MachineMachine /stream - search for hyperlinks https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[“Please don’t call me uncanny”: Cécile B. Evans at Seventeen Gallery]]> https://rhizome.org/editorial/2014/dec/4/please-dont-call-me-uncanny-hyperlinks-seventeen-g/#new_tab

A review of Cécile B. Evans’ show Hyperlinks, at Seventeen Gallery, London 15th Oct – 6th Dec 2014. With lots of editing and writerly support from Anton Haugen and Michael Conner.

Cécile B. Evans, Hyperlinks or it didn’t happen (2014). Still frame from HD video. Courtesy of Seventeen. Media saturation in the internet’s “cut & paste” ecology has become so naturalized that contemporary film’s collaged aspects are not readily considered. Who are the subjects in, for example, a Ryan Trecartin and Lizzie Fitch film? And for whom do they perform? When I show these films in my class, my students switch tabs in their browsers, Snapchat each other, like photos, fav tweets—often on multiple screens at once—then state that this “work is about strange fake-tanned kids’ search for a toilet.” What has made this answer stay in my mind pertains to the word “about.” When used for these works, the banal statement “this work is about…” registers as a crisis of categorical closure that the simultaneous existence of disparate, accumulated content on a single screen constantly thwarts. Central to Cécile B. Evans’ show Hyperlinks at Seventeen Gallery in London is the video-essay, Hyperlinks or it didn’t happen, displayed on a high-resolution TV with headphone cords installed at a comfortable cartoon-watching height in a corner of the space. Entering at the opposite corner, I navigate the gallery space, attempting to link the objects together—a prosthetic leg atop an upturned Eames chair replica near a rubber plant that counterbalances a plexiglass structure supporting 3D-printed arms (One Foot In The Grave, 2014), another Eames replica sitting in one corner (just a chair), various prints on the floor and walls—before sitting down, cross-legged, on a thick-pile rug strewn with postcard-sized images. The film begins with a super high-resolution render of actor Philip Seymour Hoffman’s head floating over the shimmering image of a jellyfish. “I’m not magic, and please don’t call me uncanny,” says a synthetically-augmented human voice. “I’m just a bad copy made too perfectly, too soon.” The video lingers on Hoffman’s face. His lips do not move — at least, not in sync with the voice claiming to be the bad copy. “Fuck. Fuck FUCKING FUCK! I am full of him.” An audience laughter track plays. The bad copy’s hair flutters as his head bobs. The follicles on his nose look like they’d be the perfect environment for a blackhead to take up residence. The subject floating on the screen does not symbolize Hoffman, rather, it is an improper metaphor for the actor’s “untimely death’; for anything that transcends description, yet is saturated with meaning nonetheless. Hyperlinks is so full of meaning that, as the voice suggests, it is set to burst.

Evans wants us to feel uncomfortable at the absence of an uncanny feeling, and by referring to this lack directly in the monologue of the simulated voice, she sets up a relation the viewer and this, a highly stylized, digital avatar. Hoffman, the image-thing, is not really a metaphor, nor is he really a copy, a simulation, or even a simulacrum of a more-real body. Hoffman, the image-thing, is literal and actual, perhaps more so to the viewer than Phillip Seymour Hoffman, the flesh-and-blood human or his “untimely death” was/will/could ever be. In her 2010 essay A Thing Like You and Me, Hito Steyerl defines the image as a thing whose “immortality… originates… from its ability to be xeroxed, recycled, and reincarnated.” [1] Like the postcards strewn throughout Hyperlinks, the floating, self-referential Hoffman points out a literal truth: Hoffman’s head is an “improper metaphor” [2] for the image that it actually is. Catachresis, a term we can employ for such “improper metaphors,” is a forced extension of meaning employed when “when no proper, or literal, term is available.” [3] According to Vivian Sobchack, “catachresis is differentiated from proper metaphor insofar as it forces us to confront” [4] the deficiency and failure of language. In linking across the gap between figural and literal meaning, catachresis marks the precise moment “where living expression states living existence.” [5] The image-things of Evans’ film are similarly analogically hyperlinked to the metaphors they supposedly express. In several sequences, an invisible, green-screened woman wanders a beach with a man who we are told is her partner: the nameless protagonist of Ralph Ellison’s 1952 novel, The Invisible Man. For a few seconds, we are confronted with Marlon Brando’s floating head, isolated from scenes deleted from Superman II (1980) to be digitally repurposed for the 2006 film Superman Returns, so the actor could reprise his role as Superman’s father two years after his death. The vocaloid pop-star Hatsune Miku serenades us with the song “Forever Young,” referencing her own immortality in the server banks and USB sticks that confer her identity. We then see, rolling onto a stage in Canada, Edward Snowden gives a TED talk on taking back the web, through a “Telepresence Robot” (an object that looks like a flat-panel screen attached to a Segway). As in a collage, the film splices and dices contiguous space and time, producing a unique configuration of catachretic associations, rather than a continuous narrative about something. Fictions are interwoven with facts, gestures with statements, figures with subjects. Moving about the gallery, the viewer hovers about the strewn postcard-sized images of a counterfeit Kermit the Frog, the render of Philip Seymour Hoffman, and the “hologram” of Michael Jackson. The image-things in Evans’ work seem to exist beyond subject/object distinctions, outside of sense, above their own measure of themselves —selves that they, nonetheless, frequently seem to be measuring and re-measuring. The exhibition comes with its own printed glossary of terms listing references the video makes. The first term in the glossary is “Hyperlink”: A reference to external data that a reader can open either by clicking or by hovering over a point of origin. From Greek hyper (prep. And adv.) “over, beyond, overmuch, above measure.” Here again the figural and literal are called into question. In relation to what can one say the “external” or “beyond” of a hyperlink resides? Why is the etymology for “link” not also given? Though at first, the glossary seems to map the associations, the links, of the disparate imagery presented in the show, it is suggestive of the total-work, presenting an almost anarchistic circulation of imagery as a coherent system. The glossary’s reification of associations gestures towards also the internet’s systemic interpellation of our networked subjecthood; as well as in the film title’s reference to the phrase “Pics, or it didn’t happen,” the show’s contrast between a body’s lifespan and a circulating digital image seems to also echo of our status as “poor copies” of our digital semblances. The image-things in “Hyperlinks” serve – to hijack the words of Scott Bukatman – “as the partial and fragmented representations that they are.” [6] . Through the works’ superfluity of associations and meanings, I found myself considering the impossibility of categorical closure. If totalization means incorporating all disparate things, an ultimate difference erupts: a moment that also signals the deficiency and failure of systemization itself. What makes Evans work successful is this endless calling up of the specter of the beyond, the outside, the everything else, from within the perceived totality of the internet. With the glossary, the totality of the show almost feels performative, gesturing towards the systemic totalizing we confer onto art objects in a gallery space before, after, and, especially, during their imaging. But image-things are considerably more liberated than either objects or subjects. They are more real, precisely because we recognize them as images.

 

[1] Hito Steyerl, “A Thing Like You and Me,” in The Wretched of the Screen, e-flux Journal (Sternberg Press, 2012), 46–59.

[2] Vivian Carol Sobchack, Carnal Thoughts Embodiment and Moving Image Culture (Berkeley: University of California Press, 2004), 81.

[3] Richard Shiff, “Cezanne’s Physicality: The Politics of Touch,” in The Language of Art History, ed. Salim Kemal and Ivan Gaskell (Cambridge University Press, 1991), 150.

[4] Sobchack, Carnal Thoughts Embodiment and Moving Image Culture, 81.

[5] Paul Ricoeur, The Rule of Metaphor: The Creation of Meaning in Language (Routledge, 2004), 72.

[6] Scott Bukatman, Terminal Identity: The Virtual Subject in Postmodern Science Fiction (Durham: Duke University Press, 1993), 40.

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Thu, 04 Dec 2014 13:17:45 -0800 https://rhizome.org/editorial/2014/dec/4/please-dont-call-me-uncanny-hyperlinks-seventeen-g/#new_tab
<![CDATA["Please don't call me uncanny": Cécile B. Evans at Seventeen Gallery]]> http://rhizome.org/editorial/2014/dec/4/please-dont-call-me-uncanny-hyperlinks-seventeen-g

Cécile B. Evans, Hyperlinks or it didn't happen (2014). Still frame from HD video. Courtesy of Seventeen. Media saturation in the internet's "cut & paste" ecology has become so naturalized that contemporary film's collaged aspects are not readily considered. Who are the subjects in, for example, a Ryan Trecartin and Lizzie Fitch film? And for whom do they perform? When I show these films in my class, my students switch tabs in their browsers, Snapchat each other, like photos, fav tweets—often on multiple screens at once—then state that this "work is about strange fake-tanned kids' search for a toilet." What has made this answer stay in my mind pertains to the word "about." When used for these works, the banal statement "this work is about…" registers as a crisis of categorical closure that the simultaneous existence of disparate, accumulated content on a single screen constantly thwarts. Central to Cécile B. Evans' show Hyperlinks at Seventeen Gallery in London is the video-essay, Hyperlinks or it didn't happen, displayed on a high-resolution TV with headphone cords installed at a comfortable cartoon-watching height in a corner of the space. Entering at the opposite corner, I navigate the gallery space, attempting to link the objects together—a prosthetic leg atop an upturned Eames chair replica near a rubber plant that counterbalances a plexiglass structure supporting 3D-printed arms (One Foot In The Grave, 2014), another Eames replica sitting in one corner (just a chair), various prints on the floor and walls—before sitting down, cross-legged, on a thick-pile rug strewn with postcard-sized images.  

Cécile B. Evans, "Hyperlinks," Installation view. Courtesy of Seventeen. The film begins with a super high-resolution render of actor Philip Seymour Hoffman's head floating over the shimmering image of a jellyfish. "I'm not magic, and please don't call me uncanny," says a synthetically-augmented human voice. "I'm just a bad copy made too perfectly, too soon." The video lingers on Hoffman's face. His lips do not move — at least, not in sync with the voice claiming to be the bad copy. "Fuck. Fuck FUCKING FUCK! I am full of him." An audience laughter track plays. The bad copy's hair flutters as his head bobs. The follicles on his nose look like they'd be the perfect environment for a blackhead to take up residence. The subject floating on the screen does not symbolize Hoffman, rather, it is an improper metaphor for the actor's "untimely death'; for anything that transcends description, yet is saturated with meaning nonetheless. Hyperlinks is so full of meaning that, as the voice suggests, it is set to burst. Evans wants us to feel uncomfortable at the absence of an uncanny feeling, and by referring to this lack directly in the monologue of the simulated voice, she sets up a relation the viewer and this, a highly stylized, digital avatar. Hoffman, the image-thing, is not really a metaphor, nor is he really a copy, a simulation, or even a simulacrum of a more-real body. Hoffman, the image-thing, is literal and actual, perhaps more so to the viewer than Phillip Seymour Hoffman, the flesh-and-blood human or his "untimely death" was/will/could ever be. In her 2010 essay A Thing Like You and Me, Hito Steyerl defines the image as a thing whose "immortality… originates… from its ability to be xeroxed, recycled, and reincarnated." [1] Like the postcards strewn throughout Hyperlinks, the floating, self-referential Hoffman points out a literal truth: Hoffman's head is an "improper metaphor" [2] for the image that it actually is.  Catachresis, a term we can employ for such "improper metaphors," is a forced extension of meaning employed when "when no proper, or literal, term is available." [3] According to Vivian Sobchack, "catachresis is differentiated from proper metaphor insofar as it forces us to confront" [4] the deficiency and failure of language. In linking across the gap between figural and literal meaning, catachresis marks the precise moment "where living expression states living existence." [5] The image-things of Evans' film are similarly analogically hyperlinked to the metaphors they supposedly express. In several sequences, an invisible, green-screened woman wanders a beach with a man who we are told is her partner: the nameless protagonist of Ralph Ellison's 1952 novel, The Invisible Man. For a few seconds, we are confronted with Marlon Brando's floating head, isolated from scenes deleted from Superman II (1980) to be digitally repurposed for the 2006 film Superman Returns, so the actor could reprise his role as Superman's father two years after his death.

The vocaloid pop-star Hatsune Miku serenades us with the song "Forever Young," referencing her own immortality in the server banks and USB sticks that confer her identity. We then see, rolling onto a stage in Canada, Edward Snowden gives a TED talk on taking back the web, through a "Telepresence Robot" (an object that looks like a flat-panel screen attached to a Segway). As in a collage, the film splices and dices contiguous space and time, producing a unique configuration of catachretic associations, rather than a continuous narrative about something. Fictions are interwoven with facts, gestures with statements, figures with subjects. Moving about the gallery, the viewer hovers about the strewn postcard-sized images of a counterfeit Kermit the Frog, the render of Philip Seymour Hoffman, and the "hologram" of Michael Jackson. The image-things in Evans' work seem to exist beyond subject/object distinctions, outside of sense, above their own measure of themselves —selves that they, nonetheless, frequently seem to be measuring and re-measuring. The exhibition comes with its own printed glossary of terms listing references the video makes. The first term in the glossary is "Hyperlink":               A reference to external data that a reader can open either by clicking or by hovering over a point of origin. From Greek hyper (prep. And adv.) "over, beyond, overmuch, above measure." Here again the figural and literal are called into question. In relation to what can one say the "external" or "beyond" of a hyperlink resides? Why is the etymology for "link" not also given? Though at first, the glossary seems to map the associations, the links, of the disparate imagery presented in the show, it is suggestive of the total-work, presenting an almost anarchistic circulation of imagery as a coherent system. The glossary's reification of associations gestures towards also the internet's systemic interpellation of our networked subjecthood; as well as in the film title's reference to the phrase "Pics, or it didn't happen," the show's contrast between a body's lifespan and a circulating digital image seems to also echo of our status as "poor copies" of our digital semblances. The image-things in "Hyperlinks" serve – to hijack the words of Scott Bukatman - "as the partial and fragmented representations that they are." [6] . Through the works' superfluity of associations and meanings, I found myself considering the impossibility of categorical closure. If totalization means incorporating all disparate things, an ultimate difference erupts: a moment that also signals the deficiency and failure of systemization itself. What makes Evans work successful is this endless calling up of the specter of the beyond, the outside, the everything else, from within the perceived totality of the internet. With the glossary, the totality of the show almost feels performative, gesturing towards the systemic totalizing we confer onto art objects in a gallery space before, after, and, especially, during their imaging. But image-things are considerably more liberated than either objects or subjects. They are more real, precisely because we recognize them as images.

[1] Hito Steyerl, “A Thing Like You and Me,” in The Wretched of the Screen, e-flux Journal (Sternberg Press, 2012), 46–59.

[2] Vivian Carol Sobchack, Carnal Thoughts Embodiment and Moving Image Culture (Berkeley: University of California Press, 2004), 81.

[3] Richard Shiff, “Cezanne’s Physicality: The Politics of Touch,” in The Language of Art History, ed. Salim Kemal and Ivan Gaskell (Cambridge University Press, 1991), 150.

[4] Sobchack, Carnal Thoughts Embodiment and Moving Image Culture, 81.

[5] Paul Ricoeur, The Rule of Metaphor: The Creation of Meaning in Language (Routledge, 2004), 72.

[6] Scott Bukatman, Terminal Identity: The Virtual Subject in Postmodern Science Fiction (Durham: Duke University Press, 1993), 40.

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Thu, 04 Dec 2014 12:17:45 -0800 http://rhizome.org/editorial/2014/dec/4/please-dont-call-me-uncanny-hyperlinks-seventeen-g
<![CDATA[Artist Profile: Émilie Gervais]]> http://rhizome.org/editorial/2013/apr/18/artist-profile-emilie-gervais

Animated GIF from the website Parked Domain Girl Tombstone (2013) DR: On first inspection, a lot of your work appears to be rooted in the 90s, drawing on the low bandwidth aesthetics inherent in GIFs, midi plugins, embedded frames, ASCII art, and forgotten webring hyperlinks. But the 90s comes out in other ways, too. Pop-cultural undercurrents include Nintendo and Leisure Suit Larry; mixtapes and a particular flavor of Europop. How/why do these things speak to you as a contemporary (Web) artist? EG: The origin of the meaning of most collected n found elements i use in my work is rooted in the 90s. My work itself isn't rooted in the 90s. I've been dragged to use that type of stuff mostly bc i like it n its accurate w the topics im interested in rn. Still tho the source material or what it evokes isn't really important. It jst adds semantic layer/s for some people n so does the aesthetics. Everything linked to that part of my work is treated as game elements (to be inserted) in different contexts of reception w diff codes of conduct. Its about notebooks. All that content is accessory to my work. You could really jst take the whole structure/s n insert totally diff content. It'd still make sense. Maybe Im already doing that but its not linked anywhere rn. Its kinda like people who enjoy playing Canabalt but hate playing Robot Unicorn. The gameplay is literally the same. Jst the content n aesthetic is different. That changes the whole experience. Whats a contemporary web artist?

Blinking Girls Cave (2012) DR: I love the idea of interchangeable (aesthetic) content, as if Andy Warhol could have changed the contents of a "textures" subfolder and suddenly transformed a Campbell's Soup painting into a Heinz. How is play more than a structural component to your work? I'm thinking about rulemaking and breaking, especially your collaboration with Sarah Weis, Blinking Girls Cave, which the park authorities took a disliking to while it was in progress. [Ed. – Blinking Girls Cave (2012) was a part of Apache Project, a series of artworks installed at Mother Neff State Park in Moody, Texas, in a cave that was once used by the Tonkawa Indians as a shelter as well as a burial site. After an initial proposal for an installation in the cave was rejected by park management (despite having been initially approved), the project ultimately took the form of a photo shoot, in which GIFs—some of them drawn from the imagery in seduction-based adventure game Leisure Suit Larry—were displayed on tablets, smartphones and laptops that were placed within the cave and documented. This scaled-back version also proved unacceptable to park management.] EG: I think play is a structural component of life. It's related to how i conceptualize, process n think stuff. It opens space for experimentation. To me, its more related to what sociologists do than anything performance art; like how-to approach different types of social dynamics from diff point of view per example. Also, like that Andy Warhol eating a hamburger video; a partly exhibited learning process. Breaking rules wasn't really a thing in ♡ ♥ Blinking Girls ♥ ♡. What happened at Mother Neff is that our first intended installation, which involved light effects n bubble machines, was disapproved at the last minute bc of the damage it could cause to the cave walls. Blinking Girls Cave thus became about hardwares n gifs. During the documentation - that being the installation - Nate Hitchcock, the director n curator n everything at Apache Project, was interrupted by a park ranger who requested him to leave the park because taking pictures n or making videos in the cave wasn't appropriate. DR: There’s a real sense of a partly exhibited learning process in your URL works: an ever growing array of Web 1.0 motifs, exhibited as unique URLs. For me these works expose the Internet as a spatial, material thing, still begging to be explored. You spoke of sociology, is there perhaps something archaeological in your practice? EG: The internet is def abt spatiality and materiality. One can relate to these notions differently. To me, its really more abt physicality. I wasn't really thinking abt them topics when i made these. It's jst kinda there in all websites. Thats the internet. I wouldnt say that these r really web 1.0. The user in both cases isnt primarily a content consumer. Backdoor trojan girl was exhibited at Domain Gallery in a way that highlighted the urls. Under other circumstances, it'd prob be different. The archaeological in my practice is kinda superficial rn. DR: Your URL artworks, http://backdoortrojangirl.net (2012) and http://w-h-a-t-e-v-e-r.net (2013), both flicker between female and male signifiers. Do you think the Web is gendered? How would you approach gender differently in work produced for a gallery context? EG: I don't think the web is gendered. Culture is n adds gendered filter/s to it in some cases. I don't know if i would approach it; maybe i'd dig a hole for feminists/feminism or i'd do a show about postpostpostpostpostpostpost-transexualism. It'd be really fun. DR: For your ongoing collaborative online exhibition Art Object Culture (2011-), you and Lucy Chinen bring together two artists each month to create a new work based on trinkets that were purchased online. These readily available objects accrue value as they pass through the project. I could ask you about the long shadow cast by Duchamp’s readymades, about ownership, exhibition value and artistic identity as they relate to the Web. Instead, I’d really like it if you shared some AOC secrets with us. What criteria do you use to select the artists? Which is your favorite submission so far and why? EM: Art Object Culture offers a website template for artists to explore art making within one rule: create new art objects from items pre-existing in various online stores. We mainly seek artists that have the ability to bend that rule. I don't really have a favorite submission. I like some more than others but my opinion on this is not important. There is no secret. The current format is a translation of our ideas on AOC related topics from 2011. It might eventually mutate. Hopefully we'll sell all the artworks that were made for it before that n or have a show; some kinda showcase for all of them together w everyone that made stuff for it n other people too.

Émilie Gervais  Age: my age range is 7 to 77. Location: Paca/FR. How long have you been working creatively with technology? How did you start? Since forever. I started by playing games on some used pc and recontextualizing movies, game related stuff as improvised play based on the characters n plot/s with friends at school. I've always spent a lot of time randomly surfing the internet while chatting on microsoft comic chat, mIRC, the palace n was really into customizing anything that was customizable ie. winamp skins, mirc themes, etc... Beside that, my fav drawing thing is Lite Bright n i've been deleting, moving, opening files since ive been typing on a keyboard. I've crashed the home computer a couple of times. Describe your experience with the tools you use. How did you start using them? Where did you go to school? What did you study? Experimentation n play! My main tool is the internet or jst even information. In college, ive done a dble cursus in literature n social studies. Then, I dropped out of art school in Mtl n went to Paris. In 2010/2011, i did a dnap/bfa in 1yr at the Ecole d'Art Superieure d'Aix-en-Provence where I'm currently finishing a dnsep/master w a focus in hypermedia. My thesis text thing's title is Fuck Privacy Demo Game Over. What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I'm not media based. The traditional/non traditional dichotomy makes no sense to me. I jst use whatever depending on the project im working on. It's more about ideas n processes. Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? I tweet n play music on my iphone everyday. Before that, i played ice hockey n have done some cycling as a summer training thing. I love dancing. Also, health related stuff; superfoods n other stuff, but i mostly eat pizza n candies. Thats creative. I'm involved with adrenaline, gaming, immersive as non immersive n fun everyday. I'm really concerned about open source n how it affects education/academics. But im not seriously implicated in anything, im jst personally into it rn. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? I worked at HMV Megastore n Liquid Nutrition in Montreal while being in college. I spent one summer selling autoportraits on the Pont Saint-Louis in Paris w a friend. I worked at some pizza place on bd de Belleville. The boss never slept, ate one fried egg a day and gave us free pizza n drinks everyday. Clients ordered one expresso and remained seated for hrs jst talking abt whatever. Total Belleville cliche. Everything influences the way i process stuff. RN im an art student. Who are your key artistic influences? Toru Iwatani, Kassia Meador, Gustav Klimt n the internet. Have you collaborated with anyone in the art community on a project? With whom, and on what? I collaborate w Lucy Chinen on Art Object Culture n conducted the Blinking Girls project w Sarah Weis. I work/ed w friends that are mostly into painting n music. I ghostpost alot n collaborate w lots of people actively n passively everyday on everything. Its mostly passive networked collaboration/s. Do you actively study art history? Im surrounded by it. I've been into it for as long as i can remember. My dad always brought the family to museums. When i was living in San Francisco, we went to Los Angeles one time mostly jst to go n visit the Getty museum. My college art history teacher was totally awesome. Art history entertains me. Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? I have phases in which i read alot and others in which i dont at all. Most of the time, i try not to remember the authors so it remains jst about the ideas. RN im reading Critical Play by Mary Flanagan. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? Yes, but no at the same time. It really depends on the whole concept of a project. I kinda hate almst everything that is JUST about representation when it comes to new media related art tho, so i'd say im concerned about that. This conversation took place between 22 March and 1 April on a Google Drive document.

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Thu, 18 Apr 2013 08:00:05 -0700 http://rhizome.org/editorial/2013/apr/18/artist-profile-emilie-gervais