Prior to this decade, there has been no media available to dissolve
the boundaries between art and life as effectively and as instantly
as cyberspace which can not only erase social boundaries but irrevocably
alter the idea of what identity itself is.
A precondition to electronic access is the to being one or even
several other people. There are many reasons for this. In his book
The Virtual Community, Homesteading On The Electronic Frontier,
Howard Rheingold notes that people seem to need to use depersonalized
modes of communication in order to get personal with each other. It
is a way to connect.
Plugging into cyberspace requires the creation of a personal mask.
It becomes a signature, athumb printt, a shadow, and a means of recognition.
Primitive tribes also use coverings. Masks camouflage the body and
in doing so liberate and give voice to virtual selves. As personal
truth is released, the fragile and tenuous face of vulnerability
is protected.
One of the more diabolical elements of entering CMC (Computer Mediated
Communication) or Virtual Reality is that people can only recognize
each other when they are electronically disguised. Truth is precisely
based on the inauthentic!
Masks and self-disclosures are part of the grammar of cyberspace.
It is the syntax of the culture of computer-mediated identity which,
by the way, can include simultaneous multiple identities, or identities
that abridge and dislocate gender and age.
Identity is the first thing you create when you log on to a computer
service. By defining yourself in some way, whether it is through your
name, a personal profile, an icon or mask, you also define your audience,
space and territory. In the architecture of networks, geography shifts
as readily as time. Communities are defined by software and hardware
access. Anatomy can be readily reconstituted.
Masking through computer mediated communication is read differently
than in real life. You can be anything you can imagine, instantly,
with very few props or prompts. Self-created alternate identities
become guides with which to navigate deeper access of Internetting.
You do not need a body to do this.
Not only do you not need a body, but entering cyber space encourages
a disembodied body language. Posing and emoting are some of the terms
for phantom gestures that can be read through words, or seen in special
video programs through simple movements such as waves. Codes of gestures
can be read by attachments on the computer that articulates hidden
meanings of voiceless and mute speech.
Actions are constantly under surveillance, tracked, traced, digitized
and stored. Icons as masks are of particular importance because the
disguises used today may determine an archetype of the present that
will eventually reflect the ephemeral nature of a society geared towards
image manipulation and self recreation.
In the search for contact, Computer Mediated Communications solicit
two-way dialogues. These require mutual narrative s(t)imulations.
While often subliminally fulfilling and inherently filled with amorous
potential there have been some recent incidents that have caused disturbances.
Let me describe three famous case studies in the cyber world annals.
Case # 1: The Strange Case of the Electronic Lover
A classic example is related in "The Strange Case of The Electronic
Lover" by Linsy Van Gelder, which was published in Ms
magazine in October 1985.
Van Gelder met "Joan" on Compuserve, and began to chat.
It was learned that Joan was a neuropsychologist in her late twenties,
living in New York who had been disfigured--crippled in fact--and
left mute by an automobile accident at the hands of a drunken driver.
Joan's mentor, so the story went, had given her a computer, modem
and subscription to Compuserve where Joan blossomed into a celebrity.
Her wit and warmth extended to many people.
Eventually, however, Joan was unmasked...defrocked (so to speak) and
it was discovered that she was not disabled, disfigured, mute or female.
Joan was in real life a New York psychiatrist, Alex, who had become
obsessed with his own experiments in being treated as a female.
The shock in the electronic world had a higher voltage than anywhere
else. The assault of this discovery was coupled by the fact that Joan
had achieved an intimacy with many people who trusted her. Joan's
very skeleton was based on pure deception. Van Gelder is quoted as
saying that "through this experience, those who knew Joan lost
their innocence."2
In the real world, it could be thought of as a kind of rape--a deep
penetration by a masked stranger. Questions of ethics and behavior
ensued so as to avoid further incidents of netsleazing and other repulsive
forms of bad etiquette.
Alex had cleverly called upon the icons and codes of a society that
has learned to fantasize media-produced females in a particular way.
He chose to be a woman, a gender marginalized in technology.
Most people logging on are men. When Joan logged in it was 1986, and
women chatting was unusual. It still is so unusual, in fact, that
even today whenever someone logs on as a woman there is a barrage
of questions in order to determine whether it really is a woman, or
someone just trying on a new sex for size.
It is a kind of harassment that people logging on as men or animals
do not experience. Furthermore, Alex chose to make Joan the epitome
of vulnerability. Perhaps whetting desires even more by making her
paralyzed and mute. The fictional presumption was that in real life
she had lost her body, yet she could still be seductive. In fact she
could even lure her responders, like the Sirens calling Odysseus,
into lustful responses to her non-body.
Case # 2: Vito
In February 1993, a housewife signed up for a computer service to
access information and make friends. She found she was able to form
onlinee relationships that quickly became intense. She could form
close connections that were hard to make in the busy world of real
life. However, very quickly "she found herself the target of
an invisible high-tech predator who threatened to become an all-too-real
menace to her children".3.
She began to have vile, unsolicited messages from someone known as
Vito. She had no idea if Vito was a man or woman, a friend of her
children and family or a psychotic maniac. Vito was able to tap into
all of her messages, get a bit by bit profile of her and post wider
messages to all Internetters. The targeted woman complained that it
was like "rape". Again without a body.
She sought out a computer crimes detective. Vito became well known,
even infamous. Many people claimed to be him, just as many people
claim to have committed the crimes of Ted Bundy.
When a suspect was finally arrested, the District Attorney was forced
to release him because of "insufficient evidence". Which
brings up the question of how to bring law and order to the information
superhighway, a place where villains are invisible and users become
unwitting victims in crimes of the non-body.
The Electronic Frontier is attempting to do this and have been enormously
effective since their creation. A self-sponsored group, they are like
what Ralph Nader was to ecology; a hacker posse who round up, capture
and hold virtual vigilantes accountable. These not only include hackers.
They have also questioned the computer and privacy invasions launched
by the United States Government. New users are forming the largest
immigration in history. What happens to this population's non-body
is of critical importance.
Case # 3: Terra
About 1990, Tom Ray created a virtual computer that had
evolved creatures. As Kevin Kelly notes, in his book Out of Control,
"Beginning with a single creature, programmed by hand, this
80 byte creature began to reproduce by finding empty RAM blocks
80 bytes big and then copying itself. Within minutes, the RAM was
saturated with replicas. By allowing his program to occasionally
scramble digital bits during copying, some had priority. This introduced
the idea of variation and death and natural selection, and an ecology
of new creatures with computer life cycles emerged. The bodies of
these creatures consisted of program memory and space. A parasite,
this creature could borrow what it needed in the RAM to survive."
[4]
Furthermore, to everyone's astonishment, these creatures very quickly
created their version of sex--even without programming! Sometimes
in "Terra" (which is what Ray called this system) a parasite
would be in the middle of asexual reproduction (genetic recombination),
but if the host was killed midway, the parasite would assimilate
not only that creature's space but also part of the dead creature's
interrupted reproduction function. The resultant junior mutant was
a wild, new recombination created without deliberate mutation; A
kind of inbred vampiristic progeny, an unrestrained strain,
Body-less sex In an Anti-Body ecosystem for co evolution. Cultured
in the Digital Pool! What could be more appealing?
Getting back to the rational non-reality we have learned to love
and trust or, in other words, the real world, it becomes all too
clear that much that is considered ground breaking is not really
new. And that each perspective we have today derives from a point
originally placed many years earlier.
Consider, for example, the rules for one-point perspective, written
by Alberti five hundred years ago. His mathematical metaphor was
first applied to painting and drawing and promulgated an age of
exquisite illusionism. Artists who used his theories could paint
windows onto imagined vistas with such precision that viewers were
impressively deceived.
Was this ethical? What implications did it have? Did Donatello or
Vermeer question the vistas of voyeurism their windows would invite?
In an effort to eschew illusion, Marcel Duchamp investigated the
essentials of art production, including selfhood and the uncontrolled
idiosyncratic inner impulses. The sine qua non of art, according
to Marcel Duchamp, is not some essence or quality residing in the
final work, but rather an infinitely subtle shifting of the intent
of the artist. In works of Duchamp such as Rrose Selavy, the intent
and body of the artist are the sine qua non of artistic practice.
Rrose was a non-body through which Duchamp could escape fixed identity,
becomingng an "other" in the process. Otherness refers in
this case to something defined by what it is not.
There is a relationship between Duchamp and his contemporary, Heisenberg.
The irrationality of Heisenberg's theories of the observer affecting
what is observed in Quantum Mechanics found at the interior of extreme
physics metaphorically reflects Duchamp's "experiments"
regarding randomness and chance. [5] They were traveling to the
same place, but on different roads. Both were looking for the path
not taken.
Don't byte off more than you can eschew
This pre(r)amble as been leading up to the development of my own
body of non-body and anti-body work produced in the past three decades.
I divide my work in two categories, B.C. and A.D., or Before Computers
and After Digital. I will begin with the first. In the 1960's, I
lived quite literally in B.C. or, Berkeley, California. Ideals of
community, alternative, reprocessed media, free speech and civil
rights were constantly in the air. I could hear amplified speeches
of radical heroes, such as Malcom X through my open windows. In
those volatile years, art and life fused, political performances
took place in the streets. I didn't realize until a decade later
that the attitude of that era was to form the basis of my psychological
armature, the framework for all the work that followed that time.
Consistently, my most relevant ideas occur on the cusp of some disaster.
In 1972, The University Art Museum in Berkeley, closed an exhibition
of mine because I used audio tape and sound in a sculpture titled
"Self Portrait as Another Person." The museum curators claimed that
electronic media was not art and most certainly did not belong in
a museum. This closure opened a second phase in my work and inspired
my first radical act!
Early B.C. non-body works
From 1960-70, I created various wax masks that both talked to viewers
through audio tapes or dissolved, extinguished by fire.
A few years later, in 1972, I created my first non-body work in
an actual hotel room in The Dante Hotel. The identity of the person
was defined by the objects that surrounded her taste and background.
In painting, it might be called negative space. Books, glasses,
cosmetics and clothing were selected to reflect the education, personality
and socioeconomic background of the provisional identities. Pink
and yellow light bulbs cast shadows and audiotapes of breathing
emitted a persistent counterpoint to the local news playing on the
radio.
Thus my path to non-body works and interactivity began, not with
technology, but with installations and performances. Visitors entered
the hotel, signed in at the desk, and received keys to the rooms.
Residents of the transient hotel became "curators" and
cared for the exhibition. I intended to keep the room permanently
accessible, gathering dust and being naturally changed through the
shifting flow of viewers. But "real life" intervened.
Nine months after the opening, a man named Owen Moore came to see
the room at 3 a.m. and phoned the police. They came to the hotel,
confiscated the elements and took them to central headquarters where
they are still waiting to be claimed. It was, I thought, an appropriate
narrative closure.
Yet even in its tenuous and short lived existence, The Dante Hotel
became one of the first alternative space or public artworks produced
in the United States. It was site-specific four years before the
term was coined. The identities of the non-bodies inside were formed
by what was absent.
The drive to alter "found environments" that existed in
real life persisted. Eventually temporary works were installed in
such unlikely places as casinos of Las Vegas, store windows in New
York, even walls of San Quentin Prison. In each the idea was the
same; to transform what already existed through an interactive negotiation
of simulated or "virtual" reality. And to define the "identity"
of each context in terms of the "other" or what was not
there.
Inside the Dante Hotel room # 47 was "essence" of an identity.
When the room closed, it seemed important to liberate the essence
of the person who might have lived there, to flesh out experience
through real life. This led to a ten year project titled ROBERTA
BREITMORE; a private performance of a simulated persona. In an era
of alternatives, she became an objectified non-bodied alternative
personality.
Roberta was at once artificial and real. A non-person, the gene
of the anti-body, Roberta's first live action was to place an ad
in a local newspaper for a roommate. People who answered the ad
became participants in her adventure. As she became part of their
reality, they became part of her fiction.
I wanted Roberta to extend beyond appearance into a symbol that
used gesture and expression to reveal the basic truth of character.
She had credit cards, checking accounts and more credit than I did
(still does). Roberta was an interactive vehicle with which to analyze
culture. Her profile was animated through cosmetics applied to her
face as if it were a canvas, and her experience reflected the values
of her society. Roberta participated in trends such as EST and Weight
Watchers, saw a psychiatrist, had her own language, speech patterns,
handwriting, apartment, clothing, gestures and moods. Most significantly,
she witnessed and documented the resonant nuances of that culture's
alienation.
Over time Roberta accumulated 43 letters from individuals answering
her ads and she experienced 27 independent adventures. Her most
difficult test was staying in character during psychiatric sessions,
and her most dangerous was being asked to join a prostitution ring.
Roberta's manipulated reality became a model for a private system
of interactive performances. Instead of being kept on a disc or
hardware, her records were stored as photographs and texts that
could be viewed without predetermined sequences. This allowed viewers
to become voyeurs into Roberta's history. Their interpretations
shifted, depending on the perspective and order of the sequences.
In her fifth year of life, Roberta's adventures became so archetypically
victimized that multiples were created. Even with four different
characters assuming her identity, the pattern of her interactions
remained constant and negative. After zipping themselves into Roberta's
clothing, each multiple began to also have Roberta-like experiences.
They were, perhaps like Tom Ray's computer viruses that filled the
RAM space of real life, taking with them the genetic codes of Roberta's
non-embodiment.
Many people assumed I was Roberta. Although I denied it at the time
and insisted that she was "her own woman," with defined
needs, ambitions and instincts, in retrospect, I feel we were linked.
Roberta represented part of me as surely as we all have within us
an underside, a dark, shadowy cadaver that we try with pathetic
illusion to camouflage. Roberta's traumas became my own haunting
memories. They would surface with no warning, with no relief. She
was buried deep within me, a skin closer to my heart. The negativity
in her life affected my own decisions. As a "cure", Roberta
was exorcised.
The Exorcism ritual took place in Lucretia Borgia's crypt in Ferrara,
Italy. Before the ceremony, Roberta had been a sculptural life/theater
performance; a sociopsychological portrait of culture seen through
an individual woman who metaphorically became everywoman. The exorcism
and subsequent transformation through fire, water, air and earth,
incorporating the alchemical colors from white to red to gray to
black, and her rebirth out of ashes, represented a symbolic invocation
for change away from powerlessness. In completing the ritual, Roberta's
non-body disintegrated, slowly dissolving into the smoke of her
reincarnation.
Roberta was not my only work with alternative non-body images. Jerry
Rubin had visited the Dante Hotel, knew about Roberta and asked
me to work with him on creating the visual elements of his public
identity. There were similar elements in his reconstruction as were
used in Roberta's deconstruction It was a kind of non-body image
cannibalization.
Roberta's exorcism took place in 1979. When the smoke cleared, it
was 1980. That year I picked up my first video camera. Video and
interactive systems became a tool for retracing the body of my personal
history. It was a fortunate coincidence that as video was defining
its language, I was finding my voice.
In each of the 53 videotapes I have completed since Roberta's exorcism,
the idea of "site" or medium becomes part of the content.
Though each is quite different from the other in external appearance
and content, many of the tapes are about surveillance, voyeurism
and the inherent dangers of technological systems and media based
reality in which identity is threatened.
In "Longshot" (1989), for instance, a video editor, Dennis, obsessively
pursues the image of a woman whose identity is fleeting and fragmentary.
As Dennis tries to edit together Lian's reality, it becomes more
fractured and fragile. Lian is a non-person, marginalized in her
culture. The romance begins without her, and the seduction continues
on the tape, without her corporeal presence, in Dennis's editing
room.
"Seeing is Believing" (1991) is about a 13-year-old girl who uses
a video camera to search for her missing father and lapsed history.
Eventually she finds both but through the process dissolves her
"essence" into the "negatives" of the film itself.
In "Desire Incorporated" (1990), actual seduction ads were aired
on television. Those who responded were eventually interviewed as
to why they wanted to meet a fantasy or artificial person. The answers
were woven into a videotape about "desire".
"Virtual Love" (1993) is about a shy woman, Valerie, who, discouraged
with her own real body, implants someone else's image into the computers
of identical twins, one of whom (Barry) she is infatuated with.
This surrogate non-body, Marie, causes Barry to fight with his girlfriend,
as well as to reach into the system to find his perfect simulated,
virus free mate.
"Seduction of a Cyborg" (1994) is about the infection of technology
into the body, and the addition this causes. In this, the female
central character eventually becomes part of the technology, seduced
into cyborghood, where she both participates and witnesses the pollution
of history. The effects were designed from digitized and manipulated
images of computer chips.
"Twists of the Cord" (1994) is about the history of the telephone,
but within the story, Michelle becomes involved in a phantom or
virtual relationship with RU Sirius. Both have sex with non-bodies,
using the screen as a simultaneous condom and connection.
"Double Cross Click Click" (1995) is about the RAMifications of
cross dressing on the Internet.
"The Electronic Diary" (1984-95) has many parts. This personal
work talks about the relationship of the invisible body and a "talking
head". Often the body will fracture or rupture in the process
of coming to self understanding.
Phantom Limbs, Interactivity and Disappearances
For the past decade I have been creating a series of photographs
known as Phantom Limbs. These each articulate references to the
mutation of the female body through the seduction of media. Reproductive
technological parts sprout from the image of the female, creating
a cyborgian reformation as parts of the real body disappear.
While video was like a reflection that did not talk back, interactive
works were like a trick, two-way mirror that allowed you to have
a dialogue with the other side. I found this deeply subversive!
I consider Lorna, the first interactive artist videodisc, my entrance
into electronics. Unlike Roberta, who existed in the world, Lorna
never left her one-room apartment. The objects in her room were
very much like those in The Dante Hotel, except that there was a
television set. As Lorna watched the news and ads, she became fearful,
afraid to leave her tiny room. Viewers were invited to liberate
Lorna from her web of fears by accessing a remote control unit that
corresponded to numbers placed on the items in her room. Instead
of being passive, viewers had the action literally in their own
hands. Every object in Lorna's room contains a number and becomes
a chapter in her life that opens into branching sequences.
The viewer/participant accesses information about Lorna's past,
future and personal conflicts via these objects. Many images on
the screen are of the remote control device Lorna uses to change
television channels. Because viewer/participant uses a nearly identical
unit to direct the disc action, a metaphoric link or point of identification
is established and surrogate decisions are made for Lorna.
The telephone was Lorna's link to the outside world. Viewer/participants
chose to voyeuristically overhear conversations of different contexts
as they trespassed the cyberspace of her hard-pressed life. There
were three endings: Lorna shoots her television set, commits suicide,
or, what we Northern Californians consider the worst of all, she
moves to Los Angeles.
The plot has multiple variations that include being caught in repeating
dream sequences or using multiple soundtracks, and can be seen backwards,
forwards, at increased or decreased speeds, and from several points
of view. There is no hierarchy in the ordering of decisions. And
the icons were made often of cut off and dislocated body parts,
such as a mouth, or an eye.
Once Lorna was released, I wanted to create a work that more directly
involved the body of both the viewer/participant and the computer.
Seven years later, "Deep Contact" was completed and participants
were required to touch and/or penetrate the screen. Viewers choreograph
their own encounters in the vista of voyeurism by actually putting
their hand on a touch sensitive screen. This interactive videodisc
installation compares intimacy with reproductive technology, and
allows viewers to have adventures that change their sex, age and
personality.
Participants are invited to follow their instincts as they are
instructed to actually touch their guide "Marion" on any
part of her body. Adventures develop depending upon which body part
is touched. The leather clad protagonist invites "extensions"
into the screen--the screen becomes an extension of the viewer/participant's
hand similar to a prosthesis. Touching the screen encourages the
sprouting of phantom limbs that become virtual connections between
the viewer and the image.
At certain instances viewers can see, close up, what they have
just passed. For example, Marion runs past a bush that, examined
closely, reveals a spider weaving a web. In some instances words
are flashed on the screen for just three frames, forcing the viewer
to go back and frame by frame see what has been written. At other
points, the Zen Master speaks his lines backwards, forcing the viewer
to play the disk in reverse to understand what he has said. A surveillance
camera was programmed to switch "on" when a cameraman's
shadow is seen. The viewer's image instantaneously appears on the
screen, displacing and replacing the image. This suggests "transgressing
the screen," being transported into "virtual reality."
In 1993, "Room of One's Own," my third interactive computer based
installation, allowed the viewer's eyes to be immersed into the
actual space of a tiny articulated interactive electronic peep show.
A stainless steel box placed at eye level with movable periscopic
viewing device bridges the viewer into a voyeur in a miniature bedroom
scene. Within this room are several objects, similar in fact to
those both in The Dante Hotel and Lorna's room. The very act of
"looking" initiates the action.
The viewer/voyeur's eyes are inserted into a small video monitor,
so they become a simultaneous virtual participant in the scene being
seen. All the while, the protagonist (the same one in "Deep Contact"
but now a bit older) chides the viewer for his persistent gaze.
This work is not only about voyeurism and a feminist deconstruction
of the "media gaze", but also about the explosive effects
attached to media representations of female identity. Furthermore,
it repositions the viewer into the victim.
Real-Time Virtuality
In 1888, Etienne Jules Marey perfected a gun that substituted film
for bullets. This camera gun has a direct relationship to not only
the history of film and the eroticization of female imagery in photography
and pornography, but to the horrors of our century perpetrated by
weapons and translated into media by cameras.
As an example, many serial killers photograph their victims, as
if to capture and possess them. The associative notions of guns/camera/trigger
links all media representation to lethal weapons. In America's Finest,
an interactive M16 rifle addresses these issues. Action is directly
instigated through the trigger itself, which, when pulled, places
the viewer/participant within the gun site (this time their entire
body, holding the gun). They see themselves fade under horrible
examples in which the M16 was used, and if they wait, ghosts of
the cycling images dissolve into the present. Again, the aggressor
becomes victim and the entire body of the viewer is placed inside
the site of the work. Through this complete immersion, they again,
lose control of their image and become a floating non-body.
"Paranoid Mirror" was inspired by the paintings of Van Eyck and
in particular the "Marriage of Arnolfini." This piece uses reflection
as a means of portraiture and reflected self portraiture. Though
obscured and distanced, the artist's reflection watches from behind
the central figures. "Paranoid Mirror" engages ideas of reflection,
tracking, surveillance and voyeurism and uses the viewer as a direct
interface. Sensors strategically placed on a floor cause the still
image in a gold frame to activate, turn around, dissolve between
sequences of reflection into both the viewer and/or other women
in the videodisc sequences. In some instances, a switcher places
the viewer's back into the frame, countering the direct reflection
into the scrim-like layers of the images.
The back of Anne Gerber's head is seen when the piece is inactive.
Furthermore, Anne Gerber has experienced difficulties with sight
itself, underscoring the often mistaken paranoid fear of being watched
as well as the relationship of paranoia to voyeurism and surveillance.
Accompanying this piece are four photographs from the filmed sequences.
These images are framed so as to obscure the image. Appearances
therefore, are often reflective illusions and projections of the
observer.
Birth of the Anti-Body
At this writing, the work in which I engaged is the creation of
a fictional persona, designed as an updated Roberta, who is navigating
through the Internet. Surveillance, capture and tracking are the
DNA of her inherently digital anatomy. They form the underpinning
of her portrait.
She has her own homepage on the World Wide Web and is involved
with chat lines, bulletin boards and other Computer Mediated Communications.
She is different from the non-body works of the 70s and 80s in that
the veil of her illusion, the computer screen is sheerer than ever.
I refer to her as an anti-body because of the way she was cultured.
Normally antibodies produce systems of immunity from toxins in their
environment. This will function as a benevolent virus that will
roam the breathing form of the Internet, randomly accessing itself
into uncertain home sites. Interestingly enough, terms for new technologies
have ramifications in the language and times of AIDS. In reaction
to an unhealthy natural environment, it rejects what exists and
in order to survive, forms an other environment.
This Internetted, plugged-in, anti-body is a transitory construction
of time, circumstances and technology, a newly issued prescription
of earlier impulses. She has chosen to negate the self hood into
which she was born. Instead she shows a marked preference for the
artifice of technology.
Like Botticelli's "Venus" she is forward looking and
seductive. But she is also optimistic and cyborgian. A pure bred
Anti-body of the 90s, she moves through time, and electronic geographies
of space, discreetly challenging privacy, voyeurism and surveillance
in her own imitimable, mutable, and inauthentic revolutionary fashion.
Since 1958, I've been obsessed with cyborgs, the merging of technological
and human points of identity. This is evident in the "Phantom Limbs,"
where women's body parts extend from the mechanics of their capture;
the "Digital Venus prints, in which the traditional nude female
art historical nude is dis-embodied, erased and replaced by code,
and a series of digital prints called, appropriately Cyborgs, in
which identity numbers are stamped onto the faces and extensions
of the transformed beings.
My telerobotic dolls are also prosthetics, devices to an extended
point of identity. Reliance on tracking and surveillance techniques
has resulted in a culture that has a peripheral vision that extends
beyond normal human physiology. In many cases, there is a merging
of human and machine capabilities that create new beings, cyborgs,
whose virtual reach, and in this case sight, is extended beyond
physical location. Identity becomes intangible on the Internet and
Tillie's face becomes a mask for the multiple expressions of the
self that links each person to another.
If you click on her eye (eyecons) an image of what the doll is
seeing is captured and put into thvirtualal internet space. You are
also able to move her entire head 180 degrees so that you can engage
and exchange her peripheral vision. While you are reflected in Tillie's
monitor, your image is also being captured and watched by countless
unknown Internet users who are using Tillie's face as a mask to
watch viewers. Voyeurism and surveillance tactics have become extensions
of our "I". Cameras have become both eyecons and contact
lenses.
Web cameras are also used in the "Difference Engine 3" shown
at ZKM. Identity Avatars are stamped with numbers that correspond
in seconds to the time a viewer approaches the machine cycle through
a virtual museum, and a virtual life cycle, ending up in a suspended
purgatorial state after which they are permanently archived. A user
can choose an avatar and through the eyes of the avatar he/she virtually
travels through the museum in Karlsruhe. Web cameras are an extension
of one's gaze, voyeurism in this case. By connecting two physical
spaces using Web cameras and making it possible to manipulate the
"view" of the other space, the boundary between the reality and
virtuality of the space--and the view inside the space--disappears.
As Tillie herself is both a real doll and a virtual one on the Net
space, the viewer becomes a virtual persona from the other end of
the connection, becoming an agent of him/herself, a cyborgian creature
capable of an extended vision and reach.
Once we used the words persona, robots or actors. Now the terminology
for the counterfeit representation of life of digital anti bodies
include avatar, cyborg or synthespians. These pixilated essences
of virtual identity link into an archaeology of networks that in
turn create a collective connective ethnography of information.
Like computer viruses, they escape extinction through their ability
to morph and to survive, exist in perpetual motion, navigating parallel
conditions of time and memory. The data is itself a representation
of the ubiquitous virtual posthuman essence, a new curve in our
evolving cyborgian posture.
If human beings are imperfect, their networks are even more so.
Before long, we may be forced to confront the Faustian reflections
of power that have been absorbed into our real world myth. Perhaps
what we need is an ideology that embraces our otransiencence and
obsolescence. For this, we need to rely on the deepest resources
of human creativity to accept temporality and reformat our dreams
so that they incorporate an evolution where life becomes an unfolding
nexus of interlinked transformative experiences.
If humans have become the interface to the larger communicative
body, can soulful automatons be far behind?
NOTE: "The Dante Hotel" was created with Eleanor Coppola. "Deep Contact"
was created in collaboration with Sara Roberts and Jim Crutchfield.
"Room of One's Own" was created in collaboration with Sara Roberts
and Palle Henchel. "America's Finest" was created in collaboration
with Paul Tompkins and Mat Heckert
1. Rheingold, Howard. Virtual Communities, Homesteading On The Electronic
Frontier. Harper Perennial, New York 1994, page 165.
2. Ibid
3. Gill, Mark Stuart, "Terror On Line" Vogue Magazine, January
1995, pages 163-165.
4. Kelley, Kevin, Out of Control, Addison Wesley Publishing, California
1994, pages 286-288.
5. Black, Wayne, unpublished essay "We Are All Roberta Breitmore,
A Post Mortem on Modernism," 1994.
http://www.lynnhershman.com
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