Project Background and Concept
“All seems to take place
as if, in this aggregate of images which I call the universe, nothing really
new could happen except through the medium of certain particular images, the
type of which is furnished me by my body…” Henri Bergson, Matter and Memory
Durer’s reclining nude, an image re-produced in
perspective craft manuals throughout the seventeenth century and beyond, is an early
example of an image-media machine. Structured conceptually and materially as a
kind of cyborg device that exploits, literally, the interaction between human
perception, objectification, and the machinic interface, such machines were
central to art practice and professional science communities throughout the
early modern period. The image is intended as a demonstration of perspectival
construction: the horizontal and vertical grids of Durer’s perspective machine
translate the coordinates of the nude’s body via the optical-geometrical
vanishing point, allowing for a kind of “photographic,” realist depiction of
her in repose. Within both art
history and the history of science and technology, this image has become almost
iconic as a representation of the “progress” of the history of
techno-mathematical projection, and the relationship of such projections to
both art and technoscience. The
“invention” of perspective as a technical and mathematical device is associated
with everything from the high art of realist aesthetics, to the Cartesian
coordinates of mathematical rationalism and their afterlives within video
gaming environments and military targeting systems, as just two examples.
Along with its anticipation of the photographic and
“screened” image, Durer’s Reclining Nude sends up traces of the pornographic gaze; she is at once self-posed,
exposed, and objectified within the economy of the image. The position of the
nude is further complicated by the odd imbrications of clinical prostheses,
represented in the form of angular machinery and examination table, and the
free-floating energies of desire that threaten to disrupt the clinical
precision at play – desire for release; desire for possession in the form
of imaging and copying; desire for the exposed copy to translate into the naked
lines of the natural scene just outside the studio’s window; the desire to move
across, or look back.
While the scene does appear symptomatic of the mapped
coordinates between a controlling gaze and the objectified female body (and the
further parallels to be drawn with the projection of this scene over the
“natural” setting in the background), there is perhaps a more interesting
problem contained in the competing representations of the “affective” image.
Affect, as I am using it here, refers to embodied perception that emerges out
of the confluence of images, sound, tactility, and movement. A focus on affect
requires re-imagining this scene as a site not defined by the static, linear
control of the “perspectival eye,” but as a performance of how machines,
bodies, and spatial coordinates combine to create a vast and diverse spectrum
of sensory images – sensory images that rely on the body not as a passive
vehicle of/for sight, but as a place where the image is “felt,” framed, and
re-framed.
This project plays with some of the possibilities in
thinking about embodied perception as a phenomenon that exceeds vision. The
“technologizing of the image” has become a catch phrase for describing the
social and cultural changes brought about by digital media forms. Yet, too
often we revert to thinking of both technology and the image (and the new
possibilities for “manipulating” images via new technologies) in terms of
vision and the human gaze (eye/I). This installation offers some basic play
with what Henri Bergson called the “concrete life of the body” and the image by
appropriating Durer’s historically iconic Reclining Nude and re-configuring this image as an active
installation piece that allows for multiple “affective” perspectives to
materialize.
The Installation Sketch
Drawing inspiration from Marc Demey’s animation
sequence of the Durer perspective scene (see a short clip at this site), Durer’s static image is re-constructed as an
interactive space. Two platforms/forums will be employed and two phases of the
project will materialize:
Using
large-screen rear projection, a 3-D “video-game grid” version of Durer’s Reclining
Nude is projected onto a flat screen
in a closed room. Using a computer station (with sep., smaller screen),
participants can maneuver to different perspectival vantages – the
vantages are arbitrary and include options to “look back” at the drawing artist
through the screen; to look from the perspective of the screen or the pen; to
look from the vantage of the nude’s resting hand, and so on (there is meant to
be both a visual and tactile disparity between the 3-D projection through the
computer software program, and the projection of the participant’s interaction
with the perspective game on the large array). The computer records small
cinematic loops of these POVs as short video clips. Video Recordings of
participant’s engagement with the total installation are also active.
Networked in the same installation space is 8-channel
spatialized sound and floor tracking. The sound itself is “mobile” and
responsive to a participant’s movements toward different parts of the projected
image. By moving through the room, participants can “play” sound perspectives
that are responsive to their movements in interacting with the projected
perspective image.
[Further technical aspects for the installation phase
are in progress]
The second phase of this project is meant to engage
Lev Manovich’s challenge to begin to think of the database and the archive as
not just technical means of storage and retrieval, but as “living” cultural and
embodied metaphors. To this end, the video, images, and sound clips from the
installation will be translated into an on-line environment, accessible via a
website. Participants visiting the site will work “through” the image of
Durer’s Reclining Nude. However,
rather than a static image, the image is an interface that leads to random
clips from the installation. The
interactions are intended to be non-intuitive – sounds (generated within
specific contexts in the installation environment), for example, are coupled
with partially derived images from Durer’s scene. At the site, participants are also asked to
create narratives from their interactions with and combinations of database
elements, to develop stories and speculative histories about the sensory images
and elements they have worked with (The concept based loosely on the idea of
excerpted “database narratives” talked about in the Introduction to
“Cultivating Pasadena,” Vectors: Journal of Culture and Technology in a
Dynamic Vernacular: http://www.vectorsjournal.org/index.php?page=7|1&pageContinue=986&projectId=55 )
Conceptual elements:
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The mixing of technical
particulars of perspective with machinic and human vision
o
Reflexive and tertiary images
combined with sound images and movement
o
Affect across various
mediums and interfaces
o
Re-animating the
historical and affective dimensions of western perspective
o
Obtrusive surveillance
mapped over counter-perspectives and distributed creative input; the embodied
image as perspectival consciousness.
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