
Claudia
Hart, “The Dolls House” (2016), 3D-animated loop with music by Kurt
Hentschlager, 13 mins, on view at Transfer gallery (photo by the author
for Hyperallergic)
Claudia entered the world of 3D simulations technology at a time when there were very few practitioners who saw it as a means to create what I would term “fine art.” In addition to being an important innovator in the field, she has worked as a member of the faculty of the School of the Art Institute of Chicago, teaching and influencing a remarkable cohort of students that has emerged from her classroom to make significant contributions to this new medium. She has helped take a technology that, until recently, was being used primarily for gaming and commercial purposes and subvert its form and content to create hybrid works that are genuinely new — and feminist, to boot.
This interview was conducted on the occasion of her solo exhibition at Transfer gallery, which was founded by Kelani Nichole in 2013 and focuses almost entirely on new-media work. The exhibition, titled The Dolls House, runs through July 2.
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Claudia Hart, “Caress” (2011)
Susan Silas: I wanted to begin with a very
general question. We know that many of the technologies that govern the
internet and new-media applications had their origins in government
research and were often intended for use by the military. Forms of these
technologies made their way into gaming, which has been dominated by
men both as creators and as users and has evolved into a relatively
misogynist environment online. When you decided to learn 3D technology
20 years ago, did you understand that the environment was such a
masculinist one, and were you thinking about usurping it then for a more
feminist project? Or did your project evolve slowly as you began to
work with this new technology? Claudia Hart: In terms of simulations technology, which is my medium, yes, it emerged from the Department of Defense (DoD), and the culture around it was militaristic and astonishingly misogynist. I did not understand that it would be like that and had never experienced that kind of culture. The DoD had developed it for war games and flight simulators. When 9/11 came along, they strategically threw their research to the game industry, relatively small at that time; Pixar and children’s animation was a way bigger industry. But with 9/11, the military shared information with the game industry because they understood that the technology could be expanded there more rapidly.
War games were being produced both by the military and also commercially to cultivate a “war on terror” culture. I could not have predicted the sea change that would occur due to 9/11 when I started in 1997. My reasons for falling in love with computer imaging were purely artistic and theoretical, and had nothing to do with the positioning of virtual media and simulations technologies as both a commercial and military visualization language.

Claudia
Hart, “The Brides” (2010) inkjet print of a virtual model on paper (all
images courtesy the artist unless otherwise noted) (click to enlarge)
SS: One of the first works of yours I saw after you began to work with 3D technology was a single-channel piece titled “Machina.” The image showed a reclining nude, presented in the manner of a classical painting. Her movements were quite slow, her body languid and also voluptuous — not the hard body of contemporary culture nor that of a cartoon character with a tail pipe up her anus. In any case, she was framed to suggest a painting, and her body type was somewhat Rubenesque, yet she had something in common with Manet’s “Olympia” too, in that she made eye contact with the viewer from time to time, a kind of Brechtian device that disrupted the objectification that we associate with female nudes in painting. At that time, it seemed to me, most 3D art (though not all) was engaged in a self-reflexive investigation of the technology, which produced more formal and abstract visual content. How was your work received at the time? Did you get support from others working with the technology?
CH: My involvement with the digital art community began when I visited Ars Electronica with Kurt Hentschlager, the pioneering Austrian media artist who at that time was part of the duo Granular Synthesis. He has since become my husband and has a significant impact on my work. This was in 1995, and it was and still is the premiere venue for experimental digital media art, the festival that awarded the motorcycle babe a prize (I think that genre emerges from the male and misogynist culture of West Coast comix). Most of the more serious artistic work at Ars — aside from that of Granular Synthesis — was very formalistic and, yes, “gadgety,” meaning more concerned with technical invention and research and the visual possibilities that might be engendered for those.
When I was a young artist, my community was the 1990s identity politics generation. We were very content driven in the sense that the strategy was to deconstruct both media and material culture. I was obviously an interloper in that first generation of digital artists.

Claudia Hart, “PhotoMortifications, Heaven” (2008), lambda photographic print