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Digital Creativity
Publicat ion det ails, including inst ruct ions f or aut hors and subscript ion inf ormat ion:
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Disquiet in the plasma
Andrew Morrison
a
a
, Geska Helena Andersson
b
, Robert Brečevi ć
b
& Synne Skj ulst ad
a
Int erMedia , Universit y of Oslo , Norway
b
Int eract ive Inst it ut e , Sweden
Published online: 01 Dec 2010.
To cite this article: Andrew Morrison , Geska Helena Andersson , Robert Brečevi ć & Synne Skj ulst ad (2009) Disquiet in t he
plasma, Digit al Creat ivit y, 20: 1-2, 3-20, DOI: 10. 1080/ 14626260902867782
To link to this article: ht t p: / / dx. doi. org/ 10. 1080/ 14626260902867782
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Digital Creativity
2009, Vol. 20, Nos. 1 –2, pp. 3 – 20
Disquiet in the plasma
Andrew Morrison1, Geska Helena Andersson2, Robert
Brečević2 and Synne Skjulstad1
1
InterMedia, University of Oslo, Norway
Interactive Institute, Sweden
2
Downloaded by [Stockholm University Library] at 05:15 19 February 2015
andrew morrison@intermedia.uio.no; synne.skjulstad@intermedia.uio.no;
geska@tii.se;robert.brecevic@tii.se
Abstract
1
The metaphor of plasma is taken up to present
and discuss movement and engagement by
participants in mixed reality installation arts.
Two works involving full body video portraits
exhibited through large plasma screens in a
variety of public settings are covered. Machinic
mediations of video realism are considered
in terms of embodied interaction in which
viewer-participants contribute to the ‘disquiet’
of gendered figuring. Processural, proximal
and personal aspects of responsive engagement are discussed. This is extended to performativity that may lead us to critical reflection of
our own actions and responses in mixed reality
arts.
Keywords: mixed reality, video art, plasma,
participation, proximity, responsive video
DOI: 10.1080/14626260902867782
Introduction
1.1
Plasma in the plasma
There is an elemental, life-enabling quality to
plasma. It is through plasma that our human
blood cells are suspended and channelled, at
once enwrapped and thereby also transportable
through our circulatory system. Constantly in
motion, yet unseen, plasma courses within the
pathways of our moving selves. Yet plasma
refers to more than the liquidity of our living
beings. It is also the stuff of whey, the visible
liquid remainder of the process of curdling and
straining the colloid milk. In physics, plasma
refers to a different, distinct state of matter, also
known as the fourth one, typically taking form
as an ionised gas. This state allows the conduction of electrical charges in electromagnetic
fields. Perhaps more widely known at the level
of contemporary electronics, a plasma screen is
a large flat-panel electronic visual display
technology that allows high definitional views.
In this article we take up these different
senses and states of plasma with reference to
the domain of mixed reality arts1 in which
affection is liberated from the cinematic image
and embodied within the viewer-participant’s
active engagement with a potentially dynamic
work. In such a move, Hansen argues, if we
adopt a Bergsonian ontology of images in
which the body is the centre of indetermination,
. . . the focus must shift to the post-cinematic
problem of framing information in order to
create (embodied, processural and affectively
constituted) digital images (Hansen 2004a,
p. 270).
In following this approach in teasing out
relations between art, design and research (e.g.
Brouwer et al. 2005), we reflect on two
specially developed works that use large flat
screens in the realisation of mixed reality art
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Figure 1. Women That Turn by Performing Pictures at ‘Balta nakts’ Galerija Centrs, Riga Old Town.
designed to engage particpants in the interplay
of different embodied and affective senses of
‘plasma’. Sensors make it possible to sense the
plasma; they enhance our access to the sensory
while not intruding into the wider aesthetics of
engagement and expressivity in the mix of the
im/material as cultural communication (e.g.
Udsen and Jørgensen 2005; Redström 2008).
In these two pieces – via video and
sensors – we explore machinic mediations of
video realism, questions of gender and representation, and processural realisations of
embodied identity, now in the screen, now in
our own proprioperceptive activity. In these
works, metaphorically, there is plasma in the
plasma; it is also present in our own responses
to engaging with electronically mediated art.
The medium, the conductivity of the plasma
and our own embodied interactional engagement are intertwined. The conduction of digital
‘matter’ is ionised in the representation of large
human figure-sized video portraits as well as
the potential engagement of audiences by way
of zones of embodied responsivity.
However, we address more than the physics
or digital materiality of flatscreens. ‘Disquiet in
the plasma’ also concerns the estrangement or
uncanniness (after Brecht and Freud) that lies
4
both in becoming aware of the fabrication of
the seemingly realist video representations and
their transformation through the movement of
the viewer towards them. This disquiet continues as the participant subsequently engages
with the works in negotiating given patternings
and her own sense of embodied self and
relations to the mediated responsivity she
effects and affectively meets, senses and considers. Here disquiet is to do with the unsettling
of a sense of familiarity and apparent tranquility that may arise in digital video mixed reality
installations (Figure 1). Referring to mediatheoretical and technical-aesthetic categories,
Spielmann reminds us that video is processural
and contextual and that it may be defined
. . . as a reflexive and genuinely audiovisual
medium that can demonstrate its mediaspecific transformativity and multiplicity. . .(Spielmann 2008, p. 17).
In terms of mixed reality arts, Hansen
(2003) argues that through our engagement
with electronic installation works we encounter
an affective correlate that arises precisely from
our embodied interaction with the digitally
mediated. Thus:
Instead of a static dimension or element
intrinsic to the image, affectivity thereby
becomes the very medium of interface with the
image. What this means is that affectivity
actualizes the potential of the image at the
same time it virtualizes the body; the critical
element is neither image nor body alone, but
the dynamical interaction between them
(Hansen 2003, p. 208).
In a slightly less phenomenologically
framed approach than this one, we argue that
one additional turn is needed, namely a selfreflexive and critical one through which the
participant also develops some distance and
reflection on their experience. This too is an
additional level of disquiet — an ‘experience’
as Brecht said of the theatre also lasts after the
curtain falls; the processural character and
qualities of mixed reality arts endure beyond the
session with its sensors and plasma displays.
1.2
‘Public plasma’
Plasma screens now appear in a host of private
and public spaces (Figure 2). They function as
digital canvases, that is both as windows and
mirrors (Bolter and Gromala 2003). They loom
large in living rooms, corporate foyers, airport
concourses and train terminal lounges.2
These high definition screens allow us to see
representations of our own lives, such as
holiday photos, as well as those served to us as
information such as details of flight departures.
Often we encounter a hyper-realist aesthetics in
the publicly screened media these large
surfaces enable. More recently ‘high-def’
screens have begun to be used in shop window
displays with human figures as digital mannequins, such in the multimediational branding by
the Swedish fashion chain H&M.
In a more active and engaged view, as
consumers and citizens we are aware that these
plasma screens are sites for the production and
mediation of digital media and representations.
Into them we plug our cameras and computers,
breaking the screen divisions between television
and laptop, watching holiday videos and playing
computer and arcade-like games together at
home through the same plasma space. These
large, high quality screens also allow our active
and embodied participation in games, such as
Nintendo’s Wii. These are transformative
screen spaces. They are mediational and
communicative: they are designed not only to
serve information but also to engage us actively
in generating our own mediated meanings.
1.3
Focus of article
Public Mirrors – Responsive Video is a cluster
of artistically driven projects that examines
relationships between the initial selflessness of
the spectator and elusive reflections of the
‘other’ that are mediated through plasma screens
and responsive digital video. Public Mirrors –
Responsive Video are artistic interpretations of
responsive video as a tool to involve the viewer
as part of a narrative. The pieces are included in
a research project within the field of media in
public spaces. They also serve as a statement
about the power of the image and modes of
subjectivity that are realised in multiple contexts
of public display and engagement. In this paper
we investigate two pieces, namely Men That
Fall and Women That Turn.
These two installation pieces are shaped
through with large plasma screens, sensors and
micro-controllers, located in public spaces as
well as gallery settings, and centred around
movement and reflection. The works comment
on issues about proximity in both time and
space. The increasing convergence of media
throughout different channels of display is
investigated by the interpretation of media
artifacts. The ubiquitous presence (as well as the
resulting transparency) of media and its seeming
disenchantment are broken, with the result that
the viewer relates to media as an object.
2
2.1
Digital video, aesthetics
and identity
Hyper-realist aesthetic
tendencies
Across these artistic, informational, commercial and consumer contexts and collaborations,
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a form of ‘plasmatic materiality’ may be said to
be realised. The high definition image quality of
such screens along with the digital tools used to
design and generate their content often result in
an accentuated, hyper-realist aesthetic. In
commercial broadcast media, digital television
signals and conversions and high-end and
mobile video cameras and software allow the
reproduction of a realist imagery, even where
these same tools can be applied to modify and
manipulate visual representations. Mainstream
commercial cinema hyperbolised this by way of
special effects and digital image manipulation
that has mimetic, realist aesthetic at its core.
In contrast, in the interdisciplinary domains
of electronic art, digital technologies made it
possible for artists to encapsulate digital tools
and technologies as part of an unfolding
processural aesthetic (Paul 2003). This is one that
includes the transitory, fragmentary and dynamic
as part of its ‘materialist’ energies (Fuller 2005,
2008). Modes of making and mediation are
intertwined not just in the generative computations of ‘software art’ (e.g. Manovich 2001,
Mignonneau and Sommerer 2003) or aesthetic
computing (e.g. Fishwick et al. 2005), but in the
unfolding of art works in which recordable
elements, loops and manipulations may themselves be central to the works’ character (e.g.
Manovich 2003). This is also to situate the
sensors, software and code as both means and
material for expression (e.g. Reas 2006).
In his large plasma screen work Splash
(2001) Jeremy Welsh encapsulates many forms
of underwater activity in video drawn from a
public swimming pool in Trondheim, Norway.
High definition digital video allows a transparency of the aquatic movement of swimmers,
of waterpolo-like ball play and an overall
bouyancy in a what may be called a ‘plasmatic
aesthetic’.3
2.2
From video art to electronic
installations
A plasmatic aesthetic stands on the shoulders of
earlier experimental electronic art in media
6
(Grau 2007) that themselves took time to be
given legitimacy in the art world. Despite their
appearance in the 1960s, video works were
gradually included in the formal repertoire of
art (Martin 2006); video has featured strongly,
for example, in the recent Whitney Biennale of
2008. Video art began by experimenting with
magnetic tape and was bound by editing and
screening tools. It has shifted from being eventand time-driven (despite making extensive use
of loops and splits) to also being spatially
realised and computationally served. Here
shifts have taken place in conceptualising
installations not so much in televisual terms,
but in stretching, investigating and reshaping
notions of the cinematic imaginary (Reiser and
Zapp 2002, Shaw 2003), such as the installations of Shirin Neshat. For example, in her work
Rapture (1999) Neshat places large black and
white filmic projections of women and men
opposite one another; the scale and gulf of gendered distance between them is the space the
viewer experiences. The works of Bill Viola, for
example, have at times employed markedly
slowed movements to create a sense of stillness
yet also disquiet. Installations, including videoinflected ones (e.g. by Pipilotti Rist), now transverse a span of possible structures, environments
and means of mediated engagement (De Oliveira
and Oxley 2004), frequently being digitally
composed and enacted (Leggett 2007).
Digital video has featured in installation
works, exploring the potential shifts from
sequential film to user-driven narratives (e.g.
Hales 2001, 2005). Large projections have
been devised, such as in Jeffrey Shaw’s
Legible City (1990) where monumental
alphabetic structures are negotiated and
navigated by the game-like traveller. For the
viewer, other works involve physical engagement, though this may not necessarily involve
direct manipulation of the computational, but a
sense of coalescence of the viewer’s actions
and the screening of a related but not entirely
corresponding effect (Huhtamo 2007). Projection, loops and sensors have been widely used
to achieve such a choreography of participation, including ones that involve dance and
kinetic delays and engagements for audiences
(Morrison et al. in press), such as in Bill
Seaman’s Exchange Fields (2000). In the
‘dance of the audience’, relations between the
participant self and the mediatised other and
artifacts are inscribed as part of the dynamic
and unfolding work.
2.3
Identity and kinetic portraiture
Relations of self to mediated other are played
out in works that engage the first person
viewer with representations of themselves
and pictured and simulated subjects that are
both realised in a kinetics enacted through
the participant’s activity. Explorations of
identity are central to works that include
embodied interaction (Dourish 2001) and
reflexive responses, not necessarily haptic,
but at times also purely in the imagination of
the participants. This extends to facial and
whole body processural portraitures, the
focus of this article.
Hansen (2003, 2004a, 2004b) addresses
issues to do with faciality in digital art as the
‘digital-facial-image’, one that “. . . comes to
encompass the entirety of the spectatorparticipant’s embodied activity as she seeks to
negotiate the perceptual and sensorial challenges posed by the new media environments”.
(Hansen 2004b, p. 363, original italics).4
Hansen (2003, p. 211) argues that “. . . new
media art works turn attention back on the
process of affective atunement through which
facial signals spontaneously trigger affective
bodily responses”. He goes on to argue that
“the “autonomy” of the affection-image is
shown to be indelibly bound up with the
connotations of the digital medium as these are
mediated through embodied response”.
(Hansen 2003, p. 215, original italics). In the
works we present here, however, the focus is on
whole bodily portraiture that is designed to
engage viewers not through facial signals but
by way of their own ‘embodied interaction’
with full figures.
We now refer to a number of works that
specifically take up matters of ‘faciality’,
kinetic portraiture and our proximal, embodied engagement with the mediated through
which affectivity is reflexively revealed.5
What is important in engaging with the
‘digital-facial-image’ today is that, unlike
earlier cinematic imageries, it selects from
what Hansen (2004b, p. 363) refers to as
unformed information that needs to be filtered
by the viewer as participant. This is not to
argue for the removal of a critical perspective,
but rather a shift towards the realisation of the
visual via embodiment in mixed reality works
in which information and meaning are not
separated.
In Portraits (1990 – 1993)6 Luc Courchene
has worked with movement in facial representations that allow the seeing visitor to engage
with lifesize mediated artifacts. The creation of
a sense of immediacy and intimacy are central
to these works even though they make use of
the computer mouse as an interactional device
to build relations between the self and the
mediated other in play on mirroring and recognition of similarity and difference. Portrait
One, once a stand-alone piece, is now accessible
online and uses options in a dialogue to simulate
a conversational process. To some extent this
bridges the gap between the painted or
photographic portrait and the proximity and
connections of the digitally enacted speaking
other prompted by the user’s selections in this
work.
Two works by Catherine Ikam and Loius
Fléri, Elle (2001) and Lui (2003), also grapple
with our expectations of portraiture (Popper
2007). These artists use digital tools to create
plasticity in their portraits, ones that change
their composition, where the object’s digital
materiality is transformative and where the
viewer’s notion of a still image of another
person’s face is represented dynamically.
Popper writes that
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The work becomes a portrait in depth; the
face becomes an empty envelope. The lacquered texture of the skin acts like a mirror on
which a virtual light source is reflected,
thereby creating an additional distance
(Popper 2007, p. 251).
Reface (2007)7 by Golan Levin and
Zachary Lieberman uses visitors’ blinking to
select parts of their faces that are mixed to
generate a dynamic portrait. These are then
collected in a group and allow visitors to see
their own faces remixed along with those of
others. Personal and collective identity are
thereby presented through edits, combined
elements and a generic linking of sorts across a
spread of faces.
The ‘generative’ potential (Morrison et al.
in press) of mixed reality installation works,
as well as potentially ‘envisaged’ in digital
portraiture is taken up in a number of public
art projects by Lincoln Schatz.8 Across Time
(2005)9 features plasma screens with a camera
between them that captures the immediacy of
public activity in the foyer of the Spertus
Institute building in Chicago, USA and
building progress of a new, adjoining museum
space filmed from above, over time. The work
shows a dynamic process: a portrait of the
activity in the old building and the making of
the new structure. Momentum and memory
are juxtaposed on these two screens, showing
horizontal activity across ground level in the
foyer and the developmental, layered
construction of the new edifice. Schatz takes
temporal and self-representational aspects of
dynamic portraiture even further in his recent
piece Cube (2007).10 This work consists of
the generative selection of random images
from an hour long sitting by a variety of
people, in collaboration with the artist. The
sitting is captured by 24 video cameras and
then served to a plasma screen across 24
hours. Both the time of capture, the process of
delivery and the time of presentation
challenge the notion of the fixed image of the
portrait.
8
This last example, together with the proceeding ones, refers to video and process,
faciality and embodiment.
By materializing the virtual elements of the
object or work, new media artworks recast
them as the catalyst for the viewer-participant’s own virtualization (Hansen 2003,
p. 217).
However, in the examples which we now
present and analyse in detail, this virtualisation
on the part of the viewer-participant is a matter
of engagement with the mediated via embodied
interaction (not merely a digital facial portrait).
Embodied interaction catalyses new affects and
affective relations “that virtualise contracted
habits and rhythms of the body”. (Hansen
2003, pp. 217– 218). This catalysation needs
to be understood as helping create meaning,
not simply a vacant state of affect or naı̈ve
experience (Hansen 2004b).
3
Analysis
3.1
Two mixed reality installations
The two responsive digital video installations,
Men That Fall and Women That Turn cross
domains of the private and the public. They
feature video of individual figures, for example,
in their homes, en route to and from work, or in
open public spaces. The works entail viewers in
these spatial representations and play with a
sense of private and public corporeal boundaries. As participants, audiences’ actions are
transformed through experiencing the strange
effects of their own movement and further
possible interaction.
The works have been exhibited in a variety
of venues, in art galleries, shopping malls,
libraries, stations and have been placed in
street-facing windows. The works manifest a
mix of realities: they are digital video
representations of staged, theatrical events that
involve sets and costumes in the material and
physical world; they are digitally processed
media files that are programmed to mimic
hyper-realist representations; viewers encounter
the works and, as we show, participate
in various physical settings in activating,
experiencing and completing the pieces. The
works highlight the hyperreal by presenting
unnatural movements that appear to be natural
but as a result accentuate the human figure and
its movements as opposed to a mechanical
marionette. As a consequence the viewer
experiences a sense of estrangement, such as
in Artaud’s conceptualisation of the theatrical
(1958) and audience participation in a transformative experience, along with one with
familiarity of recognising a moving, full
human form. The viewer as kinetic participant
prompts movement in the digital figures. These
movements are a means of revealing what lies
behind the ‘masked’. In turn, the participant
may then read emotional values into the
resulting, constructed marionette-like actions
of the figures. So too may they reflect on the
potential significations of their own embodied
collusion in producing the results played out
before them.
3.2
Men That Fall
3.2.1 Masculinity deflated
Men That Fall (2004 – 2006) encourages the
viewer to question matters of gender and
masculinity through their own relation to
pictured male subjects. The writings of Susan
Faludi, especially her book Stiffed: the betrayal
of the American man (Faludi 1999) provided
some of the stimulus behind this work.
Stereotypes of male reserved distance and
fixedness are visualised in the staged almost
full-size imagery of 9 men in different situations: a businessman in a snowy field, Santa
Claus with a crow bar, a policeman with an
orange, etc. Ultrasonic range sensors that react
to the viewer’s distance to the screen fire off
three short video sequences. The distance and
stiffness of the characters is easily deflated by
the viewer getting too close and too intimate.
What is actualised is a relation of the repelling
forces of bodies, integrity and frailty, presence
and stiffness. The work is a comment on free
falling masculinity.
Figure 2. Screenshot from the installation Men That Fall showing three of the nine male characters, each in the
process of falling backwards.
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In the first sequence, facing the viewer is a
man standing up straight up. When the viewer
takes a step or two towards the screen, this
movement instigates a second sequence in
which the man then looks at the viewer. A third
sequence is activated when the viewer takes
another step towards the screen. In effect this
crosses a line: when the viewer gets too close,
the man falls down. A border to intimacy is
suggested. As a result, the image of upstanding,
immobile masculine authority crumbles
through the presence and movement of the real,
human body of the participant-viewer.
When the man falls, he maintains his style
and his posture. He falls stiffly, reminding one
defencelessly on a variety of surfaces. Their
loss of power, the sense of potential pain and
damage and yet the power of the viewer to fell
them, produces a sense of accomplishment but
also, potentially, some disquiet.
This is achieved through loops that result in
the display of cycles of different men, all
falling in the same fashion. Each patterning of
this is dependent on the participant’s actions.
Disquiet arrives as one engages with one’s own
proximity to the unnatural but apparently
similar fallings. Mediation thus becomes the
interplay of the participant’s bodily movements
and those seen, experienced and anticipated.
The viewer-participant is confronted with the
3.2.2 Proximity, loops and activity
Figure 3. Showing a sequence from Men That Fall where one of the male characters (1) looks down in a loop (2)
reacts to the viewer/trespasser taking a step forward by looking up and (3) falls down when the viewer gets even
closer.
of a tree being felled. No facial expressions are
seen nor does he make any attempt to prevent
himself being ‘cut down’. The men are presented in various attires, yet the same action of
falling reduces them to a similar defencelessness. After several iterations of the work, this
is mixed with a sense of impotence, perhaps
even reservation. These male figures, clad in
carefully chosen archetypical costumes, are
reduced to a common humanity as they lie
10
effects of their actions and their collusion in
effecting their own disquiet.
Men That Fall delivers a set of men that
stand in front of the viewer, looking down to
the ground whilst the viewer ‘crosses the
line’. When waiting, a loop of the man
seamlessly shifts to another sequence where
the man looks at the ‘trespasser’. There is a
sort of stand-off at this point – if the viewer
chooses to go away, the man looks down at
the ground again. If the viewer chooses to go
even closer, the man falls down. Then a video
loop of a waiting man marks a shift to another
segment where there is a short dolly movement towards the man, who then falls straight
down. This is quite a violent action, performed right in front of the viewer who has
inflicted this action on the man by taking one
step-to-many towards the screen. The effect is
convincing; a dramatic moment occurs,
expressed in real-time by the action and
reaction of the viewer.
This setup of short movies expresses the
same thing: a small but very distinct change in
the state of a fictional character. In terms of
forward by their very physical presence, there
is a possibility of empathy or even identification with the falling man. Single-point
actions can be invoked as something that
conveys greater meaning and do not need to be
a part of a larger construct or narratives and
background information; nor is there any need
for complexity in order to make what appears
on the screen interesting.
Men That Fall was first installed in a shopping mall as a part of a larger artistic event with
the ambition to bring different cultural artefacts
and performances to places that are not usually
associated with them. As a physical installation
the work mimicked the information system
3.2.3 Contexts of display
Figure 4. Photo showing the installation of Men That Fall at Bergvik’s shopping mall, Karlstad, Sweden,
December 2004. The shopping mall as a backdrop for responsive video was examined during the frenzy of
Christmas commerce.
empathy, as conventional movies these events
are hardly convincing - too little is happening
and at too small level of complexity to identity
with the situation of the falling man. As the
viewer him/herself follows the shift from one
state to the other while pushing ‘the story’
present at the wider site. The main difference
between the screen of Men That Fall and the
other more conventional displays (commercial
information as well as life-style content such as
music videos and advertisement videos) was
the placement of the plasma screen. It was set
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up in the only spot in the whole shopping mall
that had a constant flux of passers-by – near the
emergency exit. In addition, the screen was
hung on the wall in portrait format as opposed
to the landscape format prevalent in most other
sites in the mall.
A small section of the floor in front of the
screen was ‘sealed off’ with black-yellow tape.
This gave the public a sign that one should
think once or twice about stepping over the
line. Otherwise there were no markers, nor any
information about the piece being any different
than other screens at the venue.
In the mall setting, visitors approached the
screen over and over again – commenting on
the characters-on-screen and personifying them
even in cases where malfunctioning electronics
made the behaviour of the sensors non-coherent and viewers accounted for this as personal
traits of the fictional characters. Altogether
there were interesting examples of identification with characters at a meta-level. In one
3.3
instance a group of young girls in their teens
rushed towards the screen repeatedly, while
another group of elderly men watched them
from a distance, laughing smugly: men
watching girls that make men fall.
Men That Fall is a study in movement— on
the screen as well as the front of the screen. As
a mixed reality piece, it is partly film, partly
installation. All in all, it is a series of men,
impressive while they stand, then without
power as they fall, and, finally, very human as
they lie in state. We know they are alive — we
have seen them move — but it is we who have
changed their state and status. This shift in
materiality leaves us with questions about our
new power to manipulate the plasma screen
installation further. We find that when we
repeat these actions, a repetition in reaction is
achieved so that we too are now bound within
both plasmatic loops of motivation, enactment
and interpretation (ones that are both screen
mediated and grounded in our bodies).
Women That Turn
3.3.1 At a distance
Figure 5. Screenshots showing three of the female characters in Women That Turn, with varied public space
settings.
Seen as objects, women are ‘tied down’ in a
set of fantasies about how they should present
12
themselves, In Courshene’s Portrait One the
main female figure looks away at the close of
each simulated dialogue (Popper 2007,
p. 288). She shifts from her conversational
self to one that is more contemplative,
pausing the enactment of the viewer holding
the mouse through her gaze, at once distracted, disinterested, watchful and waiting.
These moods thus create a sense of the user’s
own reflections on this reflective piece.
There is a strong sense of the converse to the
bright and appealing smiles of commercial
advertisements.
In Women That Turn, a series of female
figures distance themselves from the viewer
who walks in too close to the plasma screen
video representation. In this way, each woman
escapes being the canvas for the controlling
male glance that has been institutionalised in
both men and women. The woman who has
been seen, who you have seen, turns away
from you; her back stares back at you, accentuated with a twitch. If you move in too close,
you are caught in this response. The piece is a
study in the shift between twitches and
movement; it is an illustration of women that
sense our glance and react with small movements of discomfort. At this point, there is no
turning around; there is no act of symbolic
meaning facing you.
Women That Turn is the continuation of the
installation performed at the shopping mall in
Men That Fall. It was a part of a commissioned art and technology project for an
exhibition in a larger gallery in the countryside
in Sweden (Avesta Art/Verket). This is a
monumental scale gallery space that is lodged
in the historical setting of an 18th century blast
furnace. In this exhibition context, there was
no means of disseminating the video pieces in
a seamless or transparent way, as in the case of
Men That Fall in the mall. Instead, there was a
need to make a firm and clear mark in the
surroundings, articulating a claim for the very
existence of the work on site. The video
installations were not to be mounted on the
walls, but on the contrary stood as distinct
objects on the floor, in the middle of the large
hall. The significance of such objects is stated
in terms of sculptural values, a design statement of sorts carried by the object in itself.
The content on the screen and the ‘thing’
surrounding the screen itself is equally
important and is filled with significance. A
screen hanging on the wall is more a discrete
object than one that is part of a cabinet
standing in the middle of the room.
The slick, monumental values of ‘black
boxes’ resonate with architectural or fine arts
values. They deviate attention away from the
fictional film characters on the screen. There
was clearly a need for some kind of a construction to carry this out. What was chosen
was that of the flight case. This is a convention within the AV-industry for transporting
PA-systems, monitors and similar equipment.
Subsequently, the 42-inch screens were built
into large flight cases with aluminium edges
and handles, equipped with wheels and tailormade solutions for lids and encapsulation.
The overall statement of such an object was
that it was merely a visitor and a highly
transportable object whose sole purpose is to
be on tour.
3.3.2 On your turn . . .
In this specific setting, Men That Fall was
included alongside Women That Turn. Yet, the
syntax of the Women That Turn work was
clearly different to that of Men That Fall. A set
of female characters awaits the viewer with
their backs turned against him/her. The women
react with even more distance when the viewer
comes too close. A video loop showing a
woman standing firmly shifts seamlessly to
another segment where she clearly demonstrates her discomfort at the presence of a
viewer. This is achieved without her uttering a
single word. She simply signals her disquiet by
making a shift in her posture and without
looking back. The woman is then ‘locked’ in
that state.
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Figure 6. Photo showing (from left to right) the installation at the gallery Avesta Art/Verket, Sweden, Men That Fall,
Delay Mirror and Women That Turn. The 42-inch screens were built into tailor-made flight cases. Sections marked on
the floor were developed with a light designer to demarcate the zone for engagement.
Viewers who have already experienced
Men That Fall might experience an anti-climactic conclusion in that nothing else happens
as long as they stand there and wait. Yet, here
there lies a difference. In Women That Turn,
the very moment the viewer decides to walk
away from the screen, the woman on the
screen reacts. The video seamlessly shifts into
another segment where the camera makes a
small dolly movement backwards and the
woman turns around, but in an odd fashion as
if someone (or something) is turning her
around rather than she has done this voluntarily. Without lifting her feet from the ground
the woman faces the viewer when s/he walks
away. Her body expresses a certain wooziness
yet tautness; her face expresses a kind of
judgment of you as viewer. Finally, as in the
case of Men That Fall, there is a shift into the
next character in the suite.
Figure 7. A sequence (from left to right) from Women That Turn showing one of the female characters as she (1)
awaits the viewer with her back turned (2) reacts with greater distance when the viewer comes too close and (3)
reacts to the viewer’s moving away from the screen by turning around while the camera performs a small dolly
movement backwards.
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In personal relationships viewers are likely to
have encountered similar twists and turns in
reaction and responsibility. A partner’s back is
turned against you until the very moment you
walk away. At that point, they turn around
and confront or blame you. These two works
engage viewers in such scenarios but
non-verbally. Women That Turn and Men
That Fall express small shifts in the behaviours of fictional characters and where
viewers of the exhibition also start silently
debating their own behaviours or perhaps
discuss the scenarios with other viewers,
partners or friends. As video installations,
importantly, these works also wait for a
certain dialogue to occur.
While viewers who approached Women
That Turn might expect something spectacular
to happen, as takes place in Men That Fall, they
4
in fact conclude the exchange when they walk
away. As such they become counterparts in an
evolving ‘mini-plot’. Being the estranged and
also embodied ‘other’ may make you feel as if
you are the only person present. No personal
traits, no ‘cookies’, no personal tracking and no
RFID tags are provided that would that make
the ‘experience’ match your preferences and
past behaviour.
The involvement is equally non-personal as
is the involvement of the camera in the cinematic convention of the vast majority of films.
As opposed to the audiovisual spectacle of
video gaming where users mostly identify
themselves with the point-of-view of the game
(as in so-called first person shooters), the
viewer as the other forgets about himself/
herself and reacts to what happens to/with the
fictional characters on the screens.
Conclusions
Figure 8. The two works by Performing Pictures at Balta nakts, Galerija Centrs, Riga Old Town, Latvia.
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3.3.3 Fictions of dialogue
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Figure 9. Men That Fall. Gallery setting, Digital art and culture, Konstfack, Stockholm, Sweden.
Figure 10. The work ‘on display’, public concourse, PUB, Stockholm, Sweden.
16
4.1
Proximal relations
Shifts between modes of representation,
reaction, responsivity and reflection are what
mark these two works — Men That Fall and
Women That Turn — as mixed reality art
installations. The works inscribe our experiences and expectations of video as time-based.
While they clearly operate as affective pieces,
they also challenge us to think about spatial
relations between the people screened, to
reconsider proximity, to reassess our own
senses of the private and the public, and our
internalised and external comfort zones and
their violations. To return to the several sense
of plasma outlined earlier, in mixed reality
arts, and in the two examples given here,
tensions between the naturalistic and the
uncanny meet one another in the mediation of
a ‘plasmatic materiality’.
Men That Fall and Women That Turn aim
to achieve relatively simple and direct means
of interaction. In these works, the interaction
model was constructed around two separate,
yet similar sensor-based arrangements. Locus,
modus, status and behaviour are terms that
we have applied in reflecting on the works
and the activities of their production. In
terms of film, the installation-based explorations were made in the field of parallel film
montage and real-time interaction with video
footage in relations to gesture and characterisation. The works are part of on-going
attempts to establish personal syntaxes for
responsiveness in films in relation to specific
places.
Concerning locus we have found that the
object in itself has great significance; displaying Men That Fall in a shopping mall, the
approach of a discrete object with a certain
DIY (do-it-yourself) approach correlated with
the surroundings. An apparently over slickly
designed artefact would have lost its charm in
such a locus. When framed as a console in the
shape of a highly transportable flight case, the
object carrying these films took on an entirely
different meaning. It became a video sculpture
at a gallery that hosts visitors. In both cases
the status of the viewer is that he or she is
standing, engaging with the work through
backwards and forwards movement, as well as
a wider process of walking to and fro in the
mall. In contrast to the larger consumer-driven
activity of the public mall, the impact of
falling men and turning women is direct - it
requires only a small set of inputs, the viewerparticipant now moving in closer, now stepping back, perhaps several times and in
different patternings and then moving away.
Proximal relations are thus central to these
works and to the achievement of embodied,
affective engagement.
4.2
The disquiet is ours
A plasmatic aesthetics may be said to be
polysemous, that is technically, experientially
and interpretatively. In the two works we have
presented and discussed here, our attention
has been on full body portraits. In these
pieces, the supplementary analogical connection to the digital is realised through our own
embodied movement as viewer-participants.
Disquiet in the plasma flickers, here in the
gaseous screen, there shifting around our
own corporeal selves as we relate to it and
conduct it once again back towards the figure
sculpturally facing us. The character that is
waiting for us, that seems to be present,
represented, but silent, is one of a similar set.
So it is that we encounter a figure that moves
because we do, a figure that in a sense moves
us into a mixed reality relation where the
disquiet is ours.
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Figure 11. Men That Fall and Women That Turn on display in shop windows, Stockholm, Sweden, November 2006.
Acknowledgements
This article is an outcome of an art and research
project, GRIG (Guild for Reality Integrators
and Generators), funded by the EU Culture
2000 Programme. The article is the result of
ongoing collaboration between two project
partners: the Interactive Institute and InterMedia, (Communication Design Research Group),
University of Oslo, Norway. For more information on GRIG: http://www.intermedia.uio.no/display/Im2/grig; see also on
processes in the project http://www.intermedia.uio.no/display/grigsite/Process, Accessed
1 September 2008.
The art works Men That Fall and Women
That Turn were created as part of a wider
artistic research platform called Performing
Pictures at the Interactive Institute, Stockholm,
Sweden. For details: http://www.tii.se/ and
www.performingpictures.se. This was partly
also their contribution to the EU Culture 2000
project WAVES and the project Cinésense
funded by the Swedish Science Council, and
exhibited and researched as part of GRIG.
2
3
4
5
6
7
8
Notes
1
The term ‘mixed reality’ is chosen in preference
to augmented reality or virtual reality. It sits on a
18
larger continuum of im/materiality (Krüger
1993, Milgram and Koshino 1994).
From being sites for mediating television and
computer content they may be changed to display
famous art works downloaded from the web,
ones that may in turn be replaced, in our homes
(http://www.vat19.com/dvds/
ambart.cfm?ADID ¼
AMBARTLCD1&gclid ¼ CLm3rNX33pICFQs
XQgod9kBo-Q) and in public spaces such as the
Eurostar departure lounge at the new St Pancreas
station in London (http://news.bbc.co.uk/2/hi/
uk_news/england/london/7360314.stm (Both
accessed 1 September 2008).
This is to coin a term applied within
reconstructive and aesthetic surgery.
He inverts arguments originally advanced by
Deleuze and Guattari (1987) to do with the
‘faciality machine’, a mechanism by which the
embodied is encapsulated in the face.
We concur with Hansen (2004b) who counters a
critique of his approach to affectivity by Rushton
(2004) who argues it merely perpetuates the very
capitalist erasure of critique that Deleuze and
Guattari aimed to resist in their analyses.
http://www.din.umontreal.ca/courchesne/,
accessed 1 September 2008.
http://www.flong.com/projects/reface/,
accessed 1 September 2008.
Artist’s website: www.lincolnschatz.com,
accessed 1 September 2008; Schatz featured in
Rhizome: http://rhizome.org/
profile.php?1002208, accessed 1 September
9
10
2008; featured in the New York Times (14
October 2007): http://www.nytimes.com/
2007/10/14/fashion/14noti.html?n¼Top/
Reference/Times%20Topics/Subjects/C/
Cameras&_r¼2&adxnnl¼ 1&oref¼slogin&
adxnnlx¼1210057879-WBa/0UtpOTbXudji
Lv2xjQ, accessed 1 September 2008.
http://www.lincolnschatz.com/work/present/
05/acrosstime.php, accessed 1 September 2008.
http://www.lincolnschatz.com/work/present/
07/cube_main.php, accessed 1 September 2008.
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