mcnair research paper w stills
TRANSCRIPT
:: Introduction ::
My research-‐intensive artwork is a collaboration between my varying fields of
interest: Media/Communication Studies, Post-‐Modern Video Art, and Philosophy.
Taking an interdisciplinary approach to understand and de-‐construct societal
issues, I examined modern social theories and applied them to contemporary art.
My research this summer explores three major social theories, including the
Spectacle, the Sublime, and Hyperreality. Using these concepts as anchor points, I
created a research-‐based video art piece (“Welcome to Nowhere”), in which I
constructed an artificially simulated, hyperreal digital space. My work aims to create
further discourse on our current condition, question our contemporary
consumption of images, provoke public discussion and critical analysis of our
digitalized mediascape, and interrogate the dissolved line between reality and non-‐
reality, object and image, and image and the imaginary.
:: Hyperreality ::
Our current condition is one of the hyperreal, where the virtual has penetrated the
physical, manifesting itself seamlessly into our reality. The dissemination of the
imaginary, the image, and the object prompts what art historians call our current
state: “Post-‐Internet Age”. In this pivotal age, the Internet has not ceased to exist,
but ceased to be detectable. Its involvement in our everyday lives has become so
prevalent and automatic that it persists unnoticeably. “The physical assimilation of
the virtual has become normalized action. We are both here and there, in the
moment of time and place with our bodies in a physical locale, and elsewhere at the
exact same moment of time, engaging with a virtual self in a non-‐physical world
beyond time/place” (Dikenson). Essentially, our physical reality has been reduced to
images, or empty signs that, according to French sociologist and cultural theorist
Jean Baudrillard, look “realer than reality”. For Baudrillard, this is hyperreality. We
have moved toward a “society of image producers and image collectors that can no
longer be found in any place or time but in imagined surfaces, in surfaces that
absorb geography and history (Flusser)”.
:: The Spectacle ::
Baudrillard’s theories on our hyperreal state, driven by the exchange of empty signs,
is directly consonant to Guy Debord’s “society of the spectacle” (Mendoza). Moving
beyond the original understanding of spectacle, which is commonly defined as a
“person/thing exhibited to or set before the public gaze as an object either of
curiosity or of marvel” (U of Chicago), Debord redefined spectacle as “not a
collection of images” but rather, a “social relationship between people that is
mediated by images” (Debord). Reality has been replaced and surpassed by digital
images, and our society is now driven by the semiotics of these images.
Furthermore, Debord argues that “commercialism is the materialization of ideology,
in the form of spectacle”, where the modern spectacle represents the propagation of
commercial images that lack content (Debord. 1999, 150). Thus, individual
subjectivity diminishes and is superseded by a singular commercial consciousness.
This transformation of the spectacle was prompted by the development and
commodification of technology. With the introduction of television, film, and the
Internet came: 1) a temporal and spatial severance between the spectacle and the
spectator and 2) the dissolution of the screen. The technological apparatus, or the
screen, mediates the physical disconnect between the spectacle and the spectator.
Furthermore, this interface is becoming increasingly unnoticed, inconspicuous, and
‘natural’. Our interactions with these digital interfaces are changing, “with
increasingly complex functions facilitated by a new level of haptic choreography, the
goal being to integrate seamlessly sensation, cognition, and computation”
(Alexander Provan). The result is a passive relationship between spectacle and
spectator, where the latter no longer recognizes the televised screen as a medium.
Consequentially, the screen is dissolved and the spectacle is diffracted into reality.
This then blurs the line between the image and the object it supposedly represents,
making our modern spectacular space one of the hyperreal.
:: The Sublime ::
The Sublime is routinely coupled with the term ‘beautiful’; however, while beauty is
connected to form of an object, sublimity is boundless (Kant). Thus, the sublime as it
relates to aesthetics is rooted in its unequivocal, incomparable grandeur. Immanuel
Kant, aesthetic theorist, believed that the ultimate sublimity could be found only in
nature because it is removed from any author/artists’ intention. Thus, the notions of
beauty and sublimity are nestled in landscape paintings, such as Caspar David
Friedrich’s “Wanderer in the Sea of Fog” (1817), which illustrates the epic of nature
as an expression of the sublime. However, the problem of the sublime arises with
the introduction of technology. The original notion of sublimity must be
reconsidered now that our current society is embedded in a highly mediated,
digitalized environment that supersedes even nature. The contemporary sublime
must acknowledge the proliferation of high-‐tech advances and mass media. Thus, to
conflate the original definition of the sublime with our current condition,
technology, not nature, is the only means of expressing contemporary sublimity,
since the former is virtually limitless.
:: Artists’ Response ::
Embedded in a media-‐saturated society, driven by visual information and
economy, post-‐modern artists participate in this image-‐consuming, meaning-‐
making process in order to renegotiate our role in this digital/physical realm.
Artists simultaneously celebrate and criticize the embedment and ubiquity of the
Internet, “attempting to make sense of the anxiety around technology and the self
and for producing new artistic concepts around these wider societal issues”
(Dickenson). The artists that I took interest in for this project explored virtual space
and its insufficiencies, as well as its possibilities. For instance, Tabor Robak touches
the concept of hyperreality in his video art piece “20xx”, where he employs
computer-‐generated images to create a virtual world. Similar to my work, he utilizes
the digital aesthetic while also acknowledging the cyborg’s isolation from reality.
Thomas Hirschhorn’s “Touching Reality” also examines our current condition, albeit
more critically. In this video piece, he conflates seeing and touching where the
manicured hand literally touches the graphic images through a touch-‐screen tablet.
By doing so, he depicts the dissonance between the shocking visuals and the
indifferent gestures, thereby critiquing contemporary image consumption. His
commentary on interface gestures corresponds to the eclipse of the spectacle, in
which the spectacle is depressed by the proliferation of digital images. I also looked
at photographer Matt Lips, who employs similar cut-‐and-‐paste aesthetic as my own
work. In “The Populist Camera” he appropriates images of “classic beauty” and
juxtaposes them, so that the mundane/bizarre, manmade/natural coexisted in the
same space. This juxtaposition of disparate images enables the viewer to fill in the
blanks with his/her imagination. Lipp’s aesthetic decisions are an example of post-‐
modern art’s abandonment of traditional aesthetic values.
:: Welcome to Nowhere :: The title of my piece, “Welcome to Nowhere”, is a play on the word “utopia”,
deriving from the Greek work “ou-‐topos”, which means “no place”. This cyber
utopia, then, parallels hyperreality, both illusory yet corporeal. In regards to our
current society, Flusser held that “utopia means groundlessness, the absence of a
point of reference. We face the immediate future directly, unequivocally, except
inasmuch as we cling to these structures generated by utopia itself” (Flusser 3). Our
current society subsists in a virtual, imaginary cyberspace, and this by the definition
provided above means that our current condition is not only hyperreal but also
utopian.
Looking at themes of the Sublime, the Spectacle, and Hyperreality, I
constructed an artificially simulated virtual space using appropriated images from
the Internet. Addressing the issues of the modern sublime, I chose conventionally
“sublime” natural landscapes, and I de-‐constructed them. Using cut-‐and-‐paste
aesthetic, I included images with abrupt rectangular edges in order to remind the
spectator of the material’s original form. The edges counteract the expected
seamlessness found in modern digital spaces, which disrupts the viewers’
expectation while challenging them to think critically about this disruption. I also
explored themes of the Spectacle, using both manmade and natural “spectacles”,
such as atomic explosions and auroras. Furthermore, by presenting a stream of
hyperreal, “natural” landscape stills in video form, I turned nature into a spectacle
through its mediation through a televised screen. Thus, the viewer is presented with
spectacles within a spectacle, aimed to further the discourse on modern image
consumption. I also employed auditory strategies to engage the viewer into this
public discourse. During moments of complete silence/stillness, the expectation of
the viewers is once again disrupted, and they are confronted with a sudden external
consciousness of themselves as participants in the visual collaboration between
spectacle and spectator.
Still I/II: Intended to run on a loop, the last frame (below) transforms into the first frame (above) by the end of the 5-‐min. video.
“Welcome to Nowhere”
Still III: The disruption of the horizon line an example of the sublime’s deconstruction. By challenging the rules of perspective and continuity, the viewer must reconcile his/her expectations of aesthetics.
Still IV: A recurring trend in the video is the balance between the aesthetic and the absurd. The playfulness of a growing mesa changes the tone of the piece.
Still V: Intentional moments of stillness, which were interspersed throughout the film, are aimed to disrupt the tone and cadence of the film.
Still VI: This moment 1) demonstrates the implicit dystopia beneath the simulated utopia, and 2) comments on the televised spectacle
Still VIII: Man-‐made (fireworks, atomic bombs) and natural spectacles (auroras) coincide with one another, mirroring today’s leveled spectacular space
Still VII: Immediately following the dystopian pause, the video transforms once again into a utopian space.
Still IX: Toward the end of the piece, a new landscape is introduced. This change in scenery demonstrates the shallow versatility of this cyber-‐utopic space.
Works Cited
Baudrillard, Jean. Simulacra and Simulation. Ann Arbor: U of Michigan, 1994. Print.
Dickenson, Sheilaa. "Post Physical: Visual Reaction to the Post-‐Internet Age at
SooLocal." Temporary Art Review. The Luminary, 25 July 2014. Web. 11 Aug. 2014.
Evans, David. Appropriation. London: Whitechapel Gallery, 2012. Print. Documents
of Contemporary Art.
Hudek, Antony. The Object. London: Whitechapel Gallery, 2010. Print. Documents of
Contemporary Art.
Mendoza, Daryl Y. "Commodity, Sign, and the Spectacle: Retracing Baudrillard's
Hyperreality." Kritike 4.2 (2010): 45-‐59. Web. 5 July 2014.
Morley, Simon. The Sublime. London: Whitechapel Gallery, 2010. Print. Documents
of Contemporary Art.
Noble, Richard. Utopias. London: Whitechapel Gallery, 2012. Print. Documents of
Contemporary Art.
Provan, Alexander. "Gestural Abstractions." Alexander Provan. Artforum, 1 Mar.
2013. Web. 13 July 2014.
Steyerl, Hito. "Too Much World: Is the Internet Dead?" E-‐flux. N.p., Nov. 2013. Web.
12 Aug. 2014.
Toffoletti, Kim. Baudrillard Reframed: Interpreting Key Thinkers for the Arts. London:
I.B. Tauris, 2011. Print.
Vilém Flusser. and Nancy Ann Roth. Into the Universe of Technical Images. University
of Minnesota Press, 2011. Project MUSE. Web. 18 Aug. 2014.