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Of course my irritation
partly arose from the classical demand that all work
address the critic's own field of interest. Eventually I
was puzzled, by the book's inattention to performance
art, given that genre's place and history in the
post-1960 art world. However the DIA text does not
proclaim its range as definitive and authoritative, even
if the book may be cited in such a mode. In the journey
to becoming a standard reference text, books on hot new
topics circulate with a certain currency, erasing the
contingent circumstances (a conference) in which they
were commisioned. Therefore, it may be merely curious and
not conspiratorial, that such a text works largely to
constitute visual display overwhelmingly in terms of
recognisable art (objects), museums, texts and movies.
Here, I make a solitary stab at a conspiracy thesis, for
conspiracies are a favoured academic genre, especially
when the topics engage "technology". Conspiracy
narratives present tidy arguments and resonate with the
weight of gravitas. That is, if they can shrug off the
air of being downright paranoiac and faintly ridiculous. In
that peculiar way in which a category identity is so
often fashioned, in response to a perceived exclusion, my
response to the DIA publication engages a desire to
rewrite what counts as visual display. The paper analyses
two kinds of visual display largely outside the
parameters of the DIA collection : St Kilda's Luna Park
in the early 1970s and the contemporary Time Zone
amusement arcade in Bourke Street, Melbourne. I take both
to be events (rather than objects, texts, bodies) that do
not stop and end at the edges of a built environment, or
at the edge of "The Body" (often cited as a
singular noun and in capitals), or at the edge of a
machine, or within the binary of the often quoted
"human-machine interface". I prefer instead to
frame both things as events, which attend to, dramatise,
and display the paradoxes and vulnerabilities of
corporeality, in the art of performance. The latter might
be thought of as those codes that organise the social
practices of self as a mode of display for others. In
Australia, this often lurks under the heading
larrikinism.
Amusement Parks in their current form, are largely an
invention of North American enterprise in the latter part
of the nineteenth-century. In 1906 Dreamland opened on
the current St Kilda Luna Park site. Dreamland was a
roller coaster decorated with white-painted pagodas and
minarets, and its slightly tired structure still frames
the edges of the site. But histories and critical
analyses of amusement parks are dominated by the genre's
North American origins. Inescapably, the genre's history
is cast retrospectively under the shadow of Disney.
A semiotics of the amusement park organises the
narratives figuring Disney Land in the 1981 issue of the Journal
of Popular Culture. Disney Land's built environment,
its rides, characters and costumes are construed as
motifs within narratives of family, main street and
patriotism. In her classic history of the American
amusement park, Judith Adams' describes amusement park
goers as pilgrims seeking the reaffirmation of values of
corporate culture; such as progress through technology,
control and organisation through managerial hierarchy and
consumption. Even when people seek to be suckered, the
stories generated by the genre of the Amusement Park
sucker visitors in on another level, adding another twist
to the screw.
In the predominantly North-American produced
literature on amusement parks, these spaces figure as
sites of writer's own theme parks; organised by such
features as the Blockbuster Theme and Serious Encounters,
generalisations about Man's showdown with Technology and
Modernity. But "Man" as an embodied being is
strangely absent in these encounters. In this landscape
of critical digesis, Scott Bukatman is a solitary figure,
a writer who analyses corporeality in an amusement park
setting. In these spaces he observes, the body is
constantly "recalled into being". For him, this
is not an accidental, but a calculated strategy. His
essay in the Visual Display collection,"The
Artificial Infinite", is largely a reading of
post-1960s sci-fi movies, with a few scattered comments
on panoramas and the odd aside on the amusement park. Of
the panorama he observes, it "..addressed the
perceived loss of cognitive power experienced by the
subject in an increasingly technologized world." For
Bukatman, the amusement park industry and panoramic rides
are comparable in their effects :as a means of inscribing
new potentially traumatic phenomena and perspectives onto
the field of the body.5
In an earlier 1991 essay on Disneyland ("There's
always Tomorowland") Bukatman had argued that the
spectator's journeys into technologically complex zones
in Disney Land, "ultimately served to guarantee the
continuing presence and relevance of the subject."6. On this journey, the Disney
Traveller penetrates a series of impossible
spaces, and at journey's end merges with The
Impossible Space in a state of kinetic sensory
pleasure, (an unremarked upon, classic gendered
travel story.)7 In this
narrative, the journey through such spaces produces an
inscription on the body, a coding that "announces
the human-machine interface, and technology thereby
creates the conditions its own acceptance."8
In such an argument amusement parks and panoramas are
motivated events. They conspire with a purpose. These
sites of erupting symptoms display displaced trauma, and
then enact certain strategies of adjustment and
assimilation. Even when the Disney Traveller appears to
be enjoying herself, she is working through a serious
agenda.
In a number of essays, Meaghan Morris has objected to
the ways in which the genre of "theory",
unreflectively recycles a familiar plot.9
These are fables of realisation, ones in which the writer
"discovers" in the things under scrutiny, a
sociopolitical commentary serving as a mirror to the
writer's own theory. The apparent object of analysis
(such as The Amusement Park Traveller) operates to
reaffirm or enact the writer's own critical activity.
Bukatman's readings are a variant on this theme; his
figure's glance in the mirror of theory reveals one
visage (Pleasure), but this only masks the critic's own
familar face, and his glance of recognition and
assimilation, his pleasure, as the Traveller, enacts a
Theory of the Acculturation of Technology.
The underground work of such critical commentaries is
a latent psychoanalytic narrative. The theme park is the
site for the eruption of a symptom; the trauma of
technology. In a twist on the classic theory of
displacement, (a narrative true to that genre would read
the activities of the theme park as a displaced
commentary on the social trauma of technology),
technology arises and is introduced into the social at
the site of the theme park. There are many comments one
could make about such a reading, but I will confine
myself to one. In this proposition Technology is imagined
as infinitely elastic and interchangeable, an incredible
shrinking and expanding Proper Noun. What happens to such
a proposition if we visualise technolgogies as a series
of specific competencies, for example the operation of a
word processor or dialling a modem, competencies which do
not guarantee that one can use a knitting machine or to
be truly ridiculous, change a tyre.
Reading "There's always Tomorrowland", I
experienced a dizzying loss of spatial coordinates not
dissimilar to those I'd experienced on each visit to Luna
Park. Here, in my rapid downhill slides on the Big
Dipper, on my jolted rides around the ghost train, and in
the Giggle Palace mirror, my foreign stare at an
unfamiliar rubbery and wide body, the ontological ground
moved from under me. My own readings and Scott Bukatman's
are not grounded in the same amusement park universe.
This maybe the difference between a vision oriented by
Disney and one oriented by Luna Park. But it suggests
too, the difficulties entailed in geographical and
cultural transposition, and the rhetorical, strategic
difficulties involved in maintaining a universal argument
in the face of widely differing operations.It is as well,
a comment on the mismatch of a particular genre of
criticism with the genre it purports to observe.
Filed under the library-assigned genre of Amusement
Parks, is a high- school physics textbook in which the
roller coaster is used to pose problems of speed, slopes
and gravity. I would argue that despite the existence of
this interesting example, Luna Park is a site that plays
mainly with comedy not gravity.
Reading Luna Park is, in part, a fable about genre
competency, about being able to read genre cues and
respond appropriately. My Luna Park is an event you need
to read through the genre of comedy and if you're looking
for gravity you can get all the genre cues wrong. Perhaps
Bukatman and Adams have confused the plots of a certain
subgenre of action movies, ones which are motivated by
the hero's unmasking of a government or corporatist
(sometimes even a feminine or feminist) conspiracy.
The amusement park event dramatises corporeal display.
At the Giggle Palace in St Kilda's Luna Park, a number of
inventions such as the distorting mirrors, air-vents
which blew up your shirt or skirt produced embarrassment
and somatic exposure. These dramatic tableaux present the
bodies of slapstick and cartoons, sublimely
indestructible substances. No matter how much their edges
are stretched and subjected to speed, dislocating shocks,
and loss of known spatial coordinates, they survive and
bounce back to face another day.
It was kinetic overload rather than kinetic sensory
pleasure that I found in these tests of the body's limits
and endurance; reflexes, stress, noise, adrenalin,
excitement, screaming , laughter, all ensured a loss of
physical control. I remember it as a social event for
which you needed to demonstrate panic management as a
performance skill. It was a place in which anxieties
about the body's fallibility, particularly in the face of
others, were played upon and played down. You could
scream but not chicken out.
Our stories were always about the corporeal near-miss.
There was always some dude on the opposite side of the
rotor who, once the floor had dropped out from underneath
us and the machine was spinning would succumb to his own
corporeality. He would throw up but somehow,
miraculously, despite the spinning vomit, we would
survive unscathed only to have the car stopped sometime
on the way home for our own ritualised disgorging. We had
our heads in the gutter at such an early age and perhaps
this is what people mean when they write against the bad
faith of amusement parks. I don't remember ever seeing
anyone chuck in the rotor but it was one of the horror
stories we told ourselves about visiting Luna Park. It
was part of the group performance, before, during and
after the site visit to relive the terror.
These motifs; sociability, groups and performance were
also largely absent from the material in these texts on
subjectivity and corporeality in the sites of the
panorama or the computer. Perhaps because these events
unlike amusement parks are solitary, or rather it is
because a particular epistemological model prevails in
these accounts of exemplary machines. Essays on Man and
the Machine such as Bukatman's and Jonathan Crary's ,
dramatise this "meeting" as A Close Encounter
of the First Kind : the one on one, solitary spectator,
absorbed and engaged in the viewing act. It dramatises
the meeting of Man and his Machine. (What happens to the
human interface metaphor if there is a crowd?) Perhaps
this is also a mis-en-abyme of the writer's own
place of critical labour: the quiet study and humming
computer . My visits to Time Zone and my remembrance of
Luna Park past tell me otherwise, and theoretical
analyses of technology, such as Crary's10
and Bukatman's, are still captured by an epistemological
model of the sovereign self even as they seek to eschew
that figure.
There is a paradox of course in these accounts of the
"spectator " in which visual display is
presented as an inherently unsociable experience, (the
unidentified subject at the centre of the panorama, the
computer geek /slash hacker locked in his room) whilst
the scenario is analysed as absolutely social, since the
encounter (in Bukatman's terms) manages the social
inscription of a body.11
But on visiting Time Zone , as with my memories of Luna
Park, I was struck by the numbers of people competing on
machines in pairs, and the others (friends or strangers?)
who stood around and watched the game. A tableaux was
being staged, a visual display, an art of performance, a
Spectator Sport.
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Time Zone Time Zone, in Bourke Street,
Melbourne, presents itself as a vestigal amusement
arcade. But the long narrow horizontally aranged space of
the older amusement arcade is turned around, oriented
anew in depth, back into the heart of a city block. The
sense of a historically continuous and shared form is I
think, accidental, since the plan is organised purely by
the spatial demands and cost of urban shop frontages. But
the internal layout as well as the name plays on a
historical continuity. Some of the video games could pass
as vestigial shooting galleries and a shop desk and
display cabinet near the front where you can purchase
stuffed toys (some of them with tickets won from the
games), balls, other souvenirs reminds me of the former
life of the amusement park arcade.
Whenever I went to play these games my curiosity was
drawn to the other spectators, some quiet and
tableau-like, watching the participant/s at the game,
others like my friends, who just mucked around and
performed the art of not winning, but entertaining. These
are not spaces designed for spectators (for example the
Russell street video arcades are just holes in the wall )
and the spaces can become chock-a-block, congested, close
encounters of a different kind.
The spectatorial relationship to what's sometimes
called "popular culture" is often described in
terms of distraction. Time Zone is an interesting example
that puts such theories under pressure12.
Given the noise of the machines, the watching crowd and
the focus on playing the game, Time Zone is often a test
of skilled concentration, not distraction.
Curiosity is a word ,associated in its dictionary
definitions with inquiry and speculation; the traditional
stuff of research. What happens to this map when it meets
the Time Zone territory? For here the games are formulaic
and generic, a probing not of the radically new but the
already known (like all games and research, rule driven,
even if those working in the university name those rules
'disciplinary protocols').
When I play Alpine Racer at Time Zone, a game in which
a skier navigates a fast-paced down-hill run, I love the
music and the pace of the movement through the landscape.
But the comedy lies in seeing myself as the generically
represented helmeted skier boofing in and out of the
frame, and in my case, magnetically attracted to every
obstacle. Each time I hit the fence or pylon and the
helmeted figure takes a spin I laugh at my own
representation, and feel the sublimity of the identity
gap, between the inscribed body and my own. Mine is the
joy of non-identification, a calibration unmapped in
Bukatman's terms.
The games Cyber Cycles, Alpine Racer, Manx TT Super
Bike take the cliched spatial narrative of modernity (the
dream of a journey through frictionless space), set this
up as the motivation and the goal for the journey and
then trash it. A journey without obstacles is not
achievable. This is a materially grounded and resistant
world, not a space without boundaries, a kinetic pleasure
zone of merging. After a couple of goes you know the
basic outline, The Formula, but the formula that doesn't
diminish the reflex skills involved, or the obstacles
hurtling at you with every bump and corner. A bit like
trying to make a frictionless piece of theory. Of course
if I wanted to be conspiratorial I could say that the
formula with unpredictable obstacles is a really smart
way of sucking people in again and again.
But I'm not so interested in the problem and rhetoric
of being conned, one which often demands that you begin
from a paranoiac position. Instead I'll present the
formulai of the curious (speculative, inquiring) visual
display and the conspiracy inscription of the trauma of
technology with a few neat critical obstacles of my own;
like the genre of comedy, sociability, the arts of
performance, group spectatorship, vomit and panic
management.
At the beginning of this essay I stated that my
preferred term for the things described in this paper was
not display but events. This was in part a strategy to
displace the conventional focus of technology narratives
on the binary meeting of a body and a machine. Attending
to events involves engaging other rhetorics of
description; to write of the various moments, moves and
moods in particular temporal and spatial practices. It
means imagining that such stories are open to difference
and iteration, to the possibility that things may be
other than as we know them.
Karen Burns
1996
Endnotes
1. The exhibition ran from August 22 - November 30, 1996
at the Stop 22 Gallery, St Kilda. Chad Chatterton,
Annette Slattery, Ricky Swallow, Andrea Meadows,
Alexander Knox and Edward Parritt all contributed works
to the exhibition. Marion Harper, the Stop 22 Coordinator
convened the Beyond Belief forum held in the gallery on
September 19. The other speakers were Simon During and
Robert Schubert. I would like to thank Marion Harper for
providing the occasion for this paper.
2. Judith A. Adams, The American Amusement Park
Industry A History of Technology and Thrills, Twayne
Publishers, Boston, 1991 p.xiv.
3. Scott Bukatman "The Artificial infinite", in
Lynne Cooke and Peter Wollen (eds.) Visual Display
Culture Beyond Appearances, Bay Press, Seattle 1995,
p.254-283.
4. ibid., p.255
5. ibid., p.261.
6. Scott Bukatman "There's Always Tomorrowland:
Disney and the Hypercinematic Experience ", October,
no.57, Summer 1991, p.77
7. cf. Bukatman "There's Always Tomorrowland" :
". The body, and thus the subject, penetrates these
impossible spaces, finally to merge with them in a state
of kinetic, sensory pleasure.", p.77
8. ibid.
9. Meaghan Morris "Banality in Cultural
Studies" in Logics of Television: Essays in
Cultural Criticism, (ed.). Patricia Mellencamp,
Indiana University Press, Bloomington and Indianapolis,
1990, p.22-23.
10. Jonathan Crary's influential and amirable text, Techniques
of the Observer : On Vision and Modernity in the
Nineteenth Century, MIT Press, Cambridge
Massachusetts, 1992.
11. This is obviously not the case in Peter Wollen or Ed
Ball's essays.
12. Some of these arguments have been analysed by Morris
in "Banality in Cultural Studies" p.23-25.
Acknowledgment
Thanks to Helen Stuckey for help with reading material
and conversation.
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