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Martine Corompt's cute machines
What kind of questions are
raised by inflicting inane representational violence upon cute and beguiling
cartoon faces? Sure, we all wanted the Coyote to eat the Roadrunner and Sylvester
to pummel Tweety into a yellow fritter but we had a long and involved narrative
relationship with these little animated guys, our loathing nurtured daily in
the four o'clock timeslot. In SORRY (1995), Martine Corompt's interactive
computer installation, the user is required to inflict punishing push-button
'blows' on a series of generic cute computer icons. Under the force of these
repeated blows the characters visibly suffer the impact and bear the wounds
of the cartoon genre till under the final blow they expire to the cuckoo call
of a novelty death knell only to re-appear seconds later as perky as ever.
One of many artists working in new media, Corompt's work is extraordinary by
virtue of the fact that it is fun. 'Fun' is rarely a quality that tops a checklist
for artistic endeavour, but in the case of Corompt's interactive computer installations
it is a vital part of the audience's engagement with the work.
SORRY forms part of Corompt's project 'The Cute Machine', a work
addressing the morphology of cute iconography in popular culture and its application
within the user-friendly syndrome that is shaping the evolution of both hardware
and software in computer technology. 'The increasing use of icon-based interfaces,
character animation, cute melodic tunes and friendly warning messages on personal
computers', claims Corompt, is 'causing these inanimate objects to take on the
appearance of oversized (and overpriced) infant toys'. In her work she draws
parallels between the zoological process of neoteny (the evolutionary process
whereby a species retains the infantile or juvenile traits of its predecessors
into adulthood) with the logic of 'cute' modes of representation in computer
interface design. The cute characteristics of the neotenic form are what we
idealise as the ultimate in cute and friendly; in bestowing these characteristics
upon new technologies we somehow hope to render them benevolent.
Corompt links the cultural enthusiasm for 'cute' items with what she identifies
as our innate desire to anthropomorphise inanimate objects. 'As users', she
explains, 'we are being continually asked to suspend our belief [in] the computer's
mechanical nature and regard [it] instead with human virtues of intelligence,
patience, helpfulness, and even personality'. It is not until things go wrong
'that we remember that they are idiotic, cryptic computing machines'.
In SORRY, she attempts to intensify this paradox by creating an absurdly
simple user-friendly environment. However, to relate with this 'friendly beckoning
blob', one is required to abuse it. The four control buttons only offer this
one possibility. 'And', the artist says, 'like the dumb machine that it is,
it must endure the procedure until the user is satisfied-but the 'abuse', of
course, is purely subjective and is completely meaningless to a computer. We
are suspended between the desire to project life into these cute graphic representations
of infant-like characters, and the more objective understanding that it is,
in fact, only a machine'.
Unlike most computer interactive work, which offers the unmitigated seduction
of beige monitor on a white plinth where the user indulges purely in a conventional
mouse/screen relationship, SORRY requires the user to stomp its four
control buttons with his/her feet. The effect of this enforced activity is to
make the interaction more confronting then mere mouse clicking, giving the simulated
blows to the cartoon cuties a poignancy and violence that they otherwise would
not have carried.
Corompt claims that her interest in interactive art began at Philip Institute
of Technology (PIT), where she was studying a split major in sculpture/sound
and animation. Sculpture students at PIT shared a space with the physical education
(PE) students and work was exhibited in the joint foyer. While studying she
was interested in exploring the codes that are used to define art, and her work
was often composed for the benefit of the PE students, presenting them with
objects that did not look or behave like art, but rather demanded things from
the observer and, in return, gave responses. TOOT, for example, comprised a
series of musical plumbing pipes operated by bellows that one was required to
jog upon in order to activate the soundscape.
All of Corompt's work now requires the interaction of the audience. Her early
stop animation work, such as Animals without backbones, progressed from
celluloid into installations dependant on evocative soundscapes and primitive
mechanics to suggest animated life. Corompt identifies her interest in multimedia
work as evolving out of her early dissatisfaction in working exclusively in
any one media coupled with her fascination for the spectacle of the technologies
of the arcade game and the shopping mall, which beep, flash, whistle and jiggle
to sustain the interest of users. She identifies multimedia as 'a marriage of
sound and image in which interaction is required by the user' and does not view
it as an essentially high-tech arena.
Two Face (1995) is an example of Corompt's low-tech interactives; with
its disturbing split psyche and gender it alternatively emits a half-fearful
scream, a half-menacing laugh or the sound of breaking glass when one sticks
ones hand in its mouth. The bizarre dynamics of this type of relationship with
a work of art in a gallery is a legacy of Corompt's early experiments. It also
expresses how toys inform her work with their obfuscation of the mechanics of
their working and their tendency to adopt and infantilise objects, 'fetishising'
them through generic rounding and use of bright colours.
ACTIVITY STATION, an interactive computer installation forming part of
'The Cute Machine', takes its name from the cognitive developmental toys designed
to stimulate babies with a series of knobs and levers that reward the infant
with simple sounds and images. ACTIVITY STATION features the animated
cute-o-meter, a device for measuring neotenic features. If used correctly, it
too will reward the user. Like SORRY, ACTIVITY STATION forces
the user to put his/her whole self in-one must straddle a pink vanity stool
to manipulate the images housed in the pink vanity. This creates a perverse
sexualised relationship with the object and the diligent user will be rewarded
with a melodic orgasm, attaining 'Cute Utopia' and being blessed by the sexy
kewpie in the clouds.
In her work, Corompt is deliberately setting out to confront what she describes
as the 'beige box syndrome'. Her interactive computer installations force users
to confront the work with their whole body, addressing the spatial and temporal
considerations of showing multimedia work in a gallery environment. Corompt's
work is designed with the wisdom of the arcade game and includes the voyeuristic
pleasure of watching others work for the pathetic rewards that the user-friendly
machine offers.
Unlike the many artists working in multimedia who are engaged in the scramble
for the latest product, 'The Cute Machine' projects have been developed
on an Amiga 2000, using Deluxe Paint for the graphics and Scala MM for the authoring.
Corompt explains her choice of the Amiga as being dictated by economic considerations.
However, the simplicity of form and effect that the Amiga has determined provides
the work with much of its strength.
There is a sense that Corompt's pieces are very much of their time, that they
exist purely as a first generation of interactive computer installation work.
They are not heroic in their aspirations as art and once viewed, they will have
exhausted the interests of the MTV generation. They do, however, have a clarity
about them; a perverse pleasure in the relationships that they expose between
man (sic) and machine, relationships that probably won't go away. Let's face
it, Tom has never caught Jerry-even when they went to out-of-space-for some
scenarios are archetypal.
© Helen Stuckey 1996
Helen Stuckey is a freelance curator and a coordinator of the Basement Gallery,
Melbourne.
MESH film/video/multimedia/art #10,MESH is published by Experimenta Media
Arts