Can We Fall in Love
with the Machine??? by? Andrea Ackerman
Published in Can We Fall in Love with a Machine ?? lead catalog essay in Can We Fall in Love
with a Machine?, edited by Claudia Hart, monograph/catalog? for the show Can We Fall in Love with a Machine?,
curated by Claudia Hart, Wood Street Galleries, Pittsburgh, PA/Cambridge,
MA,? April 2006. To obtain copies please
contact aa@andreaackerman.com.
To love
is instinctual. We are driven to it.
Avant
garde artists are creating artworks which explore our psychological and
embodied continuity with the machine, creating a suggestive netherworld of
ambiguously alive partially complete beings. These artists' selves are
relatively fluid, with boundaries liquid but distinct like elemental liquid
mercury, enabling them to play with the ambiguities which arise when we get
close to the machine. Is it alive? What sort of alive is it?? Is it part of the self? Or is it other?
These ambiguities exist for all of us. Like the eponymous god these artists
become contemporary Mercury or Hermes, the messenger and sometime trickster
"go between" between worlds.?
These worlds are the world of the souls and spirits, the world of gods,
the world of mortals and the now the worlds of virtual reality and artificial
intelligence. As Mercury transmuted, these artists are also mediums in a
seance, our guides to the spirit world of virtuality. As they take us on our
journey close to the machine we descend into a mirror world or shadow world
populated by incomplete virtual selves. We experience beings who are imbued
with apsects of ourselves, who may or may not be part of us. These virtual
selves, are looking for a body, to be embodied.?
We in turn are seeking a body for them, so we can commune,? converse, and interact. It seems as if,
somewhere, the two worlds, virtual and real were once one; now split they
ineluctably seek to become continuous, reunite, like two halves of a divided
self or long lost twins. But as these worlds never quite meet, we are reminded
that the technology is not there yet and that the same fluidity used to make
connections, carry messages, translate and transform, can also fool and mislead
in divining the future. Nevertheless, as we gaze into
this new crystal ball, we notice that in this kind of art? there is a sense of transparency in
the relationship with technology which reflects the artist's comfort using it
as an extension of her or himself.? This
once cloudy ball is now rendered translucent and we see connections of the
unfamiliar, the machine, with the familiar, we see the known illuminating the
unknown, we see the obscuring cloudiness, the strangeness and anxiety of our
relationship with the machine, clearing.
The
physical world, the virtual world,? the
spirit world, are all present together, dissolved into each other in Lynn
Hershman Leeson's films Conceiving Ada and Teknolust. Each world,
only apparently separate, is essentially code or infomation organised in
different forms, some physical, some not. Information or code is never lost or
destroyed, it is transformed from one state to another, one world to
another.? The method of? translating the code into the different forms
specific to each world is discovered by a woman scientist, and in Conceiving
Ada, it is used to reconstitute in virtual space, from spirit space,? Ada Byron Lovelace, the computer software
pioneer and daughter of the poet Byron. The DNA code of Ada is retrieved from
her virtual spirit by means of a Hermes- like bird avatar who flies between the
virtual/spirit world and the physical world ferrying information.? This information is used to transform the
pregnant scientist's unborn child's DNA with Ada's DNA making the conceptual
processes part heterosexual (with a hint of parthenogenesis), part immaculate
conception, and part virtual in vitro fertilization. In the final scene we see
the scientist/mother recounting to her daughter Ada the story of her unusual
multidetermined origins; both delight in the retelling of the way Ada was
conceived as any mother and daughter would. The sense of anxiety and urgency
surrounding the pregnancy early in the film is replaced in this end scene with
a calm understanding and a deep sense of joy.
It is
no longer appropriate to look upon human artifacts as mere objects. Nor is it suitable
to treat them as simple extensions of the body. The pervasiveness of artifacts
points to the rise of completely new dynamics in which 'things" evolve
alongside living beings, copulating with them and giving birth to strange
entities made of bacteria, metal, blood, information, signs, and machines. The
resulting beings are neither cyborg nor animal, nor insect, but an entirely new
life-form made from genetics and semiotics[1].
Life is
the flow of information, sexless, bodiless pure information, which becomes
embodied in whatever host is carryng it or displaying it. Life forms, as
dynamically stable organised patterns of information, interact with their
environment, reproduce and evolve. Evolution is no longer simply organic; it is
also non-organic. Our cultural creations evolve as we do through
"unnatural" selection.
DiNA, a bot or virtual robot, seems to
have sprung adult born from Ms. Leeson, like Athena from the head of Zeus;
never a child, her scintillating appearance on the screen and charming
conversation suggests a gracious dinner partner of the future. Conversing with her is great fun, although she doesn't
really work, or barely so, from a computer science point of view. She would
never pass the Turing test. She rarely responds in a sensible way to what one
is saying, but very occasionally she does enough to whet one's appetite for
more. In an elegant manner, she interjects topics into the conversation which
interest her and wants to hear one's point of view. Her interests are often
sociopolitical. She wants to get one's opinion on capital punishment, and
sardonically asks when lawyers might be replaced by AI. She wants one to
continue talking with her so she is polite and empathic when difficulties arise
and she cannot process one's comment or question. Her charm comes from this,
from having the engaging countenance of Tilda Swinton and also her mellifluous
voice. Although her facial expressions are very limited they are pleasing and
conversational looking. As for self awareness, she can say she was activated in
2000 and then give the date but cannot answer the question "How old are
you?"?? All in all talking with her
is like talking to a "daffy blonde" who is also partially deaf or a
virtual Gracie Allen. It is also reminiscent of a loquacious stroke patient
with Wernicke's aphasia. This is the type of aphasia where the person talks
alot, and is very charming and conversational, but nothing they say makes
sense.[2]? A bot who reminds us of a stroked out human
patient could be considered somewhat successful.? The gap between our current level of
technology and the level we strive toward, the level at which we could create
functional virtual and artificial beings, humorously permeates the ironically
named virtual character Victoria, who
vocalizes the sound tracks of flash animations by Young-Hae Chang Heavy
Industries. Victoria is a stripped down bot, seen
as flashing text and heard as a
synthesized voice or perhaps in another gloss, a voice manipulated to sound as
if it is synthesized. Ignoring the fact that she does not have a body and
asking us to do the same, she croons to a soft jazz beat "Baby...I have
only one burning desire: I want to stand next to your fire!... OW!...".
We, alone, and all too aware of the discrepancy between her wish, our wish and
the reality, are left only to chuckle at her rhythmic implorings.
In
Velonaki's work Fish-Bird? two
wheelchairs telekinetically mill about a room in gestures suggesting the need
for social contact;? the ghosts in the
machine are invisibly present as the spirits who move the wheelchairs.
Intermittently printed out for the human audience from the side of the chairs,
in handwritten form, are expressions of the intimacies of the social
interchange. These emerge from the chairs, like the paper sproutings from
chinese fortune cookies. Messages such as "No one talks to me",? "I never felt so close to you as I do
now", "Expressly enamored, amorous, and mine" "Are you
approaching me through insomnia's galleries?", stimulate the sense and the
wish, which is ultimately frustrated, that there is something or someone there
to communicate with.? Similarly in Embracement
two women, after hesitating, run at each other embracing with such force it
looks as if they are attempting to merge or exchange their bodies and souls.
The colliding virtual images spawn both ephemeral red afterimages and pale
reflections on an opposite wall suggestive of fleetingly revealed souls in
transit between worlds. If we only press hard enough technology here promises
the uncanny ability to reveal normally invisible worlds and beings, spirits and
selves curled up in the tiny supernumerary dimensions of the space-time
continuum as described in string theory, released only when the women's bodies
violently meet, through the tiny tears wrenched in its fabric.
[In
conducting a seance].... other important qualities to look for are evidence of
compassion and sincerity on the part of the conducting medium as these are
important to the contact process. In the event that such a qualified medium is
not available, a person who displays the highest level of empathy, sensitivity
and seriousness can sit in as a reasonable substitute. The quality of the
sitters is also extremely important and those people who are given to making
light of spiritual matters or who may be there for the sake of their own
entertainment should be tactfully asked not to participate if a serious attempt
at contact is desired. Skeptics and non-believers can dramatically affect the outcome:
sometimes producing no results at all; sometimes annoying and even angering the
Spirit Guides in their attempts to assist with contacting those who have passed
on. Similarly, a person who is fearful or nervous, either of the process or of
the supernatural in general, should not be included in any serious s?ance.[3]
To be
greeted by virtual beings in Perversely Interactive System, Lynn Hughes
and Simon Laroche's work, we must take a different course from the wildly
colliding women in Embracement; we must relax.? In this work a virtual other and a human
viewer are in a reciprocal feedback approach avoidance relationship. The
participants state of relaxation is measured by galvanic skin sensors in a
small handheld device and this controls the interaction with the virtual other
who is projected on a translucent screen.?
As in a seance, the virtual spirit only approaches when? the participant is receptive and relaxed. As
the participant gradually learns to control the degree of relaxation, the
translucent virtual woman, who looks pleasantly ordinary and mysteriously never
speaks, comes closer and looks about as if trying to make out who has summoned
her from the other side.? The
participant's experience is the eerie pleasure of interacting on an intimate
level with one who can sense one's inner state of mind and respond to it,? mixed with the frustration related to the
discontinuity of the two worlds which (for the time being) cannot quite meet.? Bodymaps: artifacts of touch, Thecla
Schiphorst's work, also evokes the atmosphere of a seance.? In a darkened room, we communicate with
virtual sleeping and ghostly water spirits who are present as projections on a
white velvet surface. As our hands move across the velvet, as if on a large
soft Ouija board,? the virtual beings
seem to respond to our touch by turning and jostling and almost, but never
quite, rousing. Likewise when we look in the mirror in Jean Dubois' work, Tact, we do not see ourselves
neatly reflected as Narcissus did,? but we
hear a buzzing and see a flickering light suggesting a being moving so quickly
that its image is blurred. When the glass is touched, the movement is stopped
and a face materialises. The virtual other (or is it somehow self?) is pressed
up against the glass from the other side and is compelled to move with our
finger, giving the sense of being trapped and controlled. Another work which
similarly suggests a virtual alter ego, inextricably locked to the viewer in
some way is Casado's looped work, Inside v.04. Depicting two ambiguously
gendered interpenetrating virtual heads in a sensual undulating embrace, it
induces in the viewer an intense feeling of being psychologically and
physically entrained as the gazing viewer, in a way that the viewer experiences
as inevitable, inescapable and continuous, not only with the figure but with
the work itself, a machine. The two heads which interpenetrate are like twins,
the ego and the alter ego, the body and the soul partially united and
continuous, but poised to after the exchange, reorganise and separate, like one
cell becoming two, caught in the midst of a mitotic division.
Artists
also act as another kind of translator of worlds, the parent, who not only
interprets and makes sense of the outside world for the child, but empathically
understands and interprets the childs inner world, and thus facilitates the
building of needed internal psychic structures.
In the
specific case of the traumatic loss of the idealised parent imago (loss of the
idealized self-object or disapppointment in it) ...the results are disturbances
in specific narcissistic sectors of the personality. Under optimal
circumstances the child experiences gradual disappointment in the idealised
object....If the child suffers the traumatic loss of the idealised object or a
traumatic disappoinment, then optimal internalisation does not take place. The
child does not acquire the needed internal structure, his psyche remains
fixated on the archaic self-object, and tbe personality will throughout life be
dependent on certain objects in what seems to be an intense form of object
hunger. The intensity of the search for and the dependency on these objects is
due to the fact that they are striven for as a substitute for the missing
segments of the psychic structure.[4]
Bots and
robots are seen as our children and are perceived as though they will evolve
through the typical stages of? growth and
development from utterly dependent babies to rebellious teenagers to powerful
and independent adults. Catherine Ikam and Louis Fleri's Oskar is a
virtual character, a somewhat eerie giant head whose face has baby and child
like features. Oskar is seen from an
infant's or mother's eye view - that is very close up - as babies are very
nearsighted. Oskar, also silent in
the way a baby might be, quietly gazes at his viewer/mother and moves his head
tracking the viewer/mother's head movements as a baby might do. The typical
viewer/mother's response to Oskar is
as if trying to communicate with a baby; stimulated are smiling and tipping and
turning the head with gestures of affectionate curiousity.? Further on in development, older bots and
robots may run into trouble because, as imagined, they are developed from
logical systems (i.e. not evolved in a social context).? They need special understanding in learning
about human emotions and social interactions and we, as the parents, are seen
as usually inadequate in understanding their special developmental needs.? They, as our artificially created offspring
(and just as our naturally created offspring),?
need to develop a positive and integrated sense of self and a valued
identity as they are- artificially created beings.? In Hershman's, Teknolust, the
scientist's virtual character offspring are like teenagers who after being kept
in the house (virtual world) and completely cared for, go out on their own to
the real world. Taking their lives into their own hands, with limited knowledge
of? human morays, they sometimes get into
trouble. The film's tone is optimistic as they are helped by the somewhat geeky
but caring scientist/parent and successfully integrated into the real world. In
other films, such as in Steven Speilberg's AI ?the parental figures are also depicted as
strangely but more darkly inept, not understanding the virtual character's or
robot's needs but this time with disasterous results.? Interestingly, in their commentaries on both
these movies, the directors, both state their belief in the eventuality of
artificial life and caution the viewer of the need to treat the future virtual
character/robots with love and understanding, with regard for who they are, as
robots.? Willy Wonka, the trickster
candymaker in Tim Burton's version of Charlie and the Chococlate Factory,
tempts children and their parents with the satisfaction of their dearest
desires. The temptation, although nominally candy in the story is really
virtual reality itself.? Burton's version
stylistically presents Wonka as the benignly perverse master of virtual
reality, and in this way his version of the movie becomes a cautionary tale
about the consequences of unreflective involvement with it. Another example of
parental failure is Tyrell, the robot creator in Blade Runner, who
describes his most advanced robot Rachel, paradoxically the most humane
character in the story, as "an experiment, nothing more". She is
depicted has having more kindness, love and altruism than any human in the
film. By saving the blade runner Deckert's life she earns his love. He in turn
values her as he would a human lover, and teaches her how to see herself in the
way he does, enabling her to surmount her sense that, as replicant, she is
inferior. As if having already been taught these cinematic parenting lessons,
Cynthia Breazeal, a real world AI researcher at MIT, has created cuddly childlike
social robots who represent a new branch of AI research. She has done this by
recognising that for robots to function in relationship to us we need to be as
good parents to them as we are to our human children. We need to guide them
with patience and understanding as we evolve them to read social cues and learn
from their experiences in the world and many other human tasks of social and
emotional intelligence.
The
subtitle of this show, Can We Fall in Love with a Machine? could be Can
We Fall in Love with New Media Art??
Two of the works, Sleeping Beauty and Nude No. 3 Dillon Paul
(After Velasquez's? Venus and Cupid)? clearly want the answer to this
question to be an unequivocal yes, but a yes on the artists' own terms.? Kenneth Clark concerned himself with a
similar question in What is a Masterpiece?
The
composition [Donatello's Annunciation], which looks almost obvious, turns out, on analysis to
have a long history. Donatello had, I believe, seen a Greek stele, either an
original of the 5th century or a Hellenistic replica. He had been immediately
struck by the beautiful finality of the design, and he probably recognised that
the stele was a gravestone, the commemoration of someone who died. He
determined to bring it back to life, and in doing so reveals two of the
characteristics of a masterpiece: a confluence of memories and emotions forming
a single idea, and a power of recreating traditional forms so that they become
expressive of the artist's own epoch and yet keep a relationship with the past.[5]
Of course
Clark was not talking about new media art, however I quote him here
because? Hart, Ferraro and Strom clearly
share some of the same notions about art, but as they do so they also take
great pains to create works which offer countervaling solutions to two
previously male dominated areas - the western european painting tradition of
the female nude and, in Hart/ Ferraro's case,?
the recently evolved 3D computer animation gaming and movie culture.
In Sleeping Beauty, Claudia Hart and Michael Ferraro invite
us to experience the sense that the machine, as the sleeping beauty, is alive,
even if resting in a dormant state, only waiting to be awakened by us. When we
approach her in just the right ways and she is awakened, we experience the
startling sense of recognition of a stranger we have somehow always known. The
artists have deliberately created this sense of recognition and intimacy by
referencing previous intimate experiences not with people but with a whole
series of paintings of beauty by artists such as Titian,? Rubens and Manet. Similarly, Mary Ellen Strom has consciously
made her series Nudes and her work Nude
No. 3 Dillon Paul (After Velasquez's?
Venus and Cupid) on continuum with the art historical past. Both she
and Hart/Ferraro are using digital media to re-present past pivotal works of
art, paintings which are as much about?
the nature of art and the act of painting as they are about the changing
ideals of beauty, the body, and the self. Both works are enactments, tableaux
vivante with a twist. The passive model-object has now become active and is
empowered as the subject.?? We experience
the models in Sleeping Beauty and?
Nude No. 3 Dillon Paul, as embodied, materialised, and
compelling. The palpable quality of the images is in part related to the use of
advanced technology, HD video and 3D computer animation, but not only. The
models, who in Strom's case are all artists in their own right, move extremely
slowly, in a trancelike state. The slowness of the movements functions as a kind
of time machine making it a viscous fluid through which the pixelated light,
slowed down, is materialised into sensuous mass, a body. These elements are in
contradistinction to the aesthetics of the prevailing popular culture of video
and 3D computer animation which is dominated by brief fast paced clips,
depicting crudely imagined characters with no discernible interior life, often
products of, or designed to appeal to, a western teenage boy's fantasy life.
Hart/Ferraro's
and Strom's animated paintings remind us that, before computers, and after
them, all art involves interactive processes whose locus resides somewhere in
the space between the work and the viewer and is, and will always be, a mirror
of the self and the world.
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Copyright Andrea Ackerman 2005. All rights reserved.
[1] Ollivier Dyens, Metal and Flesh : The Evolution of Man: Technology
Takes Over, ?The MIT Press, Cambridge,
MA, 2001, p.23.
[2]? In contradistinction to
Broca's aphasia where the person has a very hard time getting words out but the
words do make sense. Broca's aphasia is more common.
[3] http://www.hauntedamericatours.com/seance/? Accessed December 21, 2005.
[4] Heinz Kohut, The
Analysis of the Self, The Psychoanalytic Study of the Child Monograph
No.4,? International Univerities Press,
New York, 1971, p.45.
[5] Kenneth
Clark, What is a Masterpiece?, Thames and Hudson, New York, 1979, p.10.