Trans-Image Research of Huang Yishan: Contemporary Life Under the Grid System
Jiang Jun
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A few years ago, I curated an exhibition that explored the relationship between "Pop Art" and "Realism." "Pop" is essentially a reflection of the post-war new reality (consumer society). This discourse has long been a consensus in Western contemporary art.
Pop art, which emerged under consumerism in the West during the 1960s and 1970s, was equally fascinating, even dominant, in China at the turn of the century. Unlike the trajectory of Western art development, art historians often complain that Chinese art never truly and completely underwent the baptism of modernism. Formal exploration and abstract experimentation were replaced by postmodernism before they could fully develop. After the intellectual liberation and complex artistic explorations of the 1980s, Chinese avant-garde art seemed to leap directly from Socialist Realism to Pop New Realism – sliding from a public art of socialism to an art of consumerist masses.
Indeed, the social changes of the 1990s triggered earth-shaking transformations in China, creating a new reality that artists could not ignore. The "Neo-Pop" popular in the West during the 1980s was gradually introduced to China. How could avant-garde artists, committed to capturing the spirit of the times, be willing to confine themselves to lonely formalist exploration? Projecting this "new reality" became the choice of this generation of Chinese contemporary artists.
Unprecedented material abundance finally ended the history of human scarcity. Especially in the first decade of the 21st century, as China accelerated its entry into consumer society and mass culture amidst globalization following its WTO accession, Chinese contemporary artists born in the 1950s-70s all experienced socialist propaganda imagery, and this visual logic became a deeply ingrained cultural gene. Although the changes of the era were immense, they did not substantially alter the logic of visual operation – shifting from socialist political propaganda to commodity advertising in a market economy. Pop became the most resonant expressive technique for Chinese contemporary artists, manifesting in various complex variants, from Political Pop to Cynical Realism, from Gaudy Art to the Cartoon Generation...
Although historical Pop in the West had largely ended in the 1970s, "Pop" as an artistic technique embodying consumerism and mass culture has been integrated into contemporary art practice and continues to return, such as the "Neo-Pop" of 1980s America, "Superflat" in Japan at the turn of the millennium, and the "Cartoon Generation" that emerged in Guangzhou around the same time. I call this "Pan-Pop." Younger Chinese artists born in the 1980s began creating independently in the first decade of the 21st century. They were undoubtedly influenced by their predecessors and could not remain outside this general atmosphere, but they have different contemporary concerns and tastes.
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Huang Yishan, an artist born in the 1980s who received his education in Guangzhou and continues to live and work there, debuted in 2007. His early works can be discussed within this "Pan-Pop" perspective. Looking back at his creations from this period, it's easy to see that, unlike the previous generation, the new generation of post-80s artists contemporaneously introduced new trends of the new century – the personal computer video games that matured and popularized in the 21st century, and the digital mass culture they represent. With the emergence of new technologies such as video game graphics cards, open-source programs, 3D computer processing engines, and digital video screens, people created a virtual projection surface through coding or algorithms. Digital virtual worlds became mass entertainment products, offering differentiated "poetry and distant horizons," providing a temporary escape from capitalist alienation. The appropriation of digital virtual worlds is a new characteristic of this generation of post-80s artists. As popular culture shifted from advertising and TV cartoons to PC video games, their creations kept pace.
Huang Yishan's 2009 work *Kitchen Series: Kitchen* sets the scene in a spacious kitchen with parallel perspective. Yellow walls, a long counter against the wall holds a white microwave oven, next to it a refrigerator with one door half open, and the floor consists of homogeneous grids. A chef in earthy yellow clothes is slicing a giant sea-cucumber-like creature on a transparent glass table, from which white liquid oozes. Huang's works from this period share similar characteristics: highly dramatic, bizarre, or brutal events presented within a parallel perspective and gridded interior space.
In the context of Chinese contemporary art development, and within the lineage of popular mass culture (Pop), the scene settings in his paintings inevitably remind one of the video game *The Sims*, developed by the American company Maxis. It was released on Microsoft's Windows operating system platform in 2000, has gone through many versions, and remains playable today.
*The Sims* is a derivative of Maxis's earlier *SimCity* series (1989-). It virtualizes one or several characters (Sims) living in the suburbs of "SimCity," allowing players to role-play and manipulate their daily lives. Everything begins with the character. The player must set their race, gender, basic appearance, and personality traits, and within a basic budget, build a house and furnish it. After setup, the player can control the Sim's daily activities: going to work, socializing, making friends, etc. Home decoration is a key gameplay element. To level up, players must work hard, save more money, expand their home, and purchase more expensive furnishings. While beyond basic necessities, high-grade furnishings can affect the Sim's personality and career development because, in the game, the more advanced the equipment, the more it improves the character's life and work levels.
Will Wright, the creator of *The Sims*, pointed out that the "Sims" series is actually a satire of American consumer culture – "the meaning of life is consumption." When developing the game, Wright drew on numerous academic texts to construct its basic framework, such as the 1977 design book *A Pattern Language*, and also referenced Abraham Maslow's "hierarchy of needs" and Charles Hampden-Turner's *Maps of the Mind.*
As Wright intended to embed a critical dimension in the game, from today's perspective, this once wildly popular simulation of daily life was not realistic.
Since the second version updated from 2D to 3D view in 2004, *The Sims 2* has had a mechanical engineering drawing style, with homogeneous parallel grids dominating the entire virtual space. Various dazzling home furnishings are also governed by a digital grid design, allowing them to be rotated horizontally and vertically to adjust placement. From an entertainment standpoint, the rigid, repetitive gameplay loop easily becomes tedious, eerily displaying the discipline and boredom of modern gridded life.
As Wright stated, the game indeed reveals the essence behind consumerism: although the available commodities are so diverse and abundant, they can be reduced to extremely simple industrial modules, and the essence of contemporary life is actually very singular.
It was precisely during the first phase of his career (2007-2013) that Huang Yishan became acquainted with Michel Foucault's philosophy. In the 2003 Chinese edition of *Discipline and Punish*, Foucault's diagnosis and metaphor for modern society (the archipelago prison) enabled the artist to keenly grasp the criticality behind Wright's game. His early works were inspired by the 2004 version of *The Sims 2*. On the other hand, his imitation and appropriation of popular cultural products is undoubtedly "Pop" in nature. Wright's critique of American consumer society was skillfully translated by the artist into a Chinese critique.
The parallel perspective three-dimensional grid structure of *The Sims 2* became a core element of Huang Yishan's works and has accompanied him ever since. Even though in later versions of the game, parallel perspective was replaced by the more visually habitual linear perspective, Huang has consistently reinforced the spatial diagram of parallel grid arrangement in his subsequent creations. Beneath the surface of a diverse consumer society, a hidden modern control technique is clearly revealed by the artist.
Furthermore, the criticality in Huang Yishan's works from this period is expressed through the bizarre or brutal events depicted in the scenes. Like critical Chinese art practices of the same era, during the first decade of China's rapid economic development in the 21st century, absurd social news stories often served as inspiration for artists. They seem like "madness" (Foucault) at a loss in the face of rapid modernization.
Directly displaying the dislocation and rupture in China's social transformation was not Huang Yishan's artistic choice. Instead, by appropriating images from Western art history, he skillfully refracts their absurdity through parody. In some of his paintings, we can easily recognize, for example, *The Man Pouring Blood* from Vermeer's masterpiece *The Milkmaid* (1658-1660); *Milk Series: Judith and Holofernes* reinterprets Caravaggio's brutal and thrilling moment (*Judith Beheading Holofernes*, 1599-1620), only with the blood replaced by milk; *Pollution-Free Fruit* quotes the 19th-century Realist masterpiece *The Gleaners* (1857), where the French painter Millet's sympathy for the toil of laborers and condemnation of an extremely unjust society still resonates today.
Huang Yishan's style from this period reminds me of a painting by early Renaissance artist Piero della Francesca – *The Flagellation of Christ*, completed in 1453. Its clear perspective grid structure contrasts sharply with the bizarre treatment of the subject. The flagellated Christ is not placed in a prominent central position but is relegated to the background, enclosed within a cubic architectural space. Instead, three unidentified male figures dominate the foreground, seemingly oblivious to the flogging tragedy occurring behind them. In the linear perspective space, under a tight grid system, a cruel, indifferent, and mysterious drama unfolds.
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The gridded spatial diagram, of course, did not originate with *The Sims*; the game's spatial diagram has its roots in art history. Since the 15th century, the gridded space has formed the basis of Western spatial concepts, traceable back to Renaissance cartography, architectural and engineering drawing, and the maturation of linear perspective technology.
It is said that the cartographic method popular in early 15th-century Florence derived from Claudius Ptolemaeus of 2nd-century Alexandria in ancient Greece, i.e., a spherical projection section under a grid. His lost principles of cartography were preserved through Arabic and Byzantine translations, allowing this gridded cartographic method to be rediscovered in the West.
Florence was the first Western cultural center to adopt Ptolemaic grid cartography. Alongside this discovery was Euclid's *Elements of Geometry*, upon which Brunelleschi and Alberti constructed architectural and engineering drawings, thereby summarizing the linear perspective method conforming to geometric rules. Alberti even invented a grid tool, the "velo" (veil), to assist in completing correct three-dimensional perspective drawings.
"The method is as follows: a veil of sparse threads... then divided into many identical squares with coarse thread, and stretched on a frame. I place this veil between the eye and the object to be represented, so that the visual cone passes through the sparse veil... This grid of the veil has many advantages. First, because it always presents the same unchanging surface, once you have determined the position of the outline, you can immediately find the vertex from which your visual cone begins, which would be extremely difficult without the intersections."
In a 1531 woodcut illustrating perspective method, co-authored by Hieronymus Rodler and John II of Bavaria, we can roughly see the working principle of the "velo". Alberti continues:
"On the drawing board I draw a rectangle, divide its sides into multiple parts, like the baseline of a floor. Then from these division points I draw lines connecting to opposite division points, filling the area with small rectangles. On top of this I draw a circle of the desired size, so that the circle intersects the parallel lines. I accurately mark all the intersection points, then mark these positions on their respective parallel lines on the floor of the picture."
The use of the "velo" not only made it easier for painters to enlarge details from small sketches proportionally, but more importantly, it trained painters and viewers to "see" nature geometrically, i.e., to "see" the archetypal formulas used by God at Creation. By the 1460s, the Roman Catholic Church had also accepted this view: Alberti's and Ptolemy's grids were suitable not only for depicting earthly space but also for the divine heavens. Frescoes in churches sought to create an extension of the liturgical space. With the help of linear perspective, sacred heavenly scenes were connected to the chapel's ritual space. The gridded floor tiles in reality and the gridded floor tiles in the painting shared the same visual perspective at a specific viewing point within the church. The vanishing point where perspective lines disappear in the painting must be a place of great significance, representing the sacred "infinity" and "eternity" of Christian theology.
Since the Renaissance, art in the West has played an important role in church interior decoration. Religious ritual demanded a visual illusion of the divine, so the everyday perspective contained in linear perspective connected this shore and the other shore, uniting God's space with the church's space. Thus, painting dominated by linear perspective was likened by Alberti to a window. In his 1435 *On Painting*, he wrote:
"First of all, on the surface on which I am going to paint, I draw a... rectangle, which I regard as an open window through which the subject to be painted is seen..."
The need for visual illusion and illusionism in religious spaces led to the integration of Western art with science and engineering. From the 16th century onwards, European visual perception underwent a geometric and mathematical turn. All educated people were now expected to understand the invisible but indispensable, proportion-maintaining, position-adjusting grid system hidden beneath any picture.
Since Alberti, Western painting has been likened to a window without a frame. In contrast to the grid of linear perspective, the grid of parallel perspective appears more often in book illustrations. Although it also creates a three-dimensional visual effect, it differs from the human eye's experience of things closer being larger and farther smaller, even giving a sense of eeriness.
If Western classical painting is compared to a window on the wall, then ancient Chinese painting is closer to a book, such as the narrative handscroll *The Night Revels of Han Xizai*. It uses a non-geometric parallel perspective. "Non-geometric" means that geometric drawing was never strictly executed in the Chinese painting tradition, even in the meticulously representational "boundary painting" (jiehua). The Chinese artistic tradition stems more from a worldview of harmony between heaven and humanity. The foremost of Xie He's "Six Principles" of painting, *qiyun shengdong* (spirit resonance, life movement), is the core criterion for evaluating a work. It is non-scientific. Especially after the Yuan Dynasty, with the rise of literati painting, the rigorous realism of the Tang and Song dynasties was downgraded to artisan drawing.
Compared to Chinese non-geometric parallel perspective, Western parallel perspective drawings are required to be strictly geometric. They are used more in architectural and mechanical engineering drawings to facilitate precise communication among designers, engineers, and craftsmen for completing engineering tasks. Thus, they have always carried a strong sense of control and normativity. For example, military engineer Agostino Ramelli published an illustrated book in 1588, *Le diverse et artificiose machine*. It contains 195 mechanical diagrams, about half of which are hydraulic devices, while the rest show military machinery, fountains, bridges, cranes, and other casting equipment. It is easy to see that most of these illustrations use strictly geometric parallel perspective and grid drawing methods.
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If we look back at Huang Yishan's works over the years, they have consistently maintained a visually slightly unsettling parallel perspective in spatial expression, whether in the early "interior theater" pieces, the later "museum series," or the grid building elevations he recently created for the "7th Guangzhou Triennial."
In the second phase of his career (2014-2016), we can see that parallel perspective continues, but the exaggerated brutal theater is diminished, and narrativity gradually fades out. Conversely, the grid as an architectural element is more prominently enlarged, creating a contrast with the flesh within the space. For example, in *Backwashing*, created in 2014, a bathroom space composed of white gridded tiles envelops the showering body within white striped glass. A nude woman is bathing; milky water stains on the floor contrast with the cooler white tiles.
In terms of iconography, *Backwashing* evokes, on one hand, the similarly prominent contrast in the works of British contemporary painter Francis Bacon – between abstractly expressive bodies and geometrically flat interior spaces. However, because the body in *Backwashing* is not exaggerated or distorted, and Huang Yishan's geometric space is more rigorous and mechanical than Bacon's, this lends its spiritual temperament a closer resemblance to American painter Edward Hopper, expressing the solitude and helplessness of modernity.
At this point, Huang Yishan's works began to show a tendency towards low relief. Tiles were created more mimetically. This technique was clearly influenced by American Pop artist Tom Wesselmann's work *Bathtub 3*. The difference is that Huang Yishan diminishes the Pop feel of Wesselmann's original image, reinforcing a minimalist style (contemporaneous with Pop Art) in his own work, making the industrial space's discipline and alienation of humanity vividly leap from the canvas, thus rendering the Hopper-esque mood plausible.
In another work from 2014, *Cup Tower*, this minimalist grid is amplified to an extreme, even removing the human figure. Mass-produced geometric industrial square tiles create a gray parallel perspective space. Inside, equally mass-produced white cups stacked in a triangular shape sit within a gray sterilizer. The geometric nesting seems like a diagrammatic representation of Minimalist art, whether Carl Andre, Donald Judd, or Sol LeWitt – i.e., the repetitive stacking of standardized parts in industrial mass production.
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In Western modern art and design history, the geometric square and grid became a theme from the early 20th century onwards. Whether in Russian avant-garde, Dutch De Stijl, German Bauhaus, American Minimalism, or even Pop Art... they not only became unavoidable elements in modern art but even rose to the status of spiritual symbols. Theo van Doesburg, the standard-bearer of De Stijl, wrote in a 1922 letter to a friend:
"The square (symbol of modernity) will eventually conquer the cross (symbol of Christianity)."
The rationalism represented by geometric squares and grids conquered God, indeed becoming a new religion of modernization, continuing from the distant Renaissance architectural and engineering drawings to the present day. Under the functionalism that developed to its extreme in the 20th century, they became an aesthetic form of modernism to be praised and sanctified. But beyond their formal aspect, in terms of meaning, they are often closely linked to industrialization, standardization, mass production, discipline, alienation, dehumanization... revealing the dark side behind modernization, even acquiring a Foucauldian metaphor of the "cage."
After 2017, Huang Yishan turned his focus to museum spaces and the artworks displayed within them (2017-2019). He intensified the relief-like quality and materiality in his paintings, making the interior architectural decorations more prominent and concrete, blurring the line between painting and relief. During this period, although the visible grid of tiles or floor tiles was gradually weakened, parallel perspective still dominated, allowing the grid system to be subtly hidden beneath the surface of interior decoration.
The birth of the museum was itself a result of modernization: stripping heterogeneous human cultural products of their original contexts, classifying them, archiving them, and displaying them in a neutral space, aiming to shape them as sacred objects of unique human creativity, apart from the everyday objects of industrialization and mass production. Today's art exhibition spaces are transforming from classical architecture to increasingly minimalist and white cube spaces. This trend itself constitutes another kind of gridding of collection and display.
During this period, Huang Yishan suppressed the exaggerated dramatic scenes of his early works and maintained the restraint of the previous stage – merely presenting various museum interiors and the artworks within them. But his references to art history continue. We can see Freud, Caravaggio, Picasso, Magritte... and their respective art spaces. When this series of works is exhibited together, the intention becomes obvious: although art spaces may differ, their mechanisms are strikingly uniform. They are precisely a link in today's universally gridded society – packing heterogeneous artworks into homogeneous display spaces.
Huang Yishan's series resonates with the conceptual photography of the Düsseldorf School of Photography in Germany. They remind me of Thomas Struth's *Museum Photographs* series. Like Huang Yishan's works, Struth's theme is also the display of art within museum spaces. Through different museums and different visitors, Struth reveals the same underlying mechanism of viewing and appreciation.
In his museum series, Huang Yishan continues the logic of his early works – presenting disruptive dramatic scenes within a grid system. Homogeneous art exhibition spaces appear repeatedly. The grid system hidden by interior decoration remains clearly visible under parallel perspective. At this point, isn't the most dramatic element precisely each displayed painting and sculpture? As Baudelaire observed over 170 years ago, the myth of the artist is built upon everyday life flattened by industrialization. We can sense a certain restless agitation beneath Huang Yishan's restrained forms. As daily life today is increasingly subdivided into smaller grids, appearing more and more banal and boring, art becomes that sole brilliant firework. If we carefully examine the paintings within his paintings, we find that the "masterpieces" adapted by Huang Yishan are precisely those once absurd dramas.
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In the "Endogeny" section of the just-concluded "7th Guangzhou Triennial," Huang Yishan presented two of his latest painting-video installations from 2022, *Building-1* and *Building-2*, depicting two of the most common grid buildings in China. Their facades are the planes gazed upon by the viewer. The walls appear as the usual grid of square bricks. Rows of lattice windows have metal security bars. Through the layered grids, we seem to be able to peek into scenes of private daily life.
As the curator of the Guangzhou Triennial, when discussing the proposal with Huang Yishan, he strongly wished to expand the boundaries of painting, returning to the illusionism of original Renaissance frescoes, making them move in new media. In the two *Building* works, instead of a conventional static painting, video is embedded within the window lattices of the grid building. In repeating loops, the activities of people inside – chopping vegetables and cooking, exercising, bathing, smoking... – are restrainedly displayed. These scenes are so ordinary that they evoke the atmosphere of the 17th-century Dutch painter Vermeer's works. If we trace back to Huang Yishan's early paintings, Vermeer's *The Milkmaid* was once quoted in his 2008 painting *The Man Pouring Blood*. Unlike the dramatic and exaggerated interpretations of 15 years ago, the more mature and restrained artist today no longer indulges in superficial parody but aims to capture Vermeer's eternal moments in spirit through the video medium.
Because they are situated within the ubiquitous modern grid system, these scenes within the videos, or perhaps they are not quite so pre-modern as Vermeer. That captivating, tranquil, and eternal moment is actually closer to Hopper's solitude struggling within the cage of modernity. In Huang Yishan's *Building* series, within each daily routine embedded in gridded windows, the moving videos and the paintings together commemorate our extraordinary yet ordinary lives in a realistic manner.
In recent years, "grid-based management" has become familiar to us. It is a digital revolution in administrative systems. With the help of digital platforms, objects of management in social affairs are divided into several grid units according to certain standards. Information is collected, coordinated, exchanged, and shared, thereby achieving unified integration from top to bottom. Returning to the early 2000s game *The Sims*, that parallel perspective grid style, the game characters executing life commands through program options, the rigid architecture and geometric greenery, all seem to serve as metaphors for contemporary life.
In an era of "Pan-Pop," Huang Yishan found, in a highly socially critical and popular video game *The Sims*, a meeting point connecting classical art history and the operational mechanisms of contemporary society – the grid system in parallel perspective. He does not simply engage in Pop but shuttles back and forth between Chinese and Western, ancient and contemporary classical images, contemplating the different logics behind their similarities and the homogeneity and singularity beneath their differences. He keenly discovered the grid system behind it all, linking the Renaissance, geometric abstraction, Minimalist art, and the contemporary era, connecting the entire evolution of modernity. Looking back at the technological revolutions of the past decade, with the spread of the digital metaverse and artificial intelligence, the grid system is simultaneously becoming the infrastructure of our daily lives. In his cross-image deconstruction and reconstruction, Huang Yishan continuously attempts the most powerful and essential representation of the mechanism of contemporary life.
黄一山的跨图像研究——网格系统下的当代生活
文/姜俊