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Do you still remember those plastic postcards, with the
grooved surface that emitted a squeaking sound when you
dragged your fingernail across it? Viewed with the right
attitude and from the correct angle, a three-dimensional
world emerged from their postcard-sized perimeter. And do
you remember stereoscopes, the View Master machines, through
which images launched themselves at your eyes? They contained
whole other worlds, where cartoon heroes wandered the three
dimensions and tourist attractions looked as if you could
walk around them yourself.
Wearing
cardboard glasses, I sit and watch a virtual performance
piece called Brainscore by the Slovene artists Darij Kreuh
and Janez Janša. The location is the Sampo-hall of
the Media Centre LUME in Helsinki. In the dark, soundproof
space, the roof and the rising row of benches hide the latest
super-technology with suggestive finesse. Brainscore is
a performance involving two men and quite a lot of technology.
The large wide screen is the actual stage of the performance,
under which two artists sit, their backs to the audience,
bound to their chairs. Electrodes connected to the artists'
heads lead to monitors placed in front of them, on which
an image of a human brain is visible projected onto both
sides of the screen. The first impression is that few things
would have as little in common as the techno dance of Brainscore's
audience-attacking chunks and squeaky postcards or my red
View Master machine. The performance that is Brainscore
requires a whole lot of necessary explanation from both
a technical and content-based aspect, before the whole can
be fully assessed in all its complexity. And still, the
experience of virtual space created by this super technology
is perceived by the same senses that delight in the new
worlds created by the most basic equipment.
The
protagonists of the Brainscore performance are not the chair-bound
artists, but the floating and rotating amorphous lumps called
avatars that emerge from three-dimensional space. The role
of the artists is to create these forms that live in a virtual
reality, according to complex rules specially created for
them. The artists control the virtual space projected onto
the screen through the monitors. Messages and instructions
are transmitted through electrodes and eye-controlled cursor
movements onto the monitors. The movement and transformation
of the avatar requires certain brain activity, here registered
through the electrodes connecting the artist to the virtual
space. The artist is reminiscent of someone subjected to
medical tests or even of someone facing execution in an
electric chair. The immobility has a clear motive, though:
the men are connected to a complex system, where not only
the electrical functions of the brain, but even willed motions
of the eyes, can function as commands. Both require the
most intense concentration on the part of the artist.
The
performance attempts at a simultaneously multi-faceted -
fashionably both local and global modelling of communication
towards a matterless play situated in the virtual world.
In addition to the brain-graphs and the motion of the performers'
eyes, the virtual space and the dancing chunks are influenced
by information constantly received from the chosen websites.
The image of the brain visible on the screens in front of
the artist is divided into five sections. Each of these
corresponds with some global theme, represented in such
a way that they are made up of shapes that in turn are divided
into twenty objects. The objects are based on passwords
extracted from the sites of anonymous hackers. The anonymous
user in the form of a password denotes movement, colour,
texture or sound. The objects, together with their global
themes (meteorology, stock markets, transport, the media
and, epidemics), form a system of communication that combines
both the local brain activity of the artist with global
information systems.
THE
BODY OUTSIDE THE MACHINE
The
performance is called 'incorporeal', which means bodiless,
even matterless. This in turn means something that excludes
or even nullifies expression based on the corporeal. What
is the role of our physical being in a non-physical i.e.
virtual world? In Brainscore, the whole psychophysical entity
of the human is represented merely by the electrical functions
of the brain and movements of the eyes. It is almost as
if the body below the neck was unable to communicate, paralysed
even. In this piece the physical person is literally bound.
The notion of the body as the antithesis of the mind - in
this case technology - prevails in the heads of the artists,
because the body is not allowed onboard their virtual journey.
The body cannot be seen as a well-defined system in itself,
though. Not only in cases where the human and computer-based
are spliced, i.e. cyborg experiments, the boundaries of
the physical vary in even the most basic forms of communication
technology. Even the act of writing letters or using the
telephone, not to mention email, chatting and other interactive
facets of the Internet'relativise' the physical entity and
boundaries of a person. From the point of view of communication
technology, the world is limited to surfaces that penetrate
information in various ways.
Brainscore is a splash of the global tidal wave of body-image
and body-culture prominent in art and media at the end of
the last decade of the previous millennium. The Dadaists
and the body art of the 1960s became relevant in a new way.
Artists commented on the position occupied by the body restrained
by a lineage of medical and scientific experiments - in
an age of technology, information and virtual realities.
Orlan shaped her body through plastic surgery and Stelarc
crafted implants onto his body, allowing technology to literally
penetrate the body. On the other hand, like Brainscore,
art moved towards-and was expected to comment on -the new
virtual realities made possible by technology, where a rich
and intimate dialogue was possible regardless of the corporeal.
THE
VIRTUAL WORK AS A SOCIAL ACT
Works
of art that are described as immaterial and matterless have
a tendency to suggest the historical distinction between
the mind/body, mental/physical and the immaterial/material.
A conception of the body acutely distanced from its biological
and physiological realities reaches its zenith with the
desire to separate the mind from the body completely. This
opens up a possibility for social differentiation. Traditionally
'the medium is the message' and often the message is an
elitist and a discriminating one. The virtual work of art
must be seen as a political and social act. The work may
be ecological, it may develop science and technology, but
it may also increase differentiation and may be used for
military or similar uses. It goes without saying that 'immaterial'
virtual realities are the privileges of stable material
conditions and circumstances. In order for a part of society
to distance itself from the body and live in a virtual reality,
a class of body-bound supporters and providers is required.
They produce and remove matter, so that the flesh supporting
the brain of the virtual citizen can survive. Brainscore
shows us that, however immaterial and bodiless information
appears on the outside, the more expensive and excessive
the material and technological resources it requires and
depends on.
THE
GOOD OLD GAZE
In
the midst of all this out-of-body experience and cyborg
reverie, it is still the human body that experiences these
new virtual worlds and realities. The perception of space
is entirely founded on the five senses, the dominant ones
being sight and hearing. The importance of sight has grown
in proportion with the fact that the experience of virtual
space and worlds is predominantly dependent on it. The problematics
of the gaze and the act of looking disturbed me throughout
the time I was bombarded with Brainscore's particles of
information in three dimensions, not only because the act
of looking and the sense of sight are the very things that
generate the gaze. The politics of the gaze are central
to any feminist theories related to the arts and images.
The image and space always has a perceiver, someone with
a body and position from which the gaze is transmitted.
For the viewer, the physical realities of the Brainscore
performance - even with its temporal dimensions created
a classic camera obscura or 'darkened room' experience.
Only the eye is needed for seeing, the rest of the body
is set aside. Any member of the audience in a virtual space
generated by technology becomes almost unwillingly (I am
consciously ignoring the ear) an eye, or should I say, an
eye behind reflecting, impenetrable shades. In Brainscore,
this experience is heightened by the very act of wearing
cardboard glasses in a darkened room. The eyes of the audience
have to be concealed for the intimate 3D experience to even
become possible. The perceiver looks, gazes without being
seen. In this sense, Brainscore returns to the traditional
way of looking at art: the gaze reaching the work of art
has no body, a dominating gaze emanating from an undefined
source. Even after having considered the above in all earnestness
I could not help to find a smidgeon of playfulness, maybe
even irony, on the stage of the performance. Human eyes,
the 'windows of the soul' of the romantics, had adopted
another kind of function: the expressionless eyes of the
artists controlling the work were shown in images on the
TV monitors in the front part of the room. They didn't look
straight at you, and if they had, the response had been
from a row of cardboard glasses.
But
to return to squeaky cards and View Master machines. Geoffrey
Batchen has examined virtual space and the position it holds
in visual culture. He traces the experiences generated by
virtual spaces back to previous inventions that generated
similar visual experiences. The American critic Oliver Wendell
could have spoken aloud at the 2001 performance of Brainscore
and described his experience in the same words he used after
having tried the stereoscope in 1859: "a dream-like
exaltation in which we seem to leave the body behind us
and sail away into one strange scene after another, like
disembodied spirits."
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