Of Skins and Screens: Hyperdance, Haptic Cinema, and Contact Improvisation Harmony Bench
Prelude:
The First Time
I am trying to remember the first time I came across Somnambules. How did I get there? What path did I take through the World Wide Web to discover the work of Nicholas Clauss? Maybe I followed a link from somewhere else, maybe Clauss came up on a search. Most likely I was surfing the Net, procrastinating on some project that needed attention I was unwilling to give. Once at the site, did I wonder why nothing worked? Did I have to download plug-ins I had never heard of and which I did not trust? I have a short techno-memory; I forget that I only recently acquired the hardware, software, and know-how that I now take for granted. I know I was on a dial-up connection because I could not afford anything faster. I remember that Somnambules was Clauss’s most recent work, listed above links to his other pieces, and that it was months before I looked at any of his other Internet-based art works, dance or otherwise. Somnambules intrigued me in spite of its discouraging load-time. The preludes interspersed throughout the suite of dances were more significant to me then—small files that loaded quickly and gave me just enough incentive to wait for the scene to follow. And so I waited, mousing back and forth across small shadows, dolls, and dancers—hints, promises really, that my patience would eventually be rewarded. The browser window opens onto a
nightmarish vision of death, disembodiment, and decay engulfed in the darkness
of a black screen. Dancing specters and haunted souls—casualties of digital
media—appear throughout Somnambules,
a hyperdance piece. A small but growing genre of dance and new media,
hyperdance
[1]
shifts the material conditions of dance creation and spectatorship by
considering the computer screen a site for dance performance. Combining visual
art, music, and dance by collaborating artists Nicolas Clauss, Jean-Jacques
Birgé, and Didier Silhol, respectively, Somnambules emphasizes the computer user’s body in navigation and exploration. The user’s
motion, confined as it is to the small geographies of mouse or trackpad, and
the user’s physical contact with the image, similarly confined, stand out in
this piece as compared with other hyperdances.
[2]
Users affect onscreen motion through their own movements, which operate
simultaneously with qualities of touch (click, drag, mouse, etc.): motion and
touch work in tandem at the mutually-defining sites of the user’s body and the
image. Drawing attention to the piece’s cinematic and choreographic components,
I explore movement and touch as both objects of interaction and means of
interaction in Somnambules. I further
tease out specific modes of bodily interaction, working toward a more nuanced
understanding of bodily engagement in the broader fields of interactive and
responsive media. This project, which interrogates the
relationship of bodies to onscreen images and theorizes bodies in motion, is
couched in the work of both cinema and dance theorists. Phenomenological and
Deleuzian approaches to film and video prove especially helpful in theorizing
bodily encounters with new media.[3]
What Laura Marks and others call haptic cinema particularly brings attention to
the sensorial aspects of seeing and offers a theoretical model for analyzing Somnambules. Likewise, the dance
practice of contact improvisation situates bodies as loci of sensation in
relation to all the other things that bodies are/do. Both contact improvisation
and haptic cinema emphasize bodily engagement, namely through tactile sensation
and “seeing” with the body. Both forms speak to responsive media, though
neither model fully encompasses it—haptic cinema remains uninterrupted by
spectators’ actions, and contact improvisation has not yet fully embraced the
image as a potential partner.[4]
In Somnambules, key strategies from
both forms combine, namely the haptic vision of a cinema spectator and the
responsive body of a contact dancer. In this paper, I explore the shared
“sensibilities” of haptic cinema and contact improvisation and locate Somnambules at their intersection.
Additionally, I posit contact improvisation as a productive model for thinking
about bodies in interactive and responsive media. Contact improvisation gives
us tools to consider images’ and viewers’ mutual constitution as they brush up
against each other in ways that cinema intimates, but interactive and
responsive media realize.[5] Somnambules: Pluie display. Resolution set at 1024
by 768, millions of colors. Wireless Internet
connection. I am hunched next to the only electrical
outlet in the café—hunched partially because I am sitting at my computer, which
only encourages my already-bad posture, but mostly because I am under a vent that
blows crisp air on my face and hands. I am freezing, but also out of power. It
is nearing lunchtime. The Cure is playing in the background: “I’ve been looking
so long at these pictures of you…” Opening my Internet browser (Safari), I
navigate to www.somnambules.net and quickly click past the instructions. I
arrive at a page which reads: “Somnambules: An interactive, choreographic,
visual, and musical work in 12 scenes and their preludes.” Twelve thumbnail
snapshots lay on a grid against a black background, each a link to a
corresponding scene. I mouse over them, stirring up sounds of restless audience
members waiting for a performance to begin. I keep the volume low so I do not
bother the people around me—I never remember to bring headphones. I click on “Pluie”
and wait for it to load, humming along to The Cure. “You were stone white, so
delicate, lost in the cold. You were always so lost in the dark.” A 4 by 6 inch image sits in the browser
window—an intense squared-off red against a black background, hollowed out in
the middle where a blurry, pixilated figure appears. It remains still. I begin
to move my mouse, leaving the frame. “Lightning” flashes—the entire image
shakes and fades behind bursts of white. It sounds like a veritable downpour. I
backtrack and mouse toward the centered figure; the rain calms. I lean in
closer. A man? Only a head and an arm, and something draped over his shoulders.
I mouse and click. He begins to move, turning slowly, fading in and out of
view. He faces outward on an angle, not returning my gaze. His eyes and mouth
are black vacuums, rendering a skull more than a face. A layer of imagery
appears on top of the turning man, covering him with transparent fabric, canvas
maybe, with a seam running top to bottom. I try to trace its contours, to
deduce the object from its transparent image. As I move my finger along my
computer’s trackpad, the gauzy, striated fabric disappears, leaving the image a
little flat and empty. The man-figure slowly wraps what might be a yellow
raincoat around his neck like a scarf, taking it off again as he turns. His
red-toned t-shirt has become a white dress shirt. Is it the same man? He tosses
the coat in the air. I mouse. The red, bloody border evaporates leaving the man
surrounded by black. Footsteps. Colors shift, dissolve, play across his partial
figure, obscure his image even further. He remains still as his image melts
under a slow-moving shadow—a darker duplicate of himself continuing the dance?
He is a fluid moving across the surface of himself, translucent. Haptic Cinema and Embodied Spectatorship In Somnambules, the artists have foregone photorealistic accuracy in
favor of rendering digital images as visual approximations. Clauss explores the
textures of pixels rather than their precision, and thereby employs haptic
imagery that disrupts the user/viewer’s gaze.[6]
As a representational strategy, haptic imagery deflects the spectator’s visual
mastery and changes the terms of visual encounters by demanding a tactile
rather than optical way of seeing. Haptic cinema, then, is a name given by film
theorists to experimentations in film and video that interfere with the
viewer’s ability to grasp an image at an optical level.[7]
Laura Marks explains, “Rather than making the object fully available to view,
haptic cinema puts the object into question, calling on the viewer to engage in
its imaginative construction. Haptic images pull the viewer close, too close to
see properly…”[8] The haptic
stands in contrast to the optical, yet works in co-operation with it. Each mode
proposes a way of looking, a relationship between viewer and image, an ethics
of vision. An optical image invites viewers to stand back and take in grandiose
scenes, while haptic images require closer inspection. Haptic images are
textured, at the surface, and dispersed over the screen or canvas. Optical
images simulate three-dimensional space in their perspectival depictions—they
have depth, they have a ground—whereas haptic images follow a two-dimensional,
planar logic—layer upon layer. Optical vision is objective, distant—a form of
seeing that extricates itself from the seen, a surveying sight. Optical images
invite viewers’ mastery over the image. Haptic images undermine that mastery. Whereas optical images invest in
sensory dis-integration—to each sense its own function—haptic images address a
re-integrated sight and touch—an intersense fusion.[9]
Built on the physiological model of synesthesia (the blurring of boundaries
between the senses—sounds appear as colors, tastes or smells assume shapes, etc.),
haptic vision is a sensuous or sense-filled sight.[10]
Deleuzian cultural theorist Brian Massumi explains: “[Vision] has arrogated to
itself the function of touch. This purely visual touch is a synesthesia proper to vision: a touch as
only the eyes can touch.”[11]
Of course, synesthetic touch is not actual physical contact. The viewer does
not press her body against the screen or image, but, through haptic vision,
achieves proximity at a distance. Haptic cinema enables the viewer to share
bodily contact with the screen through synesthesia’s combinatory logic, which
here imbues the eye/the visual with sensory information usually associated with
touch. Pulled close to the image, a viewer
cannot maintain a (critical) distance that would allow her/him to take in the
scene. The viewer creates an image for her/himself, actively constructing and
interpreting the image onscreen. As scenes, bodies, or objects lapse into
unintelligibility, viewers must rally all sense-making faculties. Marks notes
that “haptic images have the effect of overwhelming vision and spilling into
other sense perceptions.”[12]
The image dissolves, morphs, blurs—it simultaneously invites and undermines
moments of recognition. Haptic images draw on embodied perception to create
intimacy with the image, causing vision to “behave more like a contact sense.”[13]
Haptic images do not stop at the eyes for interpretation, they alter the
character and quality of sight by inviting a sensuous manner of “seeing”
through the skin. As integrated wholes, bodies apprehend sensually what eyes
cannot interpret optically. Notably, optical and haptic strategies are not
antagonistic, though Marks suggests that the warm proximity of the haptic is an
ethical response to the cool distance of opticality. The haptic must retain its
relationship to the optical. As visual strategies, they necessarily slide into
one another, contaminating each other. The pixilated, layered, and
indiscernable imagery in Somnambules
contributes to the piece’s overall aesthetic,[14]
as seen particularly well in “Pluie,” described above. The figure in “Pluie”
turns around and around, throws his shirt or coat in the air, catches it,
stands waiting. The details of these actions as well as his person are
obscured—sometimes little more than a shadow indicates his presence onscreen.
In stillness, there is little difference between the figure’s body and an
undifferentiated conglomeration of hues. Ultimately, I deduce the body—its
presence, location, facing, and organization—from the figure’s movement. My body
tunes in to the familiarity of his simple actions, which are more recognizable
as human than his image alone. Pixilation does not deteriorate the intention of
the figure’s movement though it hinders my sight. With my body actively seeing, I turn
my attention away from the figure’s movement to the visual textures in “Pluie.”
Set against a black background that bleeds into the black browser window, the
scene has a curious, superficial depth. The dark swallows perspective-creating
shadows and other markers that would establish spatial relationships among
objects. Everything appears “at the surface,” even though there are distinct
layers to the image. I can discern their hierarchical ordering—nothing appears
below/behind the dancing bodies: all textures and embellishments are
superimposed upon that initial image. But no horizon organizes these layers, no
ground, no vanishing point—there are no clear references to a three-dimensional
world, so each layer sits atop the others like a collage.[15]
Semi-transparent, these layered textures and effects are familiar, yet
unnamable: they are not-quite-recognizable objects. The bright red, bloody
splotch is the clearest of these layers, but what about the light, gauzy
textures, or the heavier fabric with the seam running through it, or even the
dark puddle playing across the surface of the figure like spilt oil floating on
a polluted lake—what are they? Their presence disturbs and interrupts my
sight—I must see through the textures, which press into and change the figure that
is the object of my gaze. They stand in between me and the figure as
intermediaries, prisms deflecting my sight over the surface of the screen. They
do not direct my gaze, but disperse it. I lean in closer. Marks establishes a premise for
bodily engagement with visual media that proves extremely helpful in fleshing
out the site of the screen. Because she recognizes “the intelligence of the
perceiving body,”[16] she pays
close attention to what her body knows and feels in seeing. She maintains an
intimate and embodied connection with cinematic images, finding a dialogical,
even intercorporeal,[17]
relationship between body and image. Film theorist Elena del Río elegantly
depicts the intimacy of this relationship: “As the image becomes translated
into a bodily response, body and image no longer function as discrete units,
but as surfaces in contact, engaged in a constant activity of reciprocal
re-alignment and inflection.”[18]
How can interactive or responsive media possibly establish a more intimate
connection between viewer and image than what del Río so eloquently describes
for cinema? If new media art works simply rearticulate what cinema already does
so well, then why cannot a cinematic understanding suffice? Although theories
of embodied spectatorship and haptic visuality may demonstrate that image and
viewer constantly re-align themselves, the viewer is responsible for the labor
in this exchange. Even in haptic cinema, which blurs the boundaries between
viewer and image, it is not the image that changes, but the viewer’s perception
and interpretation of it. With interactive media, the image undergoes an
ontological shift such that it does not remain impervious to the viewer’s
presence but is distinctly and explicitly shaped by it. The image’s translation
into a bodily response in cinema is met with the body’s translation into an
imagistic response in interactive media, where Del Río’s passage rings even
more true: body and image are
surfaces in contact, and they do
reciprocally inflect each other—not just in terms of a viewer’s experience of
the image, but in terms of the actual appearance of the image. Somnambules: Melting In an
office. 12 inch Mac laptop. Resolution
1024 by 768, millions of colors. Ethernet
connection. It is quiet in here. The only noise is my
mouse clicking, a fan blowing in my computer as the processor works to render
the changing images in Somnambules, and sounds from the piece itself, which now
consist of rich and mournful strings. Even coming from my small speakers they assume
a certain weightiness or importance. Gravitas, maybe. I click into the piece. It is a duet: a
man and a woman. They seem to have been dancing for some time already, never
venturing far from the floor’s safety. The man lays on his back with the woman
at his side. She leans into him as he suspends her feet in the crook of his
elbow. Nowhere to go, momentarily fused. He lowers her feet, propelling her
around. She slides between his hips and ribs, perpendicular to him. She finds
her feet and plants them, ready to stand. Instead, she gives in once more to
the downward pull, her elbow leading the rest of her body into the ground. I
click and they quicken their pace. The man’s white shirt and the woman’s light
skin occasionally glow with color saturation. Their dark hair and dark clothes
attract an image-layer of weathered pages from a book. I can only make out a
few words, but the brown and black of aging texts haunts the dancers. Or maybe
it is the other way around—maybe the dancers haunt the illegible text as they
glide underneath it. The pages can be seen only because of the dancers’ dark
clothing, but their constant movement, as well as my own movement, undoes the
text even as it makes the tattered and stained pages visible. In making the
texts and images visible, however limited, the dancers de-materialize,
decomposing under the pages projected onto them. The contours and coherence of
their bodies blur into this other imagery. As I move the text gives way to
splotchy, splattered red, and then to a black that threatens to engulf the
entire image, like an emulsion slowly pulling away from the filmstrip that is
its material reality. The image jumps slightly. Their movement is never quite
smooth—it is somewhat jarring to watch, like 35mm home movies. Slow again. They
sit up. Back to back. Her arms are overhead. He reaches back, takes her hand,
and guides her into a brief sideways embrace. Their backs are to the camera.
They unfold and reverse the sequence, only to repeat and reverse again, and
again, infinitely. Contact Improvisation and the Responsive Body As many times as I have seen
“Melting,” I still find it compelling—beautiful even, if one can still make
claims for beauty. It moves me to contemplate and participate in the dancers’
intimate exchange. I am never quite sure what draws me into their dance:
perhaps the satisfaction I derive from repetition and my concomitant desire
(and ability) to interrupt its continuity, the way the coloring and the visual
layers create a sense of nostalgia around the image, or again the insistence of
violins and cellos supporting the duet. Perhaps this scene appeals to me
because my presence and participation doubles the contact improvisation duet
onscreen—the way I am invited to move across the screen as though it were also
a body in motion. Brought into contact with the image, I improvise alongside
it. My miniscule movements influence the speed of the dance and the visual
attributes that frame and obscure the dancers. The image responds to my input
as we partner each other in a contact improvisation. Anticipated by movement
explorations throughout the 1960s,[19]
contact improvisation emerged in the early 1970s with the work of Steve Paxton
and his students. A form of improvised partnering, contact dancers relate to
each other through touch, the medium and object of exploration. Their bodies
joined by a point of contact, dancers track dynamic shifts and ride the
momentum produced by their connection. In her ethnographic history of the
form, Cynthia Novack likens contact improvisation to a dialogue initiated and
propelled by sensation.[20]
Dancers follow and elaborate upon a point of contact by rolling, sliding,
jumping, falling, rotating, catching, skipping from one point to another,
introducing many points of contact all at once, exploring surfaces of bodies
for different places to establish contact, and experimenting with qualities of
touch. Two bodies in contact, both of them moving, even if only slightly. Two
bodies attentive to physical sensation and all the information embedded in a
simple touch—information about weight, velocity, anatomical structure and
strength, energy, tension and balance, torque, etc.—even mood. The relationship
between contact dancers is all together different from that established between
cinematic image and viewing body, yet somehow Marks and Del Río find something
in the cinematic relationship that uncannily resembles contact improvisation.
Haptic cinema is a tactile cinema, grounded in viewers’ bodily and sensory
apprehension of the image; contact improvisation is a tactile dance grounded in
dancers’ bodily and sensory apprehension of each other. Both haptic viewers and
contact improvisers relinquish their discreteness, merging around a point of
contact. In addition to discerning qualities
of touch, contact improvisation asks dancing bodies to consider what a body can
do at any given moment. How can two bodies maintain physical contact as they
move through space? How can a body support another body physically and
emotionally in the course of a dance? How does a body’s distribution of weight
change the relationship between two bodies? How can one body insinuate itself
into the space of another body from a place of respectful attentiveness rather
than violent invasiveness? Bodies in contact both pose and answer such
questions through their movement. Dancers do not interrupt their dance to
evaluate shapes and discover solutions optically:[21]
I can place my hand here, I can set up a lift in this way, I can hold my
partner like this.[22]
Rather, dancers assess the situation as they dance—their constant assessing and
responding is the dance. As dance
theorist Susan Foster notes, “By maintaining awareness of … contact, rather
than of the body’s appearance or the dance’s organization and coherence,
[dancers] are able to develop the mutual trust, support, and quick-wittedness
necessary to dive into each instant’s action and move wherever it takes them.”[23]
Contact dancers remain sensitive to touch while simultaneously filtering and
interpreting sense data and rendering it as movement. In cultivating what
Novack calls a “responsive body,”[24]
contact improvisers make bodily intelligence visible through movement. Tracking moment-to-moment changes,
the responsive body receives, interprets, and responds to sensory information
accordingly. Responsive bodies are thinking bodies.[25]
In contact improvisation, dancers’ elbows and knees, shoulders and haunches
strategically discern next moves. With an expanded awareness that encompasses
both minuscule spaces of intersecting bodies as well as the larger space in
which a dance occurs, vision explodes over the body. Vision travels over the
surface of the body as a shoulder finds a waist and a subsequent lift, as hands
find the floor and lower a body to the ground, or as an elbow finds a place to
hook and catch a ride. In order to navigate such complex negotiations, Novack
notes, dancers must “[see] through the body” and “[listen] through the skin.”[26]
Responsive bodies apprehend each other in a haptic manner as they attend to
changes in the environment, in their own bodies, and in their partners’ bodies.
These skills based in kinesthetic and proprioceptive awareness become even more
important as dancers become inverted, turned around, disoriented, or dizzy.
Following a point of contact, bodies experience moments of disorganization as
they merge with other bodies, with sensation, with momentum. They may become
any number of impossible bodies before finding internal coherence and
organization once again. With contact improvisation’s
emphasis on dancers’ shifting weight, it may appear ill-equipped to describe
user-engagement with interactive images, which lack the mass of physical
bodies. Contact improvisation generally assumes that two human bodies are in
contact. Solos, where they occur, seem to function primarily as preparation for
duets as a means of sensitizing a body to touch before approaching another
body—a sensorial warm-up. Dancers may explore floors, chairs, walls, or other
surfaces and objects as partners, but because such objects are more stable
partners (read: inert) than human bodies in motion, these dances do not share
the spectacular possibilities contained in merging two bodies’ weight and
velocity. Additionally, like in haptic cinema, such a dance is significantly
one-sided; for the most part, visible labor, movement, and change are
properties of the dancer, not the object. Interactive and responsive media,
however, are neither static nor stable. They respond to presence and input as
computer users come into contact with the image. Such media also engage touch,
sensation, and responsiveness—the conceptual and sensorial core of contact
improvisation. The dancers in “Melting” are already
engaged in a contact improvisation when I click into the scene. The curtain
rises, as it were, on dancers already in motion, establishing an indeterminate
beginning to their dance—it seems to have been going on forever, and because
the sequence is looped, it seems that it may very well continue forever. The
dancers rotate under, slide across, and support one another. They do not see
me. They do not return the camera’s gaze. As viewers, we are offered only a
slice of their dance, a moment from a longer conversation. Recorded and looped,
their dance loses its spontaneity and unpredictability in terms of its
choreographic structure. Yet it remains a contact improvisation—not by virtue
of the recorded duet taking place inside the frame, but by virtue of the user’s
engagement. The contact improvisation occurs between user and image as they
mutually inform/transform one another. I slide my finger across the surface
of the trackpad, the surface of the screen, and the dancing bodies thereon. The
terrain is smooth, but that smoothness belies the multiplicity of textures in
the image. Tracing small curves on the trackpad, I hover over the dancers’
duet. My point of contact is represented onscreen as a small hollow dot. I look
past “myself” and disappear, neither in the image nor outside it. I feel only
the point of contact, my fingertip on the trackpad—the resistance as I gently
push upward, the ease as I slide back down, the light tug and give in my skin
as I shift directions. I navigate my way over, across, around the colors and
textures that appear. Finding the dot that represents me onscreen, I follow the
duet, carried along by the dancers’ momentum. Figure-eights around their heads
and shoulders. All points on the surface of the screen are connected,
“potential next directions along which [our] point of contact might travel.”[27]
Small gestures, tiny brush strokes interrupted now and then with mouse clicks,
a Morse code of brushes and taps across the screen and the dancers’ bodies. It is curious that their large and
sweeping movement should provoke only small movements from me. The spatial
difference is pronounced—their bodies have been reduced in size to fit a
computer screen, but my body is even smaller, concentrated in the tip of my
finger. Gliding along in this miniaturized fashion, my attention toggles back
and forth between the duet’s changing look and my presence. I travel the screen
not knowing where “I” am, but noting changes as the dancers’ magnetized bodies
alternately attract and repel layers of text and spatter. Then I find “myself”
and inch along their outlines, rising and falling with them. Even so, my (eye)
focus and my touch are rarely trained on the same location: one follows the
other across the screen, then leads. My presence is doubled in the stereoscopic
vision of eye and hand. Not hand-eye coordination—double vision. Although contact improvisation has
its basis in the contact of presumably human partners, like haptic cinema, it
allows for a reconsideration of a viewing subject in relation to an image.
Haptic cinema and contact improvisation both define bodies and images by the
contact between them,[28]
by their “mutual inflection” as del Río notes above. Somnambules combines the visual and corporeal strategies of both
haptic cinema and contact improvisation, requiring users to see with haptic
vision and engage their responsive bodies. Haptic vision and responsiveness do
not belong to the user alone, however. The image too draws on these techniques
as body and image jointly articulate. Somnambules: Docks At home.
On an iMac G5 desktop, 22 inch display. Resolution
1680 by 1050, millions of colors DSL
Internet connection My neighbor has the game on. Which game,
I do not know, but his shouts at the television tell me he is trying to coax
some unhearing player toward a goal. Looking out the window next to my desk, I
can see him in his living room, standing in front of his TV, arms crossed,
shifting anxiously from foot to foot as a crowd cheers in the background. I am
bored today, looking for any distraction. I navigate to Somnambules. Restless,
I stand up. After an embarrassing (but quasi-successful) attempt at using my
body as a mouse pad, I sit back down, my initial enthusiasm for the idea
sufficiently deflated. I open “Docks” and size the window so it
takes up most of the screen, taking advantage of the larger display. Aesthetically,
“Docks” is somewhere between pointillistic, and impressionistic. Vivid,
light-filled blues and greens surround an evacuated space I take to be a
shadow. Vertical lines, glitches, move left and right through the frame, taking
my eyes with them. Click. No movement but the image changes. Click. The shadow
remains still as I cycle through bloody image after bloody image. Back at the
blue, I begin mousing. Immediately I hear breath. Gasps and exhales—sampled and
remixed takes on the stereotypical modern dance “breath-as-emphasis”—join
dripping and drizzling sounds, cavernous echoes, footsteps, carnivalesque
music, and additional indescribable sounds in forming the scene’s soundscape.
Blue and green textures wrapped up and cut through with red splatter are replaced
with the sepia tones of old films. In the center of the frame, pressed against
his shadow, a seated man crosses and uncrosses his legs, first one side, then
the other. He and his shadow are blurry, as though seen through treated glass.
They multiply and enlarge. A few clicks later the man is standing. He swings
his arm down—the pendular weight of his hand turns his body as he steps out.
His arm catches at waist height and he retraces his path. A violinist sustains
a single note. Mousing, he appears again seated and crossing his legs, joined
this time by another man in a white suit. The latter circles in on himself,
hopping with arms extended and left leg stretched behind him as the former
rocks from side to side. I mouse. Shadows upon shadows are dancing, multiplying
the figures over the screen. Haptic Vision and Responsiveness Somnambules
establishes a bi-directional flow of information between user and image, a
relationship that more closely resembles contact improvisation than haptic
cinema. Whereas a cinema viewer may create an image for her/himself in an
effort to make sense of an image or to endow it with meaning, changing it
through reception and interpretation, the viewer/user of interactive media has
a direct impact on the image’s appearance. Navigating Somnambules, I glide across the surface of the image as dancers
move under me. Or is it next to me? I am simultaneously above and beside,
in-between dimensions. Once the image opens itself up as a space in which
viewers/users move, new viewing practices are required as image and body
confront one another in an attempt to merge incompossible spaces.[29]
Circumscribed by the software and hardware of personal computers—display size
and resolution, processing speed, etc.—an image’s space includes its material
conditions as well as the space and means of user interaction. An image is not
confined to what appears onscreen, but encompasses (computational) processes as
well as (visual, aural) products. Through controllers, keyboards, trackpads,
sensors, cameras, etc., images extend outward from the screen into the viewer’s
space, combining two-dimensional viewing surfaces with the three-dimensional
space of the body. The spaces of image and body brush against, reach into, and
enfold one another, making visible their co-articulation as they come into
contact, mix, merge, and part ways. Above or beside, I am moving in
relation to the image—the combined entity of dancers with visual and sonic
layers. I note changes onscreen and respond to them accordingly, sometimes by
withholding response. My computer takes note of changes in my onscreen location
and likewise responds, generally by altering visual or sonic attributes. If my
haptic vision enables me to make sense of a distorted image by engaging my body
synesthetically, my computer mirrors this haptic and synesthetic relationship
with its electronic body. In Somnambules,
not only do users see the image and negotiate it with their bodies, feeling
their ways through changing imagery, the interactive image likewise apprehends
users and negotiates their presence by synesthetically sounding or visualizing
electronic sensation. We make sense of each other through synesthetic
translations—from eye to bodily sensation, from touch to visualized change.
Joined by a point of contact, user and machine, body and image shape each other
in a feedback loop of sensorial exchange—responsive bodies in a physical or
inter-corporeal dialogue. New media theorists have cautioned
against using the concept of interactivity (and by extension, responsiveness)
too literally, fearing that anthropomorphizing machines belies the reality of
machinic existence. The problem, the argument goes, is that computers do not
interact, nor do they respond. As machines, they can only react to user input. Interaction and responsiveness proper are
reserved as uniquely human modes of information exchange. Overlooking the
extents to which human behaviors are conditioned, many theorists claim that
because computers are programmed, it is impossible for them to react with the
spontaneity or ingenuity one might expect of a human being. What this
comparison reveals is simply that machinic responses are choreographed. In
other words, they follow a score—a set of instructions or plan of action. A
score, such as that which contact improvisers follow in tracking a changing
point of contact, provides guidelines for the exchange, which may still give
rise to an infinite number of possible variations. In contact, responsiveness
is part of this score; it is through responsiveness that neither individual
dominates or manipulates the dance. Likewise, in Somnambules I do not control the image though there is a
relationship between my movement and changes onscreen.[30]
Because Somnambules is open to my own
improvisations, it is never entirely predictable, nor are my (emotional,
kinetic, physiological, sensorial) responses to it. Neither I nor Somnambules is a closed system—each
encounter presents a new context, a new performance. “Docks” exemplifies the uniqueness
of performance in hyperdance. The number of individual elements—movement,
visual textures, and sounds—makes it difficult to know what will happen the
next time I mouse or click. I hardly recall which combinations of visual,
choreographic, and aural information I have already encountered. I cannot tell
if the image in front of me is exactly the same as what I have seen before, or
if it is slightly different. “Docks” has a repertory of ten or so individual
sound tracks distributed over four sections of the frame and browser window.
Sounds increase in complexity as I mouse inward, but they do not remain
constant from one image to the next. There are only three distinct movement
phrases, but dancers’ placement within the space of the screen, number of
dancers and their doubles/shadows, and the dancers’ visibility are constantly
shifting and altering the context of each movement’s appearance. Clicking
repeatedly produces new visual layers, maybe six in all, randomly ordered. Each
image comes when it wants to, I cannot discern the logic that governs each new
image’s appearance. Each visual layer carries with it different rules,
deterring me from discovering the interactive formula governing the scene. Even
though I can distinguish individual elements, their groupings are numerous enough
that “Docks” remains unpredictable. I cause changes in the image with every
move I make, but unable to predict the effects, I am left to wander across the
screen in curious exploration and surprise. … Somnambules
is a very specific case of interactive media, but the modes of interfacing body
and image it explores resonate with larger-scale responsive media
installations. Interactive and responsive media imbue the user-computer or
viewer-image relationship with mutual construction in a way that resembles
contact improvisation. Bringing awareness to touch and to a user’s movement, Somnambules in fact reworks or
remediates contact improvisation for the screen where the exchange between user
and image is based in productive translations and con/fusions of sensory
information. Similarities emerge between body and image that may not have been
anticipated, especially when body and image are polarized as oppositional
theoretical or corporeal investments. Somnambules,
along with larger responsive media projects, suggest that the image, spread as
it is over computational processes and screens, is also a site of sensation. As
I mouse over the trackpad, I press my flesh into the image. I rub up against
the image’s body and feel its resistance—it pushes back, it changes, it
establishes momentum and flow. My computer’s solidity intermingles with the
image’s fluidity. I crawl across the trackpad as a skin, navigating the image
as another body while the image screens its sensations.
Many thanks to Prof.
Susan Foster, Jeannine Murray-Román, and Sara Wolf for their helpful comments
and feedback.
Harmony Bench is a doctoral candidate in Culture and Performance at the UCLA Department of World Arts and Cultures. She holds an MA in Performance Studies from NYU as well as a BA in Women's Studies and a BFA in Ballet from the University of Utah . As both dancer and scholar, Harmony divides her time between dancing, dissertation-writing, and teaching. Her dissertation focuses on interactive dance on the Internet, which she calls hyperdance. She is particularly interested in how interactive media demand a rigorous re-consideration of choreography as a concept and how, as images, dancing bodies articulate new dance practices on/for the screen. Research interests include screendance and dance-technology, corporeality and embodiment, and the ontology of images.
[1] Also called
hyperchoreography, cyber-dance, and net.dance. [2] All hyperdances
incorporate user interaction, but few invite users into the visual and
choreographic landscape in the way Somnambules
does. [3] Cinema theorists such
as Vivian Sobchack, Steven Shaviro, Laura Marks, and others represent a turn
away from strict psychoanalytic readings of cinema. Their use of
phenomenological and Deleuzian approaches allow these theorists to account for
their bodies and experiences viewing cinema. Their willingness to be caught up
in the films they theorize is precisely what makes their writings useful:
rather than refusing the body and its pleasure, they embrace it. [4] Although dance-technology
artists routinely describe duets between physical dancers and images as contact
improvisations of a sort, they do so largely outside the theoretical discourses
generated around dance. Likewise, dance remains almost completely absent from
new media theory, though it has much to contribute to theoretical projects
prioritizing embodiment and corporeality. [5] In this paper I
distinguish between interactive and responsive media. Interactive media
incorporate user input through controllers, buttons, panels, and various other
means. Responsive media are a subset of interactive media that solicit users’
bodily interaction, generally utilizing some kind of motion-tracking
technology. [6] This decision does not
mean that the piece is low-tech. Made in 2003, Somnambules requires a Shockwave plug-in and is best viewed with a
broadband Internet connection at a high resolution (1024 x 786—800 x 600
remains the current standard, though web designers are gradually moving toward
higher resolutions). Clearly, Clauss and his collaborators’ aesthetic and
technological decisions simultaneously cater to and define their audience. [7] Laura Marks locates
haptic cinema especially in the analogue video works of feminist and third
world filmmakers. Vivian Sobchack and Amelia Jones also consider what Marks
would call haptic imagery, though under different conceptual premises and
toward different theoretical ends. [8] Laura U. Marks, Touch: Sensuous Theory and Multisensory
Media (Minneapolis and London: U of Minnesota P, 2002) 16. [9] Brian Massumi, Parables for the Virtual: Movement, Affect,
Sensation (Durham and London: Duke UP, 2002) 158. [10] Vivian Sobchack has
used the term ‘cinesthesia’ to describe a similar concept in which audio-visual
information in cinema evokes other senses in the viewer, drawing on a vast
repertory or database, as it were, of sense memories. See especially Sobchack,
“What My Fingers Knew: The Cinesthetic Subject, or Vision in the Flesh,” Carnal Thoughts: Embodiment and Moving Image
Culture (Berkeley, Los Angeles, and London: University of California P,
2004) 53-84. [11] Massumi 158, ital in
original. [12] Marks 133. [13] Marks 133. [14] Not all scenes are
equally distorted, some are more pristine in their details—optical rather than
haptic images. [15] Or what Lev Manovich
calls “spatial montage.” The Language of
New Media, (Cambridge, MA: The MIT Press, 2001) 158. [16] Marks, 18. [17] Marks, xx. [18] Elena del Río, qtd Sobchack 65. [19] Especially the work of
Anna Halprin and Judson choreographers. See Cynthia Novack, Sharing the Dance: Contact Improvisation and
American Culture (Madison, U of Wisconsin P, 1990) 30 and Susan Leigh
Foster, Dances that Describe Themselves:
The Improvised Choreography of Richard Bull (Middletown, CT: Wesleyan UP,
2002) 93. [20] Novack, 8. [21] Unless contact improvisation
is being used as a tool to generate a set sequence of movements, in which case
dancers may very well plan out their courses of action. [22] As dancers gain
familiarity with the form, certain approaches or strategies for moving may
enter into a dancer’s repertory: specific tools for specific problems. [23] Foster, “Walking and
Other Choreographic Tactics: Danced Inventions of Theatricality and
Performativity,” SubStance 31: 2 and
3 (2002): 132. [24] Novack notes that the
responsive body is ideally a mode of being governed by “honesty, reality,
spirituality, and the suppression of selfish, egotistical striving.” Novack,
185-186. The idea that a body should be responsive not only physically or
emotionally, but also socially and politically reflects contact improvisation’s
placement within
the utopian
social experiments of the 1960s and 1970s. Although social responsibility is
not a dimension of the responsive body that I take up here, I do want to note
the ethical orientation of the responsive body toward the other, which Marks
also finds in haptic and other cinema. [25] Susan Foster reminds us
that “all bodily articulation is
mindful … is thought-filled … is an instance of thought.” See Foster, “Taken by
Surprise: Improvisation in Dance and Mind,” Taken
by Surprise: A Dance Improvisation Reader (Middletown, CT: Wesleyan UP,
2003) 6-7. [26] Novack, 189. [27] Foster, “Walking,” 132. [28] Foster, “Walking,” 132. [29] Incompossibility
describes the impossibility of co-existence because of contradiction or
incompatibility. Confronting incompossible spaces, a body attempts to reconcile
the divergent spatialities. Mark Hansen argues that the body as arbiter and
measure of space is foregrounded in this process of corpo-spatial negotiation,
especially in the failure of reconciliation. See Hansen, New Philosophy for New Media (Cambridge, MA and London: The MIT
Press, 2004).
[30]
Having spent time with Somnambules, I can sometimes anticipate
changes based on a scene’s established vocabulary, just as I might anticipate
another dancer’s habitual responses to improvisational scenarios. It is still
possible, however, to be surprised by unexpected outcomes. |