digital bodies virtual spaces impossible objects information theory links

 

 

 

 

 

 

 

 

 

 

 

 

KARI ALTMANN

SPENCER HUTCHINSON

BRIAN KHEK

LENOX LENOX

TIMUR SI-QIN

ZEITGUISED

 
 


While the notion of impossible objects would seem to reference only the sculptural nature of 3D representations, this term equally connotes their post-photographic quality. Impossible objects in the 3D realm can only be perceived by the computer's documentation of them. 3D is therefore a hybrid of sculpture with two-dimensional imagery, of sculpture AND photography, and is in this sense neither fish nor fowl. 3D is "impossible" and inauthentic by definition. It is the unique qualities of the synthetic camera that gives implausible 3D objects a sense of the real.

The meta space of 3D is a non-site, in Smithson's sense1, and as such forces certain physiological responses on the part of users, makers and viewers. Impossible objects are paradoxical in nature and could NEVER be constructed but can nevertheless be output as apparently realistic movies or still frames. Virtual images have visually schematic qualities related to illustrations or paintings, yet objects cast hyper-realistic shadows, and lighting is ambient with accurate specular highlights, reflections and refractions, giving the impression of photography. Virtual photos and films therefore evoke sensory impressions so a viewer assumes that they must have a tangible existence, although the objects depicted in them actually could not and do not. As a result, what emerges are pictures of sculptures in the tradition of Magritte: surrealistic mind models with an uncanny relation to the real that on close inspection transgress the rules of light, gravity, time and space. This makes impossible objects the "true" embodiment of the recursive systems that are the basis of computer science: systems that self-reference and build off of themselves but that can originate from ANY assumption, no matter how improbable.

1. Robert Smithson, "A Provisional Theory of Non-Sites", in Unpublished Writings in Robert Smithson: The Collected Writings, edited by Jack Flam (University of California Press, Berkeley, California, 2nd Edition, 1996)



















 

Kari Altmann
How to Hide Your Plasma (Handheld Icon Shapeshift for Liquid Chrystal Display), 2011
4D Animation, Virtual Sculpture

Free and ubiquitous 3d models of handheld materials (tactile icons) are set to an illusion of monumental size inside a rendered gallery room experienced only through documentation. A single blob of clear plasma moves through this selected sequence of forms, and the walls of this alleged room are skinned with synthetic abstract imagery chosen in an attempt to resemble the form's usual apparition, much like 3D modeling software in which an image skin is applied to give the naked form a recognizable appearance. Like an alien interpretation of essential devices, this presentation takes on the workings of an impossible trap. It suggests that there is a relatable and profound tactile or visual experience to be had, if only one could access the dimension in which to have it.

http://karialtmann.com/









 












Spencer Hutchinson
Temple Kingdoms on the Other Side, October 2010

The video is a representation of unseen forces acting on geometric objects being arranged in architectural formations. The title of the series from which this animation is drawn, BAS Arquitectos, stands for Bifurcated Acoustic Space, in which the architectural objects illustrated in the video represent the spatial as well as concrete elements that define the medium.

http://basarquitectos.tumblr.com/










 












Brian Khek
Homer's Venus De Gummy, 2010
HD Video and stereo sound

The Venus de Milo has become more of a noun and less of a sculpture.

http://briankhek.com/










 











Lenox Lenox
TMRRW

TMRRW combines predictable and unpredictable change in order to form a cubic time capsule of future artifacts, through mapping the course of natural disasters, desiccated resources, science fiction, and myth. The resulting guided tour of The Last Gallery simulates potential documentation of the past, while simultaneously proposing precursory relics.

http://lenox-lenox.us/
http://twincraft.tumblr.com/










 












Tiumur Si-Qin
Real Flow, 2011
Video

The real (as opposed to the possible) gray Phong shader flowing over default face geometry. Primal-object-money-shot at the intersection of signified wealth, power and technology; simulated at a 55 degree angle.

http://timursiqin.com/










 












Zeitguised
Peripetics or The installation of an irreversible axis on a dynamic timeline, 2008
HD video, stereo sound
Sound Design: Zeitguised with Michael Fakesch

Simulating a gallery within the artwork, Peripetics examines contemporary art-practice by use of ubiquitous 3D computer graphics (CG). The title and description are part of that mimicry: Peripetics is a piece in six acts that each entail an imagination of disoriented systems that take a catastrophic turn, including the evolution of educational plant-body-machine models and liquid building materials.

http://www.zeitguised.com/