![]() Iliyana NEDKOVA in an e-mail conversation with Klaus-dieter MICHEL about Virtual Heatwave, solid cultures and cyber sandstorms |
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![]() ![]() Iliyana NEDKOVA in an e-mail conversation
with Klaus-dieter MICHEL about Porn Trapdoors, Blinkfaces and Other
Webart Virtues IN: While anticipating the launch
of your VR webwork, called Global Porn Trap [working title], I was particularly
impressed by your intention to explore the manipulative power of seeing
and representing on the Internet or how virtual culture affects our vision.
How did you arrive at this concept? Are you yourself getting over saturated
and frustrated with browsing and viewing to turn towards this self-reflective,
inward-looking topic?
IN: I have a feeling that your avatar's
or artist's name Blinkface also reflects your anxiety about the life on
screen and the preoccupation with one of the most favoured effects of
web-authoring: the blinking images or texts. What is the story of Blinkface?
How did it come about?
K-dM: Blinkface represents me as an
image or a vision with unstable character. It emerged from a graphical
ascii-logo that I used on a former net-art project some 3 years ago. Now,
I call this a series of 'Lingo Blinkfaces' and 4 of them are still exhibited
on my current site in the SubMessageBox.
What you basically see there is a geometric grid of ascii-bits or some
seemingly senseless letters evoking a pair of blinking eyes in reds, whites
and blacks. With its complete orderly look, 'Lingo Blinkface' hides a
challenging statement from the observer. It is about the impact of 'hidden'
and 'obvious' meanings in art's performance/reception. Blinkface has evolved
as one of the major models throughout my work. Blinkface is thus both
outwards and inwards for one can look at its 'surface' but one can never
see through. The 'blink'-ing effect further builds an impression of a
periodically open space whenever the surface disappears for an interval
or two. From a more practical point of view Blinkface offers this headliner
three useful aspects. Firstly, nobody but me, uses this simple word combination
in the entire Internet. Secondly, it is on the way to be automatically
associated with those modern, as well as classical, forms of web- eyecatchers.
And thirdly, it allows me to slip into a masking as a kind of a virtual
entity.
IN: It seems to me that Global Porn
Trap tackles interactivity - this much-speculated about virtue of webart
- in a rare fashion. By inviting people to step off from the screen, rather
than to stay glued to the regular mouse/joystick/keyboard operating human-machine
interface, you are probably prompting people to get moving around the
monitor as if it is a magic three-dimensional puzzle. I see also a bit
of a wishful thinking here - paradoxically enough, in my attempt to get
at a decent distance from the screen, I encountered a total lack of control
over the imagery. Is that one of the traps you have mined the route of
the visitor with?
IN: I was also wondering about Global
Porn Trap and its bizarre approach to the 'fleshy Internet aesthetics'.
I believe that all anti-Internet headline makers would pick up your VR
project title as the other substitute name of the Internet. In your introduction,
out of political and artistic correctness, you have stated that the responsibility
of turning around or exploring the sexually arousing images you have magnified,
lies entirely with the viewer. Are you employing the same language of
enticing this viewer with the sleek 'mechanon' [GR, a trick] of the web
pornsites when welcoming people to get through the invitingly open doorway
with the words; 'Now nothing stands in the way to enter the show. Play
it. Again & again.'?
IN: Or perhaps, there is another trap
round the corner because once inside the splash screen with the once-flesh
images, one can get confused by the lack of any sexual implications in
the formalised colour patterns of supposedly megamagnified naked skin?
By employing a sort of visual hyperbole are you arguing that we could
get back to our integrity only through over exaggeration, through hypersensitivity?
IN: I can imagine that there are people
out there who have never been affected directly by the porn aesthetics
as delivered on the Internet. What is your book of rules for not getting
trapped in the porn netzones? What are your navigation tips for such non-experienced
visitors to Global Porn Trap?
K-dM: Sorry, but I have no adequate
answer available
IN: 'Touch is the most demystifying
of all the senses while the sight is the most magical'. This is a quote
from Roland Barthes's Mythologies, 1957. While reflecting on this clear-cut
statement of Barthes, I realised that your Global Porn Trap seems to couple
[at least in theory] our aspiration to see and touch despite the unhavable
nature of the Internet flesh. Could we then pronounce the Internet as
the most mystifying and magical in Barthes' terms?
IN: You are also sticking to the good
old recipe for cooking up a webwork - make it playable, turn it into a
game. What do you think will make people do it over and over again with
Global Porn Trap?
IN: There was another striking thing
about the doorway of the Global Porn Trap. It is set up as a sort of Star
Trek starship environment with two identical adjacent doors from each
side. In terms of its formal simplicity, this door image bears some predictable
techno-beat which is recurrent in the digital minimalism of your other
VR work, called Virtual Heatwave. Are you an ardent adherent of the heavy
techno visual culture? I think one can also attribute some serendipity
to the way the new VR frontdoor came about with the screen of doorbells.
However, what I value most in this buzzers-dominated navigation of the
VR WEB is the archaic image of the doorbell. Isn't it the pre-Internet
means of communication - everyone seemed to be only a buzzer away. Just
drop in, press the doorbell and you will be received?
Concerning my Global Porn Trap, it is important
to realise that this imagery of a somewhat Star Trek design - trapdoors
inviting you to step in - transports my entire idea to dig a virtual tunnel
between close websites. Within the tunnel, there are trapdoors which lead
the visitor inside a certain room - another analogue from the physical
world. Global Porn Trap is one of three rooms that I have installed already.
There are also the 'U-Boat
Chamber' and a preview of '17
Anonymous Kids' which is currently in progress. My plan is to include
more websites in the future and to open up a trapdoor to certain room-installations
on each site. I call this 'Cubic Capacity/Hubraum' and the visitor can
'walk underground' through my corridor from site to site. As you see,
this is full of analogous meanings from the pre-Internet world.
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