Mapping emergent territories
When designing a videogame character using 3-D modeling and animation tools, one begins the process with two separate, though interrelated, requirements: a wireframe "skeleton" of the character's body and a two-dimensional texture map of the character's facial appearance. That is, the skin of the character, while imagined as a volumetric construct, is always already understood in its design as a flat surface, laid bare, before its eventual (re)constitution as an animate form.
Hence, we may literally describe a cartography of the dermis whose features may be higher or lower in resolution, perhaps more crisp in detail or slightly blurred depending on the distortions in the fold to the volumetric.
The great ephemeral skin
"Open the so-called body and spread out all its surfaces: not only the skin with each of its folds, wrinkles, scars, with its great velvety planes, and contiguous to that, the scalp and its mane of hair, the tender pubic fur, nipples, nails, hard transparent skin under the heel, the light frills of the eyelid, set with lashes — but open and spread, expose the labia majora, so also the labia minora with their blue network bathed in mucus, dilate the diaphragm of the anal sphincter, longitudinally cut and flatten out the black conduit of the rectum, then the colon, then the caecum, now a ribbon with its surface all striated and polluted with shit; as though your dress-maker's scissors were opening the leg of an old pair of trousers, go on, expose the small intestine's alleged interior, the jejunum, the ileum, the duodenum …"
4m X 3m image / 3 photo panels
"… or else, at the other end, undo the mouth at its corners, pull out the tongue at its most distant roots and split it, spread out the bats' wings of the palate and its damp basements, open the trachea and make it the skeleton of a boat under construction; armed with scalpels and tweezers, dismantle and lay out the bundles and bodies of the encephalon; and then the whole network of veins and arteries, intact, on an immense mattress, and then the lymphatic network, and the fine bony pieces of the wrist, the ankle, take them apart and put them end to end with all the layers of nerve tissue which surround the aqueous humours and the cavernous body of the penis, and extract the great muscles, the great dorsal nets, spread them out like smooth sleeping dolphins" (Lyotard, Libidinal Economy, p.1).
One moves through public space. Perhaps it is an overexposed space, or a space of pronounced acceleration in flux. Perhaps one's head is bowed slightly — in an effort to avoid visually dominating the other(s), or in a desire to frustrate authentication protocols, or in a simple attempt toward modesty. But if we are to locate ourselves in regimes of positionality that stand outside of or distinct from duration, we still need to "see" in some way.
It is a touch-based affective co-emergence that allows us to "see" in the process of moving through public space proper, with all of the politics that implies. And kino-gait offers a potentiality by which one may prosthetically explore a filtered memory of that same movement, with the subject located in the negative space of the embodied camera's multiple gaze.
Toward a kinoderm aesthetics
On the surface, it appears that one ought to view the images produced during the kino-gait process by projecting them onto some three-dimensional screen, perhaps shaped like the body of the individual who originally wore the camera apparatus: an anthropometrically correct screen. After all, we are describing a volumetric body moving relationally with other bodies in the corridors and conduits of biological flow. Do we not need to respect this phenomenon of the body, its tangible fact as thing?
No. Once the body has been imaged — even in negative space — and abstracted from relation, the distinctions between three-dimensional and two-dimensional outputs as technologies of expression become less significant (although not entirely trivial): a media-specific analysis suggests that either may prove more beneficial than the other in any particular context. It is rather how these outputs as aesthetic forms are inscribed in networks of power — as, for example, what Benjamin describes with "The Work of Art in the Age of Mechanical Reproduction" — that is of greater importance. How does power compromise the image produced in the abstraction of relation? How is relation compromised in turn?
Some omniocular visioning systems, such as motion capture, rely on a nearly perfect convergence of all camera lenses. In others, such as with ProZone, there simply needs to be a measure of overlap in order for the cameras to effectively monitor and communicate the position of a tracking-object. The point is that in any system at least two cameras ought to see the same marker at any one moment in time.
Given the complex contours that identify each of our body-volumes, not to mention the unique signatures in gait each of us performs, any kinoderm array of cameras will for the most part be characterized by divergence. We are curvy bodies, after all. And this is what curves do when the gaze is directed the other way: they diverge.
But the point remains: in any omniocular visioning system at least two cameras ought to see the same marker at any one moment in time. Even given the divergent qualities of any kinoderm array, this need not imply a large number of cameras. In Kino-Gait Study No.3 (above), there was a significant degree of overlap-through-divergence with only five cameras on the arrayed body.
Can we reverse engineer and transduce techniques of videogame modeling and animation to lift the kino-gait skin from the inscription of emergence and lay it flat on the surface? Can we invent new techniques? Can we literally describe a dynamic cartography of the kinodermis — whose features may be higher or lower in resolution, perhaps more crisp in detail or slightly blurred depending on the distortions in the fold from the volumetric?
Can we stitch the various cameras together, in other words, to provide a coherent two-dimensional text for the reader — a cinematic version of the Stelarcian skin discarded above?
Such techniques will require advanced dialogues with gait analysis, motion capture biomechanics, mathematics, digital signal processing, sculpting, choreography, music and others in order to create a similarly functional two-dimensional map of the space that is being surveyed. But it will also require holes, glitches, backdoors, easter eggs, etc. — what we might refer to as pores in the skin. In short, deludology as an active strategy of design so that the mobile political subject always retains opportunities for movement.
The deludic eruptions of holey space are but one element of a skin tectonics that offer the transludic subject-in-relation a micropolitics of maneuver.