Professional Documents
Culture Documents
I did not have sexual relations with that woman [].-President Bill Clinton, January 26th, 1998.
If a picture is said to be worth a thousand wordswhat value does it have when all of the lights have been
turned off and no one can see it? Happy Birthday Mr. President, a six-minute-and-fifty-two-second long
performance, is an exploration of the precariousness and power of a sequence of live images engaging with
a confluence of historical events on the day of the performance. Interested in the dependence of the human
visual apparatus (i.e. the eye) on light and lighting to ascertain, engage, and consume an image properly,
the performance uses a chiaroscuro technique in order to create an unstable viewing environment. As the
performative action is revealed using an unsteady and unpredictable light source, the audience observes the
spectacle in flashes of temporary brightness while continuously running the risk of falling back into the obscurity
of an unlit room.
The performances content is fueled by the force of the images that exist in our collective memory, the highly
meditated and mythologized cases of secret sexual affairs lead by both American Presidents John F. Kennedy
(1917-1963) and Bill Clinton (b. 1946). Playing with fire, these Presidents conducted politics in the oval office
under daylight and performed extramarital sexual promiscuities in the darkness of adjacent rooms. In both
cases, proper public political images clash with private bedroom images creating a frenzied spectacle when the
realities of both image-worlds collide. As late Canadian Prime Minister Pierre Elliott Trudeau (1919-2000) once
said We have no business in our nations bedrooms, and he understood how to manipulate images, obscurity,
and the theatrics of the political stage.
PERIPHERAL
VISIONS
Performance sensorium
Monday, January 26, 2015
In 2012, Merrill Lynch released faceretirement.com, an online application to encourage consumers between 18
and 29 years old to invest in 401K and other retirement accounts. The app showed predicted increases in costs
of living and provided potential investors with a computer-generated image of their face in 50+ years. The apps
creators cited Stanford Universitys research showing that visual encounters with virtual avatars will impact
peoples behavior in the actual world.
The FaceRetirement app can be understood as a way of expanding the viewers identity by allowing hir to
identify with an older person, as well as to expand hir reality by using the power of image to feel a sense of
possession of (and, literally, investment in) the future.
I am interested in ways art can be used to collapse boundaries between populations. If image determines
identity, and identity determines affinity, then is it not plausible that image can be a very powerful tool in
broadening the identity-groups with whom a spectator feels with whom a spectator feels affiliated? Can artists
use the expanded identity created by simulation to prompt the same emotional investment that Merrill Lynch
has garnered financially?
To address this question, I will transform the studio space a gallery of interactive portraits which use a technology
similar to that of the FaceRetirement app. My hope is that these portraits will destabilize our sense of trust in
vision, while at the same time open us up to a wider vision of the self.
In Chapter Nine of Practices of Looking, Marita Sturken and Lisa Cartwright (vis--vis Michel Foucault) map out
the intimate relationship between science and visualityspecifically, how sight has become a privileged domain
for the construction of objective scientific knowledge. Think the Leiden Anatomy Theater in 1610. Think CT
scans, MRIs, X-Rays: they are commonly understood to help us see the unseen.
Continuing this emphasis on vision/sight, in their hit book Getting Well Again written for patients with lifethreatening illnesses, O. Carl Simonton, Stephanie Matthews-Simonton, and James L. Creighton (1978) write
about visualization and mental imagery techniques as ways of improving recovery and prognosis. This is all
fascinating stuff. And yet.
In this performanceusing repetition, gesture, movement, and objectsI explore various modes of interplay
among chronic illness, time, and vision/sight.
How does the domain of the visual, in which to see is to know, permeate the ways in which ideas around
illness are brought into being?
Or, how might the chronically ill bodyor the subject inhabiting the chronically ill bodyserve as an animating
site/sight through which to apprehend and disrupt normative notions of illness, time, and vision?
[INVISIBLE] exposes the broader social implications of a video game culture that relies on disembodied and
solitary visual dominance. By removing the distraction of auditory input from the visual effects of vertigo,
disorientation, depth perception, and awareness in fast-paced first-person perspective games, I juxtapose
the variation in individual perspective with the bodily co-presence of multiple spectators witnessing an activity
traditionally defined by physical isolation from other participating bodies. Though multiple interactors regularly
experience a simultaneous virtual reality in video game culture, particularly within Massively Multiplayer Online
Role Playing Games, these MMORPGs and the larger video game culture are built on a separation of the
performed virtual self, as avatar, from the physical realities and limitations of each players meatspace body.
Or, for the subject inhabiting the chronically ill body, at what points does vision begin, end, or cease to exist?
[INVISIBLE] also interrogates the misogyny and rape culture embedded in the video game industry, a value
system most obvious in the anatomical impossibility with which most female characters are drawn. By inscribing
audience directives on my own body, thereby transforming flesh into flawed Graphical User Interface (GUI), I
utilize my physical imperfections as a critique of the hyper-sexualized simulacra of female video game characters.
Similarly, [INVISIBLE] illustrates how the mechanics of seeing employed by the on-screen self presumes a
homogeneity of perception that does not exist in the non-virtual world. To that end, [INVISIBLE] blurs the formal
temporal boundaries of the performance event, with a full experience of the piece hinging on the presence and
vision of other viewers physical bodies.