Art
Image Conscious
They've been in the vanguard of digital art for years, but two Houston artists fear technology may destroy what's real.
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Bloom and Hill also got the jump on Houston's art boom when they arrived there in 1976, intending only a brief visit to former student Robin Cronin's newly established photography gallery. "We fell in love with Houston," Hill remembers. "It was a very stimulating atmosphere." Hired to teach photography and drawing at the University of Houston, which was assembling the stellar art faculty that would transform the city's art scene over the next few years, Hill and Bloom quickly became local fixtures, showing Art in Context at the Museum of Fine Arts in 1980.
By the early eighties, with the personal computer still an expensive business machine, Bloom and Hill were improvising the kind of image-processing techniques that are now staples of desktop photo-editing software. Men & Women (1982-83), a group of Warhol-esque serial portraits of famous artists and philosophers, relied on a labor-intensive method of image enhancement: Video images of portraits were piped through an electronic colorizer and a special-effects generator, then displayed on the video monitor's screen, where the altered images were photographed with an SX-70 instant camera. A couple of years later, Bloom and Hill got their first computer, a pricey Sony capable of reproducing sixteen colors (today's typical home computer can handle upward of a million). But as the technology improved exponentially throughout the eighties, MANUAL progressed from electronic collages to the precocious multimedia extravaganza Hill and Bloom staged at the Houston Contemporary Arts Museum in 1991.
"We pushed it as close as we could to the limits of the technology of the time," Hill says of "Forest/Products," which combined wall-scale photographs, a "video sculpture," a 24-minute video, and two interactive computer programs. But more important than the new technology was the switch in focus from cultural commentary to environmental concerns. "'Forest/Products'" played off the idea of a forest-products industrial show," says Hill; the mock exhibits underscored the transformation of the forestthroughout much of human history a sacred domaininto a disposable commodity, ostensibly infinitely renewable via commercial tree farms. MANUAL's send-up was in part earnest, in part wryly ironic; one of the interactive programs posed ethical questions about land management, while the video, a pseudodocumentary on logging, was set to Beethoven's Pastoral Symphony. "Except for the final movement," says Bloom, "when, in the symphony, the storm passes. In our version the storm doesn't pass. The storm of technology is always with us."
MANUAL's essay on the troubled relationship between technology and nature continues in the ongoing series The Trouble With Arcadia, which began in 1998. The project was inspired by French artist Nicolas Poussin's The Arcadian Shepherds, a mid-seventeenth-century landscape painting that was based on a considerably older tradition of bucolic poetry. Arcadia, as Bloom and Hill point out, was a form of virtual reality when it was invented by the Roman poet Virgil in the first century B.C., a mythic escape from teeming urban Rome; the real Arcady, on which Virgil's lush pastoral paradise was loosely based, was a rocky, landlocked region of Greece, already overgrazed and deforested in Virgil's time. MANUAL's Arcadian Landscape; The Pastoral Tradition (1998), a four-and-a-half-foot-wide color print originally shot with an oversized panoramic camera, shows a swath of clear-cut Vermont countryside dominated by a solitary computer-generated artifact, a tomblike shape with an out-of-scale wood grain that makes it resemble a giant romper room block, albeit one that's seamlessly integrated into the real landscape. Derived from the tomb in the foreground of Poussin's elegiac painting, MANUAL's enigmatic monument has become a cenotaph for nature itself. "The seduction of Arcadia, a virtual and perfect nature," Bloom and Hill wrote, "persists in its power to quiet our fears over Nature's loss."
A later work in the Arcadia series, The Cutting (2000), suggests another sort of loss. Here the central feature is a large tree stump in a clearing; a woman's arm projecting from one side of the frame offers, as scant expiation, a tiny seedling. At the opposite edge of the frame sits an artificial interloper, a rapt-looking wooden dummy, his presence posing a provocative question: Will the replacement forest someday be enjoyed by similarly replicated virtual humans? With the human genome now reducible to binary code and electrical signals successfully exchanged between nerve cells and silicon circuits, perhaps the notion of "post-human" will be more than just trendy jargon before this century ends. In the hit movie The Matrix, superintelligent machines create a virtual metropolis to distract post-humans reduced to the status of living batteries; the real future may end up more like MANUAL's literate vision, with some form of Arcadia as the virtual world humanity creates to escape its own obsolescence.
In the meantime Bloom and Hill continue to stay a step ahead of technological obsolescence; the Arcadian series' deft marriage of analog and digital notwithstanding, much of MANUAL's recent work is fashioned entirely of bits and bytes. Neuf Fois Sur Dix (9 Times Out of 10) is an interactive Internet piece combining animated geometric abstractions with randomly programmed frames borrowed from the Lumière brothers' pioneering late-nineteenth-century filmstrips. More ominous is Truck Fire, a grid of sixteen postage-stamp-size digital video images, each of the same slow-motion scene: traffic gliding past a truck enveloped by flames on the side of a highway. But each mini-image is individually programmed to run a fraction of a second slower or faster than the others, creating a shimmering abstraction that obscures any sense of catastrophea devious little illustration of the media age maxim that there is nothing, if shown on enough screens, that can retain its power to shock.
"It's not a matter of us not being able to keep up," says Bloom of the challenge of perenially keeping pace with technological innovationnot to mention colleagues who are typically young enough to be the children of some of their former students. "So far the Internet doesn't have enough bandwidth for some of the animation we could do right now. So we're sort of waiting for it to catch up."![]()
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