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Download Essay by Kathleen Pirrie Adams [T]he
computer is the universal solvent into which all difference of media dissolves
into a pulsing stream of bits and bytes.
Whitney Lee, Cyber Girls of the Week, 2003 There is no vacation in the world of internet porn. Each week must be greeted by a new beauty; each frame routinely re-filled. Patron saints of the erotic, the featured models remain a remote but perpetual presence. They come to earth as icons and on occasion touch individual lives in mysterious and unpredictable ways. With the fifty-two images of the Cyber Girls of the Week series, artist Whitney Lee captures fragments from the steady flow of internet porn. By cropping the original images she restricts the gaze of the viewer to the models' faces. While the technique could be seen to make the girls more sociablemore amenable to the everydayness of regular face-to-face communicationit could also be understood as part of an effort to uncover the personal within these highly publicized photos. Insistently entertaining the tension between the public and private which animates the exhibition as a whole, Lee pushes her dramatization of the question even further in her choice of materials. Blurring the distinction between art and craft, Lee uses the latch-hook rug (made up of hand-tied strands of coloured yarn woven through a porous support grid) as the means for continuing an ongoing feminist dialogue about the role of women as makers and models in the representational history of the West. While the hooked rug has the immediate effect of valorizing traditional domestic labour, it also bears an interesting relationship to both the labour of the sex workers and the medium of the digital image. By suggesting a connection between domestic and sex work, Lee subtly undermines the moral division of types of women. At the same time, the correspondence between the bits of yarn and the pixels of the digital image make the transition from one medium to the next seem almost logical. In another work entitled Soft Porn Lee supersizes an internet pinup making it into a full scale area rug. Hung on the wall, with its decorative aspect emphasized, the image of the model becomes spectacular and seems rare, like an exotic souvenir or a trophy from a big game safari. Nearby an image of the rug being vacuumed as it lies in the middle of the floor inverts this implication, demonstrating its ordinariness and insignificance as just one of the millions of commodities that today keep us company. A
similar interest in the inversion of values associated with specific forms
of representation also plays a role in Daniel Ehrenworth's Cams
project. Using a variety of web cams as source material, the artist selects
and renders static portions of a once "live" stream of media:
a tired man, naked on a chair in his kitchen; a young girl in shorts curled
up on a checkered bedspread; a wild haired lady with roses; two insolent
young men pants down, middle fingers up.
Daniel Ehrenworth, Untitled, from the Cams series, 2002 The question of the quality of the life lived in public view accompanies the implementation and acceptance of each new mass medium. With the invention of photography (and especially the snapshot) came a new understanding of what constituted privacy as well as a new sense of what was publicly acceptable. Since the creation of the internet those away-from-the-camera places, unheard of and unrecorded, become less and less likely to be identified with domesticity and the home. In fact, with the internet's proliferation of access points to the public realm, the home increasingly becomes the site of image, text, and music production. As each new layer of representation adds its density to the mediascape, their respective strategies and tactics begin to meld and overlap: dramatic tableau exploits photojournalism, food fashion absorbs pornography, and scientific inspection seems to inform all our viewing habits these days. With the internet now the main point of access to the public from within the private realm, the flow becomes bi-directional. As it does, it threatens some familiar distinctions upon which we base our understanding of what constitutes banality, intimacy, or the location of the self.
Through the act of removing the images from their on-line homeswhere they are animated and contained by the browser interfaceEhrenworth restores a kind of vulnerability to the subjects that enhances their dignity. Even the more stagy or provocative pictures, once translated to hard copy prints and dislodged from their real time sequence, gain something in terms of emotional impact. It seems that, perversely enough, the less information we have about the subjects, the greater our capacity for empathy. Not knowing why we are being shown an apparently hand-made valentine allows it a poignancy that context or explanation would likely kill. If the user objective of a game like Quake (www.planetquake.com) is to "stay alive and get out of the place you're in", then the invitation to life in the military inverts this sequence: making escape from 'home' the first priority. In 1999 the U.S. Army's Office of Economic and Manpower Analysis developed an on-line game that would allow youngsters to play soldier in state-sponsored virtual missions. A typical first person shooter game, America's Army offers players a pseudo-familiar relationship with one of the United States' biggest institutions.
Barbara Pollack, America's Army, Video Still, 2003 In response to the presence of the military in her home, artist Barbara Pollack filmed her son Max's face as he plays the game, then edited it together with footage of the game playthe two tracks arranged in horizontal strips, one stacked atop the other. A regular looking soft-faced kid with a hint of lip hair, Max plays America's Army without much apparent expression. His eyes dart across the screen; his mouth tenses and relaxes slightly, occasionally smiling sheepishly, as he immerses himself in anti-terrorist efforts. The piece confounds our expectation that the desensitizing effects of battle will be immediately visible on the boy's face. Watching the video reminds us that we don't really know how to interpret facial clues and leaves us uncertain as to what kind of proof of damage we are seeking. What does become apparent however is that the computer game has the power to detach the boy from his body. As a portal to the world outside the home, the internet not only delivers data but also takes it away. In bringing the work of these three artists together, Download becomes the point of convergence for a series of artistic experiments that take into consideration the effects of the widespread embrace of internet technologies and the changes in visual representation conditioned by the move to the digital. They engage in the popular preoccupation with what constitutes authorship and ownership by implicating themselves in both legal and ethical discourses about appropriation. At the same time, these artists participate in the creation of a new form of witnessing which is less informed by the notion of the witness as moral autheticator and increasingly influenced by the interplay of surveillance and display. The uneven rates of data upload and downloadand the preservation of the commercial producer's advantage within the digital domainis not explicitly referenced by the works in this exhibition. Nevertheless, the use of internet sources and their manipulation by artists working with analog materials and methods offers an understated critique of its overproduction of images and its capacity to colonize. In the process of grappling with the effects of the internet on contemporary culture, Download indicates how much digital debris already exists within our off-line world and acts as a harbinger of what we will face as computing increasingly becomes ubiquitous. 1 The Digital Dialectic: New Essays on New Media, edited by Peter Lunenfeld. MIT Press (Cambridge, Massachusetts, 1999), 7. Biographies Whitney
Lee is a young artist who is rapidly gaining notoriety. Her
artwork has been reviewed in Columbus newspapers The Other Paper
and Columbus Alive, and in Philadelphia newspapers City Paper
and Philadelphia Weekly. Whitneys work has been published
nationally in BUST magazine, and is featured in the Summer 2004
issue of Venus Zine. She has also won some major awards, such as
Best in Show at the 7th International Juried Exhibition at the Woman Made
Gallery in Chicago, IL. Whitney is also a hip, loving mother. She lives
in Austin, Texas with her husband and five-year-old son, Peyton. Kathleen Pirrie Adams is a writer and curator who teaches in Ryerson University's New Media program. As the Program Director of InterAccess Electronic Media Arts Centre (from 1997-2004) she curated numerous exhibitions presenting work by artists such as Skawennati Tricia Fragnito, Istvan Kantor, Willy le Maitre and Eric Rosensweig, Steve Mann, Haruki Nishijima, David Rokeby, Debra Solomon, and Elizabeth vander Zaag. Kathleen served as the Commissioner for InterAccess and Alphabet City's collaborative production of Canada's official presentation at the Venice Architecture Biennale: Next Memory City in 2002. As part of Field Office, she works with Amanda Ramos (and a changing team of collaborators) to develop exhibition strategies for multi-site installation exhibitions and commissioned projects.
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