Pictures of volcanoes
are necessarily landscapes-in-motion. What looks to be a still image
is not so. Beneath the surface of an ordinary looking and apparently
stationary mountain, something elemental is stirring. Lynne Marsh’s
Crater, 2005, was recently installed in a large room at the Cinémathèque
Québécoise in Montreal. Three curved screens formed an
enclosure wherein several people could stand, while images flowed across
the screens to create a panoramic illusion of circling above Mount
Saint Helens’ volcanic crater. This simulation of the volcano
originated with NASA scientists, who used a "Thermal Infrared
Multispectral Scanner" to create a pictorial equivalent of the
land mass’ varying temperatures and densities. The artist has
taken this imagery and further manipulated it, doubling it (the projection
appeared on both sides of the screens), and adding an electronic soundtrack.
At various moments, then, the images flowing by us have been subjected
to a range of interventions, for scientific, aesthetic, and perhaps
ideological purposes. Eventually, Marsh makes her moving panorama tilt,
rock, and swirl at high speed, resulting in a disintegration of the
projected image, and at the same time disorienting the viewer positioned
at the epicenter of these escalating special effects. Mandated to preserve
and document film culture, the Cinémathèque thus provided
an apt setting for Marsh’s installation, which interrogates some
of the boundaries of contemporary cinematic experience.

Crater’s
viewer-image meltdown is reminiscent of Michael Snow’s famous
experimental film La Région Centrale, 1970, which starts with
a slow panoramic sweep of remote scenery, brought to a point of frenzied
unintelligibility. The landscape imagery which provides the point of
departure for La Région Centrale is a conventionally realistic
piece of film footage, though. While Crater does rely on moving, film-like
images, it begins with a highly artificial and already-mediated environment,
drawn from twenty-first century cyberculture. As with much of Marsh’s
artwork to date, we immediately recognize a kinship to both the fictionalized
landscapes created for scientific research or military strategy, and
the digitized worlds crafted for entertainment purposes, in myriad
computer games. The images' colors and textures contribute to this
game-like quality: clashing magentas, violets, acid yellows, and other
electric colors impart a familiarly ambiguous texture/ resolution to
this geographic terrain. Certain commonalities between the artworks
by Snow and Marsh are nonetheless noteworthy Both La Région
Centrale and Crater imply an absent human consciousness instead of
representing a particular body. Both use existing visual technologies
to challenge the very idea of visual mastery. Both rely on sublime
disorientation as an effect which cannot, however, be definitively
attributed to either technology or nature.
Marsh’s installation at the Cinémathèque also evoked
some of the elaborate visual contrivances and inventions of the nineteenth
century. Panoramas, dioramas, cosmoramas, cycloramas, and other related apparati
anticipated the emergence of the cinema, as they sought to expand the perceptual
effects of the conventional twodimensional picture. A still image would sometimes
be animated by light and sound. At times screens would slide and shift position.
On other occasions the viewers themselves would be displaced, through features
such as moving seats. Crucially, the early panorama sought to surpass the
usual expectations of a viewer confronting a still, twodimensional image.
The panoramic image is never simply in front of you. It exceeds your field
of vision, and surrounds you. You’re inside it. Marsh is certainly
not the only contemporary artist or scholar to employ a retrospective gaze,
revisiting the early days of protophotographic or proto-cinematic practices
to shed new light on our contemporary image-world. The historian of photography
Geoffrey Batchen, for instance, has not only investigated specific experiments
and chemical processes which contributed to the photograph's emergence, but
has also attempted to describe a more ineffable "desire for photography" which
came to lodge itself in the imaginations of so many artists, writers, scientists,
and inventors.1 Oliver Grau has argued that early panoramas now fascinate
us because they seem to prefigure the impulse towards interactivity and immersion
which is so prevalent in our current visual culture.2 Marsh’s artwork
can be regarded as a timely intervention into this ever-evolving "desire
for immersion."
Immersion implies the permeability of bodies, objects and space. Marsh’s
work does not deliver immersion as a fait accompli, but rather, explores
the limits of figure-ground relationships. Standing inside Crater’s
screen-enclosure, the visitor tries to get her bearings while necessarily
becoming a "figure" measured against a mutable and evermoving "ground." This
physically-present visitor comes to stand in for the avatar-like figures
which are prominent in Marsh’s earlier work. In works such as Cowgirl & Future
Stories, 1998, Venus... I See Blue, 1998, Calling, 2000, and Screeners, 2002,
looped video projections show single or multiple figures, against a sequence
of environments that are difficult to categorize, as they can variously be
construed as landscape, extraterrestrial space, cyberspace,magnified views,
or merely decorative visual environments. Nowhere, though, do these indeterminate
environment/spaces function as mere backdrops to the human action in the
foreground. Instead, in scenarios reminiscent of the gaming world, the spatial
environment becomes a realm of action and fantasy, activated by a player/atavar.
In Cowgirl & Future Stories, a single costumed body surges across and
over a spectacular space/ground that resembles an uninhabited planet. The
background footage is of the planet Mars, courtesy of NASA once again. The
planet's orangey-gold surface is modulated by topographical variations—hillocks,
ravines, depressions and plains. As is often the case with computer simulations,
though, the image's imperfect resolution means that the object-world can
easily and suddenly become strange and uncanny. One moment the background
is visually convincing. Textures and surface appearances then morph, and
this world is instantly drained of its reality effect. Without warning, the
planet's surface has become spongiform. It is suspiciously porous and pixellated.
Substance dissolves into code.
Texture is crucial to the establishment of verisimilitude, especially when
immersion is promised. It is the litmus test for the visual articulation
of digital data. As Grau has suggested, immersive effects are most impressive
when they "appeal not only to the eyes but to all other senses so that
the impression arises of being completely in an artificial world."3
Texture is how the visual becomes polysensorial. While NASA never publicly
divulges how it enhances its raw material, we do know that the gaming industry
has promoted the development of specialized cadres of artist/technicians,
including such experts as "lighting artists," "texture artists," "environment
artists," and "character modelers." An Electronic Arts job
description for a "character modeler" states that the successful
candidate will be expected to "build basic textures, apply textures
to models; provide feedback to texture artists as necessary," and further,
to "build textures that are resolution independent."4 The gaming
universe is evidently subjected to a high degree of anxiety about texture,
and its ability to be "resolution independent." Without texture,
representation remains at the level of the animated cartoon—the surface
texture of living bodies remains undifferentiated from that of the object
world into which they continually crash. Yet, some day, it is promised, artificial
worlds will be ultra-realistic, ultra-immersive, and fully sensorial. This
preoccupation with texture, coupled with the desire for immersion, suggests
that we are living through a pivotal moment in the rendition of realistic
effects, and in the definition of realism. As cinema and photography are
reconfigured by their increasing reliance on digitized special effects—in
the names of otherworldly fantasy, scientific accuracy, or gritty authenticity—the
grammar of realism is inevitably, and irreversibly, transformed.
Wearing a transparent plastic suit over her super-heroine leotard, Cowgirl & Future
Stories’ space cowgirl descends to the planet's surface, practices
her lassoing, and then resumes her body-surfing through space. This shiny
piece of costuming suggests that the environment within which the avatar
moves, and into which she metaphorically leads the viewer, is potentially
dangerous or toxic— not only because this is ostensibly the planet
Mars, but because Marsh has deliberately immersed her heroine in an artificial
environment that is unstable, and unusually prone to mutation. Likewise,
the digital simulations that stand in for Mars, Venus, or Los Angeles (the
background in LA, 2003), can so easily become soggy and porous illusions.
The spatial envelope that is not "resolution dependent" surely
poses a threat to a vulnerable human body, and so it is that costumes are
necessary, in the way that even the skimpiest of super-hero costumes is always
necessary. The costume functions as a prophylactic, protecting the vulnerable
body within from outside violence and toxicity. But the costume signifies
in other ways, because it is inevitably a fashion statement as well. Within
any given social milieu, the fashionably costumed body is empowered through
its constructed silhouette.
The background environment in Marsh’s video-loops is sometimes rudimentary.
In Calling, this degree-zero landscape consists of a mottled beige ground
or planet-like surface repeatedly traversed by a single female figure. This
character is tall, slim, and dressed in a bright blue jumpsuit with matching
headgear and goggles. She movestowards the picture plane—that is to
say, towards us—then turns and retreats towards the horizon-line which
defines the rear of the fictional space. Back and forth, back and forth,
and then she collapses. As with the worlds of videogames, however, this apparent
expiration or "death" does not signal the end. Rather, it is merely
one of a predetermined sequence of gestures and actions which characters
are programmed to perform. The viewer can therefore be sure of a repetition
of every gesture, including that crumple to the ground, a miraculous resuscitation,
and a return to the paced-out measurement of the space. Somehow, though,
Marsh has managed to imbue this cartoony character with pathos, and it is
easy to construct a narrative following the conventional storylines of the
science-fiction genre—a renegade space-traveler got stranded on this
god-forsaken patch of wilderness. When she moves yet again towards the horizon,we
might even imagine that there is another world, beyond this denuded and apocalyptic
one, to which she might escape.
Although Marsh has created moving figures in these video projections, their
actions are occasionally slowed down and stuttering, in a way that is typical
of digital media. Then, momentarily and perhaps accidentally, a still image
appears. These brief moments of stillness are nonetheless powerful. It is
also true that whenever Marsh’s artwork is reproduced in formats such
as this magazine, there is also, necessarily, a hiatus of movement. We see
a figure suspended above an amorphous and perhaps sublime spatial field.
Such images often provoke comparison with the long history of landscape painting
and, in particular, images of single figures interacting with and responding
to natural environments. The extraordinary paintings of the nineteenth- century
German artist Casper David Friedrich, for instance, have human figures with
their backs to the viewer, avatar-style. But these figures very conspicuously
do not move; they are forever rapt, in a prolonged moment of stillness and
contemplation. Such paintings remind us of other dreams of immersion, very
different from those of the soldier or gamer who, determined to remain uncontaminated
by his surroundings, repeatedly acts to eradicate the elements of that environment
which he deems alien or monstrous. Such paranoid scenarios imply that a high
psychic price can be paid for the privilege of immersion.
In Marsh’s work the repetition of gesture, replication of spaces, and
evidence of cloning can all have dystopian connotations. Calling's single
pacing figure is multiplied in Screeners, where it constitutes a cloned phalanx
zooming through space at high speed, with military precision. The formation's
regularity suggests a territory to be conquered, and a mission to be accomplished.
But Marsh undercuts the potentially sinister implications of such scenarios,
often with humorous details. These ladies perform their flight maneuvers
with the pleasing synchronicity of a Busby Berkeley choreography. Scrutiny
then reveals that their spacecraft of choice are bargainbasement plastic
sleds. It is through such moments of stillness, disjuncture, or humor, that
Marsh’s vignettes register their aesthetic distance from the everyday
world of digitized spatiality. These moments are also how Marsh succeeds
in reviving some of the emancipatory promises of cyberspace, of space travel,
and of pop culture.
If the question of immersion pertains most directly to the worlds of games
and cyberspace, it is interesting to note that Marsh’s recent video-loop,
Ballroom, 2004, avoids appropriated simulation, while furthering her exploration
the figure-ground or body-space problem. In an old-fashioned ballroom in
England, filled with shimmering lights, an elegantly clad woman is suspended
upside down from the central chandelier. The video simply shows this female
figure, suspended and continually spinning. Initially it might seem that
this artwork doesn’t grapple with the same issues of spatial illusionism
and perceptual breakdown, because we are much more likely to accept the photographic
and social truthfulness of this place. The coherence of the scene is, however,
an illusion that can only be sustained by the outside viewer. If we imaginatively
put ourselves in the place of this twirling protagonist and see the world
through her eyes, the surrounding environment begins to disintegrate, just
as did the panoramic volcano of Crater. Maybe this is simply what it’s
like to be immersed in the everyday world.
NOTES
1. Geoffrey Batchen, Burning with Desire: the Conception of Photography,
Cambridge, Mass. : The MIT Press, 1997.
2. Oliver Grau, Virtual Art: From
Illusion to Immersion, Cambridge, Mass: The MIT Press, 2003.
3. Grau, 14.
4. See http://jobs.ea.com/
Johanne Sloan teaches in the Department of Art
History at Concordia University, Montréal.
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