Sheen
Credits
There has always been a strangely alienating familiarity
about Patricia Piccinini's images. A sense of connection to the world
that they obviously don't belong to. The familiarity stems in part from
the fact that the world which she constructs does almost exist, but less
in reality than in the desires of the mediasphere. While always unmistakably
unreal, there is a sense that this world ought to exist; that its existence
is somehow required by the realities and mythologies of global infoculture.
It is obvious from her work that Piccinini cherishes this
synthetic realm but at the same time she is deeply critical of it. In
her own words, she speaks from a 'compromised' position, far beneath the
moral high ground of the cultural elite. A dweller in this plastic world,
she champions its complex beauty which she recognises as built from flatness
and pollution.
The world itself is a 'Developed World' that exists at the
nexus of many forces; the desires of media, the realities of scientific
research, the truth of television, the dreams of technology, the cross-cultural
commonality of soft drink brands and the libratory politics of internet
cross-identity... It is a world of plastic and speed and reproductive
technology and giant bouncing-ball Mars landing vehicles and personalities
and highways and sponsorship. Furthermore, it is a world of compromise,
hybridisation and relativity rather than purity and absolutes. For Piccinini,
it is a world of synthetic truth and beauty and sincerity.
With Sheen, as with much of her previous work, Piccinini
charts a vector through this world, distilling from it a series of moments
that describe a visual, aural, tactile and olfactory geometry of surface
and speed. Sheen is a site specific work which is unusual for Piccinini
who is more used to dealing with sites of a generic rather than specific
nature. The core concerns of Sheen are derived from the point where the
functional realities of the Adelaide Festival Centre Foyer intersect with
the issues at the heart of Piccinini's practice. The results of this intersection
are then remapped over the site as a series of related installations
still images, an interactive video module and a cocktail.
The site itself is transitory. It is an interstitial space
insubstantial even designed to funnel people into the main theatre.
At its entry it aspires to frictionless passage and minimal turbulence.
Along this passage, Piccinini places her digital photographs; flat, smooth
images of pure velocity. As the space opens out, it divides. The inner
wall continues to channel visitors to the doors into the theatre, while
outer stream flows into the turbulent stasis of the bar area. At this
point of division, Piccinini sites her interactive video module; a huge
streamlined pod of seamless automotive paint that displays endless laps
in a virtual velodrome.
At the bar itself a space where the desire for perfectly
directed, frictionless motion will always be thwarted there is the 'Bluebird',
a cocktail commissioned by Piccinini for the exhibition and named after
the rocket car that broke the land speed record in 1957. Created by 'Cyclone'
Jessie Su, the cocktail is a layered drink designed accompany the work
in the show. When poured, it reproduces a strange synthetic stratosphere
with distinct bands of blue and white that echo the duco of the video
module. When drunk, it is mixed together into a pure electric blue and
tastes refreshing and quite tart not nearly as sweet as it looks.
* * *
The series of photographs titled 1:00.613, depict 'the Speeder'
the archetypal athlete, personifying velocity, training, the human/machine
caught zooming around a velodrome track. Velodrome is an interesting
word. The 'velo' is from Italian (veloce - speed) and the 'drome' from
ancient Greek (dromos - race). While usually applied to bicycle tracks,
the velodrome in this case is the literal 'speed-raceway'. Liberated from
the specificity of any particular vehicle or format, it is a realm of
purified momentum. The Speeder himself moves ambiguously. We cannot even
be sure whether he is actually running. It is as if he glides, free of
friction coefficients and wind drag, bound only by the simplified physics
of a video game.
The 1:00.613 images depict an abstracted motion refined
and uncatchable motion without motive. They are a blur.
However, the high-speed blurring in these images is more
than just an aesthetic effect or a trick to denote speed. The blurring
is central to the concerns that these pictures express. 'Motion Blur'
is an artefact of mechanical representation whereby an object that is
moving too fast actually passes across the frame of the camera while the
shutter is open, leaving a blurry trail across the image. Motion blur
marks the moment when the camera is no longer able to convincingly reproduce
retinal reality. It is the failure of photography to capture the real
world. This mistake is often found in sports photography where the subjects
are travelling very quickly. It is remedied by faster film or better lighting
allowing for faster shutter speed. In motor racing, photographers will
follow the vehicle with their lenses, snapping off images that show the
cars frozen against a blur of landscape. Computer generated images have
no such problems; their shutters are abstract parameters without duration
and with infinite depth of field. 'Failures' such as motion blur must
therefore be synthesised, because the computer's failure to reproduce
the failure of traditional photography produces images too perfect to
be real.
Despite her use of technology, and the central role technology
plays in her work, Piccinini is by no means a technophile. She is interested
in technology as a reality of contemporary society, not its saviour or
raison d'etre. Her interest in motion blur comes from her realisation
of the way that it connotes technology's cognisance of its own failure
to represent the world; not, like the camera, because it cannot keep pace
but because it can only synthesise failure.
Piccinini's images are of a world too fast to be captured.
* * *
At the centre of this world lies the Speeder. He is the
natural inhabitant of this biosphere of motion blur. The Speeder is simultaneously
the athlete, the superhero of contemporary culture, the technological
construct, the person, the personality, plastic and flesh, media identity,
economic force and living thing.
The Speeder is also Shane Kelly, World Champion cyclist,
World Record Holder for the 1000m sprint, and Gold Medal hope for Australia
in the 2000 Olympics. Perhaps it would be more accurate to state that
the Speeder is played by Shane Kelly, but that might ignore too much the
entanglements that tie Shane Kelly 'the person' to the ideal of the Speeder.
As with much of Piccinini's work, the line between the real world and
the world that she constructs is often difficult to draw. Just where does
the world stop and the Art start? While Sheen is definitely not about
Shane Kelly, it would be almost impossible for anybody else to be the
Speeder.
All athletes are products of complex mechanical and biological
technologies, scientific and medical research. Sports medicine and training
technologies are an extremely sophisticated factor in contemporary competition.
This is not to suggest that sports science can make a Shane Kelly out
of anybody with a bicycle. However, in a world where results are measured
in thousandths of a seconds and bodies pushed to the limits of physical
and mental tolerance the presence of technology cannot be ignored.
Nowhere is this more obviously and elegantly demonstrated
than in cycling; for cycling is a sport that relies on the physique and
technique of the riders in concert with their machines. Cycling is based
on the mechanical amplification of the body's potential and physical energy
in a fashion that is direct and obvious and visible without the denial
of the body implied by other vehicular sports. It is also an extremely
beautiful and graceful sport, visibly aerodynamic. Rider and bicycle,
both stripped, shaved, smoothed and streamlined. There are no brakes or
gears on a velodrome bike. The silence of the velodrome is poignant; the
susurration of the slipstreams and the quiet churning of the running gear
as riders slip by at up to 59km/h. Velocity laid bare, speed made flesh,
without the roar of engines.
Shane Kelly was travelling at approximately 59.376 km/h
when he set his world record and made little more noise than the keyboard
that wrotes this essay. Shane Kelly races against the clock, a precision
chronometer measuring times in milliseconds. In fact, his event is a race
with information against the abstract force of digits milliseconds
like those that govern the operations of a computer. His ultimate opponent
is a number: 1:00.613. When Shane races seriously, he races alone.
* * *
Over the last few years a certain of type of arcade video
games have developed which posit a radically different mode of interaction.
These games show little or no interest in gameplay or competition, revolving
instead around the user's immersion in a sort of virtual motion. Games
such as Alpine Racer (a skiing simulator), Top Skater (a skateboard simulator)
or Wave Racer (a surf-ski simulator) all do almost nothing more than allow
the user access to a realm of techno-kinaesthetics and visually synthesised
acceleration. In all of these games, the interface employes the user's
entire body to control the experience and the aim is purely aesthetic
rather than competitive.
The term aesthetic is used here in its original sense
as pertaining to the senses or the sensory domain yet it also connotes
the development of a sort of hybrid sense; the sense of speed without
movement (virtual motion sickness). Speed without motion must surely be
a characteristic desire of the late twentieth century, for it is definitely
the sort of speed that is embodied by communication technology.
In Sheen, the Speeder races alone, like the sprint cyclist
or the video gamer. The Speeder operates in isolation, frozen in motionless
rapidity, concurrently inside and outside of his environment. The video
gamer also occupies this halfway state; emotionally, visually and perhaps
even kinesthetically immersed in the digital world but irrevocably and
inevitably separate from it. The visitor to Sheen is also, perhaps unwittingly,
caught in a similar relationship with the installation itself.
As well as responding to the site, the work responds interactively
to the visitors in the space around it. Walking up the carpetted runway
to the lustrous white video module, each visitor is presented with the
continuous, point of view vision of the velodrome looping with increasing
speed. The viewer's presence, combined with that of everybody else on
the carpetted track, directly controls the speed of the disembodied Speeder
as it races around the track. In this way, Sheen interacts directly but
not individually with the space and its occupants, positing a sort of
interactivity that is negotiated rather than controlled. The irony of
the view that posits an indivdidual participant but that responds only
to the dynamics of a group is a gesture that calls into question the individualist
heroism of the video game without denying its aesthetics.
The Velodrome through which the viewer races is the idealised
world of the Speeder, not just clean and pure but frictionless. It is
a video game world, designed specifically to be moved through at speed,
to be experienced in motion. The module itself exemplifies the similarly
paradoxical seduction of the static object that is built for speed. It
is the model setting for the ceaselessly running image of the virtual
velodrome, its streamlined profile inertly oriented to carry it ever forward.
While not designed to move, its form is nevertheless functional, however
it is designed for minimal impact on the very real flow of people through
the foyer space rather than the fluid dynamics of airflow at high speed.
The module is designed to house movement; to contain, disrupt, broadcast
and respond to it rather than reproduce it physically.
In the end, Sheen is about an increasingly dominant mode
of interacting with the world; a mode whereby the world is skimmed over,
shaved and streamlined, by a ever accelerating individual whose passage
is subject to fewer and fewer interruptions. The viewer to Sheen is invited
to stop and contemplate this world of ceaseless progress, however its
sheer gloss, blur, automotive surfaces and the natural drag of the site
itself create an almost irresistable undertow.
Peter Hennessey, 1997
sCredits
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Sheen
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Patricia Piccinini, 1997/8 |
| The Speeder |
Shane Kelley |
| Electronic Production |
Drome Pty Ltd |
| Velodrome Architecture |
Dennis Daniel at Drome |
| Module Design |
Peter Hennessey at Drome |
| Interactive Programming |
Drome Pty Ltd |
| Speeder Costume |
Michael Peel |
| Module Construction |
Douglas Green |
| Studio Photography |
Mark Dundon |
| Cocktail Design |
Jessie Su |
| Thanks to Jo Moore, Locklyn Thompson, Warren Kirk
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