Posts Tagged "simulacra":


Living, Breathing…and the Autonomous Movement of Fur

by Michael Arnzen ~ May 4th, 2010
Perfect Petzzz Sales Kennel

Perfect Petzzz Sales Kennel

“These adorable pets offer a real pet ownership experience without the hassles and expense. Say goodbye to feedings and vet bills. Say hello to lots of love and cuddles. Perfect Petzzz – the ultimate pet.” — Perfect Petzzz website

“It is not a toy,” [VP of Marketing] Clarkson says, “but this is the closest you can get to real pet ownership without the hassles or responsibilities of owning a real pet.” — journalgazette.net

“In 2005, Perfect Petzzz® generated more than $20 million in retail sales in its first full year of operation. In fact, the Perfect Petzzz cart program was named the most successful new product concept in 2005. With the overwhelming demand for these lifelike puppies and kittens, we’ve seen other companies try to produce imitations.” — CD3 Press Release to PP Mall Dealers

Perfect Petzzz are stuffed animals that breathe.  The autonomous movement of their fur — controlled by a battery-powered engine you don’t expect to be there — is enough to trick the eye into presuming that the puppy or kitten curled up on the floor is actually a living, breathing, pet.  Cute, and perhaps attractive to your hand’s caress, until you touch it and realize it’s not real.  Then you are startled and the toy enters the already doll-crowded realm of the popular uncanny.

Of course, the Perfect Petzzz (the ”zzz’s” are for snoring)  are plastic.  And therefore the animal it represents is literally as dead as it looks, with its eyes closed and body stiffened into a disturbing fetal curl.  It should not move, but it does, and it is this representation of death-stirred-to-life — of the presumed inanimate object surprising us with its animation — that gets our reaction.  The tricky switcheroo of statuses between familiar and unfamiliar spin the roulette wheel of certainty:  the domesticated animal is rendered un-familiar (stuffed, inanimate) then restored to a heimish (cozy) status of sleeping and napping..

It is surely cute, and there is little difference between a breathing stuffed animal and a toy doll that burps or blinks.  Of course, even the cutest of dolls are inherently uncanny in the way they are semblances, pale imitations of life…but the creepy thing in this case is not so much its status as automaton, as the fact that this “sleeper” never wakes up.  These are comatose pets…and that, perhaps, is what makes them so “perfect.” Like the commodities these organic creatures have become, our domesticated pets are “perfect” when they are behaved, controlled, and easily replaceable after they expire.  Even more, these plastic pals are simulacratic forms of taxidermy (and surely a savvy taxidermist has already borrowed the motor or at least the concept for an experiment or two).  Another form of death, fantastically alive through the magic show of animism, nostalgia and fantasy.  Living, breathing, death.

Petzzz Adoption Center

Petzzz Adoption Center

You Are What You Urn

by Michael Arnzen ~ December 29th, 2009
Cremation Solutions' Urn

Cremation Solutions' Urn

England’s Telegraph is running a “Best Pictures of The Year” gallery to wrap up 2009…and with images like the above from the “Weird Inventions” gallery — or even from their other bizarre and weird and spectacular galleries — one can only marvel over what a strange year it’s been…and how remarkably stranger it is going to get as we move into the second decade of the 21st century.

The photo above is a “personalized urn” that British firm Cremation Solutions can create, using 3-D facial reconstruction software. There is obviously an uncanny element to this urn, which reduces the body into ash stored into a simulacrum of one of its components — a dismembered head with a removable skullcap — in the form of an unblinking mannequin head whose features bare an alarming similarity to the dearly departed.

Curious to find out more about this product, I visited Cremation Solutions online, and after browsing some interesting “fingerprint jewelry”, quickly turned to their stunning catalog page for the personal urn. I call it “stunning” because I hadn’t expected to encounter an urn for President Obama!

Presidential Urn

Cremation Solutions' Floor Model: President Obama

At first I was taken aback by the image, both because of the accuracy of the likeness and because of the unexpected treatment of a living person, as if he were already dead. As it sunk in, I realized that most presidential figures and celebrities — indeed, anyone whose image is popular — are memorialized in a similar fashion, having their images frozen into postage stamps and plaster busts — and so, conceptually, this tribute is not so aberrant. But the uncanny is still omnipresent in the unblinking return of the gaze, the doppelganger of the dead person permanently placed on your mantle. There’s a reason why graveyards spook us: they are the spaces where the dead “live”; cremation urns can respect the role of the dead in a loving family’s home, but the more lifelike the urn, the more uncanny it becomes, making the boundaries between life and death — subject and object — very blurry. The commercial marketing of such memorials, both loved ones and celebrities, sold “on demand” (just $2600 for an urn that can hold all the ashes; $600 for a smaller keepsake), integrating the unfamiliar “magic” of high technology with the domestic familiarity of family photographs, brings this into the realm of the popular uncanny.

I could go on and on about the stock elements of the unheimlich in these urns. But one thing this particular practice brings to mind is a rising cultural trend toward employing 3D image rendering in ways that clone or replicate us. The art world seems to be responding to this with great interest. Visit the WebDesigner’s Depot on “Mind-Blowing Hyperrealistic Sculptures” or Eric Testroete’s Papercraft Self-Portrait series to muse over the implications and potentials of all this technology. I suspect we’ll see many more “personalized” objects mapped off images of ourselves or popular images in the media — there’s no end to our sense of wonder about ourselves, but one has to also wonder where natural fascination ends and cultural narcissism begins.

Eric Testroete's Papercraft Self-Portrait

Eric Testroete's Papercraft Self-Portrait

[Thanks to Tim Dedopulos (@ghostwoods) for alerting us about the Telegraph photo on Twitter. (I'm @MikeArnzen on twitter, btw).]

Mock Band: The Simulation of Artistic Processes

by Michael Arnzen ~ February 5th, 2009

Rob Horning‘s recent essay in PopMatters — called “Doomed to Dilettantism” — performs an alarming and fantastic excoriation of the trend toward substituting “professionalism” in the arts with “amateurism” by consumers. Ingeniously, Horning connects the proliferation of faux-artisan strip mall stores like Michael’s (the chain craft store “Where Creativity Happens”) to the consumerist propensity for instant art without work found in such manufactured-but-ultimately-empty products for purchase like Paint-by-Numbers kits and Guitar Hero. These are simulacra that pre-package the artistic process, transforming it into a consumer item, slowly depreciating the cultural value of art in the process.

Horning’s essay is important, I think, especially in the way he ties all of this in to the economy. His article is not so much a snubbing of folk art or a call for a return to the great divide between high art and lowbrow, as it is a lament about the erasure of meaningful production altogether under capitalism. He’s captured what is so pathetic about games like Guitar Hero and Rock Band — whose karaoke appeal (as I discovered over the holidays personally) is really quite fun, but whose faux instruments are irrationally consumerist and whose existence would seem unfathomable a decade ago. As Horning points out: for the same price of the kit needed for Rock Band, you can buy real musical equipment! Instead of creating art what happens is that players are trained to play along, buying more and more accessories (available in an infinite shopping mall that opens up via online access, with its downloadable songs and pricey plastic “instruments” and much, much more). While a game like Rock Band does involve players in a team and there is a joissance to be experienced that is not unlike group dance, the truth is that even the relationships between players is a faux social relationship. The players’ attentions are mediated by the TV screen which must be studied and followed like a script, rather than performing as a harmonious ensemble, riffing off the sounds created by one another. Indeed, you often have to ignore your fellow players’ mistakes if you hope to survive, and the only impromptu action you can take is lifting your guitar into the air to pretend that you’re doing a solo. Yet the pleasure of the game comes when everyone is working in uncanny synchronicity, timed with the pulsing lights — we win when become the stars on the screen by rote repetition of the programmed score, keeping the machine streaming prefab sounds in a steady and uninterrupted stream. Mechanical reproduction is the objective. It is, ultimately, the very antithesis of artistic production.

Horning argues that such an activity deifies consumption and that this sort of artistic paradigm transforms how we relate to artwork. We see it as a collectible, rather than an experience. The “aura” of the artist dissipates, replaced by the commodity fetish. We begin to value quantity over quality, in order to display and advertise our pop culture status, rather than genuinely appreciating what it is we’re collecting, or attempting to create anything of use or cultural value on our own. In the case of paint-by-numbers art, we have no time to develop the skills required to refine our talents; we have no desire to work for pleasure. In the process, the arts become a deskilled industry — just like the handcraft of furniture making is replaced by push-button factory labor — and we subsequently become bored and alienated by the arts, driven only to fill the void with more and more stuff as we throw away one thing (or momentarily give tribute to it in the collection) and move on to the next one. The result is ultimately ennui and a quest to stave it off with more consumer goods that ultimately leave us dissatisfied all over again.

In games like Rock Band and Guitar hero, we don’t create the music: the music creates us, and we recognize this in the uncanny avatars that refract back to us, screaming and pounding the skins on our TV screens.

A cheeky November 2008 webisode on TrendHunterTv.com reveals just how strange American’s fascination with such things has become in “Faux Rockstar”:


Trends via TrendHunter.com.

Parade Floats and the Uncanny

by Michael Arnzen ~ November 27th, 2008

Here in the USA, it’s Thanksgiving morning.  The annual Macy’s Thanksgiving Day Parade in NYC is just getting started, and while I’ve never been a fan of parades, one can’t deny their significance in both small town culture and in big city holiday fests, alike. The news media treat them like spectator sports. For the event in NYC, millions attend – and millions more watch on television.

The spectacle of the parade “float” has always amused me. There are many variations and technologies put into practice for these objects, from novelty floats to “balloonicles” — and many of them are fictional characters from animation history, appealing to children; chief among them are animal figures, simulacra of the actual animals which used to be carted down the street (ala circus parade). The aesthetic of “balloon animals” sends us back to our childhood, here returned larger than life and, often, animistically empowered.

Which is another way of saying that these moving platforms and inflated creatures don’t merely “parade” down the street: they spectrally float, seemingly on their own accord, and their creators do all they can to hide the mechanics that move them. Parade floats and balloons glide down main street, like stages built upon magic carpets or gigantic ghosts. The spectrality of the parade float is what lurks behind the laughable logic of the possessed Stay Puft Marshmallow Man (pictured above) who attacks Dan Ackroyd and crew in the horror-comedy, Ghostbusters (1984). Parades command attention because of the communal fascination with public spectacles, and the human feats of greatness (from celebrities to heroes to marching bands) compete against spectacles of technological wonder and art. Parade floats are in every way an exhibition of the popular uncanny.

I first began thinking seriously about this notion during an ad I witnessed at the movie theater last week: a rerun of the following Coca Cola Ad aired during the 2008 Super Bowl:

In this advertisement, cartoon characters (Stewie Griffin and Underdog) virtually fistfight over a Coke bottle, careening against buildings and bouncing off one another in ways that look “realistic” — yet also impossibly conscious of what they are doing. It is a neat trick of camera work and choreography (even if one assumes CGI is involved, the trickery is pretty savvy), lending the floats a sense of autonomy in their motivated quest to beat each other to the prize: a bottle of coke. A more peaceful and happy Charlie Brown comes almost out of nowhere to steal the bottle away from the distracted pair, his permanent grin expressing his glee. In the final frame, the Charlie “has a Coke and a smile.”

There’s a lot more going on here than first meets the eye. For instance, the ad uses a lot of “reaction shots” of human beings looking up to the sky or out of their skyscraper windows, which makes the constructed scene appear to be “really happening” in the city. One might even miss, in all of these reaction shots, the inside joke to fans of the Peanuts comic: right before Charlie Brown wins the day, a little brown-haired girl walks in the city park, looking up to the sky while holding a football, as if she was Lucy (known for pulling the ball away from Charlie just as he kicked at it — sending him flying in the air and landing flat on his back. This joke doesn’t just give give Charlie his wings — it elides the difference between human and non-human, real and imaginary, in the few seconds it appears on air. Film, of course, does this anyway: actors are not “really” there before us, but trace images, recorded in light and rendered larger than life.

Even more puzzling: the Coke bottle itself, a float, a commodity as big as the characters who seek it. Clearly it is far too much to consume in reality — yet they are driven to drink it. Unlike the other balloon creatures, it does not act in human ways, but instead seems to function more like a symbol that is preordained to magically find its way to Charlie’s hands. That is, it is a transcendent signifier for the commodity itself that they all represent.

This is all fantasy, framed to pitch a product by processing cultural icons that include not only the floats, but also the “larger than life” setting of the city itself. There may be an uncanny echo of the Sept. 11th terrorist attacks operating in the political unconscious beneath this Coke advertisement. The “soft” bounce of these objects from childhood against skyscrapers may reflect a repressed fear of air attack on the city, here returned to the television screen as something akin to a childhood memory, a flight of animated fancy. The only people “threatened” by the horror of the giant balloons are those who aren’t paying attention to the spectacle in the streets, caught off guard. Perhaps I’m reading too much into the simple ad, but the imagery is striking.

The above image — appearing only for a second on the screen — seems to align Coke with the majesty of the city’s greatest icons. But it also implies so much more than that, especially given the context of “fighting” that it is embedded within. And in the image above, what are we to make of the clouds — the two lines like tracers of exhaust from two airplanes — arcing behind (or toward?) the Chrysler Building, while the shot as a whole is uncannily framed by two other “twin tower”-like buildings? I think it is patently obvious that this image is about fear as much as it is about fantasy.

One must wonder what the narrative of this ad might be saying about consumerism in relation to such cultural anxieties as global terrorism. Does it suggest something about competition, world trade, and terrorism? Is America the Charlie Brown, fooled by so many Lucies, so many wars? I’m not sure what it means, exactly, but I think there is some bottled up anxiety in this advertisement, felt as uncanny when it is uncapped and released.

Next Nature

by Michael Arnzen ~ July 14th, 2008

In his essay on “The Uncanny,” Sigmund Freud writes:

…an uncanny effect is often and easily produced when the distinction between imagination and reality is effaced, as when something that we have hitherto regarded as imaginary appears before us in reality, or when a symbol takes over the full functions of the thing it symbolizes, and so on.

\"World Cow\" care of NextNature.Net

Freud’s notion about the uncanny power of the symbol overtaking its referent is everywhere evident in pop culture and vox populi is doing a great job documenting our culture’s fascination with the popular uncanny on the internet. Indeed, there are so many websites that function as virtual “curiosity shoppes” online that it would be impossible to gather them all here. From the most popular weblogs (like Boing Boing) or magazines (like Wired) that seem fixated on uncanny and fantastic gadgets — and whose very names and logos imbue a sort of living energy to symbolic language — to the everyday blogs on myspace and elsewhere where people routinely post the photoshopped or animated images they find in some public gallery, or on youtube where homemade animations and films are everywhere, our human fascination with the uncanny saturates the online environment. And this makes sense, because personal computers excel at animating the inanimate and connect with the “worldwide” culture in its metaphoric web.

Along these lines, I recently found a a provocative weblog called Next Nature, which I adore. Next Nature is documenting Freud’s “uncanny effect” of the autonomous symbol on a cultural scale by calling attention to phenomena where “culture becomes nature” (and vice versa). It is not “environmentalist” in the traditional sense — its definition of “nature” is more akin to AdBusters’ emphasis on the “mental environment” or what we might term our cultural ecology. The symbols that we create and bring to life in our culture not only have an impact on our environment, they become a living part of it. As Next Nature’s authors say in their FAQ, “Old nature, in the sense of trees, plants, animals, atoms, or climate, is getting increasingly controlled and governed by man. It has turned into a cultural category. At the same time, products of culture, which we used to be in control of man, tend to outgrow us and become autonomous.” (Read Koert Van Mensvoort’s essay, “Real Nature is Not Green” — or explore his professional website — for extensions of the logic behind this).

It’s a fun and fascinating site, posting everything from articles on postmodern theory to offbeat photoshopped (or is it?) images of the strange, like that World Cow image above (which is disturbing not only because it captures the essence of the quote by Freud cited above, but also because it seems to hyperrealize the idea that we are consuming our planet). I especially enjoyed discovering their pointer to Metalosis Maligna (also on YouTube): a mockumentary about an imaginary disease that occurs not to our bodies, but to the implants and other cyborg technologies we put into our bodies, resulting in transhuman horrors. I recommend browsing through their categorical tags, which reads like a catalog of the uncanny, with keywords like anthropomorphobia or toys are us. If you are interested in the academics of all this, check out their theory section, where you’ll find profundity like this idea from Eric Hoffer:

You dehumanize a man as much by returning him to nature – by making him one with rocks, vegetation, and animals – as by turning him into a machine.

Both the natural and the mechanical are the opposite of that which is uniquely human.

So often — perhaps because the idea emerged along with modernist Industrialism — we align the uncanny with the mechanical or “unnatural,” rather than the natural. The uncanny is often about the confusing loss of boundaries between the two, stunning us by calling our assumptions about what constitutes the natural and the human into question. I find Hoffer’s notion that the ‘natural’ is the antithesis of the ‘human’ a very counter-intuitive yet nonetheless extremely profound, notion.

Mensvoort and others associated with the Next Nature website have produced an image and theory-laden paperback book worth seeking out.

“Voice of Julio” by David Byrne and David Hanson

by Michael Arnzen ~ July 4th, 2008

 

Meet Julio — the singing robot.

“Voice of Julio” is an art project by David Byrne (Mr. Big Suit from the rock band, Talking Heads) and David Hanson (creator of “conversational character robots”) currently on exhibit at the “Machines and Souls” exhibition in Madrid (ends mid-Oct 2008).  Julio is made of electrons and rubber, but sings with Byrne’s voice, and his face is programmed to mimic the gestures and expressions of a vocalist.  In his project description, “Julio the Uncanny,” Byrne writes:

Knowing that singing elicits an emotional reaction from a listener and observer, I sense that encountering Julio might push some very odd buttons….We think of seeing and looking as something optical, something the eyes do. But actually seeing something, and recognizing it, is a lot more than that — it is the act of “naming” the thing the eyes are locking on to. It involves other meta brain functions that often have nothing to do with optics or the muscles controlling the eye. If seeing were just the visual and eye-muscle behavior, then isn’t that the same as what Jules does? And then isn’t singing, and displaying the attendant emotions, the same as what Julio does?

We tend to think that our emotions live inside — in our “hearts” and minds…I think it’s more complicated and more confusing than that.

Byrne discusses the uncanny effect of simulacra — the robot’s human-like appearance — but what strikes me about the premise of Byrne’s installation is the focus on song — utterance — as the actual source of indeterminacy.  I think the “strange familiarity” of hearing a voice you might dimly recognize from popular culture — Byrne’s — originating from an inorganic medium might be what accounts for the uncanny effect more than just the cognitive dissonance of perceiving a combination of the human and inhuman.  The sound of popular culture is enmeshed in the “organic” vocalizations — an echo from days gone, radio stations played, CDs danced to — nostalgia returned as future tech. Perhaps it is this temporal contradiction that enhances, if not accounts for, das Unheimliche.

On singing and the uncanny, Byrne writes:

Like many animals, humans sing for pleasure, for sex, for attention, to express pain, to relieve angst and to join and participate in a social group. All of these urges seem, if not uniquely human, at least not at all machine like. To see machines mimic these aspects of human life, is to watch some part of our imagined souls being appropriated.

You can watch a video in Byrne’s recent blog entry about the role of the soul in all of this, “Machines and Souls (Máquinas y Almas)” and then see (and hear) Julio in action to judge for yourself.