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Image and Representation in the work of Shawn Smith by Jennifer Scanlan In Jean Baudrillard’s essay
“The Violence of the Image,” which decries contemporary society’s embrace of
the simulated image over the real, Baudrillard writes: “The last violence done
to the image - the very final violence - is the technological one: electronic
and computerized, synthetic images issued from numerical combination, combined
and reworked on the surface of the screen. It is the end of the imagination of
the image itself, of its fundamental illusion, because in the synthetic
operation the referent no longer exists, and the real has not even time to take
place as it is immediately produced as virtual reality.” In Baudrillard’s post-modern
world, virtual reality is not real at all: lacking physicality, existing only
as data, the digital image represents a complete and final detachment from the
actual world. In his work, Shawn Smith both examines and reverses this process,
transforming the digital back into the physical. His investigation of vision,
image, and perception, winds through many of his scientific interests: morphology,
evolution, virology, and astrophysics. Each piece develops from the
intersection between the digital and the physical, the perceived and the
tangible, the synthetic and the natural, the theoretical and the actual. Smith’s primary subject is
the natural world, but it is a world that for him exists almost entirely
virtually. His primary source for research is the digital images of the Google
image search. These two-dimensional images are translated into three dimensions
through a process that is deliberately laborious and non-automated. A
low-resolution image is found on the web and expanded until the each of the
individual pixels appears as a solid color dot on the grid that forms the
image. The pixels, elemental building blocks of any digital image, become
actual building blocks, as Smith hand-cuts them from MDF or plywood (the
material itself being both organic wood yet a man-made composite). Smith then
hand-dyes each piece with hand-mixed colors to develop a rich palette. The
completed piece seems to be a pixilated, “synthetic” image, and yet it is
unequivocally real, made by tactile hand labor. Smith considers these pieces
“doppelnature”: copies of nature that have lost all natural characteristics. Image and representation in
biology are often a matter of life and death. Animals or insects change color
to attract mates, or to camouflage themselves against predators or prey. In
many of his pieces, Smith explores the ways in which the natural world uses
color morphology to create or deflect visual interest. These phenomena are
explored in the two fish: Betta Fish
and Green Puff. Both fish are
carnivorous, and their brilliant coloring is both seductive and aggressive. In
Smith’s rendering, the fish are huge; outside of their element, they become
ominous. The Alligator is another
dangerous predator, though Smith’s rendering in vague detail without eyes or
teeth renders the danger ambiguous. In doppelnature,
the predators have their violent coloring but have lost their bite. The bird head installation
is another example of color morphology, showing the spectrum of resplendence in
the avian world, in this case used by the males to attract mates. Lined up on
the wall, they simulate a Google search result, the installation referencing
the screen: nature on display for humans, called up by a computer query. Other
pieces highlight more deadly ways in which humans use animals for their own
ends. Arctic Game is a polar bear skin, which memorializes that
endangered animal in this case shot as a trophy. From the Coal Mine considers the fate of the canary used by coal
miners to test the air: the canary’s death served as a warning that the air was
poisonous. Here we have both violence of image and violence of behavior. Like virtual reality,
scientific theory is a study of the possible, going beyond that which can be
perceived in the physical world, at the same time investigating the rules of
that world. In the Trio—Spaghettification, Intersection, and Squish—Smith
considers the effects of gravity on a deer head trophy. All three have the same
number of pieces, which are elongated or shortened to illustrate phenomena of
astrophysics. Spaghettification is
the elongation that occurs in a very strong gravitational field, such as a
black hole. Squish documents the
opposite effect of neutron stars, where gravity collapses. Intersection serves as a midpoint between the two: the wood lengths
are normal, and the colors shift from red on one side to blue on the other.
It’s a purely visual study of how our eyes respond to color proximity; it also
serves as an illustration of Smith’s interest in the intersections between
different forms or ideas. Two of the pieces, Glitch and Mop Bucket, are explorations of virtual phenomena. Glitch replicates the kind of computer
error that leads to color distortion in digital images. When we look at a
digital image with these kinds of striated colors, we realize we are not
looking at the “real” image, but instead evidence of a damaged file. And yet we
are looking at the real image, because that is the way the image exists. Smith
manifests this contradiction by creating the distortion in a physical object.
We do not expect a porcupine to have colorful quills, and therefore we mentally
“correct” the image and see this coloring as an aberration. Those of us
familiar with faulty digital images may even recognize this aberration as a
technical glitch. And so our mind moves back and forth, unable to accept the
reality of the piece that is right there before us, replacing it with what
Baudrillard would call “computerized, synthetic images.” Mop Bucket,
the only representation of a completely man-made object in the exhibition,
comes from Smith’s observation of video games. In games where the player
appears to be walking through an architectural setting, a mop bucket often
appears, suggesting an unseen human presence in an institutional space, a
marker of the (imaginary) reality of dirt and labor in a virtual
environment. The digitally created world
of the video game is perhaps the most extreme example of society’s embrace of
the simulated image. Unlike the fish, or the birds, or even the porcupine, the
mop bucket never existed in the first place. While physical actions (pressing
buttons, moving joysticks) in a video game seem to have consequences, they are
entirely simulated. And yet the video games engender real emotions, and often
the sensation of complete immersion. Vicious Venue is a piece that sums up this contradiction between virtual and physical
reality. Originally the vulture was part of a larger installation that
replicated Sam Spade’s office in the film “The Maltese Falcon.” The vulture is
pixilated, and the technology that it is destroying is obsolete: a simple
interpretation of this scene could be that contemporary digital technology is
destroying old analog technology. A more complex interpretation asks the
question: what is real in this tableau, and what is simulated? The objects are
physically real but they evoke a fictional setting. The vulture appears to be
virtual, yet it is also tactile. The ideas and emotions provoked by such a
scene—humor, anger, curiosity—are very real, though completely intangible. Shawn Smith’s sculptures ask
us to look at the difference between what we perceive and what we can touch,
between the nature that exists outside and the doppelnature that we create onscreen. He establishes virtual
reality and physical reality not as two separate spheres, but as part of a
whole with permeable boundaries. His works offer both the reassurance that we
are not losing touch (literally) with reality, while at the same time opening
our eyes to exciting new possibilities for experiencing the world. |