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Nifca info,
3/01
Brainscore
By Anna-Kaisa Korhonen
Translated by Jean Ramsay
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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