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Your Place or Mine? Locating Digital Art
All that once was directly
lived has become mere representation.' When the French social theorist Guy Debord
made this observation in 1967, he was thinking about the ways in which media-saturated
cultures reduced social relations to an incessant flow of images, the unfolding
of 'a pseudo-world apart, solely as an object of contemplation'. In other words,
within advanced capitalist economies lived experience had become a spectacle1.
Within this 'société du spectacle', human beings were situated
as viewers of a visual language of appearances that effectively separated them
from any sense of first-hand experience. Debord's spectacle immediately brings
to mind Eco's hyperreality, Baudrillard's simulacrum and, more distantly, Plato's
phantasm. But it also sounds very much like what we now refer to as virtuality.
People living in spectacular society don't observe the mediation of their world.
On the contrary, they are totally immersed within a visual environment that
is not real, but that appears to be real. Three decades after its inception,
the phenomenon of the spectacle finds resonance in the emerging social formation
known as virtual culture. The metaphysics of virtual culture have already passed
into the realm of received ideas, a bricolage of neo-Platonist idealism, Cartesian
dualism and Leibnizian monadology. Its fetish is the disembodied sensorium,
liberated from the materiality of the body; its totem is the Web, representing
the decentred network of pure information. Debord's 'separation within human
beings' anticipates this culture based on disembodiment, and his notion of a
'world beyond'2 is suggestive of the abstract, artificial reality of computer-generated
environments that make it possible. More specifically, Debord's postulation
that people are simultaneously immersed in, and are spectators of, apparent
experience prompts consideration of the aesthetics of virtual artifice, particularly
the question of its locality.
Like fractal geometry, digital art is endemic to the computer. While such a
statement runs the risk of tautology, it serves to indicate that digital art
is unthinkable without the material apparatus of the computer (a CPU and monitor)
and its physical proximity to the user: while it is computer-based it is also
computer-bound. Even in the case of work that is remote (and accessed via the
Internet), an assemblage of technology is required for any interaction that
will ultimately allow the user to regard a screen that is sitting on his/her
lap or desk. Drawing on Brenda Laurel's metaphor for the current state of interface
design, the aesthetic experience of computer-based digital art is like watching
a play performed on a proscenium stage3-something is perceived that only occupies
a partial place in the spectator's overall sensory environment. This exclusive
mise en scène is reinforced by peripheral vision and other perceptual
reminders of extra-diegetic experience. While there is agency in the form of
interaction, it is limited by the degree to which we can forget that our involvement
is still an analogue procedure. Just as in a theatre, where willing suspension
of disbelief constitutes a type of immersion, our experience of computer-based
digital art works by analogous identification with a mise en scène that
is out of the realm of our sensory apprehension. I can watch the antics of Troy
Innocent's Shaolin Wooden Men, but I can't appropriate them (as much
as I would like to-that Special Go-Man really moves!). As compelling as such
experience can be, it hardly places the spectator in Plato's cave, for as with
other art forms such as literature and film, identification can only go so far.
Following the logic of virtual or apparent reality outlined above, the spectacle
and the spectator are as clearly and non-problematically distinct in digital
art as in other forms.
Mike Leggett's successful Burning the Interface exhibition was the first
major survey of international CD-ROM art. It declared, through the very fact
of its occurrence, that digital art is still in the process of finding its place
both in the literal and the cultural sense. The fact that this is digital Art
(with a capital 'a') does not a priori determine that interactives should be
placed within the traditional gallery or museum context. Given the cyberpunk
poetics, and indeed politics, of much digital art (the work of Linda Dement
or the Cyberdada group, for instance), the 'street' seems a more likely arena,
in keeping with cyberculture's disavowal of privacy, institutional hegemony
and diminution of public space (it would be a strange day, indeed, if Survival
Research Laboratories were to stage A Carnival of Misplaced Devotion
in the Museum of Modern Art, or the Tate Gallery). The relationship between
digital art and the museum is a problematic one: it is clear that the very nature
of digital art as an interactive, rather than contemplative, form doesn't sit
well in the institution of the gallery. The time required to become involved
with and navigate interactives means that the public, competitive context is
not the best situation in which to attempt to experience them. The experience
of having one's time with an interactive compromised by the fact that a crowd
of potential users/usurpers is hovering in the background is the definitive
essay on this topic. Exhibitions such as Burning the Interface, or, to
a lesser degree, Cyberzone (currently on show at Scienceworks in Melbourne),
ultimately raise the question of the appropriate location of digital art, mainly
because the intermediate technology required for its display does not actually
need the specialised context of the gallery. Not everyone can have a Brett Whiteley
in their own home, but anyone interested in the work of Troy Innocent can, potentially,
explore Idea-On>! in the uncompromised, domestic privacy of their
own space (providing they have a capable Mac and have gained access to the work
through the recent issue of Mediamatic).
As Burning the Interface attests, digital art is at the moment dependent
upon the museum context to reach and create an audience, even though the nature
of the work itself is often at odds with that context (on a purely practical
level, a work such as David Blair's Waxweb is so labyrinthine and encyclopaedic
that even assuming one could hog a terminal long enough to attempt to fully
explore it, multiple visits to the gallery would be necessary to do so). In
this it revisits the complexities surrounding early electronic art of the 1950s
such as the multi-media performances of Merce Cunningham and John Cage, or the
work of Nam June Paik, as well as the conceptual art of the 1960s and 1970s,
represented by the minimalist sculptor Carl André. Paik's television
and video installations immediately brought the domestic context into collision
with the institutional ambience of canonical art. At the same time, however,
his 'prepared televisions' generated meanings that were conceptual, and only
had meaning within the context of the gallery, since they totally disrupted
television's normal function and its iconic understanding as a diversionary,
everyday object. In a similar reflexive vein, André's assemblages of
bricks de-aestheticised the artwork by confusing artspace with streetscape,
disclosing the polemical insight that aesthetic value and meaning is something
that is bestowed upon everyday objects, quite often by their mere location within
the gallery. Likewise, the collaborations between Merce Cunningham and John
Cage brought to the foreground the role of the aleatoric in art, which they
interpreted as something that 'happens' anywhere, rather than something that
is orchestrated and requires a special auditorium. Cage's poetics of chance
operations meant that the artistic event was entirely unpredictable, and showed
no respect for the traditional protocols of dedicated performance spaces. The
work of Cunningham and Cage has not been given the credit it is due as the first
form of electronic, multimedia art. They introduced, for example, the practice
of triggering light and sound by the movements of a dancer through a spatial
environment criss-crossed by sensors. The legacy of this practice can be seen
in the work of the British multimedia artist Chris Hales, as well as in the
Mandala system of 'unencumbered virtual reality', currently on display at the
Cyberzone exhibition. This system evidences Debord's conception of the
spectacle as something that the spectator is not only in, but is watching him/herself
in. In this system, the spectator performs actions (without the need for data-gloves
and HMD) that locate him/her within the screen space in front. The spectator
becomes part of the spectacle, passing beyond the screen into the virtual representation.
The dialectic of inside/outside, still entrenched in computer-bound art, has
started to implode.
The question of where digital art should take place inevitably invites consideration
of the experience of place that such art generates. The most likely and desirable
outcome of the trajectory of digital art from the desktop to immersive, virtual
spaces is the creation of something that resembles the Holodeck on Star Trek
or, even better, the programmable, holographic nursery in Ray Bradbury's story
The Veldt. In both cases the emphasis on unencumbered movement through
a compellingly realistic environment evidences the principle of spectacular
society that apparent reality is all around us, its ruptures difficult to identify
(the nursery in the Bradbury story is complete with 'odorophonics', and the
simulated sun creates authentic perspiration). Of course, unlike Debord's subjects
of false-consciousness, inhabitants of simulated, virtual worlds don't want
to find the seams that betray the virtuality of the world they are in. Case's
experience of 'simstim' in Neuromancer also suggests the exhilaration
offered by inhabiting that 'other space', and in particular the idea of freedom
of movement within it.
Complete immersion of the sensorium is still a long way off. Interactive installation
art, though, offers some interesting versions of a different kind of experience
of identification from computer-bound work. Graham Harwood's Rehearsal of
Memory, for instance, focuses attention onto a projected image that is remote,
liberated from the small scale of the screen. With this work one becomes highly
conscious of interacting with space; with something that is architectural, more
expansive, than the totality of the computer apparatus. Interactivity, in this
respect, is more inclusive, adding a sense of depth to the experience that is
hard to achieve when the screen is only centimetres away. Similarly, sculptural,
prehensile interfaces, such as Agnes Hegedüs' Handsight, take inclusiveness
a step further by requiring that the user physically becomes part of the interface.
In Handsight, the user mobilises a hand-held 'eye-ball' in a transparent
sphere, which in turn projects a journey onto a screen. This fantastic, probe-like
journey through a world of 3D objects contained in a Hungarian religious bottle
is an example of virtual installation art in miniature. The other advantage
of Handsight (which seems contrary to its name!) is that one can walk
around it, manoeuvring oneself to get the best angle of attack to explore the
work's hidden secrets more closely.
Perambulation is undoubtedly an important aesthetic criterion of the virtual
experience. Feeling as if one is actually chasing the White Rabbit into Wonderland
without worrying about tripping over wires is a tantalising notion. The idea
of walking through and interacting within virtual spaces is central to the conceptual
work of architects such as Marcos Novak, whose 'liquid architecture' suggests
a space through which things, including users, can flow. However, this idea
has a much older lineage in the classical ars memoria, a practice of artificial
memory designed to enable rhetoricians to recite long speeches or narratives
with flawless accuracy. The elaborate memory places or loci designed within
the mind of the orator were fabulous buildings, usually in the period style
of the speaker, adorned with myriad images and objects which signified a particular
piece of information to be drawn on in its correct context within the performance.
The orator recited while simultaneously 'walking' through this eidetic, inner
place: the spectacle within. We tend to forget that digital art is all about
creating what Ted Nelson has called 'magic place(s) of literary memory'4.
The idea of 'the walk' through a fantastic place of memory is very much in evidence
in the most recent exhibition of Jon McCormack's seminal work Turbulence.
I have seen this great work many times, but its current installation at Cyberzone
is undoubtedly the most innovative, in that it extends the potential of the
work to accommodate a stronger sense of the virtual experience into which one
enters. This is literally suggested by the narrow entry-way, through which one
walks into the darkened space that is defined by Turbulence. Through
this atmospheric entrance, which resembles a portal to a kind of oddities display
(complete with illuminated canisters exhibiting preserved specimens of what
look like organic life), the viewr is highly conscious of leaving one world
behind and delving into another. The parallel here, of course, is with sideshows
and ghost-train rides, early forms of immersive simulation (at the opening of
Cyberzone I saw a film crew ingeniously gliding its cameraman into Turbulence
on a wheelchair, adding another dimension to the concept of the virtual as a
space of mobility). The modest graphic user interface of Turbulence heightens
the sensation of being in an unencumbered experience, and its impact is such
that one doesn't necessarily have to be in command of it to feel a part of the
'place' that is created within the installation space.
On the basis of this most recent presentation of Turbulence it is easy
to imagine a disappearing interface, the creation of a genuinely 'invocational'
space (to use Chris Chesher's term) that can be activated, called into being
by those 'present' within it5. Turbulence is very persuasive in its evocation
of a virtual place that allows one to temporarily forget that there is a world
beyond. However, even Turbulence requires a meta-place, a location for
this evocation to 'take place', just as earlier perambulatory spaces, such as
Myron Krueger's Video Place, did. At the moment, like most computer-bound
digital art, it is very much a touring exhibit that finds temporary residence
in university galleries, occasional exhibitions, conferences devoted to digital
art (such as the AFC's Narrative and Interactivity last year in Melbourne),
and major state exhibitions aimed at introducing cyberculture to the general
public (Cyberzone). The issue of monumentality is highly contentious
within cyber circles, and it remains to be seen whether or not virtual artifice
will find a home in the permanent collections of mainstream art galleries. The
very ambiguity of digital art's relationship to the gallery crystallises the
original question of where it is best located. On the basis of the analogy with
Debord's spectacle, it is clear that such art should be all around us, should
be everywhere we look (this is, of course, the goal of immersive experience).
As an art form dependent upon high technology, though, digital art will have
to struggle, as previous avant-garde art has done, with the problematic issue
of its location, even its 'locatability'. This problematic is as interesting
as the work itself, and promises to be a spectacle to keep at least both eyes
on.
© Darren Tofts 1996
Darren Tofts is senior lecturer in literature, Swinburne University of Technology,
Melbourne. With artist Murray McKeich, he is working on Memory Trade. A
Prehistory of Cyberculture, to be published in 1997 by 21C Books, an imprint
of Craftsman House
FOOTNOTES
1. Debord, G., The Society of the Spectacle, trans. D. Nicholson-Smith,
Zone Books,
New York, 1995, p.12.
2. ibid, p.18.
3. Laurel, B., Computers As Theatre,
Addison-Wesley, Menlo Park, 1993, p. 205.
4. Nelson, T.,
Literary Machines,
Mindful Press, Sausalito, 1993, pp. 1/30.
5. Chesher, C.,
'Aesthetics and Politics of Invocational Media',
paper presented at the New Media Forum,
Art Gallery of New South Wales,
22 October, 1995, p.3.