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The Banality of The New Aesthetic

It’s a bizarre thing when you stumble upon the “new art movement” filtering through discursive chatter. Is it actually a movement, or is it simply a bunch of like-minded individuals telling me its a movement?

Behold The New Aesthetic then – a new art meme in visual culture whimsically constructed by James Bridle, which manifests itself in a Tumblr blog, a presentation for Web Directions South, Sydney and an original blog post. Recent attention to it has reached feverish proportions coming off the back of a SXSW panel in March and a generally positive endorsement by Bruce Sterling in Wired, plus some group responses on the creators project. More recently, the computational media scholar and philosopher Ian Bogost has posted his own thoughts for The Atlantic.

As a meme should do, “the New Aesthetic” has fulfilled its role – it has a lot of people talking about it. Like any meme which dices visual culture with some sort of research element, it has artists, writers, even media and aesthetic scholars measuring their own opinions on it in rank order without anyone knowing exactly where it’s going, what it really is or who exactly is doing it. In our noisy and crowded “I can’t believe I got 50+ retweets” over-networked epoch, this is quite an achievement even if you don’t take it that seriously.

But here’s the question: can the new aesthetic be more than a meme? More to the point, does it want to be? Is it capable of a direction? Can it be serious?

That said (and as Bridle avers) this isn’t really a prominent “movement” of ideas as such. Neither does it present material which it would deem ‘arty’. Instead, it’s an extremely broad and oblique orientation which seeks to document the subtle (and sometimes explicit) changes within our information saturated existence. It simply contextualises the contingent manifestations of computational activity, and how they are reversing and revising computational and human activities back in on themselves. Bridle’s tumblr simply presents the new aesthetic for what it is, much akin to perusing through pictures in a Facebook profile, a Reddit top ten list or clicking on Stumbleupon – simple snapshots of “stuff” which echo a blurring between the world of networks, machines and everything outside of it (with a particular emphasis on where it goes a bit wrong, hence a certain infatuation with glitchyness). Quoting Bridle’s Tumblr page;

“It is a series of artefacts of the heterogeneous network, which recognises differences, the gaps in our overlapping but distant realities.”

In another video presentation ‘We fell in love in a coded space‘ at Lift12, Bridle terms this ‘network realism’ – instances where the amalgamation of computational networked activity blurs with non-computational activity, to such an extent that it reduces any observer to nothing but a curious, passive node, gleefully whittling through instances of vaguely creative stuff. For Bridle, this occurs not just in industry but also architecture, finance, storage, fashion and now an attempt at aesthetic understanding. It’s an infatuation with the alterity of bots, algorithms, pixels and realised fictions. In this presentation however, Bridle is largely concerned with how one can respond or understand the ‘desires’ of bots, unaware that anthropomorphising the situation may not reap the rewards required. In this interpretation the new aesthetic is charged with the task of asking how we can think and orient ourselves computationally, whether it be designers, thinkers, writers, scholars or artists.

Sterling himself, mostly issues praise with a pinch of amusing impatience, as if the New Aesthetic movement should progress faster than it actually is doing, with more ideas and more focus. Kyle Chayka states that artists are already embracing it as a ‘contextual seedbed, rather than a label’. Jonathan Minard understands it as a new method of reflection concerning cultural tool-making, where the ‘dumb tools’ of machinic interface scream images back at us.

Digital Humanities scholar David Berry has blogged a similar view echoing that the new aesthetic is tapping into what he calls ‘Computationality’, a historical paradigm frame-making of sorts, which constructs specific meaning-making practices. Visualisation revolves around processes and patterns and so the list making exercise of Bridles’s Tumblr blog would seem apt in this regard, as it issues unparalleled amounts of pattern making not just as content, but as form. The archive is a jamboree of other pattern recognising events; security face recognition, retro 8bit encapsulation, satellite visuals and generally messing about with an Xbox 360 Kinect. James George mentions something similar but suggests that the new aesthetic should question the critical distance between artistic activity and technological use. It resembles a massive screen dump from a digital artist’s delicious account. Quoting Bridle again in an interview with The Design Observer Group;

“The New Aesthetic is not criticism, but an exploration; not a plea for change, rather a series of reference points to the change that is occurring. An attempt to understand not only the ways in which technology shapes the things we make, but the way we see and understand them.”

To most of the established readers here, it’s easy to criticise the “newness” of the New Aesthetic, in the same way the 90’s trope “New Media” has been quickly bundled away as if it never existed (Marius Watz makes this point). For those of you who have been studying such issues concerning hacking, play, enumeration, collecting, remixing, glitch-ing, (see Rosa Menkman in particular) in the broader realm of the computational arts, there really isn’t anything novel to gawk at: this is more of a rearrange or a rebadge. Indeed, internet discussion has been rife with such criticism, from the triteness of using Tumblr as the ‘official site’, to quick dismissals concerning the New Aesthetic’s distinct lack of any historically serious ‘substantial practice’ – not that it wanted it in the first place (Indeed it’s a pity that it has contingently replaced an identical term for a movement unrelated to Bridle’s own, coined by arts writer Michael Paraskos and realist artist Clive Head. Moreover, depending on how one looks at it, Paraskos and Head’s own movement has similar views espoused by Bridle’s version, including perhaps a direct opposition to conceptualism and foregrounding art as a material practice).

If Bridle were not so sincere about the whole affair, one would be mistaken that this was a too-cool-for-school strategy straight out of a Nathan Barley episode. But thats an easy misread. As Bogost states, Bridle is just curious about the weirdness of the network we all rely on and revel in. But there is a point where fascination with creativity turns into ADHD. The New Aesthetics tumblr site, already does just that, without any hint of standing still. “What’s going to come next? What can we do next? What are the limitations? What happens if I click that? What is that doing there?”

However both Bogost and Greg Borenstein issue a different view about the new aesthetic. They both discuss it in relation to a recent trend in philosophy called Object Oriented Ontology (OOO), a movement to which I am extremely sympathetic to. Bogost explains OOO succinctly enough;

“If ontology is the philosophical study of existence, then object-oriented ontology puts things at the center of being. We humans are elements, but not the sole elements of philosophical interest. OOO contends that nothing has special status, but that everything exists equally–plumbers, cotton, bonobos, DVD players, and sandstone, for example. OOO steers a path between scientific naturalism and social relativism, drawing attention to things at all scales and pondering their nature and relations with one another as much as ourselves.” 

The link to OOO is fairly self-evident. If one of the most prominent aspects of the new aesthetic is an obsession with how a machine “sees” the world, OOO is a commitment to the seeing of things in widest possible sense. But while Borenstein generally aligns OOO to the new aesthetic with exuberant equivalence, Bogost’s view is one of general optimism, but not broad acceptance. For a start, the new aesthetics is based on a continual divide and repair between two opposing realms; the physical and the digital, each coming together and breaking apart endlessly, like throwing a box of magnets.

One of the main stipulations of being an OOO advocate is the realist eruption of what counts as a thing, and how that thing contingently relates to different types of entities. This is why Bogost decenters computation in the new aesthetic, and emphasises the multitude of things that escape the physical/digital divide. Their adventures are always-already strewn across the ontological landscape. One of the other main stipulations involves us lacking secure knowledge in fully understanding discrete units on their own terms – we can never experience their being in the same way we experience our being.

If one has read Bogost’s latest publication, Alien Phenomenology (and if you haven’t, I’d urge you to do so immediately), one would understand Bogost’s view that the new aesthetics misses out not just speculating on the hidden lives of objects other than computers and humans, but it also hovers on the inescapable problem of anthropomorphising machines and objects to within an inch of their lives. The alien aesthetics challenge is provocative.

“[T]his Alien Aesthetics would not try to satisfy our human drive for art and design, but to fashion design fictions that speculate about the aesthetic judgments of objects. If computers write manifestos, if Sun Chips make art for Doritos, if bamboo mocks the bad taste of other grasses–what do these things look like? Or for that matter, when toaster pastries convene conferences or write essays about aesthetics, what do they say, and how do they say it?”

There is an interesting discussion to be had in OOO about the usefulness of anthropomorphising the infinitesimal non-human relationships between the properties of things. Whilst others (including Bogost) see it as an inevitable factor of being one finite human entity amongst a crowd of other finite entities, I see it as a hinderance.

In particular, I’m interested in the way the new aesthetic never manages to access computation ‘just’ as it is. It only takes computation seriously when it functions as a qualitatively intelligent system, which meets or surpasses rational intelligence, or, it directly flips into “dumb tools” of (mis)communicative manipulation for the whims of human mental acts.

But I digress. Last year Bridle released a book called “Where the F**k Was I?”, which accurately sums up the mentality of the movement. The really interesting element of the new aesthetic is that it presents genuinely interesting stuff, but Bridle’s delivery strategy is set to ‘gushing disorientation’. At present, it’s the victim of the compulsive insular network it feeds off from. It presents little engagement with the works themselves instead favouring bombardment and distraction. Under these terms, aesthetics only leads to a banal drudgery, where everything melts together into a depthless disco. Any depth to the works themselves are forgotten.

Memes require instant satisfaction. Art requires depth.

Videogame appropriation in contemporary art: Space Invaders

Videogame appropriation in contemporary art: Space Invaders

Tomohiro Nishikado’s classic videogame Space Invaders from 1978 can be seen as a metaphor for the Cold War and the fears for an approaching nuclear war. An extraterrestrial army are marching rhythmic and increasingly closer to Earth. Only a lone cannon stands between the intergalactic monsters and the total annihilation of mankind. The lonely hero struggling against evil is a theme that we recognise from myths, films and books. Space Invaders with its clear and pedagogical symbolic language has inspired several contemporary artists to describe the eternal struggle between good and evil in our time.

Triggerhappy is work that explores the relationship between hyper-text, author and reader

In the British artists Thomson & Craighead version Triggerhapppy the enemy aliens are replaced with quotes taken from the French philosopher Michael Foucault’s essay “What is an author?” “Triggerhappy” is a work that explores the relationship between hyper-text, author and reader. What is a writer, or rather, who is the artist when we are dealing with interactive art in the form of a videogame? Is it Tomohiro Nishikado who created the original game or is it Thomson & Craighead that have modified the game or the player that are playing the game or maybe the computer that creates and interprets the text (the code) that make the game appear on the screen?

A modernized version of 'Space Invaders', the artist Douglas Edric Stanely located the scenario in the game to the Twin Towers in New York

After the 11th of September the world suddenly saw a new major enemy, international terrorism. In a modernized version of “Space Invaders”, the artist Douglas Edric Stanely located the scenario in the game to the Twin Towers in New York, which was destroyed during the terrorist attack on 11th September 2001. In Stanley’s version titled the invaders, you have to fight against the hostile aliens before they completely destroy the two towers. The classic struggle between good and evil continues, the game concept is the same as in the original but the scenario and the metaphoric meaning of the aliens has changed.

In this game you have to shoot down a never-ending stream of virgins from the Zulu tribe

The struggle between good and evil can also be found in other areas of our society, for example in class and gender struggle. In the South African photojournalist Nadine Hutton’s version Skirt-Invaders the main character in the game is Jacob Zuma, South African president since 2009. Zuma has been quite controversial because he is a polygamist and has expressed his doubt about the dangers of AIDS. In the game Zuma you have to shoot down a never-ending stream of virgins from the Zulu tribe. Will the president succeed to shoot down any threatening scandals before they land on the ground? Hutton’s work is an example how a well-known videogame can be used for political purposes and be both entertaining and still very critically at the same time.

Mash-up combining photographs from Life magazine's archive and videogames

The term mash-up, which is frequently used today, could be described as a form of digital collage. Ryan Sneider has created mash-ups by combining images from various sources, in this case photographs from Life magazine’s archives and videogames. The photomontage Duck Hunt / Space Invader shows a bird hunter with a dog, but it is not birds the hunter aims for, instead it is the famous monsters from the “Space Invaders”. Those who played videogames in the 70 – and 80’s will probably remember the game “Duck Hunt”, where you could shoot ducks that flew up out of the reeds and your faithful dog then ran to fetch them. Sneider has combined the two game ideas, one composed of a photo of a true hunter with a dog and the second of digital graphics from the videogame “Space Invaders”. The work discusses the boundaries between the real and digital world. What will happen when these two worlds become more integrated and the borders are increasingly blurred?

French street artist who hides behind the pseudonym Space Invader, invading various cities around the world putting up small mosaics of characters from videogames
French street artist who hides behind the pseudonym Space Invader, invading various cities around the world putting up small mosaics of characters from videogames

Finally we have to mention the artist, who personifies the game, the French street artist who hides behind the pseudonym Space Invader. His main art project consists of invading various cities around the world and putting up small mosaics of characters from videogames as “Space Invader”. For each successful invasion, he collects points, and the whole art project is described on his website as a reality game. Like other forms of street art “Space Invader” is an ongoing battle about the public space. With help of popular culture Space Invader tries to infiltrate the commercial forces that almost have total monopoly on the imagery that appears in our public spaces. The aliens, in form of small mosaics, become a force that can not be defeated when they are spreading all over the world. A important part of the game “Space Invaders” is that you cannot win, you can certainly come to the high score list, but you can never defeat the aliens, they are instead coming in faster and faster each time they are shot down. It’s obviously a dystopian world view we meet in the videogame, but if we look at it from the artist Space Invaders point of view, it’s rather something positive. The art is a force that will not be stopped. The invasion has just begun and the struggle between good and evil continues…

Videogame appropriation in contemporary art: Pong. Part 1 by Mathias Jansson.
Videogame appropriation in contemporary art: Tetris. Part 2 by Mathias Jansson.

Videogame appropriation in contemporary art: Pac-Man

The legend says it was when the Japanese game developer Toru Iwatani took a slice of his pizza that the yellow game character Pac-Man appeared before him. In Pac-Man, we find a restless character hunting around in life’s mazes constantly seeking for pills to satisfy his insatiable desire. Meanwhile the ghosts of anxiety are tracking him down. What many players don’t realize are that the game also contains an unanswered philosophical-existential question. Where is actually Pac-Man for the short period of time when he escapes into the left or right end of the maze and after a short time pop up on the other side of the maze?

Pac Man

In Martina Kellner’s work “Pac-Man Time Out”, which was showed at the exhibition A MAZE in Berlin 2009, Kellner had created short video clips that investigated what Pac-Man actually did in the short time he was away from the monitor. In one clip, we find him at the airport queue with Ms. Pac-Man ready to board. Perhaps they are planning to take a holiday away from the busy videogame environment? One thing is for sure, Pac-Man does no appear in contemporary art as much as his colleagues from other classic games as Space Invader, Pong and Super Mario.

Street Pac Man

Like many 8-bit characters Pac-Man is well represented in street art and design. For example the American street artist Katie Sokoler staged a real Pac-Man game in her quarters. But it is quite unusual with installations, machinima or Art Games in which Pac-Man has the lead role. This is a bit odd considering how famous Pac-Man is among the general public. The French artist François Escuillie has even created a paleontological reconstruction of Pac-Man’s skull and the Swedish artist Johan Lofgren has in his new colour series “Confessions of a Color-Eater” taken with the colour “Ms. Pac -Man-yellow “, but despite this there are few interactive artworks based on Pac-Man.

Pac-Mondrian

Two exceptions are in any case worth highlighting: the “Pac-Mondrian” and “Eggregore”. “Pac-Mondrian” was created in its first version in 2002 by the Canadian artist group, Price Budgets Boys and is described as a mix of Piet Mondrian, Pac-Man and Boggie Woggie music. The board consists of Piet Mondrian’s painting “Broadway Boogie Woogie” (1942-43), which in its turn is inspired by Manhattan’s street grid and boogie woogie music. The videogame works with the same principle as a normal Pac-Man game except that the maze is a painting by Piet Mondrian. Price Budget Boys have also created three sequels: “Detroit Techno” (2005), “Tokyo Techno” (2006) and “Toronto Techno” (2006). The labyrinths in the new versions are created by stylized street grid from each city, executed in the style of Piet Mondrian. And in the name of equality, you play as Ms.Pac-Man in these versions. For those who have followed previous articles in this series, will recognize that there is a similarity between “Pac-Mondrian” and the Danish artist Andre Vistis works “PONGdrian v1.0”, in which Vistis combined the videogame PONG with Mondrian’s paintings.

social video game in which eight players, each with its own control will try to collaborate and steer Pac-Man through the maze

Antonin Fourneau & Manuel Braun’s work “Eggregore” is a social video game in which eight players, each with its own control will try to collaborate and steer Pac-Man through the maze. It may sound like an old teamwork workshop with a twist. Eight wills and strategies must collaborate to succeed with the mission. “Eggregore” is a Greek word which is associated with occultism and means a collective mind. The question that Fourneau and Braun is asking is: Can multiple individual game strategies together create a stronger and better collective player or will it just be chaos when the different games strategies are pulling in different directions? In the video game world, there are many examples of online worlds like World of Warcraft, where player successfully work together in clans or guilds in order to achieve higher goals in the game. It has even become an asset in your CV to show that you have played World of Warcraft and that you can lead and work together with other players to achieve different goals. Pac-Man, however, seems to be a rather greedy individualist who only thinks of himself in the video game world. And perhaps it is this self-absorption with himself taht prevents the game from breaking through as a major theme in contemporary Game Art?

Links:

Pac-Mondrian:

http://www.pbfb.ca/pac-mondrian/

Eggregore:

http://liftconference.com/eggregor8

Videogame appropriation in contemporary art: Pong. Part 1 by Mathias Jansson.

Videogame appropriation in contemporary art: Tetris. Part 2 by Mathias Jansson.

Videogame appropriation in contemporary art: Space Invaders. Part 3 by Mathias Jansson

Videogame appropriation in contemporary art: Tetris

In the second part of classic videogames that have inspired contemporary artists, we take a closer look at a game that the Cubists probably would have worshiped. Tetris was created in 1984 and then released officially in 1985 by the Russian programmer Alexey Pajitnov. In Tetris you have to move and rotate seven different combinations of blocks as they fall into a well. The blocks are called tetrominos and are made of four squares. The goal is to fit the different geometric shapes so that as little empty space as possible remains in the bottom of the well. Tetris is a puzzle game for people who like compact living, and who see it as a sport to pack economically to the holiday.

In contemporary art you can find three main approaches how artists have used Tetris. The Swedish artist Michael Johansson is a good example of the first approach. He has used the basic idea of Tetris to stack objects with different colors and shape. Johansson works with site-specific installations, in which he collects and stacks objects from the near surroundings in perfect symmetry with no spaces. The installations are called Tetris, which is fitting since they are strongly reminiscent of the game.

Self Contained, 2010 Containers, caravan, tractor, Volvo, pallets, refrigerators, etc. Dimensions: 8,2 x 10.8 x 2,4 m. Installation view: Umedalen Skulptur, Galleri Andersson/Sandstrom, Umea (SE)
Self Contained, 2010 Containers, caravan, tractor, Volvo, pallets, refrigerators, etc. Dimensions: 8,2 x 10.8 x 2,4 m. Installation view: Umedalen Skulptur, Galleri Andersson/Sandstrom, Umea (SE)

“For me creating works by stacking and organizing ordinary objects is very much about putting things we all recognize from a certain situation into a new context, and by this altering their meaning. And I think for me the most fascinating thing with the Tetris-effect is the fusion of two different worlds, that something you recognize from the world of the videogame merges into the real life as well, and makes you step out from your daily routine and look at things in a different way.” says Johansson in an interview at Gamescenes.org

Like many other classical videogames, Tetris has been used a lot in public spaces as in graffiti, mosaics and posters on facades and in subways etc. In Sydney, Australia, artists Ella Barclay, Adrianne Tasker, Ben Backhouse and Kelly Robson in 2008 at an exhibition at Gaffa Gallery created an installation where they placed giant illuminated Tetris Blocks in a narrow alley. It looked exactly as if the blocks had fallen from the sky, but the alley had been too narrow so the blocks were stuck halfway down.

One More Go One More Go. Ella Barclay, Adrianne Tasker, Ben Backhouse, Kelly Robson for Gaffa Gallery. December 2008
One More Go One More Go. Ella Barclay, Adrianne Tasker, Ben Backhouse, Kelly Robson for Gaffa Gallery. December 2008

The second approach is to move Tetris out from the exhibition room into public spaces and sometimes also create interactive and social art. The artist group Blinkenlights, who are known for transforming large skyscrapers into interactive screens, on various occasions making it possible for the passing public by to play Pong or Tetris on a skyscraper using a mobile phone. In 2002 they made the installation Arcade, which turned one of the skyscrapers in the Bibliotheque Nationale de France in Paris to a giant screen showing various animations, where a passersby could also play arcade games like Tetris.

The artist group Lummo (Carles Gutierrez, Javier Lloret, Mar Canet & JordiPuig) created in Madrid in early 2010, a Tetris game in which four people have to cooperate to play it. The first step for the participations was to create the Tetris blocks and after that they had to work together to place on right position in the well which was projected on a wall. In Both cases, Blinkenlights and Lummo are creating public meeting places with social interaction where the videogame is used as an interface.

Lummo. Carles Guitierrez, Mar Canet y Jordi Puig) & Javier Lloret. Plaza de las letras, Medialab-Prado Madrid February 2010.
Lummo. Carles Guitierrez, Mar Canet y Jordi Puig) & Javier Lloret. Plaza de las letras, Medialab-Prado Madrid February 2010.

The third approach is changing the game itself and creates new versions of the game which discuss the game idea. The artist group version [url=http://www.tetris1d.org/]1d Tetris[/url], is a one-dimensional Tetris where the blocks consist of four vertical squares falling into a well that is just one block wide. Since the blocks always fill the well the players do not have to do anything to score points. The basic idea of the falling blocks still remains in the game, but in a one-dimensional world there is no longer any difficulty, the game is reduced to a very monotonous and predictable puzzle game.

RGBTetris. By Mauro Ceolin
RGBTetris. By Mauro Ceolin

In First Person Tetris the artist David Kraftsow combines the perspective from the popular first person shooter genre (used in war and action games) with the ordinary puzzle game. In Kraftsows variant you see the game from a first person perspective so when you spin the blocks, it is not the individual blocks that are spinning around but instead the whole screen. Just by using a new perspective in the game has Kraftsow created a whole new experience of Tetris. Mauro Ceolin, who has spent many years focusing on the modern emblems on the Internet. In works such as RGBTetris and RGBInvaders he replaces the game’s graphics with contemporary icons and logos. In RGBTetris the blocks that fall down the well are exchanged with logos from Camel, McDonalds, Nike and Mercedes.

First Person Tetris. David Kraftsow
First Person Tetris. David Kraftsow

The most interesting and most independent among the playable Tetris versions that I have found are made by the Swedish artist Ida Roden. In Composition Grid she has combined her interest in drawing with Tetris. The player can play a game and in the same time create a unique drawing by rotating and changing one of the 216 different creatures that Roden has created, with the Tetris blocks as model. The player can then choose to print out their own game plan with the artist’s signature, and in that way have a unique work of art in there possession.

Tetris, this two-dimensional version of Rubik’s Cube, seems to create a lot of room for artistic experimentation. It just needs some simple changes, or new perspectives, to create a new and interesting interpretations of the game.

Videogame appropriation in contemporary art: Pong. Part 1 by Mathias Jansson.

Some of these new Tetris games can be found at these addresses:
www.rgbproject.com/RGBtetris/RGBtetris.swf
www.tetris1d.org
www.firstpersontetris.com
www.idaroden.com/composition.html

Videogame appropriation in contemporary art: Pong

Classic video games such as Pong, Tetris, Space Invaders, Pac Man and Super Mario have in the past decade inspired many artists in their work. The common link between all of these games is that they are very easy to learn and play. There is no need for manuals, just a few simple instructions on the screen. The graphics are simple, the colours few, the characters and style are pixelated. These games have influenced a whole generation and have over time become a part of our cultural heritage. Even today, these games still amuse and fascinate players and have also inspired various artists to use them in their art. In a series of articles, we will look at some classic games and give examples of how they have been used in art and what impact they have made on the art scene. First out is PONG.

It was the American physicist William Higinbotham who in 1958 created what many consider to be the first computer game. The game was called “Tennis for Two” and was played on an oscilloscope with help of a simple analogue control.

Tennis for Two computer game by William Higinbotham 1958. The oscilloscope is in the middle with the two controllers facing it. Photo courtesy of Brookhaven National Laboratory, New-Upton, York, USA.
Tennis for Two computer game by William Higinbotham 1958. The oscilloscope is in the middle with the two controllers facing it. Photo courtesy of Brookhaven National Laboratory, New-Upton, York, USA.
Pong - Youtube video

Click here to view video on Youtube…

It took, however, until 1972, when the Atari Company, founded by Allan Alcorn and Nolan Bushnell, picked up the idea and created a commercial version and called it PONG, before the game became one of the first real big sellers for the computer games industry. PONG is a simple, minimalistic game that consists of two rectangles and a square, which symbolize two tennis racquets and a ball. You can either play against another opponent or against the computer. In this simplified version of tennis, the goal is to hit the ball so the opponent misses it.

the Atari company picked up the idea and created a commercial version and called it PONG

PONG is probably the videogame that has inspired most artists over the past decade. When the Computer Games Museum in Berlin in 2007 organized a major exhibition entitled “pong.mythos” over 30 artists attended with works of art inspired by PONG. The catalogue explains why PONG fascinated so many artists: “No other video game has been the origin of artistic production quite as often as the simple black-and-white tennis game. In addition to its popularity, it seems to be this minimalism that especially appeals to artists, since the playing pattern is a virtual prototype of the essence of each and every communication situation: the ball as the smallest possible unit of information, oscillating between sender and receiver” (from the catalogue “pong.mythos” 2006).

The artist group /////////fur//// showed their “Pain Station” (2001) in which the player who missed the ball were punished with physical pain, a blow on the hand, heat or an electric shock. “Pain Station” connects the physical world with the virtual and the virtual player’s mistakes turn actual real pain.

Painstation by /////////fur//// at pong.mythos in the Museum for Communication in Frankfurt/Main from November 16, 2006 - January 21, 2007
Painstation by /////////fur//// at pong.mythos in the Museum for Communication in Frankfurt/Main from November 16, 2006 – January 21, 2007

The artist group Blinkenlights working in the urban environment was represented with a project that transformed a large office building at Berlin Alexanderplatz to a digital screen where passersby could play PONG on the facade with the help of their mobile phones. In the artists S. Hanig and G. Savicic’s work “BioPong” (2005) the ball was replaced with a living cockroach where the players would try to push the insect over to the other side. And in the group Time’s Up version “Sonic Body Pong” (2006) the ball in the game was only a sound which the players could hear in their headphones and with help of large green rectangles on their heads they would try to hit the sound from the ball.

S. Hanig and G. Savicic's work "BioPong" (2005)
S. Hanig and G. Savicic’s work “BioPong” (2005)

There are also many other examples that were not included in the exhibition “pong.mythos”. As early as 1999, the artist Natalie Bookchin made “The Intruder”, a work where PONG was one of 10 different videogames that she used to create an interactive artwork by Jorge Louis Borges short story “The Intruder”. The Danish artist Anders Visti mixed the game PONG with the art of Piet Mondrian in “PONGdrian v1.0” from 2007. The playing field in Vistis artwork reminiscent a painting by Mondrian but when the ball hits the fields it disturbs the lines and colour fields, and creating new opportunities and challenges for the player. Finally, I can mention the Swiss artist Guillaume Reymond, who has made a series of performances called “Game Over”. In a theatre auditorium, he creates animated sequences by using real people in colourful T-shirts, where each individual represents a square on a screen. By moving the people in the auditorium, he can create short video sequences, for example of PONG playing in the lounge.

PONGdrian v1.0. Anders Visti from 2007
PONGdrian v1.0. Anders Visti from 2007
PONGdrian v1.0. Anders Visti from 2007
PONGdrian v1.0. Anders Visti from 2007

The reason that PONG is so popular among artists is that it is one of the very first video games, and therefore there is a large identification factor and a strong relationships between the game, the player and the artwork. PONG is also one of the easiest games in terms of both appearance and to learn to play, which paradoxically makes it so easy to transform and use in different contexts. The phrase “less is more” seems in this case a good explanation why PONG has inspired so many artists in recent years.

Links:

Pong Mythos – http://pong-mythos.net/index.php?lg=en
Natahalie Bookchin – The Intruder http://bookchin.net/intruder/
Guillaume Reymond – Game Over http://www.notsonoisy.com/gameover/
Anders Visti – PONGdrian v1.0 http://www.andersvisti.com/arkiv_grafik/pongdrian.html

All Raise This Barn by MTAA

All Raise This Barn – a group-assembled public building and/or sculpture.

“Artists MTAA are conducting an old-fashioned barn-raising using high-tech techniques. The general public group-decides design, architectural, structural and aesthetic choices using a commercially-available barn-making kit as the starting point.” -MTAA

Eric Dymond: Could you give me a brief history of MTAA?

T.Whid: Mike Sarff (M.River of MTAA) and I met in college at the Columbus College of Art & Design in Columbus, OH. We both separately moved to NYC in 1992 and started collaborating as MTAA in 1996 first on paintings and then moving on to public happenings and web/net art. We’ve been collaborating since, showing our work via our websites at mteww.com and mtaa.net. We’ve earned grants and commissions from Creative Capital, Rhizome.org and SFMOMA and shown at the New Museum, 01SJ Biennial, the Whitney Museum and Postmasters Gallery.

ED: The All Raise This Barn project uses one community to design and another to construct. Barn raising is itself a communal activity, drawing out the best in people and providing a place of sustenance for the Barn owner. How did you come to use a Barn Raising as the central performance subject?

M.River: From the start, Tim and I have been interested in how groups and individuals communicate. How do we speak to each other? What rules do we use? How does communication fail or how can it be disrupted? What is the desire that engines (TW: controls?) all of this – and so on. This interest in exchange is what attracted us to the Internet as a site for art in the beginning.

Along with communication as text, speech or image, we like to use group-building as a method for working with non-verbal communication. We’ve built robot costumes, car models, aliens and snowmen with large and small groups. It’s a type of building that is intuitive and open to creative improvisation. This kind of intuitive building is heightened by placing a time constraint on the performance. In the end it’s not about the end object, which we always seem to like, but more about the group activity.

So, at some point we began to think how large can we do this? A barn-raising seemed like the next level. It’s bigger than human scale and contains a history of group-building. Barns also have a history of being social spaces. Your home is your world but the barn is your dance hall.

ED: Did you envision it as a community event from the beginning?

MR: Yes. An online community, a physical community and a community that overlaps the two.

ED: It’s a hybrid work that draws upon some important conceptual precedents. The instructional aspect takes Lewitt and turns the strict instructions he uses upside down by allowing online decisions to drive the design. Did you find the responses to the online polling surprising?

MR: Yes and no. Like the other vote works we have produced, Tim and I set up how the polls are worded and run. So, even though we try to keep the process as open as possible, the nature of how people interact is somewhat fenced in. Even with a fence, people will find a way to move in strange directions or break the fence. It’s not that we think of the surprising answers as the goal of the work, but it is an important part of the process.

ED: There is also the performance aspect which I find exciting. The performance from both events are well documented. Were there any concerns regarding the transfer of the polls instructions to physical space?

MR: We had the good fortune of doing the work in two sections. When Steve Dietz commissioned ARTBarn (West) for the 01SJ Out of the Garage exhibition, we spoke about the sculpture as a working prototype for how a large pile of lumber could be group-assembled in a day with direction from Internet polling. From this prototype we then had a model for how to go about ARTBarn (East) for EMPAC.

All Raise This Barn (West). Sept 11, 2010 - San Jose, CA.
All Raise This Barn (West). Sept 11, 2010 – San Jose, CA.
All Raise This Barn (East). Oct 1, 2010 - Troy, NY.
All Raise This Barn (East). Oct 1, 2010 – Troy, NY.

Tim and I had a few loose ground rules on how to approach the translation. One was that we would leave some things open to the interpretation of the crew. Another was that both Tim and I had our favorite poll questions that we tended to focus on. It was impossible to do everything as some polls conflicted with other but some details liked ghosts, dripped paint and open walls seemed to call out to us.

Kathleen Forde, who commissioned ARTBarn (East) for EMPAC, spoke about these details as where the work became more than the sculpture. The small details held the whole process – material, design polls, and performance together.

ED: I think this comment on the details is right. On first glance there is a fun, open appeal to the work. But when you look at the overall project and how the different phases are tied together it becomes really complicated in the mind of the spectator. There are also different definitions of spectator in this work. The spectator who answers the poll, the spectator on the net who is grazing through the documentation, the ones who engage in the physical construction and those who witness the completed barn. It’s not a simple piece when we perform a detailed overview. Did you think about the various types of spectator that would spin off the project? Were the possible roles for the spectator considered after the fact or were they part of the planned concept?

MR: The “ideal spectator” thought first came up for us in a project called Endnode (aka Printer Tree) in 2002. For this work, we built a large plywood Franken-tree with a set of printers in the branches and a computer in the trunk. We then built a list-serve for the tree as well as subscribed it to a few list-serves. When people communicated with the tree, the text was printed out in the exhibition space. At first we talked about the ideal viewer as one who communicated with it online and then saw that communication in the physical space or vice versa.

Detail, filling the paper of Endnode (aka Printer Tree). November 23, 2002. Eyebeam Atelier.
Detail, filling the paper of Endnode (aka Printer Tree). November 23, 2002. Eyebeam Atelier.
Front view of Endnode (aka Printer Tree). November 23, 2002 during the Beta Launch exhibition. Eyebeam Atelier.
Front view of Endnode (aka Printer Tree). November 23, 2002 during the Beta Launch exhibition. Eyebeam Atelier.

Now I feel that the ideal spectator hierarchy is not as important and possibly limiting. Each experience should be whole as well as point to the larger aspects of the work. People can come in and out of the work on different levels. You voted. You followed the performance documentation. Are you missing an experience if you did not build with us or see the results? Yes, an activity is missed. Can you experience that activity thorough documentation. Somewhat. Are you going to have a better understanding of the work. Probably not. Even for me, some aspect of the work will not be experienced. In Troy, they are programing it as a meeting place now that is it is built.. When they are done with it, they will dismantle it and rebuild it elsewhere as a work space.

I say all this even though it is interesting to me that a work can move in and out of levels of viewer experience. I’m not sure as to the draw of it yet but I do not feel it is about an cumulative effect.

TW: Since Endnode I’ve always liked the idea of an art work that exists in multiple (but overlapping) spaces with multiple (but overlapping) audiences. With our pieces Endnode, ARTBarn and Automatic For The People: () there are 3 distinct (but overlapping) audiences: the online audience, the audience in the physical space and the (select few member) audience that experiences the entire thing.

Poster for, Automatic for the People: ( ), conducted from November 8, 2008 to February 7, 2009
Poster for, Automatic for the People: ( ), conducted from November 8, 2008 to February 7, 2009

ED: It’s that opening of possibilities that makes this ultimately a networked piece on many different levels. I find the idea of two barns, a few thousand miles apart yet linked by common purpose really intriguing. I’m talking about the whole set of experiences, not just the physical space of the barn. There’s a collapse of Geographic distance for the community and a richer experience because of that. Was the project conceived as two distinct locations or was that a fortunate turn of events?

MR: Fortune. Kathleen Forde, commissioned ARTBarn (East) for EMPAC then Steve Dietz commissioned the beta version for the 01SJ “Out of the Garage ” exhibition. Everyone liked the idea of the work arching across time and location. We all also liked the idea that the materials would be reclaimed after it stopped being a sculpture. For me, the reclaimation of the materials to use for a functional structure is the final step of the work.

ED: As the final step, the reclamation removes the common space where the community currently shares the sculpture. Does this mean you are going to use the online documentation as the artifact, coming full circle to where the piece began? Is it important to you that the communal memory will share this role?

TW: Yes, the documentation is the artifact. The barn structure or sculpture itself had been conceived as being physically temporary from the beginning.

ED: Thanks to both of you for your time and for this work.

Ambient Information Systems

Ambient Information Systems
English, some texts in German. Translator: Nicholas Grindell
400 pages, 6-colour hardbound, 17.5 x 23 cm
edition of 1,500 unique & numbered.
now available at ambient.publishing.
ISBN-13: 978-0-9556245-0-6

Ambient Information Systems by Manu Luksch and Mukul Patel is a hardback book that presents writing, images and art by and about ambient.tv (Luksch and her collaborators) from during the last decade. Its purple and yellow cover tempered by a tracing paper slip-cover, contains almost four hundred pages of sans-serif text cleanly laid out among images and sidebars. As intermedia artists with a strong emphasis on research and dissemination. Recent works have addressed surveillance, corporate data harvesting, and the regulation of public space.

The material presented in the book ranges from written essays and project proposals through preparatory sketches, computer server log files and video screen grabs to modification of the printed book iteslf by unique rubber stamps and scribbling over sections of text. This diverse and detailed presentation of ambient.tv’s work provides an insight into the inspiration, planning and production of some conceptually and aesthetically rich new media art.

Ambient Information Systems by Manu Luksch and Mukul Patel

There’s a report from Kuwait during Ramadan 2002, a description of using cutting-edge wearable PCs, a discussion of the role of television, information about the harp in mythology, cyborg markets, the UK Data Protection Act, climate change, anti-gentrification, art and systems theory, UAVs, the Pacific plastic dead zone, and much, much more. There are projects that create free networks, dangerous musical instruments, taped-out surveillance camera boundaries, video installations, photographic images, movies of CCTV footage gained through freedom of information requests, manifestos, snowglobes, and cocktails.

(It’s a fascinating pleasure to read but it’s overwhelming to try and review.)

The portrait of Ambient.tv that emerges from all this is of intensive cultural critique pursued through a playful low-fi digital aesthetic. This isn’t a contradiction, the latter is in the service of the former. Ambient.tv’s projects and proposals tackle serious social and political issues. They do so through skilled use of the aesthetics and attitude of low-fi new media art and technological activism.

The wealth of ideas contained in the essays and other writing in the book show how historical, political and philosophical knowledge grounds the resulting art and indicates how it embodies a critique of contemporary culture.

Ambient Information Systems by Manu Luksch and Mukul Patel

Contemporary culture as seen by Ambient.tv is surveillance culture, the database state with its DNA databases and laws that protect freedom by removing freedom. Ambient.tv is a realistic project, depicting the hidden forms of contemporary society that intrude into our lives. This is heavy stuff, and to air it critically without alienating the audience it requires precisely the playful touch that ambient.tv often bring to their art.

To take the example of FACELESS, 2007, (the first project I personally saw Luksch present), there is an exquisite balance between the disturbing idea of pervasive surveillance, the practical limitations of Freedom Of Information requests, and the visual and science-fictional narrative aesthetic that emerged from this. On their web site it states that it was produced “…under the rules of the Manifesto for CCTV Filmmakers. The manifesto states, amongst other things, that additional cameras are not permitted at filming locations, as the omnipresent existing video surveillance (CCTV) is already in operation.” The result is something more interesting and disturbing to watch than a simple collage of CCTV footage would be. The fact that the work can be made like this, that it can look like this, means something.

This strategy can be seen in “Mapping CCTV around Whitehall”, 2008, as well, which I also reviewed for Furtherfield here, and in many other pieces by Ambient TV.

Reading the proposals and essays shows the depth I suspected to this work, when I first saw it projected in a darkened room is there in its conception and execution.

Ambient Information Systems by Manu Luksch and Mukul Patel

It’s an intense and inspiring experience to be faced with the textual equivalent of a decade-long open studio. The first essay in the book, a theory-laden piece by Fahim Amir, is almost overwhelming in a different way. It’s pure Theory, which will hopefully sell Ambient.tv to the artworld sectors that thrive on that sort of thing, but it isn’t the best introduction for newcomers to the project’s very accessible art.

But what a rare pleasure to be given such a wealth of insight into art that so acutely depicts our times. “Ambient Information Systems” is an important resource for contemporary artists and critics, an insight into the ideas and development of a very successful new media art practice. The grungey, playful, important realism of Ambient.tv’s work deserves presentation in a context that shows just what has gone into the art and just what people can get out of it. This is it.

The text of this review is licenced under the Creative Commons BY-SA 3.0 Licence.

Trajectories: How to Reconcile the Careerist Mentality with Our Impending Doom. Part 1/4

Preface

From September 2008 – June 2010, Ellie Harrison undertook a Leverhulme Scholarship on the Master of Fine Art programme at Glasgow School of Art. The thesis published below forms one of the major outcomes of her research during this period. This is part one of four.

The thesis published below forms one of the major outcomes of her research during this period and builds on two earlier essays How Can We Continue Making Art? – which questions whether there is a place for art in a world which is fast approaching environmental catastrophe, and Altermoderism: The Age of Stupid – which uses Nicolas Bourriaud’s Altermodern exhibition at Tate Britain in 2009 as a paradigm for exploring the art world institution’s lack of acknowledgement and action over climate change.

Trajectories: How to Reconcile the Careerist Mentality with Our Impending Doom addresses the ethical implications of continuing to choose the career of artist in the twenty-first century. It is a manifesto of sorts, written from the personal perspective of a young UK-based artist looking to identify worthwhile reasons for continuing down this ‘self-interested’ path, given that the future we are likely to face as a result of climate change, is so different from how we dreamt our careers might pan out whilst growing up under Thatcher and New Labour. It explores how we should aim to evolve our roles as artists, in light of this, and what form a new ‘reconciled practice’ might take.

Global Warming Projection

The graph below shows the projected average global temperature increase over the forthcoming century if we remain on our current trajectory of economic growth and population increase (peaking at 9 billion in 2050), but also incorporate new efficient technologies, a convergent world income and a balanced emphasis on energy sources. This is known as the Intergovernmental Panel on Climate Change’s ‘scenario A1B’ (IPCC 2001).

The graph is extracted from the official AVOID response to the United Nations Climate Change Summit in Copenhagen in December 2009 published on 26 March 2010. AVOID is a United Kingdom governmental research programme led by the Met Office with the aim of averting dangerous climate change (AVOID 2010).

AVOID response to the United Nations Climate Change Summit in Copenhagen in December 2009 published on 26 March 2010

Setting the Scene

Looking back, 1979 now emerges as a pivotal year in the recent history of our species. On 6 October this year the US central bank, the Federal Reserve, increased interest rates by 20 points (Fisher 2009, p.33). This act, which on paper appears of little significance, opened the gates to a whole new breed of free-market capitalism which, as a result of reduced regulation, would spread its way all over the globe. It signified the switch between Fordism and post-Fordism as the predominant economic system of production; from the ‘disciplinary societies’ of late modernism characterised by Foucault, to the ‘control societies’ which constitute our present reality (Deleuze 1990). It was the beginning of a carefully choreographed and intricately planned neoliberal project, which would serve the “restoration or reconstitution of naked class power” (Harvey 2007, p.119) to an economic elite; radically transforming the way in which all our lives would operate in its wake. Our attitudes towards work, politics, society; our relationships to one another, even the internal structuring of our own minds, would never be the same again.

It is no coincidence that it was on 4 May 1979 that Margaret Thatcher came to power in the United Kingdom; she was, of course, instrumental in overseeing this ‘revolution’. What is coincidental however is that it was also in 1979, on 11 March to be precise, that my own life began its trajectory. The rapidly changing society into which I was born would not only prove fundamental in shaping the artist I would become, but it would also prove key in determining the ‘mentality’ with which I would come to visualise my future: to plan my career.

The Careerist Mentality

‘Thatcher’s children’ as my generation are known, were indoctrinated to believe that the world owed us a living (Blackburn 2009). “Success”, she said, was “a mixture of having a flair for the thing that you are doing; knowing that it is not enough, that you have got to have hard work and a certain sense of purpose”. It was simply a question of making the right career choice. If we aimed for the top, we had just as much chance of getting there as anyone else. All we had to do was look out for number one. The secret, she taught us, was to have a strategy – to “plan your work for today and every day, then work your plan” (M. Thatcher n.d.); to think about what we wanted our lives to be like in the future and then to work flat-out towards that ‘goal’.

In hindsight, it now seems inevitable that my life took the course it did. Entering art school for the first time in 1997 – the year the seminal Sensation exhibition at the Royal Academy of Arts took place – we could see ‘success’ being played out before our very eyes. A group of Young British Artists (YBAs), just one generation older, were now ‘living the dream’. As 18-year-old students, we were now able to visualise the paths we wanted our own lives to take and to see exactly where we aimed to find our fortune. Like most of my art school peers, I was from an “above average social background” – raised in suburbia by a middle class family of teachers. And, as Hans Abbing notes, this added “social capital” gave me the “flair, self-assurance, and… sense of audacity” (Abbing 2002, p.95) which now seemed so essential to commodify and sell myself – to keep going, regardless of failure and rejection, with eyes firmly fixed on the prize.

Sensation Exhibition at the Royal Academy of Arts, 1997
Image: Sensation Exhibition at the Royal Academy of Arts, 1997

My career trajectory led me blinkered along a familiar path – a BA (Hons) degree in Fine Art from Nottingham Trent University; a Postgraduate Diploma in Fine Art from Goldsmiths College (where nearly all my YBA role models had been before me). It was as though every incremental step took me ever closer towards my ‘goal’: towards ‘success’. Finally, I won a scholarship to study on the Master of Fine Art (MFA) programme at The Glasgow School of Art; yet another prestigious art school to add to my expanding curriculum vitae. What I hadn’t banked on, however, was that on the very same day I was heading north up the M1 to Glasgow to begin this new stage in my life, the global economic order was fast collapsing around us into its own new distinct epoch, taking with it the belief systems which had been carefully constructed around it over the past 29 years.

On 15 September 2008 the investment bank Lehman Brothers Holdings Inc. filed for the biggest bankruptcy in US history with more than $600 billion of debt (Mamudi 2008). Over the course of the next year a slew of bailouts took place all over the world to prevent other banks going under. The neoliberal project had, “in every sense, been discredited” (Fisher 2009, p.78). The ideology on which, knowingly or not, my own life’s trajectory had been modelled was now on the ‘scrapheap’. And, as Mark Fisher suggests, a bleak, empty and relentless state known as ‘capitalist realism’ – in which nobody could believe, but equally nobody could stop – crept in from every corner to fill the void.

Society, it seemed, had reached a hiatus; a ground zero amid a sea of “ideological rubble” (Fisher 2009, p.78). Lots of suggestions emerged about what had gone wrong, lots of questions about where we should go next. From the privilege of my funded MFA place, I was able to enter into my own period of self-reflection about the path I had so blindly been following. Was the vision I upheld of my life in the future essentially a delusion, based on a now defunct model of ‘success’ from the past? Was I suffering from the “self-deceit” (Abbing 2002, p.114) Hans Abbing diagnoses to be prevalent in young artists, coupled with the complete “disavowal” (Fisher 2009, p.13) of the negative side-effects of my complicity in the system of capital? With a sudden and overwhelming urgency it felt essential that I question how I could begin to reconcile my career choice and the entrepreneurial methodology (Abbing 2002, p.96) with which I was pursuing it, with the harsh realities that both science, and now science fiction, are predicting the future actually holds in store…

Our Impending Doom

Films such as The Road (Hillcoat 2009) offer us a very different picture of the forthcoming century. In this barely hospitable, yet eerily recognisable version of our present world there is no Turner Prize, no Frieze magazine to be reviewed in; no canon to become part of. In fact, there is no scope for the non-essential; no room for aesthetics; no space for art at all. Whereas it now appears clear that the trajectory I had planned for my life since art school is constituted by fantasy, the trajectory which befalls the lives of the protagonists of this particular post-apocalyptic vision is in part based on what the current overwhelming scientific evidence points towards.

The Road (Hillcoat 2009) offers us a very different picture of the forthcoming century
Image: The Road, 2009

The United Nations Climate Change Summit which took place in Copenhagen in December 2009 offered what many scientists and campaigners referred to as our ‘last chance’ of averting global catastrophe within the coming century. Prior to the talks the 10:10 Campaign’s ‘call to arms’ statement outlined what sort of trans-governmental worldwide commitment it would be necessary to achieve:

“The best deal currently on the table is that from the EU, which calls for a 30% reduction [in greenhouse gas emissions] by 2020 (compared to 1990 levels). If this deal were to be accepted (which is a very big if, given that Japan argues for 8%, Australia for 5% and America for between 0%-6%) and if the emission cuts were then carried out (which is an even bigger if), this would give us about a 50/50 chance of not hitting the dreaded two degrees. Two degrees is where we trigger runaway climate change [emphasis added]: two leads to three, three to four, four to five, five to six… by which time it’s about over for life on Earth.” (Armstrong 2009b)

Given that Copenhagen was by all accounts a complete failure and that, in fact, not even the least significant of the ‘deals’ presented was agreed upon and signed off, the balance now appears to be swaying decisively towards the latter of these two potential trajectories. We find ourselves “trapped inside a runaway narrative, headed for the worst kind of encounter with reality” (Kingsnorth & Hine 2009, p.11). Unless it is fully acknowledged and hastily acted upon in consensus across the globe, climate change “threatens to render all human projects irrelevant” (Kingsnorth & Hine 2009, p.6). It appears that it is not just the future of our careers we should be worried about but now, more likely, the fundamental ability of our species to survive on the planet.

The concern of this essay is to uncover exactly how we could have arrived at a situation where these two distinct visions of our future can so wildly diverge – to explore the factors which have allowed our careerism to persist, in light of advice to the contrary. The aim is to illuminate the significance of this ‘now or never’ moment in the history of our species as an opportunity for radical change, and to develop a ‘plan of action’ and a ‘new moral code’ which may help us, as artists, determine what role we can and should play in the reality of the twenty-first century.

To read Part 2 of this article visit this link: http://www.furtherfield.org/articles/trajectories-how-reconcile-careerist-mentality-our-impending-doom-part-24 

——-

References:

Armstrong, F., 2009b. What is 10:10? 10:10 Campaign website. Available at: www.1010uk.org/1010/what_is_1010/arms [Accessed April 10, 2010].

Abbing, H., 2002. Why Are Artists Poor?: The Exceptional Economy of the Arts, Amsterdam: Amsterdam University Press.

AVOID, 2010. Will the Copenhagen Accord avoid more than 2°C of global warming? AVOID website. Available at: ensembles-eu.metoffice.com/avoid [Accessed May 3, 2010].

Blackburn, S., 2009. Do we need a new morality for the 21st century? The Guardian Culture Podcast. Available at: www.guardian.co.uk/culture/audio/2009/nov/02/cambridge-festival-of-ideas.

Deleuze, G., 1990. Society of Control. L’Autre Journal, (1). Available at: www.nadir.org/nadir/archiv/netzkritik/societyofcontrol.html.

Fisher, M., 2009. Capitalist Realism: Is There No Alternative?, Ropley, Hampshire: 0 Books.

Harvey, D., 2007. A Brief History of Neoliberalism, Oxford: Oxford University Press.

Hillcoat, J., 2009. The Road, Dimension Films.

IPCC, 2001. Special Report on Emissions Scenarios. GRID-Arendal website. Available at: www.grida.no/publications/other/ipcc%5Fsr/?src=/climate/ipcc/emission [Accessed May 3, 2010].

Kingsnorth, P. & Hine, D., 2009. Uncivilisation: The Dark Mountain Manifesto. Available at: www.dark-mountain.net/about-2/the-manifesto.

Mamudi, S., 2008. Lehman folds with record $613 billion debt. MarketWatch website. Available at: www.marketwatch.com/story/lehman-folds-with-record-613-billion-debt?siteid=rss [Accessed April 25, 2010].

Thatcher, M., Margaret Thatcher Quotes. About.com website. Available at: womenshistory.about.com/od/quotes/a/m_thatcher.htm [Accessed May 2, 2010].

Trajectories: How to Reconcile the Careerist Mentality with Our Impending Doom. Part 2/4

To read Part 1 of this article visit this link:
http://www.furtherfield.org/articles/trajectories-how-reconcile-careerist-mentality-our-impending-doom-part-24

A Rude Awakening

What is curious about the neoliberal project that kick-started in the year of my birth, is that, from the politics of the preceding decade, it appeared history could have taken a very different course. 1972 marked the publication of The Limits to Growth – a study commissioned by the humanitarian think-tank the Club of Rome to estimate the planet’s reserves of natural resources, “including topsoil, fresh water, minerals, forests and oceans” – questioning for the first time what might be the consequences of “another 100 years of exponential growth” (M. Fowkes & R. Fowkes 2009, p.670). The findings of the study were so significant that they are cited by Maja and Reuben Fowkes as a revelation for the future of humanity on a par with Copernicus’s discovery of Heliocentrism: putting our lives on planet earth sharply into perspective. Essentially the report gave us all the information we needed to know: that the way of life modernity had accustomed us to, was not sustainable. The whole system on which our modern liberal democracies were structured was supported by a myth of continual and infinite progress (Kingsnorth & Hine 2009, p.3) and a universal belief that the future will always be better than the past – that it is always within our capable hands to control our destinies.

Rather than take heed of this advice and look for alternative ways of structuring our societies, what actually began towards the end of the seventies, continuing right up to the present day, was the opposite: a complete and utter acceleration of our production and consumption. Post- The Limits to Growth our lives were allowed to continue in a fashion now no longer based on scientific facts, but on fantasy:

“What this… illustrates is the fantasy structure on which capitalist realism depends: a presupposition that resources are infinite, that the earth itself is merely a husk which capital can at a certain point slough off like a used skin, and that any problem can be solved by the market… The relationship between capitalism an eco-disaster is neither coincidental nor accidental: capital’s ‘need of a constantly expanding market’, its ‘growth fetish’, mean that capitalism is by its very nature opposed to any notion of sustainability.” (Fisher 2009, pp.18-9)

We were allowed to continue because we repressed this truth. Our ‘denial’ was constituted by what Freud described as our inability to hear the things which did not fit easily with the way we envisaged ourselves in the world (Kingsnorth & Hine 2009, p.9). We simply blocked out any hint of a hitch or obstacle to our career trajectories and carried-on regardless. Neoliberalism achieved this ‘state of mind’ purposefully – by pacifying us with the things we thought we wanted, that would make us happy, whilst removing the possibility for resistance. The “drive towards atomistic individualisation” (Fisher 2009, p.37) captured in Margaret Thatcher’s dictum “There is no such thing as Society. There are individual men and women” (M. Thatcher n.d.), plunged us further into our internal solipsistic worlds; from where it became almost impossible to fully empathise with others, to acknowledge the wider consequences of our actions, to see beyond the fantasy – to believe that ‘an alternative’ might be possible. We lost our political ‘agency’ as our liberal democracies became governments-as-administration (Zizek 2009b); appealing to our burgeoning “individual ideals” (Strawson 2008) – to “short-termism” (Brown 2009) – rather than the bigger picture and a realistic long-term plan.

In his recent book First as Tragedy, Then as Farce, Slavoj Zizek describes the strategies the neoliberal policy makers employed to continue to maintain this state of denial well into the twenty-first century, explaining how the negative side effects of the bursting of the dotcom bubble in 2000 had been countered by a push on cheap loans to stimulate the housing market. This had simply allowed the US to “continue dreaming” (Zizek 2009a, p.20) for that little bit longer; essentially just prolonging the global crisis until a later date: until now.

Now or Never

“It’s useless to wait – for a breakthrough, for the revolution, the nuclear apocalypse or a social movement. To go on waiting is madness. The catastrophe is not coming, it is here. We are already situated within the collapse of civilisation.” (The Invisible Committee 2009, p.96)

The significance of this point in history cannot be underestimated. The hiatus caused by this latest epic crisis of capital should have given all of us opportunity for self-reflection. The connections between capitalism and environmental catastrophe have once again been starkly illuminated and so too has our own complicity in, and responsibility for, both. As the many climate scientists and campaigners have been telling us, we now only have one decade left – until 2020 – to stabilise and begin to reduce our rapidly increasing greenhouse gas emissions or we will be unable to avoid hitting the “dreaded two degrees” (Armstrong 2009b) – the tipping point at which we trigger runaway climate change and a rapid irreversible and uncontrollable descent into a new world of which the visions of The Road are not too much of an exaggeration.

Even mainstream politicians hungry for votes are forced to admit that “the age of irresponsibility is giving way to the age of austerity” (Cameron 2009). It does seem “useless to wait” (The Invisible Committee 2009, p.96). Now provides the opportunity to radically rethink the way we live, not just in practical terms, but in the way our minds perceive of ourselves in the future; of what we are working ‘towards’. We need to reverse our very ontological foundations so that we become capable of comprehending the opposite of progress – of approaching life in a world where deflation becomes the norm and where rationing is “inevitable” (Fisher 2009, p.80).

As artists – the producers of the non-essential – this rethink seems all the more vital and all the more urgent. It is now our ‘responsibility’ to redefine our roles within this new world, within the “collapse of civilisation” (The Invisible Committee 2009, p.96). As we approach the inevitable challenges of the forthcoming century we can no longer be immune to ethics – we must begin to question what practical function our work can have. And, if we decide that we can still persist in our roles as artists, then we must begin to generate new ways of finding “intrinsic motivation” when our traditional motivational structures of striving towards ‘goals’ such as “recognition and fame” (Abbing 2002, p.82); of creating a ‘legacy’ for ourselves in the future, no longer seem viable.

image from Dark Mountain Project
Image from the Dark Mountain Project

It is typical in periods of crisis (and opportunity) such as this to look to the past for guidance. Retrospective critique (as used to ‘set the scene’ for this essay) helps us to understand the causes of our current predicament in terms of a greater historical trajectory, to help us make sense of our own lives biographically. The real challenge, however, is in developing the suggestions, ideas and solutions that are essential to help us move on. The proceeding sections of this essay turn to two manifestos from 2009 which attempt just this: Ecoaesthetics: A Manifesto for the Twenty-First Century by Rasheed Araeen and Uncivilisation: The Dark Mountain Manifesto. The intention is to draw together their recurring ideas in order to formulate a ‘plan of action’ which may constitute our ‘new moral code’, and then to examine how some of these ideas are already being put into practice, not just by some artists, but by other more radical elements of society.

Atomised Art World

In September 2009, the international journal of “critical perspectives on contemporary art and culture” Third Text dedicated an entire issue to contemplating a vision of the future of art, in which Araeen’s manifesto is published. In the preface, Araeen and his co-editor Richard Appignanesi give their own diagnosis of the predicament of artists “now as we face a legacy of failures in modern history that endangers the future prospects of humanity” (Araeen & Appignanesi 2009, p.500). Their suggestion is that we have reached a cynical and solipsistic impasse which it is essential to overcome:

“… the very concept of art will have to liberate itself from the two historical limits of containment and legitimisation. One is containment in the artist’s own narcissist ego; the other is art’s dependence for its legitimisation as art on the institutions that facilitate and promote art only as reified commodities placed in museum and marketplace showcases.” (Araeen & Appignanesi 2009, p.500)

Third Text cover
Image: Third Text cover, Sept 2000

Ego and individualism have always gone hand-in-hand with the relatively autonomous role the artist has historically enjoyed within society, however, it appears that these characteristics have only been exacerbated in recent years. Neoliberal ideology has led to a “convergence of artistic and entrepreneurial values” (J. Thatcher 2009, p.5) – flexible, creative and autonomous modes of operating have been co-opted by the business world, just as ‘the careerist mentality’ has been inherited by artists. Recent mainstream television programmes such as School of Saatchi (Priddle 2009) and Goldsmiths: But is it Art? (Kerr 2010), which pit artists’ egos and entrepreneurial skills against one another, show the extent to which these attitudes have become the norm.

The super-competitive environment of the ‘atomised art world’ engenders a survival instinct in artists which causes us, knowingly or not, to make our sole objective the expansion of our curricula vitae. The emphasis is on the development of a “narrative” – on forming a “brand identity” (Prince 2010, p.10), because this presents itself as the most efficient means to the desired ends of “recognition and fame” (Abbing 2002, p.82). Trapped in a perpetual attempt to impress art world institutions, artists inevitably end up feeding them with the art that they think they want rather than stopping to question exactly what they are producing and why.

In a pre-neoliberal world, choosing the role of artist was seen as an alternative to the mainstream: a point of resistance, a political statement even (Walker 2002) – art offered a potential strategy of “opposition to capitalism” (J. Thatcher 2009, p.6). Now as a small component part in this means / end cycle – art – simply acts an instrument to serve the “career ambitions of self-centred artists” – its “significant critical and social function” (Araeen 2009, p.680) disabled in the process. But, at this particular point in our history, art’s power in “subverting the dominant hegemony” (Mouffe 2007) – in creating an ‘alternative knowledge’ – may be its only redeemable function.

Free Our Minds

Araeen’s call for art to be liberated from “containment and legitimisation” (Araeen & Appignanesi 2009, p.500) foresees the unprecedented power he believes our ideas could have if completely detached from capitalism:

“It is in fact artistic imagination, not art objects, which, once freed from the self-destructive narcissist ego, can enter this life and not only offer it salvation but put it on the path to a better future.” (Araeen 2009, p.683)

He goes as far as to suggest that artists should “abandon their studios” and “stop making objects” (Araeen 2009, p.684). He urges us to reconfigure our roles to such an extent that our creative skills are put to use in conceptualising real-life practical projects, such as creating solar-powered desalination plants, which simultaneously address the two imminent global challenges of energy and freshwater shortages. Art should renounce its “freedom from function which constitutes its autonomy” (Prince 2009, p.7), leave the world of the ‘non-essential’ and begin to offer us with ‘practical solutions’ to real life problems.

Outside the Bubble

Whereas Araeen’s manifesto (inline with the desperate pleas of environmental campaigns such as 10:10) gives a sense that something can be done to avert ‘our impending doom’. There is, however, another concurrent school of thought which encourages us to embrace our fate. Uncivilisation: The Dark Mountain Manifesto was published in 2009 by writers Paul Kingsnorth and Dougald Hine, as a vision of the future of literature in the new form of “uncivilised art” (Kingsnorth & Hine 2009, p.13). It takes the pessimism of beliefs such as those of James Lovelock: that humans are too stupid to prevent climate change (Hickman 2010, p.12) and challenges us to invert these to become a positive creative force:

“We live in a time of social, economic and ecological unravelling. All around us are signs that our whole way of living is already passing into history. We will face this reality honestly and learn how to live with it.” (Kingsnorth & Hine 2009, p.19)

The key is in developing a sense of objectivity about the systems in which we are enmeshed. We are invited to “stand outside the human bubble”, to “tug our attention away from ourselves and to turn it outwards; to uncentre our minds”: essentially to put “civilisation – and us – into perspective” (Kingsnorth & Hine 2009, p.13).

Once we are able to shift our attitude from that of hubris to that of humility, it becomes easier to accept that resources are indeed finite; civilisations do collapse and that species, including our own, become extinct. With this finitude as a certainty, the petty squabbling of the art world and the insignificance of the ‘goals’ we have been striving towards become evident. We can be liberated from our career plans; from the careful crafting of our own personal legacies and can refocus our attentions on the immediacy of the present (Bey 1994), for it is perhaps here where we should learn to find meaning and happiness.

To read Part 3 of this article visit this link: http://www.furtherfield.org/articles/trajectories-how-reconcile-careerist-mentality-our-impending-doom-part-34
 

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References:

Abbing, H., 2002. Why Are Artists Poor?: The Exceptional Economy of the Arts, Amsterdam: Amsterdam University Press.

Araeen, R., 2009. Ecoaesthetics: A Manifesto for the Twenty-First Century. Third Text, 23(5), 679-84.

Araeen, R. & Appignanesi, R., 2009. Art: A Vision of the Future. Third Text, 23(5), 499-502.

Armstrong, F., 2009a. Franny Armstrong: If you’re not fighting climate change or improving the world, then you’re wasting your life. The Guardian, 8.

Armstrong, F., 2009b. What is 10:10? 10:10 Campaign website. Available at: www.1010uk.org/1010/what_is_1010/arms [Accessed April 10, 2010].

Bey, H., 1994. Immediatism, Oakland, California: AK Press.

Brown, W., 2009. What will be the legacy of recession? The Guardian Culture Podcast. Available at: www.guardian.co.uk/culture/audio/2009/oct/26/culture-cambridge-festival-ideas.

Cameron, D., 2009. The Age of Austerity. The Conservative Party website. Available at: www.conservatives.com/News/Speeches/2009/04/The_age_of_austerity_speech_to_the_
2009_Spring_Forum.aspx
[Accessed April 25, 2010].

Fisher, M., 2009. Capitalist Realism: Is There No Alternative?, Ropley, Hampshire: 0 Books.

Fowkes, M. & Fowkes, R., 2009. Planetary Forecast: The Roots of Sustainability in the Radical Art of the 1970s. Third Text, 23(5), 669-674.

Kerr, A., 2010. Goldsmiths: But is it Art?, BBC 4.

Kingsnorth, P. & Hine, D., 2009. Uncivilisation: The Dark Mountain Manifesto. Available at: www.dark-mountain.net/about-2/the-manifesto.

Mouffe, C., 2007. Artistic Activism and Agonistic Spaces. Art & Research, 1(2). Available at: www.artandresearch.org.uk/v1n2/mouffe.html [Accessed April 25, 2010].

Priddle, A., 2009. School of Saatchi, BBC 2.

Prince, M., 2009. Art & Politics. Art Monthly, (330), 5-8.

Prince, M., 2010. Remakes. Art Monthly, (335), 9-12.

Strawson, P.F., 2008. Social Morality and Individual Ideal. In Freedom and Resentment and Other Essays. London / New York: Routledge, pp. 29-49.

Thatcher, J., 2009. Crunch Time. Art Monthly, (332), 5-8.

Thatcher, M., Margaret Thatcher Quotes. About.com website. Available at: womenshistory.about.com/od/quotes/a/m_thatcher.htm [Accessed May 2, 2010].

The Invisible Committee, 2009. The Coming Insurrection, Los Angeles / Cambridge, Mass.: Semiotext(e).

Walker, J., 2002. Left Shift: Radical Art in 1970s Britain, London / New York: I.B. Tauris.

Zizek, S., 2009a. First As Tragedy, Then As Farce, London: Verso.

Zizek, S., 2009b. In Defense of Lost Causes, London: Verso.

Trajectories: How to Reconcile the Careerist Mentality with Our Impending Doom. Part 3/4

To read Part 1 of this article visit this link:
http://www.furtherfield.org/articles/trajectories-how-reconcile-careerist-mentality-our-impending-doom-part-14

To read Part 2 of this article visit this link: http://www.furtherfield.org/articles/trajectories-how-reconcile-careerist-mentality-our-impending-doom-part-24

Plan of Action

Drawing together the diagnoses which recur throughout the literature of the moment, such as Capitalist Realism: Is There No Alternative? (Fisher 2009), First as Tragedy, Then as Farce (Zizek 2009a) and The Coming Insurrection (The Invisible Committee 2009) alongside the key suggestions, ideas and solutions from these two manifestos, our ‘plan of action’ begins to materialise.

In the spirit of Pascal’s famous ‘wager’ (Hajek 2008) the plan aims to cover all bases: our active and / or passive responses to the situation. Encouraging the belief that we might still be able to use our roles as artists to incite the radical change to our societal structure (in the art world and globally) needed to avert climate catastrophe, whilst simultaneously developing philosophies for coping with our lives – finding meaning and happiness – should our active response fail.

The seven points below offer a set of guidelines for rethinking our lives, which should act as the starting points for redefining our roles as artists and thinking about how it might be possible to reconcile ‘the careerist mentality’ into which we have been inculcated with the possibility of ‘our impending doom’:

1. stand back and view the world objectively

The main focus of Uncivilisation and our greatest existential priority is to enable ourselves to grasp perspective, not only of the relative insignificance of our individual career plans within the wider world, but more pertinently of the fragility of our entire species within the greater timescales of the universe. Once this mind shift is achieved it becomes easier to distil what is actually important in our lives – happiness and our two unending desires for survival and meaning (Kingsnorth & Hine 2009, p.2). Only then will the remaining six points become easier to implement.

2. offer an external critique of the system

In our new ‘state of mind’ it becomes easier to see the systems in which we have been blindly functioning. From beyond the grasp of the dominant hegemony we can offer a vital ‘external critique’. As Chantal Mouffe suggests, our duty as artists then becomes to challenge the “given symbolic order” and the “existing consensus” (Mouffe 2007) – to revivify the belief that ‘an alternative’ is possible.

3. develop ways or working outside institutions

Our criticisms should extend to the hegemony of the art world, severing our dependence on “legitimisation” (Araeen & Appignanesi 2009, p.500). We must have the courage of conviction in our ideas to find ways of operating outside of art world institutions, especially the marketplace. We require what Mark Fisher describes as a “positive disengagement” – a protest of sorts – which should take the form of “collective activity” (Fisher 2006) to help us break out of our entrepreneurial solitude…

4. escape solipsism; work with and not against peers

As individual artists, working alone, we typify the global trend towards what Adam Curtis calls the “empire of the self” (Curtis 2002), in which anxiety and paranoia are rife. For Araeen, it is this “extreme self-centred individualism of art today” which is “a disturbing symptom of its detachment from our collective humanity” (Araeen 2009, p.679). And so, we must prioritise “collective activity” (Fisher 2006), learning to work in co-operation rather than competition with our friends. Peer support will relieve our paranoia and allow our capacities for empathy to be resuscitated.

5. reject ego and embrace anonymity

Collaboration will enable us to surrender our egos to the collective force; liberating our ideas from their “containment” (Araeen & Appignanesi 2009, p.500). We should “flee visibility” and embrace the new powerful, but faceless forms of resistance being pioneered by The Invisible Committee – encouraging us to turn our “anonymity… to our advantage” (The Invisible Committee 2009, pp.112-3).

6. create free ideas, not objects for sale

Our role as artists should be to focus on the creation of ideas, not the production of objects. The rejection of commodity is an important part of our ‘disengagement’ from the marketplace. Our ideas should not remain private property and should be gifted to the ‘creative commons’ for the ‘public good’ (Blackburn 2009). As Hakim Bey suggests in his book Immediatism, “The more imagination is liberated and shared, the more useful the medium” (Bey 1994, p.36).

7. abandon the trajectory; find motivation in immediacy, not legacy

We must cease to think of our art as a means to an end; a way of getting somewhere – into a book, a magazine, an exhibition etc, as it is pointless to base our motivations on a future which will, very likely, not be able to function as the present does. We should abandon the very notion of a career trajectory and learn to focus our attentions on the reality of now. Without an overpowering emphasis on the future our anxieties will begin to dissolve and we will be able to unearth the absolute state of happiness that exists in the “continuous present” (Crisp 1996, p.54). We must remain alert and not complacent, notice and appreciate the things which are actually good and, as Kurt Vonnegut suggests, continually remind ourselves “if this isn’t nice, I don’t know what is” (Vonnegut 2003).

Heading to the City of London. Laboratory of Insurrectionary Imagination, 2009
Image: C.R.A.S.H. Contingency – Heading to the City of London. Laboratory of Insurrectionary Imagination, 2009

The ‘plan of action’ forms the basis of a new ideology, which acts as a counterpoint to neoliberalism – advocating our extrication from the system of capital that is the “ultimate cause” (Fisher 2009, p.70) of our environmental crisis. Heavy on words such as ‘abandon’, ‘reject’, ‘stand back’ and ‘disengage’ it calls us to make radical changes. It demands that we overcome our “path dependency” (Abbing 2002, p.96) by shifting our goals away from the fantasy status of the ‘successful’ artist. It all makes our new role seem far less glamorous than our dreams may have envisaged – insisting that we renounce our vanity, abandon our egos, move towards collectivism and anonymity; in short, commit “career suicide” (Sharp 2010, p.52).

But would it really be so beneficial to scrap everything and start again – to admit that our lives up until this point had been “lost causes” (Zizek 2009b)? The emphasis of this essay is on the possibility of reconciliation. Therefore, it aims to explore what positive characteristics of ‘the careerist mentality’ that has driven us to take this individualistic path, we might be able to “salvage” (Williams 2009) and, in doing so, reconfigure to become a positive force that can help us put the plan into action all the more effectively: to take the necessary risks and make a stand for the ‘right’ ethical choice.

New Moral Code

Counter to Kant’s belief that the fields of ethical decision making (part of ‘practical reason’) and aesthetic decision making (part of ‘judgement’) be kept separate (Guyer 2004), it appears that the gravity of the situation we face means that these two spheres must begin to coincide. Indeed, in his final book Chaosmosis: An Ethico Aesthetic Paradigm, Felix Guattari argues for the culminating phase of art to be one in which it has an integral relationship with ethics (Guattari 2006). And so, the ethical implications of the ‘plan of action’ become difficult to ignore. Its focus on ‘tugging our attention away’ from our obsession with our own lives to reconnect with our “collective humanity” (Araeen 2009, p.679) is clearly a moral proposition, soliciting a shift from prudent self-interest towards more altruistic behaviour.

The conflict that emerges between the self-interest of ‘the careerist mentality’ and the apparently selfless altruism called for by several points of the ‘plan of action’ has long been the concern of moral philosophy. The recurring question being whether they can ever coexist or be reconciled. In her essay Altruism Versus Self-Interest: Sometimes a False Dichotomy, Neera Kapur Badhwar argues that in certain cases, where individuals display particular characteristics, reconciliation of these traditional polarities is possible (Badhwar 1993).

Badhwar’s essay is based on the analysis of extreme instances of altruism (in this case the behaviour of those who rescued / harboured Jews from the Nazis in the Second World War). What is interesting, and indeed relevant, is the way in which she demonstrates how these definitive acts of altruism are able to coexist with self-interested motivations. Her argument is based on an extension of the categories of self-interested motivation from “feeling virtuous, becoming famous, gaining wealth” (Badhwar 1993, p.101) – equate these to the artist’s extrinsic motivations “money, recognition, fame” (Abbing 2002, p.82) – to include “integrity and self-affirmation” (Badhwar 1993, p.101) – read the artist’s intrinsic motivations of “inner gratification or private satisfaction” (Abbing 2002, p.82). Even though she acknowledges that these altruistic acts were carried out with an “awareness of the risk, in the absence of expectations of material, social, or psychological rewards [and with] the spontaneity of their choice to help” (Badhwar 1993, p.96), she demonstrates that it was precisely because these individuals took the risk that they were able to satisfy the:

“fundamental human interest, the interest in shaping the world in light of one’s own values and affirming one’s identity.” (Badhwar 1993, p.107)

Furthermore, she unearths another peculiarity at the heart of the dichotomy of individualism / collectivism (Triandis 1995) which also becomes key to the possibility of reconciliation. The individuals that she studied were compelled to carry out these altruistic acts because they were able to perceive of themselves as part of the “collective humanity” (which Araeen demands we reconnect with) and so had a more developed capacity for empathy. But, moreover, that it was something inherent in their individualism that gave them the “confidence in the value of their mission, and their own capacities for carrying it out” (Badhwar 1993, p.100): to stand away from the crowd and to stand up for what they believed to be right.

Following Badhwar’s argument, it becomes possible to identify the first of the characteristics of ‘the careerist mentality’ we should aim to salvage. For it is our “flair, self-assurance, and… sense of audacity” (Abbing 2002, p.95) which we shall have to depend on in order to take the risk necessary to make a stand against the mainstream.

Clandestine Insurgence

What might it look like if we took the risk? What might we end up with if we followed the points in the ‘plan of action’ to the word? It is possible that rather than resulting in a radical new type of art practice, what would actually take place is a shift away from art and into the field of activism.

The Clandestine Insurgent Rebel Clown Army at the military recruitment center in Oakland, 2006
Image: The Clandestine Insurgent Rebel Clown Army at the military recruitment center in Oakland, 2006

The Clandestine Insurgent Rebel Clown Army (CIRCA) was formed in 2003, to mark the official state visit of George W Bush to London at the onset of the Iraq war. It aimed to bring together “the ancient practice of clowning and the more recent practice of nonviolent direct action” (CIRCA 2003) – staging a series of strategic protests as part of an ongoing offensive against the evils of ‘war’ and ‘capitalism’. Before the protests at the G8 Summit at Gleneagles in 2005, the Rebel Clown Army embarked on a national recruitment tour of the United Kingdom. Anyone and everyone was invited to join, the only stipulation being that Basic Rebel Clown Training (BRCT) was first undertaken.

Much like the ‘plan of action’, the BRCT process focuses on the individual’s emancipation – on “transformation” and “personal liberation” from the dominant hegemony (CIRCA 2003). This internal reprogramming enables clownbatants, as they are known, to shut off their previous assumptions about hierarchical power structures and to step back and see the world with fresh eyes. From this new perspective the absurdity of a situation in which a line of protesters face-up against a line of police, becomes apparent. Beyond the signifiers of each others’ uniforms, Ranciere’s notion of the omnipresence of equality becomes evident (Ranciere 2007) and play and humour then perhaps do seem the natural human responses. Against the forward planning tactics of a traditional army (and indeed the career-minded artist) CIRCA’s emphasis is on spontaneity: “because the key to insurgency is brilliant improvisation, not perfect blueprints” (CIRCA 2003).

In a uniform which combines camo and greasepaint, clownbatants (as Point 5. suggests) ‘reject ego and embrace anonymity’ and so their inhibitions and embarrassment become irrelevant. So much more becomes possible without the worry of how they are perceived, of how others will judge them. Their individual subjectivities come together as a collective force of resistance. Their creativity exists in a space beyond the system of capital and they are utilising it to actively fight back.

The founders of the Rebel Clown Army were so aware of the importance of creativity in the process of resistance and of the potential for an evolution between art and activism, that they later set up the Laboratory of Insurrectionary Imagination (Lab of ii) as “a space to bring artists and activists together” (Harvie et al. 2005, p.249). The idea was to enable situations where they could work together and transfer skills – cultivating confidence in their “creative capacity as [a] fundamental tool for social change” (Lab of ii 2005). Functioning across the public realm, art world institutions and sites of traditional protest, the Lab of ii manages to successfully infiltrate and subvert different aspects of the hegemony. Most recently at Tate Modern in London, where under the banner of Disobedience Makes History – a two-day workshop on “art-activism” – they deliberately disobeyed the curator’s orders, encouraging participants to aim public attacks relating to the climate crises directly at the museum’s sponsors BP (Jordan 2010, p.35).

To read Part 4 of this article visit this link:  http://www.furtherfield.org/articles/trajectories-how-reconcile-careerist-mentality-our-impending-doom-part-44

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References:

Araeen, R., 2009. Ecoaesthetics: A Manifesto for the Twenty-First Century. Third Text, 23(5), 679-84.

Araeen, R. & Appignanesi, R., 2009. Art: A Vision of the Future. Third Text, 23(5), 499-502.

Badhwar, N.K., 1993. Altruism Versus Self-Interest: Sometimes a False Dichotomy. In Altruism. Cambridge: Cambridge University Press, pp. 90-117.

Bey, H., 1994. Immediatism, Oakland, California: AK Press.

Blackburn, S., 2009. Do we need a new morality for the 21st century? The Guardian Culture Podcast. Available at: www.guardian.co.uk/culture/audio/2009/nov/02/cambridge-festival-of-ideas.

CIRCA, 2003. About the Army. Clandestine Insurgent Rebel Clown Army website. Available at: www.clownarmy.org/about/about.html [Accessed April 25, 2010].

Curtis, A., 2002. The Century of the Self, BBC 4.

Crisp, Q., 1996. The Naked Civil Servant, London: Flamingo.

Fisher, M., 2006. Reflexive Impotence. k-punk blog. Available at: k-punk.abstractdynamics.org/archives/007656.html [Accessed April 25, 2010].

Fisher, M., 2009. Capitalist Realism: Is There No Alternative?, Ropley, Hampshire: 0 Books.

Guattari, F., 2006. Chaosmosis: An Ethico Aesthetic Paradigm. In Participation. London / Cambridge, Mass.: Whitechapel / MIT Press.

Guyer, P., 2004. Immanuel Kant. In E. Craig, ed. Routledge Encyclopedia of Philosophy. London: Routledge.

Hajek, A., 2008. Pascal’s Wager. The Stanford Encyclopedia of Philosophy. Available at: plato.stanford.edu/archives/fall2008/entries/pascal-wager [Accessed May 3, 2010].

Harvie, D. et al. eds., 2005. Shut Them Down!, Leeds / New York: Dissent! / Autonomedia.

Jordan, J., 2010. On refusing to pretend to do politics in a museum. Art Monthly, (334), 35.

Kingsnorth, P. & Hine, D., 2009. Uncivilisation: The Dark Mountain Manifesto. Available at: www.dark-mountain.net/about-2/the-manifesto.

Lab of ii, 2005. About Us. The Laboratory of Insurrectionary Imagination website. Available at: www.labofii.net/about [Accessed April 25, 2010].

Mouffe, C., 2007. Artistic Activism and Agonistic Spaces. Art & Research, 1(2). Available at: www.artandresearch.org.uk/v1n2/mouffe.html [Accessed April 25, 2010].

Ranciere, J., 2007. Hatred of Democracy, London: Verso.

Sharp, C., 2010. Career Suicide. Art Review, (40), 52-4.

The Invisible Committee, 2009. The Coming Insurrection, Los Angeles / Cambridge, Mass.: Semiotext(e).

Triandis, H., 1995. Individualism and Collectivism, Boulder, Colorado: Westview Press.

Vonnegut, K., 2003. Knowing What’s Nice. In These Times. Available at: www.inthesetimes.com/article/knowing_whats_nice [Accessed April 25, 2010].

Williams, E.C., 2009. Putting the punk back in salvage (where it was not to begin with). Socialism and/or Barbarism blog. Available at: socialismandorbarbarism.blogspot.com/2009/08/putting-punk-back-in-salvage-where-it.html [Accessed May 4, 2010].

Zizek, S., 2009a. First As Tragedy, Then As Farce, London: Verso.

Zizek, S., 2009b. In Defense of Lost Causes, London: Verso.

Trajectories: How to Reconcile the Careerist Mentality with Our Impending Doom. Part 4/4

To read Part 1 of this article visit this link:
http://www.furtherfield.org/articles/trajectories-how-reconcile-careerist-mentality-our-impending-doom-part-14

To read Part 2 of this article visit this link: http://www.furtherfield.org/articles/trajectories-how-reconcile-careerist-mentality-our-impending-doom-part-24

To read Part 3 of this article visit this link: http://www.furtherfield.org/articles/trajectories-how-reconcile-careerist-mentality-our-impending-doom-part-34

Alternative Knowledge

Returning to Badhwar’s essay, it is important to note the impulsive and/or compulsive nature of the acts of altruism that she studied – “the spontaneity of their choice to help” (Badhwar 1993, p.96). She observes that:

“Those who acted spontaneously, then, acted with a sense that they had no alternative but to help, and that, under the circumstances, helping was nothing special… [Their actions were] a spontaneous manifestation of “deep-seated dispositions which form one’s central identity” or character.” (Badhwar 1993, p.97)

Of course, impulsion and / or compulsion are not the sorts of qualities which can be taught or learnt. As is suggested, you really have to believe in what you are doing in order to act instinctively – in a way which is not premeditated or over-deterministic. In this sense you cannot simply follow a ‘plan’ to be altruistic as this is in its essence self-defeating. It is, however, possible to develop one’s “character” or “identity”, so that we do begin to notice when things are wrong or unjust and we really do feel compelled to act to change them. This is done through periods of self-reflection but also, more importantly, by acquiring knowledge.

What Would it Mean to Win, 2008, focuses on the counter-globalisaton protests at the G8 Summit in Heiligendamm in Germany
Image: What Would it Mean to Win, 2008

Oliver Ressler uses his research-based practice as a way of not only acquiring knowledge for himself, but of disseminating it to others – via video, installation and public realm contexts. His 2008 film What Would It Mean To Win? in collaboration with Zanny Begg focuses on the counter-globalisation protests at the G8 Summit in Heiligendamm in Germany in 2007. The documentary sections of which probe members of resistance movements to consider just what form society might take if they were to ‘win’ what they have been fighting for. His creation of a bank of knowledge about social alternatives is extended in Alternative Economics, Alternative Societies – a documentary, installation and billboard project which presents ideas and proposals for alternative economic and societal models, which all use the rejection of the system of capital as a starting point (Ressler 2007). The research from this project was published as a book in 2007.

Ressler’s book can be seen as a companion to that of art collective Superflex who in 2006 initiated and published Self-organisation / Counter-economic Strategies. As a “toolbox of ideas”, the book puts forward a series of proposals for self-organised models of social and economic systems that also aim to offer an alternative to capitalism (Bradley et al. 2006). Both books aim to spark debate about the negative effects of our current social order and (as Point 2. suggests) ‘to revivify the belief that ‘an alternative’ is possible’.

Installation Alternative Economics
Image: Installation Alternative Economics, Alternative Societies, 2003 – 2008

What is interesting is that the more we learn about the connections between capitalism and environmental catastrophe – the more self-reflection we undertake – the more ‘responsibility’ we inherit. In his famous essay exploring the moral differences between active and passive action Killing and Starving to Death, James Rachels illuminates this notion:

“There is a curious sense, then, in which moral reflection can transform decent people into indecent ones: for if a person thinks things through and realises that he is, morally speaking [in the wrong]… his continued indifference is more blameworthy than before.” (Rachels 2006, p.73)

And so the self-reflexive artist enters into a spiral. The more knowledge that they research and acquire – the more their conscience is likely to compel them to act. The question then becomes whether art is the most efficient way of effecting real change.

Practical Solutions

According to Artur Zmijewski, his recent work Democracies – a series of documentary clips depicting different protest movements from around the world – is not art. “Art”, according to Zmijewski, “is too weak to present political demand” (Prince 2009, p.6). Artists have in the past reached a similar conclusion – turning to existing political systems as a more direct means of effecting change. In 1980 Joseph Beuys was instrumental in setting up the Green Party in Germany, running as its candidate for the European Parliament, and, in 1988 Maria Thereza Alves co-founded the Green Party in Brazil. In a recent lecture Alves points out that it becomes the role of the artist to “judge in each situation whether art or politics provides a better solution” (Alves 2010).

Demonstration in Warsow, Artur Zmijewski
Image: Demonstration in Warsow, Artur Zmijewski, Democracies, 2009

As well as proposing theoretical solutions in book form, Superflex have also attempted to find practical solutions to real life problems in Africa. Although falling under the umbrella of their artistic practice, these projects seem more akin to the sort of thing you might expect to see being pioneered by a charity or a development agency. In 1996-7 they worked with engineers to develop the Supergas system, which is capable of turning compostable waste in the form of human / animal dung into “sufficient gas for the cooking and lighting needs of an African family”, thereby allowing them to “achieve self-sufficiency in energy” (Superflex 1997). The realisation of the Supergas system seems to epitomise the marriage between creative thinking and functionality which Araeen calls for by presenting the example of the desalination plant. What is interesting about this project, and indeed Beuys’ and Alves’ involvement in Green politics, is how it shifts our perception of the role of the artist when viewed as an important component part of a wider practice…

Diagram of Superplex's Supergas System
Image: Diagram of Superplex’s Supergas System

Multi-Pronged Approach

It has been suggested that the most successful campaigning bodies, such as Greenpeace, function “through multi-pronged channels of official, semi-official and illicit activity to negotiate specific ends” (Perry 2010, p.8). They operate under several different ‘hats’ – as a registered charity for raising funds (sometimes even stooping so low as to employ the cynical marketing strategies of the ‘charity-mugger’ on the street) and, at once, as a band of renegade activists aboard the Rainbow Warrior causing real disruption to cruel and exploitative practices and playing tactical media games. They demonstrate a “positive disengagement” (Fisher 2006) from the mainstream, coupled with a savvy co-option of the system, where it clearly presents itself as a more productive solution.

It is possible that the new model for a ‘reconciled artistic practice’ could take a similar form, where the artist (or preferably the collective of artists) balances a variety of activities across different fields. Described as “a group of freelance artist-designer-activists committed to social and economic change” (Myers 2007), Superflex do not ‘abandon’ the art world altogether and, in addition to the projects described above, they continue to work on commissions for its major institutions. For example, in 2009 they made a series of short films The Financial Crisis (Session I-V) for the art market’s number one annual trade fair – Frieze. Like the Lab of ii and following in a long lineage of institutional critique, Superflex appear to understand the benefits of being able to use the system by infiltrating it, criticising and beginning to change it from within.

In now seems evident that our success at adapting to this multi-pronged mode of operation, which straddles real political action, activism and art world insider jobs, depends on our flexibility in approaching different tasks – our ability to wear these different ‘hats’ with conviction and our adeptness at switching between roles. So here it becomes possible to identify the second of the characteristics of neoliberalism which we might aim to salvage. For it is “the very hallmarks of management in a post-Fordist, Control society” – our ‘flexibility’, ‘nomadism’ and ‘spontaneity'” (Fisher 2009, p.28) which we must now begin utilise, as well as our ability to cope with and adapt to change. Both very useful skills to have as the temperatures begin to rise and the food stocks begin to run low.

The Financial Crisis
Image: The Financial Crisis, Superflex, 2009

The final characteristic particular to the career-minded artist, which we must aim to reconfigure as central to our new roles in the twenty-first century, is our work-ethic, which results from our comparatively high levels of intrinsic motivation (Abbing 2002, p.82). The acceleration of work rates is something which has developed across the board under neoliberalism to the extent that we are now “bound” to our work in an “anxious embrace”…

“Managers, scientists, lobbyists, researchers, programmers, developers, consultants and engineers, literally never stop working. Even their sex lives serve to augment productivity.” (The Invisible Committee 2009, p.47)

However, it is the artist’s ability and willingness to work twenty-four-seven often in situations completely removed from wage-labour relations, that makes us ‘exceptional’ (Abbing 2002) and offers the potential, even, to act as a paradigm for a general approach to work in a world beyond capital. For it is this position of “radical autonomy” which presents the opportunity for “real education of our socialised senses and human potentials that releases development in all directions” (Ray 2009, p.546). We continue, over the course of our lives, to relentlessly acquire knowledge, self-reflect and develop, adapt, evolve and act – not for money, but because something inside us – something inherent in our ‘character’ – compels us to. If we could only succeed in “freeing” a small fraction of this exceptional motivation “from the self-destructive narcissist ego” (Araeen 2009, p.683) and releasing it in a more selfless and functional direction, it could still be a hugely positive force for change.

A Reconciled Practice

Following Aristotle’s classic assertion that moral excellence is found in a person’s rational capacity to choose the mean between extremes (Mautner 2005, p.43), the introduction to the Cambridge reader on Altruism, in which Badhwar’s essay is published, suggests that:

“The most challenging task of a moral theory is to strike a balance between the weight we give to our own interest and the weight we give to those of others. A theory that directs us to give too much to others is as deficient as one that directs us to give too little.” (Paul et al. 1993, p.ix)

And, so it seems that ‘a reconciled practice’ will also, to a certain extent, be about compromise. It will be about attempting to ‘strike a balance’ between the time we invest in each of the various facets of our activity – direct political action or more conventional art world activity – and about how we best use our judgement as to when to focus on one thing over another. If we can achieve this equilibrium in our ‘multi-pronged approach’ to practice, and indeed in our lives in general, then this is perhaps also where we will find our “private satisfaction” (Abbing 2002, p.82): our happiness.

Our Fully Functional Role

In a recent interview Ranciere reminds us “that there are certain situations where only reality can be taken into account – there is no room for fiction” (Charlesworth 2010, p.75). What this suggests is that perhaps the balance between the ‘selfish’ and ‘selfless’ activity which artists undertake will only really begin to shift when we are directly confronted with the realities of climate change. As James Lovelock suggests it may well take until the point of real global disaster – such as an event on the scale of the Pine Island glacier breaking off into the ocean causing tsunamis and an immediate and permanent sea rise of two metres (Hickman 2010, p.12) – until we are, through absolute necessity, able to totally reconfigure our motivations. Perhaps only when we do come face-to-face with this “worst kind of encounter with reality” (Kingsnorth & Hine 2009, p.11) will we, as artists, be able to assume our fully functional role in society.

When Franny Armstrong, founder of the 10:10 Campaign, says “if you’re not fighting climate change or improving the world, then you’re wasting your life” (Armstrong 2009a, p.8), she is essentially reinforcing the ‘wager’ set out in our ‘plan of action’. However the future pans out, do you really want to look back on this pivotal moment in the history of our species and say ‘I did nothing’, ‘I did not make a stand’, or do you want to be able to say the opposite and to retain what should be our most commanding of all human motivations – our integrity.

——-

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Decode: Digital Design Sensations at V&A

Decode: Digital Design Sensations
The Victoria and Albert museum, London
8 December 2009 – 11 April 2010

Decode: Digital Design Sensations at the Victoria and Albert Museum (V&A) brings the state of the art in art computing to a venerable cultural institution. Everything from the posters and banners around town to the hoardings on the entrance to the gallery containing the show makes it clear that Decode is a serious cultural event. It’s a spectacle, a dark space alongside the well-lit galleries of the V&A, drawing you in with points of light and distant sounds. The crowds are reassuring for the popularity of art computing yet disconcerting for the experience of the art at times.

Don’t forget to ask for a catalogue as you hand over your ticket on the way in. The sponsor’s foreword should raise a smile to anyone familiar with the software industry, but the introductory essay (which only occasionally becomes the latest casualty of the confusion that the word “open” shows), the details of works in the show and the interviews with Golan Levin and Daniel Rozin are all very informative. The catalogue also draws attention to Karsten Schmidt’s specially commissioned graphic identity for the show, which can be downloaded and modified as Free Software.

The show is divided into three sections. Generative art, data visualisation, and interactive multimedia (or, as the catalogue puts it – Code, Network and Interactivity).

Everyone Forever, Matt Pyke, 2006
Everyone Forever, Matt Pyke, 2006

The generative artworks suffer in comparison to the other pieces by being mostly small-scale screen based pieces. However appealing the images are on the screen (and they are) they cannot compete with the projections and three dimensional installations of the other sections. With the exception of an interactive version of the video to Radiohead’s House of Cards by James Frost and Aaron Koblin, the work does not refer to the human figure or to the viewer, another feature of many of the most popular pieces in the other sections. And apart from Matt Pyke’s typographic totem pole, my other favourite piece of the section, the work is calm. Beautiful, but calm. It would reward prolonged contemplation in a quieter environment and might benefit from presentation on a larger scale to better bring out its aesthetic qualities. But this is not that environment, and that presentation is not given to the work here.

Sensity, Stanza, 2009
Sensity, Stanza, 2009

The data visualisation section has more projections and custom hardware, and also has more human interest. The emotion of We Feel Fine by Jonathan Harris and Sep Kamvar, the surveillance state expose of Stanza’s Sensity, CCTV assemblages, Make-Out, the porn-inspired kissing figures of Rafael Lozano-Hemmer and the social data visualizations of Social Collider by Sascha Pohflepp & Karsten Schmidt are sometimes less visually sophisticated than some of the generative pieces, but address current social and technological developments more directly. The world wide web is twenty years old, it has drawn in the mass media and media feeds from the real world, and many of its users produce and encounter gigabytes of data over time. Representing and exploring that technological and cultural environment is something that art can do and that art is particulalry well placed to do given the importance of the aesthetics of interfacing and visualisation to the contemporary web.

Weave Mirror, Daniel Rozin, 2007
Weave Mirror, Daniel Rozin, 2007

The interactive multimedia section contained the real crowd pleasers of the show, although some of the pieces had “out of order” notices on them when I visited. Yoke’s virtual reality Dandelion Clock controlled by a hairdryer, Ross Phillips’s Videogrid, a physically interactive group portrait and Daniel Rozin’s Weave Mirror, a cybernetic sculpture-cum-display-screen. They all give their audience an aesthetic experience that briefly changes their relationship to the world, and in some cases shows them themselves in that new relationship. Interactive multimedia installation is clearly due a resurgence.

The V&A have presented Decode as a design show. I was struck by this framing of the work when I visited the show, and most of the people I have spoken to about the show since have commented on it as well. Many of the participants are graphic designers or work in design as well as art and education, but much of the work would be poorly served by being regarded as design rather than as art. It is not advertising, or presentation of anything other than itself for the most part. Where the work is information design, the information has been chosen by the designer. That said the art computing MA I attended as a student had to be called a “design” course to get funding, so possibly this is a constant. And the V&A have done a great job of presenting the work and letting it speak for itself to the visiting crowds.

This isn’t quite Cybernetic Serendipity 2.0. It excludes the conceptually and performatively, rougher edges of contemporary art computing. But these exclusions are largely practical; there is no livecoding and there are no email or self-contained web browser-based works. Some of the work is strikingly but subtly political in its representation of current social and political trends such as surveillance, online pornography and the death of privacy.

The V&A have done the conventional artworld and the general public a great service by presenting Decode. The show contains enough big and up-and-coming names in art computing and digital design to provide a convincing if necessarily incomplete survey of the contemporary scene. Decode also serves an important role for artists and students with an interest in or a stake in art computing by focussing attention on what others have achieved that can be built on.

Decode shows the achievements of the personal computing and web eras of art computing becoming established with and recognized by the broader arts establishment. The danger is that the story will finish triumphally here. Processing has become the new Shockwave, and particle systems and shape grammars are not enough in themselves for long without an accompanying progressive and deeper deeper engagement with the aesthetics and history of art, technology, wider society, or all three. Art computing is not immune to technical and aethetic conservatism. To avoid this I think that it needs to intensify, to become more like itself; to become more beautiful, to tackle larger datasets, to become more interactive. In other words, it needs to build on the achievements gathered together and presented here.

http://www.vam.ac.uk/exhibitions/future_exhibs/Decode/

The text of this review is licenced under the Creative Commons BY-SA 3.0 Licence.

HTML Color Codes

Curated by Carolyn Kane for Rhizome September, 2009.

#60605 plus #20101 does not equal black, but it looks like it to me. And despite Newton’s insistence, a rainbow is never made from seven colours in neat lines, nor can I see millions of colours on my calibrated monitor. It is more likely that each day I engage with the screen as a greenish-blue glow infused with hits of magenta. Or as it is today: a summer grey of sea fog glimpsed through the rain. Is that a colour? Carolyn Kane curated HTML Color Codes in order to ask these questions of the relationship between colour, code, and subjectivity. Tracing a carefully structured path through twelve artworks Kane seeks to examine whether artists working with the Internet are limited to a ‘ready-made’ colour palette. Asking if digital colours reflect the programming languages that have been adopted, Kane considers whether the Internet adds its own rules for colour through the adoption of the hexadecimal system of colour values. Does the language determine the content?

20090419.html, HTML, 470 x 340 by Chris Ashley (2009)
Untitled, 20090419.html, HTML, 470 x 340 by Chris Ashley (2009)

The answer is, not quite. It all depends on where and how the viewer approaches the screen. Rather than trying to be paintings these works engage with the materiality of digital colour and the manipulation of a different kind of flat predetermined surface – the screen. Chris Ashley gives us rectangles within rectangles, Dlsan manipulates circles within circles, and Michael Atavar offers the blue screen of an empty window with text written as if in the condensation of a cold morning. It is the noise of the digital image embraced by the inadequacy of a gif representation of a treasure heap of digital gold in Jacob Broms Engblom’s “Gold”, or the absence of any controlling frame in Owen Plotkin’s “Firelight” and the flickering spaces nested within and alongside one another in Rafael Rozendaal’s “RGB” that suggest different rules for the digital image. In these latter works the illusion of immediacy raises a spectre of some kind of phenomenological directness.

thethingasitis TM by Michael Atavar (2001)
thethingasitis TM by Michael Atavar (2001)

Twentieth century colour field painting was never a single set of experiments yet it carried within it a set of cultural and formal presuppositions. The digital colour field has its own baggage set. It is inbetween: inbetween code and software, browser and window, network and bandwith. More often than not the experience of the digital colour field is the result of an image within an image or a screen within a screen. Despite its origins in hexadecimal notation digital colour is not a ready-made, but an experience and a process of light and interaction. Anyone who has attempted to capture or translate a colour between screens knows that accidents occur. Noah Venezia’s “The Rainbow Website” suggests that a kind of synaesthesia can be experienced through the screen, that colour exceeds the values assigned to it. Andrew Venell’s “Color Field Television” mimics the flicker of experimental film from the 1970s. Perception becomes a process of seeing the colours inbetween, the work turns back on itself mirrored within a screen. Structural film experiments were about exploring more than perception they too turned back to the medium. Morgan Rush Jones gets even closer with the phased colour space of “Number of ManufacturingIndustriesbyNumberof Product ClassesinanIndustry”. The work is simultaneously overloaded with image and abstracted from it. There is a strange congruence reflected here: in their formality these works do not push new experimental boundaries but reflect older ones.

Colors Combination Tool by dlsan (2002)
Colors Combination Tool by dlsan (2002)

Michael Demers explicitly engages the materiality of the digital medium by establishing a series of systems within which abstraction can occur. Sampling Morris Louis’s oil painting “Where” from 1960, Demers generates a sequence of flat colour planes (windows) from left to right that disappear as quickly as they appear. The drip and movement of Louis’s work is rendered temporal. Brian Piana’s “Elsworth Kelly Hacked my Twitter” also addresses the temporality of the digital. Real-time data orders the compositional frame in a direct chronological sequence. Each square is a representation of an invisible network. Manipulation of the scale, size and shape of the frame is left to the viewer. For me it is Elna Frederick’s “@ = landscape” that allows an interactive experience of the subjective dimension of colour that is specific to the digital. The click of a mouse becomes the experience of putting a finger into a stream of water and disturbing the flow. It is not necessarily the colour that makes the rain but the movement and the belief instilled in us from Super Mario that onscreen fluffy white blobs potentially contain rain. There is a cool sensuousness to the trickle of pixels as it becomes water and when left alone returns to simply being yet another onscreen blue.

Gold by Jacob Broms Engblom (2009)
Gold by Jacob Broms Engblom (2009)

There is a risk of over determination in this show, the kind of visual parity that results from too many works looking at the same thing and becoming somewhat redundant. It is the quiet spaces between the works, the mutable changing structures of the blue screen that resist this limitation. As long as bandwidth remains with us, and the links stay live, these works are infinite and through their repetition we experience an abyss of generated colour and code. These are predominately forms consisting of colour alone, and surprisingly, that is enough. This is how the medium of digital colour should be approached. There is no translucency, but there is an unlimited interplay of substitutions.

Color Field Painting ("Where," after Morris Louis), Browser Windows by Michael Demers (2009)
Color Field Painting (“Where,” after Morris Louis), Browser Windows by Michael Demers (2009)

Digital Pioneers

Digital Pioneers
Victoria And Albert Museum
7 December 2009 – 25 April 2010

(Illustration – Herbert W. Franke, Squares (Quadrate), screenprint, 1969/70)

Digital Pioneers is a deceptively modest exhibition hidden away in two rooms upstairs at the Victoria and Albert Museum. It contains some of the earliest examples of art produced using electronic devices and computing machinery along with some creative later work.

The bulk of the art in the show was produced between the 1950s and the 1970s. This means that it was produced or recorded as photographs from cathode ray tubes or as print-outs from teletypes and pen plotters. Some of this work will be familiar to students of the history of art computing through reproductions but as with most art reproductions do not tell the whole story.

Seeing the actual work itself is as important for art made using the paraphernalia of early digital computing as it is for art made with linseed oil and cotton duck. What Digital Pioneers drives home is just how deeply and intentionally involved early computer artists were in manipulating the aesthetically limited but socially and ideologically key technology of computing machinery. This leaves both social art historians and code aesthetes with some explaining to do, or at least some catching up.

Ben Laposky, Oscillon 520, 1960
Ben Laposky, Oscillon 520, 1960

The show starts in the 1950s with the algorithmic and electronic but non-digital and non-computational photographs of oscilloscope patterns by Ben Laposky and screen-prints of photographs by Herbert W. Franke. Most of the works included in the show are prints of one kind or another, and these are no exception. They record the movement of a beam of light on a cathode ray tube as other prints in the show record the movement of a plotter pen or a laser in a laser printer.

If Constructivism was socially realistic for revolutionary Russia then these works are socially realistic against the backdrop of NATO’s military-industrial-educational complex. They turn the technology of that culture back on itself, using it not to produce weapons or market products but to produce aesthetics. This reclaims a space for perception and contemplation that is not simply militarily or economically exploited. The obsessively quantitative managerial culture of spreadsheets and inventories yields uncomfortably to the qualitative culture of aesthetics, productively so. These strategies continue through the show. Technology is pushed beyond its intended uses to address cultural tasks.

Many of the prints in the show have a similar number of stages of production to Franke’s process of screen, then photograph, then silkscreen prints. His later plotter-drawn work is also screen printed, as are Klee-inspired generative images by Frieder Nake, and Charles Csuri’s random montage of flies. I don’t know what to make of this. It feels like something should have been lost in the move from an original to a print but plotter drawings aren’t particularly originals, being already representations of data structures in the computer’s memory.

Csuri's lithograph of randomly placed vector outlines of toy soldiers was produced in 1967 during the Vietnam War, a war that ran as long as it did in no small part due to game theory and computer simulation.
Charles Csuri, Random War, 1967, detail

Csuri’s lithograph of randomly placed vector outlines of toy soldiers was produced in 1967 during the Vietnam War, a war that ran as long as it did in no small part due to game theory and computer simulation. There are two armies, one plotted in red and one plotted in black. They meet and presumably battle inevitably but only by chance. There’s more of the outside world in art computing than is often assumed.

William Fetter’s wonderful three dimensional vector images of human figures produced for the aircraft manufacturer Boeing, a lithograph from the Cybernetic Serendipity show of 1968, also deal with the human figure within the military-industrial complex. We should not be confused about the status of such images as art by the use and funding of computer graphics by corporations any more than we should be confused about the status of painting as art by the use and funding of oil painting by the Catholic church.

Ken Knowlton’s cheeky nudes and other typographic images of the 1960s and 1980s are an effective escape or release from the constraints of corporate information culture. I’d seen them many times in reproduction but again they are much richer visually as prints.

Paul Brown, Untitled, Computer Assisted Drawing, 1975, detail
Paul Brown, Untitled, Computer Assisted Drawing, 1975, detail

More detailed systems-based patterns emerge in the 1970s in the work of artists such as Manfred Mohr, Paul Brown, and Vera Molnar. This era that epitomises the approach of rule based serendipity so beloved of later Generative artists. These images are pleasurable to look at but also contain visual or psychological complexity. They also continues to push the performance of computer systems outside of their intended use cases.

By the late 1980s the technical achievements of computerised mass media were exceeding those of art computing. Pen plotters, where they were still used, were no rival to laser printers. Rendered images had to compete with the earliest rumblings of Pixar and Adobe. The increasing availability of digitally designed fashion and entertainment meant that far from being the exception, digital elements in the lived visual environment were becoming the rule.

The reactions to this that art computing in general have made are the subject of the Decode show that is also running at the V&A. Digital Pioneers instead follows the printmaking thread of art computing into the present day where artists such as Roman Verostko, Mark Wilson and Paul Brown have continued with the systems art all-overness of print-based art computing.

To continue in this way marks such work out as something different from the all-pervasive presence of digital imagery in the visual environment. The work has to look different from graphic design and new media rather than from CAD plots or teletype reports, and it does. These works remind us of the history and of the wiring under the board of digital culture. They successfully resist any attempt to reduce them to digital mass media images comparable to the output of the design software that they exist in the same era as.

This switch away from early adoption is necessary to maintain a figure/ground relationship (or a critical distance, or a constructive difference) between the general level of technology in society and the level of technology in art computing. It is not the only solution to this problem, as the Decode show demonstrates, but it is not a retreat.

Cohen made in using computers to rigorously explore how art and images are created and function.
Harold Cohen’s AARON, 030508, 2003

As a long time fan of Harold Cohen, I found the show’s inclusion of computer generated works from his very earliest 1960s felt-tip-on-teletype-print experiments with generating figure and ground relationships computationally to a recent large-scale full-colour inkjet abstract was a real treat. Plotter drawings of abstract shapes from the 1970s and of human and plant forms from the 1980s show the progress that Cohen made in using computers to rigorously explore how art and images are created and function. Being able to study this work close-up reveals details such as debugging information in the teletype prints and the operation of the collision-detection algorithm in the 1980s images. And it provides the pleasure of seeing detailed, well-composed drawings.

This is a recurring experience in Digital Pioneers. Despite the uniformly dismissive attitude of both popular and academic criticism towards art computing the fact is that when you actually see the work in the flesh it rewards sustained attention. Not as historical or technical curiosities, but as images with cultural and aesthetic content and resonance. To ignore this and to continue to claim that this art is less than the sum of its parts would ironically be to fall prey to a particularly extreme attitude of technological determinism.

The show also contains displays of ephemera including magazines and books such as back issues of the Computer Arts Society’s “PAGE” and William Gibson’s supposedly self-erasing story on a floppy disk “Agrippa”. I’d not seen an actual copy of “Agrippa” before. PAGE back-issues are available online, but their presence here flags an important point.

The revived Computer Arts Society has been key in promoting and deepening understanding of the history of art computing in the UK. The Digital Pioneers show and its excellent accompanying book are a good example of how CAS’s project has spread out into more traditional cultural institutions, and many of the images and exhibits in the show come from the archives that CAS has donated to the V&A.

by Honor Beddard and Douglas Dodds, V & A Publishing, 2009 serves as a catalogue for the show .

The “Digital Pioneers” book (by Honor Beddard and Douglas Dodds, V & A Publishing, 2009) serves as a catalogue for the show . It contains an informative introductory essay and printed images of many of the works on display as well as a CD-ROM with 200dpi scans of them. These scans are high-resolution enough to be able to examine the images in some detail, although they are no substitute for seeing the images in the gallery. A slightly excessive copyright licencing notice is the only indication that the book has in fact been produced as one in a series of pattern books from the V&A. It’s a must-have if you enjoy the show or have any interest in early art computing.

Digital Pioneers is an opportunity to really look at the work of early computer artists and to evaluate that work directly rather than through the medium of poor reproductions or through the fog of received critical opinion. As a slice of artistic history that just so happens to have been produced on computer it contains much to reward both the eye and the mind.

Digital Pioneers at the V&A

Digital Pioneers book

PAGE Back Issues

Update: Two recently published books provide more extensive background to the period covered by the show, making the history of this fascinating era available to current practitioners –

White Heat, Cold Logic: British Computer Art 1960-1980‘ edited by Charlie Gere et al covers the history of British computer art and the Computer Arts Society.

A Computer in the Art Room by Catherine Mason describes the relationship between British art schools and computing (which is how I became interested in this area in the first place).

The text of this review is licenced under the Creative Commons BY-SA 3.0 Licence.

Mark Napier’s Venus 2.0

Mark Napier’s Venus 2.0
Angela Ferraiolo
February 5, 2010

“Now that I’m done’ I find the artwork disturbing. It freaks me out. Maybe I’ll do landscapes for a while to detox.” — Mark Napier

Artist Mark Napier, well-known for the net classics Shredder, Riot, and Digital Landfill, recently exhibited his latest work Venus 2.0 at the DAM Gallery in Berlin. A sort of portrait via data collection Venus 2.0 uses a software program to cross the web and collect various images of the American television star Pamela Anderson. These images are then broken up, sorted by body parts put back together and — as this inventory of fragments cycles onscreen, a leg, a leg another leg — the progressive offset of each rendering of Anderson’s head, arms, and torso makes her reconstructed figure twist, turn and jerk like a puppet. It’s odd looking. Even her creator is a little afraid of her:

“I have to say’ if I ever meet Pamela Anderson in real life I think I’ll completely freak out and run away. I don’t think I could have a conversation with the woman after this project … I started with a sympathetic view of the actual Pamela Anderson. She is part of the spectacle of sexuality in contemporary media. She’s caught in that ‘desiring machine’ as much as any other human’ probably even more so. She has surgically modified her body in order to have greater leverage in the media. Does this put her in control? I think not.”

Pam Standing

Napier’s project doesn’t answer or intend to answer the question of who is in control either, but it plays with the possibilities. Although I wasn’t able to see the portrait at its exhibition. I did track down part of the series Pam Standing at a private location here in New York. Napier has also posted video excerpts of the work online. Unfortunately, these still images and clips are a bit too static to really do the piece justice. If you get to see the real thing and if you look for a while, you’ll see what I mean. Venus 2.0 is an amazing jigsaw puzzle, a deceptive surface of shifting layers – part painting and part search result.

The effect is translucent, lyrical, mathematic and creepy. When I implied that it must have taken an awful lot of precision and calculation to get something like this to come together, Napier insisted that focusing on the technology behind Venus 2.0, its algorithm, or even on the unique materiality of networked art in general, is a way of missing the point. The way he relates to Venus 2.0 is through the painter’s hand. What counts is not the data feed, but who were are, what we want and how we behave:

“The artwork is a riff on sexuality as an elaborate hoax played by a precocious molecule that builds insanely complex sculptures out of protein, aka, meat puppets or more simply, ‘us’. These animate shells follow a script that’s written and refined over the past half billion years. And that script is in a nutshell: 1) survive 2) reproduce 3) goto #1. So sexual attraction is the carrot to DNA’s stick. Attraction is part of the machine. In art history this appears as the tradition of Venus. And more recently: Duchamp’s ‘Bride’. Magritte’s ‘Assasin’. Warhol’s ‘Marilyn’. The focus of digital art is still the human being. Don’t be distracted by the gadgets.”

Venus 2.0

Hi-tech or not, new media artists are by now well-practiced in the technique of unraveling a familiar image to expose an occluded, yet equally valid identity. In Distorted Barbie, Napier relied on a repeated process of digital degradation to blur both the literal and conceptual fiction of the Mattel franchise. Another early project stolen, took the female body apart, presenting attraction as database. Years later these kind of approaches, pixel manipulations and indexing without comment, as well as parsing and remixing have become a sort of standard operating procedure in new media. So much so that as technique becomes more well-known and more accessible, it can be hard to tell one work from another or one artist from the next. With this in mind’ it seems important to note that in the case of Venus 2.0 it is not so much a choice of subject or an organizational scheme that guarantees the final effect, but the manner in which Napier investigates the image and the ways in which Napier illustrates and manipulates both the visual elements of portraiture and his relationship to the figure involved.

Napier builds and destructs, assembles and tears apart, but in doing so tries his best to keep us focused on these activities as processes. At times Pam’s contortions are allowed to expose the wireframe which allegedly guides her construction and at certain key points on the interface, there is also a steady stream of vector coordinates to embody the idea of data. But Napier makes less of technology than another artist might by effacing what some would tend to elaborate on, in order to draw our attention elsewhere – usually towards evolution, gradation and the ways in which images evolve, and by extension the ideas that inspire those images which reflect how unstable elements are, even treacherous:

“I work at probabilities: what is the likelihood that the figure will be totally opaque? How often does it get murky and undefined? How often should I let that happen and for how long? How often does the figure jump? How long till the figure lands and stands up again? How much time is spent in chaotic motion and how much in stillness? How often does something completely messy happen? Like the figure gets tangled up in a ball that has no structure. I don’t know how the piece will play out each minute, but I know what kind of situations will arise in the piece. I can plan those likelihood, and then let the piece play and see what it does.”

Software objects, projection, prints. Exhibition: 5th of December 2009 - 27th of January 2010. DAM Gallery in Berlin.
Software objects, projection, prints. Exhibition: 5th of December 2009 – 27th of January 2010. DAM Gallery in Berlin.

So, like the woman who inspired her. Pam Standing is beautiful, but more unsettling. What makes Pamela Anderson the most frequently mentioned woman on the Internet? Why do we mention her? What is it we want when we give our gaze to celebrity? What has celebrity done to attract us? Whatever your answers, what Napier privileges in his response is not a fixed portrait of a star, but a cloud of iteration that produces its own image and reproduces that image, jangled, confused and full of surprises. A portrait whose finest moments are accidental and whose design is an accumulation of fragments that tense and dissolve, floating like clouds one instant and then sinking like lead the next. This is where the imagination takes a step forward and Napier the artist or Napier the geek becomes Napier the puppetmaster, a networked Dr. Coppelious:

“My favorite moment with the PAM series was when I finally got all the math to work so that the body part images displayed correctly and the correct side of the body showed at the right time and the stick figure suddenly started to look like a ‘real’ puppet that was starting to come alive in the golem-esque way that I thought it could when I was sketching out the idea. I had that Dr. Frankenstein moment: ‘She’s aliiiiiiiiiive!!!!!!!!!!!!!’ which was really the point all along, to create this virtual golem that is clearly not alive at all and yet teases us all with this false appearance of life. Venus 2.0.”

Until the layers of arms, legs, breasts and hips collapse in on themselves and Pam is back where she started, a manipulated beauty unable to escape presentation as a collaged monstrosity.

Note: Mark Napier has been creating network art since 1995. One of the earliest artists to deal thematically and formally with the Internet, Napier has been commissioned to create net art by the Solomon R. Guggenheim Museum and the San Francisco Museum of Modern Art. His work has appeared at the Centre Pompidou in Paris’ P.S.1 New York’ the Walker Art Center in Minneapolis’ Ars Electronica in Linz’ The Kitchen’ Kunstlerhaus Vienna’ ZKM Karlsruhe’ Transmediale’ iMAL Brussels’ Eyebeam’ the Princeton Art Museum’ la Villette’ Paris’ and at the DAM Gallery in Berlin.

Representing Labor: Ten Thousand Cents and Amazon’s Mechanical Turk

Arriving at the homepage of Ten Thousand Cents, an Internet artwork by Aaron Koblin and Takashi Kawashima, a mottled image of a one hundred dollar bill slowly fades into view. Ben Franklin looks out sedately. Mousing over the large image, the cursor is replaced with a small red rectangle. And here lays the beauty of the project; with the click of each rectangle, a zoomed in portion of the one hundred dollar bill is revealed. On the left side is a high-resolution photograph of that tiny portion of the bill. On the right side, a real-time moving image plays, revealing how the image was drawn by a human hand in a drawing program created by Koblin and Kawashima. There are, in fact, 10,000 such rectangles and each was created by a Turker through Amazon’s Mechanical Turk marketplace.

Detail of a print version of the 10,000 dollar bill at the exhibition at Ars Electronica
Detail of a print version of the 10,000 dollar bill at the exhibition at Ars Electronica

Over the course of five months (from November 2007 to March 2008) Koblin and Kawashima posted tasks, known as HITs, Human Intelligence Tasks, on Amazon’s Mechanical Turk site. Having broken down an image of a one hundred dollar bill into 10,000 sections, Turkers were tasked with redrawing their assigned section. Each Turker was paid $.01 for the task, making the total payment of drawing a one hundred dollar bill one hundred dollars. (Prints of the project can also be bought for one hundred dollars. All proceeds are donated to the One Laptop per Child (OLPC) project) Each Turker worked anonymously, unaware that what they were drawing was a section of a bill or that their work would eventually be combined with other Turkers’ work to create an art project. The variability is endless. Some Turkers methodically draw in the lines and painstakingly shade in boxes. Some quickly slash the paint tool across the page; one imagines they felt they had better things to do with their time. Some are cheeky, using the space for digital graffiti or messages like “I love U.” Most copy the image exactly. Yet, with the differing movements and tempos, every one suggests a different story and different person behind the tool. I suggest you take a few minutes and watch the unfolding scenes. They are oddly, satisfyingly banal and beautiful.

The project and its presentation on the website are undoubtedly elegant. Yet, the conceptual work behind the piece is a bit murkier. The project description states, “The project explores the circumstances we live in, a new and uncharted combination of digital labor markets, ‘crowdsourcing,’ ‘virtual economies,’ and digital reproduction.” Big and important themes. What are the implications of crowd-sourcing for creative work? For any kind of paid work? Where is the distinction between work and play? Creativity and re-presentation? In this deeply networked age, what are the evolving relations between individual and collective action?

The Mechanical Turk, made by Wolfgang de Kempelen in 1769, caused a sensation in 18th and 19th century Europe, first for its existence as a seemingly intelligent chess playing automaton – one who could beat Ben Franklin and even Napoleon in chess – and subsequently, for being an infamous hoax. Inside of the automaton was in fact a man, a skilled chess player. The Mechanical Turk was no thinking machine. It was an elaborate performance of concealment and human skill.

reconstruction of the Turk, the a chess-playing automaton designed by Kempelen, from Wikipedia
Reconstruction of the Turk, the a chess-playing automaton designed by Kempelen, from Wikipedia

In 2005, in an ironic (and some might say distasteful) turn of events, Jeff Bezos of Amazon named a new business venture, Amazon Mechanical Turk. The idea was to make a digital marketplace that capitalized on the unique intelligence of human agents. Broken down into microtasks, known as HITs, Mechanical Turk provides a means to accomplish those tasks that humans can do quickly but which would take computers much longer to do, for instance, tagging images, taking surveys or transcribing audio recordings. This Mechanical Turk is also a performance of human skill, one that revels in its basis in human intelligence – Bezos calls it “artificial artificial intelligence” – but one that also operates within a mode of concealment and indeed, alienation.

As Katharine Mieszkowski of Salon wrote about Mechanical Turk in 2006, “There is something a little disturbing about a billionaire like Bezos dreaming up new ways to get ordinary folk to do work for him for pennies.” Critics of Mechanical Turk abound, and their objections point to the insidious labor relations that Mechanical Turk enforces, implying that Mechanical Turk approaches a virtual sweatshop. The system was designed for employers, not employees. The earnings of Turkers fall within a gray area of digital labor, officially being classified as contractor work, subject to high self-employment taxes and no option for benefits. Although a rating system protects employers, in so far as employers can choose to reject a work offer from a Turker or refuse to pay a Turker if the work is completed unsatisfactorily, no such system protects Turkers. As advocates of a Turker Bill of Rights have pointed out, there is no effective outlet within Mechanical Turk for Turkers to voice grievances against employers. What does exist is a vibrant community forum, Turker Nation, where Turkers advise each other on known scammers.

Selection of individual pieces from the project's website
Selection of individual pieces from the project’s website

Moreover, although anecdotally Mechanical Turk is understood as more game or past-time than employment, a recent study out of University of California, Irvine’s Informatics Department points out that almost a third of Turkers rely on Mechanical Turk as a source of income. Another study found that nearly half of Turkers report their motivation for working as income related. For this population of Turkers, it is troubling to consider the possibilities of exploitation and unfair labor practices.

In this light, I find the artists’ neat appropriation of the mechanisms of Mechanical Turk unsettling. The implications and the stakes of Mechanical Turk as an economic system are left untouched. And considering that the artists chose to create a representation of money and employ Turkers, these dimensions of economy and labor are present but disappointingly unaddressed.

Yet, the moments in the project that remain in my mind’s eye like lovely specters as I glance at the dollar bill that I traded for coffee this morning, are the movements of the individuals who drew each section. On this level, the project is like a fantastic cabinet in which each drawer opens onto a new wonder. Perhaps what Ten Thousand Cents effectively offers is not a statement about labor politics or late capitalism’s continuing ability to provide structures for domination and exploitation. Perhaps Ten Thousand Cents asks us to take a different step toward understanding “the circumstances we live in,” revealing the endless variability of individual expression. In this networked age, we often act collectively, that is, together, parallel, most often without knowledge of the larger directions toward which our actions will lead. Collaboration, laboring together, is notion whose meaning is expanding and changing in the 21st century. What remains, even among protocols and code, is individuality. Though we are subsumed by larger structures, we do have spaces for self-expression and self-formulation. Leave an exploration of the limits of these spaces to others – and I surely believe we must consider the limitations. Yet we must also explore and value the spaces of possibility and the domains where we are active agents. We are called to remember that every artifact is irreducible to its mere instance in the world – it is a sum of processes and individual actions.

Of course, “the circumstances we live in” also requires us to keep in mind the bottom line. It’s all about the Benjamins, as the phrase goes. In response to a HIT, no less, requesting an answer to the question, “Why do you complete tasks in Mechanical Turk” one Turker wrote, “I do it for the money!”

We Feel Fine: An Almanac of Human Emotion

We Feel Fine: An Almanac of Human Emotion
Jonathan Harris and Sep Kamvar
Scribner Book Company, December 2009
ISBN 1439116830

Featured image: We Feel Fine project poster

“We Feel Fine – An Almanac Of Human Emotion” is a hardback book that in just under 300 pages of well designed montages, data visualisations, diagrams, illustrations and text presents and analyses the data gathered by the We Feel Fine project. Started in 2005 and launched in early 2006 by Jonathan Harris and Sep Kamvar, We Feel Fine is based around a database assembled using a webcrawler that searches the blogosphere for statements of the form “I feel” or “I feel like”. Any matches are stored along with as much contextual data as the webcrawler can find (a photograph nearby in the blog post, the poster’s age, gender, and location, local weather). The database contained twelve million such entries by the time the book was published.

Sections of the book categorise statements of feelings by age, gender, the location of the poster, and subject of the statement. Individual statements are presented superimposed over images found in the same blog post. The photographs presented with their accompanying expressions of emotion have a high-contrast, shallow depth of field, and highly focused look that resembles Lomography. But this is a product of the presentation of photographs on the web rather than an hipsterly ironic invocation of the contingent aesthetics of mass photography. The images are for the most part JPEGs, and show the contrast, mach banding and visual noise of that technology.

The montages of “I feel…” statements in a standard format superimposed over an image found in the same blog post serve to provide a (sometimes incongruous) context for the statements that the project is based on. They resemble Gillian Wearing’s “Signs that say what you want them to say and not Signs that say what someone else wants you to say” 1992-3 featured photographs of people holding up placards on which the artist had asked them to write down what was on their mind. Going back further into the history of art, the montages and in a novel way particularly the data visualisations and graphs bear comparison to Vermeer’s seventeenth Century paintings of bourgeois social relations and reverie. Both “Girl reading a Letter at an Open Window” and “We Feel Fine” present social class, social self-presentation, advanced communication technology and consideration of the thoughts of others in a medium and way that epitomises the way people see things in that era.

Collage of images from Girl reading at an open window and We feel fine

The book’s volume of data and graphics quantifying social phenomena might resemble a “state of the blogosphere” corporate social media report in some ways, but its presentation directs attention back to the emotions featured rather than trying to tie them to any corporate or governmental agenda. This is a book by, about and for individuals in contemporary mediatised society. I found reading it became quite overwhelming sometimes once I had adjusted to its presentation.

Dictionary definitions, statistical breakdowns of the kinds of words, ages and genders of bloggers and other demographic and affective data are presented in compact graphic form on every page, and larger charts show more general conclusions. Feelings, or the words used to refer to them, are shown to vary between genders and as people age. This is an exemplary application of Edward Tufte’s science of the graphical presentation of information. They even have sparklines. But that science is applied to data that is at its heart qualitative rather than quantitative.

Photographs, quotes and data from the book We Feel Fine - An almanac of Human Emotion

Such “data visualization” was a hot trend in 2009. Visualisations of crime rates, corruption, climate change and other issues can be produced using such data, and have become an important weapon in the arsenal of visual persuasion. On the We Feel Fine web site, feeling data is mapped to coloured blobs in an interactive user interface to the constantly updated (every minute) database. In the book, feelings and demographic information are processed to produce graphics that represent the prevalence of feelings over time, between genders, in different locations and in relation to each other. But as visual persuasion this is directed back to the vividness of human, qualitative experience rather than a more political or economic agenda.

“Sentiment analysis” was also hot trend in social media marketing in 2009 and its limitations quickly became apparent. Current systems simply cannot handle irony, sarcasm, regional differences in the usage of words and in many cases even simple negation. The We Feel Fine system is an exercise in gathering affective or sentiment data to visualise, but it avoids the pitfalls of sentiment analysis by automating only the gathering of the statements of emotion themselves, not analysis of how they relate to what they refer to. This is a classic example of well-chosen limits strengthening a project.
The problem of the relationship between qualitative (how you feel) and quantitative (how many people feel what you feel) data and how to deal with this in a non-voodoo way are avoided in We Feel Fine because of this.

Another 2009 hot trend was “big data”, the assembling of datasets that vary from many megabytes to many gigabytes in size. Datasets from regional and national governments, scientific research and freedom of information requests can be used in “data mining” to search for facts among the numbers. The We Feel Fine system is a good example of a big data dataset (and API, application programming interface, for accessing that data over the web). Unlike global temperature data it neither offers the possibility of objective accuracy nor involves any great risk if it lacks it. But it does reintroduce the human subjectivity that big data threatens to replace with numbers.

The striking thing about this is that although the We Feel Fine book is very much of the zeitgeist for 2009 the web-based system it presents started five years ago in 2005. At that time blogs were regarded by the mass media as disposable, narcissistic and somehow inauthentic. They were an unlikely subject at that time for art concerned with the authentic expression of emotion. We Feel Fine’s history, subject and results therefore both prefigure and go beyond the current state of the art in Internet social and corporate culture.

Coloured diagram on mood swings

Harris and Kamvar are admirably candid in laying out the history, methodology, technology and in the case of the book’s production even the finances of their project. The code listings included in the book are tantalising glimpses into how the We Feel Fine server works, allowing a rare chance for students and artists to study such a system, and are licenced under the GPLv3. The book is under the obscure but principled Creative Commons “Founders Copyright” licence which will automatically expire the copyright on the book in twenty years time. This is all invaluable for critique and study of the project by artists, academics and anyone with an interest in art and technology, and more artists should do it.

In the FAQ and other essays contained in the book Harris and Kamvar are open about the methodological strengths and weaknesses of the We Feel Fine system. They acknowledge the limitations and demographics inherent in profiling bloggers (who are younger, wealthier and more technologically savvy than is usual). They also make a convincing case for the very real conceptual strengths of the project, discussing how the system holds up as science and statistics. And the project itself is overwhelming as an aesthetic and, strangely, somehow as a social experience.

Colour line diagram about emotions

Even if we don’t deny or question the existence or status of emotions for ideological reasons, do we know what we really feel? And even if we do know what we really feel can we really express it in a way that will be understood by others? We Feel Fine doesn’t address these questions. They are outside of its scope. Its acceptance of sentiment at face value and its mechanical (re-)production of representations of sentiment might look like the hallmarks of kitsch. But that would deny the subjectivity of the original authors of the expressions of sentiment that We Feel Fine processes. And a progressive art needs to represent the masses, not merely rulers and pop stars. Not everyone will be feeling ironic or critical on any given day. Given this, the transparency, scale and effectiveness of We Feel Fine mean that ideological objections to big data, to emotional taxonomies, or to the very idea of emotion face a problem in the project’s aesthetic and affective success rather than vice versa.

Some of the stories found while researching the posts and presented in the book are heartbreaking or uplifting, but the statistical nature of the project makes these outliers – they are rare events and can be identified as such. What comes through from page after page of casual statements of feeling is an impression of the range of human experience, or at least the range of human expression. If you can adjust to the montage format and the diagrams then the book can inspire sympathy, pity, and joy for your fellow human beings.

The book ends by considering the philosophical and spiritual meaning of feelings, how they affect our lives, and what we can do about this. The data gathered to back up this consideration makes the conclusions both persuasive (this is a paradigmatic representation of humanity) and surprising (that would be telling).

We Feel Fine faces up to the challenge of making Internet art that realistically deals with the scale of the contemporary web. It does this by tackling the millions of daily new entries in the blogosphere but crucially it retains a focus on qualitative, subjective human experience. In its engagement with multiple levels and kinds of representation, from emotional taxonomies and statistical methods to digital photography, weblogs, and data visualisation, it shows just how broad are the range of systems and modes of depiction that artists can and possibly must deal with today. And it’s a project that simply wouldn’t exist if the people who made it couldn’t code.

We Feel Fine is a persuasive and insightful portrait of the individuals that make up the blogosphere. It can be overwhelming in terms of the amount of information and in terms of the volume and strength of emotion presented, but that is part of what makes it vivid. It is a paradigmatic, realistic and persuasive depiction of the qualitative experience of individuals within networked information society.

The text of this review is licenced under the Creative Commons BY-SA 3.0 Licence.

Mapping CCTV around Whitehall

“Mapping CCTV around Whitehall”, 2008, is, as its name implies, a performance of mapping Closed Circuit Television (CCTV) security cameras around the UK’s parliament in London and a video record of that performance by Ambient.tv’s Manu Luksch.

Starting with a HAL 9000-like image of a CCTV lens, the video of “Mapping CCTV In Whitehall” has a glitchy techno aesthetic of sound and images with a post-MTV-Style Guide reportage feel. The first half consists of a recording of the police stop-and-search interviewing Luksch under anti-terrorism legislation, with a map of the area superimposed. The second half consists of CCTV views of the range of Camera number 40 being taped out, and of the people caught within those bounds. Words flash on the screen to identify the subjects of CCTV (….Artists! Sexy Arses!). This redeployment of the language of mass media visual persuasion opens up what we see rather than closing it down, making it a very effective encapsulation of the project’s ideas and aesthetics.

(One tiny criticism is that the video ends with a Creative Commons logo but doesn’t specify the licence. Artists, please at least give the licence URL, and do choose the copyleft BY-SA licence if you can…)

Wandering around to locate CCTV cameras may seem like a cosy techno-fetishist performance, a post-cyberpunk flaneur’s stroll around the streets of London with a pencil, an A-Z, and a tri-field meter. But the creeping authoritarianism of still-Thatcherite Britain makes it an act of protest against a specific law and a reversal of the assumptions of our seemingly unstoppable surveillance culture.

The Serious and Organized Crime and Police Act of 2005 criminalized political expression within an exclusion zone for a kilometre around Parliament Square. It is an indicator of the authoritarianism and assumption of privilege that has come to define political culture in the UK. It is too easy to become cynical in the face of such brazenly opportunistic ideology. If art can help to defamiliarise this in a playful and aesthetically rewarding way then it can help to undo that cynicism, and even more to go beyond it.

The assumption that the State needs to know where you are at all times, just in case you are a terrorist or a paedophile, but that you must not know the workings of the State, just in case you are a terrorist or a paedophile, is at odds with the idea of an open society. The area of London that Luksch has mapped is the SOCPA exclusion zone. A map of CCTV cameras is clearly useful to terrorists, and a map of the CCTV cameras near Parliament is clearly an act of dissent against the political consensus that constitutes domestic extremism. The police who interview Luksch touch on these ideas.

A political elite that is fearful both of and for its polity has retreated into managerial, authoritarian, paternalistic risk-management. That polity is conceived of, post-cold-war, not even economically, more nihilistically. This produces the very loss of freedom that it claims to protect against. The paradigm of government has become the watchful parent who is seen to be good by their watchful neighbours because they prevent their child ever straying into danger. But it is impossible to protect the population against all risk and this knowledge leads to impotent fearfulness. “Something must be done” and so security theatre, the spectacle of impossible systems and behaviours designed to reduce the perception of risk to zero, is used to reassure. Although whether the populace or the politicians are meant to be reassured it is hard to tell.

CCTV is part of the reassurance, of the spectacle of security theatre. (Map of Embankment)

CCTV is part of that reassurance, of the spectacle of security theatre. The UK has the highest density of Closed Circuit Television Cameras (CCTV) in the world. The average Briton is (allegedly) captured on CCTV 300 times a day and there are more cameras in the supposedly open society of the UK than in notionally communist China. Not per head, in total. The area that “Mapping CCTV around Whitehall” focusses on is ground zero for this tendency.

CCTV doesn’t solve crime, it is used to spy on legal protest and it has been placed in school classrooms and pubs.

CCTV recordings are subject to the Data Protection Act, and from 2002-2008 Manu Luksch used personal data requests under the act to obtain the CCTV recordings of her going about her business that she used to make the film “Faceless”. The videos usually had other people’s faces blotted out to protect their privacy, which gave the resulting film its science fiction plot of people starting to lose their faces. But as Luksch was making “Faceless”, the responses to her personal data requests became rarer as the authorities adjusted the balance of power back in favour of themselves.

In 2008, Luksch returned to the subject of CCTV with “Mapping CCTV around Whitehall”, this time mapping out the CCTV cameras themselves within a particular area of London over two days. On the first day she located hundreds of CCTV cameras, on the second she measured the range of the wireless broadcasts of one of them. Part performance, part land art, this has a number of artistic precedents, from the 1960s conceptual artworks that consisted of magnetic fields or patterns of heat, to Situationists strategies for recontextualising the city by navigating it using the wrong map.

Part performance, part land art, this has a number of artistic precedents

Mapping unseen electromagnetic forms was a strategy of some Conceptual Art, whether Art & Language’s landscape art infrared photograph of buried hotwires under a field or gallery-based magnetic and radio-proximity devices. Contemporary artists have used RFID tags Intangible form is irresistible for post-Duchampian attempts to keep the philosophy of art about aesthetics, and for conceptualism it is a way of keeping the artwork open. But the range of a CCTV camera is both definite and, if you have access to the camera, visual. The unseen form of the limits of its observation and the transmission of what it sees tie form to power quite directly.

In “Mapping CCTV around Whitehall” these forms and their composition are part of the landscape of the city. The city is obviously an artificial environment. In contrast, nothing might seem more natural than a painting of the landscape of the countryside. But landscape painting are depictions of valuable property for the landed gentry who commissioned them. They show and by showing make real the products of the ideology of the ruling class using aesthetics. They extend the domain of taste, a novel and socio-economically exclusionary concept, to the presentation of nature as property. They are as artificial, as culturally determined and laden, as cityscapes.

In "Mapping CCTV around Whitehall" these forms and their composition are part of the landscape of the city

The successor to landscape painting is the “land art” of the 1960s and 1970s with its photographs of walks, mud and stones. Viewed cynically, the ‘land art’ of the 1970s is less about one man’s journey through nature than it is about cheap transport and expensive large-format cameras. It is a predecessor of the logistics art of Relationalism. The Romanticism that it shares with landscape painting is for its audience, not its commissioners. As with much art, those are two separate constituencies.

Art creates visual order and visual form for the unseen ideological order and form of the ruling class. Religious icons, jet-age land art and neoliberal Relationalism all serve this function. Critical art also depicts this ideological order, ideological form, aesthetically but to make it strange and criticise its production or content rather than to promote and naturalise it.

The Situationists treated Natopolitan 1950s Paris as a landscape to be made strange through art in order to critique the ideologies that sought to capture its population. Wandering its streets using the wrong maps was a way of challenging the authority embedded in its layout by the old regime and the new order that sought to impose its own new way of looking at things. Creating rather than using a map again re-arranges an equation, not just the equation of ‘derive’ but of the mass-media mass-politics spectacle that the Situationists were so opposed to. CCTV cameras may not seem like generators of spectacle, but their footage is used to sensationalise media reports of crime and terrorism, and their presence and visibility enforces the message that we are all part of an observed spectacle.

CCTV presence and visibility enforces the message that we are all part of an observed spectacle.

Radical land art sounds oxymoronic. But the aesthetics projected onto a landscape can be used as links to the ideology flattered by those aesthetics. And re-arranging the terms of land art can critique that ideology, or at least expose it to critique. “Mapping CCTV around Whitehall” re-arranges the equation of land art to make art of travelling to cameras in order to map the landscape they observe. This is a kind of critical, urban, reverse land art.

George Orwell’s vision of a mediatised totalitarian society from his novel “1984” is often used as a reference point for Britain’s surveillance culture. But this can obscure as much as it illuminates. Bringing out the true, novel, problems with CCTV surveillance as the default solution to the ruling class’s perception of society’s ills is an urgent and difficult task. As CCTV is a matter of the production and control of images, it is an area that art can usefully comment on. “Mapping CCTV around Whitehall” uses the status of art to represent the dark heart of surveillance ideology. Look upon its works…

http://ambienttv.net/content/?q=mappingcctv

Public screenings include ‘Films by Manu Luksch’ at Cinema2, Centre Pompidou (2009)

Betting on Shorts (2009)
http://ambienttv.net/content/www.bettingonshorts.com

NHK Japan (Japanese National Television, 2008), LIFT (2008)

Watch the video (160 sec, mp4) online at low-res.org
http://lo-res.org/~manu/MAPPINGCCTV.mp4

Or on Vimeo
http://www.vimeo.com/3802118

Frequency Love

Featured image: abstract animated visual models working from the audio samples of couples engaging in sexual activities.

Frequency Love is a net art piece, not in the networked sense but conceptually filled to the brim with a net consciousness, a net object. This visual deviation playfully captures the dark side of the Internet and its globally collective and obsessive mannerist activities. It reveals a psychological nuance of the everyday Internet sexual experience.

The source material were originally sound files – mp3’s, consisting of couples copulating. Amateurs submitting and declaring their intimately entwined, feral and visceral exertions for other interested parties to hear and enjoy online. Chris Webb abstracted the audio, the data and transformed them into what now are animated gif images of couples having sex.

There is a contradiction at play built by circumstance, that such esoteric interests of sharing intimate, sexual sound files in virtual private clubs do tend to exude. The inevitable occurs. If the multitude of surfers, search hard enough on the net, they collect hidden information by hook or crook somehow; which is part of the nature of using the Internet medium.

When viewing these works it is as though they are breathing, as if they are real souls, real people, even though you know that they are invented visuals, data into sound. Then you remember that they were real people, but mutated into visual form. The ‘Plexus’, culmination of networked, linked individuals expressing proclivity and what seems an uncontrollable hunger to communicate in a way other than by words, via the motion of sexual intercourse in audio format. There has been a global shift of people exploring new territories regarding their own relational selves. The term virtual is essence of the Internet medium and we used to think that this word stood for the unreal, untouchable but now we know that this is no longer applicable. It is now part of our everyday experience, therefore real.