Introduction
When using technology to create a piece of art,
you often get trapped between those who are mostly (if not only)
interested in the newest technology and those whose references
are strictly from visual arts. It is no secret that new media
art is a loosely defined discipline consisting of people coming
from different backgrounds with various preferential degrees toward
technology fetishism. Here more often than not you meet people
whose favourite topics of discussions are the newest technological
gadgets rather than those of aesthetical or philosophical, who
know more about the latest releases from Nintendo than the latest
exhibitions at Tate or MOMA, and to whom such names as Matthew
Barneys, Sophie Calle, Damien Hirst or even Bill Viola only ring
hollow bells. As though neither the constant economical set-backs
since the '70s nor piling-up of social and environmental problems
leading to our mistrust in human nature has ever left any visible
trace to change our mental picture of "the future,"
they seem to continue to march on with their almost religious-like
faith in techno paradise.
On the other hand, though artists want to consider
themselves radical and forward-thinking, still assuming their
rightful position to be the cutting-edge crowds within the hierarchy
of aesthetic society, history tells us otherwise when it comes
to utilizing new technology to their art. The most notable example
of this is probably the use of photography as an art medium. Except
for a few open-minded artists, it took more than a century for
photography to be accepted as a valid means to produce art, and
those who proceeded in using camera before its acceptance were
simply called "photographers" and not "artists."
Film also went down the same path. Though some handful french
artists such as Legé and (American-born) Man Ray experimented
with the medium at the dawn of cinema, film-makers gradually developed
their own language with its particular concerns. As a result film
as a genre acquired a specific sphere quite different from that
occupied by visual arts. Though many visual artists today use
these technologies for their creation, we cannot erase our history
of specialisation in which these genres have created their own
discourses. As a result what we witness today is different categories
of artists using the same technology (i.e., photographers and
artists using photography, film-makers and artists using film,
etc.), contributing in parallel to their related areas of discourses.
The difference, therefore, is not so much as what kind of technological
media or medium one uses, but rather what kind of discourses one's
work stems from and refers to. Likewise it is safe to say what
one appreciates as a member of the public depends very much on
what kind of discourses and languages one is familiar with and
accustomed to.
WRO 05 - International Media Art Biennale - that
took place in May '05 in Wroclaw was no exception of being a melting
pot of various disciplines. There film-makers and video installation
artists were encouraged to mingle with techno enthusiasts while
the festival introduced such interesting pieces as A Fleur
de Peau by Lynn Pook (2003) and Grafikdemo by Niklas
Roy (2004). A Fleur de Peau uses sensors to send sounds
through a human body. While wired, you "hear" sound not through
your ear drums but through your scull bones. Based on a similar
conception as A. Gerber's underwater project in Malm? '04 (summarised
in her article in this number of hz (1)),
but in a much more articulated manner, this piece questions our
preconceived idea of what sound is and opens up new experience
for sounds. Another work freshly presented at the festival is
Grafikdemo by Niklas Roy: it is an artefact which, by playing
with "electronics" and "mechanics," also refers to the history
of home computers with its subculture of "nerds." While these
works left me with much impact during the festival, in this article
I would like to discuss three other works, all also presented
at WRO 05 festival, which caught my attention by their high grade
of integration between technology on the one hand and conceptual
referential points in other aesthetic disciplines on the other.
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Heartbeats
The first work that caught my eyes at WRO
05 was an interactive installation called Heartbeats
by Orna Portugaly, Daphna Talithman and Sharon Younger (2004).
Heartbeats is an installation in which, by letting
yourself interact with a machine, your own interaction with
other human-beings comes into focus. In the centre of the
installation is a round table onto which four beautifully
filmed video figures, captured from above against a totally
white background, are projected. As four touch screen stations
surround the round table, a visitor, when placing his/her
fingers on one of the touch screens, becomes assigned with
one of the video figures. Awaken, the video figure starts
engaging in repetitive movements. The pace of the movement
is controlled by the heartbeat of the participant, captured
by ECG via the touch screen, and the figure is caught in
its own repetition until it meets another video figure.
Then as if magic has happened and their spell broken, they
are released from their repetitive movements and start interacting
with each other, their awkward movements becoming beautifully
choreographed body conversations. After a short while of
this physical communication with each other, they disengage
and return to their previous movements, awkward and repetitive,
only to seek another moment of encountering another human
figure on the screen.
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By applying the idea of multiple-participants-system
in which multiple participants together create narratives (common
in game industries but still quite rare in interactive installations),
Portugaly, Talithman and Younger have succeeded in creating an
interactive installation in which not only our "heart-beats" is
its conceptual key symbol but the whole situation in which the
narratives of the installation are being woven becomes a metaphor
for life. By transforming repetitiveness of heartbeat into habitual
behaviour of human, they remind us of the experience where the
unconscious dullness becomes an unhealthy imprisonment, in which
only meeting and interacting with another heartbeat is the key
to break away from the unspoken and often self-unaware loneliness.
And as we interact and look for our own special Ariadne in the
piece, we come to realise the fact that we also act as Ariadne
for our fellow human beings. It is a warm reminder of human relations.
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Here it is worth mentioning another installation
called Jumping Rope by the same artists. Made prior
to Heartbeats, Jumping Rope was firstly
developed for children as a course assignment at Camera
Obscura of the Arts in Tel-Aviv. Later modified from the
very concept, Jumping Rope conveys the essence
of what Portugaly, Talithman and Younger are trying to do.
Two video figures, projected on each wall opposite to each
other, hold each end of a rope, letting the participant
to jump between them. The participant is forced to imagine
the invisible rope and jump to the rhythm set by the video
characters. The success or failure of each jump is monitored
by sensors and commented by the video characters in the
manner "if you can make it to ten [jumps], you'll get
a kiss!" or "you missed again!". Here again,
like Heartbeats, the installation becomes a metaphor
of life; it offers its participants and on-lookers a simulated
life situation in which you, as an adult, suddenly realise
that your behaviour is pruned through a haunting invisible
rope by the people around you (may they be your parents,
peers, colleagues, bosses at work) and that you may still
be dancing to someone else's tune. In a strange manner,
I am reminded by their installations of Jenny Holzer's Truism,
as human echos are brought about in an almost organic way
through seemingly cold technologies.
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resonanCITY
resonanCITY is an audio-visual performance
by Derek Holzer and Sara Kolster, accurately coined as "Live-Cinema
Performance" (2004). On the stage, both Holzer (sound) and
Kolster (image) sample their material (found objects for sounds
and film positives for image) and proceed to manipulate and compose
with them in real time. In their performance constructed as "a
dreamlike journey in a live improvisation" (2),
they start out with a familiar scenery of landscapes, then constantly
move on to more abstract image to end it by returning to the scenery
of our starting point. Moving from the macro-level to the micro-level
of imageries, resonanCITY is not only a journey through
the audio and visual experience; it is also a journey from the
surface into the heart of matters.
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Sampling settings of Holzer
(sound - above) and of Kolster (image - below)
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Technically the performance moves along
the familiar path for those of us who are accustomed to
the real-time audio-visual manipulation from VJ cultures
or live electronic concerts. What attracted me in their
work, however, is its procedural and thereby structural
coherence between the two performers representing two independent
artistic disciplines. By sampling "matters" in
real-time in both audio and image and by treating them in
a similar manner through the same programme (the open-source-programme
Pure Data by Miller Puckette who developed the original
Max/MSP at IRCAM), they construct a piece in which the inter-relations
between sounds and image are clearly defined from the start.
Because of the nature of the material (i.e., film positives)
Kolster samples through a video camera on the stage, embodied
in their work is their stark and apparent reference to American
experimental cinema of the '60s. Since she then proceeds
to manipulate them with wide-spread video techniques such
as superimposition through alpha channel and dividing up
the fields in different ratios, the effect the audience
experience is Stan Brakhage's Mothlight transmitted
through our digital video age.
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Though technically less complicated than
many audio-visual performances I have seen, the straight-forward
yet well-thought-out formula of the Holzer-Kolster collaboration
give them a certain advantage over many other live electronic
performers. Despite its name "live performance,"
live electronic audio-visual performances normally comprise
several parts of pre-recorded materials. What is purely
"live" often comes down to the degrees of sound
and visual manipulation of (often pre-recorded) materials,
their differentiations in sequential orders, their instant
fixations amongst vast combinations between audio and visual
components as well as the variations within each discipline.
Though several artists sample their materials directly,
this usually evokes non-electronic moments disintegrated
and isolated within the flow of performances. However, as
Holzer and Kolster restrict themselves to carefully prepared
but still instantaneous sampling without pre-recorded or
computer-generated materials (thus keeping their performance
as "live" and as strictly "sample-based"
as possible), the solid base they construct with their sampling
concept allows them to establish the audio-visual interrelations
at a much earlier stage within the performance procedure
than for most other performers. This helps them to create
a flow without any auditive or visual disruptions throughout
the concert, by leaving adequate space for human interpretations
by and between the performers, whose sensitivities toward
their sound-image objects as well as each other are therefore
heightened throughout their temporal composition.
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Visuals from resonanCITY
by Holzer-Kolster.
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Gameboyzz Orchestra Project
When I grew up, there was no Nintendo game around
(and I was born and raised in Tokyo). Space Invader just hit the
road and became a huge success; I also remember the days when
I sat with my friends in a café after university entrance
exams chilling out by playing PacMan together (I know this sounds
like a contradiction in terms - how can you chill out by playing
a computer game? - but it's true). These are the only memories
I have of computer games from my teenage years. My generation
is not that of computer games but that for which commercially
available music synthesizer was a big revolution. Mine is also
the generation in which, while familiarising oneself with the
"synth-sounds" through Kraftwerk and Yellow Magic Orchestra,
one was caught up with the old-fashioned notion that you had to
go to universities/electronic-music studios to learn how to programme
on a main-frame computer if you really wanted to compose with
electronic sounds. Macintosh home computer revolution was still
several years away.
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Gameboyzz Orchestra
(Jaroslaw Kujda, Pawel Janicki, Mariusz Jura, Agnieszka
Kujda, Thomasz prockow) with their Gameboys.
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The members of Gameboyzz Orchestra Project
(2001-ongoing) belong to a completely different generation.
On the stage, the members of the band sit comfortably on
sofas with Nintendo's Gameboys in their hands. Then off
they go with their "blip-pop" music (their own term to describe
their music), improvising with "blip" "boop" "beep" sounds
from their Gameboy boxes. They use such music sequencers
and drum-machines as Nanoloop, Little Sound Dj, GB Electric
Drum, etc. all to be run on Gameboy devices to generate
sounds by taking advantage of Gameboy's sound chip. Though
this may sound like a commercial (or at least Gameboy-nerds-)
niche, the sounds they create by using various effects like
delays and reverve are surprisingly colourful and the loud
volume of sounds coming from 5 amplified Gameboys (3)
is at times almost as amazingly rich in its expression as
the soundscape of the noise legend Merzbow. On the screen
is a huge projected display of a computer game, from Tetris
to SuperMario, which a member of the band literally plays
throughout the concert (at least this was the case at the
concert at WRO 05 - I was told later that this display differs
somewhat from a concert to the next). For each points scored,
a big cheer comes from the audience, who obviously grew
up in the same era as the musicians and who know every step
of the game by heart. The cheers of the audience gradually
fill the concert hall and become part of the music. And
as the audience share the moments with the musicians, the
atmosphere of the concert becomes almost like a "rave" party
of the '80s.
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For several years now, microsound music has been
popular and much talked about. Many seek the grey area of sounds
that derive from sound particles below the level of the musical
notes. The members of Gameboyzz Orchestra are not an
exception: they proudly proclaim that they "utilize the latest
technologies along with the retro ones used by musicians associated
in the MICROMUSIC society whose key word is 'lowtech music for
hightech people'."(4)
Though microsound music is now often associated with a certain
music style, the history of microsound goes back to early electronic
and computer music of the 1950s and 60s. Stockhausen and Xenakis
contributed to the development of microsound aesthetics and many
young sound artists today take advantage of the situation in which
"Recent technological advances allow us to probe and manipulate
these pinpoints of sound, dissolving the traditional building
blocks of music -- notes and their intervals -- into a more fluid
and supple medium."(5)
Although it is uncertain to me how much
of the referential relation there is between the music and
attitude of Gameboyzz and the historical and musical
definition of microsound, none of that mattered as I sat
in the audience and related to this group from a completely
different angle. When the 5 band members sit on the stage,
as if they are playing a video game together on their sofa
at home, playing music through their hand-held Gameboys
with the intention of letting us know how groovy these "blip"
sounds can be, the whole concept of computer game becomes
much more than just a game; it becomes not only a social
context but almost like a social pretext, with the hidden
agenda of a hanging-out-with-your-pals event and sharing-the-childhood
session, a revelation which on second thoughts you realise
it must have always been that way. The music of Gameboyzz
Orchestra is a manifestation of that particular generation
which embrassed computer games to their hearts. And while
Cage would have applauded at the idea of using those sounds
in a musical context, Gameboyzz also make a strong
distinction from the era of Zen-Cage, simply because they
don't preach us to appreciate those sounds as "music" but
they play them and we enjoy it.
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Epilogue - Personal
It is interesting to know how the members of
Gameboyzz Orchestra Project came up with the idea of using
Gameboy consoles as music instruments. Pawel Janicki, one of the
members of Gameboyzz Orchestra, once told me that they
needed a drum machine for a completely different project. Since
drum machines were still quite expensive in Poland (their native
country), they opted for using a Gameboy as a drum machine. Discovering
the beauty of Gameboy sounds and how intimately related those
sounds were to their own childhood, they started forming a concept
for a band with distinct sounds solely from Gameboys.
In 2003 I was asked by a curator of a show I
was going to participate in if I could modify and use an X-box
instead of a Mac in order to bring down the cost for the exhibition.
X-boxes are, I was told, sophisticated computer machines below
the surface and when buying one, you are actually getting much
more than money's worth. Unlike Oliver Wittchow who came up with
Nanoloop, I was not technically genius enough to convert it to
a pure computer to run my work (in other words, I was not high-tech
enough to make the low-tech work) and thereby missed my chance
of discovering interesting visual concepts and components for
my future works.
Margaret Mead once commented on American culture as the immigrant culture and how it differed from that of the old world.(4) In the old world, the young generation learned from the elders whatever there was to learn about their culture; their cultural and social knowledge were handed down from one generation to another, from the elder to the young. However, in the immigrant culture of the US, this natural flow was broken as the younger generation (the second and the third generation of immigrants) learned the language and adopted to the new culture much more quickly than the elder (the first) generation. As a result, the elders, who in the old world stood for knowledge, wisdom and experience, became the ones to learn from the younger, who unlike in the old world stood now for knowledge and wisdom in the new culture.
Her observation of the immigrant culture is probably true for any present culture in today's world. Since the mid 19th century our world has witnessed many new technologies as such inventions as telegraph/telephone, radio/TV and Personal Computer/the Internet have changed our daily experience of the world rapidly and forever. While the young absorb the new advancements in technology as fun, it also creates a society where the elders are the ones who have to do the catch-up with the constantly changing everyday technology.
As a genre so closely connected to technological advancements, this condition is even more true in the new media circles. For example, the artists discussed in this article are all born in the mid- to late-'70s. Though I am always humbled by these new talents who are well-informed of what the situation of present technology is, I've noticed myself looking for something else, beyond the new, beyond the technology, a referential point through which I can relate, where the person I have become through experience and accumulation of knowledge can find a way to canalise into what I see and hear. At the same time, I remember an incident of more than 15 years ago; I was spending the Easter with my in-laws, and my uncle-in-law and his nephew were discussing MTV, still a new thing then in Sweden. I jumped into the conversation by saying "Well, you should not be so negative about those videos. Each generation has its own sensitivities. The fact that they don't appeal to you does not mean they are rubbish." They replied: "Well, don't you ever get the feeling that you want something to make sense to you?" Now, I am wondering, am I turning into that Uncle Bob (or Aunt Olga) myself? It is a scary thought.
Bearing that self-doubt in mind, let me proceed
with my point. What I enjoyed about the three works presented
in this article is the fact that they stand solid even outside
the usual new media circles. All of them are highly advanced in
programming (a must-thing in new media) with two of them (Holzer
and Gameboyzz) even programming their own softwares (a top-of-the-chart-
thing in the current scene in new media); you may say that they
are "new media-ly correct." Yet their conceptualisation
as well as realisation of their works do not narrow down the language
of new media but rather expand it to include those of other aesthetics
besides technology.
The point I am raising here is also a question
of history, i.e., what types of histories we are prepared to incorporate
into the future history of new media. Are we to limit ourselves
to the narrow definition of new media where application of technical
advancements into visual or auditive conversion and advanced programming
codes are of its main focus or are we to include our histories
of philosophy, visual arts, music, etc.? Caught between techno-worship
with future-optimism as its God and reactionary conservatism based
on techno-phobia, where are we to go from here?
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notes:
(1) http://www.hz-journal.org/n6/gerber.html (2) From
the information sheet of resonCITY by Holzer and Kolster.
(3) Although Gameboyzz Orchestra Project consists of
6 members, at WRO 05 concert where I was present, only
5 of them were present.
(4) From the information sheet of
Gameboyzz Orchestra Project. (5) from MIT site on their
release Microsound by Curtis Roads. http://mitpress.mit.edu/catalog/item/default.asp?tid=8587&ttype=2
(6)Margaret Mead, Culture and Commitment: The New
Relations Between the Generations in the 1970s .
New York: Columbia Univ. Press; Garden City, N.Y.: Anchor
Press.(1970) Revised and updated in 1978. First published
with subtitle: A Study of the Generation Gap.
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all photos by courtesy of the artists.
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Sachiko Hayashi is a video and net artist,
whose works have been shown internationally including
NYC, LA, Berlin, Sao Paulo, etc. She holds BA in International
and Cultural Studies with special emphasis on Women's
Studies from Tsuda University in Tokyo where she has
won a prize for her undergraduate thesis, and MA in
Digital Media/Computer Arts from Coventry University,
UK, and the Royal Academy of Fine Arts in Stockholm
under the guidance of Prof. Max Book. Founder of DIAN
network for net artists. She also edits Hz and is currently
the curator for Hz Net Gallery. Her net art works are
available at www.e-garde.net
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