Research

Magic Death

Reflections on ‘Magic Death’ Realist Magic: Objects, Ontology, Causality

‘When we exit from our ideological “world” with its familiar contours, we are still somewhere… These transitional spaces are not just a void… They both hold that the interstitial space between things is not a blank void. In fact, it’s charged with meaning, even with causality.’ (Morton, 2013, 197).

As the counter to my previous reading of ‘Magic Birth’ from Timothy Morton’s Realist Magic, ‘Magic Birth’ centres around the death of objects. Initially the chapter discusses the full life process:

  • To be born – for a rift between essence (the mode of existence or the intrinsic elements that make a thing what it is as distinguished from others) and appearance (what seems to be, the perception of a thing in contrast to reality) opens up. To expand on this appearance and essence can be seen as appearance (phenomenon) and thing-in-itself (noumenon) as defined by Kant. Appearances are objects as we experience them with our spatial/temporal categories of understanding. Things-in-themselves are objects as they might be in themselves and known by pure intellect, beyond knowledge.
  • To persist – for the rift to suspend itself
  • To end – to coincide with one’s sensual appearance in a unification of the object with its concept. When objects die we perceive its withdrawness, we can no longer point to either the object or its death only the fragments left behind. In order to exist in the first place, Morton posits that objects must be fragile or incomplete.

Morton discusses the end further whereby the aesthetic of an object initiates a ‘subject-quake’ or a little death, these quakes cancel out the difference between a thing and its appearance and ultimately bring about the end of an object. In this process the end of an object brings about beauty. Beauty here is described, as derived from Kant, the experience of co-existing with an object. When an object ends it fuses with both the space inside and outside, it becomes its environment, it co-exists with another object.

The death of the object is further expanded through a process of transformation into another, the initial object is taken over and translated into that of another. The more complete the translation, the more complete the death. However, Morton counters that every translation is necessarily imperfect, an uncanny resemblance where the object is no longer the same but still resembles it in its appearance. The object both is and is not. Applied to my own project work; the translation of a human to that of a 3D render of itself can be seen as the death of the human object in the translation to the 3D object. The 3D render bears an uncanny resemblance to the human, but it is a virtual amalgamation of a mesh and a texture. It both is and is not the human. The 3D head can also be seen, by Morton’s follow up concept, as existing in a ghostly half-life. However, Morton states that objects are already ghosts of themselves, birth/persistence/death are all happening simultaneously. An object is at its end at its beginning, persistence is just the facade on top of this, ‘an object is just a “black hole” with a fading photograph of itself on its surface.’ (Morton, 2013, 196).

‘An object affects another object by translating it, as best it can, into its own terms… A perfect translation of one object by another would entail the destruction of that object.’ (Morton, 2013, 199).

Further along the lines of the incompleteness of objects, the 3D render is thus the reduction of the human to pure appearance where the inner fragility of the human (the basis that it can exist at all in Morton’s view) activates its own destruction. This destruction is through the 3D process interfering with the rift between essence and appearance that resulted in the human object being born in the first place, this is done by translating the human so radically into a 3D object of itself that the human collapses. By collapsing the human is allowing itself to aesthetically attune itself to its translator. Yet, as Morton continues, ‘there can be no perfect translation of an object, because the translator is also an (inconsistent) object… Thus there appear cinders, fragments, debris.’ (Morton, 2013, 200). This is evident in the incompleteness of the 3D render; the gaps in the mesh, the debris of extra triangles, the fragments of distorted features. Ultimately, ‘new objects are uncanny reminders of broken objects.’ (Morton, 2013, 200). Perhaps within my project I am not finding the point at which the human becomes an object, but rather the translation of the human into another. The inbetween of one object’s end and anther’s birth and at which point either is just persisting, suspended in the rift.

Morton ends the chapter by discussing this process in relation to time, there is no end of one object and then the beginning of another. The two modes of time intersect, an object’s destructive relating and the futural not-yet-ness of beginning. The two are occurring at the same time in different dimensions, in different modes of existence, outside of linear time in the ‘Moment‘. ‘The glass is forgotten – not by us, but by the shards’ (Morton, 2013, 218), or, the human is forgotten – not by us, but by the mesh.

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Experiments, Research

Hand Arch – Failed Experiment

I attempted another experiment to create a 3D render of a hand, this time using 123D Catch. Unfortunately this resulted in another failed experiment, however the failure did have an interesting effect. Instead of creating a model of the hand, it instead captured more of the wall and left a gap where the hand was. Forming an archway dappled with some of the texture of skin merging into the painted stone of the wall.

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This accident reminds me of the work of Rachel de Joode and in particular her work entitled ‘Sculpted Human Skin in Rock (I)’. De Joode’s work explores the relations between surface, materials and process and the interplay when a 3D object is presented in a 2D space. De Joode’s work with skin and texture is particularly interesting for me, taking fractured elements that make up the body and transferring these into architectural embodiments. Surface and what’s underneath pose interesting dualisms to explore in my own project work, the human condition to be embodied (to be an object within and around other objects) and also to have the ability to think of and perceive yourself outside of this.

Rachel de Joode

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Research

YSP – Bill Viola

On Wednesday 25 November I went on a trip to Yorkshire Sculpture Park to see the Bill Viola exhibition in the Underground Gallery and Chapel. The works in display showcased some of his well known video/installation work and a new piece ‘The Trial’, All of these were set in pitch black rooms with the work as the overwhelming main focus of the space.

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One of the biggest elements which hit me about the pieces was the use of sound, sound was used here to create a fully immersive experience. Viola played on an isolated sound which was part of the video/process, magnified and enhanced this to fill the space. Sound here took on it’s own life as part of the work and focused you in on the action taking place within the short video loop pieces.

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One of my favourite pieces featured people walking backwards and forwards through a wall of water, as they moved through it they lost or regained their colour. This was such a simple effect, but within the stillness of the space had huge impact. The process gave the effect of an afterlife or grey void where all colour signifiers were removed, then when they came back through the water it was a process of transformation into a full colour HD image. Water again played a part in another piece of people suspended in water, suspended in space, a space they can exist in a new context of a frozen moment. These looped videos were placed all around the room and gave the effect of ‘Ophelia’ by Sir John Everett Millais, the people were forever frozen in this moment of underwater tranquility and existing in a space between life and death.

Another favourite installation features sheets of muslin suspended in the space and projected on from both front and back, the two videos interwove together and interacted with each other. You could then move around the space and see the videos from different perspectives, offering new experiences on the work. As part of this the videos featured people walking towards the camera, when transferred to the sheets of muslin this made them appear to be physically walking in the space.

Accompanying this in the very end room of the Underground Gallery was the library space, here there were books, quotes and documentary videos of Viola explaining the work. The quotes on the walls provided some great insights into Viola’s thinking:

  • Landscape – projection of the inner space of the mind. Stillness of the outside of an apartment building isn’t still at all, by removing all cues you see from the outside that the inner voices become louder and clearer.
  • Finitude is what being alive is all about.
  • Art exists in the mind of the viewer who has seen it.

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Experiments

De-formations (Head Bowl)

In conducting the previous experiment, it reminded me of my previous work in Human < > Object and the transformation of the human to functional objects. The bisected head when placed on its side resembled that of a bowl, by placing objects within this it now transforms the function of the head into that of furniture. Altering the properties of the human further and replacing them with those of an object.

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Experiments

De-formation (1)

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Short experiments following on from the creation of my 3D head, taking the 3D render and further distorting its own topological space. The initial act of reducing a human to an object can itself be seen as the distortion to the human topological space, it is deformed (or de-formed) into an object. However those elements that are preserved form the link between the two states. These experiments look to further de-form that object, by bisecting it you again change its space.

Taking only half the head further takes the object away from its pre-recognised state as a human. This also creates an interesting optical illusion when the head is then rotated, the brain makes up for the missing information and contours the inside of the face to make it look like another outside. As if the head is a complete object.

This is, however, a failed experiment. Topology only can be deformed by stretching, bending etc, anything that preserve the original space. By bisecting into the object this experiment has gone against that and created an entirely new object.

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Experiments

My 3D Head (3)

In order to re-try the process of using Photoscan this time I created a 3D version of my head. This time the experiment worked and the resulting model successfully captured my head and translated it into a 3D space. This further gave the impression of the reduction of the human to an object and how that object weirds the human, you can recognise aspects of it but you no longer have a connection to it. Also once the object is put into a 3D programme such as Blender, it created it’s own virtual space. This virtual space allows that object to exist in a new context, carving out a new environment the human couldn’t exist within otherwise. The notion of space is interesting and not something I had considered previously, the space around an object has as much impact on it as the object itself. Equally the space around the human can have the same impact.

This opens up avenues to consider:

  • Negative space
  • Virtual space/ real space
  • Topology [- concerned with the properties of space that are preserved under continuous deformations, such as stretching and bending, but not tearing or gluing. Important topological properties include connectedness and compactness.]

Also along with digital/virtual space, perhaps this could lead to explorations of objects/humans/space within the Oculus Rift.

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Unwrapped texture:

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Experiments

My 3D Hand

Following my experiment to create a 3D version of my head (or the reduction of me [human] to an object existing in a digital space), I then conducted the same experiment this time using Agisoft Photoscan to create a 3D version of my hand. Photoscan requires more precise photos to be taken at the first stage, with Clive McCarthy’s help we set this up using the following:

  • Green screen background
  • 3 x Photography lights – tungsten bulbs
  • Nikon DSLR camera
  • Wheelie chair

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I moved in small increments while Clive captured 360º of my head. This was then masked using After Effects and both the original files and the mask taken into Photoscan. The software goes through the process of creating a aligning photos to create a point cloud, creating a dense cloud, creating the mesh and finally building the texture. This was ultimately a failed experiment, the final model didn’t render a 3D hand and could only show a 2D image. This perhaps needs better photos to be taken initially or a 3D scan.

However, the resulting object does have interesting qualities where it has lost some information. The object therefore takes on a new form, it is a copy of the original but also an original now in its own right.

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The unwrapped texture this time is much more complex then the previous experiment:

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Research

Thoughts

Meeting with Clive McCarthy 11/11.

Following my experiment to create a 3D model of my head, taking the human to an object, the next step would become printing a 3D model of it to create a physical object existing in real space. Then through interactivity to re-introduce humanity back into it:

  • Forehead – create a body temperature (possibly using a heat pad and an arduino)
  • Mouth – creating the possibility for communication by adding speakers (could also explore twitter interactivity)
  • Ear – listening device
  • Neck – creation of a pulse to simulate a heartbeat

This can also be using different body parts:

  • Head – pulse
  • Hand – body temperature, inviting people to hold hands
  • Ear – communication/listening

These can then be juxtaposed with objects, that we would normally recognise as an object, given human elements:

  • Chair – pulse
  • Table – body temperature
  • Lamp – communication/listening

Both the objects and the body parts can be reduced to the same level, 3D printed with a default base of no texture/colour. This can then expose the perennial question, does the object with a human face become more human then a chair if both have a pulse? Or would both exist in an inbetween space neither human or object?

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