DREADMILL.about

CRITIQUE, PERFORMANCE, INSTALLATION, EDUCATION

As the ‘mobility’ of the gaze became more ‘virtual’--as techniques were developed to paint (and then to photograph) realistic images, as mobility was implied by changes in lighting (and then cinematography)--the observer became more immobile, passive, ready to receive the constructions of a virtual reality placed in front of his or her unmoving body.
-Anne Friedberg, Window Shopping

We live in a culture of the screen, an environment that demands increasing physical immobility. As digital media critics have pronounced for decades, a digital culture is a culture of “radical disembodiment,” one in which individuals sit still for hours at a time immersed in virtual space. Hailing from Detroit, "The Fattest City in America" (Men's Fitness, 2004) , the DREADMILL requires the participant to walk and run on a treadmill that powers a multimedia display of video, still images, text, and graphics. The participant’s speed and heart rate determine the appearance of the display.

Those who interact with the Dreadmill are challenged to consider the interconnectedness of body and mind, a holistic concept that has been lost in an information-driven culture. Ancient Greek poets and philosophers literally walked through their ideas, drawing on physical movement to both stimulate dialogue and recall information. The Dreadmill is a step toward recovering that aesthetic for a digital age.

In its current, beta form, the Dreadmill is engaged in a performance piece and installation by Marcel O'Gorman about the interrelation of death and technology. The point of this goth topic is to demonstrate the many ways in which technology challenges us to outstrip nature in the pursuit of a "posthuman," digital materiality. The challenge ends when one is forced to confront the finitude of the human body. To this end, the performance, in 5 to 7 grueling kilometers, is a visceral provocation to stop denying this finitude, and to integrate the body more fully into digital environments. The installation combines a polished video of this performance with an interactive simulation that allows users to interact with the dreadmill themselves.

DREADMILL is also a learning tool for students of digital design, media criticism, and electrical engineering. The project has been integrated into interdisciplinary courses in Electronic Critique at the University of Detroit Mercy: Winter, 2004 | Winter, 2005.

DREADMILL was initially developed by the following faculty and students at the Univesity of Detroit Mercy:

  • Marcel O'Gorman - Director / Associate Professor of Electronic Critique
  • Mark Paulik - Associate Professor of Electrical Engineering
  • Nathan Blume - student of Electronic Critique
  • Morgan Davenport - student of Electrical Engineering
  • Ryan Davis - student of Electrical Engineering