Research Critique | Kidnap (1998) and it’s impact.

NETWORK CULTURE

Since the mid 1990s, the group followed the trajectory of the development of the media, with their acute and in-depth psychological analyses. I would call them the most contemporary media-poet of this age.

  • Soh Yeong Roh, Head of the Selection Committee for the 2016 Nam June Paik Art Center Award

Blast Theory is a pioneering and multi-faceted artists group that creates interactive, thought-provoking and complex artworks that traverse media, form, and modes of communication systems. The artists come from diverse backgrounds grounded in art theory, theatre and new media art forms like gaming and broadcast media. As a result of this hybrid of characteristics and peculiarities, there is a collective rootedness to placing the audience at the centre of their work. In so doing, numerous projects constructed and situated by Blast Theory blurs the boundary between art and life and the mechanisms of control. This essay will investigate how Kidnap (1998) has brought forth a particular/peculiar oeuvre of interactive artworks that deftly challenges the fluid boundary between fact and fiction and uses technology to alter the viewer experience. The artwork itself will not be covered in depth, for there is much to be read about on the internet.

Kidnap as more than an artwork

Kidnap required extensive consultations with a legal firm about the legal and ethical aspects of making the artwork, all this before it eventually took place in West London. In mid-1990s UK, the fear of being kidnapped off the streets was genuine and mounting. Coupled with an increasing rate of kidnap cases and concerns over the country’s economic situation, Blast Theory’s work brought with it far-reaching social and political commentary. In an interview with Blast Theory’s Matt Adams, he elaborates that:

This is a piece about kidnapping, an incredibly powerful political and pop-cultural social force. During the 1970s, some of the most important political discussions in Western urban culture were happening via the medium of kidnapping, if you look at the Baader-Meinhof gang in Germany, for example.

Blast Theory, Kidnap (1998) courtesy of Blast Theory

From here, we see that Blast Theory has instrumentally created a multi-layered artwork that is not only acutely psychological in its intent, it poignantly engages with the participant (and the audience), and on a more socio-cultural level asked particular questions about the culture in which we live in- it is inherently attaching itself to making a political comment. In the same interview, Matt Adams commented on how Blast Theory interfaces the digital with the physical, where the real collides with the virtual.

Blast Theory as collaborators

The latter sophisticated use of technology, savvy collaborations with art institutions (like Institute of Contemporary Art, London) and tie-ins with art colleges (like the University of Nottingham), opened up vast opportunities for the group to bring their interactive art to interface with the larger public and receive huge media coverage globally. All this started with the dramaturgy that is Kidnap (1998), where the audience actually does it themselves– they become the art. It is with the radicality and open-ness that was Kidnap that enabled the media, art historians and media theorists to engage in conversation, collaborations and commissions for future projects.

Audience interacts and becomes the art

 Do what?

Blast Theory, Kidnap (1998) courtesy of Blast Theory

Be the artwork, be in the centre of the piece, be fifty percent of the artwork, quoting Adam’s once again.

More importantly, the work questions the kidnapped (and at times the kidnapper as well) on how they make sense of the world, whereas one lives in an age of increasing ‘technologisation’ are overwhelmed with different sources of information. Kidnap is an example of a Tabula Rasa for which as discussed by Slavoj Zizek in The Desert of the Real, a whole new reality (for the kidnapped and the kidnapper) is created and at the same time the viewer (for example the writer who only encountered the work 20 years later) and various visitors to websites, articles, and journals about the work and the various documentation on YouTube, Instagram, and Vimeo is torn between being caught in this mixed reality. This so-called ‘game’ co-constructed by participant and artists stems from the idea that an interface to a virtual world could be thought of as a permeable, bi-directional, and potentially traversable “mixed reality boundary” between the physical and virtual.

The complexity of the work allows participants on either side to see – and ultimately to cross over into – the other. The value and longevity of the work reside in how the idea and contestations within the work outlive the performance itself. On one level, the performative environment resided in 1998, where several things competed simultaneously with the audience’s attention, but in watching and re-watching the sequence of events unfolding, within an uncomfortable context, the poignancy of the work is further exacerbated by the nature of it being an archive of an event 20 years ago, we are quick to ask- so what happened to the participants? What was the impact of the work on the kidnapped (The kidnapped was ‘chosen’ through a very British social past-time- The Lottery)? 

In the Politics of New Media Theatre, Gabriella Giannachi presented Blast Theory’s work as political. Not because of the spaces created by the artists’ group that is socially transformative and at times aesthetically appealing, but more importantly because the artworks (or can we still call them art?) problematizes the way in which technology is used as a lens/language to experience everydayness. She says:

Here, technology does impact directly on whom we choose to be, in our relationships with others and in our engagement with locality as materiality, and in the ways these inform each other. So, as Adams suggests, Kidnap is about ‘giving up control’, but also being controlled. about looking and being looked at. It is about trust and endurance.    

With this, we are able to see the artists group as a collective looking to poke at the fabrics of society and our culture at large. Through the lens of art, where not only art objects, installations or interactive situations are created- a strong political message is sent out to the public(s), the new(s) media and government(s) as well. Blast Theory plays with the communication systems and produces work that can potentially be socially and politically transformative. Through their terrain of ideas, Blast Theory has explored humanity and what it means to exists in this city, this day and this age of post-modernity. Kidnap and the many artworks that Blast Theory has conjured up in the last twenty years have managed to make art that can not only poetically resonate but also seek viewers (and participants) to reflect upon. Such is the reach and multi-faceted approach of using art as language, that at times the ‘contemporary media-poets of this age’ seems to exert the same level of control as the work Kidnap did its viewers.

Research Critique | Char Davies’s Osmose, 1995

IMMERSION

While Virtual Reality is no doubt commonplace in our present-day experience of the world, supplanted by the ubiquitous rise of screen-based gaming, the medium has a rich history in New Media artistic experimentations, non-more so that in the artwork by Char Davies- Osmose (1995). Osmose is an intriguing immersive environment that uses virtual-reality 3D graphics computer technology and interactive sound and real-time motion tracking of one’s breathing and balance to enable the immersant (as the artist calls his participants) to navigate various worlds using Virtual Reality headsets. In Osmose, Davies has very deftly produced (with the use of technology and her painterly aesthetics) an immersive experience that challenges the conventional approaches to virtual reality.

Virtual Reality is an experience of a scenario that mimics the real, oftentimes the immersive environment is a recreated scene that one steps into where the experiences vary in magnitudes of realism. In the harsh and somewhat hard-edged experience of screen-based 3D-computer graphics gaming, the experience of realism is stark and highly defined- strategic and goal-oriented. Conversely, the experiences that the immersant takes away from Osmose is one of transcendental beauty and moments of serenity, where some immersants have described their experience as ‘falling into a meditative state’. Quite different from the non-stop action and opacity of a gaming experience, immersants are placed in a sublime abstract environment that blends translucent naturalistic forms with technologically driven semi-abstract representation. In Scott Fisher’s Virtual Environments (1989), taken from Multimedia: From Wagner to Virtual Reality, he writes about:

The possibilities of virtual realities, it appears, are as limitless as the possibilities of reality. It provides a human interface that disappears – a doorway to other worlds.

Indeed, this doorway to other worlds was achieved in the seminal artwork Osmoses, where the visual aesthetics are subliminal, semi-abstract and essentially translucent in various levels. The beauty (aesthetics) of the piece comes from Davies’s background/understanding of painterly aesthetics, where her painterly objective of immersing the viewer in the representation of nature was realised using cutting edge technology. It is Davies’s sensitivity to the layering of imagery, understanding of semi-transparent textures adapted from the language of paintings that enabled her to cogently recreate scenes in her mind into this immersive 3D experience. As the immersant lingers and navigates through the semi-abstract and translucent spaces (in his/her own time and space), they observe the lush textures juxtaposed with flowing particles that sometimes enabled the immersant to forget that the experience is in fact computer generated.

The human interface is unlike that of a screen-based gaming experience, in Osmose the immersant dons/wears a head-mounted display and motion-tracking vest and not a mouse or trackpad/joystick. The immersant has control over how they wish to navigate the space(s), inhaling to rise, exhaling to sink and leaning from side to side to navigate. This is a radically different form of human interfacing and relationship to space compared to screen-based technology. No longer is the immersant constrained by the figure/ground relationship so prevalent in screen-based gaming, but his/her relationship to the ground is now ambiguous and hence results in a somewhat floaty and transcendental experience. Furthermore, as one navigates through the various spaces, the transition between worlds (there are numerous worlds ranging from cloudscapes, seascapes to forest landscapes) are seamless and non-transitory.

This brings to mind the concluding paragraph to Ivan Sutherland’s famous essay that became the seed-bomb for emergent technologies, “Augmented Reality: The Ultimate Display” that says:

 The ultimate display would, of course, be in a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked.

The journey into Osmose is one where the computer yields control in almost recreating the experience of lush textured, subtlety translucent and subliminal spaces that shift from one percept to another. The visitor is ‘evolved’ rather than illustrated into almost floating between realms, and almost slipping into a trance-like state. Space and time in this artwork become warped, where the translucent forms are revealed in a non-sequential form and individualised to each participant. These experiences are thus made possible by the use of VR technology and Davies’s background in painting. In concluding, the public installation of Osmose goes full circle in that the individualised experience is shared with viewers as the navigation taken by each immersant is projected real-time from the point-of-view of the immersant. This projection enables the audience to share the moments of discovery, hesitation, and slowness with the immersant. The journey is on one hand immersive and private, much like the Wonderland into which Alice walked into, but the projection enables the audience to share the experience and observe the body gestures of the immersant in a poetic shadow-silhouette. As a result, the environment created connects the private to the public, rounding up the artist’s goal to not only connect the immersant to others but also to the depths of him or herself, thereby mirroring a beautiful idea about changing one’s experience of spaces from Gaston Bachelard in “The Poetics of Space” that Davies refers to in Osmose and her later works as well: 

“By changing space, by leaving the space of one’s usual sensibilities, one enters into communication with a space that is psychically innovating. … For we do not change place, we change our nature.”

Gaston Bachelard
The Poetics of Space, 1964