 |
| May
2002 |
 |
Vol.21
No.4 |
| A
publication of the International Sculpture Center |
The Doors of Expression:
The
Work of Art in the Age of Quantum Processing Power
by Pablo Baler
Forecasting
the future of art is probably the most unmerciful of disciplines and the
one, among other prophetic practices, that has consistently proven a historical
impossibility. Hegel, the father of modern aesthetics, also happens to
be the author of the most flagrant misreading of art history. He saw Romanticism
as the last possible stage in arts relentless search to give sensuous
presence to the ineffable, declaring, in 1823, that art is a thing
of the past.

Char Davies,
Éphémère, 1998.
Still from interactive, virtual environment. |
Envisioning the art
of the future has never been so urgent as it is in 2002, but critics of
art realize they face a lethal methodological paradox since it has already
become so apparent that any futuristic projection is inexorably doomed
to failure. One way out of this paradox, however, would be to think of
an aesthetics focused not so much on the concrete as on the possible:
not on the object itself as a crystallization, but on the potentialities
of art based on current and developing trends. More than a work of pure
art history or even an exercise in art prognostication, this attempt could
be seen as the task of a still-emerging field: a piece of aesthetic-fiction.
If science fiction draws inspiration from existing technology to conjure
up fantastic though possible scenarios, aesthetic fiction should find
nourishment in current aesthetic tendencies to visualize a conceivable
art for the future. What now blurs the line between science fiction and
aesthetic fiction is that technology is also becoming (and increasingly
so) a pervasive support of artistic expression and imagination.

Stelarc,
announcement for Fractal Flesh: An Internet Body Upload Performance,
1995. |
Two salient tendencies,
both related to a general spirit of expansion, define the sensibility
that has permeated sculptural production since the early decades of the
20th century. On the one hand, the sculptural expands its scope of experience,
losing its performed autonomy and turning from a mere object for observation
into an arena of encounters. On the other hand, sculptors have explored
and expanded the scope of reality by probing the limits of space, matter,
and physical laws as the very conditions of possibility for sculptural
expression. The current production of interactive digital art unfolding
in multi-media installations, Internet interventions, and particularly
in immersive virtual reality environments exacerbates these two tendencies
to uch an extent that the very notions of experience and reality
become themselves volatile categories. Thus, new, resilient frames of
mind and morphing vocabularies are constantly being devised to respond
to the pressing need for redefinition and resignification.

Stelarc,
Amplified Body, Laser Eyes and Third Hand, 1986. Performance at
the Maki Gallery, Tokyo. |
The historical shifts
in the way we have related spatially to sculpture since the 19th century
reveal this general move from the distanced experience of the idealized
Neoclassical figure to the totally interactive, all-immersive scenarios
of the very-late 20th/very-early 21st-century virtual environments. The
recent history of the base (as well as that of the red rope marking the
bounds of the visual and tactile territory of the sculpture) could indeed
be a very telling one. In pre-modern times, the pedestal supporting a
freestanding statue helped to create the illusion of autonomy. Modern
sculpture, which reformulates the notion of the base, investigates the
very status of this autonomy while promoting a corresponding sense of
intimate encounter between viewer and artwork. This historical departure,
already present in some staging by Rodin, was embodied early on in such
diverse sculptures as Duchamps Bottle Rack (1914), Rodchenkos
Oval Hanging Construction N. 12 (c. 1920), Brancusis Bird
in Space (1927), or Tatlins Letatlin (1931). These Modernist
works strongly foreshadowed the postmodern stretching of the sculptural
experience in which performances, land-art-scapes, or installations began
to imply not just the aloof involvement of our sight but a profound investment
of our bodies, minds, identities, and all our senses. However, and despite
the recognition by the historical avant-garde of this expressive shift,
Modernist sculpture merely seems to have occupied the unmarked white cubic
space of the gallery, while postmodern sculpture succeeded in constituting
its own spatial referent, radically solving the problematic of objecthood
that haunted early 20th-century sculptural imagination.

Stelarc,
The Third Hand, 1980. View of performance series in Tokyo,
Yokohama, and Nagoya. |
If there is, however,
a tendency toward the convergence of viewer and artwork, Tatlin should
somehow be credited as its precursor; for it was his Letatlin that
brought forward, in a very graphic way, the idea of a nonarchitectural
art into which one could enter, and not just as a mere conceptual project
but as a full-fledged three-dimensional bodily experience. It is indeed
a puzzling coincidence that the futuristic utopias of this Russian Constructivist,
with their industrialized, communist aesthetics of real materials
in real space, should find such powerful resonance in the technology-driven
artificial scenarios of early 21st-century capitalist art, with its unrelenting
investigation and production of virtual materials in virtual space.
Virtual reality,
as it has come to be known, refers to any digitally generated environment
(mostly three dimensional, at this point) that when accessed through a
technology of interfaces creates an experience of immersion. Current virtual-reality
interfaces allow for audio-visual interaction; and some rudimentary haptic
connections already exist, providing fairly realistic representations
for the sense of touch: pressure, texture, temperature, and so on. Interface
technologies geared toward the more sophisticated and elusive senses of
smell and taste will require further research and development. Technology
thus allows for the possibility of translating and extending our bodies
into the language of a totally reconfigurable dimensionalthough
as of today, just the potential for being able to touch a virtual sculpture
(let alone create within this tactile field) and to bypass the distancing
schemes of galleries and museums would by itself constitute a revolution
of uncharted implications. At any rate, virtual realities involving all
sensory modes of interaction, like the ones conjured up in science fiction
narratives, have left the realm of fiction to become concrete scientific
projects. William Mitchell in City of Bits, his own utopian rendering
of the future of architecture and urbanism, blatantly redefines the concept
of inhabitation: Inhabitation will take on a new meaningone
that has less to do with parking your bones in architecturally defined
space and more with connecting your nervous system to nearby electronic
organs.

William Latham,
still from Alternative Nature Series, 1990. Created with Mutator
software. |
What is both intriguing
and fascinating from the perspective of virtual reality as a sculptural
medium is that once we enter cyberspace, our bodies themselves become
one more reconfigurable reality. Mediation through technology encourages
the development of body and identity modification. As has been made apparent
by the proliferation, since the early 80s, of Multi-User Dungeons
(MUDs), we will be able to participate in the simulated space as anythingmicro-organisms,
humans, beasts, gods, or even, if we wish, as pure matter or absolute
void. Sociologists and software programmers alike are dealing these days
with the limitations of any rigid notion of identity. Paradoxically, these
virtually customized beings are called avatars, borrowing from Hindu mythology
the concept of a deity descending upon earth while assuming some inferior
material form, be it animal, monster, or man. Total modularity of appearance
and identity, blurring of the lines dividing the analogous, carbon-based
body from the digital silicon-based environment, and utter exchangeability
or integration of subject and object will become expressive touchstones
of this still-developing medium of virtual reality.

William Latham,
still form created with Mutator software, 1989. |
Australian cyber-artist
Stelarc has become world famous for performances dealing with body augmentation.
Stelarc has attached to his right arm an extra mechanical arm (Third
Hand), extended his locomotive capacities through a six-legged pneumatically
powered walking prosthesis (Exoskeleton), and connected his body
to the Internet in order to become accessed and activated by remote agents
through a touch-screen-interfaced Muscle Stimulation System (Fractal
Flesh). These performances aimed at redefining the limits of sensory
and bodily relations with technology are especially compelling since Stelarc
brings to the still-cryptic world of digital art the particularly graphic
expression of choreographed performances. He has kinesthetically, acoustically,
and visually probed the body. He has amplified brainwaves, bloodflow,
and muscle signals. Stelarc seems particularly interested in the engineering
of external, extended, and virtual nervous systems for the body using
the Internet: Just as the Internet provides extensive and interactive
ways of displaying, linking, and retrieving information and images, it
may now allow unexpected ways of accessing, interfacing, and uploading
the body itself. Electronic space becomes a medium of action rather than
information. It meshes the body with its machines in ever-increasing complexity
and interactiveness. The bodys form is enhanced and its functions
are extended. Its performance parameters are neither limited by its physiology
nor by the local space it occupies. Electronic space restructures the
bodys architecture and multiplies its operational possibilities.

Karl Sims,
Galapagos, 1999. Sequence of stills from an evolutionary
3-D environment.. |
Yet not only the
standard sensory modalities will be involved in the synthetically generated
territories of cyberspace. Eventually, through artificially designed prostheses
we will also have the opportunity to augment the perceptual range of existing
senses to the whole spectrum of electro-magnetical and mechanical wavelengths
(from X-ray vision to echo-location skills allowing for navigation in
total darkness), turning the theoretical question of the limits of the
biological base of perception and consciousness into a vaster field of
aesthetic exploration. Aldous Huxley has described, in The Doors of
Perception, the mechanisms by which mind-altering substances can open
up a world of total awareness. The title of Huxleys book is taken
from the ever-quoted aphorism by William Blake: If the doors of
perception were cleansed everything would appear to man as it is, infinite.
Through the fetishistic technological utopianism that fuels the ravings
of most techno-critics like myself, one could conceive of virtual reality
as electronic doors of perceptionwith our senses becoming more and
more reliant on infinitely amplified data-processors and our awareness
gradually converging into a self-replicating collective consciousness
plugged, in turn, into vaster and vaster realms. The question that would
be both complicated to formulate and to answer, however, will then be:
Whose perception are we talking about? But from a more unpretentious perspective,
and despite the increasing enhancement of our capacities through technology,
we realize that virtual reality is today far away from constituting doors
of perception; it is much closer to becoming unpredictably wide doors
of expression that would allow us not only to imagine but also to vicariously
experience that infinite dimension of total awareness fancied by Blake.
In fact, virtual
worlds stretch Blakes notion of infinite from a scope
that lies merely beyond our reduced awareness to some boundless territory
extending beyond human imagination. Virtual environments radically reconfigure
our perceptive and experiential premises regarding physical laws, temporal
linearity, and stable agency. Cyber-sculpture (of which virtual reality
scenarios are the ultimate manifestation) is not only free from the physical
constraints of gravity, mass, motion, force, cause and effect, and so
on, but is also naturally and fundamentally predisposed to search for
a set of totally arbitrary, provisional, and personal universes with their
own unpredictable logic, flexible mechanics, and fluid biologies.

Karl Sims,
Action, 1994.
Still from a simulated environment. |
One could cite several
distinct early 20th-century sculptural antecedents of this tendency toward
the expansion of reality. Probably the most conspicuous among them are
Duchamps speculations on alternative laws of measurement, causality,
and the challenging notion of the infinite chain of dimensions; Rodchenko
and Brancusis attempts to release the object from the constraints
of gravity; Moores experimentation with the evolutionary laws of
spatial mutation flagrantly rendered in his Composition 1932 but
latent in the fluctuating, morphing shapes of his works; and Giacomettis
surreal exploration of the logic of the subconscious in pieces such as
Palace at 4AM, which gives us the sense of inhabiting the blueprint
of an otherworldly architecture. In fact, Andre Bretons Surrealist
manifesto could be seen as a manifesto of expansion as well: To
change life, to transform the world, to remake human understanding altogether.
But then again, while
the sculpture of the last century seems to operate on the level of spatial
rhetorical tropes rather than on the actual, concrete creation of alternative
realities, virtual reality attempts to get rid of the metaphoric freight
of art by actually producing parallel universes that can not only be evoked
but also fully experienced. Seen from todays vantage point, the
20th centurys all-encompassing performances, displays, and stagings
seem to be manifestations of a vaster historical drive that has compelled
us to conceive of and plunge into the spectacles of parallel universes.

Karl Sims,
Action, 1994.
Still from a simulated environment. |
Moores Composition
1932 (which itself appears as a whole active universe seen from the
outside) seems particularly relevant to an understanding of the creations
of another English artist, William Latham; for Latham has actualized that
sense of a morphing shape (in time and space) produced by Moores
prophetic piece. Lathams 3D computer sculptures (as
he himself calls them) inhabit cyberspace and mutate in real time. And
instead of the dark-gray, highly marbled African wonderstone used by Moore
in Composition 1932, the materials used by Latham are purely mathematical
algorithms. This is one reason why the assistants of this new breed of
virtual sculptors are not welders, carvers, or casting experts but teams
of programmers mostly sponsored by software and hardware giants, media
corporations, or telecommunication companieswhich, as things currently
stand, are difficult to tell apart.
Together with IBM
programmer Stephen Todd, Latham was among the first virtual artists recognized
for the aesthetic use of a software called Mutator. Latham used this software
modeled on the processes of evolution to randomly mutate the genes (that
is, the underlying computer code) of a previously chosen form. Critic
Jim McClellen has insightfully observed that Lathams seashell
cyberdelia or viral baroque forms scramble the sense
of time and scale and deliberately blur the barriers between the technological
and the organic. Lathams own take on his virtual sculptures sheds
light on this historical genealogy of the search for parallel realities:
What I am trying to do is to produce my own vision of the natural
world, defining its rules, altering its genes, and building its structures
With
a mixture of human creativity and evolutionary systems as embodied in
computer software, one can produce extraordinary things, things that are
beyond the human imagination. There comes a point when you cross the boundaries
of what is familiar. The machine comes back with surprising results and
you suddenly find yourself thinking, gosh, Ive never seen things
like this before.

Karl Sims,
Action, 1994.
Still from a simulated environment. |
Yet another artist
recognized for having explored new laws of evolution and movement for
virtual creatures living in virtual space is Karl Sims. His most conspicuous
projects, Evolved Virtual Creatures (1994) and the 1999 installation
Galapagos, consist of simulated environments where, as in Lathams
mutations, beings evolve in our presence, following both evolutionary
and whimsical laws of interaction. The virtual block-creatures from the
1994 environment are the survivors from a population of several
hundred creatures created within a supercomputer. Members of this large
society are tested, through several generations of simulated Darwinian
evolution, for their ability to perform a given task, such as the ability
to swim, jump, follow a red light, or compete for control of a green cube.
Those that are most successful survive, and their virtual genes containing
coded instructions for their growth are copied, combined, and mutated
to make offspring for the subsequent population.
Whether the works
of Latham and Sims are 3D sculptures or just 2D images is, in fact, a
trivial question, because even though we mostly see them on screen they
are mathematically conceived to inhabit a 3D interactive, all-encompassing
virtual space. But again, we should overlook the fact that some of these
works are still in such a crude stage, since part of the digital art of
the 1990s lies in the very exploration of the mediums potential.
And this is so much so that even today some critics still dismiss the
aesthetic value of the medium, relegating it to the status of a mere novelty
and its products to that of hip screensavers, upgraded video games and,
in the best of cases, sophisticated NASA simulators. Nor does it help
that both Latham and Sims have, in fact, abandoned the production of art
altogether to move on to the production of video games and special effects
software for the motion picture industry.

Karl Sims,
Action, 1994.
Still from a simulated environment. |
Among those few cyber-artists
who have left the stage of exploration of the medium and are already producing
interactive environments of perplexing quality is Char Davies. In Daviess
Osmose (1995), for instance, she offers us an entrance through
a 3D Cartesian Grid, which functions as a space of orientation, only to
surprise us later on with a series of abstract, puzzling worlds. After
donning a head-mounted display and a motion-tracking vest, the immersant
is able to journey by means of breathing and balance, for, as Daviess
Web site claims, these environments incorporate intuitive physical processes
as the primary means of navigating within the virtual world. By breathing
in, the immersant is able to float upward, by breathing out, to fall,
and by subtly altering the bodys center of balance, to change direction.
In contrast to Stelarcs
somehow violent, action-based performances of interface, we see, in Davies,
other uses of virtual space. The experience of being spatially enveloped,
of diving and floating rather than driving or flying, is key to Daviess
work. Stelarc says: Electronic space becomes a medium of action.
Davies, on the other hand, declares: Being supersedes doing.
These metaphysical differences, which in other contexts some may relate
to issues of gender, have more to do with the mediums potential
to embrace all possible ontological and epistemological arrangements.
It was probably a sense of this potential that prompted Friedrich Junger,
already in the 30s, to claim that technology is the metaphysics
of our century.
Head-mounted stereoscopic
visual displays, robotic prostheses, data-gloves, extended neural implants,
motion-tracking vests, intelligent second skins, and the whole panoply
of interface devices, will most probably become all-pervasive and invisibly
merge with our bodies as have the other prostheses we already carry with
or within us (from cell-phones and palmtops to contact lenses and pacemakers).
In this way, intelligent endoskeletal technology will achieve critical
mass and the boundaries separating the physically concrete, three-dimensional
reality from the virtual one will inevitably collapse. This is a radical
change that will affect our conception of art as the realm of mere representationbe
it abstract or figurative. William Latham, who was interested in uncovering
ideas beyond the human imagination, conceives of the computer screen as
a gateway into another domain: In some ways, people have realized
that we cant go very far into space but we can explore computer
space. Whats even more fascinating is that this is a world that
you invent then explore.

Char Davies,
Éphémère, 1998. Still from interactive, virtual
environment. |
A certain anxiety
regarding the ontological status of the object defines most of the sculptural
production of the 20th century. For the 21st century, one can already
anticipate an anxiety regarding the ontological status of reality itself.
This will result in different forms of challenging our most primary strategies
for dealing with the basic referents of experiencebody, consciousness,
space, and time. Virtual space shatters the physics-bound, human-centered
grammar of sculptural imagination. Not only is any reality
possible, but also there need not be a solution of continuity between
the reality and the beholder or between the beholder and yet
another virtual creation. The concept of beholder will become more and
more complicated as identity ceases to refer to a set of experiences
unified under the abstraction of a self, indicating instead a constantly
evolving, modular category. The very notion of bodyessential
to our present understanding of sculpturecould eventually be pre-emptied
from material existence into electronic codified domains and become an
infinitely reconfigurable allusion. The way we walk, stand, behave, the
way we experience and posit our bodies in relation to sculpture has been
an aesthetic issue (implicit or explicit) since the beginning of spatial
representation; but radical changes in the production of art due to evolving
processing power, interface technology, and computer-generated realities
will (by 2020 or 2030) radically expand these issues and change the very
nature of art as well. If this re-mapping of reality ever takes place,
not only are the contents of art bound to shift but also the idea of art
itselfthe very question of what art is will be wholly subsumed under
the more general and pressing question of what reality is and what realities
could be.
And aesthetics will
be inexorably absorbed by metaphysics and metaphysics by fiction; for
art will probably not refer anymore to a procedure of object production
driven by the need to grasp some ineffable aspect of human existence (as
Hegel would have meant it to be); rather, it will refer to the abandonment
of all explanations through the creation of alternative universes.
Pablo Baler is
an Argentine novelist and art critic.
|