re-enchantment

By Patricia Tomaszek, 10 October, 2013
Publication Type
Language
Year
Publisher
Appears in
Journal volume and issue
39
License
All Rights reserved
Record Status
Abstract (in English)

The lability of digital works, mainly due to the changes undergone by programs and operating systems, as well as to the increasing speed of computers, has been taken for granted by a certain number of critics over the last years. The artists, therefore, have four options when dealing with the potential instability of the electronic device which will display their work:
- In keeping with “the aesthetics of surface”, the artists simply ignore this instability.
- The “mimetic aesthetics” takes into account the instability of the electronic device, but it also tries to reduce its impact by providing the work with a stable experimentation frame.
- The most radical approach, the “aesthetics of the ephemeral”, consists of letting the work slowly decompose, accepting that, through its changing forms and updates, unexpected mutations may even, sooner or later, lead to the obsolescence of the artistic project.
- The fourth approach, called the “aesthetics of re-enchantment”, mystifies the relationships between the animated words and images, between the sounds and gestures of manipulation in a digital artwork, in order to advocate an “unrepresentable”, something that words can not describe and yet, that one can “feel” by experiencing the work.
The poems La Série des U and Passage by Philippe Bootz seem to perfectly fit in the aesthetics of the ephemeral: the author was among the first ones to theorize both about the lability of the digital device and the eventual obsolescence of digital creation, and also one of the first ones to experiment them in his poetic projects. Yet, in these digital poems, the mimetic aesthetics, the aesthetics of the ephemeral and of re-enchantment alternately intertwine, merge or mutually exclude one another, so that their conflicting relationships allow us to raise a certain number of fundamental questions about digital poetics.

Source: Author's Abstract

Creative Works referenced
By Patricia Tomaszek, 12 December, 2012
Language
Year
Pages
79-92
Journal volume and issue
4.1
License
All Rights reserved
Record Status
Abstract (in English)

Whenever the program of a work is run by a computer, the digital device necessarily plays a role in its updating process: because of the operating systems, the software and the ever changing speed of computers, it may sometimes affect the author’s artistic project, or even make it unreadable on screen. Thus, authors lose control over the evolution of their work and the many updates it undergoes. Thus, the artist is given four options when dealing with the lability of the electronic device: (1) she demands the ‘right’context of reception for his work – a requirement which, over time, will be confronted with the impossibility to preserve obsolete machines, software and operating systems; (2) she ‘re-enchants’ the lability of the electronic device and ascribes a ‘technological sublime’ to it; (3) she simply ignores the lability of the digital device and creates at once, as if the digital framework was immutable; (4) she is fully aware of the instable environment in which his digital creation will be updated; he even considers the ephemeral and uncontrollable nature of his work as its fundamental aesthetic principle. This most radical approach would then consist in letting the work slowly decompose, as well as in accepting his changing forms and updates and in taking up the possibility of incidents and unexpected events. In Tramway, one of my experimental poetic works that I present and analyse in this article, the instability of the device is metaphorized on the surface of the screen; it is thematized in the relationship between the figures of ‘manipulation’ and the manipulable textual context; it is also theorized in a critical paratext which is based, for example, on the actual presentation of the work in this journal issue. A second work, Pond, is located on the border between the aesthetics of the ephemeral, in which the author accepts the slow decay of his/her work, and the aesthetics of re-enchantment, in which the author ascribes the digital device with a hope of survival, with a spectral characteristic linked to the materiality of the programmed matter and which remains despite the changes it undergoes on the electronic device.

Source: author's abstract

Description (in English)

Author Statement:

The interactive and multimedia work Etang (Pond) is the result of a writing experience I have had with a friend. Just like my father, hers had died of a serious illness. For several weeks, we would meet and talk about our experience. Through short texts revolving around several themes, we would try to imagine each other’s experience. These texts have been published in the journal lieu-dit 19 and inspired a first animated, though not interactive, work on Mandelbrot’s website, which was since removed and destroyed by the authors. Some years after this experience in writing, I had the opportunity to take pictures in a burned-down house. On insurance grounds, the former inhabitants had had to leave all their belongings in the burned rooms. I decided to fill these rooms with the voice of my friend’s father who had died ten years before, as well as with his daughter’s voice and the healer’s. By interacting on manipulable elements, the reader moves from room to room in this soot-covered house; yet he/she never immerses him/herself in the scenery as would a video game avatar. The images clearly fulfil their role of photographs. Therefore, walking through this burned-down house does not amount to wandering in a 3D space, which every nook and cranny can be explored. The images are just reflections, vague memories, completely conditioned by the subjective eye of the photographer. They apply to a reality that changed a long time ago. The "voices" floating on these evanescent images are equally labile, i.e. constructed and deconstructed by fragile textual animations. Thus, the voice of the healer, the family’s last hope, asks the patient to "breathe," but instead of being animated via a systolic/diastolic movement, the text deconstructs itself and disappears in a last breath. The author's voice is sometimes superimposed on the animated text; in German, this voice tells her own experience of her father’s death, while never really tallying with the experience described by her friend in French. On the one hand, this work offers no way out, and the reader can wander endlessly to "meet" the voices; on the other hand, the location of the burned-down house does not really present itself to the reader, as is the case with the voices. Death, forgetfulness, the slow but sure decay of memories are both suggested on a "visual" level and denied by the circularity of the "wandering" experience. The digital work tries to preserve these memories, even if they are to fall inevitably into oblivion because of the instability of the device. The work invites the reader to become a party to this desperate attempt to prevent the stream of oblivion from leaking. Therefore, Etang (Pond) is located on the border between the aesthetics of the ephemeral, in which the author accepts the slow decay of his/her work, and the aesthetics of re-enchantment, in which the author ascribes the digital device with a hope of survival, with a spectral characteristic linked to the materiality of the programmed matter and which remains despite the changes it undergoes on the electronic device.

Description (in English)

The interactive and multimedia work Stagno (Pond) is the result of a writing experience I have had with a friend. Just like my father, hers had died of a serious illness. For several weeks, we would meet and talk about our experience. Through short texts revolving around several themes, we would try to imagine each other’s experience. These texts have been published in the journal lieu-dit 19 and inspired a first animated, though not interactive, work on Mandelbrot’s website, which was since removed and destroyed by the authors. Some years after this experience in writing, I had the opportunity to take pictures in a burned-down house. On insurance grounds, the former inhabitants had had to leave all their belongings in the burned rooms. I decided to fill these rooms with the voice of my friend’s father who had died ten years before, as well as with his daughter’s voice and the healer’s. By interacting on manipulable elements, the reader moves from room to room in this soot-covered house; yet he/she never immerses him/herself in the scenery as would a video game avatar. The images clearly fulfil their role of photographs. Therefore, walking through this burned-down house does not amount to wandering in a 3D space, which every nook and cranny can be explored. The images are just reflections, vague memories, completely conditioned by the subjective eye of the photographer. They apply to a reality that changed a long time ago. The "voices" floating on these evanescent images are equally labile, i.e. constructed and deconstructed by fragile textual animations. Thus, the voice of the healer, the family’s last hope, asks the patient to "breathe," but instead of being animated via a systolic/diastolic movement, the text deconstructs itself and disappears in a last breath. The author's voice is sometimes superimposed on the animated text; in German, this voice tells her own experience of her father’s death, while never really tallying with the experience described by her friend in French. On the one hand, this work offers no way out, and the reader can wander endlessly to "meet" the voices; on the other hand, the location of the burned-down house does not really present itself to the reader, as is the case with the voices. Death, forgetfulness, the slow but sure decay of memories are both suggested on a "visual" level and denied by the circularity of the "wandering" experience. The digital work tries to preserve these memories, even if they are to fall inevitably into oblivion because of the instability of the device. The work invites the reader to become a party to this desperate attempt to prevent the stream of oblivion from leaking. Therefore, Stagno (Pond) is located on the border between the aesthetics of the ephemeral, in which the author accepts the slow decay of his/her work, and the aesthetics of re-enchantment, in which the author ascribes the digital device with a hope of survival, with a spectral characteristic linked to the materiality of the programmed matter and which remains despite the changes it undergoes on the electronic device.

 

 

Description (in original language)

Il lavoro interattivo e multimediale Stagno è il risultato di una esperienza di scrittura che l’autrice ha  avuto con una amica. Come il proprio padre, quello della amica era morto per una grave malattia. Per diverse settimane, si sono incontrate per parlare delle loro esperienze. Attraverso brevi testi che ruotano attorno a diversi temi, si cercano di riprodurre le reciproche esperienze. Questi testi sono stati pubblicati sulla rivista Lieu-dit 19 e  hanno ispirato un primo lavoro animato, anche se non interattivo, ospitato sul sito web di Mandelbrot, che è stato poi rimosso e distrutto dagli autori.

Alcuni anni dopo questa esperienza di scrittura, l’autrice ha avuto la possibilità di scattare delle foto in una casa distrutta dalle fiamme. A causa dell’assicurazione, gli abitanti avevano dovuto lasciare tutti i loro averi nelle stanze bruciate. La Saemmer ha deciso di riempire quelle stanze con la voce del padre dell’amica, morto dieci anni prima, di sua figlia e del guaritore. Interagendo su elementi manipolabili, il lettore si sposta da una stanza all’altra in questa casa coperta di fuliggine, ma non si immerge mai  nello scenario come farebbe un avatar di un videogioco. Le immagini adempiono il loro ruolo di fotografie. Pertanto, il camminare attraverso questa casa bruciata non equivale al vagare in uno spazio in 3D, esplorabile in ogni angolo. Le immagini sono solo riflessioni, ricordi vaghi, completamente condizionate dalla sguardo soggettivo del fotografo e si accostano ad una realtà che è cambiata molto tempo fa.Le “voci” galleggianti su queste immagini evanescenti sono altrettanto labili, cioè costruite e decostruite su fragili animazioni testuali. La voce del guaritore, l’ultima speranza della famiglia, chiede al paziente di “respirare”, ma invece di essere animato attraverso un movimento di pressione sistolica / diastolica, il testo si decostruisce e scompare in un ultimo respiro. La voce dell’autrice è talvolta sovrapposta al testo animato; in tedesco, questa voce racconta l’esperienza della morte del padre, senza mai veramente concordare con l’esperienza descritta dalla amica in francese.Da un lato, questo lavoro non offre alcuna via d’uscita, e il lettore può vagare incessantemente e continuare ad “incontrare” le voci, d’altro, la posizione della casa bruciata in realtà non si mostra al lettore, come fanno le voci. La morte, l’oblio, il decadimento lento ma sicuro di memorie sono tutti suggeriti a livello “visivo” e negati dalla circolarità dell’esperienza “errante”. L'opera digitale cerca di preservare questi ricordi, anche se si apprestano all’oblio a causa dell’instabilità del dispositivo. L’opera invita il lettore a divenire parte di questo disperato tentativo di impedire il colare del flusso dell’oblio.

Questa opera si trova al confine tra l’estetica dell’effimero, in cui l’autrice accetta il lento decadimento del suo lavoro, e l’estetica del re-incanto, in cui l’autrice attribuisce al dispositivo digitale una speranza di sopravvivenza, con una caratteristica spettrale legata alla materialità  della sostanza programmata  che rimane, nonostante i cambiamenti che subisce sul dispositivo elettronico.