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Interview with Jeffrey Shaw
by Josephine Bosma
pdf (16 Kb)
Jeffrey Shaw is an artist, and is currently mostly connected
to the ZKM (Zentrum für Kunst und Medien) in Karlsruhe, Germany.
His work consists of rather immersive installations usually.
JB: You said in the beginning of your talk that there seem to
be two tendencies in media art. Now those tendencies seem to be
taken from your - own - work, so that is: visuals/images/concentrated
spectacle and from panoramic painting to virtual reality. Is that
the way you see media art or do you see anything beyond it? Why
did you make such a limited description of media art?
Jeffrey Shaw: It is a very convenient way to identify what I
think are the two main currents of media art. The first configures
the audiovisual experience inside a bounding frame, setting up
a detached relationship between the viewer and the fiction which
is constructed inside that frame. Such a frame (be it the frame
of a painting, or the proscenium arch of a theater, or the black
boundary of a cinema screen, etc) delineates and separates the
fictional space from the real space - it sets up a magic window
which we gaze through into aesthetically contrived spaces.
The other tendency wants to get rid of frame - there is no magic
window, there is just a sense in which the created space is a
surrounding experience which is somehow embedded in the realworld.
A term for this is 'augmented reality' (as distinct from virtual
reality) - one builds fictional constructs that augment the real
world, that are conjoined with the real world and its inhabitants.
JB: Would that mean that your 'picture' of virtual reality is
not so much a picture then? You also seem to take mediated and
digital space into it, which of course also incorporates sound
performance and other performance, and also networked art. You
see this as all one space, as part of the panoramic space?
JS: I do. One of the central characteristics of the evolution
of these technologies is the notion of convergence. Too simplistically
this is understood as the convergence between the computer and
television, but really it means the convergence of all the modalities
of presenting and networking sound and image. This is enabled
by a shared technological platform that is evolving towards a
condition where 'anything/everything is possible'. In other words,
currently distinct formations such painting, sculpture, cinema,
television, internet, DVD, etc. will all become permutations of
one highly effectual and heterogeneous technological infrastructure.
This a very new situation for artists - this technological convergence
will allow them to exploit, hybridize and/or invent whatever formations
are appropriate to their creative objectives. Already the reciprocal
'scaleability' of interconnected audio visual data between the
cinema, television, CD-ROM and internet (as well as clothes, toys,
food, architecture, etc.) is becoming a feature of our machine
culture.
JB: When I was watching your video's I got a bit carsick, or
seasick, from all the movements.
JS: It is only an effect of watching the documentation. These
are works are are meant for you to be inside of - where you are
outside looking in you may feel unsettled.
JB: I was just wondering whether your interest for dislocation
of bodies and objects also has a bit of a personal fear to it.
JS: I am very interested in kinesthetic effects and an ambience
which directly addresses the viewers' body. This is not an aggressive
strategy - in fact it is usually a delicate lure. For example,
as you know when you dance the waltz, you must keep looking at
your partner when you turn - if you try to relate to the room
you'll get terribly dizzy. In other words the waltz forces you
to lose yourself in a concentration on your partner. My work PLACE
- A USER's MANUAL' uses a similar strategy. By putting the viewer
on rotating platform it forces them to abandon their bodily relation
to the surrounding real space and kinesthetically enter the imaginary
space that the work offers. This happens quite unconsciously -
usually only after the viewer steps off this rotating platform
do they realise they have to re-orientate and find themselves
in the real space again. Of course this is why in general motion
platform technology is so effective, both for simulation purposes
and the growingly popular location based entertainment uses such
as ride experiences. For the first time the artwork can address
and engage not just the audio visual senses but the whole body
of the 'participant' This effect can also be experienced looking
at Francis Bacon's paintings. He wanted his works to be hung low
- so that the figures were on eye level with the viewer and there
would be an implied continuity between the real and fictional
spaces. Looking at such paintings (as opposed to their reproduction
in a book) becomes a whole body experience - your body in an equivocal
proximity to his bodies. One history of painting is of painters
attenuating and letting things come out of the frame so that there
can be this tentative conjunction between the created space and
the space which the viewer inhabits.
JB: Do you think what we used to understand as conceptual art
is very different from media art?
JS: No, it is the same thing. I can't imagine that one can make
media art without first taking a very exact conceptual position
in relation to whatever one is doing. Every media art work is
compelled to incorporate a conceptual strategy because of the
idealogical nature of the media.
JB: How do you see the aesthetics of media art?
JS: Not the same as traditional aesthetics. Certainly beauty
is not an issue (though it could be a subject. There are so many
new components in media art that are unprecedented and therefore
an aesthetics that go with these modalities has to be created
afresh. For instance one could talk about an aesthetics of interactivity.
And one can talk about an aesthetics of the social, in the sense
that net.art works and multi-user distributed virtual environments
construct social spaces. Aesthetics for me is more like a toolset
of qualitative discriminations to guide the choices I make in
my work, and a conceptual challenge because it should identify
the intrinsically new properties of media art.
JB: Well, the bounderies which Katharina Gsoellpointer mentioned
in her lecture here, between pop culture and high culture being
fluid is of course an interesting one, especially as it is getting
more and more fluid, overlapping more and more.
JS: Yes, and I liked Stahl Stenslie's notion of hi-fi and lo-fi
artworks. But this needs to be understood as an aesthetic distinction.
The main ideological issue is the confrontation between high tech
and low tech, whereas hi-fi and lo-fi are just permutations of
the dominant high tech culture. So embodying a work in a lo-fi
environment calls for an aesthetics of the lo-fi - and of course
you would not make a qualitative judgement by measuring it against
a hi-fi work. One needs to understand the difference because each
has a different starting point and a different ambition.
JB: The last thing you mentioned was that your work can only
be seen at two different places (because of the technology it
requires) and therefore of course it is very hi-fi. My question
is (and you might have been asked this many times before): don't
you think this dependency of media art on electronic art institutions
and the industry is a bit dangerous?
JS: No more dangerous that any dependency on the art market!
Anyway, this is only a temporary condition - those currently 'high
tech' technologies that are only accesable through institutions
or industry will in a year or two be low cost mass market consumer
goods. As Apple already points out - it's consumer G4 was an institutional
super computer a few years ago, while together with a DV camera
it gives you a fully autonomous film production and post-production
capability. It is above all the insatiable appetite of the computer
gaming community that is now driving the development of extremely
sophisticated yet ultra low cost hard and software products. Even
environments as exotic, exclusive and expensive as the Cave (a
3D VR surround space of which there are only very few, and for
which Jeffrey Shaw has made an artwork, JB) will soon become a
domestic utility as the 'home cinema' evolves into a dedicated
architecture of immersive multimedia experiences. So one can say
that those resources that today are still in the technocratic
domain will move more and more rapidly into the social domain,
and the job of the artist (despite current circumstances) is provoke
precedents, possibilities and models of things and situations
which later will become distributed and ubiquitous.
JB: Wasn't the net art browser a bit too much out of your league?
JS: In what way?
JB: It is not immersive... it limits you to this little strip
on the wall with work of other people...
JS: The net.art browser uses an interaction paradigm that I've
been working on for many years and used in many works - in for
instance The Virtual Museum, the Golden Calf, EVE, and PLACE -
A USER'S MANUAL. It is a strategy of the interactively mobile
viewing window which embodies the viewers changing point of view,
in contrariety to the static windows of painting, cinema and the
monitor screen which binds the viewers point of view. Of course
the net.art browser is not an art work in itself - it was just
an idiosynchratic design strategy for presenting net art web sites
in a new format in a museum context. When Peter Weibel and I were
planning the NET CONDITION exhibition at the ZKM we discussed
the incongruity of asking visitors to come to a museum location
to look at monitor screens when these people could just as easiliy
(and probably more comfortably) look at the net.art web sites
on their screens at home. With the net.art browser I wanted to
offer the visitor a new and engaging environment in which to explore
these web sites - one that was scaled up to a larger audience,
and one which hybridized the customary museum/gallery presentation
of pictures on a wall with the notion of a linear wall mounted
browser whose images came directly from the net. I also wanted
a mechanism that embodied and expressed the functionality of a
curatorialy chosen set of web sites (in contrast to the ubiquitous
computer monitor which is a portal into the universe of ALL web
sites).
JB: Did you discuss it with the artists also?
JS: That was not my task. It was Benjamin Weil's, because he
was person invited to be the curator of the works presented in
this net.art browser. And indeed he found that some artists did
not agree to present their work in this way. They took the position
that net.artworks should only be embodied in the internet connected
generic monitor/mouse/keyboard formats for which they were designed.
JB: The whole navigation set also...
JS: Yes - there is a restriction of navigation possibilities
offered by my net.art browser - it restrains the open ended connectivities
of the web to a linear arrangement of selected artist's web sites.
But this was felt to be an appropriate (and interesting) strategy
in a context of a curated presentation of a specific set of web
sites in an exhibition space - and I should add that if the web
sites themselves opened links to other sites, this functionality
was still maintained. Of course there is some irony there in the
net.art browser - the unlocated immateriality of net space is
forced to linearly reside on a museum wall. But one could argue
that computer screens and the commercial browsers are also places
and devices (produced by technocrats) where cyberspace is contained
and contaminated. So isn't it a special challenge to explore new
artistically motivated strategies of visualisation and interaction
for the net? I do feel that alternative presentation mechanism
are viable, and even necessary for such special circumstances
as public spaces. The net.art browser is simply one experimental
approach to the question of how to locate net.art in a museum.
JB: That is a very strong curational focus though...
JS: This question opens a much broader issue - the role (if any)
of the museum as an appropriate location for media art. And the
nature of those new museums (like the ZKM) that set out to design
themselves as such an appropriate location. Traditionally the
museum is a space of museification, a space that while heralding
and celebrating the new also signals its institutional absorbion
and reduction to commodity. But media art needs a public forum,
and there is a special challenge now from an architectural, scenographic
and curatorial point of view, to finds ways to exhibit, collect
and conserve media art that does not museify and choke its radically
experimental nature, but instead celebrates and stimulates its
instability.
Net.art is a new and special case because for the first time
there is an art practice that contains within itself a universal
mechanism of presentation, dissemination and intercommunication.
This makes the question of the desirability of a museological
intervention even more pertinent - it would seem at first sight
to just be a reduction of a much more precious freedom. But an
exhibition like the ZKM's net.condition does something that domestic
distribution cannot do - it creates a location of collected intensity
of works and concentrated variety of experiences for a mass public
- an alluring zone of social curiosity, excitement, consumption
and reflection.
J.B: Aren't you too easily making a comparison between exhibiting
media art and exhibiting this art for/to a mass audience? Should
one not be in the first place concerned with exhibiting works
as much in their original spirit? It seems to me that creating
for a mass audience is a different thing all together, which easily
corrupts subtle or sensitive details or spirits of artworks.
JS: The integrity of the original artwork is only fully intact
in the imagination of its creator. Even its translation into the
physical is a depreciation forced by the contraints of materiality,
and exposure of the artwork to the social leads to the complete
degradation/reconstruction of the 'original' by its intepretors
and manipulators. On the other hand it is only in this social
vector that the artwork becomes a cultural artifact and assumes
a historical significance. The 'original spirit' must always dance
on the edge of the volcano of the social, a destiny of both discriminating
and mass consumption. Museums are built on this edge, they are
locations of trans-actions between remaining glimmers of the 'original
spirit' and the social. But media art has (at least) two unprecedented
capabilities: it can create a virtual social that includes the
social as a function of its 'original spirit', and it can build
virtual museums that are themselves architectural incarnations
of the 'original spirit'. So the 'Art of Life' now seems so proximate!
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