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Critical Essay: Chuck Kleinhans


Second Nature's Revenge

Three decades ago, a new term--information--appeared in art discussion when the Museum of Modern Art in New York hosted a show by that name. This innovative event presented and coalesced numerous trends in Sixties art, especially pop, conceptual, minimal, and structural directions. Significantly, with "Information" we moved decisively away from an aesthetics of imitation or representation in which art was always considered in relation to an external world or a self-referential modernism in which art was about itself, its own processes, its own unique nature.

Instead, "Information" pointed to actively reflecting on the interaction between the viewer and the work and the technological processes framing the art event. In that sense the artists in this show are part of the Information Revolution and operating subversively within it. A global industrial economy requires the rapid exchange of information, and yet at the same time people within that system have a need and desire to operate within technology to interrupt and modify the isolation and privatization of the system. The alienated office cubicle with its separate workstation also inspires Web cruising, chat groups, email, and listserv discussions. The human plays with and against the corporate.

This show works on that transformative terrain with a wide range of digitally created/referenced/produced work. Two extremes: Paul Catanese paradoxically works with completely digital forms (the body-like figures in his piece are generated from computer models, not digitally photographed, and are then presented in a form which underlines the decay and idiosyncratic nature of printers). The image is further distorted by being cut into smaller pieces and mounted on a shell of hand created paper. The craft disrupts the precision and invariability of the digital. On the other hand, exhibit curator Paul Hertz's recent prints, based on his long standing fascination with tiles, culturally indebted to the Moorish influence in Spain and by extension the Islamic prohibition on representational art, emerges in a very different cyber framework. Using extremely sophisticated printing of his digitally generated material, Hertz employs mathematical precision to break with the expectation of mechanical sameness while standing against a simple mimesis-obsession characteristic of computer "painting" programs.

In a cyberculture which few experience directly as chips and algorithms, artists have observed how humans are being decisively transformed in their cultural habits, in their range and quality of perception and cognition, by this computer world framing human life. Kenneth Rinaldo pushes the possibility of machine/living being interface even further by stating that his piece allows a Siamese Fighting Fish to determine its own position along an axis. The claim is both intriguing and droll at the same time. Certainly the environment exists so the fish could do it, but does it have the mental capacity to learn the environment, to change its behavior in movement to change its relative position and thereby its actual position? Or are we seeing a set of random events--change without will? And if this is so, then is the joke on us? Are we too the masters of technology, or have we already, unknowingly, changed our perceptual and cognitive skills in relation to a digitally mediated environment?

More directly challenging our cybersubjectivity, Silvia Malagrino's installation calls into question our very understanding of virtual experience. She challenges the very nature of information processing, with images, symbols, text, the texture of editing and the figural changing and distorting the dominant system's goal of "invisible" communication.

Other artists provide new challenges to understanding digital culture by offering new pleasures. Stephen Boyer's piece with LEDs allows us to sense a ghost in the machine that seems to indicate life, or some kind of a relationship with us viewers. Simple and playful, Boyer's work encourages a playful response to this mystery. Margaret Dolinsky's virtual environment works provide an imaginative playground for self performance. The experience seduces: enter this space, have new adventures. Being a participatory event, arranged in a nonlinear frame, exploring these virtual worlds engages new imaginations. This, of course, is the great anticipation in our historical moment--that this new technology will liberate us into new experiences, expand our senses, provide new adventures. Digital games have already achieved a youth marketing triumph in this area--especially violent video games. Extending the spectator involvement of games, Jim Ferolo provides a mystery and puzzle-solving environment in which the pleasures of discovery evolve. Employing our need for a story, our desire for narration, Ferolo gives us a new adventure.

Shawn Decker's sound performance installation gives us an experience with direct sound "conducted" by a computer and software which interrogate our understanding of performance. Just as a chorus of crickets or cicadas swells and declines with some structure (temperature, for example), his piece works on changes which produce unpredictable differences, like Hertz's scattered patterns--defying the common assumption that mechanical regularity limits machine-based art.

A pioneer and master of digital art, Miroslaw Rogala, best known for his environments in which the viewer enters and becomes a creator of further changes, becoming part of the biological/mechanical event, is represented here by wall pieces recycling parts of previous exhibits. Our current fascination with the machine/human interface as evidenced in the proliferation of robots, cyborgs, and cyberpunk adventurers ranging from Blade Runner to The Matrix, continues an earlier cultural response to the grotesque. The grotesque, dramatizing the interface between life and death, was inherent in the Romantic movement which responded to the epochal change from feudalism to capitalism and industrial production. Frankenstein's monster embodies cultural anxieties that re-emerge today with the mystery of power and control in society. Today the boundary is not between organic life and death but between the human and the (life-like but lifeless) machine.Distopic science fiction in commercial popular culture rehearses common fears of information and its systems controlling, surveilling, and changing us. When information is alienated from its human context in order to be exchanged--to flow within the overall global socioeconomic system--it must be changed and adapted to be humanly useful again. Against anxiety about tomorrow, the artists in this show offer other possibilities for the cyberfuture.

Chuck Kleinhans
Chicago, April 1999

 

Chuck Kleinhans, Associate Professor in the Department of Radio, Television and Film at Northwestern University, is co-editor of Jump Cut, a journal of contemporary media.



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The Ukrainian Institute of Modern Art
2320 W. Chicago Avenue
Chicago, Illinois, USA