Macrompians
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Article by Luke Clancy


• All the management of our lives depends on the senses, and since that of sight is the most comprehensive and the noblest of these, there is no doubt that the inventions which serve to augment its power are amongst the most useful that there can be.
- Rene Descartes

• The hungry difference between a flat image and the external world perceived through human eyes has struck artists repeatedly over the centuries, as they wrestled with the translation of their experiences of the shapes, shades and trajectories of a moving, stereo world onto a still, mono picture surface. As it happens, it was quite a fruitful struggle. The persistent renegotiation between the mark and the universe, between the experience of seeing with two eyes and the translation of that experience into two dimensions, has provided a fertile domain in which to explore what it means to be in the world as a human, a body in which being and sensing are intricately, apparently inescapably melded.
Never more so than in the business of seeing, where a description of the known mechanics of the operation fall so far short of finally explaining what happens when we look. Our eyes, from the somatic point of view, are not attached to the brain, but are rather an outgrowth or extension of it, a fact which offers a possible key for thinking about how they work, how we make a smooth, intelligible image from the data flying into them at light speed.
For seeing involves an active processing of two slightly different streams of images entering each of our eyes, their focus darting rapidly and constantly, selecting now foreground, now distant objects before arriving at our retinas upside. But that is not how we see the world. Because data acquisition is only the tiniest fraction of the business of seeing. That superrich jumble of data, that barrage of electromagnetic frequencies, that shuddering involuntary montage of upside views is simply our raw material. With it, we begin to test, we prototype, we hypothesise, we interpret, we refine and rebuild a model of our world, on the fly, again and again, only pausing occasionally to blink.
John Mitton’s explorations with 3D represent, in part of another episode in the struggle to think through the complexities of seeing and how they merge with the experience of being. It is an investigation which has often enlisted our relationship with the technologies we bring into the world, to explore those wet, visceral, at critical moments inscrutable machines through which we experience it.
The artist, who began work as a sculptor, and moved into creating 3D images at the invitation of a machine, a device for making stereo images which lay a few floors below where he was studying at Liverpool Polytechnic. His artwork has often incorporated machines, though usually of a type which look as though they might have a precise and important function, but in reality did nothing other than appear that way. It was his interest in holographic photography that lead Mitton towards developing, finally, a machine that not only looked the part, but delivered.
The Mitton Linear Rail 1 (LR1) looks rather like a black hurdle, with a camera attached to its bar. The machinery within the device allows the camera to move from right to left along the rail, while precisely rotating the camera as it goes to make sure it “toes in” – that is stays pointed at the same spot on the object all the time. The camera takes anywhere between 24 and 99 photographs on its journey, each from a slightly different position.
The resulting set of digital photographs are then treated, via software also invented by Mitton, which strips tiny slices of visual information from each of the photographs and spreads them out evenly across the picture surface. When the resulting prints are laminated with transparent lenticular plastic, the tiny lenses on the surface of the plastic sheet refract the light so that, as one moves one’s head across the picture, one retraces the steps of the camera, seeing the image from a slightly different angle each time, giving the sensation that one is in fact moving around the object pictured, an object which, consequently, feels to our eyes as though it belongs in the solid world alongside us.
3D imaging has had an astounding number of false dawns, moments when it seemed as though some stereoscopic imaging technique were about to usurp traditional two dimensional imaging for common use. Indeed, from the mid-eighteenth century, the proliferation of stereographs, stereocards, stereograms and stereoviews (as the devices for presenting a 3D image promoted by various inventors and manufacturers were called) sold in their millions. Varied as their names were, most of the devices worked by presenting the left and the right eyes with two different photographic images, each taken from a slightly different position, which when viewed together were interpreted by the brain offering a glimpse of a solid world. The popularity of this genre of devices did not truly wane until the 1930s, when motion pictures successfully substituted time for space, movement for solidity. Even then, however, descendants of the original stereoscope survived, with devices such as the ViewMaster, launched in 1939 and added colour photography to the mix, surviving late into the twentieth century as toys or gimmicks. The invention of holography in the 1960s, lead to a number of artists beginning to consider the 3D technique as a richly communicative medium. But while the productions of this wave of the technology inspired a small group of collectors, the attention of the art world was soon taken by the possibilities and resonances of other new media, prime among them video.
That sputtering history forms a powerful contrast with that other desire always provoked by still pictures: that they move. In this at least, motion pictures were a twin of 3D images. For an image that was flat or still was, whatever its aura, always an image defined by its lack. But whereas the twentieth century was defined by the technical appearance and later domination by, the moving image, 3D imagery has remained, until very recently, a technique always in its infancy.
For Mitton, the importance of the various 3D processes derives not so much from the technical innovations involved, but from an archaic balance they restore: “It is the 2D world of reading that is unnatural. We are used to seeing everything in three dimensions, and then suddenly we are forced not to read that way. So, 3D photography is really just returning everything to the way it should be.”
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In the artist’s series of portraits of the inhabitants of Macroom we find exactly that sense of something restored, something recovered, some put back on the correct shelf, through the application of 3D photography’s very specific means.
It is noticeably that Jon Mitton’s preferred method for creating 3D images (his shooting style and the manufacture of lenticular prints) turns the picture itself into a machine, rather than the software for a machine, as had been the case in early stereoscopes, and indeed is the case with the latest generation of 3D motion pictures. This technical choice in turn throws the emphasis back onto the human eye, rather than the prosthesis of an apparatus held over the eyes, a strategy that hints again that the process of perception are of primary interest here.
But the choice also provide the images with another significant quality: interactivity. As each photograph offers a selection of views, they also offer the viewer a selection of way of looking, or positions of looking, making the composition flexible, rather than fixed, something which in turn takes the emphasis off the artist’s choices somewhat, and towards the content of the picture. This seems a particularly apt move in respect to portraiture in general, and Jon Mitton’s series of Macrumpian portraits, in particular.
Macrumpians offers a technologically augmented approach to portraiture, but does that as much by its treatment of space, of territory, as of the ostensible subjects. Because what grows in importance in this medium is the space a body occupies. Sometimes that space is cluttered with stock that seems to embrace and bolster the sitter, sometimes it is the space itself that encircles them, wraps and defines them.
But the force of Mitton’s work is that nothing in truly background, in the traditional sense, everything is more or less offering itself for our attention in a way that leaves the brain and eye exercised, and in the artist’s conception, altered by simply looking. That sense of exercise, of work done, of something akin to body modification, is heightened by the other dimension, the fourth dimension the images represent (given that they are composed of a sequence of photographs which will take some minutes to complete): time.
It is this element of time that brings to Mitton’s Macrumpians their gentle, persistent emotional force, their poised, thoroughly dilute sense of melancholy. It is a force which seems all the more exerted when we realise that some of the sitters are, sadly, no longer alongside us in the solid world. And it is in this case when something else unexpected happens, when the magical space of the 3D image (and magical is always the right word here, because encountering these images always feels like encountering them as a child, as though some secret is frozen here that careful, prolonged gaze, prolonged thinking by looking, may suddenly reveal) seems to take on another metaphorical task.
The aspect of memorial, that promise of the ability to hack time which has often seemed to play around the discourses of recording technologies here seems to gather a new momentum. Moving our heads around in front of these images, looking into the phantasmagorical space that is elsewhere, we might be provided with flickering glimpses of our own machinery at work, a fugitive image of us in the act of seeing, a sight that might, paradoxically, jolt us for just a moment, towards contemplation of the stilling of that machinery.

Copyright Luke Clancy 2008


RTE Lyric FM's Artzone: Art Now, Programme 2. Luke Clancy's series on contemporary art continues with Representation: Even better than the real thing. Listen

For further information please contact Jon Mitton on:
jon@mitton3d.com or call +353 (0) 87 740 5199 0r +353 (0) 23 31030