Thursday, November 29, 2007

Murray McKeich - Generative Gothic

While I'm in Melbourne I've been trying to catch up with some of the artists who have made this town a new media hotspot over the past decade or so. I recently met up with Murray McKeich, an artist who came to prominence in the 90s here through the amazing (and sadly departed) Australian magazine 21C. He's refined a signature style, imaging urban detritus on a flatbed scanner, then grafting those elements together into surreal-gothic hybrids. In the hyped-up, Wired-style 90s, McKeich's images in 21C were startling; artefacts from a far more unsettling future.

In recent years, as I mentioned a while back on Generator.x, McKeich has discovered generative art. His approach, and the resulting work, are interesting in part because they are so different to a lot of what goes under that banner at the moment. At the core of his practice is a kind of heresy I find really appealing: McKeich doesn't code. He cheerfully admits to being "hopeless" at programming, and has no inclination to start. I had to fight the urge to talk him around, the way I do with students sometimes, leading them gently into the joys of Processing. But I had a feeling it would be futile, and besides, the processes McKeich has devised are coding, of a sort, and they are working beautifully.

Having accumulated a massive library of scanned-in source material, and discovering Photoshop's actions, McKeich began to experiment with automated processes; macros that would randomly pull source files into large multi-layer compositions. Hierarchies and groups of layers and sources provided a mix of control and randomness. He ran batch processes that would output many thousands of stills, then hand-picked the best to form very large image sets, with works like A Thousand Pictures of Footscray and DVN (detail above). The artists's motivation here, he insists, is pragmatic, not conceptual; he's interested in the specifics of an image, the moment of its impact, not in process for its own sake. For him generative techniques are essentially a matter of externalising aspects of his own process; computational studio assistants.


McKeich's next step was his discovery of AfterEffects, which he describes as "a superior imaging tool" to Photoshop - even for stills. With a more procedural approach, nested compositions, and powerful automation, AfterEffects remains his generative platform of choice. As a kind of bonus, it produces video. McKeich's procedural motion graphics use his signature palette of materials, but feel lighter, more ephemeral. In Maddern Square (above) we seem to skirt the edge of some dense conglomerate of street flotsam which is forever dissolving into itself.


Most recently McKeich has begun a new line of work - in one sense another brilliant heresy in the super-abstract context of generative art. He's been making faces, or rather, zombies. pzombie is from "philosophical zombie," a term for a hypothetical non-conscious human in a cognitive science thought-experiment. Like digital Golems, McKeich's pzombies (above - hi res) are cooked up from junk and grime, articulated by recursive coils of AfterEffects scripting. Smoke and mirrors, in a sense, but they have that visual impact McKeich is after; he shows them in large groups, which adds to the uncanny effect. The apparently infinite variety of these faces makes them both more intriguing and more unsettling than the usual science fiction clone-armies. While the artist might deny it, there's a conceptual hook here too; who are these portraits of, after all? Aren't these zombies the faces of those studio assistants, who work tirelessly through the night, those macros within macros. This time, they've been rendering themselves.

Sunday, November 18, 2007

Array Art (More Multiplicity)

Since that earlier post I've begun to notice another form of multiplicity. I'm seeing arrays everywhere, lately. Grids or articulated fields of points; substrates for transitory patterns and forms in light or sound. In United Visual Artists' recent Battles video, the band plays in a triangular grid of vertical LED strips. Patterns traverse the array, bathing the surrounding rocky landscape in flickering, articulated light. Of course UVA have got form with arrays; their 2006 Volume installation uses a similar configuration - and in a way there's a continuum between these grids and the more conventional (but equally effective) LED wall they used for the Massive Attack tour in 2003.


Edwin van de Heide's Pneumatic Sound Field - blogged earlier - echoes UVA's light arrays, but uses flickers of high-pressure air. There's another parallel here, in that the elements in the array - the "emitters" - are simple, physical things; points of energy. Other arrays I've noticed recently include Robert Henke and Christopher Bauder's Atom; a grid of LED-lit helium balloons that also move vertically under remote control. See also Artificiel's Condemned Bulbes (2003); and then it's a short hop to Rafael Lozano-Hemmer's recent Pulse Room at the Mexican pavilion in Venice. We could add a "mirror" sub-genre, with Aleph by Bengt Sjölén and Adam Somlai-Fischer and Daniel Lazin's beautiful articulated arrays. I'm sure there are many more.

UVA's body of work illustrates one of the reasons I'm interested in these arrays; they represent a kind of expansion, or explosion, of the screen. In part these arrays mimic everyone's favourite luminous grid, the digital display; but they literally take it apart; they expand it in size but also string it out through physical space. Instead of a vertical image (think cinema, painting, architecture, etc) we get an often horizontal array, a field to walk through. These arrays echo the display, especially its logics of modularity and generality - a logic shared by computational culture more broadly, where grids of uniform elements create wide spaces of potential. But these are not simply low-res displays. The visual unity of the screen is based on the merged imperceptibility of the pixel elements; by contrast these works expose those elements and emphasise their interrelations, making them available as kinesthetic as much as visual experience.

In "Notes on Sculpture 4: Beyond Objects" (1969) Robert Morris discusses the "anti-formal" move in sculpture of the time, where discrete geometric objects began to be replaced by wide, horizontal fields of undifferentiated stuff. He draws inspiration from Anton Ehrenzweig, a gestalt psychologist, and his notion of "synchretic" or "scanning" perception. This is an unconscious or "low level" mode of vision that Ehrenzweig claims provides access to richly detailed information in the perceptual field. To put it in modern (ie technological) perceptual terms, scanning occurs before recognition or gestalt formation, in the perceptual pipeline. As such, argues Ehrenzweig, scanning can easily accommodate "open structures" - complexity, contingency, chaos, the unformed or uncertain. Morris argues that the lateral, post-formal "fields" in sculpture of the time, build this mode of perception into their very structure; and ties this to a larger, McLuhan-like argument that "art itself is an activity of change ... of the willingness for confusion even in the service of discovering new perceptual modes."


Leaving the modernist declarations aside, there are some interesting links between this horizontality and the perceptual mode it demands, and the arrays of the works discussed here. Works such as Morris' 1968 Untitled (Threadwaste) (above - source) emphasise unformed materiality; in works like UVA's arrays or Lozano Hemmer's Pulse Room the material and the immaterial, or informational, play against each other in a very contemporary way. These explicit, low-res arrays reveal themselves as material structures (unlike the screen), but also as material substrates for dynamic, informational patterns and forms. The role of the light source is important here; in Condemned Bulbes and Pulse Room, archaic light technology is used for its material and sonic byproducts; the globe here isn't a pixel, it's a physical device, a buzzing, glowing object, a manifestation of electricity. Yet it's also a pixel, an abstract unit in a digital array; the two are complementary, co-constituents, rather than opposites.

Ehrenzweig's "scanning" perception also seems relevant all over again; it's exactly the mode of experience that a lot of data visualisation demands, and linked to what I've described as the "artist's squint" in data art. In a culture of digital multiplicity - where, as in these arrays, we are literally surrounded by digital grids - the gestalt or fixed image is impossible; "scanning" promises access to the pre-conscious information in these articulated masses. Sometimes these works offer a reassuring, unified image of the grid, where it's in sync, under control, centrally choreographed; but other times, especially in Lozano-Hemmer's work, it's a more complex, chaotic field.


What about the relation between this form of multiplicity and the generative variety? As well as an aesthetic interest in sheer "moreness" there's a conceptual connection. In a way these arrays are the inverse of generative multiplicities that sample wide spaces of potential. These grids partly act to manifest that space of potential explicitly; this is all there is, 64 balloons (as in Atom, above) or a few dozen LED strips. But what they reveal is how that explicit grid contains a far vaster, implicit space of potential, an unthinkable mass of relations, patterns and movements. So though the manifestation is very different they suggest the same dynamic - of the actual pointing to the virtual

Thursday, November 08, 2007

A Conversation with Mark Fell

In the heyday of laptop, back in the late-90s, Sheffield duo snd - Mark Fell and Matt Steel - were getting lots of airplay at my house. I recently ran across Fell's other work through DC-Release, a recent collaboration with Ernest Edmonds. This AV performance work constructs a tight correspondence between minimal colour-field graphics and a palette of percussive synthetic sound. In this conversation Fell talks formalism, philosophy, religion, art school, interactivity and audiovisuals and namechecks Heidegger, Yasunao Tone and Aleister Crowley, among others. I'd like to thank him for being a candid and generous "subject" in this blog's first interview - hopefully the first of many.

MW: Your work is quite diverse - though you might be best known for your music as snd, you've also worked across interactive installation and audiovisual performance, and as a collaborator and curator. What are the common threads in your practice?

MF: The common threads... It’s difficult to answer as I am mainly aware of the inconsistencies. But that probably is what leads to the fundamental common thread which is the aesthetic focus. All my work is driven by that. It’s not an exploration of any issues or in any way conceptual. It’s a purely formal aesthetic exercise. That isn't to say that it exists in a vacuum and doesn't connect in lots of other kinds of ways with the rest of the world. But for me an aesthetic description is the probably the most meaningful. And actually it's a position that was quite difficult for me to adopt: in art school there was an overpowering emphasis on being somehow more socially engaged or critically connected. And it took me several years to realize how meaningless this was for me. This is something that spans my music, my audio visual work, my generative and interactive pieces and my curatorial practice.

Another thread is slightly harder to describe, and it’s related to the first. I have a kind of bipolar attitude towards how the audience respond to what I do. I'm far more comfortable with an audience reacting negatively to what I do, than reacting positively. Like if I’m DJing and people start to nod their heads or move about a bit, I really find it quite unpleasant. And with music making, there is a definite emphasis on trying to disappoint the audience. I remember once being interviewed on a radio station in Perth and the interviewer asked "what will people feel when they come to see your music?", and I answered "disappointed" (which the promoter, who was sat beside me was not too impressed with). But generally I’m after a complete lack of energy in both my performances or how the audience responds. A complete lack of anything you might want to get into.


In curatorial practice the stance results in some quite challenging shows, and ones that funders are often unhappy with. With my colleague Mat Steel, we are constantly under pressure to produce events that are more immediately enjoyable. But I find an alienating experience far more rewarding. There's a story I always tell people: when I was a child, maybe about 4 or 5, my mum took me to an art gallery in Sheffield. There was a show of paintings on there which were just pure colours that actually (looking back) were not even very nice colours. And I was completely drawn into it. It totally confused me. Although I don't deliberately aim to emulate that experience, I think it’s quite fundamental to how I get drawn into things.

This feeds fundamentally into my exploration of interactive art, both as a practicing artist and the critical research I conducted while working at the Creativity and Cognition studios in the UK. I think in lots of interactive art there is an emphasis on creating certain types of experience. A very good example is Bubbles by Woldgang Meunch. Here people instantly get what the work is about and can "play" with it quite quickly. The same is true of lots of other interactive works. People expect something fun, something playful. They see the point of these works as being able to fully understand the relationship between themselves and the work. Like trying to work out figurative details in an abstract expressionist painting... it’s pointless. I would never make a piece like that. My work aims for the complete absence of anything energetic or engaging. I find the whole idea of play or embodied understanding in the context of interactive art completely distasteful.

In the context of the work I do looking at sound and colour, both with Ernest Edmonds and my own solo work. The emphasis is on correlations that are purely aesthetic. There is no innate or mathematical relationship between sound and colour. Anything one does is purely invented. I like the idea that these works are presented as if there is some relationship, where in fact there is none or could be any.

MW: What is it about an alienating or confusing art experiences that you find rewarding? And is that response related to minimal or formalist aesthetics?

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