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Approaching the end of my third semester within the MFA program, I have been working to distil my broader interest concerning the voice within art, down to a more focussed enquiry into how disembodied voices always refer to an implied body. This relationship between the voice as a sonorous material (phone) and the body may on the surface seem a niche subject, however I believe that it’s rich territory with significant implications. It’s a relationship which highlights the contingent nature of perception. When phantom bodies can be conjured so easily, it then begs the question – to what degree can we claim that any bodies are inherently stable and clearly demarcated?
For the practical purpose of organising the blog’s posts I’ve continued to use the following four categories, which are accessible from the dropdown menu –
The newest category – artifice, collects precedents in which the mechanics of representation are laid bare, often integral to the work. Examples include Tacita Dean’s Foley Artist (1) for the distance it allows between the suspension of disbelief and its exposed support structure. Are they experienced simultaneously? Are they separated spatially in the gallery? Is time-lag used to separate the two? These questions a crucial for my own work as I attempt to refine its presentation over the coming months.
The second category and by far the broadest – processed voice, continues to draw together examples where the voice has been extended, either through digital or analogue processing, or in in some cases simply technique. This includes works such as Mamoru Oshii’s – Ghost in the Shell (2), where a sound Spatializer (cutting edge technology at the time) was liberally applied to the film’s dialogue, in order to continually shift its relationship to the body.
The third category – Transhuman, refers to those works in which mediated voices call into question what we consider to be human, or how our collective understanding of the human might be transcended. Here the voice is often used as the marker to regulate both difference and resemblance within expanded representation of the body. One such included example is Hideaki Anno’s The End of Evangelion (3), in which the body’s drastic inflation is simultaneously anchored through the dense placement breaths, stutters and hesitations.
The final category – Voice as Material, takes it names from Simone Schmidt’s essay The Material Value of the Voice in Art (4) and collects works in which the voice operates outside of, or at least tests the threshold of language. One such example is David Cronenberg’s Videodrome (5), in which non-verbal sounds of the body are foregrounded throughout the film, deliberately abstracting and confusing its fleshy borders.
(1) Dean. T. (2009). Foley Artist. [Artwork]. Accessed 22/09/2019 here: https://www.tate.org.uk/art/artworks/dean-foley-artist-t07870.
(2) Ghost in the Shell. [Film]. Dir. Oshii. M. Pro. Mizuo. Y, Matsumoto. K. Iyadomi. K, Ishikawa, M. (Shochiku, 1983). 82 minutes.
(3) The End of Evangelion. [Film]. Dir. Anno. H, Tsurumaki, K. (Toei Company, 1997), 85 minutes.
(4) Schmidt. S. (2017). The Material Value of the Voice in Art. Retrieved 27/08/2019.academia.edu/36571280/The_Material_Value_of_the_Voice_in_Art
(5) Videodrome. [Film]. Dir. Cronenberg. D. Pro. Héroux. C, David. P, Solnicki. V. (Universal, 1983). 89 minutes.