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Artists Organise (on the blockchain)

Artists Organise (on the blockchain) was the fourth event in the DAOWO blockchain laboratory and debate series for reinventing the arts, in collaboration with Goethe Institut London.

In this special event, hosted by Drugo more in Rijeka we learned from the Croatian cultural context before envisioning, devising and testing alternative forms of blockchain-based cultural production systems, for application at Furtherfield in London.

We talked with Davor Miskovic about Clubture, the non-profit initiative that has distributed national cultural funding between a network of peers in Croatia since 2002 according to decentralised, participatory principles.

Read Learning from Clubture

Workshop participants then took Julian Oliver’s Harvest, in which “wind energy is used to mine cryptocurrency to fund climate research”, as their focus for new proposals for blockchain-based projects to connect park-based arts venues with their local communities. Then they took turns to perform the role of a select committee of skeptical park stakeholders who wanted to know how park users would benefit from the scheme in a time of cuts to public funding and climate change.

Read the semi-fictional Minutes of the Bunsfury Park Stakeholders Group Select Committee

This special event, devised by Ruth Catlow and Max Dovey, and hosted by Drugo more formed part of a wider programme events in Rijeka to accompany the opening at Filodrammatica Gallery of the touring exhibition New World Order.

Thanks to all participants!

Addictive Behaviours: Interview with Artist Annie Abrahams

Ruth Catlow and Marc Garrett of Furtherfield interview artist Annie Abrahams

In her work, using video, performance and the Internet, Annie Abrahams questions the possibilities and the limits of communication, specifically its modes under networked conditions. A highly regarded pioneer of networked performance art, Abrahams brings her academic training in both biology and fine arts to develop what she calls an aesthetics of trust and attention. She creates situations that “reveal messy and sloppy sides of human behaviour” making that reality of exchanges available for reflection.  We first worked with Abrahams in her exhibition ‘If not you not me’ in 2010 and then as part of a group show ‘Being Social’ 2012.  In this interview we ask her to reflect on the limits and potentials of art and human agency in the context of increased global automation.

Catlow & Garrett: While predicated on the idea of connectedness, the global social media platforms are designed to profit the companies who create them and to keep billions of us in a state of trance-like immersion which has in turn been shown to cause many of us to feel more isolated. At Furtherfield we have always worked to grow more communal and collaborative contexts for artistic production. What does your current thinking – through your work on Participative Ethology in Artificial Environments: ethnological approaches to Agency Art – reveal for the potential of genuine, participatory networking environments?

Annie Abrahams: Participative Ethology in Artificial Environments: ethnological approaches to Agency Art sounds nice, but it needs a question mark at the end. It’s an interrogation. In times when our technological environment uses all kinds of behavioural techniques to make us uncritical users of their interfaces, it’s important to become aware of our behaviour, to test and experiment with it. My artistic work is based on doing that, but I always had great difficulties explaining it to art institutions etc.

A discussion I had with my friend Cor whom I studied biology with in the seventies, helped me find this latest description. I told her, that I think about my work as having human behaviour as its main aesthetic component and why I call it, silently, “behavioural art”. I compare what I do now to what I did when I studied biology. In both cases I observe behaviour in constrained situations. The monkeys, that were the study objects “became” humans and the cage the Internet.

Because the behavioural science of the late seventies didn’t suit me very well – using Skinner boxes, operant conditioning techniques and related to sociobiology, with a link to eugenics – it has become impossible to use this historically contaminated term. The wish to control, mold nature, and humans wasn’t mine. “Behavioural” was and still is a “stained” word for me. But even so,  I do study behaviour and create constrained situations. I ask people to perform in a frame, they are framed in an apparatus, which is more or less perfect – the Internet provokes, lags, bugs, glitches, the computer is old or new, fast or slow, the interface determines how the performers can interact or not, the domestic situation interferes with noise and cats wanting to join in. There is a protocol/a script/a scenario but no rehearsal, just some technical tests. My approach is more phenomenological than scientific, I don’t measure anything. It’s up to the performers to explore their own behaviour, to reflect on it and to learn together what it means to be connected.

I told Cor, my annoyance with the tendency of art institutions to categorise art. Video art, poetry, contemporary art, literature, dance, painting, music and media art, computer art, code art, … It’s so impractical and superficial and it always takes a technology or a medium as its anchor point. It doesn’t say anything about what it makes possible, about what we can experience through it. Maybe that’s why I started to use the word performance, and performance art more and more. It’s a cross-discipline word. It’s multi purpose, but also a bit empty, I must admit.

Beyond (spectacle) - Episode II - begin and end by Annie Abrahams and Igor Štromajer.
Beyond (spectacle) – Episode II – begin and end by Annie Abrahams and Igor Štromajer.

“Agency Art is art that makes it clear to the receiver via his or her body what is at stake, where opportunities for action lie, and which virtual behaviours he or she can actualize. It demonstrates how choices work.” Arjen Mulder, The Beauty of Agency Art, 2012.

In his article The Beauty of Agency Art, Arjen Mulder uses the concept Agency Art to indicate interactivity as the important component of an art work. It is an interesting attempt to develop a discourse for technology/media art in relation to the contemporary art discourse. He embeds his ideas in history and goes back to thinkers such as: Shannon, Wiener, MacKay, McLuhan, Cassirer, Langer, Gell, Latour, Heidegger, Derrida, Badiou, Rancière, Danto, Whitehead, Steiner, Rolnik and more. I like the concept because it determines art that has behavioural choices and gestures as its centre. Its meaning is the acts that are made possible. What is also important in Mulder’s reasoning, is the concept of “virtual feeling”, introduced by the philosopher Susanne K. Langer in her groundbreaking book Feeling and Form (1953). Langer explains how each individual art medium evokes, manipulates and investigates “virtual feelings” in its own way.

“A painting calls forth virtual depth with lines and colours; a sculpture constructs a virtual volume around itself; a novel constitutes virtual memory, tracked through virtual time. Dance follows virtual forces of attraction and repulsion. All the experiences that are part of this “feeling” are spaces of possibility, virtual feelings waiting for actualization; their nature, allurements and dangers must be studied, and art is where this investigation takes place” Arjen Mulder, The Beauty of Agency Art, 2012.

This is how to think of behaviour as an aesthetic force, I told Cor. This is a concept that I can use to talk about what is important to me. For me, the words are empowering and stimulating, pointing to Butler, ANT theory and Karen Barad, I cannot and won’t leave them behind me.

collectively made – refusing hierarchy- a knitting together of artists and performers in the moment of the event – erasure of the artistic ego – practice – changing rules – choices – connecting – accepting the unexpected – responsive – shared – collaboratively authored – open to all – working with temporal behavioural phenomena – healing – enactment – improvised – including environmental conditions – attentional strategies – instructions – protocols – apparatus –  meeting – embracing the ordinary  – rehearsing alternatives –  re-hijacking therapy – exercising our relations to others – our social (in)capacities – exploring rituals – being together – participatory – concerns individuals and politics

These are keywords found while researching work (from fine art, dance, theater, music, performance, digital art to electronic poetry) I could consider being Agency Art : Deufert&Plischke’s work, LaBeouf, Rönkkö & Turner’s HEWILLNOTDIVIDE.US, Building Conversation by Lotte van den Berg, Deep listening by Pauline Oliveros, Poietic Generator by Olivier Auber, Lingua Ignota by Samantha Gorman and Walking Practices by Lenke Kastelein.

Using Agency Art also means being able to make cross sections through disciplines and to open up closed domains of practicing. And that is the moment in our conversation where Cor, who has also a degree in philosophy said : “It’s easy, call your work participative ethology in artificial environments.” I am still pondering and that’s why there has to be a question mark. There always have to be question marks.

#PEAE = #Participative #ethology in #artificial environments #ethnological approach #AgencyArt?

'Angry Women' by Annie Abrahams, 2011. (From photograph by Michael Szpakowski).
‘Angry Women’ by Annie Abrahams, 2011. (From photograph by Michael Szpakowski).

C&G: Katriona Beales drew our attention to the Kazys Varnelis’ essay in the Dispersion catalogue (ICA 2008) which talks about the concentration of power in nodes of connectedness. She says “So even if I write a response to Donald Trump’s tweet saying “I hope you’re impeached”, for example, I add to his power, just through the interaction. I end up contributing to his power base even though I explicitly disagree” This effectively rewards, with attention, those who inspire intense outrage, fury and derision. Interfaces play a crucial role in your network performances and deliberately prompt very different kinds of behaviour – we’re thinking in particular of Angry Women. What kinds of behaviours and responses does your work inspire?

AA: I agree the concentration of power in nodes of connectedness is disturbing and confusing. It puts us in a double bind situation, becoming petrified, unable to act or to flee because we can not choose. I think this might be true when we consider our role in big networks, but it is definitely different when we talk about smaller networks. There it matters what we say and especially how we say it. A big part of my work is to create situations / interfaces / performances that permit us to experiment and train our (un)capacities to do so in networked environments. Participating in one of my performances means taking risks – nothing is rehearsed, means accepting you can’t control everything, it means committing to continue even if all seems to go wrong, to be attentive to the others around you with whom you share the performance space, with whom you are co-responsible for the shared moment in time.

From the people watching I ask that they are aware of what is at stake in a performance. That they watch it not with a connoisseurs regard, but that they see it as an aesthetic experiment in which behaviour is the main aspect / asset. If they become sensitive they have access to a very intimate and fragile aspect of our being, to something we absolutely need to discover further if we want to escape an allover binary future.

For myself I analyse the “concentration of power in nodes” phenomenon as the result of something you could call a lack of res-ponsability in our online affect management. When you are always scrolling you are unaware of the reaction you provoke, you are not awaiting a reply, but already on the next, next, next photo or short text. There is very little interactivity, and even less exchange. We act without caring for what our words, actions, and ideas bring forth. We might not be aware but our words, actions, and ideas live beyond us, they do intra-act with the actual situation. They are things acting in a world. (**)

** I have been reading texts on intra activity, a neologism introduced by the physicist, and feminist theorist Karen Barad. It’s difficult stuff. This video (Written & Created by: Stacey Kerr, Erin Adams, & Beth Pittard) gives easy access to one of her most important points.

C&G:
Yes, it is now totally normal to refer to “people” as “consumers”, every organisation an “enterprise”, which in turn leads to proposals for the nation-as-a-service, populated and run in the interest of private enterprise as offered by the e-stonia bitnation project.

By accepting the impoverishment of experience and reduction in agency implied by this label we can forget about ourselves as “actors” in the world, and become the cattle of the few. The only agency we are offered is as a responsible consumer (in which our powers are reduced to a binary option to buy or not). This is the new democracy.

In the UK these days, art audiences are often described as “consumers”. How else in your view might we conceive of “audiences”. What agency might we wish for them. And what part might our relationship with devices and digital networks play in this new description?

AA: We are not yet used to machines reacting to and using affects, tapping into our endocrine system. Articles like “Our minds can be hijacked’: the tech insiders who fear a smartphone dystopia” make us more and more aware of how we are manipulated and distracted, how our attention is designed, guided, influenced, used. But a lot of it is still hidden and because it’s so rewarding and because we “need” the attention we continue to click and vote. It is possible to create environments where people can slow down and have more subtle, nuanced agency, where they can participate and become aware and reflect on of their own behaviour. DIWO projects for instance have that power. People, especially art lovers, can be challenged to engage with others in interesting actions and conversations.

With Daniel Pinheiro and Lisa Parra in Distant Feeling(s) we invited the audience to join us in an experiment where we share an interface, normally used for online conferencing, with our eyes closed and no talking allowed. It led to very diverse observations shared via social media and email exchanges: liminal space – pure motion – an intimate regard – a field of light – dissolved, destabilized – an altered state – a telematic embrace – a silent small reprieve – hanging out with friends – machines conversing across the network only when the noisy humans finally shut up – an organic acceptance of silence?
Keywords from the reactions : http://bram.org/distantF/

Distant FeelingS #3 | VisionS in the Nunnery – Oct5-Dec18 2016

C&G: Unlike technologies and forms of production that work in the area of speculative realism, automation and AI, you still place humans and human relations at the centre, how do you view the current moves to shift agency away from humans into these ranges of techno-social systems?

AA: I am particularly intrigued and troubled by what is called deep learning. The algorithms produced by the machines themselves have a big influence in and, we must be honest, potential for for instance the health care business. They also determine on what moment of the day, depending on your mood you will see which advertisement on your device. As explained in The Dark Secret at the Heart of AI nobody can really understand how these applets produce their outcome – not even the programmers who build them.

For me this is problematic. Algorithms cannot invent what didn’t exist before and so they tend to reproduce / to select more of the same / to reinforce the existent. (see deep dream images) Moreover a lot of deep learning is based on the algorithm learning to produce a desired outcome.

As the machines are also designed to make us ready for their coercion, we are already subconsciously, intuitively adapting to these black box processes. We need to try to understand how these processes influence us, not because they are necessarily bad, but because our interests might not always coincide, we might want to differ. We don’t all have to learn programming the machines. That has become far too complicated and specialist and maybe not the best route to take. But we could engage in projects who try to find out how to influence machine behaviour, how to keep some agency. Maybe by introducing noise and entropy into the processing, so, together with the machines we can continue to cherish difference and diversity.

C&G: This question connects with the previous one. How do you see the role of artists in finding ways to negotiate a healthy relationship between artistic agency and capital-driven-machine worlds?

AA: This is a very difficult question to which every artist has to formulate her own answer. But it for sure passes by trying to open up spaces and discussions with people who have other opinions than yours, to going beyond safety-zones, to finding ways to communicate with and about hatred, angst and love.

*——————–*

This editorial series, takes digital addiction as its theme, and sits alongside the Are We All Addicts Now? exhibition, book, symposium and event series, we are hosting at Furtherfield. Are We All Addicts Now? Is an artist research project led by Katriona Beales and has been developed in collaboration with artist-curator Fiona MacDonald: Feral Practice, clinical psychiatrist Dr Henrietta Bowden-Jones, and curator Vanessa Bartlett. It looks at the application and impacts of many different research findings in the creation of digital interfaces, devices and experiences under the conditions of Neoliberalism.

#TransActing: A Market of Values – an interview with Marsha Bradfield

Featured image: Zombie Academic haunts the Market of Values

Critical Practice, a group of artists, designers, curators and researchers based at Chelsea College of Art recently organised #TransActing: A Market of Values – a pop-up market made up of over 60 ‘stall holders’ invited to creatively explore and produce alternative economies of value.

During my visit, I first encountered a neo-liberal zombie academic, haunting the market with laments over the demise of an expensive art-education system, which extracts maximum value from students, whilst encouraging them to sell their creativity back to the market. At Becky Early and Bridget Harvey’s ‘Mending for Others’ stall, I was taught to darn, and repaired a hole-ridden Sonia Rykiel hat. Here, mending was framed as ‘giftivism’, a way to build or reinforce a social bond.

At Speakers’ Corner, I heard trade union United Voices of the World represented by Percy Yunganina, one of the #southerbys4. He gave a first-hand account of being banned from site by Sotheby’s auction house for having joined a protest over sick pay and an end to trade union victimisation.

Nick Bell and Fabiane Lee-Perella invited me into Early Lab’s economy of promises, inspired by their work with the Norfolk and Suffolk NHS Foundation Trust: in exchange for a cup of delicately flavoured water, I pledged to make a small intervention to help combat stigmatic preconceptions about mental health.

After these encounters, I #transacted with Critical Practice member Marsha Bradfield, to think about the implications of the Market of Values more deeply:

Charlotte Webb: In critiques of ‘free labour’ on the web, it is claimed that the affective labour of Internet users is exploited by the market. Did you see the Market of Values as a scenario in which the possibility for exploitation was circumvented?

Marsha Bradfield: The short answer is, no. This became acute as building the market ramped up in the days before the event. We became more and more aware how the project embodied our labour, with the vast majority of it being not only unpaid but also affective. We wondered together and apart: To what extent did saying ‘yes’ to the project, sticking with it and honouring our commitment to our peers and community, entail a form of self-exploitation—of us as individuals and as a group? I mean, #TransActing happened and was extraordinary because so many people cared so much—both about the project and each other. And this is, of course, a well-known secret in the worlds of art beyond the art market: their reproduction depends on the widespread exploitation of affective labour. But this isn’t sustainable in the long term. So it’s a valid critique, I think, that #TransActing didn’t exactly buck this trend. Even though we did manage to secure money from the Arts Council and CCW to pay many of those involved, this remuneration was a pittance for what they personally invested. Like others in Critical Practice, I loathe the thought of every transaction being monetised, and in a way this was exactly the conundrum that #TransActing sought to explore by shining a light on types of value that aren’t often valued, precisely because they’re non-financial and cannot easily be accounted for in pounds and pence.

CW: I was intrigued by the uses of the terms ‘value’ and ‘evaluation’ in CP’s description of the event. Are these terms interchangeable for you, or do they carry important nuances? I wondered whether there was something about the measurability of values at stake in the project?

MB: The project was initially called ‘The Market of Evaluation,’ which originated with our research on how value is produced and distributed. We considered, for instance, ‘the value of waste’ by walking around the Isle of Dogs with environmental lawyer Rosie Oliver. She helped us appreciate the social practices of evaluating, well, crap, and how they’re situated, localised and embedded in specific places, buildings, systems, institutions, cultures and histories. The more research we did on evaluation, the more opaque it seemed when generalised. The word has managerial connotations too. So assuming evaluation is, in broad strokes, the assessment of value and that valorisation is the attribution of value, we realised that ‘value’ was the turnkey for our interest. Or rather, it was ‘values’ that so intrigued us, with this plurality opening up space for multiple ones to exist. We also began to appreciate values as transacted through evaluation and valorisation and with this shift, the Market as an event for showcasing these processes gathered steam.

Rather than foregrounding any singular value or type of exploration, our model of distributed curating meant that each Critical Practice member worked with several projects. Each of these explored value in ways that we personally and collectively valued. With 64+ stalls in the market, no one exploration or practitioner dominated. I think we needed this critical mass to make #TransActing a valuable event but not everyone agrees.

Commodification is another way of thinking about the value of #TransActing. The anthropologist David Graeber helped me to crystallise a distinction between value in the singular and values in the plural. David talks about the commoditisation of labour by markets, comparing this with labour like housework and other kinds of care that aren’t commoditised. Of course, it’s money as the so-called universal equivalent that not only allows but entrenches this split. So there’s (singular) value, like that of money that depends on equivalence. And then there are (plural) values, like care, loyalty, generosity, faith, etc. that depend precisely on their refusal to be commensurate with each other.* And so coming back to your question about the measurability of value in #TransActing, Charlotte, I guess that’s the heart of the matter. How do we, on the one hand, take stock of that which must be measured for our work, health, etc. while at the same time more fully appreciate things that can never be measured, but give meaning and significance to our lives?

United Voices of the World at Speaker's Corner

CW: Critical Practice created bespoke structures for the event, which inevitably created a kind of ‘aesthetic experience’. This brought Claire Bishop’s critique of participatory art to mind – how do you see the role of ‘aesthetics’ playing out in a socially engaged event like this?

MB: You’re right. Tricky questions gather around the aesthetics of social engagement as art practice, especially in the long shadow of the participatory paradigm in contemporary cultural production. Enter politics. As one of many collaborators involved in this project over several years, the ‘aesthetics’ of my engagement has ebbed and flowed over a myriad of micro decisions that together form a kind of slipstream of experience. This makes decision making a prism for organising my insider’s perspective: how I see, hear, and feel this process as it unfolds through sensations of togetherness and shared joy but also tension arising from disagreement.

Much of the decision making that led to #TransActing wasn’t visible on market day. But I’d like to think that ‘aesthetic markers’ maybe signaled it in some way. By these markers I mean indicators that point to the project’s process and all the considerations that it entails. Like the tip of an iceberg, the look and feel of the Market’s stalls, for instance, which were made largely from recycled materials, in collaboration with the stall holders and the art/architectural practice Public Works, pointed to the complex material, conceptual, technical and social processes involved in the Market’s making. I think markers like this help to explain why many who came to #TransActing acknowledged it was ‘a lot of work!’. At the same time the residue of this labour, which filled the atmosphere, gave the impression that doing it was fun.

Decision making was a big part of the participants’ experience too. So many different things were happening simultaneously at the stalls. You had to make moment-by-moment decisions about where to focus. Decision making leading to the market and what occurred on the day seem quite different, though. Much of the will and commitment to make this happen was based on long-term personal relationships. Many of us in Critical Practice are friends and have worked together for years. Exploring the aesthetics of decision making with reference to these tight ties and in contrast to the looser ones organising the experience of #Transacting as a one-day event strikes me as a revealing way to tap the complexity of socially engaged art as cultural production.

*For a concise discussion of theories of value in anthropology, see David Grabber, ‘It is value that brings universes together’ HAU: Journal of Ethnographic Theory 3, 2 (2013): 219-43.

——–

Critical Practice is: Metod Blejec, Marsha Bradfield, Cinzia Cremona, Neil Cummings, Neil Farnan, Angela Hodgson-Teal, Karem Ibrahim, Catherine Long, Amy McDonnell, Claire Mokrauer-Madden, Eva Sajovic, Kuba Szreder, Sissu Tarka and many more besides.

www.criticalpracticechelsea.org 
criticalpracticeinfo@gmail.com

Charlotte Webb: @otheragent
Marsha Bradfield: @marshabradfield

Dead Reckoning – Ellie Harrison and The Art of Austerity

Featured image: “High Street Casualties: Ellie Harrison’s Zombie Walk” event at Ort Gallery on 11 April 2015, photograph by Marcin Sz

Like all of the best horror stories, this is a story about something that refuses to die. Despite, or perhaps because of being slashed and burned, prodded and poked in a laboratory and being raised from the grave at least three times, artist Ellie Harrison’s project, High Street Casualties, lives to fight on another day, perhaps with a number of sequels to come.

Our protagonist Ellie Harrison not only stars, directs, writes and produces High Street Casualties, she is responsible for a cast of thousands and hours of dragging an idea through the ups and downs of trying to bring an artwork to some kind of fruition.

I am one of those thousands, playing a small part at the start of the story. I had been interested in Harrison’s work for a few years, especially works such as Toytown featuring a dilapidated 1980s kid’s car ride which starts up and offers people free rides when news relating to the recession makes the headlines on the BBC News RSS feed. Works like Toytown, and Transactions, where Harrison sent an SMS message to a phone installed in a gallery every time she made an economic transaction, triggering a dancing Coke can every time a message is received, seemed to make immediate political statements to a wide audience and be accessible, and, dare I say it, fun.

Toytown by Ellie Harrison
Toytown by Ellie Harrison

By early 2013 there was spate of high-profile shop closures and the media was full of Death of the High Street scary stories. Blockbusters, Jessops and HMV all closed within months of each other along with other High Street regulars, being replaced by poundshops and charity shops (although Jessops and HMV got injected with some strange green elixir and brought back to life, lacking what small amount of soul they once had).

I was now commissioning public art for Art Across The City, Swansea, a job that until recently saw 36 temporary commissions in three years including Jeremy Deller, Emily Speed, Ross Sinclair and Jeremy Millar. I’d put forward Harrison at interview stage so was happy to finally commission her. As a former Blockbuster’s employee, who proudly fires off her years of service ‘1997-2000’, Harrison was keen to commemorate the 5th anniversary of the start of the global recession, taking the reported death of the high street as its subject. Following a week long site visit and research period, Harrison proposed a city wide participatory event that like many of her works, are ‘data visualisation’ projects.

This included researching every shop that had closed in the city centre and how many employees had lost jobs, and, hopefully tracking them down and getting them to stage a Zombie Walk through the city, inviting the public to join in, to make the high street and place for creative activity and raising community spirit. This wasn’t a Swansea problem, it was a UK wide problem, the blunt end of day to day global recession. Harrison was aiming to raise awareness and bring people together in a positive action.

"High Street Casualties: Ellie Harrison's Zombie Walk" event at Ort Gallery on 11 April 2015, photograph by Marcin Sz
“High Street Casualties: Ellie Harrison’s Zombie Walk” event at Ort Gallery on 11 April 2015, photograph by Marcin Sz

Sadly, just three months until launch day, the powers that be in a muddled chain of command, from Swansea Council, Swansea BID and ultimately Art Across The City pulled the plug. It was a small condolence that I managed to make sure Harrison received an ominous sounding ‘kill fee’ of £1000, which would barely scratch the sides of the time spent not only on this, but of not working on other projects. It’s a credit to Harrison that she managed to raise the project from the dead, although even that process has not been without its own silver bullet, crucifixes and garlic bulbs.

After dusting herself down, Harrison proposed the idea to Glasgow International as a collaboration with award winning documentary film maker, Jeanie Finlay. The proposal, probably suffering a hangover from its Swansea cancellation was not selected. Harrison was then approached by Josephine Reichert from Ort Gallery in Birmingham about doing a project which “engaged with the local community”. High Street Casualties perfectly fitted the bill. Again, this was not critical of any specific city, just documenting what was happening globally. Reichert was more than keen to make it happen and submitted an application to Arts Council England to fund the project (on a greatly reduced budget), as part of Ort’s annual programme of exhibitions and events. This first application was unsuccessful but with Reichert’s enthusiasm and passion for the project it was successfully resubmitted. High Street Casualties was to become the last project in the Ort Gallery’s programme with a date finally fixed for April 2015, slap bang in the middle of the General Election Purdah, like a stake through the heart.

While some horror film productions like to promote the hype that filming on set was cursed, High Street Casualties seemed to attract all kinds of uncalled for and ill-informed bad luck. Birmingham City Council declared that they did not want to fund or be associated with the project. They continued to fund the rest of Ort’s annual programme, but withdrew money just from High Street Casualties as they thought it was, and just let this glide through you like a ghost, it was ‘making fun of unemployed people’.

"High Street Casualties: Ellie Harrison's Zombie Walk" event at Ort Gallery on 11 April 2015, photograph by Marcin Sz
“High Street Casualties: Ellie Harrison’s Zombie Walk” event at Ort Gallery on 11 April 2015, photograph by Marcin Sz

This left just £2000 for an 18 day production, not taking into account the work done over the previous year. Harrison points out that it worked out at £4.50 per hour, which is what she earned whilst at Blockbuster. A further grant application for Glasgow Visual Art Scheme was rejected leaving a limited budget for the make-up artist, photographer and designer. A huge amount of goodwill was required, not just from Reichert and Ort Gallery, who works in the café when not resubmitting ACE applications; the student who helped make the film as part of a placement and of course all of the 60 participants who were involved in a Zombie Walk across Birmingham in their old uniforms, receiving food and drink and make-up tutorials for their time.

Harrison is more than well aware of paying artists and unhappy that the project was compromised on more than one occasion. The original idea about it being a realistic “data visualisation” of redundancies had to be loosened a little as they were at the whim of the number of people who showed up on the day.

60 people is a good crowd given the circumstances but only around a fifth of the number of people who would have lost their jobs from 13 stores. Despite having to cut important corners to the project’s integrity, Harrison is relieved that after two years the initial idea is a reality. The event was not only a success, but proved an alternative form of creative protest in a major UK city. The watching audience, due to the popularity of such Zombie Walks responded well, commenting on old shops and where they used to be. Harrison believes it was popular, radical and subversive, which is a hard trick to pull off.

"High Street Casualties: Ellie Harrison's Zombie Walk" event at Ort Gallery on 11 April 2015, photograph by Marcin Sz
“High Street Casualties: Ellie Harrison’s Zombie Walk” event at Ort Gallery on 11 April 2015, photograph by Marcin Sz

Following a blood stained finale, the end credits have rolled. I was made redundant recently following Arts Council of Wales cuts. Harrison created Dark Days, a post-apocalyptic communal living project in Glasgow Museum of Modern Art; exhibited an immigrant friendly golf course at the Venice Biennale and continues to campaign on many fronts, including Bring Back British Rail. The High Street carries on in some form or another and Conservative vampires are sucking the life out of the UK and we all limp on, like zombies in Romero’s Dawn of the Dead, visiting the shopping mall out of habit.

In these days of austerity, it is important to reach out to the widest audience and speak outside of our own bubbles of influence. High Street Casualties isn’t about criticising what has happened, although it uses that data. It is about making more people aware of why it happened and how we may be able to affect some kind of creative change, however small. High Street Casualties deserves a sequel, a big budget reboot and should tour to every town and city, bringing gore, blood, and ripped Blockbuster uniforms to outside a multiplex near you…


Gordon Dalton is an artist, curator and writer based in Cardiff. He is currently coordinating the inaugural Plymouth Art Weekender
www.gordondalton.co.uk
twitter.com/Mermaid_Monster

Choose Your Muse Interview: Mike Stubbs, Director of Fact in Liverpool, UK

Choose Your Muse is a new series of interviews where Marc Garrett asks emerging and established artists, curators, techies, hacktivists, activists and theorists; practising across the fields of art, technology and social change, how and what has inspired them, personally, artistically and culturally.

Mike Stubbs became director of FACT (Foundation for Art and Creative Technology) media arts centre, based in Liverpool in 2007, just before Liverpool’s Capital of Culture year. The centre offers a unique programme of exhibitions, film and participant-led art projects. He views the organisation as to be cutting-edge of art and new media and one of the jewels in the crown of Liverpool’s ongoing cultural renaissance.

QWOP dance by Antonio Roberts, Syndrome, at FACT, Light Night 2014
QWOP dance by Antonio Roberts, Syndrome, at FACT, Light Night 2014

Stubbs has worked as an advisor to the Royal Academy of Arts, The Science Musuem, London, Site Gallery, Sheffield and NESTA (National Endowment for Science Technology and Art), ACID (Australian Centre for Interactive Arts) and the Banff Centre, Canada. He has been Production Advisor to artists such as Roddy Buchannan, Luke Jerram and Louise K Wilson.

Trained at Cardiff Art College and the Royal College of Art, Stubbs’ own internationally commissioned art-work encompasses broadcast, large scale public projections and new media installation. In 2002 he exhibited at the Tate Britain, 2004 at the Baltic, Newcastle, 2006 at the Experimental Arts Foundation, Adelaide. He has received more than a dozen major international awards including 1st prizes for Cultural Quarter, at the 2003 Echigo-Tsumari Art Triennial, Japan, WRO Festival, Poland 2005, Golden Pheonix, Monte Negro Media Art Fest 2006. In 2003 he was awarded a Banff, Fleck Fellowship.

Interview.

Marc Garrett: Could you tell us who has inspired you the most in your work and why?

Mike Stubbs: Uncle Islwyn Thomas (deceased) who told a barman to bugger off in Welsh for not serving us (age 14) – It made me realise one could object.

David Nash. I was lucky to have a chance visit to his studio (chapel) when I worked in Llechwedd Slate Mine Craft shop, Blaenau Ffestiniog. He persuaded to save up for a Kawaskai Z650 in the future and not to be a paint sprayer and instead, go to art college (circa 1976…), and that being an artist was a viable alternative.

Installation view of David Nash: New Work, October 9 – November 8, 2008 at Haines Gallery.
Installation view of David Nash: New Work, October 9 – November 8, 2008 at Haines Gallery.

And Krzysztof Wodiczko, I saw his Cruise Missile projected on Nelsons Column in 1985 and then him swivel the projector and project a swastika onto the south african embassy in response to Margaret Thatcher donating £7 million quid to PK Botha government – big slap in the face to the anit-apartheid movement of which I was part (Greetings From the Cape of Good Hope can be found here, http://mikestubbsco.ipage.com/artworks.html)

Krzysztof Wodiczko, City Projections – Nelson’s Column , 1985
Krzysztof Wodiczko, City Projections – Nelson’s Column , 1985

MG: How does your work compare to those who’ve influenced you, and what do you think the  reasons are for these differences?

MS: With age I’ve tempered the urge to object to too much and post election, I feel like I’m from another planet. Workwise, I’ve been priviledged and lucky to build support within the public sector for arts organisations which have maintained some edge (Hull Time Based Arts, ACMI, FACT).  Recently very proud to have produced Group Therapy, Mental Distress in a Digital Age, which is both critical and a form of social activisim. I am lucky to have collaborated in developing festivals including : ROOT and the AND (Abandon Normal Devices) which have created more room to commission and present a risk taking program.

MG: Is there something you’d like to change in the art world, or in fields of art, technology and social change; if so, what would it be?

MS: That longer term agendas might accept that risk and experiment are needed and that Art IS innovation and that more people from non-art backgrounds get a chance to experience and make art.

MG: Describe a real-life situation that inspired you and then describe a current idea or art work that has inspired you?

MS: Watching on TV a flood victim being rescued by helcopter and dropping her entire belongings. And Hseih Teching’s One Year Performance.

Tehching Hsieh - One Year Performance, 1980 - 1981
Tehching Hsieh – One Year Performance, 1980 – 1981

“Tehching Hsieh’s work, informed through a period spent in New York City without a visa, experiments with time. He was actively ‘wasting his time’ by setting up a stringent set of conditions within five different year-long performances. The driving force for an individual to perform such extreme actions must surely be the ultimate cipher for being emotionally, psychologically touched – and that, ultimately, is a gift. His work poses the question: as humans how can we afford not to be touched?” [1]

MG: What’s the best piece of advice you can give to anyone thinking of starting up in the fields of art, technology and social change?

MS: Do what you feel like. Dont copy others

MG: Finally, could you recommend any reading materials or exhibitions past or present that you think would be great for the readers to view, and if so why?

MS: Post-humous papers Robert Musil, they continuously speak to me at the most fundamental level and with wit. http://bit.ly/1PYIq6A

Diamond Age Neal Stephenson. Inspired the idea of democratising interactive media. http://en.wikipedia.org/wiki/The_Diamond_Age

Art of Experience John Dewey, a bible of ideas to re-frame arts and culture – first citing the term ‘impulsion’ – http://en.wikipedia.org/wiki/Art_as_Experience

The City and the City, China Meilville. It inspired our exhibition Science Fiction, New Death at FACT. It elegantly suggests how we simultanesouly occupy the same political, social and physical spaces despite difference.

The Performance of Infrastructure: Review of Interactive Art and Embodiment: The Implicit Body As Performance by Nathaniel Stern

Featured image: Stern, Body Language

Interactive Art and Embodiment: The Implicit Body As Performance by Nathaniel Stern. ISBN 978-1-78024-009-1 (printed publication), Gylphi Limited, Canterbury, UK, 2013. 291 pp., 41 Colour Stills. 

Interactive Art and Embodiment: The Implicit Body as Performance Book by Nathaniel Stern
Interactive Art and Embodiment: The Implicit Body as Performance Book by Nathaniel Stern

Earlier this year, I had the good fortune to sit in on a talk given by Simon Penny on May 6th 2014 at the University of Exeter. Penny, not unlike Nathaniel Stern, is best known for his praxis, writing and teaching on interactive (and robotic) installations focusing on issues of embodiment, relationality and materiality. So as unorthodox as its inclusion is to start off a review, Penny’s reflections are pertinent here (in this case, Penny’s famous installations Fugitive (1997) and Traces (1999) [1].

The purpose of Fugitive and Traces (if you can say they had one) sought to ‘embody’ virtual reality through multi-camera infra-red sensors, visual models and real-time movements. At that time, Penny’s unique theoretical take was to distance human-computer interaction away from “a system of abstracted and conventionalised signals” to where the user would “communicate kinesthetically”: instead of investigating the non-human or “inhuman” formal qualities of its medium, or some vague VR future that leaves the body behind, the system itself would “come closer to the native sensibilities of the human.” (Penny) [2]

In his Exeter talk, Penny momentarily reflected on a weird and altogether disturbing seventeen year feedback loop. The loop in question relates to how, in 2014, Penny’s early avant-garde ideas and theoretical ambitions have largely been desecrated by their replication in big business. With regard to Traces, Penny cited Microsoft’s Kinect as being the most salient example of this desecration: Kinect’s technology – marketed for the Xbox console brand – carries within its insidious techniques the ability to also “communicate kine[c]thetically”, but do so within pre-packaged, patented, IP-driven, focus-grouped-out-of-existence, commercial vacuities of gamer experience.

As an early practitioner and developer of these technologies, Penny was somewhat visibly infuriated with this, and understandably so. For him, it unintentionally reduced his aesthetic experimentation, philosophical insight, technological futurity and theoretical complexity into consumer speculation for the technology market, commandeering the tech but without the value. It transposed the artistic technological avant-garde necessity of Traces into a flaccid ‘tech-demo’ demonstration of novelty limb flailing and high-end visuals devoid of anything. It was, Penny lamented, “a very weird situation” to be in. Part of that weirdness has to do with the fact that Penny hadn’t done anything especially wrong, because there wasn’t any tangible aesthetic qualities that separated his pioneering work from Microsoft’s effort. Neither had Penny’s work brought financial success with its value intact (because its value wasn’t patentable). Instead technological development had overwritten the aesthetic value of Traces, trading technological obsolescence with aesthetic obsolescence.

Penny’s retroactive predicament is not unique in the history of digital art: for all the visionary seeds of potential in Roy Ascott’s legendary networking project, Terminal Art (1980) we now recognise how those salient characteristics have somehow ended up as Skype or Google Hangouts. Still in the 80s, one might evoke Eduardo Kac’s early videotext works (1985-1986) where visual animated poems were broadcast on the online service exchange platform Minitel (“Médium interactif par numérisation d’information téléphonique” or “Interactive medium by digitalizing telephone information” in its French iteration): a proprietary precursor to the World Wide Web [3]. The retroactive weirdness accompanying these developments is something I’ll come back to: suffice to say that what counts is the direction (and sometimes hostile return) of infrastructure, not just as the background collection of assemblages artists rely on to experiment with at any historical moment, but the shifting ecological foundations to which technology emerges, affords, and now overwrites such practices. No-one likes to play devil’s advocate and yet one must ask the question specific to Stern’s text: what, or maybe where, is the tangible point at which ‘art’ becomes historically valued in these works, if that latent aesthetic potential becomes just another market for a series of Silicon Valley, or startup conglomerates?

——–

Nathaniel Stern’s Interactive Art and Embodiment establishes two first events: not only Stern’s debut publication but also the first of a new series from Gylphi entitled “Arts Future Book” edited by Charlotte Frost, which began in 2013. All quotations are from this text unless otherwise stated.

Stern’s vision in brief: in order to rescue what is philosophically significant about interactive art, he justifies its worth through the primary acknowledgement of embodiment, relational situation, performance and sensation. In return, the usual dominant definitions of interactive art which focus on technological objects, or immaterial cultural representations thereof are secondary to the materiality of bodily movement. Comprehending digital interactive art purely as ‘art + technology’ is a secondary move and a “flawed priority” (6), which is instead underscored by a much deeper engagement, or framing, for how one becomes embodied in the work, as work. “I pose that we forget technology and remember the body” (6) Stern retorts, which is a “situational framework for the experience and practice of being and becoming.” (7). The concepts that are needed to disclose these insights are also identified as emergent.

“Sensible concepts are not only emerging, but emerging emergences: continuously constructed and constituted, re-constructed and re-constituted, through relationships with each other, the body, materiality, and more.” (205)

Interactive Art and Embodiment then, is the critical framework that engages, enriches and captivates the viewer with Stern’s vision, delineating the importance of digital interactive art together with its constitutive philosophy.

One might summarise Stern’s effort with his repeated demand to reclaim the definition of “interactive”. The term itself was a blatantly over-used badge designed to vaguely discern what made ‘new media’ that much newer, or freer than previous modes of consumption. This was quickly hunted out of discursive chatter when everyone realised the novel qualities it offered meant very little and were politically moribund. For Stern however, interactivity is central to the entire position put forward, but only insofar as it engages how a body acts within such a work. This reinvigorated definition of “interactive” reinforces deeper, differing qualities of sensual embodiment that take place in one’s relational engagement. This is to say, how one literally “inter-acts” through moving-feeling-thinking as a material bodily process, and not a technological informational entity which defines, determines or formalises its actions. A digital work might only be insipidly interactive, offering narrow computational potentials, but this importance is found wanting so long as the technology is foregrounded over ones experience of it. Instead ones relationship with technological construction should melt away through the implicit duration of a body that literally “inter-acts” with it. In Stern’s words:

“…most visually-, technically-, and linguistically-based writing on interactive art explains that a given piece is interactive, and how it is interactive, but not how we inter-act” (91)

Chapter 1 details how aesthetic ‘vision’ is understood through this framework, heavily criticising the pervasive disembodiment Stern laments in technical discussions of digital art and the VR playgrounds from the yesteryear of the 90s. Digital Interactive Art has continually suppressed a latent embodied performance that widens the disembodied aesthetic experience towards – following Ridgway and Thrift – a “non-representational experience.” Such experiences take the body as an open corporal process within a situation, which includes, whilst also encompassing, the corporal materiality of non-human computational processes. This is, clearly, designed to oppose any discourse that treats computation and digital culture as some sort of liberating, inane, immaterial phenomenon: to which Stern is absolutely right. Moreover, all of these material processes move in motion with embodied possibilities, to “create spaces in which we experience and practice this body, its agency, and how they might become.” (40) To add some political heft, Stern contrasts how the abuse of interactivity is often peddled towards consumerist choice, determining possibilities, put against artistic navigation that relinquishes control, allowing limitless possibilities. Quoting Erin Manning, Stern values interactive art’s success when it doesn’t just move in relation to human experience, but when humans move *the* relation in experience (Manning, 2009: 64; Stern, 46).

Stern’s second chapter moves straight into a philosophical discussion denoting what he means by an anti-Cartesian, non-representational, or implicit body. Heavily contexualised by a host of process, emergent materialist thinkers (Massumi, Hayles, Barad), Stern concentrates on the trait of performance as the site of body which encapsulates its relationally, emergence and potential. The body is not merely formed in stasis, (what Stern dubs “pre-formed” (62) but is regularly and always gushingly “per-formed” (61) in its movement. Following Kelli Fuery, the kind of interactivity Stern wants to foreground is always there, not a stop-start prop literate to computer interaction, but an effervescent ensemble of “becoming interactive” (Fuery, 2009: 44; Stern, 65). Interactive art is not born from an effect bestowed by a particular medium of art making, but of “making literal the kinds of assemblages we are always a part of.” (65)

David Rokeby - Very Nervous System 1986 - 2004

Chapter three sets out Stern’s account for the implicit body framework: detailing out four areas: “artistic inquiry and process; artwork description; inter-activity and relationally.” (91) Chapters four, five and six flesh out this framework with actual practices. Four considers close readings of the aforementioned work of Penny together with Camille Utterback merging the insights gained from the previous chapters. What both artists encapsulate for Stern is that their interventions focus on the embodied activities of material signification: or “the activities of writing with the body” (114) Utterback’s 1999 installation “Textrain” is exemplary to Stern’s argument: notably the act of collecting falling text characters on a screen merges dynamic body movements with poetic disclosure. The productions of these images are always emergent and inscribed within our embodied practices and becomings: that we think with our environment. Five re-contextualises this with insights into works by Scott Scribbes and Mathieu Briand’s interventions in societal norms and environments. Six takes on the role of the body as a dynamic, topological space: most notably as practiced in Rafael Lozano-Hemmer. Chapter seven I’ll discuss near the conclusion: the last chapter shortly.

Firstly, the good stuff. Interactive Art and Embodiment is probably one of the most sincerest reads I’ve encountered in the field for some time. Partly this is because the book cultivates Stern’s sincerity for his own artistic practice, together with his own philosophical accounts that supplement that vision. His deep understanding of process philosophy is clearly matched by his enthusiastic reassessment of what interactive art purports to achieve and how other artists might have achieved it too. And it’s hard to disagree with Stern’s own position when he cites examples (of his work and others) that clearly delegate the philosophical insights to which he is committed. One highlight is Stern’s take on Scribbes’ Boundary Foundations (1998) and the Screen Series (2002-03) which intervenes and questions the physical and metaphorical boundaries surrounding ourselves and others, by performing its questioning as work. This is a refreshingly earnest text, proving that theory works best not when praxis matches the esoteric fashions of philosophical thinking, but when art provides its own stakes and its own types of thinking-experience which theory sets out to faithfully account and describe. Stern’s theoretical legitimacy is never earned from just digesting, synthesising and applying copious amounts of philosophy, but from the centrality of describing in detail what he thinks the bodily outcomes of interactive art are and what such accounts have to say: even if they significantly question existing philosophical accounts.

Stern leaves the most earnest part of his book towards the end in his final semi-auto-biographical companion chapter called “In Production (A Narrative Inquiry on Interactive Art)”. This is a snippet of a much larger story, available online and subject to collaboration [4]. Here, Stern recounts or modifies the anxiety inducing experience of being a PhD student and artist, rubbing up alongside the trials of academic rigour, dissertation writing and expected standards. Quite simply, Stern is applying his insights of performative processual experience into the everyday, ordinary experiences faced by most PhD students in this field, and using it to justify a certain writing style and a sense of practice. It’s an enjoyable affair – in large part because it outclasses the dry scholarly tone usually associated with writing ‘academically’, elevating imaginative, illuminating redescriptions for how the experiences of interactive art broadly hang together rather than relying on relentless cynical critique. And most of that is down to Stern’s strong literary metaphorical technique for grounding his vision, perhaps even more effectively than the previous chapters.

Yet earnest experiences aside, there are two problems with Stern’s vision which, in my eyes, leave it flawed. That isn’t a bad thing: all visions are flawed of course. That’s why the similarities between art and philosophy feed our heuristic, academic compulsion to come up with them and debate: well, that and sometimes the most flawed can end up being the most influential. Such flaws only arise in relation to what Stern thinks is valuable in interactive art, and to the extent that the intervention posed may require readdressing. The flaws in question are composed from two different angles, but stem from one objection. The first is philosophical, or at least a problem pre-packaged with relying almost entirely on relational ideas of embodied emergence. The second is more tied to infrastructure and technical expropriation as outlined in Penny’s predicament given from the outset.

In his introduction, Stern makes clear that this is an “art philosophical book” (4), not a philosophy of art as such: only one that “understands art and philosophy as potential practices of one another” (4). Following Brian Massumi, philosophy “tells us the stakes”, whilst “art brings those states to the table” (5), such that the type of art he values and constructs, (digital interactive art) is precisely that which melts away in its interactive encounter when constructed as work. Later on we discover that interactive art “interrupts relationality” (66), making present an “intervention that brings a situated moving-thinking-feeling to a higher power.” (66) Further on, interactive art does something else, when it “intensifies features of […] the ongoing transformation of the ‘living’ body”, and “gifts us with a state to practice being and becoming.” (73) Reflecting on the infamous Bourriaud/Bishop relational aesthetic ruckus a decade ago, Stern outlines how they focus on the explicit body (82) (how we understand ourselves or challenge explicit social/economic positions in the world), whereas artworks which privilege the implicit body have us “encounter how we move, transform, and are (continuous)” (82) in the world. The former takes on the materiality of social relations, the latter (endorsed by Stern) takes on the whole materiality of “embodied relations” (83). And again to reiterate, art operates as “the practice of contemporary philosophies, where we investigate, and further research on, embodiment and relationally together.” (83).

Now, one should admire how Stern blends philosophy and art praxis together precisely by not shoehorning authoritative philosophical accounts into art praxis where they aren’t needed. This works, precisely as the ontology expressed here actively resists such authoritative accounts as well as being cemented with the sort of sincerity with which Stern has such a keen literary grasp. More importantly, Stern cites works which seem to fit the stakes of his ontological conviction perfectly.

However the reliance of process-based philosophy dampens exactly how these works intervene to bring about the values he so desires. The simplest objection comes from asking how Stern might value anything at all, if our entire relational embodiment with the world is constantly in process – or that “[b]odies and matter are change” (220) – and must be always affirmed as such: why should every process and every bodily interaction be affirmed? Moreover why is it art’s place to give primacy to the ontological events of bodily material change?

This is one of the key infrastructural problems that surface, once a theory of art totally subscribes to a process-based ontology, let alone one focusing on embodiment: why should an artist like Stern feel compelled to present an intervention in the first place? If the dominant ontological movement of interactions is a becoming-event, by what standard or eruption should interactive art be said to work on? If, as Stern believes, “the interactive process in interactive work is the ‘work’” (159), it becomes unclear what value interactive artworks are purported to convey, if that process is all there is. To say that embodied processual events make the work “work”, because they underscore our situational intelligibility (or make it effective – so to speak) speaks nothing of what differential criteria should apply to make that aesthetic intervention intelligible. To hazard a guess, the problem is one of articulating how convention exists in a process ontology: because if everything is always emerging as an interactive event of change, the act of rupturing or intervening in convention becomes a real problem. The criteria for valuing these important works is only affirmed it seems, because every process is already affirmed: and if that’s the case you don’t need artists to make an intervention – there is no intervention required, other than the events that already exist, as change in themselves. To put it another way: why should (and how can) a work effectively gift us heightened states of being and becoming, if our entire situational relationship with the world is already situationally related in being and becoming?

I am reminded of Adrian Johnston’s 2001 review of the newly republished English translation of Dominique Laporte’s History of Shit (first published in 1978). Whereas most Foucaultians and Althusserians were disconcertingly vague in pointing out the concrete material conditions for subjectivity and economical production, Laporte boldly contended that the genealogical hypothesis to all modern civilisations was tied to one concrete material condition: the infrastructure of bodily waste management, or, the desire to control and sublimate our need to defecate. In his usual Žižekian repartee, Johnston suggested that Laporte’s bizarre history of modernity implicitly accepted the anti-Cartesian embodiment thesis (that cognition cannot be separated from the actions of the body), but pushed its logic to the end. That for all the affirmative, encompassing, sensual, emergent, potential images embodiment philosophy prefers to agree and discuss, it completely ignores one of our central and basic bodily requirements: to excrete our bodily waste or fecal matter, and remove it from sight and smell (and we don’t need to remind the reader of art’s fascination with this area).

Whilst Johnston’s tongue was firmly planted in his cheek, he did happen to put a psychoanalytical finger on the central problem with process based embodiment. That often enough, sincere accounts of embodiment designed to affirmatively depict and encompass implicit environment material engagements leave behind an unacknowledged stain: one which says more about these accounts than their proponents actually do. And it is precisely because Stern focuses on the most aesthetically agreeable areas of bodily engagement in interactive art, that something as habitual and ritualistic as the excretion of digested matter, or the infrastructure of sewage networks exposes that image.

In terms of materiality this is doubly important. Laporte’s intervention brings into conflict two competing performative materialisms which disclose our own bodily relationships with non-human processes (in this case, computational and networked material): the first is Stern’s own account of the material body as some sort of ‘nebulous material’ which is always emergent, lived, relational and thinking with its own engagement in the world of humans and non-humans. The second is Laporte’s material body seen as ‘brutal material’ – an explicit input-output, complex, evolutionary processing machine, strictly determinate and bounded in its biological function. Despite Stern arguing earnestly for the nebulous form, it doesn’t appear to me that he can hold off the brutal form, or at least prevent the latter from antagonising the former. And often enough, this happens because Stern’s accounts of embodiment, and the philosopher’s accounts he relies on, are already meant to be nebulous in themselves.

This logic unravels by chapter seven, when Stern expands the implicit body framework to analyse other examples of new media art which aren’t preoccupied with bodily participation to work, as work. He terms this “potentialized art” (206) where “audience members do not *make* the work directly through their interactions (207) but are subject to visual performances of potential movement and relation mediated by generative computation and networks. In citing Gordan Savičić and Jessica Meuninck-Ganger – amongst others – Stern argues that these ongoing performances harness generative information participating in embodiment relations, and invite metaphorical sensory change and bodily movement (in the case of Savičić’s performances, quite literally inflicting pain and suffering onto his own body using network data and social media).

John F Simon Jr - Every Icon

However when Stern cites John F. Simon. Jr’s infamous work Every Icon (1997), (227 – 230) (a cellular automation piece which takes approximately several hundred trillion years to complete) it becomes clear to me that the aesthetically agreeable areas of embodiment start to break down. It might be that my own reading of the piece is fairly unorthodox [5] (I don’t consider the work to be primarily conceptual for a start), but Every Icon eschews what Stern writes as giving “both the corporeal and incorporeal a present and future presence as time and sign” (230) or something that generates attention to our “sensual and conceptual experience of temporality” (230).

Yet, isn’t it the case that Every Icon is probably one of the least potentialised artworks ever made? It doesn’t actually generate anything, (in the strict sense of unpredictable outcomes from simple rules) it simply enumerates configurations of pixels one by one. Neither can we be said to “feel the potency of several hundred trillion years” (230) than we feel the cold, indifferent execution of a real java applet function to which we are forever limited in experiencing directly. If anything, Every Icon is deliberately constructed to forgo a relation with us.

To conclude: this is perhaps why Penny’s predicament with the Kinect is so stark. To demand, as Stern does, that we treat digital interactive art as setting a stage for examining how we “per-form” with our bodies within media, material, conceptual frames and selves, is no longer enough of a stage to give voice to the technological ecologies we find ourselves in: nor of the art that satisfies intervening in it. Credit must be given to Stern for writing over interactive art’s emancipatory myth of disembodied immateriality, but his endorsement of embodiment only serves to realise that the problem isn’t forgetting to focus on material engagement, but forgetting the cold, hard and brutal materiality of procedural performance of infrastructure, that often moves faster than we do. When Microsoft’s Kinect co-opts all the same values of Traces, it does so not because embodiment is totally flawed, but that bodily movement has now become ecologically implicated in deceptive infrastructure.

Just as Penny’s Traces may once have evoked a renewed attention to moving-thinking-feeling, such engagements are now suitably tracked and are in service of non-transparent infrastructures of geo-social activity, which propagate themselves beyond our sensory engagement, yet paradoxically they also indirectly sustain that ordinary engagement. For example, this is now a world where Google funds a 60tbps undersea cable connecting the West Coast to Japan, in order to propagate the reach of their services. The technological engagement of our bodies cannot be restricted to how we move-think-feel, but now weaves itself within layers upon layers of platforms and pervasive surveillance structures. And I don’t disagree with Stern that the implicit body is, perhaps, deeper than the account I give here. But maybe that’s because the body is also another type of performative infrastructure, tightly bound into other formations that are just as deep, complex and engaged. We now live in a time where digital interactive art has to intervene in the performances of geo-social infrastructure: where our bodies have curiously taken on their self-directing performances, rather than our own.

Wrong Ways Prevail. A Conversation with Nick Briz, Paul Hertz, and Jon Satrom

Featured image: Curt Cloninger’s ‘Twixt The Cup And The Lip #3

“A glitch is more than an error: It is a rupture in our collective techno-hypnosis, a herald of underlying realities.” – Paul Hertz

If you haven’t heard about Chicago glitch, you haven’t been paying attention to all the “noise” emanating from the Windy City. The self-proclaimed “dirty new media” crowd in Chicago has captured the imagination of artists around the world with their funky (as in Chicago blues), punk-inspired disruptions and hacked creations. As of this writing, glitChicago: An Exhibition of Chicago Glitch Art at the Ukranian Institute of Modern Art is about to close after an impressive two-month run, with works, performances, and discussions involving 22 artists heralding from Chicago and beyond.

While glitch may have a raw, subversive, outlier sensibility, it has also catalyzed a cohesive and collaborative group of artists that has organized an impressive array of community-based conferences, DIY workshops, exhibitions, and spontaneous happenings within the local media culture over the past five years. Ironically, the Chicago high-art academy is also a co-conspirator, as many of the glitch artists are based at the School of the Art Institute of Chicago, which has become the de facto experimental laboratory for the study and practice of glitch.

I spoke via web-conference with the show’s main organizer, artist and historian Paul Hertz, along with two of the artists and co-organizers, Nick Briz and Jon Satrom, in a collective effort to unpack the glitch phenomenon.

clockwise from upper left: Randall Packer, Jon Satrom, Paul Hertz, Nick Briz
clockwise from upper left: Randall Packer, Jon Satrom, Paul Hertz, Nick Briz.

Randall Packer: Nice to meet everyone in the third space. I am going to begin with Paul because you were primarily responsible for organizing glitChicago. There are many artists in the show who do not reside in Chicago. Is the work intended to demonstrate Chicago glitch tendencies and influences, or perhaps to situate Chicago as a spiritual home of glitch, like say Chicago blues?

Paul Hertz: I think the latter to some extent, but it’s also a joke about location in a networked society.

RP: From the perspective of being outside of Chicago, I can’t think of another place in the world right now that has a more cohesive community of artists working together, building things together, breaking things together, it’s quite an extraordinary moment in time in Chicago. So my question is: how much diversity, difference of opinion, even polemical positioning is there between the artists who are part of the glitch community.

PH: He wants us to wash our underwear!

Nick Briz: I’m glad it looks so cohesive on the outside, there is disagreement, but it’s a respectful community kind of disagreement.

RP: Nick, as the author of the Glitch Codec Tutorial, in which you describe a method of making glitch, is the idea of a “glitch tutorial” perhaps contradictory to glitch as accident, mistake or rupture?

Performance / lecture by Nick Briz
Performance / lecture by Nick Briz

NB: No, I think it’s the most appropriate format, because it’s not a glitch tutorial, it’s a glitch art tutorial and that’s an important distinction for me. Glitch is this unexpected occurrence within a system that we come to with a certain set of expectations, and a glitch is when those expectations are broken. Glitch art is when that happens intentionally. For me, this is a personal thing. What’s really special about glitch art as a practice are the realizations you come to when you instigate those moments, the political potential for drawing certain connections, for exposing certain invisible politics within a system. That happens in process. So to produce a tutorial is not only, technically, how you produce glitches for your work, but also for people to have those realizations themselves, really experiencing glitches.

RP: So, how does that relate to the idea of intentionality, accident, and indeterminacy in glitch. Is there a right or a wrong way of doing glitch?

Jon Satrom: No, I don’t think there is a right way to do the wrong thing. I think Nick said it in his performance: “do it wrong the right way.”

NB: Do it wrong, but also doing it wrong. As in doing it wrong is the way that you do it. And then I quoted you, Jon: “there are no right ways to provoke the glitch, only the wrong ways prevail.”

JS: I think the right way to do it wrong is to always cycle back or “level up” or go “meta” to a point where you are able to view what you are doing as a structure so that you can then glitch it again.

PH: Once you have a formula though, in a sense, you’ve captured something, but it is no longer glitching when you start saying that there is a right way and a wrong way.

RP: I am curious about this problem of glitch as style, glitch as genre, glitch as a pre-determined method. It seems there is a need to avoid stylization, avoid the predictable, to avoid the preset. So it does seem as though there are boundaries to glitch, there is an area where you don’t want to go.

JS: I feel like everything is fair game.

PH: There were places we had already gone where we weren’t likely to go again and so you could say farewell to jpeg glitching, farewell to png glitching, jpeg2 glitching, to datamoshing. I have argued that those are more like tools that we have and it’s about the new technologies. Going into the show I was quite prepared actually to say that glitch is now art historical, that’s why I was doing the show. But I was surprised at how lively the subculture is, how lively the artists are who have gone on to do new things. I think glitch belongs in many ways to an earlier tradition of noise, and in that sense, it has a history, it has a future in all kinds of directions.

Paul Hertz, Dogs 001 (Foster Avenue Beach, Chicago), digital print, 2013 (from t
Paul Hertz, Dogs 001 (Foster Avenue Beach, Chicago), digital print, 2013 (from the series Glitch Nation)

RP: The idea of history seems like a dark cloud that hangs over the practice of glitch, to avoid becoming rigid or formed. In regard to the roundtable discussion you just had, Paul asked the question: “once we induct glitch art into art history, is glitch art dead?” What was the outcome of this discussion? Is glitch as we know it history, has it already become part of the art-historical discourse?

PH: We did shift the conversation a little and started by talking about glitch as having a memory and glitch as having a potential future. And I think we sidestepped the history question by and large. But it was stated by a number of people, including Curt Cloninger in his essay for the show that as long as there are new technologies, there are going to be new glitches.

RP: So is there a reason why the historical question was avoided?

PH: I think it became uninteresting as time went on. We’re having so much fun just doing it, it doesn’t seem like such a serious question. It seems like a question an art historian would ask.

RP: But Paul, you’re an art historian!

PH: We all got around to being artists again.

JS: I think that when you look at history as a rigid structure and if you take a glitch perspective towards a rigid structure you’re looking at it as something that isn’t as static as may come across. Histories are presented in different ways, different agendas, different people, and I think it’s more interesting to consider our job as glitch artists to create structures that are radically inclusive, and experimental, and have enough space for agency, and individuality moving forward, rather than considering whether or not it is dead.

RP: Returning to the glitChicago show, which aspired to the inclusive, open source, community-based, DIY nature of glitch: Nick, you’re project is called 0p3nr3p0

0P3NR3P0.NET .gif logo
0P3NR3P0.NET .gif logo

NB: It’s pronounced “open repo,” short for open repository.

RP: How does this project involve the local community as well as expand itself through the network to engage a more globally social reach?

NB: 0p3nr3p0 is at the moment a project that myself and Joseph Yolk Chiocchi maintain, an unfiltered, open port for uploading glitch art. It was an offspring of the GLI.TC/H conferences in 2010, 2011, and 2012 in Chicago. It was a result of our paranoia to be radically inclusive as a conference. So we didn’t do a call for works that last time, instead what we did was a call for threads, which is we tried to carve out spaces for other people to bring in certain conversations. And while we showed and exhibited work in the evening, all that work as best as we could was actually the result of those communities coming together. There is only so much space, there are only so many people who could show, but there are a lot of people online who we could recognize and include and so 0p3nr3p0 would become that back door entrance to the physical exhibition via the network.

RP: It seems to me that there is something about the nature of glitch that encourages democratization and inclusivity in terms of the accessibility of its practice and the techniques involved.

JS: It comes back to social structure. One way to get around the hierarchies of a social structure is to try and present things in a more populist, more open, more democratized way.

PH: There is also this transgressive aspect to glitch. Glitch itself represents a rupture, instability, of images and media. And that instability has an ideological function, as Nick is very careful to point out in the Glitch Codec Tutorial. If we are transgressing both the technology and exposing the ideology, there are reasons for us to want to expand that kind of rupture to online communities.

RP: I spoke with jonCates in an earlier interview for Hyperallergic about dirty new media. I would like to get your perspectives. Jon (Satrom), it seems like your work particularly reflects this idea as a reaction against the clean, glossy, polish of technology, a reaction against the fetish of the technological object.

Jon Satrom’s Cracked iPads
Jon Satrom’s Cracked iPads

JS: Yes, it is a reaction to the sleek, brushed metal of new technology. When I think of dirty new media in terms of Chicago, there is an organic quality to it, literally you can think about dirt. This dirty style: it’s the grit, it’s the rust, it’s the realization of a false promise of technology that many of us just accept and are fine with. We’re purchasing things that are broken and need updates, and yet our agency of not being part of these updates has been stripped from us. Things are changing under our feet all the time. With dirty new media, you don’t bother hiding the cords, you don’t bother sweeping up, there’s a sense of realism to it, there’s the grit, and there is also a kind of a comfort in that. It’s not trying to hide behind these mirrored surfaces.

RP: Perhaps it’s a critique of our relationship with technology in terms of humanizing that relationship.

NB: Maybe trying to take agency back in that relationship. In the computer industry, a very specific relationship has been imposed, we’re told how we’re supposed to use these things, both as consumers and as producers. As consumers we’re told this is what you are supposed to do with your technology, to have a kind of reverence for technology. Dirty new media is an irreverent response to that. And then as producers they’ve imposed a certain relationship. There are “right” ways to do things as programmers, and “right” ways to do things as media artists and dirty new media tends to be kind of punk: how can you finagle the technology. It’s through experimentation that you learn how to do things with these systems. And just like the punk ethic, once you learn those first three chords you can start a band and you’ll learn the rest of them along the way. Once the reverence is defused, and it’s OK to break things and experiment, all these things become possible.

jonCates, POST-STATIXXX
jonCates, POST-STATIXXX

PH: I would also say there is a differentiation in dirty new media between an aesthetic and a capture of instability. There are the pleasures of the glitchy image but at the same time it’s very much about the underlying systems. It seems to me that they play off of one another and there is a certain tension there, and a healthy one.

RP: I believe there is also a tension in glitch in terms of constantly needing to move forward. This leads me to a question about Rosa Menkman, a significant artist and writer in the international glitch community. She’s written some very influential pieces such as The Glitch Moment(um) and the Glitch Studies Manifesto. Her writing critiques this tension while theorizing glitch, putting it into an art-historical perspective, perhaps encouraging its formalization. Is glitch now an actual genre, to be taught in art schools? What’s going on in Chicago seems very healthy because that’s where the locus of glitch is, but what happens when glitch is taught in all the other art schools around the world and everybody is imitating it?

JS: I think it becomes a powerful moment and I think it can be utilized very well in education, just in terms of giving students agency to break something and learn about its guts.

NB: But are you asking, what if glitch becomes a kind of Adobe Photoshop class? Here’s how you reproduce that exact artifact? Because that would be cool in its own sort of way if it happens, but I wouldn’t necessarily call that glitch art. You can perhaps draw a line between glitch artifacts and certain aesthetics and then glitch as a process, or as an ethic, as a practice, as an impetus for triggering these unexpected moments within systems for the plethora of reasons that artists like to do that. But glitch is not necessarily wedded to any particular aesthetic. Sure, if you search glitch art on Google, you get certain things that look the same, but that’s just because that’s what glitch art happens to look like now. But as technology and as systems change, and as the methods for exploiting those systems change, it will look, sound, taste, feel, and augment in totally different ways.

RP: So how do you feel about datamoshing, for example, which is working its way out into popular culture, where mainstream musicians, media artists are using glitch techniques straight out of the book.

Kanye West, Wecome to Heartbreak, from Storify’s A Glitch Art Primer
Kanye West, Wecome to Heartbreak, from Storify’s A Glitch Art Primer

PH: Kanye West’s Welcome to Heartbreak is the example most people think of. Datamoshing is used as a preset of a certain kind, which is OK, but it also means those problems were already solved. We know if we “hit” the header of a jpeg there are all kinds of things we can do. Once you go through the process, then it’s another effects module in a certain sense. But there is a point in which it’s all a surprise. Datamoshing is no longer a surprise for us, but it’s probably a surprise for nationwide television audiences. And even for them it’s going to eventually cease to be a surprise.

RP: Then what do you do in Chicago to stay on the edge, when everybody is practicing glitch?

NB: You can only stay on the edge if everybody is practicing glitch. The Kanye West example is a beautiful moment as initially I was upset because I felt co-opted, the pop culture aesthetic is going to destroy it. A lot of folks had that sort of sentiment and rhetoric. But the reality is that people are introduced to the aesthetic and look of glitch through that video and then are curious to know how to do that and then they fall down that rabbit hole. So more people join the conversation and like any conversation it gets better when more people join and there is more to talk about. And when everybody knows how to bend a jpeg, it means the general literacy level is up, the glitch literacy level is up. You can’t get into more complicated concepts, the next chapter, until everybody can have that conversation.

PH: And on the aesthetic side, it broadens the lexicons that people have to think about images, to think about media. It means that the aesthetics of punk, the aesthetics of noise creep in as something we should get used to. The popularization of glitch makes it possible to say, yes, we’re going to learn to live with the instability of technology, because we have to.

Stallio, Cover art for On the DLL
Stallio, Cover art for On the DLL

glitChicago: An Exhibition of Chicago Glitch Art, Ukranian Institute of Modern Art, with works by: Melissa Barron, Benjamin Berg aka Stallio, Nick Briz, jonCates, ChannelTWo, Joseph Yolk Chiocchi, Curt Cloninger, James Connolly, Kyle Evans, Paul Hertz, shawné michaelain Holloway, Nick Kegeyan, Jeff Kolar, A. Bill Miller, Pox Party, Rob Ray, Antonio Roberts, Alfredo Salazar-Caro, Jon Satrom, Lisa Slodki, Jason Soliday, Ben Syverson, I “heart” Presets, and OP3NR3PO.

Randall Packer is an artist, educator, and writer who critiques the unfolding media culture from his underground studio bunker in Washington, DC. Follow him at Reportage from the Aesthetic Edge.

Ludic Science Club Sunday Sessions at the Furtherfield Commons

Ludic Science Club Sunday Sessions, starting at 2PM

2 March: 1812 Crossing of the Berezina scenario for Richard Borg, Commands & Colors Napoleonics.
6 April: Mac Gerdts, Imperial 2030
4 May: Bruce Quarrie and Russell King, Apokalypse 1945
1 June:
Ty Bomba and Joseph Miranda, Russian Civil War 1918-1922
13 July:
Greg Costikyan, Pax Britannica. CANCELLED
3 August: H.G. Wells, Little Wars.

Training in Ludic Science for the Situationist Revolution

“Political theories are only made to die in the war of time. Like military units, they must be sent into battle at the right moment; and whatever their merits or insufficiencies, they can only be used if they’re at hand when they’re needed.” – Guy Debord.

Ludic Science Club Sunday Sessions

Clausewitz v. Jomini at the Ludic Science Club. 1812 Crossing of the Berezina scenario for Richard Borg, Commands & Colors Napoleonics.

The first of 5 monthly board game ‘Ludic Science Club Sunday Sessions’ organised by Class Wargames at the Furtherfield Commons. This Sunday join writer and academic Dr Richard Barbrook with Class Wargame collaborators for the 1812 Crossing of the Berezina scenario for Richard Borg, Commands & Colors Napoleonics. All Welcome.

Dr Richard Barbrook is the author of Imaginary Futures: From Thinking Machines to the Global Village. In 2008 it won the Marshall McLuhan Award for Outstanding Book of the Year in the Field of Media Ecology. He is a founding member of Class Wargames and co-wrote the script to the group’s film: Ilze Black (director), Class Wargames Presents Guy Debord’s The Game of War.

Next Sessions.

6th April: Mac Gerdts, Imperial 2030.
4th May: Bruce Quarrie and Russell King, Apokalypse 1945.
6th July: Greg Costikyan, Pax Britannica.
3rd August: H.G. Wells, Little Wars.

All sessions begin at 2.00pm.

To book sessions please contact: ale AT furtherfield DOT org

Furtherfield Commons,
Finsbury Park,
London N4 2PF
To Visit view link – http://www.furtherfield.org/gallery/visit

Panther / Jaime Ruelas / Polymarchs. On How We Came To a World of Legend

First of 6 articles as part of the Piratbyrån and Friends exhibition at Furtherfield. Mariana Delgado, Coordinator of El Proyecto Sonidero (Mexico), writes about the Polymarchs posters (1980-1990) by Jaime Ruelas. Translation by Tess Wheelwright.

Panther / Jaime Ruelas / Polymarchs. On How We Came To a World of Legend By Mariana Delgado, Coordinator of El Proyecto Sonidero, I met José Luis Lugo in 2009 in the office above the Publicidades Panther print shop in Mexico City. Lupita La Cigarrita introduced us: sonidera, collaborator and number one follower of Sonido La Changa, el Rey de Reyes – the King of Kings. Later we learned from Lupita that José Luis had an important collection of sonidero event posters and flyers. Marco Ramírez, the co-founder of El Proyecto Sonidero, grew enthusiastic.

As soon as we released the book Sonideros en las aceras, véngase la gozadera (roughly Sonideros on the Sidewalks: Bring on the Revelry) in 2012, we began to see what should come next. In 2013 we launched the Proyecto de Gráfica Sonidera, in association with Panther, and in collaboration with draftspeople, poster artists, graphic designers, graffiti writers, sign painters, printers, promoters, collectors and researchers.

We are taken back to the origins of the tropical sonidero movement, which began in the 60s with turntables and LPs – loudspeakers and tweeters set up in the streets, dances thrown in the barrio. Over time various sound systems are added, each with its own crew; soon the multicolored Aztec or robotic lights are streaming. The biggest parties feature close to 50 systems at once, working simultaneously for hundreds of thousands of people. Music is introduced and mixed the Mexican way. Equipment is fiddled with; beats are slowed. Bass rumbles out from walls of speakers. Followers take their places and multiply along with vernacular genres. Transsexual dance clubs form circles on the dance floor; here a family, there a group of insiders – la banda – make their way through the crowd. The mic starts up, amplifying the shout-outs that will circulate the continent on CD and DVD, through streaming, links, posts. From Peñon de los Baños aka Colombia Chiquita to Neza York; from the barrio Tepito aka Puerto Rico to Chimalwaukee, out to all the brothers in Illinois.

In this world, all hatched from La Sonora Matancera. Cumbia and salsa are the queens of a grand court of rhythms. The Virgin of Guadalupe reigns supreme; it’s her congregation. Changó, San Judas Tadeo, and the Santa Muerte share the power thereafter. Epic is important, and family, too. What begins as a passion for Cuba soon builds: music from Colombia, Puerto Rico, Venezuela, Ecuador, Panama, Peru, the Dominican Republic, Buenos Aires, New York… The sonideros leave behind the established Mexican labels and their standardizing limitations, heading out on their own to comb the continent. They become vinyl diggers, import records, discover bands and musicians; they turn into promoters, create record companies and pirate labels, compile mixtapes to disseminate in the street markets and plazas, at parties and on commercial stands, through the internet.

In the margin within – those more notorious neighborhoods of the Distrito Federal – embroidered logo jackets circulate, lending publicity to the sonidos along with their cards, posters, flyers, banners. Nonetheless, fewer and fewer dance parties are thrown. The city government has issued a discretionary ban of sonidero events in public spaces, canceling even traditional dances like the anniversary celebrations of Tepito’s markets. In the outer margins, ringing the DF and beyond, painted walls announce upcoming events and sonido trailers take over the streets. The dances go on.

We aren’t as familiar with the electronic scene, headed by Polymarchs. Our inroad is through the graphic materials comprising the collection Panther has amassed since 1979, which he rightly considers his primary asset. It all began in the Zona Rosa, where he used to go to trade posters, leaflets, stickers. At thirteen he formed part of the Polymarchs crew, coiling cables. Later he became a publicist, promoter, producer. He never stopped his gathering; stacks of paper tower in the office. Hundreds of posters and dozens of original drawings from the golden age of Hi-NRG pass in front of the camera, as José Luis remembers key scenes and events from this world: when they brought Gloria Gaynor to Mexico for the first time, when Sylvester came, when they packed the World Trade Center.

We are introduced to the world of artists and designers who created an imaginary to suit the precursors of the genre: pharaonic, galactic, utopian, spectacular, and futuristic. Always epic. Tailored to the moment, to the experience of the fans. The posters of the electronic sonidero movement are unique in format, employing unexpected techniques and materials; they are distinct, painstaking, sensational, new. In contrast, the works of tropical sonidos follow in the typographic vein of Mexico’s Gráfica Popular – reminiscent of the wrestling, taking the freedoms of the tropics, whether with box cutter or in full pixel. In the world of disco, Hi-NRG, and techno, the graphics are like the sound system: cult objects, concepts, myth.

“Do you want to meet Jaime Ruelas?” asks José Luis. The master of ink drawing, creator of logos and illustrations as iconic as La Changa or Polymarchs themselves. Of course we do. We are his fans, and we are an army. We arrive nearly punctually to the interview, with photography, audio and video gear in tow. Nearly punctually, because Jaime is already waiting; the son of a watchmaker, he knows machines, design and sound from the inside. He also knows the history of Polymarchs well, and from the beginning. Polymarchs’s first gig took place in his apartment in Tlatelolco. Later, Jaime became the sonido’s first DJ, before switching his focus to images.

Like the sonidos thriving now in the capital, Polymarchs began in Puerto Ángel, on the Oaxaca coast, with a modest set-up – just a single Telefunken console and two baffles. The collective was formed by three siblings in 1975: Apolinar, Elisa and María de los Ángeles Silva Barrera. In 1978 they moved to Mexico City. Apolinar took charge of the sonido, and with Jaime Ruelas he discovered disco and Hi-NRG. The tenacity of Polymarches transcends mere selection of musical genres; the approach here is different. With tropical sonidos, the music, the equipment, the role of DJ and MC are the purview of one person, a single all-powerful figure operating from behind the console. Polymarchs is coming from somewhere else, assembling great towers of scaffolding, creating a spectacle, an experience, an environment. Neither DJ or MC, this is an entire machine. Polymarchs designs, produces and operates structures of light and sound as have never been seen before, radiant vessels that travel, carrying immense tech crews and companies of retro-futuristic dancers, from Tenochtitlan to outer space. There are explosions in the cosmos. On the floor all hands are up, cellphones by the thousands.

When Apolinar Silva and the Polymarchs team arrive at the Centro Cultural de España to give a conference in the context of the Proyecto de Gráfica Sonidera, the auditorium is brimming. Followers sport the distinctive t-shirts and jackets, hold up posters they’ve collected, wave cellphones. Apolinar is glowing; he is the supreme authority and, more than mythic, he is mystic. The audience takes the microphone to share their experiences. Like the time a Polymarchs event was organized in Mexico City’s Zócalo and what people thought was an earthquake turned out to be the earth shuddering under such dance. Below, in one of the exhibition spaces, Polymarchs set up a kind of black-light temple, aglow with, among many others, the visions we now share now with you.

The Proyecto de Gráfica Sonidera was an intensive program that resulted in records and research, specialized workshops and others for children, the painting of walls, the exhibition of graphic, photographic, and video material, and a series of talks along with book and documentary releases. We had the honor of including a drawing by Jaime Ruelas, and we kicked off with a dance party dedicated to Polymarchs… which was epic. There was a little boy who stole the dance floor, winning it against the odds from the more seasoned dancers.

All this was made possible thanks to many people and institutions. Shout-outs to the following generous collaborators: Marco Ramírez, José Luis Lugo, Javier Echavarría, Jaime Ruelas, Livia Radwanski, Mark Powell, Mirjam Wirz, Rocío Montoya, Tonatiuh Cabello, Diego Delgado, Alan Lazalde, Sonido Fajardo, Luis Sánchez, Héctor Rubí, Julio Díaz Corona, Sonido Leo, Christian Cañibe, Eduardo “Aníbal” Dueñas, Eleazar “Canuto” Escobar and the shop personnel of Publicidades Panther, Publicidades Lupano, Aisel Wicab, Citlali López Maldonado, Pedro Sánchez, Marisol Mendoza, Lupita La Cigarrita, Sonido Pío, Víctor Hernández, Edgar Ramírez, Laura Zárate, Griska Ramos, Mirna Roldán. Official respects to FONCA, to CONACULTA, to the Fundación Alumnos 47 and to the Centro Cultural de España.

We Need to Talk About Networked Disruption and Business: An interview with Tatiana Bazzichelli

Tatiana Bazzichelli is a researcher, networker and curator, working in the field of hacktivism and net culture. She is part of the transmediale festival team in Berlin, where she develops the reSource for transmedial culture, an ongoing distributed project of networking and research within the transmediale festival. She received a Ph.D. in Information and Media Studies from Aarhus University (DK), conducting research on disruptive art practices in the business of social media (title: Networked Disruption: Rethinking Oppositions in Art, Hacktivism and the Business of Social Networking). Bazzichelli is also a Postdoc Researcher at the Centre for Digital Cultures /Leuphana University of Lüneburg (DE).

Introduction.

In light of absolute domination by market forces over all of our lives, and with the top-down orientated power systems’ bias towards business and the implementation of a consumer class. New ways of thinking around the problem is called for. There has been a dramatic shift of unethical companies such as BP funding art’s and technology projects, and mainstream museums and galleries in the UK. [1] Alongside this, those hoping to receive arts funding are told to be innovative and more entrepreneurial than they already are. What they really mean by ‘innovative and entrepreneurial’ is, get in line with the values of a corporate mentality, and not be contextual or critical in one’s art practice. This wholesale move towards business as it further dominates the content, ideas, societal context, and missions by artists and art collectives – is of deep concern for all who wish to explore freedoms of expression on their own terms and not inline with the state’s or a corporation’s set of diverting agendas.

Art activism in media art and transdiscilpnary arts culture has engaged with political and societal issues while under the gaze of neoliberalism quite successfully. However, what changes have occured that we can draw upon to say we have built real alternative values for others to work with? There are plenty of people from the dark side calling us to join them, like that eirie voice from the original Evil Dead movie.

evil_dead_1981.jpg
The Evil Dead (1981). Director: Sam Raimi. Five friends travel to a cabin in the woods, where they unknowingly release flesh-possessing demons.

I’m reminded of Thomas Frank’s insightful words in his article TED talks are lying to you, that those who urge us to “think different” almost never do so themselves. [2] And this is the nub, what will become us if we step over into their world and adapt our minds to their visions?

“To expect or even wish those who rule and those serving them to change, and challenge their own behaviours and seriously critique their own actions is as likely as winning the National Lottery, perhaps even less.” [3] (Garrett 2013)

So, this brings us Tatiana Bazzichelli who has been thinking about this stuff a lot. Her Proposition is that we need climb out of these oppositional loops in order to find different ways of being, and refocus on potential art strategies in relation to a broken economy. In her publication Networked Disruption: Rethinking Oppositions in Art, Hacktivism and the Business of Social Networking, Bazzichelli puts forward the notion of disruptive business and it “becomes a means for describing immanent practices of hackers, artists, networkers and entrepreneurs”, and sheds “light on two different but related critical scenes: that of Californian tech culture and that of European net culture – with a specific focus on their multiple approaches towards business and political antagonism.”

Interview.

Marc Garrett: In your book you examine a breadth of disruptive practices of networked art and hacking culture in California and Europe. You propose your main objective is to rethink the meaning of critical practices in art, hacktivism and social networking, analyzing them through business instead of being in opposition to it.

Could you explain how this would change situations and what it would bring to artists exploring disruption as part of their practice, networked art culture and the wider community, and what this may look like?

Tatiana Bazzichelli: I will begin answering your question by adding another one: Why do we need to rethink artistic and hacktivist oppositions in the context of social media and after the emergence of Web 2.0? This question is at the core of my book, and also the main link that connects together my previous book, Networking: The Net as Artwork (2006), and the following ones centered on the concept of networked disruption and disrupting business.

The idea of conscious participation in media practices is central to analyse the evolution and transformation of the concept of “networking” in the age of social media. My reflections are the consequence of a process of direct involvement within the activist (or rather “artivist”) scene in Italy since the mid-90s, and furthermore, they are based on the analysis of a more international fieldwork of practices between the Europen tradition of netculture, and the development of cyberculture in California. Practically all my books are to be thought of as subjective, and as consequences of a personal experience which aims to create connections between very diverse fields of action, applying the idea of networking both in theory and practice, and as a methodology of writing.

Between the end of the 1990s and the early 2000s, many actions of media criticism were often very dialectical, and rooted on the idea of antagonism as radical opposition. I am for example thinking about what was (erroneously) called “the anti-globalization movement”, the protests in Seattle, Prague, Goteborg, Genoa, etc.: somehow it was easier to identify an “enemy”, for everyone to unite against the same power. Unfortunately this also meant that it was easier to identify the members of the movement(s) themselves, and many protests faced violent chains of repression by the authorities. In particular in Genoa, the Italian movement and its global counterparts were hit hard. My personal opinion is that the frontal opposition, the idea of assaulting the “red zone” during the protests, did not work at all: we basically played the game of the police. Without dismissing this experience, which was very important in itself and for the start of new activist projects, after Genoa 2001 I started searching for a new way of activism that was not black and white, and which would be harder to appropriate. This was also the reason why I started entering in contact with many projects in the queer, pink, and independent porn culture, which were combining ludic strategies and playful disruption beyond oppositional confrontation. I was trying to connect those to the concept of hacking – mixing the codes to create disturbance, to generate subliminal interventions, to give rise to paradoxes, fakes and pranks, as previous projects based on multiple identities, from Luther Blissett to Neoism and Monty Cantsin, had done before.

luther-blissett-300.jpg

“In 1994, hundreds of European artists, activists and pranksters adopted and shared the same identity. They all called themselves Luther Blissett and set to raising hell in the cultural industry. It was a five year plan. They worked together to tell the world a great story, create a legend, give birth to a new kind of folk hero.” Luther Blissett.

But after 2004, which is also the time of the emergence of Web 2.0, the critical framework of art and hacktivism shifted: networking, a concept which had informed the Avant-garde since the 1960s, became a tool for a wider audience, and a pervasive business strategy. The ideas of openness, do it yourself, sharing, the “mottos” of the hacker culture in the 1990s, became the main rhetoric of the Web 2.0 companies based on the appropriation of “free culture”. This meant to me that also artistic and hacker practices needed to be recontextualised, since the concept of social networking became something completely different from its roots, and the business companies themselves were applying the concept of disruption as main business logic. Is it possible to oppose disruption with disruption?

In the era of immaterial economy and increasing flexibility, the act of responding with radical opposition no longer looks like an effective practice, since the risk is to simply feed the same machine replicating the capitalistic logic of competitiveness and power conflicts. In my opinion, and here I speak through my “artivist” experience, even the concept of the multitude as a model of resistance against the capitalist system – which runs at a theoretical level – is difficult to apply on a pragmatic level without having to recreate the traditional dynamics of the “power-contra power” conflict. The point is to try to figure out how to imagine new forms of participation that go beyond dualistic conflict – and that go beyond the creation of a hegemonic and holistic entity, although presented as a plural (the multitude, indeed). As a result, it is definitely necessary to reformulate the language, which enters the sphere of production and the political, as Paolo Virno states, but most of all, activists practices and critical strategies need to be rethought.

What my book Networked Disruption suggests is the act of performing within the capitalist framework, not against it, keeping the dialectic open through coexisting oppositions. The notion of disruptive business is useful for reflecting on different modalities of generating criticism, shedding light on contradictions and ambiguities both in capitalistic logics and in artistic and hacktivist strategies, while rethinking oppositional practices in the context of social networking. In this book the concept of the Art of Disrupting Business must be interpreted beyond categorical definitions, and as a new input for imagination. “Disruption” implies a multi-angled perspective and it is a two-way process, where business and the antagonism of business intertwine. Adopting a hacker’s strategy, hacktivists and artists take up the challenge of understanding how capitalism works, transforming it into a context for intervention and trying to alter business logics. Rethinking strategies and modalities of opposition implies that new forms of interventions and political awareness should be proposed without antagonising them, but rather by playing with them and disrupting them from the inside of the machine. The vision of a distributed network of practices, participations and relationships can only be fragmented, and based on multiple layers of imagination.

Today there are artists and activists who are inspired by a certain tradition of “disruption”, creating interventions from within, critically appropriating the business logics, stretching its limits, or proposing alternative models to it. Many of them are the case studies of my book, where I propose a constellation of social networking projects that challenge the notion of power and hegemony, and where social networking is not only technologically determined. Projects and experiences such as mail art, Neoism, The Church of the SubGenius, Luther Blissett, Anonymous, Anna Adamolo, Les Liens Invisibles, the Telekommunisten collective, The San Francisco Suicide Club, The Cacophony Society, the early Burning Man Festival, the NoiseBridge hackerspace, and many others. Of course there are many more of these. Holes in the system are everywhere, ready to be performed and disrupted.

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The Church of SubGenius.
Recent book by The San Francisco Suicide Club.

MG: There is a quote in the book that it says, “Innovation is rooted in Desire, not need. Desire is the motivation for behaviour. Desire leads to goals, and goals lead to motivation, the internal condition that gives rise to what we want to do, based on our goals, what can we do – based on the norms of behaviour – and what we will do – the actions that we voluntarily decide to undertake. Motivation is the ethos of goal-oriented behaviour, and a company’s ability to understand motivation directly contributes to the success of their products and services in the marketplace” (Manu, 2010, p. 3).

I’m wondering, coming from an activist background myself where do you think free culture fits into this dialogue, especially in respect as a critique of products and services in the marketplace, as well as social forms of emancipation?

TB: The quote you are referring to comes from a book entitled Disrupting Business: Desire, Innovation and the Re-design of Business (Alexander Manu, 2010). As we can read in the business literature, the concept of disruptive business is rooted in the idea of disruptive innovation. Disruptive innovation, a term coined in 1997 by Clayton Christensen, Professor at the Harvard Business School, is used in business contexts to describe innovations that introduces a product or service in ways that the market does not expect. In the business culture, disruption not only means rupture, but links to the idea of innovation and re-design of behavioural tendencies. Therefore performing disruption shows a process that interferes with business, whilst at the same time generating new forms of business. This mutual feedback loop is at the core of my analysis.

However in my book business is neither analysed through classical business school methodologies, nor seen as positive or negative, but it is a means for working consciously on political practices – and for raising questions on art and media criticism. In 2009 I was a visiting scholar at Stanford University where I was researching the reasons of the progressive commercialisation of networking contexts after the emergence of Web 2.0, through the development of hacker culture in the Silicon Valley. From the interviews that I conducted, and also via the close reading of the book From Counterculture to Cyberculture by Fred Turner, it was evident that since the development of the early cyberculture hackers and members of the so-called “counterculture” have been trying to disrupt business via their practices, and in parallel, business corporations have been trying to do the same through technological innovation. Since the 1960´s, hackers and artists in California have been active agents in business innovation while at the same time also undermining business. This is also very evident today in the business context of Web 2.0 where many hackers are working at the core of business, while disrupting it – the Anonymous entity is one of the most successful examples of this.

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Fred Turner traces the previously untold story of a highly influential group of San Francisco Bay–area entrepreneurs: Stewart Brand and the Whole Earth network.

In my book I compare what the concept of business disruption meant in the European context and in the US, especially in Silicon Valley. When I was interviewing computer engineer Lee Felsenstein he told me that in California hackers would refuse hegemony but not business. This is also why many of them have no problem in working for Google, which is actually employing the best hackers of the area. In Italy we always claimed that hacking is politics, and politics is an “attitude”, which informs your everyday life and lifestyle. What I discovered in the Silicon Valley is that libertarian practices are often linked with the refusal of the political, and this is the position of many members of the hacker culture in California. Therefore, what for me was the initial “problem”, the contamination of business and free culture, was not considered as such among the hackers that I met between San Francisco and Palo Alto.

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This consideration leads me to create a model of analysis named the “disruptive feedback loop”, based on the idea of layering instead of cooptation – such an idea of “layering” rather than cooptation, was proposed by Fred Turner in the lecture “The Bohemian Factory: Burning Man, Google and the Countercultural Ethos of New Media Manufacturing” (2009), while discussing the social phenomenon of Burning Man. The idea of the “mutual feedback loop” between business and hacker culture is instead the result of a conversation in 2009 with Jacob Appelbaum, who at the time was an active member of NoiseBridge in San Francisco, when we were reflecting on the development of hacker spaces in California. In my disruptive loop model, artists and hackers use disruptive techniques of networking in the framework of social media and web-based services to generate new modalities for using technology, which, in some cases, are unpredictable and critical; business enterprises apply disruption as a form of innovation to create new markets and network values, which are also often unpredictable. Networked disruption is a place where the oppositions coexist, and it is a reconfiguration of practices into a structure of mutual feedback instead of opposition.

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Appelbaum talking at the protest march Freiheit statt Angst (engl. Freedom not fear) in Berlin (2013)

Here I propose disrupting business as an art practice: artists and hackers adopt viral and flexible strategies, as does contemporary networking business, and by provoking contradictions, paradoxes and incongruities, business logic is détourned. This model can be applied both in the analysis of business contexts of social networking and of critical practices generated by hackers and artists. For example, projects such as Anna Adamolo and Seppukoo reflect on the tensions between the open and closed nature of social media, stressing the limits of Facebook’s platform, and working on unpredictable consequences generated by a disruptive use of it. Paradoxically, to be critical of business we should learn from it.

The Telekommunisten collective explains this well, and it is not a coincidence that Dmytri Kleiner comes from a Neoist background: the experiences of Luther Blissett and Neoism made it hard to see any “truth”, they forced us to question and examine our identities. If you claim to have the truth, you will fail – someone else will proclaim the truth, and perhaps with much more strength and power than you. The Miscommunication Technologies by the Telekommunisten show that the enemy can eat you up and that the capitalist system has endlessly more resources to force its “truth” on you. We have to learn from business, understand how to be pervasive. My point is that we should stop looking for the enemy, because who is the enemy today when disruption and its opposition are feeding the same machine? The challenge is to unite where the system can’t get you, and you’re not playing into its hands, exposing contradictions, generating disturbance, to disrupt and perform the feedback loop at once. The challenge facing the art of disruptive business is to dissipate oppositions through a network of multiple, distributed, playful and disruptive practices.

MG: It was licensed under a peer Production License (http://p2pfoundation.net/Copyfarleft), similar to a Copyfarleft License (http://p2pfoundation.net/Peer_Production_License). Very different than a Creative Commons Licence, and drawn up by one of the artists you write about in the book Dmytri Kleiner. It feels relevant to be on the P2P Foundation wiki, however it would be useful know how it relates to the context of your publication?

TB: As it is stated on the P2P Foundation website, based on the text published in The Telekommunist Manifesto, “the Peer Production License is an example of the Copyfarleft type of license, in which only other commoners, cooperatives and nonprofits can share and re-use the material, but not commercial entities intent on making profit through the commons without explicit reciprocity”. The Peer Production License is a hack of the Creative Commons licenses. Where the Creative Commons is mostly used for sharing works non-commercially, the Peer Production License wants to contribute in expanding a non-capitalist economy, generating earnings that are shared equally. Commercial use is therefore encouraged for independent and collective/common-based users only, proposing a business logic that does not lead to a private appropriation of community-created value.

This logic is also at the core of the “Venture Communism” concept coined by Dmytri Kleiner in 2001, which proposes to allocate equally the collectively owned material wealth, and to create a peer-to-peer social commons as an alternative to venture capitalism.

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A copy of Venture Communism by Dmytri Kleiner here – http://s.shr.lc/1hpJ2qg

I decided to release the Networked Disruption book under this license because I consider it a coherent intellectual gesture, and also a “business experiment”. From what Dmytri told me this is the first book released under this license after the Telekommunist Manifesto, and hopefully the use of such license, if increased, will be part of poking a small hole in the capitalist economy, generating value which is not going into few owners’ pockets, but is shared equally among the workers and producers. This is also the reason why all my publications exist both online and on paper and are freely downloadable from the web, because it would be contradictory to write about certain topics and then release my toughts under proprietary licenses. In this case, since the book is about disrupting business, I decided to apply a disrupting business license, and to my point of view this is what the Peer Production License is.

Conclusion:

Bazzichelli’s investigation is a timely and necessary critique on how to free up networked forms of freedom of expression and its varied practice. At first, I was suspicious. Indeed, in a later publication on the subject co-edited by Tatiana Bazzichelli & Geoff Cox, called Disrupting Business: Art and Activism in Times of Financial Crisis; “Bifo” Berardi, in his article EMPTINESS says “Business is, in my opinion, the most despicable word in the vocabulary. Well, I will try to express it better: the meaning and implications of the word ‘business’ in contemporary culture and daily life, and the positive emphasis placed on this term, are the most telling symptoms of the abysmal alienation of our time.” On this I agree.

We are all emersed in the sea of neoliberalism and we are struggling to keep our heads above the water at various levels. Some are aware of it and are not dealing with it, most are unconscious of it and are drowning in it, and then there are those actively awake and exploring different and innovative ways to survive and hack ‘around, in between and through’ this deep totalising ocean.

Whether we like it or not, business unfortunately is the dominating regime controlling our interactions, and this includes our cultural, digital interfaces and social contexts. Bazzichelli asks us to stare into the monster’s face – what Bifo sees as a deep emptiness. She pulls out of the slimey depths a glimmer of hope and an advancement for playful and critically aware forms of artistic disruption. It is an academic and cultural hack and reminds me of Donna Haraway’s proposition in the mid 90s for Situated Knowledges. Haraway realised with other collaborators that it was a fantasy to think that the patriarch was going to somehow willingly hand over control and be enlightened to the idea that women scientists should be accepted as equal in history and academia.

“We seek not the knowledges ruled by phallogocentrism (nostalgia for the presence of the one true world) and disembodied vision. We seek those ruled by partial sight and limited voice – not partiality for its own sake but, rather, for the sake of the connections and the unexpected openings situated knowledges make possible. Situated knowledges are about communities, not isolated individuals.” [4] (Haraway 1996)

Her proposition is not suggesting that critical, ethical artists and pranksters give up and put down their tools and become business men and women instead. Using terms such as ‘disrupting business’ is not conforming or giving up the fight. It is a shift in strategy. She has successfully illustrated that there is a continual rise in imaginative experimentation where artistic hacking with the protocols, interfaces, code, data and surveillance is alive and well. It is about infiltration of these ideological defaults and the power systems that rely on them. Resistance is not futile, it is just changing direction from reliance for absolute desire (which lets face it is rarely fullfilled) from momentary tactics and momentary hacks, into informed hacking with socially aware and engaged strategies. She is asking for an intelligent response, a less macho way in dealing with the problem. This means building deeper relations with others through affinities and sharing critical knowledges while disrupting the business of neoliberalism. And most of all, carry on playing…

The 1,000 Drones Project: an interview with Joseph DeLappe

Featured image: Cardboard Soldier, 2009 exhibition T-Space Gallery Beijing. Joseph DeLappe.

Introduction.

Joseph DeLappe’s art projects have received much interest ranging from the art world, New York Times, Wired magazine, and publications such as Joystick Soldiers The Politics of Play in Military Video Games, the first anthology to examine the reciprocal relationship between militarism and video games. DeLappe is considered a pioneer of online gaming performance art. His art examines the conditions and processes of cultural information to provoke and critique the state of military influences on everyday culture and people’s lives.

DeLappe’s work includes the controversial game based, performance and intervention, Dead in Iraq 2006-2011. This involved him frequently visiting the US Army’s online recruitment game and propaganda tool America’s Army. Using the login name dead-in-iraq, he methodically typed in all of the names of U.S. service personnel killed in Iraq, co-opting the Army’s own technology challenging the official figures as a reminder to its players of the real consequences of war. He also directs the iraqimemorial.org project, an “ongoing web based exhibition and open call for proposed memorials to the many thousand of civilian casualties from the war in Iraq.”

Joseph DeLappe, “dead...whats your point?" dead-in-iraq screenshot 2006-2011.
Joseph DeLappe, “dead…whats your point?” dead-in-iraq screenshot 2006-2011.

Joseph DeLappe, “dead…whats your point?” dead-in-iraq screenshot 2006-2011.

“The players ask DeLappe to stop what he’s doing, but when he continues they shoot him or simply kick him out of the game. You can see the strong reactions from the other players as a proof that DeLappe’s performance are successful. He succeeds to break the game illusion, in the same way as Brecht “Verfremdungseffekt” breaks the illusion in drama.” [1] (Jansson)

Much of DeLappe’s work is known for challenging his own nation’s involvement with war. However, if we look at The Salt Satyagraha Online: Gandhi’s March to Dandi in Second Life 2008, his work reflects a wider context introducing his concerns on the human condition. Over the course of 26 days, from March 12 – April 6, 2008, using a treadmill customized for cyberspace, DeLappe reenacted Mahatma Gandhi’s famous 1930 Salt March. “The original 240-mile walk was made in protest of the British salt tax; my update of this seminal protest march took place at Eyebeam Art and Technology, NYC and in Second Life, the Internet-based virtual world.” [2]

Joseph DeLappe. The Salt Satyagraha Online, 2008 image by Christine A. Butler.
Joseph DeLappe. The Salt Satyagraha Online, 2008 image by Christine A. Butler.

On hearing about DeLappe’s The 1,000 Drones Project – A Participatory Memorial, I was immediately intrigued. I wanted to find out more and discuss his approach as well as how he intends to bring to light the lives lost by these unmanned Arial predators as an art project, and what this would look like.

Interview.

Marc Garrett: Could you tell us why you felt it was necessary to do this project even though there is already much media attention out there relating to the use of drones in domestic, military and commercial culture?

Joseph DeLappe: There has indeed been much media attention surrounding the use of militarized drones as a part of US foreign policy. Our drone policies have received much attention yet, as with the coverage of civilian casualties from the Iraq war, the actual human costs of our drone strikes remains rather illusive. Through the work I am doing regarding drones that specifically focuses on memorializing civilian deaths I hope to actualize the estimates of civilian deaths and to call into question the moral issues surrounding such remote killings. You might say that drones have struck a nerve with me. There is something different about drones. They seem to perfectly combine aspects of our worst fantasies of digital technologies, interactivity, computer gaming and war. One might consider them a bit of a “gateway” weapon (the drug reference is of course intentional here). I suspect we have indeed opened a Pandora’s box leading to the further utilization of remote and robotized weaponry that will make our current drone usage seem quaint.

Cowardly Drone, 2013. Joseph DeLappe.
Cowardly Drone, 2013. Joseph DeLappe.

The above is “An ongoing series of image interventions downloading images of UAV’s (unmanned arial vehicles) in use by the United States Military, including: General Atomics MQ1-Predator Drone, MQ9 Reaper Drones and Global Hawk Drones from the top results of Google image searches. Each image is slightly adjusted to include the marking “COWARDLY” upon it’s fuselage. The saved images are uploaded to my website with basic titling information “Predator Drone”, “Reaper Drone”, “Global Hawk Drone” – with the intention of having these images begin to appear in searches for information and images on drones occurs online. The works are intended as a subtle intervention into the media stream of US military power.” DeLappe

I am working on several drone projects at the moment, including The “1,000 Drones Project – A Participatory Memorial”, and seek to draw attention to and creatively memorialize those innocents killed by drones. It invites the public to create a small scale, papercraft replica of a General Atomics MQ-1 Predator UAV (Unmanned Arial Vehicle) – a drone. Participants are asked to write the name of a civilian drone casualty upon the wings of the aircraft.

This project is an adaptation of The 1,000 Cranes or “Senbazuru” tradition from Japan. This tradition holds that anyone who folds one thousand cranes will be granted a wish. Since World War II the tradition has been associated with the atomic attacks upon Nagasaki and Hiroshima – the folding of the cranes has become a wish for peace. [3]

1,000 Cranes - Senbazuru.
1,000 Cranes – Senbazuru.

MG: You are inviting participants to be a part of the project. In what capacity will they be taking part?

JD: The 1,000 Drones Project has been commissioned by the FSU Art Museum of the exhibition “Making Now – Art in Exchange”. The FSU Department for Art has for the past few months conducted a series of workshop events where the public is invited to make a small, paper drone from a provided template. The form is made directly from MQ1 Predator Drone plans found online. The drone shape is cut out, there are then five dotted lines denoting where to fold the paper – the result is a simple paper facsimile of a drone. Once the drone is created, the participant is invited to write the name of a civilian drone casualty along with their age at the time of death, upon the wings of the drone. The Bureau of Investigative Journalism estimates that between 2004 and 2013, drone strikes in Pakistan killed between 2,536-3,577 people, of these, it is estimated that 411-884 civilians and 168-197 children have been killed. The list of civilian drone casualties comes from The Bureau of Investigative Journalism. We are also using a list of drone casualties from Yemen found here: http://en.alkarama.org/documents/ALK_USA-Yemen_Drones_SRCTwHR_4June2013_Final_EN.pdf

At present we have a total of 464 persons identified as civilian drone casualties from Pakistan and Afghanistan. To complete the 1,000 drones, the remainder will be marked “unknown”.

The paper drones are to be strung together in groups of 18 per string, 55 strands will be hung in the center of the gallery to create an installation that will be triangular in shape. The making of the drones will continue with the opening of the exhibition in February until 1,000 are complete and installed.

MG: What will others learn or gain from this participation?

JD: This is difficult to pin down. My intention is that through the act of making a drone, followed by writing a name or “unknown” upon their creation that individual participants will in some small way actualize the loss of individual lives due to our drone attacks. The intent is to perhaps for some brief moment make real these deaths taking place in our name on the other side of the globe. The actions are decidedly low-tech as well – there is something important in this – the deaths become physical, perhaps drawn from the digital media stream, the digital process of the killings to a direct, physical act of making and remembering. I am very interested as well in the overall effect of the piece – to see 1,000 white paper drones hanging in space as a memorial will likely have a powerful impact.  Numbers of civilians killed as reported through our media are all too often numbing and abstract – this piece will hopefully make real this abstract process of digitally remote killings.

MG: What is the lineage of this project?

JD: I’ve been working intensively over the past decade to creatively shed light on civilian and military casualties as a result of our ongoing “war on terror”. This includes “dead-in-iraq”, my intervention as a memorial and protest taking place within the America’s Army computer game and iraqimemorial.org, a crowd sourced project launched in 2007 inviting anyone to post concepts, imagined memorials to the many thousands of civilian casualties from the Iraq conflict.

Conclusion.

Looking at DeLappe’s breadth of work informs us how detailed and complicated the subject is, and it equally reminds us how distant we all are from any quality debate about war and drone technology and the impacts these militarised technologies have on citizen’s lives. Thankfully, on the subject of drones the Internet is supplying us with different view points that mainstream news media fails to seriously investigate. Russia Today, reported that classified documents from the CIA could not “confirm the identity of about a quarter of the people killed by drone strikes in Pakistan during a period spanning from 2010 to 2011.” [4]

Kate Rich and Natalie Jeremijenko in 1997 as part of the then, anonymous Bureau of Inverse Technology were pioneers of the first art drone ‘The BIT Plane’. This work was featured in a group show at Furtherfield’s gallery, Movable Borders: Here Come the Drones! in May 2013. [5] In an article in Mute magazine Rich wrote, “The morally disgusting asymmetry of drones relates not only to their deployment by the powerful against the weak, but also to the radical disparity of risk entailed in exposing the defenceless living to pilotless killing machines.” [6] This brings to mind how vulnerable we all are to the whims of the powerful. This feeling of fear will strike at the heart of any humanist not on the ‘right’ side of those wielding such awsome destruction without challenge, until its too late.

DeLappe’s art not only reflects the militaristic world we are living in he is directly engaged with it. His focus on his nation’s obsession with war echoes what James Hillman wrote in A Terrible Love of War, “Hypocrisy in America is not a sin but a necessity and a way of life. It makes possible armories of mass destruction side by side with the proliferation of churches, cults and charities. Hypocrisy holds the nation together so that it can preach, and practice what it does not preach.” [7] (Hillman 2004)

Many contemporary artists are working with and critiquing Bio-Technology, Nano-technology, engineering, issues on Climate Change, border controls, data-mining, surveillance, economic and political fluctuations, and the military. This is in line with the expansion of the networked society. Controversies and battles are taking place in a time of uncertainty, where the very technology and systems that have supported progress, through its worldwide channels of production and prosperity; are now the very same tools threatening the survival of our species, contributing to climate change and the emergence of the economic, global crisis, as well as a threat to our civil liberties. Art and critical thinking examining this complex and strange territory and its impacts on us and the planet are right up there in pushing forward a new kind of radical investigation as an art practice.

Joseph DeLappe’s next exhibition ‘Social Tactics’ will be from January 24 to April 27, 2014 Fresno State Center for Creativity and the Arts, in the US.

Piratbyrån and Friends

Exhibition Tour and Artists Talk (Magnus Eriksson and Geraldine Juárez)
Saturday 03 May 2014, 2pm

Exhibition tour led by Magnus Eriksson and Geraldine Juárez followed by a live walk-through of the Piratbyrån archive and talk about some overlooked gems from their history at Furtherfield Commons. Expect to learn some Swedish while we are at it!

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SEE IMAGES FROM THE PRIVATE VIEW

Contact: info@furtherfield.org

VISITING INFORMATION

Curated by Rachel Falconer & Furtherfield

EXHIBITION TRAILER – Piracy as Friendship
@Furtherfield “Don’t contact future. Future will contact you!”

“For the last sixty years, capitalism has been running a pretty tight ship in the West. But in increasing numbers, pirates are hacking into the hull and the holes are starting to appear. Privately owned property, ideas, and privileges are leaking into the public domain beyond anyone’s control.” – Matt Mason, The Pirate’s Dilemma

Piratbyrån and Friends traces the stories of cultural sharing and affinity-building among the activities and values of the members of Piratbyrån (The Bureau of Piracy). This Swedish artist/activist group was established in 2003 to promote the free sharing of information, culture and intellectual property. The exhibition presents screenings, installations and artworks by founding and more recent members, keen to tell the story of the group on their own terms. It features newly commissioned work by artists Geraldine Juarez and Evan Roth, and a new networked audio collaboration which mediates their rich archive and foregrounds the role of piracy as an agent of innovative disruption and cultural transmission.

“The specific character of friendship as a form of social relationship is that it does not presume a permanent interaction. Friendships are a type of serial solidarity. The story of friendship is a story of meetings.” Viktor Misiano –  The Institutionalization of Friendship.

Piratbyrån have always resisted clear definition. Created on the Internet as a loose friendship group with a shared commitment to media and piracy in the shifting ecologies of digital copyright law, Piratbyrån operated through a number of different identities. From the #discobeddienti IRC chatroom, to the infamous Pirate Bay, to the determinedly analogue SX23 bus trip to Manifesta 7, and their subsequent disbandment in 2010, Piratbyrån consciously cultivated an air of mystery and intrigue around their many activities.

Piratbyrån have always had a particular commitment to the value of friendship as a shelter for culture and a space to understand, imagine and experiment as a community from the edges of the Internet.

Exhibited Works

The exhibition features newly commissioned sculptures and installations by artists James Cauty, Geraldine Juárez and Evan Roth and a screening programme that includes Steal This Film by Jamie King and Piratbyrån and Friends by Geraldine Juarez.

Tapecasts (2013-2014) – Piratbyrån and Friends
SK23 Suit (2008) – Lina Persdotter Carlsson / Piratbyrån
S23m Manifesta Bus Trip (2008) – Piratbyrån & Simon Klose
S23x  Belgrade Bus trip (2008) – Piratbyrån
Polymarchs posters (1980-1990) – Jaime Ruelas
Sharing is Caring Map (2008) – Sara Wolfert / Mathias Tervo / Piratbyrån
Kopimi Totem (2014) – Evan Roth
Torrent Tent (2014) – Geraldine Juárez
Riot Chat (2014) – Palle Thorsson
Smiley Riot Shield 2 (Second Edition) and PB2 (2014)  – James Cauty

About Piratbyrån

Piratbyrån (The Bureau for Piracy) was started by a bunch of hacking, coding, reading, listening, philosophising, clubbing, rioting, carding, chatting, loving, slacking people in 2003 as an antidote to Hollywood’s representatives in Sweden – Antipiratbyrån.

In 2007 – after having kickstarted the Swedish debate over file-sharing, which by the time had become a major issue in the previous years national election and after having created The Pirate Bay as a side-project that became the world largest file-sharing system – the people from Piratbyrån had grown tired of the file-sharing debate and its endless repetitions of for-or-against, legal-or-illegal, payment-or-gratis. At the last day of April in a Walpurgis fire on the top of the highest mountain in Stockholm the masked members burned the remaining copies of a book on file-sharing they had published some years earlier and declared the debate dead. The video documentation of this ritual, set to the soundtrack of KLF’s “What Time is Love”, found its way to the Indian Raqs Media Collective group who was just about to curate the next Manifesta biennial in Bolzano, Italy.

Walpurgis fire. “A serene moment before the next level in the struggle to free the commons” Comment and image by Mikael Altemark
Walpurgis fire. “A serene moment before the next level in the struggle to free the commons” Comment and image by Mikael Altemark

The loose network of Piratbyrån, now loaded with 7000 Euros of art budget and a sizable amount of cash from selling Pirate Bay t-shirts, decided to purchase, renovate and decorate a 1970s city bus, stack it with 23 people, and head down south.

The ongoing relation with the bus – named S23m/x/k respectively for each trip – would later make an exodus from the exhibition in Italy to head across Eastern Europe and end up at the trial against Pirate Bay. It became one of the most significant undertakings of Piratbyrån and shaped their thoughts on the tensions between digital abundance and crowded space, collective decisions and freedom of choice, and that which can be copied and that which can’t. The bus became a line of flight from the collective subject that had been built, a subject which was very associated with The Pirate Bay and also with Swedish politics, including the Pirate Party.

While nothing was really the same after the bus had returned, Piratbyrån formally lasted until 2009, when the tragic death of one of the founding members – Ibi Kopimi Botani – defined the end of an era. The Internet had already transitioned to another phase and it is not until now, and enough time has passed, that we as a culture are ready to reflect on what exactly happened during those years.

Piratbyrån always had an implicit friendship with the KLF. They share the same historical web of connections and share a similar trajectory, but their activities are shifted in time by roughly a decade. The only contact between the two is a response from Bill Drummond when Piratbyrån sent a link to the documentation of the Walpurgis ritual. It read:

> Thank you for your email.
> I have just read the text at the link.
> I enjoyed it and understood it.

It is probably good that they didn’t exist at the same time because the gap in time gives the relation an infinite unresolvable tension of unfulfilled connectivity and unlimited possibilities.

About the Artists

James Cauty
For Piratbyrån, James Cauty’s personal work resonates with the themes of abundance and rarity, presence and absence, functionality and waste, control and chaos, and draws on the same symbolic language that mixes clarity with suggestion. There is also a similar urge to *stir things up* and *stick ones nose where it doesn’t belong*. 

Evan Roth
Speaking of stirring things up, FATLAB was for Piratbyrån another one of those instantly recognisable friends that had never met; the art group that Piratbyrån never became, the “the unsolicited viral marketing wing of the open-source movement”, the graffiti crew of the World Wide Web. FATLAB was born when the file-sharing debate was buried and the new web 2.0 era transformed the web.

Evan Roth, co-founder of FATLAB, has made a piece for the exhibition that in a subtle but direct way captures the concept of KOPIMI; how meetings and connections leave traces and makes you a carrier of ideas and information, sometimes without you even recognising it.

Jaime Ruelas & Polymarchs
The soundsystem collective Polymarchs and their illustrator Jaime Ruelas, probably happily unaware of the existence of Piratbyrån, embodies a scene in Mexico where piracy has always been a way of life and a mode of existence. They have materialised, expressed and lived what was only hinted at in glowing screens up in Sweden. Having outlasted all of the above mentioned collectives and managed to stick together for decades, they also highlight both the potential strength and – as a contrast – the fragility of so called “confidential projects”; those moments when friendships turn into expressive units and the borders between the intimate and the public are blurred.

Geraldine Juárez
Last but not least, Geraldine Juárez is the reason this exhibition came together at all. She began to read the Swedish-language blogs of Piratbyrån members through Google translate – whose mistranslations made them sound like they came from the near future instead of the near past, until she finally came into contact with Piratbyrån by translating updates from the trial – or Spectrial, as it was known – into Spanish. Now she returns the favor of time-travelling by re-awakening Piratbyrån one last time, to allow their archive to again live up, their ideas to be carried over to others and perhaps even some sense made from what happened, although these things can only be interpreted, misunderstood and re-appropriated – never explained.

Inside the tent that she has crafted for the exhibition – a torrent for piracy as the last shelter of culture – there will be a collection of tapes prepared and circulated by Piratbyrån and friends, perhaps giving some seed for thoughts and guidance in the process of excavating the archive of Piratbyrån.

About co-curator Rachel Falconer
Rachel Falconer is a curator, writer and producer working at the intersections of technology, the media and contemporary art. She currently holds the position of Head of Art and Technology at SPACE and runs the art and technology programme at The White Building and SPACE MediaLab. She is Co-Editor at Furtherfield and a founding member of the collective Hardcore Software.

Her curatorial practice is hybrid and interdisciplinary in approach and her current activity and research focuses on the pathologies surrounding social spaces and human behaviours engaged with networks and new technologies.

Location

Furtherfield Gallery
McKenzie Pavilion, Finsbury Park
London N4 2NQ
T: +44 (0)20 8802 2827
E: info@furtherfield.org

Visiting information

Furtherfield Gallery is supported by Haringey Council and Arts Council England

Digital Art Week (DAW) in Asia: Augmented Reality and Social Reality meet

The artist and curator Art Clay was born in New York and lives in Basel. He is a specialist in the performance of self created works with the use of intermedia and has appeared at international festivals, on radio and television television in Europe, Asia and North America. His recent output focuses on large media based performative works and spectacles using mobile phone devices. He has received prizes for performance, theatre, new media art, music composition and curation. As an educator, he has taught media and interactive arts at various art schools and universities in Asia, Europe and North America including the University of the Arts in Zurich. He is the initiator and Artistic Director of the ‘Digital Art Weeks International’ and the Virtuale Switzerland.

Eva Kekou: Could you tell us about your work and what inspires you?

Arthur Clay: The question about inspiration has been posed to me before and most often in the moment when people first see the program that the Digital Art Weeks (DAW) is offering. As an artist I am very much inspired by the every day. I think it is important to be aware of the things around you and by so doing, my artwork seems to have more of a present day dialogue and the events I curate more to do what is actually going on in the society around me. So basically, everything and nothing and all the things in between inspire me. There are no rules, but with a lot of effort to try and come closer to things might be the one I apply the most.

On the one hand, I am a practicing artist and most of this work is concerned with sound. On the other hand, I believe that curation is an art in itself and requires a high level of creativity. It is easier for me to make an artwork in comparison to harmonizing a group of artworks. The two meet in the fact that I grounded the DAW projects in order to provide a platform for my own work and that of others, who think in like minded ways.

Cartoon stickers on a Taxi Window driving down Orchard Road in Singapore
Cartoon stickers on a Taxi Window driving down Orchard Road in Singapore

EK: You were the curator for the Augmented Reality exhibit “Window Zoos & Views” in collaboration with the participation of the School of Digital Media and Infocomm Techology from Singapore Polytechnic. On the project site, it mentions that the main element of the project was inspired by an image of a car driving down Singapore’s legendary Orchard Road. Could you tell us a bit more about this and the project?

AC: As DAW Director, I am confronted with the same situation each time we bring the festival: Representation and integration. By representation is meant that we have institutions both public and private that act as stakeholders and in turn expect a high level of visibility; talking about integration is much more complex, because there are many levels of integration that must be addressed. First off, the festival structure demands that we integrate local artists into the program along with the international artists participating. Integration of local artists can also mean or entail a high level of knowledge and skill transfer. We do all this during what we like to call the “Exploratory Phase”, which is basically entails dropping the DAW team into a unfamiliar city and making every effort to make it familiar. This includes becoming aware of the general culture the festival will address, how digital that culture is, the art and non art spaces that will become the stage of the festival, and of course trying to find out who is doing what in terms of arts and technology.

To get back to your question about the image of the car driving down the street, the most important element of integration is becoming aware of what is going on in the world of things in which the festival is to be presented. The car we are talking about was a car whose windshield was plastered with cartoon stickers. So, imagine you’re self-sitting at the wheel of that car driving down Singapore’s Orchard Road. It is a really surreal experience; the stickers take on a kind virtual elelment as it floats down Orchard road. The image sparked my imaginations and the AR Parade project was born, which was a very important part of the “Window Zoos and Views” exhibit. Basically, the AR Parade mimicked the effect of the stickers on the car window, but instead of a car windshield, we used an iPhone app to view the images. It was very cool, popular on the street and got a lot of clicks.

AR Float Parade in Singapore with Curious Minds, concept; Singapore Polytechnic students, Objects (DAW Singapore 2013)
AR Float Parade in Singapore with Curious Minds, concept; Singapore Polytechnic students, Objects (DAW Singapore 2013)
Tamiko Thiel. ARt Critic Face Matrix" at Ion Orchard, Orchard Road, Singapore, (DAW Singapore 2013)
Tamiko Thiel. ARt Critic Face Matrix” at Ion Orchard, Orchard Road, Singapore, (DAW Singapore 2013)

EK: There were various artists in the festival showing Augmented Reality art as installations. This included artists such as Tamiko Thiel (DEU), John Cleater (USA), Will Pappenheimer (USA), Lily & Honglei (CHN), Marc Skwarek (USA), Lalie S. Pascual (CHE), John Craig Freeman (USA), and Curious Minds (CHE). It must of have taken a lot of time and energy to organize this, especially the technological aspects of the project. How difficult was it to set all of this up?

AC: In one word: impossible. It is new area of technology, a new approach to curating art, and above all you are dealing with a non-art public – basically anyone who is on the street. That is a big challenge. Add to it the new type of management skills that such an international project work requires and I think you are close to the impossible that I am referring to. For such exhibitions, “Management 2.0” skills are a necessity. The artists, the tech people, and the curators and admins meet and work solely in virtual space. So there are no walls, no tables, and there is no going for coffee together after the meeting. It is a different world from all sides.

Flotsam & Jetsam, John Craig Freeman, (DAW Singapore 2013)
Flotsam & Jetsam, John Craig Freeman, (DAW Singapore 2013)

Another interesting aspect of this work is that you have to develop a feel for the city and develop a dialogue with it. For the Hong Kong show we did for SIGGRAPH Asia, Monika Rut and I spent about a week working on site, visiting the different areas of the city to check things out and to get a feeling for which works should go where and why. We travel with a lot of special equipment so that we can make tests on site and produce a mock up of the exhibition and test how the experience of viewing the exhibit will be. It is very inspiring but exhausting work and the dialog between Monika and I helped greatly in making all the decisions. Basically, we get to know the cities we are working in quite well and the kick back is, you get to know where the best coffee houses and local restaurants are.

HoerRoom by Art Clay (Participatory artwork at NAMOC, Peking 2009)
HoerRoom by Art Clay (Participatory artwork at NAMOC, Peking 2009)

EK: Why hold the DAW in Asia, and what kind of differences do you experience culturally when working in Asia compared to working in Europe?

AC: The DAW is at home in Asia and much of our curating has to do with having visitors get pro-active. This means that it is not just about looking at an artwork, it also entails actually touching the artworks in many cases. In Asia, the museum visitors are not that schooled in museum etiquette. They like to touch things and this is great for the kind of work we like to do. Things break, but it is kind of a “I Like” thing for us.

The other aspect to consider is that you have a language barrier, because no one is going to understand anything if it is not translated. Here, it is also important to know that the approach Europeans take in terms of explaining artworks, does not really come over so well in Asia. Things are often inspired by poetics of nature in Asia and are much less conceptual than works coming from Europa.

Last but not least, the role of size also plays a large part in Asian arts. When a dynasty was at its peek, it produced very large artworks, monuments etc. So size is historically a sign of wealth and prosperity in Asia. When a dynasty fell, they produced much smaller works. So the bigger the better, so to say. For a European artist this is completely meaningless, however, bigger artworks have more visibility. So when you are curating group exhibits in Asia that artists from diverse countries, it is a challenge to keep balance in terms of impact of the works.

HandFalls installation an performance by Ichi Ikeda. (DAW Singapore 2012 at ArtScience Museum Marina Bay Sands)
HandFalls installation an performance by Ichi Ikeda. (DAW Singapore 2012 at ArtScience Museum Marina Bay Sands)

EK: Getting back to There DAW AR Float Parade, which was the first of its kind and celebrated as the coming age for Augmented Reality art. Could you tell us more about this aspect of the festival’s project and how it turned out?

AC: Knowledge transfer plays a major role in getting a project like the AR Parade to work. The DAW has an “OutReach Program”. This is a program that invites creative leaders from around the world to hold workshops before or during the festival. The contents of the AR Parade in Singapore were the results of a workshop with the AR artist John Craig Freeman and the Curious Minds group. John Craig dealt with the technical details and the bootstrapping a group of twenty-five creative industry students from the Singapore Polytechnic. The members of the Curious Minds art group hung around, integrated the group into the DAW, taught the students about public interaction, and came up with how to go about actually making the AR Parade happen and come to life.

The proof of a good project for me is when it takes on its own life on after its initial presentation. After the Singapore DAW, the AR parade went to Hong Kong and in 2015 it will be shown marching down the Bahnhofstrasse in Zurich as part of the Virtuale Switzerland festival – the world’s first festival “virtual biennale” that focuses solely on virtual artwork. For this we want to go a bit deeper into the creative industry world and see if we can act as modern alchemists and pick up on the float parade from New York and turn Miss Kitty into an artwork by shifting context from the real to the virtual.

Live- Performance “Beads are the Breath of the Landbridge “ with 1st Nations artists, Peter Morin. (DAW Singapore 2013)

EK: What is your view regarding the social contexts of the DAW?

AC: Basically, we are concerned about things and we make an effort to improve things that are within our reach to improve. For the festival in Taipei that will take place in 2015, we are really trying to make people aware of the role of creativity in general. Artists are highly creative people and the world really needs good ideas as well as a more social approach. We try to provide an answer to the question: “How is what we do of benefit to the society in which we are operating?” We think this should be more a question that businesses should be asking themselves. The future needs fewer companies who are “profit first, prosperity second” and more social entrepreneurships that embrace social needs as part of their business model.

EK: Could you tell us what themes and aims we can expect from of the DAW project in the future?

AC: We are off to Seoul, South Korea in 2014 and the theme there is “Creativity and Convergence”, which is a hot topic in Asia, because the government feels that innovation is intimately connected to being creative and thinking out of the box. I think they’re thinking of what makes the West tick and in an odd and ironic way to imitate – which is not exactly creative, but then again I have lot of respect for Asia and admire the work ethic of Asian people. So I think they will do well by addressing these themes. In 2015, we are off to Taipei and the theme (working title) there is “ImagiNation” and here we are trying to run a kind of “Skills-Festival” and platform creative businesses and the approaches that they have taken. It is a new approach and if you think about what Beuys said, “Everyone is an artists”, we might stretch it a bit and also say “everything is art.” At least this is the start and interestingly enough we are working with groups from the labor department in Taiwan, with knowledge transfer departments of universities, and with spin off and start up companies from Switzerland. It is very exciting and really what the DAW is about: creating a platform for research and experiments in social-cultural context.


Digital Art Weeks International
The DAW INTERNATIONAL’s is concerned in general with the bridge between the arts and sciences in cultural context with the application of digital technology in specific. Consisting of symposia, workshops and cultural events, the DAW program offers insight into current research and innovations in art and technology as well as illustrating resulting synergies, making artists aware of impulses in technology and scientists aware of the possibilities of application of technology in the arts.

The Virtuale Switzerland
The Virtuale Switzerland is a biennale for virtual arts. It focuses on the use of public space and mobile communication technologies, inventing “playful” new strategies to coax the public into the festival as “real” visitors with a unique experience of the virtual. The Virtuale Switzerland encompasses Artworks using Augmented Reality, Urban or Location Based Gaming, and Digital Heritage applications. It is interdisciplinary in nature, bridging areas such as art and technology, digital heritage and tourism, as well as digital culture and art mediation.

_MON3Y AS AN 3RRROR | MON3Y.US

The end of boom and bust ended with the credit crunch. Following the global financial crisis of 2008, the Eurozone crisis has produced technocracy and poverty rather than democracy and wealth. Reactions to these failures of monetary policy are informed by technology as never before, from austerity being imposed thanks to an Excel spreadsheet bug to the rise of the anti-statist cryptographic currency of Bitcoin.

Against this backdrop of monetary failure and technological critique, _MON3Y AS AN 3RRROR | MON3Y.US is an ambitious online survey of net art depictions and critiques of money and its institutions curated by the pseudonymous curator “Vasily Zaitsev”. As well as the work from 70 or so artists invited to participate an open call for work increased the number of pieces in the show in total to around 200. I only consider the invited artists here, but the work in the open call section is well worth looking at as well.

The show web site has a simple HTML interface, starting with a single image and a pull-down menu of other works. Disable your pop-up blocker and you’re ready to start.

Miron Tee’s “Shame” is the image that fronts the show, an image of a dollar modified to show George Washington peering out nervously from behind the oval frame in the center.

Dominik Podsiadly’s “Joy to ide”

Dominik Podsiadly’s “Joy to ide” starts the pull-down menu with a flowing grid of Euro signs on a blue background to the sound of “Ode To Joy” playing backwards. It’s an all-over, closed temporal loop of the kind that animated GIFs exemplify and encourage, the Euro falling forever.

Nuria Güell’s “How to expropriate money from the banks” is a more direct action based work of culture jamming explaining presented in a well laid out document in the style of HSBC’s First Direct brand.

Paolo Cirio’s “Loophole for All” makes offshore tax havens, those loopholes in taxation regimes that allow corporations and the super-rich to avoid repaying society, available to everyone through a web site interface.

Rafaël Rozendaal’s “Stagnation Means Decline” is a screenful of geometric pixel-art dollar bill stacks that fill the screen with their edges only to be obscured by new columns like an economic game of Life.

Filipe Matos’s “Crash” is an undulating animated monochrome concrete poetry American flag with the stars made from the letters of “me” and the stripes as “you”.

Adam Ferriss’s “paper$hredder” is a Vimeo video clip of American dollar bills speeding by faster and faster until they dissolve into a blur.

Aaron Koblin + Takashi Kawashima’s “Ten Thousand Cents” is a composite image of a hundred dollar bill crowdsourced by paying people a cent to paint each piece through Amazon’s Mechanical Turk service.

Maximilian Roganov’s “When the Mao was small, he worked for CIA” is a looped animated GIF colour 3D scan of a dollar bill, polygonally glitched or possibly crumpled over time.

Dave Greber’s “Self Portrait With Dog” video is aptly titled, apparently taking place as the custom graphic on a Visa Mastercard.

Agente Doble | UAFC’s “Watermark will not appear on purchased artwork”

Agente Doble | UAFC’s “Watermark will not appear on purchased artwork” is a million dollar blank artwork if you email them and purchase it, otherwise it’s just a url on a blank web page.

JUST DO IT’s “Fifty Euros Inside/Fifty Euros Outside” are animated GIF loops of fifty Euro notes pulsating as if to sound waves on an oscilloscope.

Mitch Posada’s “$$$” is a Flash video of Silicon Graphics-era-style VR models of skeletons exploding and morphing into their constituent polygons while texture mapped with Deutschmarks.

Emilio Vavarella’s “Money Complex” is a tube map-style world map with banknote-collage continents and a key for numeric labels that can be zoomed in on by moving the mouse to reveal their often incongruous labels. It’s one of the more complex works in the show art historically and conceptually.

Lorna Mills & Yoshi Sodeoka’s “Money2” is a Vimeo video loop collage of roughly extracted elements from videos of commodity fetishism, fire and death.

Fabien Zocco’s “Cloud” is a generative composition of black dollar signs scattered up over a yellow background over time like a plume of smoke.

Jasper Elings’s “Territory” is an animated GIF loop of a dollar bill flag blowing in the roughly simulated wind on a white background. It’s not the only such piece in the show.

Robert B. Lisek’s “FuckinGooglExperiment” is online statistical analysis code that tries to correlate the change in Google’s stock price with changes in their PR strategy. It also uses the excellent Fluxus livecoding environment.

Alfredo Salazar Caro | TMVRTX’s “How to make money on internet remix” is a tightly tiled video loop of a rotating stack of dollar bills in a lava-lite-like flow of colour psychedelia.

Anthony Antonellis’s “How to make money on the internet” is simply that rendered block of spinning virtual hundred dollar bills, plucked from the era of RenderWare and VRML.

Gustavo Romano’s “Pieza Privada #1” is another piece of net art for sale at a specific price, with a carefully described contract and application form.

Tom Galle’s “One Million Dollars For iPhone” is an app available on the iTunes Store that allows you to count a virtual million dollar wad on your iPhone.

Geraldine Juarez’s “Love Not Money”

Geraldine Juarez’s “Love Not Money” tracks the associations of various words with “death”, “love” and “money”. I had to Google this one: it’s a Processing visualisation of a personal stock market tracking the artist’s conceptual assets over six weeks. I love it.

Nick Kegeyan’s “C.R.E.A.M. (Cash Romney Eat A Lot of Money)” is simple, direct and effective video burst of an American news interview subject morphing into a cloud of falling texture mapped dollar bills.

Dafna Ganani’s “Apple Dollar Explosion” is another descriptively titled piece, a Maya-looking apple texture mapped with a dollar bill spinning against a grey background then exploding into its constituent polygons.

Haydi Roket’s “$” takes a dollar bill portrait and literally deconstructs it by  pixelating it in increasingly primitive ways, first as 4-bit grey patterns, then in monochrome ANSI characters, alternating to inverse video and changing the contrast to give a flickering effect.

Jennifer Chan’s “Infinite Debt” is a video of a twenty Euro not being dipped in batter and fried mixed in with a collage of clipart images and video on the cynical economics of contemporary art and consumerism.

Frère Reinert’s “Money as a waste of time” is a deliberate excercise in futility; a blurred, zoomed in silent video of the MacOS X SBOD on a white backdrop.

Cesar Escudero’s “Captura de pantalla 2013-03-08 a las 21.46.23” is a Mac OS X desktop image of a gas masked protester who appears to be reaching for a folder named “$$$$$$$”.

Jefta Hoekendijk’s “Money Is Data” is an animated GIF loop of a glitchily texture mapped virtual fifty Euro note in artificial colours.

V5MT’s “¥€$ or N0T”

V5MT’s “¥€$ or N0T” is a rap video or Designers republic album cover-style animation of monumental metal morphing currency symbols made from struts and spheres like newton’s cradles or molecular diagrams.

Addie Wagenknecht’s “How To Make $$$$$” is a grid of money counterfeiting video tutorials, which are apparently a genre. Playing all at the same time they become an all-over aesthetic rather than incitement to a crime.

Gusti Fink’s “infinite loop of money drowning in water oil” is a slow, monumental simulation of a platinum visa card sliding into dark liquid that the camera pans over as if it were a sinking ship.

Marco Cadioli’s “You are here” shows globe and landscape maps constructed of dollar bills, with a pin or map icon to show your place in the economy.

Keigo Hara’s “Making Of Fake Bills” is more halftoned (or possibly shape grammared) dollar bills.

Jan Robert Leegte’s “Currency Graph” shows European flag yellow bars over a European flag blue gradient background. It’s a mutated and abstracted evocation of news information graphics aesthetics in CSS and JavaScript.

Ellectra Radikal’s “Disolved €uro” is a flickering autotraced, find edged and glitched animated zoom into a hundred Euro note that renders it spatial and architectural.

Paul Hertz’s “5,000,000$” it the purest glitch art piece in the show, rows of corrupted and miscoloured banknote imagery that looks like nothing so much as classic street art.

Aoto Oouchi’s “It’s all good” is an uncanny New Aesthetic 3d rendering of liquid or possibly mirrored texture mapped banknotes pouring from a wall.

Kim Laughton’s “Landscape”

Kim Laughton’s “Landscape” is a rendered and collaged landscape of banknotes, resembling nineteenth century engravings of dramatic landscapes thanks to the inconography and texture of its source material.

Andrey Keske’s “Tell Me What You Want” is a search engine-style text box prompt that shows the economic coercion inherent in neoliberal use of technology by only allowing you to finish one word beginning with “M”.

A Bill Miller’s “3xpl0d3m0n3y” combines a grainy analogue glitch aesthetic explosion of a dollar bill into waveform stripes into a black space of drifting Matrix-green dollar signs.

Martin Kohout’s “Watching $100 Note Unveiling Video” has a ChatRoulette look, with the unseen unveiling causing a small smile to break out on the depicted viewer’s otherwise affectless face.

Marc Stumpel’s “pH0r 7|-|3 L0\/3 0Ph /\/\0|\|3’/” is a glitched and colourised monochrome television popular music performance from the age of mass media. Again I had to Google it but the song is ‘For the love of money’ by The O’Jays.

Benjamin Berg’s “$(0x24)” (the hexadecimal number that represents the dollar sign in ASCII) is a colourful and stripy glitch animation that resembles test cards, 8 and 16 bit graphics, and even woodcut as it breaks down.

LaTurbo Avedon’s “$$$$$$$$$$$$$$$$$$$$$” is an ambient modern html5 animtion of the avatar-artist reclining on money texture-mapped couches floating up and down a Google image search page for the word “millions”.

Nicolas Sassoon’s “BILL”

Nicolas Sassoon’s “BILL” is a flickering green screen terminal or slow scan TV-style rendering of a 500 Euro note that plays with the visual language of digital images: the letters and stars are highly pixellated but the backdrop to them is a smooth gradient.

Curt Cloninger’s “i want KANDY” loops images of a dancing sniper camouflaged figure montaged with dollar bills and fruit over a more slowly changing background collage of the american flag, a dollar bill, and fruit making a post MTV-styleguide image of the military-economic-entertainment complex.

Still from Systaime’s “ʞooqǝɔɐɟ Dollars”

Systaime’s “ʞooqǝɔɐɟ Dollars” video portrays a world where curvily rendered dollar bills rain over an amateur video of tourists at a beach with a sky of quickly cycling Facebook pages.

Erica Lapadat-Janzen’s “Money Troubles” is a PhotoShop Pop Dada montage of exploitatively normative female beauty and monetary and drug excess that subverts the imagery of the fashion pages.

Milos Rajkovic’s “Mind Wheel” is a wonderfully Gilliamesque collaged animation depicting a mental wage labourer.

Émilie Brout & Maxime Marion’s “Cutting Grass” depicts the pointless and trivial labour that video games such as “The Legend Of Zelda force players to engage in for unrealistic rewards such as gold coins and rubies so they can get on with their quest.

Rozita Fogelman’s “From Oakland w/Love”

Rozita Fogelman’s “From Oakland w/Love” is a point-and-click kaleidoscopic archtitectural portrait of gentrified Bay Area architecture.

Georges Jacotey’s “am I enough political now” is a Chatroulettish video selfie of an augmented reality Euro flag and symbol drawing and dancing session.
Δεριζαματζορ Προμπλεμ Ιναυστραλια’s “Major Problem” is a rendering of a stack of dollar bills as seen through heat haze or under water, rippling and undulating against a white background.

Lars Hulst’s “0 €uro” is a rendering of a zero Euro note.

Nick Briz’s “a return to secularism” is a video documentary of twenty dollar bills being printed with the words “a return to secularism” flashing over it, framed by a repeated loop of the words “in God we trust” being crossed out on a dollar bill where they were added in the 1950s.

Jon Cates’s “MØN3¥-Δ$-3ɌɌɌØɌ” is a Classic Mac monochrome bitmap or fax aesthetic PDF essay for the show and an exposure of the print on demand economics of that essay in the same style.

León David Cobo’s “Conversation With Machine” has a 1990s broadcast graphic feel, showing the soundwaves of the feedback of a conversation with Siri asking it for money in Euro blue and yellow.

Still from Guayayo Coco’s “Money | GLıɫcʜ ᴬᴺᴰ GLıɫɫɛʀ”

Guayayo Coco’s “Money  | GLıɫcʜ ᴬᴺᴰ GLıɫɫɛʀ” is a video of a journey through a VRML-style virtual environment of discrete polygonal objects texture mapped with dollar bills, corporate logos and more abstract patterns with a radio channel-surfing soundtrack.

Vince Mckelvie’s “MONEY” is a reactive interactive deconstruction of a hundred dollar bill into a grid that reacts to the viewers’ mouse movement, revealing pulsating colours behind. It’s a good example of how suitable html5 is for this kind of thing.

Ciro Múseres’s “YOU HAVE WON” is a classic net.art style HTML bomb of overlaid text and links with content from financial web sites such as Barclays, Halifax and Santander that continuously adds and removes layers in different shades red, black, blue and green text to make new compositions.

Adam Braffman’s “Money Loading” is an animated GIF of the frame of a 100 dollar bill with a “Loading…” speech bubble in the centre. It makes the show’s themes of absent and delayed wealth more obviously explicit.

Rollin Leonard’s “Portrait of a NetArtist” is an two-frame animated GIF of the artist naked in the bath with bundles of fake hundred dollar bills with which they are lighting their cigar.

Thomas Cheneseau’s “100€ sequence” is a grid of glitched sections of a hundred Euro note that moires with colour as you scroll it. There’s a link to the facebook album that constitutes the actual work, and it works much better as a clickable album than as a static single image.

Yemima Fink’s “This is not money” is an abstract postmodernist collage of graphical quotations from the counterfeit-resisting elements of banknotes that is both witty and a very effective defamiliarisation of the iconography of banknotes and the power that they represent.

Mathieu St-Pierre’s “Untitiled” is a glitched jpeg of a dollar bill that in its straightforward application of glitch aesthetics makes the most direct link between them and the economic “glitch” of 2008.

Kamilia Kard’s “Amazon VIP girls”

Kamilia Kard’s “Amazon VIP girls” is the lone tumblr in the show, with an aesthetic that is either post-internet or pre-Google depending on how old you are applied to the supposedly perfect clothing models used by web sites.

José Irion Neto’s “Untitled” is a glitched banknote that turns JPEG artefacts into Klimt patterns.

There are definite historical trends and formal themes within the included work. Polygonal, texture-mapped, 90s-style VR-style objects that spin or explode. Net art and functional web sites that track or create financial and legal entities and transactions. Looped animations of textures, rendered flags, or video detournements. The imagery of accumulation, consumption, and destruction, always ironically. Imagery and symbols presented in simple loops fast or slow for contemplation. Graphs and maps of real and imagined economic signifiers.

In terms of genre, _MON3Y AS AN 3RRROR | MON3Y.US includes classic VR and video art, more modern GIF loops, textual and institutional net.art, glitch art, even some New Aesthetic. The language of computer graphics, texture mapping and polygons, allows the imagery of banknotes to be defamiliarised and deconstructed. Less often, personal experience and iconography displace the cultural imagery of wealth, consumption and debt.

This historical, formal and genre coverage of the variety of artworks included in the show comprehensively illustrates the chosen theme of “money and error”. This creates its own genre and lineage for the included artworks, which gain by comparison to their newly identified peers. They also contribute to the social and economic critique of the show. It’s a very successful balancing act, which the simple interface and presentational strategy of the show’s curation are key to achieving.

_MON3Y AS AN 3RRROR | MON3Y.US is an almost overwhelmingly successful in its comprehensive review of net art’s critical depiction of and engagement with money. By taking a technologically simple but historically, conceptually and logistically ambitious approach to net.curation for net.art it demonstrates the effectiveness and lasting value of net art’s contributions in this area and the power of online thematic curation to draw together and contextualise this value without giving in to the often perceived need for offline institutional underwriting.

Summer of the Shark: Artificial Life and The End(s) of Game Spaces in Rockstar Games’ Grand Theft Auto V

“It emerged from the forest behind the Collins house one evening in May and zeroed in on Sandy, the family’s 50-pound Labrador mix. As two of Collins’ children watched from the doorway, the cougar chased Sandy around the house and cornered her by the back deck.Clamping its jaws around the dog’s neck, the cougar dragged Sandy 50 yards into the woods. There it gnawed on her head and shoulder, buried the rest for later, and stretched out for a long nap.” [1]

In an inspired moment, we decide to drive a semi-trailer truck up a steep hill. This sort of interaction comes naturally in “Grand Theft Auto V” (GTA V) and it perhaps makes up for all the early driving games where leaving the road resulted in losing the race or the destruction of the vehicle. Leaving the road, leaving the story and leaving the rational is encouraged in GTA V. The Grand Theft Auto series of games are all loosely based on American cities: Liberty City on New York City, Los Santos on Los Angeles, San Fierro on San Francisco, Las Venturas on Las Vegas and Vice City on Miami. In a truly American dream, nearly all space in these cities is traversable by automobile. Running over more than a few pedestrians, or a single police officer, brings on a police chase, but driving over the line and into the wild is encouraged. It is necessary to complete a few of the scripted, trite, missions in order to acquire cash or unlock characters, but the game seems to invite and reward more creative explorations of space.

We have a large truck and intend to drive it up a very steep hill. We flip the radio station from the station that had been playing when we hijacked the truck to another station. The trucker we just flung to the ground has become an angry, red dot on our mini-map. “Still D.R.E.” by Dr. Dre is now on the radio as we cross the sidewalk and begin our ascent. We need to avoid the trucker, still chasing his truck as we pull out from our lane and position the semi at the base of the hill. Most drivers run from their vehicles when carjacked but others chase after our character and pull him out of the vehicle for a physical confrontation. Some truck drivers and others in the rural areas outside the GTA V city of Los Santos are armed.

The truck moves slowly up the incline, over the grass, as we avoid trees growing on the side of the hill. The Xbox game controller vibrates in relation to the terrain—haptic feedback letting us know we have left the road. We only make it halfway up the hill before gravity is pulling us back down. We attempt to swerve back and forth to get some traction but the truck reacts to being sideways on an incline in the same way it might outside the game space, it topples over sideways and slowly slides down the hill.

With a press of the Y button, we exit the vehicle and jump away without harm. Vehicles in GTA V cannot be righted so the truck is now useless and our semi-trailer truck ascent has ended all too quickly. We decide to attach a sticky explosive to the side of the truck and move further up the hill so we can detonate it remotely. In a moment only possible in a game space, perhaps only in this particular game space, we ignite the explosive and, as we watch the flaming wreck of the truck slide down across the sidewalk and into traffic, pedestrians fleeing in all directions, we are attacked and immediately killed by a cougar, whose approaching mini-map red dot we had failed to notice.

Cougars make the less developed areas of GTA V more dangerous to explore on foot. While it is possible to get mugged in the city [2], it seems much more likely to encounter a cougar attack outside the city than a criminal attack inside the city. The cougars in GTA V do not limit their attacks to playable characters: “I saw a cougar killing another person. I walked up to it, but then I changed my mind and ran off to the other direction. Heard a scream, looked at my left, and saw some poor smug being attacked and mauled.” [3]

This video shows a cougar running through the streets of a rural town, taking down pedestrians. [4]

“Three years have passed since Wes Collins moved his family into their house in the woods. Until the cougar attack in May, they enjoyed the parade of wildlife from their back door.   Now the four children, ages 8 to 14, are not allowed to play alone outside. Collins bought a can of pepper spray, and he cleared trails out back “to make our presence known,” he said. Collins said he likes wildlife, but he values the safety of his children more. He’d like to see Washington rescind its new ban on hunting cougars with hounds. `You either control the population of cougars or start killing humans,’ Collins said. `There’s not enough room for both of us to survive.'” [5]

2001: Summer of the Shark

Jessie Arbogast was attacked by a 7-foot, 250-pound bull shark on July 6, 2001 and lost his arm and enough blood that he was left with anoxic brain injury. The dramatic rescue, with Arbogast’s uncle attacking the shark, dragging it to shore and retrieving Arbogast’s severed arm, set off months of shark-related coverage in the twenty-four-hour news cycle. Later and far away, in the Bahamas, an american tourist was attacked by another shark. A few weeks later, near the site of the attack on Arbogast, a surfer was bitten by yet another shark. Each event fed into the shark-focused coverage. Time magazine’s cover from June 30, 2001 proclaimed the summer of 2001 as the “Season of the Shark”. The cover featured a close up of shark’s jaws seen simultaneously from above and below the water. Two additional fatal shark attacks and constantly-repeated helicopter footage of shark swarms off the coast of Florida kept the focus on the dangers lurking in the water, until the morning of September 11, 2001, when this imagined danger became a less exciting story.

The attack of Jessie Arbogast is often cited as the beginning of the “Summer of the Shark.” However, six days earlier, in the London’s Daily Mail, Christopher Hudson presaged the media circus of Summer 2001 in a book review titled “Summer of the Shark.” [6] The review focused on two books about “a series of fatal shark attacks in a cluster of Eastern seaboard towns south of New York, complete with panic-stricken holidaymakers, attempts to hush up the danger, bill-posted rewards, and scientists joining the hunt to track down the killer.” The Jersey Shore shark attacks of 1916 were the basis of Peter Benchley’s novel “Jaws” and the subsequent, first, blockbuster film of the same name in 1975. Unlike the summer of 2001, the Jersey Shore attacks were confined to a small area and a period of two weeks. Prior to this, it was thought that sharks did not attack humans or even come close to swimmers. This was changed on July 12, 1916, when, after two attacks along the Atlantic coast, an approximately eight-foot long shark swam up Matawan Creek. There, it killed eleven-year-old Lester Stillwell and injured one of the men attempting to rescue Stillwell’s body, resulting in his death from blood loss. Thirty minutes later and a half-mile away, fourteen-year-old Joseph Dunn was pulled from a swimming ladder as he attempted to exit the water. He was rescued by friends and survived. [7]

We are riding a stolen jet ski out into the open ocean. The waves beneath us are beautifully rendered but seem separate from the space, as if by a sheet of glass. Although the jet ski reacts to the waves and we can even jump over them, the illusion is not completely convincing. We have not read anything about GTA V yet and we do not know what to expect as we head out from the city to see at what point the world ends. We vaguely hope the well-rendered materials will fade out to reveal bright green polygons, the triangular structures familiar to those lucky enough to have played Atari’s “Battlezone” (1980) or “Star Wars” (1983) on original, and intensely beautiful, vector monitors. We remember this fade from reality to polygons, however, as a cinematic device from the movie “The Thirteenth Floor” (1999) and it is unlikely to appear in a game like GTA V. If the Grand Theft Auto series has progressed in any way, it is in the visual details constructing a convincing reality that makes up the game space and a move towards, if not realism, then a seamless and convincing virtual world.

As we move outward over the rolling waves, we can not expect them to disappear, leaving the mathematical structure of the GTA V world. We must, however, expect our outward vector to end. All game spaces, even a space as open as that of GTA V, must have an endpoint. While some games generate terrain as the player moves forward, they must still have some sort of end, if only a limit based on how extensively code can describe a world. As noted by Markus “notch” Persson, the developer of “Minecraft” (2009):

“First of all, let me clarify some things about the ‘infinite’ maps: They’re not infinite, but there’s no hard limit either. It’ll just get buggier and buggier the further out you are. Terrain is generated, saved and loaded, and (kind of) rendered in chunks of 16*16*128 blocks. These chunks have an offset value that is a 32 bit integer roughly in the range negative two billion to positive two billion. If you go outside that range (about 25% of the distance from where you are now to the sun), loading and saving chunks will start overwriting old chunks. At a 16/th of that distance, things that use integers for block positions, such as using items and pathfinding, will start overflowing and acting weird…We’re probably not going to fix these bugs until it becomes common for players to experience them while playing legitimately. My gut feeling is that nobody ever has so far, and nobody will. Walking that far will take a very long time. Besides, the bugs add mystery and charisma to the Far Lands.” [8]

We know we have reached of the GTA V world, not because we hit an invisible wall, as in previous GTA games, but because our stolen jet ski cuts out and begins to sink. The open ocean is no longer a space that provides waves for jumping. The default camera view in GTA V is third-person, meaning our camera floats above and behind the character. Ours now looks small, wet and very far from the beaches of Los Santos, completely isolated. We have not yet noticed the red threat dot on our mini-map). We decide to begin swimming back, fairly confident that our character can swim for an unlimited amount of time, like previous versions of GTA. It looks to be a long, boring slog back to shore when we finally notice the red dot, close by and headed for our character. We turn in a circle, sweeping the camera around the horizon, and and see only open ocean. Similar to “Grand Theft Auto: San Andreas” (2004), characters in GTA V can swim under the water, opening an engaging but dangerous space for game activity. This world is murky, visibility is limited to a few hundred feet, and air runs out quickly. We dive under but do not immediately notice the shark. Still, we suspect the dot presents a serious danger. We begin swimming quickly but the red dot is getting closer. We swivel the camera in front of the character, trying to see the danger while also acting as cinematographer. The shark passes behind our actor and dives down. It is too late for swimming. The angle switches so that we are watching the character from above. The shark erupts from beneath him. Gaping jaws grab his torso and the shark shakes from side to side. He screams and blood pours out as our screen fades to the gray monochrome that GTA V employs to indicate that our virtual life has ended.

There remains some question about whether sharks appeared in Rockstar Games’ previous “Grand Theft Auto: Vice City” (2002), in which swimming was impossible. There are videos [9] that show sharks spotted via sniper rifle from a boat in the waters around Vice City. People also claim to have been attacked by sharks in “Grand Theft Auto: San Andreas”. They describe their character as having been bitten or stabbed to death while swimming. Others dismiss this as a myth, chalking up the deaths to players letting their oxygen level deplete to the point of death. Any video of sharks in previous games could be due to user modification of PC versions of the game. The appearance of unconfirmed urban legends and possible easter eggs are not new to video games [10]  but the existence of controversy over whether sharks exist in a medium in which video screen capture and game edits are possible is a testament to the immersive and mutable reality of the GTA universe. [11]

Similar to the shark in the film Jaws, and unlike sharks outside media space, the sharks in GTA V can appear anywhere in the ocean and will always attack swimmers. There is no doubt about their existence in GTA V as Rockstar Games released a Jaws-like screenshot (above) when promoting the game. Their placement and the way they function as artificial life only in relation to the player underscores the cinematic basis of this space. A realistic artificial life algorithm would have the sharks looking for food and likely ignoring any humans in the water. Instead, shark attack is inevitable at the end of the world and the attack becomes a scene in which a player, unlike a viewer, has some agency. While we were unarmed and surprised, sharks can be killed with a knife. The attack takes place as an interactive event somewhere between a static cutscene and the open world of the majority of the game. Other wildlife, like the deer, appear more randomly in the game landscape and run from the player, or attack quickly and without cinematic build up, like the mountain lions which prowl the hills around Los Santos.

The Joy of Vertical Space

While the previous “Grand Theft Auto: San Andreas” had a large, rural space, the vehicles in the game were much more sensitive to vertical drops. In GTA V it is possible to drive a truck from a large cliff, crash, roll, return to all four wheels and continue. It reminds us of our early game experience with Hitmaker’s “Crazy Taxi” (1999), in which it was possible to drive the taxi cab under water, across hills and through train tunnels, with a screaming passenger in the back. GTA V’s cars will not drive underwater and when we are not careful, we end up sitting underwater, our experience of speed at an ignoble end. The drive for speed combined with the joy of hills and mountains, and experiencing those vertical spaces on ATVs, motorcycles, trucks, standard cars, luxury convertibles and even bicycles is incredibly compelling. As Paul Virilio writes of the Amerian 1960s lust, “To succeed is to reach the power of greater speed, to have the impression of escaping the unanimity of civic training.” [12]

Bounding over the hills in a more appropriate truck, one with large wheels and (we imagine) huge virtual shock absorbers, we delight in the incredibly large and ever changing vertical space. In addition to cougars, the rural spaces have deer and, occasionally, herds of deer. When we find a herd, high on the hilltop, they bolt and we follow them, not running them down, but not avoiding that possibility. We are moving quickly over the space, surrounded by a herd of animals, completely satisfied to move forward through the space. The experience is not a simulation of any possible natural world but instead reminds us again of cinema. In a scene from “Jurassic Park” (1993), combining blue screen, three dimensional animation and live action, three characters discovered a herd of dinosaurs, flocking as they sprint over the terrain. The dinosaurs turned towards the camera and the characters also began running, surrounded and trying to avoid being trampled. A Tyrannosaurus rex erupts from a copse of trees and takes down a smaller dinosaur. In GTA V we are both the possible danger and the characters moving with the herd, driving quickly across the landscape, a tight grip on the vibrating controller. As Soraya Murray describes her experience in “Grand Theft Auto: San Andreas”, “…though the bobbling image and rumbling controller in no way replicates the ‘actual’ feeling…the visual language effectively conveys the exhilarating rush in largely cinematic terms.”[13]

Each time we find a vehicle suited for off-road driving, we worry that it will eventually wreck completely. GTA vehicles show aesthetic damage when they collide with objects, people or animals and further collision results in the loss of doors, the car hood and tires. Wheels will eventually bend inward and outward, slowing the car. Finally, a car will catch fire and explode after too many falls or collisions. The spaces we seek out are fairly far from the roads, and the police, and these spaces do not present many vehicles to carjack once our primary vehicle explodes. Losing our truck could result in the death of our character or, much worse, require a hasty exit and a long walk back to a road where a new car can be found.[14] Nothing feels more alien to GTA V than hiking through the woods. The slow speed of trudging back to developed areas (or running, requiring constant button mashing and staying within the characters maximum endurance) is coupled with the danger of cougars, or simply falling off a cliff. While a vehicle can survive a ridiculous drop that does not match physics in the outside world, a character cannot.

There are good and bad deaths to be found in the GTA V game space. While there is no way to lose at GTA V, watching our character stumble over a cliff and bounce down a ravine feels closest to a loss. Driving into an unexpected and high speed collision with an object that cannot be destroyed by the car, and the subsequent ejection of the character, who takes flight for a short while before himself colliding with an immovable object, feels much more like victory. From the slow dread of our jet ski going under the water, and the sinking recognition that we are about to relive a movie scene, to an instant death by cougar, to leaving the vehicle via the windshield in a scene resembling a seatbelt safety video, GTA V, and the entire Grand Theft Auto series, relies on slapstick humor but more so on an intense desire for the active yet vicarious violence possible at the repeated end of the character’s life. In a doubling of the condition Steven Shaviro, referring to the attraction of death and dismemberment in horror cinema, calls “vertiginously passive fascination,” we connect with the character and in GTA V we desire and can attain death, over and over again. We seek the moment at which the game takes over and time slows down and we, and our character, meet an incredibly violent end. We are seduced by the promise of the destruction of the vehicle we were driving, our own virtual carnage, a spectacular end. “I’m taken on a wild ride through a series of thrills and shocks, pulled repeatedly to the brink of an unbearable and impossible consummation.”[15]

The experience Shaviro describes above, based on watching George Romero’s “Living Dead” trilogy, moves to a strange space between directing and suffering, indulging in and being removed from the violent physics of GTA V. Shaviro discusses the use of “special effects” in horror as “grotesque visual effects and…affective and physiological effects on the viewer.” Our character’s head smashes into the side of a boulder and there is instantly blood. The algorithms driving the game have already calculated this impact and that the character will not survive. We lose control and watch passively. This changes the camera mode to slow motion, presumably because the game developers, borrowing from horror cinema, know we want to prolong this moment. The character’s neck snaps and the body, still in motion, crumples before it smashes into the cliff face. Previously we were connected to the character, he was driving the car as we were driving the car, together. As his neck snaps, our connection is broken and he becomes a ragdoll. Ragdoll physics, a phrase that describes exactly what it is, take over and what was our character, and is now an abject body in the scene we constructed, spins wildly across the game space. The scene is not scripted, what transpires is based on what objects exist in the vector the ragdoll character moves through. Any unmoving object impacts this body and it flails in a new direction. Any moveable object skitters away until finally the body comes to a rest. Rockstar Games has selected the perfect phrase for this end and it has remained consistent across the GTA series. A word appears across the now completely gray monochrome screen in burgandy: WASTED.

_

This review was written with substantial input from Channel TWo collaborator Oskar Westbridge.

Furtherfield and Contemporary Art Culture – Where We Are Now

Introduction.

For over 17 years, Furtherfield has been working in practices that bridge arts, technology, and social change. Over these years, we have been involved in many great projects and collaborated with and supported various talented people. Our artistic endeavours include net art, media art, hacking, art activism, hacktivism and co-curating. We have always believed it is essential that the individuals at the heart of Furtherfield practice in arts and technology and are engaged in critical enquiry. For us, art is not just about running a gallery or critiquing art for art’s sake. The meaning of art is in perpetual flux, and we examine its changing relationship with the human condition. Furtherfield’s role and direction as an arts collective is shaped by the affinities we identify among diverse independent thinkers, individuals and groups who have questions to ask in their work about the culture.

Here I present a selection of Furtherfield projects and exhibitions featured in the public gallery space we have run in Finsbury Park in North London for the last two years. I set out some landmarks on the journey we have experienced with others and end my presentation with news of another recently opened space (also in the park) called the Furtherfield Commons.

Running themes in this presentation include how Furtherfield has lived through and actively challenged the disruptions of neoliberalism. The original title for this presentation was ‘Artistic Survival in the 21st Century in the Age of Neoliberalism’. The intention was to stress the importance of active and open discussion about the contemporary context with others. The spectre of neoliberalism has paralleled Furtherfield’s existence, affecting the social conditions, ideas and intentions that shape the context of our work: collaborators, community and audience. Its effects act directly upon ourselves as individuals and around us: economically, culturally, politically, locally, nationally and globally. Neoliberalism’s panoptic encroachment on everyday life has informed Furtherfield’s motives and strategies.

In contrast with most galleries and institutions that engage with art, we have stayed alert to its influence as part of a shared dialogue. The patriarch, neoliberalism, de-regulated market systems, corporate corruption and bad government; each implement the circumstances where we, everyday people, are only useful as material to be colonized. This makes us all indigenous peoples struggle under the might of the wealthy few. Hacking around and through this impasse is essential if we maintain human integrity and control over our social contexts and ultimately survive as a species.

“The insights of American anarchist ecologist Murray Bookchin into environmental crisis hinge on a social conception of ecology that problematises the role of domination in culture. His ideas become increasingly relevant to those working with digital technologies in the post-industrial information age, as big business develops new tools and techniques to exploit our sociality across high-speed networks (digital and physical). According to Bookchin, our fragile ecological state is bound up with a social pathology. Hierarchical systems and class relationships so thoroughly permeate contemporary human society that the idea of dominating the environment (to extract natural resources or to minimise disruption to our daily schedules of work and leisure) seems perfectly natural despite the catastrophic consequences for future life on earth (Bookchin 1991). Strategies for economic, technical and social innovation that focus on establishing ever more efficient and productive systems of control and growth, deployed by fewer, more centralised agents, have been shown to be both unjust and environmentally unsustainable (Jackson 2009). Humanity needs new social and material renewal strategies to develop more diverse and lively ecologies of ideas, occupations and values.” [1] (Catlow 2012)

It is no longer critical, innovative, experimental, avant-garde, visionary, evolutionary, or imaginative to ignore these large issues of the day. Suppose we, as an arts organization, shy away from what other people are experiencing in their daily lives and do not examine, represent and respect their stories. In that case, we rightly should be considered part of an irrelevant elite and seen as saying nothing to most people. Thankfully, many artists and thinkers take on these human themes in their work in various ways, on the Internet and in physical spaces. So much so, this has introduced a dilemma for the mainstream art world regarding its relevance and whether it is contemporary.

Furtherfield has experienced, in recent years, a large-scale shift of direction in art across the board. And this shift has been ignored (until recently) by mainstream art culture within its official frameworks. However, we need not only to thank the artists, critical thinkers, hackers and independent groups like ours for making these cultural changes, although all have played a big role. It is also due to an audience hungry for art that reflects and incorporates their social contexts, questions, dialogues, thoughts and experiences. This presentation provides evidence of this change in art culture, and its insights flow from the fact that we have been part of its materialization. This is grounded knowledge based on real experience. Whether it is a singular movement or multifarious is not necessarily important. But, what is important is that these artistic and cultural shifts are bigger than mainstream art culture’s controlling power systems. This is only the beginning, and it will not go away. It is an extraordinary swing of consciousness in art practice forging other ways of seeing, being, thinking, making and becoming.

Furtherfield is proud to have stuck with this experimental and visionary culture of diversity and multiplicity. We have learned much by tuning into this wild, independent and continuously transformative world. On top of this, new tendencies are coming to the fore, such as re-evaluations and ideas examining a critical subjectivity that echo what Donna Haraway proposed as ‘Situated Knowledge’ and what the Vienna-based art’s collective Monochrom call ‘Context Hacking’. Like the DADA and the Situationist artists did in their time, many artists today are re-examining current states of agency beyond the usually well-promoted, proprietorial art brands, controlling hegemonies and dominating mainstream art systems.

Slide Presentation

Most Art Says Nothing To Most People.

“The more our physical and online experiences and spaces are occupied by the state and corporations rather than people’s own rooted needs, the more we become tied up in situations that reflect officially prescribed contexts, and not our own.” [2]

To start things off, I want to refer to a past work that Heath Bunting (co-founder of irational.org) and I were involved with in 1991. The above image is a large paste-up displayed on billboards around Bristol in the UK. At the time, as well as being part of other street art projects, pirate radio and BBS boards, Heath and I and others were members of the art activist collective Advertising Art. The street art we made critiqued presumed ownership of art culture by the dominating elites. The words “Most Art Says Nothing To Most People” have remained an inner mantra ever since.

Furtherfield is inspired by ideas that reach for a grassroots form of enlightenment and nurture progressive ideas and practices of social and cultural emancipation. The Oxford English Dictionary describes Emancipation as “the fact or process of being set free from legal, social, or political restrictions; liberation: the social and political emancipation of women and the freeing of someone from slavery.”

“Kant thought that Enlightenment only becomes possible when we are able to reason and to communicate outside of the confines of private institutions, including the state.” [3] (Hind 2010)

Well, a start would be getting organised and building something valuable with others.

As usual, it is up to those people who know that something is not working and those feeling the brunt of the issues affecting them who end up trying to change the conditions. It is unlikely that this pattern of behaviour will change.

To expect or even wish those who rule and those serving them to change, challenge their behaviours and seriously critique their actions is as likely as winning the National Lottery, perhaps even less.

Art critic Julian Stallabrass proposes that there needs to be an analysis of the operation of the art world and its relation to neoliberalism. [4]

In the above publication, Gregory Sholette argues “that imagination and creativity in the art world thrives in the non-commercial sector, shut off from prestigious galleries and champagne receptions. This broader creative culture feeds the mainstream with new forms and styles that can be commodified and utilized to sustain the few elite artists admitted into the elite. […] Art is big business: a few artists command huge sums of money, and the vast majority are ignored, yet these marginalized artists remain essential to the mainstream cultural economy serving as its missing creative mass. At the same time, a rising sense of oppositional agency is developing within these invisible folds of cultural productivity. Selectively surveying structures of visibility and invisibility, resentment and resistance […] when the excluded are made visible when they demand visibility, it is always ultimately a matter of politics and rethinking history.” [5] (Sholette 2013)

Drawing upon Sholette’s inspirational, unambiguous and comprehensive critique of mainstream art culture in the US. I want to consider examples closer to home blocking artistic and social emancipation avenues that also need an urgent critique. And this blockage resides within media art culture (or whatever we call it now) itself. Recently, I read a paper about ‘Post-Media’ – said to “unleash new forms of collective expression and experience” [6]- which featured in its text-only established names. Furtherfield is native to ‘Post-Media’ processes, a concept that theorists in media art culture are just beginning to grasp. This is because they tend to rely on particular theoretical canons and the defaults of institutional hierarchies to validate their concepts. Also, most of the work they include in their research is shown in established institutions and conferences. They assume that because a particular artwork or practice is accepted within the curatorial remits of a conference theme, the art shown represents what is happening, thus more valid than other works and groups not included. This is a big mistake. It only reinforces the conditions of a systemic, institutionalised, privileged elite and enforces a hierarchy that will reinforce the same myopic syndromes of mainstream art culture. The extra irony here is that many supposedly insightful art historians and theorists advocate a decentralised, networked culture in their writings or as a relational context. However, many do not support or create alternative structures with others. The real problem is how they acquire their knowledge. Presently the insular and hermetically sealed dialectical restraints and continual reliance on central hubs as official reference is distancing them from the actual culture they propose to be part of.

Furtherfield and Hack Value.

“We must allow all human creativity to be as free as free software” [7] (Steiner, 2008)

Furtherfield comes from a cultural hacking background and has incorporated into its practice ideas of hacking not only with technology but also in everyday life. Furtherfield is one big social hack. Hack Value advocates an art practice and cultural agency where the art includes the mechanics of society as part of its medium and social contexts with deeper resonances and a critical look at the (art) systems in place. It disrupts and discovers fresh ways of looking and thinking about art, life and being. Reclaiming artistic and human contexts beyond the conditions controlled by elites.

Hack Value can be a playful disruption. It is also maintenance for the imagination, a call for a sense of wonder beyond the tedium of living in a consumer, dominated culture. It examines crossovers between different fields and practices concerning their achievements and approaches in hacking rather than as specific genres. Some are political, and some are participatory. This includes works that use digital networks, physical environments, and printed matter. What binds these examples together is not only the adventures they initiate when experimenting with other ways of seeing, being and thinking. They also share common intentions to loosen the restrictions, distractions and interactions dominating the cultural interfaces, facades and structures in our everyday surroundings. This relates to our relationship with food, tourism, museums, galleries, our dealings with technology, belief systems and community ethics.

Donna Haraway proposes a kind of critical subjectivity in the form of Situated Knowledges.

“We seek not the knowledges ruled by phallogocentrism (nostalgia for the presence of the one true world) and disembodied vision. We seek those ruled by partial sight and limited voice – not partiality for its own sake but, rather, for the sake of the connections and the unexpected openings situated knowledges make possible. Situated knowledges are about communities, not isolated individuals.” [8] (Haraway 1996)

Furtherfield’s move to the heart of a North London park.

Furtherfield had run [HTTP], London’s first public gallery for networked media art, since 2004 from an industrial warehouse in Haringey. In 2012 the gallery moved to a public location at the McKenzie Pavilion in the heart of Finsbury Park, North London.

However, we are not just a gallery; we are a network connecting beyond a central hub.

“It is our contention that by engaging with these kinds of projects, the artists, viewers and participants involved become less efficient users and consumers of given informational and material domains as they turn their efforts to new playful forms of exchange. These projects make real decentralised, growth-resistant infrastructures in which alternative worlds start to be articulated and produced as participants share and exchange new knowledge and subjective experiences provoked by the work.” [9] (Garrett & Catlow, 2013)

The park setting informs our approach to curating exhibitions in a place with a strong local identity, a public green space set aside from the urban environment for leisure and enjoyment by a highly multicultural population.

Seeds Underground Party by Shu Lea Cheang. Aug - Oct 2013.
Seeds Underground Party by Shu Lea Cheang. Aug – Oct 2013.

We are simultaneously connected to a network of international critical artists, technologists, thinkers and activists through our online platforms, communities, and wider networked art culture. We get all kinds of visitors from all backgrounds, including those who do not normally visit art spaces. We are not interested in pushing the mythology of high art above other equally significant art practices. Being accessible has nothing to do with dumbing down. It concerns making an effort to examine deeper connections between people and the social themes affecting theirs and our lives. We don’t avoid big issues and controversies and constantly engage in a parallel dialogue between these online communities and those meeting us in the park.

We feature works incorporating local people’s contributions, bringing them closer to the art and engagement of social dialogue. For instance, London Wall, N4 by Thomson and Craighead, reflected a collective stream of consciousness of people all around Finsbury Park, gathering their Tweets to print out and paste onto the gallery walls. By retweeting the images of the tweet posters, we gathered many of the original authors in the gallery to see their words physically located among others made in the vicinity.

Above: London Wall, N4 by Thomson and Craighead, as part of Being Social, Feb - April 2012. Other artists included , Annie Abrahams, Karen Blissett, Ele Carpenter, Emilie Giles, moddr_ , Liz Sterry. See more info about the exhibitio Also to Flickr
Above: London Wall, N4 by Thomson and Craighead, as part of Being Social, Feb – April 2012. Other artists included Annie Abrahams, Karen Blissett, Ele Carpenter, Emilie Giles, moddr_, and Liz Sterry. See more info about the exhibit. Also to Flickr

Crow_Sourcing by Andy Deck invited people to tweet animal expressions from around the world – illuminating the link between the formation of human language and our relationships with other wild webs of animal life. Gallery visitors illustrated their animal idioms, drawing directly onto the gallery walls, inspired by the ducks, crows, squirrels and dogs that inhabit the park.

We feature works dealing with networked and pervasive technologies’ human and social effects. Web 2.0 Suicide Machine by moddr_ proposed an improvement to our ‘real’ lives by providing a one-click service to remove yourself, your data, and your profile information forever from Facebook, Twitter and MySpace, replacing your icon (again, forever) with a logo depicting a noose. They also reflect on new forms of exposure and vulnerabilities they give rise to, such as Kay’s Blog, by Liz Sterry, which replicated in physical space the unkempt bedroom of an 18-year-old Canadian girl based only on her blog posts, to eerie effect. The intention is to reach people in a way that has people question their relationship with those technologies. This does not mean promoting technology as a solution to art culture but exploiting it to connect with others and critique technologies simultaneously.

Below: Selection of images from original slide presentation – exhibitions & events.

Crow_Sourcing by Andy Deck, WWW: World Wild Web Oct - Dec 2012.
Crow_Sourcing by Andy Deck, WWW: World Wild Web Oct – Dec 2012.
Glitch Moment/ums Exhibition June - July 2013
Glitch Moment/ums Exhibition June – July 2013
Shu Lea Cheang & Mark Amerika. UKI - Viral Love by Shu Lea Cheang. Aug - Oct 2013.
Shu Lea Cheang & Mark Amerika. UKI – Viral Love by Shu Lea Cheang. Aug – Oct 2013.

The Furtherfield Commons.

On the 23rd of November, we opened our second space in the park, ‘The Furtherfield Commons’. It kicked off with The Dynamic Site: Finsbury Park Futures, an exhibition by students from the Writtle School of Design (WSD) featuring ideas and visions for future life in Finsbury Park, coinciding with the launch.

This new lab space for experimental arts, technology and community explores ways to establish commons in the 21st Century. It draws upon influences from the 1700s when everyday people in England, such as Gerrard Winstanley and collaborators, forged a movement known as the Diggers, the True Levellers, to reclaim and claim common land from the gentry for grassroots, peer community interests. Through various workshops, residencies, events & talks, we will explore what this might mean to people locally and in connection with our international networks. These include free software works, critical approaches to gardening, gaming and other hands-on practices where people can claim direct influence in their everyday environments in the physical world, to initiate new skills and social change on their terms. From what we have learned from our years working with digital networks, we intend to apply tactical skills and practices into everyday life.

Notes:

Furtherfield is a network across different time zones, platforms & places – online & physical, existing as various decentralised entities. A culture where people interact: to create, discuss, critique, review, share information, collaborate, build new artworks & alternative environments (technological, ecological, social or both), examine & try out value systems. “A rhizome has no beginning or end; it is always in the middle, between things, interbeing, intermezzo.” (Brian Massumi 1987)

What Influences Furtherfield?

DADA, Situationism, punk, Occupy, hacktivism, networks, Peer 2 Peer Culture, feminism, D.I.Y, DIWO, Free Software Movement, independent music labels, independent thinkers, people we work with, artists, activism, grassroots culture, community…

This comprises technological and physical forms of hacking. It also includes aspects and actions of agency-generation, skill, craft, disruption, self-education, social change, activism, aesthetics, re-contextualizing, claiming or reclaiming territories, independence, emancipation, relearning, rediscovering, play, joy, being imaginative, criticalness, challenging borders, breaking into and opening up closed systems, changing a context or situation, highlighting an issue, finding ways around problems, changing defaults, and restructuring things – Claiming social contexts & artistic legacies with others!

Extra Notes:

This text is a re-edited slide presentation first shown at the ICA, London, UK, on 16th November 2013 (Duration 25 min). Intermediality: Exploring Relationships in Art. Speakers Katrina Sluis, Peter Ride, Sean Cubitt & Marc Garrett.
http://www.ica.org.uk/39077/Talks/Intermediality-Exploring-Relationships-in-Art.html 

Transdisciplinary Community (TDC) Leicester UK 27th Nov 2013 (45 min). Institute of Creative Technologies. De Montfort University.

Two projects Gregory Sholette is currently involved in:

It’s the Political Economy, Stupid. Curated by Oliver Ressler & Gregory Sholette
http://gallery400.uic.edu/exhibitions/its-the-political-economy-stupid

Matt Greco & Greg Sholette | Saadiyat Island Workers Quarters Collectable, 2013
http://bit.ly/1eSI5kX

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All exhibitions, events & projects at Furtherfield – http://www.furtherfield.org/programmes/exhibitions

DISCLOSURE: Old Words Made New

King’s College Graduate Students & Erica Scourti

Old Words Made New.

Ethical knowledge, sacred spaces, forgotten histories and challenging predispositions.

Furtherfield is pleased to present the excellent cross cultural project DISCLOSURE: Old Words Made New. We have collaborated with Medieval Studies Graduate Students from King’s College London, and artist Erica Scourti to reversion a contemporary representation on the subject of medieval social lives, based on the theme of ‘ethical knowledge’ through Old English. With a combination of works in the Finsbury Park surroundings, sound installations, collaborative writing, and performance.

The project is part of Colm Cille’s Spiral project, a collaboration between Difference Exchange, King’s College London and Furtherfield, and takes place alongside a commission by artist Erica Scourti. It relates to a series of contemporary art and literature commissions and dialogues rethinking the legacy of 6th Century Irish monk Colm Cille, or St Columba, that unfolds across Ireland and the UK, starting and ending in Derry-Londonderry for City of Culture 2013.

+ More about the Project

About The Event

Come and add an Old English phrase to the Wordhoard painted onto the walls of Furtherfield Gallery!

Help us create a visual hoard of words, received from scholars all over the world, which will show the extent of the current study of Old English. Explore the memories of our site-specific work at Bradwell-on-Sea, a church built in 654 by St Cedd, by watching our recording of the event. Walk through Finsbury Park listening to the sounds of Old English poetry and meditating on trees that bleed.

Kings College Students taking part are: Carl Kears, Kathryn Maude, Hana Videen, Victoria Walker, Rebecca Hardie, Francesca Allfrey.
Kings College Students taking part are: Carl Kears, Kathryn Maude, Hana Videen, Victoria Walker, Rebecca Hardie, Francesca Allfrey.

For the event, Erica Scourti will present another iteration of her video postcard project, currently existing as a series of empty, annotated videos on her Instagram profile. As a one-off, the full set of over 100 videos emailed out to friends, family and online contacts over the summer period will be screened, the only time they will be shown publicly. Also, the metadata the recipients provided for each video will form the basis of a sound piece that will play throughout the afternoon.

More about DISCLOSURE: Old Words Made New

The project has explored new ways to understand and interpret the language and social contexts of a time where Christianity was at its early phase of using its people through networks around the UK, whilst pagan culture was still thriving.

The question posed to the King’s College students was “If we existed in a contemporary society where the Internet could no longer be trusted because of systems of networked surveillance, what would be the different ways in which we could communicate?”

In July 2013 they showcased their findings at a live public event at the historic Bradwell-on-Sea Church, which is now being held at Furtherfield.

Bradwell-on-Sea Church
Bradwell-on-Sea Church

A warm thanks to Kings College lecturers Professor Clare Lees, Dr Joshua Davies, Dr James Paz for collaborating.

Other Colm Cille’s Spiral projects have taken place across the UK and Ireland as part of Derry-Londonderry City of Culture and can be explored at www.colmcillespiral.net

LOCATION


Furtherfield Gallery
McKenzie Pavilion, Finsbury Park
London N4 2NQ
T: +44 (0)20 8802 2827
E: info@furtherfield.org

Visiting information

Furtherfield Gallery is supported by Haringey Council and Arts Council England.

ReadingClub – A Hacker Manifesto v4.0 & The ARPANET dialogues

LIVE LINK HERE

In collaboration with Annie Abrahams and Emmanuel Guez, Furtherfield presents two new ReadingClub sessions based on excerpts from McKenzie Wark’s A Hacker Manifesto [version 4.0] and the ARPANET dialogues

ReadingClub  proposes a text and an interpretive arena to 4 readers. These readers write together their reading of a text inside the text itself. The audience sees an evolving, cinematographic picture of thoughts and collaborative writing in the making.

Join the performance online at readingclub.fr and use the chat window to exchange, discuss and comment on the performance.

Event Schedule


Monday 21 October 2013, 8pm London Time A Hacker Manifesto [version 4.0]
Online performance session based on an excerpt from A Hacker Manifesto [version 4.0] by McKenzie Wark with Aileen Derieg, Cornelia Sollfrank, Dmytri Kleiner and Marc Garrett.

Drawing in equal measure on Guy Debord and Gilles Deleuze, A Hacker Manifesto offers a systematic restatement of Marxist thought for the age of cyberspace and globalization. In the widespread revolt against commodified information, McKenzie Wark sees a utopian promise, beyond the property form, and a new progressive class, the hacker class, who voice a shared interest in a new information commons.

Tuesday 22 October 2013, 8pm London Time The ARPANET dialogues
Online performance session based on an excerpt of the ARPANET dialogues from 1975-1976 with Alessandro Ludovico, Jennifer Chan, Lanfranco Aceti and Ruth Catlow.

The ARPANET dialogues is an archive of rare conversations within the contemporary social, political and cultural milieu convened between 1975 and 1979 that were conducted via an instant messaging application networked by computers plugged into ARPANET, the United States Department of Defense’s experimental computer network. All participants in the conversation were given special access to terminals connected to ARPANET, many of them located in US military installations or DOD-sponsored research institutions around the world.

What was originally thought to be a historic moment, when figures from within and without the established art canon first encountered the disruptive effects of digital network communications, turned out to be an ongoing research project by Bassam El Baroni, Jeremy Beaudry and Nav Haq.

Further reading:

“This pre-Internet chatroom conversation between Jim Henson, Ayn Rand, Yoko Ono and Sidney Nolan is fake. But it’s amazing” – Robert Gonzalez in io9, December 2012.

“Ronald Reagan has joined the chatroom”Interview by Richard Fischer, CultureLab with Jeremy Beaudry, one of the artists behind the project, April 2011.

About the Project


The ReadingClub is a project by Annie Abrahams and Emmanuel Guez, inspired by Brad Troemel’s Reading Group and the Department of Reading by Sönke Hallman.

The project is supported by Dicréam.

+ More information about ReadingClub

Hybrid Cities: interviewing Roger Malina, Mariateresa Sartori and Bryan Connell

Roger Malina is a physicist and astronomer, Executive Editor of Leonardo Publications (The M.I.T. Press), and Distinguished Chair of Arts and Technology at the University of Texas at Dallas. Dr. Malina helped found IMéRA (Institut méditerranéen de recherches avancées), a Marseille-based institution nurturing collaboration between the arts and sciences.

Mariateresa Sartori and Bryan Connell are two artists recently based at IMéRA. Their work connects with human movement through the city, and addresses the intersection between technology and perception. Recent work by Venice-based Mariateresa Sartori has encompassed drawing and video. Bryan Connell, Exhibit/Project Developer at San Francisco’s Exploratorium, works especially with landscape observation devices and mapping.

Lawrence Bird interviewed Roger Malina, Mariateresa Sartori, and Bryan Connell about the intersection of their work with the city. Images above courtesy: Roger Malina, Rita Gambardella, Bryan Connell.

Lawrence Bird: Roger Malina, in your recent writing you make the case that science is no longer just a field of positive knowledge. Scientists are increasingly open to engagement with the arts — for example artists’ residencies at CERN. You’ve even argued that we’re in a crisis of representation as profound as that of the Renaissance or the 19th century, and this is “driving a new theatricalisation of science.”

Urban life has often been understood as performative – display, performance of social roles, presentation of oneself before others are all part of the public life in cities. How would you say that crisis of representation plays out with regards to this performative dimension of urban life? How is science implicated alongside art in the city, in these conditions?

Roger Malina: One of my arguments for the ‘crisis of representation’ really looks at Renaissance systems of representation — first driven by what the eye could see, and then the eye extended by microscopes and telescopes. These systems of representation were developed that led to a deep contextualising of the viewer in the world.

46m telescope, Johann Hevelius (1673)
Johann Hevelius’ 46m telescope (1673)

Today we are in a new situation because so much of our perception of the world comes not through extended senses but, in a real way, through new senses. This has been happening over a number of decades; the first wave of this was at the end of the 19th century when there was a cultural shock with the introduction of x-ray images, infra-red and later radio — which didn’t extend existing senses but augmented them.The most recent series of triggers maybe comes from the nano-sciences and synthetic biology — we now perceive phenomena of which we have no daily experience of (eg quantum phenomena). Field emission microsopy or MRI or some of the other new forms of imaging really don’t build on our existing experience — there are discontinuities and dislocations. Another element is of course the hand held device that leads to techniques for ‘augmented reality’ — I have a phone app that I can point at an aeroplane overhead and it tells me what the plane is, where it came from, and where it is going.

Coming to your question about the city — there is clearly a shift in map construction and reading — from the Cartesian map that we have been acculturated to. The ability to toggle between the bird’s eye view and the “street view”, and the ability to view maps that have multiple layers simultaneously are driving artists and others to develop new forms of representation.

Milan Cathedral, augmented reality device
Augmented reality app for iPhone 3GS, with Milan Cathedral; courtesy Grey Small Horse

Someone whose work is interesting in this regard is Bryan Connell in San Francisco, he just finished an art science residency at IMéRA in Marseille. He was working on a large urban trail project called GR13 — 300 miles through industrial, urban, sub urban, and wild landscapes (the city had a hell of a time getting right of way through these areas). Bryan is currently working on a web site for the Marseille European City of Culture events, where he’s working on some of these questions of representation. The project involves a collective of ‘artist-walkers’ that I think fits right into this question of performativity.

Bryan Connell: GR13 urban trail project stills C
Bryan Connell: GR13 urban trail project.

LB: There’s currently a great deal of interest in the connections between representation, digital technology, and politics, for example the current Hybrid City II conference in Athens. As you’ve pointed out, these often underline the connections between what digital media mean for artists and what they can contribute to citizens — what’s emancipatory about them. What can art offer civil life in this context? Are there any conflicts or contradictions in that relationship?

RM: One pertinent example is the work of Bruno Giorgini, a physicist, and Mariateresa Sartori (visual artist) who work on the “physics of the city.” They were recently in residence in the IMéRA Mediterranean Institute of Advanced Study which hosts artists and scientists in residence who want to work with each other. We now have access to incredible amounts of data on human mobility (pedestrian and various forms of transportation) so it is now possible to study human behaviour quantitatively. Sartori discovered that she could tell many things about a person just through the morphology or topology of their movements through the city. Girogini discovered that people’s movements could be predicted at the 80% level, but 20% of the time he had to introduce what he called ‘social temperature’; in discussions he also referred to this as a ‘free will’ parameter. Barabasi has found similar results analysing cell phone GPS data of individuals. So its interesting to think of the development of cities as 80% predictable and 20% serendipitous. This of course then highlights the role of the arts and culture in making cities part of the cultural imaginary that drives people to make choices. Recently Max Schich here at the University of Texas has analysed very large data bases looking at where prominent people are born and where they die over the last 500 years. Immediately you can see how suddenly certain cities become cultural ‘attractors,’ say the way Berlin or Hong Kong are now. And of course cities are now trying to ‘design’ this into the development of cities. Here in Dallas there has been a huge investment in the ‘arts district’ and in institutions of higher learning in the belief that healthy cities require such investments. See for instance the US National Endowment for the Arts Program; there are many similar programs in Europe.

Mariateresa Sartori. Place Jules Guesde, Marseille
Mariateresa Sartori: Place Jules Guesde, Marseille, movement map.

This doesn’t yet address your ’emancipation’ question. One of the things that is happening is that we are becoming a data taking culture (see the recent literature on ‘big data”). The cell phone has transformed every citizen (that has one) into a data taker. Of course much of this data is used by companies for marketing objectives. But many citizen groups are now able to take data for their social objectives. Some of this is captured by the ‘citizen science’ movement ( one example is here). There have been good examples of citizen’s taking data (on pollution, on illegal activities etc.) and then being in a position to challenge ‘authorities’ of various kinds whether scientific, political or economic (see for instance the way citizen groups have mobilised to collect data after man-made disasters such as oil spills, or illegal logging in forests).

A few years ago I wrote an open data manifesto which argued that I would like to advance a new human right and a human obligation:

1. Each of us has the right to the data that has been collected about ourselves and our own environment.

2. Each of must contribute to the knowledge construction by collecting and interpreting data about our own world.

Most scientific data collection is funded by public tax payer funding. The public has a fundamental right to all data collected and funded by public tax money.

LB: How do you imagine an artist’s training will change as these conditions evolve? And a scientist’s — could we foresee any kind of convergence?

RM: One interesting development is a cohort of hybrids, who have one degree in science or engineering and one in art and design ( for example J.F. Lapointe, a researcher at the National Research Council of Canada with degrees in molecular biology and dance) or degrees in Science or engineering and employment in art or design (like myself or Paul Fishwick, a key figure in the field of aesthetic computing). There’s been an emergence of art/science Ph. D. programs that take students from art or design or science or engineering. I suspect this cohort will grow over the coming years.

LB: Mariateresa Sartori, your IMéRA research project with Bruno Giorgini focused on mobility in the city. Can you tell us a little bit about how your work and Dr. Giorgini’s work complemented each other? What kind of evidence did you bring to the table as an artist?

MS: The project I worked on with Bruno Giorgini developed an exploration that began with earlier work in Venice. There I created a series of drawings using a rudimentary, even crude procedure: I traced out the movements of each pedestrian in the Piazza San Marco, drawing their paths with a felt-tipped pen on a transparent sheet placed over the computer monitor. I then faithfully transferred the results onto ordinary large sheets of white paper. The lines thus drawn in different directions created a space, drawing a St. Mark’s Square that is actually not there. As well as the actual physical space, it is also a drawing of our individual and collective manner of relating to space. Each single path determines the route of others, in a continuous and reciprocal game of influences that makes our collective progress.

At IMERA we developed this method for a new environment, a city more ethnically and culturally plural than Venice. Together we set up procedures and tools for collecting data about mobility networks there: nodes, links, chronotopi. These drew on the work of Bruno Giogini’s Laboratorio di Fisica della Città of the University of Bologna. We shot videos focusing on specific behavioural patterns where strategies of shifting, approaching and distancing play a decisive role; and we were also attracted by the places and situations of pedestrian congestion. Using the same technique as in Venice, I translated these into drawings of movement. These again created a space that marks out squares and places which are actually not there, each synthesizing space, time and humanity in a single image.

Mariateresa Sartori. Place Jules Guesde, Marseille, horizontal sequence
Mariateresa Sartori: Place Jules Guesde, Marseille, people coming from above; from above and from right; from above, from right, and from left; data from 4.53.00 to 5.10.03 pm, 19 Sept. 2011.

LB: Is there an emancipatory or governance-related dimension to this work? Degrees of mobility have human rights implications. How does your work as an artist connect with these rights, especially the notion of the right to the city?

MS: The first goal when I work as an artist observing reality is observation, i.e. a way of observing that implies a new attention. The result is always instructive because I do not have particular expectations. After lines have been traced following my process, something always emerges and what emerges can be a useful and indicative element for the emancipatory dimension of the urban condition. I would say that Bruno Giorgini is more involved in that dimension than me, especially in the notion of the right to the city.

LB: There’s a current preoccupation among researchers in a number of fields with the relationship between representation, often engaged with/through technology, and urban life. How has your latest work connected with this relationship?

MS: My way of working with technological instruments such as computers is very particular and limited. I use the computer as a technical tool strongly mediated by the senses, i.e. by human perception. I am very interested in modalities of perception: they are so imperfect, yet sufficiently perfect to make our existence possible.

la misura dello espacio, still
Mariateresa Sartori, still from “la misura dello espacio”, video at http://vimeo.com/63571834

LB: You described the way you work with technological instruments as “particular and limited.” Another way to look at this is that you make the technological system slow down by inserting yourself into the process… and the result is your drawings, which still movement. Might this be one role for art — to insert the human into the machine? Much net art focuses on flows of information, virtual movement, and representing that. While not quite glitch art, do your representations of movement in some sense intentionally put a brake on the machinery?

MS: I find your words enlightening, you describe my way of working better than me….. Actually I insert myself into the technological process…..but this is not a statement of a position against technology.

I can say that what interests me the most (and art’s relation to science is just one instance of this) is the thread of connection between specific cases and general theory, between subjective and objective. Between, on the one hand, the singularity of events and, on the other, general theory. The individual’s experience is singular, unique; but there is always a thread, even if fine, that leads each individual case to a wider generalisation. What interests me is this incessant – indispensable as much as concealed – mental activity that every day leads us to search for generalisations and regulating principles. What interests me is the human tendency to comprehend phenomena, even the most complex, via schematic representation, via a generalisation that leads to the identification of organising principles. I mean “Comprehension” in very wide sense, where emotions and feelings participate too in embracing reality, including reality. Maybe in this sense I put the human in the machine…

There is a discrepancy between how we perceive reality, mediated by our senses, and the truth decreed by science. On a rational level we recognize the truth, but we cannot internalize in a deep way this knowledge; this is beyond our human capabilities. I think that in my artistic research I find myself in this deep discrepancy.

Bryan Connell: GR13 urban trail project stills A
Bryan Connell: GR13 urban trail project.

LB: Bryan Connell, your work in Marseille addresses, among other concerns, technology and its relationship to nature. Do you see the urban environment as playing any particular role in that relationship — of having a particular status in our negotiation of it?

Bryan Connell: One of the things that intrigued me about the metropolitan hiking trail in Marseille is the way it plays with our sense of meaning and value in the exploration of contemporary landscapes. Most long distance hiking trails are designed to lead out of urban environments, not into them. We don’t usually think of carrying a field guide that illustrates the taxonomy of fire hydrants, electrical pylons, or urban weeds on an extended city or suburban walk. That kind of engaged, systematic attention is usually reserved for wild natural terrains. From a traditional environmental perspective, the less altered a place is by human technology, the more scientifically interesting, ecologically exemplary, and aesthetically rich it’s going to be. Without undermining the validity of ever-present environmental concerns, the trail functions as an invitation into a more challenging and complex relationship to the emerging para-wilds and novel ecosystems that are arising at the intersection of the natural world and the technological infrastructure of the built environment.

Similarly, the Marseille trail doesn’t really focus on the kinds of urban sites that are traditionally thought of as having significant historic, architectural, or cultural interest. Instead, the trail route incites visitors into an exploration of the everyday environments and working landscapes of the contemporary urban transect – a world of parking lots, freeway overpasses, suburban developments, abandoned railways, and semi-rural wildlands.

Bryan Connell: GR13 urban trail project stills B
Bryan Connell: GR13 urban trail project.

Landscape ecologist Earl Ellis argues that to better navigate our way through the current geohistorical epoch, the Anthropocence, we must expand the traditional ecological concept of regional biomes into the parallel notion of “anthromes” – biomes that are complex interconnected melds of human technology and natural systems. In a sense, the GR 2013 Marseille trail is a sketch or system of exploratory paths into what a publically accessible, anthrome based urban ecology observatory might look like.

LB: A similar question is in relation to the image, especially sequential images. What does it mean for our negotiation of the relationship between nature and technology? Between science and art?

BC: We increasingly live in a networked digital metropolis with an image and information density that both mirrors and exceeds the high population densities of the physical metropolis. One topic of particular interest to me is the role these images play in transfiguring the quality of our desire. To what extent do scientific or aesthetic images that increase our ability to find meaning and satisfaction in observing and understanding urban landscape phenomena mitigate our need to physically alter the landscape to conform to an idealized image of what it should or shouldn’t be?

For example, the Marseille metropolitan trail didn’t require much physical alteration of the terrain – it’s a conceptually designated network of pre-existing roads, paths, streets and highways. The trail’s function is not to alter place, but alter the cognitive landscape of trail users so they have a richer sense of place. If you are fascinated by the diversity of ways a para-wild plant population has adapted to a technologically modified environment, do you need to engage in an energy and material intensive re-landscaping of that environment with a palette of conventional horticultural plantings to make it more “beautiful”? In this sense, constructing interpretive images of landscape is more than a way of augmenting a recreational hiking experience, it’s a way of shifting and re-configuring what we think we have to consume and alter to find meaning and vitality in contemporary landscapes.

More about Hybrid City II.

http://uranus.media.uoa.gr/hc2/

Hybrid City is an international biennial event dedicated to exploring the emergent character of the city and the potential transformative shift of the urban condition, as a result of ongoing developments in information and communication technologies (ICTs) and of their integration in the urban physical context. After the successful homonymous symposium in 2011, the second edition of Hybrid City has grown into a peer reviewed conference, aiming to promote dialogue and knowledge exchange among experts drawn from academia, as well as artists, designers, researchers, advocates, stakeholders and decision makers, actively involved in addressing questions on the nature of the technologically mediated urban activity and experience.

The Hybrid City 2013 events also include an online exhibition and workshops, relevant to the theme

Hybrid City Conference 2013: Subtle rEvolutions will take place on 23-25 of May 2013.

The Hybrid City II events will take place at the central building of the National and Kapodistrian University of Athens.

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Jennifer Chan Interview: Interpassivity & Internet Pop Culture

Some have proposed Jennifer Chan to be part of what has been termed as the post-internet era. But, this is an inadequate representation of the spirit, criticality and adventure at play in her work. Chan’s awareness and use of the Internet reflects a way of life, that situates its networks as a primary resource. Chan lives amongst various worlds and engages in different shades of being; a self-described ‘amateur cultural critic’, a net artist, a media artist, and academic. Her work exists both online and in physical realms, it is always present and contemporary. This is because her work lives in a world where the scripting of official art definitions loses its power. People have exploited technology to facilitate new behaviours where the artist or art amateur redefine what art is on their own terms. We are now in a post-art context. It reflects a very real, societal shift. Mainstream art culture no longer owns the consciousness of art, Chan and others like her are pulling it apart.

Interview:

Marc Garrett: In your video Interpassivity a kind of docu-performance made for the exhibition REALCORE, you’re in a park spraying a brown cardboard box, silver. As you go through the process of walking around the box whilst spraying it, you comment on the object’s formal aspects. But, what you mainly discuss are your own personal views about contemporary art. It then becomes apparent that the box is a prop for the performance, enabling the subject to be explored.

Alongside your interpretations of the work my own thoughts on the subject feel as though they are included in the conversation. I know as a viewer, that the artist is not aware of my thoughts on the matter. However, it feels like there is space for me to be a part of the conversation. Not literally through a feedback system or interaction, but as an individual considering your personal questions. The artwork knows I am experiencing it, it knows that a consciousness out there is somehow engaging with its dialogue.

It is clear you are in tune with the feeling of dysfunction. You say, “I need to spit out some creative truth”. On hearing this, I was not sure whether this was a parady, irony or an expression of despair, or all these. You also say “contemporary art is removed from our everyday feelings”. As you express these words I begin the view the box as a symbol of contemporary art as a centralized, institutional monolith? So, before I unwittingly place my own meanings onto the work could you tell us what it means to you?

Interpassivity. Jennifer Chan 2011 - View video
Interpassivity. Jennifer Chan 2011 – View video

Jennifer Chan: Interpassivity is the instance of something cueing an audience to feel a certain way, such as canned laughter to stand in for humoured social reaction to jokes in a sitcom– even when it’s not funny. I titled it that because I felt like another art student trying to convince herself or the viewer what she made is art. I feel embarrassed about this self-aware but privileged complaining. A few people have found this work online and screened it, but I’m still mortified to watch it with them.

I made that video because I think a lot of contemporary art is sterile, mannered and removed from emotion. I wasn’t thinking of Donald Judd at that point but I could see the box standing in as a poor attempt at work, like his work. What I was working on (or seven years of art education) had little to do with what was happening in my life. (So to answer your question, yes, it is despair) Using my flipcam and talking over it was immediate for recording those ideas. It’s also a big trope of Canadian video art… a breathy voiceover conveys something serious and personal.

re: REALCORE. The title came about as a play on the idea of “real life”, or face-to-face life away from keyboard. Likewise, users would say “irl”(in real life), or “so real~” in Facebook comment threads to joke about the divide between online/offline contexts. The curator David Hanes felt the video was important to contextualize my use of sincerity and clichés, I was not being ironic in my intention. Arielle Gavin and Jaakko Pallasvuo thought it was questionably ironic and an emotive perspective on the Internet as a form of new sincerity.

I later found that someone wrote a paper by someone who coined “realcore” as a kind of amateur user-generated porn, which is a cool double-meaning. The “interpassivity” video was used to promote the show online but I showed my kitschy found footage videos on twisted pizza box plinths for the show. This was my fuck-you to geometric minimalism and boring white plinths, but I suppose it resulted in a different take of it…

A Pizza Box Plinth. Jennifer Chan. VSVSVS Toronto. March 16 2012.
A Pizza Box Plinth. Jennifer Chan. VSVSVS Toronto. March 16 2012.

MG: In one of your recent videos “Grey Matter” when watching it felt like I was immediately pulled into a remixed world of teenage celebrity, products and brands, dripping in an orgasmic noise of techno-capitalism. Most of it is found footage, images, video and sound remixed into an edited compilation. Running through the video in between the high octane fuelled cuts and glitches, are messages to the Internet user who chances upon the video. These messages feel like they are from an individual voice but also of a multitude – caught up in a constant state of mediated folk hedonism.

What intentions lie behind this work as an artistic explorer of the entertainment culture you have remixed?

JC: Grey Matter is a first person account on feeling politically inactive online while having access to a wealth of information. I wanted to use remix in a confessional manner, so I combined obscure nostalgic media with embarrassing statements. The video begins with sped up footage of early 3D simulator ride called “Millennium Bug”. Y2K was the first technological “crisis” I recalled with clarity when I was growing up. The rest of the video includes cynical commentary on online spaces I’ve engaged with in the past year. (shopping on aliexpress.com and lurking people on OkCupid) “Little Prince” is compressed 25 times and sped up by 400%. I included old profile pics and some summary text from my OkCupid profile–I thought it was quite telling about how I wanted to be seen online and irl. I think it’s possible to feel mutually exclusive feelings at the same time, or maybe the experience of being active on different social networks produces a kind of schizophrenia. Collaging Internet pop culture is a way to appreciate it-as artifacts-in a complex light, and to be critical of it by acting out within its language.

Jennifer Chan. Grey Matter. Featured at Transmediale 2013. Back When Pluto Was A Planet
Jennifer Chan. Grey Matter. Featured at Transmediale 2013. Back When Pluto Was A Planet

MG: What do you find fascinating about popular culture on the Internet?

JC: Anything minuscule has the potential to be popular amongst disparate users and they form vernaculars to talk about their interest in that. I find that desire relatable. That is what I think of as “community” online. It’s based on human interest and media fandom. Justin Bieber is made into something of a scapegoat for the first world’s shortcomings; people who like his image/music idolize him, and people who hate him are waiting for him to crack. Both are forms of fanaticism (one based on affinity; the other on hate-watching something.) Supercuts of Justin Bieber hairflips, object crushing fetishists, disease forums, long threads debating a detail…etc. I like the solipsism and intensity of all that.

MG: Can you share with us some of your critical insights and personal pleasures on this subject?

JC: Pop culture is paradoxical and audiences selectively enjoy it. (like  teens dancing to hip hop with irreverence to its violent or sexist content.) Consuming and sampling pop allows people to indulge into its meanings, and through this there is a reconsideration of what “the masses” find important. Like the use of “users”, “masses” is what cultural studies calls everyone or everyone except-you. But every “user” has a specific relationship with interfaces and platforms, so they aren’t so homogenous.

Pop culture is also political. There was a time when more people voted for American Idol than the US elections, and if 10,000 people showed up to the 2012 cat video festival, entertainment is generally more seductive than current affairs–until there is a gatekeeping emergency (like mainstream media not covering the early days of Occupy). In terms of “internet pop culture”, perhaps traffic with social networking has overtaken porn and gambling online, but social news is also a kind of entertainment.

Jennifer Chan. factum/mirage (2010). Edited and looped one-off webcam performances for the masturbating population on Chat Roulette, which are screenrecorded as video documentation. http://vimeo.com/15116352
Jennifer Chan. factum/mirage (2010). Edited and looped one-off webcam performances for the masturbating population on Chat Roulette, which are screenrecorded as video documentation. http://vimeo.com/15116352

MG: Olia Lialina and Dragan Espenschied in their book Digital Folklore they celebrate everyday people’s use of personal computers with “glittering star backgrounds, photos of cute kittens and rainbow gradients”. They value the non-professionalism and amateur spirit that has come about from millions of people enjoying the Internet since it started. There is a difference now, the Internet masses have been shifted and prodded into large web 2.0 frameworks such as Facebook, and an abundance of personal web projects have been lost since.

And, like them do you find reassurance or a personal connection with the Internet Amateurs of the world?

JC: In context of new media art, it’s probably more accurate to think of amateurs as people who don’t self-identify as artists or technicians. What non-artists do with software and video appears facile, sincere, and intuitive. I make amateur-looking work to dialogue with that.. I like to say something dumb to say something serious. Something that’s made simplistically and filled with kitschy references can be packaged as critique that also appeals to non-art audiences.

I caught the tail end of the homepage-o-sphere/webring 1.0 period. Non-artists made personal websites out of a genuine interest in something. tumblr and pinterest is used in a same way today–to collect indiscriminately. Like 2.0 frameworks, the early internet also had free webpage hosting that users relied on (Geocities and Lycos). Personal website design isn’t over either; net artists still make them or bind together to create their own sites (like tightartists.com). I think I have an idea of what you mean though; it was less commercial and there weren’t as many distinct “most-visited” places online.

I made a lot of gothy dark art on DeviantArt before I knew about contemporary art, and my sensibility towards Photoshop was more romantic and impulsive without the baggage of art education. Maybe this “revival” cult of amateur-looking digital folklore happened because I/we exoticize that kind of amateur production. Web vernaculars have also become stylized and this aesthetic is shared with seapunks and filmmakers. Artists need to adapt to that.

MG: What do you feel is still alive and open for everyday online expression and play, in respect of what Lialina and Espenschied perceive as Digital Folklore?

JC: I think a lot of emerging artists have a greater awareness of obsolescence and upgrade culture than we give them credit for–while still complacent to the socialization structures on Facebook. Many seem more interested in navigating these networks to question their inner control mechanisms than overthrowing them or innovating new ones. It can be simple things like friending as many users as possible, looping webcam feeds, archiving and re-uploading banned content on different platforms, having an anonymous/alternate personas/using multiple accounts…etc. People like glitchr and Ian Aleksander Adams are always looking for ways to use a system against its intended functions in the same way jodi did all the cheat moves in max payne CHEATS ONLY. I admire glitch practices for that.

There’s also the possibility for re-appropriating anything to rebrand or critique particular communities. I think Angela Washko and Jaakko Pallasvuo are doing this in a compelling way that covers a large territory between art and Internet culture.

MG: So, what are you working on at the moment?

JC: <–for some reason this sounds less perverted than if I were an old guy doing this to teen girls but its really just as perverse–>

I’m observing what young adult/teen boys do on YouTube: bulking up, performing dares, talking about how to pick up a White/Asian girls etc. I’m also making a video about Asian guys (both diasporic, Asian American, and more specifically, Korean and Taiwanese men) and their interpretations of mediated masculinity. There is something disturbingly tantalizing in terms of how they have learned to look at the webcam as if they are boy band stars yet they are not fully grown men. A lot of this is informed by growing up in Hong Kong, and knowing that fashion and romance, is inspired by many “neighbouring” cultural media from Japan, Korea and Taiwan even though American/British influence is also prominent in the club scene.

(also view main image on top of web page)
(also view main image on top of web page)

Here are two images from my late installation that will foreshadow this interest. It’s chat text over layered on modified fashion and makeup adverts targeted at Korean and Chinese men, and printed onto micro-fibred bedding. I feel like they’re treated as pleasant freak shows on tumblr but this imagery is a banal, idealized kind of masculinity in Asia. I think western facial features are really common amongst these popular images of Asian-ness, and most would tend to read it as aspiring to western culture, though the hyperfemme “doll” look or metro-masculinity has been a regional style since the 90s.

Conclusion

Chan’s work reflects an emerging condition described by Zizek as “interpassivity” in which our engagement with interactive experience has lost traction and is replaced with “its shadowy and much more uncanny supplement/double “interpassivity””[1], a “Fetish between structure and humanism”[ibid]. We are pulled into a paradox, where ‘interaction and passivity’ are joined together as spectacle of constant mediation. Millions have joined online centralized, megastructures such as Facebook, and this is not a black and white situation. Many are coerced from social and consumer pressures into the state of being seen as interacting. As the futuristic time machine streams onwards at high-speed, agency slouches into a spurious and distant dream. Others and the same are enjoying the flow for the sake of self expression within these scripted frameworks.

Chan’s work critiques, plays with, and exploits this networked, social intervention, as well as her viewers’ desires. Her imaginative palette revivifies questions about agency, passivity, sexuality, privacy, individuality, behaviour, networked consumption and its production. These remixed artworks have much material to work with, as the endless ether of everyday noise is uploaded and distributed through blogs and social networking sites; then returned into the ether as cut-ups where a transforming culture is engaged in its own mutation.

Its noise engages us whether we enjoy it or not, in the medium of “interpassivity”, and we all find ourselves caught within this spectacular enticement driven by the Netopticon. “On a holiday trip, it is quite common to feel a superego compulsion to enjoy, one “must have fun” — one feels guilty if one doesn’t enjoy it.”[ibid]

Jennifer Chanhttp://www.jennifer-chan.com/

Selected Projects by Chan

Heavy MetaVernacular video after the popularization of the internet
http://jennifer-chan.com/index.php?/curatorial/heavy-meta/
SELF-LOVE A non-consensual exhibition of emerging net art
http://jennifer-chan.com/index.php?/curatorial/self-love/
New Insularity Peer backpatting. A screening of works by friends and users whose works I admire.
http://jennifer-chan.com/newinsularity.html

Older

Feeling VideoThe affective appeal of antisocial video
http://jennifer-chan.com/index.php?/curatorial/feeling-video/
Trivial Pursuits Distracting “new media art”
http://jennifer-chan.com/index.php?/curatorial/trivial-pursuits/

Hacking To Make Music Accessible

Drake Music launches a making day to inspire the creation of more accessible musical instruments.

On Sunday 21 April Drake Music will run a hackday to create and share new instruments that break down disabling barriers to music making. Run in partnership with Furtherfield and Music Hackspace, makers will have the opportunity to work towards one of two prizes for the most innovative work.

DOWNLOAD PRESS RELEASE

Hacking To Make Music Accessible Day is part of Drake Music’s new R&D programme, which aims to:

As of January 2013, there are only 6 widely available solutions for accessible music making. In contrast an orchestra is made up of at least 19 instrument types; rock and pop frequently use 4 or more types; and the instruments used in world, electronic, jazz and folk music add up to a rich and diverse pallet of choice for most aspiring musicians. This disparity needs to be bridged, in particular with the development of more expressive musical instruments for those facing barriers to music making.

Hacking To Make Music Accessible is developed with and supported by Music Hackspace and Furtherfield. This event is also a precursor to a series of projects and initiatives which will be hosted at the WeShare Lab later this year.

“I have been bowled over by the enthusiasm and seriousness of the hacking community when faced with the question of how we can create and develop new tools to make music making accessible. This event is the first of many, and allows us to collaborate with the widest range of talent in creating the most innovative tools for a sector that desperately needs them. “ – Gawain Hewitt

For further information please contact Gawain Hewitt, Drake Music Associate Musician and Associate National Manager – Research and Development.

About Drake Music

Drake Music breaks down disabling barriers to music through innovative approaches to making, learning and teaching music. Now in its 25th year, Drake Music continues to play a pioneering role in the development and imaginative use of Assistive Music Technology (AMT) to make music accessible. Drake Music is the only organisation in England specialising in the use of AMT to break down (physical/societal) barriers to participation.

Our focus is on nurturing creativity through exploring music and technology in imaginative ways. We put quality music making at the heart of everything we do, connecting disabled and non-disabled people locally, nationally and internationally. Drake Music is an Arts Council NPO.

http://www.drakemusic.org/

About Music Hackspace

The London Music Hackspace originated as a subgroup of the London Hackspace as a place to share thoughts, knowledge, technologies, processes and aesthetics on music and audio. We foster innovation by gathering skilled professionals and facilitating exchanges between disciplines, from software development to music installations and production. The Music Hackspace organises weekly events, including presentations and talks by artists and musicians, workshops, performances and unexpected collaborations. Music Hackspace are member of London Hackspace.

http://musichackspace.org/

About WeShare

Drake Music and Furtherfield have come together to create WeShare, a new initiative building on the combined creative assets, specialisms and strengths of both our organisations. In a series of projects in the first phase of WeShare, supported by an organisational development grant from Arts Council England, we tested and piloted new ways of working and collaborating through projects such as Pecha Kucha Beta and Deconstructing Pecha Kucha.  This year will see the launch of the WeShare Lab, which will support and host events similar to Hacking to Make Music Accessible.

WeShare has emerged from three years of successful partnership-working between Drake Music and Furtherfield who share a critical and creative engagement with art, music and technology with a focus on participation and collaboration. It aims to amplify the existing quality, reach and value of our organisations’ work, finding new ways to share knowledge, ideas, resources and opportunities; creating new ways of producing and sustaining socially engaged art and culture.

http://www.we-share.org.uk/

Location

Furtherfield Gallery
McKenzie Pavilion, Finsbury Park
London N4 2NQ
T: +44 (0)20 8802 2827
E: info@furtherfield.org

Visiting information

Furtherfield Gallery is supported by Haringey Council and Arts Council England

CyPosium: An online symposium on cyberformance

Cyposium
an online symposium on cyberformance
Friday 12th October 2012
http://www.cyposium.net/

We all perform on the Internet. The social media profiles that we are contractually obliged to give our real names to are just as much performances as our World Of Warcraft or Minecraft avatars. Yet these impromptu performances of our socialised and fantasy selves lack the literary quality of drama. Not drama in the sense of a Usenet or Tumblr flamewar, but in the sense of theatre.

The 1993 New Yorker cartoon captioned “On the Internet, nobody knows you’re a dog” identifies two important features of the early public Internet. Firstly it’s a place, somewhere you can get onto. Secondly that place has limited bandwidth for establishing identity and communicating affect. This meant that the Cyberspace of the net became a site for identity play and imagined realities.

As the text-based virtual reality of MOOs gave way to the image-based Palace Chat and then three dimensional AlphaWorld the available bandwidth increased and with it the available ambiguity decreased. Describing a character or a scene or an action with a few words leaves the members of the audience much freer to exercise their own imaginations than seeing it in full motion animation with a high polygon count.

The visual, social and even economic order of virtual worlds and social media have become a more fixed and uncritical embodiment of mass media and the established social order. This has reduced their potential for alterity but it has made them useful representations both of shared reality and shared fantasy that can be used as a stage on which to perform critically, reintroducing the literay against the grain of their unreflective consumption of identity and spectacle.

Throughout this history, from the early 1990s to today, the Internet’s affordances have been used to produce dramatic performance in Cyberspace, “cyberformance”. The problem is we don’t remember this, at least not as clearly as we should. Individually, institutionally, and technologically we have lost our memories of artistically groundbreaking and important performances.

This problem is not unique to cyberformance. All digital art suffers from the decay of digital media and the creeping obsolescence of the hardware that it runs on. Internet art suffers from bitrot, software obsolescence, linkrot, the loss of web pages and sites elsewhere on the net that are connected to the work, and netrot, changes in the protocols used to distribute it.

Above and beyond those problems, cyberformance involves live perfomance. Unique events produced by historical communities at a particular moment using media that will rapidly become obsolete need to be recorded in order to be remembered or at least to be critically re-evaluated later. This creates a second layer of conservation and archiving problems.

Take the example (outside of Cyposium) of Judy Malloy’s “Brown House Kitchen”, a narrative environment created in the LambdaMOO text-based virtual reality. Despite being mentioned in surveys of virtual art in the 1990s, despite being produced with institutional support, and despite being stored on one of the longest-running textual virtual world servers the software objects that made up the work were recycled as part of the normal running of LambdaMOO and are now lost. Many other text-based virtual realities, some specifically designed for dramatic works, are not even online any more. And the protocols used to access them are old, with software to connect to them increasingly not installed by default on newer operating systems. Even those created after the Internet Archive started will not appear in it, as they are not web-based.

I mention LambdaMOO as by chance I was researching text based virtual worlds and performance in the months before Cyposium was announced. One work that was described in the literature but untraceable online was Stephen A. Schrum’s “NetSeduction”. Which Schrum presented and discussed at Cyposium. And the script of the original performance was made available through the Cyposium website. Without Cyposium, these resources would not have been made available.

These contrasting examples drive home just how badly needed Cyposium was. The Internet does enable us to digitise and experience more culture than ever before, but it also erases our memories of the culture that is native to it. And the often highly experimental nature of cyberformance makes it harder to record and remember than almost any other kind of technologically enabled art.

As well as addressing a specific need to recover the history of net performance, Cyposium is an exemplary model for a new kind of online event in the era of Massively Online Open College courses. It performs the function of a symposium or convention online, reducing barriers to access and increasing reach for institutions, speakers and audience members. The Waterwheel Tap software used for most of Cyposium allows side-channels of audience communication, which help to build a sense of place and community and allow the audience to ask (and answer) questions and share knowledge among themselves and with the speakers.

The panel discussions that Waterwheel enabled meant that old and new net performers could discuss each others work in the light of new developments or freshly reconsidered history. And we, the audience, wheoever we were and wherever we were, could watch and learn from this discussion and join in. I am often wary of the word “open”, but there was an intellectual and social generosity and inclusiveness to Cyposium that made it feel like a very open event.

A ripple of excitement went through the mailing lists I subscribe to when Cyposium was announced. Its organizers and line up promised something special, and the event itself didn’t disappoint. To be part of the audience, chatting in text alongside the live streaming video presentations, was to be part of both a welcoming ad hoc conversational community of interest and participating in a key moment in a larger historical conversation.

Cyposium went beyond recovering and presenting the history of online performance. It brought together net performers old and new in productive dialogue in front of an engaged audience and served as an example of a new kind of net native event. Now that the event itself has finished the Cyposium web site serves as an important record of an important aspect of online creativity.

This essay will appear in the forthcoming Cyposium book.

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

DIWO: Do It With Others – No Ecology without Social Ecology

First published in Remediating the Social 2012. Editor: Simon Biggs University of Edinburgh. Pages 69-74

—-

The acceleration of technological development in contemporary society has a direct impact on our everyday lives as our behaviours and relationships are modified via our interactions with digital technology. As artists, we have adapted to the complexities of contemporary information and communication systems, initiating different forms of creative, network production. At the same time we live with and respond to concerns about anthropogenic climate change and the economic crisis. As we explore the possibilities of creative agency that digital networks and social media offer, we need to ask ourselves about the role of artists in the larger conversation. What part do we play in the evolving techno-consumerist landscape which is shown to play on our desire for intimacy and community while actually isolating us from each other. (Turkle 2011) Commercial interests control our channels of communication through their interfaces, infrastructures and contracts. As Geert Lovink says ‘We see social media further accelerating the McLifestyle, while at the same time presenting itself as a channel to relieve the tension piling up in our comfort prisons.’ (2012: 44)

Many contemporary artists who take the networks of the digital information age as their medium, work directly with the hardware, algorithms and databases of digital networks themselves and the systems of power that engage them. Inspired by network metaphors and processes, they also craft new forms of intervention, collaboration, participation and interaction (between human and other living beings, systems and machines) in the development of the meaning and aesthetics of their work. This develops in them a sensitivity or alertness to the diverse, world-forming properties of the art-tech imaginary: material, social and political. By sharing their processes and tools with artists, and audiences alike they hack and reclaim the contexts in which culture is created.

This essay draws on programmes initiated by Furtherfield, an online community, co-founded by the authors in 1997. Furtherfield also runs a public gallery and social space in the heart of Finsbury Park, North London. The authors are both artists and curators who have worked with others in networks since the mid 90s, as the Internet developed as a public space you could publish to; a platform for creation, distribution, remix, critique and resistance.

Here we outline two Furtherfield programmes in order to reflect on the ways in which collaborative networked practices are especially suited to engage these questions. Firstly the DIWO (Do It With Others) series (since 2007) of Email Art and co-curation projects that explored how de-centralised, co-creation processes in digital networks could (at once) facilitate artistic collaboration and disrupt dominant and constricting art-world systems. Secondly the Media Art Ecologies programme (since 2009) which, in the context of economic and environmental collapse, sets out to contribute to the construction of alternative infrastructures and visions of prosperity. We aim to show how collaboration and the distribution of creative capital was modeled through DIWO and underpinned the development of a series of projects, exhibitions and interventions that explore what form an ecological art might take in the network age.

Collection of images from Do It With Others (DIWO): E-Mail-Art exhibition at HTTP Gallery, 2007
Collection of images from Do It With Others (DIWO): E-Mail-Art exhibition at HTTP Gallery, 2007

In common with many other network-aware artists the authors are both originators and participants in experimental platforms and infrastructures through processes of collaboration, participation, remix and context hacking. As artists working in network culture we work between individual, coordinated, collaborative and collective practices of expression, transmission and reception. These resonate with political and ethical questions about how people can best organise themselves now and in the future in the context of contemporary economic and environmental crisis.

Though this essay draws primarily on artistic and curatorial practices it also makes connections with the histories and theories that have informed its development: attending to the nature of co-evolving, interdependent entities (human and non-human) and conditions, for the healthy evolution and survival of our species (Bateson 1972); producing diverse (hierarchy dissolving) social ecologies that disarm systems of dominance (Bookchin 1991, 2004); and seeking new forms of prosperity, building social and community capital and resilience as an alternative to unsustainable economic growth. (Bauwens 2005) (Jackson 2009)

Contemporary critical practices in art, technology and social change

Furtherfield’s mission is to explore, through creative and critical engagement, practices in art and technology where people are inspired and enabled to become active co-creators of their cultures and societies. We aim to co-create critical art contexts which connect with contemporary audiences providing innovative, engaging and inclusive digital and physical spaces for appreciating and participating in practices in art, technology and social change.

The following artworks, researched, commissioned and exhibited by Furtherfield this year, offer a range of practices exemplifying this approach. A Crowded Apocalypse [1] by IOCOSE deploys crowd-sourced workers in the production of staged, one-person protests (around the world) against collectively produced, but fictional, conspiracies. This is a net art project that exploits crowd sourcing tools to simulate a global conspiracy. The work exploits the fertility of network culture as a ground for conspiracy theories which, in common with many advertisements, are persuasive but are neither ultimately provable or irrefutable (Garrett 2012).

A series of distributed performances called Make-Shift, by Helen Varley Jamieson and Paula Crutchlow, is a collective narrative about the human role in environmental stresses, developed with participants who build props for the ‘show’ using all the plastic waste they have produced that day. Makeshift is an ‘intimate networked performance that speaks about the fragile connectivity of human and ecological relationships. The performance takes place simultaneously in two separate houses that are connected through a specially designed online interface.’ [2]

Helen Varley Jamieson performing “make-shift,” Brisbane, 2012; photo by Suzon Fuks
Helen Varley Jamieson performing “make-shift,” Brisbane, 2012; photo by Suzon Fuks

Moving Forest London 2012 [3], initiated by AKA the Castle (coordinated by Shu Lea Cheang), employs the city of London as it prepares for the grand spectacle of the 2012 Olympic Games, expanding the last 12 minutes of Kurosawa’s adaptation of Shakespeare’s Macbeth “Throne of Blood” (1957), with a prelude of 12 days, and durational performance of 6 acts in 12 hours. The Hexists (artists Rachel Baker and Kayle Brandon) perform Act 0 of this sonic performance saga, with 3 Keys – The River Oracle, a game of chance and divination [4].

Other notable works in this vein include Embroidered Digital Commons [5] by Ele Carpenter; Invisible Airs and Data Entry [6] by Yoha; Web2.0 Suicide Machine [7] by _moddr_ and Fresco Gamba; The Status Project [8] by Heath Bunting; and Tate a Tate [9], an interventionist sound work by Platform, infiltrating one of the largest art brands of the nation using a series of audio artworks distributed to passengers on Thames River boats, to protest the ongoing sponsorship of Tate Modern exhibitions by British Petroleum. Also relevant is the realm of ludic digital art practices that facilitate new socially engaged aesthetics and values such as Germination X [10] by FO.AM and Naked on Pluto [11] by Dave Griffiths, Marloes de Valk, Aymeric Mansoux.

GerminationX by FO.AM, 2005 - ongoing
GerminationX by FO.AM, 2005 – ongoing

DIWO as an emancipatory collaborative art project

The term “DIWO (Do It With Others)” was first defined in 2006 on Furtherfield’s collaborative project Rosalind – Upstart New Media Art Lexicon (since 2004) [12]. It extended the DIY (Do It Yourself) ethos of early (self-proclaimed) ‘net art heroes’, who taught themselves to navigate the web and develop tactics that intervened in its developing cultures.

The word “art” can conjure up a vision of objects in an art gallery, showroom or museum, that can be perceived as reinforcing the values and machinations of the victors of history as leisure objects for elite entertainment, distraction and/or decoration – or the narcissistic expression of an isolated self-regarding individual. DIWO was proposed as a contemporary way of collaborating and exploiting the advantages of living in the Internet age that connected with the many art worlds that diverge from the market of commoditised objects – a network enabled art practice, drawing on everyday experience of many connected, open and distributed creative beings.

Mail box showing Netbehaviour contributions to DIWO Email Art project 2007

DIWO formed as an Email Art project with an open-call to the email list Netbehaviour, on the 1st of February 2007. In an art world largely dominated by elite, closed networks and gatekeeping curators and gallerists, Mail Art has long been used by artists to bypass curatorial restrictions for an imaginative exchange on their own terms.

Peers connect, communicate and collaborate, creating controversies, structures and a shared grass roots culture, through both digital online networks and physical environments. Strongly influenced by Mail Art projects of the 60s, 70s and 80s demonstrated by Fluxus artists’ with a common disregard for the distinctions of ‘high’ and ‘low’ art and a disdain for what they saw as the elitist gate-keeping of the ‘high’ art world…’ [13]

The co-curated exhibition of every contribution opened at the beginning of March at HTTP Gallery [14] and every post to the list, until 1st April, was considered an artwork – or part of a larger, collective artwork – for the DIWO project. Participants worked ‘across time zones and geographic and cultural distances with digital images, audio, text, code and software. They worked to create streams of art-data, art-surveillance, instructions and proposals in relay, producing multiple threads and mash-ups. (Catlow and Garrett, 2008)

‘The purpose of mail art, an activity shared by many artists throughout the world, is to establish an aesthetical communication between artists and common people in every corner of the globe, to divulge their work outside the structures of the art market and outside the traditional venues and institutions: a free communication in which words and signs, texts and colours act like instruments for a direct and immediate interaction.’ (Parmesani 1977)

So it made sense that the first DIWO project should be a mail art project that utilised email, enabled by the Internet; a public space with which anyone with access to a computer and a telephone line could use to publish. Because an email could be distributed (with attachments or links) to the inboxes of anyone subscribed to the Netbehaviour email list, subscribers’ inboxes became a distributed site of exhibition and collaborative art activity: such as correspondence, instruction, code poetry, software experiments, remote choreography, remixing and tool sharing.

DIWO at the Dark Mountain exhibition at HTTP Gallery, December 2009 - January 2010
DIWO at the Dark Mountain exhibition at HTTP Gallery, December 2009 – January 2010

This and later DIWO projects used both email and snail-mail and (in line with the Mail Art tradition) undertook the challenge of exhibiting every contribution in a gallery setting.

The DIWO Email art project was liberally interspersed with off-topic discussions, tangents and conversational splurges, so one challenge for the co-curators was to reveal the currents of meaning and the emerging themes within the torrents of different kinds of data, processes and behaviour. Another challenge was to find a way to convey the insider’s – that is the sender’s and the recipient’s – experience of the work. These works were made with a collective recipient in mind; subscribers to the Netbehaviour mailing list. This is a diverse group of people; artists, musicians, poets, thinkers and programmers (ranging from new-comers to old-hands) with varying familiarity with and interest in different aspects of netiquette and the rules of exchange and collaboration. This is reflected in the range of approaches, interactions and content produced.

In a number of important ways the email inbox guarantees a particular kind of freedom for the DIWO art context, as distinct from the exchange facilitated by the ubiquitous sociability, ‘sharing’ and ‘friendship’ offered by contemporary social media. Facebook, Myspace, Google+, etc, provide interfaces that are designed to elicit commercially valuable meta-data from their users. They are centrally controlled, designed to attract and gather the attention of its users in one place in order to monitor, process and interpret social behaviour and feed it to advertisers. As demonstrated during the disturbances of the Summer of 2011, these social media are an extension of the Panoptican and can also become tools of state surveillance and punishment as Terry Balson discovered on being detained for 2 years after being found guilty of setting up a Facebook page in order to encourage people to riot. (BBC News, 2012)

DIWO at the Dark Mountain exhibition at HTTP Gallery, December 2009 - January 2010
DIWO at the Dark Mountain exhibition at HTTP Gallery, December 2009 – January 2010

The DIWO Email Art and co-curation project is fully described and documented elsewhere [15] but it is outlined here as it gives an example of how our networked communities may intersect with everyday experience and with mainstream art worlds while also creating their own art contexts. We may be playful, critical, political and may work as possible co-creators with all the materials (stuff, ideas, processes, entities – beings and institutions – and environments) of life. This DIWO approach provides the fundamental ethos for the Furtherfield Media Art Ecologies programme.

Media Art Ecologies

Furtherfield’s Media Art Ecologies programme (since 2009) brings together artists and activists, thinkers and doers from a wider community, whose practices address the interrelation of technological and natural processes: beings and things, individuals and multitudes, matter and patterns. These people take an ecological approach that challenges growth economics and techno-consumerism and attends to the nature of co-evolving, interdependent entities and conditions. They activate networks (digital, social, physical) to work with ecological themes and free and open processes.

The programme has included exhibitions such as Feral Trade Café by Kate Rich and If Not You Not Me by Annie Abrahams, an art world intervention by the authors We Won’t Fly For Art and workshop programmes such as Zero Dollar Laptop workshops (in partnership with Access Space in Sheffield). It has supported research projects such as Telematic Dining by Pollie Barden and developmental artist residencies, such as Make-Shift by Helen Varley Jamieson and Paula Crutchlow.

These projects and practices have a number of things in common:

Why Media Art Ecologies now?

Through the Internet we all now have access to data about historic and contemporary carbon emissions. We also find visualisations of this data that provide concise and accessible graphical arguments for thinking, feeling and acting in a coordinated way at this historical moment [17] [18].

Data shows an exponential rise in global carbon emissions since the 1850s, starting with the UK. UK carbon emissions have dropped as a percentage of global emissions by region (CDIAC 2010). At the same time the quantity of carbon dioxide emitted by the UK has steadily increased since the start of the industrial revolution to annual levels now higher than 500 million tonnes (Marland, Boden and Andres 2008). This data shows how successful the UK was, during the industrial revolution, at spreading the production methods that would turn out to promote a model of sole reliance on economic growth and fossil fuels. The logic and infrastructures of capitalism are now collapsing in tandem with the environment (Jackson 2009). At the same time networked technologies and behaviours are proliferating. Social and economic transactions take place at increased speed but our existing economic and social models are unsustainable and the consequences of continuing along the current path appear catastrophic for the human species (Jackson 2009). This is a critical moment to reflect on how the technologies we invent and distribute will form our future world.

Michel Bauwens, of the Foundation for Peer to Peer Alternatives, works with a network of theorists, activists, scientists and philosophers to develop ideas and processes to move beyond the pure logic of economic growth [19]. He observes that by transposing what has been learned by sharing the production and use of immaterial goods, such as software, with strategies for developing sharing in other productive modes, the community comes to own its own innovations, rather than corporations. This puts peer production at the core of civil society. The fabrication laboratory or ‘fab lab’ system, developed at MIT in collaboration with the Grassroots Invention Group and the Center for Bits and Atoms, offers an example; a small-scale workshop that facilitates personal fabrication of objects including technology-enabled products normally associated with mass production. The lab comprises a collection of computer controlled tools that can work at different scales with various materials. Early work on the Open Source car shows how open, distributed design and manufacturing points to a possible end of patenting and built in obsolescence; constituent principles of our unsustainable consumer-based society. (Bauwens 2012)

‘[Bauwens] recognises that peer to peer production is currently dependent on capitalism (companies such as IBM invest huge percentages of their budgets into the development of Free and Open Source Software) but observes that history suggests a process whereby it might be possible to break free from this embrace. He suggests that by breaking the Free Software orthodoxy it would be possible to build a system of guild communities to support the expansion of mission oriented, benefit-driven co-ops whose innovations are only shared freely with people contributing to the commons. In the transition to intrinsically motivated, mass production of the commons, for-profit companies would pay to benefit from these innovations.’ (Catlow 2011)

A peer to peer infrastructure requires the following set of political, practical, social, ethical and cultural qualities: distribution of governance and access to the productive tools that comprise the ‘fixed’ capital of the age (e.g. computing devices); information and communication systems which allow for autonomous communication in many media (text, image, sound) between cooperating agents; software for autonomous global cooperation (wikis, blogs etc); legal infrastructure that enables the creation and protection of use value and, crucially to Bauwens’s P2P alternatives project, protects it from private appropriation; and, finally, the mass diffusion of human intellect through interaction with different ways of feeling, being, knowing and exposure to different value constellations. (Bauwens 2005)

These developments in peer to peer culture provide a backdrop to the projects presented as part of the Media Art Ecologies programme which, in turn, proposes that a focus on the networked cultures in which the work is produced, supports ecological ways of thinking, privileging attention to complex and dynamic interaction, connectedness and interplay between artist viewer/participant and distributed materials. Its projects have been developed within independent communities of artists, technologists and activists, theorists and practitioners centered around Furtherfield in London (and internationally, online), Cube Microplex in Bristol and Access Space in Sheffield. They identify the simultaneous collapse of the financial markets and the natural environment as intrinsically linked with human uses of, and relationships with, technology. They take contemporary cultural infrastructures (institutional and technical), their systems and protocols, as the materials and context for artistic production in the form of critical play, investigation and manipulation. This work, at the intersection of artistic and technical cultures, generates alternative spaces and new perspectives; alternative to those produced by (on the one hand) established ‘high’ art-world markets and institutions and (on the other) the network of ubiquitous user owned devices and social apps. These practices play within and across contemporary networks (digital, social and physical), disrupting business as usual and the embedded habits and attitudes of techno-consumerism.

An exhibition that was also a working café

We will end this essay by describing an early project developed as part of this programme, Feral Trade Café [20] by Kate Rich, an exhibition that was also a working café. Feral Trade Café served food and drink traded over social networks for 8 weeks in the Summer of 2009 and exhibited a retrospective display of Feral Trade goods alongside ingredient transit maps, video, bespoke food packaging and other artifacts from the Feral Trade network. Since 2003 participants in the project (usually travelling artists and curators) have acted as couriers, carrying edible produce around the world with them on trips they are taking anyway and delivering them to depots (friends’ and colleagues’ flats or workplaces), mostly independent art venues in Europe and North America. Rich has crafted a database through which couriers can log their journeys, tracking the details of sources, shipping and handling for all groceries in the network ‘with a micro-attention usually paid to ingredient listings’ (Catlow 2009). This database [21] is at the heart of the artwork, with special attention given to the day to day challenges and obstacles met in its distribution – tracking the on-the-fly street level tactics employed, out of necessity, by a distribution network with no staff, vehicles, storage facilities or business plan.

‘Courier Report FER-1491 DISPATCHED: 13/05/09 DELIVERED: 15/05/09 – ali jones spent a few hours trying to start a car using various techniques. eventually got it moving with a push start with the help of a stranger who was leaving behind a night of print-making.convoyed to cube where friend took parcel in her van while i parked dubious car at garage for fixing.’ [21] (Feral Trade Courier, 2009)

Feral Trade Café exhibition at HTTP Gallery by Kate Rich, June - August 2009
Feral Trade Café exhibition at HTTP Gallery by Kate Rich, June – August 2009

The café stocked and served a selection of Feral Trade products from a menu including coffee from El Salvador, hot chocolate from Mexico and sweets from Montenegro, as well as locally sourced bread, cake, vegetables and herbs. Diverse diners – local residents and long-distance lorry drivers (from Poland and Germany) – were served their food along with waybills (drawing information from the database) documenting the socially facilitated transit of goods to their plate.

The invitation to the exhibition promised visitors a convivial setting from which to “contemplate broader changes to our climate and economies, where conventional supply chains (for food delivery and cultural funding) could go belly up.” The café provided a local trading station and depot for the Feral Trade network, and a meeting place for local community food activists for research and discussion. It’s worth noting that a year later a Government Spending Review announced a cut of nearly 30% to the Arts Council of England’s budget. (BBC News 2010) Two years later global food prices were up by over 40% and set to rise another 30% in the next 10 years. (Neate 2011). A number of small new projects continue to develop from meetings between the gallery community and local community activist groups working on sustainability issues.

The materials and methods employed by this artwork, that is also a functioning café, are diverse and non-standard. The café is not scaleable and generates no jobs or surplus, let alone profit. It may build ‘social capital’, what Bordieu defines as a form of capital ‘made up of social obligations (‘connections’) which is convertible in certain conditions into economic capital and may be institutionalised in the form of a title of nobility.’ (Bordieu1986) However, it is uncertain whether this will apply to Rich as any ‘nobility’ she might acquire is undermined by her purposeful maintenance of the project’s ambiguous status as an artistic project.

Feral Trade Café exhibition at HTTP Gallery by Kate Rich, June - August 2009
Feral Trade Café exhibition at HTTP Gallery by Kate Rich, June – August 2009

For this essay we present Feral Trade Café alongside Bauwens’ proposal for alternative P2P infrastructures. We propose that while the work is not a design, formula or practical, alternative business model (either for an artwork or a café) for mass adoption, it can be considered an ecological system for ‘mass diffusion of intellect’ (Bauwens 2005). Interaction with the project engages participants in different ways of sensing, operating and valuing the world. It is a most inefficient way of trading.

The work poses strange questions as it oscillates between artwork (sensual, expressive, rhetorical) and catering (utilitarian, literally nourishing) and to consider the meaning of our lives and vocations in local communities and a functional future society. ‘Understanding that prosperity consists in part in our capabilities to participate in the life of society demands that attention is paid to the underlying human and social resources required for this task.’ (Jackson 2009: 182) Feral Trade focuses our attention on the truly pleasurable aspects of social exchange that are lost in our quest for affluence. ‘Creating resilient social communities is particularly important in the face of economic shocks.[…] The strength of a community can make the difference between disaster and triumph in the face of economic collapse.’ (Jackson 2009: 182)

Feral Trade is both art and a lived, alternative co-created system for trading and serving food that refuses commercial exploitation, contributes meaning and strengthens bonds across an existing community. A distinctive, memorable and sensual way for people to interact, to socialise and savour the socio-political ingredients of a meal eaten while discussing strategies for avoiding ethical discomfort. Most powerfully, it is a lived critique and reinvention of a fundamental aspect of everyday life (feeding ourselves) through the subtle tactics of manipulation and play (by its many participants).

It is our contention that by engaging with these kinds of projects, the artists, viewers and participants involved become less efficient users and consumers of given informational and material domains as they turn their efforts to new playful forms of exchange. These projects make real decentralised, growth-resistant infrastructures in which alternative worlds start to be articulated and produced as participants share and exchange new knowledge and subjective experiences provoked by the work.

Conclusion – Ecological Media Art promotes participation in social ecology

Social scientist Tim Jackson has shown that the establishment of ever more efficient and productive systems of control and growth, owned by fewer, more centralised agents, is both unjust and environmentally unsustainable (2009). The reverse also applies; that the distribution of freedoms and access to sustenance, knowledge, tools, diverse experience and values improves the resilience of both our social and environmental ecologies. (Bateson 1972) (Bookchin 1991) (Jackson 2009)

Ecological media artworks turn our attention as creators, viewers and participants to connectedness and free interplay between (human and non-human) entities and conditions. It builds on the DIWO ethos. On the one hand we resist the elitist values and infrastructures of the mainstream art world and develop our own art context, on our own terms, according to the priorities of a collaborating community of creative producers (which may include diverse participants and audiences). On the other, we deal critically with the monitored and centrally deployed and controlled interfaces of corporate owned social media; wherever possible working with Free and Open Source Software to privilege commons-based peer produced artworks, tools, media and infrastructure.

Humanity needs new strategies for social and material renewal and to develop more diverse and lively ecologies of ideas, occupations and values. For this to happen more of us need to be able to freely participate more deeply in diverse artistic or poetic and technical world-forming processes and to exchange what we create and learn.

‘Those who share our ‘analysis of the contemporary political moment may also perceive a possible role for themselves in the generation of mutual commons-based interfaces for engagement that go beyond solely textual formats to arrays of performance, narrative (fact and fiction), image, sound, database, algorithm, music, theory, sculpture – to explicitly re-conceive inalienable social relations’ (Catlow 2011)[23].


Remediating the Social 2012. Editor: Simon Biggs University of Edinburgh. Published by Electronic Literature as a Model for Creativity and Innovation in Practice, University of Bergen, Department of Linguistic, Literary and Aesthetic Studies PO Box 7805, 5020 Bergen, Norway.
Book is available for download as PDF in a full version suitable for print or screen reading (14mb) and a somewhat smaller file size screen-only version (11mb) http://www.elmcip.net/story/remediating-social-e-book-released


Bibliography

Bateson, G., 1972. Steps to an Ecology of Mind University of Chicago and London: Chicago Press

Bauwens, 2005. The political economy of peer production. Available [online] at http://www.informatik.uni-leipzig.de/~graebe/Texte/Bauwens-06.pdf [Accessed 28th June 2012]

Bauwens, 2012. Blueprint for P2P Society: The Partner State & Ethical Economy. Shareable. Available [online] at http://www.shareable.net/blog/a-blueprint-for-p2p-institutions-the-partner-state-and-the-ethical-economy-0 [Accessed 28th June 2012]

BBC News, 2010. Arts Council’s budget cut by 30%. 20 October 2010 Last updated at 17:40. Available [online] at: http://www.bbc.co.uk/news/entertainment-arts-11582070 [Accessed 20th December 2011]

BBC News, 2012. Facebook riots page man Terry Balson detained. 8 May 2012 Last updated at 19:57. Available [online] at: http://www.bbc.co.uk/news/entertainment-arts-11582070 [Accessed 28th June 2012]

Bookchin, M., 1991. The Ecology of Freedom. The emergence and dissolution of hierarchy. Montreal, New York: Black Rose Books.

Bookchin, M., 2004. Post- Scarcity Anarchism. Edinburgh, Oakland, West Virginia: AK Press.

Bordieu, P., 1986. The Forms of Capital. English version first published in Richardson J.G., 1986. Handbook for Theory and Research for the Sociology of Education, pp. 241–258. Available [online] at http://www.marxists.org/reference/subject/philosophy/works/fr/bourdieu-forms-capital.htm [Accessed 29th June 2012]

Catlow, R., and Garrett, G., 2008. Do It With Others (DIWO) – E-Mail Art in Context. Vague Terrain. Available [online] at http://vagueterrain.net/journal11/furtherfield/01 [Accessed 26th June 2011]

Catlow, R., 2009. Ecologies of Sustenance. Catalogue essay for Feral Trade Café – an exhibition that was also a working café by Kate Rich. 13 June – 2 Aug 2009, HTTP Gallery. Furtherfield, London.

Catlow, R., 2011. Re-rooting digital culture at ISEA 2011. Available [online] at http://www.furtherfield.org/blog/ruth-catlow/re-rooting-digital-culture-isea-2011 [Accessed 28th June 2012]

Catlow, R., 2012. We Won’t Fly For Art: Media Art Ecologies. Culture Machine, Paying Attention, July 2012

CDIAC, Carbon Dioxide Information Analysis Center, 2010. Fossil Fuel CO2 Emissions. Columbia University. Available [online] at http://www.columbia.edu/~mhs119/Emissions/Emis_moreFigs [Accessed 26th June 2012].

Feral Trade Courier, 2009. Import, export database created by artist Kate Rich. Available [online] at http://www.feraltrade.org [Accessed 26th June 2012]

Garrett M., 2012. CROWDSOURCING A CONSPIRACY an Interview with IOCOSE. Available [online] at http://www.andfestival.org.uk/blog/iocose-garrett-interview-furtherfield [Accessed 28th June 2012]

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Jackson, T., 2009. Prosperity Without Growth, Economics for a Finite Planet. London: Earthscan

Lovink, G., 2012. Networks Without a Cause. A Critique of Social Media. University of Amsterdam, The Netherlands.

Marland, G., T.A. Boden, and R.J. Andres. 2008. Global, Regional, and National Fossil Fuel CO2 Emissions. In Trends: A Compendium of Data on Global Change. Carbon Dioxide Information Analysis Center, Oak Ridge National Laboratory, U.S. Department of Energy, Oak Ridge, Tenn., U.S.A.

Neate, R., 2011. Food price explosion ‘will devastate the world’s poor’. Guardian, Friday 17 June 2011 18.42 BST. Available [online] at http://www.guardian.co.uk/environment/2011/jun/17/global-food-prices-increase-united-nations [Accessed 20th December 2011]

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Turkle, S., 2011. Alone Together: Why We Expect More from Technology and Less from Each Other. Basic Books

Experimental Theatre: Public Domain by Roger Bernat.

It has been almost five years since Roger Bernat, a renowned artist of the experimental theatre scene of Barcelona, premiered ‘Public Domain’. The piece, still on tour, has been performed in public spaces around the world. This audience-centred show invites individuals to participate in this engaging experience that emerges as a sociological choreography. The audience gathers in a public square and they are given a pair of headphones. Nothing warns that a performance is about to take place despite the two signs located at the edges of the square that mark the right and the left. Through this simple but effective setting the piece starts. Welcoming words and introductory instructions are broadcasted to the audiences that immediately understand that the action will be mediated by the voice that is talking to them through the headphones. ‘Would you mind if I ask you some questions’― inquiries the voice. ‘Did you come alone because someone recommended the piece to you? If so go right. Did you come on your own initiative? Go left. Did you go to the play due to work related reasons? Go to the centre. Do you think there are questions that should never be asked? Put your hand in your mouth. Do you call home the place where you live? Put your hands together on your head.’ Through this mechanism, wrapped in the relative anonymity that the group offers, the audience reveals details of their intimacy or of their fictionalized intimacy. Are there supermarkets stealers among the audience members? Have they ever followed strangers? Did they study in public or private schools? Thus, the piece explores bodily narratives playing with the sociological aspects that the audience reveals through their answers.

The development of the piece is constructed through questions that trigger the actions and drag participants into an immersive experience. Groups among the audience members are created and what starts as an entertaining proposal turns into a reflective exercise that interrogates our opinions, beliefs and experiences. Some members of the audience are on our side while others become our enemies; and then war bursts. The piece never loses its playful side although participants become aware of how the categorised distribution of individuals, without nuances, leads to a situation of confrontation. This is of course a simulation, but is this piece a transduction of reality? The theorist Shannon Jackson calls these pieces ‘social works’[i]. From her point of view, these pieces state some of the paradoxes of our systems and as experiments they contribute to discuss the nature of our public engagement. They  unfold some of the contradictions of the agencies that operate in our systems while they give evidence of the relational parameters that we assume and accept to construct our social beings. In this case, the sample of audience members is taken as a small sociological study that through continuous dichotomies performs organisation and operation.

The emergence participatory theatre and performance has brought significant changes that basically related to the fact that the audience members have become the raw material of the piece. This change clearly alludes to the aim of artists to incorporate innovate disruptive actions to discuss the matters affecting the current social arena. As Claire Bishop states, there are also tensions that emerge within the performance of these works; ‘quality and equality, singular and collective authorship, and the ongoing struggle to find artistic equivalents for political positions’[ii]. From my point of view, most of these tensions appear due to the game-work nature of these pieces. In a way, labour structures are enacted through instructions that often reproduce some of the basic rules of capitalism; the use bodies to make the system work. To which extent these practices subvert the traditional working relations? Is participation a necessary tyranny for creators to produce social changes? What are the affects and effects of these practices?

Public Domain by Roger Bernat. Video Choreography produced by Marlon Barrios Solano for dance-tech.tv - http://www.youtube.com/watch?v=ZBnNmLNsLO8
Public Domain by Roger Bernat. Video Choreography produced by Marlon Barrios Solano for dance-tech.tv – http://www.youtube.com/watch?v=ZBnNmLNsLO8

‘Public Domain’ also creates an appealing mobile bodily landscape. It is interesting to think about the relationship between the show and reality. The theatricality of the piece interacts with the social reality blurring boundaries, as one is part of the other. The piece is a social event that occurs outside the convention of a gallery, exhibition space or theatre. Thus, the citizens that are not part of the show assume this theatrical intervention as part of their reality, as part of the current social matters. The integration of technologies into the arts have widely contributed to perform new experiential practices. In this regard, technology plays an important role in triggering participation. Technology helps to distribute and operate instructions but also produce a specific aesthetics that appears thanks to the creation of hybrid practices.

The interaction among disciplines and fields has given birth to fruitful collaborations and cutting-edge practices in the arts. The current convergence of the fields of nanotechnology, cognitive science, biotechnology and communications (ITC) has given birth to the most prolific period of inventions and findings in the history of science. The possible intersections between the arts and sciences are gaining day by day a bigger interest but most of its potential is yet to be imagined. In which ways will these practices will contribute to social change? Is participation the key for a major public commitment in matters that affect our daily lives? ‘Public Domain’ proves that through a rather simple system significant concerns can be addressed in a playful but effective manner in a project that has already engaged audiences from over the world.

Info:

Roger Bernat – After studying architecture, he discovered theatre and at the age of 25 he entered the Institut del Teatre in Barcelona to study directing and dramaturgy. Soon after, he founded and directed, with Tomàs Aragay, the company General Elèctrica. Well known in Catalonia for their daring and engaged projects, General Elèctrica (1997-2001) created a dozen remarkable productions. Roger Bernat often concentrates on a variety of social groups (heroes, transsexuals, cab drivers, etc.) in his ongoing search for new theatrical forms. His best-known plays include Que algú em tapi la boca (2001), Bona gent (2003) in collaboration with Juan Navarro, Amnèsia de fuga (2004), LA LA LA LA (2004), Tot és perfecte (2005) and Das Paradies Experiment (2007). Apart from his stage work, Roger Bernat also directs videos. http://rogerbernat.info/en/

‘Training for a Better World’ by Annie Abrahams

First off, some claims, some general, some particular. I’m going to use these to speak about the work under consideration and in turn call upon that work to support the claims. A kind of virtuous critical circle.

General: works of art are not messages but objects. They don’t say things nor ask questions, nor assert, nor investigate. Neither do they as objects have messages somehow encoded or embedded within them. To assert otherwise is a massive category error.

As objects they may of course be brought in evidence, copied, become conversation pieces, be described well, be described badly, be described perversely, be seen, be half seen, be missed, be lost, be found, be written about, point to things, be compared and many other things, some of which have not yet been imagined.

Further, artworks are fuzzily-bordered and not necessarily of a physical or temporal piece – the object is not simply the object (and ‘the object’ might not be physical but words, a concept, a sound recording, a protocol) but everything that accretes as a result of it – commentary, jokes, other artworks made in response. If mathematical terminology wasn’t so regularly and toe-curlingly abused in the arts, we might refer to them as manifolds, not necessarily connected.

Even the historical is not immune. There’s a reaching back in time where an established work is transformed retrospectively by homage – ‘Las Meninas’ an obvious case in point.

Also: the work of art is finite – it was born and it will, one day, cease to exist (and it will be forgotten, or there will be no-one to remember it). Everything changes, everything dies.

This implies, too, that although the individual author matters, as product of a unique formation and a unique set of locations in time and space, every artwork is socially authored.

Particular: Abraham’s work represents a new conjunction of technology, collaboration and performance as a generator of moving image. It has precursors (freely acknowledged, indeed celebrated) but it is qualitatively new. The moving image work comes in two flavours, fresh and preserved, both with their own particular and delicious savour. Abrahams conducts live performances on the internet. These performances occur singly, as pieces in themselves, or form part of the programme of events accompanying exhibitions. The moving image pieces in this show are all derivations of this kind of performative event. Except derivation has an air of the hierarchical and the types of piece form no hierarchy any more than fresh or smoked salmon do.

A final general claim: writing about art is not a science but itself an art. Sometimes the brush will be delicate and sometimes broad. There is no recipe or rules or template. One can be too delicate – sometimes confusion is good, particularly in the matter of the affective. Crude thinking sometimes gets us further, paralleling, not dissecting, the richnesses of work. There are some mysteries one should leave as such.

OK. Onwards and upwards…

Performative is currently a much used, some might say overused, word. One quite common usage is to suggest that a work contains visible or at least trackable traces of its own making, a kind of archaeological or sedimentary record, and that perhaps this might have been to varying degrees intentional.

Of course it’s arguable any work of art is performative in this way and that it’s quite hard to erase the trail behind you whether what you make is time based or photographic, sculpted or made with hand applied pigment of one sort or another. Continuous looking and thinking about art for any length of time, especially allied to making stuff oneself, whether dabbling or something more serious, hones an increasing sensitivity to these questions. And this matters; particularly when it comes to over-nice distinctions between close relatives such as the still and moving photographic image and esoteric arguments about how time is differently present or presented in each of these and in other further flung practices too. The new scholasticism feeds on ever finer such distinctions.

So it’s a relief to come across work, which is genuinely performative, enough so that even someone undrenched in theory can see it, can get it and can be delighted and exalted by it. Furthermore work that smells unmistakably of the human, that abuts the high and the low, the crude and subtle, that blurs boundaries, that borrows and echoes the work of others not with the pinched expression of someone with a theoretical framework but in a spirit of ‘why?’ and ‘let’s play’ – the two childish precursors of grown up science and art.

Annie Abrahams’ show at the Centre Régional d’Art Contemporain Languedoc-Roussillon in Sète is a graceful and elegant dog’s dinner of a show. Physically it’s odd, exiled to the upper floor (still a generous space) whilst Catherine Gfeller, someone altogether more easily glossed and hence exhausted (though not without merit) gets the more conventional downstairs galleries (and attracted the lion’s share of the press on the opening night.)

Said upper floor comes in two instalments – a lovely hangar type space, where a game of golf seems distinctly possible, with a kind of tail leading off it, a long thin corridor which fattens a little towards its farther end maybe 100 metres away.

The layout of the show utilises this peculiarity nicely. In the big room a very large two projection installation, Angry Women, spans one corner and takes up a considerable portion of the two adjacent walls.

In the far corner, diagonally opposite, a monitor, with two chairs and two sets of headphones, of which more later.

Leaving the larger space, two more monitor based pieces at junctions where it’s possible for an individual to sit and others to pass. Five chairs arranged in a circle with copies of two books of interviews on each (one with Abrahams, and one with a selection of other cultural figures) and highlighter pens. In the middle of the circle, a pile of blankets. A larger wall piece of rough and ready cardboard placards with texts (“mutuellement vulnérable”, “euphorie communicative”, many others) in various hands.

At the far end, a number of framed photo and images based pieces plus a work consisting of a single photograph and headphone delivered audio (it’s a snapshot – snapshot size, snapshot aesthetic – of husband and wife volunteer fire fighters. The audio is manipulated audio of texts on the subject of fear read by them. Let’s not try and place all this into any sort of context yet. Let’s set out our stall, enumerate, account, describe.)

A final deft touch is the symbolic linking of the two areas by a ribbon of text occupying the 15 or so centimetres above the floor, skirting board height, the topic of which appears to be mental illness (and all elegantly lettered except for one point where a letter had been omitted and is inserted with a caret symbol.)

Most of the pieces employ texts or performances – both gestural and textual – by others – often created according to some seed question or protocol. The texts often come from questions posed on the internet but sometimes from workshop or outreach type (type –this is to tentatively and provisionally locate the thing – it’s outreach Jim, but not as we know it) activity.

The performers in the moving image pieces are geographically dispersed but brought together at a single time by webcams and some custom software that Abrahams has used on a number of occasions where the web-cammed-in participants occupy a space in a rectangular grid (aficionados of seventies UK quiz shows such as Blankety Blank will get it immediately).

There’s a fragility, a delicacy, a tentative hold on existence, a testing of our belief, about these works that so many works of fine art – as opposed to design – have. The sense that what we have incorporates the idiosyncrasies, indeed the weaknesses of the support materials and media, into a final object (the same sense as when an artist wilfully uses something manifestly not intended for art, or allows mistakes to stand, or omits, or makes all too evident repairs; this is not new. Think pentimenti, or the hasty addition of an extra panel of canvas or paper to take account of expanding ambition or vision, or the aestheticized unevenness of Japanese tea-ware.) This sense of object-hood rather than message or statement is key. An objecthood which in retrospect could not have been other, but equally could not have been proposed, foreseen, except in its protocols of playfulness.

The pixellation, dropout, glitching, concomitant upon the pushing of the current state of the network to its limits in the multi participant pieces (and this reminds one of how flicker and roll and a general fuzziness become now part of the Acconci piece Abrahams draws upon in her Theme Song After Acconci – which reasons of space preclude too much detail about here – suffice it to say Abrahams honours, compresses, feminizes, satirises and intensifies the original. If Acconci could have had access to a “better” technology, one where the speed was constant, where no flicker or roll appeared, would he have then felt it served his purpose better? Did what he saw even look fuzzy or worn to him? Probably yes, compared with the film standards of the day, as does Abraham’s work compared with high end digital video [and even the current, rather good, quality of You Tube].)

To offer participants a protocol is paradoxically both to assert and to cede control, to know and to not know how things will turn out (an analogy is the use of chance in the works of Polish composer Witold Lutosławski, where the mechanisms make the generality of the sound, its broad texture, predictable but any particular instance impossible to predict or even fully imagine [but all, please note, a matter of degree because the finer the grain, the greater the level of magnification, the more we can find such uncertainty in anything unfolding over time – it’s a question of our norms – what is the difference between the Stockhausen piano pieces where the performer can choose the order of segments and a Mozart sonata where the tempo may be quite widely varied? – in principle, none])

The piece Pourquoi avons-nous des difficultés à ouvrir un ordinateur et en changer le disque dur? plays on a single monitor with the screen divided into two areas. In each we see, sometimes with difficulty and ambiguously, parts of a computer, screws, connections and hands.

We hear two voices, one that of Abrahams and the other her co-performer, discussant, what have you, Eliza Fantozzi, speaking in French. In the version at Sète there are English subtitles which even for non English speakers provide a kind of functionality, meaning, in that the words tend to be positioned on a line from left to right according to who is speaking. When both speak suggestive gaps appear, though these cannot be read definitively).

The subtitles are in a strange (for a native English speaker) near-English (the title, for example, is translated as “Why do we have difficulties to open a computer and change its hard disk?”).

This is, it must be said, cute, amusing and engaging and it underscores the altogether naughty childlike quality of the entire interchange. The characters (for I think one should mistrust the assumption, however tempting, that we have here unmediated access to the actual participants) are playful – amused and amusing. At the same time they ruthlessly anatomise the roots of their difficulties with technology (but the performativity avoids being on–message in any sense and makes for something strange, complex and even uncomfortable. At one point Fantozzi complains of the lack of colour variety inside the machine and starts painting the components with nail varnish to “create a much merrier circuit” – Je crée un circuit beaucoup plus gai).

Later Abrahams lays into a ribbon connector with a pair of scissors and then starts apparently fringing it with regular cuts half way across … There is an association of the decorative, the playful and a rejection of the serious which is somewhat too close to many gender stereotypes to be entirely comfortable. (The piece was originally performed on international women’s day 2011) And yet, and yet – the end result is complex, for there is a steeliness to the play and a self respect and assertiveness. Perhaps (I don’t know. I don’t think there is a definitive answer. I don’t think close reading or theory can bring us it either) it is the very truthfulness, the richness of the incorporation of the world as it is and not as we might like it to be from which this springs.

Before we get to the physically largest and most imposing presence in the show we’ll look at its neighbour, comprising two chairs, a monitor and two sets of headphones.

Double Blind (Love) is a record of a 264 minute telematic performance by Annie Abrahams and the US artist Curt Cloninger which took place on November the 29th 2009. Annie Abrahams was in the Living Room (Espace de création contemporaine) Montpellier, France and Cloninger in the Black Mountain College Museum and Arts Center, Asheville, North Carolina, US.

Both wore blindfolds for the entire duration of the performance, which was a joint telematic musical (and I use the word advisedly; though Abrahams describes Cloninger as a musician she appears to reject the description for herself. I think she is mistaken) performance taking the form of an improvisation, largely vocal but with some keyboard input from Cloninger, around a short musical cell from the track Until the End of the World by U2. The section in question has a repetition of the word “love” for its sole lyrical content and occurs just over midway through the song. It would perhaps ordinarily be described as a chorus but in fact appears only once in the song (although it continues as a backing vocal throughout the next verse), one of the first of many tiny idiosyncrasies on our pathway, peculiarities which add cumulative spice and interest to the project. I’d always found U2 banal and full of bombast but going to the song, under the circumstances of researching this piece, with necessarily open eyes and ears was a small epiphany, one of a number occasioned by a systematic engagement with Abraham’s work.

It’s worth noting that much of the structure of this piece came originally from Cloninger. In the previous year he had performed a number of pieces under the title “pop mantra” where in a live situation he repeated a similar pop music cell for a period of hours (“usually blindfolded”).

Cloninger had also video documented these performances though at this point this is documentation and lives no independent life of its own.

Let’s take a look at these proto ‘Double Blinds’. There is as yet no suggestion of interchange, of development. Although this is clearly a more obvious option with two performers, conscious development is not impossible in a solo performance. It does however appear to be consciously excluded. In an echo of the process or systems driven works of the seventies, Cloninger sets something in motion and allows it to unfold. He attempts to repeat the phrase many times. Presumably his arms start to ache and his voice to tire. This trial of endurance becomes a principal motor of the pieces. What does this evoke? For me, and you might share this, there are the dance marathons of the twenties, the notion of sport, especially individual sport, of pitting oneself against oneself; there is ritual repetition – Sufi whirling, or that carrying out of repetitive, gruelling and apparently pointless tasks sanctified in some Buddhist traditions; the pilgrimage; there is a kind of practical prayer through ritual, suffering or self-abnegation.

The motoric unwinding and associated characteristics obtain in Double Blind, too. What is new, what comes from Abrahams, is the telematic – the fact of separation by an ocean and the fact of collaboration. Indeed there is an inbuilt sharper contradiction as the collaboration separated by so much physical distance is of the peculiar intimacy that attends musical partnership, improvisatory or not. (A couple of years before Abrahams had performed a telematic kiss for three hours with the US artist Mark River.)

Despite Abraham’s denial the finished performance falls entirely within the established parameters of the musical. Precedents such as the work of Meredith Monk could be cited for Abraham’s compelling vocalisations – song, whisper, shout, scream, cry of pleasure, cry of pain – whose musico-dramatic logic and sensitivity to her performing partner, this listener at least, finds totally satisfying. It’s a touching partnership, with both performers bringing a fierce commitment to the task in hand but also each bearing different gifts – Cloninger, a formed musical sensibility supported by conventional skills and Abrahams a kind of discovery/invention of improvisation (indeed of music) ab ovo.

Thousands of years in 4 and half hours.

There is a formal challenge and satisfaction too, common to both Abraham’s and Cloninger’s concerns – how much transcendence can be mined, discovered, invented, from the small, the insignificant? Can it be exhausted before we are exhausted and what does the transfiguration brought about by the attempt suggest about us as human beings?

Two performers. Two chairs for two spectators only. Likewise, two sets of headphones.

Grace.

Opposite, stretching luxuriantly out, is the exhibition’s jewel in the crown – Angry Women, created by Abrahams and twenty two other women of many nationalities, speaking about anger; acting out, demonstrating, reflecting, on anger, on webcams from their different individual locations and in their native tongues, with the images being sent to the 3X4 grid, in a format that Abrahams has made her own. Because of the limits of even current streaming technology it was necessary to conduct two separate performances (separated by an interval of a couple of months). The length of each performance was determined by a protocol where a minute’s silence by all participants signalled the end. This resulted in pieces of differing lengths which lack of synchronisation adds another layer of fragile grace to the final projections, projected large on adjacent walls around the corner joining them with sound from the left images fed to the right speaker and vice versa.

The effect is visceral – we face what feels like a wave of humanity, not so much in numbers, although 23 is impressive, but in the infinite malleability of the face, hands and of gesture and expression and of how these things can occupy the frame. Sometimes that frame will resemble a Giacometti portrait, with the subject appearing to recede into what seems to be endlessly deep space. At others red lips or an open mouth, sensual and terrifying by turns, occupy the whole of the space – and furthermore each cell is constantly in flux (because these are living, breathing unpredictable human beings). There is something both of portraiture and of the dance at work, and a species of found poetry too, which the moving image work has in common with the collaborative texts at the other end of the exhibition. The combination of iron control, planning, foresight (the grid, the protocols) with a letting go and a trust elsewhere – the phased lengths, the blank space for the person who didn’t turn up, the performative possibilities – makes for something of great richness.

Additionally it’s clear that those of the performers who have previous experience are consciously playing with and against their fellows – gestures are mirrored, sounds echoed, the fiction of looking elsewhere (to the side, or above) in the grid is impressively deployed.

The angry women turn out to be at one and the same time very particular –unique – women and women in general too; the women in general turn out to be human beings in general (and general en masse because each so particular) and the human beings in general turn out to live in this, one, our, very particular, world – that mysterious, frightening and wonderful place.

In keeping with the cheering on of lack of clarity, of mess, of crudity I’ve espoused so far in this piece (and will continue so to do, here and elsewhere) I want to say we need to take the exhibition (and the world) as a whole. Offering us the video and the still image pieces and audio means we cannot but think of them together (we can choose to artificially isolate pieces but we cannot undo our knowledge of that whole). So to the extent that I have selected topics here I have done violence to Abraham’s art, which has no message, is not confined to any one medium, collaborates in multiple ways, borrows, steals (and gives) and presents us with a set of marvellous and mysterious objects which afford us a spectrum of entirely new pathways to the world, to seeing it, talking and thinking about it, ourselves, after we have gone to the bar or got on the train north to Paris and thence homewards, happy and somehow a little changed.

—-
Training for a Better World – Annie Abrahams

Centre Régional d’Art Contemporain Languedoc-Roussillon, Sète, France
28/10/2011 to 01/01/2012

Glass houses, Roman numerals and shady worlds. Annet Dekker in conversation with Femke Herregraven.

‘About 50% of global trade is channelled through tax havens and 83 of the 100 largest multinationals are based in the Netherlands for fiscal reasons. The flow of money seeks the path of least resistance – but where exactly do those paths lie today?’

This is how graphic designer Femke Herregraven began a presentation about her new online game Taxodus. Herregraven designed the prototype of Taxodus, a game about offshore tax avoidance, during a master class at Sandberg-Mediafonds. The offshore system offers companies advantages in countries where legislation relating to non-nationals guarantees certain privileges, for example, when it comes to corporate structures, in certain areas of business confidentiality, or low taxation. Taxodus is an accessible way to discover how you can avoid paying taxes, and if you can’t get away with it completely, how you can make sure you pay the lowest possible amount.

Annet Dekker: Taxodus is a game about offshore business practices. How does it work?

Femke Herregraven: As a player you choose an existing multinational company or bank with a specific profile and then you look for the most favourable countries to set up a subsidiary and accumulate income by paying as little tax as possible. Each country has a specific transaction profile. For example, companies involved with Intellectual Property Rights find the Netherlands most appealing, while oil companies are drawn to other countries. The game offers a random number of options and calculates what these yield for you. You can compare the results with other countries to achieve the game’s goal of reaching the end with as little expenditure as possible. The game is based on actual information on withholding tax in global tax treaties.

AD: This isn’t a topic you usually encounter in art. Where does your interest in this subject originate?

FH: In 2010 I was asked by the Virtueel Museum in Amsterdam to research the identity of the Zuidas during a residency. The Zuidas, which literally translates as ‘South Axis’, also known as the ‘Financial Mile’, is a large, rapidly developing business district in Amsterdam. Much like Richard Florida, they wanted to ‘cheer up’ the neighbourhood. My questions about the companies located there received only vague responses; there weren’t any lists, or names, or post boxes, and with the exception of known names like Google and Facebook, the other companies that are based there was a mystery. To trace what type of businesses might be located there I spent weeks indexing the entire Zuidas from the Chamber of Commerce’s trade register. I indexed the occupants by street and house number and then compiled three telephone books from the data. All sorts of unusual data and patterns became evident – some addresses only have one occupant, while others have more than a thousand of the so-called mailbox companies that only exist on paper. This is also apparent from the names: some only consist of Roman numerals.

All this information piqued my curiosity and I wondered why these companies were situated there and what they were up to. The next step was delving into Dutch tax law and it became clear that there are enormous financial benefits to setting up a company in the Netherlands. This is a major selling point when Holland is promoted abroad. The entire offshore system has operated below the radar for a long time – sometimes we catch a glimpse of it – but quite how it works in its entirety almost no one knows. The first step to understanding this is visualising it to gain insights, and then you can ask specific questions. Taxodus classifies this information by visualising it: from mining in the Congo to oil companies in Italy and Libya.

Taxodus by Femke Herregraven
Taxodus by Femke Herregraven

AD: It all sounds very murky!

FH: It’s all completely legal, but shady at the same time. If a foreign company doesn’t want to open a physical office in the Netherlands, it hires a trust office that takes care of the bookkeeping, drafts the annual reports and appoints a CEO. There are countless small trust offices that manage huge numbers of foreign companies on paper. Everything is done according to Dutch law and the tax benefits in Holland are hugely beneficial for foreign companies. For example, small businesses in the Netherlands pay more than thirty per cent tax, while foreign companies avoid a large part of that taxation due to tax planning. The presumption that foreign companies basing themselves in Holland is beneficial for national employment is also misleading because most of these companies only exist on paper and don’t employ anyone. The trust offices advise against opening a physical office and taking on any staff because Holland attaches great value to its employment policy, which makes dismissing personnel difficult. A ‘mailbox’ company avoids all these complications.

AD: But the way in which you visualise this is also subjective because you manipulate the data.

FH: Yes, I selected companies that people will know or which appeal to the imagination. Unfamiliar names won’t really be noticed, but once you realise that almost everyone participates in this system, from Mitt Romney’s Bain Capital, Walmart, Google and Facebook to Chanel, then it takes on a different immediacy or value for many people. If you look at this on a wider scale – globally – you will see, for example, that 60 per cent of large companies in Portugal, Italy, Greece and Spain use the Netherlands to take advantage of these types of constructions. This is legal and it’s also beneficial to the Netherlands, but when Dutch politicians insist on more transparency from Greece and lecture the country from up on high it smacks of hypocrisy. You see the same thing with a lot of development aid to countries in Africa: most of that money is diverted to the bank accounts of African leaders in offshore tax havens. Someone has done the maths: the debt of the entire African continent is less than the monies African leaders hold in offshore tax havens. A ‘mailbox’ company by itself is not that suspicious, but with everything else it creates the holes through which (public) money can disappear. My primary intention is to make these flows of money visible and question them, because once it’s out in the open people can decide for themselves if this is our idea of a sustainable economy.

AD: Of course, your game can also be interesting for existing companies who can use it to see where and how they can best invest? Is Taxodus the new Monopoly?

FH: Yes, in a way it is, but in reality companies have been doing this for ages. General Electric supposedly has a department employing about a thousand people who are busy with this on a full-time basis. I don’t think my game will suddenly improve things. Yet, the point is that the knowledge about international tax planning is now only in the hands of experts like fiscal lawyers and accountancy firms, and isn’t accessible to the rest of us. That’s also what Taxodus is about, making a tool so that we can track what they’re up to.
Monopoly is an interesting comparison because it originated as a critique of capitalism and private monopolies. The games are comparable, but Taxodus goes further. If you make a move in the game that correlates to reality then you are informed about this and receive a reality-bonus. It’s at this point in the game that investigative journalism comes into play.

AD: How do you relate to investigative journalism?

FH: My projects frequently begin from a journalistic position and for this one I meet with journalists, fiscal lawyers and researchers quite often. Yet, I’m a designer and I don’t want to write articles but use other methods to provide insights into topics. For me design is not an end in itself but a way to research, express and contribute to debates in society. This means also collaborating with other disciplines and experts: a group of fiscal experts is currently helping to remove errors and provide feedback. Obviously, it’s impossible to create a 1:1 translation, there will always be things that aren’t entirely accurate or that have to be left out, but it is important that the broad outlines are clear and correspond with reality.

AD: Why a game?

FH: Avoiding and evading tax is complex but you can learn the psychology of this system by playing the game. Taxodus is actually a kind of chess game. The rules aren’t simple and your eventual benefits depend on all sorts of interrelated factors. You have to continually take strategic decisions to advance in the game. All this information is incorporated into the game and the various tax treaties between different countries gradually become clearer. You are aided in this by advisors. At the start of the game you chose a particular advisor. Different advisors offer different advice, some will try to find legal alternatives while others try to convince you to bend the rules. Players can ask for a second opinion at any point in the game and manipulate regulations and treaties. This enables players to steer the game in the direction they choose. As in reality, a player has to have the possibility to have complete control. Ideally the game should be a do-it-yourself kit that you can add things to, an open game of strategy.

AD: What do you mean exactly? Can you name an example?

FH: The simplest way is to play it alone; the more complicated version is played with others in real time. At a certain point you can earn loyalty points by, for instance, evading high taxation for your parent company. Once you’ve arrived at the loyalty level, you can change roles, perhaps becoming a government employee who modifies regulations ever so slightly to make it more beneficial for yourself. You can also block other players in this way. This is an obvious reference to the increasing merging and blurring of the interests of large corporations and political leaders.

AD: How do you keep up with actual changes in the real world?

FH: It isn’t as if new information is constantly being made available – a lot of countries are reluctant or refuse to release ‘sensitive’ information. Tax treaties and regulation doesn’t change too often, but when they do, these changes will also be incorporated in the game. The English researcher Nicolas Shaxson, who is very active in charting the offshore system, says that people have to first become aware of what’s happening before they can think about how to deal with it. I hope my game and visualisations can contribute to this awareness raising.

AD: When or how does the game end?

FH: You have a certain amount of time before you have to submit an annual report for your company, then your trajectory is incorporated into the database and you can see what your score is. You can also compare it to other players and download their fiscal structure, which adds an element of competition and makes it a crowd-sourced investigation. By playing you contribute to the research and help expose the layers.

AD: Will Taxodus be a commercial success?

FH: My main concern is to make a tool that makes this small yet incredibly significant part of our opaque financial world more transparent, and especially more public. I think artists have a responsibility to broach topics like this. People find it all quite shocking when I tell them about Taxodus, but for those who are directly involved in the actual system it’s mere child’s play. This type of project can stimulate discussion and determine what is and what isn’t desirable.
This approach was shown to be successful with another project, the Art Reserve Bank. We set up a bank with a small group of artists and designers and introduced a new currency in the heart of the Zuidas as a way to encourage discussions about the financial sector. Our bank – a vault, an exchange counter and a glass house with a minting press: a bank brought back to basics – is located across from the ABN AMRO headquarters, and each day some of the employees and other people come by to see what we’re doing and have a chat. People also buy our coins, which are designed by a different artist each month. It doesn’t always go smoothly, but there is certainly enough curiosity. One problem is that people are personally interested but refuse to make any statements in a professional capacity. De Nederlandsche Bank (the Dutch central bank) recently sent us a letter stating that we cannot use the word ‘Bank’, threatened us with a fine of up to 2 million euros and invited us for a talk. These types of discussions are what we aim to achieve. Our goal isn’t necessarily to introduce a new currency; instead we want to underscore that fact that the bankers and financial experts of this world do not have exclusive rights to debate and decide what happens on financial markets.

———
A Dutch version of this interview appeared in Tubelight, September 2012.
Femke Herregraven: http://www.bitcaves.net

Community Memory through Appropriated Media: An Interview with Eugenio Tisselli

I met Eugenio Tisselli in Edinburgh at the Remediating the Social conference in November 2012. Eugenio gave a presentation on the project Sauti ya wakulima, “The voice of the farmers”: A collaborative knowledge base created by farmers from the Chambezi region of the Bagamoyo District in Tanzania, and “by gathering audiovisual evidence of their practices they use smartphones to publish images and voice recordings on the Internet”, documenting and sharing their daily practices.

I was struck by his sensitivity to the social contexts and political questions around this type of project engagement. This interview explores the challenges we all face in connecting to a deeper understanding of what technology can succeed in doing beyond the usual hype of the ‘New’ and its entwined consumerist diversions. Not only does the conversation highlight how communities can work together in collaborating with technology on their own terms. But, it also discusses the artists’ role in the age of climate change and the economic crisis, locally and globally.

Marc Garrett: Can you explain how and why the Sauti ya wakulima, “The voice of the farmers” project came about?

Eugenio Tisselli: Sauti ya wakulima is the fruit of my collaboration in the megafone project, started in 2004 by Catalan artist Antoni Abad. During six years, we worked with different groups at risk of social exclusion, such as disabled people, immigrants or refugees. The idea was to provide these groups with the tools to make their voices heard: smartphones with a special application that made it easy to capture images, sound recordings or short videos, and a web page where these contents could be directly uploaded. Using these tools, the participants of each project were able to create a collaborative, online “community memory”, in which they could include whatever they considered to be relevant. Although megafone was relatively successful and, in some cases, made a positive impact on the people who participated, I was worried that the project was becoming too dispersive. We worked in six countries, with extremely different groups. So, in 2011, I decided to follow my own path and apply a similar methodology into more focused projects, related with sustainable agriculture and environmental issues. I realized that the projects which sought to increase the empowerment of a community could become too complex for a single artist to handle. That’s why, in Sauti ya wakulima, I’m not “the artist”, but a member of a transdisciplinary team which includes biologists, agricultural scientists and technicians. Such a team came together after my PhD advisor Angelika Hilbeck, my colleague Juanita Sclaepfer-Miller and myself came across the possibility of working with farmers in Tanzania. The network formed by local researchers, farmers and ourselves was quickly formed, so we started the project on March, 2011.

MG: I find it interesting that you made the decision to put the role of artist aside. This reminds me of a discussion in Suzi Gablik’s book published in 1995 ‘Conversations before the end of time’; where James Hillman in an interview talks about learning to refocus our attention from ourselves and onto the world. Further into the conversation Gablik says “In our culture, the notion of art being a service to anything is an anathema. Service has been totally deleted from our view point. Aesthetics doesn’t serve anything but itself and its own ends”.[2]

So, I have two questions here. The first is how important was it for you to put aside your status as an ‘artist’, and what difference did it make?

And, where do you think you and others may fit when considering the discussion between Gablik and Hillman?

ET: It is important for me to make it clear that I didn’t abandon my role as an artist. Instead, I fully assumed my status, but only as a member of a transdisciplinary team. I believe that this may be a point of departure from the classical view of the artist as a “lone genius”, which is closely related to the discussion about service in art. So I’ll try to interweave both questions together. In a recent publication, Pablo Helguera aimed to set a curriculum for socially engaged art. He identified the new set of skills to be acquired by the artists, and the issues they must address when dealing with social interaction. But, as Helguera suggests, perhaps what’s most important is to overcome the “prevailing cult of the individual artist”, which becomes problematic for those whose goal is “to work with others, generally in collaborative projects with democratic ideals.” [3] To me, this implies that the artist must give up control of the work to a certain degree. I find myself in this scenario, and I think of my role in Sauti ya wakulima as that of an instigator and coordinator. Furthermore, all of us involved in Sauti ya wakulima aim to effect actual changes in the lives of the participating farmers, rather than obtaining purely symbolic results. Our project is a socially engaged artwork that wants to be useful, to deliver a service.

We are living in urgent times, beyond any doubt. Looming global challenges, such as climate change, radically cancel the luxury of being useless, of not doing anything. This includes the artist who, as any other citizen, is called to use his or her abilities to help in preventing a catastrophe. I especially like Franco “Bifo” Berardi’s proposal about the new task that the artist might assume: that of reconstructing the conditions for social solidarity. This work of reconstruction would oppose competition, a value often found in the markets that deal with self-referential, self-serving artworks. Solidarity, writes Berardi, is neither an ethical nor a political program, but a pure aesthetic pleasure [4]. In my opinion, the artists who still embrace the idea that art should only serve its own ends will become those who play the lyre while our world burns.

MG: What kind of behaviours began to emerge once the farmers took control of the smartphones supplied?

ET: It was quite interesting to see that the farmers started to use the phones for purposes which were different from those that we had originally proposed. This happened very soon after the project started. Only one month had passed, and the farmers had already started to go beyond merely documenting the effects of climate change. They interviewed other farmers, and asked them all sorts of questions about their crops and agricultural techniques, their opinions and views. In short, they slowly laid out a web of mutual learning. This was a real eye-opener for us. As we began to observe this, the environmental researchers in the team became worried that the farmers were deviating from the goals that we had set. I wanted to leave room for this deviation, as I was particularly interested in studying the process of technological appropriation. So I had to convince the researchers that we should leave enough room for the farmers to freely explore the potentials of the smartphones. It was not easy but, in the end, negotiating the tensions between a goal-oriented and an open-ended research turned out to be quite fruitful.

On one hand, the farmers found that they could shape the project to fit their interests which, as they said, were to “learn about what other farmers in remote areas were doing.” On the other, the researchers finally realized that the images and voice narrations posted by the farmers were an invaluable source of information about what was actually going on in the farms and within the communities. Sometimes, agricultural initiatives may be designed with an insufficient understanding of the social context in which they are applied. By allowing the farmers to publish a wide range of topics, Sauti ya wakulima became a “community memory” that reveals rich details about farming and the social life of rural communities in Bagamoyo.

MG: In your presentation at Remediating the Social, I remember a quote from one of the farmers saying “The project helped me learn that phones can be used for other things besides calling people, and that computers can also be used to solve problems: they are not just a fancy thing for the rich people in towns.” What’s interesting here is, these words could be said any where. And that our consumer orientated culture could still learn a few things regarding uses of technology.

What lessons can the farmers teach ‘us’ in a culture where computers are part of the everyday life?

ET: I have interpreted this particular quote in two different ways. The first, most obvious one, is that the farmers discovered that the smartphones and the web can be useful tools, which may be shaped and adapted to meet their needs. For many of them, Sauti ya wakulima was their first chance at trying out these technologies. And, happily, the project showed us all that they can become an important ingredient in making farmers’ lives a little better.

However, my second interpretation is not as optimistic: in the quote, there is an explicit comparison between the (poor) farmers living in remote areas and “the rich people in towns.” Moreover, the fact that smartphones are explicitly considered as fancy devices points towards issues which need to be handled very carefully. In every part of the world, technological gadgets are quickly becoming symbols of social status. Currently, I am working in a rural zone in southern Mexico where cellphone coverage was nonexistent only two years ago. But as soon as the first antennas were installed, young people in those communities started buying smartphones, and now there is an open competition to see who has the fanciest one. A similar thing happens in Bagamoyo.

So, of course, smartphones can be useful tools, but they can also bring more consumerism into poor communities. This is very dangerous. I’d like to stress that, in our project, the smartphones are used as shared tools. This means that there is a limited number of devices available, and everyone must have a chance to use them at least once. I believe that this is a small but significant contribution towards diluting the extreme individualism and consumerism that are closely linked to these technologies.

The farmers I have met in Bagamoyo have a very strong sense of community. Although their farms can be very far apart, sometimes with no roads between them, they still get together very often. They work together, learn together, have fun together. That’s the biggest lesson I’ve learned: we need each other’s presence. Quoting “Bifo” again, we are living in a time of precarization of the encounter of bodies in physical space. I agree with him that the most important poetic revolution has to be the re-activation of bodies. The farmers, with the great efforts they make to get together, and the great joy they find in doing so, have taught me a great deal: I need to get out of Facebook and step in to the “here and now”, together with others.

MG: What has this experience taught you. And how will it impact your future practice as an artist?

ET: I have partially replied to the first part of this question. But besides learning how to re-dimension the importance of computers in my life, I have also learnt a lot about agriculture. This is not a minor thing for me: after all these years of living in big cities, and realizing that I lack a basic connection to the earth, I believe I have found the best possible teachers. Of course, I’ve also learnt a lot about how to work with non-expert users of technology. This has made me better as a teacher. And, as you can imagine, many of the things we take for granted at home won’t necessarily work in Bagamoyo. So, doing projects in difficult environments has taught me to adapt, and to transform things that escape my control into opportunities. All of this changes me, not only as an artist but as a human being. My artistic practice is already quite different from what it was before Sauti ya wakulima. I have adopted a very critical position towards technology. Now, this is also a major shift: I started programming creatively when I was ten years old, and have been a media artist almost since then. But I feel I can’t go on with those artistic explorations, knowing what I know now. Consequently, last year I wrote and published a small note explaining why I stopped creating works of e-Literature, a field in which I was involved for more than ten years [5]. That was both a closure and a point of departure. Let’s see what the future brings.

Excerpt from ‘Why I have stopped creating e-Lit’ by Tisselli (November 25th, 2011)

Dear friends: this morning I went for a walk along the Naviglio Grande in Milan, and I entered a shop selling second-hand books. There I found a small book, “The Computer in Art”, by Jasia Reichardt, published in London in 1971. The book described the works of pioneers of Computer Art, such as Charles Csuri or Michael Noll, who were active at that time. A real gem. But the biggest surprise came when I turned to the last page, on which the previous owner had written: “I married on 23, November. I would like to be a man, not artist, not engineer, a man.”

I took the book with me.

Notes:

Those involved in the Sauti ya wakulima / The voice of the farmers project.

The farmers: Abdallah Jumanne, Mwinyimvua Mohamedi, Fatuma Ngomero, Rehema Maganga, Haeshi Shabani, Renada Msaki, Hamisi Rajabu, Ali Isha Salum, Imani Mlooka, Sina
Rafael.

Group coordinator / extension officer: Mr. Hamza S. Suleyman
Scientific advisors: Dr. Angelika Hilbeck (ETHZ), Dr. Flora Ismail (UDSM)
Programming: Eugenio Tisselli, Lluís Gómez
Translation: Cecilia Leweri
Graphic design: Joana Moll, Eugenio Tisselli
Project by: Eugenio Tisselli, Angelika Hilbeck, Juanita Schläpfer-Miller
Sponsored by: The North-South Center, Swiss Federal Institute of Technology – Zürich
With the support of: The Department of Botany, University of Dar es Salaam (UDSM)

The Digital and Analogue Subversion of monochrom

The activist initiatives of this art group from Vienna seem fascinating due to its art-tech philosophy, and it puts a smile on my face due to its pop attitude. In May 2011, Günther Friesinger, one of the creators of monochrom, gave a lecture to Media Art Histories students of the Donau Universität, which inspired me to arrange an interview with him. The first question I asked was about establishing monochrom. Günther explained that “monochrom came into being in 1993 as a fanzine for cyberculture, science, theory, cultural studies and the archaeology of pop culture in everyday life. Its collage format is reminiscent of both the early DIY fanzines of the punk and new wave underground and the art books of figures such as Dieter Roth, Martin Kippenberger and others. For a while now, monochrom has been venturing further than publishing alone and has been responsibly influencing people’s minds via film production, performances and festivals. If you are in Vienna in autumn by chance, look at the paraflows festival – one of the main projects run by monochrom.

Natascha Fuchs: How much has monochrom’s aims changed since 1993?

Günther Friesinger: We didn’t really develop a concept back then; monochrom has evolved. In the beginning, there was only the idea of publishing a fanzine – lots of other things resulted from that. At some point, we started doing performances. In the Internet’s primordial age, we developed a robot that could be controlled via the web, and so we began entering the art scene. Our first exhibition was in 1998 in the Secession, Vienna. Unfortunately, they didn’t have Internet access back then, so our little robot stood in a corner, immobile. The people visiting the exhibition back then still considered it interesting enough to some extent, but many things back then didn’t work the way we’d have liked them to work.

NF: Art, technology and philosophy – are they equal for monochrom? What is the starting point for monochrom’s particular initiatives?

GF: We are a political group that gives statements through different means, those of art in all its varieties. I think it is important for us to find a fitting medium for the right story. This is something that specifically characterises us as a group. There are many different actions implicated by that, such as writing plays, making a movie, producing a music CD or writing a book. Normally, people try to achieve excellence in one medium. With us, it’s the other way round. That’s why we’re active in so many different areas.

NF: Which historical background concerning the relationship of philosophy, art and technology is especially meaningful for you?

GF: A difficult question. I think that Guy Debord and the Situationists are those one could consider most fitting. Certainly also some parts of Fluxus are of relevance.

NF: To which media theoreticians do you refer in your practice?

GF: I think that as a theorist, artist and curator in media art, net art, digital art and culture, it is important to confront oneself with theorists like Kittler, Luhmann, Flusser, McLuhan, Rheingold and many more. However, it is not the case that we refer to one theorist or another in all our works. I think that this system of self-affirmation through referral is quite interesting – but I think that for myself, monochrom and for our audience, there is a value added by self-generated theories for our projects and the discourses they cause.

monochrom

NF: What are international projects of monochrom? And what is the difference between monochrom audiences in Vienna and abroad?

GF: There are too many of those to be listed here. Since our big USA tour of 2005 we produce most of our projects bilingually in German and English, or only in English, in order to be able to have an international impact. Of course, many members of monchrom live and work in Vienna, and we also produce projects in Vienna, but our main focus is on our international presence. One of the big international projects, running since 2007 in San Francisco, is the Arse Elektronika: a conference on pornography, sci-fi, games and the development of technology. I would say that with the San Franciscans we’ve found the ideal community for such a conference.

NF: You call yourself “edu-hacker”. Why that and how is it connected with your studying and teaching experience?

GF: I have always loved reading, learning and continuing to further myself intellectually. I really enjoyed my studies and I enjoy sharing my knowledge and skills with my students. Universities are, in my book, places where it is possible to acquire knowledge, to reflect upon it, places of discussion and freedom. Because of the process of universities becoming more like schools, among other things caused by the Bologna Accords, those in my opinion are important areas that enable students to become self-reliant, critical people are struck from the curriculum. I’m trying to counteract this in my classes, trying to cause rifts in the school-like system, by using other methods of transmitting knowledge, using a great deal of humorous elements, and by always meeting the students eye to eye as equals.

NF: What is philosophical society in contemporary Austria now?

GF: Alive and kicking as always, I’d say 😉 One of the exciting things is that exactly now there are a lot of young, fascinating philosophers out there. The topics that I mostly concern myself with are, however, copyright, intellectual property, culture, art, media and technology.

NF: Is paraflows one of your biggest current projects? What’s the concept of this festival? Is it independent from monochrom activities?

GF: paraflows is surely one of the biggest projects that I am working on at the moment, apart from monochrom. monochrom helped to start and grow the festival in the first two years, as monochrom has done with many other projects worldwide. „paraflows – festival for digital art and culture“ has been established in the last seven years as a new annual festival situated between the Ars Elektronika and the Steirischer Herbst. It serves as both a platform for the young, local scene of digital art and culture and as an interface to international and renowned media art.

NF: How is monochrom activity is financed?

GF: We do get occasional subsidies for some projects, we get money from performances, the sale of our publications and sometimes the sale of a work of art, and recently we have also acquired crowdfunding. I’d say, however, that around 80% of the projects we do are not financed in any way and are purely done because we have fun doing them.

NF: Do your own curatorial projects serve in some way as a research method for you?

GF: I take the liberty that I only curate projects that I am very interested in myself. That is to say, projects where I have a very strong urge to explore the topic, to read, write and of course also to do research. That is probably the reason why I try to achieve a publication for each project that I curate, in order to give those who are interested in it some sort of preliminary report, a possibility to expand upon.

NF: Is activism capable to envision the future or does it just reflect, react on what is and has happened?

GF: It is getting increasingly difficult to be subversive. monochrom is fundamentally critical of the bourgeois world view. We examine it from a distance, dissociating ourselves from it. The question is: How do we get out? Our current late-capitalist aims for transgressions. That is to say that capitalism requires transgressions as a principle. Viennese Actionism, the most relevant cultural statement in Austria for the last hundred years, was doomed to fail at a certain point, because in the 60ies Austria still had a society based on discipline. One of the central strong points of monochrom: Finding the right story for the right medium could be a opportunity to deal with this situaltion.

NF: Which publications about monochrom you would recommend to read?

monochrom’s ISS. In space no one can hear you complain about your job. (2012)

monochrom’s Zeigerpointer. The wonderful world of absence (2011)

Urban Hacking. Cultural Jamming Strategies in the Risky Spaces of Modernity (2011)

monochrom #26-34: Ye Olde Self-Referentiality (2010)

Do Androids Sleep with Electric Sheep? (2009)

Pr0nnovation?: Pornography and Technological Innovation (2008)

Other information:

monochrom: www.monochrom.at

paraflows festival: www.paraflows.at

(c) Natascha Fuchs is an independent expert in cultural projects management and international public relations, graduate of the University of Manchester (Cultural Management) in 2008. She has been living in Vienna, Austria, studying History of Media Arts at the Donau-Universität and collaborating with sound:frame Festival for audio:visual expressions, since her move from Moscow, Russia in 2011. In Russia she was related to MediaArtLab and Media Forum — the special program of the Moscow International Film festival dedicated to media arts, experimental films and digital context with more than 10 years history. As a researcher and practitioner, she works in a variety of topics and participates in different international projects focused on media arts, cinema and sound. Columnist and writer for several online magazines.

Tweets in Space: An interview with Scott Kildall and Nathaniel Stern

“Tweets in Space beams Twitter discussions from participants worldwide towards GJ667Cc – an exoplanet 22 light years away that might support extraterrestrial life. By engaging the millions of voices in the Twitterverse and dispatching them into the larger Universe, Tweets in Space activates a potent conversation about communication and life that traverses beyond our borders or understanding.”

Marc Garrett: Could you explain to our readers what ‘Tweets In Space’ is?

Scott Kildall and Nathaniel Stern: Tweets in Space is an art project — a networked performance event — which beams your Twitter messages to a nearby exoplanet that might support human-like, biological life. Anyone with an Internet connection can Tweet with the hashtag #tweetsinspace during the performance time, and their messages will be included in our shotgun blast to the stars. The performance is on September 21st, 20:30 – 21:00 Mountain Time (3:30 AM BST / London time).

MG: What was the motivation behind your current collaboration?

SK and NS: We found inspiration from various sources. First, in NASA’s Kepler mission, whose purpose is to discover planets in the “habitable” or “Goldilocks” zone. The project has found over 2000 exoplanets thus far, all of which are “not too hot, not too cold, but just right” for life as we know it. Scientists now estimate that there are at least 500 million planets like this in the Milky Way alone. Our conclusion: extraterrestrial life is almost certainly out there.

The newly discovered planet is depicted in this artist's conception, showing the host star as part of a triple-star system. Image credit: Carnegie Institution / UCSC. [1]
The newly discovered planet is depicted in this artist’s conception, showing the host star as part of a triple-star system. Image credit: Carnegie Institution / UCSC. [1]

“The latest discovery is at least 4.5 times bigger in size than Earth. Reportedly, the planet exists 22 lightyears away from Earth and it orbits its star every 28 days. The planet is known to lie, in what is being referred to as the star’s habitable zone. A habitable zone is a place where the existing conditions are just perfect for life sustenance. Astronomers, according to this report also suspect that the GJ667Cc may have been made out of earth-like rock, instead of gas.” [ibid]

Another source of great inspiration is how we use social media here on Earth. This is our second, large-scale, Internet-initiated collaboration. In 2009, we amplified the power structures and personalities on Wikipedia, and questioned how knowledge is formed on the world’s most-often used encyclopedia – and thus the web and world at large. Now, we are turning to the zeitgeist of information and ideas, feelings and facts, news and tidbits, on Twitter. The project focuses on and magnifies the supposed shallowness of 140-character messages, alongside the potential depth of all of them – what we say in online conversation, as a people.

We are directing our gaze, or rather tweets, via a high-powered radio telescope, towards GJ667Cc – one of the top candidates for alien life. It is part of a triple-star system, has a mass that is about 4 times that of Earth, and orbits a dwarf star at close range. GJ667Cc most certainly has liquid water, an essential component for the kind of life found on our own planet.

MG: Right from its early years when Jagadish Chandra Bose [2], pioneered the investigation of radio and microwave optics – science, technology and art have had strong crossovers. And it might be worth mentioning here that Bose was not only well versed as a physicist, biologist, botanist and archaeologist, he was also an early writer of science fiction. [3] Which, brings us back to ‘Tweets In Space’, wherein lies themes relating to science fiction, radio broadcasting (commercial, independent and pirate), wireless technology of the everyday via our computers, and ‘of course’ the Internet.

J.C. Bose at the Royal Institution, London, 1897.[3]
J.C. Bose at the Royal Institution, London, 1897.[3]

But, what I want to pin down here is, where do you feel you fit in historically and artistically with other past and contemporary artists, whose creative art works also involved explorations through electromagnetic waves?

Scot Kildall: The work of JC Bose is incredible and what strikes me is that he eschewed the single-inventor capitalist lifestyle in favor of his own experiments. Isn’t this the narrative that artists (often) take and linked back in many ways to the open-source/sharing movement, rather than the litigious patent-based corporation? And it mirrors in many ways the reception of electromagnetic radiation as well. You can’t really “own” the airwaves. Anyone who is listening can pick up the signal. This comes back, as you point out, to the internet. Twitter is now, one of the vehicles, and, ironically entirely owned by a benevolent* corporation.

Nathaniel Stern: (Agreeing with Scott) and we can’t forget of course Nam June Paik, who played with naturally occurring and non-signal based electromagnetic fields to interfere with analogical signals (as well as the actual hardware) of tube televisions, and more. And of course, there have been other transmission artists, explored in depth by free103point9, among others. I think, like them and others, we are messing with the media, amplifying (figuratively and metaphorically) and intervening, pushing the boundaries of DIY and cultural ethico-aesthetic questions…

1963, Nam June Paik réalise Zen devant la tv.
1963, Nam June Paik réalise Zen devant la tv.

MG: What is especially interesting is that all the tweets submitted by the public are unfiltered. How important is it to you that people’s own messages are not censored when going into space?

SK and NS: Absolutely. Tweets in Space is by no means the first project to transmit cosmic messages with METI technologies (Messaging to Extraterrestrial Intelligence). Our fellow earthlings have sent songs by the Beatles, photos of ourselves shopping at supermarkets, images of national flags, and even a gold record inscribed with human forms – controversially, where the man has genitals and the woman doesn’t. These slices of hand-picked content exhibit what a select few believe to be important, but ignore, or willfully exclude, our varied and collective modes of thinking and being.

Tweets in Space is “one small step” with alien communications, in that it is open to anyone with an Internet connection. It thus represents millions of voices rather than a self-selected few. More than that, our project is a dialog. There have been, very recently, a small number of projects that similarly “democratize the universe” but none are like ours: uncurated, unmediated thoughts and responses from a cooperative public. We can speak, rebut, and conclude, and nothing is left out. Our transmission will contain the good, the bad, and the provocative, the proclamations, the responses, and the commentary, together, a “giant leap” for all of humankind – as well as our soon-to-be friends.

Part of the radio-wave transmission prototype delivery system devised by engineering students for the Tweets In Space project. (Photo by Nathaniel Stern)
Part of the radio-wave transmission prototype delivery system devised by engineering students for the Tweets In Space project. (Photo by Nathaniel Stern)

Furthermore, by limiting the event to a small window of only 30 minutes, we are encouraging all our participants to speak then respond, conversing with one another in real-time, through networked space. We are not just sending lone tweets, but beaming a part of the entire dialogical Twitterverse, as it creates and amplifies meaning. Tweets in Space is more than a “public performance” – it “performs a public.”

MG: Now, you will be transmitting real-time tweets toward the exoplanet GJ667Cc, which is 22 light-years away. How long will it all take to get there?

SK and NS: Well, first off, we’re collecting all of the tweets in real time, but only sending them out later in October. The main reason for this is that we have to wait for the planets to align – literally. We want line of sight with GJ667Cc from where our dish is. The added bonus of time, however, is that this will allow us to really flesh out how we send the messages in a bundle. We want to include a kind of Rosetta Stone, where we will not only send binary ASCII codes of text in our signal, but also analog images of the text itself. We additionally intend to choose the most frequently used nouns in all the tweets from our database, then give a kind of “key” for each. If “dog” is common, for example, we can transmit: 1. an analog image of a dog, like a composite signal from a VCR; 2. a text image of the word “dog” in the same format; and 3. the binary ASCII code for the word dog.

In terms of time/distance, when speaking in light years, these are the same thing. A light year is the distance light can travel in one year of Earth time (about 9.4605284 × 10 to the 15 meters). Since radio travels at the speed of light, a big dish on GJ667Cc will pick up the signal in 22 years. We should start listening for a response in 44 – though it may take them a while to get back to us…

MG: Will the code used for the project be open source, and if so, when and where can people expect to use it?

SK and NS: Yes it is! The most useful part of our code is the #collector, which saves real-time tweets to a database, that can then be used for live projections or web sites, or accessed and sorted later via all kinds of info. The problem is that it’s not really user friendly or out of the box – folks need a suped up server (VPN), and to plug into a few other open source wares. The main portion of the backend we used is actually already available at 140dev.com, and then we plugged that into Drupal, among other things. For now, we’re telling interested parties to contact our coder, Chris Butzen, if they want to use our implementation. And we hope to do public distribution on tweetsinspace.org if we are able to package it in a more usable format in the next 6 months.

MG: Are there any messages collected so far, grabbing your attention?

We’ve had thousands of tweets so far – even while just testing the ware in preparation for the performance. We’re anticipating a lot of participation! The tweets we’ve seen have ranged from variations on “hello [other] world” and “don’t eat us,” to political activism and negative commentary, to a whole surreal narrative of about 30 tweets per day over the last 3 months.

Furtherfield's first Tweet in Space.
Furtherfield’s first Tweet in Space.

go to tweet aliens to add your own words…

Some of our favorite tweets have been those that question how to make our own world better. These speak to both the hope of space age-ike technology, as well as the hope in collective dialog – both of which our project tries to amplify. Such tweeters ask about the alien planet’s renewable energy sources, tax structures, education, art, and more.

We imagine the 30-minute performance will see a much more potent discussion about such things, and hope your readers will participate. The final transmission will be archived permanently on our site once we’ve prepared it for launch.

How to Take Part.

As part of the International Symposium on Electronic Art in New Mexico (ISEA2012). We will collect your tweets and transmit them into deep space via a high-powered radio messaging system. Our soon-to-be alien friends might receive unmediated thoughts and responses about politics, philosophy, pop culture, dinner, dancing cats and everything in between. By engaging the millions of voices in the Twitterverse and dispatching them into the larger Universe, Tweets in Space activates a potent conversation about communication and life that traverses beyond our borders or understanding. http://tweetsinspace.org/

AND THEY WILL BE SENT INTO DEEP SPACE!!!
Watch the stream LIVE here – http://tweetaliens.org/tweets/tweets.php

Laika’s Dérive

Sarah Waterson

ALL WELCOME

A project by Sarah Waterson and dogs (and their human companions) of Finsbury Park.

+ Dog walks: every Wed-Sat, between Wed 17 October and Fri 30 November 2012
Laika’s Dérive invites Finsbury Park’s dogs and their human companions to record a walk in their local park and surrounding area. This walk offers a chance for interspecies communication and a sharing of knowledge that results in a collaborative mapping of each dog/human’s walk.

Each dog is kitted-out with a system that automatically photographs the dog’s favourite vistas and objects on location. The photographs are selected via the sniff and interest time of the dog, and are returned to the human as a series of the dog’s favourite snaps, and displayed on Laika’s Dérive website.

Laika’s Dérive is part of the WWW: World Wild Web exhibition at Furtherfield Gallery.

Participate!!!

To take your dog for a dérive, please contact Furtherfield Gallery at info@furtherfield.org or phone 0208 802 2827.

Walks can be booked by one person/dog Wednesday to Saturday between 1-5pm, from Wednesday 17 October to Friday 30 November 2012, so book early to avoid disappointment!

The kit collection point for the walk is Furtherfield Gallery, McKenzie Pavilion, in Finsbury Park.

Event Coordinator: Laura Bottin
Event Producer: Alessandra Scapin

About the Project

Laika’s Dérive/Dog’s DeTour (2011) is a new media locative data-mapping work by Sarah Waterson about interspecies communication, collaboration and knowledge. Community participants and their dogs use an electronic mapping system (custom iphone app-GPS, accelerometer, interval timed and geo tagged photography) within their local area. The data collected is incorporated into the online mapping and visualisation system (website) together with the participant narrative and profiles. This work engages cross species sensing to explore a psychogeography of place.

A sketch for this project was produced during the Kiss Club incubator residency at the Performance Space, Carriageworks, Sydney. Feb 2010.(A minisite for the project prototype can be found here).

The android mobile phone application and harness system was developed during a residency at Blast Theory, UK, June- July 2011.

More info at http://laikasderive.sarahwaterson.net

About the Artist

Sarah Waterson
Sarah has practised as a new media artist for the past twenty years. Her works include electronic installations, collaborations with performers, video and audio work, generative and software based artworks, VR environments and data visualisations and ecologies. Interdisciplinary and collaborative practice informs the development and ultimately the design of these artworks. Her current interests include data mapping, data ecologies and cross species collaboration.

Sarah’s recent interactive installations have included: Laika’s Dérive (Performance Space, Carriageworks 2011), 33ºSouth (collaboration with Juan Francisco Salazar, Casula Powerhouse 2009), a custom made data mapping system that juxtaposes the cities of Sydney (Australia) and Santiago (Chile) trope, a e-literature project developed for the Second Life environment (SWF 08, ongoing), subscapePROOF (collaboration with Kate Richards, Australian Centre for the Moving Image, Melbourne), and subscapeBALTIC (ISEA2004, Helsinki, Finland). Sarah is a senior lecturer in interactive media at the School of Humanities and Communication Arts, University of Western Sydney, Australia.


Furtherfield Gallery is supported by Haringey Council and Arts Council England

FURTHERFIELD GALLERY OPENING HOURS

WWW: World Wild Web
exhibition
18 October – 01 December 2012

Open Thu-Fri 1-5pm, Sat 11-5pm

Opening Event:
Saturday 13 October 2012, 1-4pmFree admission to exhibition and events

Location
Furtherfield Gallery
McKenzie Pavilion, Finsbury Park
London N4 2NQ
T: +44 (0)20 8802 2827
E: info@furtherfield.org

Getting to us