Bridging the Void.
Jonathan Austen
Collaboration within the Electronic Community.
In his sculptural works Geoff Sansbury places himself firmly at the leading
edge of post modern research. Whereas in his painting we see post modern notions
of simulation couched in more traditional visual and technical terminology,
his sculptures are uncompromisingly new in their cultural formats. The simulation
has become a ‘simulacrum’. A common definition of the simulacrum
is a ‘copy of a copy whose relation to the model has become so attenuated
that it can no longer be said to be a copy. It stands on its own as a copy without
a model’.
“The simulacrum bears only an external and deceptive resemblance to the
putative model. The process of its production, its inner dynamism, is entirely
different from that of its supposed model; its resemblance to it is merely a
surface effect, an illusion.”
In the sculptures we see a genesis rather than a being. Whilst in ‘Serenity’
Sansbury talks of the nouns ‘subject’ and ‘object’,
in ‘The glass bead game’ and ‘Almost the last brushstroke’
he is describing a verb of transition from one point to another. For early Greek
philosophers 'being' was both verb and noun. Sansbury is aware of this; footnotes
from the ‘Glass
Bead game’ confirm it. I would go as far to say that notional
concepts from Heraclitus rank highly in his source material and that Sansbury
makes a radical parallel between pre Socratic philosophy and post modern preoccupations
with unpredictability, ‘change’ and the self.
Robert Delamar makes the suggestion that post modern consciousness has been
replaced by “electronic consciousness” and that new cultural forms
developing around the birth of information technology have usurped post modern
thinking, giving rise to a new cultural paradigm.
“Electronic consciousness”, he writes “ though characterised
by post modern solitariness, finds its meaning in community… Meaning and
fulfilment can be found on the Internet. It is the technology that supports
the identity. However, the electronic community at the heart of electronic consciousness
is illusory and temporal. When the self is removed from the technology, the
self loses its identity.”
In this case we see the removal of technology as the ‘void’. Sansburys’
interests remain the same as in his paintings but he begins to embrace the electronic
age in order to research the nature of ‘identity’.
The work ‘The Glass bead game’ is a huge endeavour on the part of
the artist. He describes it as “an ongoing product of electronic collaboration
and anarchy” It was initially conceived as a virtual expedition into the
ideas set out by Hermann Hesse in his novel of the same name with the scope
to realise the events in a physical sculpture. ” The most significant
aspect of the work”, states the artist “has been the challenge it
has made to my sense of ‘authorship’. The events on the Internet
have not always been creative or productive. Given that there is a free global
participation, it is not surprising that there have been silly and even hostile
interventions. Nonetheless”, he adds “I use, as my motivation, Hesses’
call to ‘serious and conscientious people’.”
“…for although in a certain sense and for light- minded persons
non existent things can be more easily and irresponsibly represented in words
than existing things, for the serious and conscientious historian it is just
the reverse. Nothing is harder, yet nothing is more necessary, than to speak
of certain things whose existence is neither demonstrable nor probable. The
very fact that serious and conscientious men treat them as existing things brings
them a step closer to existence and to the possibility of being born.”
Whilst the ‘Glass bead game’ represents a cultural format that encompasses
both new technology and a new sense of collaborative authorship where the participants
may be ‘invented’ identities, ‘Almost the last brush stroke’
is a visual metaphor for the change over from traditional painting to digitally
based work. The squeezed out paint mark is a potent and nostalgic symbol for
the artist; its method of production through digital simulation and mechanical
rapid prototyping remove the romance. The dynamic is changed and
a simulacrum created.
When comparing the two-dimensional and three-dimensional work of Geoff Sansbury
we see markedly differing worlds. Although the former embraces a poetic and
tragic aesthetic and the latter describes a discourse rather than a conclusion,
they are joined by an elusive thread.
“If our real thoughts”, he says “lead us to terrifying conclusions
about the nature of solitude, do we run and opt for arbitrary projects which
occupy our minds and time?
It would be so much easier”, he adds “having once reached the void,
that we do so or simply play chess . But nothing is harder, yet more necessary,
than to confront serious things . What is remarkable”, concludes Sansbury
“is that, as artists, we feel compelled to revisit our terrifying angels”