When Designs Flicker
Florian Cramer
April 30th, 2006
In 1976, developmental psychologists Harry McGurk and John
MacDonald dubbed a video recording of a person prouncing the word
"ka" with the a sound recording of a person uttering the
syllable "ma." Unlike in movies dubbed into a different
language, listeners actually "heard" the syllable formed by
the lip movements as opposed to the one that was spoken on the audio
track. Alternatively, the audio-recorded syllable "ba"
synched with the lip pronounciation of "ga" results in a
perception of the word "da."1 Various demonstrations
of this phenomenon exist in the web, for example on the site http://www.media.uio.no/personer/arntm/McGurk_english.html,
proving not only that the effect works, but that it functions even
when the video has only a poor resolution and image quality below
older analog home video standards. The "McGurk effect" (as
it is officially called) demonstrates that what we see can actually
alter what we hear. It also shows that different sense
perceptions can not be isolated, but interfere, thus rendering
classifications and separations of single "media" more
problematic than it conventionally seems. The effect is also shaking
our common assumptions of the physicality of sense perception,
showing how perception is neither passive, nor objective, but
literally means to make sense. Feeding those makings of
sense back to the senses, Dragana Antic's Sounds of the
Qualia is a precise reflection of this. When user of her
installation hear their own footsteps anew, as unfamiliar sounds,
behavioral automatisms get disrupted and exposed. Just like in
one's puzzled observation of the McGurk effect, perceptional
awareness results not only in heightened critical awareness of
oneself in relation to one's environment. The deconditioning also
reveals the subconscious and imaginary.
*0.8! Figure
Figure 1: Robert Fludd, Picture from Utriusque cosmi
historia
A famous illustration in the Art of Memory chapter in
the book Utriusque Cosmi Historia ("History of
Macrocosm and Microcosm") of the 17th century hermetic
philosopher Robert Fludd shows a man "seeing" in his mind
images of among others an obelisk and the Tower of Babel through his
"eye of the imagination" (oculis imaginationis) -
depicted in an itself imaginary way as a third eye, located on the
person's forehead.2 It is a powerful early depiction of how
imagination (literally) means to shape images in one's mind that
don't exist in front of one's two actual eyes. This renders
Fludd's illustration an emblem of the fantastic, utopian,
(literally) visionary and eccentric. Remarkably, the visions depicted
include architectural designs. It becomes indeterminable whether they
are pre-existing forms and signs shaping the imagination, or new
forms shaped by the imagination. What's more, the
question of whether they fit the conventional category of
"art" or "design" as in "applied arts"
becomes entirely obsolete.
Our consciousness, it follows, is intrinsically interwoven with
designs. Constructed objects and spaces map a mental territory. They
have, as Fludd's illustration shows, an inherent dialectic of
both constraining and opening up our imagination: Limiting it -
likely, but not necessarily - to Euclidian dimensions,
anthropomorphic measures and cultural archetypes on the one hand,
elevating it beyond the confines of the ordinary on the other.
*0.39! Figure *0.39! Figure
Figure 2: El Lissitzky, two pages from About 2 [Squares],
1920
The children's book About 2 [Squares], created by
the Russian constructivist El Lissitzky in 1920, shifts such
imaginary designs to a scenario of reinventing culture through
redesign. Similar to a comic or flip book, it tells, in six
consecutive full page images, the abstract story of a red and a black
square flying through space, landing on a planet that is governed by
a "storm" of black objects; the squares explode them and
build a new order.3 The book conceives of itself as a loose
instruction code by telling its young readers "not to
read," but act out the story with paper, sticks and bricks. It
thus unifies imagination and objects, the abstract and the concrete,
and becomes itself a building block of something new. Cheryl
Gallaway's Open Wardrobe functions in a very similar
way. It, too, mobilizes art and design to make them infrastructures,
understanding them as world-making in a literal, not only
metaphorical sense. However, the building blocks - garments - are not
conceptualist, but anthropomorphic and intimately physical,
microcosmic and not macrocosmic. By this, and by subjecting its
social software code ultimately to the community, it expresses a
humble scepticism not only regarding, but also in its design.
*0.49! Figure *0.49! Figure
Figure 3: El Lissitzky, Beat the Whites with the Red
Wedge!, 1919; Design for The Little Goat, 1917
Just like Fludd's illustration, Lissitzky's story of
the squares collapses traditional differentiations of
"art", "design" and speculative thinking. Being
not humble however, he writes a straight-forward program of
revolutionary modernism that, with its lurking missionary militance
and unification ideology, is admittedly problematic. In a city like
Rotterdam whose architectural modernism is the historical result of
Germany having bombed down the city in the Second World War,
Lissitzky's story of objects flying from the sky to explode old
architectures becomes highly ambivalent. Yet, the iconography of
Lissitzky's story is complex and has an anti-fascist background.
The fourth image, a red square vertically crushing the old order of
things, paraphrases a billboard he had designed in the year before,
the famous Beat The Whites with The Red Wedge. The latter,
propaganda for the Red Army in its fight against the monarchist white
troops, specifically addressed the Jewish population of Russia:
Subverting the slogan Beat The Jews, it reminded viewers of
the antisemitism of the right-wing forces. In addition, it reused the
Jewish iconography of his 1917 illustration to the Haggadah
children's story The Little Goat, showing an angel who
punishes slaughter on earth by pulling his sword in heaven and
striking it down to earth.4
Lissitzky's subsequent abstraction of the motif not only
secularizes it. The image turns into a general reflection of how that
which in Fludd's depiction was limited to imagination could be
made material designs and spaces which would recursively allow new
imaginations to develop. Lissitzky's designs could therefore be
seen as even more speculative and fantastic than Fludd's
imaginary architectures. They render themselves no less intricate
figures of reflection despite their shift from metaphysics to design.
Postmodern art criticism, set off among others with
Jean-François Lyotard's Postmodern Condition in
1979 and Rosalind Krauss' The Originality of the Avant-Garde
and Other Modernist Myths in 1981,5 nowadays has degraded
into a routine bashing of 20th century avant-garde modernism and an
ostensive contempt among curators and artists for problematizing form
and design. What tends to be overlooked in avant-garde modernism, and
lost in a superficial understanding of design, are its experimental
and speculative projects to not merely comment upon, but actually
adjust reality. Radical reinvention of languages was a key program of
the 20th century avant-gardes. It is encouraging to see a student
project like Sasson Kung's Love Language System no
longer refraining from such an endeavor, not restraining itself to
merely criticizing codes. The Love Language System solves
its design issue, the utopia of a universal language, in a humble and
playful way. Even if it were less modest, dismissals of language
reinvention has become cheap talk, too, that deconstructs itself in
its own metaphysical assumption that language, and codes,
wouldn't be cultural constructions that could be altered, and
constructed differently.
*0.39! Figure *0.39! Figure
Figure 4: Design of Brion Gysin's Dreamachine, David
Woodard and William S. Burroughs in front of a Dreamachine
Reality adjustment thus is made on the very level of the signs
and objects that make up a world. Tsila Hassine's
Ctrl-F(r)eader takes a reciprocal approach to Sasson
Kung's synthesis of letters and words by constructing an
analytical device that shapes our perception of written language, and
thus effectively the language itself. By showing how words in the
Internet achieve their meanings through different contexts, the
Ctrl-F(r)eader maps language as a social product. If the use
of the software conversely influences human understanding and usage
of language, a strange feedback process results, triggered by the
program's filtering politics.
The McGurk effect shows that no third eye like in Robert
Fludd's image is needed to impose subjective over physical
reality, but that the interference already happens with the two eyes
we have. Another examples is the flicker effect, artistically
employed in Brion Gysin's Dreamachine and Tony
Conrad's experimental films from the 1960s, triggering color and
visual form hallucinations when a stroboscope light meets a frequency
of around 30 Hz. Yet another is the fact that we can hear sounds from
a sound source that isn't physically capable of reproducing them
- such as low musical notes from a cheap transistor radio - because
our brain automatically reconstructs them solely from their overtone
spectrum. Lossy audio and image compression codecs such as MPEG and
JPEG are based precisely on such "psycho-acoustic" and
psycho-visual phenomena.
*0.8! Figure
Figure 5: Peter Kubelka in front of the laid-out footage of his
1960 film Arnulf Rainer
If perception doesn't match physical laws, it also means
that synthetic composition methods in art and design based on
strictly physical parameters are founded on false aesthetic premises.
This in turn affects 20th century formalist modernisms:
constructivist art with its foundation on the square grid for
example, and avant-garde music from Arnold Schönberg's
dodecaphony to Karel Goeyvaerts', Pierre Boulez' and
Karlheinz Stockhausen's serialism. The latter boiled down to a
total physical parameterization of sound and its subsequent
arrangement into permutation rows. It resulted in a complexity of
polyphonic patterns that could be grasped only through formal
analysis of the score, but rarely or not all by the human ear.
Likewise, Peter Kubelka's abstract film Arnulf Rainer
from 1960, composed only of monochrome black and white frames
according to a serialist method, is a visually impressive composition
and design on the photographs that show the film laid out as a
vertical grid on a wall. But this quality is lost, and the film
appears like flicker, when its projection dissects it in time rather
than unfolding it in contiguous space.6
Today, this film reads as an early radical example of digital
art in which a binary code functions as both source and visuals,
structure and perceivable result. It coincides, both historically and
aesthetically, with the first manifesto of permutational art
of the French information theoretist Abraham M. Moles from
1962.7 This pamphlet, published originally in
German and later expanded into a book Art and Computer
(Art et Ordinateur,8 proposes to refound the arts upon
the algorithmic combinatorics of their particular elements and
physical parameters: serial and aleatory composition in music, word
permutations in experimental poetry, constructivist abstraction in
painting. According to Moles, the objective is to "narrow down
and exhaust the field of possibilites accessible through a
`set' of rules" for the composition of the material.9 It
was, in other words, a radically formalist variant of the belief that
the medium is the message. Along the lines of Claude Shannon's
information theory, Moles proposed to conversely conceive of
aesthetic perception as computational. Aesthetic criticism should
therefore be based on a reverse-engineering that "determines the
redundancy of artistic messages through the coding rule of its
combinatorics".10
With this, Moles set a classical agenda of what first was
called cybernetic, later electronic and eventually media arts and
design. But already in his writing, the formalisms become eccentric
and border on phantasmagorias. He takes, for example, Sade's
novel The 120 Days of Sodom as a model of a computational
eroticism, and thus transgression and reinvention of culture. It took
three decades until the later 1990s when such eccentricity, the
surrealism of formalisms, found its expression in the digital arts,
in the works of Dutch artists (and former Piet Zwart media design
research fellows) jodi, or in the frequent pastiches and
remobilizations of abstract art, constructivist graphic design and
typography in the pop cultural design of record covers, flyers and
web sites.11
When binary information turns into flicker, causing
hallucinations, it reveals wider implications of aesthetics and
aesthetic designs that disprove easy critiques of
"aestheticism." The McGurk and flicker effects are so
profoundly disturbing because they reveal cracks in our reality and
the shakiness of cognition. In turn, they provide hooks for designs
to hack conditionings. Since the Greek word "aisthesis"
means "perception," such effects are simple yet radical
examples of how aesthetics concerns the human condition.
Aesthetic theory has addressed this dimension since its very
beginning. Kant's notion of the dynamically sublime refers to a
force that exerts a vortex-like power upon us while, being a
perceptive phenomenon, leaving the freedom of reflection and thus
raising human self-awareness.12 Friedrich Schiller expanded
Kant's notion into a modality of artistic designs by conceiving
of the sublime as a result not only of natural, but also human-made
phenomena.13
Designs of systems or `media' to change perception and
cognition of ourselves, our environment and communities: This could
be called the common yet radical denominator of the audio
installations, information filters, alternative language systems and
garment economies in the graduation projects of Dragana Antic, Tsila
Hassine, Sasson Kung and Cheryl Gallaway. Interestingly, they all
apply designs onto industrially designed objects, attempting to
reprogram and reappropriate the latter: audio processing to footsteps
in shoes that were typically designed to avoid noise, linguistic
algorithms and linguistic type design onto the Internet, and
community web sites onto clothing, carving out physical intimacy -
feeding back body motion, expressing love, wearing stuff - and
conditions of thought. May these designs flicker!
References
- [Bir73]
-
Alan C. Birnholz. El Lissitzky and the Jewish Tradition.
Studio International, 186(959):133, 1973.
- [Kan90]
-
Immanuel Kant. Critique of Judgement. Oxford University
Press, Oxford, 1978 (1790).
- [Kra81]
-
Rosalind Krauss. The Originality of the Avant-garde and Other
Modernist Myths. MIT Press, Manchester, 1985 (1981).
- [Lis91]
-
El Lissitzky. About 2 [Squares]. MIT Press,
Cambridge, 1991.
- [Lyo79]
-
Jean-François Lyotard. The Postmodern Condition.
Manchester University Press, Manchester, 1984 (1979).
- [MM79]
-
Harry McGurk and John MacDonald. Hearing lips and seeing voices.
Nature, 264:746-748, 1979.
- [Mol62]
-
Abraham A. Moles. erstes manifest der permutationellen
kunst. Stuttgart, 1962.
- [Mol71]
-
Abraham A. Moles. Art et Ordinateur. Casterman,
Paris, 1981 (1971).
- [Sch93]
-
Friedrich Schiller. Of the Sublime, 1986 (1793). http://members.aol.com/abelard2/schiller.htm.
- [TJ95]
-
Peter Tscherkassky and Gabriele Jutz. Peter Kubelka. PVS
Verleger, Wien, 1995.
- [WPD03]
-
Künstlerhaus Wien, Norbert Pfaffenbichler, and Sandro
Droschl, editors. Abstraction Now. Edition Camera
Austria, Wien, 2003.
- [Yat65]
- Frances Yates. The Art of Memory. Routledge &
Kegan Paul, London, 1965.
Footnotes:
1[MM79]
2[Yat65], fig. 16
3[Lis91]
4[Bir73]
5[Lyo79], [Kra81]
6[TJ95]
7[Mol62]
8[Mol71]
9[Mol62], p. 3, my
translation
10[Mol62], p. 2, my
translation
11The catalogue Abstraction
Now, which includes jodi and former Piet Zwart media design
research fellow Peter Luining, documents this tendency, [WPD03]
12[Kan90], §28
13[Sch93]