Photography REBORN, Image Making in the Digital Era
Jonathan Lipkin
”Avatars”
Jonathan Lipkin, 2005
Today, the very nature of what constitutes a photograph is open to debate. Once, the definition was quite clear: an image created through the photo mechanical process of exposing film to light, then processing the film to create a photographic print. Creating a photographic image without a subject was simply not possible; although the Photo-Realist painters of the 1960s painstakingly painted canvases that at first glance looked like photographs, closer inspection uncovered their true nature. Today, computer programs are able to create images that appear photographic, although they have no true "subject." And, because they are composed of the same "stuff" as digital photographs-binary digital information-it is more difficult to distinguish the two. Early attempts at computer modeling were quite crude, but recent advances in hardware and software have been able to create images that are indistinguishable from photographs taken with a camera.
While artists such as Keith Cottingham have been grappling with what is and is not a photograph, the end of the twentieth century witnessed the birth of the "avatar," computer-generated personas that inhabit the virtual spaces that are quickly becoming a part of our everyday experience. Although they appear to have been created photographically, Cottingham's "portraits" are actually montages, assembled in a computer from anatomical imagery, sculpted clay models, and photographs of facial features, both the artist's and others'. Their heritage is not the silver halide of photographic film, but the silicon of computer chips. Throughout history, artists have portrayed individuals with idealized, or "generalized," features: Botticelli's Venus is no more convincing as a portrait of a partic- ular person than are Keith Cottingham's portraits of adolescent boys who never existed. While Botticelli's characterless faces are familiar artistic conventions, however, we are disquieted by Cottingham's images because they exist somewhere between photography's definitiveness (“taking” a picture) and painting's suggestiveness ("making" a picture).
Works like Cottingham's foreshadowed the appearance of the "avatar," the virtual—that is, digital—incarnation of a human being. Graphical avatars began to appear about 1980 as "game pieces" in rudimentary MUDS (variously rendered as Multiple User Dimension, Multiple User Dungeon, Multiple User Dialogue, or Multi User Domain), virtual spaces in which people could adopt computer personas and interact with one another. MUDs were at first limited to written dialogue and descriptions of environments, but soon they were being produced as elaborate audiovisual computer games. As the bandwidth of the Internet grew and computer processing speed increased, it became possible to transmit images, and online worlds began to contain images, and so avatars were born. Avatars are made up of a 3-D "wireframe"—a sort of virtual skeleton—over which a texture or skin is wrapped. This seems a particularly apt metaphor, as avatars are all surface, no more than skin.
Beginning in the 1990s, the Internet became home to a number of avatars. Readers of William Gibson's 1996 novel Idoru, which chronicles the career of Rei Toei, a Japanese pop star who exists only in virtual reality, will be familiar with the idea. Gibson was inspired by the scads of pretty teenage girls, called idorus, who were groomed into pop stars overnight (often without doing their own singing) by Japanese record producers in the 1990s. It was a small step for computer scientists, using powerful computers, to create virtual idorus. This was a case where fact was to mirror fiction, although none of the actual avatars that have been created so far possess the mysterious soul of Rei Toei.
Thus, in the same year that Idoru was published, an actual virtual idoru appeared on the Internet in the form of Kyoko Date, who released an album called Love Communication. Date quickly became a pop icon in Japan, giving interviews (her ambition was to be a private detective when she grew up) and appearing in music videos. Like all idorus, Date quickly faded in popularity, but her brief career suggested that people were ready to be entertained, educated, and instructed by avatars (whether they are ready to be led by them is a chilling question), and gradually others were "born": Ananova, a virtual newscaster; Mya, a virtual personal assistant; and Webbie Tookay, a virtual fashion model who, for a while, was represented by a prominent New York City modeling agency. In a culture obsessed with the ideals of female beauty, it is hardly surprising that in 2004, online beauty contests emerged featuring virtual models from around the world. Today, the availability and sophistication of digital modeling software has created an explosion of designers of virtual humans, mostly female, which are offered up for use in print and television advertisements. Predictably, the bodies of most of these computer-generated women resemble the flesh-and-blood models who inhabit popular culture. One such creation is Mamegal, the product of Koji Yamagami of Beans Magic.
A press release for Ananova, a virtual newscaster that debuted in April 2000, stated that "Ananova is the human face in front of Ananova.com's real-time news, information and e-commerce services. She responds with relevant emotions and actions to the information she delivers using real-time data files, text-to-speech technology and image-rendering techniques." Whatever Ananova is, she is not the “human face” of anything. And yet, is a photographically detailed image of Ananova any less a valid portrait than, say, a photograph of one of the blandly handsome men or women who read the news on TV? Perhaps the world of virtual avatars is merely a reflection of the race of flesh-and-blood avatars created by our entertainment-based culture.
KEITH COTTINGHAM. UNTITLED (TRIPLE), FROM THE SERIES FICTITIOUS PORTRAITS, 1993. DIGITALLY CONSTRUCTED PHOTOGRAPH, 46 X 38 INCHES. Courtesy the artist and Ronald Feldman Fine Arts, New York.
"Though cloaked in photographic reality, the series Fictitious Portraits have no actual models; rather, they are Selves who have no reach beyond the two-dimensional. But their very appearance in photographs convinces us to believe that they exist in the world as we do. The artifice in this is laid bare as the more closely the fictive figures are scrutinized, the more they begin to visually deconstruct. They mimic and contradict at once the veracity of photographic reality."
-Keith Cottingham