Sculpture Magazine:
"F2F": New Media Art from Finland
Embassy of Finland
"F2F is a traveling show of New Media Art from
Finland " shown in Washington at the Finnish Embassy. All of
the projects use media and technology in interesting ways. Andy
Best and Merja Puustinen created a multiuser domain (a "community"
online, wherein participants interact via their "avatars"
- as in many on-line game environments) in the gallery, a visitor
can interact with the community by entering an igloo using the computer
inside. The domain itself is entirely on-line, though what´s
happening there can be seen in the gallery via a wall projection.
Marita Liulia´s SOB is interactive in the same sense as a
guided tour: the viewer makes choices on a computer terminal that
determine the sequence of a "documentary" projected onto
the wall - a guided tour of the male psyche. (Another of Liulia´s
multi-media works, Ambitious Bitch (1996-98) explores the female
psyche.) SOB is sophisticated and funny, though in the gallery it
proved a bit difficult to navigate without some assistance from
the artist or curator. Teijo Pellinen´s aquarium also relies
on the viewer to make choices, but in this case the choices (made
via a phone set up between an arm chair and a television) determine
the narrative of a soap opera with live actors viewable on the TV.
Two of the projects insert the viewer into a changing
projection. Juha Huuskonen´s Mirror ++ uses a surveillance
camera that captures gallery visitors and places their image into
a projected collage. In Hanna Haaslahti´s The Battle over
Indifferent Minds the viewer, standing on a platform in front of
a glass screen, triggers a scanner mounted behind the glass. The
scanned viewer then becomes part of a projected battle scene that
resembles a shadow-puppet play.
Need, by Tuomo Tammenpää, combines the Internet
with mail art. The viewer, at home or in the gallery, signs in to
a Web site that offers a variety of products that are actually different
ways of packaging "need." The site solicits information
from the "customer" in order to determine one´s
"needs." When a customer interacts with the system often
enough, the site mails out a series of cards, resembling trading
cards, that describes products (like the "Bio-sculpting Green-clone
Double Need Bundle") or solicit further packaging of "need"
is quite funny.
Two of the projects used more three-dimensional means
to explore the possibilities of digital technology. Kristian Simolin
links the gallery viewer´s real space of an archery game.
If you manage to hit the target with a Nerf arrow, one of a series
of funny and political computer-animations dealing with potential
futures for the human (or perhaps the animated) race is triggered.
At the opening in Washington, an archer whose accuracy was somewhat
lacking managed to activate the system by walking up to the target
and bopping it with one of the arrows. In a crowd, as at the opening,
this piece was both fun and provocative.
Heidi Tikka´s Mother, Child is perhaps the most
interactive, though the less obviously "digital," of the
projects. A viewer sits in a chair in the middle of a sectioned-off
area in the gallery and lays a white cloth across his or her arms
or lap. A baby (actually the artist´s daughter) is projected
onto the cloth. Depending on the motions of the seated participant,
as well as the amount of activity around him or her, the baby will
become agitated or restless or sleepy - or even begin to nurse.
Some viewers were able, even amid the noisy opening crowd, to quiet
the baby by holding the cloth in their arms and rocking it. The
seamlessness and variety of responses and the overlay of both art
history and everyday emotional experience make this piece one of
the most effective video installations I´ve seen.
"F2F" was intriguing and effective when
there was a crowd of people interacting with the works, taking on
almost a carnival atmosphere very distinct from the typical gallery
opening. It is one of the ironies typical of high-tech art forms
that the show was best seen among a crowd of people, rather than
in a solitary, interactive encounter. Nevertheless, the show demonstrated
a fruitful attention by Finnish artists to the possibilities of
digital media, as well as the entertaining and thoughtful possibilities
for interactive art in a gallery setting.
By Glenn Harper
July / August, 2000
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