Wednesday, March 19, 2008

Interview of The ASCII Art Ensemble


The Ascii Art Ensemble

By Josephine Bosma 7/9/1998

The Ascii Art Ensemble consists of Walter van der Cruijsen (founder of Desk.nl), Luka Frelih and Vuk Cosic (both Ljudmila Media Lab, Slovenia). They develop freeware for moving ascii images and create artwork with it, but also related work like a flip book. Their efforts will be presented at the World Wide Video Festival (WWVF), which will be held in September of this year in Amsterdam, as part of [extern] Vuk Cosic's presentation.

Josephine Bosma interviewed them at their last day of collaborative work at the WWVF's office, with a local tv team breathing down our necks. As a first example of their possibilities the Ascii Art Ensemble has taken the 1972 porn movie 'Deep Throat' and converted it into moving ascii. Advertising their work they have provided the 'entire' Amsterdam new media community with t-shirts with an exemplary still from the movie in ascii. They manage to completely deconstruct the movie and have plans to offer their software as a means to approach any possible images, the entire worldwideweb included. Connecting the ascii text to speech software (only possible with one frame at a time, a movie has about 30 frames per second), the abstract text sounds like Laurie Anderson next generation.

You started three years ago?

AAE: (Walter van der Cruijsen) Ascii started a long time ago, when ascii was first used as a set of characters to program, to communicate with computers. Ascii as a movement is very recent, very new. Since four years we have the web and everyone is thrilled with large binary objects. This movement tends also to fast and compact communication. It is not just about representation of images and ideas, but it is also a sort of toolbox to communicate on the internet. The Ascii Art Ensemble is the group that develops the toolbox by creating tools, applications, output, content to the internet. It is also a way of creating content.

Let's go to 'Deep Ascii' first, as we are now at this WWVF. What is 'Deep Ascii'?

AAE: (Luka Frelih) It is a movie. It is a version of 'Deep Throat' that is entirely in ascii characters. The way it is displayed now it is a 175 megabite textfile which one can view on a text terminal. We have now developed a java player so you can play it on a pc or a mac.

Why did you choose 'Deep Throat'?

AAE: (Vuk Cosic) First the decision was made to work on a pornofilm because of the close ups. Ascii rendering of an image does not allow you to use a lot of noise. You can use an image with a lot of detail, but it will not render well in ascii. Close ups in the porn industry are about 75 percent of the visual content, or 55, 95, I don't know. They are good for ascii. Then of course: which porn movie? That was pretty clear. Firstly Deep Throat is the only well known porno movie really. Secondly it is a twentyfive year old film so there is this history thing to it, like to commemorate things. Then also there is this whole thing about pornography that it is a hidden industry, nobody really talks about it, it is not for kids, it is not for decent people, but actually: the economy of pornography is so serious. And even in the internet pornography is 50 percent of contents and traffic.

'Deep Ascii' has been included in an exhibition in Slovenia about pornography. It is going to be displayed within a gallery context. There I had this line of thinking: I decided not to put it in an office situation, like they did in Kassel (Documenta X) last year, where they made an office with computers on the tables where you could watch computer art. I think that is insane, or lame, or unalphabetical, you choose. The other option would be to do a projection, but that seemed a little bit exclusive, and I somehow think that this stuff is more intimate, a 'man to computer-thing'. It does not look good. We have projected this 'Deep Ascii' to a wall, it is pretty amazing, but it is not what we wanted.

I started checking history and a very beautiful coincidence appeared. You probably know of the game 'Pong'. It is the first computer game. Similar to Deep Throats position within the porn industry, Pong is the first commercially successful mass product that triggered the entire industry. The game industry in America earns more than the film industry, for three, four years in a row now. It just outgrew cinematography. Still, it is slightly hidden. It is put out in the open, it is not immoral, but it is not treated as art or anything serious. Economy makes it pretty serious in my perception. Here comes the coincidence: those two things, Deep Throat, the film, and Pong, the game, were launched the same month of the same year: June 1972. I put this Pong hardware and Deep Ascii software together to underline the June 1972 birth of a new civilisation.

What is the connection between the Ascii Art Ensemble and other ascii art practicioners?

AAE: (Walter van der Cruijsen) We aim at different things. The whole ascii art as it was so far, in usenet and email, was a lot based upon the idea of media being streamed and distributed. It was more like: "I have a idea, this is an image, I want to present it."

Hobbyism?

AAE: (Walter van der Cruijsen) I take it very serious. It is like sending poetry through the internet, in a way it is almost the same. In this case we try to make real objects out of it, concrete things.

AAE: (Vuk Cosic) What is interesting, what Walter did not articulate in such blunt terms, is that simply ascii art is not net.specific. Ascii art comes from the deep paleolithic of computers, if anybody remembers that stuff.

AAE: (Luka Frelih) It is not known yet what we do. This week we first prepare the public tools that we intend to give out. We have one unknowing collaborator, which is a guy from Silicon Graphics who made a small converter that works in realtime on a Silicon Graphics machine, like an Indy for instance. We use that to convert our Deep Throat file. When we put out the stuff we also intend to make a version of this converter for other machines, so that it is not any longer so exclusive, so it is not that commercial. When you want to do realtime animation you don't have to buy a Silicon Graphics machine then. When we are finished with these pieces we just put them out on the web and hopefully other people will take it from there and become members of the Ascii Art Ensemble.

The 'free-aspect' also is very important to you, isn't it?

AAE: (Walter vd Cruijsen) Not only that it is free. We have been talking about, if I may say so, redundant technology, about low key solutions. Next year Next5Minutes 3 (n5m3) is coming up and one of the themes is: "How Low Can You Go". We adopted this and we turned it into "the lowest of the low".

AAE: (Vuk Cosic) There is this group in Sheffield, called [extern] Redundant Technology Initiative. What they basically do is collect old computers and they have like thousands of them right now. They are mostly artists, so what they use these machines for is some type of art-output. We had a discussion recently during [extern] Artservers Unlimited in the ICA in London. With them we came up with the idea to create a video wall, possibly for N5M 3, where we would show some ascii animation.

What is interesting is that now you have pentium machines showing up in the dumps, and pentium is a rather important piece of equipment, you can really do interesting things with it. It is a potent machine, a beast.

What about your idea of getting moving ascii into for instance the IRC environment?

AAE: (Walter vd Cruijsen) That is one of the things we have to think about and have to work on. The internet is very complex and only less than one percent is actually being used as technology, so we have to learn and experiment a lot. We also try to convert the actual use of the internet. One of the ideas is that basically any webpage can be converted into ascii. That it is a sort of filter on top of every page and scans all the images on the webpage and turns them into these beautiful green TTY terminal images.

AAE: (Vuk Cosic) Maybe we could do an ascii plug in for Webstalker. Or for the Opera browser. We like these marginal and non dominant technologies. That is maybe one more term to use here. It is not only about high tech or low tech, it is not about todays or yesterdays technology: it is also about marginal technology. We think everybody should make tools. We are not testpilotes for somebody elses hardware or software. Why should we be? It is like moving the artists' jurisdiction a little bit more to the roots of where things come from.

Copied from Telepolis 7/9/1998

Tuesday, March 18, 2008

Charlemagne Palestine interview



Like Phill Niblock, Tony Conrad, Philip Corner or Yoshi Wada, Charlemagne Palestine (born plain Charles Martin in New York to Russian Jewish parents in 1947) is one of minimalist music's unjustly neglected figures, known to the lucky cognoscenti but perhaps too austere to survive the commercial crossover of late 70s minimalist music. This year, Robi Droli have reissued Charlemagne Palestine's long out-of-print Strumming Music (originally on Shandar in 1974), while Dutch label Barooni have reissued his Four Manifestations On Six Elements (originally put out by the Sonnabend Gallery).

Palestine's earliest musical memories are of singing in a synagogue choir, a sacred drone that resurfaces throughout his own music. By the early sixties, he played carillon (the church bells) at St Thomas Church, near the Museum of Modern Art in New York, and performed music for the carillon by John Cage and Oliver Messiaen. He says: "I lived near the bells, played them right next to my body. The sound became physical, visceral, each crack of the clapper was like a small earthquake". This later led to an interest in tubular bells. At one performance in New York in 1973, he used a set of seven tubular bells, striking at different points along the length of the bells to bring out overtones.

As well as becoming closely aware of the New York avant-garde (minimalist painters such as Mark Rothko, Barnett Newman and Clyfford Still; musicians such as Cage, Indian singer Pandit Pran Nath, Tony Conrad and Morton Feldman), he retained an interest in impressionist music and art (Debussy, Rabel, Monet, Gauguin etc). In the same period, he created the Spectral Continuum Drones for church organs, lasting up to four hours where he would explore the penetrating resonances of the instrument.

Palestine met Morton Subotnick at the New York University Intermedia Center, who gave access to electronic oscillators and introduced him to Don Buchla and Serge Tcherepnin, who designed a "drone machine" for him.

He created tape pieces, with droning electronic tones changing gradually and minutely. Writing about these subtle pieces, Tom Johnson suggested "It is similar to Op Art in that it deals with perception, often creating illusions of motion, even when no motion is actually taking place." They also owe a debt to colour-field painters such as Rothko, who also sought a spiritually entrancing, resonant effect in his work. Four Manifestations On Six Elements includes two such electronic drones, titled Two Fifths and Three Fifths. At first hearing these seem to be almost constant in tone, but soon it becomes evident that the combined harmonies create gently pulsating rhythms. You can tune into minute variations until even the smallest details seem hugely magnified. Throughout, they maintain an engrossing, beatific serenity.

A 1971 trip to Indonesia with fellow-composer Ingram Marshall gave both an interest in the tonality and rhythms of Indonesian gamelan music. Indeed, Palestine bridles at any suggestion that his drone-based music owes much to American contemporaries of the period such as LaMonte Young: "I never knew his music. When I began, my sources for a continuous sound were the oscillator, the Indian tambura, the sruti box, Tibetan chant and countless other ethnic Asian and African sources that I had found as a student on Folkways Records in America during the early sixties".

There's another parallel to La Monte Young in his vocal pieces, often inspired by Indian singing or devoted to exploring particular overtones. While singing a sustained drone, Palestine would also walk or run around his concert space, exploring different resonances in the room. A similar interest in space is obvious in a tape piece he played at the Sonnabend Gallery in 1974, where the speakers were hidden in other rooms, a stairwell and closet, to filter the electronic tones and create a denser, more complex sound.

Other vocal pieces would see him singing gradually louder while throwing himself at the walls and floors, emulating an almost shamanic trance state. At times, this seemed closer to performance art than music. Vito Acconci's confessional performances had included masturbating at the Sonnabend Gallery in 1971, and other points of comparison from the early 70s include Chris Burden's endurance tests and Gina Pane's ritualistic self-laceration. Perhaps the closest comparison is Terry Fox, whose shamanistic, cathartic performances of the early 70s have since given way to an interest in the minimal drones that can be produced by long steel wires.

Even Palestine's piano pieces involve a similarly ritualistic confrontation with pain. Descending / Ascending is a lengthy three part composition which uses his favourite Bösendorfer piano to explore the creation of overtones. Palestine would perform it with violent power, hammering alternately at keys on the piano for nearly an hour until a volcanic mass of sound builds up, shaking the floor and walls. On occasion he even managed to break some of the piano's steel strings, all the time dulling the pain in his fingers with cognac and cigarette. Palestine has stated that he developed his technique without having heard La Monte Young's The Well-Tuned Piano, which relies on similar repetition to create its harmonic effects, but in any event his manic intensity sets him apart. Palestine suggests: "I'm the living hybrid in my own work of the physical gesturality of Jackson Pollock and the spiritual colour chemistry of Mark Rothko. Also, both have a relationship with danger and death that is very close to me".

Strumming Music, the Robi Droli reissue on CD, is a similar piano piece. The CD inlay contains a fine photo of Palestine at the piano, surrounded by stuffed teddy bears, apparently a frequent sight at his concerts (as was his flamboyant cowboy hat). Rapidly repeated groups of notes combined with carefully chosen rhythms optimising the potential for bizarre harmonic effects to occur. The sustain pedal is held down, allowing all the piano strings to resonate with each other. All of this is here: the glorious energy combined with beautiful, intricate tonality, the progression from simple charm to shimmering complexity, and I'd definitely recommend it. Quite apart from anything else, it's a fine antidote to the clean-surfaced artifice that some of the other minimalists specialise in.

Four of the pieces on Barooni's Four Manifestations On Six Elements also explore Palestine's piano music. On One Fifth In The Rhythm Three Against Two it helps to know your harmonic series, as one rhythm sets up a simple harmonic fifth while the other picks out twinkling overtones. I've met at least one person who was completely unable to see the point of this music, but as with a great deal of minimalism, the secret is to listen not to the sounds that are played, but to those that aren't. One + Two Fifths takes a similar rhythm with the sustain pedal only gradually introduced, allowing pitter-pattering austerity to gradually be trapped within a submerged labyrinth of warm, golden sonority. One + Two + Three Fifths is much closer to the sound of Strumming Music, with intricate and relentless rhythms serving as the base for more pinpoint harmonic exploration. Although it's easy to concentrate on the search for overtones, the trance-inducing properties of these rhythms are every bit as invigorating. The final piano piece, Sliding Fifths highlights Palestine's interest in impressionism, applying a translucent, fluid approach to the repeated patterns. There are moments where the lush sound appears far too complex to originate from a single piano, even though it evidently does.

If Palestine remains relatively obscure (compared to Reich and Glass), he's even less well-known in the UK than at home. Undoubtedly, given his small number of recordings, this is because he never performed in this country (despite knowing people like Michael Nyman, John Tilbury and Cornelius Cardew). "It's a bit strange, don't you think?" he asks. "Perhaps at the time we were a bit anti-establishment, as far as the music scene was concerned, and British avant-garde music was still very much tied to 'legitimate music'."

In the late seventies, Palestine mostly gave up his very successful career as performer and composer to focus on visual art. In an interview with Alan Licht, he noted: "around 1977 I became very ... negative, I began to do things unconsciously that I didn't understand, and they were very sabotagistic and I didn't know what I was doing. I was pissing everybody off, I was breaking my bridges. I was hostile to people, I was doing performances and insulting people there - I was doing whatever I could to destroy whatever world I had created ten years before, without knowing, really, why". Later, he suggested that this was his unconscious reaction to the increased commercial and reduced spirituality of late 70s minimalism, something he found nauseating.

Intermittent musical activities included a 1982 carillon concert at the New Music America festival, which Lee Ranaldo (who digitally remastered Four Manifestations) described as "very beautiful - shimmering clusters of bell-tones ringing out across green lawns from the bell tower of a church" in the Sonic Youth fan magazine "Sonic Death". A 1988 concert on a computerised Bösendorfer was recorded by Glenn Branca's Neutral label but never released (Neutral went bust before it could happen). Dutch label Barooni now plan to release the recordings later this year. Palestine says: "I took several pieces from different periods from the early 70s to early 80s for piano, and condensed them into 20 minutes each, and then played them on the computerised Bösendorfer that the company offered me to experiment with. After they were encoded, the sound engineer used the computer versions several times in the middle of the night to record the works when traffic noise was least disturbing".

Apparently, he has recently been creating music again, including a piece for the Kronos Quartet. "It reworks a piece called Birth of a Sonority for sting ensemble that John Adams commissioned from me in 1976-77, when he was chief conductor of the San Francisco Conservatory Ensemble. I did a 40 minute piece for 24-odd strings that was very successful. I thought to do a string quartet version with real-time digital overlays building up gradually from four instruments, to eight, to twelve, and finally to sixteen. At the moment, Kronos and I are at a sort of stand still on the concept".

I asked him what had attracted him to back to music, after his concentration on sculpture. "Wherever I go now there are people who have heard about, or themselves heard things I once did. By the end of the 70s I found myself in direct competition with the commercial minimalism of Reich, Glass, Adams; lots of little cutesy New Age composers who were diluting minimal piano music to Richard Claydermann-like spiritual pissings; and the newer post-minimal rock scene. I still believe in the pure sound approach to minimalism. I would like the 'hidden history' (which is merely the unhyped history) to emerge, so that people can listen and enjoy and understand how this kind of music really evolved, and give listeners alternatives to these pompous operas and pseudo-minimal symphonies, and the pop wrestling matches between these overblown minimal pop gorillas. That's all. I think that given the right circumstances, I could again in a climate of pure spontaneous sacred spaces present and perform music and activities that would curl their hairs and knock their sacred socks right off their little sacred feet".

There's a transcendent timelessness about Charlemagne Palestine's music that makes me feel as if it will always be around. Unfortunately, recording history suggests otherwise. Strumming Music and Four Manifestations On Six Elements are essential not just as documents, but as inspirational icons, and you shouldn't hesitate to snap them up Here and Now.

Interview by and © Brian Duguid March / April 1996, with thanks to Renzo Pognant, Roland Spekle and Ingram Marshall. Robi Droli / New Tone, Strada Roncaglia 16, 15040 San Germano (AL), Italy; Barooni, PO Box 12012, 3501 AA Utrecht, Netherlands; Barooni distributed by Staalplaat, PO Box 11453, 1001 GL Amsterdam, Netherlands.

above copied from: http://media.hyperreal.org/zines/est/intervs/palestin.html

Performing the text - a philosophical approach to performance art, Veronica Diesen


Veronica Diesen (Bergen/London)

"Concepts lead us to investigation; our expression of interest, and direct our interest."

Ludwig Wittgenstein Philosophical investigations
Prologue

To display the fictitious, stylistic and rhetorical function of philosophical language, I have chosen to name my approach to performance art as a form of performing in itself. Since philosophical theory lacks a transcendental superiority, where one supposes that analysis will derive something essential from its object of research, one cannot regard its communication as completely separate from visual communication. One may rather say that their communication depends on each other and mutually influences each other.

My method is inspired by the non-method and immanent view upon the production of meaning as one can see it in Wittgenstein's late philosophy, Philosophical investigations. Consequently, my paper is characterised by being an investigation or a discussion of concepts related to visual communication seen in relation to the performance art field.

My investigation does not however represent an aesthetic research of the refinement developed within performance art styles. I am not concerned with all the complexities that this scene has fostered during the last decades.

I am rather more concerned with a critical discussion of concepts, which has both explicitly and implicitly become correlative parts of what I prefer to define as the "classical" performance art scene.

I will begin with the concept of the avant-garde where performance art first emerged. Then I will discuss the importance of the paradigm shift in art with the commencement of conceptual art, and mention some of its most important contributors.

Finally, I will provide a description of performance artist's derivation of the development of a discourse relative to the building of aesthetic styles. Terms correlative to this discourse (which I intend to investigate), are the concepts of the authentic, cognisant to real-time action and the primitive.



About the emergence of performance art - "the avant-garde"

Traditional philosophy has tended to consider ideas from a mere semantic analytical point of angle, where one only considers the significance of concepts within the construction of rational systems.

However, according to Wittgenstein's late philosophy, concepts not related to any pragmatic context, easily end up at "an idle speed". More specifically, one has to relate a word meaning to the specific practices in which it is used. So to understand the meaning of a certain action, one also has to consider the whole context in which it took place. This should not however be understood in a mere explicit way, where the words in a language are regarded as something corresponding directly to particular, empirical situations. Rather, one may say that language is only able to communicate indirectly or through its interpretation.

Within Wittgenstein's view, it is for example impossible to think of a language without "a person's body" and its diverse relations that produce, reproduce, read, and most importantly, communicate different meanings together with others. This is because language always functions through a diverse range of communication, which also includes codes of visual convention, like gestures and clothes.

Furthermore, one may define language as being intersubjective in that it doesn't belong to anyone particularly, but is always shared through communication. Conclusively, there is no such thing as a private language. For instance, if someone feels a peculiar, inner sensation, and wants to understand what he feels, or explain how he feels to someone else, he has to use the publicity of language. Language has thus its borders, which cause difficulty when for instance, describing a past experience to someone who didn't share it.

All things considered, I will begin with the derivation of the avant-garde from the beginning of the 20th. century, and look into how performance art developed from its outskirts.

L' avant-garde was first a military term, even found in medieval French. According to Weightman(1), the term was first used metaphorically from about 1845 by French political movements. But it was only during the last years of the 19th century that the metaphor was transferred from politics to artistic activity. Weightman further claims that the avant-garde is connected to the scientific movement, and the transition from the static or cyclical view of human existence to the evolutionary view, a view that alongside the new understanding of the heliocentric universe, was going to break with the old understanding of the human as a static being derived from God. The new paradigms within science, economy, politics and growing industrialisation surely had to influence the art paradigm too.

However, the aesthetics were increasingly becoming the new exile of a hidden, spiritual dimension that served the bad consciousness of a bourgeoisie in charge. Art had thus become a commodity that functioned as justification of everything Good, Beautiful and True, as something peaceful hidden somewhere away from society's changes, wars and corruption. Or as Peter Bürger writes in Theory of the avant-garde:

All those needs that cannot be satisfied in everyday life, because the principle of competition pervades all spheres, can find a home in art, because art is removed from the praxis of life. Values such as humanity, joy, truth, solidarity are extruded from life as it were, and preserved in art.(2)
According to Peter Bürger, in practice this was to trigger a new self-criticism within the art sphere, which in turn led to the production of subsystems. Consequently, subsystems like expressionism, Dadaism, Russian Constructivism, Futurism and Surrealism wanted polemically to be more associated with other contemporary life practice.

Although I would argue that all these movements have inspired performance art, I will concentrate on the Dadaist movement and its anti-art program.

The Dadaists wanted to take everything to a radical peak so as "to expose the bankruptcy of pseudo-rational systems that had led Europe to the brink of insanity and war."(3) Hugo Ball and Jan Ephraim founded the movement in Zürich in 1916 with the opening of Cabaret Voltaire. Hugo Ball had an idea of making something he defined as "total art" where everything could be included. This led to a bizarre mixture of multiple art exhibitions, where both unaccomplished and well-known artists were collected in events. Their shows often ran nightly, and were led by performances that could include the audience. The performances were characterised by an often-improvised experimentation, with simultaneous readings, songs, dances and orchestral compositions often made by bells and percussion instruments. The main goal was to make people react by shaking-off any pre-conceptions. Dadaism's basic goal was thus that of an anti-goal, or an anti-movement, where it should be impossible to fancy their events in accordance to old, traditional aesthetic standards. This made them invent noise-music or bruitism, a disharmonic, "hören mit schmerzen",(4) non-music, a shock making where everything was allowed as long as it broke with harmony.

Dada emerged on different scenes in Berlin, Paris and New York. The New York dada was already opened in 1905 in Alfred Stiegletz secession gallery on 291 Fifth Avenue. The three artists most associated with the New York Dada are Francis Picabia, Marcel Duchamp and Man Ray. I will concentrate on Marcel Duchamp in relation to the emergence of conceptual art, and relative to the development of performance art.



Conceptual art and performance

According to Bürger, the avant-garde movement's intention was to eliminate art as an institution in three areas; purpose or function, production and reception. For the Dadaists all these three elements were meant to turn in the opposite direction, characterised by a radical negation. However, the avant-gardiste did not destroy the category of art since their "radical negation"(5) happened within the art sphere. What happened was rather a widening and a secularisation of art practice as a whole.This is also the case of the most radical Dadaist "negation", Marcel Duchamp's "anti-art object", the ready-made. The exhibition of the mass-produced ready-made was to activate a revolution within the art world, where the old aesthetic paradigm lost its hegemony. Since the ready-made lacks visual uniqueness, it negates the individual production by turning the spectators' consciousness to questions of definition and acceptance within the art sphere. Thus Duchamp was able to unmask the art market and showed how the whole art world is based upon a construction of values. If one sees this in relation to Wittgenstein's philosophy, it shows how concept and practice mutually depend on one another. Novel art practices emerged that were often characterised by questioning and stretching the very borders of art, as in the case of Duchamp's conceptualism. Again, the emergence of conceptual art was to play a crucial part in the development of performance, where the artist's own body became included in the very definition of art. One aspect important to remember is thus the "performer's body's" relation to the conceptual, where I will state that without concepts, there would never have been anything like "body art", nor "performance", not even "actions". Within performance art, the body signifies a certain body and its action, certain distinctive actions. I will return to this theoretical problem later on in the article, but first I will write about three artists who alongside Marcel Duchamp became crucial for questioning the very foundations of art. These are Yves Klein, Piero Manzoni, and John Cage.

During the late 1950's and the early 60's, Yves Klein worked with something he explained as the spiritual quality of "immaterial sensitivity". In 1962 for example, he threw gold leaves into the river Seine while he simultaneously requested the purchaser to burn the written proof of the art transaction. In his exhibition Le Vide (the Void) at the Iris Clert Gallery, Paris, Klein created a "void" or "zone" of invisible pictorial sensibility by removing all the furniture and painting the walls white. In the book Conceptual Art, Tony Godfrey writes how Klein then went on to provide the visitors with a blue cocktail made from gin, cointreau, and methylene blue, "as a result of which they would urinate blue for some days afterwards."(6) By dematerialising the art object with a sort of fake spirituality, he re-mystified the artwork. Thus Klein forced his spectators to become conscious about mystification at work.

Perhaps one of Klein's most famous contributions was his use of "living brushes", a form of performance he started working with in 1958 together with Tinguely. Klein defined them as paint actions, where human bodies were covered with paint and pressed against sheets of paper pinned to the wall or floor. According to Günther Berghaus In Happening and other acts, the methods differed, ranging from "careful impressions of individual parts of the bodies, to full imprints created through dancing and rolling on the canvases, to several models fighting with each other on a canvas."(7)

In October 1960, the photographer Harry Shunk made a series of fictionalised photographic documents with a myth-making image of a "heroic" Yves Klein leaping out of a second-story window, fifteen feet above the street. This manipulated photograph was to have a deep impact on the "self-endangering" "heroic" trend that was to serve as an individual category within performance.

The Italian Piero Manzoni approached the same issues as Yves Klein but his work is even more blasphemous and mocking. He could for instance sell balloons containing his own breath with the title Artist's breath. And on 21 July 1960 Manzoni presented the Consumption of Dynamic Art by the Public Devouring Art in the Azimut Gallery. Here he boiled a number of eggs and gave them to the audience after having signed them with his thumbprint. Then he invited the audience to eat all the eggs, so that the entire exhibition could be consumed. His perhaps most famous and certainly most notorious project was Artists shit, where he filled ninety boxes with his own faeces. They were to be sold, literally for their weight in gold. The complete mockery revealed itself when the artist informed the purchaser, that the work was ruined as a piece of art if he or she tried to open the seal. Again, the spectator had to make an "act of faith", where the most important thing was how the artist defined the art spectator.

John Cage adopted the Dadaist views about the anti-standard to the understanding of music. John Cage's importance for the growing understanding of the performative, started in the 1950´s at the Black Mountain College in North Carolina. As a composer, Cage refused to accept any limits for music. As a consequence of this denial, Cage started to create his own instruments, like the prepared piano in which various materials were placed inside on the strings to change the quality of the sounds. And as Michael Kirby remarks in his article The New Theatre, not only did he equate sound and silence so that long passages of silence were integral parts of his compositions, but he pointed out that absolute silence does not exist.(8) For Cage, "music" could not be isolated from other senses like sight, touch or smell. Nor could it be isolated from noise or any everyday sound. And since sounds happen here and now and are ever present to our senses, Cage laid emphasis on the very performative aspect. Much more than being a part of the excluding definition of "music", his compositions formed performance-acts where everything and anything could be included.

As such, Klein, Manzoni's and Cages' work can be said to have had one important thing in common, the detestation of the fixed role of artistic definition and expression. Consequently, all of them believed that it was possible to free the artist from fixation by turning the main focus on the artist as a performer.



The performance art establishment, a few aspects from the 1960s to the 1980s

Accordingly, performance art started as a protest and a wish to liberate art from the art object. By releasing art expression and emphasising the binding relationship between experience, body, space and time, where the artist was the centre of focus. Consequently, the artist's body became the key for exploration of ideas and experience as a whole.

Most of the members of the performance movement Fluxus were strongly influenced by John Cages' lectures in experimental composition at the New School for Social Research. The Fluxus movement's intention was in many ways similar to the desire of the whole avant-garde movement before them, to display a strong disregard of traditional taste and the art market. It encompassed a diverse range of artists and composers, like George Brecht, Dick Higgins, Al Hansen, Yoko Ono, George Maciunas and Ben Vautier (to mention a few), who began to emerge in the early 1960s. George Maciunas coined the term in 1961, he "used the actual dictionary definition of flux as part of the definition Fluxus: a continuous moving on or passing by, as of a flowing stream; a continuous succession of chances."(9) George Brecht for instance, made events which consisted of instructions written as musical scores that could be performed by anyone, as well as involving the manipulation of objects.

Ben Vautier's fluxus work had obvious parallels to both Klein and Manzoni. From 1960 to 1961 he created certificates with which, as Schimmel observes; "he purchased the soul of willing participants; In Announcement of My Funeral he created certificates on which he signed both his own and Klein's death".(10)

One artist who attended to the fluxus movement briefly was Joseph Beuys. It is almost impossible to mention Joseph Beuys without saying anything about his dramatic background. In the winter of 1944, while serving as a pilot for the Luftwaffe, Beuys was shot down over Crimea but was rescued by native Tartar tribesmen. They took care of him by wrapping him in their traditional felt blankets, warming him with animal fat and nourishing him with honey. This crucial experience, as Schimmel writes, was to provide "him with the elements of an artistic vocabulary that he would mine throughout his career."(11)

Joseph Beuys did several fluxus performances between 1963 and 1965 before he separated from the movement in '65. Beuys perfected his performance art by using specific "ingredients", which came to characterise his acts. He very often used the same "costume" and he often used felt, fat and honey, which, biographically, symbolised natural survival tools for him. Occasionally he used animals in his actions.

In Wie man dem toten Hasen die Bilder erklärt(12) at the Schmela gallery in Düsseldorf, 26th of November 1965, Beuys spent three hours walking through an exhibition of his work. His head was covered with honey and gold leaf, and he held a dead hare in his arms. After showing the hare his pictures, he "explained" them to the dead animal by moving his mouth without making a sound.

In another performance called I like America and America likes me, Beuys installed himself for several days in a New York gallery this time with a living creature, a coyote. In Out of actions, Paul Schimmel describes how Beuys had arranged fifty copies of the Wall Street Journal to be delivered to the gallery each day, which served as a "toilet space" for the coyote.(13) Here Beuys wanted to demonstrate the tensions between urban life and the natural postcolonial state. This particular Beuys performance, as was often the case with his actions, represented an explicit protest against capitalist society and consumerism.



Performance art and its myths

The problem with authenticity, the search for a real-time loss, primitivity, naturality and introspection.

One of the basic ideas concerning performance art is its origin in the avant-garde; where the performance artist has a notion of himself as being, what Luis Bunuel defined as, a permanent experimental outsider. Although there are many different notions of being an outsider, one that specifically relates to the classical performer deals with the question of authenticity in relation to the non-fixed provocation. This indicates, amongst other things, a strong underpinning and emphasis of concepts like "live-art" and "action". The impression or feeling of authenticity for a classical performance artist, is thus related to a belief in real-time as a state of constant flux in a certain, particular space. Furthermore, a classical performance artist regards his "actions" as authentic provocation against traditional values in society.

The performance art scene has certainly created some notorious characters, many of who almost put their lives on the line to stretch the borders of personal tolerance and test the reaction of an audience. The notorious performance artist Chris Burden for instance, locked him self in a locker two feet high by two feet wide and three feet deep for five consecutive days. A bottle of water was placed in a locker above him, and an empty bottle in a locker below. Schimmel explains that "Burden would investigate in depth the implications of creating a situation in which the artist simultaneously endangered himself and involved the viewer as a witness to the seemingly life-threatening situation, thus implicating him or her as complicate."(14) And further, during a period of five years, Schimmels writes how Burden had himself shot, electrocuted, impaled, cut, drowned, etc.

Another performance artist working with self-inflicted and risky acts is Marina Abramovic. Inspired by the emotional piece Cut Dress by Yoko Ono in Rythm 0 (1974),(15) Abramovic placed various instruments for pain and pleasure on a table and welcomed the audience to use whatever instrument they preferred directly on her. Over the six-hour duration of the seance, Abramovic's clothes were cut off, she had several cuts on her skin, and someone was just prevented from thrusting a gun in her hand and placing one of her fingers on the trigger.

The exploration of physical as well as psychological limits in both the artist, and occasionally the audience, is a typical feature of body art. In creating unexpected and extreme situations the public may show reactions, or act in a way they would never have expected of themselves.



The action and the problem with reconstruction - the search of a real-time loss

Probably one of the most admired "extreme" performance art groups were the Vienna Actionists with artists like Hermann Nitsch, Otto Mühl and Rudolf Schwarzkogler. Throughout the 1960s, the group made "actions" with "quasi-religious rituals of self-castration, rape, and slaughter using excrement, food, blood and dead animals, which they staged in old, secluded coal-cellars and castle ruins."(16) According to Philip Ursprung, the Viennese Actionists were inspired by everything from surrealism, ancient Dionysian mythology, Catholicism, iconoclasm, catharsis and trauma of Austro-fascism.

Philip Ursprung asks himself however if it is legitimate to neglect the (hostile) reception by the mass media, in search of "the authentic Viennese Actionism", as Peter Gorsen, the closest observer and theoretician of Actionism since the mid-1960s suggests. Or does the "meaning" of Actionism itself reside precisely in the process of fragmentation, distortion, and (mis)understanding of an ephemeral event in the spectator´s and historian´s memories?

I think this is a crucial question in relation to the concept of authentic real-time. What did actually happen? And furthermore; when we know that photographs represent an interpretation even as much as witnesses of the action, what is then left of the "authentic" and real-time situation?

A traditional myth about the Viennese Actionist for example is they slaughtered live animals or endangered the participants. According to Ursprung their actions were however not "real" since that they bought pre-slaughtered animals, and "Nitsch admitted using red paint for his actions because 'it looked more blood-like than blood.'"(17) And further, "The majority of the actions were performed without an audience present and were staged exclusively for the camera. Even the seemingly dangerous actions of Brus were at no time life-threatening.".(18) As such, the Vienna actionism does not transcend any authentic primal level as many "observers" wish to believe, and certainly does not transcend any catharsis. Like Artaud, their acts are more characterised of being highly spectacular and dramatic, which according to Ursprung, contradicted "their own life and work in Austria."(19)

There has however been a good portion of myth making joined to some of the characters within the Vienna Actionist group. In for instance the case of Rudolf Schwarzkogler, the youngest member of the Actionists. His occasionally destructive behaviour fostered rumours about both castration, and a suicide supposedly to have taken place during a body action. However according to Kristine Stiles this is not the truth.(20) His untimely death did not occur in such a spectacular fashion, nor did he ever castrate himself, despite the indication of photographic documentation. Kristin Stiles writes that, by the end of 1968 Schwarzkogler began to withdraw, and in 1969 he began to experiment with various physical health regimes for the sake of body purification. During his self-imposed regime, which consisted of only milk and bread, Schwarzkogler began to hallucinate. Kristine Stiles writes further on how he also became increasingly obsessed with Yves Kleins photomontage Leap into the Void. She writes:

On the day of his death, he had been experiencing a period of severe hallucinations and was sitting in the window of their apartment, while Adam worked in another room. She conjectures that he either fell (owing to his altered mental state) jumped (a suicide resulting from depression) or actually attempted to fly (like Klein) from their second story apartment window.(21)
After having read a few books about performance art, there is one thing in particular I have noticed; the descriptions about certain known actions, as for instance Joseph Beuys, very often seem to tell a similar and therefore simplified version or narration. Another aspect relating to artists as well as their theoreticians, the intention to create certain sentimental myths about the artist's person and practice. As such, a performance artist's practice may easily "suffer" the fate of romantic destructivism, which has become a traditional myth within the pictorial art sphere.

I will now provide additional examples. According to Schimmel, "Beuys insisted that the gallery remained closed to the public throughout the performance, and for disseminating his work to a larger public, Beuys relied on the mass media, particularly on the publication of photographs by Ute Klophaus, whose camera became the vehicle by which Beuys created and perpetuated the myths enveloping his actions." And further Schimmel writes that in his action "I like America America likes me", unlike the traditional belief that Beuys was in constant interrogation with a wild animal during the 4 days it endured, this was in fact not the truth". According to Schimmel, "the coyote was for most of the time sleeping in one of the corners of the gallery and

Beuys allowed himself the privilege of joining friends such as Paik and Block upstairs for dinner when the gallery closed: "yet, photographic documentation of the event reinforced the myth that the artist and coyote had interacted only with one other in the context of a caged performative event."(22)
In this case, the idea of performance as a continuous "endurance in time" is thus broken.

Another problem with documentation is the fake "eye-witnesses". Here Schimmel has made a report of the frauds of a once experienced real-time action:

The sheer descriptive simplicity of Chris Burden's events led many individuals to claim they had witnessed them, For example, several swear they remember seeing the artist crucified to the back of the Volkswagen Bug driven around Venice, California in Trans-Fixed (1974). However, as Burden himself attests, in actuality only a handful of witnesses saw him for two minutes as the car was pushed and rolled, not driven, back into the garage.(23)
To summarise; by focusing on moments of reconstructive confusion, I am simultaneously demonstrating the difference developed through an over concentrated focus on the authentic movements of real-time or the action, when the only thing left from these moments are some sheets of "documentation". Documentation does not function as a mirror for the action it attempts to re-construct. As I see it, the consequence of a too strong focus on the action once made, by necessity ends in essensialist thinking in that the so-called real-time event becomes the new essence one helplessly tries to grasp.



The authentic and its objects - naturality and primitivity

Another problematic aspect related to classical performance art's search for something essential and pure, is the extended use of natural materials often seen in relation to the artist's body. Joseph Beuys has probably been one of the strongest inspirations in this matter. The use of blood, honey, fat, excrements, animals etc. have all supported an archaic ingredient, as if the artist, by use of these tools is able to reach a primitive, non-intellectual dimension, hidden underneath civilisation's levels of criss-crossing surfaces. Truly, our civilisation has an unrealistic belief in rational segmentation and technology, and if one then reads nakedness and the use of natural materials as a symbolic reaction against this, the explicit nature can, although added with a distinct flavour of naivety, be illustrating enough. But again, there is always the danger of attempting to locate, or decipher, a hidden meaning beneath this so-called natural state. It is very easy to feel almost obliged, or even emotionally trapped, in a performance situation where the primary focus may be an artist's naked body in relation to a selection of "natural materials".

In Norway, the performance artist Kurt Johannessen has extensively utilised "natural materials" within his performances. I regard Kurt Johannessen as a classical example of the perfected, stylised performance artist. Through observation of his documented work, mostly taken by his wife the photographer Torill Nøst, these pictures serve as fine art in themselves. This is probably better exemplified by Johannessen's minimalism, his black costume, his bare feet, and his meditative style. Johannessen once told me that he wanted his performances to be anti-intellectual, an emptying of meaning, where, as Jon Ove Steihaug writes, almost "nothing" happens.(24) As tools for the illustration of this simplicity, Johannessen has used everything from toys, earth, insects, animals, fire, water, fish, ice, corn oil and sticks.

Last year, in 2000, I attended a discussion between art critic Øystein Hauge and Kurt Johannessen. Here Hauge confronted the artist about his use of material by asking him if these "natural" materials could be said to function as some kind of "tricks" on the artist's side. Here Hauge paid special attention to the dramatic or theatrical expression of his performances. I consider Hauge's question very significant since I understood it as an expression of uneasiness when it comes to how one shall read, or interpret the symbolic meaning of "performative objects", objects that might not echo the artist's personal intention. In the classical, performance art tradition, there has been a tendency to forget that it is possible to analyse visual media. As such, there has been a tendency to forget that the visual communicates.

As an implication of this there has been a tendency to forget that no medium is neutral. When I for instance watch a nude, male body artist, from a middle-class New Yorker background, this will certainly colour my experience of the performance. His white, possibly heterosexual western body is not neutral, and can therefore not reach any "natural state" despite his nakedness. If he then wants to demonstrate his "real, primal, inner perversity" by urinating, masturbating, screaming or self-destructively self-inflicting pain, I am then very conscious about the art context in which he is doing it. He may have good reason to provoke in the manner he chooses, a protest perhaps against an alienated technocratic society. But considering the art context he is operating within, there is wide scope for other motives and psychological intentions beneath the riotous surface. (Who has not seen artists rebel their way up the ladder of art hierarchy?) Take for instance the fluxus movement, who once claimed that their interest lay strictly in their art's fragile moments. During the last decades, many of them have been eager to see their name in art historical print and their "anti-art objects" exhibited in museums. Again, I only wish to illustrate that art societies do not represent neutral backgrounds without a social dimension dominated by hierarchical power structures.

Therefore I will argue that performance art does not belong to any archaic pre-colonists or any primitive traditions, certainly no more than do pierced and tattooed juveniles. Performance art rather belongs to a highly sophisticated art tradition, where even if it occurs in public spaces, is appreciated only by a handful of "soul mates" and insiders who each serve their part on its platform.

When there is no consciousness about the significance of visual communication, art can easily end up as some kind of mystical and incomprehensible introspection, a kind of mute refuge away from any critical discussion concerning its values and standards. As in the case of modern painting, performance art cannot claim a place in the avant-garde forever but will become a part of the establishment itself. Joseph Beuys' work is for instance able to build up the same mystical trimmings as pictorial art through the "documentation" of its "essential action". I have seen exhibitions of Beuys' work where spectators expect to sense the blessing of the reliquaries of his shaman-art. As such, Beuys' art can easily end up as a new escapism, or a new refuge for an audience with a need to attain some sense of art's idealism away from society's corruption, in a similar way to those who seek refuge in the pure, harmonious aestheticism of decorative art.

According to Hubert Klocker, the artist is himself quite conscious about how he wants to communicate his person to an audience. By assuming an extremely subjective position, the artist can provide the spectator with the impression that he inhabits an almost godly character. Or as he writes:

Within the framework of the anthropocentric artwork, the artist assumes an extremely subjective position. Beuys, Nitsch, and Schwartzkogler employ the magical gestures by assuming of the shaman or the priest. [...]They, as well as Monastyrkij's Collective Action Group, claim that art has a cathartic and healing function and that the artist is antithetical, indeed, a tragic subject in the center of the art work itself.(25)

Neo - post - retro

No painting has an active life of more than thirty or forty years. I don´t care if it´s true, it helps me to make that distinction between living art and art history. After thirty or forty years the painting dies, loses its aura, its emanation, whatever you want to call it. And then it is either forgotten or enters into the purgatory of art history. But that´s all just luck, a game between artist and onlooker, or a drug. I´m afraid I´m an agnostic in art. I just don´t believe in it with all the mystical trimmings. As a drug it´s probably very useful for a number of people, very sedative, but as religion it's not even as good as God.(26)
Marcel Duchamp

My conclusion is that parts of performance have become a new convention in art, a convention that has developed its own discourse alongside a whole range of recognisable art styles. Consequently, a performance artist today is mainly concerned with the act of perfecting, or the making of an emblem for their art as performers within a certain paradigm, just as a painter searches for a particular pictorial style he can be known for. This is of course quite understandable both for respect of their art practice and for the need of making an art that is more recognisable to an audience. Furthermore, it has created a history of performance with exquisite performers like Laurie Anderson, Marina Abramovic and Paul McCarthy, just to mention a few.

Its ability to shake has thus a minor significance today, where most of its vitality has become more sacral and more loaded with mythical pathos. After its conceptual emergence, where one questioned the very foundation of the value of art, and when its freshness made one believe in its political and provoking potential, it has become closer to a certain form of either expressive or minimalist theatre.

Regarding Duchamp's saying about a painting, that it dies after a certain time, when it stops being alive, this is also certainly true for any piece or work of art, just as it is for performance. However concerning hermeneutics, most meaning can be actualised or recycled to a contemporary understanding. In this way, it is not only possible but impossible not to use or actualise aspects from past art in new work. This is also the case for performance. During the nineties, when the heaviness of the 70's and 80's performance had reached a certain level of fatigue, the 90's headed towards an ironical style inspired by the intimate, the social and techno-clubbing, a style that occasionally was so easygoing that it almost reached decadence. Furthermore, during the 1990's one saw an increased disbelief in anything authentic. The emergence of home computers, the digitalisation and manipulation of images, the development of gene-technology, the mapping of the human-DNA, the impact of the AIDS-virus, all this has made the idea of anything authentic and natural even more utopic. The 90's therefore have been far more interested in the performative in relation to photo, video, installation, and especially the manipulation of these media. However, this does not make 90's art more avant-garde than art from the 60's or the 70's. The concept of the avant-garde has become an anachronism in itself, or one may say that it died alongside entropic pursuit of novelty.(27)

Whatever we define as retro-garde, neo this, neo that, post this, post that, one of the most important issues deals with the question of intercourse. What role is art meant to play today, how does it influence or better inflict our contemporary society? Without a high degree of self-criticism related to a deep concern for crucial changes in society, art will be lead into an escapism that once spurred Dadaism into action. Or, one could say in short: no rest for the wicked.


© Veronica Diesen (Bergen/London)

above copied from: http://www.inst.at/trans/9Nr/diesen9.htm

Sunday, March 16, 2008

Sentences on Conceptual Art, Sol Lewitt



1. Conceptual artists are mystics rather than rationalists. They leap to conclusions that logic cannot reach.

2. Rational judgements repeat rational judgements.

3. Irrational judgements lead to new experience.

4. Formal art is essentially rational.

5. Irrational thoughts should be followed absolutely and logically.

6. If the artist changes his mind midway through the execution of the piece he compromises the result and repeats past results.

7. The artist's will is secondary to the process he initiates from idea to completion. His wilfulness may only be ego.

8. When words such as painting and sculpture are used, they connote a whole tradition and imply a consequent acceptance of this tradition, thus placing limitations on the artist who would be reluctant to make art that goes beyond the limitations.

9. The concept and idea are different. The former implies a general direction while the latter is the component. Ideas implement the concept.

10. Ideas can be works of art; they are in a chain of development that may eventually find some form. All ideas need not be made physical.

11. Ideas do not necessarily proceed in logical order. They may set one off in unexpected directions, but an idea must necessarily be completed in the mind before the next one is formed.

12. For each work of art that becomes physical there are many variations that do not.

13. A work of art may be understood as a conductor from the artist's mind to the viewer's. But it may never reach the viewer, or it may never leave the artist's mind.

14. The words of one artist to another may induce an idea chain, if they share the same concept.

15. Since no form is intrinsically superior to another, the artist may use any form, from an expression of words (written or spoken) to physical reality, equally.

16. If words are used, and they proceed from ideas about art, then they are art and not literature; numbers are not mathematics.

17. All ideas are art if they are concerned with art and fall within the conventions of art.

18. One usually understands the art of the past by applying the convention of the present, thus misunderstanding the art of the past.

19. The conventions of art are altered by works of art.

20. Successful art changes our understanding of the conventions by altering our perceptions.

21. Perception of ideas leads to new ideas.

22. The artist cannot imagine his art, and cannot perceive it until it is complete.

23. The artist may misperceive (understand it differently from the artist) a work of art but still be set off in his own chain of thought by that misconstrual.

24. Perception is subjective.

25. The artist may not necessarily understand his own art. His perception is neither better nor worse than that of others.

26. An artist may perceive the art of others better than his own.

27. The concept of a work of art may involve the matter of the piece or the process in which it is made.
28. Once the idea of the piece is established in the artist's mind and the final form is decided, the process is carried out blindly. There are many side effects that the artist cannot imagine. These may be used as ideas for new works.

29. The process is mechanical and should not be tampered with. It should run its course.

30. There are many elements involved in a work of art. The most important are the most obvious.

31. If an artist uses the same form in a group of works, and changes the material, one would assume the artist's concept involved the material.

32. Banal ideas cannot be rescued by beautiful execution.

33. It is difficult to bungle a good idea.

34. When an artist learns his craft too well he makes slick art.

35. These sentences comment on art, but are not art.



First published in 0-9 ( New York ), 1969, and Art-Language ( England ), May 1969.

Saturday, March 15, 2008

Interview with Charlotte Moorman about Nam June Paik and "Originale"



Above copied from: http://www.youtube.com/v/wiEJdOlgcDE&hl=en

From: Fred Stern

Duration: 9:51

Charlotte Moorman talks about how she met her long time artistic partner Nam June Paik. The details of the establishment and presentation of the 1964 premier performance of Stockhausen's "Originale" in New Yok is described in very funny detail. She tells about George Maciunas (Fluxus) picketing the performance. Filmed in 1980 under a grant from the National Endowment for the arts. It is an excerpt from the work Charlotte Morman and the New York Avant Garde.This piece by Fred Stern is dedicated to the Memory of Charlotte and Nam June.


I. ENSEMBLE SIRIUS perform selections from Tierkreis (1975)
Stuart Gerber, percussion
Michael Fowler, keyboards

II. Frequent Small Meals presents The Avant-Garde on Film, Part Two
Stockhausen’s Originale: Doubletakes (1964-93)
16mm, black and white, sound, 32 minutes

III. ENSEMBLE SIRIUS perform Unlimited from Aus Den Sieben Tagen (1968)


NOTES ON STOCKHAUSEN'S ORIGINALE

ORIGINALE The Piece

In 1961, at age 33, Karlheinz Stockhausen was already among the most well-known of living composers, though not yet the guru figure of Beatles tributes and electronica lore. He had just finished composing Kontakte, a piece for electronic four-channel tape and piano/percussion duo, in which he attempted a high degree of interaction between live performers and taped sounds, as well a new degree of theatricality in the onstage movements of the musicians. He received a commission for a “theatrical” work from a theater producer in Cologne, and Originale (Originals) was scripted rapidly during a visit to Finland in July of 1961.

The composer Jonathan Harvey, in his book The Music of Stockhausen, describes the form of Originale:

"It consists of eighteen scenes in the form of instructions for the dramatis personae carefully placed in timeboxes. Each character’s actions, in other words, must take a specified number of seconds or minutes [hence the frequent appearances of the clock in Peter Moore’s film]. These scenes are grouped into seven ‘structures’ which may be performed successively as ‘normal’, or simultaneously (up to three at once), or both."

The idea was to organize spoken language and stage actions in much the same way as musical materials had been organized in Stockhausen’s previous pieces.

The stage actions consisted largely of normal activities undertaken by actors who were basically playing themselves: a poet played himself as “the poet,” reading poetry on stage; a “painter” paints; a “film man” and “lighting man” and “models” go about their normal business, all within their allotted times (hence the title of the piece: “originals” playing themselves). A visual and aural complexity was created by the juxtaposition of these simultaneously occurring activities, creating an aura of absurdity which contrasted with the normality of the events themselves. In addition, some of the performers, such as the explosive performance artist Nam June Paik, went the opposite direction, performing bizarre actions within their roles. And certain elements of the set, such as goldfish swimming in a bowl hanging from the ceiling, contributed to this contrast between the mundane and the absurd.

Stockhausen added another layer of irony to the title by basing Originale on his previous work, Kontakte, rather than composing new music for the piece. So, at the beginning of Originale, we see a pianist and a percussionist (playing themselves, of course) performing Kontakte. However, there is a film camera and a tape recorder present, as well as a stage manager shouting instructions over the music. After a few minutes, the players stop and the tape of their performance is heard, along with the recorded shouts of the stage manager. Thus we see a pianist and percussionist, recording and filming themselves playing a composition which itself contains prerecorded sounds – performances within performances, by “originals” playing themselves.

The premiere of the work in Cologne in autumn 1961 was a success for the participants and a scandal for the organizers, who pulled funding two days into the twelve-day run, forcing composer and company to take financial responsibility for the rest of the run.



ORIGINALE The New York Performance

In summer 1964, Charlotte Moorman, cellist and tireless promoter of cutting-edge art, was putting together her 2nd Annual New York Avant Garde Festival. Both Moorman and artist Allan Kaprow, who was well-known as the originator of the term “happening,” had been in touch with Stockhausen about Originale. According to Barbara Moore, the producer of tonight’s film, Stockhausen gave his approval for a New York performance on one condition – the piece could not be performed without Nam June Paik. Moorman had never heard of Paik, but as it happened, the Korean-born performer and video artist had just arrived in New York and coincidentally was about to contact her. (This initial contact was the start of a long artistic partnership between the two.)

Born in 1932, Paik studied as a composer but also made assemblages and performance pieces, including his infamous One For Violin Solo, which consisted of slowly raising a violin over his head with intense concentration, then suddenly bringing it down on the table in front of him, smashing it to pieces. His reputation as a ferocious and charismatic performer preceded him to New York, and his presence dominates the middle section of Peter Moore’s film. Paik is listed in the cast as “action music,” and performed three of his own pieces during Originale – including Simple (1961), in which he covers himself with shaving cream, flour, and rice, and climbs into a tub to wash off, then drinks the water out of his own shoe.

Barbara Moore recalls that aside from the casting of Paik, Stockhausen entrusted the New York performance entirely to the organizers. Kaprow directed the piece and assembled and rehearsed the cast, which was drawn from the close circle of avant-garde artists in New York.

The venue was Judson Hall, across from Carnegie Hall at 165 W 57th St. Not to be confused with Judson Memorial Church – which actually was a noted avant-garde venue – Judson Hall was used mainly for traditional classical recitals. An onstage scaffolding was constructed, and the New York run of Originale began on September 8, 1964 (with composer Edgard Varese among the audience members). With the exception of September 10, it was performed every night through the 13th. (A full week of concerts and events organized by Moorman had preceded the five-night run of Originale.)

The performance seems to have been well-received for the most part, though there was inevitable bemusement and unpredictable reactions among some of the audience members. For instance, catcalls can be heard on the film as the models undress. And in his book The Art of Time, Michael Kirby, who was a cast member, recalled that at one performance Paik was suddenly handcuffed to the scaffolding by a well-coordinated group of audience members who then disappeared. Everyone thought it was part of the show until Paik called “feebly but only half-intelligibly about his inability to get to the piano.” For his part, Paik varied his performance each night, as he had done in Cologne, throwing curve balls to the cast and audience.

Adding to the general unpredictability was the concurrent protest undertaken outside the concert hall by a number of New York artists, including Henry Flynt, Tony Conrad, and George Maciunas, who collectively denounced Stockhausen as a “cultural imperialist.” (Maciunas, the leader of the Fluxus art group, also considered Moorman something of a rival within the New York art world, though other Fluxus members were performing in the show.)


STOCKHAUSEN’S ORIGINALE: DOUBLETAKES The Film
16mm, black and white, sound, 32 minutes, 1964-93

Peter Moore (1932-1993) was a distinguished photojournalist who beginning in 1962 documented many of the most well-known avant-garde art events in New York. He was commissioned by theater producer Rhett Brown, wife of artist Robert Delford Brown (who appeared as the painter in Originale) to produce a film of the event. Shooting in 16mm and using available light, Moore documented two nights of the run, and took still photos at the remaining shows. The film’s subtitle, Doubletakes, reflects the fact that the film was shot during two successive evenings, so different views of the onstage events are seen in the film.

Art historian and Moore’s wife Barbara, who was present, recalls that the camera used to shoot Doubletakes was borrowed from the filmmaker and video artist Ed Emshwiller. Talking from New York in a recent phone conversation, Ms. Moore also noted that the onscreen presence of Brown as the painter indicates that Peter Moore shot the film during the early nights of the run, since Brown was soon kicked out of the performance after a disagreement with Kaprow about his approach to the role.

The footage was stored away until 1993, when Peter Moore began preparations for editing. After Moore’s sudden death that year, Barbara Moore took over producing the film, drawing on extensive conversations she had had with her husband about his intentions for the film. The footage was edited by Susan Brockman.

The soundtrack for the film consists of what is known as “wild sound” – that is, the sound is mostly independent of the images. However, the sounds you do hear are always being made by the performers you see at that moment on the screen. The result is a skillful distillation of the original 94-minute work into a 32-minute film. Doubletakes is also an invaluable document of a particularly fertile moment in the New York avant-garde and, since Originale has been withdrawn from public performance by the composer, it also represents a rare glimpse of this unique work in Stockhausen’s output.


STOCKHAUSEN’S ORIGINALE: DOUBLETAKES A Partial Guide to the Cast

Director – Allan Kaprow
Assembled and rehearsed the cast and directed the show. He is the bearded man seen near the end of the film reading from a book and then holding large clumps of straw.

Pianist – James Tenney
A pioneer composer of electronic music as well as a performer of Stockhausen’s and others’ music. Seen here performing Kontakte.

Percussionist – Max Neuhaus
Perfomer of Cage, Stockhausen, Feldman and many other composers, and later a creator of his own sound art works. Seen here performing Kontakte with Tenney. The duo began the evening in formal concert dress, but had several costume changes including states of undress as seen later in the film. (The feral costume worn by Tenney was created by artist Carolee Schneemann.)

Film Man – Robert Breer
Noted avant-garde filmmaker and animator. His film “Fist Fight,” which according to Barbara Moore consists of baby pictures of the cast interspersed with animation, is seen playing during the performance.

Action music – Nam June Paik

Child – Anton Kaprow
The child plays with boxes to the side of stage, and also, in Stockhausen scholar Robin Maconie’s phrase, “acts as a silent observer of what the adults are up to.”

Models – Olga Adorno and Lette Eisenhauer
Both women were performers in early 60s events in New York. Eisenhauer especially was a contributor to Kaprow’s early happenings

String Player – Charlotte Moorman
Seen playing the cello while lying on the floor and later from the balcony.

Jazz Musician – Don Heckman
Seen playing saxophone. Later moved into jazz journalism. Together with Ed Summerlin, curated the jazz events at Moorman’s festivals.

Actors
include Dick Higgins and Jackson Mac Low, two language artists associated with Fluxus. Mac Low is seen near the beginning of the film, wearing the CORE/Freedom Now shirt.

Conductor – Alvin Lucier
The noted electronic music composer is briefly seen conducting the actors in their simultaneous readings.

Painter – Robert Delford Brown
Commissioned the film from Moore. Replaced by Fluxus artist Ay-O after a disagreement with Kaprow.

Poet – Allen Ginsberg
The Beat poet is seen early in the film observing the models, then drinks water from Nam June Paik’s shoe, and later chants mantras in his role as “the poet.”

Producer (film) – Barbara Moore Editor (film) – Susan Brockman

For assistance with tonight’s screening, thanks to Oliver Smith, Robbie Land, and Eyedrum.

Special thanks to Barbara Moore, who provided many of the details of the film’s production and also shared her recollections of the performances.

Program notes: 2003 Andy Ditzler

Above copied from:http://andel.home.mindspring.com/stockhausen_notes.htm

Friday, March 14, 2008

Immersion and Interaction From circular frescoes to interactive image spaces, Oliver Grau


Before us lies a war-torn landscape: devastated buildings, soldiers, tanks, ruins, and the wounded. Under a lowering sky of dark clouds, we move through a landscape filled by death and destruction. An apocalyptic atmosphere pervades the scene. Armed only with a camera, we find ourselves in a panorama of news pictures of various armed conflicts. It is a universe of anonymous violence. Using a joystick, we navigate around soldiers, standing like Potemkin villages, from different nations and historical periods. Arranged in a kaleidoscopic pattern in this sphere of death, they stand stationary and lifeless, these images of war. The farther we penetrate into this image sphere, the more we realize how endless it is. With «World Skin,»[1] which in 1997 won the coveted Golden Nica in the Interactive Art category at the Ars Electronica, Maurice Benayoun transports the spectator into a virtual battle panorama, which is interactively experienced through CAVE technology.[2] The award of this highest distinction in computer art was also recognition of Benayoun's long-standing engagement with digital techniques; his first success came in 1995 with «The Tunnel under the Atlantic,» aninstallation with great public appeal. Visitors to the Centre Georges Pompidou in Paris embarked on virtual journeys through space and time to meet with visitors to the Museum of Contemporary Art in Montreal in an image space. «World Skin» is viewed in a cube, an almost hermetically enclosed space, where the walls and floor are projection screens and only the entrance side remains open. Several viewers at a time watch the virtual images that run around its walls. Seen through liquid crystal glasses, that is stereo glasses, the objects appear vivid and three-dimensional as though immediately in front of the spectators in the CAVE. Databeamers outside this area project the real-time images onto the CAVE's semitranslucent walls so that inside the images flow seamlessly leaving no areas blank. This produces an impression of being physically present in the images. Thus the installation fulfills a central requirement of all virtual art: enclosure of the observer within an image space—here in the CAVE —to elicit a greater or lesser feeling of immersion and separation from the outside world. Further, Maurice Benayoun is revealed as an exegete of the panorama; he has revived the idea and aesthetics of this historical medium and developed it further using the latest image technology.
The installation's image space, a composite of pictures from dozens of theaters of war around the globe, are formed into a virtual panorama by a Silicon Graphics computer. Within the panorama, the viewers take pictures with a camera. Here, however, photography is a weapon of annihilation: whatever is ‹shot› exists no longer. Any fragment photographed by a viewer disappears from the image space, leaving a monochrome area with black silhouettes, and a print of the image fragment is handed to the visitor on leaving the installation. The colored images disappear completely and all that remains is a white patch of screen.[3] Taking photographs underlines the fact that these representations of war stem from the media; for the viewer, an insight that is at first overshadowed by the experience of immersion. «Here the viewer contributes to augmenting the tragic dimension of the drama,» says Benayoun. «Without him, this world would be left to its pain. He rouses this pain, exposes it.»[4] Moreover, it is the visitors who destroy the virtual space. The skin of media images is ripped off the bodyof the world, whereby the camera is the weapon: the synaesthesis of exploding flashlights and the sound of the rising staccato of gunfire have a reciprocally intensifying effect.
Photography and media representation
In the history of technology, the camera has many associations with deadly weapons, from Etienne-Jules Marey's photographic gun to today's remote-controlled Cruise Missiles, whose constant stream of relayed images only ceases when the enemy and its images have been destroyed. Whereas in the early years, image production had difficulty in keeping pace with ballistic techniques, with the advent of cinematography and video image speeds began to approach those of the missiles, which in turn now increasingly assume the function of cameras. Humans are withdrawing farther and farther from the battlefield. Modern warfare is tele- and media warfare, a simulation where all conceivable variations of strategies are played through like a game with infinite variations. This critical analysis represents Benayoun's approach to the panorama. In «World Skin,» the experience of war in images is interfered with and destroyed by the medium of photography. Ultimately, it is about the role images play in our perception and appropriation of the world. Real atrocities are reduced to «significant surfaces,» to use an expression of Vilém Flusser's. Although the news pictures depict real events, they do not allow us any part or concern in this endless tragedy. Benayoun draws attention to this fact and also to the new technological developments from the military complex while at the same time he seeks to overcome this state of affairs through the use of new technology. In «World Skin,» the ubiquity of the photographic images creates a kind of second visual skin, which blankets reality and, in our memories, replaces it. Bit by bit, «World Skin's» panoramic space of image segments is erased and neutralized. The actions of the visitors cause a clean and non-symbolic data space to appear: they tear the skin off the image space and leave in its stead—nothing. It follows that for Benayoun photography represents death. Here he is in agreement with Vilèm Flusser, who described photography, like war, as a medium for tearing events out of history: «Like war, like photo: times stand still in both.»[5]
The sound, composed by Jean-Baptiste Barrière, has an important share in creating the impression of immersion. His composition reflects the topography of the image space. It is both present in the same texture and characterizes the potency of the images. Total immersion is only achieved through the synaesthesis of these effects. However, sound not only enhances the immersed state, it also encourages the viewer to destroy the image part of the immersion: what at first sounds like a camera shutter when the visitor takes pictures soon changes into the sound of gunfire. Depending on how often the camera is used, the sounds increase until they resemble the rapid fire of an automatic machine gun. This automatic destruction of the images through taking photos demonstrates a parallel to the compulsive behavior of machine-gunners—first observed in World War I—who under sustained fire could not take their fingers off the triggers of their weapons.[6] The viewers hear an ever-louder crescendo of detonations, which accompanies and intensifies the effect of the image space being destroyed, until the extent of the damage is so apparent that they are jolted out of their immersed state.
Art and image worlds
As a finely meshed alliance between science and art, today media art explores the aesthetic potential of interactive, processual image worlds. Internationally prominent representatives of this art form, such as Charlotte Davies, Christa Sommerer and Laurent Mignonneau, Monika Fleischmann and Wolfgang Strauss, Jeffrey Shaw or Victoria Vesna work as scientists at research institutes in the field of developing new interfaces, interaction models and innovative codes: they set the technical limits according to their aesthetic goals and critiques. Thus a new type of artist has emerged: as scientists, they often have security of tenure and they develop the technology for their image-aesthetic innovations themselves, working as leaders within teams of programmers and engineers. We are seeing a new alliance between art, technology and science; artists now publish reports on their new software or interface models in specialist journals or present them for discussion at scientific meetings.
Today media artists are shaping very disparate areas, for example, telepresence art, biocybernetic art, robotics, Net art, space art, experiments innanotechnology, artificial or A-life art[7], creating virtual agents and avatars, datamining, mixed realities and database- supported art. These specialist disciplines can be roughly assigned to the fields of telematic, genetic or immersive-interactive art, and subsumed under the generic term ‹virtual art›.
Lineage of the tradition of immersion
From an image-theoretical perspective, it is remarkable that installations such as «World Skin» are bringing back the image form of the panorama to life—at least for a time. In addition to works by Maurice Benayoun, others, such as «The Visitor: Living by Numbers» (2001) by Luc Courchesne, «Place Ruhr» (2000) by Jeffrey Shaw, or Michael Naimark's «Be Now Here» (1995–2002), can also be put in the category of an exegesis of the panorama. These installations revive and discuss the idea and aesthetics of this dinosaur of a medium and are thus part of the history of immersion—a phenomenon that has only recently received recognition yet can be traced throughout the entire history of Western art.[8] Consciously or unconsciously, these artists make reference to this ancestor medium, the ‹panorama›, which was patented in 1787. Originally developed as an innovative visualization for use in military reconnaissance, Robert Barker's invention of circular perspective was soon put on the market, developed in the course of the nineteenth century into a mass medium, and ultimately reached an audience of several hundred million people.[9] Alternating between art, spectacle and political propaganda, in the beginning panoramas were created by individual artists who often worked for years under penurious circumstances. By 1800, however, panoramas were being produced in the metropolises of England and France in a mere matter of months according to strict profit-oriented principles in technically rationalized industrial processes based on the division of labor. The panorama became the nineteenth century's indicator of the image media combination of art, science and technology; it was one of the most widespread image media in the history of art. No other space of illusion created with traditional techniques developed this degree of illusionism and suggestive power. These were preceded by calculations of how to achieve a maximum oftechnological and psychological effects—also an exemplary feature of the panorama.
Through the ‹magical› luminosity of the picture, which was due to concealed overhead lighting, the illusion space itself appeared to be the source of the real. In the panorama, the depictions of nature assumed a totality and spectators ‹travelled› through time and space—a closed universe of illusion. In 1800, a commission was set up by the Institut de France for the express purpose of studying this medium. The panorama's central effect of producing an ‹illusion totale› met with the commission's wholehearted approval.[10] Their report found that, through its alliance with science, art had come decisively closer to its goal of perfect illusion. The impossibility of comparing the panorama's objects with extraneous objects, and being surrounded entirely by a frameless, all-embracing image, the spectator is subjected to a deception that is complete. Moreover, the awareness that this is a deception tends to fade the longer the observer remains in the panorama. Critique of the panorama followed hard on the heels of this praise; around 1800, the arguments were phrased mainly in physiological terms—very similar to contemporary discussion about simulator sickness. Suspicions were also voiced that the illusion might permanently impair the capacity for perceiving reality.[11] The military establishment and politicians saw this differently: both Napoleon and Admiral Lord Nelson quickly recognized the medium's suggestive potential for influencing the masses. Bonaparte's plan, however, to make his victories permanently available to the public in eight rotundas in the park at Versailles did not become a reality.
The panorama and its precursors I: The Sedan panorama
In Germany, the ‹dark side› of the panorama and with it the concept of immersion reached its zenith considerably later: after the Franco-Prussian War of 1870–1871. Paradigmatic for this is Anton von Werner's «The Battle of Sedan,» undoubtedly the most expensive picture of its time and viewed by millions.[12] The gigantic canvas measured 1725 m2 and the picture brought «the military hour that the empire was born,» as the official jargon put it, to Berlin's Alexanderplatz.The opening ceremony in 1883, on the anniversary of the Battle of Sedan, was a political event, attended by the Kaiser, Bismarck, Moltke, and practically the entire power elite, and was front-page news in all the major newspapers the next day. In front of the photorealistic battle painting, which presented the German aggressors as defenders, was a ‹faux terrain›—a space with three-dimensional objects, such as bushes, boulders and fieldwork tools, as well as real weapons and cardboard figures. Rousing marching music from an orchestrion and the compelling appeal of the soldier's perspective additionally enhanced the involvement of the observer. From all directions, this image apparatus was concentrated and fixed physiologically on the observer with the precision of photorealistic illusionism. In this way, the Sedan panorama represented the state of the art of contemporary technical skill in the art of illusion and knowledge of the physiology of sensory perception, as formulated by Hermann von Helmholtz in a series of lectures «On the Relation of Optics to Painting,» 1871.[13] For us today, whose viewing habits are so fundamentally different from those of the nineteenth century, it is almost impossible to imagine the profound effect that static panorama images had on contemporary audiences. In the first few moments, the brightly painted scene appeared so overwhelming that many visitors said they felt as though they were in a real battle. The newspaper «Neue Preussische Zeitung,» for example, wrote: «The visitor is gripped immediately, he is taken completely by surprise and instinctively holds back. One is afraid of being trampled by the horses' hooves and feels the urge to concentrate on going backwards. Swirling dust and smoke seem to fill the air. Trumpets blare, drums beat, drums roll… .»[14] The multimedia event that the Sedan panorama represented served to drum blind obedience, the fundamental prerequisite for the mass battles of World War I, into the groups of schoolchildren who were taken to see it. Whereas Benayoun's panorama is informed by fundamental skepticism of the image—virtual images are given over to stepwise destruction—the battle panoramas of the nineteenth century were firmly committed to a staunch belief in images and their powerful effects.
The panorama and its precursors II: The «Calvary»
In history, the suggestive power of virtual and immersive image spaces has not only been pressed into the service of politics but also utilized by the Church for its power strategies in a visual mass medium. At the beginning of the sixteenth century in Northern Italy, the first of the «Sacri Monti» were constructed—an image wall erected against the encroaching Reformation as it were—a movement which later spread throughout the Catholic world. The idea was to build highly illusionistic, diorama-type simulations of holy biblical places in which thousands of pilgrims a day could become immersed. The most famous of these spaces of illusion, the «Calvary» at Sacro Monte, Varallo, was created 1518–1522 by Gaudenzio Ferrari.[15] Although he is largely ignored today, Ferrari's contemporaries did not hesitate to put him on a par with Leonardo. Ferrari complied with the tenets of art theory of his time which, in addition to the faithful rendering of proportions, colors and perspective also embraced Lomazzo's demand of expressing «moto,» the passion of the soul. His skills served the goal of absolute mimesis, such that many of his life-size, terracotta figures wore real clothes and wigs and even had glass eyes.
The panorama and its precursors III: «Villa dei Misteri»
Immersion has a history—unremarked by historians of art until now—which runs through the entire history of Western art and back as far as classical antiquity. Impressive examples of rooms with wall paintings that seem to extend the space and fuse physical with illusion space are found in Roman and Pompeian villas, such as the «Villa dei Misteri.»[16] (I am not suggesting that these image spaces should be taken as some kind of starting point for this image tradition; nor is the evolution of media of illusion and immersion ever likely to reach an absolute end.) In this chamber dedicated to the cult of Dionysus, which was used for rites of initiation and rituals, the observer is surrounded by life-size, realistic figures, who seem to address the visitor and each other across the intervening space, communicating from wall to wall. The image spacefunctions as a portal, allowing gods to enter the supposedly real physical space and, vice versa, taking the portrayed human actors and the observer onto the same image level—it could be classed as a mixed ‹reality.› This strategy of immersion, initially visual, which was produced in the Villa dei Misteri with all the visual techniques known to this epoch, ‹opened› the boundary to the image space, integrated the observer into the scene, and conducted him or her into the ritual core of the mystery cult.
The panorama and cinema
Similarly, the history of immersion can also be traced through the history of cinema. Even established greats of critical art, such as the Soviet avant-garde film director Sergei Eisenstein, appear in a new light if we examine their immersive visions. From the perspective of the 1940s, the film pioneer Eisenstein viewed his medium as the most elaborated image medium in a chain of development where art, science and technology were progressively merging together. In an essay written shortly before his death, «O Stereokino» (1947), Eisenstein emphasizes the long continuity of the interdependent and synergetic relationship between art, science and technology. The ultimate synthesis of all art genres, which he believed was imminent, would culminate in the utopia of «stereokino,» stereoscopic cinema, which was at the same time the expression of an ages-old, deeply human urge to create images. Then the image, experienced in «real three-dimensionality»—he did not provide any technical details—would «pour» from the screen into the auditorium. Further, stereo sound would be «absolutely essential.» It would enable the film director to «capture» the audience and the audience to «immerse themselves completely in the powerful sound.»[17] The images of stereoscopic film would attain a potential for three-dimensionality and movement never seen before; so powerful that they would wrench the audience psychologically out of their actual surroundings and into those of the film—all in the cause of Socialism under Stalin.
With the history of immersion, it is not my intention to propose any kind of extended durability for it or to provide art historical legitimization for virtual reality; rather, I wish to demonstrate the recurring existence of the figure of immersion in intermedia together withits problematic potential and intentions. It is certainly inadmissible to ascribe an inner logic of development to the history of immersive image spaces, which, in small, successive steps that follow each other rapidly ultimately leads to the virtual reality of the computer. Rather, we are dealing with many and diverse individual stages, often contradictory and disparate, that represent and initiate a new status for perception. Almost at the same time as Eisenstein was developing his visions of future cinema, Fred Waller's «Cinerama» made its appearance in the USA. Similar to today's IMAX cinemas, in the 1950s it provided around one hundred cinemas across the world with three-dimensional image worlds, many of them ultra-fast moving ones.[18]
Further, the history of the World's Fairs—as yet unwritten—abounds with attempts to surround visitors with utopian worlds of images. Paris 1900 introduced the new «Cinerama,» which enclosed visitors in a panorama of film pictures so that they ‹went up› in a hot-air balloon from the Champ de Mars, and exhibited many propagandistic panoramas of French colonies. The «Futurama» in New York in 1939 presented the U.S. car industry's image vision of the totally automobilized city. Later World's Fairs continued to utilize immersive image techniques, as at Expo 2000 in Hanover, where the principle of immersion played a central role in the theme park «Mobility.»
From this brief sketch of the historical development of immersion, it is apparent that over time, older image media lose their use value; however, their importance as spaces for artistic experimentation increases. Increases in suggestive power and visual impressiveness were often the goal and driving motivation behind the development of new media of illusion. On closer scrutiny, we can make out a sheer endless stream of supposedly established entities, like cinema, that are revealed as assemblages of components that are arranged in ever-changing and new constellations in the kaleidoscope of developing evolution of art media. An overview provides some idea of the momentous energy involved in the constant search for and creation of novel spaces of illusion.
Immersion as a concept
As a rule, virtual realities that are primarily experienced visually seal off the observer hermeticallyfrom external visual impressions, appeal directly through the use of threedimensional objects, expand the perspective of real space into illusion space, observe scale and color correspondence, and, like the panorama, use indirect light effects to make the image appear as the source of the real. In the case of virtual realities, the creator's intention is an artificial world that renders the image space a totality or at least fills the observer's entire field of vision. Unlike, for example, a cycle of paintings representing a temporal sequence of successive images, these images integrate the observer in a 360° space of illusion, or immersion, where there is unity of time and place. Image media can also be described in terms of how they intervene in perception, how they organize perception and cognition; in this respect virtual immersive spaces must be classed as extreme variants of image media, which, because they represent a totality, offer an alternative reality. On the one hand, they meet the demands of the media-makers for a symbolic form of an all-embracing image experience, which admits no contradictions or alternatives, and on the other hand, they offer the observers—again because of their totality—the option of sensual and awareness-altering fusion with the image medium. This represents a huge difference to, for example, non-hermetic «trompe l'oeil» illusionistic painting where it is easy to recognize the medium utilized, or to images and image spaces constrained by a frame, such as theater, to a certain degree the diorama, and particularly television. Within the limits or framework of their form, these image media symbolically stage the aspect of difference. They leave the observer outside and are thus not suitable for presenting virtual realities in a way that deceives and overwhelms the senses. For this reason, I shall not consider these media here.
Image spheres
In virtual realities, to the panoramic view is added the sensorimotor exploration of an image sphere that conveys the impression of being inside a ‹living› environment. Interactive media are changing our idea of the two-dimensional image into one of a multisensory, interactive space of experience located within a processual context. It opens up objects and image spaces that until now were impossible to depict.The parameters of time and space can be modified at will and the virtual space can be used for modeling and gathering experience. Particularly the possibility of communicating with and accessing such image spaces via global data networks, together with the technique of telepresence, offers a range of new options for immersion. Further, a significant proportion of the image resources of the natural environment are being merged with artificial images in mixed realities, where it is often impossible to distinguish between original and simulacrum. I do not wish to imply that computer-generated virtual art invariably gravitates toward maximum illusion: on the contrary, artists are continually engaged in attempts to subvert this basic tendency and to critically interrogate illusionism, interface design and natural interaction processes in order to discover new aesthetic options. Nevertheless, it must be emphasized that virtual art definitely operates within the field of illusion and immersion —the paradigm of the medium. This fact, whether treated critically or used strategically by the artists, is the foundation upon which this art genre erects its works. The potential of virtual artworks for visualization far exceeds pure mimesis. To visualize complex systems, a goal of many artists, holds great new and creative potential for image technology. New image spaces for interactive art reception are being created that can be experienced polysensually. These facilitate processual situations and thus encourage aspects of performance. In this way, the categories of games and game theory acquire new meaning.
Displays
Since the late 1980s, a new generation of displays enable 3-D images. The Head Mounted Display (HMD), for example, or the more recent CAVE, convey to the user the impression of being immersed in the image space, of moving around in it in «real time,» and of being empowered to intervene in and modify the images. Although the idea of quantifying immersion (see SIGGRAPH conference) first appeared in the early 1990s in connection with so-called presence research (a quasi synonym for virtual reality research), the phenomenon of seeming to be present in the location of an image is much older. In spite of changing media technologies, the idea of a 360° image is an enduringfeature in the history of art and the media. A predominant characteristic of its development was on the one side the interplay of large format immersion spaces, which completely integrate the physical presence of the observer (rooms with 360° frescoes, the panorama, Stereopticon, Cinéorama, IMAX cinema, and the immersion methods of contemporary digital art, for example, the CAVE) and on the other, devices positioned immediately in front of the eyes (peep-show box, stereoscope, stereoscopic television, Sensorama, and more recently the HMD.) This is a history of frameless, even immeasurable images; the relationship of humans to these images is inextricably bound up with specific historical perception and media competence: the central phenomenon of immersion arises when work of art and advanced image apparatus, when message and medium, converge in an almost inseparable unity—the medium becomes invisible.
Dispositions of the observers
Immersive art is without doubt key for understanding the development of the media, although the concept may appear somewhat opaque and contradictory. Obviously, the relation between critical distance and immersion is not a simple matter of ‹either/or›; the many and diverse connections are interwoven, dialectic, in part contradictory, and definitely dependent on the individual dispositions of the observers and their historically acquired media competence.
Immersion can be a mentally active process; in the majority of cases, however, both in older and contemporary art history, immersion is mental absorption in order to initiate a process, a transition. Characteristics are a diminished critical distance and emotional involvement. Aesthetic experience that requires distance or room for reflection tends to be subverted by immersive strategies. More power of suggestion appears to be an important motive force in the development of new media of illusion. It would seem that this is the driver behind ongoing efforts to renew power over the observers using novel potential for suggestion in order to install new regimes of perception. Yet, the idea that humankind can somehow return to a state of pre-symbolic and pre-media experience in the Rousseau sense, that is tomake mediation through symbols disappear and achieve immediacy of experience, is an illusion.
If we look more closely at history, we recognize that there is an interdependent relation between the suggestive potential of historic media of illusion and what we know about the media competence of their contemporary audience. Even six-year-old children are able to distinguish between reality and ‹as-if worlds›,[19] yet in Western art and media history there is a recurrent movement that seeks to blur, negate, or abolish this distinction through employing the very latest imaging techniques. It is not possible for any form of art to reproduce reality completely and we must remain aware that there is no objective appropriation of reality—Plato's metaphor of the cave demonstrates this. Only interpretations are decisive. This was a major philosophical theme of early modern times: The work of Descartes, Leibniz and Kant may be regarded as marvelous attempts to reflect upon the consequences that derive from the mediation of perception, and thus the cognitive process, which ultimately cannot be overcome— even with the aid of highly sophisticated visualization. In essence, artificiality and naturalness are also concepts of reflection. They do not denote objects but views, perspectives and relations.[20] In addition to mimicking it, the transformation of reality has always been the essence of art: the creation of reality, collective and individual. Interestingly, certain recent findings in neurobiology propose that what we call reality is in fact only a statement about what we actually have the ability to observe. Any observation is constrained by our relative individual physical and mental natures and our theoretical scientific premises. It is only within this framework that we can make observations of that which our cognitive system, dependent upon these constraints, allows us to observe.
«Iconic turn»
Over the last few years, intense discussion has centered on the question of the image—in media studies, art history, as well as the neighboring disciplines like cultural studies— which displays remarkable parallels to the rapid developments in the field of the new media. This discussion is reflected in the works of such diverse thinkers as Vilém Flusser,Jonathan Crary, Hans Belting, Horst Bredekamp, Martin Jay, Lev Manovich and Oliver Grau[21] and confronts a cultural process of change, which has been described as ‹iconic turn› by William J. Mitchell (1995).[22] In the course of this revolution of the new media, digital media and digital images, these novel worlds of images and the future predicted for them have been both celebrated and lamented, or even hailed as the apocalypse by thinkers such as Dietmar Kamper[23] or Jean Baudrillard.[24] The cultural effects resulting from this transformation of the media, however, have so far only been analyzed to a minimal extent. Disturbingly, theorists such as Vilém Flusser have even spoken of the ‹dissipation of the body› in the cyberworld of the media.
Interface design, to put it pointedly, has become a political issue for it is where media art and media theory are located. Recently, a discussion has erupted about ‹natural› versus ‹critical› interfaces, which either cover up or make us aware of their media and iconic foundations. The parameters of spatial organization, arrangement of degrees of freedom, avatar design, narration strategy, and in the case of evolutionary image processes the definition of a selection procedure, are creative tools now in the hands of artists. The effects, in terms of the theories of image, art and the media, are unforeseeable. I shall now examine the ways in which contemporary artists are trying to develop immersive strategies in the digital sphere; strategies that strongly relate to the ever-changing interface with the machine, the technique of telepresence, and the development or design of software, for example, to facilitate interaction or evolutionary image processes based on genetic algorithms. My contention is that these elements in combination demonstrate a further development of the principle of immersion using state-of-the-art visualization technology.
The ‹natural interface›: «Osmose»
Many virtual environments reduce the observer to a seemingly disembodied entity within a Cartesian space with a fairly clear view of a space that is frequently quite empty. Although Charlotte Davies' virtual environment «Osmose» has only been shown a fewtimes in the USA and Europe,[25] more than any other contemporary work it has been the subject of international media art debate. Only a few thousand visitors have actually had the opportunity to experience the installation, but many times that number of art lovers has avidly followed the debate on aesthetics, phenomenology and reception of virtual art that has centered on this particular work. Moreover, the level at which «Osmose» cultivates the user-interface—a central parameter of virtual art—is unparalleled. «Osmose» is an immersive interactive environment where the user experiences 3-D computer graphics and interactive sound synaesthetically wearing an HMD.[26] It is a technically advanced and visually impressive simulation of a series of complex natural and textual spaces: a mineral–vegetable, intangible sphere. Nothing here recalls the grainy, jittery polygonal images of virtual art's early years: in the data space created by the Canadian Charlotte Davies, phosphorescing points of light glimmer in soft focus in the dark.
Her objective to develop a natural, intuitive interface, is groundbreaking. The user interface is the point of contact between humans and machines where exchange with oneself or with others takes place. Many forms are possible. It is at the interface, which must be used by the active observer according to the rules of the particular illusion world, that the communication structures of the simulation meet with the human senses. Thus, the interface in virtual reality has a more sustained function as the key to the digital artwork and it shapes both perception and dimensions of interaction. The observer, whom Davies refers to as the ‹immersant›, controls navigation through the virtual space by means of a lightweight vest filled with sensors. This has to be put on before the journey can begin; it tracks each breath and movement of the torso and relays this information to the software. Because this interface concept utilizes involuntary physical processes and habitual muscular movements, the observer unconsciously connects with the virtual space in a much more intense way than with a joystick or a mouse. The effect is a profound feeling of corporeal presence, which in the course of the ‹stay›results in an emotional state that is enhanced still further by the music. Each zone has its own localized sound; in fact, the sound plays a decisive role in generating the feeling of presence.[27]
At first glance, Davies' most recent work, «Éphémère» (1998), appears to be the twin of «Osmose»: a virtual space that generates reactive image worlds in real time.[28] However, whereas «Osmose» was deeply embedded in a spiritual conception of nature, the image worlds of «Éphémère» include organs of the body, bones and the blood circulatory system. When asked, Davies says that «Éphémère» is inspired by an actual place in her native Quebec and, in a certain sense, it symbolizes a lament, an elegy, a remembrance space for the passing of nature as we have known it.
Inner distance
When actually immersed in a high-resolution, 360° illusion space such as «Osmose» or «Éphémère,» it is only with great difficulty that an observer can maintain any distance to the work or objectify it. It is almost impossible to perceive it as an autonomous aesthetic object. If media competence results from the capability, or learned ability, to objectify a given medium, then this ability is undermined by virtual installations. The designers of this medium utilize all means at their disposal to banish this from the consciousness of the recipients. At best, the medium of virtual reality—as indeed all immersive image techniques—can only be objectified through knowledge and awareness of the image production processes and an understanding of their technical, physiological and psychological mechanisms, for in them everything is an image. As the interfaces seem to disappear, as their design becomes more natural, the illusionary symbiosis of observer and work progresses and psychological detachment increasingly vanishes. Inside the immediate existence of ‹omnipresent› virtuality there will be lasting effects on any mechanism of knowledge acquisition. Thus, in certain seemingly ‹living› virtual environments a fragile, central element of art comes under threat: the recipient's act of distancing, which is essential for enabling any critical reflection.[29]
Virtual spaces of knowledge: Knowbotic Research/Hegedüs/Fleischmann
There are, however, remarkable attempts by artists to use immersive strategies to oppose the apparent lack of distance. In the Renaissance, neo-Platonists constructed virtual temples of memory, memory theaters, spaces of thought, and storage spaces of knowledge for the collected wisdom of their time, where many and various—theoretically infinite— associations between objects and memory locations could be combined and thought. Mental, imaginary navigation through these spaces that also facilitated combinatory processes: ‹ars combinatoria› was the intellectually productive principle of these memory theaters, for example that of Giulio Camillo, circa 1550.[30] The Hungarian artist Agnes Hegedüs, who worked at the Zentrum für Kunst- und Medientechnologien (Center for Art and Media Technology—ZKM) in Karlsruhe for many years, has revived this historic concept of the memory theater, as Bill Viola had done a few years before.[31] Importantly, the difference is that Hegedüs offers the visitors to her virtual spaces a dynamic structure with intermedia elements, thus expanding the historical mnemonic techniques to include contemporary media. Here virtual art joins the current widespread trend of a «mise en scène» of knowledge, to initiate and push forward rejection of the desktop metaphor in favor of dynamically generated spatial visualizations. Agnes Hegedüs is a representative of this. Her «Memory Theater VR» (1997) invites the visitors to enter a panorama rotunda. A circular screen both marks the boundary of the virtual reality environment and forms a virtual theater. Hegedüs' panorama offers a rich array of associations leading the visitor through the history of art and media, including Mannerist, Futurist and Deconstructivist virtualities. It is a collection of decisive intellectual turning points in history, media emblemata,which are configured before the inner eye in changing combinations, allowing the visitor to form individual memory images.
One of the earliest memory spaces that was a representation of an entirely new form of public space—that of global computer networks—was «The Home of the Brain» (1991) by Monika Fleischmann and Wolfgang Strauss. At the ART+COM institute they created, inStrauss' words, «a morphological simulation space, in motion,»[32] which is experienced polysensually and interactively. The architecture of Mies van der Rohe's Neue Nationalgalerie (New National Gallery) in Berlin is the model for the electronic shell of «The Home of the Brain,» a digital data archive for different theoretical approaches. A modern version of a «stoa,» it offers a simulated, highly symbolic space of information where a metaphorical discourse on the ethical and social implications of new media technology takes place. These questions are illuminated through the presentation in the virtual space of seminal quotations from the very different approaches of the scientists Marvin Minsky and Joseph Weizenbaum and the philosophers Paul Virilio and Vilém Flusser.
In the 1990s the Austro-German group of artists Knowbotic Research developed another variant of immersive virtual spaces, of hybrid models for the digital representation of knowledge. Their virtual installation «Dialogue with the Knowbotic South» (DWTKS) (1994–1997) processes scientific data from international research stations to create a constantly changing abstract representation of Antarctica. It visualizes and maps this deserted yet scientifically well-documented continent resulting in a virtual scenario that is, however, neither abstract nor illusionistic.[33] «Dialogue with the Knowbotic South» processes the data received via the networks and visualizes it on large projection screens in a darkened room as changing starbursts, which can be activated by software agents called «knowbots.» Here the visitor does not experience immersion in an illusionary Antarctic landscape but, instead, in an image space filled with abstract scientific data, a space of permanent metamorphosis, which is the intention of the artists. «Dialogue with the Knowbotic South» enables the observers to actively witness how science models and simulates Antarctica, a continent not fully explored, with extreme climatic conditions and little history of civilization, into an artificial construct, into computer-aided nature.[34] Knowbotic Research's concept raises doubts about the hope of science to achieve a representation of nature in its entirety and, with their artistic deconstruction, they highlight the ideological dimension of images in science that seek to represent what is seen as it is intended it should be seen.[35]
Interactive theater
In plays, novels or artworks we often encounter a conflict situation, a caesura, or an ambivalent moment that, when concentrated within one character, serves to endow the plot with overwhelming suspense until, finally, the conflict is resolved in some way, for example by a tragic «dénouement.»
A remarkable example of a new kind of combination of digital art and theater, of life and art, or, technically speaking, of a complex software interface is the installation «Ultima Ratio» (1998) by Daniela Alina Plewe[36]. Her interactive installation pursues an ambitious goal: to develop a visual language equivalent to what takes place in theater, which reflects the logic and inner arguments of the protagonists that precede the action. «Ultima Ratio's» basic aesthetic experience is conflict. Once involved in its ambivalence the visitor must actively and creatively make a decision. On closer analysis, however, the iconic argumentation is revealed as being still at a rudimentary stage of development: the arguments appear as fragile and abstract spatial bodies, which represent their conditions, conclusions and internal dynamics. Notwithstanding, Plewe's «Ultima Ratio» offers a first glimpse of an open system of theater, which allows the audience to participate in a sophisticated way in the solution of complex model con- flicts. Her system of interactive degrees of freedom draws visitors ever deeper into the space of possible alternative strategies of action and allows them to participate in an immersive path of narration—a symbiosis of virtual art and theater.
The ongoing fusion of genres—or media—that has been apparent since the beginning of the 1990s is a signature of virtual art and the technology upon which it depends is mirrored in the work of the Australian artist Jeffrey Shaw. Together with the British artist and theorist Roy Ascott, who began to publish texts on interactive computer art in the 1960s, in fact before it even existed, and the American artist and researcher Myron Krueger, whose experiments with the reactive real-time system «Videoplace» (1974) are considered the beginning of interactive art, Shaw is regarded as a pioneer of interactive art. For decades he has been particularly interested in immersion, although he has not stated this explicitly; however, the concept ofimmersion pervades his oeuvre, from his early ‹inflatables,› his work «Corpocinema» (1967), to his works based on the expanded cinema idea which breaks through the limits of the cinema screen, the various versions of his classic «The Legible City» (1988), a square kilometer of virtual urban space with an architecture of letters as high as buildings that can be crossed by bicycle, his «Extended Virtual Environment,» (1993–1995), and his most recent installations, such as «Place Ruhr» (2000). Visions of future cinematography were assembled in the exhibition Future Cinema at the ZKM, which was co-curated by Shaw. His installation «Place Ruhr» not only links the genres of photography and video with virtual art, but Shaw consciously locates it in the tradition of that dinosaur of media and art history of immersion —the panorama.
Telepresence
Particularly global access to and exchange of images via the Internet opens up a new, data-mediated epistemology through the technique of telepresence, which also represents a paradox. Telepresence is indeed a mediated perspective that appears to surmount great distances; however, in the virtual environments via polysensorial interfaces perception is even enhanced through the so-called ‹lower› senses (‹active› touching, ‹passive› feeling or smelling) and thus the abstraction- and concept-generating function of distance comes under pressure. The classical position of an observer directly in front of a material artwork is replaced here by a participatory relationship, which may appear to overcome great distances yet through feedback loops in the work appears to be directly present in the digital image space.
At an exhibition organized by German Telekom in the autumn of 1991, an early version of «The Home of the Brain» was transmitted from the ART+COM institute in Berlin via ISDN to Geneva in Switzerland. Users in Geneva, equipped with data gloves, were able to navigate the data set from Berlin without being visible. This was an experiment with telepresence, whichstands for the reception of works consisting of digital data and interaction with them from afar. Thus as early as 1991 «The Home of the Brain» provided a glimpse of the epistemic innovation that telepresence represented, where in its reception the work loses its locatability. The observer does not physically go to the work, the painting, panorama, film and so on, but neither does the work come exclusively to a particular observer.
Telepresence art,[37] which developed in the early 1990s before the WorldWideWeb and can be seen as the successor to telematic art, was particularly indebted to the work of two artists—Eduardo Kac from Brazil and Ken Goldberg, who teaches at the University of California at Berkeley. The pioneering work of Kac and Goldberg, which triggered a great deal of theoretical reflection on the implications of telepresence for the concepts of art and cognition,[38] has less to do with transferring observers to immersive environments or enhancing the imagined connection with an artificial environment by means of sensual feedback and more with the telecommunicative aspect: teleaction using operators and robots. Kac, who has exhibited all over the world and is the recipient of many important awards,[39] first achieved international recognition in the 1980s as the pioneer of Holopoetry. In the 1990s, his primary interest was art that combines biological processes with telematic structures. In the «Ornitorrinco Project,» a collaboration with Eduardo Bennett exhibited at SIGGRAPH 1992 in Chicago, users controlled via telephone lines the movements of a remote robot located at Kac's workplace, the School of the Art Institute of Chicago. He continued to explore these aesthetics in following works, such as «Ornitorrinco in Eden» (1994), «Rara Avis» (1996), and «Uirapuru» (1999), which linked physical spaces with interactive and perception processes with a remote place.
«Telegarden»
Goldberg's concept for a «Telegarden» was widely discussed and finally installed in 1995; since 1996 it ison show at the Ars Electronica Center in Linz, Austria. Goldberg envisioned a collective and intercontinental cultural production, an idea slightly reminiscent of Roy Ascott's telematic artwork and collaborative writing project «La plissure du texte» (1983).[40] At the Electra exhibition in Paris, Ascott connected artists in eleven cities in Australia, North America and Europe using the ARTEX system to write a collective fairy tale with different narrative levels and role assignments. The collaborative writing project lasted twelve days and was online day and night. The telephone technology of the time prevented reception of this art event by a large audience, so «La plissure du texte» is only comparable in a limited way with the «Telegarden» and its unknown number of anonymous viewers. Further, Ascott's concept of telematic art at that time consciously renounced, even negated, the object character of an artwork and insisted on its processual nature. By contrast, Goldberg's «Telegarden» allows the object to return to telematic art, albeit an object undergoing a process.
«Telematic Dreaming»
Paul Sermon is a British artist from Roy Ascott's school whose work integrates immersive aspects within the framework of telematic art. He became well known for his telematic installation in the early 1990s and has taught at several art schools in England and Germany. In «Telematic Dreaming» (1992), Sermon uses video-conferencing to connect people in different places, which enables communication with mime and gestures and results in astonishing, almost intimate encounters. In «Telematic Dreaming» a bed is the medium for high-definition images; images of a partner who is perhaps thousands of kilometers away, in live and intimate proximity. The clear projection of another person, who is able to react almost in real time to the other's movements on the bed, is so surprisingly suggestive that to touch the image of the body that is projected onto the sheet becomes an intimate act. Sermon's declared aim was to expand the user's sense of touch: obviously it was not possible to actually touch the other virtual bedmate, but one experienced thesuggestion of touching through rapid and vigorous or tender and reflective movements. Many users said that they found it a very contemplative experience; a sensory impression achieved synaesthetically where hand and eye fuse. This quality distinguishes both «Telematic Dreaming» and other works that Sermon produced in subsequent years.
«Traces»
Whereas Goldberg's users log on to a website to perform actions in a distant place, in Simon Penny's work in progress «Traces» the interface is absolute. Using a link that was completely new at the time, in 1999 the Australian media artist, who taught for many years at the Carnegie Mellon University's Robotics Institute, connected three CAVEs in different locations to produce a single translocal immersive image space. Users enter virtual spheres, spaces of sound, and experience a gentle vibration of the floor. The image of a user in Tokyo can be seen in a CAVE in Berlin, or vice versa. Four infrared stereocameras transform in real time the user's outlines into three-dimensional representations, which the artist's concept envisages will be seen thousands of kilometers away in polysensorially expanded image space. Worlds of computer images or navigation interfaces for orientation do not exist in «Traces.» Instead, users interact with gauzy traces of light, which represent the dynamics and volumes of human bodies. Penny's idea is that «interactions will take the form of real-time collaboration sculpturing with light, created through dancing with telematic partners.»[41] The technical goal is to get away from all traditional forms of interfaces and visual displays. «Traces» dispenses with HMDs, trackers, joysticks and screens; nor does it use graphic menus or icons. The aesthetic goal is to focus user's attention on how their bodies feel for it is the body's movements that generate the real-time graphics and the sound. «Traces» formulates for the first time the experience of interacting with vestiges of avatars, or remote bodies: the appearance of the ‹dispersed body,› as introduced by the debate on telepresence. In this way it combines digital image art with elements from the genres of sculpture and scenography.
Artists like Monika Fleischmann and Wolfgang Strauss in «Murmuring Fields» (1998–1999) are currently working to enhance the vision of the ‹natural interface› through unobtrusively connecting the user with the image worlds as they come into being. In this context, there is a new and important role for the theremine, a Russian invention that dates from the early twentieth century. Plans exist for the future to use a theremine to relay images—Penny's solution was to use a camera detection system. Thus the vision of a ‹seeing CAVE,› which can scan the visitor's contours exactly and reconstitute the highly complex images in a different location, appears to be within reach.
The old dream of cinema, to put the audience immersively in the picture, is formulated most sophisticatedly in Penny's concept. He reflects in a masterly way the state of the art in illusion techniques and, as an artist-engineer with humor, has created image machinery that plays ironically with modern-day myths. Here there is an undercurrent of McLuhan's idea of «the extensions of man» and the hope, which is basically a religious one, of being able to leave one's body. Through links to any number of robots or technobodies, that is avatars, telepresence makes multiple spaces of experience possible. These spaces may have a contradictory design and evoke contrary experiences. Reality, states quantum physics, is always a product of observations. Now, a technical arrangement makes distance and proximity coincide in real time, which means: I am there where I am not and I experience sensory certainty of this against my better judgment.
Evolution: Genetic art
Recently artist-scientists like Thomas Ray, Christa Sommerer and Laurent Mignonneau or Karl Sims have simulated processes of life: evolution, breeding and selection have become methods for creating art. With the aid of genetic algorithms, the scenic and immersive image worlds generated by computers are given the semblance of being alive. The debate on genetics and artificial life, or A-Life, which was at first confined to the life sciences, acquired models, visions and images from art that have become visual points of referenceand catalysts in this controversial debate. Sommerer and Mignonneau are perhaps the most well known exponents of genetic art, which seeks to integrate the forms, processes and effects of life into art. In conjunction with the visual principle of immersion, this comparatively young branch of digital art has begun to play an increasingly important role in the production of illusions. From the beginning, naturalism has dominated the work of Sommerer and Mignonneau. Over 100 work exhibitions worldwide since 1992 document their success. Perhaps more than any others, these artists represent a form of art that, at an advanced technological level, engages with the upheavals wrought in contemporary art by the revolutions in image media and bioscience. Their exotic and voluminous image worlds are populated by a myriad of life forms: amoebas, tropical rainforest scenes, picturesque swarms of butterflies, or brightly colored microorganisms. Their unique aesthetics distinguishes their works, for example, «The Interactive Plant Growing» (1992–1993), «Phototropy» (1994–1997), «Trans Plant» (1995), «Intro Act» (1995), «GENMA» (1996), «Life Spacies» (1997), and «HAZE Express» (1999). «A-Volve,» a real-time installation developed in 1994 at the National Institute for Supercomputing in Illinois and the ATR Lab in Kyoto, Japan, projects evolution that takes place in a computer into an illuminated pool of water. Software agents that resemble three-dimensional creatures ‹inherit› their phenomenology according to a model based on evolutionary transmission of traits, where new combinations arise through the principles of crossover and mutation, which are only constrained by the framework of selection determined by the artists. A ‹genetic code› consisting of ninety parameters ensures that no two of these teeming image amoebas look alike. For image production, evolution is a groundbreaking procedure. Well-directed application of the random principle enables the generation of unpredictable, non-reproducible, unique and transient images. The more complex the motor functions and phenomenology, the more intensely the images appear to ‹live.› Visitors tothe installation, who ‹create› the colorful software agents, intervene in the evolution of succeeding generations. This personal involvement with complex images of artificial life forms in an interactive context is most important for the immersive power of genetic art. An icon of genetic art, «A-Volve» is undoubtedly one of the most important artworks of the last century.
«A-Volve's» evolution is based on genetic programs developed by Laurent Mignonneau. Generally, the object of these computational operations is to achieve a homogeneous, uniform optimum of adaptation innovatively and efficiently. To this end, the principles of natural non-predetermined evolution are simulated: selection, crossover and mutation. By employing genetic algorithms, «A-Volve» endeavors to create biological mechanisms such as growth, reproduction, mutation, adaptation and ‹intelligence.› Evolution appears here rather like a boring machine whose salient characteristic is extravagant and wasteful production of ever-new random forms, which are tested and discarded in a dynamically changing environment: mass production with slight variations. The more complex the random structures are, the more the images appear to ‹live›—not fixed but mutable, adaptable, even ‹capable of learning› after accumulated evolution processes of selection.
Genetic image worlds seldom come in the form of 360° illusions; often they are shown on one large screen in a darkened room. However, they must be included in any analysis of the phenomenon of immersion because they produce image worlds that seem to be alive. Interaction with them, like in computer games, leads to the players—consciously or unconsciously—becoming increasingly involved in the logic and decision-making structures of the game and thus the users experience immersive impressions. These are enhanced further by the unpredictable animation and complexity that genetic image processes are capable of producing.
In an interactive evolutionary artwork, the artist offers its users a range of degrees of freedom and defines rules, which they must follow. These attain major importance for they are essential for thereception and process of the work, something that was unknown before.[42] Without interaction, the artwork «A-Volve» does not exist. Users actually do follow the continued survival of their creatures and try to protect them from others. This is an effect of social presence, which through the individualized software agents whose appearance is suggestive of social behavior, consciousness and feelings serves to increase immersion in the environment. Similar to computer games, the interaction with ‹individualized› agent programs intensifies the impression of being immersed in the image space and the action taking place there. Nevertheless, in the case of «A-Volve» aesthetic distance has two poles: the tendency to remove emotional boundaries, which is the effect of social presence, but also distance that enables control over the creatures in the first place and acceptance of their ‹death.› This distance, however, arises in the course of interacting with the scenario of images and merely demonstrates how effective the design of «A-Volve» is with regard to the principle of immersion.
The work of Karl Sims, a computer artist educated at MIT's MediaLab, was an important influence on Sommerer and Mignonneau. As early as 1990, Sims' computer animation «Panspermia» was a sensation and received many awards. «Panspermia,» which treats concepts such as chaos, evolution, complexity and the origins of life, is a scientific and artistic visualization that is both remarkable and elegant. Sims' non-immersive installation «Galápagos» (1997), now part of the permanent collection of the ICC in Tokyo, is an even more impressive visualization of Darwinian principles of evolution. Successive generations of this artificial biosphere's fauna exhibit increasing complexity. Unattractive ‹life› forms do not get selected by the users: irreversible extinction. The creative aspect and the option of testing the possibilities of the virtual space for evolution is given to the users in that they have the privilege of crossing two organisms. The result is an intimation of the infinite varieties of virtual creatures that evolution holds for life, the hyperspace of the possible, which can never be grasped intellectually in its entirety but can perhaps be best described with the aestheticcategory of the sublime, in the sense used by Edmund Burke.[43] It is the visualization of this abstraction that sets «Galápagos» apart from the majority of recent interactive installations.
This concept of combinatorial games was varied and expanded in «SonoMorphis» (1998), an installation created by Bernd Lintermann and Torsten Belschner. In the image space of «SonoMorphis,» users also ‹create› generations of ever-new biomorphic bodies based on genetic algorithms. Lintermann sets the artificial creatures in permanent rotation and enhances the spatial effect with stereo sound, which is also generated by random processes. Lintermann's intention is to keep the interactive structure of the installation flexible, which should be understood as an instrument, in this case an instrument consisting of visual and acoustic components. The number of possible forms is 1080; an analogy, according to Lintermann, with the total number of atoms in the universe. Be that as it may, the number of possible variants is incredibly high and impossible to explore in full.
Summary
Digital art is open, transient, interdisciplinary, multimedia, processual, discursive, concept- and context-dependent, and in addition, is increasingly oriented toward interaction with the recipient. Within the evolving art genres, virtual art has begun to further dismantle the traditional tableau; this time, in favor of a processual model of art. Interaction, telematics and genetic image processes not only encourage the crossing of boundaries; they also drive the trend toward fusing the perception of the users with interfaces that increasingly assail the entire suite of human senses. There are now immersive works that integrate into virtual art the genres of architecture, sculpture, painting, scenography, theater, film, photography and even historic image media such as the panorama, or at least absorb them via simulation into a space that only exists by virtue of its effects.
Whatever conclusions we draw from such image scenarios, it is clear that virtual image culture will get a strong push in the direction of illusion and immersion. This will not come so much from indefatigable engineers, refining each single detail, butfrom combinatory random processes that generate the unexpected and enrich images in complex ways. It is also certain that with the advent of interaction, interface design and evolution, technology will pave the way for changes in aesthetics and new cognitive potential. The playful, seemingly autonomously acting agents,[44] which intensify interaction and enhance social presence and therefore strengthen the connection with the image space, complement the experience of immersion evoked by the images and sounds. For these reasons, increased importance attaches to engaging with the technological bases of this illusion in order to obtain an effective therapeutic agent with which to confront the widespread hype surrounding these new images. For when all is said and done, they are still images—no more, but also no less.

Translation by Gloria Custance
[1] Maurice Benayoun/Jean-Baptiste Barriere, «World Skin: Eine Photosafari ins Land des Krieges,» in Flesh Factor: Informationsmaschine Mensch, Gerfried Stocker /Christiane Schöpf (eds.), Ars Electronica Festival, Linz, 1997, pp. 312–315. Cf. also Véronique Godé, «Rendez-vous incontournable des arts électroniques,» in Création numerique, January 1999.
[2] CAVE = Computer-Aided Virtual Environment.
[3] The installation runs on two SGI Onys Reality Engines, equipped with a camera to control the three axis coordinates and software for random autorun, programmed by Patrick Bouchaud, Kimi Bishop and David Nahon.
[4] Benayoun/Barriere, op. cit., p. 313.
[5] Cf. the essays by Vilém Flusser, Standpunkte: Texte zur Fotografie, Göttingen, 1998, citation p. 242; Für eine Philosophie der Fotografie, Göttingen 1989 (1983); Ins Universum der technischen Bilder, Göttingen, 1985.
[6] This artistic device can also be seen in connection with a common practice in computer games, where the simulation of war plays a central role.
[7] Two of the most well known exponents of A-Life art are Karl Sims and Thomas Ray.
[8] Cf. Oliver Grau, Virtual Art: From Illusion to Immersion, trans. Gloria Custance. Cambridge, MA, 2003 (orig. published 2001).
[9] For a history of the panorama divided on national lines, cf. Stephan Oettermann, The Panorama: History of a Mass Medium, trans. Deborah Lucas Schneider, New York, 1997 (orig. published 1980); cf. also Silvia Bordini, Storia del Panorama: La visione totale nella pittura del XIX secolo, Rome, 1984.
[10] L. Dufourny, «Rapport sur le Panorama,» in Procès verbaux de l'Academie des Beaux-Arts, 75e Séance du 28 Fructidor an 8, Procès-verbaux de la classe de littérature et beaux-arts, M. Bonnaire (ed.), Paris, 1937 (1800), I, VIII, pp. 255–262, citation pp. 261f.
[11] J.A. Eberhard, Handbuch der Ästhetik, Part 1, Halle, 1805.
[12] Cf. Oliver Grau, «Das Sedanpanorama: Einübung soldatischen Gehorsams im Staatsbild durch Präsenz,» in Medien der Präsenz, Wilhelm Voßkamp (ed.), Cologne, 2001, pp. 143–169.
[13] Hermann von Helmholtz, «Optisches über Malerei,» in Vorträge und Reden, Braunschweig, 1903 (1871), p. 96.
[14] Neue Preußische Zeitung—Kreuzzeitung, September 4, 1883, no. 205, p. 1.
[15] Cf. George Kubler, «Sacred mountains in Europe and America,» in Christianity and the Renaissance: Image and Religious Imagination in the Quattrocento, Timothy Verdon (ed.), New York, 1990, pp. 413–444.
[16] Cf. Burkhardt Wesenberg, «Zur Bildvorstellung im großen Fries der Mysterienvilla,» in Kölner Jahrbuch für Vor- und Frühgeschichte 24, 1991, pp. 67–72; also the authoritative text by Erika Simon, «Zum Fries der Mysterienvilla bei Pompeji,» in Jahrbuch des Deutschen Archäologischen Instituts, 76, 1961, pp. 111–172.
[17] All citations in Sergei Eisenstein, Das dynamische Quadrat: Schriften zum Film, Leipzig, 1988.
[18] Cf. Morton L. Heilig, «El Cine del Futuro: The Cinema of the Future,» in Presence, 1, 3, 1992, pp. 279–294, reprinted from Espacios 23–24, 1955.
[19] Cf. Fisher/Watson, «Differentiation of fantasy and reality,» in Developmental Psychology, 2, 1988, pp. 286ff.
[20] Wolfgang Welsch, «Künstliche Paradiese? Betrachtungen zur Welt der elektronischen Medien – und zu anderen Welten,» in Paragrana, 1, 4, 1995, pp. 255–277.
[21] Vilém Flusser, «Digitaler Schein,» in Digitaler Schein, Florian Rötzer (ed.), Frankfurt/Main, 1991, pp. 147–159. Jonathan Crary, Techniques of the Observer: On Vision and Modernity in the Nineteenth Century, Cambridge, MA, 1990; Hans Belting, Bild-Anthropologie: Entwürfe für eine Bildwissenschaft, Munich, 2001; Horst Bredekamp, «Kunstgeschichte im Iconic Turn. Interview mit Hans Dieter Huber und Gottfried Kerscher,» in Kritische Berichte 26, no. 1, 1999, pp. 85–93; Martin Jay, Downcast Eyes, Berkeley, 1993; Lev Manovich, The Language of New Media. Cambridge, MA, 2001; Grau (2003), op. cit.
[22] William J. Mitchell, Picture Theory: Essays on Verbal and Visual Representation, Chicago, 1995.
[23] Dietmar Kamper, Unmögliche Gegenwart: Zur Theorie der Phantasie, Munich, 1995.
[24] Jean Baudrillard, Das perfekte Verbrechen, Munich, 1996.
[25] 1995: Ricco/Maresca Gallery, Code, New York; Musée d'art contemporain de Montreal: Osmose; Laing Gallery: Serious Games, Newcastle-upon-Tyne, U.K. 1997: Museum of Monterrey: Virtual Art, Mexico. Barbican Art Centre: Serious Games, London. 2000: San Francisco.
[26] On this work cf. Steven Porter, «Journey into VR,» in Computer Graphics World, 16, 10, 1996, pp. 59–60; Margaret Wertheim, «Lux Interior,» in 21C, 4, 1996, pp. 26–31; Char Davies/John Harrison, «Osmose: Towards Broadening the Aesthetics of Virtual Reality,» in Computer Graphics, 30, 4, 1996, pp. 25–28; Oliver Grau, «Vom Zen des Tauchens,» in DIE ZEIT, 20 June 1997, p. 62; Eduardo Kac, «Além de Tela,» in Veredas, Rio de Janeiro, 3, 32, 1998, pp. 12–15.
[27] In Davies' own words: «And perhaps most importantly, a lot of the emotional impact of the piece comes from the haunting melodies and soundscapes throughout.» Cited in Porter (1996), op. cit., p. 60.
[28] Margaret Wertheim, «Out of This World,» in New Scientist, 6 February 1999, pp. 38–41; Jean Gagnon, «Dionysus and reverie: Immersion in Char Davies' environments,» in Char Davies, Ephémère, exhib. cat., Ottawa: National Gallery of Canada 1998; Michael Heim, Virtual Realism, Oxford, 1998, pp. 162–167, 171.
[29] More than perhaps any other thinker, Ernst Cassirer reflected on the power of distance for intellectual productivity and creating awareness. In Individuum und Kosmos, he proposes that distance constitutes the subject and is alone responsible for producing the «aesthetic image space» as well as the «space of logical and mathematical thought.» Cf. E. Cassirer, Individuum und Kosmos, Darmstadt, 1963 (1927), p. 179. Two years later, Aby Warburg stressed the intellectual, awareness-enhancing power of distance and even included this «original act of human civilization» in the introduction to his Mnemosyne-Atlas.
[30] Cf. Giulio Camillo, L'Idea del Teatro, Florence, 1550, and the modern classic Francis A.Yates, The Art of Memory, Chicago, 1966, pp. 192, 205, and 231f.
[31] In his installation «Theater of Memory» (1985), Bill Viola also transports the visitors to such a memory theater; in this case, the electrical processes in the brain connected with memory are associated with the electronic ones of video technology. A more recent work, Emil Hrvatin's Drive-in Camillo (2000), explicitly employs the metaphor of the memory theater of early modern times.
[32] Wolfgang Strauss/Monika Fleischmann in film und arch 1, 2–5 December 1993 (Graz, Austria).
[33] Cf the essays by Knowbotic Research, «Corealities, » in MedienKunstPassagen 4, Vienna 1994; «Postorganic immortality,» in Kunstforum International, 133, 1996; «Discovering cyber Antarctica,» in Digital Delirium, A. and M.-L. Kroker, New York, 1997.
[34] The artists received access to data collected by the U.S. National Science Foundation and the Alfred Wegener Institute in Bremerhaven; Norway, New Zealand, and Russia also provided data. However, they were unable to get satellite data less than two weeks old. The only online data was provided by Germany.
[35] Cf. Peter Louis Galison, Science in Culture, New Brunswick, 2001.
[36] See also her new online project for «Media Art Net»: «ArtAbstracts.»
[37] Eduardo Kac, «Telepresence Art,» in Teleskulptur, Richard Kriesche (ed.), Graz: Kulturdata 1993, pp. 48–72.
[38] Cf. Ken Goldberg (ed.), The Robot in the Garden: Telerobotics and Telepistemology on the Internet, Cambridge, MA, 2000.
[39] Including the 1998 Leonardo Award for Excellence.
[40] Cf. the text «Interaction, Participation, Networking.»
[41] Quoted from the MARS website.
[42] The history of interaction began before the computer era, cf. Söke Dinkla, Pioniere Interaktiver Kunst von 1970 bis heute, Ostfildern, 1997. Interaction is already the theme and a significant aspect of works by John Cage and Umberto Eco's «Opera Aperta»; cf. the text «Interaction, Participation, Networking.»
[43] Edmund Burke, A Philosophical Inquiry into the Origin of Our Ideas of The Sublime and Beautiful, London, 1757.
[44] Cf. Timothy Binkley, «Autonomous creations: Birthing intelligent agents,» in LEONARDO, 31, 5, 1998, pp. 333–336.

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