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Letter from the editors:

 

 

The potential of the projective digital image helps us to understand the topography of visual information we currently experience. Through examining the form of an image, the rise of digital documentation as prostheses, and surveying some methods used in art that exemplify the plasticity of images today, we hope to re-open conversations concerning our material relationships to digitally translated images.

Unlike generations before us, our physical relationships to images are no longer based on the preciousness of materials like film or paper or the sensitive climate of prehistoric caves. Rather they are superficial, virtual, all thanks to the digital screen. Because information is translated in a language of (digital) binaries, we are afforded an infinite amount of memory to store texts, pictures, videos, music, etc... Digital technology relinquishes the image from the ephemeral nature of materials like prints. Our current ability to image-hoard establishes a new economy for the value of images independent of ephemera; their physical manifestations have long surpassed prints on paper let alone cave walls. However "immaterial" our information may be these days, it still does not absolve our interactions or experiences in the material world. Digital technology encourages us to own less stuff, but even that is arguable since those capabilities are only activated through analog processing of digital gadgets.

Digital technology amounts to very little in the material world, yet it is the most powerful tool we have now to understand and preserve the world's cultural artifacts, ruins of the past. Whether in books, slide lectures, magazines, movies, television or the Internet, our physical relationship to the world has always been understood through images, even prior to the earliest known textual representations.

Given the current status of digital documentation, our value of what is worth documenting has widened to more localized experiences. As the cost of documentation is rapidly declining due to advancing digital technologies, we need not be specific about what we choose to include within the frame. Understanding that moments worth photographing are fleeting, what then warrants documentation of that as opposed to any other banality?

 

 

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MUSCLE MEMORY

BRIAN KHEK

Software and advertising are experienced on similar planes. Documentation images can act as extensions of an identity, be it a corporate brand, or national culture. They may be didactically referential to their immediate origin but secondarily communicate the history of its creation. It is consciously known that these appendages are separate from the architecture or space it is presented. Interfaces can be updates and signage can always be changed, but the consistent factors of experiencing these icons are the interactions framing the phenomena. The actual architecture of the space lies in the interaction, whether it is designed by a literal space or software.

Cultural appropriation acts as a tool for branding and identity crafting. The Bluetooth corporation created its logo inspired by the Scandinavian character: Blåtann. The name comes from a tenth century Scandinavian king, Harald Bluetooth, who managed to unite several unruly kingdoms. This de-centralization of a cultural phenomena is used to illuminate some relationship between the brand and the referenced subject. A similar historical unconcious behavior is illuminated by the studies of Israeli designers: Ami Drach and Dov Ganchrow.


:74064_1557262488823_1153050337_31644426_8092536_n.jpg:nordic runes.jpg

Sean Raspet takes account for coded images in networked experiences:

"The shifting consolidation of image parameters of course does not occur in a linear fashion, but rather happens simultaneously, (and unfathomably) across a network of dispersed images and their derivatives. Increasingly an image refers not to its subject, but to its parameters, it's meta-image"

The nature of the image Raspet speaks of is relevant to the experience of images online. The frequently constructed network of images presented on the Internet allows frequent recontextualization through the architecture it is in. When Roland Barthes discusses a similar phenomena in Mythologies, he finds society as the force which provides identity to an image through its social usage:


“Every object in the world can pass from a closed, silent existence to an oral state, open to appropriation by society, for there is no law, whether natural or not, which forbids talking about things. A tree is a tree. Yes, of course. But a tree as expressed by Minou Drouet is no longer quite a tree, it is a tree which is decorated, adapted to a certain type of consumption, laden with litereary self- indulgence, revolt, images, in short with a type of social usage which is added to pure matter.”

The reoccurring watermarks, signatures and all collaged marks frame Ben Schumacher's work into something ethnographically original. The work documentation Schumacher presents online often consolidates ornament and object.

In Norman (Romanesque) the architectural style popular between the 6th and 10th century in Europe is preface for interpreting the sculpture. As described in the materials, the sculpture features "limestone corbels with plaster ornamentation, one clay brick, plastic on casters, seran cling wrap, custom printed tie." In a detail photo of the sculpture, three receipts are collaged into the composition. The data organizing systems (receipts, online image archives, etc.) present in Schumacher's work illuminate the presence of these parameters in bureaucratic exchanges. The frequent aesthetic comparisons drawn by Schumacher console understated conventions in information sharing.

 

 

 

 

 

 

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The Myers-Briggs Type Indicator (MBTI) assessment is a psychometric questionnaire designed to measure psychological preferences in how people perceive the world and make decisions. These preferences were extrapolated from the typological theories proposed by Carl Gustav Jung and first published in his 1921 book Psychological Types (English edition, 1923).

 

C O N V E R S A T I O N
on visualizing community

NICHOLAS O'BRIEN & HAYLEY SILVERMAN

N: I have many questions about what it means to make art online right now and how this production method often comes pre-disposed with an understood community/context. With that in mind, I want to question what community means for you; how it influences your practice, and where the people/artists/makers/projects that influence and nurture your work feed into your practice. Specifically, I want to see if the communities continue to extend themselves after/beyond the web.

I wanted to start with asking you how your work engages viewers differently when it is presented online, and what contrasts you've observed when it is presented offline.  
        
H: In general viewership changes online. People are more inclined to view work for a few seconds or scrub through - they direct their experiences when given the option. If the video is presented within a gallery, perhaps in a darkened room with a bench, people will sit longer. Their focus is being directed for them. In the event that the video is set upon a pedestal with sound, people may be turned off by the communal earphones.

N: How does this translate with works like 1st movement and SARS?  I think one thing that draws me to the way that these works are presented on your website is that in the foreground you see the video and in the background you get the documentation of its installation.

H: Thanks. It's a new addition to my site.

N: But that is very deliberate, yes?

H: Sure, it's a choice I made. I do focus on the translation of my work from one context to the next. I have been thinking a lot about what it means to be exhibited/exposed and the necessity to self-design. Personal sites allow for a hyper-individualism that can magnify certain personalities. I don't invest the same amount of attention towards my own site, it is an artist website with access to my present body of work in which it can be presented best online.
 
N: Do you think that the means of exhibition and exposure influence the production of your work? Or is there a guiding aesthetic that plays between this exhibition method and more traditional contexts?

H: All work has its own conditions that have to be re-considered in new contexts.

N: I think this is related to the questions above in that the site of distribution of any given work greatly influences that reading. I'm curious about how you engage your community or what community means to you since community is such a large part of my practice. In other words, being able to engage like-minded people, making work for them, or about them, or with them is very important for me.

H: Community is complex and usually related to my terrestrial coordinates. I would often think of my community as being the people immediately within my surround and whom I share lived experiences with. When I look at artists work online I process it differently. They are indexed as information.

I sometimes think of community as a veil for a collective understanding, that there is a presumption that we do indeed know each other. The social translated online creates an intense circulation, one that, as I said earlier, magnifies certain personalities. The second self, or the other self produced virtually, seems to be a contemporary project of redesigning "the old man into the new man"- contributing to an obsession with the relevant - the contemporary. Artistic production, curation, and reception will always be dangerously entangled with the social.

N: Do you think the web, as an interface for highlighting the social aspects of creative production, allow for more transparency for these communities to intermingle?

H: The web helps facilitate modes of engagement that do open up a dynamic space (one that is interlinked) but my primary vehicle in the production of my work is felt reality.

N: Can you elaborate on the term "felt reality".
 
H:I privilege empirical knowledge.

N:It seems like you are putting that in opposition to creative production that occurs online.
 
H: How so?
 
N: Well when you say that the web helps open engagement but you prefer felt reality it makes me wonder if the web, or the screen, is an unfeeling space.

H: That's complicated. I once assisted a video class taught by a spiritualist who also created a 'yoga drawing' center. She would emphasize the tactility not only of the body behind the camera but of the LCD screen itself. Their mobility allowed for a more vital shot. Oppositionally, I can always feel a camera at rest, mounted upon a tripod or table.

N: How does that tactility translate in your work?

H: That's for you to answer! I only know if what I've made translates through speaking with another. Dialogue can be seen as the new introspection.

N: My question about tactility then comes from a curiosity I have regarding these tools. Or else it might come from how these tools are being used in a very plain and direct way. Maybe understanding your process might help me (and others) understand those decisions and some of the concepts behind them. I'm drawing a parallel between the visual material in your videos and the virtual materials of the filtration/manipulations you are making and am wondering if that correspondence is something you consider.
 
H: I am and I am not. I was interested in pushing the "ostentatious display of surface" in 1st Movement through manipulating stock footage of satin. The simulation of it being "tugged" or "pulled" slowly transforms its relationship to fabric to a more amorphous color field (representation vs. abstraction). It is akin to Baldessari asking, "How many shards would have to be missing before that vase was no longer a vase? How many shards make a vase?"
 
N: That consideration leads you to work with those materials? That pushing of a simulation?

H: Within that particular work, I wanted to work with satins. The medium always changes because its not the material that is the only subject.

N: If your choice in material and medium varies from project to project than I might want to move on to talk about the importance and relevance community plays within your work. Being able to engage like-minded people, making work for them, or about them, or with them is very important for me. What are some of your thoughts on how your peer group affects your work (particularly
when you are often grouped together with artists that make work more directly interfacing with online technologies). On that note, I think one of the things I'd like to talk about is a concern I have about the limitations of any given community and how perhaps one of those limitations is revealed in the aesthetics generated through or around those associations.

Figure 1. Silverman, Hayley. Still from 1st Movement. 2009
Figure 2. Baldessari, John. Violent Space Series: Two Stares Making a Point but Blocked by a Plane (for Malevich). 1976. Metropolitan Museum of Art. New York.

H: Communities form as the intermittent and transitory outcomes of coordinates whether that be through geography, gender, race, or a process of filtration. How do we align ourselves with particular subjects or movements? Is it to protect ourselves from the voluminous waves of information that wash over us? At some point we could use convention to narrow ourselves, which is part of the reason I included the Myers-Briggs test: as a model. There have always been different vehicles of crowd control or ways to suppress individual freedom. The Myers-Briggs test was created to understand the individual but also, in effect, to control the individual (it's used for job screening/recruitment). It is as though identity is the condition of correct anticipation, given these restraints. I think the process of a thinker or maker is to invent places to explode to. 

N: Communities then can be mobile?

H: Well it depends on how you define mobility. Jung's writing on "herd psychology" speaks about the rootlessness of modern people that results from a disaster not only of primitive tribes but also of modern man, in effect, causing a collective psychic injury. The herding of people into major megalopolises caused social and mental pathologies; thinking in large numbers would result in the rise of "mass psychology" also known as mass-mindness. This dependence on the externalization of culture (materialistic technology, commercial acquisitiveness) would enable the loss of spiritual culture. Within this ideology we have never stopped being mobile – it has become extended to another frontier – in this case, cyberspace.

N:  This injury is probably linked to how I'm skeptical of the over simplification of what 'communities' embody and their potential limitations. If we have constant mobility - or have a history of it - creative content would then suffer from a kind of transience. However, people latch onto momentary glimpses within that haze and form small niches around them. I fear these pockets of communication and exchange don't lend themselves to further extension outside their immediate sphere. Do you see an inherent limitation within the establishment of these types of communities?

H: I'm not sure that's true. I do believe that people act as if history has ended. That nothing is connected to a lineage - which encourages people to behave not as historical actors but by living out their own demography.

N: But, how can we - as individuals as well as members of an artistic community - reverse or counter-act these restraints?

H: I don't feel restrained, so I'm not sure I can answer that. I also don't feel an acute sense of belonging.

N: I see what you mean, since I'm not sure whether the constraint(s) I feel about making work online is a limitation of my peers or a self-imposed limitation of myself and the community I speak for/with. I suppose I would hope to reach an audience beyond my community, but often I think that I have to run interference before any of that can even happen, and I get nervous that doing so can perhaps compromise some of the original intention of work I want to produce.

H: Yeah, a lot of new knowledge comes from a kind of friction or a collaborative unknowing. I think both parties have to be willing to image along. Imaging is integral to a person's forming of the world. We field our surroundings kinesthetically, tacitly, visually, aurally, olfactorily, and gustatorily all at once; and within combination with another we can allow for new sites of activation and articulation.

N: I definitely agree that sharing that willingness between audience and community is going to be the essential way that we can continue to extend and build this conversation and the environment that we collaboratively create.

 

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u p w a r d D E S C E N T:
Notes on Computer-Generated Placelessness

LENOX-LENOX

 

 

 
 
 
 

 

 

 

1. THE TRANSITORY FRAME

17 degrees South, 149 degrees West. He had been told that this was the location of Paradise: a wonderful idea, although he did not quite believe it.

The voyager, Joseph Banks, discovers these coordinates to be the location of the island we now call Tahiti. This exploration is not solely an articulation of Western society's supremacy over 'inferior' cultures, but is also a manifestation of the human predisposition to be at odds with the state of things. We intrinsically want to exist elsewhere, to subsist in a utopic environment in which our desires become discernible. Humans' "striving for happiness is to be recognized as a natural fact requiring no justification," writes Max Horkheimer.✎ We search for what we cannot have, and what we have is no longer adequate. The user surfs online in anticipation of some revelation; she refreshes her email, in hopes of notification within her inbox. The user subsequently refreshes, again attempting to discern a change. Yet, there is no bolded text, no highlighted phrase, and no red bubble in her hindsight. She then stares at her desktop, passing the time. A few more minutes go by until the user acknowledges her physicality, until she perceives the space surrounding the computer screen and readjusts her fixation to the corporeal environment.

Contemporary digital interfaces are designed to instigate a sense of familiarity amongst the unfamiliar. While fixated on the computer monitor, the flat LCD backlit screen transpires as a window into another space. The contrast between the screen's luminosity and the materiality of the hardware allows for transcendence into the virtual space to fruitfully emerge. However, the user is grounded by the familiarity of the objects within this virtual space; she assimilates through images and icons that denote her everyday corporeal experiences. Desktop folders disperse amongst columns and rows, embodying humans' indexical tendencies, drop shadows recede behind the files, giving them dimension, and application icons emphasize various formal traits associated with specific physical objects, such as the Safari browser's blue compass. These images, objects, and icons facilitate the user in creating a sense of depth within the desktop, making sense of this space rather than denoting it as void.

However, the scale of the monitor causes the viewer to realize her own physicality, turning this virtual window into a flat material once again. The screen now exists as an apparatus, an object of functionality rather than a space for contemplation. This back-and-forth relationship between the screen's depth and flatness, its illusory software and its material hardware, has a prominent correlation to Western painting's tradition of pictorial illusionism, "in which a screen functions as a window into a virtual space, something for the viewer to look into but not act upon."✎ The screen does not encompass the entire space surrounding the viewer, but the viewer is nonetheless engrossed by this window due to the framing of the screen, the scale of the imagery in relation to the viewer's body, and various formal and conceptual qualities embedded within the imagery. The viewer descends into another space, while standing on firm ground. According to Derrida, the frame "breaks down and dislocates even as it cooperates in the production of the product, overflows it and is deduc(t)ed from it. It never let's itself be simply exposed," but rather coexists with the screen, acting as a mediator between the image and the surrounding physical environment.✎

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✎ Holmes, Richard. The Age of Wonder. New York: Pantheon, 2008.
✎ Horkheimer, Max. Critical Theory: Selected Essays. New York: Seabury Press, 1972.
✎ Manovich, Lev. The Language of New Media. Cambridge, MA: MIT, 2002.
≈ Figure 1. Anonymous. dock-stack.jpg, 2011.

The computer screen is simultaneously flat, three-dimensional, static, dynamic, and operational. Perhaps the operational, the real-time, is what distinguishes this screen from any other. Rather than solely acting as a window for viewing, the screen becomes a window for potential, a space for input and output.

But what exactly is created in this operational screen? What is outputted through this space? Through the computer interface, images may be produced, images that have no referent to corporeality. Due to the uncanny hyperrealism of these images, the viewer is immersed into the virtual space, neglecting the flatness of the screen. Everything renders with sterile uniformity, remaining intimate with the design firm as an aesthetic access point. The modern notion of progress, the corridor to Utopia, thrives in the viewer's level of descent into the CG space. Yet, we must posit boundaries for how to approach this spiraling image.

Utopia… is not a representation but an operation calculated to disclose the limits of our own imagination of the future, the lines beyond which we do not seem able to go in imagining changes in our own society and world (except in the direction of dystopia and catastrophe).✎

Applying the Utopia operation to the CG image, the user's limitations arise in her spatial continuity; she may not be able to literally step into the rendered image, but she nevertheless recognizes and speaks of it as its own spatial entity. If digital images can be transmitted with congruent speed, then "the concepts of near and far, horizon, distance, and space itself no longer have any meaning...," and as a consequence, geometric perception is lost and "the earth becomes our prison."✎ The new CG image discussed subsequently attempts to disrupt this imprisonment through the image's affect, its simultaneous accessibility and distance (see Figure 2). Digitally manipulated CGI are here considered to be dystopic and catastrophic, and without which the user cannot postulate a future renewal of progress. It is through flattening these hyperrealistic simulations that the image instigates a sense of placelessness, a sense of being "neither far nor near."

2. THE DIGITAL ORIGINAL

Before further considering potentialities for the image's post-observation affect, the image's origination needs explication. The mode of production is intrinsic to the expansive concept of the individual work, but is never overarching.

Art-historical-craftsmanship-hierarchies deem reproducibility antithetical to authenticity. Manual reproduction implicates forgery, and the original avoids devaluation. The meticulous efforts of counterfeit painting create a surplus of artworks, yet do not truncate the original's collectability. However, in his canonical essay "The Work of Art In the Age of Mechanical Reproduction," Walter Benjamin denounces the original's preservation in light of technological reproduction. Benjamin's logic consists of two endorsing scenarios: photographic reproduction's amplification of previously imperceptible data, and the ability to re-contextualize the copy in situations foreign to the original.✎ The latter is problematic within digital production, for the copy operation is misallocated. Reproductions of CGI are not copies of original pixels, but rather are re-executions of generative source code. Rather than use the term 'copy' to refer to this re-execution, we hereby refer to the newborn images as counterparts, as this series of seemingly identical images are in fact all originals!

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✎ Derrida, Jacques. The Truth in Painting. Chicago: University of Chicago, 1987.
✎ Jameson, Frederic. "Utopia as Replication," Valences of the Dialectic. London: Verso, 2009.
✎ Manovich, Lev. The Language of New Media. Cambridge, MA: MIT, 2002.
✎ Benjamin, Walter. "The Work of Art In the Age of Mechanical Reproduction." Illuminations, 1968.
≈ Figure 2. Fremderman, Bea. From Virtual Portraits/Sculptures Series, 2010.

We here enter the conversation of simulacrum: that which "bears only an external and deceptive resemblance to a putative model."✎ The rendered image is now inner-dynamic, its counterparts infinitely generative. Similarly, not only do twin image files proliferate independently, they remain legitimate simulacra even when manipulated by interfacial tools. One of the most primitive of such tools is Light Pen; invented in 1949, it is considered to be a precursor to the contemporary computer mouse.✎ The Light Pen is an input device in the form of a light-sensitive wand that is used in conjunction with a computer monitor; it allows the user to draw on the screen in a similar manner to a ballpoint pen on paper, allowing for fine control over the graphical user interface (GUI). Most importantly, the Pen's original implementation changes computer screen's utilization from an information display to a junction for inputting and outputting.

Consider painting in Adobe® Photoshop® with an optical computer mouse. In order to once again advocate for computer graphics' authenticity, we must make distinctions between internal tools and external tools in relation to the screen and implemented software. In preparation to paint, Adobe provides the user with two primary tool presets:
'Brush Tool' and 'Pencil Tool.' The utensils share the same array of brush shapes and sizes, the only difference being the Brush Tool's 'Flow' attribute, which is the rate at which color is applied to the cursor's position on the canvas at a given point in time. Regardless of flow preference, the user's hand grasps the mouse and performs a frenetic display of communication with the GUI. Simultaneously, the cursor jumps around the canvas with similar gesticulation as the mouse, somehow culminating in an abstract expressionistic squiggle (see Figure 3). Note that the optical mouse detects two-dimensional motion relative to a supporting surface that is typically parallel to the floor, such as a desktop or tabletop. But what, if anything, is simulated – the act of painting, or the paint itself?

The cursor's pathway appears identical to that of the mouse, before realizing its containment within a gridded plane that exists perpendicularly to the surface being tracked. Mouse-to-cursor synchrony is thus slightly abstracted. However, the user's body in relation to the screen plane and mouse plane typically positions itself obtusely so that both planes flatten via perspective. The mapped mouse-cursor dynamics deconstruct spatial distance, allowing for the user to examine her once-perceived gestural synchrony with cursor. "The simulacrum affirms its own difference," says Brian Massumi, "It is not an implosion, but a differentiation; it is an index not of absolute proximity, but of galactic distances."✎ Through simulated synchrony, difference and distance protrude. The screen-based brush and the user's hand realize their schism, their spatial distress. Yet the user holds onto as many threads of engagement as she can; she knows that somehow her hand's artifact is present within the digital paint. The hand's simultaneous removal creates a sense of awe; as Benjamin suggests, "We define the aura of [natural objects] as the unique phenomenon of a distance, however close it may be."✎

The Macintosh has served as a carrior object for the (postmodern) idea that search for depth and mechanism is futile, that it is more realistic to explore the world of shifting surfaces than to embark on a search for origins and structure.
-Sherry Turkle

 

 

3. FILTERED DISTANCE

Adobe advertises its filters as tools "to clean up or retouch [one's] photos, apply special art effects that give [one's] image the appearance of a sketch or impressionistic painting, or create unique transformations using distortion and lighting effects."✎ This statement audaciously proposes that 'anyone can do it,' anyone can create an impressionist painting with ease, and that anyone can become an artist. To a certain degree, this statement is accurate in regards to technique. In Adobe Photoshop, the mouse acts as an extension of the hand, utilizing various tools within the program's menu. While the level of skill required to use Photoshop is typically overlooked, the Filter Gallery is an exception to the majority of the application, in that the user is required to do very little in order to make the impressionist painting. The initial image willingly accepts these alterations, as it is the nature of the computer-generated image to be subject to algorithmic manipulations. The computer-generated image differentiates itself from the analogue image, existing in binary code, existing in an immaterial dataset that longs to become material. Similarly, the user longs to make these immaterial digital images physically, to feel the contours and textures of the image itself. Through the use of various filters from the Filter Gallery, the image feels slightly more 'real' again, slightly more three-dimensional, as contours form over the image, mimicking realistic lighting and shading. In this sense, the Filter Gallery acts as a provisional solution to this attempt to exist with the computer-generated image physically as the user does virtually.

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✎ Massumi, Brian. "Realer Than Real: The Simulacrum According to Deleuze and Guattari," 1987.
✎ Benjamin, Walter. "The Work of Art In the Age of Mechanical Reproduction." Illuminations, 1968.
≈ Figure 3. Schippa, Micah. 0000C.jpg, 2011.
✎ Ochert, Ayala. "Times Higher Education - Taking Things at Interface Value." Times Higher Education. 25 June 1999. Web. 24 May 2011. <http://www.timeshighereducation.co.uk/story.asp?storyCode=146911>.
≈ Figures 4 + 5 (left to right) Rafman, Jon. From New Age Demanded Series, 2011. Richter, Gerhard. Study for CR: 324 (Freud), 1971.
✎ Adobe®. "Using Filters." Adobe - Support. 2011. Web. 24 May 2011. <http://help.adobe.com/>.
≈ Figure 6. Schippa, Micah. spread.tif (#paintfx.biz), 2011.

As mentioned previously, CGI have no inherent referents to corporeality. Rather, these images subsist on their own, as simulacra; they embody an uncanny quality, a simultaneous sentiment of familiarity and unfamiliarity. Interfaces such as Autodesk® Maya® enable the production of images comprised of rendered 3D graphical environments. Ostensibly, the naked geometry amounts to an object floating in non-space. However, given a closer look, there is neither initial geometry nor space, but rather algorithmic code enabling the formation of geometry within the given software. How do we label the predecessor of a 3D graphical model? Perhaps these mathematical instructions for geometry are the basis of CG language. Mathematics is a universal language; in accordance to post-structuralist assessment, this language "creates us, in the sense that a complex structure of codes, symbols and conventions precedes us and essentially determines what it is possible for us to do and even think."✎ CG images have visual correlations to objects that could seemingly exist physically, yet their construction and hyperrealism negate any attempt to place them within the physical world (see Figure 4). "The model is not the realization of a variety of differences. As the word implies, it is an abstraction or image and not a representation of any lived possibility."✎ The viewer is so immersed within the virtual space that she neglects the flatness of the image, breaking spatial continuity. Through the application of a filter, drop shadow, bevel, emboss, 'paint' splash, etc., atop the CG original, the image exists in an in-between space, a space that is neither far nor near.

But what is this aura of which Benjamin speaks – when do we feel it, why must we feel it, how was it lost? The image in discussion is still a digital original, an image born in binaries; yet, it exists as an amalgamation of dimensionality, instigating a sense of placelessness. The user desires to penetrate the image, to touch its glossy objects, and yet is confronted by the flatness of the frontal filter (see Figures 7 + 8). "Although the thing should be easily within our grasp, the entire universe has somehow been adjusted to produce, again and again, an unfathomable contingency blocking it."✎ This notion of wanting to go where one cannot, of attempting to subsist in an idealistic or utopic realm, is intrinsic to human nature. The image needs to navigate and amalgamate multiple dimensions, in order to exist in a degree of inaccessibility. If we fully penetrate the image, if we subsist within utopic binaries, then there is nothing left to live for, nowhere else to go. The image must obstruct our human desires in order for there to be something worth attaining, someplace worth going.

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✎ Heartney, Eleanor. Postmodernism: Movements in Modern Art. Cambridge, UK: Cambridge University Press, 2001.
✎ Stewart, Susan. "Objects of Desire." On Longing: Narratives of the Miniature, The Gigantic, The Souvenir, The Collection. Durham: Duke University Press, 2007.
✎ Manovich, Lev. The Language of New Media. Cambridge, MA: MIT, 2002.
✎ Žižek, Slavoj. "Cyberspace, Or, The Unbearable Closure of Being." The Plague of Fantasies. London: Verso, 1997.
≈ Figure 7. Lenox-Lenox. Detail of Untitled Still Life (Ocean Ripple), 2011.
≈ Figure 8. Lenox-Lenox. Untitled Still Life (Ocean Ripple), 2011.

 

 

 

 

 

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