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On the drive from Cape Canaveral to Miami, Venue stopped off in Fort Pierce to fortify ourselves with a gator tail sandwich, when we serendipitously happened across the National Navy UDT-SEAL Museum.

A full-scale model of the Apollo Space Capsule used by Underwater Demolition Team Frogmen to practice attaching a flotation device and rescuing the astronauts after splash down.

Members of the Underwater Demolition Team suffered from nitrogen narcosis often enough that they carried these cards "so as not to be mistaken for an intoxicated person."

After a quick tour through the eclectic collection of beach survey maps, underwater demolition equipment, "multi-purpose canine" memorabilia and the Maersk Alabama lifeboat in which Captain Phillips was held hostage, and even a surreal scale model of Osama bin Laden's Abbottabod compound (the model was "donated by CBS 60 Minutes"), we were ready to hit the road again—until we noticed the curious landscaping of the Museum's grassy exterior.

Against a backdrop of palm trees and suburban shrubbery, a row of rusted iron rails jutted out from the ground to form a forest of diagonal spikes, ringed by concrete pyramids, each set in a carefully maintained circle of white sand.

Signage explained that these were obstacles used for training by Frogmen during World War II, storming a simulated Omaha Beach on the white sand of Fort Pierce. From 1943 through 1945, a Seabee battalion built copies of German defenses and placed them in the water, for repeated waves of Frogmen to practice blowing up.

When the war was over, the remaining obstacles were abandoned until, in 1991, the Army Corps of Engineers finally pulled them out and donated the least deteriorated ones to the Navy SEAL Museum.

Like a brutalist sculpture garden, the closely mown lawn was peppered with an aggressive geometry of eroding concrete. On closer inspection, a taxonomy of obstacles emerged, starting with an advance guard of horned scullys—concrete blocks adorned with three or four iron spikes that would have been placed just offshore, in six to eight feet of water, in order to rip the bottom out of landing craft.

Cut rails and hedgehogs—clusters of iron beams riveted together and scattered across the beach like jacks—would have come next, followed by sinuous rows of dragonteeth, or concrete tetrahedrons, that could stop armored vehicles.

An American casualty lying next to an anti-landing craft obstruction on Omaha Beach, June 6, 1944. Photograph from the U.S. Coast Guard Collection in the U.S. National Archives.

Of course, the German analogs of these practice obstacles cost hundreds of Allied lives. But, placed in their perfect white sand circles and scattered with an artful randomness across a Floridian lawn, the overall effect is reminiscent of nothing so much as a Japanese Zen rock garden—a carefully constructed and meticulously tended landscape of both attack and defense, anticipation and memorial.

Zen rock garden, Fukuoka Prefecture, Japan; photo via.
Mike Elizalde of Spectral Motion applies make-up to actor Ron Perlman, as Hellboy.

Many of today's most original and bizarre visions of alternative worlds and landscapes come from the workshops of Hollywood effects studios. Behind the scenes of nondescript San Fernando Valley offices and warehouse spaces (if not outside California altogether, in the many other nodes of the ever-expanding global network of cinematic effects production, from suburban London to Wellington, New Zealand), lurk the multidisciplinary teams whose job it is to create tomorrow's monsters.

Spectral Motion, the effects house responsible for some of the most technically intricate and physically stunning animatronic creatures seen in feature film today, is no exception. Based in a small strip of anonymous one-story warehouse spaces squeezed in between a freeway and rail tracks, and overshadowed by a gargantuan Home Depot, Spectral Motion has developed monsters, effects, and other mechanical grotesqueries that have since become household nightmares, if not names.

Since its founding, by Mike & Mary Elizalde in 1994, the firm has worked on such films as Hellboy & Hellboy II: The Golden Army, Looper, Attack the Block, Blade 2 & Blade: Trinity, X-Men: First Class, The Watch, and this summer's (from the perspective of at least half of Venue) highly anticipated Pacific Rim.

Venue caught up with Mike Elizalde, CEO of Spectral Motion, on a cloudy day in Glendale to talk all things monstrous and disturbing. Our conversation ranged from the fine line that separates the grotesque and the alien to the possibility of planetary-scale creatures made using tweaked geotextiles, via the price of yak hair and John Carpenter's now-legendary Antarctic thriller, The Thing.

Elizalde, a good-humored conversationalist, not only patiently answered our many questions—with a head cold, no less—but then took us on a tour through Spectral Motion's surprisingly large workshop. We saw miniature zombie heads emerging from latex molds (destined for a film project by Elizalde's own son), costumes being sewn by a technician named Claire Flewin for an upcoming attraction at Disneyland, and a bewildering variety of body parts—heads, torsos, claws, and even a very hairy rubber chest once worn by Vinnie Jones in X-Men: The Last Stand—that were either awaiting, or had already performed, their celluloid magic.

The visit ended with a screening of Spectral Motion's greatest hits, so to speak, with in-house photographer and archivist Kevin McTurk—a chance to see the company's creations in their natural habitat. We walked back out into the flat light and beige parking lots of the Valley, a landscape enlivened by our heightened sense of the combination of close observation and inspired distortion required to transform the everyday into the grotesque.

• • •

Geoff Manaugh: I’d love to start with the most basic question of all: how would you describe Spectral Motion and what the company does?

Mike Elizalde: We are principally a prosthetics, animatronics, and special effects creature studio, but we are also a multifaceted design studio. We do a lot of different kinds of work. Most recently, for example, in partnership with one of my long-time colleagues, Mark Setrakian, we built anthropomorphic bipedal hydraulic robots that engage in battle, for a reality show for Syfy. It’s called RCLRobot Combat League. It’s pretty astounding what these machines can do, including what they can do to each other.

Battling it out in Robot Combat League with two robots—"eight-feet tall, state-of-the-art humanoid robots controlled by human 'robo-jockeys,'" in the words of Syfy—designed by Mark Setrakian of Spectral Motion.

Nicola Twilley: Are the robot battles choreographed, or do you genuinely not know which robot will win?

Elizalde: Oh, no, absolutely—it’s a contest. It really is about which robot will emerge as the victorious contender.

RCL is not only one of our most recent projects, but it also shows that, here at the studio, we can do everything from a very delicate prosthetic application on an actor, to an animatronic character in a film, to something that’s completely out of our comfort zone—like building battling robots.

I always tell people that, if they come in here with a drawing of a car, we could build that car. It is a very diverse group that we work with: artists, technicians, and, of course, we use all the available or cutting-edge technologies out there in the world to realize whatever it is that we are required to make.

Manaugh: What kind of design briefs come to you? Also, when a client comes to you, typically how detailed or amorphous is their request?

Elizalde: Sometimes it is very vague. But, typically, what happens is we’re approached with a script for a project. Our job is to go through the script and create a breakdown and, ultimately, a budget based on those breakdowns. We take whatever we think we should build for that script and we make suggestions as to how each thing should look—what should move, what the design should be, and so on.

Other times, we’ll be working with a director who’s very involved and who maybe even has some technical knowledge of what we do—especially someone like Guillermo del Toro. He’s completely savvy about what we do because he used to own a creature shop of his own, so working with someone like him is much more collaborative; he comes to us with a much more clear idea of what he wants to see in his films. Lots of times, he’ll even show us an illustration he’s done. He’s the first one to say, “I'm not an artist!” But he really is. He’s quite gifted.

The creature known as Wink from Hellboy II: The Golden Army, designed by Spectral Motion, including a shot of the mechanical understructure used inside Wink's left hand.

So he’ll bring us his illustrations and say, you know, “You tell me if it’s going to be a puppet, an animatronic puppet, or a creature suit that an actor can wear.” And that’s where our knowhow comes in. That’s how it evolves.

There are also times—with the robot show, for example—where they know exactly what they need but they don’t know how to achieve it. In those cases, they come to us to do that for them.

Twilley: Can you talk us through one of the projects you’ve worked on where you had to create your vision based solely on what’s in the script, rather than more collaborative work with the director? What’s that process like?

Elizalde: Well, I’d actually say that ninety percent of our work is that way. For most of the projects we work on, we do, in fact, just get a script and the director says, “Show me what this looks like.” But we love that challenge. It’s really fun for us to get into the artistic side of developing what the appearance of something will end up looking like.

We had a lot of fun working with a director named Tommy Wirkola, for example, who directed Hansel & Gretel: Witch Hunters. He was the director of Dead Snow, a really strange Norwegian film that involved this group of young kids who go off to a cabin where they’re hunted down by a hoard of horrifying zombie Nazi monsters. It’s really grisly.

Anyway, although Tommy did have really good ideas about what he wanted his characters to look like for Hansel & Gretel, there were certain characters whose descriptions were much more vague—also because there was such a broad scope of characters in the film. So they did rely on us to come up with a lot of different looks based on loose descriptions. In the end, the principal characters in the film were total collaborations between Tommy, myself, and Kevin Messick, the producer, and the rest of my team here at Spectral Motion, of course.

I’d say that’s a good example of both worlds, where you have some clear ideas about a few characters, but, for another group of characters, there really isn’t a whole lot of information or a detailed description. You have to fill in a lot of blanks.

Mark Setrakian, Thom Floutz , and Mike Elizalde of Spectral Motion pose with Sammael from Hellboy.

Twilley: What kinds of things do you look for in a script to give you a clue about how a character might work—or is that something that simply comes out when you’re sketching or modeling?

Elizalde: In a script, we basically know what we’re looking for: “Enter a monster.” We know that’s what we’re going be doing, so we look for those moments in the script. Sometimes there’s a brief description—something like, “the monster’s leathery hide covered in tentacles.” That kind of stuff gives us an immediate visual as to what we want to create. Then we explore it with both two-dimensional artwork and three-dimensional artwork, and both digital and physical.

In fact [gestures at desk], these are some examples of two-dimensional artwork that we’ve created to show what a character will look like. This [points to statuette above desk] is a maquette for one of the characters in Hellboy II—the Angel of Death. This was realized at this scale so that del Toro could see it and say, “That’s it. That’s what I want. Build that.” This actually began as an illustration that Guillermo did in his sketchbook, a very meticulous and beautiful illustration that he came to us with.

The Angel of Death from Hellboy II: The Golden Army.

But that’s the process: illustration and then maquette. Sometimes, though, we’ll do a 3D illustration in the computer before we go to the next stage, just to be able to look at something virtually, in three dimensions, and to examine it a little bit more before we invest the energy into creating a full-blown maquette.

The maquette, as a tool, can be very essential for us, because it allows us to work out any bugs that might be happening on a larger scale, design-wise. Practically speaking, it doesn’t give us a lot of information as to how the wings are going to work, or how it’s going to function; but it does tell us that a human being could actually be inside of it and that it could actually work as a full-scale creature. It’s essential for those reasons.

Simon, the mechanical bird from Your Highness, before paint has been applied, revealing the internal workings.

Because you can show a director a drawing, and it might look really terrific—but, when it comes to actually making it, in a practical application at scale, sometimes the drawing just doesn’t translate. Sometimes you need the maquette to help describe what the finished piece will look like.

Manaugh: You mentioned animatronics and puppeteering. We were just up at the Jet Propulsion Lab in Pasadena yesterday afternoon, talking to them about how they program certain amounts of autonomy into their instruments, especially if it’s something that they’re putting on Mars. It has to be able to act on its own, at times, because it doesn’t have enough time to wait for the command signal from us back on Earth. I’m curious, especially with something like the robot combat show, how much autonomy you can build into a piece. Can you create something that you just switch on and let go, so that it functions as a kind of autonomous or even artificially intelligent film prop?

Elizalde: It really depends on the application. For example, when we’re filming something, a lot of times there’s a spontaneity that’s required. Sometimes actors like to ad lib a little bit. If we need to react to something that an actor is saying via a puppet—an animatronic puppet—then that live performance really is required. But we always have the option of going to a programmable setup, one where we can have a specific set of parameters, performance-wise, to create a specific scene.

For live performances on a stage, we’d probably want to program that with the ability to switch over to manual, if required. But, if it’s scripted—if it’s a beat-by-beat performance—then we know that can be programmable. We can turn on the switch and let it go. In the middle of that, you can then stop it, and have a live show, with puppeteers in the background filling in the blanks of whatever that performance is, and then you can continue with the recorded or programmed performance.

It really goes back and forth, depending on what it is the people who are putting on the production need.

The mechanical skull under structure of the Ivan the Corpse from Hellboy.

Twilley: That’s an interesting point—the idea of how a live actor responds to your creatures. Have there been any surprises in how an actor has responded, or do they all tend to know what they’re getting into by the time you’re filming?

Elizalde: They do know what they’re getting into, but it’s always rewarding to have an actor go over to the thing that you built, and stare at it, and say, “Oh, my God! Look at that thing!” They can feed off of that. I think they are able to create a more layered performance, with a lot more depth in their reactions to something if it’s actually there—if it’s present, if it has life to it, and it’s tactile.

A lot of times people turn to digital solutions. That’s also good, if the application is correct. But, you know, a lot of directors that we talk to are of the mind that a practical effect is far better for exactly that reason—because the actor does have a co-actor to work with, to play off of, and to have feelings about.

That’s one of the things that keeps us going. And, the fact is, with this business, no matter what walks through that door we know that it’s going to be a completely different set of challenges from the last thing that we did.

Mechanical puppet of Drake from a Sprite commercial. Scott Millenbaugh and Jurgen Heimann of Spectral Motion are seen here making mechanical adjustments.

Manaugh: About six years ago, I interviewed a guy who did concept art for the Star Wars prequels, and he had a kind of pet obsession with building upside-down skyscrapers—that is, skyscrapers that grew downwards like stalactites. He kept trying to get them into a movie. He would build all of these amazing 3D models and show them to the director, and the director was always excited—but then he’d turn the model upside-down and say, “Let’s do it like this!” So all the upside-down skyscrapers would just be right-side up again. In any case, this artist was then working on the recent Star Trek reboot, and there’s a brief moment where you see upside-down skyscrapers on the planet Vulcan. It's only on screen for about a second and a half, but he finally did it—he got his upside-down skyscrapers into a film.

Elizalde: [laughs] But, ohhh! For half-a-second! [laughter]

Manaugh: Exactly. Anyway, in the context of what you do here at Spectral Motion, I’m curious if there is something like that, that you’ve been trying to get into a movie for the last few years but that just never quite makes it. A specific monster, or a new material, or even a particular way of moving, that keeps getting rejected.

Elizalde: That’s an interesting question. [pauses] You know, I’d have to say no. I’d say it seems like the more freely we think, the better the result is. So it’s quite the contrary: most of the stuff we suggest actually does make it into the film, because it’s something that someone else didn’t think about. Or perhaps we’ve added some movement to a character, or we’ve brought something that will elicit a more visceral reaction from the audience—bubbly skin, for instance, or cilia that wiggle around.

I don't think I’ve really encountered a situation where I thought something would look great, but, when I brought it to a director, they said, “Nah—I don’t think that’s going to go. Let's not try that.” They always seem to say, “Let’s try it! It sounds cool!”

Mike Elizalde applies some last-minute touch-ups to actor Ron Perlman on the set of Hellboy.

We really haven’t had a whole lot of frustration—maybe only when it turns into a very large committee making a decision on the film. Then, I suppose, a certain degree of frustration is more typical. But that happens in every industry, not just ours: the more people are involved in deciding something, the more difficult it is to get a clear image of what it is we’re supposed to do.

Manaugh: When we first spoke to set-up this interview, I mentioned that we’d be touring the landfill over at Puente Hills this morning, on our way here to meet you—it’s the biggest active landfill in the United States. What’s interesting is that it’s not only absolutely massive, it’s also semi-robotic, in the sense that the entire facility—the entire landscape—is a kind of mechanical device made from methane vents and sensors and geotextiles, and it grows everyday by what they call a “cell.” A “cell” is one square-acre, compacted twenty feet deep with trash. Everyday!

But I mention this because, during our visit there, I almost had the feeling of standing on top of a mountain-sized creature designed by Spectral Motion—a strange, half-living, half-mechanical monstrosity in the heart of the city, growing new “cells” every day of its existence. It’s like something out of Hellboy II. So I’m curious about the possibilities of a kind of landscape-scale creature—how big these things can get before you need to rely on CGI. Is it possible to go up to that scale, or what are the technical or budgetary limitations?

Elizalde: We can’t build mountains yet but, absolutely, we can go way up in scale! Many times, of course, we have to rely, at least to some degree, on digital effects—but that just makes our job easier, by extending what is possible, practically, and completing it cinematically, on screen, at a much larger scale.

For example, on Pacific Rim, Guillermo del Toro’s new film that comes out this summer, we designed what are called Jaegers. They’re basically just giant robots. And we also designed the Kaiju, the monsters in the film. First, we created maquettes, just like the ones here, and we made several versions of each to reflect the final designs you’ll see in the film. Those were taken and re-created digitally so they could be realized at a much larger scale.

To that degree, we can create something enormous. There’s a maquette around here somewhere of a character we designed for the first Hellboy movie—actually, there are two of them. One of those characters is massive—about the size of a ten-story building—and the other one is much, much bigger. It’s the size of… I don't know, a small asteroid. There really is no limit to the scale, provided we can rely on a visual effects company to help us realize our ultimate goal.

The animatronic jaws and bioluminescent teeth (top) of the alien creature (bottom) designed by Spectral Motion for Attack the Block.

But going the opposite direction, scale-wise, is also something that interests us. We can make something incredibly tiny, depending on what the film requires. There is no limit in one direction or the other as to what can be achieved, especially with the power of extension through digital effects.

Manaugh: Just to continue, briefly, with the Puente Hills reference, something that we’ve been interested in for the past few years is the design of geotextiles, where companies like TenCate in the Netherlands are producing what are, effectively, landscape-scale blankets made from high-quality mesh, used to stabilize levees or to add support to the sides of landfills. But some of these geotextiles are even now getting electromagnetic sensors embedded in them, and there’s even the possibility of a geotextile someday being given mechanical motion—so it’s just fascinating, I think, to imagine what you guys could do with a kind of monstrous or demonic geotextile, as if the surface of the earth could rise up as a monster in Hellboy III.

Elizalde: [laughs] Well, now that I know about it, I’ll start looking into it!

Twilley: Aside from scale, we’re also curious about the nature of monsters in general. This is a pretty huge question, but what is a monster? What makes something monstrous or grotesque? There seems to be such a fine line between something that is alien—and thus frightening—and something that is so alienating it’s basically unrecognizable, and thus not threatening at all.

Elizalde: Exactly. Right, right.

Twilley: So how do you find that sweet spot—and, also, how has that sweet spot changed over time, at least since you’ve been in the business? Are new things becoming monstrous?

Elizalde: Well, I think my definition of a monster is simply a distortion: something that maybe looks close to a human being, for example, but there’s something wrong. It can be something slight, something subtle—like an eye that’s just slightly out of place—that makes a monster. Even a little, disturbing thing like that can frighten you.

So it doesn’t take a lot to push things to the limit of what I would consider the grotesque or the monstrous. At that point, it runs the gamut from the most bizarre and unimaginable things that you might read in an H. P. Lovecraft story to something simple, like a tarantula with a human head. Now there’s something to make me scream! I think there’s a very broad range. But you’re right: it’s a huge question.

Mark Setrakian of Spectral Motion working on the animatronic head of Edward the Troll from Hansel and Gretel: Witch Hunters.

And sometimes the monstrous defies definition. I guess it’s more of a primal reaction—something you can’t quite put your finger on or describe, but something that makes you feel uneasy. It makes you feel uncomfortable or frightened. A distortion of what is natural, or what you perceive as natural, something outside what you think is the order of things—or outside what you think is acceptable within what we’ve come to recognize as natural things—then that’s a monster. That’s a monstrous thing.

Do you recall seeing John Carpenter’s The Thing?

Manaugh: It's one of my favorite movies.

Elizalde: My goodness, the stuff in that film is the stuff of nightmares. It really is brilliantly executed, and it’s a great inspiration to all of the people in our industry who love monsters, and to all the fans all over the world who love monstrous things.

Actor Ron Perlman gets make-up applied for his role as Hellboy, as director Guillermo del Toro and Mike Elizalde from Spectral Motion stop in for a visit.

Twilley: Have there been trends over time? In other words, do you find directors look for a particular kind of monster at a particular moment in time?

Elizalde: I do think there are trends—although I think it’s mainly that there’s a tendency here in Hollywood where somebody hears a rumor that someone down the street is building a film around this particular creature, so that guy’s now got to write a similar script to compete. But sometimes the trends are set by something groundbreaking, like The Thing. Once that movie was released, everybody paid attention and a whole new area of exploration became available to create amazing moments in cinema.

Those are the real trends, you know. It’s a symbiosis that happens between the artistic community and the technological community, and it’s how it keeps advancing. It’s how it keeps growing. And it keeps us excited about what we do. We feed off of each other.

Technician Claire Flewin uses her hand to demonstrate how yak hair looks stretched over a mold.

Manaugh: Speaking of that symbiosis, every once in a while, you’ll see articles in a magazine like New Scientist or you’ll read a press release coming out of a school like Harvard, saying that they’ve developed, for instance, little soft robots or other transformable, remote-control creatures for post-disaster reconnaissance—things like that. I mention this because I could imagine that you might have multiple reactions to something like that: one reaction might be excitement—excitement to discover a new material or a new technique that you could bring into a film someday—but the other reaction might be something almost more like, “Huh. We did that ten years ago.” I’m curious as to whether you feel, because of the nature of the movies that you work on, that the technical innovations you come up with don’t get the attention or professional recognition that they deserve.

Elizalde: I think your assessment is accurate on both counts. There are times when we see an innovation, or a scientific development, that we think could be beneficial to our industry; in fact, that happens all the time. There’s cross-pollination like that going on constantly, where we borrow from other industries. We borrow from the medical industry. We borrow from the aerospace industry. We borrow, really, from whatever scientific developments there are out there. We seek them out and we do employ some of those methods in our own routines and systems.

In fact, one of our main designers, and a very dear friend of mine whom I’ve worked side by side with for years now, is Mark Setrakian. When he’s not working here with us, he is a designer at one of the labs you just described.

So there is a lot of crossover there.

The mechanical skull of the scrunt from Lady in the Water.

Manaugh: That’s interesting—do the people who work for you tend to come from scientific or engineering backgrounds, like Mark, or are they more often from arts schools? What kinds of backgrounds do they tend to have?

Elizalde: Generally speaking, I think they’re people like myself who just have a love for monsters. That’s honestly where a lot of people in our industry come from. There are people who started their careers as dental technicians and people who started out as mold-makers in a foundry. In all of those cases, people from those sorts of technical fields gravitate toward this work because of, first of all, a love for monsters and creatures, and, secondly, a technical ability that isn’t necessarily described as an art form per se. Electronics people love to work for us. People who design algorithms love to work for us. Even people with a background in dentistry, like I say, love to work for us.

There’s really no limit to the fields that bring people to this industry—they come from everywhere. The common thread is that we all love movies and we all love creatures. We love making rubber monsters for a living.

The shelves at Spectral Motion gives a good sense of the workshop's range of reference. Highlights include the Third Edition of the Atlas of Clinical Dermatology (in color), The National Audubon Society: Speaking for Nature, Marvel's Fantastic Four, The Graphic Works of Odilon Redon, and a Treasury of Fantastic and Mythological Creatures.

To go back to your previous question, there are definitely times when I think we don’t get a lot of exposure for what we do, but there is also, at some level, a kind of “don’t pay attention to the man behind the curtain” thing going on, where we don’t really want people to look backstage at what makes a movie work. We are creating a living creature for film, and that’s what we want to put across to the audience. In some ways, it’s actually better if there isn’t too much exposure as to how something was created; it’s like exposing a magic trick. Once you know the secret, it’s not that big a deal.

So we do live in a little bit of a shroud of secrecy—but that’s okay. After a film is released, it’s not unusual for more of what we did on that film to be exposed. Then, we do like to have our technicians, our artists, and what we’ve developed internally here to be recognized and shown to the public, just so that people can see how cool it all is.

I think, though, that my response to those kinds of news stories is really more of a happiness to see new technologies being developed elsewhere, and an eagerness to get my hands on it so I can see what we could do with it in a movie. And, of course, sometimes we develop our very own things here that maybe someone hadn’t thought of, and that could be of use in other fields, like robotics. And that’s kind of cool, too.

Mike Elizalde sculpting an old age Nosferatu as a personal project.

Manaugh: Finally, to bring things full circle, we’re just curious as to how Spectral Motion got started.

Elizalde: Well, I became involved in the effects industry back in 1987. It sort of just dawned on me one day that I wanted to do this for a living. I had been in the Navy for eight years when it really started getting to me—when I realized I wasn’t doing what I wanted to do with my life.

I decided that I’d come back to my home, which is Los Angeles, California, and look into becoming a creature effects guy. I was totally enamored of Frankenstein’s Monster when I was a kid. I grew up watching all the horror movies that I could see—a steady diet of Godzilla, Frankenstein, you name it. All the Universal monsters, and even more modern things like An American Werewolf in London. They just really fascinated me. That was a real catalyst for me to start exploring how to do this myself.

I also learned from books. I collected books and started using my friends as guinea pigs, creating very rudimentary makeup effects on them. And, eventually, I landed my first job in Hollywood.

Cut to fifteen years later, and I had my first experience on set with Guillermo del Toro. I was working with him on Blade II. I had done an animatronic device for the characters he was using in his film, and I was also on set puppeteering. We became very good friends. That’s when he offered me the script for Hellboy and that’s how we started Spectral Motion. I became independent. Prior to that I had worked for Rick Baker, and Stan Winston, and all the other big names in town. But this was our opportunity to make our own names—and here we are, today.

You know, this is one of those industries where you can come in with a desire and some ability, and people around you will instruct you and nurture you. That’s how it happened for me. I was taught by my peers. And it really is a great way to learn. There are schools where you can learn this stuff, as well, but my experience proved to me that the self-taught/mentored method is a very good way to go.
On a visit delayed by a long stretch of rain the day before, Venue drove east from downtown Los Angeles to visit the Puente Hills landfill—the nation's largest active municipal dump—near the city of Whittier.

An astonishing and monumental act of landform construction, Puente Hills is scheduled to close in October 2013, to be replaced by the much larger and geographically far more remote Mesquite Regional Landfill, two-hundred miles southeast in the Imperial Valley.

As we approached the site, the scale of the landfill became more clear, and the rhythm of its expansion was also evident in the traffic all around us, as dump trucks bumped and rumbled down the highway off-ramp, all on their way to add mass to the trash mountain looming on the right side of the freeway, blocking the sun.

At the entrance to the dump sits the unassuming two-story headquarters of the Los Angeles County Sanitation Districts. Basil Hewitt, a public information officer, met us there to escort us up the mountain in his minivan.

Over the next few hours, Hewitt patiently answered our many questions about the site's history, its design, and its impending closure, while good-humoredly tolerating our recurring expressions of awe at just how unearthly a place Puente Hills can be.

The landfill opened in 1957, and was taken over by the Sanitation Districts in 1970. It sits on a 1,365-acre site, half of which is devoted to a buffer zone and wildlife preserve, leaving an area roughly the size of New York City's Central Park to receive one third of Los Angeles County's trash.

Over the past three decades, Hewitt told us, Puente Hills has received nearly 130 million tons of garbage. As Edward Hume writes in his excellent book, Garbology: Our Dirty Love Affair with Trash, this is a hard quantity to visualize. He offers the following analogies to convey its truly monumental scale:

Here's one way to picture it: If Puente Hills were an elephant burial ground, its tonnage would represent about 15 million deceased pachyderms—equivalent to every living elephant on earth, times twenty. If it were an automobile burial ground, it could hold every car produced in America for the past fifteen years.

What began as a small municipal dump, filling in a canyon on the edge of the San Gabriel Valley (acting literally as "landfill") has turned, over four decades, into a mountain-building exercise.

Hewitt told us that Puente Hills now rises to the height of a forty-story building, meaning, as Hume notes, that if the landfill was a high-rise, "it would be among the twenty tallest skyscrapers in Los Angeles, beating out the MGM Tower, Fox Plaza, and Los Angeles City Hall."

For quite some time, the garbage mountain of Puente Hills has been rising above its surrounding terrain, resembling nothing more than a huge and eerily modern version of an ancient tell—those giant mounds in the Middle Eastern deserts that mark where once-might cities rose and fell, and that now lie bured and broken beneath the sands.

We headed upward in the minivan, stopping to learn how the weigh station worked. Pulled over, we watched as trucks rolled up, paused on the gigantic scale (Puente Hills currently charges $38 a ton), then coughed and belched their way further up the hillside.

As he started the minivan back up, Hewitt made the fascinating observation that just a few years ago, this line of trucks would have been significantly longer, backed up sometimes all the way to freeway off-ramp. Toward the end of 2007, all of a sudden, Hewitt told us, "Puente Hills was like a ghost town. People who had worked here for forty years had never seen anything like it."

From a peak of 1,900 trucks per day in summer 2007, thirty or forty of which would be loaded with construction debris, Puente Hills' traffic decreased to only 400 trucks a day by the end of the year. "When it first happened, we didn’t know what the heck was going on," Hewitt explained. "We're not economists, but, in retrospect, we figured out something was up in December 2007, and all those banks didn't start to fail until fall 2008."

Had the Puente Hills landfill called it back in 2007, when the U.S. was on the verge of the Great Recession, perhaps we'd all be singing the praises of garbology as economic indicator.

From the weigh station onwards, the road bed sits on trash: "You can tell," Hewitt explained, "because trash is not homogenous, so you'll get differential settling, and the road will give you a little of a roller coaster at Disneyland-type ride."

If the bumpy ride was exciting, things at the active dumping site were more chaotic still. Because of the rain the day before, the working surface had become slippery and operations were confined to a "winter day" footprint—a smaller-than-usual area, given grip with a layer of crushed asphalt.

Hewitt, otherwise an extremely low-key and calm presence, became quite agitated as we tried to maneuver between dump trucks, compacting machines, and piles of shredded green waste. "This is not good!" was his repeated refrain, as heavy equipment backed up toward us without warning.

His alarm was justified: in Garbology, Hume notes that eight landfill workers nationwide died in 2010, and that the risk of "drop-off"—the chance that some of the twenty to thirty feet of uncompacted trash that builds up each day could start to slide, tipping them off the edge of the mountain altogether—is omnipresent.

On a normal day, Hewitt told us, the active dumping site at the top of Puente Hills is usually about an acre in area, and twenty feet deep. It's called a cell—not, as Edward Hume writes, "in the prison-block sense, but more akin to the tiny biological unit, many thousands of which are needed to create a single, whole organism." In other words, the garbage pile that the bulldozers and graders push, compact, and sculpt each day, is a landfill building block—a brick in the pyramid of trash that is Puente Hills.

The resulting "fill plan," designed by the Sanitation Districts's waste engineers and staked out afresh each day, informs the particular topography that the heavy machinery massaging the trash are trying to achieve. Down to its cell slopes and road patterns, the landfill is an entirely managed and manufactured terrain, a shape calculated in advance and then sculpted, incrementally, with every shift of every machine.

Hewitt's description of a mountain-building logic formed of "cells" could not help but remind us of historians Martin Bressani and Robert Jan van Pelt's discussion of 19th-century architect Eugène Viollet le Duc—designer of, among other things, the plinth or artificial hill upon which the Statue of Liberty now stands.

Sketch of Mont Blanc by Eugène Viollet-le-Duc; for more on Viollet-le-Duc's mountain-building analyses, from the perspective of a geologist, see Michael Welland's blog Through the Sandglass.

Viollet Le Duc, as Bressani and Jan van Pelt explain, was inspired by the "structural network" of Mont Blanc to develop an architecture based upon crystal forms, employing "lifelong observations into mountain formation" as his chosen method of research.

His sketches are often extraordinary, analyzing mountain peaks, slopes, and even glaciers for their formal, geometric qualities, looking for what he called "the great crystalline system" underlying it all.

Further analytic sketches of Mont Blanc and its glaciers by Eugène Viollet-le-Duc.

Bressani and Jan van Pelt's description of Viollet Le Duc's opening chapter, which analyzes the geological processes behind the creation of Mont Blanc in architectural terms, is worth quoting at length:

An expanded mass of soft granite (protogine) below the earth’s thick surface erupted through the crystalline crust above, producing a domical rock formation sprouting out of a buttonhole-shape slit. As it slowly cooled and crystallized, this gigantic mass of granite progressively shrank and retreated. According to Viollet-le-Duc, the subtraction process followed a very precise rhombohedral prismatic pattern consistent throughout the whole. Mont Blanc thus acts as one huge crystal formation—every edge, every peak and aiguille follows a geodesic structure. The pattern creates a network of cells, a type of formation that Viollet-le-Duc found also at the micro level in glacial formation. This hexagonal configuration, based upon the equilateral triangle, proved the most fundamental and consistent principle of organization within Viollet-le-Duc’s late writings and architecture.

It would seem that a similarly analytic study of the mountain-building logic behind Puente Hills could be done here in greater Los Angeles, treating this astonishingly massive artificial landform as its Mont Blanc: held in place and given shape by methane pipes, geotextiles, concrete roads, and carefully choreographed "cells" of daily growth, and, in every sense, a work of architecture.

Puente Hills' daily construction cycle ends at 5 p.m.—or whenever the daily intake limit of 13,000 tons has been reached, which, before the recession, would happen as early as 1 p.m.—at which point, its machine operators use laser-guided markers to level the top of the mound, and then cover it with a twelve-inch layer of clean dirt and green waste.

That daily blanket, explains Hewitt, stops "vectors" from scavenging—primary rats, but also flies and coyotes—and is what makes Puente Hills a sanitary landfill.

In addition to the active cell, its traffic jam of heavy machinery and dump trucks, and a pile of green waste and clean dirt for the sanitary layer, Hewitt told us of the twin banes of landfill construction: siloxanes, a chemical found in many hair gels, mousses, and conditioners, which pits the equipment, and, surprisingly, tires:

We collect tires, and we have to shred them before we bury them, because we found out if we bury them without shredding them they kind of float up and burst through our cover and our liners.

We step out of the minivan for a moment, making Hewitt even more uneasy, and are immediately struck by the site's lack of stink. It smells like trash, of course, but it's really only as bad as the early-stage rot of a full domestic garbage bag. "In January," Hewitt tells us, "it actually smells really quite nice, because of all the mulched-up Christmas trees."

Nonetheless, Puente Hills is now a sufficiently large landform to generate its own microclimate and wind patterns—with the effect that several gigantic fans and berms dot the edges of the plateau, to keep wind from blowing over residential areas of Whittier.

Meanwhile, what look like large fishing rods stuck into the ground are actually bird deterrents. "In the old days," says Hewitt, "they would just shoot a sea gull in the morning—this was back in the 1960s or 70s. They’d wing a seagull, leave it out, and it would squawk and warn the other seagulls away. You don’t do that anymore."

Instead, the thin monofilament lines hung from the rods disrupt the birds' landing glide. They are often sufficient control on their own, but, Hewitt explained, "When the weather’s bad out at the ocean, that's when all the gulls come inland looking for food." Plan B starts with noisemakers, and ends with what someone flying a remote control airplane to buzz the birds, which Hewitt described as "the coolest job."

The rats are apparently even less difficult to control: Hewitt told us that the District's solid waste research group had "done a study, way back, which found that when they compact the trash they kill about fifty percent of the rats. Then, by covering it, the other fifty percent die from lack of oxygen. They can't survive the landfill process."

After one too many close calls for Hewitt's comfort, we retreated, retracing our steps before taking a side road round to an overlook in the buffer zone.

Standing next to a water trough (the park half of Puente Hills is criss-crossed with equestrian trails), we looked first west over Rose Hills Cemetery, the landfill's immediate neighbor, to the skyscrapers of downtown LA, and then back east to the brown plateau of the active dumping site, and the lush green of the terraced mountain, its contours defined by a spiderweb of white plastic tubes.

Decomposing garbage oozes toxic "leachate" and releases a steady flow of "landfill gas," which is a mix of methane, carbon dioxide, and other trace gases. As a result, both the interior and exterior of Puente Hills are filigreed with a network of plastic pipes—trash plumbing, to divert the leachate from groundwater and collect the landfill gas to prevent explosions and generate electricity.

Hewitt proudly points out the Puente Hills Energy Recovery from Gas facility, or PERG, which generates more than forty megawatts of electricity per day from more than 30,000 cubic feet per minute of landfill gas.

In Garbology, Hume describes Puente Hill's pioneering role in transforming landfill gas to energy:

Back in the eighties, the Puente Hills engineers decided to break with landfill tradition and stop merely "flaring" the gas—the practice of burning it inside a giant torch to keep the raw methane from entering the atmosphere, where it becomes a potent greenhouse gas—and instead put it to use for power generation. They soon ran into the same problem others had encountered when trying to mine energy from landfill gas: Over time, as the trash in the landfill decomposed and settled under its own weight, the pipes would crack, crush, and break. The ingenious, low-tech solution—adopted first at Puente Hills, now employed all over the world—was to use plastic pipes of varying diameters and fit them together loosely, with plenty of overlap, like arms in a sleeve. As the trash mound settles, the pipe sections can move up and down at different rates and angles without damage, yet stay connected.

This gas will continue to flow for another fifteen to twenty years after the last piece of trash is accepted in October this year, which brought us to our final question for Hewitt: What happens when Puente Hills closes its doors for good?

"There's no closing party or celebration plan," Hewitt told us. "No, we’re just trying to save money. We’re going to be in rough waters, because when this landfill closes, we’re going to lose a huge revenue stream."

Nonetheless, work will continue at the site for the foreseeable future. In addition to the power plant, Puente Hills will become the intermodal transit site for the new "Waste-to-Rail" system that will funnel the County's trash out to the new Mesquite landfill — which has sufficient capacity to accept 20,000 tons of trash per day for one hundred years. Meanwhile, the closed landfill will still need to be monitored for leachate contamination or methane drift—a precaution that will have to continue for at least fifty years, according to Hewitt—and, of course, there is the landscaping work to transition this canyon turned garbage mountain into its next reincarnation, as a county park.

Hewitt grimly predicts that most people in Los Angeles County won't know Puente Hills landfill was ever there until it's gone—when the region's private landfill operators take advantage of the gap between its closure and Mesquite coming online to raise their rates.

And with that, we got back in the minivan, slowly winding our bumpy way down from the heights of terrestrial artificiality, back to the sculpted highways of greater Los Angeles, heading west into the city again.
The Hayward Fault runs through the center of the UC Berkeley campus, famously splitting the university's football stadium in half from end to end. It has, according to the 2008 Uniform California Earthquake Rupture Forecast, a thirty-one percent probability of rupturing in a magnitude 6.7 or greater earthquake within the next thirty years, making it the likeliest site for the next big California quake.

Nonetheless, for the majority of East Bay residents, the fault is out of sight and out of mind—for example, five out of six Californian homeowners have no earthquake insurance.

The Hayward Fault trace superimposed onto a map of the University of California, Berkeley, campus, as seen in the USGS Hayward Fault Virtual Tour.

Meanwhile, three-quarters of a mile north of Memorial Stadium, and just a few hundred yards west of the fault trace, is the office of Ken Goldberg, Professor of Industrial Engineering and Operations Research at Berkeley.

Goldberg's extensive list of current projects includes an NIH-funded research initiative into 3D motion planning to help steer flexible needles through soft tissue and the African Robotics Network, which he launched in 2012 with a Ten-Dollar Robot design challenge.

Three robots from the "10 Dollar Robot" Design Challenge organized by the African Robotics Network.

Alongside developing new algorithms for robotic automation and robot-human collaboration, Goldberg is also a practicing artist whose most recent work, Bloom, is "an Internet-based earthwork" that aims to make the low-level, day-to-day shifts and grumbles of the Hayward Fault visible as a dynamic, aesthetic force.

Screenshot of Bloom, 2013, by Ken Goldberg, Sanjay Krishnan, Fernanda Viégas, and Martin Wattenberg.

Venue stopped by Goldberg's office to speak with him about Bloom and the challenge of translating invisible seismic forces into immersive artworks.

Our conversation ranged from color-field art and improvisational ballet to the Internet's value as a vehicle for re-imagining the relationship between sensing and physical reality. The edited transcript appears below.

• • •

A Bay Area seismograph. Photograph by Marcin Wichary.

Nicola Twilley: When did you start working with seismic readings in an artistic context, and why?

Ken Goldberg: Well, I had just finished grad school, I had started teaching at USC in the Computer Science department, and I was doing art installations on the side. And I was building robots.

I had just completed an installation for the university museum when I stumbled onto this, at the time, brand new thing called the World Wide Web. My students showed me this thing and I realized: this is the answer! The Web meant that I didn’t have to schlep a whole bunch of stuff to a museum and fight with all their constraints and make something that, in the end, only 150 people would actually get out to see. Instead, I could put something together in my lab and make it accessible to the world. That’s why we—I worked with a team—started developing web-based installations.

The Telegarden, 1995-2004, networked art installation at Ars Electronica Museum, Austria. Co-directors: Ken Goldberg and Joseph Santarromana Project team: George Bekey, Steven Gentner, Rosemary Morris Carl Sutter, Jeff Wiegley, Erich Berger. Photo by Robert Wedemeyer.

We actually built the first robot on the Internet, as an art installation. It got a lot of attention—tens of thousands of people were coming to that. Then we did a second version called The Telegarden, which is still the project I’m probably best known for. It was a garden that anyone online could plant and water and tend, using an industrial robotic arm, and it was online for nine years. I actually just found out that there’s a band called Robots in the Garden, which is exciting.

What was really interesting to me about The Telegarden was this idea of connecting the physical world, the natural world, and the social world through the Internet. I was interested in the questions that come up when the Internet gives you access not just to JSTOR libraries and to digital information, but also to things that are live and dynamic and organic in some way.

That really drove my thinking, and my colleagues and I began to do a lot of research in that area. I registered some patents and won a couple of National Science Foundation awards, formed something called the Technical Committee on Networked Robots, and wrote a lot of papers. From the research side of it, there are a lot of interesting questions, but, from the art side, it also led to a series of projects that look at how such systems were being perceived, and how they were shaping perception.

I worked with Hubert Dreyfus on a philosophical issue that we call “telepistemology,” which is the question of: what is knowledge? What counts as objective distance? In other words, people were interacting with this garden remotely, and that raised the question of whether or not, and how, the garden was real, which is the fundamental question of epistemology.

The Telegarden, 1995-2004, networked art installation at Ars Electronica Museum, Austria. Co-directors: Ken Goldberg and Joseph Santarromana Project team: George Bekey, Steven Gentner, Rosemary Morris Carl Sutter, Jeff Wiegley, Erich Berger. Photo by Robert Wedemeyer.

Epistemology has always been affected by technologies like the telescope and the microscope, things that have created a radical shift in how we sense physical reality. As we started thinking about this more, we became interested in how the Internet is causing an analogous shift, in terms of, hopefully, reinvigorating skepticism about what is real and what is an artifact of the viewing process. I edited a book on this for MIT Press that came out in 2000.

In the middle of all that, then, I moved here and met someone from the seismology group. They agreed to give me access to this live data feed of movements on the Hayward Fault, a tectonic fault that cuts right through the center of Berkeley—in fact, right through the middle of campus, not far from here. I was really interested in this idea of connecting to something that was not just the contained environment of a garden, but something much more dynamic and naturally rooted and global.

I guess I should add, as well, that a big factor for me was when I moved up here and became intrigued by the total amnesia and denial that people here have about their seismic situation. I would ask people, “What do you have in your earthquake kit?” And they would reply, “What? What are you talking about?” Now, of course, twenty years later, I don’t have an earthquake kit, either. [laughs]

Manaugh: I think that’s quite a common scenario. When we first moved out to California, we bought several gallons of water, a few boxes of Clif Bars, extra flashlights, and even earthquake insurance, and the native Californians I knew here just looked at us like we were paranoid survivalists, hoarding ammunition for Doomsday.

Goldberg: It was that sort of reaction that got me thinking a lot about how people are not conscious of the fault, or about earthquakes, in general, and I began wondering how you could make that more visually present. Also, the old seismograph was an interesting visual metaphor for me. Everyone recognized that form, but I wanted to play with it. I thought we could make a live, web-based version, which you can actually still see online.

Twilley: What form did that take?

Goldberg: The very first version was just a simple trace across a black screen. It was called Memento Mori and it was meant to be super-minimalist. In fact, when I showed it to the seismologists, they said, “Oh, where’s the grid? How can we quantify this without a scale?” I had to say, no, no, it’s not about that. We’re just showing a sense of this—a visible signal. We actually wanted people to make an analogy with a heart monitor.

Screenshots from Memento Mori, 1997-ongoing, Internet-based earthwork, Ken Goldberg in collaboration with Woj Matuskik and David Nachum.

What’s also interesting is that the trace mutates quite a bit. You come in at different times of the day and the signal is very different. It’s sort of like the weather. The fault has different moods. When there is an earthquake, people will see big swings of activity with rings, because it goes on for days and days afterward. In fact, when there’s a big earthquake in Turkey, you can pick it up here. It strikes the earth and then a signal comes around at the speed of sound, and then it goes all the way around again, and you get these echoes for weeks. Very small echoes can go on for months. And, every time there is a tremor, we get a huge spike in traffic.

I also liked the idea of making a long form artwork, like Walter De Maria’s Earth Room, online.

The New York Earth Room, 1977, Walter De Maria. Long-term installation at 141 Wooster Street, New York City. Photograph via.

Manaugh: Like a seismic Long-Player?

Goldberg: Exactly.

Part of this, I think, is that as an engineer, I’m really intrigued by the challenge of how you make the system stay on. A lot of times we have robotic projects, but they work once or twice, and then that’s it. I feel like that’s deceiving, because people may see them, or watch a video, and then they take away a certain sense of what robotics is. You have to be careful, because it sets false expectations. The kind of robotics in which you really build a system that can stay online and also take the kind of abuse that happens over the Internet is quite a challenge. I’m very big on this issue of reliability and robustness.

In any case, we put the Memento Mori system online and, after a year or two, Randall Packer, a composer here, approached me and said, “What about adding an auditory component?”

The actual signal frequency is too low—it’s inaudible. If you just attach a speaker to it, nothing comes out. What you want to do is use it to trigger sounds, so that, essentially, the signal becomes like a conductor’s baton, triggering this orchestra of sounds. Through that process of sonification, you can create a very auditory experience that’s still driven by the seismic signal.

Twilley: So you could be using the signal to trigger a laugh track if you wanted to?

Goldberg: Exactly—the sounds don’t have to be notes. Packer did it with a lot of natural sounds, like waterfalls and lightning and thunder—things like that—so it was very earthly. But by no means does it have to be musical. In fact, that’s where we are now with Bloom, which is my most recent project.

We renamed the new auditory version Mori. We got a commission to do a project in Tokyo, at the ICC. They actually gave us a good amount of funding, so we ramped up and built this whole seismic installation with an acoustic chamber that was about fifteen feet square and had extremely powerful subwoofers underneath the plywood floor. The whole idea was that you could walk in and you could lie on the floor. We amplified the signal a lot, and there was this real sense of immersion, like you were essentially inside the earth. What was important is that it was live. Obviously, you could do this prerecorded, but it was essential to us that this signal was coming directly from the earth in real-time.

Mori Seismic Installation, 1999-ongoing, Ken Goldberg, Randall Packer, Gregory Kuhn, and Wojciech Matusik. Photo taken at the Kitchen, New York City, April 2003, by Jared Charney.

That was started in 1999, and, as it traveled around Japan and then to the The Kitchen in New York, we got closer and closer to the one-hundredth anniversary of the 1906 earthquake. I got this idea that I wanted to do a performative version. I wanted to do it in a very big space where everybody could experience it together at the time of the one-hundredth anniversary.

About a year before the anniversary, by chance, I was seated at a table next to a dancer—actually, the dancer—from the ballet. She was the principal dancer at the San Francisco Ballet—Muriel Maffre. After a couple of drinks, I got the courage up to ask her, “Would you ever consider dancing to the sound of the earth?” Amazingly, she said yes.

So Muriel, who is just an astounding artist and performer, took this on as a project. The idea was quite radical—that she would take a live seismic signal and respond to it on stage. And it’s improv, because you don't know what’s going to happen. We worked together for about a year, and we convinced the ballet to actually perform it in the opera house. It was about a week before the actual anniversary, in the end. She performed it on stage and it was about three minutes long. She did a phenomenal job. It was just a beautiful thing.

Muriel Maffre performing Ballet Mori, image via Ken Goldberg.

Twilley: How did you connect the signal to her, on stage?

Goldberg: We connected to the signal via the Internet, and we did the sonification right there on site, feeding it into their speaker system. She was just responding to the sound on stage.

What’s so interesting about how the ballet works is that they do all these rehearsals and, then, when they actually set up for the performance, it all has to be done that same afternoon. There’s no advance set up, because the space is in so much demand. You only have a few hours to get the whole thing tuned.

In this case, we were really cranking it—telling them to just turn up the volume. It was amazing to watch this old opera house, which actually was destroyed in the 1906 earthquake and then rebuilt, start to vibrate. That was actually a big concern—were light fittings and so on going to fall?

Ruins of City Hall and the Majestic Theater in San Francisco, following the 1906 earthquake.

Manaugh: That reminds me of the artist Mark Bain, who actually got permission to install a massive acoustic set-up in a condemned building in the Netherlands; it got so loud, and the bass frequencies he was using were so extreme, that the building risked collapse—which, of course, was the entire point of Bain’s performance—but the organizers had to shut it down.

Goldberg: The facilities guys actually said to me, “We don’t want to drop the chandelier on people’s heads! What if there’s a spike in the earth’s motion that would cause the sound levels to blow up?” I don’t know if that’s even feasible, but we put a clip on it so, if there was a sudden event, the system wouldn’t be overwhelmed.

From there, I went on to do a limited series of the original Memento Mori piece that collectors could purchase. There was an artist’s edition that would always be publicly available, but people who bought their own edition got their own version that they could label, and that included some private data. But, in the course of developing that, I started thinking, why does it have to be so grim? When I originally conceived it, I was really into the minimalist aesthetic. It was just black and white and about mortality. But I started thinking: why? It started seeming very dark.

So I started thinking about what else this signal could be used to generate, something that would be more visually stimulating and more engaging. That’s what gave rise to my new project, Bloom. Bloom is meant, in some sense, to invoke something that’s more natural and organic. It still references mortality, but in a much more positive way. Maybe it’s because I’m getting a little older or something like that!

Screenshot of Bloom, 2013, by Ken Goldberg, Sanjay Krishnan, Fernanda Viégas, and Martin Wattenberg.

Bloom is basically the idea that all flesh is grass, and that we can look at natural plant growth and organic material as outgrowths of the Earth. The seismic signal is a representation and reminder of this organic substrate, so I thought: let’s use it to trigger the growth of forms. I’m just going to play it for you. [launches beta version of Bloom]

Manaugh: What are we actually seeing right now? What scale of seismic activity do these blooms represent?

Goldberg: What you’re seeing right now is just normal variation. For example, when a big truck goes up Hearst Avenue, which is not far from the seismometer, there’s a signal from that. And then, at any given time, there are actually lots of tremors going on around the world, so you’re picking up all the echoes of those. It’s actually really rich to try to do signal-processing in order to extract signals from the noise, because there are also resonant elements from, for example, the beating of the surf on the California coast.

There’s actually a huge amount of information coming through here. What’s interesting is that this display is so different to what earth scientists are used to looking at. They study plots and seismographs, and so on. We’re actually going to have a meeting with them to talk about their perceptions of this and how they respond to it. My sense is that they probably won’t find it that valuable, because there’s no real scientific benefit to it—although it would be interesting to see if someone who really understands the signal could look at this thing for a while and actually start to read it.

For us, it’s really more of an abstraction.

A sequence of screenshots of Bloom, 2013, by Ken Goldberg, Sanjay Krishnan, Fernanda Viégas, and Martin Wattenberg.

Twilley: Can you explain how the blooms’ particular colors and forms are generated?

Goldberg: The blooms are triggered from left to right, so there’s still this idea of temporal progression, and they are triggered depending on whether the signal is switching. The relative size of each bloom is generated by the size of the signal change. The color choices come from a feed from Flickr—a search for flower images to pull up a data set that we can use to source the color variations.

I’m working with these two wonderful data visualization folks, Martin Wattenberg and Fernanda Viégas. They are amazing: Martin has a Math PhD from Berkeley and went off to work at IBM. He’s done a huge number of these visualizations for data of all kinds—most famously, for baby name data. All of his interfaces are just fantastic and we’ve been friends for a long time. He then started working with someone I knew from MIT, Fernanda, who is a painter by training. The two of them started to do all these amazing projects with IBM, and they had their own lab, which they eventually took private. Then they got bought by Google, but Google seems to give them pretty free rein to do whatever they want. We started working on this about a year ago.

Mysteries: Afloat, 2000, Kenneth Noland.

I should also explain the reference to Kenneth Noland. I’ll confess to you—I didn’t really know his work when I began this project. I gave a talk to some art historians, and they said, “Oh, it’s so nice that you’re referencing Kenneth Noland in this way!” I was like, “Who?” They were a little horrified. [laughter]

Noland was a New York color-field painter, whose work is a lot like what we had started generating with Bloom—so I dedicated the project to him. We wanted to play with that reference. What’s amazing is that he passed away just a year ago.

Screenshot of Bloom, 2013, by Ken Goldberg, Sanjay Krishnan, Fernanda Viégas, and Martin Wattenberg.

In any case, we’re still fine-tuning things, including the fades and the way that the colors are derived from the data and how it’s going to be installed in the gallery and so on. The experience in the museum is always more immersive and hopefully more dramatic than it is online. The ideal situation for me is that you would come in on a kind of balcony and you could look down twenty or thirty feet and see all of the colors blooming there below you.

Bloom installed at the Nevada Museum of Art

Bloom is currently on display at the Nevada Museum of Art, Venue’s parent institution, through June 16, 2013.

On a tip from Nick Blomstrand, one of the students from Unit 11 at the Bartlett School of Architecture, with whom Venue had the pleasure of traveling through Florida for a week while they did research for their various design projects, we stopped by the former hollow-earth cult settlement—and now state historic site—in the purpose-built town of Estero.

Estero was founded in 1894 by Dr. Cyrus Reed Teed, who, following a spiritual awakening, renamed himself Koresh. The National Park Service (PDF) describes Estero as "a 19th-century post-Christian communistic utopian community."

The meandering but precisely designed network of paths laid down to connect buildings on the coastal site were all paved with hundreds of thousands of seashells so that the walkways could reflect moonlight, a geometric garden illuminated by the sky.

One of the central beliefs of the Koreshan community was that human beings live on the convex inner surface of a vast hollow sphere, with the sun and stars all burning inside, at a central point around which the surface of the earth is wrapped.

Image courtesy of the Koreshan Unity Collection of the Florida Memory Blog.

To demonstrate the concept, Koresh produced several small models: globes within globes that he then took with him to various fairs and public lectures, seeking to find (or to convert) fellow planetary free-thinkers.

Dr. Cyrus Teed and his hollow-earth globes at the Pan American Expo in Buffalo, New York, 1901; image courtesy of the Koreshan Unity Collection of the Florida Memory Blog.

As it happens, hollow earth cults were not, in fact, entirely uncommon for the era—Jules Verne's classic science fiction novel Journey to the Center of the Earth, for example, exhibits tinges of hollow earth thinking and even Edgar Allan Poe's "Descent into the Maelstrom" was influenced by ideas of a hollow earth with hidden entrances, amidst great and dangerous landscapes, at the earth's poles.

Indeed, as David Standish writes in his book Hollow Earth: The Long and Curious History of Imagining Strange Lands, Fantastical Creatures, Advanced Civilizations, and Marvelous Machines Below the Earth's Surface, it was Sir Edmund Halley, of Halley's Comet, who "gave us our first scientific theory of the hollow earth—in his formulation, consisting of independently turning concentric spheres down there, one side the other. Halley arrived at this notion, which he presented to the prestigious Royal Society of London, to account for observed variations in the earth's magnetic poles. His true imaginative leap, however, lay in the additional thought that these interior spheres were lit with some sort of glowing luminosity, and they they might well be able to support life. Generations of science fiction writers"—not to mention "communistic" utopians—"have been thankful to him for this ever since."

However, the Koreshan community at Estero sought to make good on the spiritual-scientific promise of these theories by taking them one step further into the realm of empirical testing and experimentation. That is, they attempted to prove, by way of homemade geodetic instrumentation and other landscape survey tools, that the earth is hollow and that, as they describe it, "we live inside."

Image courtesy of the Koreshan Unity Collection of the Florida Memory Blog.

Enter the so-called Rectilineator, a massive measuring rod—or, as science writer Frank Swain joked recently at a talk in Amsterdam, "a really big ruler"—that could be easily assembled and disassembled in large modular sections. Thus advancing down the smooth sloping beaches of south Florida, the Rectilineator would gradually do one of two things: either 1) it would depart from the earth's surface, thus proving that the earth, alas, was the way everyone else said it was and that we lived on the outside of a concave sphere, or 2) it would move closer and closer to the earth's surface, thus proving, on the contrary, that the Koreshans were correct and that the earth's surface was convex, slowly curving up into the sky, thus proving that we live inside a hollow earth.

The Rectilineator in action.

It should not come as a surprise to learn that the Koreshan beach survey of 1897 "proved" that the earth was hollow, thus vindicating Dr. Cyrus Teed in the eyes of the people who had followed him to what was, at the time, a subtropical backwater in a thinly populated state.

A module from the Rectilineator; image courtesy of the Koreshan Unity Collection of the Florida Memory Blog.

Things went downhill, so to speak, from there. After an ill-advised step into local politics, and a disastrous miscommunication with the local police force, Dr. Cyrus Teed was beaten to death, his theorized resurrection never came, and the cult slowly disbanded, leaving their settlement behind, intact, a town full of pseudo-scientific surveying tools abandoned to the swamp.

In 1976, what remained of the site was cleaned up and added to the National Register of Historic Places, becoming the Koreshan Unity Settlement Historic District. You can now visit the site—located alarmingly close to a freeway—and walk the shell-paved paths, wandering from cottage to cottage past a number of small historic displays, trying to tune out the sounds of passing cars.

Briefly, the aforementioned science writer Frank Swain, while discussing the Koreshan Unity settlement and the Rectilineator they used to measure the curving earth, provocatively compared their survey tools to NASA's so-called LISA satellite mission, which is, in Swain's words, also "a really big ruler" in space.

The LISA mission, more specifically, will use three laser-connected satellites placed five million kilometers apart in deep space to measure gravitational waves and the warp & weft of spacetime itself—a kind of Rectilineator amidst the stars, proving or disproving whatever theories we care to throw at it.

Kazakhstan Elite, Jessica Rath, high-­fire glazed porcelain, 2012; photograph courtesy Jessica Rath.

Every apple for sale at your local supermarket is a clone. Every single Golden Delicious, for example, contains the exact same genetic material; though the original Golden Delicious tree (discovered in 1905, on a hillside in Clay County, West Virginia) is now gone, its DNA has become all but immortal, grafted onto an orchard of clones growing on five continents and producing more than two hundred billion pounds of fruit each year in the United States alone.

Embedded within this army of clones, however, is the potential for endless apple diversity. Each seed in an apple is genetically unique: like human siblings, seed sisters from the same fruit remix their source DNA into something that has never been seen before—and is likely, at least in the case of the apple, to be bitter, tough, and altogether unpalatable. The sheer variety of wild apples is astonishing: in its original home, near Almaty in Kazakhstan, the apple can be the size of a cherry or a grapefruit; it can be mushy or so hard it will chip teeth; it can be purple- or pink-fleshed with green, orange, or white skin; and it can be sickly sweet, battery-acid sour, or taste like a banana.

Tasting apples at the Plant Genetic Resources Unit; photograph by Jessica Rath from her 2009 visit.

In Geneva, New York, these two extremes—the domesticated apple's endless monoculture and its wild diversity—can be found side-by-side. As part of the national germplasm system, America's apple archivist, Philip Forsline, has assembled and tended a vast Noah's Ark of more than 2,500 apple varieties: two clones of each, in order to preserve the fruit's genetic biodiversity. Meanwhile, on the same Cornell/USDA Agricultural Experiment Station, Susan Brown, one of the country's three commercial apple breeders, develops new clones by cultivating wildly different seed sisters.

In 2009 and 2011, artist Jessica Rath visited both the Apple Collection at the USDA’s Plant Genetic Resources Unit and the Cornell apple-breeding program, creating a body of new work, currently on display at the Pasadena Museum of California Art under the title take me to the apple breeder.

Rath's original goal was to create slip cast porcelain sculptures that embodied the incredible—and now endangered—range of the apple's aesthetic potential; revealing the charms and qualities it has developed through co-evolution with humans as a reflection of our own desires and will. During her visit, however, Rath also became fascinated by the conjoined twin of Forsline's apple archive: Brown's speculative sisters and successful, selected clones, which she photographed as bare-branched trees against a white backdrop.

Intrigued by the idea of artwork that reflects on the complicated threads of selection and preservation that bind humans and apples together, Venue toured the exhibition with Rath. The edited transcript of our conversation, which ranges from the trickiness of Vegas Red glaze to the future of apple breeding, appears below.

• • •

PI 588933.12 (unnamed cluster); photographed on the tree by Jessica Rath during her 2009 visit.

Nicola Twilley: How did you come to visit the Apple Collection at the USDA’s Plant Genetic Resources Unit in upstate New York?

Jessica Rath: I read about it in Michael Pollan’s The Botany of Desire. The first chapter is about apples, and he visits the orchard in Geneva. I read that section and I knew I needed to make work about it. I don’t do that very often but that passage, where he writes about the variety of the apples and the way they look and taste… I wanted to make something as intriguing as that—I wanted to get you to feel that crazy diversity. I sat on that for years. I wanted to go there, but I had no idea how I was going to make work about it.

Sunset cluster, Jessica Rath, high-­fire glazed porcelain and bronze, 2012; photograph courtesy Jessica Rath.

I just bookmarked it, and then my apricot tree died. I made a peel—an inverted mold, I guess—of this dying tree, and I made a slip cast of its one, last fruit. I’ve changed mediums constantly in my practice—I usually do site-specific installations or I do performance work—but I talked to some sculptor friends to find out how to create a sort of glowing, golden aura for this last apricot, and they all said slip cast porcelain. So I made it, and I looked at it and, and I thought, that’s not it. That’s not good enough. But it did glow. And that’s what made me think I was ready to do something with the apples. I thought, if I can make them glow, then I can make this work. So that’s when I raised some money on Kickstarter to be able to get there.

That was the other piece of the puzzle that fell into place. My daughter was a baby and I hadn’t read anything in months, but I was on a flight and I picked up The New York Times, and there was an article about Kickstarter. I went home, I raised money on Kickstarter, and I got it about a month before the end of apple season; so I raced over to the Plant Genetic Resources Unit for a forty-eight hour visit.

Scouting for apples at the Plant Genetic Resources Unit; photograph by Jessica Rath from her 2009 visit.

I learned a lot while just scouting on the first day, from a man named William Srmack who manages the orchards and works directly with Philip Forsline, who’s the curator of the collection. On the second day, I just collected apples. I brought home several hundred apples. Part of the Kickstarter money bought an extra refrigerator for the studio and I loaded it and kept it pretty cold. I took a lot of photos of the fruit on the tree, and in a light box, too.

PI 483254.22 (unnamed—sunset cluster); photographed on the tree by Jessica Rath during her 2009 visit.

Twilley: Let’s look at the sculptures. If I understand correctly, although each pair or cluster represents a different breed, they’re not casts of specific, particular apples, but rather abstracted, ideal forms—or ur-apples—that embody the breed’s characteristic shape and color.

Rath: Exactly. With slip cast porcelain, you lose thirty percent of the volume when you fire. So, even if you wanted to do a cast of the original apple, you couldn’t get the same scale because it would be shrunk by thirty percent, which not only makes it too small, it also miniaturizes the features. It makes it kind of a caricature. It isn’t just small, it’s cartoonish. So it doesn’t work.

I already knew I had to make an object thirty percent larger in order to get the scale right. But the other thing is that I didn’t want to make something descriptive. I wanted to make something that communicated something about the wild diversity of these apples and the ways that they embody different facets of our desires through the science fiction of breeding—the thing Michael Pollan is writing about.

When you describe things accurately in a botanical drawing sort of way, it dies. When artwork is too illustrative, it can only describe and it can’t go any further than that. You recognize it and then you stop being interested. You’re amazed at the replication, you’re amazed at the representation, but then you actually can’t think about it as anything other than its finite definition.

A Yellow Bellflower photographed on the tree by Jessica Rath during her 2009 visit. The Yellow Bellflower is thought to have originated in Burlington, New Jersey, and is still grown as an heirloom variety today. It is described as a "large, handsome, winter apple" that is equally delicious when used for cidering, baking, or eating out of hand.

For my sculptures, the shapes are very similar to the original. They’re just pushed a little, so that the things about them—the sculptural elements about them, their particular volume or tilt, or how fat and breast-like they are—are composed three-dimensionally in such a way that you notice them a bit more, and they pop a little. They’re not on a tree. They’re not something that’s dangling that you want to pick because you want to eat it; so, instead, I have to make them attractive through a very different model—an art historical model. I’ve got to present them like they’re a still-life, and compose them in that framework, so that you can be intrigued by them again the way you would be if you saw them as a fruit on a tree.

Yellow Bellflower, Jessica Rath, high-fire glazed porcelain, 2012. Rath explained that she focused on the Bellflower's "fantastic curves and lilts. It was very muscular—even beefy—to the point where it felt almost as though it shouldn't be called an apple, but rather some other fruit instead."

Geoff Manaugh: In the exhibition brochure, it says it took two years of experimentation to arrive at these glazes. Can you talk a bit more about that chemical process?

Rath: In ceramics, there are low-fire glazes, which are very descriptive. They stay the same color. Then the high-fire glazes have more of a glow to them. They also just have a lot of materials in them, and are a lot more unpredictable. You’ve probably seen it at pottery stalls at the fair: when you look at all the mugs or plates or whatever that have all been dunked in one kind of cerulean blue, they will all have turned out slightly different. Some of them will be light blue or whiter or purplish, depending on where they were in the kiln and how thick the glaze was on it and how it dripped.

I originally did that apricot, that last fruit, in a low-fire glaze. But for the apples, I steered away from being that descriptive with the glazes because they died for me, except for ones in which I would layer quite a few low-fire glazes. There’s this fuzzy speckling you can get in low-fire, which I wanted.

Normally, you would make little rectangular tiles of clay and you’d fire it and you’d have fifty little things to test the glaze on, till you got roughly what you want. But these apples are round and irregular rather than flat, and the glaze moves on them in very particular ways depending on the size and the angles of their curves, so I couldn’t test on strips. I had to test on the object.

Deacon Jones, Jessica Rath, high-fire glazed porcelain, 2012. The Deacon Jones is the largest apple in Rath's inventory, at a magnificent and somewhat incredible seven inches tall

This one [shown above], the Deacon Jones, probably took one hundred tests. This was the hardest one, even though it’s the straightest glaze. All of the others are tweaked a little, but the glaze on this is pretty straight. It’s called Vegas Red and it does get this red but usually only in parts or pieces, say, at the bottom of the bowl. It doesn’t stay a solid red. And it also drips. So to get it to actually sit there and get this red all over is one out of one hundred, if you’re lucky.

It’s also down to a very, very close relationship with the ceramic technician that took about two years to build, so that after two years of watching me fail over and over again, he put it in a sweet spot in the kiln. He’s Japanese, and he’s pretty old-school, and I think he thought I had finally worked hard enough that I deserved a sweet spot. There’s only one or two of them in the kiln. All of a sudden I got three perfectly red apples in a month. I knew I was improving over time, but it was that relationship, too.

PI 588933.12 (Unnamed cluster), Jessica Rath, high-fire glazed porcelain and bronze, 2012.

This is an unnamed apple [shown above], which is based on trees in the orchard that were grafted from wild apples in Kazakhstan, from the original home of the apple. It’s low-fire over high-fire. I was interested in this sort of speckling blush that they had, but then the blush took over. My approach was to get to a point with the experimentation where I found something that grabbed me and then let it go with that and work with that.

Twilley: That sounds a little like the apple breeding process.

Rath: Yes—I found a quality I liked and then I bred and bred to refine it, essentially. This is a Dulcina, which is another one with a blush that I arrived at while I was trying to get the rest of it into a more green or yellowish stage. I loved the metaphor of the night sky that’s held in it, so I just went for that.

Dulcina, Jessica Rath, high-fire glazed porcelain, 2012.

There’s supposed to be an edition of two of each of these apples, and I’m unable to replicate this one. It’s the last one. I’m still working on it. After you leave, I’ll go up to the kiln again. The idea of producing an edition of two is an odd one in sculpture, but it made sense for the apples: they’re always planted in pairs in the orchard, as a Noah’s Ark idea—in case something happens to one.

Whiteness, Jessica Rath, high-fire glazed porcelain, 2012.

These final ones [shown above] are very, very pale yellow on the tree and when the sun hits them they turn white. You know that they’re yellow, but when you’re in this orchard, things look different. I’ve described it to people as being like when you go fishing, and when you catch a fish, it has a certain glimmer to the skin while it’s alive. As soon as you kill it, as soon as it’s dead, the whole sheen shifts into a kind of grey. The depth of the color is not the same. It’s immediate.

PI 594107.j5 (unnnamed—whiteness), photographed on the tree by Jessica Rath during her 2009 visit.

I swear that these apples have the same thing. There’s something about them when they’re on the tree—they have this luminosity. As soon as you pick them, the depth of the color isn’t there, and the whiteness is just a pale yellow. You can’t capture it in a photograph, either. That’s why I chose ceramics. I’ve no business doing any ceramics. I’ve never done it before. I’m a sculptor, but sculptors and ceramicists are usually in separate departments. But when I saw what the glazes could do, I thought that I could catch that life again.

Porcelain vitrifies—it turns to glass with the glaze—which means that the body of the sculpture and the color that’s applied, this glaze, become one body. That’s a technical thing, but it’s also real and aesthetic. In sculpture, that doesn’t happen. You can use car body paint to make something glow and shift in the light, but it’s always applied, and in ceramics the color and the body become one. I had a whole series of fifteen years of work where I never used color because I always thought, what’s the point? It’s not part of the body of the work; it’s just applied.

Twilley: Did you take the tree photographs in the show at the same time, or is that a separate project?

Rath: While I was at the Plant Genetics Resource Unit, I got a call from this woman, Susan Brown. I don’t even know how she got hold of me, but thank god she did. She said, “You need to come over here, because I’ve got these trees and you need to see them.” It turns out she’s one of only three commercial apple breeders in the United States, and her job is to cross apple varieties to improve them and create the next Jonagold.

Dr. Susan K. Brown and Jessica Rath during the tree photo shoot, March 2011; photography courtesy Jessica Rath.

And I said, “I’m really busy. I’ve got 48 hours. I’m really into these apples.” And she just said, “Get the rest of your apples and come over here. We’ve got three hours before the sun sets.”

I don’t know why I said yes. I was just very lucky. She picked me up in her truck and she showed me a row of cloned trees. It was October, so all of the leaves were still on the trees, and she hadn’t pruned them, because she wants to see what the architecture will do if it’s not touched. It was just this big row of green, and I couldn’t really see anything.

Sisters small and different, Jessica Rath, archival pigment print on exhibition fiber, 2012.

So then she took me to another row of trees that were just saplings. They had some leaves, but not many, because they were so young. Every single one of them had a different architecture—some of them were weeping, some were standing upright, some of them had branches like corkscrew or at perfect right angles. It was like a carnival. They were just different bodies, different leaves, and different sheens to the leaf. She said, “This is what happens when you cross.” Then I got it.

She took me back to her office and showed me a big binder—she had been photographing her trees for years. She understood her trees as artwork, and she wanted somebody else to have a conversation with about that.

Sisters normal, Jessica Rath, archival pigment print on exhibition fiber, 2012.

Sisters weeping, Jessica Rath, archival pigment print on exhibition fiber, 2012.

She had tried to stretch these sheets behind trees in the winter, and I thought—that’s it! I need to do that, but I need to do it really, really well. So I applied for a grant to go back and photograph Susan’s trees in winter.

I came back about a year and a half later. Susan and I spent a day scouting, then we shot for three days. I was trying to not only show the architecture and the diversity, but also what I wanted in terms of understanding her work, and the difference between the sisters and the clones. The sisters had this extreme variety, but when I went back, I fell in love with the clones. They were all covered in leaves before; I couldn’t really see them. But when I went back in winter, they seemed to not embody the diversity but rather, instead, embody this kind of limiting figure, this figure that had been worked on, that had been “improved” by humans, and that was beautiful but also really haunting.

Clone with central leader, Jessica Rath, archival pigment print on exhibition fiber, 2012.

Some of them are bred for their architecture, but lots of them are bred for other qualities—resistance to browning or disease, high yield, or taste—and are kept alive despite their architecture. Susan told me that they’re on the cusp of moving to quite a different way of breeding, using genetic markers, so, in the future, she probably won’t have rows and rows of such extreme variety. She’ll have more control.

Clone spreading with scab resistance, Jessica Rath, archival pigment print on exhibition fiber, 2012.

That idea of artificial selection versus natural selection, and the way that certain varieties become weaker, but yet more common, because they’ve entangled humans into maintaining them—that was something I was thinking about before I went to graduate school. I was working with flora in general, but I couldn’t figure out a way to get plants to talk, and so I gave up and moved on. Then, when I read The Botany of Desire, after fifteen years of staying away from the topic, it was as if Pollan had given me a voice for them—an imaginary voice in which they’re drawing us in through aesthetics and through taste in order to get us to reproduce them. Finally, I felt as though I could have a discussion with plants—that they had agency.

Sisters smiling, Jessica Rath, archival pigment print on exhibition fiber, 2012.

Clone with perseverance, Jessica Rath, archival pigment print on exhibition fiber, 2012.

Manaugh: It’s interesting that the sisters are all shown in group portraits, whereas the clones are shot on their own, as individuals. Was that a conscious decision, and, if so, what was the intention behind it?

Rath: It was interesting—I tried to shoot the clones as a group, but they just became a landscape. It just seemed that the way to show the clones was as an adult, as something that you would pull material from that had lived a life already, that was full of its own, carefully constructed shape already, and that had certain defined characteristics. I wanted it to capture the potential of using it for these breeding experiments. Meanwhile, the sisters are all about the variety.

From left to right, Cole Slutsky, Mary Wingfield, Timothy Zwicky, and Dustin McKibben set up the 20 x 30 ft backdrop for the photograph Water Sprout; photograph courtesy Jessica Rath.

Backdrop set up for Clone with central leader; photograph courtesy Jessica Rath.

The set up was tortuous. I was using a twenty-by-thirty-foot muslin backdrop. There were five people holding it down, the wind was gusting—it could have killed all of us. There was a photographer, the photographer’s assistant, and me all shooting. We had computer equipment tethered to everything and the rows of trees are not very far apart, so we were really squeezed in to get enough distance. And it was early March, so it was unbelievably cold.

Clone water sprout, Jessica Rath, archival pigment print on exhibition fiber, 2012.

I love this one [shown above], particularly because the horizon almost appears like it is an actual horizon, not just one created by the backdrop. For a second, you could think is there a cliff on the other side of the tree. And yet, behind the backdrop, the landscape is present in a sort of ghostlike way. For me, that’s part of the idea—that the landscape is constructed only as much as you need it to be in order to make the thing live.

Clone weeping with resistance, Jessica Rath, archival pigment print on exhibition fiber, 2012.

I also love the fact that there are allusions to the wind that’s there through the folds and ripples. I spent a lot of time working on these images in Photoshop, after the fact, cropping out and removing things—stray branches from other trees, and so on—that distracted from the composition. But I deliberately kept some of the ripples, because I liked the evidence of the physical tension in the landscape. It’s also part of pointing to the artifice. The backdrop doesn’t disappear, and so you remain aware that the whole thing is a construction.

Clone with early pubescence, Jessica Rath, archival pigment print on exhibition fiber, 2012.

The title of this one, Clone with early pubescence, [shown above] alludes to the fact that it’s budding too early, so it’s about to get cut down. It’s already dead to Susan, because it has no use. As we walked around, she was telling me about each of the trees—what will happen to them, or what is promising about them, or what she has used them for—and those stories definitely crept into the way I chose to frame and title the shots.

Twilley: Finally, I’m curious about your next project. I’ve heard a rumor that you’re working on something to do with bees—is that true?

Rath: Yes—well, tomatoes or bees. I loved Barry Estabrook’s Tomatoland. The idea of shipping tomatoes from Florida to New York in 1880, in a wagon? It’s crazy! [laughs] I’m doing a series of watercolors of tomatoes right now, which are very different than this. They combine scientific text with quotes from literature about redness, and blushes, and scarlet letters—all about how colors have been used to place judgment on things, and the gendered language that goes with that. There are a lot of “wenches” and “whores” in that series as well. Tasteless whores, too, because some of them are grocery-bought tomatoes. I’m playing with language like that with this series, which is a very different kind of playing than in this apple project—much less subtle.

The bee idea involves visiting Dr. Nieh’s laboratory in San Diego. He’s a bee expert and he has figured out all these incredible ways that bees are communicating, to which he’s given wonderful names like superorganism inhibitory signaling and olfactory eavesdropping.

I’m interested in doing an installation of a hive. It would be to human scale, and it would play with the biofeedback of the people in the hive, and how they interact, as well as the atmospheric conditions. The idea is to create a composition based on all those inputs that shifts in real-time, all based on the scientific research of Dr. Nieh into how bees communicate. I’m looking for a composer to work with on that right now.

Drap d'or gueneme, Jessica Rath, high-fire glazed porcelain, 2012.

Jessica Rath's apple sculptures and photographs are on display at the Pasadena Museum of California Art through February 24, 2013. Many thanks to Willy Blackmore for the suggestion!
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