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Decordova exhibit plugs in to interactive computer art By Patti Hartigan, Globe Staff, 03/26/99
Now, you might expect someone like Hall to take a certain smug pleasure in the current technology craze or even enjoy a little ''I told you so'' glee as she observes a society racing to keep pace with the Information Age. She is, after all, a local guru of art and new media, with a master's in visual studies from MIT and 15 years of experience as the visionary leader of the Do While Studio, a sort of high-tech atelier on South Street. Her work, once marginalized in the outre, out-there category, is being featured at the DeCordova Museum in ''Make Your Move: Interactive Computer Art,'' an exhibition of three computer-assisted works that opens tomorrow. The show is in conjunction with the Boston Cyberarts Festival in May. You would think all this would make Hall a happy preacher who has seen her cause move from the fringes to the masses. You would think it was payback time. Think again. ''In the '70s, we were the people on the edge, the intellects and the wackos,'' she says. ''In some ways I should be thrilled. Our mission came true. More artists are into new media. But we're all on this treadmill. We're all running around looking for the next new gizmo without stopping to ask, 'Why?' This culture doesn't ask those questions. We just upgrade to the next level.'' We upgrade. We download. We plug in. We freak out. And even though Hall has been championing technology for two decades, she's worried about the consequences of our mad dash to get wired. She even questions the terminology, as new phrases are coined to capitalize on the fad of the moment. Take the word ''cyberart.'' ''That's a term that cropped up so quickly, but we've been doing it for quite a while,'' Hall says. ''People put a label on it to give it identity, clarity, and perhaps style and glamour. Everyone is grabbing onto it hook, line, and sinker because it's suddenly prestigious and glorious and glamorous. I worry about that.'' She worries about a world in which everyone is racing to beat the next guy at the best way to simulate reality in cyberspace. Nobody is interested in a pure experience anymore: We want a simulation of a simulation, brought to us ''live'' on the Internet. Hall suspected there was something odd about ''virtual reality'' a long time ago. Her mother was a producer for early television and Hall performed in commercials for products like Crest. One day, she accompanied her mother to the set of a commercial for Cascade, a dishwashing soap. ''One of the talents said, 'It's virtually spotless,' and I said, 'Mom, what does virtually spotless mean?' She said, 'Sshhh, it means it has spots!' They couldn't say it was spotless because of the liability, so the lawyers came in and said to use the word 'virtual.' That makes it meaningless. That's amusing to me.'' In the early days of television, the medium had the potential to bring information to the masses in a positive way, but as anyone with a remote control knows, the medium is all about money and commercial, prepackaged pablum. Hall worries that the new technology is destined to lose its potential as well. ''There's still time, though,'' she says. ''What happens if we all stop, breathe, have a cup of coffee? What happens if we take a moment to stop and ask, 'Why?' ''
It's a series of 12 domes equipped with robotic devices that operate acupuncture needles. As visitors move through the gallery, the needles are activated to punch holes in tomatoes inside the dome. OK. Let's take a moment and ask, ''Why?'' ''A lot of pieces converge: the health industry, Western medicine and Eastern medicine, the organic form surrounded by technology,'' Hall says. ''The technology pokes holes in this thing, and every time you poke at it, the biological form disintegrates.'' When Hall was building the piece at the Do While Studio, other artists at the center followed its progression with rapt attention. ''Some people called it cruel and I find that interesting. It's such an intense word for a tomato. When we see technology up against an organic form, it blows our mind. It either terrifies us or thrills us, but it's something we have to think about.'' There's a certain cachet now for art that brushes up against technology. But for Hall, there's nothing new in that at all. ''Science and art were together for most of humankind: Think about the development of pigment, of casting techniques. The technologies of the day were first scribed by artists. It's only in this bizarre, postmodern goo that we have made artists separate from technology. What's happening now is a re-fusion.'' And that's a good thing. Or is it? ''The immersion in technology can be a very bad thing for artists,'' says Hall. ''You have to figure it out, but you have to be both inside of it and outside of it.'' She spends half her time running Do While and teaching new media at Massachusetts College of Art. The rest of the time, she lives in a technology-free cabin in the woods in New Hampshire. (It has electricity and a phone, but no computers.) She's been plugging away all these years, but now that everyone else is plugged in, she's urging folks to plug out -- at least for a cup of coffee. ''We're in danger of becoming a feudalistic society,'' she says. ''There is a chasm between the knowing and the not-knowing. Everyone feels behind. Everyone feels like they're not as smart as the next guy. The train is out of control and there ain't nobody at the wheel. How can we slow the train? We can't see the scenery. And if the journey is what we're here to do, why are we going so fast?''
The wizard of virtual evolution
''Computers are lousy at aesthetics,'' Sims says, ''but they're great at math.'' Indeed. Sims used those mechanical mathematicians to write the software for ''Galapagos,'' a project about Darwinian evolution that won him a $235,000 MacArthur Foundation ''genius'' grant last year. The program mimics genetic code, creating three-dimensional graphics of creatures on 12 large monitors. Each monitor is hooked up to a footpad, which the viewer steps on to ''select'' the image he or she likes best. The other 11 images disappear and then ''mate'' with the selected creature to form a series of newly evolved images. It makes sense that Sims has degrees in biology and visual studies from MIT. ''I'm more interested in using computers to make pictures than looking at bacteria in petri dishes,'' he says. He also runs Genetic Arts, a Cambridge software firm whose products have been used to make such films as ''Titanic,'' ''Godzilla,'' and ''Air Force One.'' But ''Galapagos'' is his personal blockbuster. ''It's a nice way to gain a sense of what evolution can do,'' he says. ''With real evolution, you can't rewind the tape and start again. You can't go back 4 million years. But you can start over with 'Galapagos.' It's easier to experiment.'' It wasn't that easy to install, however. The DeCordova crew laid 12,000 feet of cable and built a room for more than two dozen computers that run the three works featured in ''Make Your Move.'' And the computers don't come cheap: Sims estimates it would cost $80,000 to buy the 12 systems that drive ''Galapagos.'' The museum rented the machines. ''Galapagos'' is on permanent display at the Intercommunication Center in Tokyo. Visitors have been known to linger at the installation, becoming virtual creators as they make the images twist, dance, change color, and grow appendages of different shapes and sizes. The name, of course, comes from the Galapagos Islands, where Charles Darwin developed his theory on the origin of species. Sims has created a virtual version of that tropical place, but he's never been to the real thing off the coast of Ecuador. ''You have to be part of a tour,'' he says. ''I understand the restrictions, but it's just not my kind of vacation.''
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