Showing posts with label computer games. Show all posts
Showing posts with label computer games. Show all posts

Tuesday, December 10, 2019

AUSTRALIA: DECEMBER 2019 - FIRE AND DRONES

Australia: December 2019 Oil on linen 23 x 62 cm 2019


In Australia, as 2019 closes:

Fires rage across a dry country. 

The RAAF's MQ-B9 SkyGuardian weaponisable drones have been ordered. 

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Fire changes and disrupts landscape, environment and lives.

The airborne militarised drone, a paragon of 21st century techno-power, changes war, and therefore, life.

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I had a lot of thoughts rumbling in my head when I painted Australia, December 2019. But, predominantly I was reacting to current news events, the type of events that can define the future. 

Do we let these events define the future - are we letting them, define the future?

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Australia, December 2019

Flames

Hot

Dry

Landscape

War

Future

Landscape, war and the future.
Landscape, real and virtual.
War, networked and everywhere.
Future?

Flames

Politics

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Update January 1, 2020
Another fire and drone painting is discussed at
ARE WE PREPARED?  January 1, 2020


And, some paintings from 2017.


Hot Gouache on paper 56 x 76 cm 2017


Fire and Flood, Extremus Gouache on paper 56 x 76 cm 2017


Anthropocene Gouache on paper 56 x 76 cm 2017



And, the Aesthetics of Drone Warfare project's conference is in February. Here, is there promotional flyer for the conference, with my painting New Horizons as the central image. 



Cheers, 
Kathryn

Wednesday, December 04, 2019

THE WIND ASKS, WHICH DIRECTION?

The Wind Asks, Which Direction? Oil on linen 81 x 102 cm 2019


This new painting The Wind Asks, Which Direction? is connected to another painting called Beware, Whispers the Wind [below]. 

In both paintings I am interested in how virtual landscapes and landscapes with superimposed screen-based computer graphics mediate our relationship with, and understanding of, environment. In The Wind Asks, Which Direction? red and white lines mimic computer graphics overlaid onto a landscape which could be real or not real? Is this an image from a computer game, or maybe an image on a remote drone pilot's computer screen? A compass exposes a tension between the real and not real, its four cardinal points are all 'N'. But does this 'N' mean 'north', or does it mean 'no direction', 'nowhere', 'nihilism', 'nothingness'? The compass has no dial.

Tree-of-life
Red trees-of-life, positioned in the background landscape, sway in the wind. However, one sways one way and the other sways in the opposite direction. Does this mean there is turbulence out in the landscapes of reality, the wind agitating for our attention? Does it indicate that when the wind blows in one place, it can blow another way in a different place - like in real life? Maybe the trees attempt to restore reality by demonstrating that the wind still exists? But, could these trees be sending a warning, that direction is lost in a world where the fake compass, a metaphor for the 21st century, has wielded its influence? The red trees-of-life differ from the white trees 'planted' on the red line graphic. The white trees are the same colour as the compass. The trees are as fake as the fake compass. What are we witnessing?

Pixels
The tension between reality and the virtual is also indicated by the small squares of colour that appear to form parts of the landscape. These squares mimic pixels. Are they indicators that the background landscape is a computer generated image? Or, do they indicate that this landscape pretends to be virtual, as a subterfuge - a strategic measure of exposure. Or, do they warn us that pixels are indicators of images formulated and generated for humans by machines - after all, machine learning and AI tools do not really need a generated image to scope for data?  

Resistance
As a painting The Wind Asks, Which Direction? act as a resistance. It does so by not relying on digital and cyber platforms for creation, exhibition and storage. Although not reliant on these platforms painting can still critique - and - from a distance, where there is room for perspective.

The Wind Asks, Which Direction? and Beware, Whispers the Wind are examples of my attempts to visually think through how militarised and militarise-able systems, platforms and devices occupy,  mediate and militarise landscape and extended environment. 

My Painting I Painted The Wind [bottom] was painted in 2001.

Cheers,
Kathryn

 Beware, Whispers the Wind  Oil on linen 61 x 97 cm 2019



I Painted the Wind Oil on linen 80 x 120 cm 2001

Wednesday, October 30, 2019

GAMED LANDSCAPE


Gamed Landscape Oil on linen 23 x 62 cm 2019


REORIENTATION OF LANDSCAPE
I was thinking about  my last post Stealthy Techno-Colonising Forces and my claim that invisible signals occupy landscape and environment in a manner that colonises it. While visualising normally invisible signals is one of my aims, so is examining how screen-based graphics reorient notions of landscape. That some screen-based graphics are informed and generated by data delivered by signals cannot be ignored. For example, data and imagery received from an airborne drone is managed by a remote pilot via a screen, or a number of screens. The image on the screen is overlaid with lines, circles, numbers and letters indicating orientation, targeting, speed, direction, scale and more.

Does a reliance on screen-based delivery of information, images, data, communications etc, change our perception and experience of landscape and environment? Do computer games change or mediate how we think about landscape? Does a GPS in a car or on a phone mediate our experience of landscape? Regarding the latter, there are, for example, odd stories about people driving off the end of jetties because they have relied on GPS directions that were wrong. What happened to looking out the window, identifying landmarks, critically thinking about a terrain? Here, I am reminded of cultural theorist Paul Virilio's suggestion that an outcome of screen-based technologies is "sightless vision" the "production of intense blindness that will become the latest and last form of industrialisation: the industrialisation of the non-gaze". (1)

GAMED LANDSCAPE
This brings me to my new painting Gamed Landscape. I have painted a landscape overlaid with the new topographies of the industrialised image. This painting is inspired by a few things, and regular readers will recognise that it is reminiscent of some other recent paintings, for example Lethal Landscape: False Horizons, HUMAN and Mission Capable Landscape . However, recent investigations of computer games stimulated by watching Harun Farocki's Parallel I - IV * got me thinking about gaming. And, perversely, a new film called  Hustlers  got me thinking about being gamed. Farocki's film is a short history of how computer generated imagery for computer games has developed since the 1980s. It demonstrates how CGI manipulates landscape and how figures move through strangely real, but unreal, environments. Hustlers is the story of strippers who, during the GFC, devised a way to 'game' - by flattering, flirting with and drugging -  rich men into spending massive amounts of money. 

Just as targeting graphics impose a lethality and a status of mission capability onto landscape, orienting graphics, whether imposed on a real or computer gnerated landscape, gamble and play games. That the history of computer games is entwined with military training techniques cannot be ignored. Here, Virilio's "industrialisation of the non-gaze", reaches out into every pixel, amalgamated with others, to produce an image. The industrialised non-gaze is, perhaps, exemplified in the notion of machine vision or drone vision, the production and surveillance of pixel data. Human beings are the consumers of this data - consumed via the screen. Is this the ultimate hustle of industrialised "sightless vision"?

In Gamed Landscape, red and white lines mimic computer graphics. Along with these lines, an orienting compass, creates a net-like shroud across the landscape. This is a form of occupation. That compass-like graphics are often visible in computer games is an intriguing thing. On the flat surface of the screen, the compass is, for me, the exemplar of a subterfuge, the pretense of dimension. The pretend virtual compass is the clue to the game - of being gamed. 

Have you noticed how many people have no idea of where north, south, east and west are - in the real environment? 

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* Thursday 14 November, at the IMA, Brisbane, I am on a panel "Landscape and Computer Generated Imagery" with Baden Pailthorpe. The panel discussion will be facilitated by curator, Kyle Weise. A screening of Harun Farocki's Parallel I - IV will follow the discussion. More details are available HERE


1. Paul Virilio, The Vision Machine (London and Bloomington: British Film Institute, 1994), 73.

Cheers,
Kathryn


* Please contact me through the 'contact form', upper right of blog, for any inquiries about this or other paintings.