Jonathan Safran Foer, deftly deploys sculptural means to craft a truly compelling story. In our world of screens, he welds narrative, materiality, and our reading experience into a book that remembers that it actually has a body.
Tim Head, Slow Life, (web A2 No.5) 2002 ink on Bristol Board
Unlike the remote precision of digital programmes the drawings carry the nervous rhythms and seismic waverings of the hand made
- Tim Head
Tim Head produces hand rendered drawings according to instructions similar to digitally produced images. The drawing is created according to the results of flipping coins. In this instance if the coin lands on heads a horizontal line is made and then a vertical line if the coin lands on tails.
The horizontal field of colours (above) are the twelve most common colours that appear in the web based photographic image of Alfred Molina as Mark Rothko. These colours have been automatically sampled by the open source program Colorsuckr.
Bergman engages with the disappearance of the physical world through its coded description as binary information. The material world (represented by the pastel image on the outside of the paper roll) is gradually unraveled by the feed mechanism of a printer. Mounted above the roll the printer
essentially uploads
the image in slithers of colour before 'downloading' the unravelled layers into a
heaped mountain
of coded information.
Friday, 15 October 2010
Richard Hutten, Playing with Tradition
Hutten plays upon the historical relationship between looms and computers, comprising the appearance of stretched pixels within the woven thread design.
Vacui's printed wallpaper instillation of repetitive hands invokes the experience of haptic technology through virtual environments that Vacui describes as 'the obsessive search for the tactile'.
Every block of stone has a statue inside it and it is the task of the sculpture to discover it. Michelangelo
Gareth Neal combines traditional techniques and forms with modern technology. Carved/ milled with a CNC machine the Queen Anne-style console 'sits' within its digitally rendered case. It is as if Neal's chair has been teleported from the Star ship Enterprise. Neal's Anne Chair image resembles the re-materialization status of an object in teleport where both matter and information momentarily coexist.
Thursday, 12 August 2010
Mark Pernice & Christian Hanson, Photo Booth Mask, 2010
Originally a distorted portrait captured using Apple's Photo Booth application Pernice and Hanson construct the recorded image distortion as a three-dimensional mask.
Camouflage conceals shapes by generating hints of many other possible shapes. In this instance camouflage hides signal with noise, todays camouflage renders realism obsolete.
The interventionist work by Saunders and in particular 'ever onwards' presents the physically rendered form of Photoshops liquifying filter. The extrusion of the chairs arm beyond its usual form literally creates a slippage from one space to another.
Artist Robert Matthews has printed and bound 5000 pages of Wikipedia into one physical volume. The physicality of the virtual resource draws attention to its now 'virtually' redundant function, reminding us that some words were never meant for print
Stroup digitally removes the text from 'candy' wrappers revealing our relationship with the usually subliminal branding of such products. Global brand names are so imprinted in our consciousness we no longer read their texts but see their products.
Lattu created the Banqueting House by photographing the interior of the Titular building in London and wrapping the photographic image on the exterior of a foam, polyster resin shape. The sculpture's form was created as a hybrid shape between the monocular perspective of a camera and the interior space of the Titular buildings Vitruvian proportions.
Upon first glance Maurizio Bongiovanni work appears as if the recording of the painted bird image has become corrupt during capture or upload. Instead the distortion is as much apart of the stretched canvas as it is an image on the computer screen.
Helmut Smit, Dead Pixel on Google Earth, 2008 - 2010, 82 x 82 cm burnt square, Photo by Jeroen Wandemaker
Helmut Smits presents the appearance of a dead pixel when seen through google earth from 1 km above. Here the digital meets the physical as Glitchy land art.
The creation of a parallel invisible internet of data floating over our every day lives.
Dan Malinger
Connected 24-7 we will become blind, all knowing oracles of an information world. The reflection of the this world on the surface of the eye will form an electric skin, a cataract, clouding our ability to see an experience the physical.
3D computer graphics can be thought of as digital or synthetic photography. CGI simulated optical effects and virtual cinematography enhance one fiction within another.
"I'd rather be a fake somebody than a real nobody"
-Tom Ripley
There is a five second segment (between 2:00 and 2:05) of footage where the avatar character enters a stairwell and descends a concrete corridor. For a split second the appearance of the virtual and physical world become inseparable.
The realistic quality of the polychrome sculpture and their visual presence in the 17th Century raised concerns within certain religious establishments. These concerns were observed through the sculptures relationship to the real and the possibility that the faithful might worship the sculpture itself, not what it represented.
"I believe that the artist doesn't know what he does. I attach even more importance to the spectator than to the artist" - M. Duchamp
There is too much art to look at and generally there is not enough time to look at the stuff you want to look at. From this highway perspective art has to grab ones attention if only momentarily. The appearance of art in such times should therefore reflect the situation of its audiance.
The Gallery is a highway of images and art that knows its audience starts with presentation and work backwards.
Got up went to the bank, did a bit of shopping, read the newspaper, looked at some art, chatted with a few friends then got out of the house for a bit.
Source: Ray Kinsella (Kevin Costner) in the 1989 movie Field of Dreams.
Ray Kinsella is part of Build it and they will come a collaborative project between Paul Laidler and Brendan Reid that refers to architectural practice within a fine art context. The work contains a series of four quotes that have architectural connotations and are printed using rapid prototyping technology to create 3D text-based objects. The 3D printing process is used as device to create a series of self-referential dialogues within the work.
The work:
Kinsella (a crop farmer) is walking through his crop field one evening where he here’s a voice uttering the words ‘If you build it, he will come’. After pondering the meaning of the words Kinsella decides to construct a baseball pitch in his cornfield, despite the financial risks to his farm and family. Not completely assured as to why he is making the pitch the compulsion to do so out ways any thoughts of purpose or economic return for the pitch.
The compulsion to make has many parallels with art and its intended function (to be received by an audience). Toward the end of the film the baseball pitch becomes an attraction as it is deemed that ‘people will come’. Ray Kinsella was the first text piece that started this project and similar to the situation of the charactor Ray Kinsella the work had no intended audience, it was just a feeling that something had to be realised. In this instance the realisation was due to the fact that for the idea to function as an artwork it had to be more than an idea. As an idea the words ‘built and they will come’ remained a solitary and silent voice. For the idea to be ‘heard’ the text requires audience participation, therefore the work refers to itself as an object for exhibition - to physically exist in a space where ‘people will come’.
Paul Laidler, Is it a game, or is it real, Unlimited (Hardback & soft cover versions), Produced throughBlurb.com
The book work Is it a game, or is it real is a reinterpretation of David Bischoff's War Games. In this instances a remake of the Penguin book that uses the film adaptation of Bischoff's novel as the cover image. The visual
reference of the film as a printed cover image is employed by publishers as
marketing tool to sell more copies of adapted novels. Marcella Edwards,
senior commissioning editor at Penguin Classics sees the film’s influence as a
way to tap into new markets. The film image appears to make some classic texts
more approachable for these new audiences. Edwards describes this phenomena
where the text “becomes less classic, less difficult. You don’t need a PhD to read this
stuff - it’s readable". Here the novels text is proceeded by its cinematic cover image a reinterpretation that for many becomes the original, diluting any
beginning or end - and somewhat ironically, a reality made out of fiction.
Here the
reinterpretation/remake foreground's the digitized theme of the novel, period and production process. Firstly the work
presents the digital pixel aesthetic of the 1980's although in this instance
the digitization is not screen based but instead simulated by printed dots that
construct the appearance of pixels. For instances the book work Is it a
game, or is it real is a digitally recorded version of the (1983 Penguin) publication although the transition from physical to digital becomes pronounced
through the flatbed scanning of the books three dimensional form and the
pixellated appearance of both text and image. The book has been recorded using
the different resolution sizes of 12, 32, 42 and 52 ppi (pixels per inch). These
resolution settings assigned to the recording of the book are purposely set
below the standard amount of pixel information required for reading digital
images on screen (72ppi) and in print (300ppi). I might add that when using automated POD facilities for producing work, low resolution preference generally sit outside of the systems approved optimum print settings. Subsequently the 'computer says no' the system breaks down and you need to convince a human directly (via the online help desk) that you want pixelation.
As
well as the physical, printed edition of the book, the Blurb facility also offers
a virtual rendering of the book format that can be considered as a digital
edition in the truest sense. The electronic format otherwise known as an
e-book, allows the user to view the on screen flipping of pages as animated
actions that refer to the experience of its physical counterpart. Although the
e-book phenomenon engages with the dynamic potential of the Internet and allows
publishers to reduce publishing costs, it does not currently provide the best
reading experience to the customer.
The
pixellated appearance of Is it a game or is it real? as an e-book initially
makes the viewer question the technology as a reliable tool for reading
digitised information. Viewed on screen the image appears to have become
corrupted, or the correct resolution setting has not been assigned to the
digital file. The assumption that the e-book is not a true representation of
the printed version is re-addressed once seen in conjunction with the printed,
signed edition. As an artist’s book, the signature confirms the intentions for
the final printed results and the subsequent reading of the physical work as an 'unsophisticated' e-book facsimile. In one sense, the book fails to function before the concept
reveals the object’s primary function as an artwork that appropriates the
formal designs of the book format.
The appropriation and function distinctions
resonate with Michael Craig-Martin’s thinking of real objects as if they were
art. Here Craig-Martin considers utilising the characteristics of objects
rather than the Duchampian idea of art by nomination, “The defining aspect of an object is what
it is used for e.g. scale, material, look – using their functionality as a device to
make art from.” (Cork, Michael Craig-Martin, p. 43.) However, the resulting book as an art object
is not in the strictest sense a direct appropriation of a previously existing
object. The work is an appropriation of an object’s function that is conceived
and realised in conjunction with the object’s associated on screen presence.
And
finally, like the film/novel the artist book
has distopian undercurrents concerning digital technology and our trust in its
utopian design. The POD facility Blurb highlights the relative ease with which
one can copy, reproduce, store and send digitized imagery/objects without any
concern for origins or authenticity. Further more the rapidity with which this
technology moves raises archiving issues concerning the compatibility and
'readibility' of digital information between old and new software. Data is
either lost or interpolated - are we preserving the past or distorting it?
Is
it a game, or is it real fuses past, present, text, image, fact and fiction as an
artwork that is interpreted through its mediation. Subsequently the work
invokes a self-conscious presence, perhaps referencing Bischoff's vision of
computer consciousness. Also
see Edges of a Hardcore for further usage of the pixel aesthetic and ISSUU (an alternative e-publication platform) utilised for a digital Panorama workshop.
Is it a game, or is it real is in the artist book collection at the V&A
P. Laidler, Stretch out with your feelings, 2009, Laser Engraving
The orb image depicted in the photograph above has been burnt with a laser into the surface of a black heavy weight cotton based paper. The laser engraved orb image in the paper is a ‘Jedi training remote’ from the film Star Wars. In this instance the training remote image is only visible because of the resulting topography that is burnt (by the laser) into the depth of the paper. Therefore the orb image is described by angle, light and the papers darker fibers that sit beneath the (slightly lighter black) paper surface.
Form follows Fiction:
Upon our first encounter with the ‘Jedi training remote’ (in the film) we find Skywalker struggling to focus his Jedi abilities during the laser training exercise. There after it is decided that Skywalker should be blinded allowing the force to guide his actions instead of his eyesight or to 'let go of his conscious self'. Now blinded by 'the blast shield' Luke sees nothing except darkness (black paper) by using the force Luke is able to render the objects image in his mind (the image on the black paper). Although in his minds eye the object is devoid of physicality yet Skywalker has the ability to sense the training remotes presence in a space (the laser cut depthwithin the flat space of the paper). The realisation that the Jedi training remote is essentially both image and object creates a sense of mystery around the works visual presence - perhaps drawing further parallels with the order of the Jedi Knight!
Stretch out with your feelings is part of a continuing fascination with oscillations between image and object and fact and fiction. Subsequently I have an interest in film props and replicas where our associations with these objects are generally through their ‘on screen’ image presence. In this context film props are essentially objects that are preceded by their image, they are able to traverse fiction and reality when we consider that fact that they are 'real fictional' objects.
Stretch out with your feelings was conceived around the idea of creating a 'real fiction' where a physical object (an artwork) would be literally formed by some aspect of its fictional reference. In this instance the laser technology was used to initiate the traversing between fiction and reality. Here laser cutting technology refers to both the Jedi remotes fictional function (shooting lasers at Skywalker) and the actual technological process that renders the Jedi training remote visible in Stretch out with your feelings. The self-referential play around the idea of creating real fictions also has a resonance with the rapid advancement in science and computing industries. What was once thought to be only possible in science fiction is now becoming 'science faction'.
The work was included in The International Experimental Engraving Biennial 2011. See IEEB4 catalogue and video of the work installed at the IEEB4 Exhibition, Brancovan Palaces Cultural Center, Romainia.
'Just Press P' has been created as an online space that engages with post digital practice in the graphic arts. In this instance the relationship with graphic arts practice relates to the discipline of printmaking and the realization of physical artefacts in the digital age. Here the post digital emphasis does not negate the use of digital technology but seeks to consider its influence upon making and contemporary craft orientated pursuits. By embracing both physical rendering and digital thinking the blogs focus maybe best described as the period of analogue after digital.