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LANDSCAPE IMMERSIONS:
Lynne Marshâs Performative Spaces
TEXT / JOHANNE SLOAN
Pictures of volcanoes are necessarily
landscapes-in-motion. What looks to be a still image is not so.
Beneath the surface of an ordinary-looking and apparently
stationary mountain, something elemental is stirring. Lynne
Marshâs Crater, 2005, was recently installed in a large
room at the Cinémathèque Québécoise in Montreal.
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Lynne Marsh, image of 3D model for
Crater, 2005, projected panoramic installation (animator:
Sol Rogers; courtesy of the artist) |
Three curved screens formed an enclosure wherein
several people could stand, while images flowed across the
screens to create a panoramic illusion of circling above Mount
Saint Helensâ volcanic crater. This simulation of the volcano
originated with NASA scientists, who used a ãThermal Infrared
Multispectral Scannerä to create a pictorial equivalent of the
land massâ varying temperatures and densities. The artist has
taken this imagery and further manipulated it, doubling it (the
projection appeared on both sides of the screens),
and adding an electronic soundtrack.
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Lynne Marsh,
installation view of Crater, 2005, projected panoramic
installation, 3 curved screens, surround sound, and fuchsia
lights, diameter: 16 feet (courtesy of the artist; photo:
Mathieu Laverdière)
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At various moments, then, the images flowing by
us have been subjected to a range of interventions, for
scientific, aesthetic, and perhaps ideological purposes.
Eventually, Marsh makes her moving panorama tilt, rock, and
swirl at high speed, resulting in a disintegration of the
projected image, and at the same time disorienting the viewer
positioned at the epicenter of these escalating special effects.
Mandated to preserve and document film culture, the Cinémathèque
thus provided an apt setting for Marshâs installation, which
interrogates some of the boundaries of contemporary cinematic
experience.
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Lynne Marsh, stills from Crater, 2005,
projected panoramic installation (animator: Sol Rogers; courtesy of
the artist) |
Craterâs
viewer-image meltdown is reminiscent of Michael Snowâs famous
experimental film La Région Centrale, 1970, which starts
with a slow panoramic sweep of remote scenery, brought to a
point of frenzied unintelligibility. The landscape imagery which
provides the point of departure for La Région Centrale is
a conventionally realistic piece of film footage, though. While
Crater does rely on moving, film-like images, it begins
with a highly artificial and already-mediated environment, drawn
from twenty-first century cyberculture. As with much of Marshâs
artwork to date, we immediately recognize a kinship to both the
fictionalized landscapes created for scientific research or
military strategy, and the digitized worlds crafted for
entertainment purposes, in myriad computer games.
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Lynne Marsh,
installation view of Crater, 2005, projected panoramic
installation, 3 curved screens, surround sound, and fuchsia
lights, diameter: 16 feet (courtesy of the artist; photo:
Mathieu Laverdière)
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The images' colors and textures contribute to
this game-like quality: clashing magentas, violets, acid
yellows, and other electric colors impart a familiarly ambiguous
texture/resolution to this geographic terrain. Certain
commonalities between the artworks by Snow and Marsh are
nonetheless noteworthy. Both La Région Centrale and
Crater imply an absent human consciousness instead of
representing a particular body. Both use existing visual
technologies to challenge the very idea of visual mastery. Both
rely on sublime disorientation as an effect which cannot,
however, be definitively attributed to either technology or
nature.
Marshâs installation at the Cinémathèque also
evoked some of the elaborate visual contrivances and inventions
of the nineteenth century. Panoramas, dioramas, cosmoramas,
cycloramas, and other related apparati anticipated the emergence
of the cinema, as they sought to expand the perceptual effects
of the conventional two-dimensional picture. A still image would
sometimes be animated by light and sound. At times screens would
slide and shift position. On other occasions the viewers
themselves would be displaced, through features such as moving
seats.
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Lynne Marsh,
installation view of Crater, 2005, projected panoramic
installation, 3 curved screens, surround sound, and fuchsia
lights, diameter: 16 feet (courtesy of the artist; photo:
Mathieu Laverdière)
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Crucially, the early panorama sought to surpass
the usual expectations of a viewer confronting a still,
two-dimensional image. The panoramic image is never simply in
front of you. It exceeds your field of vision, and surrounds
you. Youâre inside it. Marsh is certainly not the only
contemporary artist or scholar to employ a retrospective gaze,
revisiting the early days of proto-photographic or
proto-cinematic practices to shed new light on our contemporary
image-world. The historian of photography Geoffrey Batchen, for
instance, has not only investigated specific experiments and
chemical processes which contributed to the photograph's
emergence, but has also attempted to describe a more ineffable
ãdesire for photographyä which came to lodge itself in the
imaginations of so many artists, writers, scientists, and
inventors.1
Oliver Grau has argued that early panoramas now fascinate us
because they seem to prefigure the impulse towards interactivity
and immersion which is so prevalent in our current visual
culture.2
Marshâs artwork can be regarded as a timely intervention into
this ever-evolving ãdesire for immersion.ä
Immersion implies the permeability of bodies,
objects and space. Marshâs work does not deliver immersion as a
fait accompli, but rather, explores the limits of
figure-ground relationships. Standing inside Craterâs
screen-enclosure, the visitor tries to get her bearings while
necessarily becoming a ãfigureä measured against a mutable and
ever-moving ãground.ä This physically-present visitor comes to
stand in for the avatar-like figures which are prominent in
Marshâs earlier work. In works such as Cowgirl & Future
Stories, 1998, Venus·I See Blue, 1998, Calling,
2000, and Screeners, 2002, looped video projections show
single or multiple figures, against a sequence of environments
that are difficult to categorize, as they can variously be
construed as landscape, extraterrestrial space, cyberspace,
magnified views, or merely decorative visual environments.
Nowhere, though, do these indeterminate
environment/spaces function as mere backdrops to the human
action in the foreground. Instead, in scenarios reminiscent of
the gaming world, the spatial environment becomes a realm of
action and fantasy, activated by a player/atavar. In Cowgirl & Future Stories, a single
costumed body surges across and over a spectacular space/ground
that resembles an uninhabited planet. The background footage is
of the planet Mars, courtesy of NASA once again.
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Lynne Marsh, video stills
from Cowgirl & Future Stories, 1998, continuous looped
projection with sound, dimensions variable (courtesy of the
artist) |
The planet's orangey-gold surface is modulated by
topographical variations÷hillocks, ravines, depressions and
plains. As is often the case with computer simulations, though,
the image's imperfect resolution means that the object-world can
easily and suddenly become strange and uncanny. One moment the
background is visually convincing. Textures and surface
appearances then morph, and this world is instantly drained of
its reality effect. Without warning, the planet's surface has
become spongiform. It is suspiciously porous and pixellated.
Substance dissolves into code.
Texture is crucial to the establishment of
verisimilitude, especially when immersion is promised. It is the
litmus test for the visual articulation of digital data. As Grau
has suggested, immersive effects are most impressive when they
ãappeal not only to the eyes but to all other senses so that the
impression arises of being completely in an artificial world.ä3
Texture is how the visual becomes polysensorial. While NASA
never publicly divulges how it enhances its raw material, we do
know that the gaming industry has promoted the development of
specialized cadres of artist/technicians, including such experts
as ãlighting artists,ä ãtexture artists,ä ãenvironment artists,ä
and ãcharacter modelers.ä An Electronic Arts job description for
a ãcharacter modelerä states that the successful candidate will
be expected to ãbuild basic textures, apply textures to models;
provide feedback to texture artists as necessary,ä and further,
to ãbuild textures that are resolution independent.ä4
The gaming universe is evidently subjected to a
high degree of anxiety about texture, and its ability to be
ãresolution independent.ä
Without texture, representation remains at the
level of the animated cartoon÷the surface texture of living
bodies remains undifferentiated from that of the object world
into which they continually crash. Yet, some day, it is
promised, artificial worlds will be ultra-realistic,
ultra-immersive, and fully sensorial. This preoccupation with
texture, coupled with the desire for immersion, suggests that we
are living through a pivotal moment in the rendition of
realistic effects, and in the definition of realism. As cinema
and photography are reconfigured by their increasing reliance on
digitized special effects÷in the names of otherworldly fantasy,
scientific accuracy, or gritty authenticity÷the grammar of
realism is inevitably, and irreversibly, transformed.
Wearing a
transparent plastic suit over her super-heroine leotard,
Cowgirl & Future Storiesâ space cowgirl descends to the
planet's surface, practices her lassoing, and then resumes her
body-surfing through space. This shiny piece of costuming
suggests that the environment within which the avatar moves, and
into which she metaphorically leads the viewer, is potentially
dangerous or toxic÷not only because this is ostensibly the
planet Mars, but because Marsh has deliberately immersed her
heroine in an artificial environment that is unstable, and
unusually prone to mutation. Likewise, the digital simulations
that stand in for Mars, Venus, or Los Angeles (the background in
LA, 2003) can so easily become soggy and porous
illusions.
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Lynne Marsh,
video stills from LA, 2003, continuous looped projection
with sound, dimensions variable (courtesy of the artist)
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The spatial envelope that is not ãresolution
dependentä surely poses a threat to a vulnerable human body, and
so it is that costumes are necessary, in the way that even the
skimpiest of super-hero costumes is always necessary. The
costume functions as a prophylactic, protecting the vulnerable
body within from outside violence and toxicity. But the costume
signifies in other ways, because it is inevitably a fashion
statement as well. Within any given social milieu, the
fashionably costumed body is empowered through its constructed
silhouette.
The background environment in Marshâs video-loops
is sometimes rudimentary. In Calling, this degree-zero
landscape consists of a mottled beige ground or planet-like
surface repeatedly traversed by a single female figure. This
character is tall, slim, and dressed in a bright blue jumpsuit
with matching headgear and goggles. She moves towards the
picture plane÷that is to say, towards us÷then turns and retreats
towards the horizon-line which defines the rear of the fictional
space.
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Lynne Marsh,
video still from Calling, 2000, continuous looped
projection with sound, dimensions variable (courtesy of the
artist)
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Back and forth, back and forth, and then she
collapses. As with the worlds of videogames, however, this
apparent expiration or ãdeathä does not signal the end. Rather,
it is merely one of a predetermined sequence of gestures and
actions which characters are programmed to perform. The viewer
can therefore be sure of a repetition of every gesture,
including that crumple to the ground, a miraculous
resuscitation, and a return to the paced-out measurement of the
space. Somehow, though, Marsh has managed to imbue this cartoony
character with pathos, and it is easy to construct a narrative
following the conventional storylines of the science-fiction
genre÷a renegade space-traveler got stranded on this
god-forsaken patch of wilderness. When she moves yet again
towards the horizon, we might even imagine that there is another
world, beyond this denuded and apocalyptic one, to which she
might escape.
Although Marsh has created moving figures in
these video projections, their actions are occasionally slowed
down and stuttering, in a way that is typical of digital media.
Then, momentarily and perhaps accidentally, a still image
appears. These brief moments of stillness are nonetheless
powerful. It is also true that whenever Marshâs artwork is
reproduced in formats such as this magazine, there is also,
necessarily, a hiatus of movement. We see a figure suspended
above an amorphous and perhaps sublime spatial field. Such
images often provoke comparison with the long history of
landscape painting and, in particular, images of single figures
interacting with and responding to natural environments.
The extraordinary paintings of the
nineteenth-century German artist Caspar David Friedrich, for
instance, have human figures with their backs to the viewer,
avatar-style. But these figures very conspicuously do not move;
they are forever rapt, in a prolonged moment of stillness and
contemplation. Such paintings remind us of other dreams of
immersion, very different from those of the soldier or gamer
who, determined to remain uncontaminated by his surroundings,
repeatedly acts to eradicate the elements of that environment
which he deems alien or monstrous. Such paranoid scenarios imply
that a high psychic price can be paid for the privilege of
immersion.
In Marshâs work the repetition of gesture,
replication of spaces, and evidence of cloning can all have
dystopian connotations. Calling's single pacing figure is
multiplied in Screeners, where it constitutes a cloned
phalanx zooming through space at high speed, with military
precision.
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Lynne Marsh,
video stills from Screeners, 2002, continuous looped
projection with sound, dimensions variable (courtesy of the
artist)
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The formation's regularity suggests a territory
to be conquered, and a mission to be accomplished. But Marsh
undercuts the potentially sinister implications of such
scenarios, often with humorous details. These ladies perform
their flight maneuvers with the pleasing synchronicity of a
Busby Berkeley choreography. Scrutiny then reveals that their
spacecraft of choice are bargain-basement plastic sleds. It is
through such moments of stillness, disjuncture, or humor, that
Marshâs vignettes register their aesthetic distance from the
everyday world of digitized spatiality. These moments are also
how Marsh succeeds in reviving some of the emancipatory promises
of cyberspace, of space travel, and of pop culture.
If the question of immersion pertains most
directly to the worlds of games and cyberspace, it is
interesting to note that Marshâs recent video-loop, Ballroom,
2004, avoids appropriated simulation, while furthering her
exploration the figure-ground or body-space problem.
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Lynne Marsh, video still from
Ballroom, 2004, continuous looped projection with sound,
dimensions variable (courtesy of the artist)
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In an old-fashioned ballroom in England, filled
with shimmering lights, an elegantly clad woman is suspended
upside down from the central chandelier. The video simply shows
this female figure, suspended and continually spinning.
Initially it might seem that this artwork doesnât grapple with
the same issues of spatial illusionism and perceptual breakdown,
because we are much more likely to accept the photographic and
social truthfulness of this place. The coherence of the scene
is, however, an illusion that can only be sustained by the
outside viewer. If we imaginatively put ourselves in the place
of this twirling protagonist and see the world through her eyes,
the surrounding environment begins to disintegrate, just as did
the panoramic volcano of Crater. Maybe this is simply
what itâs like to be immersed in the everyday world
NOTES
1. Geoffrey Batchen, Burning with Desire: The Conception of
Photography, Cambridge, Mass. : The MIT Press, 1997.
2. Oliver Grau, Virtual Art: From Illusion to Immersion,
Cambridge, Mass: The MIT Press, 2003.
3. Grau, 14.
4. See
http://jobs.ea.com
Johanne Sloan teaches in the Department of Art History at
Concordia University, Montréal.
Lynne Marsh is currently working on a new video
installation for her upcoming exhibition at Platform in London
[April 21÷May 21, 2006]. Her multimedia installation Crater
was exhibited at the Cinémathèque Québécoise in collaboration
with Le Mois de la Photo in Montréal. In 2005, her work was also
featured in Video Unplugged, Galleri S.E, Bergen, Norway;
Dislocate, Hit Gallery, Bratislava, Slovakia and Globe
Gallery, Newcastle, UK; and London Movies, Palais des
Beaux-Arts, Brussels.
Lynne Marsh lives and works in London and
Montréal.
Lynne Marshâs
projects have been funded by the Conseil des arts et des lettres
du Québec, The Canada Council for the Arts, the Arts and
Humanities Research Council (UK) and Arts Council England. Data
for her digitized landscapes are courtesy of NASA, Jet
Propulsion Laboratory-Caltech and the United States Geological
Survey.
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