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58 59 DAMN°45 magazine / BRENNA MURPHY Brenna Murphy’s multimedia production, which con- sists mainly of computer-g enerated images and envi- ronmental installations, stems from the combination of abstract forms, or hyper-objects, as defined by the young American artist. These are organic elements, born out of a surrealist process of two-dimensional automatic writing. Murphy intuitively reproduces the curves and proportions of everyday objects with her computer mouse, “as a kind of meditation”, she states. "The whole activity is a way of heightening my awareness of ubiquitous shapes, thereby expand- ing my perceptual framework." She then elaborates these shapes with the aid of image-editing software, like Photoshop, Blender, and After Effects. These el- ements, stuck to each other, consequently give rise to faceted compositions halfway between electronic circuits and spiritual Hindu symbols such as Yantra and Mandala, whose hypnotic structure consists of geometric elements in almost cosmic proportions. Some modules seem to be carved into minerals, oth- ers into transparent or translucent sheets of polyme- thyl methacrylate (PMMA). Through laser cutting and 3D printing, many of these forms become sculp- tural objects, which are then inserted into installa- tions. Murphy’s idea is to explore the boundaries between physical reality and virtual reality, involving the viewer in a process of discovery whereby "scale is an important element of the equation”, accord- ing to Murphy. Although made up of abstract frac- tals, these works take on familiar architectural ap- pearances. More than maquettes for new buildings, however, they seem to be the ruins of ancient human settlements, belonging to a pre-technological but ex- tremely advanced civilization, such as the Egyptian or Aztec (not surprisingly , both are often associated with alien mythologies). Their internal structure is regulated by principles of symmetry and repetition. The artist, in fact, makes use of recurring patterns, Hyper-Objects Stepping into a type of future-present, DAMN° had a private conversation with artist Brenna Murphy in February of this year, in an attempt to dissect the elements that comprise her art works and to discover what these mean, both individually and as a whole. Inherent in Murphy’s oeuvre is a reference to a post-Internet paradigm, while simultaneously the universal issues the works deal with also partially apply to a pre-Internet society. Murphy’s research focuses on developing techniques for exploring and expanding the framework that shapes human consciousness and reality; thus, on eternal issues that have existed long before Internet, and will continue to exist. Brenna Murphy meditates on digital r uins FRANCESCO SPAMPINA TO TOOL ARRAY, 2013 Sculptural installation Kunstverein Düsseldorf Image courtesy of the artist both as a formal strategy and as a symbolic element. The inclusion of screens within the installation en- hances the labyrinthine and alienating effect: all of a sudden, the environment that surrounds us becomes immaterial and claustrophobic. The effect is the same as what we customary feel in our daily lives, when, after hours of interaction with digital devices and touch screens, we tend to apply – without success – the same commands and procedures to our real space: zooming, clicking, scrolling, etc. Murphy's research is focused on this liminal distinction – it re- lies on digital technology, but digital technology also represents its message. "I'm interested in the shape of human consciousness”, expounds the artist. "Tech- nology can be a prosthetic for human consciousness, and in turn, can influence and reshape conscious- ness. The prosthetic use of technology is a tool for meditation and exploration. I know my work is tied to technology at a very fundamental level." UNDOING MATERIALISM Murphy's research is often framed in reference to a certain post-internet paradigm, along with that of art- ists such as Alexandra Domanovic, Oliver Laric, Katja Novitskova, Tabor Robak, and Travess Smalley, among others. Post-internet – one of the most debated terms in visual culture of late – is a phase of visual research that, after the initial utopian euphoria over the Inter- net, focuses on its negative consequences, of which we are just beginning to become aware. The Internet is seen from a dystopian perspective by this new genera- tion of artists, often through the de-contextualization of ‘digital’ elements, which are more like archaeologi- cal ruins or folk artefacts than readymades.  At the same time, these artists deal with unive rsal is- sues that also apply in part to a pre-Internet society . Murphy agrees. "My research focuses on developing

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MN°45 magazine / BRENNA MURPHY

Brenna Murphy’s multimedia production, which con-sists mainly of computer-generated images and envi-ronmental installations, stems from the combinationof abstract forms, or hyper-objects, as defined by theyoung American artist. These are organic elements,born out of a surrealist process of two-dimensional

automatic writing. Murphy intuitively reproducesthe curves and proportions of everyday objects withher computer mouse, “as a kind of meditation”, shestates. "The whole activity is a way of heighteningmy awareness of ubiquitous shapes, thereby expand-ing my perceptual framework." She then elaboratesthese shapes with the aid of image-editing software,like Photoshop, Blender, and After Effects. These el-ements, stuck to each other, consequently give riseto faceted compositions halfway between electroniccircuits and spiritual Hindu symbols such as Yantraand Mandala, whose hypnotic structure consists ofgeometric elements in almost cosmic proportions.

Some modules seem to be carved into minerals, oth-ers into transparent or translucent sheets of polyme-thyl methacrylate (PMMA). Through laser cuttingand 3D printing, many of these forms become sculp-tural objects, which are then inserted into installa-tions. Murphy’s idea is to explore the boundaries

between physical reality and virtual reality, involvingthe viewer in a process of discovery whereby "scaleis an important element of the equation”, accord-ing to Murphy. Although made up of abstract frac-tals, these works take on familiar architectural ap-pearances. More than maquettes for new buildings,however, they seem to be the ruins of ancient humansettlements, belonging to a pre-technological but ex-tremely advanced civilization, such as the Egyptianor Aztec (not surprisingly, both are often associatedwith alien mythologies). Their internal structure isregulated by principles of symmetry and repetition.The artist, in fact, makes use of recurring patterns,

Hyper-Objects

Stepping into a type of future-present, DAMN° had a private

conversation with artist Brenna Murphy in February of this

year, in an attempt to dissect the elements that comprise her

art works and to discover what these mean, both individually

and as a whole. Inherent in Murphy’s oeuvre is a reference to

a post-Internet paradigm, while simultaneously the universal

issues the works deal with also partially apply to a pre-Internet

society. Murphy’s research focuses on developing techniques

for exploring and expanding the framework that shapes human

consciousness and reality; thus, on eternal issues that have

existed long before Internet, and will continue to exist.

renna Murphy meditates on digital ruins

FRANCESCO SPAMPINATO

TOOL ARRAY, 201

Sculptural installat

Kunstverein Düsse

Image courtesy of t

both as a formal strategy and as a symbolic element.The inclusion of screens within the installation en-hances the labyrinthine and alienating effect: all of asudden, the environment that surrounds us becomesimmaterial and claustrophobic. The effect is the sameas what we customary feel in our daily lives, when,

after hours of interaction with digital devices andtouch screens, we tend to apply – without success– the same commands and procedures to our realspace: zooming, clicking, scrolling, etc. Murphy'sresearch is focused on this liminal distinction – it re-lies on digital technology, but digital technology alsorepresents its message. "I'm interested in the shape ofhuman consciousness”, expounds the artist. "Tech-nology can be a prosthetic for human consciousness,and in turn, can influence and reshape conscious-ness. The prosthetic use of technology is a tool formeditation and exploration. I know my work is tiedto technology at a very fundamental level."

UNDOING MATERIALISM

Murphy's research is often framed in reference to acertain post-internet paradigm, along with that of art-ists such as Alexandra Domanovic, Oliver Laric, KatjaNovitskova, Tabor Robak, and Travess Smalley, among

others. Post-internet – one of the most debated termsin visual culture of late – is a phase of visual researchthat, after the initial utopian euphoria over the Inter-net, focuses on its negative consequences, of which weare just beginning to become aware. The Internet isseen from a dystopian perspective by this new genera-tion of artists, often through the de-contextualizationof ‘digital’ elements, which are more like archaeologi-cal ruins or folk artefacts than readymades.

 At the same time, these artists deal with universal is-sues that also apply in part to a pre-Internet society.Murphy agrees. "My research focuses on developing

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DAMN°45 magazine / BRENNA MURPHY

techniques for exploring and expanding the frame-work that shapes human consciousness and reality”,she says, "so yes, in this sense I'm focused on eternal

issues that have existed pre-net and will continue toexist post-net." No wonder, in fact, that as past influ-ences she cites the painter Georgia O'Keefe, the film-maker Andrei Tarkovsky, the writer William Gibson,and minimalist composers such as John Cage, DavidTudor, La Monte Young, and Terry Riley. Thoughisn’t that, perhaps, what they all have in common,a tendency to dissect reality into discreet, archetypalelements through processes of meditation? Thesenames also say a lot about the possible future de-velopment of Murphy’s research, which has recentlyexpanded to include performance and sound. This

multidisciplinary approach partially derives fromher collaborative experiences in the Oregon Paint-

ing Society collective, and as half of the duo MSHR,with Birch Cooper. MSHR’s work, in particular, con-sists of live media, which incorporates laser beams,holograms, and DIY sculptural music synthesizers.The environments in which they come into beingseem to be a natural extension of Murphy’s spaces:metaphysical ecosystems that temporarily transportus into a virtual dimension, showing us just how lit-tle material is left of our reality. ‹

OPAL TWINS, 2013 (1)

 Archival pigment print, 100 x 100 cm

Kunstverein Düsseldorf

CEREMONIAL CHAMBER (2)

Interactive light-audio feedback ecosystem,

Binary Lore at Threewalls, Chicago, June 2013

GLYPH~GARLAND RESONATOR, 2014 (3)

Sculptural installation, UPFOR gallery, Portland, Oregon

Images courtesy of the artist

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