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Interview with Marie Sester, July 2003 Creative Capital grantee Marie Sester presented her
piece ACCESS at SIGGRAPH 2003, the International Conference on Computer Graphics and Interactive Techniques in San Diego, California (July 27 - 31). Toni Sant caught up with her for this exclusive interview during the final preparations. Access is a public art installation that applies web,
computer, sound and lighting technology in which a robotic spotlight controlled by web-users tracks individuals in public spaces. An acoustic beam system directs sounds onto the same tracked persons, projecting audio that only he/she
can hear. The individual does not know who is tracking him/her or why he/she is being tracked. Nor is he/she aware of being the only person among the public hearing the sound. The tracker doesn't know his/her action triggers sound towards the target. In effect, both the tracker and the tracked are in a paradoxical communication loop. Toni Sant: You are an architect by training. How did you become drawn to media art? What is the connection you make between architecture and media art? Marie Sester: I am not primarily concerned about the connection between architecture
and media art. Yes, I am an architect by training, and it impacts my work in
the way I deal with space, but I chose to be a media artist because I did not
want to work to follow a program that was proposed by a client. I am more
concerned with how society expresses its ideologies through culture. I am less
concerned with building viable structures than I am with how architecture
affects our understanding of the world. What do these signs, these forms, these
things that surround us mean? What do they say about ideology, or about
capitalism? I realized after I finished my degree that I was interested in
architectural forms on all levels, from the concrete elements such as city
streets to ideological values, and how they evolve together. TS: Does your work relate to theater technology? MS: The relationship is more with Hollywood
industries and video games than with theatre. TS: Would you elaborate on this aspect of your
work? Is the relationship purely aesthetic? MS: I see
technology as the result of values and ideas that a community promotes highest.
This culture is very power-driven. Look at the movies and video gaming culture,
at the way people train in gyms: it all exudes an urge to conquer, an urge to
attain the superman. It creates addiction in people. Video games are not very
different than military simulations; the most developed ones are in fact
developed for military training, and the entertainment industry operates within
many of the same rules of the military. Look at the agreement they had after
September 11. What we watch in movies is a picture of what the government
promotes. Technologies are now about data retrieval, meta-databases, very much
geared toward getting information about people, thus very military related.
Even biology is becoming about data retrieval. TS: ACCESS, your current
piece, brings into question various issues raised by surveillance technologies.
What attracted you to work on this aspect? MS: Ambiguities around surveillance and
detection within contemporary society inspired me to work on this project, along
with the combination of control tools and surveillance technology in military
and entertainment industries. ACCESS
reflects the obsessive fascination that has developed around visibility,
celebrity, control, and vigilance, capturing them as being entertaining and fun
or scary. TS: Art that depends of "liveness" as a key
component is always hard to document without compromising the original concept.
What makes documenting ACCESS
problematic? MS: ACCESS is all about live, personal, private
experiences. It’s a private public
experience. Documentation is secondary and mainly needed for marketing
purposes. TS: Do you think that your website and other
documentation you've generated about your work conveys the essence of your installation
as experienced by anyone walking through your designated physical space? MS: For me, documentation is not my first
priority. My primary concern is about the personal experience of the project. It
explores the values promoted by culture. I see technology as a reflection of
culture; as a tool that develops as a result of
culture. I am using it to reflect what the culture is about. Surveillance
technology is about retrieving information on a person or a situation; I would
like to reveal that to the people in my work. The computer vision technology
that ACCESS has developed allows people
to actively target other people without the targeted individuals knowing about
it. TS: What are
your plans for ACCESS
after SIGGRAPH 2003? MS: ACCESS was awarded a Honorary Mention in
Interactive Art by Ars Electronica, and will be installed in Linz, Austria,
September 6 through 21, 2003. After that, ACCESS will be shown at the Bank
Gallery in Los Angeles (October 25 – November 29, 2003), a show curated by
Peter Seidler. TS: How will the installation of ACCESS in Linz be different from what you're currently
showing at SIGGRAPH, other than the obvious fact that the space at Ars
Electronica Festival is different than what you have in San Diego right now? MS: ACCESS
passed the beta test. Nevertheless, complex technology is always subjected to
surprises. Only minor improvements should be necessary for Ars Electronica. TS: Are you
planning a new project after this? MS: Sure, and it’s called BEAMED, and it extends the live web and public element of ACCESS into something such as a video game where web users
can drive real people. We have a team and we are fundraising right now. Toni Sant is a licensed observer of the feedback loop between new media
and creative culture. He teaches about the Internet and performance in
the Digial Communications and Media program at New York University.
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