Jean Baudrillard, “The Precession of Simulacra,” Art after Modernism, ed. Brian
Wallis (New York: New Museum of Contemporary Art, with Godine, Inc., 1984),
253–281.
24. Wilber, Sex, Ecology, Spirituality, 239.
Algorithmic Art, Scientific Visualization, and Tele-immersion
255
25. Astrophysical Jet series (1986–1987) was created in collaboration with Michael Norman. See Cox, “Using a Supercomputer.” This animation was shown at the SIGGRAPH
’87 Film and Video Show. Presentations as Cosmic Sperm were made at the Simulations/
Dissimulations: A Symposium, Art Institute of Chicago, Chicago, IL, 5–7 November
1987. Presentations included Jean Baudrillard, Michel Segard, Joan Truckenbrod, Ed
Emshwiller. CRASH (Computer-Assisted Hardcopy), was presented 23 October to 23 November 1988 at the Wright Museum of Art in Beloit, Wisconsin.
26. Gadon, The Once and Future Goddess, 320–321. The Neutron Star series (1986–
1987) was often interpreted as flowers by viewers and reiterates the forms of vessels, vulva,
and female morphology.
27. Hofstadter, Gödel, Escher, Bach, 384.
28. Fred Ward, “Images for the Computer Age,” National Geographic 175, 6 ( June
1989): 719–751 (Cox quote, 750; Venus, 721, 739).
29. Cox, “Interdisciplinary Collaboration Case Study in Computer Graphics Education:
Venus & Milo,” ACM SIGGRAPH Computer Graphics 25, no. 3 ( July 1991): 185–190.
Venus and Milo won first place in the art and entertainment category at Nicograph, 1990.
30. (Art)n is available at 〈http://www.artn.com〉. Human Papilloma Virus was originally created by Cox and Stephen Meyers and later made into a PHSCologram.
The Politics of Pleasure/The Nineties: A Tribute to Robert Mapplethorpe (1990) incorporated the third edition of the Human Papilloma Virus PHSCologram into a computer
sculpture.
31. Donna Cox, Tribute to Sadie Elmo, 1988, original computer image, PHSCologram
made in collaboration with Ellen Sandor, Dan Sandin, Ray Idaszak, and George Francis.
This image tributes my grandmother and all who have died with breast cancer.
32. Cox, “Scientific Visualization Collaborating to Predict the Future,” Computing and
Communications in Colleges and Universities EDUCOM Review 25, no. 4 (Winter 1990):
38–42. Based on Cox’s keynote to EDUCOM ’90, October 14–17, Atlanta, Georgia
(keynotes also by Jimmy Carter and Steven Jobs).
33. Judith Turner, “An Artist Whose Work Reflects and Extends the Most Dominant
Forces in Our Culture,” Chronicle of Higher Education, 11 October 1990, B5–B7; “Backbone Bore Brunt of Internet Traffic,” R&D (August 1996): 25.
Donna J. Cox
256
34. Cox et al., Garbage (1991), computer graphics PSA that shows proliferating garbage,
houses, and cities and warns people to recycle; appeared at SIGGRAPH ’91 and on broadcast television.
35. Lynn Margulis and Dorion Sagan, Microcosmos: Four Billion Years of Evolution from
Our Microbial Ancestors (New York: Touchstone, 1991), 265 (Gaia is the superorganism
system of all life on earth); Rick Fields, with Peggy Taylor, Rex Weyler, and Rick Ingrasci,
Chop Wood Carry Water (New York: Putnam’s Sons, 1984), 230.
36. Gadon, The Once and Future Goddess, 228–232.
37. Wilber, Sex, Ecology, Spirituality, 174.
38. “Cosmic Voyage, a science educational film, was funded by Smithsonian Institute and
Motorola Foundation and produced by Cosmic Voyage Inc. I was involved from the fundraising stages to final production. Mel Slater, vice president, Motorola, was a champion
for the film. IMAX film contains ten times the emulsion area of standard 35 millimeter
film. See also Sara Latta, 〈http://141.142.3.131/Pubs/access/96.2/Cosmic.html〉;
39. A Global Renaissance team is a much larger and more remotely located group than
a Renaissance team. See Cox, “Using a Supercomputer.”
40. PIXAR eventually packaged Star Renderer into StarManTM.
41. In 1992, Robert Patterson and I conceived of the Virtual Director, and a very early
version was created using a Fakespace Boom. Marcus Thiébaux, an EVL student, joined
our team in 1993.
42. Tom DeFanti and Dan Sandin, UIC, developed the Cave Automated Virtual Environment (CAVE),TM a multiperson, room-sized, high-resolution 3D video and audio environment. Real-time computer graphics are rear-screen projected in stereo onto three walls
and floor. An operator wears a head-tracking device, and participants wear stereo glasses
to view images in 3D. The operator contols applications with a hand-held tracking device
called the wand.
43. The term avatar evolved from Indian mythology and describes the symbol of an
agent in virtual-reality space. Figure 16.2 shows customized avatars in Virtual Director.
44. The NCSA organized a National Computational Science Alliance to prototype a
national technology grid.
Algorithmic Art, Scientific Visualization, and Tele-immersion
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45. Cave5D is a configurable virtual-reality application framework that was developed
by Alliance principal investigators Wheless, Lascara, and Bill Hibbard, University of
Wisconsin–Madison. See also 〈http://www.ccpo.odu.edu〉.
46. Available at 〈http://www.ncsa.uiuc.edu/VR/grants/virdir〉. Figure 16.2 collaboration
was demonstrated at Internet2 in Washington, D.C., April 1998, and at SC 98, November
1998.
47. Very broadband network system (vBNS), 620 mbit. See 〈http://www.vbns.net〉.
48. Available at 〈http://www.evl.uic.edu/spiff/cavernsoft〉; Mike Goslin and Jacquelyn
Ford Morie, “Virtopia: Emotional Experiences in Virtual Environments,” Leonardo 29,
no. 2 (1996): 95–100; Roy Ascott, “On Networking,” Leonardo 21, no. 3 (1988): 231;
William R. Sherman and Alan B. Craig, Working with Virtual Reality (San Francisco:
Kaufmann, 1999).
49. Margulis and Sagan, Microcosmos, 17.
50. William Blake, “Auguries of Innocence,” Blake: Complete Writings (Oxford: Oxford
University Press, 1972), 431.
51. Michael Murphy, The Future of the Body (New York: Putnam’s, 1991).
52. Darryl Reanney, After Death: A New Future for Human Consciousness (New
York: Avon Books, 1991), 19–48; Danah Zohar, The Quantum Self Human Nature
and Consciousness Defined by the New Physics (New York: Morrow, 1990), 30, 34, 37–
39.
53. Ilya Prigogine, “Science, Reason and Passion,” Leonardo 29, no. 1 (1996): 42.
54. Reanney, After Death, 26.
55. Hofstadter, Gödel, Escher, Bach, 696–698. Hofstadter suggests that death is perhaps
the greatest contradiction of all, according to Godel’s theorem, which implies that it is
totally impossible for humans to comprehend what it is like to “be no more.” Since we
hold all that we know in our mental descriptions of who we are, it is impossible for our
self-model to understand nonexistence.
56. Freeman Dyson, Infinite in All Directions (New York: Harper & Row, 1989), 294.
Donna J. Cox
258
57. Excerpt from Cox, “Than This” (1998). This poem was written in Oklahoma after
my mother was diagnosed with cancer. An excerpt was printed in the SIGGRAPH Electronic Art and Animation Catalog (Orlando: SIGGRAPH, 1998), which documented the
SIGGRAPH ’98 art show, July 19–24, 1998, where Venus in Time and Familiar Is-ness
were also exhibited.
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17
My Autobiographical Media
History: Metaphors of
Interaction, Communication, and
Body Using Electronic Media
Agnes Hegedüs
As young people (no matter in which creative field one is active), we start
with an almost empty page about ourselves. As time goes on and different
activities define themselves through our interests, it becomes clear that
the initially seemingly endless potentialities of creative expression are a
utopian illusion and that we become focused on a few personal ideas and
obsessions that we repeatedly address in various forms. This is what becomes identified as our “style” and also constitutes a particular expertise.
After fourteen years of creative work, ten of which were with electronic
media, I recognize this emerging pattern of recurrent thoughts and their
variations in my own work. While I often resisted the idea of the artist
working with the same medium on reiterating themes and motives, my
work has shown me how the concentric orbits of certain ideas come to
define a field of interest and activity. In this process, the personally perceived imperfections of each consecutive creation propels the maker to
try it again and again to find a way to better express a strangely coded
singular message that preoccupies her mind.
A personal obsession with completeness and wanting to encompass
everything led me on a journey through many different media. I first
received my diploma as a ceramist. In the art school where I was enrolled
(the Hungarian Applied Art Academy), I then had the opportunity to
work with photography and graphic design. But my activities in these
fields were forms of experimental work that were somehow problematic
in those proscribed academic circumstances, and I was ready for a change.
In 1987, one of life’s chance events gave me the opportunity to begin to
work with video at that same institution. I was among the privileged few
who were accepted as students in the first media department to be
established at an art education institution in Hungary. Following this, I
was able to study abroad—first in Holland (AKI Art Academy, Enschede)
and then in Germany (Städelschule Institute für Neue Medien, Frankfurt)—at more advanced and better-equipped media art institutions, thus
opening an opportunity for me to begin to work with computer-assisted
media.
As I try to understand the hidden logic of my development in those
years, it seems to be a creative ambition to embody, with various media,
the notion of a synesthetic gesamtkunstwerk. To begin to understand and
creatively use the synaesthetic qualities of audiovisual media was a personal breakthrough for me. The fact that I could thereby begin to use
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261
the widest range of my creative abilities was also felt to be a way of breaking out of gender limits set by the art establishment. The frustrating sense
of being caught in ghettos of artistic sensibility that I previously experienced as a ceramist, photographer, designer, and video artist was liberated
in the practice of media art, through its particular (especially cooperative)
modalities of production and its (especially interactive) modalities of reception by the general public.
METAPHORS OF COMMUNICATION
The original dice were the spinal bones of sacrificial animals that were
used for prophesying.1 Communication via computers embodies a basic
strategy of encoding complex information into simple rules and operations. This process of abstraction was not unfamiliar to human thinking
in the past and is evident, for instance, in the modality of various ancient
games, which also encoded layers of information within the protocol of
simple rules.
The essential random element in games allowed the machinations of
a divine manifestation to enter into play with the players. That game was
considered a microcosmic reflection of the macrocosmic game—that is,
God’s play with man. The element of competition in games allows the
manifestation of divine providence. Two main categories of games can
be distinguished from the point of view of necessary skills. One category
offers a playground of numeric randomness that develops either linearly
(such as board games played with dice) or in cycles (such as roulette)
without making much demand on the players’ intellectual abilities. The
other category is games that have complex spatial or structural information
(such as chess). Such games cultivate the player’s ability to grasp and exploit their underlying patterns.2
My interactive installation The Fruit Machine 3 constitutes a significantly different category of gaming (and aesthetic experience). Its aims to
configure a social dimension for the new digitally visual spaces of communication. A game of luck becomes a game of skill at remotely cooperatively
manipulating virtual objects in represented space. While most collective
games are competitive, The Fruit Machine differentiates itself by sublimating both the competitiveness and the winning. The Fruit Machine also
carries an element of those games based on structured arrangements, but
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instead of an abstracted two-dimensional intellectual structure, it embodies its visual components in a fully articulated three-dimensional Cartesian
space.
The basic intention of The Fruit Machine was to create an aesthetic
work whose modality of interactivity resembles the video game but whose
visual characteristics have more to do with Arcimboldo than Nintendo.
The iconography of The Fruit Machine is a geometrical form that is divided into three parts that can be separately manipulated in the pictorial
space by three separate spectators using three axis joysticks to control these
objects’ movements. The half-octagonal surface carries texture-mapped
rows of fruit, evoking the well-known gambling machines. As in any
game, there is a defined task, a goal to strive for, and of course a reward
for success. The task here is for the three users to coordinate and control
the movement of the three image elements. The goal is to bring them
together so that the rows of fruit are joined correctly, and success is rewarded with an exuberant shower of virtual coins. Contrary to its ancestry,
this new fruit machine is not a game of chance but a game of skillful
coordination and cooperation between the three players.
My later installation The Televirtual Fruit Machine4 (figure 17.1) is
based on the functionality and visual iconography of The Fruit Machine
but is modified with respect to a new situation where there are two geographically separated installations (such as Karlsruhe and Tokyo at its
premier) that are telematically connected. The two dislocated or relocated
players now embody the coordinated and cooperative aspects of the original work in a cyberspace of telepresent interactions.
Replacing the three semi-octagonal wheels, The Televirtual Fruit Machine has a spherical form that is divided into two parts that can each be
manipulated in the televirtual space by the two remote operators using the
three-axis joysticks. The outer surface of these shapes again carry images of
fruit, but additionally a map of the world covers the inside surfaces. Joining the two halves joins both the fruit and the world, signaling a successful
aesthetic and physical connection between the distant players, which is
further confirmed when the rewarding shower of virtual coins appears in
the local currency of each location. An ISDN link between the two installation sites enables a real-time videophone connection so that the remotely
located players can both see and talk to each other while maneuvering
the virtual objects in cyberspace.
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263
Figure 17.1
Agnes Hegedüs, The Televirtual Fruit Machine, 1993, interactive telecommunication installation connecting the ZKM Karlsruhe and the ICC, Tokyo. Software by Gideon May.
Figure 17.2
Agnes Hegedüs, Handsight, 1991–1993, interactive computer graphic installation. Software by Gideon
May.
Agnes Hegedüs
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These components—the interlocking spheres, the fruity imagery, the
physicality of the interactivity, and the communicational infrastructures—together evoke a particularly sensual dimension in this work. Margaret Morse describes the “cooperation with a skilled player as an almost
erotic pleasure . . . playful choreography takes on a seductive pattern of
approach and avoidance by anticipating the partner’s moves.”5
METAPHORS OF THE BODY
The hand has always been an elementary mediator between thought and
action. And this is increasingly so in our technological era, where merely
fingers on a keyboard can release enormous forces. The interactive interface design in my work reflects my fascination with the hand, for its gestural efficacy in a symbolic context, for its power to mediate between the
body and machines, and for the sense of control and assurance it gives
us in our handling of our surroundings. And hands become especially
significant in our handling of the immaterial situations released by the
new technologies of simulation. Here they are both the pragmatic and
symbolic point of contact between our bodies and what is incorporeal.
In the tactility of their actions, no matter how slight, our body maintains
a physical context of experience and understanding.
Handsight 6 (figure 17.2) and Between the Words 7 are interactive installations where I have attempted to articulate this delicate relationship between the body and the virtual by means of a carefully considered aesthetic
and conceptual strategy directed at the functionality and signification of
the viewer’s hands.
Handsight is constituted by a circular projection screen, a hand-held
interface that has the form of an eyeball, and a transparent sphere with
a hole into which the viewer can insert this interface and move it around
inside. Holding the interface outside, the transparent sphere is represented
as a virtual eye on the projection screen. When entering the sphere, the
viewer enters this virtual eye through its iris and sees an image tableau,
which is located within its virtual interior. Moving the interface within
the transparent sphere, the viewer is able to explore all the features of this
virtual image tableau from every point of view.
The intention of this work is to emphasize those salient aspects of
virtuality such as telepresence and the reembodiment of the senses. It
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265
creates a transverse relation between the real and the virtual by correlating
a physical object with its virtual representation. In Handsight, the interface
becomes a symbolic object of perception. It takes two primary senses—
sight and touch—and conjoins these two in a synaesthetic manner. The
eye-shaped interface enables the viewer to locate himself as a virtual presence inside a virtual world. At the same time, this hand-held eye maintains
the physical presence of the viewer within the transparent sphere that
soberly circumscribes the boundary of that virtual space. This consolidation of the body and virtuality is further emphasized in the concentric
layers of identification between the computer-generated eye, the handheld model eye, and of course the actual eyes of the viewer. Unlike the
journeys of Alice in Wonderland, who had to change her size to accommodate to the worlds that she entered, here the travel in a virtual world
becomes an effortless journey by means of a simultaneous displacement
of the viewer’s body in both the physical and virtual dimensions.
Whereas Handsight makes a synaesthetic correlation between the hand
and the eye, Between the Words makes the hands themselves the subject
of such a correlation between the tactile and the visual. Between the Words
constitutes a specific modality of communication between two persons
where facial expression and hand gestures are its essential agencies. Two
people face each other through an opening in a wall, where an optical
system of semitransparent mirrors allows computer-generated virtual
hands to appear in the space between them. On each side of the wall,
there are holes where the viewers put their hands to manipulate multiaxis
joysticks, which control these two pairs of virtual hands. Thus the viewer’s
real hands disappear within a technological system that then re-presents
them in a virtual space. The merely functional directional movements of
the viewers’ handling of the joysticks translate into a peripatetic selection
from a large vocabulary of prescribed hand gestures, which are contained
in the work. As these virtual hands are interactively moved, there is also
an algorithmic metamorphosis of the lines that constitute each hand, creating an interplay of abstract transitions between each gesture.
In the disembodied domain of televirtual networking, the fabrication
of surrogate body languages is a cardinal endeavor. In the virtual, we are
the instigators of communication but also the spectators of other elaborate
communicational processes that express the singularities of the hardware
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and software morphologies that we have created. Between the Words substantiates these two levels of conversation, the direct and the mediated,
and allows two viewers to engage in an improvised visual communication
with each other via a metalanguage of gestural permutations. Distant from
each other and yet face to face, these people interactively manipulate their
surrogate virtual hands that are at the same time vitalized by their algorithmic aesthetics.
METAPHORS OF KNOWLEDGE, KNOWLEDGE SPACES
Digital technology produces technical apparatuses that deal with information in an atomic and fragmented state. These physical properties deeply
influenced our conceptual and philosophical approaches to the world of
information. We are given a new kind of freedom to use meanings disengaged from their original context and place them into other constructions.
I am fascinated by the tension between cultural heritage and these discontinuities created by the new technologies. Each of my artworks has a symbolic significance in that they locate an emotional and intellectual
moment in a personal history, which is then objectified.
Handsight is a form of “memory theater” of these symbolic objects
from my past works. These are interwoven in the virtual space with another range of symbolic objects—those votive signs found in the traditional Hungarian “patience jars.” Thus emerges an experience that belongs
neither to myself nor to the past but becomes an autonomous (interactive)
event in the present.
This somewhat eclectic convergence of manifold iconography is especially evident in the installation I have made for the ZKM Media Museum
in Karlsruhe, the Memory Theater VR.8 Conceived as a “memory theater”
of pioneering virtual-reality technologies, conjoined to current artistic VR
practice, and contextualized by a cultural history of relevant precedents,
a didactic intention is amalgamated into a careful aesthetic construction.
As if it were as grand objet trouvé, this work is almost wholly constituted
by all of its quotations, and from the outset one can recognize the maternity of Handsight and the paternity of Jeffrey Shaw’s Virtual Museum9 in
its basic configuration. A description of this can best begin by identifying
its three separate yet closely interconnected spatial morphologies:
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267
THE REAL ENVIRONMENT
The installation is built symmetrically around (and incorporates) two
columns in the ZKM Media Museum. The external aspect is a 9-meter
diameter cylindrical wall built up from rectangular panels that are as
similar in appearance to theater flats—exposed wooden frames and
hinged support struts on the outside and flat wooden surfaces on
the inside. The entrance is an opening in this cylinder, above which
(like an old cinema) there are neon and illuminated signs announcing the identity of the space Memory Theater and the title of the work
VR.
The interior surface of this cylinder is painted in a rough theater style
showing black and white images derived from well-known works of expressionist cinema (such as The Cabinet of Dr. Caligari ), with an iconographical emphasis on shadowy staircases.
Inside, opposite the entrance, there is a large white smoothly curved
projection screen attached to the wall. The cylinder has no ceiling, so the
viewer is confronted with the actual museum ceiling from which two
structural columns on either side come down to the floor. In the far center
of the room, between the screen and the columns, there is a white pedestal.
In the near center of the room, between this pedestal and the entrance,
the user interface assembly is positioned.
THE SURROGATE ENVIRONMENT
The user interface assembly is constituted by a fully detailed transparent
Plexiglas scale model of the real installation space—its framed cylindrical
wall, projection screen, and white pedestal.
The interface is a hand-held device contoured around a photographic
image of that often published NASA picture of a woman wearing a headmounted display, her hair blowing in the “virtual” wind, and her outstretched “data-gloved” hand pointing into the virtual world. This device
contains a 3D position tracking system,10 allowing the viewer to use it to
explore the interior (and exterior) space of the Plexiglas model, which, in
turn (like a virtual camera), also controls the synchronous exploration of
the computer-generated virtual environments that are projected onto the
large screen in the real installation space.
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THE VIRTUAL ENVIRONMENT
This is the space that is computer-graphics generated and projected onto
the screen within the installation. The viewer is able to interactively navigate this space using the interface device.
The virtual space reproduces the architectural form and appearance of
actual installation (and consequently of the interface assembly as well). It
is a circular environment showing the two columns, the pedestal and the
projection screen, all optically presented at one-to-one scale in relation to
the real space. Looking upward in this virtual space, one also sees a full-scale
representation of the real Media Museum ceiling that covers the installation.
Only the interface assembly itself is left out of this overall simulation.
Using the interface device in relation to the Plexiglas model, the viewer
has the following methods of navigating the virtual spaces. First, by moving the device within the Plexiglas cylinder, the viewer can explore the
interior of a virtual environment. Second, by lifting the interface above
the model, the viewer is offered a “menu” that allows the choice of four
different virtual environments. Third, moving the interface around the
exterior of the model, the viewer is shown a dematerialized wire-frame
representation of the circular wall.
The specific design of this work allows the viewer to explore four different virtual worlds within the boundary of the one physical model of the
space. When the viewer holds the interface above the model, its virtually
represented ceiling is seen to be divided into the four segments of a compass—north, south, east, and west. Moving the interface figure down into
the model through one or other of these four segments (“directions”) will
constitute a choice of one of the four different virtual worlds. At any time,
the viewer can shift to another virtual world by moving the interface up
out of the model and then choosing another direction to enter down
through.
The installation offers many levels of correlation between the virtual
spaces and the actual space that contains them. Specific and significant
components of the real situation—the cylindrical enclosure, the columns,
the ceiling, the pedestal, and the projection screen—are iterated in the
virtual situation and given specific functionality there. The empty pedestal
in the real room has different virtual objects put on it in each of the four
virtual environments. The projection screen in the real room is used to
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visualize the virtual scenes—but within those scenes that screen becomes
a film projection screen. The installation’s cylindrical painted interior enclosure becomes the surface for various other images. And the columns
and ceiling always remain intact to reaffirm this correlation despite the
differences.
The four virtual worlds together constitute an idiosyncratic history and
“cosmography” of virtual reality. They identify aspects of the broad range
of VR strategies such as representation, reconstruction, replay, and reembodiment and put the (now almost mythical or for others fatuous)
existential ambitions of VR into a broader context. The following descriptions of the south and east environments give an introduction to the content design of these four worlds:
•
•
South Here the virtual environment is a virtual museum of early VR
technologies. On the virtual projection screen, there is a movie showing Jim Clark (founder of Silicon Graphics) using Ivan Sutherland’s
head-mounted display (HMD). On the pedestal, there is a 3D model
of the logo of the first Internet browser by Mark Andreesen. The circular wall is textured with the typical scenery used in a military flight
simulator. The interior space is occupied by a reproduction of the
Scott Fisher team’s 3D wire-frame model of their lab at the National
Aeronautics and Space Administration, which was made to be seen via
their head-mounted display. The original wire-frame representation of
their “data glove” (sequentially gesticulating) also follows the viewer’s
point of view. On the walls of this NASA lab, there are three wireframed “pictures”—Mark Bolas’s 3D deconstruction of a Mondrian
painting, a photograph of Morton Heilig’s Sensorama, and a morphed
animation of Scott Fisher using his HMD and data gloves. Three large
3D signs—A, 2, Z, taken from Jeffrey Shaw’s Virtual Museum—also
bounce randomly about inside this wire-frame room.
East A place of imagination and fantasy. The ultrawide-angle and
paradoxical optical arrangements used in the visualization of this environment evokes the child’s-eye view of Tamas Waltzky’s The Garden.
On the virtual projection screen, there is the mirror passage sequence
from Jean Cocteau’s film Orpheus. On the pedestal, a golden piggy
bank spews coins from the slit in its back when you approach it—a
reference to my Fruit Machine and Jeffrey Shaw’s Golden Calf. On
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one half of the circular wall, there are drawings by kindergarten children, on the other half drawings by Antonin Artaud—interspersed
with pinned illustrations from Alice in Wonderland. The floor is textured with a photo of various children’s toys. Some components are
modeled in 3D, such as a tiny frog (prince), which grows very large
when the viewer gets close to it, as well as a rotating gyroscope (with
its shadow), taken from my video work Ise d’oil.11 There is a child’s
bed in which an image from Paul Sermon’s Telematic Dreaming is
mapped onto the sheets. The Tin Man from The Wizard of Oz is
standing over the bed. Behind him a large animated block puzzle fits
together images from fantasy comics and science fiction films (such
as The Invisible Man and The Golem).
Knowledge spaces are embodied spaces. conFIGURING the CAVE,12
made for ICC Tokyo, is an aesthetic and conceptual discourse on the
theme of the lost and regained conjunction of body and space. The work
takes as its starting point the historical perception of the harmony between macrocosm and microcosm and reconstitutes this equivalence in a
technologically conditioned form, which reflects the dialectics of our contemporary perception of our location in the world. Algorithmic and
representative imagery, supported by an evocative electronic musical
score, create an open narrative structure that can be interactively configured and individually interpreted by each viewer.
At the center of the physical CAVE 13 is a wooden puppet, which is
used by the viewers as an interface to control various transformations in
the audiovisual space. Visitors are invited to play with this puppet, freely
moving its body and limbs and head and in so doing modulating and
exploring each of seven singular virtual worlds. The visitor can move from
one world to the next by first covering and then uncovering the puppet’s
“eyes” with the puppet’s hands. In each world, the interactive functionality of the puppet is differentiated, and the visitor gradually discovers the
various ways that the images and the music react to the handling of its
body. The following description of five of the seven worlds introduces to
the specific forms and functionality of this work:
•
World 1 MATERIAL Constellations of geometric forms move about
in a complex yet organic symmetry. Starting in the distance, the action
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271
•
•
•
•
of the puppet causes them to come closer and enter the CAVE space.
Some of these shapes carry fisheye photographs on their surfaces—
pictures of a tearoom, the foyer of the Tokyo Opera City building,
and the homes of the homeless in Sinjuku station. At the center of
this organic constellation, a long wooden rod moves dramatically in
and out of the CAVE space, sometimes saturating it with its interior
colors.
World 2 LANGUAGE Layered walls of changing texts, alphabetic
characters, and hieroglyphics constitute the impression of a universal
matrix of languages and information. On the CAVE floor, there is a
representation of an ancient Chinese rubbing stone carved with text.
This all is set against the background of an ancient Hebrew astrological
map. All movements of the puppet’s body and limbs dynamically shifts
these text walls about in the CAVE space. Tilting the puppet upside
down suddenly creates a vortex of alphabetic signs around its head.
World 3 MACROCOSM Representations of the five Platonic geometric solids continuously move from the distance into the CAVE
space. Movement of the puppet’s limbs interactively deforms their
symmetry. These geometric shapes are set in a visual space of three
rotating concentric spheres. The first is the eminent surrealist map of
the world, the second is a satellite picture of earth where the continents
have been transformed into clouds, and the third, in the far distance,
is a traditional astrological map of the heavenly bodies.
World 5 UNION Two undulating image planes constitute this space:
one is a satellite relief photograph of the Hiroshima geographic area,
the other is a daguerreotype of two naked women. Tilting the puppet
from vertical to horizontal causes the image of the two women to
move downward and upward. Evoking some ancient creation myth,
they merge in one extreme with the earth’s topography, and in the
other they become the firmament. When above ground level, this image of the women can be sensually distorted by movements of each
of the puppet’s limbs.
World 6 PERSON In a fiery space like an alchemical inferno, a mirror image of the wooden puppet stands in the CAVE, casting shadows
on the walls and floor. The reflected and shadow puppets echo movements of the real puppet. Seven objects dance in the fire without ever
being consumed—a candelabra, a compass, a camera, a gyroscope, a
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child’s wagon, a blue sponge, and a cube on whose sides there are six
symbolic representations of the human figure. When the puppet’s
limbs are folded, all these objects (except the sponge) converge with
the mirrored puppet’s body.
PRIVATE SPACES
Things Spoken14 is my first work for CD-ROM. It reflects a desire to turn
within myself and give form to an idiosyncratic interior world of freely
signified objects. Instead of internalizing external phenomena and trying
to locate myself in those tenuous spaces, in this work I set out to externalize the feelings and narratives I have extracted from my environment.
In this way, I erect a virtual projection of myself, insofar as such a fragmentary assembly of things that I have deeply drawn unto myself can
construe me.
Most people collect objects during their lives: these can be gifts, souvenirs, mementos, personal artifacts, and found things. Their significance
for their collectors are usually contextual and personal: other people can
only suspect what meanings are attached to them by the owners. Things
Spoken presents a selection of objects that I have collected and that have
been put together so that the viewer can make an interactive exploration
of both their singularities and their possible (inter)relationships.
Fifty objects are displayed. Each has been digitized on a flatbed scanner,
whose consequent transformation of the original objects is a form of
aesthetic reconstitution characteristic for multimedia. Embedded in a
machinal darkness, the objects reveal themselves insubstantially, idiosyncratically in the reflected red, green, and blue light of the scanning process.
Appearing almost like ghosts, they seem like transcendental images of
imagination.
The objects present themselves in an endless row that can be scrolled
left or right on the screen. The viewer can sort these objects in various
ways—by objective criteria (such as size, weight, color, or function) or
by more subjective criteria (such as in the case of gifts, the gender of the
persons who gave them to me). In this way, that “feverish” method by
which digital archives can be reorganized according to any criteria is
here applied in a manner that is as gratuitously personal as the objects
themselves.
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273
Each object is accompanied by my spoken explication of its significance to me, where I disclose the contextual and personal properties
that led me to keep these often trivial things. I have also asked a number of friends to talk spontaneously about these objects, and what they
have said constitutes a second parallel set of narratives to my own that
the user of the CD-ROM can freely shift back and forth between. My
friends have no personal relation to these objects, but because these
persons are close to me, as are the objects, a triangulation of relationships is established that amplifies the ad hoc meaningfulness of these
objects.
The third layer of interactivity offered to the viewer comes from within
these spoken narratives. Specific words in each of the narratives are hypertextually linked to any reoccurrence of those words elsewhere. In this way,
the viewer can instantly make links between objects and their associated
stories. This leads to chance encounters between the objects and chance
conjunctions in the narratives—an amplification of potential relationships that lets the viewer discover further layers of congruency and signification within this very personal collection of objects. It creates a structure
that emulates human thinking, not in the sense of artificial intelligence
but in the way people talk to each other, ideas follow each other in a
conversation, and recognized similarities of feelings and thoughts connect
people on an emotional level.
To conclude, I consider that this peculiar undertaking stems from a
deep desire to shift away from the somewhat abstracted constructions of
my previous works and confront the idiosyncratic configurations that everyday proposes—as if living itself was one grand found object. Derrida15
makes clear that the actual activity of archiving tends to kill the things
that are archived. Assembling my things in Things Spoken, I effectively
disassemble myself to configure my own mortality. Identity, child and
mother, man and woman, relationships of people close and distant, privacy and openness: all is confounded. I feel like I’m forcing memories to
remember their emotional tatters, enforcing the absurd conjunction of
things to expose their (ir)real transcendental (in)coherence.
NOTES
1.
Nigel Pennick, Games of the Gods: The Origin of Board Games in Magic and Divination
(Boston: Weiser, 1989).
Agnes Hegedüs
274
2.
Pennick, Games of the Gods.
3.
Agnes Hegedüs, The Fruit Machine, 1991, interactive computer graphic installation,
software by Gideon May, collection of ZKM Mediamuseum Karlsruhe.
4.
Agnes Hegedüs, The Televirtual Fruit Machine, 1993, interactive telecommunications
installation connecting the ZKM Karlsruhe and the ICC Tokyo, software by Gideon May.
5.
Margaret Morse, The Televirtual Fruit Machine, in Hardware Software Artware, Con-
fluence of Art and Technology (Karlesruhe: Cantz Verlag, 1998).
6.
Agnes Hegedüs, Handsight, 1991–1993, interactive computer graphic installation,
software by Gideon May.
7.
Agnes Hegedüs, Between the Words, 1995, interactive computer graphic installation,
software by Sebastian Egner & Adolf Matthias, construction by Bossinade Lightworks.
8.
Agnes Hegedüs, Memory Theater VR, 1997, interactive computer graphics environ-
ment, software by Gideon May, construction by Bossinade Lightworks, collection of the
ZKM Mediamuseum Karlsruhe.
9.
Jeffrey Shaw, The Virtual Museum, 1991, interactive computer graphics installation,
collection of the ZKM Mediamuseum Karlsruhe.
10. Polhemus, Fastrak.
11. Agnes Hegedüs, Ise d’oil, 1988, video.
12. Agnes Hegedüs, Bernd Linterman, Jeffrey Shaw, and Leslie Stuck, conFIGURING
the CAVE, 1997, interactive virtual-reality installation, collection of the ICC (NTT
InterCommunication Center) Tokyo.
13. CAVE visualization system developed at the University of Illinois.
14. Agnes Hegedüs, “Things Spoken,” ArtIntAct 5, CD-ROM magazine (Cantz/ZKM
1998).
15. Jacques Derrida, Achive Fever: A Freudian Impression (Chicago: University of Chicago
Press, 1996).
My Autobiographical Media History
275
18
Reflections on Some Installation
Projects
Judith Barry
When I first began making installations, I wondered what it would be
like to render the image world inhabitable. How would the body make
sense of these spaces? What would it be like for the body if it or its agents
were suddenly thrust into a three-dimensional image-derived space? In
an early transitional work done for a Coca-Cola Corporation convention
(1980), I tried to use the structure of the company’s advertising campaign—“Bob Hope sharing a Coke in the developing world with the
indigenous population”—as the linchpin to animate the Disney-ish eata-thon that was the raison d’être for this event. So instead of bland foodtown displays, I proposed showing how the developing world really lived
at the time that Coca-Cola gained worldwide hegemony. Not surprisingly,
my designs for these dioramas were censored by Coca-Cola, but this piece
led me to begin to scrutinize advertising and corporate display as an articulated ideology about space.
Over the years, I have expanded on these initial investigations from a
variety of perspectives. In what follows, I briefly describe several installations that illustrate some of the approaches I have taken to spatialize different types of image experiences through installations. This is not a linear
description of my work but more an attempt to delineate some of the
questions that have interested me. These include notions about the city
and its architecture, public and private space, rural and agrarian landscapes, first- and third-world relations of capital, the flow of information
and its capital accumulation. This list is not programmatic but reflects
the way I have thought about how contemporary experiences and their
representations might be interrogated.
One of the major issues that has illuminated my thinking has been the
notion that it has become increasingly difficult to “image” the present
because so many of the necessary relations that govern our passage and
behavior in urban space occur along the primarily invisible circuits of
information flows. As these flows determine more and more the nature
of our interactions, it has become more difficult to actually “image” the
present. On some level, this is an effect of our increased access to technologies. A quick repast of the “pomo” debates about the “loss of the real”
(best described by Baudrillard, among others) and of the fears that virtual
reality and the simulacra will replace “real lived experience” should remind
us not that there is no real “out there” any more but that the relationships
between our senses of what is real and can be made manifest and what
Reflections on Some Installation Projects
277
is real but has no physical form has been occluded. For example, how do
we represent this space of “flows”? One way this might be thought about
is to confront our relation to images. In fact, given the problems in determining what is real, we might ask “what are images,” and what possible
relations can and do we have with them? How do we perceive the changing paradigm shifts that digital computing has rendered in the image
world? For example, where is the original, or how many originals can we
have? The commonsense answer says that images inhabit the place between the object and the viewer. We know this from the analytical work
by semioticians, but it is increasingly in the realm of “imagining”/“imaging” that the transformed nature of our impression of this condition
can be represented. As Paul Bishop discusses it, this problem is one of
both access to and representation of an interdiscursive space in which our
relationships to images is negotiated. To some extent, this problem in
access is attributable to a kind of loss of “imaginable depth,” a collapse
of imaginary space, because of the confusion produced by both the ability
to simulate images and the multitude of visual images that we encounter.
This perceived loss can result in an inability to delve deeply into the
psychic structure of imaginary space, so that we remain on the surface of
an image and do not penetrate into a deeper realm that would connect
us to the underlying metaphorical nature of experience and hence forge
new understandings of meaning. Bishop argues that this situation leaves
us ungrounded, unable to distinguish between images, the effect of
their ever-shifting grounds, and our inability to locate ourselves within
them.
What might be a remedy for this sense of a loss of ontological ground?
One possibility would be to embrace this destabilized terrain and to acknowledge this condition as a given using a Deleuzean model that calls
for ever-shifting notions for determining a ground within an undefinable
reality. Yet another might be to attempt to locate competing representations within these ever-shifting grounds with the aim of interrogating the
conditions that produce these effects. Examining these competing representations is not easy and is destabilizing, but these are the conditions of
the present, and it is these relations—described from multiple viewpoints,
examined from numerous points of view—that need to be described, particularly if we want to understand the conditions that produced them.
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To give a more concrete example of this in the following discussion,
I try to describe the ways I have used notions about technology as a frame
of reference to interrogate various issues.
Sometimes I think the term technology has become like the term psychology—a word that eschews meaning unless rendered visible through
the very specificity of its use. At a conference on the millennium (another impossibly difficult concept to characterize), I was asked why it
seemed that women artists of my generation (Kruger, Holzer, Simmons,
Charlesworth, Sherman) used technology in their work, while the men
(Schnabel, Salle, Longo) used painting, a less technologized form. At the
time, I answered that I thought there was some confusion between the
media’s need to create categories and make gender characterizations and
the actual histories of this moment. I cited several prominent male artists
who also use technology in their work, including two of the previously
mentioned men. Yet I was bothered by the exchange and realized that
the men were significantly less associated with gender politics than the
women and that perhaps gender politics was really what was at stake in
describing these seemingly different relations to technology. The art world
is still a place in which gender is visibly at issue. Perhaps more so here
than in other cultural arenas because the authorial presence must be gendered and by this association guarantee the authenticity of the work. And
while I began to show publicly as an artist by representing overtly feminist
issues—first in performance and later in single-channel videos—my perspective evolved to situate issues as an active participant and as an often
unacknowledged term within many other questions, including questions
of technology.
Technology is such a broad term that it is difficult to define it for the
purposes of a conversation about women artists working with technologybased art forms or even to categorize and distinguish among the various
ways it could be defined. Certainly, I have used technology, in the most
general sense, as a kind of instrumentality (as in transforming the natural
world through some human intervention) in all of my projects. However,
I have often sought to interrogate multiple and competing technologies
both from the standpoint of their ideological implications and through
an examination of the forms that they might take within the specific subject matter my work.
Reflections on Some Installation Projects
279
Nearly all of my installation projects use technology to render their
manifest content in a visible way, quite often eschewing any built evidence. For example, when you turn on the lights and turn off the slide,
film, or video projectors in many of my pieces, from In the shadow of the
city . . . vamp r y (1982–1985), to Rouen: intermittent futures/touring machines (1993) and Voice-off (1998–1999), there is often nothing to see,
nothing to experience, as the pieces come into being only as the technology works. Whether this might be seen as a transparent use of technology
I cannot say, as I assume the viewer is aware in a commonsensical manner
that technologies in various forms are producing the experience of the
work. Yet that is only one way that I deal with technology.
In many pieces, I have used an understanding of how certain technological effects of representation illuminate aspects of “the technological”
that are deeply inscribed in daily life while making specific relations possible. For instance, Maelstrom: Max Laughs (1988) is an exploration of information technologies and the changes in daily life that we have
experienced as our private and public sense of space, our experience
of place, and our ways of negotiating these spaces are transformed by
information–communication, storage, and retrieval. For Maelstrom: Max
Laughs, I defined these technologies very broadly to trace language made
visible (as a visual trope) from the beginning of writing to its apotheosis—
when the computer interface replaces our need for any overt representations of narrativized subject positions. For part of the installation, the
viewer is taken on a 3D computer-animated, motion-control ride through
new spatial paradigms, where the I and eye conjoin and where the physical
body is kinesthetically invoked. In reproducing the viewer in this space,
it was my desire to show how fundamentally simulated and yet simultaneously how convincingly real our sense of these spaces is, even as we are
fully aware that our bodies cannot physically go to these places where our
eyes have taken us. Further, what produces this ride and what is woven
through the installation itself is a minihistory of graphics and graphic
design as a spatial paradigm that both undermines and catalogs how design as a system of competing technologies works on the viewer. For example, in one section, which presents the paradoxical effects of abundant
information—not as knowledge but as a storage and access problem—
the viewer falls through a space into what seems to be a bottomless abyss,
only to reemerge as a data stream reproducible in a computerized form.
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If I were to describe all of the different graphic techniques that were used
in the production of just this section of the project—live-action shots,
2D and 3D animation, blue-screen and other computer techniques—and
attempted to show how they are used to produce various subject effects,
it would be a rather long essay that would not allow the reader to really
experience the effects I am describing. However, in foregrounding all these
technologies overtly and visually, the viewer comes to some realization
and understanding of the complexity of technologies, their ideologies, and
the various subject positions as she or he is viscerally effected by them.
I am often asked how or if my work resists or alters the instrumental,
commercial, or positivistic attitudes built into technology—a kind of “Are
you for or against technology?” question. For me, the issue of the ideological impact of technology is a difficult one, as in many instances the technology has a different effect depending on how it is used and who is using
it. The emancipatory properties of a word processor used by middle-class
intellectuals versus the ability of the same machine to enforce a system
more invasive than Taylorism, because it has the inherent ability to monitor key strokes, is just one example of how the same technology can be
applied in different situations for a variety of ends. I think that more than
resisting or altering any of the attitudes around “the technological,” I try
to make technology in its many guises visibly part of a larger ideological
context so that how it works and what it means in a particular instance
is inscribed directly in the work. In Imagination, Dead Imagine (1991)
(figure 18.1), five video projectors hidden in a 10-foot minimalist cube
describe a three-dimensional head that I have added to Robert Morris’s
famous mirror cube in an attempt to return the body to minimal art.
That these images are electronically produced, defaced, and finally delivered “clean” only to be sullied again leaves no uncertainty for the viewer
that this head, while perhaps at first seemingly human, is in fact technologically generated. As such, it is both alterable and restorable through
the use of a slow “wipe” that by definition both seemingly cleans the
image away and restores it again and again to its original, pristine surface.
It is the agency of this “wipe” that renders this particular situation visible.
Another question that circulates endlessly around artists’ use of technology is the question of transformation: How much can we or should
we be able to transform technology through our use of it? And how does
this technology use us? In a sense, these questions are also another way to
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281
Figure 18.1
Judith Barry, Imagination, Dead Imagine, 1991, five-channel video projection/sculpture. Collection: La
Caixa, Barcelona, Spain. Photo courtesy: Nicole Klagsbrun.
Judith Barry
282
describe interactivity. I think anyone who employs technologically derived
programs (applications) has the possibility of potentially effecting how we
use technology in terms of figuring out something new to do with it. I
have cynical friends, not of the art world, who consider Photoshop and
Director the two greatest artworks of recent years, and while I don’t agree
with this, I do see these programs as producing a number of possibilities,
especially in terms of the accessibility and interactivity. I think these programs are truly interactive, more so than what is often claimed to be
interactive—that is, branching systems where you choose among several
preordained paths. In terms of my own work, I have done what I consider
interactive works where the viewer has input into the choices that can be
made, but I have done them often in an old-fashioned way, as in Ars
Memoriae Carnegiensis made for Carnegie International in 1991. Here the
viewer was invited to create an imaginary museum using some of the
ancient mnemonic techniques of the memory theater. By practicing the
memory exercises included in the set of nine cards that were given free
to each visitor to the museum, the user could build a museum in her or
his mind as a memory theater, saving for future recollection whatever she
or he deemed worthy of exhibiting. Once stored properly using mnemonic
techniques, this “museum” could be revisited whenever the viewer wished
to recall it. As one critic noted, this installation in an exhibition where
each installation was bigger than the next was perhaps the largest of all
and yet it took up no physical space.
Recently, I realized a four-channel immersive interactive video and
sound narrative in collaboration with the artist-writer Brad Miskell.
Speedflesh (1988) takes place in a 360-degree point-of-view (pov) theater.
The povs of these four characters can be accessed by dialing a “radiolike
tuner” that allows you to simulate tuning into the last five minutes of their
lives by moving from one character’s point of view to another across the
dial. You are in the center of a world that is moving away from you at
a rapid speed. A woman floats toward you and then away, elongated
through the anamorphosis that is produced by the projection. Her movements seem to conceal and sometimes reveal the four characters whose
lives are caught and displayed in the band of light that closes in around
you. As a viewer, you can engage with the narrative by tuning in using
the wheel that is at the center of the space. You experience the narrative
through the eyes of each character as each character’s pov is projected
Reflections on Some Installation Projects
283
360 degrees around the cylinder using three projectors and video-wall
technology to split the image.
The structure of the work, the 360-degree projection, has antecedents
in the history of the anamorphic image, a history that figures throughout
the narratives of representation and also marks the Neo-Platonic period
and recalls the power of hidden iconographies in describing new social
orders. On one level, in using the anamorphosis as the form and content
of the imagery of Speedflesh, we were attempting to show that even an
apocalyptic moment poses other histories, which can be seen if you can
decode them but will not necessarily be exhausted by this process.
Although we tend to associate interactivity with the computer, video
games, and new technologies, the idea of interactivity between an artwork
and the viewer has a long history, from the previously mentioned mnemonic devices to postmodern discourses: through engaging with the forms
and symbols in an artwork the viewer discerns meanings. In my work,
I often use narrative codes and architectural displacement to effect an
interactivity on the part of the participant, which produces some of the
same effects as more computer-based interactivity but is perhaps less obvious. For example, in the shadow of the city . . . vamp r y uses a doublescreen projection surface that bisects a room, forcing the viewer to walk
around it to see it. This displacement is underscored by the narrative
fragments that comprise the story, producing a desire for normal cinematic narrative closure and the simultaneous realization that our desire
for images is not easily sated as the viewer paces around the screen.
In Whole Potatoes from Mashed (1993), a project that contains computerized interactivity, part of the hermeneutics of that work involves figuring out how its various prerecorded sound tracks are mixed with on-site
recordings of what you as a viewer say in that space. Here you find yourself
seated, campfire style, as you read the pages from what seems like a dictionary strewn around the rug of a living room. As your conversation is
recorded by the talking fiber-optic sculpture that is the main visual element in the work and then suddenly played back, you may be reminded
of the publicness of communal spaces and the ways that technology creates
communities even as it produces alienation.
Rouen: intermittent futures/touring machines (1993) requires another
kind of interactivity on the part of the host institution whenever this
four-channel video and sound, fiber-optic sculpture is installed. Initially
Judith Barry
284
commissioned by the city of Rouen for the inauguration of its National
Urban Institute, this installation tours to other cities in Europe. To make
sense of locating an urban institute in Rouen (definitely not an urban
center), I cowrote a guide book for a new imaginary city of Rouen that
has suddenly discovered that it is the center of the world. When this
sculpture tours, the sponsoring institution reads this book and maps the
Rouen sites onto the host city by making a video document that identifies
these new host sites in that city. The piece becomes site specific once again
as it interrupts the previously recorded three-channel video of Rouen with
images of this new host city.
The question of interactivity in installation and sculpture also circles
back to questions of how the body might be thought. My approach has
been affected by my interest in sports, dance, architecture, and film studies. I went to school in the late 1970s, when questions of representation,
gender, and subject positions were being articulated across a multitude
of disciplines. Although initially I thought that performance art was a way
for me to combine all of this, by the early 1980s I had begun making
installations. In many of these works, I have tried to articulate a kind
of synaesthesia for the participant, merging the body within the spaces
constructed by the environment and allowing the viewer a variety of “subject positions.” As the viewer moves through the space, the work comes
to life.
What is at stake when we invoke the idea of technology and the body
and question its disembodiment or reembodiment? Ideologies of technology speak of the imaginary relations that human subjects make with various modes of production on a continuum that is less and less tangible.
I think we are undergoing a metamorphosis in terms of what constitutes
the physical body and what we might include under its various regimes,
particularly in terms of what we (however you think of a unified body
and its parts) have to take responsibility for/negotiate with/live by, and
so on. We are all cyborgs, as Donna Haraway has noted, and there are
many questions about our cyborg bodies that remain unasked, let alone
answered. It used to be that the writer created a fiction out of an external
world that was reality, but now reality is seen as a fiction, and the writer
must make sense of the fantasy that is the so-called real world.
By way of an illustration and as somewhat of an open-ended conclusion
to some of the issues I raised in the preceding paragraphs, I want to
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285
conclude this text with a brief description of several other installation
projects that address these questions.
For Adam’s Wish (1988) (figure 18.2), a one-minute continuous video
loop initially designed to project into the 60-foot dome of the World
Financial Center, I asked the question, “Why do corporate spaces eschew
any overt corporate iconography?” By allowing the dome projection to
function as a tromp l’oeil investigation of various historical spaces in relation to the notion of a worker and questions of public and private space,
I was able to humorously raise this question directly within a corporate
environment. During the course of the escalator ride that provided the
timing for the piece, the viewer was positioned in numerous tromp l’oeil
spaces where suddenly parts of the overall image cohered, underlining
how in corporate America, those who control space are never seen, while
those who are quite literally “out of control” are made to fly.
In The Work of the Forest (1991), I used the notion of the panorama
as a whirling room to structure the sense of interiority that characterizes
art nouveau space. By providing multiple viewpoints through and above
the three screens that comprised this video panorama, the viewer attempts
to negotiate the troubled histories of art nouveau architecture, African
objects, and the Belgian Congo, realizing that these histories are different
and definitely competing.
Model for stage and screen (1987) uses a simple light and fog device to
update a sixteenth-century anatomy theater by turning the viewer into a
projector. The piece produces retinal effects in the viewer in a chamber
where two disks are suspended over an illuminated floor. As you enter
the chamber, your eyes experience retinal excitation caused by the light
and fog in this space, and as you leave, you become a projector as you
see the complementary color on the white walls of the antichamber. This
piece demonstrates that vision is out of our conscious control and that
the body is often the effect of external stimulation that acts on it.
(Home)icide (1993), a collaborative project with the architect Ken
Saylor, took up issues of architecture and space directly within the redesign of one of the apartments that make up Le Corbusier’s L’Unite in
Firminy, France. It asked whether, in a “House of the Present,” our living
environments adequately reflect the ways we live: in particular, do they
represent the discourses that make up our daily lives? In this project, the
body was treated as a production of the discourses that mark and interrupt
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286
Figure 18.2
Judith Barry, Adam’s Wish, 1988, single-channel video projection. Private collection, New York. Photo
courtesy of Rosamund Felsen Gallery, Los Angeles.
Reflections on Some Installation Projects
287
the configurations of the traditional home, ever-changing as it is shaped
by competing information. We sought to redesign the cell that Le Corbusier saw as reproducing the worker in a way that was reflective of all the
contemporary functions of the home. Functionalism was turned upside
down in a computer program that morphed lifestyle questions into multipurpose spaces, rendering the space itself a whim. Not surprisingly, this
was exhibited on a computer, which constituted the main part of our
project.
Hardcell (1994–1995), a collaborative project with the artist and writer
Brad Miskell, treated the body as a site of recombinant computer debris,
which over time seemed to cohere into a living organism somewhere on
the continuum between human and machine. Using some of the minimalist sculpture tropes of accumulation where the viewer must discover
the relationships between the various elements in the installation, Hardcell
at first looks like nothing but dead tech at a dump site. Broken computers,
circuit boards, bits of motors, and other pieces are piled knee-deep in a
room. As you spend time with the installation, you begin to notice that
parts of it resemble a crate and that this crate is the site of an organism
that gradually becomes more animated the more time you spend with it,
ultimately cohering into something that seems to have sentience.
This interest in animating technology continues in two recent projects.
au bout des levres (1993–1996) is a group of five sculptures that use projection and animation to examine the relationship between the limits of
language (as in what might be said or written and what cannot be said
or written) and the insistence of the visual (as in what cannot always be
described within language but insists on coming into being) and its possible representations in the visual realm. Each sculpture presents the viewer
with a set of references whose rebuslike meanings become clear as the
viewer interacts with the structure of the work and reflects on the shifting
meanings portrayed by the piece as it responds in different ways—through
video projections and through various mechanical and sculptural devices.
Each piece is referential, referring to a common form such as an urn, and
each is also not what it seems. For instance, the piece that looks like an
urn is made of hundreds of feet of what appears to be hair but is actually
spun plastic. As it turns, it presents you with a figure, but just as you
draw near enough to see it, it disappears, only to reappear again as you
move away.
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The terror and possibility in the things not seen is a reflection on some
of the relationships that might be posed by rethinking contemporary notions of landscape by using sophisticated computer techniques to form a
five-sided video sign. In this project, the concept of landscape functions
as a series of questions that frames the dialogs between what used to be
called nature and culture. These dialogs, while referring to the long traditions of perspectival space, art history, natural history, and geography,
also now reflect the largely invisible relations of the flows of capital and
technologies of representations. When I began to work on this project,
first shown at Insite ’97 in San Diego, what was most striking was how
different the cities of Tijuana and San Diego appear, even though they
share essentially the same geography. The project evolved to become an
interlocking series of five billboard-size video projections underscoring the
fluid and interdependent relationships between the two cities. In rethinking landscape in contemporary terms, I used photography and animation
techniques to pose antimonical relations as an ever-changing collage of
possibilities. While each of the five-sided T-shaped signs is complete unto
itself, the animated motion of the video propels the viewer around the
sign, provoking a set of responses that the viewer can question. Rather
than fixed and immutable, this landscape shows the possibilities inherent
within the contemporary environment, where both what is seen and what
is not seen have powerful consequences.
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19
Do While Studio
Jennifer Hall and Blyth Hazen
HORRERE VACCUA
“It was 1974, and the math department had just set up their first
computer. On a Friday before a long weekend, I began to read a
manual that came with the system. Figuring out enough to get a
line of text to appear on the screen, I then sent it to the printer
using another instruction. I waited a while, and when nothing happened, I found a command to repeat the instruction. What I did
not realize was that the system needed to compile my command
by sending it to another location over telephone wire. Still nothing,
so I left. Tuesday morning, Professor Hochkins opened the door
to find streams of perforated paper filling the room—each page
covered with the words I had typed days before: horrere vaccua.
I had unknowingly created my first telecommunication artwork.
—jennifer hall, founder, do while studio
BACKGROUND ON JENNIFER HALL
My media education began very early. As a child, I bounced back and
forth between my grandfather, who descended from a clan of Hudson
Valley School artisans and made his living by creating flawless copies of
famous paintings, and my mother, who was a television producer in New
York City. I remember when one of my grandfather’s paintings was sold
by some unsavory dealer as an original. Fate had it that then, at eight
years of age, my job was to paint his name in lead on the canvas before
it was gessoed. Being the honorable forger that he was, my grandfather
could then guarantee that his original copy of an original master was secured forever in the annals of art duplication history.
My mother was the first woman producer of television commercials. In
the seventies, I worked as her production assistant. From the Jerry Lewis
Telethon to the research and development of Crazy Foam, I was immersed
in the professional art of mass illusion. I became the agency’s young mistress
of edible props—painting white highlights on ears of corn and searing
BBQ stripes on steaks with a soldering iron. Interpreting the dance of
real and fake or truth and lies became a focus for me. I will always relish
the experience of my first shoot. On the production set for a dishwashing
detergent commercial, I turned to my mother, “Mom, what does virtually
spotless mean?” “Shhhhsh!” she whispered. “It means it has spots!”
Do While Studio
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It is not surprising that my early artwork responded to appropriated
content. At an age when I had barely outgrown crayons, I was collecting unused video footage and audio jingles from the postproduction
studios—discarded artifacts from industry, repurposed as art. I also built
tiny theater sets filled with scaled models of useless and absurd gadgets.
I carefully photographed them to appear large and actual. By the time I
went to art school, I had a portfolio of video footage that I didn’t shoot
and documentation of odd devices that didn’t really exist. I brought the
first video camera to my campus but was unsure what it meant to me as an
artist. While in graduate school at the Massachusetts Institute of Technology, I used tracking devices from cruise missile warheads to generate data
from dancers. It was there, among the labs in which new media emerged,
that I first recognized the authority of technological reappropriation.
The greatest resource at MIT was the collaboration possible between
people. Biologists, software engineers, artists, and theorists were joined
in common research by the funding hip. In 1985, I started Do While
Studio to forward what I learned about cross-disciplinary artwork at the
Center for Advanced Visual Studies at MIT. Independent from the trappings of a larger institution, I prepared an artist studio space for technology collaboration. Soon after, other members of the MIT community
joined—including Joan Shafran, Rob Haimes, and Laura Knott—to implement the first independent, nonprofit organization on the East Coast
dedicated to the fusion of art, technology, and culture.
DO WHILE STUDIO
Located on South Street in downtown Boston, Do While Studio1 is
flanked by old neighborhoods constantly reinventing themselves. Today
the street is inhabited by upstart Web design and multimedia companies,
all looking to catch the newest wave of transnational commerce. We are
strategically placed among these organizations, offering a human-scale
perspective on the research and development of new media.
“Do while” is a conditional command from early programming languages. It instructs the computer to continue to execute a routine until
another specified event occurs. At Do While Studio, it also suggests a
cultural construct—requiring automated ways of doing things to be interrupted by human reflection. Do While Studio is a small and focused community offering an alternative to the way technology is assimilated in day-toJennifer Hall and Blyth Hazen
292
day art practice. It offers a place to think about art outside of academic,
military, or commercial research models. We ground our collaborative
works in the development and critical appraisal of digital technology—
always in concert with traditional forms of artistic expression such as painting, sculpture, poetry, choreography, storytelling, music, and design.
Projects at Do While Studio follow in the rich tradition of the artist
as tool maker. From the grinding of pigments to innovations in ancient
casting and stone-cutting techniques, artists have been developing and
altering the technology of their day to fit the nature of individual expression. As new tools emerge, new working methods require moving within
multiple software packages, hardware platforms, and networks. To succeed in this complex environment, professional artists need a community
of informed peers with different perspectives on the development, implementation, and social ramifications of emerging technologies. Artists at
Do While Studio are currently working with engineers, management
consultants, physicists, neurologists, and anthropologists. These kinds of
creative partnerships are at the heart of art making at the studio.
Alliances with industry are a natural for not-for-profits such as
Do While. We can provide ideas and solutions that cannot happen within the confines of a company. The goal is to create a
unique symbiosis between the art environment and the industrial
environment that is beneficial to them both.
—joan shafran, principal member, do while studio
Notions of community, diversity, and accessibility are being retooled in
the wake of emerging technology. Technical innovations—in particular,
telecommunications—appear to defy boundaries both physical (neighborhoods, cities, towns, states, nations, and continents) and cultural (race,
ethnicity, gender, art, and science). Artist and audience are tethered by
economic and political access to the global grid. Hardware and software
interfaces define aspects of these interactions, so we must be aware of who
builds them and why. End users and creative problem solvers contextualize evolving technology, offering valuable insight to the developers of imaging, information management, and networking systems.
Do While Studio has historical ties to twenty-five years of New England art technology innovation. Dozens of artists, educators, and students have come to the studio to engage in dialog and collaborate on a
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variety of projects. The studio provides residences for individuals looking
to develop their own art making in this environment. During this time,
artists work in a variety of contexts ranging from research and the planning
of large-scale projects to the development of artworks. The projects outlined
below are examples of work done at Do While and often take several years
to move from research to funding and finally to implementation.
Out of Body Theatre 2
Principals: Jennifer Hall, Mat McMaken, Meg Young
One of the first large-scale projects completed at Do While Studio was the
Out of Body Theatre (1986–1992). The focus of the theater was a computercontrolled robotic marionette that would interpret, rather than replicate,
real human movement by using motion-tracking technology. Sensors, motors, balers, and other hardware were mounted on a full-scale reproduction
of a human skeleton suspended from the ceiling. Radio frequency signal
processors interfaced with MIDI controllers to input and export marionette
motion, projections, lights, and sounds. The marionette would track, assess,
and reassemble according to the chaotic patterns of random input within
her immediate environment. At one point during the construction of the
installation, a gull flew over the gallery skylight, casting a shadow into the
input range of the marionette. She spent the rest of the afternoon trying to
replicate the gesture. Comparable to a convoluted Icarus, the attempts to
create humanness had been eluded by her desire to reach beyond and fly.
From the Storm 3
Principals: Jennifer Hall, Dr. Steven Schacter
From the Storm (1992–1995) was a collaboration between artists who
were living with temporal lobe epilepsy (TLE) and neurologists who were
studying the disorder. Artists at Do While Studio and Dr. Steven Schacter
of Boston’s Beth Israel Hospital were researching the notion of human
perception from different areas of expertise. Together they created a collaboration that showcased the artwork and life stories of twenty-seven
artists throughout the world who were living with TLE. Along with a
high-resolution multimedia database of visual art and video documentation, this project was presented at the Contemporary Museum in Sydney,
Australia, during the 1994 International Neurology Association ConferJennifer Hall and Blyth Hazen
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ence. Since then, the multimedia archive has been distributed to museums, conferences, and heath-care facilities throughout the world.
World Wide Simultaneous Dance 4
Principal: Laura Knott
On the Internet, World Wide Simultaneous Dance will become
its own site-specific performance. The project holds out the possibility of bringing together established and evolving technologies
to create a completely new form of art. But perhaps most important, World Wide Simultaneous Dance offers the opportunity to
build a community of people who think it would be beautiful
and important to know that at some point in our lives, there
were people dancing all over the world.
—laura knott, choreographer
World Wide Simultaneous Dance (1998) was envisioned as a uncomplicated and poetic gesture—people all over the world dancing together during the same thirty minutes. The development team needed a way to
connect the participants using current and internationally accessible telecommunication technology—a much more difficult task.
During the two years of project planning, development of technical
options for live connections exponentially increased, but access for most
artists still lagged. In response, the project sponsored technology for participants who could not gain access otherwise. In many countries, it was
more complicated to pass a digital camera through customs than it was
to access the Internet. In the end, many participants connected via concurrent video contact, others connected by asynchronous chat, and some
later posted descriptions and sent images of their dance using e-mail and
postcards. In June 1998, on one evening for part of one hour, individuals
and groups from all over the world danced together.
Selections from the Algebra Drawings 5
Principal: Blyth Hazen
For several years my oil paintings have taken a turn toward chaos
and a return toward order. I would lay down a series of marks
on a canvas until the surface was a mass of disordered marks
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and color. I would then proceed to create form, structure, and
movement by the selective painting out and addition of new
marks. I always felt that I was growing the content of my work
rather than portraying it. Readings on complexity theory and the
common patterns underlying mathematics, biology, physics, and
the social sciences furthered this inclination. A desire to work in
an environment where this type of interdisciplinary conversation
was encouraged brought me to Do While Studio in 1996.
—blyth hazen, painter
Standing in front of Selections from the Algebra Drawings (1998), the
viewer sees a drawing emerge on the screen. Inspired by numerous conversations at Do While, the project began by creating a database of marks
similar to the ones recurrent in Blyth Hazen’s drawings and paintings.
Then she constructed an algebraic algorithm to mimic the order and
placement of marks onto canvas. A certain element of randomness was
added to the process that would create a unique yet similar “drawing” each
time the program was run. Several different versions of the algorithm—
each with a slightly different family of marks, opacity, and variables of sequence—was developed. She used a touch-sensitive interface to allow the
viewer to begin or end a drawing or choose a new family of marks.
Selections from the Algebra Drawings is an intuitive perusal into emergent patterns. The ability to use this drawing engine to create variations
on a specific category of mark makes possible a new way of looking at one’s
own drawing technique. Through participation, one may pay homage to
the natural order of such things as birds in flight, the firing of neurons,
and perhaps traffic on the interstate.
Acupuncture for Temporal Fruit 6
Principals: Jennifer Hall, Marc Locasio, Blyth Hazen
Directed by Jennifer Hall, many artists and engineers participated in the
interfaces, robotics, and sculptural elements of Acupuncture for Temporal
Fruit (1999) (figures 19.1 and 19.2). The installation consisted of twelve
glass pods that responded to the viewer’s presence and subsequently administered acupuncture to the tomatoes within. The more a viewer
watched, the faster the tomatoes would turn to an acidic fluid caught in
bags hung from each pod. The tomatoes were sealed within the pods and
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Figure 19.1
Jennifer Hall, Documentation of Acupuncture for Temporal Fruit, 1999, Decordova Museum. Installation with twelve pods suspended from the ceiling in a straight line. Photo by Sam Ogden.
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Figure 19.2
Jennifer Hall, Documentation of Acupuncture for Temporal Fruit, 1999, Decordova Museum. Details
of one pod with a set of sensors, circuits, motors, and needles. White mold is growing from the needles’
hole, and black mold is growing from the stamen of the fruit. Photo by Sam Ogden.
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became unique ecosystems, creating their own environments of different
molds and decay. In an ironic twist, the technology that drove this installation simply dropped away from importance, leaving the viewer focused
on the long needles jabbing into the yielding flesh of decomposing fruit.
This artwork was constructed one circuit at a time, the soldering version
of a country quilting bee that produced almost 100 handmade boards and
24 robotic devices. Teams of artists, engineers, musicians, and health-care
professionals worked together for three months to build the components.
Through the windows of Do While Studio, the projects progress was regularly monitored by people on the street. It was not unusual to see the same
faces from the Financial Center at lunch time or visits from families headed
to Chinatown on the weekend. Those who watched had both a fascination
about physical construction and a visceral response when they were operated. The installation evoked many conversations about issues such as medicine, genetic engineering of food, and experimental interfaces for the body.
Here, the high-tech world of robotics and surveillance intrudes
on the natural world with disturbing consequences. . . . As we
pass through the gallery, our every movement echoed by the
twitching needles, we are acutely aware that standing astride the
cutting edge is not necessarily a comfortable place to be.7
—miles unger, new york times
DO WHILE VISION
Research addressing the shifts in artists’ lives, the impact of global-scale
artwork, and the cultural implications of technology are tremendous motivations for new artistic work and are highly valued at Do While Studio.
In response to the advent of global communication, artists are looking
with fresh perspectives at their work on a regional level. They are describing their own cultural identity in more relevant and personal terms and
are working toward understanding the ramifications of broadcasting that
identity beyond the domains of village, state, and continent.
Participation in the new global dialog demands the ability to navigate
through massive quantities of information while reassessing notions of
space and time. We find ourselves wading through a tremendous sea of
disconnected ideas. Artists have responded to the information complex
by developing a new working paradigm—connecting chunks of data. We
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have become concerned not with a specific piece of information or a particular image but with the changing relationships of elements within an
overall structure, with customized views, and with the coherent transmission of ideas from one place and time to another.8 The data that is collected and the information systems that explore and reveal the data shape
our social perception. This perception is the essence—the raw material
that artists call on for timely and seminal contributions to our community.
We are living in a culture where content is compulsively pushed and
pulled through media as though the act itself is sacred. This digital productivity is the perfect bedfellow for a commerce-driven culture that demands
that available media spaces be filled as soon as possible. Content providers
can’t be found quickly enough, and the new educational industry of preparing young artists for this task can easily become glorified pop culture, segregating the art from critical discourse. It is now technically easy to appropriate
content utilizing new media, and the making of such imagery is no longer
a thought-provoking act. If visual material is indeed essential to the new
communication tender, then we must rethink our educational strategies.
CONCLUSION
The “do while” model is an interruption of the cultural obsession to simply absorb, produce, and distribute. When artistic focus is maintained
through all aspects of technology research and production, ventures into
personal expression, industry consultation, or community outreach will
undoubtedly shift the track of emerging technologies.
We believe that artists are the historical purveyors of cultural reflection.
To maintain this role, face-to-face research and development in the early
stages of technology is essential to our work. Do While Studio continues
to attract artists from around the world seeking the opportunity to consider the social ramifications of technological expansion and to imagine
roles as the creators rather than the consumers of new media.
Horror vacui translates from the Latin as “horror of the void.” Technology has given us a virtual universe of empty spaces to fill and new tools
to organize and share information. Our need to fill this space is fired by
an unsettled feeling placed on us by the expanding digital world. Do
While Studio exists as a place to pause and reflect in the collective panic,
to copy, collate, and staple the data that transfigure and become us.
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NOTES
1.
For up-to-date information about Do While Studio, visit our Web site at 〈http://
www.dowhile.org〉. We also maintain a Silicon Graphics multimedia archive of the studio’s
first decade, which is available to educators and historians by contacting the director at
〈jenhall@massart.edu〉.
2.
For more information about Out of Body Theatre, visit the Web site at 〈http://
www.dowhile.org/physical/projects/theatre〉.
3.
Participating artists include Jeannette C. Abulafia, Noreen Adams, Maureen Bur-
henn, Bill Burke, Eric Clarke, James Colella, Richard Davis, Isabelle Delmotte, Ben Doress, Fritz Fairhurst, Todd Gieg, Jennifer Hall, Bonnie Jean Hollywood, Lee Hope, Barbara
Kennedy, Mica K. Knapp, Florence T. Kundsen, Edward P. McMorrow, Greg Scaff, Walter G. Sine Jr., Graig Smith, Jacqui Streeton, Carolyn Stuart, Diana Tsacalis, Jim Weiner,
Paula Wooley, and Carol J. Whyte. Principal collaborators: Jennifer Hall and Steven
Schacter. For more information about From the Storm, visit the Web site at 〈http://
www.dowhile.org/physical/projects/storm〉.
4.
For information about World Wide Simultaneous Dance, visit the archives at 〈http://
www.wwsd.org〉.
5.
Selections from the Algebra Drawings continues to evolve as an interactive kiosk lo-
cated at Do While Studio. Visit samples of this work at 〈http://www.dowhile.org/physical/
people/hazenb.html〉.
6.
In-kind donations for Acupuncture for Temporal Fruit were provided by Poloroid
Corporation; design and constuction support provided by Ellen Abdow, Sue Bennett,
Ethan Berry, Linda Bourke, Cindy Brown, Kathy Desmond, Keith Donaldson, Laurie
Lindop, Anne Loyer, John McCormack, Sue Oppie, Lynda Shift, Bethany Shorb, and
Doug Sweeter; additional support provided by Nick Capasso, Brad Goyer, and George
Peet. For additional information on Acupuncture for Temporal Fruit, visit the Web site at
〈http://www.dowhile.org/physical/projects/acupuncture〉.
7.
Miles Unger, “Boston Cyberarts,” New York Times, Sunday, April 25, 1998, 35.
8.
Credit to Rob Haimes, Do While board member, for helping to focus our mis-
sion over the years. Other board members includes Matthew Belge, Time Carlson, Terra
Freidricks, Jeff Garmel, Jennifer Hall, Hubert Hohn, Beth Kanter, Anne KoufmanFrederick, Susan M. Lewis, Joan Shafran, and Meg Young.
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20
Tech Work by Heart
Brenda Laurel
This chapter is about doing humanistic work in the context of computers
and HCI. I’m hoping to cover some of the questions and answers that
have come up for me in that quest over the last twenty-one years in the
interactive entertainment business. Personal stories are not necessarily the
best examples, but they are the examples I know best, especially tales
from Purple Moon and our adventures with girls’ software in the United
States.
At Atari in 1980, I was managing the software planning and marketing
group for the new Home Computer Division. Atari had become enormously successful with arcade games—from Pong to Asteroids—and it
had also established a lucrative business with a little game console called
the Atari VCS that could play versions of these games at home. The home
computer—the Atari 400 series—was a brand-new product, and the company needed to position it in the minds of the public.
It’s interesting to note that no one had yet succeeded in creating a
coherent idea of what a personal computer was in terms of popular culture. Apple, Commodore, and before them Intellivision and Cybervision
and other obscure little systems had dabbled with allowing people to write
BASIC programs or play Hangman, but there was not yet a suite of applications or capabilities that really defined a home or personal computer
and differentiated it from a video game console. My group was experimenting with everything from staples like Visicalc and word processing
(40 columns, all caps) to concepts in self-improvement and learning. My
imagination had been infected by Alan Kay, who had just joined Atari
as chief scientist. I learned about his work with Smalltalk and his commitment to and respect for children. I became enamored of the idea of computer literacy—and the belief that empowering children to use computers
would vastly increase the evolutionary potential of humanity.
Armed with this bright optimism, I wanted to see what was really going
on with kids—Atari’s audience—and what they were thinking about
computers. I was fond of visiting arcade parlors—places where boys and
Portions of this chapter were previously published in the CHI ’98 Conference Proceedings,
which is copyrighted by ACM. Portions of this chapter were also published in Brenda
Laurel, Utopian Entrepreneur (Cambridge, MA: MIT Press, 2001).
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young men were playing arcade games, Atari and others—to watch them
and strike up conversations if I was lucky. Arcade parlors in those days
were pretty much the same as they are today—dark, stuffy, and appallingly smelly, with the constant deafening din of simulated aircraft, shuttlecraft, submarines, weapons fire, explosions, and screaming—the noise
testosterone makes. I got used to it, and the boys got used to me. I’m
sure they thought I was sort of strange: I never played, only watched and
tried to get them to talk to me (even at a self-confident twenty-nine, I
did not want to make a fool of myself in front of all those young men).
One day I was hanging around the arcade watching a little guy about
ten years old play one of the newer games. Like all the boys, his whole
body was involved in the action, and his concentration was razor-sharp.
When a game ended, I strolled over to him and introduced myself, and
then I asked him if he liked the game.
“Oh, yes.” An enthusiastic response.
“Do you think you’ll play it some more?”
“Yes,” again.
“So tell me,” I said. “Does it make you want to learn how to program
computers someday?”
He looked at me blankly. “What do you mean?”
“Well, it’s a computer. Somebody programmed it. Wouldn’t you like
to know how to do that—to make some games of your own?”
He laid his little hand on the machine. “Lady, this is not a computer,”
he explained, as if to someone mentally impaired. “Computers are smart.
This is just a stupid video game.”
Well, it was indeed a stupid video game, and even though Atari was
trying to differentiate their home computer from their VHS unit, it
seemed that upper management wanted us to do a whole lot of stupid
video games instead of most of the cool empowering things we were working on, which of course in my humanistic fervor I resisted. Don’t get me
wrong. I enjoyed stupid video games as much as the next girl, but computers meant something different to me. “Don’t you see the possibilities?” I
wanted to shout to the folks at Atari. “Kids could learn things! Everyone
could communicate much better! People could balance their checkbooks
and organize their recipes! Artists could make great new works! Personal
computers could change the world!”
“Yes, yes, dear.”
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When I finally found myself fired from the Atari Home Computer
Division, I called my by-then friend Alan Kay and asked him for a job
at Atari Research. He and Bob Stein hauled me into the lifeboat. It was
nearly two years until the corporate types figured out that I was still working at Atari, and boy were they mad. But by that time, I was ready to
embark on a new humanistic quest, thanks to Alan.
I’ve used the term humanistic a couple of times now, and I guess it’s
time I define what I mean by it. The most satisfying expression of humanism I know is D’Alembert’s Preliminary Discourse to the Encyclopedia of
Diderot. D’Alembert’s translator, Richard Schwab, said that the Discourse
“breathed a confidence that man, through his own intelligent efforts,
could transform the conditions of human life.” D’Alembert succeeded in
defining a philosophical space between the rationalism of Descartes and
the empiricism of Locke and Newton. This is a tough line to walk—to
believe in the primacy of sensation and observation as how we know
the world and at the same time to employ a methodology that submits
these observations to reason and, sometimes not so obviously, to ethical
consideration.
The truth is that humanistic work is values-driven work. It is work
that you are doing because you think it’s a good thing to do. The Enlightenment humanists fell at different points on the continuum between universal truths (including ethical values) and empirical investigation. So do
humanists today. Many will deny that they have values and claim that
their work is entirely objective. But this is to ignore the glaring single
value that is the very heart of humanism: a belief that humanity’s power
to shape its own destiny through the application of knowledge and reason
is a good thing. In other words, whether we admit it or not, we humanists
make the implicit assumption that we can do good and therefore that we
can know what is good to do.
I want to describe some of the work that we did at Purple Moon to
illustrate some of the points I’m trying to make. But before I skip entirely
over the intervening decade of personal history, I want to observe that
doing what I consider to be humanistic work is something I think I had
to work up to, first through rhetoric, then through research, and then
through a really arduous education in business.
By 1986, I had become totally frustrated by my inability to produce
any products I could consider humanistic in the world of computer games.
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I had finished a Ph.D. in interactive fantasy and had created a lot of
product designs that publishers generally couldn’t see a market for. I
turned my attention to writing critical theory, making rousing speeches,
and creating virtual-reality art that would be seen by only a few hundred
people. I think of those times as a period of closet humanism. I felt that
if I couldn’t make something that could touch a lot of people, I might
be able to make things that would influence other makers who could step
up and change the world. To a certain extent, I think I succeeded. But
it is really easy to hide from the challenge of doing real products when you
define yourself as marginal—a theoretician, a sideliner, a commentator. I
was sending the postcards, but I wasn’t taking the trip. At the same time,
my enduring love affair with popular culture increasingly alienated me
from the artistic elite. I felt more and more like a homeless intellectual.
In 1992, I met David Liddle, who was just forming Interval Research
Corporation with his partner, Paul Allen. David had read my books, and I
had heard about David’s work at Xerox PARC. In the process of exploring
whether there might be a fit for me at Interval, we discovered that we
had a strong common interest. Both of us were extremely curious as to
why there didn’t seem to be any computer games for little girls. We both
knew that exposure to computer games gave boys a level of comfort and
familiarity with the machine that girls generally did not share. Neither
of us knew of any reason that girls would be intrinsically less interested
than boys in computers or computer games, and both of us were deeply
puzzled about why no one had been able to make something that worked
for them. David’s summary of the missed business opportunity was,
“There’s a six billion dollar business with an empty lot next door.” Most
important, we agreed that if this were an easy problem, someone would
have already solved it. In sum, the problem had all the characteristics of
a good research problem—puzzling, consequential, and complex. So I
signed on at Interval and began a four-year research project that led to
the formation of Purple Moon.
Our first goal was to define the question we were trying to answer. It
seemed too narrow and trivial to ask simply, “Why hasn’t anyone made
successful computer games for little girls?” This question has some readymade answers. Computer games as we know them were invented by young
men around the time of the invention of graphical displays. They were
enjoyed by young men, and young men soon made a very profitable business of them, dovetailing to a certain extent with the existing pinball
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business. Arcade computer games were sold into male-gendered spaces,
and when home computer game consoles were invented, they were sold
through male-oriented consumer electronics channels to more young
men. The whole industry consolidated very quickly around a young male
demographic—all the way from the gameplay design to the arcade environment to the retail world—and it made no sense for a company to
swim against the tide in all three of these areas at once. Even though the
occasional computer game like Pac Man was a hit with girls and women,
scoring sometimes as many as 25 percent female players, conventional
wisdom was set and remained fundamentally unchallenged. Whenever a
“girl” title was attempted, it was launched all alone onto the shelf without
adequate marketing or retail support, and the inevitable failure easily became a proof that girls would not play computer games. Even as late as
1994, major game companies steered clear of the potential girls’ market
because they feared that being seen as doing things for girls would alienate
their male audiences. By the way, our research showed that—initially, at
least—their fears were indeed well founded.
When we began our research at Interval, we simply wanted to find out
what it would take to motivate a little girl to put her hands on the computer and become comfortable with it. That was our core value because
we knew that comfort with technology would eventually tend to broaden
a girl’s range of choices in both education and work. We finally agreed
on this question: “For children ages seven to twelve, how is play influenced
by both age and gender?” This question enabled us to investigate differences and similarities, culture and biology, skills and preferences, framed
in the context of children’s pleasure and enjoyment.
This was a humanistic approach. Once we identified the foundational
values and questions, we employed a methodology based on empirical
observation and a dialog with nature—in this case, the nature of boys
and girls in the United States (a limitation dictated by our resources). As
a research corporation, Interval did not have existing products or services
that it was trying to bolster or justify, which freed us to look fully and
clearly at our subject. As a private enterprise, Interval was largely immune
to the political risk that inquiries into gender difference entailed in academic and other institutions (especially in the 1970s and 1980s). To the
end of doing good research, David and I and the rest of the team agreed
to check our preconceptions and political agendas at the door. Some people found this requirement really irritating.
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We could have approached our work at Interval and later at Purple
Moon in ways that would have satisfied some of those folks. Some feminists
would have been satisfied if we had avoided the crassness of market research and proceeded aggressively on an agenda to educate and transform
girls according to their particular values. Hard-nosed business realists
would have been satisfied if we licensed a strong branded character or
fiction property that had already proven itself to be powerful with our
target audience. Indeed, when we started our work in 1992, the business
realists thought they “knew” that girls would not play computer games,
so there was nothing we could do to make them happy except to continue
to refrain from trying to spend their money on a product that was bound
to fail.
The truth is that people do a lot of talking about girls and not enough
listening. No one is neutral about the roles played by women and girls
in American society or probably in any other. People have strong ideas
of what girls are like, what they need, and who they should be. These
voices drown out the voices of the girls themselves.
Being a preteen girl is rather like being in that corridor of radio silence
that a spacecraft passes through when it reenters the earth’s atmosphere.
American culture nourishes girls very poorly during this time. An executive of one of the world’s leading toy companies told me that there are
approximately ten times as many toys marketed to boys as to girls in the
age range. Girls are generally too old for dolls and too young for serious
fashion and cosmetics. Until quite recently, television and film did not
target them because the studios “knew” that girls will watch material designed for boys but that the converse was not true. The primary cultural
artifacts that girls engage with in this period of life are books, movies,
and music.
Between the ages of eight and twelve, girls are absorbed in the process
of self-construction—both external social identity and deeper internal
self-awareness. The materials with which they construct themselves are the
materials at hand—primarily provided by popular culture. Yet it seems to
me that the few materials we do provide them are only superficially related
to the actualities of their lives.
A single, shining exception is American girls’ participation in sports,
up 800 percent over the last twenty-five years since the U.S. Congress
mandated equal funding for boys’ and girls’ athletic programs in schools.
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For the first time, girls have a way to experience and value their bodies
that is different from the idea of attractiveness.
How girls fare at the task of self-construction predicts to a large extent
how well they will brave the storm of adolescence—the time when their
self-esteem is at greatest risk. Girls who have trouble at this passage may
experience depression and setbacks well into their adult lives. Yet it seems
that at the very moment we should be listening to them, seeing them,
and offering them back an affirmation of who and where they are in life,
we instead tend to place them in a life stage—“preteenhood”—that is
no place to be at all.
During the course of my research at Interval and after that at Purple
Moon, my Interval team and I were graced with the partnership of
Cheskin Research in our goal to hear and see girls. We began with a
thorough literature survey of research in areas that we thought might have
some light to shed on our question (something that computer game companies have rarely done)—areas like cognitive and developmental psychology, play theory, neurophysiology, and gender studies. In our second
stage, we interviewed a hundred adults—experts from academia and industry as well as adults whose lives are spent on the ground with children
at play—on topics that seemed most promising. In our third and largest
stage of work, we conducted interviews with about eleven hundred children from all over the United States, initially both boys and girls and
then focusing exclusively on girls.
In addition to this work, we employed survey data from another ten
thousand children and conducted separate interviews with over five hundred parents. We had strong quantitative findings. For example, the leading reason girls gave for disliking traditional video games was not that
they are violent or competitive but that they are boring. Girls tend to
find the characters entirely unsatisfying—so weak that you can’t even
make up good stories about them. Girls are typically unmotivated by mastery for its own sake but demand engaging and relevant experiences from
computer games. Both boys and girls see video game machines as for boys,
and they see computers as gender-neutral.
But for me, the real understanding came with our qualitative work.
We knew that if we were going to create things that were truly relevant
to girls, we needed to know every single thing we could find out about
them. We asked them to talk to us with their best friends at their sides
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for at least an hour on topics ranging from play preferences to gender
signals sent by toys to technology to the issues in their lives that concerned
them most. We asked them to take pictures of things that are important
in their lives. Among the most common life issues were problems with
friends, problems with siblings, favoritism, divorce, and social pressure to
do things that aren’t quite “right.” Girls took pictures of their friends,
collections of all sorts of things, sporting equipment, arts and crafts, pets,
bedrooms, trophies, and stuffed animals. Even if I hadn’t had three preteen girls at home, this research would have made me feel that I could
walk around inside of the life of a preteen girl in the 1990s—which is a
whole lot different, in many ways, from my preteen life in the 1950s and
early 1960s.
After the interviews were finished, we spent several months consolidating our findings and then transforming them into design principles to
use in developing products. After a stage of advance development inside
of Interval Research, we formed our company, Purple Moon, and
launched three businesses—interactive CD-ROMs, the Purple Moon
Web site, and an array of Purple Moon merchandise. All of these products
were linked by a diverse cast of characters drawn from the lives and experiences of girls and worlds of imaginative play that we explored through
our conversations with them.
Our first two Friendship Adventures, Rockett’s New School and Secret
Paths in the Forest, were both in PC Data’s top fifty entertainment titles
during the 1997 holiday season with sales at approximately ten times our
original forecast. From launch until February 1999, the Web site served
over 300 million pages, with about 240,000 registered users who visited
us at least once a day and viewed an average of thirty-five pages per visit.
These girls collected about five million virtual treasures and sent each
other nearly ten million postcards. Over the life of the company, we
launched seven more CD-ROM titles, including more Friendship Adventures, creativity products, and the first-ever line of sports games for girls.
I consider our work to have been a cultural success in the sense that
it touched the lives of millions of girls and gave them fresh views of girlhood and a new portal into the technology. But our business failed. It
failed for reasons that had to do with investors’ expectations, market conditions, and some weakness in strategic planning. The short story is that
the investors pulled their support, and we were forced to sell the business
to Mattel, where it lives in some form today.
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310
Purple Moon’s heroine, Rockett Movado, was unique in her ability to
see the possibilities open to her and to make conscious choices about what
to do next. Our products allowed girls to try this skill and to see how
things might turn out differently depending on what moods, attitudes,
or choices they bring into the next moment. I am taking the same approach to my career now. A few choices made differently would have
made Purple Moon a financial success. I have learned a great deal, and
I’m not dead yet.
Although the end was traumatic, thanks to Purple Moon I have a new
kind of satisfaction in my life—one that comes from having tried to make
an intervention at the level of popular culture. Probably one humanist in
thousands actually succeeds in making a great big dent in things, but there
are some excellent role models. I think of Gene Roddenberry, whose Star
Trek television series continues to appall the artistic and cultural elite but
has made strongly progressive depictions of literally every significant social
issue in the United States since 1967 embraceable by popular culture. I
wonder how much genius Stephen Spielberg has wasted trying to convince
his critics that he can do “serious” work, where that is somehow defined
as “not for mass consumption.” Because his films appeal to millions, his
values are somehow invisible. When he finally emits a film like Schindler’s
List that appeases his critics, obscure academics step in to grab their fifteen
minutes of fame by questioning his politics and historical accuracy.
And so it goes. A humanist who attempts to do popular work will
always be attacked by the elite who claim his political turf and who insist
that people who do values-driven work must by definition be marginalized. These folks believe that popular culture is intrinsically poisonous.
If it is popular, it is bad for you; if it is bad for you, it is probably popular.
There is a great deal of inevitability about it. If you do market research,
you are probably fundamentally crass and exploitive. This position is possible because the values at the heart of humanism have still not been
understood.
The advice that has guided me best is simple. Know who you are working for: be clear about whom you wish to please. The goal is to introduce
new genetic material into the culture without activating its immune system. Good research and strong values go hand in hand. Today, humanistic work in our field is possible, and it is necessary.
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21
Imagine a Space Filled with
Data . . .
Monika Fleischmann and Wolfgang Strauss
The concept of human interaction with space changed in the twentieth
century from conquering space to dissolving space, and this reconceptualization has been brought about primarily through the new means of
transport that have become available. The term navigation signifies the
definition of and adherence to a course and is derived from the Latin
navigare, which can be translated as “steering” or “traveling.” The same
symbols are used on the Internet as in real space—though virtual navigation involves the reconfiguring (that is, production) of a time process. The
old metaphors of explorer or navigator have remained the same: the language of the conqueror is apparent to everyone on the Internet. As artists,
we explore aesthetic strategies with communication processes to influence
and transform the development of the community of the future.
This chapter discusses some developments of the eRENA project (electronic Arenas for Culture, Performance, Art, and Entertainment), which
is one of thirteen European long-term research projects. The eRENA consortium brings together internationally known digital artists, experts in
multiuser virtual reality, artists, social scientists, and networking experts
from significant European institutions. We are both research artists, and
we direct the project at GMD (the German national research center for
information technology located in Sankt Augustin, Germany). Monika
also is head of MARS (Media Arts and Research Studies), an interdisciplinary group of computer experts—artists, architects, and social and media scientists at GMD.
GOALS AND CHARACTERISTICS OF THE eRENA PROJECT
eRENA focuses on developing information spaces in which all participants can be mobile and socially active. By addressing questions of communication and representation research, the MARS lab focuses on the
situation of a mixed-reality “stage,” which is an abstraction of everyday
life.
Our approach to mixed reality is to interconnect the real and the virtual
to produce a new framework for communication and interaction possibilities. Real physical space is filled with the virtual space, and the user’s
exploration of virtual space is connected both to real space as well as to
other users’ experiences. This spatial arrangement of real and virtual is
Imagine a Space Filled with Data . . .
313
the means for creating a situation that connects the participants with each
other.
Linking Real and Virtual Space
The basic concept of our mixed-reality stage installation is the linking of
real and virtual space—a room filled with data. The “room” stands for
physical interaction space, but the “furniture” of data is virtual and stands
for an information space. It is a spatially organized information space in
which data are revealed through users’ movement in the combined realvirtual space and through interaction with other users.
Our concept is realized as an interactive field of sounds and words—
the Murmuring Fields, a virtual soundscape consisting of four voices that
are triggered by users’ movement and emitted into the physical space. As
movement in physical space causes sounds and as sounds are heard in the
physical space, the resulting impression for users is that of an invisible
field of sounds existing in the physical space and revealed through their
actions.
Visitors to Murmuring Fields are engulfed in a sound picture that is
combined from controversial statements made by media thinkers Vilem
Flusser, Marvin Minsky, Paul Virilio, and Josef Weizenbaum and from
sound samples. The protagonists control the sound stage by their positions
on stage. The layers of language and sound of each participant intersect
and weave around, thereby generating an environment of digital storytelling. That interactive conversation is augmented by a visual map, projected on different semitransparent displays like net skins.
Implementing the Mixed-Reality Stage
The MARS group developed an electronic multiuser stage environment
(eMUSE) as a platform for multiuser interaction and communication,
interface, rendering, and display organization, in shared physical and virtual space. It provides an operating environment for mixed-reality spaces
based on VRML 2.0 like Murmuring Fields. The mixed-reality sound stage
is connected through a vision system—a camera-based tracking system
capable of locating several humans moving freely in a room.
The mixed-reality concept is based on the following situation: one or
several participants in the physical space are simultaneously present in an
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information space that is made visible only through participants’ actions
in the real space. The overlapping and integration of these two spatial
situations—physical space filled with virtual information space—create
a new reality of perception. The virtual material is to be arranged and
rearranged through the user’s movement and interactions with other users
and is not a predefined 3D scene to be observed and navigated.
The Mixed-Reality Situation as Interface
To realize the mixed-reality stage concept, the whole system—the medial
staging of action—needs to be understood as the interface. The interface is not only the connecting of man and machine but also the actionoriented situation in which the visitors become involved. This concept
of “situation as interface” acknowledges the distinction between two different levels of an interface environment: (1) The connection of participants with each other through the situation created by the environment
and (2) the technical devices needed to realize an unobtrusive underlying
computer system.
To achieve these goals, different perception levels need to be layered
and related in a coherent structure. The interface environment functions
through the interplay of following elements:
•
•
The vision system A fundamental point of the mixed-reality stage concept is connecting a participant’s bodily sense of being in physical
space with a sense of being in virtual space at the same time. To achieve
this sensation, we use an optical tracking system to connect participants’ movement in real space with navigation in virtual space. The
data provided by the tracking system control the position and movement of the user in the virtual space, parts of which are “displayed”
accordingly in appropriate locations of physical space. This supports
the perception of a virtual space that reacts to users’ actions as an
integrated part of the physical space in which they are situated.
Visual representation of content The visual elements of the virtual environment serve as place holders for sounds and an orientation aid for
the participants. Without this visual reference, establishing the relationship between one’s movement in physical space and the sounds
triggered in the virtual space becomes much more difficult.
Imagine a Space Filled with Data . . .
315
•
•
•
Audio representation of content A participant’s movement in physical
space controls the creation of the corresponding trace avatar in the
virtual space. Trace avatars of all participants trigger sounds and words
in the virtual space that are emitted in the real space. The words are
statements from contradictory media thinkers about the future of our
digital culture taken from interviews with the authors in 1992. The
words inspire further movement and lead to a mutual play of the participants in producing sound patterns and dialogues together.
User representation: trace avatars The trace of one’s own movement—
the trace avatar—is the orientation field. Participants communicate
through their virtual traces and determine thereby the action space as
well. The trace avatar becomes a graphically visible interface and a
medium of communication. It shows the current position of the participants and triggers the sounds touching the sound objects. This
“virtual touch” and the triggered sounds initiate an audiovisual composition between participants.
Physical interaction space In some systems, navigation in virtual space
is achieved by directly manipulating some physical device, but the
mixed-reality stage cannot be navigated without the existence of an
appropriate physical space. The physical space becomes an essential
part of the interface. As a participant becomes immersed in the play
of movement and sound, his or her awareness of being in space and
of interacting with others becomes increasingly a bodily one.
None of these five parts alone can be called the interface. Instead, the
interface is the whole situation of the environment and presence of the
participants that connects the participants with each other as well as with
the underlying computer system. The eMUSE system itself, along with
the virtual environment and the vision interface, demonstrates the “situation as interface” paradigm. Figure 21.1 illustrates how this concept of
the situation as interface is realized.
With eMUSE, we have built an instrument for the mixed-reality stage,
an instrument for theatrical play and learning to communicate in networked space. This is not a stage to be observed but a stage to be entered.
In our search for an adequate design, we see the design principles of “form
follows function” confronted with a design framed by rules—“form follows structure.”
Monika Fleischmann and Wolfgang Strauss
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Figure 21.1
Monika Fleischmann and Wolfgang Strauss, The Mars Group, layers of the mixed-reality stage in eMuse,
1999. An electronic multiuser stage environment as a platform for multiuser interaction and communication, interface, rendering, and display organization in shared physical and virtual space. It provides an
operating environment for mixed-reality spaces.
Imagine a Space Filled with Data . . .
317
Murmuring Fields Staged as a Mixed-Reality Performance
We were invited to present and discuss Murmuring Fields at Fidena ’99—
an international theater, puppetry, and new-media festival held annually
in Germany. The presentation took place in the theater of the Museum
Bochum on 25 April. The two performers Maya Brosch and Martina
Leeker—together with the authors as directors—examined the interactive
stage and its possibilities.
Traditional forms of movement, such as sign language or gestures, have
no meaning for this stage, since the vision system is not based on gesture
recognition. Instead, the vision system registers the simple stretching
movements of the body and its movement through the space. Rehearsals
therefore serve to theme the limitations that arise from viewing the performance and to contribute to the development of specific methods of practising physical expressions for the media performance.
The performers are dressed in white and look like mobile projection
surfaces against the black stage background. The performers pick out
individual image components—sentences or words—that are heard as a
sound at the same moment. The activated virtual sound object becomes
audible and at the same time visible on the body or in the space.
Comments from the Performers
In performer Maya Brosch’s opinion, various levels overlap during the
performative interaction of participants with the installation: the desire
to deliver a performance interacts with the desire to have a synaesthetic
experience. The mixed-reality concept presents difficulties when it comes
to implementing choreography: “Because it’s not about me presenting
something great—it’s about me perceiving and experiencing something.
It requires people to listen to the sounds triggered by their movement.
If this listening exercise is successful, it creates a very fragile type of perception that is independent of the outside world. It’s as if I’m moving through
sounds and these sounds are tangible to my body” (figure 21.2).
For performer Martina Leeker, a key experience in Murmuring Fields
is the influence of tactile elements on orientation in the sound space. She
uses the hooped skirt as a “tool that makes possible certain movements
that belong to the sounds.” She sees the lace hem of the skirt “as something very tactile, like lots of small fingers or hairs . . . like an animal
that makes very small movements and touches sounds as it does so.”
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Figure 21.2
Monika Fleischmann and Wolfgang Strauss, 1999. Murmuring Fields, a mixed-reality performance
space.
Imagine a Space Filled with Data . . .
319
The real actions of the performers cause avatars to appear on the different displays. The performers interact with their own virtual traces as
though the traces were imaginary partners. The result is an overlapping
of the real and the virtual, which not only opens up a new level of communication but also redefines the notion of a stage and a performance in
terms of the theater. The participants are linked together in real time on
the Internet and on the stage.
CONCLUSION
Interactive media are time-based. This means that the action occurs in
real time and that the performers bring their own rhythms and their own
subjective concepts of time into the action. They can stop or alter the
course of events at any time and therefore structure perception themselves.
In interactive systems, the body reforms itself.
The discoveries made through the mixed-reality stage in terms of patterns of behavior go far beyond the bounds of the theater and could perhaps be used in a more highly developed form in the field of psychiatry.
What type of contact can be made there? How is the virtual space created?
What makes it a communication space? The moment is the unit of time
that must be perceived within its situation. Networking means communicating in the present.
REFERENCES
Billinghurst, M., and H. Kato. “Mixed Reality: Merging Real and Virtual Worlds.” In
Proceedings of the First International Symposium on Mixed Reality (ISMR ’99) (261–
284). Berlin: Springer Verlag, 1999.
Fleischmann, M., W. Strauss, M. Thomsen, and J. Novak. “Murmuring Fields: The Making of e-MUSE.” Design. I3 Magazine (October 1998), EU ESPRIT projects.
Fleischmann, M., W. Strauss, and C.A. Bohn. “Liquid Views—Rigid Waves.” In Visual
Proceedings SIGGRAPH ’98. Orlando, FL: SIGGRAPH.
Fleischmann, M., W. Strauss, W. Heiden, K. Sikora, T. Sikora, and J. Speier. “The Virtual
Balance: An Input Device for VR Environments.” In La Lettre de INA, Interfaces 97,
Proceedings number 123, Montpellier, May 1997.
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Fleischmann, M., and W. Strauss. “Images of the Body in the House of Illusion.” In
Art@Science. New York: Springer, 1997.
Krüger, W., et al. “The Responsive Workbench: A Virtual Work Environment.” Computer
( July 1995).
Marvin, S. “Telecommunications and the Urban Environmen: Electronic and Physical
Links.” In Peter Droege, ed., Intelligent Environments: Spatial Aspects of the Information
Revolution (179–197). Amsterdam: Elsevier Science B.V., 1997.
Strauss, W., et al. Staging the Space of Mixed Reality: Reconsidering the Concept of a
Multiuser Environment.” In Proceedings VRML99: Fourth Symposium on the Virtual
Reality Modeling Language, 23–26 February, Paderborn, Germany (93–98). New York:
ACM, 1999.
Strauss, W., M. Fleischmann, J. Novak, and M. Thomsen. “VRML-Based Extended Galleries: Reconsidering the Concept of a Multiuser Environment.” i3-eRENA 1st year
deliverable, Bruxelles E U–Research Project Report, May 1998, 1–30.
Winkler, T. “Creating Interactive Dance with the Very Nervous System.” In Proceedings
of the Connecticut College Symposium on Art and Technology, 1997.
Yelistratov, V., W. Strauss, and M. Fleischmann. “Two Approaches for Intuitive Navigation in Virtual Environments.” Proceedings of GraphiCon–99, the Ninth International
Conference on Computer Graphics and Vision, Moscow, Russia, 26 August—1 September
1999. Moscow: Russian Computer Graphics Society, 1999.
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22
Landscape, Earth, Body, Being,
Space, and Time in the Immersive
Virtual Environments Osmose
a n d E p h é m è r e
Char Davies
Osmose (1995) (figure 22.1) and Ephémère (1998) (figure 22.2) are immersive and interactive virtual-reality environments.1 These works are known
for their embodying interface, painterly aesthetic, and themes of nature.
They are the most recent fruits of an artistic project that I have been
engaged in for almost twenty years and that has encompassed painting,
film, and making three-dimensional computer graphics and animation.
The impulse behind this project has been to communicate an intensified experience of being embodied in the space-time of the living world.
Osmose and Ephémère are my attempts to distill and amplify the sensations
and emotions of being conscious, embodied, and mortal—that is, how
it feels to be alive here now among all this, immersed in the vast, multichanneled flow of life through space and time. In these works, I seek to
remind people of their biological, spiritual, and psychological connections
to the natural (rather than human-made) environment and of the regenerative source and mythological ground of those connections.
For nearly a decade, I attempted to communicate this sensibility
through the medium of painting. The practice of painting and its mode
of apprehending the world has significantly informed my entire approach
to VR. Evidence of the themes of Osmose and Ephémère can be found in
my work as early as 1975, and their visual aesthetic appears as early as
1981, when I turned my attention as a painter to investigating my own
extremely myopic eyesight. In doing so, I was initiated into an alternative
experience of space whereby “objects” had apparently disappeared and
where all semblance of solidity, surface, edges, and distinctions between
things, including figure and ground—all the usual perceptual cues by
which we objectify the world—had dissolved. In their stead was a sense
of space without sharply defined, separate objects in empty space and
with an ambiguous intermingling of varying voluminous luminosities
and hues. Within this spatiality, there is no split between the observer
and the observed. The withdrawal of the sense of sight—of the visual
acuity that dominates the human relationship with the world and is tied
to the Cartesian paradigm—allows another way of sensing to come forward, one in which the body feels space very much like that of a body
immersed in the sea.2 This alternative mode of perceptual spatiality has
profoundly influenced my work.
In the mid-1980s, I exhibited a series of paintings called Espaces Interlacés (Interlaced Space). This body of work attempted to communicate a
Landscape, Earth, Body, Being, Space, and Time in Osmose and Ephémère
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Figure 22.1
Char Davies, TreePond real-time frame capture from Osmose, 1995. Char Davies/Immersence Inc. &
Softimage Inc.
Char Davies
324
Figure 22.2
Char Davies, Seeds real-time frame capture from Ephémère, 1998. Char Davies/Immersence Inc. &
Softimage Inc.
Landscape, Earth, Body, Being, Space, and Time in Osmose and Ephémère
325
subjective experience of the intermingling of interior self and external
world, of body and nature. To this end, I developed painting techniques
based on the application of layers of oil pigment alternating with the
dissolving and sanding away of certain areas, using the resulting semitransparent and semiabstract/semirepresentational effect to create spatial and
conceptual ambiguity. In this work, I also sought to reconstruct the sensation of being encircled by horizon, of being sensuously, spatially enveloped. The two-dimensionality of the painterly picture plane, however,
ultimately posed an insurmountable limitation to the achievement of this
goal. Consequently, I abandoned the medium of painting for that of 3D
computer graphics—a medium that offered the possibility of creating in
virtual three-dimensional space on the other side of the picture plane.
In late 1987, I became a founding director of a start-up computer
graphic software company, Softimage, becoming its first director of visual
research. Learning to use the young software by cowriting its first manual,
I eventually resumed my own work in the form of three-dimensional computer graphic images composed and rendered as stills. Between 1990 and
1993, I produced a series of 3D stills titled The Interior Body, dealing
with metaphorical correspondences between body and earth, the same
themes that were present in the earlier paintings and that reoccur in Osmose and Ephémère. As an artist who had already developed a particular
visual aesthetic style, I instinctively and immediately bypassed the usual
3D computer graphic techniques. These images were created by making
3D cg models and placing them in three-dimensional space, as if constructing props and arranging them along with lights on a virtual theater
set. Rather than creating solid-surfaced objects, however, and separating
them in empty Cartesian space, I worked with transparency (as I had
while painting) and textured shadow casting to create spatial ambiguity,
merging objects and space, figure and ground. These three-dimensional
constructions were composed much like a painting, from a fixed point
of view with great consideration given to the framing. The resulting compositions were rendered and output to film as transparencies and exhibited
as large-scale light boxes. (Along the way, I also collaborated on the 3D
computer-animated film West of Eden produced at Softimage.) While
these images were created in virtual 3D working space, they were output
through photographic media as two-dimensional Duratrans stills, thus
defeating my original intent. And so, seeking a more effective means with
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which to communicate a subjective sense of enveloping spatiality, I began
to work with immersive VR, or what I prefer to call immersive virtual
space.
In my experience of constructing virtual environments, the medium
of immersive VR offers a unique means of expressing this particular sensibility. This is primarily because of the medium’s enveloping spatiality, a
spatiality that seemingly allows viewers to enter it, and because of its kinesthetic and interactive properties. As a means of distilling and amplifying
the sensations and emotions of being conscious, embodied, and mortal, of
heightening sensations “of the body as the site of consciousness occupying
space,”3 immersive VR is far more effective than any other artistic medium
I have used. Just as the invention of film—through the technology and
craft of photography—extended the stillness of painting into the flow of
time, the technology associated with immersive VR extends beyond the
two-dimensionality of painting and film into enveloping “circumferal”
space. In virtual space, the artist designer can construct three-dimensional,
animated, conceptual models of the world, manifesting them within a
virtual spatiotemporal arena where they can be kinesthetically explored
by others through real-time interaction and full-body immersion. The
viewer thus becomes a participant within the artist’s world. This is particularly so when approached through an embodying (rather than disembodying) user interface such as that of Osmose and Ephémère. In works
such as these, perceptual boundaries between inside and out may be experienced as permeable because the virtual and immaterial are confused with
the bodily felt, experienced as strangely real. This is the paradox of immersive VR and its singular power.
The origins of the technology associated with virtual reality lie in the
military and Western scientific-industrial complex: VR is not neutral but
by default carries Cartesian values.4 It should not be surprising, then, if
most of the metaphors—spatial, visual, interactive—used in conventional
VR design reinforce what Henri Lefebvre called “the reign of King
Logos.”5 In this context, virtual reality can be read as a “literal enactment
of Cartesian ontology,”6 the product of the collective consciousness of
Western culture issuing from “a techno-utopian ideology ripe with subconscious perceptions and prejudices in which liberation is sought from
the body [and earth] by dissolving into the machine.”7 When constructed
by artist designers who are aware of the technology’s debt to King Logos
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327
and who deliberately choose to circumvent its conventions, this medium
can effectively be used to convey alternative worldviews, acting as a countering philosophical tool. In Through the Vanishing Point: Space in Painting
and Poetry, Marshall McLuhan wrote that the role of artists was to create
“counterenvironments” to open the doors of perception by correcting the
unconscious bias of a given culture. He went on to say that in an age of
accelerated change, the need to perceive the environment becomes ever
more urgent.8 Similarly, Lefebvre, in his seminal book The Production of
Space, called for the production of antienvironments and “counterspace”
in the face of the homogenizing absolute space of Western metaphysics.9
Since these words were written, the paradoxical medium of VR, with all
its implications, has emerged.
In my work, I have attempted to push VR beyond its conventions
to present a different interpretation of being in the world. In terms
of content and sensibility, Osmose and Ephémère are a far cry from the adrenaline-pumping techno fantasies common in VR. Osmose and Ephémère
shun conventional hand-based modes of user interaction, which tend to
reduce the body to that of disembodied eye and probing hand, in favor
of an embodying interface that tracks breath and shifting balance, grounding the immersive experience in the participant’s own body. Osmose and
Ephémère avoid the hard-edged mimetic realism toward which most VR
aspires, instead relying on semiabstract semitransparent figuration to create an ambiguous, evocative painterly aesthetic that actively engages the
participant’s imagination in the work.
Osmose and Ephémère were constructed with a team at Softimage
Inc. in Montreal from 1994 to 1995 and 1996 to 1998, respectively.
The graphics and animations were created by Georges Mauro using
Softimage’s 3D animation software; these were adapted to real-time VR
through custom programming by John Harrison. Rick Bidlack composed
and programmed the sound, and Dorota Blazsczak designed and programmed the sonic architecture. Osmose was produced by Softimage.
Ephémère was coproduced by Softimage and my company Immersence
Inc. Both works originally ran on a Silicon Graphics Infinite Reality
parallel-processing computer, with a stereoscopic and stereo-sound headmounted display and now have been successfully ported onto a PC, with
a stereoscopic and stereo sound head-mounted display. We designed a
user interface that motion-tracks the participant’s breath and balance
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(breathing in to ascend, out to descend, leaning to change direction. The
use of conventional hand-based interaction was deliberately avoided. The
sound uses a PC (or a Mac in the case of Osmose), a Kurzweil sound
synthesizer and processor, and an Acoustetron for localizing the sounds
in real time in three-dimensional space.
The central experience is that of the immersed participant—the “immersant.” During public exhibitions, this rather intimate experience takes
place in the company of an attendant in a small private chamber facing
a larger audience space of relative darkness with two luminous screens.
This public space is filled with sound, as it is generated in real time by
the immersant’s behavior in the virtual space. One of the screens is a
stereoscopic video projection of the three-dimensional world as it is experienced by the immersant, enabling museum visitors to vicariously witness
each immersive journey as it takes place in real time. The other bears the
projected shadow of the immersant’s silhouette as he or she moves and
gestures in response to the work. The use of this shadow silhouette alongside with the real-time video projection serves to poeticize the relationship
between the immersant body and the work, drawing attention to the
body’s role as ground and medium for the experience.
To experience Osmose or Ephémère, the participant dons a stereoscopic
helmet through which the computer-generated 3D graphics and 3D
sound are displayed in real time according to their breathing in and out
and to their shifting center of balance, both of which are tracked by
sensors mounted on a vest. There are no gloves, and there is no phallic
joystick.
SPATIAL STRUCTURE OF OSMOSE
The first virtual realm encountered by the immersant in Osmose is a threedimensional Cartesian grid that functions as an orientation space and
makes reference to the technology’s origins. With the immersant’s first
breaths, the grid gives way to a clearing. In the center of the clearing is
a tree, into whose leaves it is possible to enter. Surrounding the clearing
is a forest, which when entered is never-ending in all directions including
up or down, except by following a stream or by becoming still and waiting
for time to pass. In the clearing there is also a pond into which one can
sink (by breathing out) and then descend deeper into an oceanic abyss
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|
*
Textworld
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Entry: Cartesian Grid ⬎
*
*
*
Cloud
*
*
Leaf
*
*
Tree
Forest * * * * * * * Clearing * * * * * * * Forest
*
*
Pond
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Abyss
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UnderEarth
Lifeworld
*
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*
*
Codeworld
⬎ Ending:
Lifeworld
*
in which a symbolic life-world appears through which one can return to
the clearing with its pond, stream, and tree. It is also possible (by breathing
in) to ascend into white cloud—or, by breathing out again, to descend
into subterranean earth, passing roots and rocks and underground
streams. Two other realms—above and below, of text on nature, technology, and the body and of software code—function as the conceptual substratum and superstratum parenthesizing the work. The sounds within
Osmose were sampled from a male and female voice uttering phonetics
and digitally processed to create a range of effects and localized in threedimensional space. Sound is generated on the fly, in real time, responding,
like the visuals, to changes in the immersant’s head position, spatial location, direction, and speed. Using breath and balance, immersants are able
to float or hover through all the virtual realms and in the overlapping areas
between. After fifteen minutes of immersion in Osmose (during public
installations), the life-world reappears and then irretrievably recedes,
bringing the session to an end.10
Char Davies
330
SPATIOTEMPORAL STRUCTURE OF EPHÉMÈRE
In Ephémère, the iconographic repertoire is extended beyond the trees and
rocks and streams of Osmose to include body organs, blood vessels, and
bones, suggesting a symbolic correspondence between the chthonic presences of the interior body and the subterranean earth. While Osmose consisted of nearly a dozen realms situated around a central clearing, Ephémère
is structured spatially into three levels—landscape, earth, and interior
body. The body functions as the metaphoric substratum under the fecund
earth and the lush bloomings and witherings of the land. Unlike Osmose,
Ephémère is also structured temporally. Even as the immersant roams
among all three realms, no realm remains the same. The landscape changes
continually, passing through cycles of dawn, day, evening, and night, from
the pale of winter through spring and summer to the climatic decay of
autumn. While participants may spend an entire session in one realm, it
is more likely that they will pass constantly between them, immersed in
transformation. Throughout the work, the various rocks, roots, seeds, and
so on come into being, linger, and pass away. Their appearings depend
on the immersant’s vertical level, proximity, slowness of movement, and
steadiness and duration of gaze.
All the transformations and interactions in Ephémère are aural as well
as visual. While the visual elements pass through varying phases visibility
and nonvisibility, light and darkness—and in the case of the landscape,
progress from the more literal to the abstract—the sound is also in a state
of flux. Localized in three dimensions and fully interactive as in Osmose,
sound oscillates between melodic form and mimetic effect in a state someEntry: temporal ⬎⬎⬎ Winter
⬎
Spring
⬎
Autumn
⬎
Ending
spatial
level one:
Forest Landscape:
swamp ⬎ forest, river, boulders ⬎ falling trees ⬎ falling leaves
*
level two:
Subterranean Earth:
*
earth, roots, rocks, underground stream, seeds ⬎ falling embers
level three:
Interior Body:
interior flesh, organs, bloodstream, eggs, bones ⬎ falling ash ⫹ dust
Landscape, Earth, Body, Being, Space, and Time in Osmose and Ephémère
331
where between structure and chaos, adapting moment by moment to the
spatiotemporal context of the immersant within the work. Ephémère is
more interactive than Osmose: when gazed on, its landscape rocks transform into other landscapes; seeds activate when gazed on for an extended
length of time, rewarding patient observation with germination, inviting
entry into the luminous interior space of their bloom. The only constancy
is the ever-changing river: when the immersant surrenders to its gravitational flow, it metamorphoses from river to underground stream or artery/
vein and vice versa, summoning in the corresponding visual and aural
elements of each realm. Deep within the earth, rocks transform into pulsing body organs, eggs appear, and aging organs give way to bone. Depending on the immersant’s behavior within the work, there are several
endings, of falling leaves, of ashes, and of dust.
The visuals in these works are soft, luminous, and translucent, consisting of semitransparent textured 3D forms and flowing particles: the
3D forms have been designed to be neither wholly representational (that
is, recognizable) nor wholly abstract but to hover in between, creating
perceptual ambiguity. By animating these forms and by enabling the participant not only to see through them but to float through them as well,
it is possible—because of their varying degrees of transparency—to create
spatially ambiguous figure and ground relationships. The resulting constant variability of the perceptual field causes semiotic and sensory fluctuations, or what I call “perceptual buzz,” in which multiple poetic
associations may be evoked—for a single literal meaning closes the work,
whereas ambiguity invites further imaginative play. In my work, ambiguity is key to softening, lessening, the distinctions between things. This
strategy, developed through years of painting, serves to offset the cultural
bias of dualism, of maintaining rigid boundaries between subject-object,
I-it, which finds expression in the aesthetic of “hard-edged objects in
empty space” so common in three-dimensional computer graphics (an
aesthetic clearly embodied in the dinosaurs of Jurassic Park).
The interactive methodology of Osmose and Ephémère does not rely
on conventional hand-based VR interface methods such as joystick, wand,
trackball, or glove—which tend to support a disembodied, distanced, and
controlling stance toward the world. Instead, we developed an interface
that is body-centered and that relies on the intuitive, instinctual, visceral
Char Davies
332
processes of breathing and balance. Through breath, the immersant is able
to rise and fall in space with ease and precision. By subtly altering the
body’s center of balance, the immersant is able to change direction. This
reliance of breath and balance is intended to reaffirm the role of the living physical body in immersive virtual space, as subjective experiential
ground. It is also intended to act as a channel of communion rather than
as a tool of control. As in meditation, the practice of following one’s
breath and being centered in balance opens up a profound way of relating to the world.11 This strategy has been informed by my own experiences of scuba diving and has many implications for the work as a whole,
both on an instrumental level and in terms of metaphor. The experience
of immersion in the deep sea, via scuba diving, has significantly shaped
my conceptual approach to VR. While diving, the hands are rarely used
because touching often means doing or receiving harm; the vertical axis of
movement is more important than the horizontal, and one’s buoyancy is
dependent on skillful use of breath and balance to rise or fall or turn.
Most of all, one feels the exquisite sensation of floating instead of being
gravity-bound, of being sensuously immersed in the big blue. Here, space
is not perceived as empty or passive but sensually embraces, envelops the
whole body, inviting reverie and surrender of the self in rapture of the
deep.
Since 1995, nearly twenty thousand people have been individually immersed in Osmose and in Ephémère. The responses of many participants
initially caught us by surprise, in terms of their emotionality, including
euphoria and tears of loss. Not only do the works’ reliance on breath and
balance facilitate relaxation, but they also tend to facilitate a mental state
in which logical, rational, goal-oriented behavior is abandoned for perceptual free-fall. In comparing participant responses with psychological research into traditionally induced altered states of consciousness such as
meditation, it appears that full-body immersion in an unusual virtual environment (that is, one that does not seek to reproduce literal appearances
and habitual behavior in the real world) can facilitate shifts in mental
awareness.12 In this state, it appears that perceptual “dehabituation” allows
perceived boundaries between interior and exterior, mind and body, self
and world, to become permeable. These parallels have been explored in
a previous paper.13
Landscape, Earth, Body, Being, Space, and Time in Osmose and Ephémère
333
The intertwinings of the imaginative and the physical, the immaterial
and the material, lie at the heart of Osmose and Ephémère. These works
have been nourished by my experience of an actual space, a place partly
cultivated, partly wild, on the slope of a mountain in southern Quebec.
Though this land is not pristine by any means—having been cleared by
settlers in the eighteenth century, mined for copper, logged for furniture,
grazed by cattle, farmed for apples, its meadows rooted with European
“aliens,” and its nonhuman predators, cougars, wolves, and bears, hunted
out long ago—the elements of Ephémère and Osmose have their source
here. This land’s trees and roots and rocks, its ponds and mountain
streams, its bloomings and witherings through time, have become numinous, as present in my imagination as in actuality. As I ramble among
their physical manifestations throughout the seasons and flowing light,
they in turn appear in my work like apparitions in a haunting reciprocity
between the virtual and the real.
On this land, however, fewer birds arrive each spring; the frogs and
toads have fewer young; and the maple trees are dying of acid rain from
smelters in the American Midwest. This land is but a microcosm: worldwide, wild places of the earth are being dramatically altered due to a litany
of human attitudes and actions.14 Meanwhile, public attention is being
directed to the virgin, untrampled territory of cyberspace. And what of
virtual reality? Can virtual representations of nature return our attention
to the nonhuman living world—conversely increasing our appreciation of
the complexities of the natural environment? Or will virtual environments
proliferate at the inverse rate of the disappearance of the real—as some
sort of psychic compensation? Perhaps the very act of creating virtual
environments such as Osmose and Ephémère point out the danger that
soon computer-generated simulations may be all we have left.15
When I first began writing about Ephémère—before its completion—
it was springtime, and apple blossoms were drifting gently on their
boughs. As I write these words now, the apples have already ripened, been
harvested, and fallen and rotted, and the withering leaves of Canadian
autumn are trickling through the October sky. I write on a laptop electronically connected to the human world, and yet I am alone with an
encircling horizon of woods and fields surrounding me. Voices from digital recordings of the seventeenth-century compositions of Pergolesi ring
out, interlaced with the rustlings of wind, the flowings of water over
Char Davies
334
mountain stone, and the occasional sound of a hunter’s rifle shot. As
much as I try to focus, the land keeps calling me—away from keyboard
and mouse pad, virtual reality, and the abstraction of words—out into
the sensations of nature, winds on my skin, scents of decaying vegetation,
and the presences of its inhabitants going about the business of their lives.
Waking up the other morning, I looked out the cabin window and
thought I was inside the autumnal flux of Ephémère—the external internalized and reexternalized as art.
As I reread these words, I sit at the roots of a solitary maple tree among
its crumpled ochre leaves, in the gathering violet light and tranquillity of
dusk broken only by the sound of the international flight path of transatlantic jets—watching for the deer to venture from the safe shadows of
the woods into the soft evening meadows of the orchard. I wait for the
deer and all the other creatures who pass through here, strands of multichanneled life, life as a river with infinite rivulets pouring through time.
These are the living presences who are so absent in the human-made virtual environments of Osmose and Ephémère.
NOTES
For more information on Osmose and Ephémère, including an extensive bibliography, go
to http://www.immersence.com
1.
By immersion or immersive virtual space, I mean immersion in a 360-degree spherically
enveloping virtual environment, in my opinion possible at the present time only through
use of head-mounted displays (HMDs) with wide fields of view. While less cumbersome
techniques are under development, current alternatives such as wrap-around screens or
domes (now known as spatially immersive displays) are not as effective in achieving a
sense of envelopment. Neither are the cubed-shaped display rooms known as CAVES. My
comments in this chapter refer to full-body immersion through use of HMDs.
2.
This experience bears resemblance to Maurice Merleau-Ponty’s description of night
in The Phenomenology of Perception (1945) (London: Routledge & Kegan Paul, 1995),
283: “When, for example, the world of clear and articulate objects is abolished, our perceptual being, cut off from its world, evolves a spatiality without things. This is what happens
in the night. Night is not an object before me; it enwraps me and infiltrates through my
senses, stifling my recollections, and almost destroying my personal identity. I am no longer
withdrawn into my perceptual outlook from which I watch the outlines of objects moving
by at a distance. . . . it is pure depth without foreground or background, without surfaces,
and without any distance separating it from me.”
Landscape, Earth, Body, Being, Space, and Time in Osmose and Ephémère
335
3.
Yasmin Kharim, private correspondence, 1995.
4.
Numerous writers have pointed out technology’s tendency toward reinforcement of
the Western worldview, including Katherine Hayles, “The Seductions of Cyberspace,” in
Verona Conley, ed., Rethinking Technologies (Minneapolis: University of Minnesota Press,
1993), and Katherine Hayles, “Narratives of Artificial Life,” in George Robertson et al.,
eds., Future Natural: Nature, Science, Culture (New York: Routledge, 1996). Also see Margaret Morse, “Landscape and Narrative in Virtual Environments,” in Mary Anne Moser
and Douglas MacLeod, eds., Immersed in Technology: Art and Virtual Environments (Cambridge, MA: MIT Press, 1996). My experience in the late 1980s of building a software
company into the world’s leading developer of 3D computer animation software led me
to understand the potency of this technology in reinforcing traditional Western scientific
values.
5.
Henri Lefebvre, The Production of Space (Oxford: Blackwell, 1991), 407.
6.
Richard Coyne, “Heidegger and Virtual Reality: The Implications of Heidegger’s
Thinking for Computer Representations,” Leonardo, 27, no. 1 (1994): 68.
7.
Ziauddin Sardar, “alt.civilizations.faq: Cyberspace as the Darker Side of the West,”
in Z. Sardar and J. Ravetz, eds., Cyberfutures: Culture and Politics on the Information Superhighway (London: Pluto Press, 1996), 34.
8.
Marshall McLuhan and Harley Parker, Through the Vanishing Point: Space in Poetry
and Painting (New York: Harper & Row, 1969), 241, 252. The words quoted here originally were addressed to the creators of psychedelic light shows.
9.
Lefebvre, The Production of Space, 407.
10. For more information on Osmose, see Char Davies, “Osmose: Notes on Being in Immersive Virtual Space,” Digital Creativity, 9, no. 2 (1998), first published in Sixth International Symposium on Electronic Arts Conference Proceedings, Montreal: ISEA95 (Montreal:
University of Montreal, 1995).
11. Drew Leder, The Absent Body (Chicago: University of Chicago Press, 1990), 178,
274: “Breath is a potent tool of overcoming dualism. Physiologically, respiration stands
at the very threshold of the ecstatic and visceral, the voluntary and the involuntary . . .
inside and outside, self and Other are relativized, porous, each time one takes a breath.
The air is constantly transgressing boundaries, sustaining life through interconnection.
One may have spent years studying the mystics on the unreality of dualism and have this
Char Davies
336
remain an abstract idea. But in following breath, one begins to embody this truth.” “Balance is a question of centering. When we are properly centered, our experience of Being
is in equilibrium. Being well-centered, we can encounter other beings in a more open,
receptive way. Finding our center is a necessary step in the development of our ontological
capacity to open ourselves to the larger measure of being and to encounter other beings
with a presence that is deeply responsive. Coming home to our true center of being, we
can begin to relax our egological defenses, and begin to experience things outside the
subject/object polarization. Being well-centered in Being is therefore at the very root of
Gelassenheil, that ‘way of being’ in virtue of which according to Heidegger, we are going
to be most favored with a deeper experience of beings, and the presencing of Being as
such.”
12. Arthur Deikman, De-automatization and Mystical Experience in Altered States of Consciousness (New York: Harper Collins, 1990).
13. Char Davies, “Changing Space: VR as an Arena of Being,” in John Beckman, ed.,
The Virtual Dimension: Architecture, Representation, and Crash Culture (Boston: Princeton
Architectural Press, 1998), and in abbreviated form, in R. Ascott, ed., Consciousness Reframed: Art and Consciousness in the Post-biological Era. Proceedings of the First International
CAiiA Research Conference (Newport: University of Wales College, 1997).
14. In October 1998, newspaper headlines announced that PCBs and other persistent
toxic chemicals—from as far away as South America—have been found in extremely high
concentrations in the uppermost altitudes of the Rocky Mountains, imagined until now
to be untouched by man. Globe and Mail (Toronto), 17 October 1998.
15. Laurie McRobert, “Immersive Art and the Essence of Technology,” in Explorations:
Journal for Adventurous Thought (Fall 1996).
Landscape, Earth, Body, Being, Space, and Time in Osmose and Ephémère
337
23
Sound Installations and
Spatialization
Cécile Le Prado
As an electroacoustic composer working on sound installations, some preoccupations have been recurrent for the last ten years. One of them, spatialization—controlling the position and projection of sound in a virtual
space and simulating the specific acoustics of that space—has become
predominant.
Since 1986, I have mainly worked in sound installations for outside or indoor sites. For these compositions, I use mainly environmental
sounds and some instrumental sounds. A series of collaborations with
the INA-GRM (Institut National de l’Audiovisuel Groupe de Recherche
Musicale) and now with IRCAM (Institut de Recherche et de Coordination Acoustique et Musique) led me to integrate the computer as a tool
for composition both in the studio (for sampling, sound processing, analyzing, and resynthesizing the digital recorded sounds) and also at the
installation site (for sound spatialization, especially evolutions in time of
the source positions and of acoustic reactions).
SPACE AND COMPOSITION FOR SOUND INSTALLATIONS
I could take a ball of wool and try to unwind it to explain a logical work
process, but things often reveal themselves as being the sum of different
preoccupations. For ten years, I have done the following kinds of work:
•
•
•
•
•
•
•
•
Recording environmental sounds,
Making sound installations that include the public,
Using almost constantly the sound of water and voices,
Transforming recorded spaces into imaginary spaces,
Working on hybridization between several elements (such as designing
a sound to integrate characteristics of both an instrumental sound and
an environmental sound),
Playing between what is identifiable in a sound, allowing the listener
to recognize where the sound comes from, what meaning the sound
carries, and what becomes abstract in this same original sound after
it has been transformed in the studio,
Putting sounds out of their original context by editing, making fragments to very short sounds, like microelements, and
Working on landscapes, memories of sites, and accumulations of
stratum.
Sound Installations and Spatialization
339
Among those focuses, spatialization has become predominant. What
I mean by spatialization is the localization of the position of the sound
according to the position of the listener—in front of, behind, on one
side, above, below, and nearer or farther from him or her,
•
•
•
Following the trajectory of the sound,
Defining the acoustic of the virtual room in which the sound is supposed to be moving (for example, a cathedral with a long time reverberation or a tiny room with a very absorbent acoustic), and
Correlating the sound movements to the effects of reverberation.
This parameter, spatialization, is taken into account right from the beginning of a new work when recording sounds, in the middle when composing, and at the end when the sound installation settles in a new site with
a particular situation for the public.
The works discussed here—Le Passeur, Vocatifs, The Triangle of Uncertainty, and Lignes d’eau, esquisse no1 all show aspects of spatialization. The
structure of the first example, Le Passeur (1992)—in which different
depths of fields, where sounds are situated in the space, determine reverberation levels—is fixed in the studio when composing. The trajectories of
the sound objects are fixed on the chosen site of the sound installation ( Jardin
de la Treille) when the technical settings such as the position of the loudspeakers is defined. Since this completely depends on the site, the movements of the sounds cannot be reproduced in another place. The “natural”
sounds of the site—like car traffic, bird calls, voices coming from the park,
rain, and wind—can reveal or mask different aspects of the composition.
It is the same in any outdoor sound installation as long as we are playing
with the site and making a soundscape rather sonorizing the space.
For Le Passeur, Sysdiff software that molds amplification levels has been
used. There is in this case no programmed relation between the sound
displacement and the acoustic quality of the virtual room (reverberation
simulated in studio) in which they move. The term room is a generic term
including, for example, an open acoustic field with no walls.
In the second example, Vocatifs (1994), the sound objects are not moving. The different reverberation effects cannot be reproduced because they
are triggered by the movement of the visitors. The purpose is to provoke
an opposite effect between the visual and the sound experiences. When
Cécile Le Prado
340
one arrives close enough to read the list of names, the speech recognition
becomes impossible because of the reverberation level. This simulates a
huge virtual room.
In the third example, The Triangle of Uncertainty (1996), the spatial
behavior of the sound objects is completely determined in the studio.
This spatialization, using Spat software, includes the trajectories with a
permanent relation between the localization of the sound source in the
chosen virtual room, the settings of acoustic reactions of this room, and
the duration of the late reverberation. Spatialization becomes a parameter
of composition. It takes the global space into account, as a scene in which
we place the sound objects and make them come alive. This can be reproduced and heard through headphones (binaural) and two loudspeakers
(transural) with up to eight speakers. Each of these configurations can be
produced either in a panpot of intensity format or in an ambisonic format.
The composition and particularly the spatialization do not depend on the
site of installation. Nevertheless, the restitution of what has been fixed in
the studio depends on the ambient listening conditions of the site.
For the last example, Lignes d’eau, esquisse no1 (1992), the Spat is also
used. As in The Triangle of Uncertainty, everything is determined in studio, and the listening of the binaural version through headphones allows
a perfect restitution of what had been designed earlier.
The choice of the listening context that we invite the public to enter is
important. In all these examples, we are no longer in a concert situation or
in a frontal relation to the music. Most of the time, I try to immerse the
listener in the middle of the sound, using speakers or headphones. The
presence of a certain landscape in outdoor installations or the choice of
darkness in a gallery site, for example, influences listening and changes the
interpretation of the work. Likewise, inviting the public to sit is an invitation
to stay for a while. This concentration is increased with headphones.
LE PASSEUR
The soundscape1 in the garden in Le Passeur was initially very similar to
geologic research in that it integrated sound signs, went deeply into the
memory of the site, and uncovered strata.
All the sounds used for this installation are connected with the site—
voices, wind in the metallic structures of the Parc de la Villette, and sounds
Sound Installations and Spatialization
341
coming from a large area surrounding the park in the northeast of Paris,
such as industrial sounds or transport sounds. The transformation of those
materials in the studio and the combination of different elements lead
those sounds to express their own meaning and their own interpretation
of the memory of the garden.
On site, loudspeakers and cables are invisible for the viewer. Low frequencies come from a underground gallery. The structure of the garden
is organized in parallel espaliers full of holes from where the water runs
like little fountains. At night, little spotlights shining from the same holes
look like a multitude of eyes on the skin of the garden. Loudspeakers also
utilize the specific acoustic of the holes. The elements of composition
make a trajectory between seven horizontal and five vertical lines.
VOCATIFS
The beginning of Vocatifs 2 is a list of surnames issued from a databank
related to children who disappeared in the former Yugoslavia during the
1998 war. This information was collected for the United Nations High
Commission for Refugees (UNHCR). Vocatifs is a composition based on
the reading of these surnames. The voices and the breathing are the only
sound materials for the twelve short sequences. The composition is a succession of variations around processes of sampling, fragmentation, classification, and transformations leading to unrecognizable voices.
At the entrance of the installation, a sensor detects the pressure of the
visitor passing by and starts the diffusion of the original list. In the room,
visitor movements interact with the reverberation parameters. The deeper
the visitor comes into the room, the more the direct sound of the sequences is lost in the reverberation.
This sound installation focuses on the ideas of relocations, unsettled
positions, loss of spatial bearings, and loss of identity.
THE TRIANGLE OF UNCERTAINTY
Sailors and seafarers find their bearings at sea by means of natural points
of reference located along the coast. These points—for example, church
spires, hills, water towers, or lighthouses—generally stand out from the
rest of the coastline and are called amers (seamarks or landmarks). By
Cécile Le Prado
342
identifying three such landmarks in complementary directions, the sailor
is able to construct a triangle that inevitably includes his ship. This triangle
is called the triangle of uncertainty.
The sound installation for The Triangle of Uncertainty 3 (figure 23.1) takes
up the principle of triangular navigation and substitutes acoustic landmarks
(information elements used in navigation that can be recognized by listening
carefully) for visual seamarks. Lighthouses, buoys, ship radios, and many
other technical facilities warn the sailor of hazards or obstacles.
This installation project is concerned with constructing a triangle of
uncertainty in a fictive, virtual space on the basis of sound recordings
made at the following locations—the southern tip of Ireland (Fastnet
Rock), the western edge of France (Brittany), and the westernmost point
of Spain (Cap Finisterre, Galicia). In essence, the installation refers to the
position of sound in space, constantly chopping and changing between
orientation and uncertainty (figure 23.2).
Recording plays an important role for the conception of the work.
Both preselected sounds (such as a lighthouse foghorn or the whistle of
a buoy out at sea) as well as sounds discovered coincidentally during the
recording are used. The sounds were selected because of their extraordinary, innate acoustic and musical qualities, which give the recording a
specific, irreversible three-dimensional image. One example is water gushing through a hole in the pier of Malpica in Spain. Owing to its musical
aspects, this sound resembles a reworked studio sound, although maintaining its own typical harbor quality. The history of the recording also
plays an essential role during the composition of the work in the studio.
When recording, the ear is indeed stimulated, but certain visual and other
recollections of the circumstances will actually influence the composition
and the installation.
In the studio, the recorded sounds are digitally sorted and cut, and some
of them are transformed before taking their place in a kind of story board.
The choice of a reworking process is often influenced by a harmonic or
temporal quality (to widen the concept of rhythm) that already existed when
the original recording was made. By simulating the sound sources paths in
this space, we write the spatial behavior as an element of composition. It is
gradually refined by repeated listening and modification.
This work was created with the help of Spatspatialisator. The
Spatspatialisator, developed by Ircam and the Espaces nouveaux work-
Sound Installations and Spatialization
343
Figure 23.1
Cécile Le Prado, The Triangle of Uncertainty, 1996, sound installation. Virtual triangulation between
Ireland, France, and Spain.
Figure 23.2
Cécile Le Prado, The Triangle of Uncertainty, 1996, sound installation. Recording sounds on the pier
of Mapica, Spain.
Cécile Le Prado
344
shop, is a virtual acoustic processor that enables the musician or sound
engineer to control the positioning of sounds and their dissemination in
a real or simulated listening space. Spat is essentially based on a perceptive
analysis of space. It allows this construction (which has been simulated
in the studio) to be adapted to meet the requirements of various playback
sites, inside or outdoors, over a system of two to eight sounds sources
and also through headphones.
The final stage of realization consists in integrating a composition made
in the studio into an outdoor or indoor setting. The interplay between the
composition, the “natural” acoustic environment, and the acoustic of the
installation site is always interesting. Some aspects of the studio composition vanish, while others become more important. The site develops and
gradually takes on the form of the suggestion made in the studio, particularly depending on the time of the day, the weather conditions, and so on.
The interaction between a given site and the installation determines a specific combination of restrictions and options. In this sense, The Triangle
of Uncertainty is somewhat constraining. It must be heard under precise
conditions. The speakers must be equidistant from each other and set up
in a circle. The ideal space of perception, in which the spatial effects can
actually be perceived, is limited to a specific area within the circle.
LIGNES D’EAU, ESQUISSE N o1
Lignes d’eau, esquisse no1 is based on recordings made along the river La
Sèvre Niortaise between the town of Niort and the sea, near La Baie de
l’aiguillon. The recording evokes thoughts of water, the sea, or water’s
more secretive aspects, as in the marsh. In the past, the sea reached the
town of Niort.
The composition goes from reality (with the sound of water on the
beach, occasional footsteps, and no processing), through some intermediate conditions (where identified sounds are mixed with some resynthesized
and spatialized sounds), and finally to abstract sequences (creating a
rhythm with the original material). Visitors are invited to enter a dark
environment lighted only by two lines on the floor. A sound line is parallel
to these virtual lines. It is made of a smooth water sound with the steps
on the beach. Through headphones fastened on the back of beach chairs,
a four-minute sequence runs in a loop.
Sound Installations and Spatialization
345
Displacement is inherent in works where movement is inscribed in the material. . . . In Cécile Le Prado’s Lignes d’eau,
esquisse no1 (1998), the sound emerges and spreads along a welldefined trajectory, underlined by a swath of light. The viewer is
projected into the acknowledgment of the passage of time essential to the sound of music and of movement. The consciousness
of the “duration” of time, on which Bergen so instead, is reinvested in hearing at the moment when one sits down in a chair
and puts on the headphones. This shaping by means of music
is exemplary of the plastic quest of the twentieth century: the
quest to materialize the abstract relation to the passage of time.
—lilana albertazzi, curator of the exhibition remise en
formes
NOTES
1.
Le Passeur, 1992, sound installation created for the exhibition Parcours sonores/Parc
de la Villete/Jardin de la Treille. Equipment: one eight-track analogic player, one PC computer, twenty loudspeakers and amplification; software: Sysdiff Cidma); scientific consultant: J/M/Gourden; composition realized in the studio Lygis; technical collaboration:
Cidma; production: Cidma, Parc de la Villete, with the help of the Ministère de la Culture.
2.
Vocatifs, 1994, interactive sound installation created for the exhibition Artifices 3/
Saint-Denis France. Voices: D. Micic, E. Skralovic (Association Sarajevo); equipment: one
Macintosh, one PC, six sensors, seven loudspeakers, two compact disk players, one printed
list on a music stand; software: maxIrcam, SysdiffCidma; composition realized at the
Ircam studios; production: Cidma, Clameurs, Ircam, Observatoire de l’Image, with the
help of Artifices 3; scientific consultant: M. H. Serra.
3.
The Triangle of Uncertainty, 1996, sound installation created in the Parc Del La
Villette/Paris as a suite for maritime landscapes; musique concrète for the sound installation produced as part of l’Imaginaire Irlandais 1996 by invitation of the French government; composed at the Ircam studios; scientific advisor (Spat): Jean-Marc Jot; spatial
processing carried out using Spat; musical assistant: Gilbert Nouno; mixing/mastering
assistant: Frédéric Prin; assistant sound recordists: Mar Pazos Oviedo, Christian Dubet;
software: protoolsDigidesign, SpatIrcam, AudiosculptIrcam, StudiovisionOpcode,
MaxIrcam; sound installation produced by Clameurs; executive production and distribution: “l’autre rive”; coproduced by the Centre National Dramatique et Choréographique Le Quartz de Brest and the Établissment Public du Parc et de la Grande Halle
Cécile Le Prado
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de la Villete, with the help of the Association française d’action artistique (AFAA), Ministère des Affaires Étrangers, and Audio 33—Amadeus Concept.
REFERENCES
Albertazzi, L., ed. Différentes Natures. LINDAU, EPAD, Ministère de la Culture et de la
Francophonie, Delegation aux arts plastiques, 1993.
Albertazzi, L. Remise en Forme. Paris: Galerie Xippas, 1998.
Billaudeau, B., and C. Le Prado. “Recherche sur la perspective sonore.” In Francis Dhoment, ed., L’espace du son (80). Ohain, Belgium: Musique et recherches, 1988.
Bossier, J. L., A. M. Duguet, and L. Terrier. Artifices 3. Saint-Denis, France: Direction
des Affaires culturelles, 1994.
Clostre, A. “Musique en France.” ClingKlong, Frauen musik Forms Schweiz, 42 (1998): 32.
Delacriox, P. Sites Choisis (Chosen sites). In L. Albertazzi, ed., Niort, France: Ville de
Niort, 1991.
J. M. Jot, “Real-Time Spatial Processing of Sound for Music, Multimedia, and Interactive
Human-Computer Interfaces,” ACM Multimedia Systems 7, 1 (1999): 55–69.
Jot, J.-M., and O. Warusfel. Techniques, algorithmes et modèles de représentation pour la
spatialization des sons appliquée aux services multimedia. IRCAM research report, 1996.
Available at 〈http://varese.ircam.fr/articles/textesJot97a〉.
Julien, P., and O. Warusfel. Technologies et perception auditive de l’espace. Paris: Cahiers
de l’Ircam, 1994. Available at 〈http://varese.ircam.fr/articles/textes/Julien94/〉.
Le Prado, C. Arts Electronica Festival 97: Fleshfactor (346–349). Linz, Austria: Springer
Verlag, 1997.
Le Prado, C. Paris ville lumière projets d’artistes pour l’espace public parisien (93). Paris:
Paris Musées, 1994.
Le Prado, C. “The Triangle of Uncertainty.” Proceedings of the Fifth Simposio Brasileiro de
Computacao & Musica (3: 253). Belo Horizonte, Brasil, 1998.
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24
A Tool Is a Tool
Pamela Z
I am often asked how recent changes in technology have effected my art.
It is difficult for anyone to be alive today in this culture and not be in
some way touched by the sudden upsurge of computers and digital technology, and in this regard I am no exception. Not only has this technology
had a major effect on my work as composer and performer, but it has infiltrated practically every aspect of my life. I compose music on the computer.
I use digital sound processors and MIDI (musical instrument digital interface) equipment in live performance. I record, edit, and construct sound
works using digital sound editing software and hardware in the computer
and then use peripheral devices with my computer to burn CDs of those
works so they can be heard by others. I use musical notation software to
create scores when I compose works intended to be performed by other
musicians. When I’m not working directly on my art, I’m using the computer to communicate with others through e-mail and to make others aware
of my work through maintaining a Web site. And I use the computer to
teach others to use digital audio and other software. I use the computer to do
my books, manage my promotional materials, and keep track of colleagues,
venues, services, and members of the press. The list of computer-centered
activity in my life seems endless. I haven’t yet found a way to cook in the
computer, but if left to my own devices, I’m afraid that I might!
I am aware of the ironies around the effects of the use of computers
on productivity. For every task that is made more efficient by them, there
is at least as much new busy work around crashes, upgrades, incompatibilities, et cetera to counterbalance that new efficiency with a new brand of
inefficiency. Even so, I chose to succumb to all of that and continue to
work in the way that I do. In fact, I have to admit that I have been
thoroughly seduced by computers ever since my introduction to the Macintosh 128k machine that I started on in the mid-1980s and that I enjoy
the actual using of the computer beyond the practicality of what I’m able
to accomplish with it. The computer is a tool, and I have a very strong
relationship with my tools.
I have made some of my greatest strides and artistic discoveries whenever I have begun to employ a new tool to make my work. I have learned
over the years that one of the best ways to stimulate growth or new direction in my work is to introduce a new instrument into my arsenal. I can,
in fact, chart major changes in my work throughout my life as coinciding
with the introduction of these instruments.
A Tool Is a Tool
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Growing up, I certainly saw a steady stream of new tools for making
sound. My first instrument was my voice, and, as children, my sister and
I used pods from a tree that grew in our Denver neighborhood as found
percussion. As an elementary school student, I began to play the viola in
orchestra and in private lessons. While still in elementary school, I was
given a classical guitar, and my family shared a set of German block flutes
(recorders). An old upright piano entered our home when I was beginning
junior high school, and of course I eventually “prepared” this instrument
by placing thumbtacks in the felts of its hammers. Also, around the same
time, my father sent us one of those newfangled Craig cassette tape recorders, which was followed soon after by a second one. This prompted me
to start creating imaginary radio programs—bouncing back and forth between the two recorders to make multiple layers of my voice and other
sounds. The introduction of each of these new sound-making tools had
definite effects on my development as an artist—shifting my way of listening to and creating music and audio works.
As an adult, perhaps the most profound shift in my work that I can
recall occurred when I acquired my first digital sound processor. I bought
an Ibanez DM1000 Digital Delay in the early 1980s. Right around that
time, I had become dissatisfied with the comparatively conventional music
I was playing professionally and began looking for ways to start creating
more experimental types of work. My previous influences had largely been
rock music of the 1960s, singer-songwriters of the 1970s, and classical opera
from the 1800s. But now I was finding myself far more interested in punk
and new-wave artists, minimalist composers, and a whole slew of experimental electronic composers ranging from John Cage, Pauline Oliveros,
and Alvin Lucier to Laurie Anderson and Brian Eno. All my attempts to
jump-start a new direction in my compositional style had been relatively
fruitless, and I think this had a lot to do with the tools I was using at the
time. For the work I was performing live, I was mainly using my voice and
a hollow-body electric guitar. I was working in a kind of standard singersongwriter way and trying to integrate my classically trained voice into
the picture somehow. My recorded work (for which I was using a Fostex
portable cassette four-track) started evolving much more quickly than my
live work. I was working with layers of sustained vocal sounds combined
with sounds from another new tool—a cheesy little Casio synthesizer.
But I was unable to translate any of that growth to my live performance
until I brought home the Ibanez Delay. For me, this was a perfect perforPamela Z
350
mance instrument! It allowed me to make layers of sound in real time so
that I could create fairly complex and dense pieces using just that processor
and my voice. Literally, the moment I began working with it, my whole
compositional style began to transform. I began to listen to sound differently. Because of the looping (infinite hold) feature on the delay, I became
very interested in repetition and gained a keen awareness of the kinds of
things that happen to our perception of small pieces of sound when we
hear them repeated at length. And because my voice was constantly coming back at me in the delay loops, I began to play a lot more with timbre
and texture. These were to become key elements in my work, equaling
and surpassing my previous emphasis on melody and harmony. I was so
effected by this new instrument (this device that most musicians were
more likely to refer to as an effect than as an instrument), that it wasn’t
long before I went out and purchased a second and then a third digital
delay. Digital delays remain at the core of my performance set-up to this
day (although I now create them using an Apple Powerbook with MAX
MSP software rather than my original outboard processor units).
With the dramatic changes that came about in my music due to the
use of this new tool, my hands and my body were freed up for gesture
and movement, and I became more focused on the performance aspect
of my work. I came to see the sound I was making and my physical
behavior while making it as an integrated whole. I learned during this
period of time (the mid-1980s) that performance itself was a discipline
and that I was as much a performer as I was a musician. Found objects
and toys that were both sonically and visually interesting augmented my
complement of instruments. I used things like a Slinky (“the wonderful
wonderful toy”), a pair of hammer handles, an empty five-gallon plastic
water bottle, and some strips of Plexiglas as performance tools. The effect
that the addition of these objects had on my work was, in some ways, as
profound as that of the introduction of digital processing. I have a piece
called Bone Music in which I use an Alhambra water bottle (of the type
usually found inverted on water coolers). Although I only physically make
a sound with this object three times at the opening of the piece, the bottle
is so important to the structure that I cannot do the piece without it.
(This poses a small problem when touring outside the United States where
water coolers are not common!) The three, quick sounds that I make (by
slapping the bottle) linger in digital delay loops for the duration of the
piece and form its rhythmic base. And the visual impact of this large
A Tool Is a Tool
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object remains as I continue to physically manipulate the object silently
while singing.
My lack of skill with or understanding of a new tool has often worked
in my favor. One example of this would be a discovery I made after I
got my second delay. Through efforts to make the two delays synch up
with each other, I inadvertently created my first set of “out-of-phase”
loops. At that time, there was no MIDI clock to slave one device to the
other, so I was trying to adjust the delay lengths and get the two of them
in synch. Obviously, I couldn’t make them precisely the same length manually, so the loops would start together and then gradually begin drifting
apart. When I heard this sound, I was immediately in love with it, and
I wondered whatever possessed me to try to get them in synch in the first
place. I began writing pieces that deliberately incorporated out-of-phase
loops. I was delighted with my discovery. Ignorant of such things as of
Steve Reich’s early works, I thought I had invented the idea!
“Mistakes” of this kind have long been an enriching force on my work
and continue to be. Brian Eno refers to these unexpected results as “happy
accidents.” Many composers have deliberately imposed external forces on their
work as a way of cultivating unpredicted results. Perhaps most notably, there
is John Cage with his chance operations. Numerous others have employed
mathematical algorithms or other systems to create the structure of their pieces.
For me, the introduction of new tools continues to be a great catalyst, and
the accidents that happen because of the learning curve are often far more
interesting to me than anything I might have thought up on my own.
Once I begin to develop some facility with a particular tool—regardless
of whether it is an acoustic instrument, a piece of electronic hardware or a
new version of some software—my work is then effected by my newly found
proficiency on the instrument. In the past several years, I have been creating
recorded works using digital editing software on my Mac. As I gained skill
with nondestructive editing programs such as Digidesign’s SoundDesigner
and ProTools, I began working in new ways. I began making sculpted sound
collages with small bits of layered text and found sounds. My first hard disc
recording works were informed by the live work I do with digital delay loops,
but I quickly started making more complex and varied structures, working
with smaller bits of sound, and altering the samples.
As a composer and performer, my choice of tools (instrumentation) is
often determined by my own capabilities as a solo performer. I began
using the BodySynth several years ago when I wanted to introduce prePamela Z
352
sampled sounds into my live works (figure 24.1). Up until that point, I
had used only samples that I created in real time in my digital delays as
I performed. I wanted to be able to use sounds I could not sample on
the fly, but I didn’t want to use a sequencer to play them. I wanted to
trigger them myself but wasn’t interested in adding a keyboard or some
kind of drum triggers to my set-up. I needed to keep my hands free and
not do anything that would limit my ability to gesture. I learned about
the BodySynth, which was created by Ed Severinghaus and Chris Van
Raalte, when they loaned me one to perform a piece called Dream Encoding with Zakros New Music Theatre. This instrument, which uses
electrode sensors to measure the electrical impulses generated by the performer’s muscles, allowed me to use physical gestures to trigger samples
and manipulate various sound parameters, so of course I had to buy one.
Once I did, I began creating a lot of work that used a variety of sampled
sounds. I was able to introduce traffic noises, text samples, and sounds
literally from my kitchen sink into my live performance works. The introduction of the instrument changed the way I was composing (figure 24.2).
Of course, tools alone do not make great art. I like to think that the
advances I described above stem from the combination of the effects of
using the new tool and my strengths as an artist. An important part of
an artist’s process is selection, and it takes an intelligent, open, and inventive ear to recognize and select good ingredients and then build them into
something viable. In the end, the instrument is really just a tool—like
my digital processors and my found percussion objects and like my voice.
And, as an artist, it is always important for me to be concerned about
what work I am actually making with this tool. It frustrates me to see a
world so seduced by new technologies that many have forgotten to be
concerned about the output. We suddenly see a superabundance of works
being created by people who are clearly more interested in what software
they have mastered than they are in the value of what they are making
with it. One hears endless jokes about content as sort of an afterthought
in a project. (And, worse yet, sometimes they’re not jokes!) The “multimedia” industry (with terminology pirated from the fine-art world) blurs the
line between art making and commercialism, thus attracting many people
who are seduced by the combination of becoming professionals in a bigmoney industry and the cachet of being able to call themselves artists.
There have always been people who believe that having a great tool will
make them great artists or magically result in the creation of great art,
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Figure 24.1
Pamela Z wearing the BodySynth. The MIDI controller uses electrosensors to translate a physical movement into sound information. Photo by Lori Eanes.
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Figure 24.2
Pamela Z manipulating “tools” she used in the 1995 San Francisco Contemporary Music Players’ performance of a Louis Andriessen piece. Photo by Marion Gray.
A Tool Is a Tool
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but buying the finest violin or tennis racket does not a great musician or
athlete make. However, having a new tool can certainly inspire great work
from someone who has the potential to make it. Hopefully, a good side
effect of this rush to embrace new technology is the opening up of some
new artists who perhaps never realized they had that potential.
In the meantime, it has awakened in me a sort of curiosity about artists’
choices of instruments or tools. I find that I am fascinated with artists
who work with relatively low-tech tools. and I am also drawn to work
by artists who have developed very technically complex tools for making
their work. Some of the most exciting work I’ve seen lately combines
very different types of tools—acoustic instruments with electronic ones,
mechanical devices with digital devices, machines with flesh and blood
instruments. And it is interesting that, in a field that historically has
seemed very male-dominated, many of the artists doing this are women.
There have always been a lot of women composers, yet music history
books (with a few notable exceptions such as Kyle Gann’s American Music
in the twentieth century) don’t tend to reflect that. And since historians of
the past generally neglected to acknowledge the contributions of women, I
suppose it shouldn’t surprise me that in the history of electronic music, few
women have been given much notice either. I am aware that there is a disproportionate number of male artists in this field anyway, but there are quite a
few more women in the field than one might think from reading most of
the books and journals on the subject. I have a feeling that, along with all
the other reasons, tools may have something to do with that. It seems that
people’s expectations of the kinds of tools an artist would use are somewhat
separated along gender lines. In fact, when I have remarked about the absence
of women’s names in various histories or collections of electronic music, I
often get responses like, “Well, you know, women aren’t as interested in
holing themselves up in a lab with a bunch of electronic gear.” To which I
am inclined to reply, “Actually, I can name for you quite a few who are.”
The tool that women seem to be expected to excel in using is the
human voice. And when we do excel in that, we do get recognition for
it. Cathy Berberian, Diamanda Galas, Joan LaBarbara, Meredith Monk—
all these women are very respected and well known for their work with
this very technically complex instrument. They are much more celebrated
than are any of the men who use extended voice as a main component
of their work. But Pauline Oliveros, Laetitia Sonami, Annea Lockwood,
Laurie Spiegel, Maryanne Amacher, and the many other women who have
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done great work in both the designing and using of systems for electronic
music are much less likely to be mentioned than their male counterparts.
The message seems to be “If you want recognition for what you do, you
need to stick with the tools you are expected to use.”
At a certain point in time, I became very interested in the male voice.
I wanted to hear more men doing modern music that required them to
extend their voices. Several years ago when I was doing a regular Morning
Concert slot on KPFA F.M. (Berkeley), I tried to do a radio program on
men doing extended vocal work. I had a hard time finding enough recordings to fill out the program. I saw John Cage at a new music festival (Composer
to Composer in Telluride, Colorado), and I asked him if he could suggest
any recordings of extended vocal pieces for men. After a lengthy pause, he
laughed and replied, “I’m afraid there aren’t any.” I had had such little
success in my search that I was inclined to believe him at first, but as I did
more searching, I slowly began to discover several (David Moss, Roy Hart,
Dimitrio Stratos, and Jaap Blonk to name a few). But it still is easier to find
female artists working in challenging ways with the voice, just as it is easier to
find male artists doing nonvocal experimental music. And, again, although I
don’t claim that the actual numbers are balanced, there are quite a few of
these artists in existence, and many of them are exceptional in their field.
Yet they don’t get the amount of recognition that their opposite-gender
counterparts seem to get. They are not being rewarded for breaking the
norm in their choice of tools. This goes a long way in explaining, at least in
part, why it might be that there aren’t more women who choose to work
with nonvocal electronic music and why there are so few male experimental
artists selecting the voice as their chief instrument.
Whether it is because of natural tendencies or because of deeply rooted
socialization, men and women can often be very different in their approaches to making art, and these differences are magnified when the art
is experimental or avant-garde in nature. I have observed, when teaching
performance workshops, that women are often much more comfortable
using their voices (and bodies) in untested ways. Sometimes even men
who are great improvisers and who feel quite at home making loud, bizarre, even shocking sounds in public when using some kind of external
tool (a saxophone, a percussion instrument, a piece of sheet metal) become
shy and uncomfortable when asked to experiment with their voices. Perhaps the external instrument is like armor or a shield between them and
the audience, so that using it to produce strange or unusual sounds may
A Tool Is a Tool
357
feel less awkward than making a sound that comes directly out of one’s
face. When an artist uses his or her own body as an instrument, it is like
being naked. Making wild sounds with an external instrument may seem
like exerting control over something, while making those sounds with the
voice might seem like losing control (i.e., madness, hysteria?). I don’t
mean to overgeneralize. There are many men who are quite happy using
their voices and bodies in performance, and there are many women who
are not. But in a general way, women in our culture are not only socialized
to feel more comfortable baring themselves in that way, but people are
socialized to feel more comfortable accepting it from women.
Likewise, our culture has always socialized women to feel less confident
working with mechanical or electronic devices, and people in general continue to have less confidence in women’s abilities with them. This perhaps
seems like an overly obvious or perhaps archaic observation. But as a female
artist working with technology, I get little reminders from time to time
(in the first decade of the 21st century!) that this is still so. For example, although it doesn’t happen as often as it used to, I still get asked questions
like, “Who set this up for you?” or “Who taught you how to do that?”
—questions I don’t imagine I would be asked if I were a man. The funniest
part about it is that, compared to most people I know working with live
electronics in performance, my set-up is relatively simple. I tend to use all
the devices I have in fairly straightforward ways. I am encouraged that
these questions are slowly being replaced with questions like, “Did you
design that system yourself, or did you work with a collaborator on it?”
I’ve even been asked that about the BodySynth (an instrument that I use
but did not create).
It’s interesting that I find myself thinking so much about these issues
now. In the past, I have never really been very focused on sociopolitical
issues around gender and making art. I always went about tinkering with
whatever was needed in order to do the things I wanted to do. I never
remember personally having had any concerns about the ability to do
something technical having any connection to gender, and I don’t remember feeling self-conscious about being the only woman among people doing the kinds of things I was interested in. But then, of course, I was the
same person who had to have it pointed out to me by others that I was
the only black person at a function or in an organization. I never really
thought about these kinds of things much. Naı̈ve as that may have been,
I didn’t even tend to notice.
Pamela Z
358
A few years back, I was trying to design a program in which I would
teach audio workshops at The LAB Gallery in San Francisco. I was
applying for a California Arts Council artist residency grant and needed
to come up with a strong concept that would be useful to some kind of
underserved local community. Laura Brun, the LAB’s artistic director,
suggested that I do a program for women or girls. I was very hesitant to
offer a program that would exclude anyone on the basis of gender. At the
time, I was thinking of working with at-risk youth, and I didn’t want to
go into schools and say, “Sorry, only girls can do this workshop.”
The first workshop I offered through that program was open to all high
school students. We distributed applications to several San Francisco high
schools where I did live performance presentations. Then I met with LAB
staff, and we selected applicants who seemed to be most in need of such a
program and seemed serious about wanting to do it. Although many girls
would approach me after the presentations, in the end I got more boy applicants than girls. In the first meeting of the class, I went around and had
people introduce themselves and say why they signed up for the workshop. I
was rather taken aback when most of the small number of female participants
gave reasons like, “I decided to take this workshop because my boyfriend
has a recording studio, and I feel so stupid around him because I don’t know
how anything works.” I began talking to women artists I knew about this,
and I began to discover that many of them, as adults, still felt this way. I
spoke with a surprising number of women who said that they had taken
audio engineering courses and had felt intimidated by the men in the class
and even had felt pushed out of the way in situations where many were vying for hands-on time on the equipment. It seemed like a lot of their problems stemmed from a combination of unequal treatment by instructors,
classmates, fellow musicians, et cetera, and their own lack of confidence
in their own abilities to tackle the tasks at hand. This experience caused me
to slowly become convinced that I needed to offer a workshop for women.
For the next two years, I taught several eight-week workshops for lowincome women. The workshops focused on both sound and performance.
I taught the women about the physics of sound, digital and analog audio
techniques, audio art and performance. In groups, we worked on sound
performances using found objects, scores, voice, and gesture, and I worked
with them one-on-one with digital sound editing on the Mac and how
to use devices like a digital sampler, an analog mixing board, and a digital
audio tape (DAT) machine. I found this to be a very rewarding experience,
A Tool Is a Tool
359
and I am delighted that many of my students have gone on to become
very deeply involved with sound art.
I don’t think that one can really divide tools into categories of feminine
and masculine. Throughout history, in various cultures, both men and
women have always played a variety of instruments, though some cultures
have placed limitations on who could do what (and who could even perform publicly for that matter). But if there is anything to the yin and
yang of using the voice versus using an external instrument, then the
type of electroacoustic music that combines vocal practice with electronics
might be viewed as a way of exerting both feminine and masculine qualities in the performer. This type of work, which was pioneered mainly
by women and continues to be female-dominated, could be seen as a
modern-day extension of the age-old practice of singing while accompanying oneself on an acoustic instrument (a practice that has historically
been done by both males and females). All the various women and men
who do this probably arrived at this way of working from a variety of
different paths. In my case, the practice of combining my voice with live
processing and sampled sounds was a direct descendant of singing while
playing a guitar. As I began to develop more facility with using digital
processors to create layers of sound in live performance, songs on which
I used the guitar began to disappear from my repertoire.
Back in my singer-songwriter days, I always thought of my voice and
the guitar as being separate instruments. One was in the role of soloist
and the other as accompanist. When I switched over to using processors
and found objects combined with the voice, I began to see all of those
things as being more integrated. I began seeing the combination of my
voice and all my electronic gear as one instrument. One was not there to
augment or accompany the other. For me, the digital processors were not
“effects”; rather, they were components of a more complex instrument,
which included my voice and my physical presence as well. And once
again, the choice of tools effects the mode in which I work. I tend to
compose works with this entire set of tools in mind. I don’t make vocal
pieces and then think to myself, “How can I add to this texture using
electronics?” All of those components tend to be in there from the start
as I create the work. I developed my way of using these tools together
throughout the twenty or so years I’ve been working this way, and the
combination feels very natural to me.
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In the past, I’ve had to defend the voice as an instrument. People would
speak of vocalists and musicians separately, as if a vocalist was not a musician. For a short while, I was a member of the Musicians’ Union when
I was living in the Denver/Boulder area. I had to list myself as a guitarist
because voice was not included as one of the instruments. I felt that my
level of skill and my strength as a musician was much stronger in voice,
but I was told that I would have to join an actors’ union if I wanted to
list voice as my main instrument. I couldn’t believe it, but I noticed that
there were a lot of musicians listed on the rolls who named things like
“tambourine” as their main instrument! A colleague told me that those
musicians were probably professional singers who, unlike me, did not also
play the guitar. They had to choose an acceptable instrument in order to
access of any of the advantages of being a member of the same union
to which their bandmates belonged. (I eventually questioned what those
advantages might be to the extent that I resigned from that union.)
I also encountered many people in the past who did not consider
electronic devices to be instruments. They would say things like, “I don’t
like those synthesizers. I prefer music that’s played on real instruments.”
“Real instruments” apparently referred to instruments made from wood
or brass or silver. These days, I sometimes find myself defending the use
of such things as computers, objects not originally created for music
making, or samples of text or noises as musical instruments. My definition of instrument is a broad one. It basically includes any tool used for
making one’s work. (For many musicians today, a vinyl disk is a musical
instrument!)
There are as many ways of working with tools and as many attitudes
toward the tools as there are artists using them. In the end, I think these
approaches are more about the artist as an individual than they are about
factors such as gender or cultural background. But an artist’s relationship
with tools, the effects of changes in the tools themselves, and the development of skill and comfort level with those tools have a great impact on
the work. What is really required to make good art is a good artist. And
a good artist knows how to coax great work out of his or her tools of
choice, whether by using lack of familiarity with the tool as an advantage
or by perfecting virtuosity with the tool through years of diligent practice.
After all, whether the instrument is acoustic, electronic, analog, digital,
flesh and blood, or some combination, a tool is a tool is a tool.
A Tool Is a Tool
361
25
Production and Reproduction
Nell Tenhaaf
Since I began to seriously pursue an amateur interest in biology in the
mid-1980s, I’ve been intrigued by the idea that organic life and electronic
machines would eventually merge in some way. Futurologists are currently
hot on the topic of how and when this will happen, and some even play
the game of attaching a date to the blending of computers and life, as
does Jeremy Rifkin in a recent article where he puts it at 2060.1 Unless
medical science moves ahead in even greater leaps and bounds than it
has, I won’t be alive then; so I hope that he’s late in his calculation by
at least several decades.
The disposition that always accompanies this kind of future predicting
can vary from gloom and doom to gleeful anticipation; the intense curiosity that I have about what form the merging of life and machines will
take falls somewhere in between these two poles. Rifkin situates his
thoughts on the matter critically, within an economic analysis of the impending “biotech century” that will be constituted as a bioindustrial environment in which genes spell commerce. His lament for the dearth of
public debate to address what is often seen as inevitable because it is technological is something frequently heard in the leftist press these days. But
he’s right in suggesting that any aspect of the bioengineering revolution
has, like science in general, values attached to it. Anything will be threatening or enticing, even human-machine symbiosis, depending on whether
we are able to frame it only as manipulation by invisible powers that be
or, alternatively, as creative generation of the self.
But I suppose that I describe it in these words because I’m an artist.
My work involves technologically based representational practices that
can be seen as producing and reproducing subjectivity. I say these things
metaphorically, of course, whereas in very real terms, we experience the
representations and effects of science as also generative of who we are,
physically and psychically. Using metaphoric language allows some slippage between artistic and scientific premises, such that “the age of mechanical reproduction,” as Walter Benjamin famously coined it, could
now be taken as an appropriate description for the unfolding biotech era.
Such slippage points to both the richness and difficulties in a crossover
of science issues into art practice, whether transposed metaphorically or
deconstructed critically. It’s what I’ve been preoccupied with, both in
making art and in writing, for over a decade.
Production and Reproduction
363
Biotechnology entered my practice in the late 1980s as a perceived
solution to problems that arose in my work from a well-established but
generalized interest in technology. That is, I wanted a thematic concern to
anchor what had become a rather free-floating fascination with computer
imaging platforms. Moving from one kind of digital imaging system to
another was symptomatic of the broad interest I had in digital technologies throughout the 1980s, such that the technologies themselves were
playing too strong a role in determining the content of my work. In retrospect, I could attribute these interests to the Canadian intellectual propensity to identify with the technologically utopic visions of Marshall
McLuhan, although he is just the most visible among a historical trinity
of McLuhan, Harold Innis, and George Grant. These thinkers outline
the links in this country between a tenuously thin population spread
across great distances and their interconnection via the early technologies
of the railroad and the trading routes before that. Even as a first-generation
Canadian, my psyche was infiltrated by this idiosyncratic philosophical
brew of geographical location, network mentality, and machinic vision.2
Through artists’ access to government-run Telidon field trials that had
been negotiated by a group of Toronto media artists interested in “communications art” in the early 1980s,3 I had become interested in networked databases as an alternative to the museum and gallery distribution
system. My first online work using Telidon, which is a videotex system
based on graphics and text primitives, was called Us and/or Them and
appeared on a public database in Montreal in 1983. It was a critique of
the doublethink of the cold war, a portrait of the strategic similarity of
the two superpowers in their standoff even while they persuaded us
that their ideological differences ran to the quick. Reflecting back on the
random reception of this work by people who logged on, from a dumb
terminal in their educational institution, I compare it to the Internet today: it may not be considered counterinstitutional, but it does retain the
sense of an expanded venue for art that I was interested in at the time,
with its (so far) open access. The proto-Internet work I did in the early
1980s has returned to my practice many years later.
Videotex then became the medium for an installation called Believable
if not always true . . . (1987), which addressed the illusion of infinite
choice in interactive database structures. A touch interface called up an
off-line database, located on a computer housed within a set of struc-
Nell Tenhaaf
364
tures resembling theater flats. The database is structured with a main
menu of six choices, each of which is a platitude about knowledge (such
as “Too much knowledge can be a dangerous thing”). The imagery reflects the motifs of the sculptures—pop Egyptology and some of its spinoff pseudoscientific theories, mixed in with some equally enticing and
fantastical goddess mythology. In the following year, the availability of a
three-dimensional animation system elicited a project called Gramatica
about the language of mathematical perfectibility in relation to the philosopher Ludwig Wittgenstein’s foray into architecture in the 1920s.4
With the introduction of biological subject matter into my work beginning with Species Life (1989) (figure 25.1), my objects and installations
continued to use the computer as a way to composite images as well as
a device for interactivity. But the focus shifted to a critical engagement
with the burgeoning field of biotechnology, with a particular focus on the
strong connection between computing and genetics that was appearing in
all kinds of popular imagery. The orientation of molecular biology research as reflected in the media was more genetically deterministic then,
and I had begun to decry this as a “code fixation,” which I defined as
attention to genetics at the expense of environment or the supremacy of
DNA ruling the somatic matrix in a way that parallels how the (rational)
masculine has historically ruled the (irrational) feminine. This position
was one aspect of a poststructuralist and specifically feminist critique of
science that dominated my point of view. The key conceptual approach
of all of my works that involve biology is to bring forward the cultural
assumptions hidden in the supposedly neutral representations of science.5
In parallel with this strategic interest in biotechnological images and
issues, I researched the historical and contemporary politics of science in
relation to art and representation in general. Since the Enlightenment, a
divergence between the sciences and the humanities (which I think can
now more accurately be called cultural discourses) has grown into a seemingly unbridgeable gap. In 1959, C. P. Snow named the gap “the two
cultures,” a split that has not been healed over time. Rather, it has been
exacerbated in recent years by the resistance of the establishment on both
sides of the fence to any critique from the other.
I emphasize establishment, particularly in relation to the conservative
fringe of the sciences that scorns any critical analysis by what they call
“academic leftists.” They would bunch into this category the many artists
Production and Reproduction
365
Figure 25.1
Nell Tenhaaf, Species Life (detail), 1989, wood, fluorescent lights, duratrans, 367 ⫻ 95 centimeters.
The monitor-sized images are a digital composite of three layers: video stills of a cell splitting; candycolored textbook images of DNA; computer-inscribed texts from Luce Irigaray and Friedrich Nietzsche,
in their original languages. The texts are deciphered in a smaller lightbox. Both visually and conceptually,
this work ironically proposes a binary, gendered inscription of language at a deep level of coding in the
organism. Photo by Denis Farley.
Nell Tenhaaf
366
who have addressed aspects of science in their work in ways that successfully critique its underlying principles of atomization and objectification
and the histories of their negative effects. In recent years, there have been
some very public manifestations of the polarization between scientists
and cultural practitioners or theorists: most notorious in this respect was
the 1996 “Sokal hoax,” the publication in the Science Wars issue of the
journal Social Text of a paradoxically postmodern article by American
physicist Alan Sokal. The academic publishers fell for it, proving to the
scientists that intellectuals have no grounds for commenting on science,
ever.
Nonetheless, I have worked for many years in the vein of science critique, although my core artistic strategies—conceptual layering, aesthetic
pleasure, and an ironic tone—usually soften or even mask the critical
statement. In a 1993 work called The Solitary begets herself, keeping all
eight cells, I consider reprogenetic technologies in relation to control over
generation of the self. A metaphor for parthenogenesis, this image was
shot on video and transferred to computer for processing. This takes the
form of a reclining self-portrait that some people say reminds them of
Baroque paintings of Christ’s entombment. Inscribed on my body are
medieval human-beast hybrid figures whose imperfection and even monstrosity were celebrated in the Middle Ages as intrinsic to the array of the
world’s life forms. Along with these mutant creatures from Conrad von
Megenberg’s fifteenth-century Buch der Natur, I used a readily available
image of a dividing cell from a biology textbook to invoke early embryonic
development. But it is the work’s title that calls attention to a political
issue: it refers to embryonic biopsy in the in vitro fertilization process, in
which one cell is removed at the eight-cell stage for genetic testing. The
idea is that even in fantasized parthenogenesis, here proposed as a process parallel to image production, it may be important to resist genetic
perfectibility.
In their imagery and the way the viewer is invited to relate to them, my
biology-based works often propose ways to subjectively inhabit objective
research data that appear in the form of beautiful but impenetrable digital
simulations. In a touch-activated interactive work called Fit (1995), a
phrase from Rifkin’s timeline of the future seems apropos, as he conjectures that in 2012, “Molecular archaeology becomes prophecy as a person’s
Production and Reproduction
367
genetic past yields a detailed script of the future.”6 In Fit, I propose that
imagining and opting for an improved genetically altered self would be
as complex as deciphering one’s genealogy. Pressing on one of the nine
images of the interface calls up a small movie showing an art-historical
image, with voiceover in one of five languages intoning phrases like “survival of the fittest” and “adaptation.” Viewers access the program of videos
by pressing on small buttonlike images—as if they were standing at an
automatic teller machine. The imagery and languages are all related to
my origins, a rather private perception that for the viewer yields to a
general impression of cultural complexity. At the opening of all the sequences, a dancing molecular model of DNA and the written ratio “what
would be made of me/what made me” appear, to guide viewers in their
reading of the piece.
The impasse I’ve now reached concerning the expression of scientific
commentary in my work could be summarized as battle fatigue, a weariness with the negativity of positioning myself critically in relation to science. I’m actually compelled by many facets of the sciences, including
developments in digital simulation techniques for molecular modeling
and the fact that these are also used for things like cinematic special effects.
But to reflect a fascination with such imagery in my art practice can also
feel like inadvertently doing advertising for the biotechnology industries
because the processes and images associated with them are inseparable
nowadays from academic and medical “pure” research.
My sense of frustration with the scope of such issues has led me to
focus more on an area that I’ve been interested in since it first became
visible around 1990, the field of artificial life (A-life). A-life is a multiple
set of practices based on “evolutionary” or “genetic” computational strategies, set within a backdrop of theories of dynamic systems such as chaos
theory. When I first began to inquire about it, I encountered mostly skepticism from my biologist friends and contacts but interest from electronic
media artists such as David Rokeby and Norman White in Toronto, artists with established practices based in hacking and robotics. So it took
a while to situate myself and my practice in relation to it. A-lifers build
models of the natural world in the form of either computer simulations
or robots. In my perception, A-life is not research science per se but is
parallel to science, a hybrid area with a speculative approach to how nature
in a very broad sense works. It brings together biology at both its micro-
Nell Tenhaaf
368
and macroscopic levels, organic and inorganic chemistry, computer programming, complexity theory, many aspects of artificial-intelligence (AI)
research, semiotics theory, and much metaphorizing.
What distinguishes A-life research from other pursuits of the artificial,
in particular classical AI with its basis in preprogrammed rules, is that it
relies on the principle of overlapping and interlocked systems built from
the bottom up. The idea is that this approach can generate simulations
that account for the unexpected, models of systems or artificial agents in
which the whole is more than the sum of its parts. At least in theory,
new behaviors or entities are evolved that are not preprogrammed and
therefore emerge from the system’s dynamics.
My first foray into making works related to A-life was still involved
with critiquing biopower politics, especially as manifested in the dominance of genetic code over the complex dynamics of whole organic systems. But the imagery I chose suspended these works within a debate:
“Should we understand living form—including our bodies—as being dictated by a molecular genetic blueprint or as the self-organized result of
the dynamics of life itself ?”7 In Apparatus for Self-Organization (1995)
(figure 25.2) and Orphaned Life-Form (1995), I wanted to develop strategies of representation that evoke the dynamic energies of our biological
substrate by using the immediacy of drawing and the direct perceptual
effect of light sequences. There is a very specific art-historical citation in
these works: the iconography of the cloud shape is from Marcel Duchamp’s Le Grand Verre: La Mariée mise à nu par ces célibataires, Même
(The Large Glass). It represents the feminine aspect of the Bachelor Machine, the Bride, who is ethereal and an engine with a feeble dynamo but
who is nonetheless matter itself, the female element. The internal light
sequences are electronically controlled; on and off stand for the simplest
threshold states of dynamic matter, attractors in the language of complexity theory. The light events are recursive but not repetitive so they seem
to be both predetermined and full of potential. This paradox is at the
heart of the organization of life and, for the purposes of a cultural analysis,
of subjectivity.
A-life programmers and theoreticians are concerned also with this paradox. They use both predetermined genetic rules and environmental randomness to model life phenomena. At the inception of A-life, they were
committed to the idea of making synthetic lifeforms that would literally
Production and Reproduction
369
Figure 25.2
Nell Tenhaaf, Apparatus for Self-Organization, 1995, duratrans, aluminum, plexiglas, electronically
controlled light sequence, 107 ⫻ 42.5 ⫻ 17 centimeters. The bride has a “reservoir of love gasoline”
and is an internal combustion engine, but there is no source for the energy circuit that animates The
Large Glass, suggesting a playful analogy for the principal of self-organization at the core of A-life
thinking. The lights inside this work are visible through the bride’s “draft pistons,” which are the record
of wind-blown squares of gauze hung in a window and represented for Duchamp a portrait of pure chance.
Photo by Jean-Jacques Ringuette.
Nell Tenhaaf
370
be successors to biological lifeforms. No longer balking at the naiveté of
such a proposition, as I did when I first encountered it, I take this notion
of “life” in A-life thinking as partly methodological and intensely metaphorical. There is a lot of play in the way that A-life models are interpreted
as being lifelike: although a consensus is shared around evolutionary features of organisms such as adaptation to environment and the tendency
to reproduce, a vast additional range of simulated computer or robot behaviors are described from a very anthropomorphized perspective. This
is in spite of the fact that the behaviors have been built algorithmically—
that is, using standardized computer programming. Because of this interpretive factor, A-life is not resistant to cultural narratives in the way that
the sciences are; it gives these narratives and their potential meanings
much more play.
A-life resonates around implications of dynamic interaction and active
interpretation. I would argue that this makes it a creative practice that
is very easily linked with art practice. Since A-life is built on creative
computational strategies, it certainly enables the art practitioner who is
interested in computers and modeling to engage with scientific subject
matter in a way not previously available. I have just completed a project that uses A-life methods of evolutionary computation (or “artificial
evolution,” as it is sometimes called) to set up an interactive situation
for viewers that simulates a fitness test. The installation, called UCBM
(you could be me), asks whether there is an evolutionary advantage in accepting a simulation of intimacy or at least in adapting to a “new” kind
of intimacy.8
The basis of this work is a computerized system that projects a video
persona onto a screen, and this “artificial entity” seems to exhibit some
socially adaptive qualities. So one thing that is new about the intimacy
in the work is that it hinges on a shared empathy between the human
viewer and a surrogate who is driven by a program. In a sense, the surrogate personifies the system that runs the installation. She elicits comparison to some of the now well-known female computer personalities—for
example, ELIZA, the interactive psychotherapist program developed by
Joseph Weizenbaum at the Massachusetts Institute of Technology in the
mid-1960s, or the more recent Julia, a popular online MUD persona
programmed by Michael Mauldin at Carnegie Mellon University.
Production and Reproduction
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A second simulation factor in this installation is the phenomenon of
Internet-based intimacy, or pseudo-intimacy, including CuSeeMe videoconferencing sex exchanges and Webcam displays of real-time selfexposure on Web sites. This content refers back to the online performance
Neonudism, which I first showed in 1997 and which integrates a live feed
from the Net in the form of CuSeeMe two-way video. Neonudism is a
hypermedia work designed to place viewers into a conceptual and aesthetic
environment in which they experience a “live” online sex scene. To participate, the user first engages with a constructed audio and visual environment, which is based on several layers of surrogacy. The top layer of
imagery is the point of identification or entry for the viewer—a digital
video “self-portrait of the artist,” or at least a portrait of a self-involved
artistic temperament. This entity does not have a fixed identity; she
changes personae through both image and voice several times during the
program. The portrait is merged into the next layer of surrogacy, an “eye
candy” program of self-generating A-life imagery called Bomb that portrays the inner workings of the machine as having a quasi-organic and
visually pleasurable life of its own. The composite of these two elements—
the talking-head artist overlaid with dreamy pixel flow—interacts with
the feeding in of a CuSeeMe image. The “amateur porn” participants
who are present via CuSeeMe are transformed into “art nudes,” thus pushing the viewer through the boundary of distinction between experience
and art and between nudity and sexuality.9
What I refer to as the “display phenomena” of the Net are an aspect
of the subject matter in UCBM—that is, some of the imagery references
Webcam displays of people’s private lives. The surrogate entity in my
installation offers these kinds of images for consideration in her interaction with viewers to find out how they assess the realness and the emotional impact of Internet intimacy display. The surrogate’s language is
personal and psychological in the kind of information she wants from the
viewer, but it is also technical and artificial because it is built on the
programming that drives her system. As she probes the relation between
her and the viewer, the surrogate “interprets” their body data and assesses
their empathy factor. She uses a genetic algorithm to situate a viewer’s
performance within a population of nine viewers, also displaying the
workings of the algorithm as a seductive, dynamic array of bright orange
LEDs.
Nell Tenhaaf
372
What I want to investigate in this work is the problem of interpretation—that in any process of understanding we use one type of representation analogously or metaphorically with another to explain it. The laws
of science have often played the role of ultimate interpreter, but I see
A-life modeling as a more sophisticated narrative and interpretive device
that foregrounds the interplay between modeler, viewer, and the system
itself in generating meanings. In this instance, the A-life element encompasses shifts in key concepts such as fitness and progress (which are currently emerging from complexity theory) and places these within the
dynamics of an interaction that is interpersonal, self-reflexive, and attentive to the moment. The question of who comes out on top in the installation is a moot one, since the less fit viewer could be seen as having an
adaptive suspicion of artificial relationships with machines. There is a certain voice of scientific and technological authority invoked, but it is
counter to that well-established project of science, determining final answers. It calls attention to the integration of any individual entity within
complex and coevolving systems.
In my practice, I try to come to grips with the escalating mediation of
the natural world through digital media and a parallel sense of increasing
artificiality. The voice of institutional critique will always have a place for
me. But in my recent work, I want to consider how new hybrid representational techniques tie in to some positive intellectual developments and
shifts in perception, in particular how A-life can lift the social burden of
hammering away at the monolith that science tends to be for the nonexpert. In this phase of my creative life, I’m interested in theories and
practices that generate a more optimistic approach to investigating the
cultural impact of science and technology.
ACKNOWLEDGMENT
This text is an expanded and revised version of “Nurturing the Artificial,”
So, to Speak (Montreal: Artextes Editions, 1999).
NOTES
1.
Jeremy Rifkin, “God in a Labcoat,” Utne Reader ( June 1998): 66.
2.
See Arthur Kroker, Technology and the Canadian Mind: Innis/McLuhan/Grant
(Montreal: New World Perspectives, 1984).
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373
3.
See Art Is Communications, catalog of a videotex exhibition curated by Paul Petro
and Geoffrey Shea, A Space, Toronto, November 1985. Petro, Shea, Bill Perry, and Nina
Beveridge were the founders of Toronto Community Videotex.
4.
Gramatica, 1988, is an installation (not interactive) composed of a slide-dissolve se-
quence projected on a suspended 2-meter by 3-meter moiré screen, with sound track,
showing a tableau of the allegorical figure Gramatica and a computer model of the Wittgenstein house, representing the drive to perfectionism and structural beauty.
5.
For an in-depth discussion of this work, see Kim Sawchuk, “Biological Not Determin-
ist: Nell Tenhaaf ’s Technological Mutations,” Parachute 75 ( July, August, September
1994): 10–17.
6.
Rifkin, “God in a Labcoat,” 71.
7.
From the catalog for LikeLife, an exhibition curated by Joe Faith, Medeni Fordham,
Inman Harvey, and Phil Husbands, held at the Brighton Media Centre in conjunction
with the Fourth European Conference on Artificial Life in Brighton, UK, August 1997.
I presented a poster on “Aesthetics of A-life” within the conference and showed two works
in the exhibition. See Phil Husbands and Inman Harvey, eds., Proceedings of the Fourth
European Conference on Artificial Life (Cambridge, MA: MIT Press, 1997).
8.
The title of the work comes from Kerstin Dautenhahn, “I Could Be You: The Phe-
nomenological Dimension of Social Understanding,” Cybernetics and Systems 28, no. 5
( July–August 1997): 417–453. A cybernetics researcher at the University of Reading,
U.K., Dautenhahn’s research involves modeling aspects of social interaction, such as empathy, in robotic artificial agents.
9.
Bomb by Scott Draves is an interactive program that is based on fractal and genetic
algorithms and that responds to users’ keyboard input as well as to sound. The original
conception of Neonudism is by Nell Tenhaaf and Eliot Handelman. For more background,
see my “Neonudism,” Parachute 85 ( January, February, March 1997): 12–15.
REFERENCES
DeLanda, Manuel. “Nonorganic Life.” In Jonothan Crary and Sanford Kwinter, eds.,
Incorporations/Zone 6. New York: Urzone, 1992.
DeLanda, Manuel. A Thousand Years of Nonlinear History. New York: Swerve Editions,
1997.
Nell Tenhaaf
374
DeLanda, Manuel. “Virtual Environments and the Concept of Synergy.” Leonardo 28, no.
5 (1995): 357–360.
Hayles, Katherine. “Narratives of Artificial Life.” In FutureNatural: Nature/Science/Culture.
London: Routledge, 1996.
Helmreich, Stefan. “The Spiritual in Artificial Life.” Science as Culture 6, pt. 3, no. 28
(1997): 22–31.
Kauffman, Stuart A. The Origins of Order: Self-Organization and Selection in Evolution.
New York: Oxford University Press, 1993.
Levy, Steven. “Artificial Life: The Quest for a New Creation.” Whole Earth Review (artificial
life issue) (Fall 1992).
Mitchell, Melanie. An Introduction to Genetic Algorithms. Cambridge, MA: MIT Press,
1996.
Penny, Simon. “The Darwin Machine: Artificial Life and Interactive Art.” New Formations
no. 29 (Autumn 1996): 59–68.
Tenhaaf, Nell. “As Art Is Lifelike: Evolution, Art, and the Readymade.” Leonardo (digital
salon issue) 31, no. 5 (1998): 397–404.
Tenhaaf, Nell. “Where Surfaces Meet: Interviews with Stuart Kauffman, Claus Emmeche,
and Arantza Etxeberria,” Leonardo 34, no. 2 (2001): 115–120.
Tenhaaf, Nell. “Simorg Culture.” Parachute (La Bestiaire/Endangered Species issue) 72
(1993): 41–43.
Whitelaw, Mitchell. “Tom Ray’s Hammer: Emergence and Excess in A-Life Art.” Leonardo
(digital salon issue) 31, no. 5 (1998): 377–381.
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26
Your Words, My Silent Mouth:
Trying to Make Narrative Sense
out of Nonnarrative Work
(A brief collection of interviews
and polemics in the interest of
aesthetic quasiclarity)
Allucquère Rosanne Stone
/framegrab from the video/
I was four years old, the family was visiting a friend who lived way out
on Long Island, and a hurricane blew in. The power went out, and the
big folk lit candles, and with the wind roaring and howling and shaking
the house, I wandered away from the warm flickering glow in the kitchen
and the conversation around the table and toddled hesitantly into the
living room. The darkness in there was attractive and scary in an adventurous way. The living room was furnished in Victorian style, and I was very
small, and the furniture loomed hugely over me, and as I passed beyond
the kitchen doorway, the area around me became quite dark. There was
a musty aroma of long disuse mixed with an indescribable fragrance that
my daughter calls the smell of old people.
I was slowly feeling my way across the rug when a terrific flash of
lightning lit up an ancient Atwater-Kent radio console right in front of
me, the kind with the speaker in a round cloth enclosure on top of the
set. In that blue-white shard of time, a stunningly loud clap of thunder
slammed into the room, and as it did so, the thing before me was charged
with an eerie, malevolent, living presence. It was no longer the passive
object of my gaze; instead it glared back, measuring me, testing me, gathering its forces. I was frozen to the spot. I couldn’t scream, couldn’t run,
couldn’t even step back. The hair all over my body stood straight up.
And in the next instant the room was pitch dark, the spell was broken,
and I scrambled shrieking back to the kitchen.
It was a seminal moment for my relation to technology, and over the
years I’ve tried in several works to capture something of that eerie instant
in the storm and the dark, heavy Victorian atmosphere when the artifact
came alive for the first time. . . .
BACK TO THEORIZING
It’s easy to talk about theory, but then you stop theorizing, and you do
what you do and it speaks for itself. Your Words (1996) was like that. It
was an enormous release from the tyranny of theory—my first, really, to
leave me feeling so free. But we are so terribly tied to the whole idea of
textuality and, its relationship to pedagogy and, even worse, to legitimacy.
Folks who still don’t get it invite me to perform and then ask for text
Your Words, My Silent Mouth
377
for the publication part of whatever they’re doing, a symposium or whatever. And when I say that text is counter to what I just said during the
piece, counter to the current direction of my work, that at this point I’m
not really thinking in a textual way, they still refuse to get it even in the
face of an evolving body of creative production whose main textual content consists of my saying, “Let’s reevaluate the enterprise of textuality
and its relation to performance, let’s think like New Media/New Studies
wonks, let’s turn to embodiment and gesture and voice as an experimental
arena in which to work out these problems of representation and method.”
And they look blank. There’s a mental switch that turns off. It reminds me
of that sweet, ridiculous woman who came into my office and asked me if
I’d be willing to support a conference on women’s issues that was going to
be held at the university later that year. I said sure, show me the poster, and
she pulled one out and opened it up. The featured speaker was Joanna Russ,
who happens to be on record with some fairly disgusting antitransie remarks. I stopped reading and looked up at this woman, and her smile faltered
a bit. “So you really expect me,” I said, “to support a conference whose guest
of honor halted a major conference on women and writing to demand
that a transsexual in the audience be thrown out?” And this sweet, clueless
person got her smile back on straight and said, “Well, if you can’t support
it yourself, would you mind recommending it to your friends?”
That’s roughly the level of the discourse. As soon as you move just a
bit away from the equilibrium point, the brain switches off, comprehension goes out the window, and you get into areas of inanity that you
didn’t believe existed. In specific, there is this imagined continuum between performativity and textuality, and it is one of the most tenacious
nonthings I’ve ever encountered. The people who, whether accidentally
or on purpose, are acting as gatekeepers for what counts as acceptable
academic work have become so fixated on text that everything must be
reconstructed as text, no matter how unlikely the topic or circumstance.
Which is why, come to think of it, we’re sitting here discussing an installation piece and attempting to make sense of it as text.
I think part of our job as new studies practitioners is to focus our
attention on that point at which the mental switch turns off and seek out
ways of fooling it into flipping back on again.
Let’s see if I can open that up a bit. When I entered the History of
Consciousness program, the first thing that attracted me was the disciplin-
Allucquère Rosanne Stone
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ary jargon of critical studies. To me it looked dense and complex and
impenetrable, which was wonderful. It was wonderful because encompassing it was such a huge challenge, starting from scratch as I had rather
than having been trained in the tradition as an undergraduate. And of
course as things turned out, my naiveté worked in my favor. It allowed
me to develop my own idiosyncratic interpretation of why the language
of critical studies had evolved into its particular relationship to other
methods of making meaning. I realized it was because in our attempt to
grapple with fundamental issues of meaning production, some of us had
come to the conclusion that we had finally exhausted the possibilities of
formal language as a tool with which to analyze and criticize itself and
its relationship to power. And so instead we had turned inward on our
own meaning practices, were restructuring our own descriptive language,
ripping up parole in hopes of getting through to langue—using language
against itself to tear itself apart. The hope in this was twofold: one, that
by using language praxes as a kind of pathognomonic tarot, we might
discover something about method, meaning that out of the wreckage of
parole we might be able to discern a shadow of the lineaments of langue;
and two, that by reassembling the pieces in new configurations, we might
be able to make meaningful statements that were at least partly outside
the force field of phallogocentrism, precisely because they were outside
language as we know it. Now, this is traditionally seen as more the role
of poetry, which, in our still-Enlightenment-soaked institutions, is not an
okay thing to employ in, say, the social sciences. But keep in mind that
in New Studies the idea of disciplinary specialty doesn’t work in easily
recognizable ways. So it’s not impossible that a part of the work of poetry
might be part of the work of understanding method.
I’m sure you’ve noticed some similarities between the terms I just used
and certain things that were going on elsewhere in the cultural enterprise.
Of course, there have been many other attempts to break loose from the
culturally authorized structure of language while still retaining some of
the cultural functions of language. By this I am simply pointing out that
since language is always encultured, language always means, whether we
happen to want it to or not. If it doesn’t mean through a preexisting rigor
of symbology, the listener will find some resonances anyway, pleasant or
otherwise, for as humans, making meaning is Job Number One, hardwired
and always ready. This, by the way, is the point of the Near-Legibility
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project: near-legibility is about provoking those resonances, though with
Near-Legibility we are trying to provoke resonances in a system of symbols
that is not the default one but that nevertheless exists in some juxtaposition
to it—almost-remembered voices and experiences that flit about the edges of
consciousness but don’t quite make it into directly capturing our attention.
In our time we’ve had the Beat movement, and it could be well argued
that rap and hip-hop are also attempt to break out of existing meaning
structures, but of course the enterprise extends much further back than
that. But all of it, really, was part of the general refiguration of symbology
itself, which signaled the loss of modernism’s grip on meaning. The passive mode I’m using here may be misleading, so let me add that by the
passive construction refiguration I don’t mean that symbology was
changed as a by-product of social forces on other errands. Rather, I am
conceiving the rigor of symbology, the rules that symbology gives itself,
we may call this langue, though it isn’t quite—as something that under
certain circumstances can come to act as if it possessed agency. Here I’m
referring to the larger field within which symbol operates as a kind of
potential structure that can spontaneously reorganize under certain gradients of information flow. In other words, a far-from-equilibrium condition, though I think Prigogine would cringe at my appropriation of the
term. In this interpretation—and this is my point, really—the refiguration of symbology that began with the inception of the postmodern was
not merely a consequence of the play of forces in and around the emergence of early capitalism but rather was an active participant in creating
it. In other words—and this is the sticky part—language is more than
organic; it’s organismic. And it’s not an isolated example. The same is
true for any complex dynamic structure of symbols that exists in close
relationship to dense social systems. Capital has always been the perspicuous example, but it isn’t the only example. Okay, so I don’t think it’s
exactly fashionable to talk about, say, Haraway and Rimbaud in the same
breath, but whether consciously or unconsciously, they share something
of a common method of expression produced by stretching the tools at
hand beyond their limits. In another sense, that’s merely what poets do,
but I’d say it wasn’t exactly safe to make such a statement about theory.
In fact, I did, to Teresa de Lauretis, and got roundly trounced for it.
But we ignore the tectonic shifts in rigor of symbology at our peril.
Ignoring them is what made Alan Sokal possible. Sokal quite correctly
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perceived what was happening and turned it to his advantage and to Social
Text’s embarrassment because the very people who were engaged in the
enterprise of restructuring method were unable to distinguish between
the professional jargon they had hitherto employed and the new symbology that was struggling to speak with their voices and write with their
pens. And so they had to pretend that the language they used still meant
within the older frame of meaning production, when the meaning structures they produced had already left the older frame and now meant differently. Which indicated that they themselves couldn’t understand what
the language they were bringing into being was trying to tell them. So
when someone arranged that language in random ways, the self-same refusal to see the depth and extent of the transformation that had already
occurred made it possible for nonsense phrases to displace meaning. One
rarely sees such a moment played out in such a vivid way.
This had a direct relationship to Your Words, My Silent Mouth, which
should by now be obvious. Its animating force is the old, old idea that
the speaker is capable of saying only what language permits. And here I
mean langue, simply. So that when the structures of meaning production
are always already predetermined in the phallogocentric sense, whatever
comes out of your mouth is already predetermined in its range of meaning; whatever you say and however you say it, you are always merely
uttering the phallus. Because in this episteme that we share, the phallus
is the rigor of symbology; and consequently we recreate endlessly the
world in which the phallic utterance means. In the specific case of
transsexual subjectivity, when the transsexual speaks, those utterances
continually erase the signs of the speaker’s presence in the world—the
language world and the world of situated action. Statements about deconstructing identity and gender, about breaking the deadly grip of binarism,
are heard as something else because they are uttered in the language of
gender and binarism. So therefore, if the transsexual is to speak and to
be heard as a transsexual, it is necessary to find a language that does not
continually dissimulate about what is being said, dissimulate about its
own nature in the guise of producing meaning.
So how do we get outside meaning just far enough and just long enough
to turn back, observe our situation, and act on meaning itself in such a way
that we make room for other regimes of utterance? That was, by the way,
the original intent of at least some of proto-rave culture beginning in the
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1960s—a conscious and deliberate attempt to get at meaning production
in a different way. I had dug myself deep into the guts of that movement at
the time, happy and stupid and doing things we called psychedelicatessens,
which were basically assaults on the senses in an attempt to stun the forebrain
long enough to sneak in past it and rearrange the brain’s handling of symbology before all those wonderful defense mechanisms snapped into place.
Psychedelicatessens were just a new and funkier electronic version of
the Catherine wheel, which was a mechanical-age parlor toy that worked
in much the same way. The Catherine wheel consisted of a set of rotating
mirrors that created a rapidly changing and confusing visual field, the
idea being that someone looking at one would become entranced by going
into visual overload. I had an odd experience while trying to explain this.
I was being interviewed by the local radio station as part of a promotional
blitz for a rock band and light show, and the announcer asked me what
light shows were for. I opened my mouth to say, “Well, the purpose of
a light show is to stun the forebrain so that we can operate directly upon
the preconscious with a carefully orchestrated set of symbols whose purpose is to permanently change the way one processes reality.” (Eric
Clapton said it much more succinctly: “The object of the game, really,
is to send them home feeling they’ve been struck by lightning.”) And I
suddenly realized I was about to say this to the audience of a top 40 A.M.
radio station in Topeka, Kansas. And my tongue stuck in the back of my
throat. The only sound that came out was “Gah.” We both stood there,
him holding the mike out expectantly because he knew me as a fairly
articulate person, and me absolutely stonkered about being able to say a
single word of this in such a way that the audience could receive it. Probably not more than ten agonizing seconds went by before he jumped in
with something suitably inane, whereupon we changed the subject.
TRANSITION
I originally started the project that includes the video installation piece
because for some time, beginning around 1990, I’d had the creepy feeling
that nothing I was doing was equal to the task at hand. I was still textual,
so to speak, but I’d been dogged by the sense that no matter how eloquent
my writing became, I was still addressing the wrong audience and that
circumstance had little or nothing to do with the quality or lack thereof
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in what I was trying to say. Further, and more to the point, the disloyal
opposition—by which I mean the transphobes and bigots among us who
masquerade as scholars and purport to write interestedly or dispassionately—were peddling their wares at the same old stands. One can write
only so many scholarly rebuttals before the topic wears thin.
And then there was the flock of hot-button issues that circulate around
the marvelously unstill point that I’ve been thinking of as New Studies.
Hottest among them is what constitutes acceptable academic work, and
to a great extent that issue is bound up with what counts as inside a given
set of disciplinary boundaries and what counts as outside a single discipline or outside all of them. Consequently, before I can talk about my
work, I have to explain where it comes from and where it’s going. Hence
digressions like this. You know this stuff already, but then again, you
may not.
So here’s the riff. Likely it hasn’t escaped our attention that the really
interesting questions these days are not the ones being asked inside the
humanities, social sciences, even the arts. Not that what goes on there
isn’t worthy and important and interesting, but I don’t need to belabor
the point any more: it’s fairly self-evident. Lets call the constellation of
technologies, practices, beliefs, and webs of social connection that those
questions imply New Media. And let’s call the analytical and explanatory
practices we use when talking about New Media by the name New
Studies.
The first thing we discover is that we can’t do New Studies without
simultaneously doing New Media—which is to say, there is no privileged,
indifferent observer in New Studies. We are simultaneously inside and
outside technologies of meaning production, which are the analytical tools
and also the object of inquiry. How did we get ourselves into this position?
The term New Media came into existence because some practitioners
thereof were upset by having their work referred to as interactive multimedia. No surprise here, really. First, multimedia is a term coined in the
1940s, referring to phonograph records and slide projectors used together.
(For some reason, sound movies don’t seem to have been thought of as
multimedia.) And interactive is a felicity if ever there was one, a word
that means everything to everybody and consequently winds up meaning
nothing at all. Hence some folks get together with some particularly weird
drugs on a particularly large hotel bed during some particularly raucous
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conference, and presto, name coinage happens and ve have ze New Media.
It’s a serviceable strategy, much better than referring to new media as “the
field formerly known as interactive multimedia” or, worse, “the field that
durst not speak its name.”
The results were predictable: business as usual. Disciplines of critical
study already exist; likewise the social sciences, humanities, film production, performing arts. Once the practitioners therein notice that New Media has arrived, everyone can have their piece of the pie. This was most
egregious during the Great Rush to Theorize Cyberspace (circa 1990 to
1997) (and better to say Colonize, in the critical rather than anthropological sense of the term): Critical Studies folks did Critical Studies of Cyberspace; Social Science folks did Sociology of Cyberspace; Technology and
Policy wonks did Tech-Pol of Cyberspace. Und so weiter. It got so that
whatever conference one happened to be attending was full of scholars
falling all over themselves to get something with their names and the
prefix cyber into the citation networks.
Except that what each of these groups winds up with is not New Media.
What they get instead is a slice of something that looks enough like New
Media to serve the purpose at hand something with its critical teeth pulled,
something tamed and civilized and reduced to a manageable size and form.
When something truly new comes along (and I do insist that the thing we
miscall New Media is in fact genuinely new), it’s tempting, overwhelmingly
tempting, and in fact to a degree right and meet to make a first sally at it
from an established position of strength, from a trusted epistemic anchor
to which you can return when things get raucous. But once started on that
path, it’s all but impossible to stray off. And of course, as with all things that
bear the name discipline, any knowledge production that does happen is
always already subverted to a preexisting power structure whose purposes
bear little or no relation to simple study of an object of knowledge.
So with full awareness that were doing it, let’s grab a useful trope and
lay it on. To wit: Once in a lifetime, if you are lucky, you may have the
opportunity to be present at the birth of something special, something
possessing tremendous power. You know that you yourself don’t have
that power, but you have been vouchsafed the vision, the knowledge that
somewhere very close by, somewhere you can actually get to, it lies, still
helpless but huge with promise. And no matter how we manage to reinterpret its purpose later, in the pale illumination that hindsight provides, we
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know the power of the thing is the force that drives our daily work and
us ourselves and the whole damn universe. Whether it expresses itself as
speciation or linguistic diversity or the restlessness of fashion, were looking
at the same phenomenon: The power of Change. Transformation. Trans.
I used to attend things like the American Anthropological Association’s
annual do, and the Society for Social Studies of Science, and so forth.
But I don’t any more. I am part of a different association, a different
society, a different community. My community coalesces only in the
spaces between disciplinary conferences and, for that matter, in the spaces
between interdisciplinary conferences. As with just-in-time funding and
drive-by theory, we form an entity at unpredictable moments and in unexpected ways. As a social body we exist mainly in the Net, as a congeries
of individual and eclectic discourses, forming a dense Web of information
and experience that nourishes current and future practitioners who may
never meet us. With few exceptions, we have no colleagues at our home
institutions. For that reason, we are used to working alone, and that experience has taught us to cherish our physical meetings to the fullest, to
make the moments last, and to be ready to relinquish them instantly. At
the same time, it has honed and toughened us for the task ahead. That
task, if we choose it, is to create that physical base for our work, to reach
deep into the institutions that house us and change them at their deep
hearts. Such a change is effected not by rhetoric, not by revolution. In
the postmodern prospect, such a change is accomplished by viruslike
structures carrying information that changes the way the organism’s cells
self-replicate, so that over time the organism ineluctably incorporates that
new information; the changed becomes the changer. In this method, there
is no battle, no confrontation. Instead, change simply is.
In human terms, the way such a scenario plays itself out is when each
one of us in New Media acts exactly like our deep selves, as opposed to
acting like a version of ourselves cut and trimmed and constrained to fit
within one or more of the Disciplines of the Dead. There is little I could
ask that could be simpler while at the same time more difficult. We ourselves embody New Media; no one can bring it into being for us. The
old academic order falters; failure of nerve and of vision is the order of
the day. This is our moment. We have worked hard for it; now let us
seize it and live it to the fullest. In the words of a very old joke, be yourself:
it’s a dirty, thankless job, but somebody’s got to do it.
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A SIDEBAR ABOUT THE VIDEO INSTALLATION
In my opinion, the installation video Your Words, My Silent Mouth explains things better than saying, “Gah.” The piece came out of some
fooling around that I was doing with a sketchpad and a MIDI composing system. The original idea was an installation designed for a deeply
NeoGoth space I’d imagined—fusty, creepy, ultra-Victorian. Actually,
I’d directly experienced the space I was trying to evoke. I mentioned it
before, when the family was visiting their friend who lived way out on
Long Island, and that hurricane blew in, and that quasi-being squatting
in the living room shadows came eerily alive.
There was also a connection in this piece to spirit mediums and the
atmosphere in which they worked or in which we like to think they
worked. I’d been fascinated by a radio program produced by Frances Dyson that was inspired by Avital Ronell’s work on haunted writing and
her later exegesis of the telephone. Fran’s takeoff point was when the
prosthetized absence of the telephone’s electric voice became tangled with
the medium’s un-Heimlich production of absent voices, and she signaled
that moment in the program with three deep, spooky organ tones that
evoked for me that eerie night in the storm when the radio came alive.
I took the first two notes of that sequence as my point of departure for
the musical foundation of the piece and wrote a brief variation on it by
altering its tonality slightly into the first two notes of the Dies Irae. This
repeats in moto perpetuo underneath the instrumental and voice layering.
After the rough mix of the sound sketches was complete, I planned
the visuals to accompany the sound. The piece was shot in Hi-8 and
largely edited in camera. Its intent is to be pretty scary, but it also deconstructs itself as it goes along. For example, there is a shot that starts off
as if a scalpel were cutting into something that might or might not be a
crotch but that for just an instant can be seen to be the Vulcan V formed
by the third and fourth fingers of a hand. The visuals are about literally
deconstructing identity. Most of the facial shots are of me, looped and
repeated in various video modes. And there is a lot of scalpel and other
types of cutting action looped and mode shifted as well. This visual playfulness is juxtaposed to the somber, welcome-to-the-crypt style of the music. Actually, during the shoot I was conducting a playful conversation
with my husband, who was potchkying in the kitchen while I was taping
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the visuals, so the raw video footage heard with the voice track turned
up is ludicrous. The piece didn’t begin to make sense until the voice was
dropped out and the music inserted.
The soundtrack is in six layers, each of which is of different length,
and they are looped independently. The longest track is slightly under
six minutes, and the piece repeats—that is, the original layering reappears
in roughly four hours, which I felt was plenty long enough to ensure that
nobody would hear the same soundtrack twice. The vocal tracks are a
canonical variation on a phrase I recorded in an emergency room, scored
for three voices, which alternately speak and whisper the libretto.
During the mix we began to pick up weird electronic chirps and
wheezes. Holy shit, I thought. It’s the spirit medium sending in her part!
I finally tracked these down, or thought I did, to an electronic artifact of
the disk drives seeking to track zero, which was somehow leaking into
the analog track, though I’ve never heard it happen before or since. But
the sound was absolutely perfect for the piece—the timing, everything—
so I mixed it into the final version exactly as it appeared on the tracks,
and it’s still quite audible there. Don’t put yourself in the way of fate;
just dance with her when she nods at you.
The piece was commissioned for a show in the University of Houston
Gallery at Clear Lake. I’ve always constructed the music for my work first
and added images or other elements later. For me, sound design is the
primary aspect of almost every work I’ve done, regardless of the visual
complexity that may be involved. But I wasn’t able to get that across well
enough to save the Clear Lake installation. They used tiny, tinny speakers,
and the entire soundtrack and consequently the impact of the piece was
lost for that reason. I’d explained the necessity for serious subwoofers if
the piece were to be understood properly, but somehow or other that plea
got lost in the set-up frenzy. I didn’t get to the gallery myself, but friends
who did reported that the sound was inaudible, and for me the sound
was everything. However, when the piece moved to the Women and Their
Work show a few months later, Lisa Becker, their curator, provided an
excellent sound system, and the piece was finally presented as I’d intended it.
/framegrab from the video/
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27
Video Arte Povera: Lo-Fi Rules!
Valerie Soe
When I was a young college student, I wanted to go to UCLA film
school. I admired Alfred Hitchcock’s narrative stylings, Stanley Kubrick’s
peculiar characterizations, Martin Scorsese’s fluid and expressive camerawork. But as fate would have it, the film school at UCLA was severely
impacted, and I instead completed my undergraduate degree in the art
department.
What I discovered was that video art’s aesthetics appealed to me much
more than Hollywood’s narrative filmmaking conventions. I found that
by working in experimental forms, I could easily access topics such as
identity politics, race and ethnicity, and pop culture. This was much
more effective using experimental video’s direct and expressive poetics
than through narrative film’s elephantine character and plot machinations. I also found that experimental forms allowed me to utilize all
manner of unusual source materials, including found footage. This recycling aesthetic, making silk purses from technology’s sow’s ears, continues to appear in both my single-channel videos and multiple-channel
installations.
In my work I’ve used video, text, pop culture artifacts, autobiography,
and interactive elements, employing technology both high (computer terminals, electronic message boards, video monitors) and low (zoetropes,
viewer-generated graffiti, artist’s books) to look at issues of culture and
identity in the information age. I’m interested in an organic use of technology as a vehicle for the requirements of the creative concept. In other
words, I let the artwork’s content dictate the choice of media, rather than
simply using technology for its own sake.
By working in experimental forms, I continue to readily explore political and social concerns such as racial discrimination and bigotry (Diversity), intimate interpersonal relationships (Mixed Blood ), body image,
power, and control (Binge), and the representation of Asians in pop
culture (Picturing Oriental Girls: A (Re) Educational Videotape; Beyond
Asiaphilia).
MIXED BLOOD (1992–1994)
Mixed Blood was an interactive video installation that utilized unexpected
juxtapositions of found footage, flashing text, talking heads, and scientific
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footage displayed in a brightly colored graphic installation that challenged
potential viewers to stop, look, and listen. Using two discrete channels
of video, Mixed Blood combined interviews with over thirty concerned
individuals, relevant quotes and statistics, and clips from scientific films
and classic miscegenation dramas such as The World of Suzie Wong and
Sayonara to examine interracial relationships in the Asian American community.
In addition to the information disgorged via video monitors, Mixed
Blood also encouraged viewer interaction. A computer terminal and electronic message board output allowed viewers to respond to questions regarding cross-cultural relationships such as, “What do you think when
you see an interracial couple on the street?” and “What are three characteristics of Asian American men?” The query changed daily, and each day’s
responses were strung together and displayed on the electronic message
board mounted on the installation.
For those who preferred more direct expression, the piece had a “talking wall”—a blank white panel on which viewers could write their
opinions without technological mediation. This element was extremely
popular, with comments on a range of topics from politics to sexuality.
There were also small stickers printed with phrases including “Identity/
Affinity” and “Who Do You Love?” which viewers were free to take and
distribute as they wished.
Mixed Blood attempted to present often controversial topics of miscegenation, bigotry, and sexual stereotypes without being didactic and overbearing. By using both high and low technology, I hoped to ease the
viewer’s interaction with the piece, facilitate participation, contemplation,
and debate, and allow the viewer to fill in the blanks and actively contribute to the form and content of the piece.
BINGE (1996)
Binge was a mixed-media installation that was based on Amy Moon’s
short story of consumption, addiction, and purgatory. Binge looked at
body-image distortion, power, and control from the perspective of a compulsive eater. The main character is an unnamed woman who dreams idly
of escape from her middle-American life and her indolent husband. Her
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stifling suburban existence eventually leads her to desperate acts, as she
first attacks her own body and then strikes outward, with deadly consequences. By telling the story in the first person through the voice of the
unidentified narrator, the piece invites the viewer’s rapport with the unbalanced and yet sympathetic main character. Her extreme impulses remind us of the frustration and agony of day-to-day existence and the
desperate actions sometimes necessary to flee the killing banality of everyday life.
The installation consisted of various altered objects that were integrated
with text and that reveal different elements of the narrative, outlining
character traits, plot developments, or other aspects of the story line. Manipulated objects included bullet casings, an accordion book, a shootingrange target, a zoetrope made from a KFC bucket, and assorted audio
and video loops (figure 27.1) Once seen, read, or heard, these fragments
converged into a composite text that explicated both plot and character
in a nonlinear, interactive format.
By using consumer-grade Radio Shack electronics, I emphasized
readily accessible technology, including battery-powered plastic monitors, a hand-held Watchman television, and a child’s portable turntable. I similarly employed other everyday objects, such as fast-food
packaging, mirrors, and picture frames. This underscored the quotidian setting of the piece, based on the diary of a mad housewife, and
contrasted these items with more sinister objects, such as a shootingrange target and spent bullet casings. Binge compared the banality of its
source materials to the desperation and violence of the main character’s
actions.
DIVERSITY (1990)
Diversity was a three-channel video installation featuring footage of
Chan Cheong-Toon, a man who stood regularly at a traffic island at
the corner of Broadway and Columbus in San Francisco’s North Beach
neighborhood singing furiously in Chinese to whomever cared to listen
(figure 27.2). Through interviews with Chan as well as with his many
observers, the piece addressed the projection of individual desire onto
a single subject, as each interviewee offered his or her interpretation
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Figure 27.1
Valerie Soe, Binge, 1995, text, bullet casings, monitor, altered target.
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Figure 27.2
Valerie Soe, Diversity, 1990, installation view.
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of Chan’s intentions. In addition, by focusing on this unusual personality, the piece exploded the myth of the model minority, contradicting
the fallacy that Asians are quiet, well-behaved, and aligned with social
conventions.
The installation consisted of three separate channels of video played
simultaneously on individual monitors arranged in a triangular configuration, with screens facing inward. The viewer, positioned at the
center of the piece, chose to view one or two monitors at once, although
sound from all three was audible at all times. In this way, the viewer
sequenced and selected the configuration of the piece, choosing the order
in which the images and narrative unfolded. This threefold arrangement
reflected the many aspects of the focus of the piece, the singing Chan—
as he sees himself, as others see him, and as he objectively appears—
suggesting the variety of perception and personality found in a single
individual.
On the gallery wall were the names of various Asian Americans who
have distinguished themselves in one way or another. Although several,
including author Wakako Yamauchi and singer Pat Suzuki, are notable
for outstanding achievements, others, such as convicted felons Joe Fong
and Wendy Yoshimura, are known for more notorious actions. This
strategy pointed out the complexity of Asian American culture, emphasizing again the diversity of a community too often stereotyped as onedimensional.
In Diversity, the simplicity of the technology allowed the complexity of the subject matter to emerge. The stripped-down installation design consisted of three large monitors on black pedestals and a
line of names on the gallery wall. Although the simultaneity of the
three channels of video and the triangular configuration of the monitors were significant, the installation gave prominence to content rather
technology.
WALKING THE MOUNTAIN (1994)
This installation was an ofrenda (altar) dedicated to my aunt Lula, who
died from a nosebleed at age four in Phoenix, Arizona, in the 1920s. The
piece, consisting of sand, cacti, magenta taffeta, video, and text, recounted
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the fate of my grandparents’ cherished second daughter, born into a climate too arid and dry for her genotype. The cacti hanging on the wall
and surrounding the video monitor were a metaphor for human tenacity,
contrasting with the inability of Lula to adapt successfully to her new
homeland. On the right wall, the legend “STAY HYDRATED” reiterated
the first rule of human survival, one that Lula was unable to maintain
because of her environment, age, and circumstances.
In this installation, I juxtaposed unusual materials—cacti, taffeta, sand,
and a video monitor—to draw attention to the unusual subject matter.
I hoped to suggest the alien quality of my aunt’s new environment, which
was a desert full of strange life forms including prickly plants, sand, and
Europeans. The piece was a metaphor for the difficulties that new immigrants often face in adapting to their new homeland, especially in the
United States, where assimilation is valued over preservation of individual
cultural traits.
I also wanted to contrast the natural elements (sand and plant life)
with human-made elements (the video monitor and satin fabric) to make
Lula seem like a fish out of water in her new environment. The video
loop also emphasizes this point, recounting my aunt’s tragic story through
images of goldfish, faux blood, and a length of scarlet taffeta rippling in
the wind. Using a simple combination of video and nontech elements,
the piece presents its story plainly and effectively.
LA VIDA POVERA DE SAN PANCHO (1998)
La Vida Povera De San Pancho was an interactive installation made up
of melted and made-over Playskool plastic doll houses that had been altered to reflect the ghost stories, histories, and legends of San Francisco.
The tag line for the installation read, “Why do you choose to live in San
Francisco, a beautiful, fickle, and ever-entrancing city? What is the price
of entry into this temperate wonderland? Where does reality end and
imagination begin?”1
Utilizing tiny TV monitors, sound chips, image, text, and toys, La
Vida Povera took viewers down Melancholy Alley, through Sound and
Fury Avenue, and up Sexolicious Lane, some of the imaginary streets
realized in the piece. The installation was an emotional map, a psychic
Video Arte Povera
395
tour of the memories, hopes, and dreams of a city that is constantly in
transition.
Each plastic house engaged the viewer in its own way, with points of
entry including video and TV images, push-buttons, switches, levers, and
other means to play with the structure and meaning of the buildings. The
tiny structures became a dreamscape of the imagined and the perceived,
the world of hopes and fears drawing the viewer to San Francisco.
I used toy houses with tiny video monitors to get away from the
museum-aesthetic definition of video installation that often includes huge,
beautiful, and expensive video projections by established artists such as
Bill Viola and Steina. Instead, I wanted to get back to the cheap-isbeautiful, consumer-electronics look of early video installations, where
the ugliness of the monitor was integral to the aesthetic of the piece. This
strategy exemplified the do-it-yourself creed, la arte povera, the idea that
you make what you can out of whatever you can scavenge.
How does this relate to little plastic houses with home electronics in
them? It went back to the idea that it is possible to live in an horribly
expensive city like San Francisco without being a yuppie or a multimedia
professional. La Vida Povera celebrated the marginal underbelly of artists
and writers and workers who give San Francisco its spice and its texture,
as well as the plumbers and painters and UPS drivers who give the city
its soul and blood.
UNLEARNING THE LANGUAGE
By working in low-fi, experimental media, I’ve been able to create work
that brings to light untold or neglected stories from outside of the mainstream. Using available and affordable technology frees me from many
budgetary constraints and allows me to more readily create work and to
engage viewers in exchanges about culture, politics, and representation.
In this way, I’m attempting to reframe and rearticulate an Asian American perspective by countering conventional stereotypes of Asians in American mass media and offering an alternate vision of the community and
culture. As Malaysian American experimental videomaker Cheng-Sim
Lim states, “These days I’m trying to unlearn the language of Hollywood.
I am doing it because I know it’s not my language. I am trying to remake
my image in myself.”2 Lim understands the vitality and newness of experi-
Valerie Soe
396
mentation, which more accurately expresses experiences outside of conventional film and television. Experimental forms are a reflection of the
multitude of voices suddenly speaking, each with its own cadence and
lexicon, in the new, brilliant cacophony of modern times.
NOTES
1.
Valerie Soe, catalog notes, URL Exhibit, Southern Exposure Gallery, 1998.
2.
Cheng-Sim Lim, “Rojak,” Moving the Image: Independent Asian Pacific American
Media Arts, UCLA Asian American Studies Center, 1991.
Video Arte Povera
397
28
Face Settings: An International
Co-cooking and Communication
Project by Eva Wohlgemuth and
Kathy Rae Huffman
Kathy Rae Huffman
Face Settings is a female-focused communication project and Internet
Web site that reveals the growing Net community of women—〈http://
thing.at/face〉.
Face Settings, a project initiated by Eva Wohlgemuth and me, was a
series of dinner-performance events that took place between spring 1996
and autumn 1998 (figures 28.1 and 28.2). The objective was to join real
groups of women in network strategies to expand female connectivity and
to engage women in discussions of importance on local, regional, national,
and international levels. Through a mailing list called FACES, an online
community has developed and expanded beyond the process of preparing
meals and eating together. Face Settings raised various questions, which
were presented at Face2Face, an exhibition and meeting of FACES in
Graz, Austria, on 8 to 11 July 1998.
Throughout our Face2Face events and virtual online communication,
women focused on communication practices and how they differ in various cultural settings. Aware of how women are kept out of the technically
challenging network, we set an example of what could be done to change
that practice, and we constantly mused about how the fact that women
speak and communicate differently than men affects our female involvement in online culture.
Face Settings: An international co-cooking and communication project
by Eva Wohlgemuth and Kathy Rae Huffman—〈http://thing.at/face〉.
Face Settings is a cross-platform forum for developing and exploring the
interests and needs of women online. FACES is a female-only mailing list
for discussing art, communication, and online policy.
The cooking performances took place between summer 1996 and summer 1998 and evolved directly from our experiences on the (then) recently
concluded Internet travel project Siberian Deal, which took place in 1995.
From Russia, we sent weekly “reports” to Vienna, which were uploaded
to the project Web site at 〈http://www.t0.or.at/⬃siberian/vrteil.htm〉.
The goal of Siberian Deal was exchange: we were traders dealing objects
and information to strangers in “the worst place in the world.” Our mission was to understand value and learn how our opinions were informed
by cold war media and propaganda. In Russia, we established a network
of friends we would meet again and again. Our observations of women,
their buying and selling techniques, and their status in society, were a
Face Settings
399
Figure 28.1
Eva Wohlgemuth and Kathy Rae Huffman, Face Settings, September 1996, in Rotterdam, the
Netherlands.
Figure 28.2
Eva Wohlgemuth and Kathy Rae Huffman, Face Settings, October 1996, in St. Petersburg, Russia.
Kathy Rae Huffman
400
common topic of conversation during our travels and influenced our future work together (see 〈http://www.t0.or.at/⬃siberia.vrteil.htm〉.
Working toward a new project concept, Eva and I realized that our
personalities, skills, and backgrounds complemented (and sometimes
compensated for) one another. I loved gathering people into social situations for exchanging information and brainstorming ideas. Eva was fascinated by the challenge of translating the process of communication into
a visual form that invited participation. She was keen to establish strong
conceptual guidelines for a new Internet project. I was immersed in Internet research on a variety of topics, including “cyberintimacy.” As we
talked, we decided to continue our real and virtual working system and
travel to places we found compelling (for various reasons). We also made
a conscious decision to focus our energy and dedicate our project to connecting women. We made these choices naturally and without any conflict. In Europe, the lack of structure, encouragement, or reward for
women working in the new communication technologies was obvious
to us.
As a conceptual artist, Eva had been working on the location sculpture
Systems since 1989. I had been an active media art curator, producer, and
networker (by the old definition) since the early 1980s. In 1994, I was
living on my own in Austria, and Eva had become a good enough friend
to engage in “girl talk” and relationship problem sharing. During these
occasional meetings, Eva and I became aware of the differences in our
cultural conditioning, especially how I had been encouraged to develop
verbal and social skills in school, while Eva had been encouraged to develop her excellent logistic planning and technical skills. As an American,
I had experienced how “citizenship” and “extracurricular participation”
were highly regarded during my formative school years. Eva, on the other
hand, had suffered a very strict and academic education, without many
social functions, in a dogmatic system that did not tolerate deviation from
the traditional pedagogic plan.
The basic cultural differences that informed us—which we were aware
of—fascinated us. We also noticed that the way we communicated
with each other and with women and the ways in which we communicated with men were very different. We began an intensive investigation
that included Internet research and the compilation of information on
this phenomena. The writings of Dr. Deborah Tannen provided great
Face Settings
401
insights, as did many scholarly studies and linguistic observations about
how women and men relate in the online environment. We found corroborative theoretical opinions, and that was enough for us to set out to
combine our newly acquired Internet skills, interest in social communication and cultural differences, and art practice. Our new work would evolve
with women in five different countries that were located on the borders
of Europe.
The events we planned would combine women, cooking, and communication, but we admitted to ourselves that we needed to define what we
wanted to achieve as clearly as possible. At this point, we realized it would
take time to develop relationships and that it could take several years to
build the network we were envisioning. In an effort to proceed logically,
we outlined the following list of considerations for Face Settings:
•
•
•
Communication It is often difficult to engage strangers in discussions
about communication, especially when there are language problems,
different social customs, and lack of understanding about the widespread practice of Internet connectivity. Neither of us was the type
who readily engaged strangers in conversation, even locally. We would
benefit from a defined group in each location.
Online representation The Web site would be a key element of the
project, linking the real local events between the regional groups. It
would need good stories, provocative photos of the participants, tasty
recipes, and theoretical food for thought. We wanted to profile the
women we met and give an idea about what their working situation
was like. We also decided that the Web site should maintain links to
female sites, a suggested reading list, references, our biographies, and
personal links.
Live performing installation events With a group of ten to twelve
women, we would be able to talk while we cooked and served meals.
We wanted to give pleasure to others in these events by serving them
and taking care of all the details. This would be a treat, a vacation
from the normal work that women know well. This could also be
hard work for us. With the understanding that we would encounter
various customs, we also knew that dinners “at home” are usually
family events, and as strangers cooking the meal, we would be a rare
exception.
Kathy Rae Huffman
402
•
•
•
Artifacts As a Net.art project, there would be little need for physical
evidence, but we still wanted to provide some objects that resulted
from the collaboration with the groups of women we would work
with. Clearly, most artists don’t have the time to give to other artists’
projects without some real clear understanding of the exchange. We
wanted to provide our project partners with specific rewards.
Publications A cookbook catalog that included recipes gathered during our travels was an idea we wanted to pursue. In the beginning, a
photo album of each dinner and a collection of memorabilia from each
of the events would be created. We would make this book available at
each dinner, adding progressive chapters, like courses, as we continued
with the project.
Goals Face Settings dinner events were to be enjoyable events, celebrations with low stress and lots of personal care (for ourselves and
the women we meet). Pleasure connected to food and the sharing of
information would be a topic to introduce in our dinners. We hoped
to establish real communication that would grow in the digital environment, eventually linking the regional groups in a collaborative
cooking performance event.
Our first experiment was to gather a group of women in Vienna for
a meal to test our ideas about women and communication. We didn’t
know what would happen. Because we wanted to explore the practical
aspect of this theory, we focused our guest list on communicators—
women who were online and who might find the topic a starting point
for continued discussions. Like many events held in Vienna, it was a very
structured evening, and although a Cuban theme was carried out, a delicious meal was prepared with Maria Pallier (Madrid-Bilbao), and the appetizer was a popular Havana cocktail called Mohito (dark rum, smashed
fresh mint, brown sugar, crushed ice, and a little soda water), we found
that the women were very reluctant to discuss the topic. We analyzed the
situation later and decided that we had not clearly enough stated our
mission for the dinner and appeared to have no obvious goals. We had
not arranged a seating plan for the table that would pair more experienced communicators with those “newbies” among us. Even so, it was fun,
and everyone expressed their interest in our work. The evening conversation ended shortly after Eva’s boyfriend came in, around 1:00 a.m. Just
Face Settings
403
naturally, all attention shifted toward him. We didn’t yet realize the significance of this reaction.
Reflecting further on the Vienna meal, we decided that dinners in foreign places would need a coordinator, someone who would organize local
women, giving us access to people who we would not meet otherwise.
We also needed to locate places where women could get Internet access
and learn about networking and the potential of electronic communication. Fundraising efforts were begun, and in describing the project, we
acknowledged that Face Settings would grow and evolve with the participation of women around the world. We were careful to not predetermine
the outcome or declare a final conclusion. The work would be continuing
research and development and a discovery of how women communicate
with each other around the world.
Looking at our travel plans and festival invitations, we realized we
could organize two dinners right away. One would take place in Rotterdam, where a number of women we wanted to meet would be attending
the Inter-Society for the Electronic Arts (ISEA) meeting and the Dutch
Electronic Arts Festival (DEAF). The guest list was a gathering of female
artists and representatives of various media institutions from several countries. The Bar Tropical, a small cantina, offered a private space away from
the conference center where we were able to gather tables into a circle
and talk about our various communication experiences. We wanted to
know what it would involve to organize women for dinners in various
countries. The conversation was lively, the women (being communicators) were very vocal and expressive. The feasting and fun reached a high
level. Many stories were shared and involved the telling of experiences in
female groups like literary circles and exercise groups. The tone of the
evening was collaborative and supportive. The evening came to an end
and the conversation stopped when three ETOY boys came into the dining room and sat down at the table.
The St. Petersburg dinner event was planned because Eva and I were
invited to present Siberian Deal at the St. Petersburg Biennial. Irina Aktuganova, director of the Gallery 21 (she had also attended our Rotterdam
dinner), agreed to coordinate the location and select twelve women to
participate. Being a Russian event, the situation was confusing and complicated, but with the additional help of Alla Mitrofanova, we were able
to get some background about the various women who were to attend.
Kathy Rae Huffman
404
At the last minute, we were confronted by Irina and Alla with a new
question: they proposed that we invite three men who were also members
of their cyberfeminist group. We wanted the project to evolve with local
energy, so we said, “Sure, let’s try it and see what happens.” The men
were excited to participate, and it seemed that we could reach some new
levels of understanding in St. Petersburg.
Shopping in the local marketplace and preparing the meal in a private
Russian home required some flexibility, but everything was ready on time.
Customs differ in various parts of the world, but here we waited over an
hour for the guests to arrive. We started to understand that there was a
different social principle at work and that we were conditioned by our
own timetable, not a Russian one. We had prepared an appetizer, a hot
meal, had plenty of bread and wine, and had even bought cakes for dessert.
Suddenly the table filled up and a discourse began. But, again to our
surprise, it was not what we expected. Instead of a sharing of stories and
communication experiences as we had requested, we were confronted and
told to give a reason for organizing a women-only project. We were not
challenged by the women (who remained relatively quiet throughout) but
by the men who were members of the St. Petersburg Cyberfeminist Organization. Each, in turn, had prepared a lengthy speech, with specific
comments about equality that (in our opinion) misunderstood Western
feminism.
Face Settings was not proclaimed as a feminist or cyberfeminist project
before this, but we realized that, in this community, we were observed
unfavorably for not making a strong position. At this point, we also realized that we would have to rethink the idea of a control group of twelve
women for each dinner, our preconceived limit, which we thought would
be the maximum number of voices needed to create a situation where
everyone could really talk and develop a dialogue. It simply became too
difficult to shut out women who really wanted to be involved. We would
need to sacrifice real-time communication and hope that online we could
make up for the lack of personal attention. Although the St. Petersburg
event was a kind of anarchy (in Austrian terms), we enjoyed how it ended
up as a dancing party (with boys and girls) in the next room.
Returning to Vienna, we began to prepare the plan for Digital Care,
the next phase of the project. Eva traveled to Bilbao to participate in the
Ciberéa conference, a festival of cyberant, and there, with the help of
Face Settings
405
conference co-founder Maria Pallier, she was able to make contact with
Basque feminist artists and to have a discussion about their art, their food,
and their communication. At the same time, Kathy traveled to Hull, in
northeast England, where she participated in the ROOT festival at Hull
Time Based Arts. Here she met with women who hoped to create Internet
communication projects in the near future, but she did not meet the
women from Site Gallery who had promised to be there (this group would
cohost the Lovebytes Festival, which we hoped to participate in). Stefan
Korn, with whom we had been communicating for almost a year, brought
material from Glasgow for the Digital Care gallery installation and furnished a profile of the local Scottish media scene. Our female contacts
with Scotland were encouraged by our earlier contacts, Nina Pope and
Karen Guthrie, who had made the Internet project A Hypertext Journal
earlier in the year.
Digital Care was conceived by Eva to highlight the Face Settings project. It would focus on three locations: St. Petersburg, Glasgow, and
Bilbao. As the Internet research coordinator, I made printouts of online Web site information (there was no computer in the gallery) and
created a photo diary of each event, which was added to the project scrapbook. Video recordings of us preparing each entrée were made by Eva,
and she created animated gifs from these tapes for the Face Settings Web
site, which was growing and being accessed extensively from viewers
around the world. During the process of Digital Care, we made a local
promotion for Face Settings at various funding institutes and agencies in
Austria.
A second Face Settings dinner in Vienna was convened in December
to review the events of 1996 and to discuss the project’s development to
date. At this dinner, Diana McCarty, an American living in Budapest,
joined us. Diana and I haltingly agreed to moderate a new mailing list
that would keep everyone who attended our dinner events informed on
a more regular basis. We unanimously agreed on the name FACES. Being
complete novices at operating a mailing list, we decided to find a female
listserve manager who would work closely with us.
In January, at the Secret Conference held at Backspace in London, Eva
and I introduced the first version of the Face Settings Web site and the
FACES mailing list to a group of Net.artists. Josephine Bosma, a journalist from Amsterdam, interviewed us for MUTE and especially encouraged
Kathy Rae Huffman
406
us to develop the mailing list. A research trip to California (London was
a stopover) was arranged in January 1997 with funds from the Austrian
Ministry of Culture. It was Eva’s first visit to the American West Coast,
and the outdoor lifestyle during the winter was an amazing treat from the
cold Austrian climate. During the trip, we interviewed several prominent
women artists and composed an overview of the conditions under which
feminism evolved in the early 1970s. Eva had fixed an appointment for
a 3D digital scan of her body in Monterey, at Cyberware Inc. The second
part of the trip was devoted to this event and the beginning of a new
Internet work for Eva: Bodyscan, which would receive a great deal of attention in the coming year 〈http://thing.at/bodyscan〉.
Further funding for Face Settings was not forthcoming, so Eva and I
agreed that by continuing to accept invitations from institutions and festivals, we could keep the project public and carry on with the actual project
plan. The participation at festivals did provide a strong presence and attracted many new women to the FACES mailing list. It did not, however,
offer us the focus for and attention to the dinner events that were necessary
for a successful project. By summer 1997, the FACES mailing list had
developed a regular subscription base and was growing and developing
content, especially due to the fact that the Cyberfeminist International,
the first public event for The Old Boys Network, joined the list to prepare
their workshop as part of the Hybrid Workspace project at documenta X,
an international art exhibition in Kassel, Germany. Face Settings prepared
the opening dinner for the all-women Cyberfeminist International, offering support and solidarity to the project. The growth of FACES, in some
way, marked the decline of Face Settings. In fact, FACES began to selforganize, meet together for dinners, show solidarity at conferences, symposia, and travel for work or pleasure. FACES also became an announcement mechanism for female multimedia projects created by list subscribers
and for the discussion of internationally important issues.
During the 1997 Ars Electronica Festival, Face Settings was part of the
Open Workspace, and we set up an office space and cooking space that
offered a daily soup to all. Eva Ursprung, the new curator at the Forum
Stadtpark, invited Face Settings for an exhibition in Graz the following
summer. With a curator in charge, we were guaranteed freedom from the
extensive and depressing task of fundraising and planned to concentrate on
the Web site and the communication between our regional coordinators.
Face Settings
407
FACES meetings continued in various cities and were a source of great
interest. The women came from all age groups, social backgrounds, education levels, and fields of interest. Their link was an interest in online
communication and a curiosity about Net.art. Dialog on these topics was
popularized by festivals and symposia convened at contemporary art institutions throughout Europe.
In Graz, from 6 to 11 July 1998, the full circle came together for Face
Settings at the Forum Stadtpark, Graz, Austria. The exhibition, symposium, and RealAudio workshop was called Face2Face, and it provided a
reason for about forty women, most of them FACES, to meet, communicate, cook, and exchange ideas. Face2Face began and ended around a table. Each woman present (as well as each male guest) was offered the
opportunity to speak, contribute opinions, and discuss topics introduced
by participants. Artist representatives from each of the five designated
Face Settings countries (some who had worked with us over the years)
presented their work, described projects in their region, and shared their
ideas about female communication online.
The Face Settings project did not ultimately evolve exactly as Eva
and I initially envisioned, but at Face2Face it did bring together participants from each country we had originally targeted, and the communication between these women is active and strong on the FACES
mailing list. The five regions and their representatives included Beverly
Hood and Lindsey Perth, Glasgow; Irina Aktuganova and Alla Mitrofanova, St. Petersburg, Russia; Maria Pallier, Madrid (Bilbao), Spain;
Zana Poliakov and Vesna Manojlovic, Belgrade (Yugoslavia) Serbia; Margarete Jahrmann, Doris Weichselbaumer, Sabine Seymour, and Elisabeth
Binder, Austria. Active participants in the Graz program included Cornelia Sollfrank (OBN), Hamburg; Katy Deepwell (n.paradoxa), London;
Evelyn Teutsch, Leipzig; Birgit Huber, Germany; Betty Spackman, Toronto; Anja Westerfroelke, Linz; Julia Meltzer, New York; lizvlx, Vienna;
and Veronika Dreier and Reni Hofmueller, Graz. The topic established
by Ursprung—The Body: Identity and Community in Cyberspace—was a
strategy to define the practice of online presence. She writes, “The FACES
community is a mailing list that connects women from areas that border
on the fringe territories (and concerns) of the European media centers”
(Eva Ursprung, unpublished communication). The body was the central
topic of discussion and exhibition.
Kathy Rae Huffman
408
The Face2Face event was an informal gathering of women in a
nonhierarchic atmosphere, open to all. It offered enough time for each
speaker to develop her presentation without interruption. The topics included Russian cyberfeminist views, the old boys network and cyberfeminist activist strategies, economics and feminism (especially as portrayed
in science fiction films), pornography and erotica, and feminist interventions in print. An event report can be read in the Telepolis Journal, in
pop⬃TARTS, a column created by Margarete Jahrmann and Kathy Rae
Huffman (〈http://www.heise.de/tp/〉).
Since 1998, the FACES mailing list has continued to grow. Meetings
and projects have been initiated by subscribers, a supportive community
of women who thrive in a noncompetitive online environment. A database
of women’s projects can be found at 〈http//www.faces-l.org〉 (also information on joining the list). In 2001, Female Takeover II supported the
development of xxero (pronounced shee-ro), a MOO environment built
by FACES, at 〈http//www.xxero.net〉.
FACE SETTINGS CHRONOLOGY
Summer 1996
Face Settings planning and first dinner event, Vienna
September 1996
Face Settings research dinner, Rotterdam, Netherlands
October 1996
Face Settings in St. Petersburg, Russia
October 1996
Face Settings research in Bilbao, Spain (Eva)
Face Settings research in Hull, UK (Kathy)
November 1996
Digital Care at Galerie Cult, Vienna
11 November—St. Petersburg, Irina Aktuganova (referent)
18 November—Bilbao, Maria Pallier (referent)
25 November—Glasgow, Stefan Korn (referent)
Face Settings
409
December 1996
Face Settings dinner, Vienna, the FACES mailing list concept developed
at dinner
January 1997
Face Settings project announced to the international Net.community,
Backspace, London
Research for mailing list and MUTE interview
Face Settings research travel in California (Eva’s body scan in Monterey)
Face Settings workshop, Videofest, Berlin Film Festival (no dinner event)
Spring 1997
FACES mailing list launched with ten women as an experiment, Diana
McCarty and Kathy Rae Huffman comoderate, Vali Djordjevic (Berlin) becomes technical advisor, hosted by Internationale Stadt, Berlin
Face Settings luncheon in Liverpool, during Syndicate meeting at Video
Positive, and FACES, an all-female mailing list, announced in a controversial presentation
Jello-Rabbit FACES IRC chat, from ORF Kunstradio, Vienna
Face2Face meeting in Ljubljana (Diana McCarty hosts)
Summer 1997
First Cyberfeminist International—Kassel, at Documenta X, Face Settings
opens the CI Hybrid Workspace with a dinner event
Face Settings Internet workshop, Kunsthaus Bethanian, Berlin (no dinner
event)
Cyber co-cooking event from Bielefeld, Germany, with Radio B-92 Belgrade, IRC chat and recipe exchange online
September 1997
Face Settings, performing installation at Open Workspace at Ars Electronica, a daily soup offered to all; the first FACES meeting, with nineteen
women gathering in Linz to discuss the mailing list
Face Settings dinner in Glasgow, as part of the Strut Performance Series,
a performing installation and lecture at the Jetai Symposium, University of Glasgow
Kathy Rae Huffman
410
Grrl Power Posse (with FACES), European Media Art Festival, Osnabrueck, Germany
January 1998
Face2Face meeting (FACES) in New York at Sabine Seymour’s, where
we meet the Cybergrrl representatives
FACES moved to the Webgrrls Listserv (〈http://www.webgrrls.com〉) due
to the closing of Internationale Stadt, Berlin; FACES grown to 140
women in more than a dozen countries
February 1998
Face2Face meeting in Toronto (with FACES) at Nina Czegledy’s and
Face2Face in Vienna (with FACES) at Kathy Rae Huffman’s
Summer 1998
Face2Face at Forum Stadtpark Graz, Austria, curated by Eva Ursprung
(in collaboration with Kathy Rae Huffman), an exhibition, RealAudio
workshop, and symposium (with FACES)
A final Face Settings event with Evelyn Teutsch (Leipzig) as the performing
cook
FACE SETTINGS by Eva Wohlgemuth and Kathy Rae Huffman is now
archived at 〈http://www.t0.or.at/⬃amazon/FACE/index.htm〉.
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29
Diane Fenster: The Alchemy of
Vision
Diane Fenster and Celia Rabinovitch
Mystery cannot be put into words.
—joseph cornell
My art works through myth, spirit, science, and technology. At times, I am
a modern alchemist who transforms electrical patterns into art. I want to
uncover that sense of mystery that guides me to create certain images and
recurring forms. Bringing these images together creates a mental sensation—
the surrealists would have called it a frisson—that becomes a point of departure for both myself and the viewer. I want to create an emotional response
and reflective capacity that extends beyond ordinary experience. My recent
work, the Hide and Seek series, explores this mystery from the themes of
intimacy, concealment, and revelation, both of oneself and the other.
The fact that the computer is my chosen tool for creating my art is
irrelevant in the face of the art itself, which I use to speak to the earthly,
human, and spiritual concerns that have consumed human beings from
time immemorial. The computer, like the flint chips and paint brushes
before it, liberates a creative part of myself that otherwise might have
remained undiscovered.
When I was a small child, I had a persistent interior vision of myself
looking out at the world from behind the ordered panes of an attic window.
I could see the world below but was somehow removed and disconnected
from the life I saw. When I was older, I was told that my last name, Fenster,
actually meant “window” and that our family had originally been named
Fenstermacher or “window maker.” This architectural metaphor of seeing
myself looking through a window carried into my artistic life and current
explorations of vision using the camera and computer as the technological
doubles of the window of my early childhood. Now I realize I am also a
“window maker” in that my art creates windows through which others look
to see an inner world and to recognize themselves in that invented space.
In the Renaissance, the idea of a frame of reference was begun by artists
who, wanting to create a sense of spatial illusion and recession, began to understand painting as a window frame or fixed frame of reference. This idea
of a fixed frame of reference, which many believe derives from modern physics, is the origin both of illusionistic art and, ironically, of our ambiguous
modern worldview. Modern physics contradicted the Renaissance’s fixed
frame of reference with proofs that multiple and even contradictory frames
of reference coexist in the physical world. Contradiction and ambiguity
Diane Fenster
413
also apply to my art, which attempts to uncover paradoxes of being, intimacy, and abandonment—or the conflicting emotions of intense human
relationships. This is the experience that I generate through contemporary
digital tools to depict a new poetry, a multidimensional world of images.
THE ARCHITECTURAL AND THE ARCHAEOLOGICAL METAPHORS
Two encompassing metaphors preoccupy me. These are the architecture
of creative work and the archaeology of the soul, which like building out
or digging deep are mirror images. Through these fundamental themes,
I grapple with internal and personal processes of identity, desire, longing,
and the inevitable losses sealed in memory. The metaphor of architecture
suggests the processes of constructing, building, and creating a place for
the self. The idea of place implies safety and sanctuary, intimacy and
warmth, but also isolation and loneliness in the home of one’s past, as
well as boundaries and limits, both protective and fearsome. The other
metaphor in my work is that of the archaeological excavation of memory,
which, while it reveals, also conceals through illusion, transformation, and
deeply embedded ideas that may obscure the truth. And I am after the
truth of myself, the one I can define, as each artist must, with the hope
that it extends into a common intimacy with the viewer. Much of Freud’s
work concentrated on the archaeological metaphor for psychoanalysis, the
idea that psychoanalysis is an archaeology of the soul. Freud used archaeology both as a more popular parallel to his own work and as a way to
describe the layers of the psyche.1 Perhaps inadvertently and without direct influence, I stumbled across this metaphor. Ironically, from a technical standpoint, my work in Adobe Photoshop, which is my primary
software tool, employs extended multiple layers that break down the
crisply autonomous and distinguishable accretions of some digital artists
and turn the image into something that appears to mutate and shift as
you look at it. In this instance, my work is more akin to the layered and
evanescent effects of impressionist painting. The layers represent strata of
memory that change and meld into a single image and in this way embody
my search for a representation that has an organic history, vitality, and
emotion rather than a purely formal or visual “look.”
These metaphors—of architecture, boundaries, and transitions—as
seen in my earlier series, Ritual of Abandonment (1993 to 1994) and Point
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of Emergence (1992), show a kind of spatialization of the psyche and of
emotion that I take to be central to most human experience. The metaphor of archaeological layers of meaning runs through my work from the
most basic methods of creation to the poetic state of mind that I intend
to create. Hide and Seek (1995 to 1996) is a culmination of these themes,
which have merged to allow me many possibilities.
BEYOND THE ARCHITECTURE OF PHOTOGRAPHY
Juxtaposition—placing two or more seemingly unrelated images together
and creating a new relationship, a new reality—is the source of most of
my work. In this way, my art reflects the dadaist and surrealist prescription
for creating a new art of “the marvelous” or the magical. Similarly, I am
drawn to the magical realism of Latin American writers such as Jorge
Luis Borges, Vicente Huidobro, Octavio Paz, Pablo Neruda, and others.
Juxtaposition allows me to create a sense of surprise and internal meaning.
In my use of both digital and photographic media I make these two realities meld and merge, pushing beyond the innovations of the surrealists,
who depended on disjunction in the montages of Max Ernst and others.
This approach allows me to present a near-cinematic narrative based on
the relationship of disparate images in one frame. While in my earlier work
I utilized “found” photographs as a starting point for the final image, I now
make my own photographs, choosing my models, the setting, and the lighting according to the creative impulse for each work. My use of photography
has opened up a realm of possibilities for my work. This pursuit of images
with intrinsic meaning and sensual beauty is impelled by intuitive choices
that allow me to create metaphors charged with symbolism and emotion.
My work derives technically from two different media—from the computer, which I first learned as a graphic design tool, and from photography, which I initially used as “found” material in the vintage or family
photographs that I used in my art. It also derives from the practice of
photography itself, which I began to explore in 1992 by taking my
own photographs as a source for the images, or photomontages, that I had
created with my earlier work. My experiments with photography opened a
surprising new realm of meaning for my work, as I was able to find my
own voice and create personal landscapes from images that persistently
impelled me to photograph them.
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Unlike most photographers, who learn photography first, I learned the
computer first and photography later. Photography allowed me to stretch
and personalize the capabilities of computer software in creating images
that overlap the fields of fine art, illustration, and design. Each of these
requires knowing computer skills, but additionally for my art I must push
myself beyond a given project to creating an image that embodies a feeling
I have about the world. My work combining the computer with my own
photography allows me to move beyond the limitations of both media—
that is, the fixed frame of reference of the photograph and the fractured
space of most digital art that uses layers. Instead, I look for an internal
resonance between the images, building a final vision that I hope holds
together poetically as well as visually. The photograph, for me, has been
a means to an end—the starting point of the work. By combining the
two tools of camera and computer, my art is more complete.
My involvement with digital imaging began over a decade ago. Its excitement lay in the fact that I could manipulate, edit, and expand the
photomontage format. There is a tension or contradiction in my creative
practice because I use this digital technology to create psychological narratives that relate both to a “collective unconscious” and to my own process
of individuation. These are seemingly nonrational or symbolic aspects of
human life that we can capture using a supposedly “rational” machine:
the difference is that the computer “thinks” sequentially.
I have moved beyond the current “hard edge” designs of many digital
artists and intend to create, as the surrealists did, a world where image,
content, and color merge—where borders are not so well defined and
meanings can oscillate. Digital technology excels in giving me a way of
crafting dreamlike sequences that float into each other, overlap, and
merge, giving a sense of inner process and change rather than a defined
message. Then, too, the viewer may be unaware that the art was created
on the computer, as the images should attract with their own force.
Technically, my tools are a Macintosh computer and Adobe Photoshop
software. The images for Hide and Seek were taken with an Olympus
OM1 camera and then scanned into the computer using an Epson 1200
C flatbed camera; a limited edition of large 34-inch by 47-inch Iris prints
on Arches 356 rag paper was printed at Urban Digital Color in San Francisco. I chose to create an Iris edition for this series because the texture
and density of the paper allowed a satisfying saturation and movement
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of color with an organic quality, but the exact color translation from the
red, green, blue colorspace of the computer to the cyan, magenta, yellow,
black of the Iris inks was a difficult process. I look forward to the time
when the technology becomes even simpler, so that it is almost an extension of the artist’s mind.
THE HIDE AND SEEK SERIES: AN ARCHAEOLOGICAL
INVESTIGATION OF MEMORY
The story I am going to tell comes from a place deep inside of
myself, a place that perceives all I have irredeemably lost and,
perhaps, what gain there is behind the loss. If some people forget
their past as a way to survive, other people remember it for the
same reason.2
—malidoma patrice somé, of water and the spirit
I have forgotten and now I am remembering—re-member, “to re-call, put
back together,” from the same root as religio, “to bind together,” the re
meaning riches, extra, something innumerable. The state of mind as memory, illusions created by memory and held to, and then lost as awareness
enters: thus, Hide and Seek represents a search for identity that is not
obscured by the illusions of memory or dream any more than by unreflective living. The series is like a game where what is understood plays with
what is only suspected, teasing it out through sets of images contained
within a frame, as in the window frame of my early childhood. It is a
long night that ends in awakening and awareness.
The scanned images are overlaid with fragments of text representing
the poetry of the Chilean surrealist poet Vicente Huidobro. His work
attracted me with its intensity, romanticism, and ability to confront the
complexity of human emotion. I found in his poetry an internal resonance
or sympathy with my own creative search, and this became a starting
point for the Hide and Seek series, which creates an imaginative world of
images in its own right. Using the surrealist concept of the “cut-up” or
collage as a model, I created a new poem from selected fragments of Huidobro’s work. The images in the series are numbered and, when placed
in sequence, create a new, autobiographical poem that refers to my own
history. Hence, “an archaeological investigation of memory.”
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This series begins with the house of my childhood and acknowledges
the losses that that life sustained:
She had buried her dreams in a windy closet
She had come on a dead man wedged in her head.
—vicente huidobro, “she” 3
In the seemingly simple grid of Canto One/The Aurora Borealis (1995)
(figure 29.1), I placed images of various parts of the body, vulnerable in
their isolation, and a lonely house, like the ones from the area where I
was raised. I believe this work suggests my realization of the loneliness
and isolation of my childhood, when I buried my dreams of being an
artist and shut myself off from the vital reality of myself. It also suggests
through the images of hands a way of touching that earlier self, of reaching
back to the small girl and pulling her away from the impossible quest for
a more perfect childhood. The aurora borealis or the magical northern
lights can thus enliven the night with radiance and elusive illumination.
Canto Two/Do Moths Prefer Artificial Light? (1995) (figure 29.2) contains one in a series of seemingly banal light fixtures that I photographed,
documenting the interiors of motel rooms I stayed in on a long crosscountry journey after a failed family visit. These ordinary objects, a recurring
motif throughout the series, became transformed by digital processes of
layering and coloration, giving the light and the supine body that they shine
on a preternatural glow. The images of the man’s hands suggests a tenderness, the magic of connection in even the most mundane of circumstances.
Similarly, Canto Seven/The Path of Light as It Descends from the Sky (1996)
explores the theme of illumination and vulnerability, the man’s body passive, suggesting a fragment of a crucifixion or sanctification of the body.
In Canto Thirteen/The Interior Life of the Dead (1996), I explored the
idea of memory and loss embodied in these lines: “And if my eyes tell
you / How much life I have lived and how much death I have died /
They will also tell you / How much death I have lived and how much
life I have died” (from “The Return Passage” by Vicente Huidobro).4
My original plan was to create twelve images that worked with interior
resonances called forth by Huidobro’s poetry. This thirteenth image was
aroused by the death of my close friend and mentor, a woman who was
pivotal in my life and with whom I had formed a deep attachment. It
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Figure 29.1
Diane Fenster, Canto One/The Aurora Borealis, 1995, Iris ink jet print on Arches paper, 47 by 34
inches.
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419
Figure 29.2
Diane Fenster, Canto Two/Do Moths Prefer Artificial Light? 1995, Iris ink jet print on Arches paper,
34 by 47 inches.
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shows tender images of parts of the body moving as if in sleep. These
human images rest in a windowlike arrangement of four quadrants, as
the viewer looks on the sleeping figure who is close but removed by the
screen of the frame. The light in the upper left quadrant was another in
the series of light fixtures referred to previously, while the illumination
and urnlike support suggests life after death. The personal aspect of these
images, allied with the words of Huidrobro written in multiple layers,
allowed me to give shape to my personal loss. This piece creates a layered
world of images that expresses how memory illuminates and lingers long
after our physical presence and movements become remote and lost.
THE POINT OF EMERGENCE SERIES
I am absent but deep in this absence
There is the waiting for myself
And this waiting is another form of presence
The waiting for my return.
—vicente huidrobro, “poetry is a heavenly crime”5
The Point of Emergence pieces are earlier digital works (Fujichrome prints
in a 20-inch by 30-inch format) that represent my first long series in which
I created a statement that embodies the nuances of the idea of transition.
In this series, I explored the frozen moment that is the center of transition,
from light to dark, from low tide to high tide, from unconsciousness to
consciousness. Each of these states is separated by a veil between the different
planes of existence. At the point of emergence, the veil becomes transparent
and disappears, allowing a transformation into a new state of being.
To capture a sense of these planes or layers of being, I created a spatial
format for my work composed of three horizontal layers. Each of the images
is layered with composite photographic and scanned images, which are arranged in a metaphorical sequence from the bottom to the top of the page.
Each work was composed of three horizontal sections, the lowest section representing life; the middle section representing death, the absence of life; and
the top section representing rebirth, the reemergence of light and energy.
Night Five (1992) is a work from this series that captures the feeling
of instability and change. The image of the older woman, sitting placidly
self-absorbed in a café, was taken with a Canon Xapshot, as were all the
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other images in this series. This camera was designed to view images on
a television screen and gave me an agreeably low resolution with a jagged
and irregular focus that was the effect I wanted. I see myself as creating
a new digital superrealism, or surrealism. The second layer, the image
representing death, is that of an engraving of hands that I scanned and
altered. This image is consistent throughout each of the works in the
series. It is significant that you see only the back of the hands, as they
are not extended in warmth or welcome. The fingers point upward to the
layer of rebirth, which was represented as a flow of lights by the traffic
movements that I shot with the Xapshot camera. Its effects allowed me
to capture the fluid sensation of the endless movement of traffic in a bigcity environment, which is the closest representation of an oceanic state
that is available to most urban dwellers.
Night Six (1992) embodies the sense of journey and transition that I
intended. Ambiguously, the figure of a woman enters or exits a car, implying
change and a journey about to begin or end. Formally, the shape of the car
is angled toward the top of the image, toward the hands and toward rebirth.
I digitally created a negative, thereby making a less realistic image. This
allowed me to imply a sense of strangeness and psychological excitement.
This series embodied my interest in the metaphor of architecture, of
building and rebuilding, particularly in that these images try to create a
new space, a threshold, between these different states of being. The Point
of Emergence series thus creates a metaphorical architecture that uses the
threshold as the transition between different states of being. However, it
has a very modern approach to this theme because each of the layered spaces
is discontinuous and must be held together by the viewer’s mind.
In the work that followed this series, Ritual of Abandonment, I abandoned the formal device of separating the spaces that have different meanings and created a new metaphorical space that merged different images.
RITUAL OF ABANDONMENT: AN EPHEMERAL ARCHIVE OF MEMORY
Why do I follow the wind through my dreams
As it stirs my murmuring hair on the roof of this night
Down deserted roads like sad words
I could never find you
—vicente huidrobro, “there is a cataclysm inside us”6
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The images in this series have to do with loving and losing. I was able to
generalize from my own emotional experiences by requesting true contemporary tales of love and abandonment from friends and colleagues across
the country. The stories were submitted to me two ways, electronically
and in hand-written letters that I later scanned into the image. The text
of the story is worked into each piece. All speak of the human situation
of falling in love and allowing vulnerability to another person, thereby
putting oneself at risk because of the potential loss of the loved one.
Simultaneously with the creation of this series, I became aware of the
importance of interactivity and the World Wide Web. After I finished
the seven images in this series, I created Ritual of Abandonment: A Virtual
Artist’s Notebook (1994–1995) as an installation on the World Wide Web.
I added to this site over the period of a year. This is an interactive site that
uses sound, words, visuals, and quick-time movies that allow users to explore
their own difficult feelings about abandonment. I received copious e-mails
from those who had experienced this kind of alteration in their life, including
a striking one from a father in the Midwest, who explored the site with his
son, who was recovering from the loss of his first love.
I wanted to find an image that could represent a distillation of all the
feelings that the Ritual of Abandonment called forth. This image became
the icon for the series. I took the symbol for Erzulie, the tragic mistress
or goddess of love in the Voudoun religion, who is often symbolized by
a heart pierced by a knife. I transformed this image into that of a railroad
track that pierces the heart and body. These images are woven throughout
this series. It uses the images of a railroad and a reclining nude woman,
whose body merges with the tracks, which signify how we run to or away
from relationships. This kept with the feeling of this series, that theme
of wounding by love, and it connected the female Voudoun icon with a
motif of loneliness, a sense of the train tracks and the late-night wail of the
train sounds receding in the distance, a cry perhaps of isolation as well as of
movement. Each of these images relates a different story of overpowering
attraction followed by abandonment; each story called forth an extreme
reaction in those who wrote of their sometimes disastrous affairs.
In Two Running Rails of Mercury (1993, Fujichrome print), the figure is
foreshortened into the one-point perspective of the tracks, while the obscured head and nude body of the woman insist on the corporeality of intense
desire. In this image, I also scanned a departing note from the author of the
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text’s lover, which she found attached to her door, which adds yet another
layer representing the complexity of relationship. The Virtual Artist’s Notebook Web installation, in which this image is included, has hyperlinks to
fragments of poetry and writing, as well as train sounds, that explore the
abandonment theme. The story, written by Kimberly Fisher, is as follows:
TWO RUNNING RAILS OF MERCURY
Two rails. Two lifelines in the night. Two running rails of mercury. They run
far out into the bleakness, back to Turlock, fading finally out of sight . . . even the
moonlight losing track of them at last. I can’t see them anymore. All I can see is
your eyes, black, blacker, you black-eyed son of a bitch. I try to see into them, those
black eyes, try to penetrate the shielding black lashes, slip in under the black brows,
infiltrate the drug-dark centers and arrive inside you. Somewhere.
And I think, that for once, I find you there.
So here we are, you and I; you can’t wait to leave, I wait for the train. From
your pockets, your belt, and your other secret places come parts of your life: the
.45, the .38, the long stainless blade and the treasured titanium . . . the only
parts of you that are engineered, planned and precise.
You know, I don’t know why we have to do this. I always believe you,
but mightn’t it be better to make love at this point, and just die the small
death . . . holding each other close?
No. I always believe you. Even when I shouldn’t.
So you take your pick, and I’m not surprised: you’re the only white boy I’ve
ever known who liked to dance with the knife. Not enough drama in the bullet.
I just can’t place my feelings. I’m here. I’m not here. You’re here, then before
I’m ready, you’re not . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
......................................................
......................................................
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Born
of the desert, and there you die. When the train comes I’ll join you. ’Til then I
hold you close to keep you warm.
I Couldn’t Stay in Miami (1994, Fujichrome print) was based on the
story sent to me by Mark Toal, a friend who relates the painful story of
an abrupt abandonment, inexplicable absence, and precipitous return of
a lover who, after several years, wants him back and when he refuses because he rebuilt his life, commits suicide several years later. The work is
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like a dream in which the loneliness of the station in the background and
the vulnerable position of the nude in the foreground conspire to create
an atmosphere of uncanny isolation, as in the work of De Chirico.
SUMMARY
As an artist, I create nuanced perceptions that physically bring the digital
and material worlds together. In my first two series, created in the early
1990s, I believed that digital art should have a different “look,” so I took
advantage of the intense supersatured colors of the RGB color space, and I
chose very bright, almost electronic coloring for these works. Now, in my
mind, there is no division. My later work, prints on rag paper, with multiple
layers of images and colors, has a decidedly organic and mutable feel.
We are waiting for the rest of the world to understand that the only
difference in digitally created work is with the type of tools that we use; the
art will express or communicate its reality only as powerfully and precisely
as our capabilities as artists allow us. While others have explored the more
obvious aspects of digitally created works (hard edges, collage), I use this
new medium in a more personal, painterly way. My alchemy, both earthly
and spiritual, is most transformative when one forgets about the process and
definitions of art and enters instead this new world that I pursue.
NOTES
1. Donald Kuspit, “A Mighty Metaphor: The Analogy of Archaeology and Psychoanalysis,” in Lynn Gamwell and Richard Wells, eds., Sigmund Freud and Art: His Personal
Collection of Antiquities (133–151) (New York: State University of New York and Freud
Museum, London, in association with Abrams, 1989).
2. Malidoma Patrice Somé, Of Water and the Spirit: Ritual, Magic, and Initiation in the
Life of an African Shaman (New York: Penguin, 1995).
3. Vicente Huidobro, “She,” The Selected Poetry of Vicente Huidobro, ed. and introduction
by David M. Guss (New York: New Directions, 1981), 165.
4. Huidobro, “The Return Passage,” 219.
5. Huidrobro, “Poetry Is a Heavenly Crime,” 209.
6. Huidrobro, “There Is a Cataclysm Inside Us,” 175.
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30
Pigs, Barrels, and Obstinate
Thrummers
Linda Austin and Leslie Ross
[The authors, a choreographer and dancer and a composer, performer, instrument builder, discuss their respective and collaborative uses of interactive objects and mechanical devices in live performance, focusing on their most recent
collaboration. Motivations, techniques, and the give and take of the collaborative process are among the issues explored.]
LINDA:
The blurring of the boundaries between the mechanical and the human
is a traditional science fiction trope that has always fascinated me, most
intriguingly the idiosyncratic take on it exemplified in the work of Philip
K. Dick. Some of Dick’s characters are human and mechanical hybrids,
while machines are often animate, seemingly endowed with anima, soul,
or personality. At the same time, humans often reveal inexorably machinelike traits. An equivalent fascination in real life is contemplating the play
of physical forces that govern machines, objects, and the human body.
Anthropomorphizing, to be sure, I find machines with joints and moving
parts (such as earth movers or the wind-up devices recently constructed
by my collaborator Leslie Ross) lifelike and endowed with suggestions of
personality, especially if there is something irregular and unpredictable in
their movement. The opposite pleasure, of course, is to look at the body
as a mechanical entity. But while Dick often uses the “thingness” or machinelike quality of humans as representative of a sinister reification, a
loss of the ability to feel or to respond in other than in a clickety-clack
reflex manner, “repeating doomed patterns,”1 for me as a choreographer,
the fascination with the “mechanical” is part of my insistence on the ineluctable materiality of the body—our interface with the physical world
it inhabits.
I’m not by any means a Luddite, and yet in an age when more sophisticated technology opens up tremendous possibilities for interactive human
and machine relationships, another pleasure lies in primitive bits of engineering where you can see easily how everything works, cooking up
jury-rigged solutions to technical problems with cheap, easily accessible
materials.
For example, the engineering problem in Where Fish Drown 2 was this:
I wanted my body’s passing to trigger the collapse, without my directly
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427
touching them, of a series of precariously balanced 2-foot plastic tubes.
The transparent tubes were filled with lime-green colored water that
slowly leaked out the bottom, while atop of each was balanced a metal
dish containing a mound of earth. My solution was to balance each tube
on a strip of waxed paper that was fastened to the floor at the opposite
end with tape, and then, while passing each tube/dish structure, dragging
a toe, knee, or other body part over the waxed paper strip, pulling at it,
at times almost excruciatingly slowly, until the carefully balanced edifice
fell with a satisfying clatter of the dish, spilling out the mound of earth.
I find the almost absurdly homemade and physically tangible qualities of
my solution humorous, especially in an age of technologically sophisticated systems in which human movement can “magically” trigger sound,
image, or lighting events by passing in front of a video camera or photoelectric sensor.3
LESLIE:
After music school, studying both baroque and modern bassoon, I spent
some time traveling to libraries and museums looking for both seventeenth- and eighteenth-century bassoon literature and seventeenth- and
eighteenth-century bassoons. This brought me to build replicas of historical instruments, which fourteen years later I continue to do. Most
of the conventional orchestra and chamber playing I’ve done has
been on period instruments, and most of the modern bassoon playing
has been in new music (including working with MIDI and computers), with a strong emphasis on improvisation and collaboration with
choreographers.
From the day when I was first permitted to bring the high school
bassoon home and immediately took the instrument entirely apart, my
interest and involvement with music making and construction have always
worked hand in hand. That I had to stay home the next day to put it back
together only meant that for the weeks to follow I was more systematic in
the removal and placement of the keys until I could truly throw everything
haphazard into a box without any problem.
My approach both to construction and playing remains alternately
(or simultaneously in different proportions) impulsive/cavalier and
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428
systematic/exacting, and whether we are talking about the making of
bassoons or the construction of sound objects, the material technical
qualities of musical instruments are in no way felt foreign to the musical
qualities of those same instruments, in the same way that using electronics or MIDI or tape are in no way separate from composing and
playing.
My involvement in making replicas of seventeenth- to nineteenthcentury bassoons has evolved from an initial interest in the relevance of
playing baroque repertoire on the instruments it was written for to an
interest in better understanding the broad spectrum of tonal characteristics these many different instruments offer, compared to the somewhat
homogenous tone concept of a modern bassoon. There is also the continued challenge of trying to understand the workings and acoustical properties of the instrument. Though the bulk of the work is done to spec with
many aspects of construction being to .1 millimeter tolerances, there are
always individual adjustments that need to be made. These fine adjustments are increasingly made with a specific understanding of how these
alterations will effect the playing characteristics of the instrument, but
intuition continues to play a huge part in the making and tuning of an
instrument.
Despite variations in the playing characteristics of a bassoon, the instrument is built with clear objectives for tuning and scale, flexibility in tone,
and dynamics and resonance. There is a continuum to my understanding,
as I am always building on past knowledge. With installation and sound
sculpture work, I usually start with an image or concept, go out to collect
some raw material, and just start building without really knowing what
the end result will be. One unifying quality underlying all of my work
is simply the pleasure in working with matter, within its fluidity and transformability: feeling the shifting balance and play (the room) between what
transformation I force and control and what room or level of control the
changing material itself exhorts.
With the Tentacled Bellows (1989), for instance, I started with the idea
that I wanted to control a series of drones but leave my hands free to
play the bassoon. This instrument developed into a portable structure
where bellows that are attached to shoes and activated by walking pump
air into a reservoir made from a tractor inner tube. This tube rests on a
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429
frame constructed from PVC tubing where the frame (which also like a
doorway reaches over the player) is suspended from a girdlelike harness
attached to the hips of the player who stands in the center of the tube.
From this inner tube run sixteen to eighteen rubber tubes that are connected to beating reed drones all attached or snaked around the structure
(the PVC structure itself comprising two of the drones). Cut-off valves
on each rubber tube enable air to pass or not, and variable air pressure
reeds also add to the control of whether and how the drones sound (figure
30.1).
That this construction might have a visual impact did not occur to
me until after it was built, and in fact I was a little irritated by the attention its visual appeal had when I was so happy with the broad range
of groaning, howling, multiphonic, percussive, and pure pitch tone it
could generate. This first construction included many elements that have
continued to find themselves in my work—notably, drones and ostinatos,
portability and self-contained worlds, along with a degree of unpredictability. One visual aspect that I have learned to enjoy cultivating in most
sound objects is the impression that the object is about to fall apart and
that it is barely holding together—this in sharp contrast to the finished
look of a bassoon.
The Teetering Plucked (1996) was a structure that came from a purely
mechanical concept, where I wanted one single motor to activate the entire sound sculpture. Built out of metal tubing with piano wires strung
to the tubes, the structure, round at the bottom and oval at the top, is
fan-shaped and about 8 feet high with the spindle up the center. This
spindle has a drum with plectra attached that rotates at the very top to
pluck the strings. The bottom of the spindle is connected to a series of
pulleys and a crank shaft ( all constructed out of wood and set to motion
by resined rope) and sets the entire fan-shaped structure teetering side to
side from a pivot point at the bottom. This is to allow for the strings at
the top to come in and out of contact with the plectrums; contact microphones and electronics were used to pick up and modify the sound. The
immense strain that the one motor was under in combination with the
give of the wood and rope connection caused the movement to be interrupted by constant hiccups from the build and release of tension, adding
an unpredictability to the plucking of strings.
Linda Austin and Leslie Ross
430
Figure 30.1
Leslie Ross, Tentacled Bellows, 1989. Leslie Ross at Performance Space 122, New York City. Photo
by Dona Ann McAdams.
Pigs, Barrels, and Obstinate Thrummers
431
LINDA:
PIG (1998)
PIG 4 may seem like an unlikely name for a dance. My obsession with
the body’s material, mechanical, and kinetic expressivity leads me to look
for thematic material that lends itself to structuring this obsession. So
when I came across an anecdote in Clarice Lispector’s writing of a young
girl’s ecstasy on the fleeting sight, through the window of a moving train,
of what she excitedly exclaimed upon as “a real pig!”5 I seized on it as an
earthy metaphor for the delights and epiphanies yielded by a devotion to
the world as perceived by the senses. This metaphor in turn provided a
framework for both the movement exploration of the piece and the creation of visual, mechanical, and sound-making devices. It also provided
an opportunity for the intersection of human and constructed entities,
bringing out the mechanical limitations and possibilities of the human
body as well as the expressive and animate qualities of nonhuman objects
and gadgets.
PIG has three sections, each with its own title in some way inspired
by Lispector’s language. In Part I, “we are that thing which must happen,”
an investigation of the articulatory and gestural possibilities of the limbs
and joints generates micronarratives enacted by a trio of dancers. In Part
II, “in search of the real pig,” a solo dancer (myself ) searches for the
kinetic pleasures to be found in both stylized set movement and improvisation. In Part III, “avid matter, hungry matter”—the “big group section”
(six dancers)—a hungry desire for physical sensation leads to collusions
and collisions within the individual body, between body and body, and
between body and environment.
My collaborator for this project—composer, performer, instrument
maker Leslie Ross—was responsible for all of the real mechanical wizardry
involved in the piece. Leslie’s creation of sound-making constructs has
impressed me for a long time; seeing and hearing her performance in one
of her first creations, the Tentacled Bellows—Leslie as a “groaning, howling” hybrid human machine thing enveloped in a spaghetti-like tangle of
tubes, pumping with her feet on the bellows, opening and closing valves,
and puffing on her bassoon—made me laugh and cry. It also influenced
me in the creation years later of a self-contained toy theater with its own
Linda Austin and Leslie Ross
432
lighting and sound system that I wear on my body. Leslie and I have
collaborated on several previous occasions, and I thought, and rightly so,
that her contributions would take PIG to another level, not only sonically
but also kinetically and visually.
LESLIE:
In PIG I found myself using many different modes of construction, composition, and performance, incorporating ideas that I had been wanting
to work on for a while, as well as new ideas stemming from visual stimulus
in dance rehearsals.
Rolling Barrels (1996)
One idea that I had been carrying around for years was the idea of transforming a large barrel into a rolling musical object—with a person rolling
in the barrel. The first idea was to have three large rubber flappers attached
to the sides that flopped to the ground in loud smacks as the barrel rolled.
I was originally expecting to find a way of playing a musical instrument
inside at the same time, which proved to be impossible. What I did not
expect was the great delight in rolling in a ball inside of a barrel and the
incredibly satisfactory smacks of the rubber hitting the floor.
LINDA:
Barrel/Dancer Duet (1998)
In at least one instance, a sound-making contrivance did double duty as
a dance element. Leslie’s barrel with rubber flaps gave me a chance to
choreograph a direct physical interaction between human and object: a
duet between performer Katherine Marx, a skilled contact improviser,
who functioned as kind of framing element, fancy stage manager, and
object animator in the piece, and Leslie inside the “flapper” barrel—“a
barrel that flirts,” a reviewer called it.6 Besides flirtatiousness, the relationship between the round flippered creature and its human partner also
displayed a bit of pathos, as when the barrel tried to keep up with Katherine’s ease in traversing the space with a series of painfully tiny lurches,
inching its way forward, until Katherine finally ran back to push the barrel
Pigs, Barrels, and Obstinate Thrummers
433
from behind, stopping just short of the edge of the performing area, where
they finished off with a miniature “folk dance” (figure 30.2).
LESLIE:
Barrel Plus Eggshells (1998)
In rehearsal one day, watching Linda go through her solo section (a piece
we had previously worked on for which bassoon solo was used), I had
the image of a barrel rolling back and forth over a bed of eggshells as
accompaniment for the first half, to be overlapped with a sound tape that
would continue to the end of the solo. Concerned over whether the sound
of crushed eggshells would carry in a hall, I built a 12-foot sound box
platform that also served the purpose of keeping the barrel on track; amplification turned out to be unnecessary. The sound tape was comprised
mainly of samples and recordings of crushed and rolling eggs, with much
of the raw recorded material being electronically manipulated and scored
in layers to create the musical direction I was after. Though both parts
shared a relentless quality, in contrast to the minimalist score of the barrel
moving back and forth over the eggshell (albeit erratically), the sound
tape score had a linear build in tempo, density, and dynamics. As different
as these two sections were in their use of technology, the musical and
artistic development remained the motivating factor for the technology
used. Structurally and dynamically, the music score of this piece was the
same as when it was just bassoon solo.
LINDA:
The eggshell sound score did indeed resemble the structure and dynamics
of the bassoon version. The important difference to me, as the all-toohuman dancer interacting with the music, was that the taped version for
the second section did not have to rely on the stamina of a human performer for its linear build. It achieved an increasingly relentless momentum that was hard for me to keep up with. How I resolved this is a good
example of the back-and-forth influences exerted by collaborators: Leslie
was inspired by watching me and made the tape; this taped version then
forced me to change my physical approach to the corresponding part of
Linda Austin and Leslie Ross
434
Figure 30.2
Linda Austin and Leslie Ross, PIG, 1998. Dance performance at Danspace Project at St. Mark’s Church,
New York City. Dancer Katherine Marx in a duet with “flippered barrel,” Leslie Ross inside the barrel.
Photo by Tom Brazil.
Pigs, Barrels, and Obstinate Thrummers
435
the improvisation (something I was resistant to at first). I started to experiment with a very literal image—imagining an egg whirling around inside
my pelvis in the same way eggs whirled in a metal bowl to produce one
of the effects in Leslie’s tape. The resulting movements started out small,
contained in the pelvis, and then began to travel down the legs and out
the arms; this built until finally there erupted a bout of excited flinging
shaking tossing, which took me off the careful diagonal I’d been making
and out into the space—a bit of dancing that was a favorite of many
audience members.
LESLIE:
Quilled Piano (1998)
When Linda first asked me to collaborate on this piece, she already had
the idea of using an old upright piano and asked me if I thought that I
would be able to do something with it. How could I possibly pass this
by? This instrument was realized gradually as it was being taken apart
without having any clear idea of how it was going to be mechanized. All
action but the immediate hammers and strings were removed, and a
6-inch-diameter drum cylinder with holes was made that ran the entire
length and was rotated by peddling a crankshaft. Pegs that trip the mallets
and hit the strings could be inserted or removed as the cylinder rotated,
thus allowing the tune to change in this music-box-principle design. The
sound board being directly in front of the player was also easily prepared
(and unprepared) with alligator clips, cloth spins, and so on as music was
being played. This instrument, like the Bellows, left my hands free to play
bassoon at the same time.
LINDA:
Pig Lamp (1998) and Pig Lantern (1998)
When I first offered Leslie the use of my old upright piano for the making
of a new instrument, I had envisioned it moving through the space as a
counterpart to the trajectory of a trio I was working on. That proved
impracticable, so I began to cast about for some other object-being to
take on that role. I had previously done an improvisatory “duet” partnered
Linda Austin and Leslie Ross
436
by an old brass floor lamp. In my mind’s eye, that same lamp began to
be seen making a diagonal gliding path through the space, to sport a
slowly revolving pink lampshade, and to emit pig sounds.
First, I looked for a battery-driven small motor that would move very
slowly, only to discover that the battery-driven ones all had too high revolutions per minute. I also tried unsuccessfully to rig up “sails” inside the
shade to catch the wind from a small battery-operated fan. The ultimate
solution was even more primitive but had its own charms.
Two battery-powered florescent lights were fastened inside the lampshade along with a tiny cassette player containing a recording of pig grunts
and squeals. The lampshade itself functioned like a spool, sitting loosely
on a spindle. Wound around the lampshade was a long pink cord. When
the audience entered, the lamp was already illuminated and standing on
a little piece of fake grass downstage left. The free end of the lampshade’s
pink cord was stretched diagonally up and fastened to a spot in the balcony in the downstage left corner. When the lights dimmed to signal the
beginning of the piece, performer Katherine Marx entered, turned on the
tape of pig sounds, fastened a leash to the lamp, and slowly pulled it in
a diagonal path to upstage right, where the bit of grass on which the lamp
rested would fit into a gap in a larger patch of grass, like the last piece
in a jigsaw puzzle. As Katherine pulled the lamp, the cord unwound, and
the spool/lampshade slowly turned. Down the long slanting cord that
remained in the space would glide, at the end of the piece, one of Leslie’s
buzzing or clattering wind-up gadgets.
The only overt “pig” image in the piece was provided by another illuminated and revolving object, a kind of lazy-Susan lantern that sat on
the floor and was spun manually, again by Katherine Marx, throwing out
irregular swathes of light into the darkened space and providing the audience with here-again, gone-again glimpses of the image of a pig.
LESLIE:
Obstinate Thrummers (1998)
These were a couple of dozen wind-up objects that were also first conceived as a concept a couple of years prior to PIG. There was something
about our current global corporate world’s preoccupation with budget
Pigs, Barrels, and Obstinate Thrummers
437
balancing and better efficiency and productivity and my own failed attempts of trying everything from date books to personal information managers to “manage” my life that made me think of elaborate wind-ups that
would produce one simple repetitive sound.
The result was a series of objects perched on spindly legs that
strummed, thrummed, hit, or stroked strings, rubber bands, shaped tin
forms, and other objects. The vibrations set by the rotating arm sent the
object dancing across the floor, and the lopsided position of the suspended
hit and strummed object set up an erratic arrhythmic cadence. Other
Obstinate Thrummers are built from metal construction studs with a single
string running down the length. The wind-ups with a plectrum attached
to the end of the rotating arm repeatedly strum the string, which ranges
from 2 to 10 feet in length. These were suspended with contact mikes
attached so that the sound was amplified and manipulated.
Not only were these humorous, creaturelike, spastic objects single purpose, but they possibly exemplified one of the most inefficient ways of
going about it, embodying, among other things, the hurt credulity of
living beings.
For the closing section of the piece, there was an additional tape of
recorded bassoon duets over more eggshell crunching and rolling. The
meter of the composition was in 5 with constant shifting 2/3 beat patterns. It was a dance with no solid ground, a sensation I further wanted
to enhance by having two or three copies of the tape running just out of
sync with each other, each inside of a barrel rolling through the space or
suspended from ropes swinging through space. First attempts at this failed
to produce the results we were after, so I mastered a mix that sent one
recording to the left and just a half beat off the other to the right, each
on their own fade-in and -out timing. The seasick rollercoaster quality
that this produced was exactly what was intended.
LINDA:
I like how leftover ideas from one piece get taken up again in a later piece.
Leslie’s inefficient wind-up gadgets found their way into PIG after being
first conceived for an earlier piece. The idea of having tape recorders inside
objects rolling through the space is something Leslie and I hope to use
within the next couple of years in a piece called The Use of Rumor. Big
Linda Austin and Leslie Ross
438
wooden spools will house the tape recorders; their moments will be choreographed just as thoroughly as the dancers’ movements; the play between movement decisions based on sound versus those based on visual
or kinetic or dancer-interactive motives will be an interesting multidimensional puzzle to work out.
LESLIE:
There is no question for me that a musical instrument is in itself technology and that as an artist I can regard any technology as an instrument or
tool to be used. Changes and influences of technology are intrinsically
linked to artistic and aesthetic demands and vice versa, as working on
many parts of PIG have shown.
NOTES
1.
Philip Dick, A Scanner Darkly (New York: Daw Books, 1977), 55.
2.
The final of version of Where Fish Drown premiered in 1992 at Performance Space
122 in New York City with choreography and visual design by Linda Austin and music
by Paul Hoskin and Linda Austin.
3.
See Robb E. Lovell and John D. Mitchell, “Using Human Movement to Control
Activities in Theatrical Environments,” paper presented at the Third International Conference on Dance and Technology, 18–21 May 1995, York University, Toronto, Canada.
4.
PIG premiered in 1998 at The Danspace Project at St. Mark’s Church, New York,
with choreography by Linda Austin; music, including the design and construction of instruments, by Leslie Ross; and visuals by Linda Austin and Leslie Ross.
5.
Clarice Lispector, “Sea Bathing,” Selected Crônicas, trans. Giovanni Pontiero (New
York: New Directions, 1992).
6.
Jennifer Dunning, “A Strange Little World with a Barrel That Flirts,” New York
Times (9 March 1998): E5.
Pigs, Barrels, and Obstinate Thrummers
439
31
FleshMotor
Dawn Stoppiello with Mark Coniglio
/ (SLASH)
When considering how to describe my work here, I am immediately
drawn to use a term that my collaborator Mark Coniglio invented several years ago—Slash (/) Artist. The term grew from a time when all of
the artists that we met seemed to describe themselves as a “dancer slash
performance artist” or “poet slash technologist slash actor” or some other
similar string of métiers separated by the all-integrating slash. What these
people were trying to say was that they were attempting to hybridize multiple forms into some-other-thing that they could not, as yet, put words
to. This is the way I have felt as I have attempted to bring my primary
métier of dance together with media and technology over the last ten
years.
Through this process, my choreography has changed in response to
my close contact with computers and computer-controlled devices. As a
choreographer and dancer, my relationship to the world begins with my
relationship to my body. As an artist working with computer technology,
my relationship to the world is filtered through a hyperriver of bits performing multiple operations in parallel as they flow madly through computer space-time. This duality has infiltrated my choreographic sensibility.
It manifests itself as accumulative phrases that are orderly, repetitive, and
organized, like a program, but that are interrupted by material that is
completely human in its unpredictability and occasional violence. This
duality, between what is most human and what is most machine, has
become the inspiration for much of my recent work.
This human and machine dialectic is widely apparent in our time.
Insulating technologies such as computers and the Internet have become
integral parts of our lives. My generation is the first to grow up with the
television always on. We have seen the body projected into space, we have
seen it explode, we have seen inside it, we have seen it completely altered.
We have looked out from TV space and seen that same body slumped
motionless, in near decay on the couch. We have been enticed by the
perfect TV body—no smells, no secretions, no flaws. We live with the
neurosis of wanting to obtain that simulated perfection through intellectual escape into screenal lands where such a body can exist. We try to
keep up with that image by absorbing products that relieve us of smell,
FleshMotor
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hair, and fat in some vain attempt at immortality. Technologies that allow
us to connect without touching keep us in blissful denial of our bodily
imperfection. Yet every cell knows that it will eventually rot, decompose,
and return to the earth from which it came. I have concern for this confused and displaced body.
So I am a choreographer slash computer media artist. The slash—the
intersection of flesh and silicon, blood and television, body and computer—is the place that I find my work at the end of the twentieth
century.
⫹ (PLUS)
Of the several works that I have collaborated on with composer and computer media artist Mark Coniglio over the past several years, perhaps the
most important for us both was In Plane (1994). This piece was seminal
in the development of our thinking about the relationship of the body
to technology as an aesthetic idea, as well as the technological innovation
required to realize it.
We have used many varieties of homemade and commercially available
sensing systems in our performances, but the most sophisticated is MidiDancer. Mark first had the idea for this device while we were both students at California Institute of the Arts. He had been inspired by Hungers,
(1989) a collaboration between his mentor Mort Subotnick and video
artist Ed Emshwiller. In that piece, singer Joan LaBarbara controlled
MIDI synthesizers using a small baton that responded to the way that
she moved it through the air. Mark was immediately inspired to attach
this device to the leg of a dancer but was discouraged by the wires needed
to get the information to the computer. So he envisioned, and shortly
thereafter implemented, a wireless device that would allow a dancer to
make music with the movement of her body.
The first MidiDancer system was built for a collaborative project at
CalArts in which Mark and I took part. The original device was quite
primitive. It was made from radio-controlled car transmitters. Attached
to each transmitter were two sensors in the form of metal levers that we
taped (at the loss of much body hair) to our arms and legs. Each sensor
measured the flexion of a joint and sent that information via the radio
Dawn Stoppiello with Mark Coniglio
442
transmitter to a computer, where it could be used to control music synthesizers.
The piece we made was for four performers, each of whom was wearing
two sensors, one on the elbow and one on the knee (four individual MidiDancer systems in all). The idea was to give each dancer two sounds to
control, one on each sensor, that would stay the same during the course
of the piece. Our hope in keeping this fixed relationship was to create a
kind of sonic identity for each dancer that the audience could recognize.
After creating material separately, we came together to work with the
dancers and quickly realized that this one-to-one relationship, one gesture
producing one (and only one) sound, did not make for the richest composition musically or choreographically. We came to call this technique the
“bleep-bloop” method, as this is all that the first attempt ended up being—a series of bleeps and bloops in conjunction with the robotic choreography required to trigger the system. We were disappointed that the
piece lacked the kind of complexity and subtlety that we had envisioned
and knew right away that we were going to have to try again.
What we didn’t know at the time was that, in that moment, MidiDancer had changed the way we thought about composing. In retrospect,
it should have been obvious that we had begun to compose for a new
and unfamiliar instrument and that, of course, the artworks that we
made with it would be directly influenced by its nature. For one thing,
it was clear that we could not work in isolation when creating our materials but instead needed to work collaboratively on both sound and
movement. We didn’t know the instrument well enough to imagine the
outcome, and we needed to really see and hear it happen. Also, we found
that the physical gestures required to play the instrument were not as
inherently interesting or meaningful as choreography. To understand
what I mean, imagine for a moment that you are watching a great violinist
play. You may choose to watch her fingers move along the neck of the
instrument, but I don’t think that you would expect those same finger
movements to give you any dramatic information about the piece. We
were faced with a challenge: the dancer needed simultaneously to make
both meaning and music with the same movements. This is a problem
that became even more complicated as we added other media into the
mix.
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443
⫹⫹ (PLUS PLUS)
In the summer of 1990, Mark and I first collaborated with Kit Galloway
and Sherrie Rabinowitz at the Electronic Café, their performance space
and lab in Los Angeles. In this pre-Internet world, Kit and Sherrie pioneered the use of various kinds of telecommunication links to create live
artworks between distantly located sites. At this time, one of the most
common ways for them to get video between cities was a slow-scan, handheld, black and white video phone. Mark’s and my experiences with that
device would begin our next series of insights regarding the combination
of dance and media.
Tactile Diaries (1990) (figure 31.1), our first collaboration with Kit
and Sherrie, had performers at the Electronic Café and the New York
University Television Studios in Manhattan performing together using
slow-scan video phones and telephone-grade audio connections. One section of the piece was a solo that I performed using the MidiDancer. In
this section, Mark programmed the software to trigger the videophone
when I made a particular shape with my body. It would capture an image
of my performance in Los Angeles and then send that image to New York.
At the other end, the still image would arrive on a television monitor,
slowly scanning in from top to bottom over a period of five to ten seconds.
I carefully chose all of the movements that would trigger the video phone
because these would be the only representation of the dance that the New
York audience would see. I became very interested in selecting body shapes
that, when seen in sequence in New York, would create a different narrative experience from the one that the live audience would have in Los
Angeles. It seemed essential to find a way to have the choppy, lowbandwidth video express something different than the full-bandwidth
(live) dancer could provide. What was important about this approach was
that it emphasized what was distinctive about the technology and provided a different way of seeing the dance.
The use of video in this piece introduced me to a new theatrical element (beyond sound) that could be manipulated with the MIDI data
coming from the MidiDancer. MIDI was no longer just an acronym for
Musical Instrument Digital Interface or simply a word in the name of
our device but now represented to me a pathway that would allow my
gestures to control basically any media device.
Dawn Stoppiello with Mark Coniglio
444
Figure 31.1
Dawn Stoppiello in Tactile Diaries, 1990. Performance with the original MidiDancer at The Electronic
Café International. Photo by Steve Gunther.
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445
My understanding of how extensive these pathways could become expanded further when I saw Steina during a lecture and demonstration at
the Electronic Café some months after Tactile Diaries. I was watching
Steina use her MIDI violin to “play” a computer-controlled laser disc that
contained video images of water, fire, bubbling mud, and other natural
environments. The MIDI information was used to randomly access specific frames on the disc, to play forward or backward at varying speeds
or to freeze on a frame with no distortion of the image. The flexibility
of the laser disc, as demonstrated by Steina, was extraordinary, and Mark
and I were instantly taken by its possibilities.
Soon after this demonstration, these influences came together as we
developed the initial plan for what would become In Plane (1994). Our
idea was to make a video tape of my dancing, transfer it to laser disc, and
then have me control the playback of that image using the MidiDancer.
We wanted to create a duet between me and a “virtual” me stored on the
laser disc. This duet was appealing because it emphasized something that
was of growing importance to us—the duality between the fleshy body
and another body that we didn’t have a name for at the time but later
came to call the electronic body. The corpus and its electronic Dopplegänger became characters that would find their way into several of our
future works.
* (ASTERISK)
As I mentioned earlier, In Plane (figure 31.2) was a seminal work for us.
It was not only our most technologically complicated piece but it became
the cauldron in which we synthesized the theoretical paths that we had
been on for the past four years.
The piece was to be a competition between the corpus and its electronic
Dopplegänger, a body that bleeds, sweats, gets tired, and feels pain versus
a body made of light that is not bound by time, space, or gravity. I became
the fleshy presence, while my video image, stored on the laser disc, was
my electronic counterpart. Which was the more powerful and beautiful
presence? The flesh-and-blood woman exerting herself to an exquisite
extreme with the potential of physical failure at any moment? Or the
ethereal video body who flies so gracefully through space, can freeze in
Dawn Stoppiello with Mark Coniglio
446
Figure 31.2
Dawn Stoppiello in In Plane, 1994. Performance with the newer MidiDancer at the Walker Art center.
Photo courtesy of the Walker Art Center.
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447
midair, and never tires? This was to be the essential question posed by
the piece.
On a technical level, we wanted my gestures to control the musical
score, the playback of images from a laser disc, the movement of a robotic
video projector, and the theatrical lighting for the piece. We realized that
this was ambitious, but we wanted to see how far we could go. We wanted
to find out how much media one performer could play.
We began our work by collaborating on choreographic and musical
materials that echoed the traits of the two bodies. The music, representing
the electronic, was comprised solely of sampled sounds of machines, while
the choreography, clearly representing the corporeal side of the equation,
was constructed from a fundamentally human movement vocabulary consisting of running, jumping, falling, and rolling.
These movements were consistent with my stylistic leanings. I am not
too concerned with taking a gesture through all of the compositional gymnastics required to expose its many possibilities for interpretation. Instead,
I want to guide the audience through the energy of the movement itself.
I want to see the relationship of the performers on stage. Of course, In
Plane is a solo if you only count the number of fleshy bodies on stage. But
it is actually an ensemble piece because I consider video, sound, robotic set
pieces—whatever—simply to be additional performers. The beauty of
using the MidiDancer system was that the notion of a duet with the video
was much more than a conceptual idea and was in fact the result of a
tangible physical relationship—body → sensor → video.
And, like dancing with a live performer, this was not a one-way street.
During the process of creating and rehearsing In Plane, I became acutely
aware of how information would flow back in the other direction. I would
see the video move in response to my gestural control, and my dancing
would be influenced by my “playing.” Mark prefers the term reactive over
interactive because he claims that it is more true to the actual flow of
information, his point being that the computer does not have the intelligence of a human being and cannot interact in the truest sense of that
word. As a performer who feels the feedback loop that I describe above,
I feel certain that I am interacting with something, even if the modulation
of image and sound originates solely with my own gestures.
In setting out to create these kinds of performative relationships, one
thing was readily apparent: the radio-control car transmitter and dual-
Dawn Stoppiello with Mark Coniglio
448
sensor design were not going to allow us to make the piece we had in
our minds. Mark created a new MidiDancer with a significantly smaller
transmitter box and eight thin, flexible plastic sensors that could be placed
at almost any joint on the body. When I first danced in this new costume,
the difference in my movement was immediately obvious. It was less restricted and more fluid because the new design allowed it. We realized
how much the sensory device imposes its own limitations on the choreography. Every instrument needs to be played in a particular way to get it
to sound, and the MidiDancer was no different.
Traditional instruments respond to gestural input in a consistent
way, and the audience can generally come to understand that relationship, even if the instrument is unfamiliar to them. Based on this traditional model, we felt a certain pull to establish a clear relationship between my movement and the media I was controlling. But we both remembered how stifling this fixed relationship was in the first MidiDancer performance we had given at CalArts. Further, this time, I wanted
the choreography to serve my aesthetic intention first and the requirements of the sensory device second, something that was already easier to
accomplish with the more sensitive MidiDancer. So we chose to allow
the possibility of a joint changing its function during the course of the
performance. For example, in the first section of the piece, the angle of
my elbow directly controlled the volume of a rhythmic musical phrase.
In the next section, that same elbow movement would trigger the playback of a video sequence. We chose to sacrifice the audience’s clear
understanding of the instrument in order to keep our expressive options
open.
In the end, there were a myriad number of lessons learned as we made
In Plane. Each day felt a bit like my first dance class, overwhelming because I was not yet familiar enough with the instrument to keep track of
all of its parts. But perhaps the most important experience for us both
came late in the creation process, when the elements had begun to coalesce. There was one rehearsal in particular in which I felt that the laser
disc images weren’t just some external object to which I was weakly linked
via some sensory interface. Instead, they started to feel like a hand or a
torso or some other part of my body. The medium wasn’t separate from
me any longer; it was an extension of me. This was curious, in one sense,
since my video counterpart, with whom I was supposedly having a fierce
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competition, was actually under my control all the time. Perhaps this is
the hidden message of In Plane.
⫽ (EQUALS)
As a dancer, I inherently understand the realm of the body. I had no
idea that technology would enter into that understanding until I chose
to entwine myself with the machine. I was altered, and so was my body
as it expanded to include sound, light, and image. The slashes in my art
are inserted between my flesh, the media that moves with it, and the
machine that locks the two together. And this puts me at the intersection
of flesh and silicon, blood and television, body and computer that our
culture is in the midst of splicing together.
Dawn Stoppiello with Mark Coniglio
450
III
Concluding Essays
32
Embodiment and Narrative
Performance
Jaishree K. Odin
For several decades now, postmodern writers in general have used strategies of disruption and discontinuity to explore the problematics of language that shaped the literary discourse of the second half of the twentieth
century. Their self-reflexive fiction embodied the destabilization and deconstruction of traditional concepts of truth, meaning, and knowledge as
it spiraled inward into a linguistic labyrinth without any center, foundation, origin, or end. Contemporary narrative reflects yet another mutation
as writers step back from their exclusive preoccupation with the bricks and
mortar of their fictional worlds and focus once again on the architecture of
their world making. In fact, in hypertext fiction, bricks and mortar themselves become a part of narrative making.
Hypertext fiction writers achieve fragmented or dispersed textual surface easily through an elaborate system of linking as well as through
intermixing of media. Hypertextual linking fractures the textual surface,
turning the otherwise continuous and linear narrative into a discontinuous
assemblage of textual fragments that can be folded, unfolded, and refolded
in a variety of ways. The resulting space, in Deleuzian terminology, is an
intensive space characterized by forces rather than forms, directions rather
than dimensions. The hypertextual breaks create temporal and spatial dislocations that mark the points of disruption as well as provide frames for
alternative narratives whose relationship to the main narrative is parallel
and extrinsic or embedded and intrinsic. The reader of the hypertextual
narrative, then, must actively engage the text to discover the complex
interrelations among the disrupted narrative threads with one another and
in themselves.
In politically informed narratives, hypertextual strategies are indispensable for exploring the issues of embodiment and reinscription of cultural
or literary history that are pivotal in the works of women and minority
writers. For writers who write out of their own cultural experience, narrative making involves a continuous negotiation of difference with the
dominant culture. While nobody would deny that the body is the stuff
of concrete physical matter, the materiality of the body is another matter altogether. The materiality of the body that determines how we are
oriented toward the world, both in material as well as psychological
terms, is very much determined by our location. Katherine Hayles argues
that the dominant culture provides abstract models that inscribe cultural
practices but that it is in their enactment that incorporating practices
Embodiment and Narrative Performance
453
materialize that enculturate the body. “Embodiment,” she notes, “is akin
to articulation in that it is inherently performative, subject to individual
enactments, and therefore always to some extent improvisational.”1
In a further elaboration of the inscribing and incorporating practices,
the feminist philosopher Judith Butler argues that the materiality of the
body is a construction that emerges out of a field of power that shapes
its contours, marking it with sex and gender. Butler points out that we
need to rethink the very meaning of construction and the grammatical
structures that we use when we talk about construction. For her, it is
“neither a single act nor a causal process initiated by a subject and culminating in a set of fixed effects. Construction not only takes place in time,
but is itself a temporal process which operates through the reiteration of
norms.”2 To describe the materiality of the body as a construction in
Butler’s theorizing, then, is not to resort to linguistic determinism or cultural constructivism. We take it for granted, she notes, that somebody—
that is, a human subject or in more recent formulations, something, such
as culture, discourse, or power—does the act of constructing. In the first,
we resort to metaphysical claims, assuming there is a subject that exists
prior to any sociocultural induction, and in the second, we forfeit the
agency of the subject and replace it by a surrogate agent in the form of
culture, discourse, or power. Rejecting both claims, Butler describes the
materiality of the body arising in a matrix of power relations, so that the
agency of the subject comes after and not prior to the materiality of
the body, emerging through a process of enactment. “To claim that the
subject is itself produced in and as a gendered matrix of relations,” Butler
notes, “is not to do away with the subject, but only to ask after the conditions of its emergence and operation.”3 By reformulating the very meaning
of construction, locating it in time, and describing it in terms of a temporal process, Butler reveals the constructed nature of naturalized states of
sex and gender. The performance of gender is thus a constant reiteration
of the regulatory norms, and it is in the performance of these norms, that
the materiality of the body emerges.
Through disrupting the metaphysical claims of the humanist subject
as well as displacing the traditional subject-verb grammatical structure,
Butler brings to light the importance of the cultural and discursive matrix
that shapes subjectivity and agency, without turning them into absolute
terms. At the borders where the dominant culture meets the minority
Jaishree K. Odin
454
cultures, the border subject emerges out of the perpetual encounter of the
dominant regulatory norms and the minority experience. Whereas at the
dominant site the replication is marked by performance of the same, at
the border zone the repetition takes place with a difference. The performance of the same with difference challenges naturalized dominant social
and cultural norms.
The perpetual negotiation of difference that the border subject engages
in creates a new space that demands its own aesthetic. The new aesthetic
represents the need to switch from the linear, univocal, closed, authoritative aesthetic involving passive encounters characterizing the repetition of
the same, to that of a nonlinear, multivocal, open, nonhierarchical aesthetic involving active encounters that are marked by performance of the
regulatory norms with and in difference. The interactive hypertextual aesthetic is most suited for representing border experiences since it allows
both reinscription of cultural history as well as women’s literary history
in terms of narrative performance, which is empowering both for the
writer who steps aside by creating a weave of texts and for readers who
step in to weave their own text.
In hypertextual narratives, the meaning does not lie in tracing one
narrative trajectory but rather in the relationship that various tracings
forge with one other. Artists of electronic media use strategies of disruption and discontinuity to create visual and textual narratives that are
multilinear and multivocal. Judy Malloy uses this strategy in its name was
Penelope (1993) to reflect on questions of women’s artistic creativity in
both historical as well as contemporary contexts.4 In a still more complex
work, Shelley Jackson’s Patchwork Girl (1995),5 the splitting of the narrative into multiple threads through fragmentation becomes the structural
as well as the thematic focus. These writers make an attempt to unearth
the buried history of women even as they bring to the surface the constitution of women’s subjectivity in a patriarchal society. In exploring
subjectivity through this process of reinscription of history, they unravel
crisscrossing threads of connections that have been historically buried under the homogenizing tendency of the dominant discourse.
Shelley Jackson’s hypertext fiction Patchwork Girl is capable of countless mutations. The expressive representational surface that the electronic
media provides becomes a part of her storytelling. A tree map, a story
space map, a chart overview, an outline, and drawings of the female body
Embodiment and Narrative Performance
455
all contribute to the reading experience. The tree map—a patchwork arrangement of brightly colored horizontal and vertical bars of varying
lengths, shapes, and colors—becomes itself the focus of aesthetic attention. Underneath the electronic patchwork arrangement hides the textual
patchwork that readers must sort out and reassemble to create a coherent
whole. One of the lexias under the section “graveyard” tells readers that
if they want to create a coherent whole out of the text, they will have to
sew the pieces together.
Jackson’s text can be seen as an encounter between Shelley Jackson,
an aspiring writer attempting to find her voice, and Mary Shelley, the
writer of Frankenstein. The title, Patchwork Girl or A Modern Monster by
Mary/Shelly and Herself, alludes to this encounter as Jackson plays on the
name Shelley that she has in common with her foremother. Jackson’s
confrontation with Mary Shelley reflects her anxiety of authorship: the
Miltonic questions “who am I,” “where am I” and “whence am I” that
the monster in Frankenstein asks to understand his place in the world
become the thematic focus of her text. In exploring her literary history,
Jackson must confront the historical labeling of women’s creativity as
monstrous, which makes Mary Shelley refer to Frankenstein as “my hideous progeny.”6 Whereas Shelley’s narrative ends with the exit of the male
monster out the window onto an ice raft as he is “borne away by the
waves, and lost in darkness and distance,”7 Jackson’s narrative begins with
the rebirth and metamorphosis of the female monster, which is made into
an empowering symbol of the female artistic subjectivity.
Feminist critics regard the narrative of the monster, a female in disguise, as the heart of Shelley’s Frankenstein. Gilbert and Gubar see in it
a mock rewriting of Milton’s Paradise Lost and describe it as a narrative
about the fall of woman into gender. Thus, “the monster’s narrative is a
philosophical meditation on what it means to be born without a ‘soul’
or a history, as well as an exploration of what it feels like to be a ‘filthy
mass that move[s] and talk[s],’ a thing, an other, a creature of the second
sex.”8 Jackson’s text opens Shelley’s text from within and rewrites its innermost core, which is constituted of the female voice struggling to understand both its rejection by its creator as well as its outcast status as the
outsider and the other. Jackson subverts the inside-outside distinction of
the male discourse, which turns difference into otherness that is assigned
a secondary status. Her text exfoliates outward and makes difference and
Jaishree K. Odin
456
multiplicity the basis of identity and politics. As a result, whereas Shelley’s
monster feels alone, ugly, and disconnected from society as it is without
a (his)story, Jackson’s monster experiences her connection to (her)story
and revels in her monstrosity, her multiplicity, and her difference. The
representation of the female artistic subjectivity as monstrous becomes
synonymous with the expression of difference that refuses to disguise itself
or be suppressed by the male tradition.
Jackson’s narrative, beginning where Shelley’s ends, reveals through a
fractured surface what Shelley’s conceals in an elaborate system of framing
and reframing. Shelley disguises the authorship of her text by framing the
narrative with letters from Walton to his sister, followed by the narrative
of Frankenstein and the innermost narrative of the monster. Jackson’s
text, on the other hand, contains multiple narrative folds that do not
disguise the female creator of the text but rather reveal her connections
to women in time and out of time. The drawing of the female body titled
“her,” the opening screen of Patchwork Girl, holds the disparate parts of
the text together as an invisible patchwork of relations through a complex
system of mirrored reflections as well as refractions. The female body
serves as the doorway to the story space map that shows a very symmetrical
structure in this very asymmetrical text (figure 32.1).
The map corresponds to the superimposed figure of the female body
(mirror image of the reader) with which Jackson’s text opens. The top of
the map (head) contains the figure of the whole seamed female body. The
middle part of the text (trunk) narrates the rebirth and metamorphosis
of the female monster from Mary Shelley’s Frankenstein. The bottom of
the map (legs) “crazy quilt” rewrites the male monster’s narrative from
Frankenstein as he is given a new voice that emerges through the gaps
created through juxtaposition of fragments from Mary Shelley’s Frankenstein and Frank Baum’s Patchwork Girl of Oz. The right side (the reader’s
left side) of the map is the modern monster’s narrative, whereas the left
side narrates the constitution of her body out of the fragments of the
bodies of the women from the past. Both the body of the text and the
text of the body come together in Shelley Jackson’s conception of Patchwork Girl.
Aside from the structural correspondence of Jackson’s text to the female
body, the narrative can also be explored in terms of four folds. Each fold
has two layers, the figure of the female body as the outside layer and the
Embodiment and Narrative Performance
457
Figure 32.1
Shelley Jackson, Patchwork Girl, 1995, story space map. Eastgate Systems, Cambridge, MA.
Jaishree K. Odin
458
textual narrative as the inner layer. The text of the body and the body of
the text become interchangeable. Starting from the inside, the innermost
fold is “hercut,” with its textual narrative “crazy quilt.” Encircling “hercut”
are “hercut2/journal” and “hercut3/story,” each constituting one-half of
the second fold. Moving outward, the third fold is “phrenology/body
of the text” and “hercut4/graveyard,” again each making half of the fold.
The three narrative folds are held together by the opening screen “her,”
which displays the figure of the seamed whole female body.
The outermost fold “her” and the innermost “hercut” are reverse images of each other. If “her” is the figure of the seamed whole female body,
then “hercut” represents the fragmented female body, and the corresponding textual fragments under it called “crazy quilt” show how each continuous textual fragment is in fact an aggregate of many texts (revealed in
“notes” attached to the “crazy quilt”) that coalesce to give rise to a new
text whose meaning does not lie in any single constituent but in emerging
interrelations. The juxtaposed fragments in “crazy quilt” are primarily
from Mary Shelley’s Frankenstein and L. Frank Baum’s Patchwork Girl
of Oz. In Jackson’s text, Baum’s Patchwork Girl and the male monster
from Shelley’s Frankenstein become interchangeable. This section ends
with a textual fragment “but I am glad,” which not only restores the
female voice to the male monster but also gives a lineage to Patchwork
Girl. By juxtaposing different quotations from the two texts and by filling
in the in-between spaces in each lexia, Jackson is able to subvert Patchwork Girl’s freakishness and the monster’s monstrous self-image. The attributes that were used to brand them as freaks or outcasts become in fact
a source of their empowerment.
The journey from “her” to “hercut, “ from the outermost to the innermost narrative, is not a simple jump. It involves going through the history
of women’s tradition that occurs in the second narrative fold “hercut2/
journal” and “hercut3/story.” If “hercut2” represents the female body/
text that is unaware of itself as it emerges out of the dark background of
patriarchal discourse, then “hercut3” is its reverse image in which the dark
background is illuminated so as to make the female body/text stand out
in its own light. To avoid following the dualistic logic of the male discourse by making “hercut3,” a polar opposite of “hercut2,” an end in
itself, the mediating drawing “chimera,” strategically placed as the core
of “hercut3” in the tree map (and as a subheading of “hercut3” in the
Embodiment and Narrative Performance
459
chart view and the outline), intervenes as it introduces the concept of
“hybridity” in any rethinking of the text of the body or the body of the
text.
Chimera, the fire-breathing she-monster in Greek mythology, possesses
the head of a lion, the body of a goat, and the tail of a serpent. Chimera
is also the name given to an individual or an organ that is constituted of
diverse genetic material, especially at a graft site that marks the joining
of tissues from two different genetic sources. The use of “cutting,” “grafting,” and “joining,” recurrent throughout the text, suggests that unlike
the continuous dominant male tradition, women’s tradition, when seen
in the historical context, has been discontinuous, assuming different guises
and forms, the connection to which can be realized by the woman writer
or artist only by a deliberate act of “grafting” of recollected lives. This
recollection is not a search for a direct line of descent but rather an unraveling of a patchwork of connections that have been the fabric of the lives
of women, both literary and nonliterary, throughout the centuries. Then,
again, chimera is also a mental construction that does not have a basis in
the real world; it is the stuff of dreams and myths. Literary monsters and
hybrids might not be real; they can, however, serve as dream symbols for
empowering women’s lives in the material world. The multiple refractions
that emanate from “hercut2,” “hercut3,” and “chimera” thus set the stage
for the unfolding of the story of the rebirth and metamorphosis of the
female monster that exists in time while at the same time marks the temporal process itself of unfolding female creativity.
The fragments under “journal” narrate Mary Shelley’s encounter and
parting with the monster that she creates. The journal entries end with
remorse on her part for being unable to give a part of herself to the monster so that she might have continued through her. The narrative thread
in “journal” suggests thus how difficult it was for women in Shelley’s time
to write as women. Women could write only through suppressing their
voice or disguising it as a male voice, which, however, was inadequate to
describe their own experiences.
What is dark and left unsaid in “hercut2/journal” becomes light and
achieves voice in the mirror figure “hercut3” and the corresponding narrative titled “story.” The “story” is then a continuation of the story of
the female monster in Shelley’s narrative. The first part of this section is
titled “M/S” (which could stand for monster/Shelley, Mary/Shelley, Me/
Jaishree K. Odin
460
She)—again, a play on the name that Shelley Jackson shares with Mary
Shelley. It includes long excerpts from Mary Shelley’s Frankenstein—the
monster’s plea to Dr. Frankenstein to create a companion for him, Frankenstein’s promise to do so, and then his treacherous decision to destroy
the half-finished female monster and disperse her remains in the ocean.
The female monster, destroyed in Shelley’s text, comes alive in Jackson’s
text and reflects on her destiny: “I told her to abort me, raze me from
her book; I did not want what he wanted. I laughed when my parts lay
scattered on the floor, scattered as the bodies from which I had sprung,
discontinuous as I myself rejoice to be. I forge my own links, I am building
my own monstrous chain, and as time goes on, perhaps it will begin to
resemble, rather, a web.”9
The resurrected female monster encounters Mary Shelley once again,
but this time they have a fruitful exchange. A mutual cut and an exchange
of words as well as skin takes place before the final parting. This joining
with Shelley is experienced by the monster as a “live scar” that marks a
parting that, at the same time, “commemorates a joining.”10 The female
monster’s metamorphosis goes through several stages (severance, seafaring,
seance, falling apart, and rethinking) involving a journey across the sea
in disguise, encountering a woman in male disguise, forgetting her past
history, hearing ghost voices, remembering her scars, leaving behind the
male-defined “feminine identity,” and rethinking nomadic identity. At
each stage of the metamorphosis, there are doubles, hybrids, and other
monsters that are multiple reflections of the female monster.
Marking “phrenology/body of the text” and “hercut4/graveyard” as
the third fold, the narrative moves forward and outward. In “phrenology,”
the exposed head reveals different areas of the brain responsible for different memories or thoughts out of which emerges the coherent “body of
the text.” Similarly “hercut4” displays the fragmented body out of which
arises the body of the modern female monster as revealed in the textual
segments “graveyard.” The left and the right sides of the third narrative
fold that describe the constitution of the body of the modern monster
and the modern monster’s narrative set in motion another set of relations,
which mark the moments of dispersal and reintegration or deterritorialization and reterritoralization that accompany the constitution of female artistic subjectivity as it continually negotiates difference with the dominant
tradition.
Embodiment and Narrative Performance
461
In an interesting narrative mutation, the section “graveyard” that appears under “hercut4” in the story space map is included under “hercut3”
in the chart view, the tree map, and the outline. This suggests that the
assembling of the body of the female monster is common to the second
fold that narrates the rebirth of Shelley’s female monster as well as the
third fold that includes the modern monster’s narrative. The common
birth brings the two narratives together, turning the modern monster into
a symbol of the female subjectivity that emerges out of the fragments of
the discontinuous women’s tradition.
In “graveyard,” the monster names her body parts, attributing each to
a different woman from the past. The body parts are thus linked to stories
of ordinary women who had no opportunity to become extraordinary as
their creative spirit wasted away under the burden of social conditions
that shaped their lives. The body of the modern monster is thus composed
of the clear and calm eyes of the unknown village historian Tituba, the
lips of laughing Margaret, the tongue of talkative Susannah, the sharp
nose of Geneva, the promising ears of Flora, the trunk of dancing Angela,
the finger of nameless scholar Livia, the right leg of unwed and not-yetcrazy Jennifer, the left leg of adventure-starved Jane, the heart of Agatha,
the strong foot of Bronwyn, and so on. The body of the modern monster
also contains the liver of a man named Roderick. The playful insertion
of a male story in a string of women’s stories is meant to draw the reader’s
attention to the fact that the focus in Jackson’s text is not to create an
essentialist category called “woman” but rather to lay bare the historical
shaping of the female subjectivity.
Whereas the body of the modern monster is primarily made out of
the fragments from the bodies of women from the past, her narrative in
“body of the text,” occupying both the periphery and the center of the
text at the same time, reflects on the multiplicity of the female subjectivity
as well as hybrid nature of all texts. The modern monster describes herself
as a double agent who is both whole and dispersed. She incorporates
within herself personalities or memories of fictional, real, or disguised
women. The women of the past “draw together, bound by a hidden figure
that traverses them all.”11 Writing in between the lines of the male discourse, she describes herself as a whole with “haze around the edges.” She
urges the reader to “come closer, come even closer: if you touch [her],
your flesh is mixed with [hers], and if you pull away, you may take some
Jaishree K. Odin
462
of [her] with you and leave a token behind.”12 Reinscribing the female
subjectivity becomes “a matter of redrawing an outline. Snaking through
the space between two lives to wrap a line around some third figure.”13
The third figure emerges as the present and the past, now and then, and
the dominant and the suppressed traditions come together in the interaction of the reader-writer and the text. Instead of binary opposites becoming subsumed into a unitary synthesis in search of the same masculine
model of subjectivity, the encounter is marked by the emergence of a new
model of subjectivity that exists in difference, without conforming to any
essentialist descriptions of one or the other.
Without making any claims to originality, Jackson’s text is then a continuation of Mary Shelley’s story, which is every woman’s story both
literally and metaphorically. Jackson turns Shelley’s text inside out by
making what is invisible, voiceless, and undefined in the latter into what
is visible, voiced, and definable in its indefiniteness. By giving voice to
Shelley’s monsters, she reinscribes her own monstrous artistic self that
finds its continuity with her foremother even as it goes beyond her in
self-understanding.
Jackson achieves fragmentation to open in-between spaces by using a
patchwork as the thematic as well as the structural principle of her text.
As Deleuze and Guattari point out, a patchwork represents a smooth space
that has no center because “its basic motif ‘block’ is composed of a single
element; the recurrence of this element frees uniquely rhythmic values
distinct from the harmonies of embroidery (in particular in ‘crazy’ patchwork, which fits together pieces of varying size, shape, and color and plays
on the texture of the fabrics).”14 Through its “amorphous collection of
juxtaposed pieces that can be joined together in an infinite number of
ways, we see that patchwork is literally a Riemannian space or vice versa.
The smooth space of patchwork is adequate to demonstrate that ‘smooth’
space does not mean homogenous, quite the contrary; it is an amorphous,
nonformal space prefiguring op art.”15
In Jackson’s text, the textual patchwork creates just this smooth space
where individual textual units achieve significance both in themselves and
in relation to one another. The visual and textual units become the blocks
of the electronic patchwork, even as the thematic focus itself revolves
around the exploration of the patchwork subjectivity. Another refraction
of the patchwork connects it to the women’s tradition that originated in
Embodiment and Narrative Performance
463
needle and thread. The meaning of the text emerges from relationships
that are amorphous, coming into play and dissolving as readers thread
their way through the fragmented textual landscape. Readers of the text
have an experience very similar to that of the narrator or text (“body of
the text”), who/which describes herself/itself as “a discontinuous trace, a
dotted line” that is “a potential line, an indication of the way out of two
dimensions. . . . Because it is a potential line, it folds/unfolds the imagination in one move. . . . A dotted line demonstrates; even what is discontinuous and in pieces can blaze a trail.”16 In reading Jackson’s text, narrative
trajectories create a fabric of interrelations that produce a continuous variation of form and meaning in both texts, the body of the text as well as
the text of the (female) body. The creation of gaps and in-between spaces
allows for an interaction that is liberating both for the writer who must
struggle to find her voice as a woman and for the reader who must genuinely engage her text.
As shown above, Jackson’s Patchwork Girl opens up the patriarchal cultural text from within, showing how it is comprised of heterogeneous discourses that speak through the gaps and the interstitial spaces. Through
recursive narration that unfolds as a series of reinscriptions, Jackson reveals
the complex discursive matrix that has shaped women’s subjectivity for centuries. The electronic media allow her to create a dynamic text that becomes
a theater of interaction and enaction that joins the past and the future in
the present moment of the reader’s experience. Jackson’s text, like other
hypertext narratives, is performative in nature and writes itself as it is read.
Hypertextual aesthetic is rooted in active and interactive reading, like
oral storytelling. Multilinear narratives can be regarded as a return to oral
storytelling, which Walter Benjamin reminds us “permits that slow piling
one on top of the other of thin, transparent layers which constitutes the
most appropriate picture of the way in which the perfect narrative is revealed through the layers of a variety of retellings.”17 Benjamin’s lamentation about the death of storytelling in the age of information finds its
apotheosis in the birth of hypertext narratives, which continue the tradition of oral storytelling once again.
NOTES
1.
N. Katherine Hayles, “The Materiality of Informatics,” Configurations 1, no. 1 (Win-
ter 1993): 156.
Jaishree K. Odin
464
2.
Judith Butler, Bodies That Matter (London: Routledge, 1993), 10.
3.
Ibid., 7.
4.
Judy Malloy, its name was Penelope (Cambridge, MA: Eastgate Systems, 1993).
5.
Shelley Jackson, Patchwork Girl (Cambridge, MA: Eastgate Systems, 1995).
6.
Mary Shelley, “Introduction,” Mary Shelley Frankenstein, ed. Johanna M. Smith (Bos-
ton: St. Martin’s Press, 1992), 23.
7.
Mary Wollstonecraft Shelley, Frankenstein or, The Modern Prometheus (Los Angeles:
University of California Press, 1984), 237.
8.
Sandra M. Gilbert and Susan Gubar, The Madwoman in the Attic: The Woman Writer
and the Nineteenth-Century Literary Imagination (New Haven: Yale University Press, 1984),
235.
9.
Jackson, Patchwork Girl.
10. Ibid.
11. Ibid.
12. Ibid.
13. Ibid.
14. Gilles Deleuze and Felix Guatarri, A Thousand Plateaus: Capitalism and Schizophrenia,
trans. Brian Massumi (Minneapolis: University of Minnesota Press, 1994), 476.
15. Ibid., 477.
16. Jackson, Patchwork Girl.
17. Walter Benjamin, Illuminations: Essays and Reflections, ed. Hannah Arendt (New
York: Schocken Books, 1968), 93.
Embodiment and Narrative Performance
465
33
Brazilian Counterparts: Old
Histories and New Designs
Simone Osthoff
The crew would respect me more when I wore slacks than when
I dressed in skirts. I think they felt diminished by being directed
by a woman. Therefore, I had to wear pants. It was very unpleasant. Not the slacks, naturally, but the fact that I had to look like
a man to be able to command.
—gilda de abreu, director of the feature film o ébrio
(the drunkard) (1946) starring her husband, popular
singer vicente celestino
From the start I decided that I was not going to become a man
in the workplace, that I was not going to speak or act like a man.
I was going to continue to use mini skirts, and that everything
was going to function from this premise. It worked surprisingly
well, and with time I have learned how to speak in the workplace
in a more personal way.
—sandra kogut, video, film, and tv director (1995)
Brazilian women artists, defying popular media images—of tanned sensual Latinas in minuscule bikinis along tropical beaches—have often been
more influential locally than their European and North American counterparts. Modernism in the visual arts, for instance, was introduced in São
Paulo by two women: Anita Malfati’s 1917 exhibit marks the beginning of
modernism, and Tarsila do Amaral’s anthropophagic paintings from the
1920s, in dialog with literature, synthesized the ideals of cultural cannibalism for decades to come. Notwithstanding inequities along gender, class,
and racial lines that persisted throughout the twentieth century, women
artists in Brazil have managed to continuously expand their influence nationally and internationally, despite their general distaste for organized
feminist movements. The dynamics of gender politics in Brazil, as in the
rest of Latin America, is more subtle and less confrontational than in the
United States. It is rooted in a Catholic heritage that syncretized with
different indigenous and African traditions and that contrasts sharply with
the North American Protestant experience. And yet the attention to the
politics of gender, race, and class that is prevalent in the United States is
not uncommon in Brazilian academic circles.1 Among women artists in
Brazil, however, the general consensus is to avoid the “ghetto” of feminine
aesthetics. Iole de Freitas voiced a common sentiment: “I do not know
Brazilian Counterparts
467
why no one searches for what is masculine in a man’s work.”2 Women
artists in Brazil have rather preferred to focus on less divisive interests such
as the second-citizen status that Latin American artists, unfortunately, still
have in the international art scene.3 Lygia Pape expresses this indignation:
“I find it alarming that today an exhibit can still be titled Latin American
Art. It is discriminatory as well as very reductive!”4
The history of art and technology in Brazil began to be written only
recently, through the examination of works that have been relegated to
oblivion and whose value, in most cases, is only now becoming apparent—regardless of gender.5 Among the pioneers are three radical visionaries still waiting to receive further historical recognition: Jocy de Oliveira,
Sulamita Mairenes, and Tereza Simões.
Composer, pianist, and author Jocy de Oliveira has worked since the
early 1960s in multimedia performances merging electroacoustic music,
theater, text, and images.6 Also working in the 1960s but with a less documented trajectory is São Paulo artist Sulamita Mairenes. By the late 1960s,
she was addressing psychological issues in electronic and optical media.
In the 1967 Ninth International São Paulo Biennial, Sulamita presented
electronic Parapsychological Objects, and since 1980 she has worked with
holograms.7
Light art is one of the sources of electronic art not sufficiently explored
in Brazil. Credit for the earliest attempt to use neon as a principal material
of a sculpture in the country is usually given to Tereza Simões, who encountered much resistance among critics, curators, and collectors in the
early 1970s. Another original work from the early 1970s was developed
by Analivia Cordeiro. Seeking the interaction of dance with computers
and video she developed a software (Nota-Ana) that codified the movements of body and dance into legible signs to facilitate communication
between choreographers and dancers.8 Experiments with film and video,
within the visual arts in the early 1970s in Brazil became known as “almost
cinema” in reference to the dialog between the visual arts and the cinematic languages.9 A product of the 1960s’ emphasis on process over the
creation of finite works of art, these early audiovisual forms employed
Super-8, 16 millimeter, and video formats to explore and document a
number of experimental and conceptual actions, performances, and
happenings.
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Seeking to create an awareness of the duration of time and immediacy
in the visual arts, the 1970s avant-garde artists added to those experimental concerns critical attitudes toward mainstream film. Among others, we
have in Rio de Janeiro Lygia Pape, Anna Bella Geiger, Iole de Freitas,
and Regina Vater (based in the United States since the early 1970s), all
artists who currently are employing new media on occasion; in São Paulo,
Regina Silveira was very influential. She works today with large installations of anamorphic perspectives and shadow projections of objects that
reach urban scale.
The explosion of independent video makers in Brazil since the 1980s
inaugurated a second generation of artists interested in the medium.10
Sandra Kogut is one of the exponents of this group that brings a new
sensibility to electronic media. One of the characteristics of second-generation video art was the subversion of the language of TV from the inside.
Kogut started to work with video in Rio in the early 1980s and achieved
international recognition with her 1991 Parabolic People, a 41-foot collage
of footage taken in the streets of Dakar, Moscow, New York, Tokyo,
Paris, and Rio de Janeiro. Her working process reflects a way of thinking
in layers, which Parabolic People’s superb editing successfully explored.
Kogut’s first influences came from Japanese artists in Tokyo, references
very far removed from her immediate Rio de Janeiro environment. Despite the distance and the technical challenges, she was determined to
make things work in her favor: “I had decided early on, in the first place,
to think positively, and in second place, to bring these questions, in some
way, into my work. If there is a problem, then it must become a subject.
And I did this with all the limitations I encounter, even to understand
what it was like to live in Rio and who I was. The work was the path to
understanding all this. What do you think people think Brazil is? (1990,
5 minutes, 30 seconds) was very much just this. How do other people
view us, for us to start seeing who we are.”11
For this generation of Brazilian independent video makers, television
was a primary reference, contrary to previous avant-garde artists who saw
television—structured by advertising—either as superfluous or as the
embodiment of capitalist manipulation and oppression. Kogut’s view
on TV was shared by many young artists: “If you do something in front
of the camera that you would not ordinarily do, you are not being any
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less yourself. I wanted people to use the camera as I used people. I’m not
pretending that I’m heading toward a naturalism that doesn’t exist. How
much TV do you have in yourself ? We are partially made of TV images.”
Sherry Turkle in her 1995 book Life on the Screen: Identity in the Age
of the Internet addressed the issue in relation to cyberspace.12 Turkle uses
the metaphors of cycling through windows on the computer screen to
talk about the change in notions from a singular ego to that of multiple
distributed identities of citizens of online communities. Radicalizing the
fragmentary language of TV and responding to the fast process of globalization, Kogut charged her work with an international flavor. After her
experience with public video cabins in the streets in Rio de Janeiro—
Videocabines são Caixas Pretas (1990), she expanded the project to other
cities in the world:
I wanted to make a work that didn’t belong to any country. It would be spoken
in many languages. It would not be dubbed; it would not have subtitles in any
language. My idea was to do a video just of people speaking all the time, and
depending on the country in which it took place the people would see things
differently, in many levels. Parabolic People is a totally hybrid work, and the
subject is identity.
Kogut’s fluid notions of identity are, according to her, a Brazilian trademark. She was born in Rio de Janeiro in 1965 and studied in a French
school there. She later abandoned her pursuit of a degree in philosophy
to work with video. Today she lives and works between Paris and Rio
directing movies and innovative TV programs. She is at home in at least
three languages—Portuguese, French, and English. After the release of
Parabolic People, she was asked on a live TV program in Germany about
her Brazilian identity. Why wasn’t she addressing Brazilian issues such as
misery and hunger—images Europeans were familiar with through the
Cinema Novo aesthetic? She answered that this apparent lack of nationality and roots—this freedom to mix up everything—was super-Brazilian,
she always thought she was being Brazilian, and it is for this very reason
that she is Brazilian.
Kogut’s aggressive syncretism and ability to work with highly contrasted elements echo the methods of visual artist Hélio Oiticica and the
popular music of the tropicalist movement, which drew on a rich diversity
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470
of styles. “The key to understanding the movement is syncretism,”13 explained composer Caetano Veloso, updating a strategy that has been at
the center of Brazilian culture since the anthropophagic manifesto of 1928
endorsed a cannibalist cultural strategy—the devouring of international
trends while remaining rooted solidly at home—thus transforming the
indigenous “barbarian” ritual into an instructive form for modern behavior. In forging a global identity, anthropophagy pays homage to the oral
traditions at the roots of Brazilian culture. This cannibalist metaphor continues to be relevant as cultural strategy for a dialogue with the international artistic scene being the theme for the 1998 twenty-fourth
International São Paulo Biennial.
In Brazil, video also became part of a number of multimedia performances and installations during the 1990s. Since 1994, multimedia artist
Simone Michelin has explored more closely the language of video in installations both within the gallery space and public environments. She
juxtaposes private life and public spheres, global and local relations, appropriated media images and personal narratives—usually with herself as subject and often played in reference to art history icons. Such is the case of
her 1994 video performance 1′22 ″ of Glory: Mondrian, Malevitch, Michelin and also of her video installation The Bride Descending the Staircase
at Tyler Gallery in Philadelphia (1998). Michelin was born in 1956 in
Bento Gonçalves, Rio Grande do Sul, and has been based in Rio de Janeiro for the past fifteen years. She teaches at the Federal University of
Rio de Janeiro and at the School of Visual Arts (EAV) and has been in
a two-year residency program in New York. Michelin’s work is rooted in
the experimentalism of the groups Nervo Otico and the cooperative new
media group Espaço N.O. from the city of Porto Alegre, capital of the
southernmost state of Brazil in the late 1970s.
Michelin’s December 1997 multimedia intervention Polisensory Zone.
N.1 was created at the entrance hall of the dean’s building at the Federal
University of Rio de Janeiro (UFRJ), which also houses the School of
Fine Arts and the School of Architecture. This heavily trafficked area was
occupied by a broken nineteenth-century bronze statue of a person that
was placed on a small four-wheel cart on the floor surrounded by seven TV
monitors set at 45-degree angles on the ground. The statue, an allegory of
progress, was originally standing in front of the Central do Brasil, the
first train station in Rio de Janeiro. Amid electric cables, wooden stools,
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471
and campus employees, surprised students crossed the area avoiding the
monitors as though in an obstacle course. Three video channels showed
images of the university storerooms full of abandoned broken furniture,
fragments of Michelin’s master thesis dissertation, and commemorative
medals featuring Brazilian presidents. With this intervention in the university routine flux, juxtaposing and displacing images, objects, and people, Michelin offered an allegorical reflection about art’s place within this
federal institution.
An artist, teacher, editor, and veteran guest curator for many international electronic art symposiums and festivals, Diana Domingues has been
widely exhibited both nationally and internationally, collaborating often
with specialists in various areas. Best known for her interactive environments, Domingues developed a reputation in Brazil outside the Rio de
Janeiro–São Paulo corridor. Her 1995 interactive exhibit Trans-e,14 for
instance, was made of four large environments where aspects of the interior of the body are revealed in a fluid, pulsating flux, as opposed to the
static images of organs in anatomy books. Domingues employed various
technologies that interacted with the physical presence of the public: video
cameras register the presence of the visitor; amplifiers echoes their voices;
liquids move and drip because of the movement of bodies, which registered by infrared sensors give machines organic functions. This journey
through the interior of the body also involves images taken with micro
cameras. Domingues started to explore new media in the late 1970s, as
part of the experimental artist’s collective Espaço N.O. in the city of Porto
Alegre, the capital of the southernmost state of Brazil. Domingues is a
multimedia artist holding a Ph.D. in communication and semiotics from
PUC/São Paulo. She teaches at Caxias do Sul University (U.C.S.), where
she also coordinates an interinstitutional graduate program in communication and semiotics at the U.C.S. and the PUC/São Paulo. She also
coordinates the research group Novas Tecnologias nas Artes Visuais.
Contrasting with the play between presence and absence, physical
and virtual spaces in the performances and installations of the artists Simone Michelin and Diana Domingues are the works of Tania Fraga,
Rejane Spitz, and Giselle Beiguelman, which focus on virtual worlds and
designs.
Creating virtual fields where three-dimensional objects exist, Tania
Fraga’s virtual worlds are made for the computer screen. Free from physi-
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472
cal constraints, Fraga’s interactive stereoscopic simulations challenge viewers’ perceptions with new forms of geometric performances that are at
once mathematically logical and random, constructive yet surprisingly
sensual. Interested in the unexplored possibilities of three-dimensional
forms in virtual space—free of gravity and of the laws of physics—the
artist challenges our “natural” visual perception, reminding viewers that
vision is also ideologically and culturally constructed. Our way of representing three-dimensional forms on two-dimensional space is based on
notions of depth inherited from Renaissance perspective and reinforced
by the lenses of photographic cameras, cinema, and video. It is, of course,
one among many ways of representing depth. Fraga’s interactive stereoscopic simulations amplify the user’s perception of virtual spaces with
their intrinsic logic of movement and unexpected behavior. Fraga, who
holds a Ph.D. in semiotics from the University of São Paulo and teaches
at the University of Brası́lia, explains: “The 3D worlds are constructed as
complex spaces always disclosing unusual perspectives where emptiness
and silence have a place. Therefore, the worlds are characterized by their
lightness, their multiplicity, and their openness. We move through them,
then beyond them, and perceive their depth. We feel there is a place
beyond the image that we cannot clearly see. There is no systematic way
to manipulate the objects. There is only a set of predefined options to
choose from. At the same time, interior and exterior are part of the same
continuum that characterizes the virtual space. The meanings do not come
from the outside world, but they emerge in a synchronic process in the
viewer’s mind when interacting within the simulated world.”15
We tend to ignore the cultural loss involved in technological progress.
The destruction behind creation is in part the subject of Rejane Spitz’s
Private Domain (please, keep off !). Spitz—an artist, curator, art director,
one of the digital pioneers in graphic design in Brazil, a consultant for
electronic art—is an acute translator between different cultures and between analogic and digital modes of thinking. She started to work with
computers in London, where she received an M.A. from the Central
School of Art and Design in 1983. She has developed a number of innovative navigational design projects for the Web and CD-ROM. She holds
a Ph.D. in education from PUC–Rio (Catholic University) (1993) and
is the graduate coordinator of the art department and the electronic art
nucleus, also at PUC-Rio. She is a frequent participant in national and
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473
international electronic festivals and symposia (Spitz is the South American representative for SIGGRAPH and a member of the editorial committee of Leonardo).
Her concern with the sometimes difficult communication between
global and local cultures, and especially between digital and oral traditions, inspired Spitz to create her most personal work: Private Domain
(please, keep off !) (〈http://omnibus-eye.rtvf.nwu.edu/Homestead/rspitz/
desc.html〉). This Web site is structured around the relationships between
automatic teller machines and the colloquial ways of communication in
the northeast of Brazil. The avatars Spitz created for the different characters of her virtual domain are the hand-made clay dolls produced in the
northeast region. Each avatar has its social position described by poetry
and songs and engages in a different type of dialog with the ATMs. The
exchanges with the computer terminals reflect the hierarchical social structures of the region with all the subtleties, flavor, and humor of the local
language. The gap between this private domain and the objective language
of computers is made tangible by the artist, who pays homage to the beauty
of human relations, calling attention to their richness and to our loss: “This
work is about those empty hands that are on the fringe of the Web. It is
about those words that cannot be translated, those emotions that cannot be
shared, and those meanings that cannot be understood by people from other
cultures. It is about the richness of human beings living in their different
realities, with their own system of ideas, concepts, rules, and meanings.”16
Also working with Web design is Giselle Beiguelman. Born in São
Paulo in 1962, she is based there working as a multimedia essayist and
Web artist. Beiguelman holds a Ph.D. in history and was a fellow of the
VITAE Foundation. She is the author of various works on contemporary
history and a member of the Tenth ISEA International Program Committee and has been the Web editor of Arte/Cidade (a nonprofit organization
devoted to the arts and urbanism) since 1996. She has worked as Web
editor for commercial Internet providers and since 1998 has run
〈www.desvirtual.com〉, an editorial studio and her cyberbunker, where she
bases her personal projects (like The Book after the Book, a hypertextual
and visual essay where criticism and Web art melt into the context of the
Net’s reading and writing condition).
New media artists in Brazil today, regardless of gender, face an old
dilemma common in postcolonial societies: on the one hand, artists em-
Simone Osthoff
474
ploying the latest technologies need to be close to international markets
and venues and familiar with the Western conceptual artistic legacy; on
the other hand, they are required to provide some local and “original
flavor” (not necessarily alternative visions) to markets tired of the homogenizing effects of globalization and hungry for the exotic.
Since the beginning of modernism, “Europeans borrowed from other
cultures, particularly from African art, but were uninterested in what those
cultures might in turn borrow from themselves.”17 As a European export,
modernism remained a one-way street. Technology followed old colonial
routes, becoming in Brazil, at times, a fetish, not unlike African masks
for the beginning of cubism. The answer to the polarized attitudes of
xenophobia and xenophilia—mystifying either the national “original culture” or finding originality only in foreign products—continues to be
cultural cannibalism. This old strategy—employed successfully by Brazilian avant-garde artists throughout the twentieth century to subvert binary
neocolonial hierarchies such as original/copy, nature/culture, local/
global, human/technological, female/male—is still a viable strategy for
artists today.
The ability to make connections and negotiate among heterogeneous
histories and practices—public and private, local and global, visible and
invisible—does not start with new media, of course. But the quality of
the future, from the biophysical to social ecologies, will certainly depend
on the ethical implications of present technological and aesthetic choices,
enhancing or erasing the potential for personal and collective agency and
action.
NOTES
1.
Brazilian anthropologist and political scientist Luiz E. Soares has recently called atten-
tion to the Brazilian resistance to feminist ideas and theory. Addressing an audience of
anthropologists, Soares asked for the exorcization of the skeletons in the closets of master
narratives focusing on apparent more trivial and micropolitical issues to arrive at larger
political ones. Soares sees feminist theory as posing some fundamental questions about the
author and the relations between subjects and their discourse, as opposed to the emphasis
on the relation between discourse and their objects. See “Consequencias de uma Antropologia Trivial,” paper presented at the ABA (Brazilian Association of Anthropologists),
Conference, Vitoria, Brazil, 8 April 1998. Also Luiz E. Soares, “Political Correctness: The
Civilizing Process Is Under Way),” paper presented at the International Conference on
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475
Analytic Philosophy and Pragmatism, Federal University of Minas Gerais, Belo Horizonte,
6–8 August 1997. Here Soares works with the data from a Pesquisa Nacional por Amostra
de Domicı́lios (PNAD) 1988 census stating that the percentage of illiterates in the Brazilian
population over five years old was 18 percent among the white population and 36.3 percent
among the mulatto and black population. In 1988, salaries were shockingly unequal (and
continue to be): men’s salaries were more than double women’s salaries; white men’s salaries
were more than double the salaries of mulattos and blacks; white women’s salaries were
more than double the salaries of mulattas and blacks. Therefore, white men earned more
than three times the amount that black women earned. Carlos Hasenbalg and Nelson
Silva, Relações Raciais no Brasil Contemporâneo (Rio de Janeiro: Rio Fundo Editora and
IUPERJ, 1992).
2.
Iole de Freitas, interview with Ana Maria Machado, September 1987, quoted in Quase
Catálogo 2: Artistas Plásticas no Rio de Janeiro 1975–1985 (Rio de Janeiro: CIEC, 1991).
3.
I believe the resistance of Brazilian women artists to discuss gender issues can be at
least partially explained by economic and social structures in the country. The overlapping
of professional work and housework has been a reality in Brazil for poor women. Middleclass professional women have been able to rely on the institution of the maid, which
although undergoing many changes, is still pervasive. Female domestic servants live at the
poverty level and have jobs that require them to live on site and work six to seven days
a week at extremely long hours. This complex relation between gender and class interests
may play some part in explaining why, for many Brazilian women, feminism is seen as a
North American product that does not appeal to local men and women.
4.
Lygia Pape, interview with Lúcia Carneiro and Ileana Pradilla, Lygia Pape (Rio de
Janeiro: Nova Aguilar, 1998), 60.
5.
The pioneer project being edited by Eduardo Kac is being published by Leonardo:
“A Radical Intervention: The Brazilian Contribution to the International Movement of
Electronic Art.” The articles in this series have appeared regularly in Leonardo starting with
volume 29, number 2. They can also be found on the Web at 〈http://mitpress.mit.edu/
e-journals/Leonardo/isast/spec.projects/brazil.html〉. In Brazil, with the exception of a few
isolated articles by Mario Pedrosa, Walter Zanini among others, the first serious theoretical
examinations of electronic art were Arlindo Machado, Máquina e Imaginário (São Paulo:
Edusp, 1993) and Machado, A Arte do Vı́deo (São Paulo: Brasiliense, 1988). For a concise
account of the history of art and technology in Brazil, see also Walter Zanini, “Primeiros
Tempos da Arte/Tecnologia no Brasil,” in A Arte no Século XXI: a humanização das tecnologieas, ed. Diana Domingues (São Paulo: Fundação Editora da UNESP, 1997), 233–242.
Simone Osthoff
476
6.
Jocy de Oliveira, Days and Routes through Maps and Scores (Rio de Janeiro: Record,
1984); de Oliveira, Apague meu Spotlight (São Paulo: Massao Ohno Editora, 1961); de
Oliveira, 3o Mundo (São Paulo: Melhoramentos).
7.
Frederico Morais, “Oráculos e Holograms no Teatro de objetos de Sulamita
Mairenes,” O Globo, May 23, 1984.
8.
Analı́via Cordeiro, “Nota-Ana: uma notação-trajetória dos movimentos do corpo hu-
mano,” thesis, Universidade Estadual de Campinas, Campinas, SP, 1996.
9.
Almost cinema (quase cinema) is an expression created by Hélio Oiticica in reference
to his experiments with sound and moving images. Today it refers to the whole 1970s
and 1980s experimental film production in the visual arts. See Ligia Canongia, Quase
Cinema Caderno de Textos no. 2 (Rio de Janeiro: Funarte, 1981); Water Zanini, “Primeiros Tempos da Art/Tecnologia no Brasil,” in A Arte no Século XXI: a humanização das
tecnologieas, ed. Diana Domingues (São Paulo: Fundação Editora da UNESP, 1997),
232–246.
10. See Arlindo Machado, “Video Art: The Brazilian Adventure,” Leonardo 29, no. 3
(1996), and also Arlindo Machado, “A experiencia do Video no Brasil,” in Máquina e
Imaginário (São Paulo: EDUSP, 1993).
11. Interview with the author, Rio de Janeiro, 10 August 1995 (translation mine).
12. Sherry Turkle, Life on the Screen: Identity in the Age of the Internet (New York: Simon
and Schuster, 1995).
13. For an insightful account of the Tropicalist movement by one of its creators, see
Caetano Veloso, Verdade Tropical (Rio de Janeiro: Companhia das Letras, 1997).
14. See Leonardo Gallery, Leonardo 29, no. 4 (1996): 249.
15. Tania Fraga, “Simulações Estereoscópicas Interativas,” in A Arte no Século XXI: a
humanização das tecnologieas, ed. Diana Domingues (São Paulo: Fundação Editora da
UNESP, 1997), 117–125 (translation mine), available at 〈http://www.lsi.usp.br/⬃tania/〉.
16. Leonardo Gallery, Leonardo 30, no. 4 (1997): 254.
17. Edward Lucie-Smith, Visual Arts in the 20th Century (Englewood Cliffs, NJ: Prentice
Hall, 1996), 12.
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34
Technology Has Forgotten Them:
Developing-World Women and
New Information Technologies
Martha Burkle Bonecchi
For several years, my work as a communication professional has been
challenged by watching life from feminist perspectives. Reflecting on
the relationship between women and Information and Communication
Technologies (ICTs), I realized that it is time to overcome cultural stereotypes that keep women away from ICT management and to seize these
new tools to improve the way they affect our regions.
The ICTs, including mass media communication and the World Wide
Net, constitute a social division between the twentieth and the twentyfirst centuries. Until not so long ago, social differences were established
by access to the consumption of goods—rich versus poor. Material wealth
made the division between different social levels. Today, access to ICT
constitutes the division between those who have and will have access to
the information culture (the new wealth) and those who do not.
The ICT field’s interaction with women reestablishes a platform of
discussion on gender and social structures, on which we must reflect if
we intend to reach conclusions and make concrete proposals. Furthermore, the novelty of these technologies must be examined regarding the
impact they will have on women’s personal life and work. Moreover, my
personal feminist reflections are made from a Mexican and developingworld point of view and lead me to talk about women and ICTs from
those perspectives.
At the World Association of Christian Communication (WACC) congress that took place in Mexico in October 1995, the Hindu feminist
Kamla Bhasin analyzed the subordinated role of women in the third
world: “Women have been the main victims of the mass media. Our
dignity has been shattered by media that make use of our bodies and
distort them, that transform us into objects and consumers of goods.”1
A panel entitled “Media, Culture, and Communication Challenges and
Opportunities” was held in Beijing in August 1995 at the Forum of
Women Nongovernmental Organizations (NGOs). One panelist, the
Japanese journalist Yahori Matsu, urged women to design strategies of
participation in the media and strategies to face media.
According to the proposal of the Beijing action platform in respect to
communication, “The majority of women, especially in underdeveloped
countries, do not have effective access to the information highway and,
therefore, cannot access new information. Consequently, it is necessary
for women to intervene in the decision-making process that affects the
Technology Has Forgotten Them
479
development of NCTs in order to fully participate in their expansion and
control their influence.”
From this point of view, it is necessary to ask the following questions: Do the ICTs change the social position of women? Will they allow
developing-world women to take a step toward liberation and emancipation? Will these ICTs contribute to more equality between the the sexes?
Are these ICTs a plausible way to communicate in underdeveloped countries? And will they become accessible to their population? In this chapter,
I try to answer most of these questions.
GENDER RELATIONS AND NITs: BREAKING BARRIERS
The ICTs have emerged in a culture that could be called androcentric—
that is, where decisions, relationships, and even the way we understand
life are seen from a perspective of masculine domination.3 This androcentrism that has permeated Western history since its birth helps to
explain why women are not involved, for example, in the technology
development of household appliances, which are fabricated and designed
by men who imagine the needs and preferences of women and create
products that respond to stereotypes many times removed from the real
needs of women who do household chores.
The birth of ICTs toward the end of the 1970s became relevant in
the study of men’s and women’s environments. It soon became apparent
that these analyses centered on the work of men, under the assumption
that this work would be the same for everyone. The gender differences
between men and women workers were put aside, and concepts like working skills were not taken into account. Gender was not included when
the relationship of ICTs and work was analyzed.
Feminist discourse rescued this gender indifference by asking questions
about gender involvement in technologies and proposing that ICTs would
not have the same effects for men and for women. On the contrary, technology has come to corroborate work divisions among the sexes and, furthermore, gender roles that are determined by relationships, from family
to workplace.
Gender relations and technology produce and reproduce status between men and women, between femininity and masculinity.4 This means
Martha Burkle Bonecchi
480
that technologies, designed by men, are based on the relationships these
men establish with nature and women. In fact, the evidence suggests that
the introduction of new technologies to the workplace does not debilitate
the sexual division of labor, the work held by men and women, or the
social construction of skill in a substantial way.5 On the contrary, the
emergence of new working technologies reproduces existing labor divisions between the sexes, which indicates that the technologies do not
modify work assignments by gender. Furthermore, some feminist theories
(Cynthia Cockburn, for example) have demonstrated that while new technologies are not a disadvantage for women (in the developed countries,
I suggest), men are more favored by technological changes and therefore
the gap among genders is widening.6
This reflection on women and ICTs leads us to the need to break
paradigms. By this, I mean that we will not be able to understand the
role played by new technologies in a society where gender differences
continue as a model by which social relationships are established. Even
though we can see certain changes in this regard, gender continues to be
a decisive factor when signaling women’s actual state, whether we talk of
the first or third world.
I already mentioned the sexual divisions in the workplace, but although
the continuing use of technologies has brought a reduction in the time
spent doing housekeeping, it has not had the same effect on male participation in housekeeping, which seems to be less connected to technological
options than to gender identity.7
Many countries already deal with the issue of having women fully participate in the design and usage of new technologies. Women remained
outside academia for centuries because its culture excluded them. Not
until the 1970s did women become formally active within the academic
arena.
In some European countries (such as England and Germany), those
who work in academia have been supported by feminist groups and have
succeeded in helping women reach certain areas of knowledge that were
formerly banned to them. Great Britain, for example, implemented a program called Women into Science and Engineering (WISE) in 1984. This
program pursues, among other objectives, the introduction of women to
the logic and application of computer technology. Germany, on the other
Technology Has Forgotten Them
481
hand, began a public-information service that encouraged young high
school women to choose “difficult courses,” such as mathematics, chemistry, and physics. This campaign was well publicized, but its results have
not been determined.8
Nevertheless, in developing-world countries, families with lower incomes and education levels require daughters to work to pay for their
brothers’ education. This expectation has reinforced, particularly in my
country, the subordination of women as “second-class citizens” who must
find the learning of domestic tasks to be sufficient education.
If the acquisition and implementation of new technologies are not accompanied by a radical change in social relationships between genders,
any skills that women obtain in academic fields will be useless. The feminist lesson regarding this issue refers precisely to the labor relationships
established by women every day and the role that technology plays in
them. It cannot be understood without understanding other components
of social life.9
BEIJING: WOMEN AND ICT CHALLENGES
The Fourth World Conference on Women celebrated in 1995 in Beijing
highlighted the topic of women and new technologies. This corroborates
the importance that the ICTs have achieved in women’s everyday lives
around the world. One major challenge facing women is ensuring equal
access to decision-making positions in media and communication systems
as an indispensable tool for guaranteeing equality among genders. The
importance of the strategic role of communication and of revindicated
democratic and participative practices in media and communication systems was discussed. Also, the Conference reflected on women’s right to
access information and freely express themselves in various media.10
The Beijing Action Platform also stressed the urgent need for further
education, training, and employment for women to promote and guarantee equal access to all spheres and levels of the media. Participating in the
production, use, and broadcasting of new communication technologies
is an urgent desire common to women of different sectors and countries.
Communication constitutes for us all an indispensable element of equality
among genders.
Martha Burkle Bonecchi
482
The Beijing Conference stressed that it is necessary “to stimulate and
recognize women’s communication webs and support those groups of
women that participate in all areas of ICTs, making us aware of its importance and providing support centers that can facilitate their access. It is
already an urgent invitation.”11
Facing the opportunity to access a great deal of information and a
channel of interactive communication, a growing number of female organizations represented in Beijing have been motivated into seizing this tool,
overcoming in some cases personal resistance and fear.
In Latin America, many of the NGO offices are using this mechanism,
and according to information provided by the Agencia Latinoamericana
de Informacion (ALAI), different media specialized in women are feeding
its webs. Nevertheless, in this part of the world, most women have very
low levels of education and live in conditions of extreme poverty, so that
they do not even think about technology.12
The Beijing Action Platform stated that women in Latin America have
not had effective access to the electronic highways of information and
therefore cannot create webs that may offer them new information. Socialist feminists have reminded us that production relationships are built both
by gender divisions and by class divisions. Cynthia Cockburn, Erik Arnold, and Wendy Faulkner see women’s exclusion from technology to be
a consequence of work division by gender that has been developed under
the capitalist system.13
WOMEN IN DEVELOPING-WORLD COUNTRIES: ACCESS TO NEW
TECHNOLOGIES, FACING REALITY
Reflecting on women’s access to ICTs in the Third World leads us to a
complex situation where injustice, poverty, and marginalization together
with education and gender situations are intertwined. According to Capra Kamla Bhasin (the Hindu feminist mentioned earlier), most technology is fragmented and inclined to manipulation and control more
than cooperation, is autoassertive more than integrated, is centered
more than regional, and is applied by individuals who form an elite. As
a result, technology has become profoundly antiecological, antisocial,
unhealthy, and antihuman.14 Some communication theorists, such as
Technology Has Forgotten Them
483
Armand Mattelart, even believe that it is necessary to break with technologies and with the democratic utopia that determines access to and use of
media.15
A UNESCO research study that took place between 1990 and 1991
and was published in 1994 stresses the social and cultural impacts of ICTs
in women’s concrete activities.16 The chapter that analyzes the role that
women in Latin America play in media emphasizes that ICTs have generated new production, transmission, and consumption processes. Therefore, it is impossible to separate ICTs from the economical and cultural
contexts in which these are held. The study analyzes three realities about
the extension of ICTs around the world—the nonegalitarian character of
its development, the transnational character of its process, and the increase
in the concentration phenomena. These three realities reflect ideological,
economic, gender, and workplace inequalities.
The research on female employment in mass media and its relationship
to the decision-making organism clearly shows that women are underrepresented in both managerial and technical positions in mass media. On
the other hand, women are resistant to mass media, an attitude that is
reflected basically in the creation of alternate media and in the possibility
that women are not seen as stereotypical products. For many researchers
in this field, both attitudes would allow more freedom in the womenmedia relationship that would facilitate the incursion of women in these
fields.
The analysis of the relationship between women and the mass media
stresses the differences between women producers and women consumers.
In many instances, women repeat male ideological models. Many women
consumers do not have an urgent need to transform media stereotypes
because in many instances their own lives are built around these false and
artificial models. These facts make our investigation more complex.
In Africa, for example, the participation of women in media is limited
by the lack of quality TV and radio programming, the difficulty of changing women’s situations in developing-world countries, and the need for
media messages to consciously make sense to African women.
In Egypt, the illiteracy index among women continues to be very elevated. Feminist topics are important in the media, but they still insist on
portraying women as housekeepers. Women hold 60 percent of manage-
Martha Burkle Bonecchi
484
rial positions in Egyptian radio and TV, a high percentage in comparison with other countries. Nevertheless, this percentage does not
mean that these women engage in important ideological transformations. The higher social classes decide on the content of the mass media,
and, therefore, their own interests determine content. As a consequence,
there is a great distance between these interests and the population’s real
needs.
The situation is very similar in Latin America. In Bolivia, for example,
women are great media consumers; nevertheless, the content shown is
far from their everyday reality. Access and consumption continue to be
privileges of the elite. Women journalists are not uncommon, but this
has not benefitted Bolivian women in their everyday lives.
In Bolivia, an alternative communication project called Warmin Arupa
is shown on radio, on television, and on video. Among its primary goals
is for women to express their own reality and spread their message to
other women.
In Chile, radio and television are the most popular media. The underground radio stations created in mainstream areas have interrupted their
transmissions in the hope that legislation will permit the regulation of
their airwaves. The enrollment of women in communication courses such
as journalism, public relations, and publicity has continued to grow; however, the participation of women in managerial positions in the mass media remains scarce. In this Latin American country, in 1991, the first
feminist radio station in Latin America was created with the support of
the Danish government. This initiative is attempting to change the function of media and the place of women in society.
In Singapore, many women are involved in radio and TV, but their
presence is lower than men’s. A great number of women work in fields
such as journalism and writing rather than in ICTs. Men are trying hard
to gain their control of ICTs, while women only see ICTs as complementary accessories to their work.
MEXICO’S INDIAN WOMEN: A REALITY FAR FROM ICTs
As in almost every country in Latin America, the contrast between Mexico’s urban citizens and its rural inhabitants is dramatic. Indians’ educa-
Technology Has Forgotten Them
485
tional levels are very low, and a great number of Indians are unable to
read or write. A great number of Mexican women survive day by day,
looking for food for their families.17
In some cities, women are hired not only for their manual skills but
also because they do a job without arguing, asking for fair pay, or complaining about work loads. Women are programmed to obey and are
undereducated.
We could talk a lot about the monopoly in TV and its control over
Mexican ideology, but a recent study done by the Mexican Radio Institution (IMER) shows that the number of women reporters and researchers
is increasing. Nevertheless, the image of women that emerges from their
labors is one of a superficial, stereotyped person.
Talking about media and democracy, Mattelart proposes that “on an
international level, democracy is in jeopardy. . . . The dramatic reality
we have to face is that decisions that affect the future of world communication are being made by small groups that do not pay attention to our
real needs.”18
MEXICAN WOMEN NETWORKING
To create new ways of accessing technology is a must. To help women
to improve their educational levels and get better jobs, in Mexico as in
other developing-world countries, access to technology has to be cheap.
An example of accessible ICTs has been the work of the Association for
Progress in Communication (APC), a global communication net that provides low-cost access to the Internet and the World Wide Web for NGOs
working on human rights, ecology, social development, women’s rights,
and peace. Men and women using APC communication services can access much information on these and some other issues, can share their
own experiences, and can participate in discussions.19
APC has developed training workshops in Africa and Asia for women who want to work with ICTs. In Mexico, APC works through
LaNeta, a nonprofit organization that offers some Net services like electronic mail, forums, and workshops. The first goal is to make ICTs accessible to everyone and to make access to new technology a democratic
right.
Martha Burkle Bonecchi
486
I believe that it is urgent that we work for a fairer distribution of
ICT resources for women in the developing world. I recently had the
opportunity to interview five women who work as Net trainers, Web
masters, and Web information feeders.20 They are all committed to helping women learn how to use information technologies, to work as a network, to exchange information, and to join forces from every point of
the world:
Women do naturally networking, and the making up of nets is precisely this.
What we have to do is to improve the networking, to build strategies so that we
would be able to be more present, to have more impact all around the world.
Mexican women have to be ready to form part of politics in order to be able to
face the telecommunications challenge, to build the cyberspace as a place for each
and every one of them.”21
CONCLUSIONS
The feminist discourse on ICTs was developed in Europe and the United
States, but since the Beijing resolutions women in the developing world
have been vocal about trying to access ICTs.
The new information technologies present different opportunities for
women and men because of economic and geographical constraints and
the tendency to replicate the established gender division of labor and patterns of work. The question is how to sort out the economic and geographical problems from the gender and culturally related problems. We
could begin by exploring the implications of an English-language and
Western-dominated Net.
Any analysis of developing-world women and ICT utilization should
not neglect issues of poverty and justice. ICTs need to be accessible by
all kinds of women around the world. Access to ICTs needs to be cheaper
in developing-world countries, and women there need more chances for
a free education and for higher expectations for ther lives.
NOTES
1.
Kamla Bhasin, speech given at the World Association of Christian Communication
(WACC) Congress, Mexico, 1995.
Technology Has Forgotten Them
487
2.
Beijing Action Platform Fourth World Conference on Women, Beijing China, 1995,
Action for Equality, Development and Peace (1995), ch. 4.
3.
Judith Astelarra, “Tecnologı́a y valores,” Telos 13 (March–May 1988): 95–103.
4.
Cynthia Cockburne and Ruza Fürst, eds., Bringing Technology Home: Gender and
Technology in a Changing Europe (Buckingham England: Open University Press, 1994),
15.
5.
Juliet Webster, “What Do We Know about Gender Information Technology at
Work?” European Journal of Women’s Studies 2 (1995): 314.
6.
Cynthia Cockburn and Ruza Fürst, eds., “Bringing Technology Home,” in Gender
and Technology in a Changing Europe (Buckingham England: Open University Press, 1994),
13.
7.
Cynthia Cockburn and Ruza Fürst, research on this matter, 1994.
8.
Liesbet van Zoonen, “Feminist Theory and Information Technology,” Media Culture
and Society 14 (January 1992): 9–29.
9.
Webster, “What Do We Know about Gender Information Technology at Work?,”
329.
10. Beijing Action Plataform, ch. 4, J.1.
11. Beijing Action Platform, ch. 4, J.239F.
12. According to data obtained from the Ministerio de Asuntos Sociales de Espana and
the Facultad Latinoamericana de Ciencias Sociales (FLACSO), published by UNICEF and
UNIFEM (Mexico) in 1990, 15 percent of Mexican women are illiterate, which means
that one-quarter of the entire population over fifteen years old considered themselves to
be illiterate. Illiteracy is concentrated in people who live in rural zones, poor people, and
men and women over forty years old. Women’s illiteracy rates are clearly above those
of men. In 1991, almost 60 percent of the total population over twelve years old had
not finished elementary school, 26 percent had reached high school, and only 14 percent reached college or university. This reality was even more dramatic in rural zones:
in 1991, three-quarters of the population in suburban areas had not reached elementary
school; 19 percent had reached high school, and only 6.2 percent had reached college or
university.
Martha Burkle Bonecchi
488
13. Webster, “What Do We Know about Gender Information Technology at Work?,”
329.
14. Bhasin, WACC, 1995.
15. Armand Mattellart, comments at a conference at the Instituto Francés de América
Latina (IFAL), Mexico, 28 April 1996.
16. Silvia Pérez-Vitoria, “Las Mujeres y las Tecnologı́as de la comunicacion,” in Estudios
y documentos de Comunicación de Masas (UNESCO, 1994).
17. Poverty in Mexico in 1994 affected 40 percent of homes. There has been a very small
decline in poverty since then, but this difference is not noticed in rural regions, where
poverty remains extreme. In 1992, almost half of Mexican rural families were located below
the poverty level, and most of them lived in substandard homes. Teresa Valdez Echenique
and Enrique Gomez Moraga, Mujeres latinoamericanas en cifras (Ministerio de Asuntos
Sociales, Mexico, Instituto de la Mujer, Spain & Flacso, Chile, 1995).
18. Mattellart, conference at IFAL.
19. APC, information brochure, 1995.
20. Erika Smith is an American woman who works for the Women’s Program at Laneta
in Mexico; Britta Sholtys is a German journalist who works for CIMAC, women journalists
who work with the goal of bringing information about women to newspapers; Zaida
Rodrı́guez is a Mexican Webmaster who works for Modemmujer, a NGO inspired by the
Beijing project to involve more women in Net usage; Beatriz Cavazos is a cofounder of
the project Modemmujer, and Sylvia Cadena is a Colombian woman who works as the
Webmaster of Colnodo, an electronic Net for Colombian women.
21. Interview with Erika Smith, 27 March 1998.
REFERENCES
Alberdi, Inés. “Nuevas tecnologı́as y educación.” Telos 13 (Madrid 1988): 7–79.
Astelarra, Judith. “Tecnologa y valores.” Telos 13 (Madrid 1988): 89–94.
Bhasin, Kamla. “Las Mujeres Dinamizando las Comunicaciones—de Bangkok a Pekı́n.”
World Association of Christian Communication (WACC) Congress, México, October
1995.
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Camps, Victoria. “El Juicio Femenino ante las Nuevas Tecnologı́as.” Telos 13 (Madrid
1988): 66–69.
Cockburn, Cynthia, and Ruza Fürstç Dilic, eds. Bringing Technology Home: Gender
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Escario, Pilar. “Mujer y Trabajo ante el Cambio Tecnológico: el Riesgo de Segregación
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Mattelart, Armand. “El Engañoso Concepto de la Globalización Cultural.” Paper delivered
at a conference at the Instituto Francés de América Latina (IFAL), Mexico, 24 April
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Perez-Vitoria, Silvia. Las Mujeres y las Tecnologı́as de la Comunicación. Estudios y documentos
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Piva, Paola. “El trabajo a distancia.” Telos 13 (Madrid 1988): 104–109.
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Van Zoonen, Liesbet. “Feminist Theory and Information Technology.” Media Culture
and Society 4, no. 1 (1992).
Wagner, Ina. “Hard Times: The Politics of Women’s Work in Computerized Environments.” European Journal of Women’s Studies. London: Sage, 1995.
Wright, Barbara Drygulski, ed. Women, Work and Technology. Ann Arbor: University of
Michigan Press, 1987.
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35
Crossing the Threshold:
Examining the Public Space of
the Web through Day Without Art
Web Action
Carol Stakenas
I wish to balance my desires.
—kathrin becker
I wish that all my friends that have passed on reincarnate as happy
people.
—frank andrews
Despite the odds, one hopes for—in fact, demands—the future!
—leon golub
I want money, I want money, I wish I was ten years younger.
—kathe burkhart
The act of wishing, especially as a communal ritual, can start a subtle, yet
powerful transitional moment for an individual. In the instant of vocalizing
a wish, your imagination pushes possibility to the front of consciousness.
To wish, or desire, becomes especially resonant against the broad continuum
of how the HIV/AIDS pandemic continues to effect our lives and our culture from the promising news of a possible vaccine to the ominous certainty
that this fatal virus is continuing to spread. Love, peace, health, hope, sleep,
communication, home, money, lust, and happiness: what do you wish for?
DAY WITHOUT ART, NOT A DAY WITHOUT ACTION
Day With(out) Art (DWA), held annually on December 1, provides a moment to mobilize the arts community, both nationally and internationally,
and to increase awareness of HIV/AIDS and its devastating impact. Held in
conjunction with World AIDS Day since 1989, this observance has evolved
over time to become a proactive moment, including exhibitions, events,
public interventions, and programs that bring focus to our society living
with HIV/AIDS. It is an occasion that emphasizes the important role the
arts play in understanding the impact of this disease while also continuing
the ritual shrouding of artworks and the closing of exhibitions to remember
those we have lost and the devastation our field has sustained.
Since 1995, I have annually coordinated Creative Time’s DWA Web
Action to facilitate the coming together of individuals and organizations to
defy the geographical boundaries and unite publicly around the grave impact
of the AIDS pandemic. It is somewhat daunting to create a project in
Crossing the Threshold
493
response to the AIDS crisis now that we are solidly planted in the second
decade of living under the shadow of this disease. Recent developments in
drug-treatment programs hallowed by the media, the demographic shift
in the populations that are being ravaged (the statistics concerning rate of
infection for drug users and minorities is alarming), and our lack of connection to the global impact of AIDS have numbed many Americans’ sense of
urgency. And yet family members, lovers, and coworkers continue to get
sick. Perhaps you cross the threshold into positive. Now the computer power
button is pushed, the modem sings, and then the Internet opens as a fertile
terrain to address your needs to search for critical medical information, seek
out services, find community—to become an electronic activist.
DWA WEB ACTION STARTS FROM HOME BASE
DWA Web Action emerged through my experience as a Creative Time staff
member. When I joined the organization, Anne Pasternak, the executive
director, was eager for the organization to address the emerging public space
of the Internet, especially the Web. Since I wanted a chance to combine my
artistic practice with my position, this new frontier was extremely appealing.
Creative Time commissions and presents artists who work in the public
realm and who challenge notions of what art is and can be. It seeks new
strategies that can help expand and strengthen artistic expression and contribute to larger dialogs on cultural production. Throughout its twentyfive-year history, this not-for-profit arts organization has worked with artists from all disciplines in an amazing array of public spaces. For Creative
Time, the artwork and the public are inextricably linked.
One of the most obvious aspects of the Web that encourages an interpretation of public space in this electronic landscape is the ease of hypertext linking
from one Web site to another. By focusing on this invisible passing from site
to site, sense of location and domain shifts into a tracery of networks. From
its inception, DWA Web Action has been a community-based endeavor that
relies on the cooperation of many individuals to reveal an aspect of this electronic matrix—a network of activism already present in the arts community.
Employing practical coalition-building tactics to generate participation, I crafted a simple e-mail invitation in which sites were invited to
participate by featuring the Day Without Art logo on their home pages,
which was then linked to the DWA Web Action site. I targeted both artsand AIDS-related sites and any e-mail pals I could find. The hope was
Carol Stakenas
494
to heighten visibility by benefiting from individuals’ online presence as
well as organizations’ extension into this virtual realm.
In designing the project, we kept the requirements for participation
minimal so that Web designers of all skill levels would be able to join.
Since I had just learned my first HTML tags, the baseline was not hard
to find. At the same time, we wanted to encourage more elaborate interpretations. Although many participants simply added the linked DWA
icon to their home pages, several sites employed a more radical approach
that echoed the classic DWA shrouding ritual: they disabled entry to their
Web sites and displayed the linked DWA logo on a black background
for the entire day. Other sites opted for an elegant solution that placed
the DWA logo on a special buffer page that held users’ attention for a
moment to consider the special focus of the day before allowing them to
“pass through” to the site. A list of all sites participating in the project
was posted to link back to each site. Although a list did not conjure a
visual sense of this network, it was a first step in representing the coalition
that formed for DWA Web Action.
In the first year, the Web appealed to me as an effective research tool.
With 14.4 modems as our initial standard, elaborate graphics created too
much lag, and I really wanted to move users through the DWA Web Action
into other sites. To that end, we posted a resources section that featured
a list of information links connected to medical resources, specific services
for artists, youth outreach information, and links to advocacy sites and
other information- and service-rich community organizations.
THE WORLD IS GETTING EMPTY . . .
In addition to activating a network of consciousness, DWA Web Action
featured artwork as a way to create a moment of pause for viewers as
they passed through the site. The first artwork used was Visual AIDS
BROADSIDE (1993) by John Giorno. BROADSIDE is a project in
which text, image, and information artworks are made available as
camera-ready mechanicals for easy dissemination. Each broadside focuses
on the effect of AIDS on a specific community.
For the initial year, artnetweb (〈http://artnetweb.com〉) agreed to host
the site, and their artist-in-residence, G. H. Hovagimyan, collaborated on
the site presentation. G. H. evolved the online experience by using a meta
tag refresh, which created a performative reading of the piece. Once a user
Crossing the Threshold
495
came to the site through the DWA link, G. H. used visual cues in the
BROADSIDE to segment the phrasing of Giorno’s words. The resulting
series of five pages are automatically loaded one by one, offering the viewer
a moment of contemplation. In addition to this performative moment,
DWA Web Action 1995 offered Giorno’s piece as a full page to download
(figure 35.1). Three newly commissioned works by artists William Cullum,
Roberto Juarez, and Steed Taylor were also made available in digital form.
TRIPLE COCKTAIL
For DWA Web Action 1996, I collaborated with artist C. B. Cooke. At
that time, the new triple-drug therapy (the most common combination
of drugs was AZT, 3TC, and a protease inhibitor) was yielding promising
results. Yet our optimism was laced with ambivalence. Drug-combination
treatment does not work for everyone. For those that it can help, how
will they get access to these costly drugs? For HIV/AIDS service organizations, this new protocol means exploding budgets to serve an everincreasing client base. For young people, still one of the fastest-growing
populations infected by HIV, could the hype surrounding this “magic
bullet” create a false impression that a safety net is available if you get
infected? As a response to these pressing concerns, C. B. created a stunning
Web animation, VisionNeverstopCrying, that wove together three cycling
poems revealing his personal anger, frustration, and even love in response
to how AIDS has impacted his life. Rhythmic flashes of pharmaceutical
logos punctuate the ebb and flow of his words.
Users who arrive at the site are required to pass through HIV-infected
T-cells to enter the site to reinforce a sense of personal contact with AIDS.
Then in a triple combination of our own design, C. B. and I developed
an interface for the DWA Web Action 1996 site that offered three areas
of exploration. In addition to the Resources and Participants sections, we
added an Actions area. Unlike the 1995 site, which simply listed and
linked the Web sites that participated, this new area allowed any online
visitor to contribute to the site.
In a collective posting area entitled “What are three things you could
not live without?” users were invited to engage in a delicate word play to
respond to the question. After filling out a preliminary form, each person’s
three words were posted at the top of three columns. As the list grew,
the entries, which ranged from lighthearted and cliché “things” to more
Carol Stakenas
496
Figure 35.1
DWA Web Action, 1995, collaboration with G. H. Hovagimyan. Using a meta tag refresh created a
performative reading of A Visual AIDS BROADSIDE by John Giorno, 1993.
Crossing the Threshold
497
arresting comments, began to offer a collective list that could be read in
various ways. Totemic profiles created by each column encourage the eye
to link the words vertically as well as horizontally. The repetition of popular entries—love, for instance—appeared in all three columns repeatedly,
offering a rhythm and shape to this collective action. In addition to creating space for active users, this section also provided a link to a memorial
list as a reminder of the growing community of those who have been lost.
As I began to do research to update the resources links for this second
observance, I found an extraordinary increase in sites offering information
and range of topics and services on HIV/AIDS accessible via the Web.
I also noticed innovative Web designs and an increasing sophistication
in the visual language being used to engage visitors. Most noticeable were
the many jazzy, animated GIFs fluttering about.
There was also a palpable sense of territory being created and claimed as
more and more fellow arts organizations and museums posted Web sites
and as new entities were dedicated to online artistic practices. As in the
previous year, I began disseminating invitations primarily to fellow colleagues in the arts community but hoped the resonance of DWA Web Action
would extend to the broader public that was rapidly expanding online. Eventually, a “buzz” began to travel, and to my delight, as participation grew,
the number of individual Web sites that joined the observance increased.
(In fact, the West Hollywood neighborhood of the GeoCities server annually yields an enthusiastic enclave of participants.) Local community-based
service organizations and activists groups such as Housing Works, Gay
Men’s Health Crisis, ACT UP, and GLAAD also joined the observance.
At this time, Creative Time made the commitment to build our own
Web site and take a domain name (〈http://www.creativetime.org〉). Now
that we had a way to track activity on the site, we were surprised to learn that
over 4,000 visitors had passed through our site that first week in December.
THE WISH MACHINE
Day Without Art Web Action 1997 was created in conjunction with artist Chrysanne Stathacos. This online project was originally inspired by
Stathacos’s The Wish Machine project, which Creative Time presented in
New York City’s Grand Central Terminal (December 1997 to January
1998). Inspired by a wishing tree that the artist saw in India, this customized vending machine offered urban commuters the opportunity to
Carol Stakenas
498
make a wish, focus on a vintage daguerreotype portrait, and smell the
essence of a plant that evokes the essence of the wish—extending the
wishing ritual into a multisensory experience. Chrysanne was already interested in associating The Wish Machine with DWA, and it was immediately apparent that we could create an online version that would have its
own integrity.
Using the vending machine to shape the interface (figure 35.2), I
worked with Paul Kontonis of Silvershock and Manos Megagiannis of
TeKnowledge Industries. Using a Java applet, the project offered a place
for personal and collective action and contemplation. Instead of hard currency, the user was invited to submit a wish to activate the powerful energy
of imagination and hope. Unlike the machine in Grand Central, which
encouraged a silent and private ritual, the on-line version gave users a
place to publicly confess a desire.
In addition to the more ambitious Java scripting, DWA Web Action
1997 used a leaf image to create “fields” in the Participants section. This
image was developed from the wishing tree motif that Stathacos used in
The Wish Machine. Arranged alphabetically, each group of links nested
in a virtual hedge. Our intent in constructing these fields, instead of a
traditional list, was to offer an extremely low-band-width solution that
could present a simple but more visual sense of this network of consciousness. Although I can intuit the nature of this matrix, I am still searching
for ways to visualize a user’s sense of place within the geography of this
electronic network.
SILENT ORPHEUS AND TIME CAPSULE
So often, Internet and World Wide Web are considered to be synonymous,
when in fact the Web is only one protocol on the Internet. I wanted to
extend DWA Web Action onto another protocol to break out of my Web
biases, so I invited the Plaintext Players to present Silent Orpheus (1997),
a live Internet performance. This performance group is pioneering a new
form of drama that is intrinsic to cyberspace. It uses the Internet’s
multiuser environments known as MOOs. Performances are based on
written scenarios that are a unique hybrid of fiction, theater, poetry, and
verbal improvisation that is shaped and encouraged by the director, Antoinette LaFarge. Past Plaintext performances such as Little Hamlet (1995)
or The White Whale (1997) reveal the group’s interest in the dynamic
Crossing the Threshold
499
Figure 35.2
DWA Web Action, 1997, collaboration with Chyrsanne Stathacos. This quote from The Wish Machine
posting area is by Patrick O’Connell, the founding executive director of Visual AIDS and a cofounder
of Day With(out) Art.
Carol Stakenas
500
retelling of classic literary narratives with a soap operatic, improvisational
flair. For our event, they retold the story of Orpheus focusing on the
bleak time when the legendary singer and poet must descend to hell to
bring his love, Eurydice, back from the dead. During Orpheus’s absence,
music and poetry vanish from earth. The intertwined themes of art, death,
and resurrection of this classic Greek myth were especially poignant.
As with other Plaintext Player performances, Silent Orpheus was viewable to audiences online via Telnet on the virtual world known as ID
MOO, which is hosted by the School of Visual Arts, New York. We also
arranged offline access coast to coast with simultaneous live projections
at the Institute of Cultural Inquiry (Santa Monica, California), Harvard
University (Boston), and Thundergulch (New York).
In cooperation with ArtAIDS (United Kingdom) and Visual AIDS,
Creative Time also offered access to Time Capsule (1997). Facilitated by
artist Ming Wei Lee, this project asked individuals to submit text and
image offerings to preserve for posterity personal accounts of the AIDS
pandemic impact at this specific moment. A simple e-mail ftp process
was set up for online submissions. To extend the range of participation,
in-person contributions were scanned or digitally photographed for The
Time Capsule at the Edward John Noble Education Center at the Museum
of Modern Art for the first two days in December 1997. Individuals
brought their small objects, photographs, memories, and statements about
the AIDS pandemic. The virtual contents were “launched” on January 30,
1998, and will not be accessible until the unlocking on 1 December 2002.
It should be quite telling to reminisce on our present-day reality in
the years to come. How will we use technology and its networking capabilities to change and evolve the way we construct community, interact with
others, educate ourselves, do business, make art? We have seen these capabilities already start to challenge the way we define these activities.
Through the development of DWA Web Action, I have come to appreciate
the value of working collaboratively—with the artists I have specifically
mentioned and also with an online community whose voice grows
stronger and stronger as we continue to activate this network and find
our bearings in an electronic landscape.
Creative Time continued to commission DWA Web Actions through December 1, 2000. Please visit 〈http://www.creativetime.org 〉 to explore the complete
archives.
Crossing the Threshold
501
36
Contested Zones: Futurity and
Technological Art
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Futures are contested zones, and the language we use to talk about them
is possibly more important than we usually realize. To speak with apparent
certainty of things that will or are bound to happen is to use the “collapsed
future tense” and to risk reproducing a form of technological determinism
that pictures technology as an autonomous entity evolving under its own
momentum, independent of human decisions, actions, or motives that
could be contested from a variety of perspectives in a variety of languages.
Can a future already known in advance even be considered a future? Is
it not simply a projection of what Heidegger describes as an “entrapping
securing” of a world and its inhabitants made available as resources and
ordered to serve precalculated outcomes?1
Perhaps since Marx and certainly since the rise of the political struggles
of feminists, indigenous peoples, and ethnic minorities, it has become
increasingly accepted that there is no one “history” but that histories are
narratives told from particular standpoints and with characteristic blind
spots. The same relativistic perspective is not usually applied to futurity,
which (in Western culture, anyway) is almost always invoked in the singular—the future—and assumed to be a destiny shared by all. But just as
we have learned to interrogate “history,” so can we interrogate accounts
of the future: Whose future gets to be the future? Whose visions are named
as realistic and attainable, and whose are deferred as impractical and utopian? Who gets empowered and legitimated by such language? Who is
ignored?
Linguistic habits such as the collapsed or singular future arise partly as
ideological effects of late capitalism, reflecting the sense that technologies
“arrive” or “impact” on ordinary people at speeds and from directions
beyond our control. Yet at stake is not merely the possibility of gaining
control over this or that technology, for, as philosopher of technology
Don Ihde has pointed out, so coextensive are technology and culture that
the question of how to gain control over technology is really a question
of how to “control” a whole culture.2 Thus, questions concerning technological futurity can be translated into questions about who—or what—
are the agents of cultural change.
Originally published in Leonardo 29, no. 1 (1996).
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Western technologies have long been caught up in the progress narrative overtly promoted as icons of modernity, newness, and futurity. At
different historical periods, artifacts such as the clock, the steam engine,
and, more recently, the computer have been taken up as metaphors defining humanness and culture.3 Even at the supposedly postmodern moment, faith in the progress narrative persists in the form of technological
neophilia (the love of the new). Advertising rhetoric that describes new
products as “revolutionary” can reinforce the idea that technological
change automatically brings about social “revolutions,” ending domination rather than (as is more usually the case) allowing it to alter its sites
and forms. The historical awareness that decisions about technologies
are made by particular social actors on the basis of particular interests—
often business and military ones—is frequently eclipsed by a technological determinist perspective emphasizing machines as agents of social and
historical change, with their own evolutionary powers. Successive generations of ever “smarter” tools are heralded as manifestations of the future
today, to which “we” can do nothing but acquiesce.
Collapsed futurity is also discernible on the post-1960s left, which has
successively lost faith in socialism and utopian thought. In a 1982 essay,
Marxist cultural critic Fredric Jameson proclaimed that “the past is dead”
and that while “the future . . . may still be alive in some heroic collectivities
on the Earth’s surface, it is for us either irrelevant or unthinkable.”4 But
the “us” for whom the future is a nonissue is not completely inclusive:
Jameson himself cites utopian feminist writers (including Le Guin, Russ,
and Delany) as counterexamples. My suggestion is that although past and
future may be of little interest to disenchanted veterans of the new left,
both history and futurity are very much alive and contested by members
of the newer social movements (such as feminism, environmentalism, and
land rights).
THE POLITICS OF NEOPHILIA
I am interested in becoming more discerning of differences in attitudes to
newness and futurity in discussions of technological arts. Understandably,
many arts practitioners and critics are excited about the possibilities of
electronic media to open up new forms of art, authorship, and sponsorship. But do these new technologies have to be taken up by artists with
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the same neophilic spirit that pervades the capitalist and military matrix
in which they were promoted and developed? The visual arts and crafts
are potentially important sites for exploring techniques and technologies
in relative (though certainly not absolute) freedom from hegemonic technological thrusts toward a premapped future; craft forms from antiquity
can happily coexist with industrial and digital processes. Here, interest in
“the new” can be satisfied not only by the development of new media,
techniques, or technologies but also through stylistic variations within or
innovative combinations of existing media.
The positing of the new as a good in itself has political and aesthetic
implications within discussions of electronic arts. Writing with reference
to Latin America, Maria Fernandez criticizes the assumption that advanced Western technologies will inevitably and incontestably diffuse
throughout developing countries, supposedly due to the rapidity and
autonomy of technological development itself or peoples’ willful abandonment of their own cultural traditions in favor of imported state-of-theart equipment.5 To artists working in countries that cannot constantly
upgrade computer equipment (let alone produce a stable electricity supply
to run it), a fetishization of scientific and technological aesthetics and
artworks produced on the latest high-end machines could be seen as another instance of a European or U.S. preoccupation being proclaimed as
a “universal aesthetic” and forming yet another canon that favors artists
who are white and male—once again “re-establishing the aesthetic superiority of wealthy nations over poor countries.”6 Recalling the lessons of
modernism, Fernandez argues that computer arts likewise “are products
of specific political and economic environments” and therefore “should
not become the norm by which other forms are judged.”7
One alternative to the progress narrative and neophilia is the nonteleological perspective described by design theorist Tony Fry, who recognizes
that technologies presently coexist in many different forms, not all of
them new:
From the nonteleological perspective, the new is neither celebrated nor lamented
as the end of the old (which either continues or returns, but not necessarily in
its original form). Certainly, qualities of “the new” can be brought to an ethical
evaluation of object, process, or use. This cannot be done, however, on the basis
of values wherein the new is posited as good in itself. Ethics themselves do not
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exist at the end of a road of moral development. They are also ensnared in a
Web of difference.8
One example of artwork that makes use of new media without diminishing the value of previously existing forms is Acha Debelah’s Digital
Painting, which includes scanned images of local artifacts and patterns of
traditional Ethiopian design as well as scanned images of pictures he has
painted. The new is here incorporated as part of a technocultural assemblage that includes handmade work and invokes strong senses of tradition,
origin, and heritage. Debelah expresses the view that electronic arts, far
from making history and tradition irrelevant, “can breathe new life” into
them.9
Differences in attitudes toward the new may be discerned across gender
lines within technology-rich countries such as Australia. Several subjects
interviewed so far for Virginia Barratt’s and my study of Australian
women electronic artists10 have compared their own styles of relating to
new equipment with those assumed to be normal in technoculture, where
a mania for the newest and latest is conventionally associated with the
“hard edge” of discovery and invention. Moira Corby, who describes herself as “fully devoted to very high-end Silicon Graphics workstations and
what they can do for me as an artist,” nevertheless represents an alternative
approach to the equipment.11 Referring to the difficulties in learning from
technical experts who attempt to help solve problems by taking over the
equipment and doing the work themselves, Corby says:
And of course you don’t learn that way. You have to be shown, and you have
to do it yourself, in the different steps. . . . I’ve learned by myself. I’ve got the
catalog, and learned, through trial and error, trial and error. . . . With the boy’s
thing, it’s always, “Oh, here’s the newest latest software. Let’s do what we can
do with it and then throw it out and get the newest, latest software.” There’s
this big competition thing happening, whereas that doesn’t happen among the
women I know. We like to spend a bit more time on one thing and really explore
it. You come up with things that so-called experts on the machine don’t even
know you could do. That’s happened to me several times.12
In other words, discoveries can arise out of careful and thorough exploration, not just from the speedy conquest and instant trashing of the new.
Isabelle Delmotte is a Sydney-based artist who taught herself to use a
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Silicon Graphics workstation to make computer animations that explore
changes in perception and consciousness during and after epileptic seizures. Delmotte argues that women artists’ access to expensive high-end
equipment is not necessarily as big a problem as it might seem, since
the mania for upgrading makes available good secondhand machines
whose full technical and artistic potentials have yet to be thoroughly explored; the high-end secondhand equipment market represents an excellent source to be tapped by women (and other) artists.13
Nola Farman, who makes interactive installations for galleries and public spaces, is also critical of technological neophilia within the electronic
arts. In her view, technological developments in this century have proceeded faster than our coming to grips with their implications, and artists
still have a lot to do in helping culture “digest” and work through earlier
technologies—even things as humble as the light switch. Works of artistic
and cultural merit can be produced with equipment “off the shelf of a
good secondhand electronics store.”14
An electronic artwork concerned with the collapse of futurity in an
explicitly critical rather than in an unwittingly hegemonic way is the installation Carsick, by Nola Farman, with Helen Britton, Brad Clinch, and
Anna Gibbs, which was exhibited at the Art Gallery of Western Australia
in 1992 and at the Performance Space in Sydney in 1994 (figure 36.1).
It comprises sections of old cars pulled from the bush, worked over, and
coupled with various interactive and noninteractive sound and video devices. The artists state their concern with “the social place of cars within
Western culture as well as their approaching obsolescence” and counterpoise this general scenario against the ways that the car works at the individual level as “a nomadic utopic space offering a rich complex of
possibilities for the owner/driver.”15
The car has been an icon of progress and futurity, promising individuals tremendous powers of speed, mobility, and freedom through the mastery of a vehicle frequently experienced as a prosthetic extension of the
body and/an object for ego identification. Carsick literally explodes the
smooth self-contained ego body of the car and its utopic womblike enclosing space into a set of partial objects. As Farman explains, this work explores the disintegrating postcar as “a failed prosthesis.” The installation’s
title refers to cars that are sick (rusted beyond repair) and to the idea of
being “love sick” for cars (having a sick love of cars and the perverse
eroticism of automobility). Car sickness also is nausea induced by car
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507
Figure 36.1
Nola Farman, Helen Britton, Brad Clinch, and Anna Gibbs, Carsick, 1992, mixed-media installation
with rusted car parts, video, audio, and various suveillance technologies. Fragmented car bodies evoke
“the aftermath” of car culture as a failed dystopia.
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travel; the utopian promise of a nomadic trajectory is spoiled by vomit
on the curbside—the abject product of the body’s disorientation. Sounds
of road crashes are heard when the visitor approaches the fender part of
installation, reminding us that this dystopian tendency culminates in
blood when an accident crashes through the limits of car and human
bodies alike.
Instead of euphorically collapsing a predicted future of human obsolescence onto the present, Carsick explores the impending redundancy and
dysphoria of a once-futuristic technology and the blood sacrifices that
continue to be made for its sake. The installation invokes for me a temporal sense of “the aftermath,” a potentially, if perversely, utopian time or
space from which to imagine surviving the florescence of disaster and
getting on with the clean-up operations. It prompts us to realize we are
already living in the aftermath, the earth-sickness caused by cars; we have
to start cleaning up now. In Carsick, the aftermath of car culture is signaled
by the rusted and failed prostheses, as well as by the phoenixlike presence
of electric and electronic technologies arising within and around them.
Some of these media—the rear-view mirror video with its images of Lassie
and roadside farewells, the dashboard radio that constantly switches between various sounds and frequencies “as if searching through memory
for something lost and possibly irrecoverable”16 —are deployed for evocations of memory and nostalgia, reminding us that even our electronic
future technologies will be caught within human purposes, memories, and
meanings.
CONTESTED FUTURES
Artists working in digital media express a diversity of attitudes toward
technology, newness, and futurity. But to the extent that discourses on
electronic arts are pervaded by hegemonic neophilic attitudes, this diversity can go unacknowledged. Arguably something like this is going on in
the 1993 video documentary Artists in Cyberculture, which shows interviews and artworks of some artists at the 1992 Third International Symposium on Electronic Arts (TISEA) in Sydney.17 This informative text
presents a diversity of artists’ works and views but subsumes this diversity
within a textual framing that reiterates pseudo-universal sensibilities of
neophilia and collapsed futurity. A written quote chosen to open the doc-
Contested Zones
509
umentary and thus authoritatively address the viewer states, “We move
under the shadow of our machines . . . for our time is over and their time
has begun.”18
This statement of collapsed futurity—“our time is over”—pictures
machines as beyond human control or responsibility and implies that
the human body is redundant. It resonates with the ideas of Hans Moravec and other “tomorrow makers”19 that rapid advances in information
technologies and artificial intelligence are making human bodies outmoded and that the future of humanity will see a “downloading” of
intelligence and reproductive powers from human bodies into high technologies that might live a remote-control or extraterrestrial existence,20
while human bodies disappear.21 In the documentary, this perspective is
immediately reinforced by a cut to the Australian Stelarc, perhaps “the
first cyborg artist,”22 who is shown questioning whether in this hightech age “male-female intercourse is the best way to prolong the species.” Known for his interest in body obsolescence and his “shamanistic”
and increasingly biomedical arts practice, Stelarc has elsewhere stated:
“The body must burst from its biological, cultural, and planetary containment. The significance of technology may be that it culminates in an alien
awareness—one that is POSTHISTORIC, TRANS-HUMAN, and even
EXTRATERRESTRIAL.”23
Another articulation of collapsed futurity in the documentary occurs
in the later segment, where artist Jon McCormack (whose own works
involve explorations of computer “A-life” and ecological themes)24 discusses the rapid pace of technological change compared to human adaptation and claims “we have stopped evolving.”
At the beginning and end of the TISEA documentary, a robotic voice
proclaims, “It is the law of nature . . . the strong survive.” This Darwinian
idea, long applied to capitalist ventures, is extended to imply the survival
of machines as the fittest inheritors of human evolutionary powers. For
those who have “stopped evolving,” it is no longer a question of gaining
mastery over the machines or of worrying about who owns or controls
them but simply a matter of masochistically surrendering to their control,
being content to live in their shadow or even, as in cyberpunk and hacker
fantasies, of “jacking into cyberspace”—of letting oneself be engulfed by
the oceanic matrix. There is a chillingly profound passivity and a regressive
disclaiming of responsibility in these framing quotations, which imply
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that machines are something like an emergent Fourth Reich to which
“we” must inevitably, even enthusiastically, submit. As Maria Fernandez
points out, “Anything that is presented as inevitable, predestined, or part
of the natural order of things resists contestation.”25 She goes on to cite
Walter Benjamin’s views that what most corrupted the German working
class was “the notion that it was moving with the current . . . the illusion
that the factory work which was supposed to tend towards technological progress constituted a political achievement.”26 I would suggest that
like earlier futurist celebrations of the machine’s aesthetics and powers,
attitudes of neophilia and collapsed futurity associated with new technologies could also play into a form of fascist politics in which people relinquish social responsibility in submission to the incontestable progress of
“stronger” and “higher” machinic powers.
Who are the “we” who have stopped evolving? And who are the “our”
whose times are over? What of those whose time is just beginning (or
re-beginning)? Referring to modernity’s uneasiness about the links between machines and women, seen as at once automatic and yet not entirely controllable emergent intelligences,27 British cultural theorist Sadie
Plant has suggested that, in the information age, “women’s emergence
is man’s emergency” and that while white men have dominated and “remembered” history as his-story, “the future is unmanned”28 —that is,
neither dead nor collapsed—but animated by other dynamic agents, including women and machines. From the perspective of “cyberfeminism”
(a Haraway-inspired term coined simultaneously in 1991 by Plant in England and the feminist art group VNS Matrix in Australia), the question
is not one of dominance and control or of submission and surrender to
machines; instead it is one of exploring alliances, affinities, and coevolutionary possibilities, especially between women and technology. The hope
is that despite their patrilineage, new technologies may be effectively deployed in feminist projects to “morph” the premapped future, mutate its
preset algorithms and codes, and bring about a social reality that is not
just a speedier, higher version of the high-tech today.
(TECHNO)BODY POLITICS
The Australian cyberfeminist art group VNS Matrix, comprising Virginia
Barratt, Francesca da Rimini, Julianne Pierce, and Josephine Starrs,29 de-
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511
ploys vivid physical imagery to actively contest the masculinist rationales
of high-technology and dominant visions of the future—the “contested
zone”—ironically appropriating the hacker metaphor in artworks while
developing a computer video game called All New Gen. The enemies are
Big Daddy Mainframe, a logo-headed suit, and Circuit Boy, “a dangerous
techno-bimbo” imaged as a counter to the usual mechanical woman fembot visions, whose penis morphs into a mobile phone in the work’s recent
computer animation version. The player measures his or her energy in
stores of G-slime and is aligned with a feminine-coded cyberspace inhabited by the amorphous All New Gen (variously described as a hostile mist,
intelligent slime, and so on) and receives assistance from the DNA Sluts,
described as “mutant sheroes” (figure 36.2).
One of the alternatives to neofuturist submission to dominant technoculture pursued by VNS Matrix is active viral identification—imaginatively entering technology and the corporate system as a microentity that
can penetrate and corrupt the data banks of Big Daddy Mainframe. Unlike male hackers with their Oedipal fantasies of using viruses and data
piracy to take over and control the place of Big Daddy,30 VNS Matrix
highlights the infective principle: the virus becomes a metaphor of a political process as the spread of feminist consciousness causes permanent
disruption to organs and functions of the male-controlled corporate
technobodies.
Technology, futurity, the matrix, and the body are all contested zones
for VNS Matrix, whose works aim to physicalize technology and insist
on the sensual and erotic character of the human-technology interface.
Donna Haraway’s “Cyborg Manifesto,”31 with its vision of an ironic cyborg politics based on affinities and partial identifications rather than
identities and essences, is an important reference for the group’s Cyberfeminist Manifesto for the Twenty-first Century. The work has appeared in
various forms and sites, including as a billboard at the Tin Sheds Gallery
in Sydney and at the Chicago ACM SIGGRAPH convention (1992).
Resonant with the viral metaphor, the woman here appears as a phallic
and penetrative force capable of moving in the cyberspace matrix, seeking
pleasure and knowledge. Developing Haraway’s insights into the perverse
and embodied character of cyborg technics, the artists articulate erotic
and physical metaphors of the technobody, acknowledging possibilities
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Figure 36.2
VNS Matrix, All New Gen, 1994, computer-game project. One of the DNA sluts—the “mutant sheroes”
who keep players that bond with them stocked with G-slime—shown wrangling with the chrome-plated
technobimbo Circuit Boy, whose penis is morphing into a mobile phone.
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513
for a creative woman-centered technophilia: the clitoris is a direct line to
the matrix.
For VNS Matrix and several other Australian women artists, Stelarc’s
extremist statements about body redundancy and the quest for transcendence of the body through technology have helped clarify a position from
which to differ.32 Although conceived as part of a rigorous personal artistic
inquiry into the limits of the body and its technological prostheses or
substitutes, Stelarc’s works and statements are readily interpretable in relation to Christian, metaphysical, and technoscientific desires to escape
what cyberpunks call the “meat” of the body. His practices have included
various suspensions by hooks, a robotic “third arm” wired up as a prosthetic double of his own, and the insertion of various biomonitoring devices and the amplification and display of their signals to create a sound
and light show in which his internal body functions become exteriorized
as environment, a technoscape that can include virtual elements (such as a
virtual reality hand or a whole body).33 His recent biomedical performance
sculpture, involving a specially made endoscopic device inserted (with
much discomfort) into the stomach, further extends his interest in implanting the body with technology: “The body is no longer a mere container of a self; it now contains a sculpture. . . . The body . . . is seen as
physiologically and metaphysically hollow.”34
While invasive biomedical art practice is occasionally pursued by
women (such as the French performance artist Orlan, who is remaking
her face and body in a documented series of artistic surgical events), more
women seem to be interested in less invasive ways of interfacing with
technologies to animate environments. Anne Marsh compares Stelarc to
Laurie Anderson, whose performances also involve visions of “a future
where mind and body are enmeshed in technology” but who tends more
to play with questions of (especially gender) identity and who wears technology “on her skin.”35 One might also compare Stelarc’s technologically
invaded body with the very much intact body of the Sydney performance
artist Anna Sabiel in her works. Wearing an abseiling harness, Sabiel attaches herself via piano wire and a system of pulleys and counterweights
to one or more 44 gallon drums and, sometimes, ladders. She moves
against these weights and in turn causes them to move through her own
body motions. The amplified tinkling and occasional scraping sounds of
objects and water inside these drums provide a synchronized audio accom-
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paniment to the movements, which explore themes of physical memory—
the knowledge and feelings held and remembered by the body.
Sabiel contrasts Stelarc’s insertion of biomechanical technologies into
a body he wants to abandon with her own aim of achieving a holistic
being in the body, explicitly motivated by a “social responsibility” to
counter what she considers his “depressing” masculinist visions of the
high-tech future and “hollow, hardening, dehydrating” bodies.36 For Stelarc, the body-technology interface is a ruptured boundary that flows in
both directions, whereas for Sabiel, the body-technology interface is surface-to-surface: the harness is donned like a garment that preserves the
integrity of the body inside it. This and the overall arachnid effect of the
performance reminds me of the movie Aliens,37 where Ripley does battle
with the monstrous alien queen from within the Powerloader, a robotic
electromechanical exoskeleton: the body remains intact and surrounded
by the technology. Sabiel’s body movements animate a dynamic system
in which what is externalized is not a spectacle extracted from the “meat”
of the body by biomedical equipment but a dimension of physical interiority almost unthinkable within Western metaphysics—namely, “physical memory,” the body’s own historical consciousness, its kinesthetic
knowings.
For many women artists working with digital media, the body’s physicality is not transcended or obsolesced by technology; rather, it is a
source of poetic efforts to at once use and counteract the machine’s own
anti-body logics by using it as a medium to explore organic or visceral
forms. Women artists interviewed for Artists in Cyberculture included
German artist Ulrike Gabriel discussing her computer-mediated installation Breath (1992), where images and sounds changed according to a
breath monitor worn by the participant. Gabriel made the point that the
work was not transcendent but was tied to the specific limitations of the
body’s energies and the aesthetic parameters coded into the machine:
“You can’t get out of your body; it can’t get out of the [aesthetic] system,
but still a lot can happen.” New York artist Patricia Search, whose longstanding love of math made her at home with computer forms and logic,
spoke of her desire to enrich her computer-based art with “color, form,
and light” to keep it from “being too rigid,” while Canadian Char Davies
rejected the term computer artist and described her computer-generated
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515
works as organic and textured forms exploring inner mystical experiences
and the natural world.
Whereas Davies and Search counter the computer’s biases with an aesthetic of organic beauty, some Australian women artists have adopted an
(anti)aesthetic of viscera and abjection. Melbourne-based computer image
maker Linda Dement has articulated her desire to “put some guts into
the machine” and describes her enjoyment of the way computer scanning
allows the use of objects as “paint” in combination with “inward-looking”
autobiographical narrative explorations of “brutality, violence, madness”
as well as beauty, desire and pleasure, exemplified in her work Typhoid
Mary (1993).38
Dement’s images often feature detached organs, anatomical dissections, and medical images that are arranged in formal compositions with
a strong decorative emphasis on layered images and textured surfaces.
In a catalog note for the Tekno Viscera exhibition of women’s electronic
art and performance in Brisbane 1993, Jo Frare and Vicky Sowry vividly summed up the feminist interest of “putting some guts into the
machine”:
Given the obsession of many new technology applications (for example, video
games and VR systems) with the female body, it is not surprising that feminist
artists are rewiring the network so that these technologies become receptacles for
abject female excess—for that which is subversive in gendered difference. The
precision and order of these contemporary entertainment and/or representational
technologies are being challenged with the intromission of viscera and fluid into
what has previously been perceived as a hermetic, dry, closed circuit.39
Dement’s recent CD-ROM Cyberflesh Girlmonster (Perspecta, Art Gallery of New South Wales, 1995) includes some anatomical and violent
imagery, along with fragments of written text, but features whimsical animated monsters formed by grafted-together scanned images of body parts,
enthusiastically donated by women at the 1994 Adelaide Festival Artists’
Week.
The thematics of “putting guts into the machine” and a similarly ironic
play with the fragmentation of women’s bodies into fetishized parts can be
discerned in the interactive mixed-media installation Mapping E-motion
(1993) by Sydney artist Sarah Waterson. It consists of a number of hang-
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ing rectangular perspex plates on which are mounted latex casts of different breasts. A strong sense of “interface” is conveyed by the latex itself,
which is shaped by a surface-to-surface interaction between skin and rubber and which is described by the artist as “a semi-permeable membrane
between reaction and sensation.” Wires run between the latex breasts,
which respond to different degrees and speed of visitors’ movement in
the gallery space by pulsating, their nipples becoming erect. In the 1994
version, the breasts also emitted electronic “chirps.” The artist’s catalog
notes begin:
We are all dislocated organs in a mapped symbolic state open to operation open
to social and philosophic interpretation and reading. We are already mapped we
are constantly written we are informed we are reproduced in our most predictable
and deducible form. Technology and the button/switch manipulation proved
this and requires recruits.40
The installation provides an alternative mapping: we are inscribed into
this space by an unpredictable and (on first experience anyway) a nondeducible form, for it may take a while to realize that our movements stimulate the breasts, that we are caught in an intangible “interactive interface.”
In this way Mapping E-motion not only experiments with an alternative
to “button/switch” interfaces; it also successfully realizes the artist’s stated
aim of playing with the idea of pheromones—olfactory hormones that
may allow us to be erotically stimulated across a distance. But it is able
only to represent the idea of pheromones, a simulation of the interactions
between erotically charged bodies; the perspex mounted breasts have no
insides that might feel surging and erectile sensations. There is, however,
the perverse possibility that some visitors will get stimulated by the simulation and that their own body parts move in “sympathetic resonance” with
the latex models.
The catalog notes state that “Mapping E-motion is about the impossibilities of electronics in simulating what is usually not seen or felt—the
internal landscape of being stimulated by another.” And a few lines later,
we read: “Mapping E-motion explores the possibility of using technology
to simulate erotic pathways.”
The contradiction between these statements about the possibilities and
impossibilities of electronics to simulate the internal landscape is not a
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517
product of careless writing but precisely expresses that generative tension between technologic and bodily interiority whose exploration comprises the poetic essence of this intriguing and gently ironic artwork.
Mapping E-motion fully acknowledges the contemporary technological
trajectories that entrap us as recruits to “button/switch manipulations”
but nevertheless responds to this situation in ways that are uninterpretable
within regimes of artistic production and reception that valorize newness,
highness, futurity, and sexual/physical redundancy.
My conclusion then is simple: theorists, critics, art lovers, and art makers need to learn to listen to the diversity of voices and visions expressed
in technological media and develop more appropriate frameworks in
which to appreciate artistic works that do not merely reproduce or celebrate machine logics (such as algorithms creating electronic wallpaper)
but actively challenge and pervert them and the futures they imply. Otherwise, we risk not only misunderstanding specific artworks but also reducing their potential effectiveness as alternatives to the specters of monolithic
futurelessness and a posthuman world. In such a world, art itself could
lose all meaning, for poetic strivings to remember and embody past experiences, to critically reflect on present situations, and to shape imagined
and future worlds would all be eclipsed by the overshadowing machines
to which our historically transformative and evolutionary powers would
have been ceded. I hope that this chapter, by focusing interest on works
by contemporary women technological artists, contributes to their success
in shaping alternative futures that do not simply intensify the powers of
the already strong but enlarge the influence of the values and interests of
those not satisfied by the pursuit of the new as a good—or even a god—
in itself.
ACKNOWLEDGMENTS
This chapter draws on collaborative research with Virginia Barratt on
Double Agents, a study of women technological artists currently underway with gratefully acknowledged assistance from the Australian
Network for Arts and Technology (ANAT), the Australia Council, and
Murdoch University. Barratt conducted the interviews with Moira Corby
and Anna Sabiel quoted here. I thank the various artists for spending
Zoë Sofia
518
time answering our questions and for providing documentation of their
work. The Institute of Modern Art in Brisbane gave me the opportunity to view several of the artworks discussed here at the Tekno Viscera
event in October 1993. Versions of this chapter have been presented at
the Future Languages Day of the Adelaide Festival Artists Week (February 1994) and under the title “Intersections, Interdictions, Interfacings:
Women, Technology, Art, Philosophy” at the West Australian Art Gallery
(November 1993) for the Jillian Bradshaw Memorial Lecture series. A
portion of that talk dealing with Joan Brassil, Joyce Hinterding, and Sarah
Waterson has been published in Nicholas Zurbrugg, ed., Electronic Arts
in Australia, a special issue of the journal Continuum 8, no. 1 (1994), that
is recommended for readers wanting to survey a full range of Australian
technological arts.
NOTES
1.
Martin Heidegger, The Question Concerning Technology and Other Essays, trans. W.
Lovitt (New York: Harper & Row, 1977), 27.
2.
Don Ihde, Technology and the Lifeworld: From Garden to Earth (Bloomington: Indiana
University Press, 1990), 140.
3.
J. Bolter, David Turing’s Man: Western Culture in the Computer Age (Chapel Hill:
University of North Carolina Press, 1984), ch. 2.
4.
Fredric Jameson, “Progress versus Utopia; or, Can We Imagine the Future?,” Science
Fiction Studies 9 (1982): 152.
5.
Maria Fernandez, “Technological Diffusion and the Construction of a Universal Aes-
thetic (discussed with reference to Latin America),” paper presented at the Adelaide Festival
Artists Week, Broadsheet 23, no. 2 (1994): 3–6.
6.
Ibid.
7.
Ibid.
8.
Tony Fry, “Art Byting the Dust: Some Considerations on Time, Economy, and Cul-
tural Practices of Postmodernity,” in Philip Hayward, ed., Technology, Culture and Creativity in the Late Twentieth Century (London: Libbey, 1990), 164.
Contested Zones
519
9.
Acha Debelah, interview, in Jonathan Cohen, director, Artists in Cyberculture (Sydney:
Cracked Metal Productions, 1993; distributed by Ronin Films).
10. Virginia Barratt is an electronic artist, performer, curator, and member of the feminist
art group VNS Matrix. We are jointly conducting an interview-based study of women
electronic artists and their relationships to technologies (see acknowledgments).
11. Moira Corby, interview with Virginia Barratt for the Double Agents project, December 1993; see also “My Memory Your Past: Interview with Moira Corby,” Mesh: Journal
of the Modern Image Makers Association 2 (Summer 1993): 5–7.
12. Corby, interviewed with Barratt.
13. Isabelle Delmotte, personal communication, December 1994.
14. Nola Farman, interview with the author, November 1992.
15. Nola Farman, Helen Britton, Brad Clinch, and Anna Gibbs, artists’ statement accompanying the installation Carsick, 1992.
16. Ibid.
17. TISEA was the third symposia in the series coordinated by the Inter-Society for the
Electronic Arts (ISEA), a membership organization. The symposium series began in 1985
and now takes place on an annual basis. For more information, contact ISEA, P.O. Box
8656, 3009 AR Rotterdam, The Netherlands, e-mail: 〈isea//mbr.frg.eur.nl〉. A short history of ISEA can be found in Wim van der Plas, “ISEA: An Introduction,” Leonardo 28,
no. 4 (1995): 288.
18. Cohen, Artists in Cyberculture.
19. Grant Fjermedal, The Tomorrow Makers: A Brave New World of Living-Brain Machines
(New York: Macmillan, 1986).
20. See Jean-François Lyotard, “Can Thought Go on without a Body?,” trans. B. Boone
and L. Hildreth, Discourse 11, no. 1 (1988): 74–87.
21. Arthur Kroker and Marilouise Kroker, “Body Digest: Theses on the Disappearing
Body in the Hyper-Modern Condition,” Body Digest issue of Canadian Journal of Social
and Political Theory 11, nos. 1–2 (1987): i–xvi.
Zoë Sofia
520
22. Anne Marsh, “Bad Futures: Performing the Obsolete Body,” in N. Zurbrugg, ed.,
Electronic Arts in Australia, issue of Continuum: The Australian Journal of Media and Culture
8, no. 1 (1994): 281.
23. Ibid., 284.
24. Jon McCormack, “Post-Visual,” Photofile 42 (June 1994): 46–48; Bill Seaman, “The
Emergence of New Electronic Forms in Australian Art: Rodney Berry, John Colette, Linda
Dement, Philip George, Joyce Hinterding, Jon McCormack, Stelarc, VNS Matrix,” in
Zurbrugg, Electronic Arts in Australia, esp. 359–360.
25. Fernandez, “Technological Diffusion,” 4.
26. Ibid., 4, quoting Walter Benjamin, “Theses on the Philosophy of History.”
27. See also Andreas Huyssen, “The Vamp and the Machine: Technology and Sexuality
in Fritz Lang’s Metropolis,” New German Critique, nos. 24–25 (1982): 221–237; Judith
Halberstam, “Automating Gender: Postmodern Feminism in the Age of the Intelligent
Machine,” Feminist Studies 17, no. 3 (1991): 439–459; and Claudia Springer, “The Pleasure of the Interface,” Screen 32, no. 3 (1991): 303–323.
28. Sadie Plant, “Cybernetic Hookers,” paper presented at the Adelaide Festival Artist’s
Week, reprinted in Australian Network for Art and Technology Newsletter (April–May
1994): 4–8.
29. For discussions of VNS Matrix and other Australian women technological artists,
see Glenda Nalder, “Under the VR Spell? Subverting America’s Masculinist Global
Hologram,” Eyeline 21 (Autumn 1993): 20–22; see also Nicola Teffer, “Body with
Organs,” Margriet Bonnin, “Zero 1: Technology and Future Art,” and Cath Kenneally,
“All New Gen,” all in the Natural/Unnatural issue of Photofile 42 ( June 1994); Jyanni
Steffensen, “Gamegirls: Working with New Imaging Technologies,” Mesh: Journal of the
Modern Image Makers Association 3 (Autumn 1994): 8–11; Bernadette Flynn, “Woman/
Machine Relationships: Investigating the Body within Cyberculture,” Body’s Image issue
of Media Information Australia 72 (May 1994): 11–19; and “VNS Matrix and Virginia
Barratt Interviewed by Bernadette Flynn,” in Zurbrugg, Electronic Arts in Australia, 419–
432.
30. Andrew Ross, “Hacking Away at the Counterculture,” in C. Penley and Andrew Ross, eds., Technoculture (Minneapolis: University of Minnesota Press, 1991), esp.
107–120.
Contested Zones
521
31. Donna Haraway, “A Cyborg Manifesto: Science, Technology, and Socialist Feminism
in the Late Twentieth Century,” in Simians, Cyborgs, and Women: The Reinvention of
Nature (New York: Routledge, 1991): 149–181.
32. VNS Matrix interview in Zurbrugg, Electronic Arts in Australia, 429–430.
33. See Marsh, “Bad Futures”; “Stelarc Interviewed by Martin Thomas: ‘Just Beaut to
Have Three Hands,’ ” in Zurbrugg, Electronic Arts in Australia, 377–395.
34. “Stelarc Interviewed by Martin Thomas,” 388. For more on technophagy, see Dale
Nason and Troy Innocent, “Cyber Dada Manifesto,” Leonardo 24, no. 4 (1991): 489;
David Cox, “Nothing If Not Full-On: Notes on the S-Thetix of Cyber Dada Films,”
Mesh: Journal of the Modern Image Makers Association 3 (Autumn 1994): 16–20; and for
a more general account, Margaret Morse, “What Do Cyborgs Eat? Oral Logic in an Information Society,” Discourse 16, no. 3 (1994): 86–121.
35. Marsh, “Bad Futures,” 288.
36. Anna Sabiel, interview with Virginia Barratt, December 1993.
37. James Cameron, director, Aliens (Twentieth Century Fox, 1986).
38. Linda Dement, in Virginia Barratt, ed., Tekno Viscera, exhibition catalog (Brisbane:
Institute of Modern Art, 1993), n. 8; see also “Linda Dement Interviewed by Glenda
Nalder,” in Zurbrugg, Electronic Arts in Australia, 166–177.
39. Jo Frare and Vicky Sowry, “Intromission,” in Barratt, Tekno Viscera, 5–6.
40. Sarah Waterson, note in Barratt, Tekno Viscera, 11.
Zoë Sofia
522
Appendix: Listing of
Web Site Contents
A Web site associated with this book—located at 〈http://mitpress2.
mit.edu/e-journals/LEA/wow〉, with a mirror site at 〈hittp://www.
judymalloy.net/newmedia〉, supplements this book with papers and short
statements by women whose work is core to the field, including updates
to chapters in this book, as well as work not covered in this book.
INTRODUCTION
Judy Malloy, Switched On: A Female Interface to New Media
DISCUSSION
GENID/NEME, Gender & Identity in New Media, an online conference:
Participants include Robert Atkins, Virginia Barratt, Annick Bureaud,
Cynthia DuVal, Marjorie Franklin, Carolyn Guertin, Patricia Kim, Tina
LaPorta, Jacalyn Lopez Garcia, Amanda McDonald, J. Dawn Mercedes,
Karen O’Rourke, Christiane Paul, Andrea Polli, Frank Popper, Christiane
Robbins, Cynthia Beth Rubin, Anne-Marie Schleiner, Carolyn P. Speranza, Rejane Spitz, Helen Thorington, Joan Truckenbrod, and Lorri
Ann Two Bulls, among others.
ARTISTS’ PAPERS AND STATEMENTS
Lutz Bacher, Huge Uterus
Tim Collins and Reiko Goto, Urban Reclamation: Place, Value, Use: The
Nine Mile Run Project
Abbe Don, We Make Memories
Marjorie Franklin, Digital Blood
JoAnn Gillerman, The Sun Drops Its Torch; EROS INterACTive;
AnArchy Partycam
Lucia Grossberger-Morales, Sangre Boliviana
Carolyn Guyer, Quibbling, a hyperfiction
Helen Mayer Harrison and Newton Harrison, new work
Lynn Hershman, new work
Kathy Rae Huffman and Eva Wohlgemuth, Face Settings—An Updated
Chronology
Mary Jean Kenton, Engineers’ Notebooks: The Geometry of Color
Listing of Web Site Contents
525
Laurie Lundquist, Lagoon Project: San Francisco Exploratorium
Muriel Magenta, Virtual Justice
Judy Malloy, OK Research/OK Genetic Engineering/Bad Information,
Information Art Defines Technology
Cathy Marshall, Subverting the Link
Pauline Oliveros, Continued work with the Expanded Instrument System
Ann Powers, North Water World
Aviva Rahmani: Ghost Nets: The Medicine Wheel Garden
Sonya Rapoport, new work
Sara Roberts, Early Programming: An Interactive Installation
Jill Scott, Machine Dreams
Deborah Whitman, Deus ex Machina/Closet of Angels
Bibliography
The Web site will continue to be updated with new works by artists in
this book, as well as papers by artists not covered in the book.
Appendix
526
Contributors
Rebecca Allen
Dara Birnbaum
UCLA School of the Arts and
Architecture
Center for Digital Arts
1300 Dickson Art Center
Los Angeles, CA 90095-1615
〈rallen@arts.ucla.edu〉
140 Thompson Street, Apt. 3A
New York, NY 10012
〈dara@spacelab.net〉
Kathy Brew
41 West 28th Street
New York, NY 10001
〈KBrew66933@aol.com〉
Linda Austin
1731 SW Taylor #3
Portland, OR 97205
〈lindapaustin@earthlink.net〉
Martha Burkle Bonecchi
Box 708
Knickerbocker Station
New York, NY 10002
〈j.barry@pop.mindspring.com〉
Monterrey Institute of Technologies, campus Guadalajara
Av. General Ramón Corona 2514
Col. Nuevo México
Zapopan, Jalisco, C.P. 45140
Mexico
〈mm_burkle@infosel.net.mx〉
Pat Bentson
Anna Couey
Leonardo
425 Market Street, 2nd floor
San Francisco, CA
94105
〈pbentson@sfsu.edu〉
1937A Carelton
Berkeley, CA 94704
〈couey@well.com〉
Judith Barry
Contributors
527
Donna J. Cox
Helen Mayer Harrison and
Newton Harrison
NCSA
605 East Springfield
Champaign, IL 61820
〈cox@ncsa.uiuc.edu〉
P.O. Box 446
Del Mar, CA
92014
〈harrstudio@aol.com〉
Char Davies
Immersence
3837 rue de Bullion
Montreal, Quebec
H2W 2E2 Canada
〈char@immersence.com〉
Agnes Hegedüs
Diane Fenster
Lynn Hershman
287 Reichling Avenue
Pacifica, CA 94044
〈diane@dianefenster.com〉
Hotwire Productions
147 10th Street
San Francisco, CA
94103
〈hotwirelh@aol.com〉
Karl Seckinger Strasse 40A
76229 Karlsruhe
Germany
〈agnes-hegedus@t-online.de〉
Monika Fleischmann
Frauenhofer Institute for Mediacommunication
Mars Exploratory Lab
D-53754 Sankt Augustin
Germany
〈fleischmann@gmd.de〉
Kathy Rae Huffman
Director of Visual Arts
Cornerhouse
70 Oxford Street
Manchester M1 5NH
United Kingdom
〈huffman@vgtv.com〉
Jennifer Hall and Blythe Hazen
Do While Studio
122 South Street
Boston, MA 02111
〈jenhall@massart.edu〉,
〈bhazen@montserrat.edu〉
Erkki Huhtamo
Linnankatu 47 A3
20100 Turku
Finland
Jo Hanson
Joan Jonas
201 Buchanan Street
San Francisco, CA 94102
112 Mercer Street
New York, NY 10012
〈lunardogs@earthlink.net〉
Contributors
528
University Park, PA 16802
〈sosthoff@psu.edu〉
Brenda Laurel
14004 Madrone Place
Los Gatos, CA 95033
〈blaurel@tauzero.com〉
Nancy Paterson
39 Rhinestone Drive
Toronto, ON
M9C 3W8 Canada
〈nancy.paterson@senecac.on.ca〉
Cécile Le Prado
30 rue de la Folie Mericourt
75011 Paris
France
〈leprado@ircam.fr〉
Sheila Pinkel
210 North Avenue 66
Los Angeles, CA 90042
〈SPinkel@aol.com〉
Judy Malloy
5306 RidgeView #5
El Sobrante, CA 94803
〈judymalloy@judymalloy.net〉
Patric D. Prince
2340 Caminito Cala
Del Mar, CA 92014
〈patric@siggraph.org〉
Margaret Morse
1230 Colusa Avenue
Berkeley, CA 94707-2709
〈memorse@attbi.com〉
Celia Rabinovitch
684 Corbett Street, Apt. 6
San Francisco, CA 94114
〈moodindigo9@juno.com〉
Jaishree K. Odin
Liberal Studies Program
University of Hawaii at Manoa
2500 Dole St.
Krauss Hall 116
Honolulu, HA 96822
〈odin@hawaii.edu〉
Sonya Rapoport
6 Hillcrest Court
Berkeley, CA 94705
〈sonyarap@lmi.net〉
Pauline Oliveros
Leslie Ross
156 Hunter Street
Kingston, NY 12401
〈pauline@deeplistening.org〉
520 East 14th Street, #35
New York, NY 10009
〈rossbsn@tellurian.com〉
Simone Osthoff
Valerie Soe
School of Visual Arts
Pennsylvania State University
210 Patterson Building
262 Gates Street
San Francisco, CA 94110
〈vsoe@sirius.com〉
Contributors
529
Zoe Sofia
Wolfgang Strauss
Institute for Cultural Research
and School of Humanities
University of Western Sydney
P.O. Box 1797
Penrith South Dc N.S.W. 1797
Australia
〈z.sofoulis@uws.edu.au〉
Frauenhofer Institute for Mediacommunication
Mars Exploratory Lab
Schloss Birlinghaven
D-53754 Sankt Augustin
Germany
〈strauss@imk.fraunhofer.de〉
Carol Stakenas
Nell Tenhaaf
Creative Time
307 Seventh Avenue, Suite 1907
〈carols@creativetime.org〉
20 Brockton Avenue, #2
Toronto, ON
M6K 155 Canada
〈tenhaaf@yorku.ca〉
Steina
RR 6, Box 100
Santa Fe, NM 87501
〈woodyv@santafe.edu〉
Eva Wohlgemuth
Kriehubergasse 5
Vienna, A 1050 Austria
〈evasys@thing.net〉
Allucquère Rosanne Stone
Advanced Communications Technology Lab (ACTLab)
Department of Radio-TelevisionFilm
University of Texas at Austin
1 University Station A0800
Austin, TX 78712-0108
〈sandy@sandystone.com〉
Pamela Z
540 Alabama Street, Studio 213
San Francisco, CA 94110
〈pamelaz@pamelaz.com〉
Dawn Stoppiello and Mark
Coniglio
Troika Ranch
321 Graham Ave. #4R
Brooklyn, NY 11211
〈dawn@troikaranch.com〉
Contributors
530
Index
Art Futura, Barcelona, 236–237
Art Gallery of Western Australia, 507
Artists’ books, as component of interactive art, 180–191
ArtsNet, 62, 63
Arts Wire, 62, 63, 65
Aspen Movie Map, 228
Association for Progress in Communication, 486
Atari Research, 305
Austin, Linda, xxvii
and Leslie Ross, 426–438
Australian Network for Arts and
Technology, 518
Australian New Media art, 502–
522
Abeles, Kim, 39–40
Abramovitz, Maria, 45
Adobe Photoshop, 412–439
Agencia Latinoamericana de Informacion, 483
Akruganova, Irina, 408
Albertazzi, Lilana, 346
Algora, Montxo, 236
A-life. See Biotechnology
Allen, Rebecca, 10
with Erkki Huhtamo, xxv, 227–241
alt.cyberspace, 65
Amacher, Maryanne, 90, 91–92,
356
American Indian Telecommunications, 63
Anderson, Laurie, 93–94, 350, 514
Andrews, Frank, 493
Apple, Jacki, 39
Apple Powerbook, 351
Architecture/archeology as metaphor
in digital art, 414–415
Arnold, Erik, 483
Ars Electronica, Austria, 407
Art Com Electronic Network
(ACEN), 59, 62
Art education, 66, 111–112, 292–
294, 359
Bacca, Judy, 48
Bacher, Lutz, 525
Backspace, 406
Bad Information, 59–60
Banchoff, Tom, 226
Banff Centre, Alberta, 220
Bangert, Colette xii, 3
and Jeff Bangert, 7–8
Barratt, Virginia, 74, 506, 511, 518
Barry, Judith, xxvi, 90, 276–289
Bassoon, reimagined, 426–438
Index
531
Brun, Laura, 359
Buchanan, Nancy, 57, 60, 61–62
Buckler, Diane, 38
Bureaud, Annick, xvii, 525
Burkhart, Kathe, 493
Burkle, Martha. See Bonecchi, Martha Burkle
Bush, George, Sr., 144
Butler, Judith, 454–455
Baudrillard, Jean, 87
Baum, L. Frank, 457, 459
Bauman, Peter, 235
Bear, Liza, 58
Becker, Kathrin, 493
Becker, Lisa, 387
Beier, Thad, 231
Beiguelman, Giselle, 472, 474
Beijing Action Platform, 479, 482
Bell Labs, Murray Hill, NJ, 6
Beloff, Zoe, 97–98
Benglis, Linda, 37
Benjamin, Walter, 363, 464
Bentson, Pat, xii–xiv, xxi
Benyon, Margaret, xii
Berberian, Cathy, 356
Beth B, 95
Bhasin, Kamla, 479, 483
Bidlack, Rick, 328
Binder, Elizabeth, 408
Biomedical art, 181–182, 514
Biotechnology, 28, 362–375, 510
Birnbaum, Dara, xxiv, 90, 135–147,
233
Blaszczak, Dorota, 328
Body art, 34–53, 502–522
Body-technology relationship, 440–
450, 452–465, 468, 502–522
Bonecchi, Martha Burkle, xxviii,
478–491
Bordoni, Isabella, 57, 66, 67
Borges, Jorge Luis, 117, 125
Bosma, Josephine, 406
Bray, Anne, 47
Brazilian art, 466–477
Brew, Kathy, xxii, 86–101
Bright, Deborah, 41
Brisson, David, 226
Britton, Helen, 507
Brooke, Kaucyila, 41
Cage, John, 193, 194, 197, 350,
352, 357
California Arts Council, 359
California Museum of Photography,
50
Canon Xapshot, 421, 422
Capp Street Project, 89–91
Carnegie International, 283
Carnegie Mellon University, 371
Carpenter, Loren, 249
Casio synthesizer, 350
Centre de Pompidou, Paris, 235
Chadwick, Whitney, 48
Cheskin Research, 309
Chicago, Judy, 37, 48
Chicago Museum of Contemporary
Art, 173
Choreography, 426–438, 440–450
Clinch, Brad, 507
CNN, 141–142
Cockburn, Cynthia, 481, 483
Collaborative art, 54–85, 292–301,
312–321, 398–411, 426–438,
492–501
Collins, Tim, 525
Colorado Council on the Arts, 49
Communications spaces, 312–321
Communications theory, 262–263,
300, 376–387, 478–491
Community-based art, 290–301
Index
532
da Rimini, Francesca, 75, 511
Davidow, Judith Fryer, 41
Davies, Char, 30, 92, 322–327,
515–516
Day Without Art, 69, 492–501
de Abreu, Gilda, 467
Debelah, Acha, 506
Deep Dish TV, 46
Deep Listening Band, 212–223
de Freitas, Iole, 467–468, 469
Deleuze, Giles, 453, 463
Delmotte, Isabelle, 506
Dement, Linda, 516
Denes, Agnes, 38
de Oliveira, Jocy, 468
Developing-world women, digital divide, 478–491, 505
Devo, 235
Dia Center for the Arts, 98
Dick, Philip K., 427
Dickenson, Sarah, 56, 58
Dietrich, Frank, 3, 62
Digidesign SoundDesigner, 352
Digital divide, 478–491, 505
Digital imaging. See Computer
graphics
Digital video effects, 210
Diller, Elizabeth, 90
Dixon, Tennessee Rice, 97
DJ Spooky (Paul Miller), 130
do Amaral, Tarsila, 467
Documenta IX, 142–144
Domandi, Mary-Charlotte, 36
Domingues, Diana, 472
Don, Abbe, xxviii, 62, 525
Dove, Toni, 94–95
Do While Studio, 78–79, 290–
301
Duchamp, Marcel, 194–195, 197,
226
Composer to Composer, Telluride,
CO, 357
Computer animation, 227–241,
326–327
Computer games, 238–239, 302–
311, 512
Computer graphics, 2–15, 227–241,
242–259, 269, 326, 412–439
Computer music, 212–223, 336–
347, 348–361, 448
Coniglio, Mark, 440–450
Contemporary Museum, Sydney, Australia, 294
Cooke, C. B., 496
Corby, Moira, 506
Cordeiro, Analivia, 468
Couey, Anna, xxii, 54–85
Cox, Donna, xxv, 242–259
Crawley, Judith, 48
Creative Time, 492–501
Csuri, Chuck, 12
Cullum, William, 496
Cultures in Cyberspace, 65
CuSeeMe, 372
Cyberfeminist International, 407
Cyberspace, Great Rush to Theorize,
384
Cyberware, 406, 407
Cypis, Dorit, 37
Dakota BBS, 65
D’Alembert, 305
Dance, 78, 426–438
Dance, computer-mediated, 440–
450
Dancer’s Workshop, San Francisco,
215
Dance scores, 426–438
Dance, use of mechanized objects,
426–438
Index
533
Forum of Women Nongovernmental
Organizations, 479
Fourth World Conference on
Women, 482
Fraga, Tanya, 472
Francis, George, 247
Frank, Nancy, 62
Franklin, Marjorie, 23
Fry, Tony, 505
Fusco, Coco, 28, 49, 56
Duguet, Anne-Marie, 22
Dutch Electronic Arts Festival,
404
DuVal, Cynthia, 525
DWA Web Action, 492–501
Dyson, Frances, 92, 386
Edelson, Mary Beth, 38
Electronic Arts, 196
Electronic Cafe, 57–58, 444
ELIZA, 371
Ellson, Richard, 246
E-mail as medium, 77
eMUSE, 312–321
Eno, Brian, 350
Environmental art, 38–39, 148–155
Ern, Hartmut, 175
Ernst, Max, 415
EToy, 404
Expanded Instrument System, 212–
223
Exploratorium, 218
Expo ’92, Seville, Spain, 207
Gabriel, Ulrike, 514
Galas, Diamanda, 356
Galke, Sherrie, 41
Galloway, Kit. See Rabinowitz,
Sherrie
Gamper, David, 220–222
Gann, Kyle, 356
Gay and Lesbian Community Service
Center, Los Angeles, 45
Gender and technology, 478–491
Gerberg, Darcy, 10
Gibbs, Anna, 507
Gillerman, JoAnn, xxviii, 525
Giloth, Copper, 10
Ginsberg, Allen, 144
Giorno, John, 495
Glenn Gould Studio, Toronto, 221
GMD, Sankt Augustin, Germany,
313
Goldman, Shifra, 48
Goldsmith, Lynn, 232
Golub, Leon, 493
Goto, Reiko, xxviii, 525
Grant, George, 364
Grossberger Morales, Lucia, 56,
525
Groupe de Recherche d’Art Visuel, 8
Grundmann, Heidi, 57, 60
Guatarri, Felix, 463
Face Settings, 63, 398–411
FACES e-mail list, 399
Fake Space Labs, 208
Fallis, Anne, 57, 62, 65, 72
Farman, Nola, 507
Faulkner, Wendy, 483
Feder, Eudice, 10
Fenster, Diane, xxvii, 412–439
Fernandez, Christina, 49
Fernandez, Maria, 505, 511
Ferrato, Donna, 45
Fleischmann, Monika, and Wolfgang
Strauss, 312–321
Flusser, Vilem, 314
Fluxus, 193
Focke, Anne, 57, 62
Index
534
Huffman, Kathy Rae, xxvii
and Eva Wohlgemuth, 398–411
Huidrobro, Vicente, 417, 418, 421,
422
Humanism, in computer-mediated
art, 302–311
Hungarian Applied Art Academy,
261
Hyperfiction, xxviii, 76–77, 452–465
Guertin, Carolyn, xvi, xxviii, 525
Guthrie, Karen, 406
Guyer, Carolyn, xv, xxviii, 57, 73,
525
Hacking as art, 512
Hall, Donna, 62
Hall, Jennifer, 57, 64
and Blyth Hazen, xxvi, 78–79,
290–301
H-Hair Salon de Coiffure, New
York, 137
Halleck, Deedee, 46
Halprin, Anna, 215
Hanson, Jo, xxiv, 148–155
Haraway, Donna, 512–513, 380
Harris, Sue, and Phillip Bannigan,
57, 62
Harrison, Helen Mayer, and Newton,
xxiv, 38–39, 160–179
Harrison, John, 328
Hartzell, Emily, 57
Hatch, Ann, 89
Hazen, Blyth. See Jennifer Hall
Headroom, Max, 230
Heckbert, Paul, 231
Hegedüs, Agnes, xxv, 12, 28–30,
260–275
Heidegger, 503
Henes, Donna, 38
Hershman, Lynn, xxiv, 21, 25–26,
192–205, 525
Hertlein, Grace, 10
Heyward, Julia, 93
HIV/AIDS pandemic, 492–501
Hock, Louis, 45–46
Holt, Nancy, 38
Hood, Beverly, 408
Hope, Melanie Printup, 97
Hovagimyan, G. H., 495
Ibanez DM1000 Digital Delay, 350–
351
ICC Tokyo, 271
Idasak, Ray, 247
Imholtz, Susan, 64
Information art, 59–60, 180–191,
342, 364–365
Innis, Harold, 364
Insite ’97, San Diego, 289
Installation art, 86–101, 104–113,
148–155, 276–289, 387–397,
472
Institute of Contemporary Art, London, 3–4
Institute National de l’Audiovisuel
Groupe de Recherche, 339
Interactive art, 16–33, 192–205,
273–274, 310, 440–450
Interactive installation, 180–191,
206–211, 260–275
Interactive video, 283–285
Inter-Society for the Electronic Arts
(ISEA), 404, 474, 509
Interval Reseach Corporation, 306–
310
IRCAM, 339
Iris prints, 412–439
Jackson, Phyllis, 48
Jackson, Shelley, xxvii, 452–465
Index
535
Laurel, Brenda, xv, xxvi, 42, 302–
311
Leavitt, Ruth, xii, 10
Lee, Ming Wei, 501
Leeker, Martina, 318
Lefebvre, Henri, 327–328
Leonardo, xii–xiv, 474, 105, 161,
181, 193, 207, 213
Le Prado, Cécile, xxvi, 92, 336–347
Levy, Stuart, 250
Liddle, David, 306–307
Lim, Cheng-Sim, 396
Lippard, Lucy, 35, 48
Lispector, Clarice, 432
Locasio, Marc, 297–298
Lockwood, Annea, 356
Loeffler, Carl, 58, 62
Logue, Joan, 90–92
Long, Laurie, 41, 43
Lopez Garcia, Jacalyn, xxviii, 57, 72–
73
Lower Manhattan Cultural Council,
95–96
Lucas, George, 230
Lucas, Kristin, 98
Lucier, Alvin, 350
Lucier, Mary, 90
Lundquist, Laurie, 525
Lyons, Joan, 36
Jahrmann, Margarete, 408, 409
Jameson, Fredric, 504
Jankel, Annabel, 230
Jonas, Joan, xxiv, 90, 93, 114–133
Jones, John Paul, 237
Juarez, Roberto, 496
Judson Church Project, 105
Kaprow, Allen, 193
Kaul, Paul, 12
Kay, Alan, 305
Kelly, Mary, 47
Kennedy, John F., 195
Kenton, Mary Jean, 525
Kerr and Malley, 47
Kim, Patricia, 525
Klangfarben Melodie, 215
Knott, Laura, 78, 295
Kogut, Sandra, 467, 469–470
Komura, Masao, 13
Kontonis, Paul, 499
Korot, Beryl, 90, 92–93
KPFA FM, Berkeley, CA, 357
Kraftwerk, 234
Kruger, Barbara, 40
Kuh, Katherine, 193
Kunstradio-Radiokunst, 61
LaBarbara, Joan, 356, 442
Labor and technology, 478–491
Labowitz, Leslie, 45
Lacy, Suzanne, 45
LaFarge, Antoinette, 499–500
L.A. Freewaves, 47
La Fura des Baus, 237
Landscape, in computer-mediated art,
322–327
LaPorte, Tina, xxviii, 525
Lascara, Cathy, 250
Lasser, Robin, 46
Maberry, Sue, 41
MacIntosh computer, 412–439
Magernat-Thalman, Nadia, 10
Mail art network, 55
Mairenes, Sulamita, 468
Malfati, Anita, 467
Malloy, Judy, xxix, 57, 59–60, 62,
65, 76–77, 455
Mancillas, Aida, 66
Manojlovic, Vesna, 408
Index
536
MIT Center for Advanced Visual
Studies, 92
MIT Communicationsphere Group,
58
Mitrofanova, Alla, 408
Mixed Reality Stage, 313–320
Molnar, Vera, xii, 3, 8
Monk, Meredith, 356
Montoya, Delilah, 48
MOO environment, 409
Morris, Robert, 281
Morse, Margaret, xxii, 16–33, 265
Morton, Rocky, 230
Mother Millennia, 73
Multimedia, 86–101, 466–477
Murmuring Fields, 312–321
Museum of Modern Art, New York,
6, 501
Musical Instrument Digital Interface.
See MIDI
Musical instruments, reimagined,
426–438
MARS (Media Arts and Research
Studies), 313
Marsh, Anne, 514
Marshall, Cathy, xxviii, 57, 76–78
Marx, Katherine, 433–434
Mary Sun, 49
Massachusetts Institute of Technology. See MIT
Matsu, Yahori, 479
Mattelart, Armand, 55
Matthews, Sandra, 48
Matuzak, Joe, 65
Mauldin, Michael, 371
Mauro, George, 328
May, Jim, 63
McCarty, Diana, 406
McChesney, Robert, 55
McCormack, Jon, 510
McLuhan, Marshall, 364
McMaken, Mat, 294
Media, 135–147, 291, 478–491
Media Art, 466–477
Megagiannis, 499
Mendieta, Ana, 38
Mercedes, Dawn, xvi, 440–450
The Meta Network, 62
Meyers, Stephen, 248
Michelun, Simone, 471–472
MidiDancer, 440–450
MIDI, equipment in performance,
348–361, 386, 428–429, 440–
450
Mignonneau, Laurent. See Sommerer,
Christa
Miller, Branda, 22
Minsky, Marvin, 314
Miskell, Brad, 283, 288
MIT, 292, 371
MIT Architecture Machine Group,
228–229
Nagasawa, Nobi, 48
Naidus, Beverly, 42
Nake, Freder, 8
Narrative, computer-mediated, 76–
77, 452–465
National Center for Supercomputing
Applications (NCSA), 246–259
Negroponte, Nicholas, 227
Nessim, Barbara, 10, 12
Net art, 54–85, 97, 295, 398–411,
492–501
Netdrama, 64
Neuer Berliner Kunstverein, 175
New media, definition, 383–384
New media, future approaches, 502–
522
New music, 212–223
Index
537
Performance art, 36–40, 114–133,
376–387
Performance, as a component of net
art, 398–411
Performance, computer-mediated,
348–361
Performance, use of interactive devices, 426–438
Performance Space, Sydney, 507
Perth, Lindsey, 408
Phillips, Liz, 89
Photography, 148–155
Photomontage, 180–191, 412–439
Photoshop. See Adobe Photoshop
Piano, reimagined, 426–438
Pierce, Julianne, 75
Pinkel, Sheila, xiii, xxii, 34–53
Plaintext Players, 499–500
Plant, Sadie, 75, 511
Pohl, Frances, 48
Poliakov, Zana, 408
Pope, Nina, 406
Posner, Jill, 46
Powers, Ann, xxviii, 525
Prince, Patric, xxii, 2–15
Printmaking, computer-mediated,
412–439
Private Music, 234
Public art, 46, 138–139, 492–501
Purple Moon, 42, 302–311
New York Institute of Technology,
229–230
New York State Council on the Arts,
93
Nota-Ana software, 468
Nouvelle Ensemble Moderne of Montreal, 221
Obrist, Hans Ulrich, 135–136
O’Connell, Patrick, 500
Odin, Jaishree K., xxvii, 452–465
Oiticica, Helio, 470–471
Oliveros, Pauline, xxv, 212–223,
350, 356
Ono, Yoko, 45, 194
Opie, Kathie, 41
Orlan, 514
O’Rourke, Karen, 57, 67, 79
Osthoff, Simone, xxvii, 466–477
O’Sullivan, Daniel B., 195
Pac Man, 307
Paik, Nam June, 89, 122, 193–194, 235
Painterly approach, to digital art,
412–439, 506
Pallier, Maria, 403, 408
Pamela Z, xxvi, 92, 94, 341–361
Pan Digital, Inc., 220
Panaiotis, 218–221
Pape, Lygia, 468, 469
Paper Tiger Television, 46
Parada, Esther, 50–51
Paris Reseau, 67
Pasadena Community Access Corporation, 62
Pasternak, Anne, 494
Paterson, Nancy, xxv, 206–211
Patterson, Robert, 246, 249
Paul, Christiane, 525
Pensili, Giardini, 66
Quarterman, John, 65
Rabinovitch, Celia, 412–439
Rabinowitz, Sherrie, and Kit Galloway, 57–58, 59, 444
Radio art, 61. See also Dyson, Frances; Stone, Allucquère Rosanne
Rahmani, Aviva, xvi, xxviii, 526
Rainer, Yvonne, 121
Index
538
Send/Receive Satellite Network, 58
Severinghouse, Ed, 353
Seymour, Sabine, 408
Shafran, Joan, 64, 77, 293–294
Shaw, Jeffrey, 195–196, 267
Shaw, Larry, 218
Shelley, Mary, 456–463
Sher, Julia, 21
Sheridan, Sonia Landy, xii, 10, 36
Sherman, Cindy, 40, 41
SIGGRAPH, 228, 231, 474, 512
Silicon Graphics, 328, 506, 507
Silk, Janet, 57
and Ian Pollock, 68
Silveira, Regina, 469
Simões, Tereza, 468
Simpson, Clarissa Sligh, 49
Sisco, Elizabeth, and Louis Hock, 45,
46
Smith, Anna Deavere, 55
Smith, Barbara T., 36, 37
Smithsonian Air and Space Museum,
Washington, DC, 249
Snow, C. P., 365
Sobell, Nina, 57, 74
Sodomka, Andrea, 57, 67
Soe, Valerie, 387–397
Sofia, Zoë, xxvii, 502–522
Softimage, 326–327
Software for girls, 301–303
Sokal, Alan, 367, 380
Sommerer, Christa, and Laurent
Mignonneau, 11
Sonami, Laetitia, 94, 356
Sonnier, Keith, 58
Sorensen, Vibeke, 10
Sound art, 93–94, 314, 336–347,
376–387, 426–438
Sound installations, 336–347
Spiegel, Laurie, 356
Randolph, Jeanne, 22
Rapoport, Sonya, xxiv, 27–28, 180–
191, 526
Reich, Steve, 352
Reichardt, Jasia, xii, 3–6
Revelle, Barbara Jo, 49
Reynolds, Craig, 236
Rhode Island School of Design, 225
Richards, Catherine, xvii, 30–31
Rifkin, Jeremy, 363, 367
Robbins, Christiane, 525
Roberts, Sara, 26, 196, 200–201,
203, 526
Rokeby, David, 195, 368
Ronell, Avital, 386
Rosenthal, Rachel, 39
Ross, Randy, 65
Ross, Leslie, xxvii, 426–438
Rubenstein, Meridel, 50, 52
Rubin, Cynthia Beth, xvi, xxviii,
525
Saar, Bettye, 48
Sabiel, 514–515
Sanborn, John, 233
Sandor, Ellen, 248
São Paulo Biennial, 468, 471
Scarry, Elaine, 52
Schachter, Steven, 294
Schimana, Elisabeth, 70–71
Schleiner, Anne-Marie, xxviii, 525
Schneemann, Carolee, 37
Schönberg, Arnold, 215
School of Visual Arts, 471
Schwab, Richard, 305
Schwartz, Lillian, 3, 6–7
Science and technology, cultural impact, 362–375
Scott, Jill, xxviii, 526
Search, Patricia, 514
Index
539
Spitz, Rejane, xvii, 472, 473–474
St. Petersburg Biennial, 404
St. Petersburg Cyberfeminist Organization, 405
Stakenas, Carol, xvii, xxvii, 57, 69,
492–501
Starrs, Josephine, 75, 511
Stathacos, Chrysanne, 69, 498
Stein, Bob, 305
Stein, Gertrude, 89
Steina, xxii, 90, 93, 104–113, 446
Steinkamp, Jennifer, 13
Stelarc, 510, 514
Stone, Allucquère Rosanne, xxvixxvii, 376–387
Stoppiello, Dawn, and Mark Coniglio, 440–450
Strauss, Charles, 226
Strauss, Wolfgang, 312–321
Strickland, Rachel, xv
Subotnik, Mort, 442
Summers, Frank, 249
Susholtz, Lynn, 66
Suzuki, Pat, 394
Swinten, Tilda, 129
Tharp, Twyla, 231
The Floating Museum, San Francisco, 173
Theise, Eric, 65
The Kitchen, New York, 91, 93, 106
The LAB Gallery, San Francisco,
359–360
The WELL, 59, 62, 65
Thiébaux, Marcus, 249
Thorington, Helen, xvi, xxviii, 97,
525
Thundergulch, 95–98
Tin Sheds Gallery, Sydney, Australia,
512
Tomkins, Paul, 22
Tong, Darlene, 62
Tracking devices, 292
Troika Ranch, 440–450
Truck, Fred, 62
Truck, Lorna, 62
Truckenbrod, Joan, 10
Tsinhnahjinnie, Hulleah, 48
Turbulence, 97
Turkle, Sherry, 470
Two Bulls, Lorri Ann, 57, 72
Tamarack Foundation, xiv
Tamblyn, Christine, 23–25
Tannen, Deborah, 401–402
Taylor, Steed, 496
Technology theory, 276–289, 502–
522
TeKnowledge Industries, 499
Telecommunications art, 54–85,
291, 312–321. See also Net art;
World Wide Web–situated art
Telepolis Journal, 409
Telidon, 364
Temporal lobe epilepsy, 294
Tenhaaf, Nell, xvii, xxvi, 362–375
UNESCO, 484
Unger, Miles, 299
United Nations High Commission
for Refugees, 342
University of California at Los
Angeles (UCLA), 239, 389
University of Houston Gallery at
Clear Lake, 387
U.S. Defense Department, 228
Vaillancourt, Lorraine, 221
Valdez Patsi, 48
Van Raalte, Chris, 353
Vasulka, Steina. See Steina
Index
540
Whitney Museum, 235
Williams, Lance, 230
Willis, Deborah, 48
Wittgenstein, Ludwig, 365
Wohlgemuth, Eva, and Kathy Rae
Huffman, 63–64, 398–411
Women into Science and Engineering, 481
Women’s Building, Los Angeles, 35–
36
Works Gallery, San Jose, 183
World Assocation of Christian Communication, 479
World Wide Web–situated art, 398–
411, 423–425, 492–501
World Wide Simultaneous Dance, 78,
295
World Financial Center, 286
World Trade Center, 96
Wortzel, Adrianne, 97
Vasulka, Woody, 105–106
Vater, Regina, 469
Vawter, Ron, 129
Vector General, 226
Veder, Jane, 10
Veloso, Caetano, 471
Video art, 104–113, 114–133, 135–
147, 276–289, 387–397, 466–
477
Video games. See Computer games
Video installation, 387–397
Videotex, 364–365
Virgin, 239
Virilio, Paul, 314
Virtual Director, 250
Virtual reality, 206–211, 268–272
Virtual reality environments, 30,
322–327
VNS Matrix, 57, 74–76, 79, 511–
518
Vogel, Amos, 193
Voice, as instrument, 348–361
von Megenberg, Conrad, 367
VPL Research, 208
Xerox PARC, 77, 306
Yamauchi, Wendy, 394
Yerba Buena Center for the Arts, San
Francisco, 92
Young, Meg, 294
Walter Cronkite’s Universe, 231
Ward, David, 220
Warner, Edith, 50–51
Waterson, Sarah, 516–518
Wavefront Software, 246
Webern, Anton, 215
Weems, Carrie Mae, 48
Weichselbaumer, Doris, 408
Weizenbaum, Josef, 314
Wexler, Laura, 48
Wexner Center for the Arts, 98
Wheless, Glen, 250
White, Norman, 368
Whitman, Deborah, 526
Whitney, John, Sr., 226
Zimmerman, Elisabeth, 60
Zinzun, Michael, 61–62
ZKM Media Museum, 267
Zweig, Ellen, 50
Index
541