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Art
in
Japan>Contemporary
Art
1930-2004>Future
Cinema: The Cinematic Imaginary
After Film
Original articles on art,
artists, architecture, exhibitions, galleries, museums and cultural
institutions around Tokyo, Japan.
Future Cinema: The Cinematic Imaginary After Film
by John McGee

Maurice Benayoun, So. So. So. Somebody, Somewhere,
Some Time, 2002, interactive installation (Image
©Z-A, Maurice Benayoun, courtesy ICC)
With the rise of computer games and home
entertainment
systems, "cinema" is no longer something reserved for first dates at
the Bijou. This exhibition, from the Center for Art and Media,
Karlsruhe, Germany, shows how 26 artists employ new technology to
expand concepts of cinematic viewing and storytelling. Some use
documentary and narrative. Others focus on art and graphic
design.
The first videos set the stage for the show's two
main themes:
experimentation and interactivity. Film
Before Film, a 1986 video,
displays pre-cinema optical toys and how they work. The other documents
examples of Czech interactive cinema from the 1950s and '60s. In one,
audiences push a button at their seats to decide which of two options
the protagonist should select, a movie version of '80s-era "Choose Your
Own Adventure" books.
This acquiescence of the author is a pretense of
nearly half of the
projects. Collage and Kuleshov go DIY—they give you images
(or film
archives) and you or a computer algorithm choose what to see and in
which order. This yields one of two responses: "gee whiz" or "so
what."
Video games are exciting because you forget about
the controller in
your hand and focus on the world created on-screen. With too many of
these interactive projects the opposite is true. And despite complex
concepts and fetishized forms, they usually function as old-school
CD-ROMs.

Pat O'Neill, et al, Tracing the Decay of Fiction:
Encounters with a film
by Pat O'Neill, 2002, interactive DVD installation (Image
The Annenberg Center for Communication, USC, ©USC, courtesy
ICC)
Much depends on the stories and images used. Some
draw you in, like Pat
O'Neill's interactive cultural history of the Ambassador Hotel in Los
Angeles, a
contemporary Hollywood ghost town overlaid with historical snippets of
noir. But unfortunately too many are pedantic (e.g. The Panoptic Society
and Immortally in Love
with Death) or just dull.
Film viewing is still essentially passive. Most
people want no more
interactivity than buying a ticket, inserting a DVD or programming a
TiVo. The pieces that really work here have a similar simplicity or
effortlessness. And, well, they are less like design lessons and more
like art.
Shelley Eshkar and Paul Kaiser's Pedestrian (2002)
is a
floor-projected, black-and-white video that looks like a simulation
game set in the streets of New York. You look down on people moving
through a city from a roving bird's-eye perspective. The
computer-generated people look basically real, but their motions are
just awkward enough to be uncanny. Vignettes flow
together—Stepford
crowds in matching outfits run down the street in nearly synchronized
but aimless motion, ice skaters carve and turn, couples stroll through
a park—but no narratives develop.
Max Dean and Kristan Horton's BE ME (2002) is a
mirror stage where
viewers face themselves as Wizards of Oz: When you sit in a chair and
speak into a microphone, a giant, computer-animated head of a man
projected on a screen in front of you mimics your speech and head and
facial movements. It's like Al Pacino in the film "Simone," only
instead of
becoming a beautiful woman, you become a gaunt Big Brother with bad
teeth.
Archives of web-cinema from 1997-2002, curated by
Nora Barry, and
"Anarchive 2: Digital Snow" (2002), showcasing the work of art film
veteran Michael Snow, give some good additional historical context to
the exhibition.
There's little cohesion in this uneven show.
That's arguably one of its
strengths: the exhibition indicates a number of possible trajectories
in
our rapidly changing visual culture.
_______________________________________
This exhibition was held Jan-Feb 2004 at NTT/ICC
Gallery in Hatsudai, Tokyo, Japan.
©2006 John McGee
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