Many young Japanese media
artists are entranced by the new electronic parts and game software
sold in Akihabara (an electronic gadgets shop area) and remain
aloof from political and economic issues. Obviously the fact
that such young people, called otaku (geeks), are increasing
worldwide may suggest that this is not an exceptional situation
in Japan.
Nevertheless, I believe that otakus reflect
a specifically Japanese social structure that has been obsessed
with producing “novelty” and has avoided a critical
examination of “novelty” itself.
As pointed out by many commentators, post-war
Japan was marked by unprecedented development in terms of such
semiotic consumption. On the other hand, since Japanese media
art has rarely reflected on the political and economic system
in which it circulates, it has often simply been consumed as
part of this culture. Today’s Japanese media art may still
be in danger of repeating the mistakes of post-war Japanese art.
Thus I think it is necessary for those involved in media art
in the age of economic and informational globalization to look
back critically at such history.
In the early 1950s, there was a group called
Experimental Workshop which presented work using slide projectors
provided by the company that would later be known as Sony. Artists
and photographers showed slides of various objects with recordings
on magnetic tapes that would synchronize with the switching of
slides. The music, referred to as musique concrete, included
noise recordings. In the 1960s, experimental works using music
and images were frequently produced and shown in venues such
as the Sogetsu Art Center. Such works by avant-garde artists
were included in the Osaka Expo of 1970‚ a massive international
event said to have been attended by half the Japanese population.
Artists such as Katsuhiro Yamaguchi and Fumiko Nakaya were appointed
as artistic directors of pavilions in which various companies
invested huge sums for promotional purposes. The artists took
this spectacular event as a chance to realize large-scale projects
impossible to realize on their own. From the companies’ viewpoint,
these artists were invited as producers of “novelty”.
Thus a situation emerged where companies
provide the latest equipment and artists present new artistic
expressions using this equipment. Under such conditions, it is
hardly surprising that there is little art produced that questions
established values, or explores art’s relation to death
or mourning. A sense of optimism about the technological future
predominates.
The avant-garde artist constantly strives
for something new. This requires having the ability to compare
oneself to others. Museums, commercial galleries and art journalism
are important factors in contemporary art today. In order to
confirm that one is at the forefront in this realm, one should
not be satisfied by being labeled “new” but should
be a creator of “novelty”. Such awareness is not
simply a product of the work itself but arises from the system
that enables recognition of differences between works. In this
respect, avant-garde artists should not merely be absorbed in
art but should be conscious of their position at the intersection
between art and cultural institutions and industries.
Otakus are avid consumers of “novelty” as
much as avant-garde artists. They accumulate an enormous amount
of information related to computer games and animation. Rather
than consuming this information as it is, they appropriate it
by adding a different story or flavor according to their taste.
This information is then exchanged among groups via the Internet
or game and animation festivals. Such phenomena are the actualization
of what Roland Barthes referred to as the transformation of readers
into producers, in accordance with the shift from traditional
works to “texts” that allow for free interpretation
and quotation.
The condition in which there is no clear
distinction between a work’s producer and recipient enables
many amateurs to produce new information and artistic expression.
This is one of the most significant trends happening today. The
revolutionary power of new media is that not only those with
political or economic power, but a much larger group of people
have become influential in the production and delivery of information. Otakus are
at the forefront of this phenomenon.
However, otakus lack social awareness;
they hold a world-view that is extremely self-enclosed. In other
words, they are well equipped with skills in utilizing information
and media but end up only producing and exchanging trivial personal
narratives. They enjoy the content supplied by industries such
as game companies and TV networks, and for the most part are
uninterested in ideas such as “copy left”. Since otakus are
constantly faced with information in quantities almost impossible
to consume, they are satisfied being immersed in it. As a consequence
they remain unconcerned with their social environment.
This situation can also be considered in
relation to globalization. Due to the development of transportation
and communication technology, the flow of information and people
has accelerated faster than ever before, while at the same time
its control by the state and big business has been facilitated.
In the art world, the 1990s was a period when such changes were
reflected in international shows. Despite the general opinion
that international art shows such as biennials or triennials
were old fashioned, what actually happened was the reverse: international
shows in cities such as Havana, Gwangju, Tirana, Vilnius and
Dhaka proliferated throughout the world. As the gap between centre
and periphery in geo-political terms seemed to diminish after
the collapse of the post-war world order in 1989, countries at
the periphery started to hold international shows in competition
with each other in order to mark their own cultural presence.
Until then, general trends in the contemporary art world were
easily grasped just by looking around at the Venice Biennale,
Documenta and the Basel Art Fair, and browsing through Flash
Art magazine. Nowadays it has become filled with names we can
hardly pronounce. Nevertheless, large publishers like Phaidon
and Taschen have been quick to publish books that cleverly summarize
such multicultural movements. Similarly, international shows
try to keep up with the trend by appointing influential curators.
In this way, “novelty” is constantly presented before
our eyes and continues to be ensured.
Basically I do not think such developments
are that bad. On the contrary, I believe that, despite a certain
amount of control over information, it is good for the art world
to be filled with unfamiliar artists’ names. What is important
is for us to be conscious of is how the system works. In other
words, whether it is art fairs, international shows or publications,
we should be aware that they all try to consume art by producing “novelty”.
The situation in which works and artists of totally different
origins are brought together in the same group show and compared
to each other has become possible only through transportation
and communication technology. This is thought to bring about
a completely different experience from viewing these works in
isolation or in local contexts. The works distinguish themselves
from each other, generate new contexts and become transformed
into signs.
How are we to live in this highly consumerized
society?
There is a young generation of artists
who have been born out of Akihabara’s junk arcade yet produce
works that are not so easily consumed.
Exonemo is a duo who started their activities
on the web. In one of their famous early works called “Discoder” (2000),
a web site slowly breaks down accompanied by sound as the viewer
touches the keyboard at random, pressing keys into an HTML code
usually invisible to us. Other examples of their work are those
that remix images according to keywords searched on the web,
or web sites in which strangers can play with each other by producing
sound. They have produced what they call “Perpetual Machines” involving
toy tanks controllable by mouse. Exonemo also work with sound
performances using both analogue and digital technology.
Ryota Kuwakubo has produced various toy-like
devices through his extraordinary talents with both software
and hardware. In his work “PLX” (2000-2001), two
people compete on opposite sides of a two-way game-player screen,
but each screen provides misleading information unrelated to
the other player’s actions. This work suggests the strangeness
of communication, in which two people may suddenly realise they
have been talking about completely different things, or two people
talking about different things may suddenly feel they understand
each other.
Both artists have a strong interest in
the behaviour of people using technology. Thus they design interfaces
that anyone can handle with ease. Though they both have a thorough
understanding of technology, they do not stress technological
innovation because their primary interest is in people’s
gestures in handling technology rather than the “novelty” of
technology itself. In fact, their work has more of an analogue
feel than a digital one. They even produce, through their advanced
technological skills, different, unintended uses of certain technologies
in a kind of device hacking.
In a society where we are constantly expected
to consume new things, we tend to be attracted by “novelty”.
Yet such new things cannot be called art unless their use leads
us to rediscover ourselves and our media. In this sense, the
two artists introduced here both produce interesting work despite
being otakus fascinated with gadgets in Akihabara.
Fumihiko Sumitomo is a writer and researcher,
and curator at the 21st Century Museum of Contemporary Art, Kanazawa,
which opens in 2004. He is Deputy Director of Artists Initiative
Tokyo (AIT) and contributes to various art magazines.
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