Abstract Title of Thesis: Penumbra: Between Space, Time, and Representation Geoffrey Michael Bell, Master of Fine Arts, 2006 Thesis directed by: Dr. Preminda Jacob Associate Professor Department of Visual Arts Penumbra: Between Space, Time and Representation is an interactive video installation that blurs the boundaries between visual projections of oneself, other viewers, and pre-recorded video of previous visitors to the installation. Entering the dark space of the installation, viewers encounter a large projection of standing figures that return their gaze. These pre-recorded figures disappear and reappear on different parts of the screen at irregular intervals. Each viewer’s image also appears on the screen superimposed on the prerecorded figures. Because of the penumbra like quality of the projections viewers are never quite certain whether they are seeing themselves or looking at figures pre-recorded by the artist. The interactive elements in the video projection were created with the software Max/MSP/Jitter. Above all else, Penumbra is an experiment, incorporating juxtapositions that include real time versus delayed time, the representation of self versus the other and the notion of social space versus anti-social space. The advent of technologies such as cell phones and computers have tended to suppress social interaction in public spaces. Responding to this new form of sociality Penumbra investigates the complex interaction between private and social space in the public sphere. My primary goal in this experiment is to compress these juxtapositions within an installation that explores our perceptual and cognitive capacities. It is my hope that viewers experiencing the formal, psychological and conceptual dimensions of this installation will reflect on their daily encounters in the social sphere. Acknowledgments I wish to extend my deepest gratitude to all those who have helped me with this project. In particular, I want to thank my thesis chair, Dr. Preminda Jacob, for her enthusiasm, support, editing suggestions and countless resources that she contributed to my research at UMBC. Also, I would like to thank my thesis committee, Professor Lynn Cazabon, Professor Vin Grabill and Affiliate Professor James Mahoney, for their timely suggestions, criticism and support of my efforts in developing this installation. Finally, I want to thank my family, especially my mother and father, for giving me unconditional support over the years. I. Introduction In an age of uncertainty, when the disciplines of the arts and sciences are simultaneously breaking down and converging into eclectic practices, the desire for artists to embody the role of psychologist, anthropologist or sociologist seems only natural. This research represents an array of influences, observations, and reflections in my work over the past decade. The essay is divided into three sections. In the first section I delve into my work and artistic influences from the past and how they have come to inform my current work. In the second section I explore the various systems and devices deployed in the Penumbra installation from a technological, psychological and social perspective. Finally I discuss various scientific inquiries that have influenced my art making. Here I allude to ‘penumbra,’ that part of the shadow where the light source is only partially blocked, as a metaphor for exploring the interstices between various corporeal representations. Description of the Thesis Exhibition The Penumbra Installation “Penumbra: Between Space, Time and Representation” is an interactive video installation that attempts to blur the boundaries between representations of oneself, the other, and pre-recorded video of visitors in the installation (see figure 1). The viewer is never quite certain whether he is seeing his own image or looking at figures pre-recorded by the artist. As the viewer enters a dark space, he encounters a large projection of standing figures that return his gaze. These pre-recorded figures disappear and reappear on different parts of the screen at irregular intervals (this is accomplished by using a time delay). The viewer’s image also appears on the screen superimposed on the pre-recorded figures. Through the use of video tracking software, the viewer’s image starts to reappear on different parts of the screen based on the movements of the viewer. When the participant moves, his or her image gets repositioned on the screen. If the participant remains still, the mirrored image remains directly in front of the viewer. If multiple participants enter the space one individual’s representation may, at times, be projected in front of another viewer’s gaze. The installation works both on an individual level and as a social space in which the interaction with other participants is in constant flux. The video, which is stylistically consistent, depicts both the pre-recorded viewer-participants and real-life viewer-participants as semi-defined shadows to accentuate the ambiguity of the represented figures. The overall experience is one of a dislocation of time and space in which the participant is negotiates between past and present, memory and reality, stasis and change. Technical Information The piece is installed in a blackbox installation space with an eleven foot wide projection screen on one side of the room and a brightly lit wall on the opposite side of the space. When viewers stand in front of the brightly lit wall, a video camera captures their image and projects a partial silhouette on the projection screen that they face. This camera is embedded in the projection screen so that the relationship between the viewer and the screen is like that of a mirror. The interactive elements used in the video projection were created using a program called Max/MSP/Jitter. With this cutting-edge software application I designed my own digital signal-processing environment. Max/MSP is the sound generating software while Jitter is the set of video processing and matrix manipulation extensions to Max/MSP. The program is a graphical development environment that is highly modular, with routines existing in the form of shared libraries. Creating the interactive program for this installation was like drawing a graphic diagram that not only mapped the appearance1 of the interactive video but also mapped the program. 1 Because of the graphic nature of the Max/Msp/Jitter interface, it is quite possible to map out the appearance of the installation using the modular objects in the program as a form of diagramming. Early Influences and Early Works Installation Artists: Robert Irwin, James Turrell and Fluxus Early in my career, I developed a fascination with the work of Robert Irwin and James Turrell, two artists who developed artwork exploring visual perception beginning in the 1960s. Irwin, famous for his ephemeral scrim installations, explored the phenomena of light, and also created site-generated-conditional art; works that were developed in reaction to a specific space. James Turrell, most known for his Roden Crater project, developed works by shaping light into an illusion of physical form. In 1968, Turrell and Irwin collaborated with NASA scientist Ed Wortz to exchange ideas, experiment with light and partake in several solitary experiences by sitting in anechoic chambers2 (rooms that allowed a person to experience desensitization). Through these experiments Turrell and Irwin first realized the insignificance of the art object3 and the potential for viewers to generate their own experiences through subtle nuances in constructed environments. If the Fluxus artists extended the Duchampian legacy of audience 2 To echo the Minimalist’s dictum, that ‘less is more’, Turrell eloquently describes the cognitive and perceptual characteristics of sensorial depravity: “The question about light, First of all, I would like to say that there never is no light - the same way you can go into an anechoic chamber that takes away all sound and you find that there never really is silence because you hear yourself.” 3 Frank Popper’s essay, “Art, Action and Participation” describes the disappearance of the art object as a persistent theme throughout the 20th century. Popper integrates Benjamin’s notion of the aura as something demystified and alludes to an increasing inclusion of participatory involvement. Popper’s substantiates his thesis by looking at an array of different movements such as Op-art, Nouveau Realism, Fluxus ect. participation through event scores and performance, then Turrell and Irwin extended the audience participation through formal and physical means, including the affective influences of light and shadow. My objective in Penumbra is to combine these models of audience participation pioneered by Turrell and Irwin through formal representations of the body and event triggering mechanisms through the use of video tracking. Composite Forms The power of the installation lies in the co-authorship between creator and participant. The artist provides a constructed space and viewers depend on their reactions and bodily awareness to discover, imagine, and creatively form a unique experience of that space. Before beginning my graduate studies at UMBC I had a keen interest in developing works based on how bodily movements determine the perception of form within an object. Using the formal characteristics of a cocktail straw as a unit of color from which light could emanate, just as a pixel is a unit of a digital composition, I compiled hundreds of straws to create holographic-type images that are only visible from the proper positioning of the body. These “Composite Forms” as I call them, separate two-dimensional space and three-dimensional space while simultaneously sustaining a unification between the two. As one image illuminated by light in the rear of the straw constructions comes into view, the projected image on front of the straws dissipates from view. These works tend to slow down perception, refocus attention and create relationships and juxtapositions between images that continuously undergo metamorphosis. More importantly was the realization that I could form complex dialectics between two opposing subject matters or image projections. In Utopian Station (2003) I made a composite construction that examined issues surrounding the modern American political psyche. On the front of the composite form is a projected black and white image of the “The Emerald City”, while in the rear of the straws is an illuminated colored version of “The Emerald City”. When first confronted with the work from a distance, one only sees the colored version emanating through the straws, but upon further movement down a corridor towards the piece, the colored image emanating through the straws dissipates, revealing the black and white image projected on front of the straws (see figure 2). The addition of audio, playing sound bytes from Eisenhower’s persuasive speech for the strength of America, underlines the propagandistic aspects of the image. Utopian Station recalls the Warholian mass-produced iconic image, in this case, The Emerald City, as a symbol for Utopia, the American dream and the answer to all our problems. Yet the closer the viewer gets to this idealization, this iconic image, the more distilled and washed out the saturated image becomes, thus morphing The Emerald city into a dystopian black and white image. The process of breaking down the illusion as the viewer gets closer is the process of seeing the object bare, stripped of its illusion. Thus, the closer you get towards the object, the closer you get to discovering that you are figuratively approaching the man behind the curtain, the mechanics behind the illusion4. The legacy of the Pop image is its potent familiarity shared across cultures and embedded in our psyche. In one sense, it remains an illusion yet at the same time, appears so real. This paradox between proximity and distance to an iconic image that Warhol5 tapped into is something we cannot seem to get away from and has proliferated into common objects. We have an attachment to machines such as our cars and computers, though it is inconceivable, even bizarre to have any substantial relationship with them. Who can tell what the future of machines will bring us. Unless our machines can become sentient, we have only our bodies to accord with. This idea of proximity and distance is heightened in Penumbra, which, while it presents the viewer with the most familiar image of all, his own body, simultaneously denies him the possibility of establishing a comfortable relationship with himself. Theatrical Influences 4 The illusion I refer to is a perceptual illusion like a static image that appears to move. The composite construction I built does not include any known perceptual illusion but acts as a simulated illusion that invokes a suspension of disbelief. 5 Stephen Kock’s book, “Stargazer, the life, world and films of Andy Warhol” influenced my reference to the notion of proximity and distance in relation to pop images. Kock mentions how Warhol’s films such as “Sleep” and “Haircut” simultaneously pull and push the viewer in and out of the narrative and frame. Any presentation of a work of art, through the context of expected viewership - museums, galleries, and sculpture gardens - is inherently theatrical6. Through the interactive and embodied nature of the viewer, this theatricality dissipates unleashing a moment of intense concentration, a kind of day dreaming that overpowers any expectation that something is being presented by someone. In 1999, I had the opportunity to serve in the capacity of art director for stage adaptation of Frank Zappa’s famed album, Joe’s Garage, at the University of Michigan. The show used the talents of approximately fifty students from various disciplines to integrate dance, musical theater, multimedia projections and live music. What emerged from a visual perspective was a process of breaking down barriers between media using live video, character animation, and pre-recorded video that surrounded the stage and audience. We learned that with all the tools at our disposal, video and digital stills could be used as both passive and active environments, supporting scenes with simple backdrops or in the forefront as cinematic experiences. The challenge I faced was that of balance; how to merge the imaginary space of the video projections with the live action performances in the theatrical environment without overpowering one or the other. At times, actors became spectators, witnessing an animation that foreshadowed the outcome of their fate. At other times, the actors were doubled through the use of live video in which a 6 The artwork as a staged theatrical presence is based on my readings of Michael Fried’s, “Art and Objecthood”. He claimed that the minimalists concern with phenomenological questions of presence and theories surrounding Gestalt psychology still maintained a problem around presenting an object through theatrics. shared identity gets confounded between viewing them as “ the different” and “the same”. We termed this mixed reality, “the media melt” aesthetic, a convergence of media projected into a great happening. It was through this experience that I realized the power of projection, the moment in which an individual’s corporeal self and a visual representation of that person forms a shared otherness and participated difference in a theatrical environment that had no specific boundaries between the audience and the production. Penumbra uses some of the key devices I experimented with in theater, specifically the idea of breaking down the fourth wall, Bertold Brecht’s 7 notion of including the audience as an active participant. Perceptual Mechanisms and Technological Prosthetics Creating New Frames for Seeing Our relationship with technology has been an ongoing investigation in my works. New conditions produce new ways of seeing. With the advent of increasing numbers and modes of technological prosthetics in our contemporary 7 Berthold Brecht’s notion of breaking down the fourth wall is a metaphor for diminishing the boundary between the audience and the stage. Naturalistic plays purport to depict life precisely as it appears. Thus a typical stage set will look exactly like an ordinary room with one wall (that nearest the viewer) removed - the fourth wall is the missing one; the first three are those we see. landscape, the frame8 is becoming more ubiquitous. Our daily routines are bombarded by framing ourselves in front of the television, the computer, or even in the minute screen of the telephone. Though our vision has evolved to weave together a seamless field of coalescing images, our gaze becomes locked into hypnotic patterns of ensconced reveling. The frame becomes something to direct. We are all directors to some degree. From the early explorations in visual perception by Cezanne, Picasso and Braque, artists of the modern era have grappled with our relationship surrounding the perception of time and space. As cultural theorists, such as Jonathan Crary in Techniques of the Observer, have indicated, technological innovations in the nineteenth century have been pivotal in producing shifting perspectives on society and new forms of perception. The scientist Herman Helmholtz led the way in unifying diverse disciplines and helped develop psychophysics and signal detection theory, a process that tested perceptual thresholds and legitimized experimental psychology. The confluence of art, science and philosophy was never more robust. The emphasis placed on the observer as opposed to the observed changed the discourse in our relationship to time, space and representation. My current focus is in understanding how certain tools, apparatuses, and perceptual devices have changed culture. Apparatuses such as the phenakistiscope and the cinema become a form of prosthetic that compensate 8 The proliferation of the frame is something new media theorist Lev Manovich explains in his book, “The Language of New Media”. for a flawed body and the finitude of human vision. With the vast array of contemporary tools and the onslaught of the digital revolution, much can come out of studying how technology has had an effect from a historical perspective. The codes and systems implemented through technology back in the nineteenth century are paradoxically not so different than they are today. As Paul Dourish, author of “Where the Action Is” points out, “computer science is based entirely on philosophy of the pre-1930s. Computer science in practice reveals its history as part of a positivist, reductionist tradition. Similarly, much of contemporary cognitive science9 is based on rigorous Cartesian separation of mind and matter, cognition and action. These are philosophical positions of long standing, dating from the nineteenth century or earlier.10 If we can see various tropes and patterns through our relationship with history, then perhaps we can gain some insight into our relationship with current technologies. Live Video I have consistently used the medium of live video in my work to explore the psychological implications of the relationship to our mirror image. There is something eerie about seeing your double. We can never see our own eyes 9 Cognitive sciences and Consciousness studies have varying philosophical approaches. The philosophical approach I am alluding to can be seen through the work of Daniel Dennett who describes the brain as a type of computer. This approach is seen by various scientists as being to reductivist and centered in the Cartesian separation of mind and matter. 10 Paul Dourish, Where the Action Is : The Foundations of Embodied Interaction (Cambridge, MA MIT Press, 2004 p. preface though mirrors become the closest vehicle to do so. In a mirror, you don’t see yourself as someone else sees you because the image is reversed. Mirrors are ubiquitous. We glance at ourselves in front of storefront shops and usually brush our teeth and comb our hair in front of a mirror on a daily basis. Yet mirrors are hardly truthful. Like Plato’s cave, the image of oneself and the idea of oneself are never quite settled. The nature of observing yourself through live video is different than that of a mirror. Live video is less familiar so our feedback mechanisms are more attuned to our movements through the ephemeral quality of video. There is a strange harmony and dissonance between embodying your image and feeling separated from it, of being outside yourself. Just as it is unfamiliar to hear your voice through a recording, it is just as unfamiliar to see your image on a screen. Time Perception Philosophers and scientists have long pondered the characteristics and perception of time from the biological to cognitive perspectives. Time perception can be changed through very subtle nuances, from an increase or decrease in body temperature11 to the listening of a familiar song backwards. Technology has changed our perception of time drastically. From the photographic studies by Edward Muybridge to the profound influence of the cinema and video, I am curious in how different media create different perceptions of time. In his video installation,Quintet of the Astonished (2000), Bill 11 Altered time perceptions due to Temperature decreases in the body is accredited to Hoagland’s Hypothesis, the notion that a biological clock in the brain regulates the body’s rate of metabolism, which, in turn, affects perception of the passage of time. Viola used extremely high-speed film shot at 384 frames a second. He then took the film and played it back at normal speed exposing the viewer to minute shifts in affective tonality well beyond what is visible to natural perception. The impetus for this project was Viola’s fascination in the saturation of emotion in a photograph of a baby’s face. Viola’s piece is a testament to a cognitive alliance between machine time and human time, to an affective experience of felt time. Machine time has seeped into our culture in significant ways. We can simultaneously send and receive email messages to ourselves and we can instantaneously navigate between chapters on a DVD. I have attempted to introduce mixed experiences of time in my work, a confluence of split time, lagtime and real-time. Edwin Hutchins once asked the question, “Why are modern humans more sophisticated cognitively than cavemen?” His answer was that “it’s not because we’re smarter, but it’s because we have built smarter environments in which to function.” My installation is a smart system that has gone haywire; one that is unfamiliar but which allows for creative actions to decipher how experienced time is differentiated by real-time and lag-time. Video Delay A prominent usage of time in Penumbra is the application of video delay. Artists such as Dan Graham and Ira Schneider pioneered the effect in the late 1960s and early 1970s. Schneider’s “wipe cycle” uses nine monitors and a live camera to combine television programs with live circuit video of the viewer to scramble information in cycles ultimately disorienting the viewer’s intake of information. The time-lag of an eight second video delay is the outer limit of the neurophysiological short-term memory that forms an immediate part of our present perception and affects this from within. If you see your behavior eight seconds ago presented on a video monitor from outside you will probably therefore not recognize the distance in time but tend to identify your current perception and current behavior with the state eight seconds earlier. Since this leads to inconsistent impressions that you then respond to, you get caught up in a feedback loop. You feel trapped in a state of observation, in which your selfobservation is subject to some outside visible control. In this manner, you as the viewer experience yourself as part of a social group of observed observers instead of, as in the traditional view of art, standing arrested in individual contemplation before a static object. Afterimage Accompanying the use of the video delay in Penumbra is the effect of a simulated afterimage that changes based on whether the viewer is moving. If a viewer remains motionless over time, his image will gradually fade out at one location and gradually reappear directly in front of him. This effect could also double or potentially triple the viewer’s representation on screen based on the activity of the viewer. This is to accentuate the experience of retaining multiple representations of oneself while simultaneously maintaining a relationship with one’s past that is infused with one’s present. This correlation between movement and immobility references the differences between the moving image and the referentiality of photography. As Mary Ann Doane explains in The Emergence of Cinematic Time, the moving images are, for the spectator, “here” and “now”. Photography, it would seem, is theorized as the representation of isolated present moments (which must be experienced by the spectator as already past), whereas filmic representation produces the spectatorial experience of presence.”12 I want to impose on the viewer, the feeling of what it is like to pose for a photograph, as if their image will be indelibly stained only to disappear through the act of moving again. My attempt is to blur the boundaries between the experiences of the past and present with the other’s past and present representations. The result is a not only a double image of oneself from the past and present, but a double image of oneself infused with images of others that modulates back and forth depending on the movements in the space. Cognitive Mechanisms Shifting Gazes 12 Mary Ann Doane, “The Emergence of Cinematic Time” Harvard University Press (December 27, 2002) p. 103 Experiencing Penumbra as an individual viewer is quite different than experiencing the piece with other people. On an individual level, there is an experience of both voyeurism and surveillance. Other people appear only on screen and cease to exist in the physical environment. It is as if you are being watched from behind with the exception that in this context, the figures stand directly in front of you. The absence of sound13 activates a more intimate relationship with the ghostly figures as you share a common space on screen rubbing up against bodies unknown. Once multiple participants enter the room, a social dynamic of shifting gazes and shared otherness is experienced. Jacques Lacan once claimed, “you never look at me from the place I see you.”14 I reposition the direction of the gaze so that the possibility for looking at others in the space is continuously emerging, doubling, and modulating between different positions in time and space so that ultimately, ‘you can look at me from the place I see you.’ One is naturally always tracking one’s own image as a way of aligning one’s representation with oneself15. There are brief moments however, when this 13 The absence of sound in my installation was a very deliberate decision. According to my encounter with UMBC neuropsychology professor, Robert Provine; Sound puts us in the place of people while vision puts us in the place of things. This is why a more robust deaf culture exists as opposed to a less robust blind culture. By eliminating any sound in my installation, I have attempted to place the real-time particpants and pre-recorded figures in the same type of space as objects accentuating the boundary between real and imaginary. 14 Melville, Stephen. ‘Division of the Gaze, or, remarks on the Color and Tenor of Contemorary Theory’. in Vision in Context. Historical and Contemporary Perspectives on Sight. (op.cit.). 15 The nature of tracking your own representation is quite natural with live video. I want to refer to Jacques Lacan’s notion of the mirror stage, the point in an infant’s life when he may recognize his “self” in a mirror, and thus achieves consciousness of himself. suture collapses and the possibility occurs of leaving one’s own body and entering another occurs. Mirror Neurons While Lacan analyzes the psychology of the gaze in relation to the notion of mimicry, there is another angle for understanding mimicry through a neuroscientific perspective. Recently, the Italian neuro-scientist, Giaccamo Rizzollati discovered that when a monkey observed another monkey act out some goal oriented task such as eating, the same neurons in the observing monkey’s brain would fire than that of the goal oriented monkey. Rizzollati called these neurons “mirror-neurons” and the implications turned out to be significant. Since this discovery scientists believe that mirror-neurons can explain how language may have evolved, how we can “mind read”, how we empathize with others, and how we imitate the movements of others. As V.S. Ramachandran, a scientist at the University of California San Diego, explains, “this is why, when you stick your tongue out at a new born baby it will reciprocate.”16 I believe that artists have been exploring the phenomenon of these sophisticated imitations through the creation of “interactive” works, art that examines response mechanisms. Part of my decision to superimpose prerecorded video with live video came from a conversation17 with artist Paul 16 This quote by Ramachandran was heard during his lecture at Columbia University for the forum on the “Art and the New Biology of the Mind”. 17 My discussion with Paul Demarinas stemmed from a conversation about my piece called “Musical Chair: A Game for One”, which used multiple video delays to fragment the viewer’s body Demarinas who talked about the process of developing an interactive work by observing and documenting various subjects’ interaction with the work. What seems to take shape is the idea of behavioral form, a continuity that informs how our cognitive process can be affected by specific routines. From a sociological perspective, artist Natalie Jeremijenko18 did a study using hidden microphones and surveillance cameras to compare the way spectators would interact with an interactive work of art versus a static one. She revealed that there was much more social interaction amongst strangers with the interactive works than with a static work. In my installation, I want to implant documented interactions in order to suggest a directorial space, a space in which the possibility for imitation is increased by a pattern of behaviors. After recording various people in the space, I received several comments that seemed to suggest imitation. One UMBC student even said that, “everyone seems to cross their arms when they stand there and I have been doing the same thing.”19 Ambiguous Figures into a kind of real-time ‘cubistic’ representation of the participant. 18 I learned of Natalie Jeremijenko’s study when she came to UMBC as a visiting artist in the Fall of 2003. 19 This quote came from a student of mine who volunteered to particpate in what would become the pre-recorded video for the Installation. One noticeable device that I implement in my installation is the use of the cross-fade that blurs representations between phantom figures that exist onscreen and active participants in the room. The effect is a convergence of bodies seen through a spatial overlapping contingent on how the viewer-participant is moving around the space. This confluence between mixed representations creates ambiguities that are often confounding resulting in a suspension of perceptual stasis. The notion of perceptual suspension is something we experience at various moments through optical illusions and visual trickeries when our intellect often fails us and reveals inconsistencies in the brain. The use of ambiguous figures has been a varied and yet prominent artistic strategy throughout the history of art. Salvador Dali wrote about the ambiguous figure in his short manifesto, The Stinking Ass in which he describes the double image as “the violence of the paranoiac.” From a neuro-aesthetic perspective, research has provided answers for why we see ambiguous figures and how we have evolved to perceive such a peculiar phenomenon that at first glance, appears to harness uncertainty. On the contrary, a paradox arises in the notion that there is little uncertainty in the ambiguous figure, only cognitive contingencies feeding off memory and experience to produce interpretations that are actually absent in the image. These interpretations do not fluctuate without a cognitive temporal adjustment. In other words, the ability to see various spatial configurations simultaneously in something like the Necker Cube (see figure 3) is impossible. We only see one spatial configuration or the other. British scholar Semir Zeki postulates that upper level cognitive processes have an evolutionary rationale for which, he claims, is the inherent survival advantage in the flexibility of interpretation. I wish to place the viewer in a space in which the differentiation between others and oneself becomes the interpretive act of breaking down the illusion. It is in the negotiation between the playful behaviors of the viewer-participant and the behavioral directed suggestions from the recorded participants on screen that the viewer-participant learns to accentuate his or her own presence in the space of the installation. The way we interpret ambiguities based on memory and selectivity can be combined with a greater problem, that is, how do we negotiate our attentive capacities? Attention versus Distraction My work explores the intersections between our attentive capacities and our distractive states or what Walter Benjamin describes as, “reception in the state of distraction.” Our culture is obsessed with attentive capacities as is evidenced by pharmaceutical companies who have capitalized on concerns surrounding attention deficit disorder. Jonathon Crary, in Suspensions of Perception, explains the impetus for this obsession with an ideal state of attentiveness. Crary postulates that through technologies and pre-cinematic entertainment devices, nineteenth century European culture became obsessed with a perceived breakdown in attention. These devices became techniques for isolation, cellularization, and separation causing a diffused attentiveness. Crary claims that, “attention is in crisis because people can make it it’s own but also becomes open to control and annexation by external agencies.” Crary’s observation is similar to Heidegger’s reflection on the role of technology: the more we try to control technology the more it controls us and infiltrates our existence. In my installation I want to allude to a private, isolated and attentive space by creating a system of columns for which to gaze upon the self. In one context, the experience is existential in that the viewer has some level of attentive control through the manipulation of the positions of their body movements. When other viewers enter the space, however, this control is diminished and any sort of attentiveness of the self becomes jostled by the intrusion of the other. Attention becomes immobilized and the viewer-participant starts to inhabit time as disempowered. Pre-recorded video of people that appear and reappear on screen further accentuates this disruption of the attentive state. Within these distractions lie increased propensities for the viewer to experience hypnotic and trance-like states that refocus attention and suspend peripheral awareness. My objective in Penumbra is to create an experience that places the viewer in a continuously oscillating mind-space between trance-like states and social awareness. Embodied Space and Cinematic Space Penumbra is both a highly structured and flexible system of shifting bodies, silhouettes and shadows. It is essentially a ‘blank’ structure20 reminiscent of Rauschenberg’s white paintings or John Cage’s 4’33. On one side of the room is a busy projection screen while on the opposite side is a large, illuminated white wall that acts as a support for the projecting bodies that resolve themselves into different figural representations according to the actions of the viewer-participants. In one context, the space is a theatrical setting used for passively viewing time-based media. In another context, the space becomes a type of performance-based theatrical setting, inviting participants to complete the work. The space is immersive but only if you enter the space to appear on the screen. When you stand to the side, you become a spectator, observing the opposing action between on-screen and off-screen activity. One of the prominent devices used to signify cinematic space is the projection of pre-recorded figures. My recordings are located somewhere between surreptitious documentations and directed performances. I was fascinated by mirroring the museum-viewing experience by recording what people do when they look at a work of art. They stand around, cross their arms at times and observe. The purpose of my recordings is not only to mirror the people in the space of the installation but also to transfer the aura from the art object to the people as a point of focus. 20 The Blank Structure is also something interactive artist David Rokeby talks about as an exoskeleton in his essay “Tranforming Mirrors”. I studied the early films of the Lumiere Brothers who were obsessed with capturing everyday life in the attempt to trap events and create an indexical record of time. The pre-recorded video in my installation both becomes an archived event to observe and immersive content to participate with. The eight second video delay of oneself only amplifies one’s association with an event from the past thus deepening the confusion between the archive and present. Conclusion In March 2006, Columbia University hosted a forum titled “Art and the New Biology of the Mind”21 that initiated a dialogue between neuroscientists and artists on the quest for understanding how we see and respond to art. The scientists at the forum showed how, through the ages, art consistently reveals insights about perception and thought processes that substantiate current scientific research on the mind and brain. My main criticism at the conclusion of this forum was the exclusion of any commentary on our relationship to technology and how these devices shape our cognitive and perceptual capacities. Our environmental conditions and 21 The forum on “Art and the New Biology of the Mind” was held at Columbia University on March 24th, 2006. The forum included Scientists Antonio Damasio, Vittorio Gallese, Raymond Dolan, Margaret Livingstone, Joseph LeDoux, V.S. Ramachandran, and Semir Zeki. The artists represented were Richard Meier, David Salle, April Gornick, George Condo, Joan Snyder, Laurie Anderson, Robert Irwin, Marina Abramovic, Terry Winters, Neil Jenney, Philip Taaffe, and Lynn Davis.The panel was moderated by Arthur Danto. technological prosthetics clearly produce new conscious experiences. So, how do we negotiate between revealing insight into our conscious experience when our technological prosthetics changes with such rapidity? It is my hope that the continuation of such collaboration between artists and scientists will unlock some of these questions. Like all artists, my job is to churn things up, turn things upside down and possibly create experiences that scientists can hone onto. Above all else, Penumbra is an experiment, incorporating juxtapositions that include real time versus delayed time, constructed narratives versus realtime interactions, the representation of self versus the other and the notion of embodied space versus disembodied space. It is an experiment exploring these interstices formally, psychologically and conceptually. My primary goal in this experiment is to compress these juxtapositions into an installation that opens the doors into our perceptual and cognitive capacities, to explore and telescope how this particular experience may question or reflect our daily encounters. As a visual artist I cannot think of a more stimulating topic than the act of seeing, but I hope I am successful at balancing this interest with an equally important concern, which is creating experiences that are compelling enough to stand on their own without the need for any explanation. Selected Bibliography Ackerman, Diane. A Natural History of the Senses. New York: Vintage Books, 1990. Manovich, Lev. The Language of New Media. Cambridge, Mass: MIT Press, 2001 David Rokeby Transforming Mirrors : Subjectivity and Control in Interactive Media 1996 Crary, Jonathan. Techniques of the observer: On Vision and Modernity in the 19th Century. Cambridge, MA: MIT Press, 1990 Jay, Martin. Downcast Eyes: The Denigration of Vision in Twentieth-Century French Thought. Berkeley: University of California Press, 1993 Krauss, Rosalind. The Optical Unconscious. Cambridge, MA: MIT Press, 1993 Crary Jonathan. Suspensions of Perception: Attention, Spectacle, and Modern Culture. Cambridge, Mass: MIT Press, 1999 Merleau-Ponty, Maurice. Phenomenology of Perception Routledge; 2 edition 2002 Hill, Gary. Tall Ships: Gary Hill's Projective Installations Barrytown Limited; Reprint edition (December 1997) Harrison, Charles, Wood, Paul. Art in Theory 1900-1990 Blackwell Publishing Ltd 1992 Grau Oliver. Virtual Art : From Illusion to Immersion (Leonardo Books) The MIT Press, 2004 Popper, Frank . Art, Action and Participation Klincksieck; 2e éd edition (1985) Dourish, Paul. Where the Action Is: The Foundations of Embodied Interaction MIT Press, 2004 Thomas Zummer. Material Light: Jim Campbell Higgins, Dick. Intermedia. Southern Illinois University Press; Reprint edition 1984 Friedman, Ken. Forty Years of Fluxus, The Fluxus Reader Academy Editions, John Wiley and Sons, 1998 Hansen, B.N. Mark. The New Philosophy for New Media. MIT Press, 2006 Schiffman, Harvey Richard. Sensation and Perception 5th edition Wiley; 5 edition 2001