Posts Tagged ‘3d’

Wednesday, June 9th, 2010

In The Society of the Spectacle (Now in 3D) by Pascual Sisto, one views a version of Guy Debord’s 1974 film La Société du Spectacle in which the film’s original black and white images appropriated by Debord from pre-existing mass media are, then, themselves re-appropriated by Sisto.

He adds a layer of images tinted blue and a layer of images tinted red – each positioned slightly off of the original image – so that they resemble a 3D image requiring cheap 3D glasses.

(In fact, it doesn’t work as actual 3D imagery.)

This is ironic because it was Debord himself who was one of the great theorists of image appropriation and re-contextualization – he called his own strategy détournement.

Détournement is “to divert,” “to distract,” or “to re-direct” – the artist appropriates a media image and re-contextualizes it in order to negate its value as a fetishized commodity.

Debord saw the world increasingly mediating all of its social interaction through media imagery, e.g. quality time between lovers is spent flipping through magazines, watching television or going to the movies; and, as a reaction to this, he sought to create a form of auto-destructive artwork in which media images are appropriated and re-contextualized in order to unveil their operations as the increasingly universal mediator of human interaction.

The Society of the Spectacle (Now in 3D) is a textbook example of détournement:

An artist appropriates a piece of media and re-contextualizes it in order to negate it and refute its claim.

Sisto’s version both breaks apart the original imagery as well as points out its own spectacular tendencies by making his version 3D, the contemporary sign of spectacle in the wake of Avatar and other recent 3D blockbusters.

But, there’s a paradox here as the original film is executing the exact same operation.

Can one detourn a détournement?

Before getting tangled up here, though, it should be said that Debord himself provides an answer in his text “A User’s Guide to Détournement.”

He writes:

The literary and artistic heritage of humanity should be used for partisan propaganda purposes. It is, of course, necessary to go beyond any idea of mere scandal. Since opposition to the bourgeois notion of art and artistic genius has become pretty much old hat, [Marcel Duchamp’s] drawing of a mustache on the Mona Lisa is no more interesting than the original version of that painting. We must now push this process to the point of negating the negation […] It is in fact necessary to eliminate all remnants of the notion of personal property in this area. The appearance of new necessities outmodes previous “inspired” works. They become obstacles, dangerous habits. The point is not whether we like them or not. We have to go beyond them.

*****

What Debord is saying here is that the history of the avant-garde is not so precious for it to be above contemporary critique.

Duchamp was once radical, but is now safely absorbed into the fables of academic art history – the point is not to fight against this unfortunate reality, but to carry on the fight into the future, responding to one’s own time.

Looking back at Debord’s career and his careful framing of his own work reveals him to be a great showman – his polemical texts and romantic tilting at the windmills of post World War II media culture is today as easily sentimentalized as Duchamp’s L.H.O.O.Q. was in Debord’s day.

That doesn’t mean, though, that his ideas are suddenly irrelevant.

On the contrary, while Sisto negates Debord’s claims, he carries them forward.

Friday, May 14th, 2010

“3 weeks ago” Charles Broskoski uploaded a diptych of images, each of which depicts a still-life composed in a painterly style.

One views, in the image to the left of the diptych, a vertical composition composed of an open door that itself frames an arrangement of fruit situated on a small end table and the obstructed view of a window.

These figurative elements are each carved out in chunky, geometrically-legible units of color.

In the image to the right of the diptych, one views a similar composition whose differences with the first are localized to shifts in color and re-considerations of the given shapes of objects (perhaps most notably in the cubist-inspired centerpiece of the fruit arrangement).

Now, one might say that Broskoski’s model here is not necessarily an arrangement of objects in space, but rather, a painting style – say, Fauvism.

And these particular works are apt studies of the style; they’re well-executed and have a certain aesthetic appeal.

But, that said, whereas the Fauves (“The Wild Beats”) were notorious for depicting objects in space in an un-realistic manner (or, alternatively, mutating their own definition of “realistic”), Broskoski’s paintings lack that sort of “shock effect.”

They are not wild, but tame.

The fact that these images do not catalyze the shock effects that, say, Matisse’s work catalyzed in its own time should not be surprising.

After all, Matisse’s work was once contemporary, but is now safely at home in Ikea or Pier One Imports; it’s been absorbed and neutralized into the flow of commodified signage.

So, where does this leave Broskoski?

Well, to start, this diptych – as it is displayed on his website, anyway – is situated directly below another diptych which itself is housed under a heading reading “2 weeks ago…”

In the lower-most image of this second diptych, one views iconography reading less as painterly or in reference to any other art historical style than it does digital and “new.”

One views what might be taken for a 3D “metal fence” (3D in the sense of digital “3D animation” not trompe-l’oeil) through which undulating chunks of lightly-shaded colors which might be taken for “stingrays” pass through and intermingle with small, concentric circles of color which might be taken for “eyeballs.”

And, in the upper image of the diptych, one views a similarly surrealistic arrangement of iconography; however, in this case, the icons do not read solely as “painterly” or solely as “digital,” but rather as a collision between the two.

The background and immediate foreground here are composed of graffiti-like scribbles created with a tool that automatically re-produces this “real world” effect, and the middle-ground of the image is composed of a series of “3D” representations of what one might take to be “vertebrae” extending not in a straight line (as in a spine) but in a wild swirl throughout the space of the image.

It should be said, though, that as with the images in the diptych mentioned above, these more digitally-inflected images are themselves each well-executed and sort of privately powerful, but perhaps lack the bodily shock effects which the various avant-gardes of art history are interested in.

Which would be fine – perhaps Broskoski isn’t interested in that sort of thing – were it not for the fact that, if one is up for it, there’s another way to view what’s going on here with its own unique shock:

When the artist places these paintings in conjunction with one another and in the context of an ongoing stream of paintings which a viewer might follow (as in a performance) on his website, the viewer’s lens on the work here is nudged away from each of the individual images and closer towards the legible pattern of filtration through which the individual images stream.

The shock of shifting one’s lens from such simultaneously well-executed and differently well-executed images creates a space of indeterminacy – a sort of surrealist heterotopia picturing less space than movements in time.

Friday, April 16th, 2010

Avatar in 3D by Artie Vierkant is a slowly-spinning animated 3D sphere.

On the surface of the sphere, the entire one hundred sixty-two-minute runtime of the film Avatar has been warped and stretched-out in order to cover the total surface area of the sphere.

By turning Avatar into an image object – a “thing” – the work illuminates how Avatar itself is not just a movie, but a gigantic meme, an entire world, extending well beyond the runtime of the film.

One of the most significant developments in film history is George Lucas’s recognition that Star Wars is not just a movie, but a franchise that fans can wander around in via all of the extra media and merchandise that surround it.

In a hyperreal world of endless media unreality, consumers have the desire and now the ability to amble through metaverses, consuming media franchises in ways that diverge from simply sitting in a theater and watching projected light for two hours.

The slow, painful death of movies is a testament to this as consumers now prefer the scope of entire television series or massively multiplayer game universes like Halo or World of Warcraft.

In the event that someone wants to go to the movies, it’s to see a new installment of a franchise that expands the world of the characters; in the event that someone wants to read a book, it’s to read an installment of a series like Harry Potter, Twilight, The Girl with the Dragon Tattoo, or George R.R. Martin’s Game of Thrones books.

Films are still on some level stretches of time told through cinematic language, but they are now also, perhaps primarily, things, objects expanding through the Internet and culture at large.

This is what Vierkant’s work shows me.

An avatar for Avatar.

Thursday, March 25th, 2010

Dreams from google 3d warehouse by Guthrie Lonergan is:

1. The artist’s re-contextualization of seventeen “3D” models – each of which are based on an individual dream of the Google 3D Warehouse user who initially created the model.

2. An accompanying commentary on the process of translating the memory of a dream to a 3D model provided by the dreamers/3D model-makers themselves (in conversation with Lonergan).

The work is viewed on two Web pages – each of which are hosted on Caitlin Denny and Parker Ito’s jstchillin.org website.

On the first page, one views three lines of black sans-serif text extending the horizontal-length of the page.

This text reads:

This is a Piano I dreamed that I was playing, but its actually a tattoo that I want to do somewhere on my body… You can’t really comment about it because i dreamed it and you didn’t see it… Oh well…

*****

Positioned below this text is the 2D representation of a 3D model depicting a black piano keyboard which – when clicked – opens a Web browser tab displaying the 3D model’s original Web page on the Google 3D Warehouse Web site.

On the second page of the work, one views a block of sixteen additional dream-text-and-3D-model pairings which are positioned above a block of seventeen lines of text which each (a.) list the 3D models’ file names and creator/user names, as well as (b.) link to the models’ original Web pages on the Google 3D Warehouse Web site.

The first of the dream memories-into-3D models displayed at the top of this page is prefaced by the following text:

i had the wierdest dream last night. i was walking downtown when a space ship landed in the street, naturely i dove for cover behind a bush. thank you to dj orion for the road

*****

Below this text is an initial view of the 3D model described above in which one views a low medium-wide framing on:

1. A grey figure running away from a large white craft emanating blue flames, which is labeled “space ship,” and

2. A second grey figure labeled “me” lying on the ground behind a rectangular box with a green marbleized texture, which one takes to be the bush mentioned in the dream.

Below this view of the model, then, are three lines of grey text in which a question regarding the model-maker’s memory of certain details is posed.

It reads:

i’m curious if the blue flames from the jets on the spaceship were in the dream? also, there seems to be some sort of steering column inside of the spaceship, is this something that you remembered?

*****

And a reply, reading:

to answer your questions, yes there was blue flames from the spaceship, and yes, i do remember the steering column was something i remembered. i remember the aliens coming out and there was that steering column

*****

As one scrolls down the page, one encounters two more views of the 3D model – one into the cockpit of the space ship in which the steering column mentioned above is visible, the other a high wide-angle in which the steering column is – again – made visible.

Below these views are another question-and-response regarding the translation of dream memory into 3D model.

The question reads:

do you remember anything else about the steering column, like how it functioned, or anything else about it?

*****

And the model-maker responds:

i just remember the steering stick was like a big joystick, controlling the ship here and there

*****

One more view of the steering column is, then, displayed and the next dream model and commentary begins.

The remaining fifteen of these dreams involve similar science-fiction scenarios as well as relatively banal scenarios involving the architecture of, for example, factories and shopping malls.

Throughout the project, though, one theme remains constant:

As one begins to picture a dream, one begins to mutate the dream to fit the picture (until one can’t say for sure if they remember the dream at all).