|
|
In
Autoportrait the user can grab and drag Durieus
face and toss it until his eyebrows, ears, and nose have
left their position and shift into a grotesque place.
However, if one leaves the mouse, all pieces will fall into
their place again, turning Durieus face back to
normal.
Puppettool is a
tool
for creating user-generated animated states, as the
splash page announces. The user is invited to create
animations to send them to the online exhibition. One can
choose which animal one wants to generate (the horse pops up
by default, among other options are a giraffe, penguin, and
mosquito) and how this should be done. The first transition
into the grotesque takes place by altering the thickness of
the bodys elements. In the case of a very low
thickness, the horse is torn apart, reminiscent of the work
of Damian Hirsch and his infamous severed animal corpses,
and whose images are also referenced to in the film The
Cell (2000) by Tarsem Singh where a horse is depicted
whole and alive, and then is suddenly sliced crosswise into
many sections.
By mouse click each body
element can be separated for manipulation in terms of its
angle, angle amplitude and angle speed or scale, scaling
amplitude, and scaling speed thereby not only creating a
grotesque body but having it moving in a grotesque,
unorthodox way. As a result, the exhibition of
user-generated creatures entails an example called Ballet
showing a horse that dances with unnatural acrobatics,
or an example called Chicken showing the horse
walking like a chicken. Other examples are entitled
Superman, Flying or Falling.

Superman
Durieus grotesque
bodies may be irritating for the first moment of encounter
but soon serve as an invitation for fearless play. Helen
Thorington states in her introduction to Paris
Connection: I felt something (delight) for the
wobbly-legged animals in Durieus and Birgé's
Zoo as my actions caused them to trip over
themselves, get tied in knots, only to right themselves and
regain their composure as independent semi-autonomous
creatures when finally I left them alone. This
playfully approach may be typical for the Zoo as well
as for Puppettool, where the user-generated creatures
do not regain their original composure when left alone. In
October 2002 the Zoo had 400 000 visitors, which
proves its popularity. What is behind this popularity? Why
do people like to produce these grotesque bodies? The simple
answer may be sheer amusement. However, we may want to
further investigate the relationship of the self and the
body in digital media. We shall start with a general
discussion.
2. Virtual Body
The Internet frees its users from their body
similary to previous media such as the letter and the book.
You are what you type spells the promising
slogan and indeed all body inscriptions are negligible when
going online. The physical body is of no consequence -
communication is reduced to the word as body-free
representation of the Self. This opportunity to leave the
body behind may be felt as liberation since body
inscriptions such as age, gender, race and social class can
no longer rule communication, though the relation and
interdependency between body and Self is certainly not
eliminated. However, this disembodiment did not cause people
to forget the body. In contrast to the letter and the book,
in digital media one can observe the desire to reconnect the
Self with its body. Or perhaps it could be suggested that
there is a desire for bodyness in digital media, a
desire for a digital substitution, a need for a virtual
body. The re-embodiment takes on basically three forms:
1. Flesh becomes words. The most popular form of
re-embodiment in cyberspace is the invention of a virtual
body by language. In chatrooms and MUDs users are prompted
to describe themselves (age, sex, race, outfit). The design
of a digital Self or personal avatar is more or less the
design of one's alter ego. As scholars point, out the
digital realm orvirtual reality (VR) offers the opportunity
to experiment with other identities, to act alternatively,
and differently from the way one does inreal life (RL) and
without the risk of consequences. As Sherry Turkle argues,
such experiments of constructing and reconstructing identity
serve as a second chance for users to overcome
conflicts with the self and the real body and as a means to
understand the self more as a work in process
(Turkle, 190). This identity tourism has caused
disappointment and mistrust by users who took online
projected personalities as guaranteed. Meanwhile users are more aware of
the specifics of the Internet and the traps it has ready for
them; and this very aspect is part of the thrill the
Internet gives to enjoy. With respect to identity tourism
and digital crossdressing, more recent scholarly writings
stress the symbolic colonization of the Other by playfully
taking on their ethnicity without having to deal with the
usual consequences such ethnicity causes in real
life.
2. The visualization of
the virtual body. With the progress of soft- and hardware
the virtual body can be visually represented. Some Chats and
MUDs do not only ask the users to describe their body but
also offer options of visual presentation such as sex, body
color, hair style, and hair color. This visual representation
happens in addition to the representation by language
description. In some computer games users can even upload
their own picture in order to visually personalize their
avatar in computer games. Such personalization occurs in
order to increase self-referentiality in such games, which
usually address the user as you: you are
the angel who has to rescue the world.
3. Taking your own body
into Cyberspace. This form aims to connect the real body
with the digital world by means such as data gloves, data
suits, eye tracking systems, electromagnetic sensors
attached to the head, torso and extremities. Further
requirement is a computer fast enough to compute the
incoming data of these devices into an appropriate virtual
reality the user sees in their monitor-glasses and feels in
their data-gloves. This form does not separate our natural
body from our experience in the digital realm but expands it
into this realm. This technological augmentation seen in
movies like The Lawnmowerman (1992) by Brett Leonard
or Total Recall (1990) by Paul Verhoeven is already
possible thought the technical equipment is still very
expensive. An extreme version of this form
is the rather utopian Cartesian approach of subculture
groups such as the Extropians who seek to
become post-human, to jack in to
cyberspace by uploading their consciousness and permanently
leave their natural body behind (Terranova,
273).
A reverse version of embodiment and cyberspace
is the
cyborg that permanently implements the technical world into
the body rather than to send the body temporarily into the
technical world or to create a substitutional body in the
technical world. Such hybridisation of machine and organism
can be seen in movies such as The Terminator (1984)
by James Cameron or Johnny Mnemonic (1995) by Robert
Longo. As Donna Haraway argues, we all are
cyborgs (Haraway, 292)for the coupling between organism and machine can be traced
back to the implementation of artificial organs and limbs,
heart peacemakers and lenses. But even applications like
glasses and hearing aids can be seen in this light and
finally even as an extension of man (McLuhan)
such as the automobile as an extension of mobility and
load-carrying capacity and the axe as an extension of arm
power. However, in the future the
extension of man will be pursued by neuronal implants
incorporating the computer into the body. It should also be taken into
account that medicine and, more current, biogenetics is a
track of applied technology to enhance human capabilities.
The manipulation of the (human) DNA is actually prosthetics
as coding, cyborg technology morphed into flesh. We will
return to this aspect.
The process of dis- and
re-embodiment in cyberspace is not only a process of
de-naturalizing the body. To a certain extent it is equally
a process of de-socializing the body. As Anthony Synnott
states, the body with all its organs, attributes,
functions, states and senses, is not as much a biological
given as a social creation
(Synnott,
3f.) Judith Butler assertsthat this
holds true for gender as well. Even the usual technologies
of reshaping or re-semanticizing the body by dieting,
exercise, cosmetic surgery, tattooing and piercing follow
certain social patterns. Is the shaping and semantization of
the virtual body free from such patterns?
It has to be
acknowledged that the virtual body is mostly modeled after
real life patterns. When Chats and MUDs prompt users to
choose a certain gender and ethnicity they leave it to the
users to choose but by urging them to make a choice the
pattern of gender dualism and distinct ethnic representation
is accumulated. As Nakamura demonstrates even when the
virtual body can be described unrestrictedly stereotypes
about gender and ethnicity appear
repeatedly. In these cases the virtual body
remains to be a surface for social patterns, which has been
successfully inscribed into the mind, which designs the
virtual body. Discourses operate through the visual
performance of the flesh, yet they are stored mentally. The
body finally cannot be considered without the mind.
This is not to say
there would not be any room to undermine such body concepts.
In many cases users do give themselves a fantastic,
crossbred body design and large communication platforms such
as LambdaMOO meanwhile do not offer only the usual
two genders: male, feminine, and neuter, egotistical, royal,
2nd, either and plural. Therefore technology and
cyberspace present ways to get beyond both physical
limitations as well as social constructions. Don Ihde states
about the utopian imaginations driven by technology:
In this mode of technofantasy, our technologies become
our idols and overcome our finitude. (Ihde, XIII) Ihde
pays attention to make clear that he does not want to sound
like a dystopian. If one looks at other scholars such
technofantasies are positively applied in a broad serious
discussion about politics, identity, and representation.
Haraway, for example, considers the cyborg a creator
in a post-gender world and for its
boundary-blurring status as both human and machine
even expects the cyborg imagery to be a way out of the
maze of dualism, as a symbol of hybridity, which can
serve as a model for political work (Haraway, 292, 316,
295). Following this perspective Javier
Tirado sees the cyborg as the epitome of deconstruction and
calls for an everyday existence populated by becoming
cyborg. (Tirado, 215)
It has to be seen
whether the cyborg and the virtual body really meet these
expectations. In many cases technophiliacs do not show such
awareness of or interest in the social and political
components and consequences and rather seem to think they
act in a value-free vacuum. An example is the Australian
performance artist Stelarc, the most important exponent of
cybernetic, cyberpunk body art. Stelarc promotes his
cyborgian fantasies without any reflection of the underlying
assumptions or the political and economical circumstances
and consequences. When he develops and performs concepts of
the remote control of the body he does not ask who actually
controls the remote. When he states that evolution as
a collective, cohesive process ends with the
individual determination of DNA destiny and of the invasion
of technology into the body he does not discuss who will
finally have access to technology and hence evolution, let
alone whether such individual evolution will ensure survival
in/of a human society (Stelarc, 561-63). As Mark Dery notes, Stelarc
seems unaware that his discourse is caught in the cross fire
of the culture wars. (Dery, 583)
However, as a matter of
fact cyberspace does dismiss the real body in one way or
another and requires coming to terms with this dismissal and
with the desire for a virtual body. The there-body
does give the freedom of alternative description and
deconstruction of the usual personal and social body
patterns. Cyberspace is liberation from the bodys name
as it appears in the passport and from the body itself as it
appears in the mirror. By re-giving the name and
re-configurating the body (gender, race, shape, age) users
step into the position of their parents. It can even be
said, the creator takes the position of God, but it is not
the word, which becomes flesh but the flesh, which becomes
word (and remains to be word/code even when it is
visualized).
3.
Body Art, Survival, Death, and Transformation
To some extent this
liberation repeats the liberation of the body from its
real shape in abstract painting. After the
arrival of the photograph, painting gave up mimicking nature
and rather suggested new ways to see the body. The human
body was reshaped in an expressionistic way and finally
turned into cubistic forms. The Dance (1910) by
Matisse is equally part of this development as
Picassos Three Dancers (1925), Picassos
Woman with Mandoline (1910) as well as The Knife
Sharpener (1912) by Malevitch. Raoul Hausmanns
readymade-collage Mechanical Head from 1919/20 seems
to be the consequence of such deconstruction of the natural
body towards geometrical and technical forms. Jennifer Gonzáles
even discovers in this piece a particularly
appropriate example of a cyborg mind. (Gonzáles,
544)
But even the so-called
realistic media such as photography and film experimented
with reshaping the human body. An example for photography
are the montages by Inez van Lamsweerde, Books of Change:
Meditations on Metamorphosis (1993) showing young female
children wearing the mouth of a twenty-four-year-old man. In
film, as a medium of time, it is intriguing to show the
process of reshaping itself especially when the double
status of a body has been the subject of a movie as in
Jeckyll and Hyde or in any Dracula film. With
technological progress such morphing became the main
attraction in the instance of the morphing face in The
Mask (1994) by Charles Russell or the morphing
terminator in Terminator II (1991) by James Cameron.
Even avantgarde filmmaker Michael Snow adopted this new
means in Corpus Callosum (2002), where people are twisted, squeezed and
stretched into grotesque bodies and then returned to normal.
More than Terminator II and The Mask Snow
shifted the morphing effect into the center of this
feature-length but non-narrative film. Such a focus on technology prevents from its
fetishization and actually points out as the hidden story
the ongoing transformation of human
actors into cartoon characters and the replacement of
dramatic art by the fascination for
technology. What is remarkable is that at the
end of Snows film the audience sees the film's
characters sitting in a movie theater to see a three minute
animation by Snow from 1956. This animation a cartoon
of an elasticized person with a twisty foot kick is
not about morphing but about the grotesque body. As the main
film has shown, by digital morphing the grotesque can easily
be applied today to images of a real person. Before
following this path into cyberspace we should have a look at
a version of body reshaping in the real world.

Sindy Sherman:
Untitled #187, 1989
While reshaping in
painting is performed by an artist onto an image of the body
in film reshaping pretends to be happening to the monitored
"real" person. Cindy Shermans photographs of the
abject female body her body temporally reshaped by
mechanical devices unveiling the self as an opposed force to
the ideal body may present a version that lets the
process of reshaping really happen to the body of the
photograph/er, though without real consequences for the
body. Body artists such as Günther Brus, a founding
member of the artistic group for Viennese Actionism
(Wiener Aktionismus) in the 1960s went much
further. Brus not only made self portraits where he covered
his head with white paste and marked it with a brush as if
it had been opened and then sewed up again. Brus practiced
self-mutilation in a series of public performances in the
60s. Another example is Stelarc who spent three days with a
stitched mouth and eyelids three days squeezed in between
two planks in his Event for Support Structure in
Tokyo's Tamura Gallery in 1979. A third example may be the
Brasilian Eduardo Kac who cyborgized his body by
implementing a microship into his feet in 1997.
Besides all of these
body manipulations initiated and performed by painters,
photographers, performance artists or filmmakers, there has
always been trend towards body manipulation. The body has
been the first canvas and it remains to be so even in
contemporary times. Whether by temporary decorations of
soft body art such as makeup, clothing, and
hairstyles or by permanent marks of piercing and tattooing,
people have used and continue to use specific means to
reinvent themselves, though it always has to be asked to
what extent such reinvention is the result of new social
patterns of construction. Now with cyberspace, both
versions have merged into a hybridized approach to the body.
The users become artists and deal with an imagination
of their own body. The separation of mind and body in
cyberspace and the end of the separation between artists and
audience has created interesting activities. I mentioned
above the desire for a virtual body and
laid out some ways for the re-embodiment in chat-rooms,
newsgroups, and games in digital media. I will now introduce
some projects, which expressively deal with disembodiment
and re-embodiment in digital media.
|
|
Metabody No.
39
|
Metabody.
In 1997 video art pioneer Dougles Davis, who initiated
The Worlds First Collaborative Sentence in
1994, launched the web project
Metabody, the Worlds First Collaborative
Visions of the Beautiful, a pool of images (about two
thousand by
March 2003) to which users all over the world can add their
own contribution. Interestingly enough, the opening image
mirrors Matissess The Dance, politically
correct slightly alternated by colored bodies including a
red leg. An alternative image
is a close up to a female breast, whose nipples upon
mouseover of the sentence If you want to take a
chance, slide your mouse here give way to an eye
moving around, watching back.
Apart
from such visual gimmicks, with his introductory
essay
"Bodybodybody. High Art, Photography, and Media in the Age
of Digital Corporeality Davis situates the project
into the contemporary discussion sketched above. He refers
to Donna Haraway and other writers statements about
the ongoing and coming reconstruction of the body and notes:
we now find two bodies of thought, and emotion
opposing each other with fury as the Virtual Century begins.
What is clearly needed in the face of this
crisis-spliced-with-desire is a theoretical re-mapping of
the BodyBodyBody. Despite all the references to the
cyborgian or virtual body and despite the invitation
to join in creating the bodies of our
theoretical souls, the project strikes as
a quite traditional photo gallery praising the real body
rather than introducing the crossed, reshaped, virtual body.
The project is actually meant to be more of a rebellion
against the monopole of visual representation driven by
censorship and commerce. It is supposed to be a
plebiscite to
define the Beauty of
Diversity, an
assemblage of the bodys beauty as defined by the
beholder: We
seek to show that beauty has many shapes, colors, textures,
and homes.
Thus, one finds many conventional though sometimes erotic,
obscene, and very often aesthetically intriguing images.
Only a few contributions such as the bodyless Number 11
and Number 30 bring in the idea of a different,
cyborgian body.
|
|
Metabody No.
11
|

Metabody No.
30
In this light,
Metabody does not appear as a project devoted to the
virtual body, but rather to the survival of the real body in
the virtual world. Instead of experimenting with a virtual
body users are eager to upload and thus to offer
copying and downloading images of their real body. It
is a visual colonization of the cyberspace by images from
the real world, though the seen bodies remain nameless and
the extreme misuse of the body remains
unseen.
Overall,
Metabody represents many websites uploading the real
body into cyberspace. Each self-portrait on a personal
website is an example and actually each personal website as
such intends the embodiment of the self. Some use the new technology such
as webcams to display their body with an intensity other
media do not allow. What is particularly intriguing is that
in the cases the webcam monitors the bedroom, the audience
can observe the body in situations the exposed person has no
awareness of. Webcam-exhibitionism is sometimes
used to intentionally question common perceptions of
(womens) bodies, or on the contrary to use these
perceptions and the usual patterns of desire for economic
reasons. The new medium and all its new
technologies are also and first of all used to offer the
sexualized body. As even users know who apply a filter
program for their emails, the Internet is a medium that
literally attacks users with unwanted, undressed bodies. In
most cases this display of the body does not add new aspects
to the current discourse on the body, perhaps with the
exception of the ambivalent panoptism of webcams. More
interesting are such artistic responses as Alexey
Shulgins FuckU-FuckMe,
an ironic promise of remote sex via the installation of a
genital drive device in the slot of the computer, and the
transformation of the foreign body in Thomas Ruffs
photograph series Nudes, a conversion of pornographic
online readymades into artifacts exhibited in offline
galleries.

Masculine head in
glass,
infantile torso in lava, arms
in concrete and none texture,
masculine legs in wood
Body is turned
Bodies©
INCorporated.
A very different approach illustrates the next examples
where the user is not encouraged to virtually upload his
body into cyberspace but to create his virtual body in
cyberspace. Imagine a company offering virtual bodies
a digital embodiment of yourself. The company would talk
about politics of identity, satisfaction
guarantees, copyright restrictions, and limits of liability.
Bodies©
INCorporated introduces itself as quite such a company. In
this webproject 1996 launched by the California artist
Victoria Vesna in collaboration with artists, musicians,
companies, and programmers users are able to acquire shares
in a mock corporate structure with which they can order
digital bodies of their choice out of pre-defined
body-parts. The user has to give the body name and age,
assign a sex (the bottom other gives the option
for a fantasy sex) and a sexual preference, and choose for
each part of the body (head, torso, left arm, right arm,
left leg, right leg) the type (masculine, feminine,
infantile, none), size (small, medium, large) and texture
(from black rubber and blue plastic to water and wood).
After having assigned sound (from auditory and bifurcation
to nuclear and voice) to the body, answering What This
Body Is To You (alter ego, significant other, desired
sexual partner, other) and entering special handling
instructions as well as other comments, one can order the
body, which will be presented right afterwards in a
three-dimensional form.
The description
underlines that the body becomes one's own personal
property, which one is free to download into the private
hard drive. Once the users have ordered the body, it is said
as well, they can become an active member of the
Bodies© INCorporated online community.
However, while Bodies© INCorporated in contrast
to Metabody allows the users to archive a virtual
body it does not allow the interaction between them and
their virtual bodies respectively. As Eduard Kac reports:
While many participants emailed Vesna and asked her to
create an area with live avatar-based chat rooms, to enable
these bodies to be displayed in an active social
environment, the author explained that this is not her
intention. She is exploring what she refers to as "database
aesthetics", enabling Web users to create, access and modify
a complex database that critiques the conversion of the
Internet from a social space to a marketplace. (Kac, Beyond the Screen) Thus, the users own a
body, which they cannot use in interaction with other
people. The virtual body is as virtual as the share capital.
The virtual body is actually dead right from its inception.
This lack of interaction makes it understandable that beside
the SHOWPLACE!!!© INCorporated-section
where members can view star bodies of the week and
participate in bodyless discussion forums, the project
offers two other sections:
LIMBO©INCorporated with information about
inert bodies abandoned or neglected by their owners and
NECROPOLIS© INCorporated, where
owners can either look at or choose how they wish their
bodies to die.
Jennifer Gonzáles stresses that Bodies©
INCorporated reconstructs
the bureaucracy that inspired its inception, drawing
attention to bodies threaded through the paperwork of birth
and death certificates, census forms, and medical records,
and simultaneously emphasizing the necessity and ludicrous
limits of creating selfhood through the apparati of checked
boxes and a narrow range of multiple choices ... The process
of constructing a body in Bodies© INC is
something like a narrative list that sensitizes the user to
the categories of identity and identification already
standardized in the culture at large. Besides this
emerged awareness about (constructing) body-identity,
Gonzales sees another rather problematic outcome of the
project in the underlying notion of easily transformed
gender and skin color as fantasy inherent in the
project. (Gonzáles: Appended Subjects). In a similar way Eduard
Kac resumes that a culture obsessed with fitness and
shapely bodies finds an acute reflection of itself in the
detached and calculated digital incorporations this
project provides. However, the project is not only about
gender and race swapping, the projected idealized
significant others, as Kac notes (Kac, Beyond
the Screen), or the members' desire about his or her physical shape, as
Christopher Newfield comments. The project does not only
intensify the idea of the perfect body but also invites the creation of a grotesque body: hybrid figures
composed of different elements, perhaps even a
schizophrenic set of surfaces that may implicate the body in
a set of conflicting power relations. (Gonzales, Appended Subjects) Such
creation of the grotesque body as a virtually owned body
does not only question the idealized body but the real body
as well. Kac himself has carried out a couple of projects,
which drive the body towards its grotesque status. Before we
turn to Kac I will discuss a project, which puts the
grotesque body into conflicting power
relations
not online but via Internet.
Ping Body.
In the course of time Stelarc evolved his body art towards
an aesthetic of prosthesis, which finally combines the real
life cyborg with cyberspace. Thus, in 1996 he converted his
stomach into a gallery to house a sculpture by swallowing a
50x14mm capsule, which expanded in the stomach (inflated
with air by an endoscope) to a size of 80x50mm (Stomach
Sculpture). As Stelarc comments, in this case
technology invades and functions within the body not
as a prosthetic replacement, but as an aesthetic
adornment. (Stelarc, 565) The project and
Stelarcs statement demonstrate an aestheticism, which
is as problematic as aestheticism always is. The passion for
technology revealed in the Stomach Sculpture reveal
could be understood as a warning, a demand to rethink our
relationship to technology similarly to Kacs
biogenetically transformed rabbit which will be discussed
below. However, Stelarcs own writing does not give
reason to see his work this way, as noticed above, he
displays a simplistic and enthusiastic approach to
technology.
In the same year
Stelarc created Ping Body as part of a Digital
Aesthetics Conference in Sydney
(http://www.stelarc.va.com.au/pingbody). This performance
takes up Stelarc's idea of a physically split body by a
third hand (stainless steel) attached to an acrylic sleeve
on the right arm and moved by voltage-in-actions received
from a remote voltage-out source. The voltage is applied to
the flexor and bicep muscles, bending the wrist, curling the
fingers and jerking the arm up and down involuntarily. In
Ping Body the remote agency is multiplied by hooking
up the body to the Internet. The higher the traffic on a
special website the more intense are the pings
Stelarc receives and the more intense his bodys
response is.
Stelarc advocates the
remotely controlled body as a transmission and
condition of a skill and downplays the inherent
dilemmas of decision making and justification: This
would be a more complex and interesting body not
simply a single entity with one agency but one that would be
a host for a multiplicity of remote and alien agents. Of
different physiologies and in varying locations.
A
body capable of incorporating movement that from moment to
moment would be a pure machinic motion performed with
neither memory nor desire. (Stelarc, 567f.) Such
acting without will and self-control is reminiscent of of
hypnosis, which in Thomas Manns novella Mario und
der Zauberer from 1930 not without reason is inherently
referenced to the upcoming
nationalsocialism. The difference from a hypnotized
person seems to be that Stelarcs body of unintended
action can successfully struggle itself. The rescue in the
case of Ping Body may liein the fact that the setting
of multiplied and therefore dispersed remote agents does not
allow them to deliberately cause a specific action of the
controlled body. The invaded body randomly responded to the
sum of voltage-in-signals to which each users signal
was neutralized. The body was part of the Internet and the
Internet was part of the body, though, at the end both sides
were acting involuntarily. The action of the grotesque body
was the result of a random input transmission, thus
expressing the absence of will and control in general. This
situation was celebrated rather than addressed for
Strelarcs Ping Body lacked the condemnation
Eduard Kacs similar Internet based installation
Genesis one day will reveal.

GFP-Bunny
Genesis.
The first cyborg was, as Donna Haraway reminds us, a white
rat in a US laboratory, implanted with an osmatic pump
(Bell, 149). Kac has created such an animal-cyborg and
turned himself into a cyborg as well. In 1997 he implemented
a microchip into his bones, in 2000 he generated a green
fluorescent rabbit (Alba) by implementing a special gen
taken from the naturally fluorescent jellyfish Aequorea
Vitoria. The cyborgian aspect here was the prosthetics as
coding, technology morphed into flesh rather than the
coupling between organism and machine. Such implementation
is not unusual in biogenetic research and even the quality
of fluorescence is welcomed for the check whether genetic
manipulation (for example the implementation of the cancer
gen combined with the fluorescent gen) has been successful.
In Kacs setting, though, such quality is absolutely
unnecessary and driven by aesthetical reason not
because it looks nice but in order to alienate and draw
attention to the fact of biogenetic transformation as such.
Therefore a logical part of the rabbit-project entitled
GFP-Bunny (GFP stands for Green Fluorescent Protein)
has been the immense press and PR action, which Kac started
once the French laboratory Inra where rabbit Alba was breed
declined to hand it out. The grotesque body of Alba a
result of human manipulation was not confirmed for the
life in public space. However, although the readymade of
biogenetic work was witheld from the public eyes the green
rabbit became an artifact. In fact, it was this witholding
that gave Kac reason to turn to the public and start a
massive PR-action.
Kac calls his
productions of hybrids of the living and technology
transgenetic art (Kac, Transgenetic
Art). While GFP-Bunny does not use digital
media (with the exception of websites used to inform and
activate people), Genesis
(1999) uses the Internet to involve the audience into the
process of manipulation. However, the project only partly
takes place on the Internet. It starts from a book, proceeds
to an exhibition setting in a gallery, which is connected to
and influenced by the Internet, and finally will end on
paper again. This transmediality in terms of technologies of
presentation is doubled by the transmediality in terms of
the used semiotic systems: the shift from words into a
living being and back into words.
The initial element of
Genesis is a sentence from the Biblical
Genesis: Let man have dominion over the fish of
the sea, and over the fowl of the air, and over every living
thing that moves upon the earth. Kac translated this
significant sentence into the dots and dashes of Morse Code
and then replaced the dots by the letter C (for the genetic
base Cytosin), the dashes by T (for Thymine), word spaces by
A (for Adenine) and letter spaces by G (for Guanine). The
resulting string of AGCTs constitutes a gene that does not
exist in nature and that Kac (after combining it with a
fluorescent protein) inserted into a species of E. coli,
bacteria which can only exist in the medium in apetri dish.
As Steve Tomasula states: Art and science are thus
collapsed into one another through two characteristics of
E.coli: its ability to carry DNA from unrelated organisms,
and its facility for self-replication. These E. coli
which is used as a living factory for genetically
engineered products such as insulin are placed into a
petri dish displayed in a specific exhibition setting. At
this point the translation from alphabetic language into
Morse Code into DNA becomes a collaborative writing project.
Through the (either from home or networked computers in the
gallery) mouse click visitors were able to control an
ultraviolet light set up on the petri dish over the
Internet. The energy impact of the UV light on the bacteria
disrupts their DNA sequence and accelerates the mutation
rate. Thus visitors have contributed their part when
eventually in 2004 the DNA will be transformed back into
Morse Code and into a sentence in alphabetic language.
Eduard Kac:
Genesis. The left and right walls contain large-scale
texts applied directly on the wall: the sentence extracted
from the book of Genesis and the Genesis
gene
Tomasula emphasizes the
conflict in which this project situates the audience. The
mouse click triggers a fascinating play with colors
the bacteria glow and give off cyan and yellow
light and at the same time it further activates the
mutation of the bacteria, the viewer realizes how
impossible it is to walk in the Garden without altering
it. Tomasula also indicates the inherent conflict of
responsibility: Looking down upon this microcosm,
finger on the button, it's hard to not want to alter the
bacterial garden if for no other reason than to see what
will happen. Understanding that changing the bodies of the
bacteria also changes the message they carry, we realize
that the seduction of Genesis is also the seduction of
science--word and body, art and world--all intimately
linked. This is precisely the point: Man, whom
Genesis assures domination over every living
thing that moves upon the earth, are inclined to
click without knowing the consequences of such
action, just for the sake of curiosity. The writing of the
future body is not deliberate and thus does not occur in the
logic of creation but irresponsibility. In this light one
even cannot say the word becomes flesh since there is no
clear word in the sense of a concept. It is rather that our
unconsciousness becomes flesh: the seduction by and
surrender to curiosity. It can be foreseen that as a result,
as a kind of penalty the mutated, morphed version of the
sentence will not repeat such authorization of man. The
sentence is, so to speak, the revocation of this
sentences message.
Although Genesis
works with bacteria it invites us to contemplate
consequences of interfering with evolution in general:
Standing in the box formed by the walls of Genesis,
it's easy for viewers to reverse the scale and think of
themselves in the position of the bacteria with ultraviolet
light streaming down.
In Kac's Genesis, though, we
see an icon for our new-found ability to rewrite
ourselves--instantly, and in ways whose ramifications might
not become apparent for generations. (Tomasula)
Genesis is driven by the same intention as sculptures
such as Zygotic Acceleration or Tragic
Anatomies by Jake and Dinos Chapman, visualizations of
biogenetic manipulation in fibreglass. The difference to
this offline-work is that in Kacs project the users
write collectively on a (metaphoric) version of the future
body; which also distinguishes Genesis from
Metabody where users present their real body
online and Bodies© INCorporated where users
write their own virtual body. In Kacs project user
participation in the manipulation and the significance of
this manipulation comes together.

Jake and Dinos Chapman:
Zygotic acceleration, biogenetic, desublimated
libidinal model, 1995
4.
Gimmick as Escapism
The
transmediality of Genesis is complex, as its message
is conceptually demanding. The users participation on
morphing the (bacterias) body is a rather abstract,
unspectacular process, which eventually will result in an
illegible sentence. This illustration of Kacs
transgenic art is a transmedial, processional
example of conceptual art whose playful aspect of user
participation does not overwrite the demand of contemplating
the ongoing (inter)action. This cannot be said about such a
body-morphing project like Stelarcs Ping Body
with its martial setting and breath taking action. What
after all is there to say about Durieus Puppettool to
which we finally want to return?
The
playful creation of grotesque bodies in Puppettool may be seen as a mixture of all examples discussed above.
It displays the image of a real body (as in
Metabody), which can be modified (as in
Bodies© INCorporated) in collaboration with
other Internet users (as in Ping Body and
Genesis). The project is both more personal and less
urgent than those four. On the one hand users see
immediately the result of their deliberate actions, are able
to save and expose it on the Internet and can work with the
body other users have created and saved. On the other hand
the subject of manipulation does not embody the user as a
human being but an animal, which seems to draw the attention
away from the topic of the cyborg and genetically
manipulated mankind.
As
Tomasula stresses above, the modified bacteria is an icon
for our ability to rewrite ourselves. Human genetics starts
with the transgenetic of plants and animals. In order to
create more resistant, more productive animals and plants
these species of life are subject to DNA-re-arrangements for
a long time. As Tomasula reminds us: Chickens carry
the genes of the salmon while sheep receive tobacco
genes. Kac can use bacteria and still speak about
morphing humans. Complaint about the insufficiency of the
human body and demands for help by appropriated engineering
can be heard more and more. Human genetic is one step in
this direction. Another step is technical engineering
practiced since the invention of glasses and meanwhile
advocated in a much more radical way by artists such as
Stelarc.
However, more important
than the used body-icons (bacteria, real live cyborg,
digital images of animals) are the different aesthetic
settings. If Ping Body is spectacular out of
Stelarcs martial appearance, Puppettool is spectacular due to its sophisticated
programming. A horse ballet dancing or walking like a
chicken just looks funny and makes the users wish to create
their own grotesque version. The effects of morphing
experienced in real time cause and absorb much more surprise
and attention than in the abstract, complex settings of
Genesis or Bodies© INCorporated. The body
setting in Bodies© INCorporated with its rather
humdrum bodies is not captivating enough, the body morphing
in Genesis with its many translations is not obvious
enough that the effect itself could break in the center and
drive out the reflection of the concept as such. In
Genesis users will think of the incomprehensability
of the final result, in Bodies© INCorporated
they will remember LIMBO and NECROPOLIS as the sections for
abandoned or dead bodies. Ping Body and Puppettool are too entertaining for
a contemplating approach. On different levels they are both
the
amusing version of Genesis. There seems to be the
danger that the more the technical effect is admirable
theless the user feels urged to look for the underlying
message.
This
is not to blame Durieu. The problem seems to lie in the
technology used. It reminds of the Frog
Blender a
Shockwave-installation in which a digital frog
in a blender calls for the user to push the speed-buttons up
to 10. Of course, the frog stops to joke around and to
provoke the users the more they proceed through the
speed-buttons. And of course, the users do proceed. Not only
becauseit is not a real animal they are going to kill, but
also because they wonder how the program renders the killing
(the frog jumps up, falls piece for piece on the bottom, his
eyes at the very last, the water in the blender turns red).
In this setting the technical curiosity removes any
seriousness of the situation, which in comparison to Marco Ivaristtis installation with a real blender and real goldfishes in the Trapholt
Museum for Modern Art in January 2000 contained. The
only weightiness technical effects (and
gimmicks) allow is a kind of sublimity (Erhabenheit) towards
the programming, which is mostly as much beyond the
users understanding as a magnificent mountain panorama
or a monumental cathedral.
Thus,
we are dealing with the question raised in my
introduction
to Paris Connection regarding Lev Manovichs essay Generation
Flash and Andrew
Darleys note on a tendency of contemporary visual
culture towards surface spectacles. Comparing the matter of
grotesque body in Genesis and Puppettool the
latter is doubtlessly more visually spectacular whereas the
earlier surely is reflexively more spectacular, though this
formulation is somewhat of an oxymoron. The difference
between Genesis and Puppettool seems to embody
the shift Darley notes in his book on
Visual Digital Culture: a shift away from prior
modes of spectator experience based on symbolic concerns
(and interpretative models) towards recipients
who are seeking intensities of direct sensual
stimulation. (3)
As I
state in my review on pieces by Nicolass
Claus and as I
discussed in greater detail in my article Concrete
Poetry in Analog and Digital
Media
Darleys notion and all artifacts, which seem to prove
this notion, demand a general debate about aesthetics. The
critique of Puppettool in favor of Genesis for the more conceptual quality of the
latter displays a meaning-centered approach to aesthetics, which
can be questioned in the light of formal aesthetics in the
beginning of the 20th century. The pure technical
effect may substitute the pure visual which the
formal aesthetic was trying to achieve as a liberalization
of the sign from its traditional meaning-bearing role, from
its duty to represent something else other than itself.
Maybe the culture of the depthless image, the
aesthetic of the surface play and sensation, as Darley coins it, is
appropriate to the character of our time and of this technology. On the
other hand, in an age of spectacle, visual
overload and progressing semi-analphabetism one may object
such a tendency in art whether it it be in film, literature,
or digital media. I do not want to get deeper into this
question here. I want to show that the grotesque
body in Durieus work is not just something to play
around with and to feel delight for, as Helen Thorington
announced.
In my
discussion of Clausss
Mechanical Brushes
and Massacre and of Schmitts avec
determination
I tried to show that sophistically programmed
projects can be both fascinating and even funny as well as
cognitively demanding. Durieu himself delivers some examples
in this respect. When in Oeil Complex an eye is implemented in an environment, which reshapes as
we move the mouse, it is fascinating and irritating at the
same time. The eye in such an environment is not only
grotesque but also abject for it seems to be removed from
the body and to look (back) at the body the user presents in
front of the screen.
Durieus Autoportrait carries out such
abjection on the actors face. When shaken with the
mouse eyes, ears, and lips leave their places and take
grotesque positions. However, that all pieces fall into
their place again once the user stops shaking implicitly
reaffirms the original shape. This promise of return
suggests a security, which may be understood as
encouragement to dare the reshaping, the step towards the
grotesque. One may even see the face as a rendition of the
carnival: after a time of disorder law and behavior is
ensured again.
In
another piece of Durieu the grotesque body is unrevealed and
rather present by sound and a specific intertextual
reference. In Week End users only see blue sky, which
they can navigate (as if from the position of a plane), zoom
in and out. One cannot turn around to see the ground, where
as the titles reference to Godards film
Week End requires and as one can hear cars
repeatedly crash into each other. One hears the siren of
ambulances and imagines the grotesque bodies being recovered
out of the wrecks. Week End is a result of
Godards anti-bourgeois critique. The film addresses
the consequences of capitalism in an apocalyptic way: the
bourgeois weekend traveler becoming involved in a car crash
eventually resorts to cannibalism. Durieus Week
End seems to quote this apocalyptic situation and to
offer the sky to escape accompanied by the birds, which are
in the sky and which may be on their way away. However, the
movement in the sky does not make the noise of car crashes
disappear. The message of this technical setting seems to be
that no real escape is possible and no return down to earth.
To a
certain extent the grotesque body and even the eaten body in
Week End represents the same threat to the normal,
bourgeois body/life as the grotesque body in carnival and in
pieces of art such as those mentioned above. It is the
annihilation of the bourgeois setting, though it is the
result of it. In this light the impossibility of escape
equals the permanence of carnival. The grotesque is
alienation, a cut into the normal procedure: it renders the
rebellion, as discussed in many examples of academic
writing. However, what works with respect to Week End
becomes problematic with respect to Oeil Complex,
Autoportrait, and Puppettool. Because the
grotesque is no longer the grotesque as it was some decades
or centuries ago.
1.
From the perspective of the grotesque as an expression of
disapproval, as rebellion against the constructed body it
only would be natural that the grotesque appears as
spectacle and fun like it once did in carnival. The fact
that in Puppettool users can exhibit and share their
grotesque bodies only fits in the carnivalesque
condition of a collective body. One may object
that the manipulated body should be human to better serve
such analogy; on the next level of sophisticated programming
users should even be able to upload their own image into the
project. But yet this naturalistic rendition would probably
not really prevent the project from being easily integrated
into the logic of entertainment in contemporary mass
culture. The grotesque may be the antithesis to
nice but not to fun, this is actually why the
grotesque always was a thrilling part of entertainment. The
spectacular play with ones own body may perfectly
update the experience of thrill as long as it happens
just with the bodys image. The interactive
annihilation of ones own bodys image will
neither be the liberation from culture industry nor a
rebellion (or its grounding) against social construction in
real life. It will be just the contemporary way of
entertainment. With respect to the carnival in
Rabelais world whose window of disorder was a
real physical experience it is an outbreak absolutely
beyond the meat: 'Appolonian Dionysianism.
2.
However the impact of the grotesque body in media onto the
user's body may be, there is another aspect to be taken
account of. Today the grotesque body does not simply and in
general serve as a sign for rebellion against social
construction. Since biogenetics and in light of cyborgian
fantasies the grotesque body itself is a sign of social
construction, be it an intended result (as in Stelarcs
projects) or an accident (as in Jake and Dinos
Chapmans Tragic Anatomies). The purpose to augment and
enhance the insufficient human body by biomorphic or
micromechanic engineering is equally based in a concept of
the idealized, classical (future) body as the banning of the
grotesque body (which includes the female body builder and
the overweight body). Over time the metaphorical value of
the grotesque body has changed. Playing with the grotesque
can also mean getting used to the manipulated, reshaped body
rather than rebel against it. The virtual body does not
simply serve as the substitution of the real body but
actually as its forecast.
Thus,
we realize that Durieus work inhibits a range of
questions one can only answer within the broader context in
which this work implicitly is situated. The way one sees
pieces such as Oeil Complex, Autoportrait, Week End,
and Puppettool depends from how one positions
oneself within the underlying debate. Of course, all these
pieces also can be understood without any consideration of
the debate of the grotesque body as one can look at
grotesque bodies in literature and visual art with complete
innocence. Whether Durieu intends his pieces to be looked at
with such innocence, whether they are supposed to just be
played with fearlessly by enjoying the user's influence and
the bodies strange actions remains a secret. It would
be a strong statement in itself.
|