Victoria Vesna
Bodies©
INCorporated
From an imagined global community to a concrete corporate one,
artist Victoria Vesna takes up the visual metaphor of the body-in-pieces
to figure a new elemental species. "Bodies© INCorporated"
is a art project based at University of California Santa Barbara.
It was created by Victoria Vesna and a team of collaborators including
Robert Nideffer, Nathanial Freitas, Kenneth Fields, Jason Schleifer
and others. Probably better described as a dystopia than a utopia,
the site is designed to allow users to "build out bodies in 3-D
space, graphically visualizing what were previously bodies generated
as text-only." "Bodies© INC" clearly situates its origins
within the world of avatar manufacturers, yet it also foregrounds
the manner in which bodies can be conceived as part of a corporate
or institutional structure in contemporary capitalist culture. It
hovers in its own liminal space, a pun on the term "incorporated"
that becomes a simultaneous critique of corporate culture and a
capitulation to its terms of enunciation. For example, as with many
other on-line WEB sites, visitors to the site must agree to recognize
and abide by various copyright restrictions, legal disclaimers,
and limits of liability--including liability for disappointment
in the outcome of the body one constructs. This witty, self-conscious
irony runs throughout the text of the site, drawing upon the rhetoric
of advertising as well as making subtle and often satirical gestures
toward the politics of identity and, in this case, the very notion
of satisfaction guarantees--or the lack thereof--in the complex
construction of a bodily identity. For here the construction of
a hybrid body is expressly linked to the construction of identity.
The opening page of the site welcomes the new visitor, who is informed
that the site "functions as an institution through which your body
gets shaped in the process of identity construction that occurs
in, and mutually implicates, both the symbolic and material realms."
What exactly these realms are, or how they operate is not discussed,
though it is suggested that symbolic and material realms, conceived
apriori as incommensurate in the real world, are here seen to co-exist,
to be one and the same, or at least to be mutually implicated. I
would argue it cannot be otherwise, and that the computer is a no
more privileged space for this overlay than any other. The more
important equation is that between the shaping of the body and the
construction of identity, the former being the apparent process
by which the latter is achieved. While this equation echoes the
assumptions of eugenics, it also can be read, alternatively, as
a progressive assertion that identities are always inseparable from
corporeal encounters and the symbolic inscription of bodily signs.
The corporate rhetoric continues in the assertion that the body
created "becomes the personal property" of the person who assembled
it. The notion of the body as property also has its own historical
connotations, not only in the traditional examples of prostitution
and slavery, but also in a contemporary moment when body parts,
organs and vital tissues are bought and sold on a black market.
Body parts are also for sale in "Bodies© INC", and the
more shares the user accrues, the more parts he or she can buy.
"Bodies© INC" aptly reconstructs the bureaucracy that
inspired its inception, drawing attention to bodies threaded through
the paperwork of birth and death certificates, census forms, and
medical records, and simultaneously emphasizing the necessity and
ludicrous limits of creating selfhood through the apparati of checked
boxes and a narrow range of multiple choices. Here birth and death
are in fact reduced to nothing but the mechanical act of filling
out a form--accompanied by the frustration of waiting indefinitely
(appropriately) to see the body-object one has created to appear
as a visual model in 3-d graphics. The process of constructing a
body in "Bodies© INC" is something like a narrative list
that sensitizes the user to the categories of identity and identification
already standardized in the culture at large.
"Bodies© INC" thus establishes its own community of bodies
with symbolic meaning intimately tied to a surface texture. Given
the kinds of images available on the WEB this gesture is probably
groundbreaking, though it remains to be seen how successful it is
in de-sexualizing the body, as the representative forms in Bodies©
INC are a kind of tall, slim decidedly Euro-American ideal.
Indeed, to construct a fat body or to produce an unusual or monstrous
body in this context requires more shares and expertise. Textures
are also a convenient solution to the problem of skin color(s).
Yet, the progressive potential of a rejection of racial typology
falls into its own essentialism when character traits are equated
with physical attributes, and limited to a prescribed system of
behaviors. What emerges from the avialable choices is a set of corporate
typologies -- the fiery team leader, the gray, melancholy, feminine
organizer, the dry diplomat, the black, stylish sublimator -- that
are simultaneously humorous and disturbingly familiar; familiar,
because they combine traits that are already linked in the popular
preconscious of the culture at large (the melancholy female, the
reactive corporate leader) in the form of archetypes or stereotypes.
Hybrid figures may also be composed of different elements, perhaps
even a schizophrenic set of surfaces that may implicate the body
in a set of conflicting power relations. While ironic and sophisticated
these body textures may still be problematic for those who already
identify as ïblack' or ïbronze'. Vesna's "Bodies© INC"
has extensive written documentation on the WEB site that creates
a meta-discourse for the user. One can read for example the genealogy
of the project, general information about the site, and even an
essay by Christopher Newfield that conceptually locates Bodies©
INC as a specific kind of corporate structure that ...establishes
a virtual corporation as an 'active community' of participants who
choose their own bodily form. The primary activity is the creation
of a body in exchange for which the creator is given a share of
stock. Corporation B thus exists to express each members' desire
about his or her physical shape. Production serves self-creation.
Firm membership formally ratifies expression. These expressions
have none of the usual limits: men become women; black becomes white
and white becomes brown; flesh turns to clay, plastic, air; clay,
plastic, air are attached on one body. Bodies need be neither whole
nor have parts that fit.
Indeed this work clearly produces what I have called an appended
subject whose limbs and flesh are accessorized, linked to personality
traits, and used as values of exchange. The miscegenation of this
world is one of hot and cold, wet and dry, mind over matter. But
the underlying notion of easily transformed gender and skin color
"men become women; black becomes white and white becomes brown"
may more accurately denote the fantasies inherent in the project.
To her credit, Vesna writes, "There is a need for alternate worlds
to be built with more complex renditions of identity and community
building and not simply replicating the existing physical structures
or hierarchies." She also comments that "Bodies© INC"
is conceived "...with the intention of shifting the discourse of
the body from the usual idea of flesh and identity. Every members'
body represented is the locus of the contradictions of functioning
in the hi-tech environment, while being in the Meta-Body, the Entity
in the business of service." Vesna here maps the internal logic
of her own work, criticizing and at the same time reproducing a
corporate ontology.
This text is excerpted from a longer work entitled "The Appended
Subject: Race and Identity as Digital Assemblage" forthcoming in
Race in Space: Politics, Identity and Cyberspace from Routledge.
Further discussion of a visual history of hybrid and cyborg bodies
can be found in the essay "Envisioning Cyborg Bodies: Notes from
Current Research" in The Cyborg Handbook, Routledge, 1995.
It was excerpted for "Shock of the View: Artists, Audiences, and Museums in the Digital Age"
http://www.walkerart.org/salons/shockoftheview/hybrid/hybrid2.html
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