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Visit People's Park Plinth

Digital pleasure in the aesthetic artefact

Featured image: HOLO magazine

You know a book review is going well when you disengage your critical mind and find yourself falling into the text and just soaking up everything you’re reading. HOLO magazine gets you like that. I don’t think it’s too much of an exaggeration to say that HOLO magazine is itself a work of art. And a solid, thick volume at that. In an era when many mainstream art magazines produce something that could easily fit into a satchel or handbag, HOLO sits on the table like a portable gallery space.

HOLO magazine’s first issue is curated into five sections: People (which appears twice – media arts people are just that interesting), Perspective, Grid and Frames, HOLO issue #1 tries to direct the reader into frameworks that set an agenda for consumption of the text. Which sounds like narrowing, but actually, it allows for a focussing of the attention. Not that the editors want to narrow the imaginative opportunities that the magazine might offer to readers – HOLO is a place for ideas. And even when it features interviews with people like David OReilly or Eno Henze, it still feels like a launching pad for upcoming artists to find inspiration and create their own work.

Coming across the David OReilly interview felt like finding something I’d already known, somewhere in the back of my mind, but it took HOLO to draw it out for me. OReilly’s quirky glitch-tastic work (particularly The External World) has been doing the rounds of film festivals for a while now, and I’m certain I’ve seen it at two in the UK. It’s no surprise to find that he has also created an episode of Adventure Time, the Cartoon Network series for kids that could well be the staple diet of insomniac adults with an eye on the bizarre. Daniel West’s interview with OReilly digs into both biographical information and poses some critical questions about the artist’s work: “Are the Cartesian laws of computer operating systems the same as those underpinning the Universe? It’s the animated equivalent of literature’s hysterical realism.” 

Elsewhere interviews pull open their subjects and investigate their motives and causes. Like Alexander Scholz’s piece on Swiss artist Zimoun, who creates intriguing mechanical sculptures that continue to become objects until at some point they turn into sonic landscapes that tap at our awareness and find their way in. “The unrivalled favourite within the repository is the signature type of DC motor that powers most of Zimoun’s work.”

Paul Prudence (who’s work I’ve reviewed previously on Furtherfield, so I must confess being a fan of) writes about five display technologies that won’t be found in any high street consumer electronics store. Prudence takes a look at what their potential is and where they’re being developed. Colloidal Membranes for example, is a display being produced on soap bubbles that can also be manipulated to give 3D depth to the projection. He doesn’t project his own outcomes on the research presented, but like his own blogs, he offers them up for others to explore and consider as ways into discovering new potentials.

And so HOLO (@HOLOmagazine) continues in this vein, exploring both technology and critical concepts according to the titles of each section. Editor-in-Chief Greg J.Smith and the team have produced a remarkably tight collection of words that explores everything contemporary in the world of media arts right now. But the question arises: in this most digital of ages, why do we need another print book? Aren’t the electronic arts served just as well by online resources like the very one that this review is appearing in? Well, yes, of course! But the thing that has always separated digital artists and designers, no matter how far they delve into coding and manipulation of a soldering iron, is the love of the artefact. Many digital projects find their way into the corporeal world and are manifestly better as objects rather than screen-based ‘things.’ There’s something about working with the digital that makes you appreciate real life all the more. So, more than other attempts at bringing about a magazine of the digital, HOLO knows that it can only score a space on bookshelves by being more than a text book and stretching tiself to be something other than a printed blog. HOLO contains so many intriguing additions. Even on my fourth read, I found a section coming out in my hand. Instead of being the result of poor printing and binding this was a short booklet about Wolf Lieser ‘s DAM GALLERY in Berlin. Full of just enough text, this supplement contained images of work that just beg to be tacked up on a studio or lounge wall. Reading it is like having one of those weekend editions like the Guardian, but with things you actually want to read.

HOLO may describe itself as a publication about “Emerging trajectories in art, science, and technology” but I’d further that and say those trajectories are classic rhizomatic tendrils that spread out, in both actual and conceptual terms. Like any strong roots, they take hold and threaten to topple the most solid of structures. HOLO needs to be purchased and consumed, otherwise the status quo is just going to keep on standing streadfast, unchallenged and unmoving. And nobody wants to be responsible for that, do they?

Data as Culture

Featured image: Your Fingerprints on the Artwork Are The Artwork Itself

In a work commissioned by curator Shiri Shalmy for the Open Data Institute‘s ongoing project Data as Culture, artist Paolo Cirio confronts the prerequisites of art in the era of the user. Your Fingerprints on the Artwork are the Artwork Itself [YFOTAATAI] hijacks loopholes, glitches and security flaws in the infrastructure of the world wide web in order to render every passive website user as pure material. In an essay published on a backdrop of recombined RAW tracking data, Cirio states:

Data is the raw material of a new industrial, cultural and artistic revolution. It is a powerful substance, yet when displayed as a raw stream of digital material, represented and organised for computational interpretation only, it is mostly inaccessible and incomprehensible.

In fact, there isn’t any meaning or value in data per se. It is human activity that gives sense to it. It can be useful, aesthetic or informative, yet it will always be subject to our perception, interpretation and use. It is the duty of the contemporary artist to explore what it really looks like and how it can be altered beyond the common conception.

Even the nondescript use patterns of the dataasculture.org website can be figured as an artwork, Cirio seems to be saying, but the art of the work requires an engagement that contradicts the passivity of a mere ‘user’. YFOTAATAI is a perfect accompaniment to Shiri Shalmy’s curatorial project, generating questions around security, value and production before any link has been clicked or artwork entertained. Feeling particularly receptive I click on James Bridle’s artwork/website  A Quiet Disposition and ponder on the first hyperlink that surfaces: the link reads “Keanu Reeves“:

“Keanu Reeves” is the name of a person known to the system.

Keanu Reeves has been encountered once by the system and is closely associated with TorontoEnter The DragonThe MatrixSurfer and Spacey Dentist. 

In 1999 viewers were offered a visual metaphor of ‘The Matrix’: a stream of flickering green signifiers ebbing, like some half-living fungus of binary digits, beneath our apparently solid, Technicolor world. James Bridle‘s expansive work A Quiet Disposition [AQD] could be considered as an antidote to this millennial cliché, founded on the principle that we are in fact ruled by a third, much more slippery, realm of information superior to both the Technicolor and the digital fungus. Our socio-political, geo-economic, rubber bullet, blood and guts world, as Bridle envisages it, relies on data about data. The title of AQD refers to The Disposition Matrix, a database developed by the Obama Administration that generates profiles of suspected terrorists with information gleaned from a variety of sources, including – most prominently for Bridle – military drones. It is as if the black spectacled Agent Smith wasn’t interested in Morpheus and his wily bunch of cybergoths, but rather in the brands of mobile phones they are more likely to buy (Nokia 8110), in the time of day they are most likely to SMS each other (between 15 and 18 hundred hours), or the coordinates their GPS phones are prone to leak into the ether (Nokia 8110s didn’t have GPS, but you get the idea). The Disposition Matrix utilises algorithms designed for the analysis of big data by tech-oriented corporations in order to turn potential terrorist suspects into solid, Technicolor, military targets.

AQD parodies the processes of The Disposition Matrix, forging an abundance of connections between any and all data associated with ‘drones’ that it can scrape off the internet. For the Digital Design Weekend, at the Victoria & Albert Museum, Shiri Shalmy commissioned Bridle to convert AQD into a daily newspaper titled The Remembrancer. Arranged in newsprint columns of gobbledegook roll a stream of metadata terms, plucked and highlighted by the system:

The idea was that some yahoo decided to assist firefighters, especially those sick of the property. Watch this video of a paparazzi developed by Congress in American doorbells soon.  

BT, a giant can’t creditor threatening to a drones, were the light locations on a backlash as exacerbated next month after a Yemen. Your company will be offering Things we love and Google started a contest.

The newspaper format allows the reader to revel in the nonsense generated by AQD, rooting its abstract and distant associations in a medium predicated on the conveniences of daily, disposable life. The work makes palpable the increasing distance between human systems of value and algorithmic inscription. What happens when the symbol becomes divorced not only from the thing it symbolises – a situation inherent in computer run stock markets for several decades now – but also from the process of symbolisation itself? Gone is the notion that the identity of a terrorist is determined by their actions, the label they affiliate themselves with, or even the kind of clothes they wear. Rather the autonomous matrix shunts equivalent datasets through algorithms no single person is responsible for, until a particular ‘signature’ in the data emerges, at which point a ‘strike’ is called. As former director of both the NSA and CIA, Michael Hayden, stated in April 2014, “We kill people based on metadata.”

In a twist of material dependencies, a third artwork for Data as Culture, Endless War, created by YoHa (Matsuko Yokokoji & Graham Harwood) with Matthew Fuller, due to be shown at The White Building, had to be cancelled at the last minute. Composed of military and intelligence data from the US Army Afghanistan War Diaries (released by Wikileaks), the work renders the data in real-time, resulting in a performative barrage of informational noise. Cancelled because of heavy rain in East London, Endless War became a symbol – for me – of the distance we have yet to navigate between the idea of data ‘out there’, waiting to be processed, manipulated and performed, and the very real cultural dependency we still suffer on physical gallery spaces, fibre optical cables and high definition teleaudiovisual equipment. In a cheeky act of reviewer rebellion I avoid concluding this article, concatenating my thoughts instead into one final browse of James Bridle’s A Quiet Disposition:

Capitalism” is a SocialTag known to the system.

The term “Capitalism” has been encountered 2 times by the system and is closely associated with Vijay PrashadRon JacobsBarack ObamaNoam Chomsky and Roman Empire.

Broken: Annette Barbier’s Casualties

“…the futility in this case is underscored by the silly project of bringing forth by mechanical means what nature in any case provides in abundance”1

Visitors to Annette Barbier’s Casualties at Chicago Artists Coalition are confronted by an abundance of dead birds—splayed photographs of birds that nature did not provide any instinct for dealing with gigantic, human-made structures of glass and concrete. Inside these structures are people who have no time to question whether they have any instinct for the same. Barbier’s installation is the intersection of these two sets of animals. Past the short foyer of dead birds, visitors are stopped by a large curtain of feathers without apparent opening. The curtain is lit from behind, flickering. It would be easy to stop here, assuming this giant barrier is the end of the exhibit. In order to progress into the installation, visitors must violate the haptic taboo of the gallery, split the curtain and move forward. Beyond the curtain, the small gallery space is spare. The focus of the installation is an arrangement of kinetic sculptures, sitting on a felt blanket on the ground. Each piece is a rotating wheel of bird feathers, held up by a piece of small gauge PVC pipe. Wires run down the pipe into a single control card. The materials are all apparent but the effect transforms them into  minimal bird analogs. With three people in the room, it is easy to see that the feathers rotate faster when approached. With a crowd in the space, the effect is more chaotic and it becomes impossible to discern any relationship between proximity and movement.

Interactivity inevitably removes focus from anything but the interaction, if it is noticed at all. We saw multiple people investigate the piece, focused only on the electronics, trying to figure out how to “make it go.” In Barbier’s use, this is perhaps an intentional distraction, underscoring the disturbing relationship between humans and undomesticated animals in urban environments. The bird analogs spin pointlessly, pathetically, in relation to our nearness and stand in place of a connection to the natural world. With little time for contemplation and a schedule full of assessment, budget cuts, reorganization and perpetual training, the students, staff and faculty of the University of Illinois (where the majority of Barbier’s photos were taken) only encounter birds as they rain down from their impact against the Brutalist architecture.

Twittering Machine

The “silly project” described in the Danto quote at the beginning of this review describes Paul Klee’s painting Twittering Machine. Mechanical birds perch above a void, feet wrapped permanently around the wire that controls them. They are joyful and terrifying, tongues of exclamation marks and sharp barbs. One wears a spring while another resembles a fly fishing lure. They are unstable, with questionable guy-wires holding them upright. Their perch is a wave on which they will bobble up and down, and perhaps fall, but only if the handle is turned. Barbier’s birds, like Klee’s machine, are a mere mechanical replacements for living beings, precariously perched and only moving within a severely confined environment.

“In my writing I got so interested in fakes that I finally came up with the concept of fake fakes. For example, in Disneyland there are fake birds worked by electric motors which emit caws and shrieks as you pass by them. Suppose some night all of us sneaked into the park with real birds and substituted them for the artificial ones. Imagine the horror the Disneyland officials would feel when they discovered the cruel hoax. Real birds!”2

Where Danto saw an abundance of nature, Philip K. Dick, quoted above, sees the replacement of wildlife with structured wildlife encounters. The artificial birds flutter and respond to our presence but only represent birds as humans imagine them. Barbier’s fake, electric pinwheel birds reduce the illusion to a mockery. The foyer of the installation shows the results of human architecture, inside we are confronted with the futility of seeking a technological solution.

“We are the first generations born into a new and unprecedented age — the age of ecocide. To name it thus is not to presume the outcome, but simply to describe a process which is underway. The ground, the sea, the air, the elemental backdrops to our existence — all these our economics has taken for granted, to be used as a bottomless tip, endlessly able to dilute and disperse the tailings of our extraction, production, consumption.”3

Casualties is not a call to action but a dirge, room silent but for the mechanical sound of small motors. Unfortunately, the human-centered reduction that Barbier’s sculptures outline, a false dichotomy in which we can only “save” or “destroy” nature, is undermined by an associated event. In a catalog insert, we are invited to a workshop on Preventing Bird Strikes. In this two hour workshop, we can learn to “create [our] own DIY devices to help birds avoid collisions with reflective glass surfaces.” The disjunction of human and natural is a much deeper issue and Barbier’s installation poetically makes visible a small intersection in civilization that is incredibly complex, and broken.

_

Images and video courtesy of Annette Barbier

One Minute Volume 8

Furtherfield Gallery is pleased to host One Minute Volume 8, a new series of shorts curated by filmmaker Kerry Baldry. The screening is accompanied by One Minute Remix pt. 2, a selection of moving images from One Minute Volumes 1-7.

DOWNLOAD PRESS RELEASE

SEE IMAGES FROM THE PRIVATE VIEW

Please share your one second short too – for a collective one minute short video #1sv we need 60 videos before it 23rd November @furtherfield on Twitter and Instagram

Contact: info@furtherfield.org

VISITING INFORMATION

Birds see or go blind by Nick Jordan
Birds see or go blind by Nick Jordan

About One Minute Volume 8

One Minute Volume 8 is the latest in the series of programmes of artists’ moving image compiled/curated by artist filmmaker Kerry Baldry.

Previous programmes (Volumes 1 – 7) have been screened around the world, showing in galleries and spaces such as hotel rooms in Hong Kong, warehouses in Sydney, shopping centres in Leeds, barns in The Snowdonia National Park through to international museums, film festivals and art galleries.

The One Minutes contain an eclectic mix of approaches, techniques, media and processes, all having one thing in common – that they have been edited within the time limit of 60 seconds.

Screening alongside One Minute Volume 8 is a specially edited One Minute Remix for Furtherfield Gallery which includes work by artists in the previous programmes.

Tehran, Beloved City by Sana Ghobbeh
Tehran, Beloved City by Sana Ghobbeh

Artists in Volume 8 include (in no particular order):

Paul Rooney, Nicky Hamlyn, Claire Morales, Nick Jordan, Gordon Dawson, Sana Ghobbeh, Tony Hill, Alex Pearl, Sam Meech, Greg Pope, Kayla Parker and Stuart Moore, Philip Sanderson, Martin Pickles, Guy Sherwin, Olga Jurgenson, Kerry Baldry, Tansy Spinks, Sam Renseiw, Katherine Meynell, Philippos Kappa, Kelvin Brown, Chris Paul Daniels, Stuart Pound and Rosemary Norman, Julia Dogra-Brazell, Marty St. James, Shaun Hay, Virginia Hilyard, Eva Rudlinger, Louisa Minkin, Steven Ball, Kate Jessop, Zhel (Zeljko Vukicevic), Riccardo Iacono, Karen Densham, Mary Stark, Nicolas Herbert, Michael Szpakowski, Max Hattler, Steven Woloshen, John Kippin, Daniela Butsch, Leister/Harris

Artists in One Minute Remix pt. 2 include:

Laure Prouvost, Guy Sherwin, Nick Jordan, Gordon Dawson, Nicki Rolls, The Gluts, Emily Richardson, Tina Keane, Marty St. James, Katherine Meynell, Catherine Elwes, Tony Hill, Kerry Baldry, Alex Pearl, Martin Pickles, Louisa Minkin, Stuart Pound, Phillip Warnell, Steven Ball, Lynn Loo, John Smith, Nick Herbert, Chris Meigh Andrews, Kayla Parker and Stuart Moore, Mark Wigan Williams, Anahita Razmi, Lumiere et Son, Riccardo Iacono, Alexander Costello, Eva Rudlinger.

+ More information:

http://oneminuteartistfilms.blogspot.co.uk/

About the Curator

Kerry BaldryKerry Baldry is an artist/filmmaker who works in a range of media including film and video. She is a Fine Art Graduate from Middlesex University who went on to study film and video at Central St. Martins. Her first commissioned film was to make a film for BBC2’s One Minute Television which was broadcast on The Late Show – a joint collaboration between BBC2 and Arts Council England.

Over the last 7 years, aside from producing her own work, she has been curating, promoting and distributing a self initiated, unfunded project titled One Minute, One Minute Volume 8 being the latest in the edition. One Minute Volumes 1-8 are an eclectic mix of artists moving image constrained to the time limit of one minute and includes over 80 artists at varying stages of their careers.

Location

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

Visiting information

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

FLOSS Manuals UK hub warm-up

FLOSS Manuals was launched by Adam Hyde in 2007 to remedy the deficit of good free documentation about Free Software. Our strategy since the beginning has been to develop communities to produce high quality free manuals about Free Software in their own language. Today, through the use of Booksprints and federated publishing techniques we have more than 120 books in more than 30 languages and more than 4,000 contributors.

FLOSS Manuals is more than a collection of manuals about doing things with free and open source software, it is also the community, The contributors include designers, readers, writers, illustrators, free software fans, editors, artists, software developers, activists, and many others. Anyone can contribute to a manual – to fix a spelling mistake, add a more detailed explanation, write a new chapter, or start a whole new manual on a topic.

FLOSS Manuals now consists of 3 independent language communities (French, English, Finnish) supported by a Foundation based in Holland. Our current focus is to develop strong partnerships with grassroots educators to develop educational materials about free software. Come to our UK hub warm-up meeting at Furtherfield to propose books/manuals projects, to encourage others to propose book/manual projects and also to invite publishers, or people interested in publishing.

The afternoon is convened by Larisa Blazic, Mick Fuzz and Rachel Baker. Mick is a long-term contributor at FLOSS Manuals and community educator. Rachel has recently undertaken a detailed study of Booksprints process. Larisa is investigating how FLOSS tools and practices to be best embedded in post-graduate programmes.

Contacts:

Lara: lab_web AT yahoo.com
Mick – FM: mick AT flossmanuals.net

Pencil-Line-Eraser: An Interesting and Worthwhile Exhibition at Carroll/Fletcher

Pencil / Line / Eraser, the current exhibition at Carroll/Fletcher, spanning both the main Eastcastle Street gallery and their nearby Riding House Street project space, is well worth a visit. It’s never less than engaging and there are several pieces that lodge, linger and ferment in the mind long after the bus or train ride home.

They describe the show as “surveying recent works in expanded drawing which use paper and line as a point of departure” and, let me say again, whatever I have to say that is critical you won’t waste your time there. Far from it.

This review will be in two parts – first, & with an innocent(ish) eye, I’ll sing the praises of the work that itself sang to me during my visit and then I’ll vent about the things that irritated me, more a question of contextualisation and commentary than of the work itself, although in today’s text ridden and intention trumpeting artworld it’s sometimes a little difficult to unpick one from the other. Since the artists cannot completely escape responsibility this has consequence for any assessment of some of the work.

In a space of their own, a little into the main gallery, there are three pieces by the Portuguese artist Diogo Pimentão and they are delicious – large pieces of heavyish paper covered with graphite and folded, draped and rolled. Two are delicately attached to the wall so they appear to float there and the third sits up on the floor like a long fierce graphite flue.

Diogo Piment„o Documented (belong #6), 2014 Paper and graphite
Documented (belong #6) and Documented (belong #7), 2014. Paper and graphite. By Diogo Pimentão

The works capture superbly paperishness: its particular foldiness, rolliness and drapiness and its ability to suck up pigment in large quantities (fields rather than lines here) Indeed the graphite covering softens the folds and creases so what we experience is a kind of Platonic report on the qualities of paper. The urge to touch this gorgeousness is almost irresistible.

The works strongly recall Richard Serra (though what I perceive as his machismo is entirely absent) – his early large scale drawings using a single dark medium, ink or oil stick, but also the torque and defiance of gravity that is so much part of the steel pieces. I’ve no idea whether this is a conscious borrowing but to point it out is not to criticise the work in any way because it feels like a commonality of subject matter –the stuffness of stuff – rather than technique, despite deceptive (and magically so) similarities of appearance. (It takes a couple of beats to fully realise that Pimentão’s work is work on paper and not something else.)

Further along to the left in the stairwell is one of a number of films by Wood and Harrison. Some of their work strikes me as a tad glib – smart but somehow too undemanding of thought and which tickles the viewer’s tummy (and amour propre) a bit too readily. And I apply this to their other pieces in this show – the paper which moves (conveyor belt?) beneath hands holding both a pencil and then an electric eraser makes me want to shout “I get it, OK , I get it! I get Rauschenberg, I get updating pieces to the digital era, I get a certain fashionable emptiness…”

The piece in the stairwell, though, is a different kettle of fish. Entitled ‘Fan/Paper/Fan’ it does what it says on the tin. A pair of hands places a piece of paper between two fans blowing towards each other in such a manner that the paper temporarily defies gravity and stands on its edge on its shorter side. Well, not so much stands as staggers like a gleeful drunk, manic ballerina or even someone just desperate for a pee. Then it falls and the hands re-position it, and maybe it’s just me (and even if, I offer it to you as an affective pathway to the work) but here, rather than a closing off or a patness, there is a tremendous opening out – the metaphor of the paper’s embodiment resonates with the human figure who intervenes and helps (or tasks) it. It’s difficult to resist anthropomorphising the fans, too, as windheads in map corners or Tweedles Dum & Dee. I’m going to use the artworld kiss of death term “moving” to sum it up.

The second two artists I want to hymn are to be found in the project space. The first is Sam Messenger who makes large scale abstract drawings on dense paper which is subjected to some sort of weathering process – hence, I assume, the mysterious listing of saltwater in the description of one. The net or skein of white pigment which floats upon a dark and varied but subtly modulated wash is applied according to some sort of Fibonacci based algorithm (as per usual with artists and maths the actual detail is elusive). Much play is made of the ceding of control which goes with this, together with the, therefore somewhat surprising, point that this algorithm doesn’t permit a prediction of the drawing’s final state at any point before this is reached. I get it, though, I think – the set of conditions must be firm enough to follow straightforwardly and to yield visually coherent results but at the same time there must be some choices, forks, within the procedure. What this yields is a complex detail nothing short of exquisite. Particularly lovely is the way that the drawings bulge away from the wall and also just how lost in their surfaces one soon finds oneself. It took me a little while to believe that the white “surface” network was not applied in some mechanical way (especially given the prevalence of mechanical /digital assistance/participation in the work of some other artists in the show) but close and detailed examination reveals uncertainties in marking that could come only from a human hand.

Sam Messenger Veil from Io, 2014 Ink, pigment and saltwater on paper
Veil from Io, 2014. Ink, pigment and saltwater on paper. By Sam Messenger

The final piece in this tour of highlights and, on a best till last basis, the one which affected me the most is a single piece by Christine Sun Kim, about whom more after I describe both the work and my first response to it. We see a drawing of a text, of three systems of horizontal lines resembling music manuscript staves (though in each case one or more lines short of the usual five) and smudges. The largest of the smudges and one which suggests it contains some colour – it’s curiously difficult to tell, I think it does – sits athwart the middle system of lines. Elsewhere there are much smaller patches which presumably arise out of a loose way of working with the charcoal of the lines. These lines themselves are gorgeous, varying markedly in width (but remaining lines, not shapes) and performing a similar balancing act with their relation to the horizontal, from which they depart but never enough to threaten our reading of them as such. Above the top left of the system of lines there is a text in clear and deliberate but slightly spidery sober brown capitals which reads FEEDBACK AFTERMATH. “Sounds like the name of a heavy metal band,” I remarked to my companion, who laughed gamely. But there is something bold and mysterious about it. After the band name, motivated in part by the horizontality of staves, their wavering might conjure a seismographic recording, or simply (and especially in the context of this show) some kind of algorithm at work. All this far from exhausts the visual pleasures of the piece. The central positioning of the marks, the feeling of a space divided into mark and void but at the same time a void graduated from nothingness up through a series of increasingly visible smudges. The palpable sense of the performative in a drawing like this. Oh it’s great! I wish you could see it! You can! (until Sept 13th 2014) Go.

Christine Sun Kim Feedback Aftermath, 2012 Marker and charcoal on paper
Feedback Aftermath, 2012. Marker and charcoal on paper. By Christine Sun Kim

On reading the handout we discover that

Christine Sun Kim, who has been deaf since birth, explores the materiality of sound in work that connects sound to drawing, painting, and performance. Her performances are often the starting point for works on paper that display witty evocations of powerful sounds or loaded silences.

I quote it not to flaunt my perceptiveness but to observe how vigorous and alive the work is even without contextualizing info. It wouldn’t matter a two-penny damn if read the “wrong” way either, it’s the sheer power, variety and beauty of the mark-making and its appeal across a whole range of things from cultural codes such as music and language, through graphs and charts through to the facts of our embodiment – our perception of dark and light, our manual dexterity or surrender to chance, the need to play, the right to say ‘fuck it!’ and leave that mark there; to own it.

So what is my beef? Part of it lies in the curatorial notion of “expanded” drawing, a conceptual movable feast. It implies some kind of comprehensible set of practices which make drawing –what? –more expressive, more up to date, capable of things that were previously not possible… I don’t know, neither do you and neither does anyone. At its most straightforward one could read it as works made which are somehow adjacent in some way to drawing –so a number of works involve moving image works of drawings or the act of drawing. But hold on –there’s a perfectly respectable word for this which is animation or, if this is stretching it, moving image work with drawing as its topic. I would be reluctant to call these works themselves drawings, expanded or no, with the exception of Fan/Paper/Fan where a path is drawn by the jittering paper. Likewise much play is made of the uses over the last forty years of mechanical means of ..er..drawing. Except one feels the weight of history and usage would fall more appropriately behind the simple print.

It probably wouldn’t be worth losing any sleep over it all except this comes to a head for me in two large scale works, one at each site. The first is a piece by Raphael Lozano Hemmer whose

Seismoscope device detects vibration around it, from footsteps to tectonic shifts, and records this vibration on paper using an automated XYplotter. As the Seismoscope registers a seismic wave, it is programmed to draw an illustration of a single 11th Century Sceptical philosopher, over and over again. The actual traces of the drawing follow a random path, while staying within the portrait image that has been burned into the memory of the device, thus each drawing emerges unique.

And each of these drawings to date is pinned up on the adjacent wall on a daily basis (although in a move that doesn’t exactly bespeak confidence a “completed” version is retained in the “out” hopper of Lozano Hemmer’s machine so that we can see what it’s like.) What one sees on the wall is a series of drawings which appear to have stopped at various points in the process of being plotted out. It looks as though something about the software tends to create a blotch of ink at that stopping point. Otherwise the images are hard to distinguish. The descriptive text is evasive about how the tremor detection feeds into the plotting process. Does an initial tremor start it or is it merely that the tremors alter the manner of laying on pigment within the template that is already programmed into the installation so the lines go on in different ways within the bounds laid down? The words sledgehammer and nut occur when such a fetishisation of the digital and mechanical is applied to results which are..well… kind of OK-ish but contain, even conceptually (lest I’m accused of being unduly optical) little to move or amaze.

There’s a similar mountain labouring to bring forth mouse situation with Julius von Bismarck & Benjamin Maus’s (ha! Just noticed!) Perpetual Storytelling Apparatus which, in truth, is a beautiful thing to behold –a wall mounted plotter which spews forth a seemingly endless scroll of printed paper, populated, the notes tell us with that hubristic gigantism that so often afflicts such documents, by drawings from “seven million patents – linked by over 22 million references”. The mechanism is easily explained (and perhaps this itself is significant). There is a root text (for one showing it was, apparently, Alice in Wonderland) and by the miracle of software and data equivalence the text is translated into a set of illustrations comprising drawings drawn from the previously mentioned patent database which are then printed out onto the scroll of paper. The artists don’t reveal the source text until after the close of the show. As noted, it’s a handsome process to watch and the drawings have the strange surreal beauty of the technical drawing uprooted from its context but there is an implicit claim made by the artists with their title (supported explicity by the curatorial “New visual connections and narrative layers emerge within the telling of this story through the graphical depiction of technical advancements”) that something resembling a narrative emerges from all this hoo-ha. To put it bluntly – it so does not. You would have to strain your imaginative faculties enormously and do some heavy duty cultural forgetting to even begin to find narrative here, because the images on which the thing piggybacks are so distinctive, strange and beautiful in and of themselves. It’s instructive to compare this rather polished and curator friendly but ultimately disappointing piece with the wonderful and messy anarchy of its distant ancestor, MTAA’s Endnode (aka Printer Tree) of 2002 where a cheap and cheerful plywood tree with printers in its branches dispensed prints of posts to a created-for-the-occasion e mail list. (Images: http://www.endnode.net/install.html background: http://www.endnode.net/index.html)

Julius von Bismark and Benjamin Maus Perpetual Storytelling Apparatus, 2008
Perpetual Storytelling Apparatus, 2008. Electromechanics, pen and paper. By Julius von Bismarck and Benjamin Maus

So I want to finish by saying, once again, this is a great show. There’s a lot of good stuff I haven’t even mentioned, some of Evan Roth’s work in particular. But its basis bothers me a lot – I’m certainly very far from wanting to exclude the digital, the mechanical and the procedural from an as yet to be really seriously defined expanded drawing practice but at the moment it is still drawing’s appeal to and demands on the artist’s embodiment and our embodied imagination that give rise to by far the most engaging work here.


Pencil / Line / Eraser
At Carroll/Fletcher
1 August – 13 September 2014

Google New Breed: the commodification of digital art and its young minds

Google is breeding the young minds of the next generation of artists.

Don’t take me wrong, it’s not my opinion, it’s simply what Google states in the marketing campaign (see the heading image) that is accompanying the infamous DevArt exhibition at the Barbican in London.

There has been an intense debate in the past weeks on what this powerful curatorial and marketing move by Google actually means. Will it affect or benefit the already unsteady and ephemeral world of digital art, and how? The discussion have rapidly condensed over the web in the form of newspaper articles, artists-led initiatives and discussions on the web through twitter and pastebin statements.

After following the whole issue in a quasi-silence, I felt the need to make a statement and share it with you. I won’t loose more time on a preamble and will get straight to the point.

Let’s start with a curious observation, the term that Google marketing team has chosen for their campaign is “breed”. The first meaning of breed is “to produce offspring, typically in a controlled and organized way”. Quite telling, isn’t it?

To think that largely incorporated entities, such as the Barbican and Google (Google Creative Lab to be precise), are being ingenuous or ignorant or naive and thus, that their initiatives won’t have a relevant impact implies a rather distorted viewpoint.

It’s like staring at a man putting a match to a haystack, and thinking nothing bad will happen because the man doesn’t know the haystack will be reduced to hashes.

This is an easy way to discard a much deeper problem which outlines some seriously worrying links between digital art curation and its relation to the art establishment and the incorporated lobbies. Links of which most times, we are either unaware of or worst, not interested in.

To bring more arguments to the table, the ones below are some other tips of that monstrous iceberg:

a) the involvement of Sound and Music in another Google-curated open call for emerging sound artist happened earlier this year under very dim lights; note, another intervention in the UK.

b) the massive cultural hijacking project by Google, which they aptly termed, “Google Cultural Institute”. Which, far from being a mere digitisation of museums catalogues, is being used as a means to curate events and open calls which, as for the DevArt, are aimed at breeding **young artists** (yes, breed, like animals in captivity), as in the case of the collaboration with Sound and Music above. Young artists does not mean 30-years old emerging artists. Young artists are student, part-time workers that follow their passion and dream of being able to live with their art, or maybe simply being able to express their art. As all of us started.

c) on a slightly different but related note, the boom of Sedition, an online platform designed as an appealing app market for well-packaged and well-known artworks. And I do not mean to take away any of the artistic value of the works sold there. Despite the fact they just opened doors so very recently, they had a stand at this year Sonar+D. Just to exemplify the links already in place.

Now, all of this shows that Google, the Barbican, Sound and Music, and many other entities which we are not aware of yet, have *already established* intimate links to work towards new ways of “curating” (or perhaps “commodifying” is a more accurate term) digital art, sound art, music, etc..

What we see and discuss today is the result of several months, if not years of discussion, planning and agreements, both financial and curatorial.

I don’t think there’s anything we can do to directly disrupt those links, given the scary results they have led to so far, but what one must do is to become aware that this is not a game of capricious millionaires.

Google is one of the richest capital holder in the world, a corporation who owns and develops the best machine learning techniques, who bought the best 6 companies in humanoid robotics, who works with US military defense developing technologies for them, etc. etc.

Stating the obvious here, but sometimes it does not hurt.

If they are investing so much in digital art it is fair to think this is not a caprice but a well-thought and far-reaching business plan. As any of their other businesses.

How do we claim our position in their business plan? Is that what we want?

Or perhaps, can we work towards alternative programs? If so, how?

The comparison with art patronage across the centuries does not work in this case, it’s just more smoke in the eyes. Renaissance art patrons didn’t have a database of all your documents, pictures, chats, videos, calendar and locations.

This article was originally published by the author at his personal research blog.

Against the Frictionless Interface! An Interview with Lori Emerson

AS FOUNDER/DIRECTOR OF THE MEDIA ARCHEOLOGY LAB IN COLORADO, LORI EMERSON HAS (since 2009) been surrounding herself with “dead” media technologies in order to help make sense of (and critique) today’s much-hyped alive ones. Being also a scholar and critic of contemporary poetics, she is keenly aware of how such devices are equipped to influence and constrain our writing/thinking.

Emerson’s work celebrates and calls for a “frictional media archeological analysis” aimed at the continual “unmooring” of the accepted conventions of reading and writing. Towards this end, she critiques consumer-oriented trends in computing–trends which unfortunately seek to “efface the interface” in the name of so-called user-friendliness. Montgomery Cantsin conducted the following interview by email upon the release of Lori’s new book, Reading Writing Interfaces (recently published by University of Minnesota Press).

Montgomery Cantsin: First, I want to point out that your new book is part of a series which was founded by Mark Poster, who passed away not too long ago. Can you talk about how your work fits into his “Electronic Mediations” series and what (if any) influence Poster has had on you?

Lori Emerson: Mark Poster has been an underlying, though subtle, influence on my work as I first read him in a graduate seminar I took on “cybercultures” in the mid- to late-90s with the Victorianist and early hypertext theorist Christopher Keep. That class and Poster’s work–his deeply political readings of digital media structures–stayed with me long afterwards. In fact, about seventeen years ago I gave a presentation on “Postmodern Virtualities” in that class and while I have no memory at all of what I said or even what I learned from reading his work back then, it’s remarkable that his opening sentence rings so true to the kind of work I now find myself doing–he writes that “a critical understanding of the new communications systems requires an evaluation of the type of subject it encourages, while a viable articulation of postmodernity must include an elaboration of its relation to new technologies of communication.” And so the point at which I realized I was, to my surprise, writing a political book that meshed together poetics and media studies was the point at which I realized that my work would likely fit in best (or, given its reputation in media studies, I wanted to make my work fit in) with the Electronic Mediations series, especially because of their books on tactical media, glitch and error, as well as the politics of archives and networks. It’s such a thrill and an honor to have my book included in that series.

MC: How did your Media Archeology Lab come about?

LE: I was fortunate enough to have the support of the past director of the Alliance for Technology, Learning, and Society when I was first hired here at the University of Colorado at Boulder in 2008. In 2009, the director, John Bennett, offered me a $20,000 startup grant to build a lab, any lab, that Atlas and English Department students could both use. I then began looking for a way to build a lab that wasn’t just another venue on campus to celebrate the perpetual new in computing and, since I was at the time fascinated with how the Canadian poet bpNichol wrote one of the first kinetic digital poems, “First Screening,” in 1983 using Basic on an Apple IIe, I decided to create a lab that had enough Apple IIe’s to teach bpNichol in a classroom full of 20 English majors. It didn’t take long before I moved on to acquiring Commodore 64’s and then to where we find ourselves now, with a collection of about a thousand pieces of still functioning hardware and software from the mid-1970s to the early 2000s. I also have to admit that the MAL wouldn’t be what it is now if we weren’t flying under the radar of the university for the first three years or so. The relative obscurity of the lab in those early years meant that we had little to no oversight, no one to report to, no metrics or outcomes to adhere to, and so on which meant we were free to be as wild as we wanted.

MC: In trying to explain your book to a friend, I admit I had some difficulty. I found that it was (for me) hard to do without making the subject of the book sound obscure. And yet I feel that the issues raised in the book are actually quite significant/fundamental. …Let’s delve right into the concept of the interface. As you point out, digital interfaces are now being made “invisible” by manufacturers in the name of “naturalness,” and so it is hard now to even point to a modern interface and say “this is an interface.” At one point you quote Alexander Galloway, who defines an interface as a “point of transition.” (In other words it is a sort of boundary?) You also quote Johanna Drucker, who says that a book can qualify as an interface!? …Is it useful here to ask what’s NOT an interface??!

LE: I think that, similar to Marshall McLuhan’s notion of ‘medium’ which he even extended to roads (and then had to endure a couple decades of ridicule from academics), interface can indeed be anything that’s an intermediary between a human user or creator and what is being created. But unlike using ‘medium’, ‘interface’ seems to allow us to focus our thinking on the particular affordances of specific intermediary structures. It’s not especially unusual or even useful to point out that paper is a medium but, by contrast, calling it an interface summons up not only the material qualities of paper (the grain, size, texture, limits and possibilities for inscription) but also pens and pencils along with that crucial point of interaction that’s between–between writer or artist and their materials. But I also suspect that some of the significance of the concept as I’m using is lost when you start from an arbitrary point in the past and think about needles as interfaces for needlework, or rocks as interfaces for etchings or engravings. Instead, ‘interface’ gains traction when we use contemporary notions of it to have a see-saw relationship between present and past–reading contemporary interfaces through past interfaces and vice-versa. In this way, my book is resolutely of the present because I tend not to delude myself into thinking I can have a pure, direct access to the past. Instead, I start with the closed interfaces of the present moment whose manufacturers try to convince us that a closed device is the only way for us to have a supposedly “natural,” “intuitive,” “seamless” experience with our digital devices; I then work my way back in time to reread typewriters and fascicles or handmade books as profoundly open and configurable interfaces but still with their own limitations.

MC: I was delighted to see that the first scholarly name you drop into your text is that of the amazingly awesome Florian Cramer, the second-wave Neoist. You say he importantly identified eight different types of interfaces. Of these eight, the type that you identify as being of particular interest to you is the “human-to-hardware” interface?

LE: I’m interested in thinking about how certain (largely profit-driven) decisions about interfaces for human-computer-interaction fundamentally affect the human user–determining their access to information along with what and how they’re able to create. This uneven distribution of power between user and digital computer is most obvious when we start to think about why the keyboard/screen/mouse interface has become the only way for us to interact with our machines or when we look at the history of how a particular notion of the Graphical User Interface was used to advance an ideology of the user-friendly. While I am obviously quite dedicated to certain aspects of media archaeology that believe in the value of looking at the operational undersides of machines and the ways in which these machines can now operate quite independently of humans, in Reading Writing Interfaces I’m most concerned with how humans are now almost totally unable to think outside of the current dominant paradigm in computing. This is why I’m less interested in hardware-to-hardware configurations and more interested in the space between human and hardware–as well as software.

MC: I like how you point out that the closed interface can be a sort of metaphor for ideology (‘that which we are not aware of’). This part of the book blew my mind and I’d love it if you could expand on this here.

LE: I’m fast and loose with how I use ‘ideology’ but, after going through every issue of Byte magazine from the late 70s through the mid-1980s after the release of the Apple Macintosh–mostly just to see what I’d find–I became convinced not even that contemporary computing interfaces are metaphors for ideology but that they are themselves expressions of an ideology. Somehow what was at first a battle between competing philosophies in the 1970s–between a model of computing based on openness and a model of computing based on a closed interface for the sake of a very particular notion of user friendliness–gradually turned into an all-out marketing campaign by Apple that was so successful users/consumers are barely even aware of other possible versions of computing. These closed interfaces have become so familiar, so accepted as the so-called ‘natural’ way for users to access their computers, that we are mostly utterly unable to imagine any other alternative. Over and over again, we’re told: “Computers are only getting easier, more intuitive, more natural to use!” Or so the story goes, until you either try to understand how exactly our digital devices work. Or until you try to create outside of a corporation’s rigid developer guidelines. Or until you come up against the impossibility of working with a closed device whose “seamless,” “natural,” “intuitive” user interface doesn’t in any way conform to your own sense of nature or intuition and can’t be rebuilt, remade, or reassembled in your own image because in computing words like “seamless” and “natural” are code for “closed.”

Something I’d love to research more is how this ideology of invisibility is not a reflection of a particular aspect of capitalism (as I thought when I wrote Reading Writing Interfaces) but is actually one of the key underpinnings of a capitalist economy. I recently learned from reading Kirstyn Leuner‘s dissertation that the diorama–which emerged in the 1820s in Paris not coincidentally at the same time as early industrial capitalism began to get its legs (and only twenty years before Marx would move to Paris and begin formulating Capital)–was also produced and marketed as a “magical” device whose inner workings were kept hidden from viewers in the interests of providing an immersive experience. But I admit this is all just a hunch.

Reading Writing Interfaces (cover)

MC: The Situationists called for a seizing of the “means of conditioning.” Should we also aim to seize the means of programming? And what connections might we draw between these two projects?

LE: As I try to imply above, contemporary computing is one of the most profound manifestations of late capitalism–I only have a superficial understanding of the Situationists but, ultimately, the only reason why our devices are now not only closed to us but gradually disappearing under the guise of ‘seamlessness’ is because, from a profit-oriented perspective, a universal homogeneity of devices is the ideal; and now, to accelerate that homogeneity, these devices must also be invisible. It does seem to me that the way out is to hack, appropriate, seize, rebuild in our own image. The only problem is that even ‘hacking’ and ‘making’ have become big business, as Make Magazine and all its spin-off projects (Maker Faire, Craft Magazine, Maker Television etc.) continue to be enormously profitable and as mega corporations such as Google and Facebook hire hackers and even hire Occupy Wall Street activists. Nonetheless, I have a tremendous amount of respect for utterly unprofitable experiments in taking control of our technology–I’ve begun working on my next project I’m calling OTHER NETWORKS which looks at networks that exist outside of or before that behemoth “the internet” came to dominate our online interactions. One project in particular, Occupy.Here, seems to fit in nicely as a Situationist-inspired seizing of the means of programming in that it is a network that exists entirely outside of the internet via a wifi router near Zuccotti Park in New York City which anyone with a smartphone or laptop can access through a portal website. In other words, it offers us a beautifully simple, elegant way out of the way the internet disempowers us through a system of distributed control.

MC: It used to be that people could take apart and reassemble the mechanical devices in their lives (toasters for example), and these devices were constructed with universal parts (screws, etc) …How can the tinkering impulse survive in the face of smart devices, blackboxing, proprietary components, etc.? (Maybe not everyone is a tinkerer, but…)

LE: I’ve wondered the same thing but projects such as Occupy.Here and devices such as Raspberry Pi (that are as inexpensive as a book) or platforms such as Arduino that are meant to help us build other devices give me hope. But also I think it’s important to remember this blackboxing is largely (but of course not only) driven by Apple and that, as I’ve come to learn, this tinkering impulse is alive and well in countries outside of the U.S. For example, I recently met a graduate student from Israel who assured me that nearly all of her friends and family members living in Israel used PCs or Linux devices and everyone regularly takes apart and fixes their machines. This was quite a revelation to me, to realize that the overwhelming push to disempower users/consumers with closed devices may be a western phenomenon.

MC: Your book suggests that an interface that is truly going to be a “friend” to the user is NOT necessarily an interface that is going to make all the fundamental decisions in advance for the user, etc. Maybe talk about how future interfaces might possibly instead more fully engage the creativity of the user (and/or invite the user to engage at a deeper level with the capabilities of computers)? Also, can such be accomplished in a way that draws in all users and not just geeks?

LE: Uncovering documentation from the 1970s on Smalltalk and on Alan Kay’s vision of a Dynabook (as a device that would have given users the ability to create their own ways to view and manipulate information) demonstrated to me that there are real alternatives to the binary of experts on one side and everyday users on the other. This is a false dichotomy, a convenient construction invented to convince people that closed devices were, as an advertisement for Apple Macintosh put it, computers “for the rest of us.” It is perfectly possible in theory for us to have interfaces in the future that are open, extensible, and configurable to the expert or novice user. The problem is, first, that there’s no way to avoid the need to institute nationwide education in programming and digital literacy in public schools as I imagine that any device built for configurability will also have to be programmable; and second, it’s hard to imagine a configurable, programmable device that will generate maximum profit – companies and western consumers would have to change in a radical way that seems unsupportable by the dictates of late capitalism.

Vectrex
Vectrex, photo by Diane Lynn Bolluck

MC: The computer’s identity as tool for efficiency seems to overshadow the computer’s poetic potential. I use ‘poetic’ here to mean “the development of absolutely new forms of behavior”–a Lettrist definition of poetics which is notably similar to Mckenzie Wark’s definition of hacking (which you cite): “creating the possibility of new things entering the world.” …Has the poet always been a sort of hacker?

LE: I think so! Seeing writing, especially innovative poetry that lives on the edges of acceptability, as studies of media has brought about a profound shift in my thinking so that I’m no longer interested in trying to seeing through letters and words to get at the representational meaning but instead I think about how the writing registers media effects. I’m not sure how far back you can go in literary history and make this work, but there’s no question in my mind that poets such as Emily Dickinson, Stéphane Mallarmé, and of course a whole host of experimental early twentieth century poets were pushing up against the limits of what the media of their time could and could not do for/with writing. And to the extent that these poets are engaged in a continuous cycling of tinkering with the limits and possibilities of writing media of their time which in turn re-enlivens our language, it does seem like poetry [defined as such] could be seen as hacking.

MC: Diane di Prima wrote: “THE ONLY WAR THAT MATTERS IS THE WAR AGAINST THE IMAGINATION / ALL OTHER WARS ARE SUBSUMED IN IT” [emphasis in the original]. Do you think we have the means to win this war (which is also, it would seem, Richard Bailey’s “war against conventionality”)? To what degree is it a question of interface?

LE: Nearly all of our tools, no matter how simple, are interfaces for accessing other sets of tools (think of hammers and pens as interfaces to access nails and paper) so that not only are nearly all our actions mediated by interfaces of some sort but also there may not be such a thing as an unmediated, interface-free interaction. So, it’s possible to say that it’s always been a question of interface–the problem now is that corporations are making it as difficult as possible to perceive these interfaces and to see how they’re mediating and even determining our experience.

To get to your question about imagination, it’s getting harder and harder to be weird, or even encounter the truly weird which, for me, is “imagination”–existing in or seeing the world askew, envisioning new kinds of existence in the world because everything is indeed mediated tightly and thoroughly for us, making it next to impossible to be anything but a consumer. In this sense, winning the war could come down to making or producing either as an end in itself or as a means to just exercise imagination.

Jenifa Taught Me – Constant Dullaart Review

JENIFA TAUGHT ME
CONSTANT Dullaart’s solo show Stringendo. Vanishing Mediators, Caroll/Fletcher.

INTRO

Occupying both floors of the ultimate O’Doherty white cube of Carroll/Fletcher, Dullaart’s first solo UK survey show Stringendo, Vanishing Mediators consists of 27 works – many of them newly commissioned. The works have in common Dullaart’s pervasive aspirational tactic of queering and laying bare the architecture – both physical and virtual – of our networked yet doggedly analogue broadcast lives. Retaining a sense of sepia-tinted nostalgia for the Pong era Internet, many of the works in the show pay tongue-in-cheek homage to the revolutionary and democratic aspirations placed on the web at the beginning of its popular adoption – albeit primarily by white, male middle class Americans. Throughout the exhibition, Dullaart forensically tracks, seeds and traces remnants of our digital past and places them in direct dialogue with the power relations embedded in the terms and conditions of how these technologies have remediated the way we encounter and interpret our world now. This unveiling and excavating of the digital gesture – whether personal or brand mediated – and the freezing of the smoke and mirrors affect of software semantics isolated on the plinth of the gallery. It will be familiar ground for many of us in the business of the aestheticization of our precarious position as prosumers in surveillance society. However, as Dullaart lays bare the soft terrorism of the interface and the slowly encroaching disillusion of the clunky binary “digital” and the “physical”, he points towards a new way of visualising the architecture of our messy public/private, social/political pathological states of disarray by introducing The Balcony as a newly envisaged site of resistance and broadcast.

JENNIFER

Jennifer in Paradise
Jennifer in Paradise, courtesy of Caroll/Fletcher gallery

Stepping off the street and into Constant Dullaart’s recent solo show Stringendo, Vanishing Mediators at Carroll/ Fletcher on a sweltering summer afternoon I am immediately transported into a trippy AC’d noughties Snappy Snaps.

Installation shot, Stringendo, Vanishing Mediators, Caroll/Fletcher
Installation shot, Stringendo, Vanishing Mediators, Caroll/Fletcher

Dullaart’s signature, and now Guardian-famous, eponymous series Jennifer in Paradise acts as the hero image for the immersive world of blissfully glossy software-mediated wallpaper and slickly produced lenticular prints hanging in the entrance gallery. A Miami-hued display of software’s extensive lexicon of brushstrokes, filters and masks is flamboyantly demonstrated on the lonely yet aspirational image of a beautiful woman sitting on the beach looking out onto the tropical horizon. The promiscuous past of this image is well rehearsed; from its origins as a 1987 holiday snap – taken by co-creator of Photoshop John Knoll – to its use as crash test dummy for his ground-breaking popular software and its voracious adoption by the newly indoctrinated Photoshop masses as a subject of visual vivisection frames the staging of this exhibition. Dullaart’s archeological impulse to sniff out the rare software artefact of Jennifer points towards a general fetishization of the magic tipping point of the analogue/digital past –conjuring up a time when photography’s authenticity was still a battle to be fought. In a conversation with the artist at the appropriately ambiguous location of The Photographers Gallery shortly before his show opened, Dullaart emphasises the enduring pull of the image in his own practice. Describing the logic of the exhibition’s strategy, he sees the pasting of the Jennifer wallpaper as a “doubling” [1], or colonisation of his ongoing Jennifer experiment.

Dullaart’s Jennifer journey through the lexicon of data manipulation started when he embedded a secret stenographic message in the first re-appropriated images of Jennifer as a kind of “prize” for his growing online viral public. The first iteration(s) of Jennifer in Paradise explored the Internet’s opacity, highlighting the extent to which onscreen data is manipulated and controlled, enhanced or deformed. By celebrating and transporting the cyber-famous Jennifer into the gallery context in the form of selective editions, copies, or “abbreviations” of the digital, networked manipulation of the image, these artefacts act as both signifiers of the artists’ practice and as tempting photographic editions in their own right. A fact the artist is well aware of. However, the overarching social commentary implied in the freezing of this signifier of mass viral circulation is that the image became a coded Trojan horse for the prosumers’ 2.0 hypermarket as it was seeded, tracked mediated, remediated and mimetically distributed through the newly democratised digital commons.

AUTHORSHIP

It is in this mimetic gesture of versioning – a trope embedded in the very DNA of software development – that the artist does not just reference and make visible software’s surface gestures, but actually performs software’s versioning impulse, exposing it as a form of corporate cultural imperialism and spotlighting the newly negotiated role of authorship in the process. The artist’s persistent and persuasive disruption of the role of authorship is a common and recurring obsession running through his practice – from objects, to online queering of domain names, to his performances. A personal/impersonal example of this is played out in the exhibition by a row of seemingly innocuous family photographs. The series of family pictures from the 1980s are, according to Dullaart, the cleanest example of performative authorship. The photos were simply sent to Apple co-founder Steve Wozinak  for him to sign and send back to the artist – resulting in the  “re-authoring”  of Dullaart’s  childhood memories. This simple performance of capital control and authorship of so-called private identity is mainlined into Dullaart’s practice, and speaks to the artist’s core impulse: “this is exactly what I do – I take what isn’t public and I re-posses and reprocess these artefacts and re author them into a different spectrum”. [2]

RETRO-MANIA

In another act of ambiguous reverie of the commercial canon of software are the three pieces entitled Bill Atkinson demonstation drawing, (no.5, 12 and 18) hanging on the other side of the gallery, positioned against the Jennifer-tiled wallpaper. These drawings from the 23 stages of the first drawing made by Macpaint creator Bill Atkinson are printed in monochromatic hues sandwiched between photopolymer plates. These meticulously restored physical gestures of one of the first drawings executed by commercial software are particularly important for the artist. He sees this attempt at drawing made in the  “strong consumer software” of Macpaint as a kind of totem or signifier of the emerging lexicon of the new canon in art history.


Beautiful fetishistic rubbery objects in themselves, the physicality of these works demonstrates the materially-dependent, performative intent in Dullaart’s practice. As these monochromatic objects react and change to UV light – hardening and cracking – any collector of his work needs to embrace the precarious temporality of the objects themselves. This is true of all of his work – including domain names, websites, his own online identity etc. and Dullaart emphasises that the conscious situating and staging of his works in the framework of time is one of the most vital components of his practice.

THE “CUTE” ECONOMY 

This animated relationship to instability and time- dependency is clearly demonstared in his player paino piece Feedback with Midi Piano Player at the heart of the exhibition. An algorithm interpreting polymorphic songs is played out through the grand piano in the gallery in an apparent circus-like celebration of the computer’s magical powers. However,as the recital unfolds, it is full of little mistakes – the songs are too complex for the computer to relay in a coherent feedback loop. For Dullaart, the inaccuracy and amateur quality of the computer/piano recital delivers a quasi -human quality of cuteness – an increasingly desirable quality in our  popular technology, and an indication of the drive towards the synthetic anthropomorphism of digital objects and structures in general. This inevitably recalls Marx’s highly questionable use of anthropomorphizing comparisons of the commodity to children and women to underscore the “fetish character” [3] of commodities – the phantasmatic displacement of the sociality of human labour onto its products, as they appear to confront each other as if operating independent social lives of their own. In this sense, the “cuteness” in Dullaart’s piece might be seen as an intensification of commodity fetishism’s logic redoubled (like Jennifer) – as the viewer is connected to the unavoidable fantasy of fetishism, itself already an effort to find an imaginary solution to the irresolvable “contradiction between phenomenon and fungibility” [4] in the commodity form.

However, if this “cuteness” maintains fetishism’s overarching illusion of the object’s animate qualities  – in this case the clumsy performance- at the same time it wants to deny what, in Marxian terms, these animated commodities articulate as “Our use-value may interest men, but is no part of us as objects…We relate to each other merely as exchange values.” [5]

BALCONISATION

Dullaart then shifts his attention to the main focus of the exhibition – the conscious construction and showcasing of his proposition of a new way of entering into a contract with our networked, hyper-published -selves: the balcony. The two physical balconies presented in Stringendo, Vanishing Mediators (one of which is accompanied by a digital ticker-tape text of his Balconism manifesto) are both visual prompts and, in a sense, demos, of Dullaart’s concept of balconisation. In direct acknowledgment of the hyper- mediated image of Julian Assange standing on the balcony of the Ecuadorian Embassy in London – Dullaart starkly illustrates this liminal, politically charged space where we bear witness to a clear slippage between UK and Ecuadorian territory. To Dullaart, the balcony represents a ‘space outside society’ [6], and this new space of public address marks a shift in responsibility in self-broadcast/publication in the digital commons and the social media sphere. According to Dullaart, we all need to recognise our position on the balcony in our hybrid public/private pathology and modus operandi of quasi-addictive self-broadcast.

On the balcony we should be ready to escape the warm enclosure of the social web, to address people outside our algorithm bubble.  In the context of the show, the balcony is positioned as a higher order theory for how we should respond to the process of digitalisation as a whole, to how corporations and programmes structure our understanding of the world. We need to stand on our particular balcony ‘and choose to be out in public and we have to define cultural codes of how to do that’. [7]

What Dullaart’s exhibition Stringendo, Vanishing Mediators offers anew is an alternative proposition of spatial code through which to understand our steadily (re) negotiated locations of private and public space and the possibility of somewhere inbetween from which to enact a certain kind of everyday De Certeauian [8] tactic – the Balcony.

Dullaart’s solo exhibition ended at Carroll / Fletcher on 19th July 2014.

E-Vapor-8 at Site Gallery: REVIEW

Featured image: still from Fatima Al Qadiri / Sophia Al Maria HOW CAN I RESIST U

E-Vapor-8 is a very cool group show which looks and feels about as much like a club as you would want it to. It features a series of haunted works opening onto the “death of rave” — and what that death means, when it happened, and if it is still happening, are the most interesting questions provoked by a visit.

Works by Fatima Al Qadiri, Daniel Swan, Petra Cortright, Rhys Coren become the characters and rooms of a labrinthine underground culture which takes emotion, history, sexuality and race as its headliners and resident evil. It is a small exhibition, considering this scope, and perhaps not the show which the curators would lead us to believe.

The notion of cultural ‘Afterlife’ enters the fray as surely and convincingly as a sweaty-metallic-render 3D blade drifting though green wireframe. Afterlife is a ziegist topic – Transmediale’s Afterglow theme explored an afterward of an already exploded digital scene; Mark Fisher’s term ‘Hauntology’ connected Derridian theory to underround music/artists like Al Qadiri and Maria Minerva; and the recent New Death exhibition at FACT featured works such as Jon Rafman’s installation, depicting an indecent internet-accelerated-libido as a kind of end-of-the-world-is-now scenario. In these works and perspectives the realm of the afterlife is shown to be a nuanced one from which to view the epochal changes culture has undergone, and this is why a show like E-Vapour-8 feels so timely.

The name of the exhibition is taken from a 1992 rave track, but it also makes me think of the recent rash of e-cigarette shops…

and, more portentiously musical genre coinage I know from reading Adam Harper’s contemporary music commentary: vapourwave

“At the end of the world there will only be liquid advertisement and gaseous desire. Sublimated from our bodies, our untethered senses will endlessly ride escalators through pristine artificial environments, more and less than human, drugged-up and drugged down, catalysed, consuming and consumed by a relentlessly rich economy of sensory information, valued by the pixel.” Adam Harper in DUMMY

Several of the best works here are available to view online, and benefit greatly from the throb and thurst of this gallery setting. Watching Daniel Swan’s Plane Drift V on a hi-def monitor, I appreciated the use of lo-fi pixilation as part of the affective ether of the work, as the utopian 3D crumbles into a flat and luscious digital irony. The video ends its loop on a frieze of a 3D plaque stating ‘Return’, evoking the role of the loop in dance culture, and the mode of reinvention in evidence throughout the show.

Fatima Al Qadiri’s tune How Can I Resist U with a new video by Sophia Al-Maria dominates the main gallery space with its unsettling deep bass underflows, and audaciously cool bringing together of urban architecture with international dance cultures. In the other room, Petra Cortright’s voyeuristic film Lara Practice shows a young girl trying out her ecstatic dance moves presumably to rewatch later – a tragic pantomiming of ‘happy hardcore’.

Other works play on the aesthetics of given rave cultures. Travis Smalley’s Wave Trancendence splays the multi-coloured trippy aesthetic of early hardcore flyers as a sickly overlush chill-out visual.

Adham Faramawy’s Lifeproof iPhone Cover revisits the metallic Photoshop filter and puts it in motion, his work simultaneously harking back to late-90s era Drum n’ Bass, while having the look and feel of a vapourwave.jpg – except instead of vapour-wave’s marble, the plinths and stands for Faramawy’s work ooze black foam, like an ashtray left in the alley behind your mum and dad’s for thirty years.

This incongruous collection of perspectives, along with the jostling beats across the whole show provoke a kind of nervy excitement. Installations in the show also play and elide bliss and paranoia. Harry Burden inverse-casts a crumpled car wing and paints it in a pearlised blue and green like a strange beetle.

Alexandra Gorczynski’s liquid dream-like video peers up queasily from under a glittery canvas bedcover, and Maria Olsen’s gold tapes in a heap on the floor; each item together and the same, but the artifacts themselves – the music, the person – alone in their capsule.

Only Rhys Coren’s playful video-loop doodles set across three screens to a chirpy four-four house beat seem unequivocally ‘happy’ – but we notice that even here, the screens face away from each other, and the animations jiggle on their own buzz.

Sitting off in the corridor like a rushed-out raver afterwards, the trouble with this show sinks in. In her short introductory essay, curator Francesca Gavin acknowledges that many of the young artists she features are not old enough to have experienced the first ‘white glove’ rave referenced in the title of the show, but neglects to acknowledge the life of rave and dance culture which these ‘subsequent’ generations find ourselves mourning. To an extent, the use of Acid House here has more to do with marketability than criticality – but to jump right from early 90s rave to the work of an artist like Harry Burden, Adham Faramawy or Fatima Al Qadiri, and to locate the older Jeremy Deller’s smiley-face poster artwork at the ‘fulcrum’ of this show, is to willfully ignore the racial and social complex of the Drum’n’Bass, Techno and Trance which followed (as documented most memorably by Simon Reynolds in his Hardcore Continuum series for The Wire).

Gavin’s insistance that the exhibition ‘examines the utopian ideas surrounding rave before its failure’, seems to ignore what the artists in the show might consider the actual moment of rave’s failure. This central oversight leads to others. The choice of JG Ballard’s Crash as key-text, while obliquely relevant as an aesthetic touchstone of dystopia, doesn’t really reflect on the ‘realness’ of the scene artworks such as Gorczynski’s reference – it would be nice to have a chance to review the impact of a novel like Irvine Welsh’s Maribou Stalk Nightmares on this generation, or reflect on how current novelists such as Tao Lin use prose style to echo the afterlife of re-illusioned rave and drug culture.

The best works in E-Vapour-8 exist as echoes a UK club culture with more ambiguous relations to capitalism and politics than the radical and resistant Acid House rave. The void left by the hedonistic lifestyle is a simulacrum in a work like Faramawy’s, for the void left in our lives by the death of the hope of capitalism, and our continued afterlife within it – like a club we’re forced to keep revisiting even though it’s too expensive the DJs are shit and people keep getting shot.

The deep cuts in Sophia Al Maria’s and Fatima Al Qadiri’s How Can I Resist U are reconstituted and assimilated into an elegy – to the ‘bootyshake’ and bass, but also to social distribution and emptying out of utopian modernist architectures, using the lo-fi and hi-rise as distinctly modern hallucinations, and touching clearly on Sheffield’s own rave heritage in buildings such as the Park Hill flats.

Seen in the light of her generational ‘shortfall’ (being too young to have been seen Altern8 in the Hacienda, but old enough to have got down to Ed Rush at The End) Petra Cortright’s subtle and lyrical cutting and smeering of an original video and its soundtrack in Lara Practice, reminds me of the millenial dancefloor vibe – how out of place those moves were, how re-territorialised they immediately became.

“I start to wonder if she, like me, got sucked in by Ardkore’s explosive euphoria, its manic, fiery-eyed glee, and then got carried along by the music’s logical evolution to wind up at another place altogether, dystopian rather than utopian.” Simon Reynolds ‘”Slipping Into Darkness” The Wire #148

As examples of the thematic depth offered in this show, the Al-Qadiri/Al-Maria and Cortright videos capture the implosion of a naïve energy. By focusing on the female body in the throes of bass, they present distinct and equally valid breakages taking place between anticipation and experience – and the emergence into a darker real and global hyper-real. The artists’ contemporaries in the music scene (including vapourwave artists such as Vektroid and Oneohtrix Point Never) deserve some credit for informing a culture which can act in this way.

It would seem that a gallery of this stature, and a curator with the contemporary culture credentials of Francesca Gavin – visual arts editor at Dazed – would be more keen to link visual art with actual dance culture, rather than a fully assimilated cultural caricature like happy hardcore… but then, the exhibition itself is an opportunity for us to do just that.

I recommend a visit – the show is on until August 17th. Those who were in a circa-1998 nightclub will recognize the nervy and unsettling sensation of the corridor or cloakroom queue, the combination of E-high with screw-face attitude. A steady, percolating dark bass among the hallucinatory imagery and tongue-in-cheek synth refrains. Those who weren’t will undoubtedly find their own touchstones in these independently deeply poignant and distinctly contemporary works.

Play with the Rubik Cube simulator online! Drag the pieces with your mouse to unjumble the puzzle.

An interview with Michelle Kasprzak

Featured image: Image from “Otherworldly” at Manchester Urban Screens 2007. Curated by Michelle Kasprzak

Eva Kekou interviews Michelle Kasprzak, a Canadian curator and writer based in Amsterdam, the Netherlands. She is a Curator at V2_ Institute for the Unstable Media and the Dutch Electronic Art Festival (DEAF). She has appeared in Wired UK, on radio and TV broadcasts by the BBC and CBC, and lectured at PICNIC. In 2006 she founded Curating.info, the web’s leading resource for curators. She has written critical essays for C Magazine, Volume, Spacing, Mute, and many other media outlets. She is a member of IKT (International Association of Curators of Contemporary Art). Michelle is also an avid weightlifter with current personal records of 80 kg squat, 52.5 kg bench press, and 90 kg deadlift.

Photo by Zane Cerpina
Photo by Zane Cerpina

Eva Kekou: Can you give us some info about your work as an artist and curator and specifically your work at V2_?

Michelle Kasprzak: I was trained as an artist, but my art career feels many moons ago now. My first love was photography, and I spent many hours in the darkroom as a teenager. Later on I moved into live video mixing for performance contexts and parties, single channel video works, and integrating technologies like speech recognition and found objects into performance.

Lecture-Machine performance still. 2005
Lecture-Machine performance still. 2005

I was also curating throughout this time, though for many years it took a back seat to my artistic practice. Eventually I realized that I was more interested in curating and writing than making the artworks myself. Of course, one should never say never, so I may return to art making someday, but from that point onward and until the present time I focused full-time on curating and writing.

This was the mid 2000s and it was a pretty exciting time to be a media arts curator. It felt as though things were gaining traction. So many years after Cybernetic Serendipity had laid the foundations, we had exhibitions such as The Art Formerly Known As New Media curated by Sarah Cook and Steve Dietz to stimulate the dialogue about new media art and how to exhibit it, and take it all to the next level.

Fast forward to now: a few years later, I’m a curator at V2_ Institute for the Unstable Media in Rotterdam, the Netherlands. V2_ loomed large for me as a young undergraduate in Toronto studying new media – it was this far away place in a city I didn’t know with this massive reputation for doing edgy, interesting things. I wouldn’t in my wildest dreams at the time ever imagine I would one day work there.

As an institute, V2_ has been through a number of key transformations and I think it’s interesting to map that on to what was happening at the time both in art and in society. It started in the 1981 as a squat (which was common in the Netherlands at that time) and the founders called it a “multimedia centre”. Sonic Youth, Laibach, and Einsturzende Neubauten played there. The “Manifesto for the Unstable Media” was written in 1987 and arose out of a dissatisfaction with the status quo and it said things like “Our goal is to strive for constant change”. Following the Manifesto, a series of “Manifestations of the Unstable Media” were created, which evolved into the Dutch Electronic Art Festival (DEAF), a festival which continues today. In 1994 V2_ moved from s-Hertogenbosch to Rotterdam and has remained there ever since.

Art intervention from the early days of V2_. From the V2_ archive.
Art intervention from the early days of V2_. From the V2_ archive.

Around that same period of the mid- to late-90s, the growth of internet access and support for artists working with networked technologies caused V2_ to change its focus in this direction. In 1997, V2_Lab opened as a hub within V2_ to initiate and support the production of artistic projects investigating contemporary issues in art, science, technology, and society.

EK: So today, in this age of ubiquitous technology and information, where does an institute like V2_ find its place?

MK: I see media art as a category splintering and dissolving, with bits of its ethos absorbed into design, contemporary art, craft, and hacker culture – and vice versa. One way to find a place in the world is to stay true to the origins of V2_ in terms of its squatter ethic. So for example, we (myself and my colleagues, particularly Boris Debackere and Michel van Dartel) recently rewrote the mission statement of the Lab, declaring it “…an autonomous zone where experiments and collaborations can take place outside of the constraints of innovation agendas or economic and political imperatives.” Which is not to say that anything goes, but states explicitly that we’re especially open to people looking for a home for a risky or unconventional idea. Also, following on from several years where V2_Lab hosted residents based on three fairly technologically-driven themes (wearables, augmented reality, and ecology), the Lab has taken on a new direction of being methodologically-driven, and looking at themes like re-enactments, design fiction, and extreme scenarios.

I think it’s a key shift, because in order to “strive for constant change” as we said in the original manifesto, linking to any one technology of the moment seems too static and limiting, as well as reducing our reach into areas with interesting and relevant artistic research occurring, but which might not have much technology involved in an apparent way. The fact is just about everything being made right now is a product of the technological age we live in, so it’s more useful to think in terms of methods and approaches rather than whether something fits a classic definition of what media art is or not.

Take for example one of our latest commissions, Paper Moon by Ilona Gaynor in collaboration with Craig Sinnamon. Ilona and Craig were at V2_ for a few months at the end of 2013 and both have design backgrounds. The work, to describe it in a formal sense, is a series of objects and paper-based work arranged in a specific fashion along with a short screen-based animation. This seems a little different than what one might expect to see at V2_, except for small clues in the creation of some of the items (the animation is generated with 3D animation software, some of the objects have been 3D printed). But more significantly, in its thematic Paper Moon enters the realm of the unstable by exploring the emerging legal definitions and loopholes of outer space – particularly the treatment of the moon and other celestial bodies. Our legal system on Earth, as Ilona put it “…has no definition for what ‘Outer Space’ actually means, what it is, and where it is. The problem we face with such literal unmarked territory is the emergent field of ‘Space Law’ becomes genuinely speculative.”

Above images: Paper Moon, installation view (detail). Photo by Ilona Gaynor.
Above images: Paper Moon, installation view (detail). Photo by Ilona Gaynor.

Ilona’s residency was part of V2_Lab research project Habbakuk, about Innovation in Extreme Scenarios. The Innovation in Extreme Scenarios research thread was generated in reaction to the introduction of an innovation agenda for the arts as part of the Dutch government’s ambitionto be “one of the world’s top five knowledge economies” by 2020. As a way of directly addressing this policy direction, V2_Lab began undertaking research into the nature of and appropriate contexts for innovation through a series of expert meetings, workshops, site visits and interviews over the course of 2013-14. The final outputs of the project, which will comprise project commissions and a final publication, will be used as a tool to engage with the policy conversation on innovation in a more profound way. So we’ve been doing work on this at home and abroad, holding expert meetings and interviews in the Netherlands, Canada, Hungary, and Denmark.

Work table for the Habbakuk expert meeting at OS Kantine, Budapest
Work table for the Habbakuk expert meeting at OS Kantine, Budapest

The Dutch policy context explains the “innovation” part, but the “extreme scenarios” part came from somewhere else. For that I was inspired by the World War II story of the Habbakuk aircraft carrier which was commissioned by Winston Churchill. The Allies were plagued by German U-boats, and Churchill desperately needed an innovative solution to this particular problem. In the extreme scenario of war, Churchill authorized the production of a radically innovative solution: building an aircraft carrier made of ice – specifically Pykrete, a frozen mixture of water and sawdust.

Pykrete seems like ordinary ice but the addition of sawdust makes it into a kind of wonder material that takes longer to melt and invulnerable to bullets. In the end the massive ship, which was to be christened “Habbakuk”, never saw the theatre of war but considerable effort was put into developing a prototype in total secrecy deep in the Canadian Rockies.

Inspired by both the Habbakuk story and our own policy situation brewing at home, some of the questions we’ve been trying to answer with this research are things like: What are the best contexts for innovation to take place? What are the myths surrounding how innovation occurs? Does the pressure of an extreme scenario inspire innovative solutions, or only eccentric, unrealisable concepts? What’s the U-boat problem of today?

Drawing of the proposed Habbakuk aircraft carrier.
Drawing of the proposed Habbakuk aircraft carrier.

The theme of Innovation in Extreme Scenarios is also being explored in the programme that I devised and curate at V2_ called Blowup. Blowup refers to a number of things: the way that you can blow up a photograph, a balloon, a situation, and of course – the Antonioni film. I see it as a container that presents things in a slightly different way each time, and that its main remit is to examine the things that are changing the way we live now, or reinforcing the status quo of today. The formats for Blowup have varied a lot: from a workshop, to a talk show, to a talk show within a talk show, to a five day booksprint, to an exhibition in a pop-up space. The topics have been equally eclectic: art for animals, outer space, journalism as an art practice, object-oriented ontology, and so on. The most consistent element is that each event has an eBook released along with it, and that these eBooks explore the topic in a little more depth, but also combine previously released material with newly commissioned material. We all have bulging bookshelves and intend to always read something later – by bringing relevant old texts back into the forefront, I hope to give them a chance for a second look (or a first look if you missed it when it was released).

Brendan Cormier and Michelle Kasprzak on stage at V2_ for Blowup: Innovation in Extreme Scenarios. Photo by Jan Nass.
Brendan Cormier and Michelle Kasprzak on stage at V2_ for Blowup: Innovation in Extreme Scenarios. Photo by Jan Nass.

EK: What are your hopes and dreams for the future?

MK: For the future, I think new ideas are incredibly rare, and that doesn’t bother me at all – what interests me is that dreams that were previously impossible are becoming possible, and so my passion continues to be seeking out the inventive eccentrics with grand master plans, and being a part of realising that. Churchill dreamed of ending the war with a boat made of ice more than ten times the size of the Queen Mary. These are the kinds of big wild dreams – in scale and in scope, if not in my discipline – that I dream of.

Crossing Mexico in a home-made ‘spacecraft’

Die GstettenSaga: The Rise of Echsenfriedl. A post-apocalyptic aftermath of the “Google Wars”

Die GstettenSaga: The Rise of Echsenfriedl review. SPOILER WARNING!

Johannes Grenzfurthner’s Post-Apocalyptic DIY Epic on Makers, Hacktivism and Media Culture.

“A mad post-collapse satire of information culture and tech fetishism, in a weird sort of melding of Stalker, Network, and The Bed-Sitting Room.” (Richard Kadrey)

Die GstettenSaga: The Rise of Echsenfriedl is an Austrian hackploitation art house film by Johannes Grenzfurthner, mastermind of the international art-technology-philosophy group monochrom, co-produced by the media collective Traum & Wahnsinn. Reimagining the makerspace as grindhouse, the story is set in the post-apocalyptic aftermath of the “Google Wars” – an armed global conflict between the last two remaining superpowers China and Google – which has turned what remained of the Alps into a Gstetten.

In Austrian German, “Gstetten” translates to wasteland, outback or ‘fourth world’ (Manuel Castells) and is a popular name for provincial towns – and sometimes just the less sophisticated parts of them. The area’s biggest semi-urban sprawl is Mega City Schwechat, the former home of Vienna International Airport, a refinery and a beer brewery. It is governed by the evil media mogul Thurnher von Pjölk (Martin Auer), a pretender who claims to be the inventor of key publishing technologies such as letterpress printing and rules the area with his tabloid newspaper. But the hegemony of his yellow press empire is contested by – spoiler alert! – makers, hackers and nerds, who are more leaning towards electronic media such as the recently rediscovered television. In order to get rid off this bothersome opposition, Pjölk devises an evil plan for wiping out Schwechat’s insubordinate creative class.

In an insidious political move, he pretends to reach out for the technophile faction by commissioning two of his reporters, the bootlicking opportunist Fratt Aigner (Lukas Tagwerker) and the brainy geek girl Alalia Grundschober (Sophia Grabner), to conduct an exclusive TV interview with the ultimate Gstetterati icon, the legendary innovator Echsenfriedl (“Lizard Freddy”) – on the basis of precarious employment conditions. The title character, who turns out to be an basilisk, embodies a mix of Steve Jobs, Richard Stallman and Julian Assange and lives in the depths of Niederpröll in his hideout much like Subcomandante Marcos – partly in order to protect the world from his killing gaze, which would, audio-visually transmitted, turn the whole of his fan base immediately to stone.

Grenzfurthner’s sci-fi-horror adaption of the Divine Comedy takes us on a retro-futuristic post-cyberpunk adventure in the tradition of cinema grotesque back to the dark days which preceded the Internet. The journey of our heroes – distinctively resembling Tarkovsky’s ‘stalkers’ – is a quest for extinct media technologies but their search for Echsenfriedl eventually leads the two protagonists to a deepened understanding of who they really are: the media industry’s precarious workforce under spectacular capitalism. While Fratt’s dirt track to enlightenment is paved with stumbling blocks, his brainy Beatrice advances with the determination of a Harawayian cyborg who makes use of her superior technical skills to save them from the zombified folk populating the Gstetten: uncanny creatures from the Kafkaesque bestiarium of Austria’s undead bureaucracy and its hanger-ons like armed-to-the-teeth Postal Service subcontractors (brilliant: monochrom’s Evelyn Fürlinger, also Grenzfurthner’s ex-wife) or the once powerful Farmers Association led by Jeff Ricketts (Firefly, Buffy the Vampire Slayer), who are worshipping antique pre-war EU funding applications as their sacred scriptures. Our friends receive the final hints for their search from the Sphinx Philine-Codec Comtesse de Cybersdorf (Eva-Christina Binder), a fantasy femme fatale who is torn between Plöjlk and Echsenfriedl, and the bearded drag queen Heinz Rand of Raiká (David Dempsey), an eccentric agricultural cooperative banker and possible descendant of Conchita Wurst.

The Gstettensaga’s fascinating cinematic pastiche is more than just a firework of rhizomatic intertextuality, a symptom of the depthlessness of postmodern aesthetics or excessive enthusiasm for experimentation in the field of form. In their infamous 1972 book Anti-Oedipus, Gilles Deleuze and Félix Guattari have identified the technique of bricolage as the characteristic mode of production under “schizophrenic” capitalism, a facet triumphantly magnified by the filmmakers. If every discourse is bricoleur, like Jacques Derrida suggested, suddenly ‘context’ can become the artist’s material or even a form of art in its own right:

“The more artists are consigned to an existence within a patchwork of niches, the more dependent they become on information resources, communication and networking. In this respect, aesthetic artefacts must take a stance toward a plethora or markedly heterogeneous contexts that sediment in one way or another: the conditions and circumstances surrounding their production, their various social fields from which (and for or against which) they speak: real or imagined audiences toward (or against) whose values a work, an approach or a position is targeted. This play with the factors affecting it and among which it must mediate has become an essential trait on an art form that might best be described as ‘Contextualism’.” [1]

What I found especially intriguing about the Gstettensaga is how the filmmakers responded to the various challenges of the feature film format by contextualising the whole production process, distribution, language adaptions (subtitles are an integral part of the story), soundtrack and even the viewing experience.

The film was initially commissioned by Austrian public broadcasting station ORF III as part of the series Artist-in-Residence for a budget of only €5000, set to be produced within a six months period. In response, monochrom used an embedded prank to raise money. The movie contains a text insert similar to watermarks used in festival viewing copies, which asks the viewer to report the film as copyright infringement by calling a premium-rate phone number (1.09 EUR/minute) and enabled Grenzfurthner to co-finance the film with proceeds from this new strategy he has named ‘crowdratting’. [2]

The Contextualist script – including outlines of scenes for improvisation – was written by Grenzfurthner and Roland Gratzer in just a couple of days in November 2013 in a Viennese restaurant. They also incorporated ideas that came up during their weekly meeting with the entire production crew, whereas some of the backstory was first created for monochrom’s pen-and-paper role-playing theatre performance Campaign. Principal photography – the camera work of Thomas Weilguny deserves the highest praise – commenced on December 2, 2013 and ended January 19, 2014, which left nearly 5 weeks for post-production and editing. Due to the fast production process and the financial limitations, no film score was composed for the Gstettensaga – instead, Grenzfurthner used an assortment of 8bit, synth pop and electronica tracks especially for their specific retro quality because “they may sound old-school to us, but not in the world of the Gstettensaga, where all retro electronic music is still impossible and futuristic.” [3]

The retro-futuristic world of Echsenfriedl is coming to a film festival, hacker con or Pirate Bay near you.

Official Homepage

http://www.monochrom.at/gstettensaga/

Festival screenings

Tamtam (Seara de proiectie la TT) / May 7, 2014 (Timisoara, Romania)
KOMM.ST Festival / May 11, 2014 (Anger, Austria)
Supermarkt (Dismalware) / June 7, 2014 (Berlin, Germany)
Fusion Festival / June 25-29, 2014 (Lärz Airfield, Mecklenburg, Germany)
Roswell International Sci Fi Film Festival / June 26-29, 2014 (Roswell, NM, USA)
iRRland movie night / June 30, 2014 (Munich, Germany)
qujochö Film Summer / July 3, 2014 (Linz, Austria)
HOPE X / July 18-20, 2014 (New York, New York, USA)
Fright Night Film Fest / August 1-3, 2014 (Louisville, KY, USA)
Gen Con Indy Film Festival 2014 / August 14-17, 2014 (Indianapolis, Indiana, USA)
San Francisco Global Movie Fest / August 15-17, 2014 (San Jose, CA, USA)
Rostfest / August 21-24, 2014 (Eisenerz, Austria)
Noisebridge / August 29, 2014 (San Francisco, USA)
/slash Filmfestival / September 18-28, 2014 (Vienna, Austria)
Simultan Fest / October 6-11, 2014 (Timisoara, Romania)
Phuture Fest / October 11, 2014 (Denver, Colorado, USA)
prol.kino / October 14, 2014 (Graz, Austria)

The ABC of Accelerationist Blockchain Critique

Featured image: A Tool To Deceive And Slaughter” (2009) Caleb Larsen

Accelerationism

Accelerationism came to prominence in 2013 with Nick Srnicek and Alex Williams’s hashtag-titled manifesto. A cloud computing-era spin on the old Marxist argument that we first need to perfect capitalism in order to transcend it, its lineage is fleshed out in a new book from Urbanomic. Urbanomic claim (among others) Nick Land’s skynet midwifery, J.G. Ballard’s science fictionalization of culture, and Marx himself as precursors to Accelerationism, establishing it as a serious anti-humanistic response to the challenges that humanity faces if it is to avoid extinction. Similar to Christine Harold’s strategy of “intensification“, Accelerationism calls for us to appropriate the value of capital’s developments and transform them materially into something else rather than attempt to resist them head-on or refuse them in our hearts.

The Accelerationist Reader (2014) by Alex Williams & Nick Srnicek
The Accelerationist Reader (2014) by Alex Williams & Nick Srnicek

Bitcoin is an example of an accelerationist technology. It uses Internet-scale computing resources to rebuild social bonds by destroying the requirement for them in monetary exchange. You don’t have to know me or trust me or any third parties to receive money from me in the form of Bitcoins. You just have to trust the algorithms that very publicly operate the Bitcoin network. The new Ethereum project takes the blockchain technology behind Bitcoin and generalizes to contracts for purposes other than just the transfer of money, although of course those contracts can involve payments. Ethereum contracts exist as a distributed database of small programs and their state that resembles nothing so much as an economic LambdaMOO. There’s a good guide to their promise and potential pitfalls in the talk “Ethereum: Freenet or Skynet ?” by Berkman Center Fellow Primavera Di Filippi.

Smart Contracts

Smart contracts and smart property, which uses smart contracts to identify and control ownership of physical resources, were first described by Nick Szabo in the 1990s. Smart contracts are “smart” because they are implemented as computer code rather than as legal documents. Real world examples include vending machines, in which a contract to purchase goods is encoded into the simple software that dispenses carbonated drinks when you insert the correct money, Boris Bikes, RFID card payments for photocopies, and car hire schemes that unlock vehicles and track their use with QR codes. Would-be rentiers who try to launder their ambitions with the warm fuzziness of “sharing” are salivating at the prospect, as are the incorrigible snake oil merchants of DRM, but that is not what concerns us here.

Smart contracts and smart property for art already exist. The artwork “A Tool To Deceive And Slaughter” constantly re-sells itself on eBay. The GIF ownership service “Monegraph” uses the NameCoin system to track notional ownership of instances of infinitely reproducible digital art. These are extensions of pre-digital art contracts such as certificates of authenticity or ownership for conceptual and immaterial artworks. They show a way for art to continue producing a useful critique of property and social relations under technoculture, and for new technology to feed art’s ongoing critique of its own production and nature. I wrote about this in “Artworld Ethereum – Identity, Ownership and Authenticity“, which provides code examples demonstrating how simple it is to implement some of these examples with technology dedicated to smart contracts.

The GIF ownership service by Monegraph.
The GIF ownership service by Monegraph.

Like Bitcoin, smart contracts and smart property do not require social trust to build social value, just running code. They have very limited functionality, being unable to check RSS feeds on the Internet for information for example as that information might be tampered with. This raises the question of how individuals can be encouraged to provide valid real-world information to smart contracts rather than just entering the values that will immediately profit them the most. Capitalist economics answers this with the concept of incentives. Value, and values, can be determined by the behaviour of individuals in markets in response to economic incentives. And smart contracts are intended to make markets more efficient.

I would like to apply this agoric approach to truth to the crisis of art criticism in the face of aggregation that I identified in “The Proletarianization Of Art Criticism“. Individuals can be motivated to publish defensible aesthetic and art critical opinion in novel ways via smart contracts. I am not proposing an automated or purely algorithmic art criticism here: human activity is the core of this approach. Nor am I proposing an Amazon Mechanical Turk-style exploitation of affective labour. Rather I am proposing an Accelerationist approach, using the technology of digital capitalism to rebuild the social flows that it has destroyed.

Crowdsourcing with smartsheet and Amazon Turk.

Art is no stranger to the idea of markets, the artworld consists of one of the least regulated and therefore in theory one of the purest markets. But even ignoring the opacity and corruption of the art market, there is a problem with taking a direct approach to the art market as an arbiter of artistic value. As David Galenson‘s 2008 study of aesthetic value and market price showed there is a problem in using pure market mechanisms to establish the value of art: many “great works” have either never been auctioned or have not been to market in decades or even centuries.

I therefore propose three different approaches to art criticism via smart contracts. For work exposed to the market, the mechanisms used to price shares and other financial assets can be used. For work with less exposure, SchellingCoins and prediction markets can work alongside these mechanisms via proxies.

Aesthetic Derivatives

The prices of financial assets, stocks and shares or contracts for commodities for example, are set using a system of derivatives. Financial derivatives gained a bad reputation following their role in the global financial crash of 2008. By 2011 the notional value of the derivatives being traded was almost ten times the total GDP of planet Earth. And their automation by algorithmic high frequency trading is being increasingly scrutinized by regulators.

There are many different kinds of derivatives: short and long options, futures and exotics for example. But in theory at least their function is simple and beneficial. They enable individuals to profit by expressing whether they think a financial asset is over- or under-priced. This incentivizes them to act on this information. The resulting sharing of information and correction of prices benefits society.

Non-physical ownership, sponsorship, crowdfunding, dedications and more exotic value relationships to physical works and, crucially, to works that have not or will not be sold and to unownable digital art can be represented by smart contracts. These can then be treated as the underlying assets of derivatives, also represented as smart contracts, in whole or again crucially in fractional parts or shares. Buying and selling derivatives of shares in digital artworks, and particularly going short or long on them, represents a critical position on their worth. Where the underlying asset does not represent actual ownership of the artwork, we are closer to a prediction market than a financial market. But if the assets themselves attract prestige or value regardless of their proxy status they may become art objects in themselves.

Art criticism in such a market is a matter of financial investment and returns. Critics express their opinion of art, artists and artistic trends by buying and selling different kinds of derivatives at different times. If they are shown to be correct over time, the market will reward them. Derivatives are a prime candidate for implementation as smart contracts, there is already a project to create a standard language of (non-aesthetic) derivative smart contracts.

Cultural SchellingCoins

Since Ethereum contracts have no direct access to the outside world (or the Web), contracts that require information about the outside world must access it through intermediaries. This means that contracts must trust those intermediaries, and if it is more profitable for them to lie to the contracts that creates a problem. To remove this requirement of trust we can use a system that rewards people for independently supplying information that accurately reflects the true (or most likely) state of the world.

A SchellingCoin is an Ethereum contract that allows people to send it messages registering their opinion about (for example) the current temperature in Berlin or exchange rate between dollars and yen. Those that set the majority view are rewarded for doing so, similarly to the operation of a prediction market. But how do they know which value to choose? The game theory concept of a focal point, or Schelling point, is an answer to a question that people who cannot communicate will give independently because it seems natural, appropriate or special. SchellingCoins reward people who give the consensus answer to a question, and people can determine the right answer by converging on a Schelling point. For real world phenomena, such as temperature or exchange rates, the Schelling point is likely to be the correct answer. SchellingCoins can be implemented as smart contracts, removing the need for a trusted entity to run them.

Schellingcoins are designed to address external, quantitative phenomena. Opinions regarding cultural works are personal and qualitative, and spontaneous reactions to cultural works are even more so. This is different from the commonly expressed quantitative values that the SchellingCoin proposal requires. To adapt SchellingCoins to cultural criticism we must adopt the methods of collective intelligence and the digital humanities and use some tricks to turn personal opinion into cultural appraisal.

Collective intelligence algorithms work well with star rating systems and tags. These are popular methods for rating books, films and music on ecommerce and review sites. They can be represeented, aggregated and extrapolated from easily by software, which makes them ideal for representing opinion in SchellingCoins. There are risks in using such systems, as the low rating of the film “Gunday” on IMDB shows, but they are easy and accessible to use.

Digital Humanities approaches often involve counting the frequency of words in texts or other unstructured phenomena. The results of binary checks or of counts can be applied to Schelling coins. For example, whether an artwork appears on CAD or Rhizome or not, or whether the words “blue” or “postbinary” appear the most in reviews about it on major review sites can be reported via further SchellingCoins or via trusted feeds or oracles.

To turn these approaches into a SchellingCoin, we do not ask what people think of an artwork. We ask them what they think the average reviewer will think of the artwork (or to protect against gaming, we ask them to predict the curve for all the star ratings for the work). Given the theory of focal points, the most likely answer is the one that people suspect will be true.

Cultural SchellingCoins can therefore function as aggregators of opinion-about-opinion-about artworks, producing qualitative but consensual evaluations and critiques of works of art that contain more information than purely price-based mechanisms. Using SchellingCoins to aggregate opinion about other schellingcoins, Meta-SchellingCoings, can provide more general cultural critique.

Artistic Prediction Markets

To turn reviews into art criticism with a longer or broader perspective we can ask people not what the current state of reviews of the artwork but about what they will be in a year’s time, five years’ time, etc. How highly starred will they be and what tags/words will be used to describe them? Will the work (or the artist) be used as a point of comparison in reviews and articles? Will it (or they) still be being exhibited or purchased, and in what kind of galleries? How much will the work sell for, or in the absence of sales how many people will visit it at exhibitions? Will the artist still be working in that style, or how will their work have changed?

Each prediction can be represented as a security in a prediction market, and the current price of that security can be interpreted as the probability of that prediction. For example, a prediction market security might reward a hundred Satoshis or ten points if a particular artist has a headline show at Tate Modern. If you think there’s an 80% chance of that happening, you can pay up to 80 Satoshis or 8 points for the security representing that prediction. If you’re right you gain in return for improving the market, if you’re wrong you lose instead. There is evidence that prediction markets are successful, although they have been banned as a form of gambling in the US and the Pentagon’s 2003 attempt at a political prediction market was quickly labelled a “terrorism futures market” by the press and taken offline.

There is already a successful cultural predicton market, Hollywood Stock Exchange, where the price of “shares” in actors, directors and movies function as a prediction of their performance at the box office. The art market itself can be considered a kind of hybrid prediction market, but separating out that predictive function into a pure prediction market concentrating on critical evaluation can remove distortions that result from manipulation of the secondary market and solve the problem of representing critically valuable artworks that aren’t part of the art market.

It’s also possible, as with Hollywood Stock Exchange’s use of directors and actors as well as movies, to have prediction markets for other artworld entities. Not just artists and galleries, but movements, styles, genres, subject matter, even formal and aesthetic properties such as colours can be represented as securities in a prediction market. Buying and selling them can help set a shared understanding of their potential and impact.

Prediction markets can be represented as Distributed Autonomous Organizations (DAOs) on Ethereum’s blockchain, free from central control. DAOs present an opportunity to re-think and re-implement organizations on the blockchain. As well as markets they can be used to manage events, publications, co-operatives and educational or artworld institutions on various organizational models in a public and transparent way.

Conclusion

Cultural SchellingCoins, Artistic Prediction Markets and Aesthetic Derivatives are Accelerationist technologies for art criticism. Not necessarily for art criticism of the kind that survives online after being exiled from print media. Rather a functional equivalent to it that recaptures its lost authority in the form of a relationship between individuals and artistic production that exerts a guiding hand on its reception and direction. As they represent an emergent ontology of art and aesthetics manipulating these technologies, whether through technical or social means, is itself art and art criticism.

The text of this essay is licenced under the Creative Commons BY-SA 4.0 Licence.

The ruin-hunters who drove a car down Mexico’s forgotten railways

Prometheus 2.0: Frankenstein Conquers the World!

Featured image: Image from the movie ‘Frankenstein Conquers the World’ directed by Ishirō Honda, a 1965 Kaiju film.

“Nature builds no machines, no locomotives, railways, electric telegraphs, self-acting mules etc. … They are organs of the human brain, created by human hand; the power of knowledge, objectified.” [1] Marx (1857-8)

Introduction.

This writing roots out a few ideas concerning science and technological determinism and humanity’s bond with digital media and social networks. The themes are covered in terms loosely as to what they may symbolize. It looks at our fears relating to technology, human-machine relations, cyborgs, theories in cyber-culture, classical and SF literature and contemporary art practices across the fields of media art, hacktivism, activism, feminism and cyberpunk.

Mary Shelley’s Frankenstein is the focus for this text but it also brings into the mix, Greek mythology and Prometheus – the Titan, and what the myth symbolizes, asking, in what form does he exist in the world today? It is a playful assemblage of unresolved contemplations that have been sitting around asking for light in the back of my mind. This is a stripped down version of the original study about mythology, technology, fear and revolution.

Humans have always exploited the raw materials this planet has to offer, and has the power to change the nature of things, whether it is physical or virtual. With constant re-edits and enhancements we transform everything we touch and this is all part of our evolutionary mutation. [2] The word ‘technology’ originally comes from the Greek word tekhne, meaning art and craft, the making of useful or good things. The ‘ology’ part means to discuss something or a branch of knowledge and common form. In Greek Mythology Prometheus was a demigod and a Titan worshiped by craftsmen. “In Greece the Titans were ultimately honoured as the ancestors of men. To them was attributed the invention of the arts and magic.” [3] (Graves 1964)

The Jellyfish Invasions.

First, we begin with an apocalyptic vision of what could be and what it looks like when something strange occurs in the oceans. In July 2011, an article in the International Business Times featured a phenomenon we’d normally expect in a science fiction novel or movie. The headline read “Millions of Jellyfish Invade Nuclear Reactors in Japan, Israel” [4] Then the Reuters news web site mentions another jellyfish invasion at a Scottish nuclear power plant, in Torness. “An invasion of jellyfish into a cooling water pool at a Scottish nuclear power plant kept its nuclear reactors offline on Wednesday, a phenomenon which may grow more common in future, scientists said.” [5]

Dauphin Island Sea Lab. [7]
Dauphin Island Sea Lab. [7]

On whether this occurrence is significant and poses future threats, the International Business Times said, “The several [power plant] incidents that happened recently aren’t enough to indicate a global pattern. They certainly could be coincidental, Monty Graham, a jellyfish biologist and senior marine scientist at the Dauphin Island Sea Lab off the Gulf Coast of Alabama stating, told LiveScience.” [7] However, some say jellyfish may be the only species worth fishing in European waters if trends in overfishing are allowed to continue. In an article in the Telegraph in 2008, it said, “scientists have said that unless the system is completely overhauled fish stocks will continue to deplete to the point of extinction by 2048, leaving consumers little option but to eat jellyfish or the small bony species left behind at the bottom of the ocean.” [8]

In September 2013 another mass of jellyfish forced one of the world’s largest nuclear reactors to shut down. The Operators of the Oskarshamn nuclear plant in Sweden had to scramble one of their three reactors after tons of jellyfish clogged the pipes that bring in cool water to the plant’s turbines. “By Tuesday, the pipes had been cleaned of the jellyfish and engineers were preparing to restart the reactor, which at 1,400 megawatts of output is the largest boiling-water reactor in the world.” [9]

Disruption: Containers filled with jellyfish at Orot Rabin coal-fired power station in Israel.
Disruption: Containers filled with jellyfish at Orot Rabin coal-fired power station in Israel.

“New research, published in the Proceedings of the National Academy of Sciences, shows that the rise in jellyfish populations may not only be aided by climate change, but is also contributing to it by making oceans more acidic, thereby disrupting their function as carbon sinks.” [10] (Land 2011)

Since the Chernobyl disaster in 1986 trust of a state’s handling of dangerous technology has taken a dive. We need only to look at Japan’s recent experience of technological disaster with their nuclear power stations. This brings us to the notion of risk and what this means. In the 19th Century risk was no longer about nature, it changed, it extended to us humans and our conduct. “This extension was due in part to the singular appearance of the accident, a kind of mix between nature and will.” [11] (Ewald 1993) […] Thus “no progress without associated damages.” [12]

Gareth Edwards, director of the 2014 Godzilla movie, starts with a 10 minute recap of “nuclear bomb tests from Bikini Atoll featuring voluminous apocalyptic mushroom clouds and a full-blown Fukushima-like nuclear power meltdown.” [13]


Since the 19th century fears about technology and the notion that scientists are meddling with creation itself has been in the public’s consciousness. Many view Mary Shelley’s Frankenstein as triggering these long-term concerns. Of course, these fears are subjective, but also include people’s concerns about not having control over how technological decisions are reshaping society. After all, many lives have been lost due to brilliant uses of technological advancement made specifically for the act of killing many, as with the development of nuclear and biological weapons.

“Two international treaties outlawed biological weapons in 1925 and 1972, but they have largely failed to stop countries from conducting offensive weapons research and large-scale production of biological weapons.” [14] (Frischknecht 2003)

Using biological and chemical weapons was condemned by international declarations and treaties, notably by the 1907 Hague Convention respecting the laws and customs of war on land. Efforts to strengthen this prohibition resulted in the conclusion, in 1925, of the Geneva Protocol, which banned the use of asphyxiating, poisonous or other gases, usually referred to as chemical weapons, as well as the use of bacteriological methods of warfare. [15]

Birth of the Modern Prometheus.

“Let us now consider what happens when you make the epistemological error of choosing the wrong unit: you end up with the species versus the other species around it or versus the environment in which it operates.” [16] (Bateson 1972)


Mary Shelley’s Frankenstein has given us much to chew on, ranging across gender politics and history, including symbolic, political, psychological and social themes. Shelley was the daughter of writers Mary Wollstonecraft and William Godwin. Godwin is one of the forefathers of the anarchist movement and most famous for two books published within one year: An Enquiry Concerning Political Justice, an attack on political institutions, and Things as They Are; or, The Adventures of Caleb Williams, a novel that attacks aristocratic privilege, but also is the first mystery novel. Based on the success of these publications, Godwin was a prominent figure in the radical circles of London in the 1790s. [17]

Mary Wollstonecraft was a writer, philosopher, and advocate of women’s rights. During her brief career, she wrote novels, treatises, a travel narrative, a history of the French Revolution, a conduct book, and a children’s book. Wollstonecraft is best known for A Vindication of the Rights of Woman (1792), in which she argues that women are not naturally inferior to men, but appear to be only because they lack education. She suggests that both men and women should be treated as rational beings and imagines a social order founded on reason. Wollstonecraft died at the age of thirty-eight, ten days after giving birth to her second daughter, leaving behind several unfinished manuscripts. [18]

Mary Shelley’s publication, Frankenstein or The Modern Prometheus published in 1818, was perhaps the earliest representation of science fiction but it was also a gothic novel. Shelley appropriated the various influences and sources available to her at the time. Her novel is an assemblage of discoveries in science and technology, societal change and political upheavals, mixed with personal interests. In the 19th Century the Romantic poets, artists and writers Lord Byron, Percy Shelley and William Wordsworth explored ideas grounded in their shared rejection of Christianity. Percy Shelley in 1811, declared his rejection of a greater all-powerful being in The Necessity of Atheism saying, “It is easier to suppose that the Universe has existed from all eternity, than to conceive a being capable of creating it.” [19]

In 1817, Mary married Percy Shelley who became her second husband. They enjoyed debating many ideas together and had a passionate relationship. In the summer of 1816, a year before their marriage, Mary and Percy visited Claire Clairmont (Mary’s stepsister) in Switzerland, and also met Claire’s new lover Lord Byron and he was accompanied by a physician called John Polidori. During their stay at a nearby mansion Byron was renting next to the shore of Lake Geneva, they became good friends. Together, they all read volumes of German ghost stories, usually when the weather was too stormy for leisurely walks. Inspired by these ghost stories, Lord Byron issued a challenge for each of them to write their own tales of horror. All immediately began writing them out, however Mary struggled for inspiration taking Byron’s provocation seriously and listened to the various conversations the others had on the subject. Then, her ideas began to evolve once she had discussed at length the radical works of Dr. Erasmus Darwin with Byron. Darwin had experimented with electrical stimulation on dead matter, preserving a piece of vermicelli in a glass case “and by some extraordinary means it began to move…” [20] Hindle (2003)

Both of the Shelley’s were fascinated by Sir Humphry Davy’s publications Elements of Chemical Philosophy written in 1812 and A Discourse, Introductory to a Course of Lectures on Chemistry, 1802. Undoubtedly “the most celebrated and iconic figure of this entire Chemical Age was Sir Humphry Davy (1778–1829), who used his chemical discoveries, his wildly popular lecture series, and his general writings on science, to turn the ‘Chemical Philosopher’ (the term scientist not being coined until 1834) into a figure of social and cultural importance in a quite new way.” (Holmes 2012) more about Davy here link.

Percy Shelley in his youth “bought and experimented with chemical apparatus and materials and read treatises on magic and witchcraft, as well as more modern scriptures detailing the miracles of electricity and galvanism. [21] Mary Shelley was fascinated with the idea of things being brought back to life via electricity, and also studied the works of the Italian physiologist Luigi Galvini. [22]

Galvini’s experiments convinced him that ‘animal electricity’ resided inside animal creatures. He observed that when using a circuit consisting of a piece of metal attached to the legs of a frog, convulsions would occur. He assumed the spasmodic jolts were an electrical fluid from within the nerves and muscles of the creature. This led to his announcement that he had brought the limbs of the animal back to life. An Italian physicist Alessandro Volta, who in 1800 made the Voltaic Cell, very soon disproved this. The SI unit of voltage is named after him. [23]

Even if creating life out of dead body parts is an unlawful and immoral proposition. Dr. Frankenstein has the whole of history and an extremely well heeled patriarchal system on his side. However, Shelley’s attack is not against all men but a particular type of man. “The first type is the Promethean scientist who uses nature to gain power and abusively alter it, and the second type is the ‘good’ scientist, who respects and celebrates nature and resists the temptation to fundamentally change the way it operates.” [24] (Munteanu 2001) Passages in Frankenstein reveal “Percy Shelley as the initial model for its ultra-ambitious hero, quite apart from the fact that Victory, Frankenstein’s first name Shelley took for himself a number of times in boyhood and later.” [25] (Hindle 2001)

The psychology expressed through the protagonist Dr. Victor Frankenstein is as a man who manages to transform his extreme, radicalized and revolutionary ideals into the form of a monster. This is a personal characterization informed by Shelley’s own experience with Percy Shelley and her father William Godwin. And, even though her love for them is evident, she also had deep concerns about their shared, revolutionary radicalism. Mary Shelley was well versed in the writings of her father Godwin and her mother Mary Wollstonecraft, as was Percy. They both systematically studied the works of Thomas Paine, and this included even conservative thinkers such as Edmond Burke, Abbe Barruel, John Adolphus. [26] (Sturrenburg 1982) Yet, Shelley’s “world view is less political than Godwin’s and Burke’s; it is also far more labyrinthine and involuted when it comes to telling us why things fall apart.” [27] (Ibid)

Prometheus 2.0.

The multitude outside. Pontypool, 2008. Zombies and the political economy of precarity.
The multitude outside. Pontypool, 2008. Zombies and the political economy of precarity.

Mary Shelley challenged the cliché narrative of the hero and his belief in the absolute. Her portrayal of Dr. Frankenstein as an egocentric obsessive who will stop at nothing until he completes his mission in bringing his creature to life; represents man’s blind quest in pushing on until the precarious end, at whatever cost. For Shelley, this indicates evident tensions between men and women and their scripted, dualistic roles. This may be an obvious feminist critique now, but in Shelley’s time it was a very different story. Wait a minute! Who am I kidding? The recent interview by Furtherfield’s Ruth Catlow on the New Criticals web site, with the multiple identity female artist(s) Karen Blissett tells us that we are still stuck in this arcane world of male domination. For Karen Blissett, her modern day Frankenstein’s exist in the everyday boardroom in managerial positions as they ‘move forward’ in pushing the top-down, and visionless austerity packages into all aspects of our everyday lives.

“Karen Blissett categorises her most recent artwork Senior Management, An Inspirational Guide, as art for offices […] they demand the impossible. Not in a good way, and not for the enrichment of human futures, but sucking up to power and policy makers – ministers, regulators, corporate leaders – negating their own experiences, demonstrating their loyalty through the implementation of trivial bureaucratic obligations.” [28]

This condition of biopolitics where society is being run by little men affirming their potency through the misleading, heroic trope of managing the life of others can be seen in different areas such as in the military, war, slavery, in education, the media, the economy, religion, technology and science, sex trafficking; on the whole, it is his business to inherit all these power systems from birth. Foucault first mentioned biopolitics on 17 March 1976, during his “Society Must Be Defended” lectures. He described it as a new technology of power and that it exists at a different level, on a different scale, and that it has a different bearing area, and makes use of very different instruments. Foucault’s biopolitics acts as a control apparatus exerted over a population as a whole or, as Foucault stated, “a global mass.” [29]

From The Center for Genetics and Society.
From The Center for Genetics and Society.

Karen’s monster is neoliberalism, a monster administered by millions of Frankensteins, feeding a globalized monster consisting of networks, machines, weaponry, surveillance, financial control, and elite groups. Keith Fisher in an article called ‘Frankenstein’s Bankers’ on The Global Dispatches web site said “Just as Dr. Frankenstein was responsible for creating a tragic human monster, so are we collectively ultimately responsible for our severely dysfunctional financial system and the activities of its bankers.” [30]

If we take a look at Facebook we can observe that it is an open and free (to use) platform for all, on the Internet. However, the relationship between users and the platforms of Facebook and Twitter are exploitative. In that they treat social media users as consumers of technological services and producers of data, commodities, value and profit. As Simon Penny points out in his essay ‘Consumer Culture and the Technological Imperative’, “One of the classic techno-utopian myths of computers is that access to information will be a liberation, and the results will be, by definition, democratizing.” [31] (Penny 1995) His critique on networked technology and the dreams it once promised us, can now be clearly seen as in dire trouble. Everyday there is a new story about how NSA and Prism are spying on Internet users on mass, Julian Assange sees this as the militarization of cyberspace. [32] (Assange 2012)

SF can pull us into imaginary settings, in the past, present and future, while relating to scientific or technological advances. Some SF looks at major social and environmental changes or portrays space and time travel, and life on other planets. SF has been a generous gift to the world via the minds of original thinkers, showing us a playful side in dealing with the social contexts of technological determinism. It is a third space or outer region where our imaginations can open up different ways to try and understand scientific and technological impacts on society. It is a place where anything goes whether it relates to reality or not. In contrast to the heroic male warrior who is swashbuckling against a mass of aliens to save the world from total extinction or a large-scale catastrophe. Women’s SF has mainly expressed its cultural identity by using “the figure of the alien to describe systems of difference and domination,” [33] (Flanagan & Booth 2002) and Women’s SF and cyberfiction combines exploring the creation of an alien, as the ‘other’. Representing ‘her’ own collective states of alienation in a world consisting of structures maintaining patriarchal dominance, with the female as a techno-product for men to control for their own sexual, financial, administered and power related needs.

Women’s cyberfiction deals with inclusion of the female in societal frameworks where traditionally the male’s tools for engineering, building and use of machinery typically reflect their own practical needs and an industrial and techno-culture designed for them selves. “This dominant class, which is exclusively white and male, operates on a logic of profit and maintaining their control over society, […] it is also shared by white working-class and minority men who are not so well served by it…” [34] (Benston 1992) While many women have jumped into the SF and cyberfiction field they have somehow bypassed the spectacle of techno-utopian rhetoric.

Alongside the growth of technology we are experiencing similar anomalies as with the jellyfish invasions. It is a period where fantasy and reality and the boundaries which once separated them, are breaking up. It’s as if the natural world has now caught up with it’s own version of a post-modern realization. Reflecting back at us a psychosis into material form, the dysfunctional and nihilistic relationship we’ve had with it since our emergence as a race on this planet. Monsters have always demarcated the limits of human folly, telling us when we have pushed things too far. Whether in the form of Godzilla, a nuclear explosion, mutant jellyfish, a war, mining the earth’s resources, and drone technology, spying networks or Frankenstein; they are poignant symbols screaming back at us a painful message. As all the disasters humanity has created pile up, if nature could talk to us in another way and not in the form of our own making – the language of disaster. What would it say and would we even listen?

However, some are recognizing the cultural value of neoliberal monsters. In an interview with Tatiana Bazzichelli on Furtherfield, we discussed her publication Networked Disruption: Rethinking Oppositions in Art, Hacktivism and the Business of Social Networking. Bazzichelli puts forward the notion of disruptive business and that 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.” [35]

“Monsters have always defined the limits of community in Western imaginations. The Centaurs and Amazons of ancient Greece established the limits of the centred polis of the Greek male human by their disruption of marriage and boundary pollutions of the warrior with animality and woman. Unseparated twins and hermaphrodites were the confused human material in early modern France who grounded discourse on the natural and supernatural, medical and legal, portents and diseases — all crucial to establishing modern identity. The evolutionary and behavioural sciences of monkeys and apes have marked the multiple boundaries of late twentieth century industrial identities. Cyborg monsters in feminist science fiction define quite different political possibilities and limits from those proposed by the mundane fiction of Man and Woman.” [36] (Haraway 1991)

Patchwork Girl was a hypertext fiction created Shelley Jackson in 1995. It is a retelling of the story of Frankenstein. The emphasis is about appropriation and transformation and the female monster is completed, or rather assembled by Mary Shelley herself. “The conflict highlights the monster’s nature as a collection of disparate parts. Each part has its story, and each story constructs a different subjectivity. What is true for the monster is also true for us, Jackson suggests in her article “Stitch Bitch: the Patchwork Girl.” “The body is a patchwork,” Jackson remarks, “though the stitches might not show. It’s run by committee, a loose aggregate of entities we can’t really call human, but which have what look like lives of a sort… [These parts] are certainly not what we think of as objects, nor are they simple appendages, directly responsible to the brain” [37] (Hayles 2000)

Patchwork Girl GIF from site.
Patchwork Girl GIF from site.

Karen Blissett and Patchwork Girl both express more than one part or selves. Haraway proposes that, “The proper state for a Western person is to have ownership of the self, to have and hold a core identity as if it were a possession.” [38] (Haraway 1991) And that “Not to have property in the self is not to be a subject, and so not to have agency.” [39] (Ibid) Blissett is a living collective of female activists expressing themselves as part of a multitude critiquing male dominance and neoliberalism directly.

So, can we re-mutate ourselves in order to loosen the stranglehold of these neoliberal defaults and forge new or alternative states of agency and psychic freedom? Bazzichelli, says “we should stop looking for the enemy, because who is the enemy today when disruption and its opposition are feeding the same machine?” [40] I do not see it as us feeding the same machine in the absolute sense. Sometimes breaking the loop can be more inline to finding meaning and values with others, and yes this can be difficult. But it does not mean that it’s the wrong thing to do.

For me, Bazzichelli’s proposition is an ideal situation if you are not suffering from pressing societal upheavals. As Blissett points out, there are urgent social situations that need attention. Of course, there are those who’ve fallen so deeply into the void of no return, they will happily serve or become a Prometheus monster without a glimmer of soulful insight. Yet, there is always hope for humanity and the artists and thinkers we’ve explored here have proven this. If this article is about anything it is about how the imagination can forge out new ways in becoming something different than the script we’ve been given. The spirit of the Shelleys, Bazzichelli, the Karen’s, Haraway and Jackson, show us that alternatives are out there available for exploration while at the same time we can still maintain our dignity.

References:

[1] Karl Marx. Grundrisse: Foundations of the Critique of Political Economy. Penguin Classics; New Ed edition (29 April 1993). Martin Nicolaus (Translator). Page 706.

Note: Written during the winter of 1857-8, the Grundrisse was considered by Marx to be the first scientific elaboration of communist theory. A collection of seven notebooks on capital and money, it both develops the arguments outlined in the Communist Manifesto (1848) and explores the themes and theses that were to dominate his great later work Capital. Here, for the first time, Marx set out his own version of Hegel’s dialectics and developed his mature views on labour, surplus value and profit, offering many fresh insights into alienation, automation and the dangers of capitalist society. Yet while the theories in Grundrisse make it a vital precursor to Capital, it also provides invaluable descriptions of Marx’s wider-ranging philosophy, making it a unique insight into his beliefs and hopes for the foundation of a communist state.

[2] Note: The words ‘evolutionary mutation’ refer to ‘technology’ as a default changing process. This includes the constant appropriation and reinvention of human cultures; altering our psychology, perceptions, traits, anatomy, physiology, our DNA, individual and collective behaviour, relations with: objects, machines, work environments, leisure, tools, tribalism, domestic habits and changing attitudes.

[3] Robert Graves. Larousse Encyclopedia of Mythology. Paul Hamlyn, London. 5th Edition, 1964. P.92.

[4] Article. Millions of Jellyfish Invade Nuclear Reactors in Japan, Israel. IBTimes. Jul 09, 2011.
http://www.ibtimes.com/articles/177027/20110709/millions-jellyfish-invade-nuclear-reactors-japan-israel-2011-power-plant-shut-down-unusual-growth-tr.htm

[5] Jellyfish keep UK nuclear plant shut. Jun 29, 2011.
http://www.reuters.com/article/2011/06/29/us-britain-nuclear-jellyfish-i…

[6] Millions of Jellyfish Invade Nuclear Reactors in Japan, Israel (PHOTOS). 9 July 2011.
http://www.ibtimes.com/millions-jellyfish-invade-nuclear-reactors-japan-israel-photos-707770

[7] Ibid.

[8] Jellyfish on the menu as edible fish stocks become extinct. The Telegraph. Louise Gray, Environment Correspondent. 15 Dec 2008.
http://www.telegraph.co.uk/earth/3776788/Jellyfish-on-the-menu-as-edible-fish-stocks-become-extinct.html

[9] Jellyfish Cluster Shuts Down Nuclear Reactor. Sky News, 1 October 2013
http://news.sky.com/story/1148872/jellyfish-cluster-shuts-down-nuclear-reactor

[10] Are we entering ‘The Age of the Jellyfish’? Graham Land. Jun 13th, 2011. Greenfudge.
http://bit.ly/1jOMXrw

[11] Francios Ewald. Two Affinities of Risk. The Politics of Everyday fear. Brian Massumi, editor. University of Minnesota Press. 1993. P.226.

[12] Gareth Edwards, director of the 2014 Godzilla – find link

[13] Ibid P.226.

[14] Friedrich Frischknecht. Human experimentation, modern nightmares and lone madmen in the twentieth century. EMBO Rep. Jun 2003; 4(Suppl 1): S47–S52. Science and Society. http://www.ncbi.nlm.nih.gov/pmc/articles/PMC1326439/

[15] Efforts to ban biological weapons.

The latter are now understood to include not only bacteria, but also other biological agents, such as viruses or rickettsiae which were unknown at the time the Geneva Protocol was signed. However, the Geneva Protocol did not prohibit the development, production and stockpiling of chemical and biological weapons. Attempts to achieve a complete ban were made in the 1930s in the framework of the League of Nations, but with no success.

[16] Gregory Bateson. Steps to an Ecology of Mind. Anthropology, Cybernetics. Publisher: University of Chicago Press. 1972. P491-2.

[17] Bertrand Russell. A HISTORY OF WESTERN PHILOSOPHY And Its Connection with Political and Social Circumstances from the Earliest Times to the Present Day. Chapter VI. The Rise of Science. Page 512. Allen & U.; New impression edition (Dec 1961).

[18] Percy Bysshe Shelley. The Necessity of Atheism. C. and W. Phillips in Worthing. 1811.

[19] Note: Erasmus Darwin (12 December 1731 – 18 April 1802) was an English physician who turned down George III’s invitation to be a physician to the King. One of the key thinkers of the Midlands Enlightenment, he was also a natural philosopher, physiologist, slave trade abolitionist, inventor and poet. His poems included much natural history, including a statement of evolution and the relatedness of all forms of life. He was a member of the Darwin–Wedgwood family, which includes his grandsons Charles Darwin and Francis Galton. Darwin was also a founding member of the Lunar Society of Birmingham, a discussion group of pioneering industrialists and natural philosophers. http://en.wikipedia.org/wiki/Erasmus_Darwin

[20] Maurice Hindle (Editor). Frankenstein or The Modern Prometheus. Mary Wollstonecraft (Godwin) Shelley. Publisher: Penguin Classics (May 6, 2003). Revised edition, Maurice Hindle (Editor) Author’s Inroduction. P. 8.

[21] Ibid P.8.

[22] Note: Luigi Galvani. During the 1790s, Italian physician Luigi Galvani demonstrated what we now understand to be the electrical basis of nerve impulses when he made frog muscles twitch by jolting them with a spark from an electrostatic machine.

[23] Alessandro Volta. Oxford Dictionary of Science. Sixth Edition. Oxford University Press, 2010.

[24] Anca Munteanu. Shelly’s Frankenstein. Commentary by Anca Munteanu Ph.D. Edited by Dr. Stephen C. Behrendt. CliffsComplete published by Hungry Minds 2001. Chapter 3. P.53.

[25] Maurice Hindle. Frankenstein or The Modern Prometheus. Mary Wollstonecraft (Godwin) Shelley. Publisher: Penguin Classics (May 6, 2003). Revised edition. P.XXIV (24).

[26] Lee Sturrenburg. Mary Shelly’s Monster: Politics and Psyche in Frankenstein. The Endurance of Frankenstein. Edited by George Levine and U.C. Knoepflmacher. University of Californian Press. 1982. P.153.

[27] Ibid P.157.

[28] Karen Blissett is Revolting. Interview by Ruth Catlow. New Criticals May 24, 2014. http://www.newcriticals.com/karen-blissett-is-revolting/print

[29] Biopolitics. http://en.wikipedia.org/wiki/Biopolitics

[30] Frankenstein’s Bankers By Keith Fisher. The Global Dispatches. November 26, 2013.
http://www.theglobaldispatches.com/articles/frankensteins-bankers

[31] Simon Penny. Consumer Culture and the Technological Imperative. Critical Issues in Electronic Media. State University of New York Press. Editor, Simon Penny. 1995. P.63.

[32] The Militarisation of Cyberspace. Publication — Cyperpunks: Freedom and the Future of the Internet. Julian Assange, Jacob Appelbaum, Andy Moller-Maguhn and Jereme Zimmerman. Or Books, New York and London. (2012) P.33.

[33] Mary Flanagan and Austin Booth. Reload: Rethinking Women and Cyberculture. The M.I.T Press. Cambridge, Massachusetts, London England. 2002. P.31.

[34] Margaret Lowe Benston. Article 1.2. Women’s Voices/men’s Voices: Technology As Language. Publication – Inventing Women: Science, technology and Gender. Edited by Gill Kirkup and Laurie Smith Keller. Polity Press, 1992. P.35.

[35] We Need to Talk About Networked Disruption, Art, Hacktivism and Business: An interview with Tatiana Bazzichelli. By Marc Garrett – 13/02/2014.
http://www.furtherfield.org/features/interviews/we-need-talk-about-networked-disruption-and-business-interview-tatiana-bazzichel

[36] Donna Haraway. Simians, Cyborgs, and Women: The Reinvention of Nature. Free Association Books. 1991. P.180.

[37] Flickering Connectivities in Shelley Jackson’s Patchwork Girl: The Importance of Media-Specific Analysis. N. Katherine Hayles. 2000.
http://pmc.iath.virginia.edu/text-only/issue.100/10.2hayles.txt

[38] Donna Haraway. Simians, Cyborgs, and Women: The Reinvention of Nature. Free Association Books. 1991. P.135.

[39] Ibid P.135.

[40] We Need to Talk About Networked Disruption, Art, Hacktivism and Business: An interview with Tatiana Bazzichelli. By Marc Garrett – 13/02/2014.
http://www.furtherfield.org/features/interviews/we-need-talk-about-networked-disruption-and-business-interview-tatiana-bazzichel

[41] Karen Blissett is Revolting. Interview by Ruth Catlow. New Criticals May 24, 2014. http://www.newcriticals.com/karen-blissett-is-revolting/print

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

My Voice Means

Contemplatech (Ron Herrema and Ximena Alarcón)

My Voice Means is a workshop that gives participants an opportunity to listen mindfully to the sound of their own voice, to discover the many layers of its meaning, and to discover how this process can be expanded by means of technology.

What you will come away with:

Structure:

In a three hour session you will:

Cost: £20
To book a place visit http://tinyurl.com/mnwbj6h or contact info@contemplatech.net

Delivered by Contemplatech, a creative collaboration by Ron Herrema and Ximena Alarcón

Digital autopsies: The Negligent Eye at the Bluecoat

Featured image: Jane and Louise Wilson – ‘False Positive, False Negative’ (2012 Screen print on mirrored acrylic)

The Negligent Eye the Bluecoat Liverpool Sat, 08 Mar 2014 – Sun, 15 Jun 2014 http://www.thebluecoat.org.uk/events/view/exhibitions/1971

Featuring artists: Cory Arcangel, Christiane Baumgartner, Thomas Bewick, Jyll Bradley, Maurice Carlin, Helen Chadwick, Susan Collins, Conroy/Sanderson, Nicky Coutts, Elizabeth Gossling, Beatrice Haines, Juneau Projects, Laura Maloney, Bob Matthews, London Fieldworks (with the participation of Gustav Metzger), Marilène Oliver, Flora Parrott, South Atlantic Souvenirs, Imogen Stidworthy, Jo Stockham, Wolfgang Tillmans, Alessa Tinne, Michael Wegerer, Rachel Whiteread, Jane and Louise Wilson.

The Negligent Eye revolves around the way a digitally-native generation of artists – particularly printmakers – are questioning their relation to the digital, using the notion of ‘scanning’ as a kind of mid-state of the creative process of the human-digital hybrid. The show is co-curated curated by the Bluecoat’s Sara-Jayne Parsons and head of printmaking at the RCA, Jo Stockham, and features several works by her graduates, and other artists from around the RCA, such as Bob Matthews and Christiane Baumgartner. “The relationship between the material and virtual worlds is a question, a set of contradictions we are all inside and how technical images exert their influence on our everyday experience is of ever increasing importance.” Jo Stockham.

Rebecca Gossling // Untitled // 2014
Rebecca Gossling // Untitled // 2014

In her article Too Much World: Is the Internet Dead? Hito Steyerl asks what happened to the internet, after it died – that is, in an era of the “post-internet” after it stopped becoming a possibility, even in the midst, because of, and symptomized by, its permeation of everything. Steyerl is a major force in understanding our relationship to digital images, and her use of ‘death’ occurred to me often during viewings of this show and surrounding events, particularly as it could be applied to the post-digital.

So in a sense, I experienced the show as an autopsy of the digital image. From the tragic, simian face looking out from the first ever digital image, taken by Russell Kirsch of his son in 1950, exhibited at two points in the exhibition like an insistent memory. To Marilène Oliver’s figures from her 2003 Family Portrait series where bodies have been evoked as series of horizontal cross-section prints layered on acetate, so that they appear as though stored, but only partially in this world; the exhibition continually references, exemplifies and unpacks the death of its medium.

The post-digital is a paradoxical term – at once assuming the reliance of all contemporary culture in digitality, but also looking past it; affirming the death of a form, while embodying its afterlife. This is what Elizabeth Gossling’s images of a dead comedian says to me, when it is scanned from a computer screen and printed back on to archival paper, with his image waving from behind an ether of static, living in the solid pulp. The best works in this show, Gossling’s included, speak very eloquently about the post-digital, and how artists are motivated into hybrid forms of production, always acknowledging and working in a context of the saturation of the digital.

Maurice Carlin, site-specific print, 2014.
Maurice Carlin, site-specific print, 2014.

The notion of saturation, and its implications of the dissolution and liquidity, itself saturates the show: the first work, Maurice Carlin’s monumental print, scrolling down from the ceiling of the vide space is in one sense a spectral ancestor of Monet’s waterlilies, but with gashes and pustules of CMYK colour oozing up from behind the serine blue and greens of the pond, and white pixel-like rectangles plugging up the gaps; London Fieldworks’ 3D image of data collected from Gustav Metzger’s brain while he thought of nothing, is presented on a screen with a trickling sound – perhaps of information leaking inexorably back in?

London Fieldworks // Positive Object / 2012
London Fieldworks // Positive Object / 2012

Marilène Oliver’s glitch-sculpture of body parts fused in the heart of the 3D scan/print machine hang in the chute of the gallery corridor, their surfaces mid-ripple as though submerged; Jo Stockham’s etherized black and white shot of an element of the London skyline, seen perhaps through a teary bus window, but now writhing with red in its afterlife as a veined and depthless skin.

Fallen Durga, Marilene Oliver, twin walled plastic, 2010.
Fallen Durga, Marilene Oliver, twin walled plastic, 2010.
Marilene Oliver - ‘Family Potraits’ Clear acrylic bronze rods, 2003.jpg
Marilene Oliver – ‘Family Potraits’ Clear acrylic bronze rods, 2003

Using damage and error to expose the affectivity of a medium, particularly in the context of the digital is the central mode of Glitch Art. I have already used the term glitch to describe the aesthetic of Marilène Oliver’s sculptures, and the traces of digital-to-digital scan in Gosling’s work and the rich material pixilation of Christine Baumgarner’s inscription of CCTV camera stills into largescale wood prints, also contain these signatures.

Christine Baumgarner // Solaris // 2013
Christine Baumgarner // Solaris // 2013

If there is a criticism to be leveled at these admirable and, frankly gorgeous, works. It is in their distance from what Rosa Menkman refers to as the moment(um) of the glitch. In the medium of print-making, the material fact of the object dominates, and with this show, no-matter the stated and playful interest in the ‘between-state’ of scanning, there remains the focus on material production – and therefore an irrefutable commodification.

Prints on archival paper and tempered steel, casts in plaster and large-scale hardwearing plastics, each speak of an appropriation of the tactical and fluid glitch, and its migration into commodifiable form. Maurice Carlin’s large-scale printwork could adorn a restaurant wall, just as Monet’s waterlilies functioned during his era, and Oliver’s sculptures also speak and modernise the language of sculpture as produced for private collections through the ages.

There are works also which say nothing of the ‘post-digital’, such as Imogen Stidworthy’s Sacha, a deeply thoughtful study of a wire-tap transcription ‘artist’ Sacha van Loo. Stidworthy’s enigmatic works are often hard to pin down thematically, and here it feels like the loft-type space of Gallery 3 has been used as an outer limit to the reach of the show. And then there are other works that say nothing at all and lessen the show’s conceptual rigor. I see Jeaneu Project’s peice, and think ‘smudge lawn’. I see a Cory Archangel print and a Rachel Whitereed miniture and their names flash through my consciousness like a Google Glass press release.

Truly though, this is a really refreshingly vibrant and precient show at the Bluecoat, and a great partner to the Mark Lecky exhibition featured at the venue last year in its pressing contemporaneity. The exhibition has also been a fulcrum for a really interesting series of events which have dealt with image production – including a day of talks and presentations, i-Scan, artist talks from contributing artists such as Imogen Stidworthy, and independently curated events such as the second in Deep Hedonia’s excellent Space/Sound series, where artists such as Madeline Hall, Jon Baraclough, Simon Jones and Andy Hunt explored the multiple angles from which digital scanning can be exploited as a performance and av medium. As with the Mark Lecky show, there is something about the context of the Bluecoat, as Liverpool’s most paradoxical space, which delivers an archival retrospective out of the most up-to-date material, and this tension is what pulls appart the body of works before us.

The Rubik’s Cube is not just a forgotten toy from the 80’s. The fact is that it’s even more popular than ever before. You can play with this great puzzle here.

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.

Digital Zoo: Life from the world wild web

UK TOUR 2014

Furtherfield presents DIGITAL ZOO: Life from the world wild web, a touring exhibition that invites audiences to explore and marvel at new patterns of human and digital behaviours in the network age.

Featuring Andy Deck, Mary Flanagan, Genetic Moo, Liz Sterry, Thomson & Craighead, Pete Gomes, and a new interactive mobile artwork commission by Transnational Temps.

DOWNLOAD PRESS RELEASE

Digital Zoo at Trinity Leeds, February 2014

DIGITAL ZOO features experimental software, interactive videos, installations, workshops, networked and mobile media created by internationally recognised artists inspired to explore the ways in which our lives are being shaped by digital technologies, and challenge the concept that digital art is only accessible in galleries or online.

Since 2008 artist group Genetic Moo have been developing a series of interactive video installations using choreographed video clips that respond in a variety of life-like ways to user motion and touch. With Animacules they take inspiration from the 19th century sea life illustrations of Ernst Haeckel and the work of the 17th century Dutch scientist Antonie van Leeuwenhoek to create a dark sea of wiggling, luminescent creatures that gorge on torch light.

Internationally renowned artist duo Thomson & Craighead create a new site-specific installation especially for the DIGITAL ZOO tour. A wall of propaganda style posters of the Tweets and other status updates drawn from people in the local area of the tour venues, offers a poetic snapshot of the invisible conversations taking place, “the idle mutterings of ourselves to ourselves as a form of concrete poetry.” The work is based on the artists’ London Wall series shown at the Museum of London (2010), Furtherfield Gallery (2012) and Carroll/Fletcher (2013).

Liz Sterry is an artist fascinated with the way people use the Internet to express themselves. In Kay’s Blog she presents an exact physical replica of a young woman’s bedroom, recreated through information, images and notes about her daily life that the real Kay posted on her public blog. With social media often used as a platform for self-expression and performance, the work questions how much of ourselves we share online with strangers without even realising it.

Kay's Blog by Liz Sterry, at Trinity Leeds, February 2014
Kay’s Blog by Liz Sterry, at Trinity Leeds, February 2014

With his novel use of Twitter, US artist Andy Deck savours the wildness of everyday language with people around the world, inspired by the wealth of nature-related sayings passed down over centuries. He invites audiences to help him build a bestiary of animal idioms using social media and an interactive installation.

Crow_Sourcing by Andy Deck, at Trinity Leeds, February 2014
Crow_Sourcing by Andy Deck, at Trinity Leeds, February 2014

Experimental filmmaker Pete Gomes invited residents in Sunderland with no acting experience to participate in a 45 minute long acting session. Each participant was directed to perform on camera for a single five-minute take. Screened as a series, Cycle of Purposes questions reality and artifice by exploring how thoughts and feelings are acted, amplified, exaggerated and stylised every day in response to different people and places.

Mary Flanagan travels overland and undersea, in virtual worlds built and inhabited by other virtual beings. [borders] is a video documentation of her walks in beautiful and hypnotic landscapes that expose the boundaries of the virtual world by testing its edges. Her walks are inspired by Thoreau, the great American nature writer and walker, who, avoiding highways, chose instead to wander in order to understand the spiritual possibilities of the landscape.

Mall of the Wild by Transnational Temps is a new commission created especially for Digital Zoo. Players help the famous artist Magritte to find fake wildlife in the shopping centre. Equipped with a store map and a smart phone app, they have limited time to find a number of representations of wild animals visible in the products of the shopping centre. They map rare species and share their wildlife documentary photos in the online “Ceci n’est pas…” collection via social networks.

In creating DIGITAL ZOO, Furtherfield believe that digital networks and social media offer the potential for a more open relationship between artists and audiences, changing the life of an artwork in the world, and the ways in which people encounter it, and sometimes collaborate in its creation.

Personal information is exchanged with increasing frequency, and daily lives are becoming ever more public, as if in a public zoo. People are both animals and visitors; hunters, trackers, observers, naturalists and zookeepers; and educators and pundits. The longer-term social effects of this collective public performance are awaited…

Special Events

The exhibition was accompanied by a series of creative workshops inspired by Crow_Sourcing for children aged 6-11 years old.

Workshop participant at Digital Zoo workshops, Trinity Leeds, February 2014
Workshop participant at Digital Zoo workshops, Trinity Leeds, February 2014

Curated and produced by Furtherfield in collaboration with Culture Code and Land Securities.

Digital Zoo is supported by Arts Council England through the Strategic Touring programme.

Crow_Sourcing by Andy Deck was made possible with funding from the Jerome Foundation, and was a 2012 Commission of New Radio and Performing Arts, Inc. for its Turbulence website.

Enlisting the Body: Joseph DeLappe and “Social Tactics”

Featured image: Screen capture of Joseph DeLappe’s intervention in America’s Army

Introduction.

The Fresno Art Museum, in collaboration with the Fresno State Center for Creativity and the Arts, is exhibiting “Social Tactics,” a mini-retrospective of the work of Joseph DeLappe, a new media artist and director of the Digital Media Program at the University of Nevada, Reno. The exhibit has been running alongside the construction of a to-scale sculptural reproduction of an MQ1 Predator Drone on the campus of Fresno State, coordinated by DeLappe and executed by students and volunteers. I had the opportunity to interview DeLappe about his work, and the way it connects to militarism, memorialization, and embodiment. His work has been an ongoing critique of games that look like war, and warfare that looks like gaming – insisting that, within the hall of mirrors that forms “simulation culture,” reality still must be accounted for, and attended to.

The earliest work in the show is a series of riffs on the computer mouse. The “Mouse Mandala” (2006) splits the difference between a trash heap and an object of meditation – a small sargasso of computer mice is ringed by a circle of yet more mice. The outer radius, tethered to the central mass by extended mouse cords, makes the whole sculpture resemble a dingy grey sun – one that has been pawed by innumerable, invisible fingers. His “Artist’s Mice,” first begun in 1998, are a series of mice that have drawing implements attached to them, so that the mice can draw while being utilized for their normal activities. The drawing attachments resemble braces, as though the mice are being rehabilitated from an injury – the drawings produced by them are beautiful abstractions, circular or square scribblings that give the illusion that, while working or gaming or goofing off, we could also be making art – skimmed off the surface of our interface with our machines.

All these mice, removed from the context of their guiding hands, inevitably – if ambiguously – echo with a pair of outsized sculptural hands, titled “Taliban Hands” (2011). Modeled from white plastic polygons, the left hand in particular looks as if it could be cradling an invisible, equally outsized mouse. The right hand has its pointer finger extended, as if it were about to press a button. The fact that the hands are upturned short-circuits those prosaic possibilities of gesture, turning them into gestures of supplication. The hands were constructed from 3D data extracted from the model of a Taliban fighter in the game “Medal of Honor,” and once you learn that, it’s easy to imagine the right hand gripping a gun, the extended finger wrapped around the trigger. The disembodied nature of the hands is discomfortable – it feels like a dismemberment, a pair of hacked war trophies offered up for display.

DeLappe also used polygon modeling for a small replica of a US military Drone that hangs in the gallery, which served as a prototype for the life-size drone constructed as a memorial on the grounds of Fresno State. Where the “Taliban Hands” and drone prototype are white and pristine, the Drone Memorial was designed to be inscribed upon. In a public ceremony, volunteers wrote the names of 334 civilian casualties of drones on the faceted surface of the sculpture.

DeLappe’s years-long project “dead-in-iraq” (2006-2011) is represented by a machinima video and a large-scale digital print modeled after his fallen avatar in the US Army recruitment game America’s Army. Over the course of the American war with Iraq, DeLappe entered the multiplayer first person shooter game, and at the start of each mission threw down his weapon and began typing in the names of US military personnel who had been killed in Iraq. His avatar was invariably shot, either by the opposing team or by members of his own team. In the latter case, it’s as though his killers are trying to gun down an itch of conscience – or the nuisance of reality itself. In the machinima of this intervention, when Delappe positions his camera above his virtual corpse, there is sometimes a very profound effect of quietude. The body occasionally twitches, in a gruesome effluvium of game physics, or puffs of smoke are kicked up by stray bullets – but those filigrees of activity only heighten the feeling that the game has moved on. It brings to mind bodies left on real battlefields, unattended to, abandoned to the weather and the birds and the insects while the important business of fighting continues.

“Project 929: Mapping the Solar” (2013) echoes the circularity of the Mouse Mandala. For the project, DeLappe rode a bicycle 460 miles in a circuit around Nellis Air Force Base in Southern Nevada. The bicycle was outfitted with an apparatus that held a series of pieces of chalk to the road – DeLappe was both marking a chalk outline around the base, and mapping out the dimensions of a solar farm that could power the entire United States, based on a size estimate from the Union of Concerned Scientists. The project is shown through a series of photographs, a video, and the modified bike itself, with a circle of chalk stubs positioned under the frame. In some ways, the piece expands the logic of the “Artist’s Mice” to a different scale. Instead of the hand being the driving force, the whole body is the recorded object, and rather than being confined to the top of a desk, the drawing itself is allowed to range across hundreds of miles. In this case, the drawing is the opposite of accidental – it’s utopian.

Not represented in the show – but a point of discussion in our interview – was the “Salt Satyagraha Online” (2008), a 26-day durational performance which used a customized treadmill to control the movement of a Second Life avatar modeled after Mahatma Gandhi. On the treadmill, installed at Eyebeam Art and Technology in New York, DeLappe walked the 240 miles Gandhi marched in protest of a British Salt tax – driving his avatar, step by step, across the territory of Second Life. That project was yet another of DeLappe’s exploratory reconfigurations of the relationship between protest, performance, and physicality.

Interview.

Chris Lanier: With the mouse-derived work, from the “Mouse Mandala” to “The Artist’s Mouse” and the drawings that are made as you’re playing a game – what was it like putting those things together at this time, when it’s possible to imagine the disappearance of the mouse? Right now there is  eye-controlled software , and even thought-controlled software…

Joseph DeLappe: Part of my thought process when doing the mouse pieces was doing a sort of reverse engineering, and trying to figure out what that thing is, because it really is a useless little object otherwise. It’s not a hammer, it’s not a screwdriver, it doesn’t have a function beyond plugging into a computer to allow you to move around this detached marker on a screen. There’s already something separate happening, and so attaching a pencil to it was a way of perhaps returning it to its roots. It’s sort of a drawing device, a pointer, all these things that a pencil might be, but I was intrigued by the possibilities of extracting some kind of meaning out of it.

CL: It’s funny because it’s an extension from the computer to the human, like an organ that extends itself to us, and I wonder what you think of that interface becoming even more disembodied. If the hand is taken out of that circuit, what do you think that says about our relationship to the screen?

JD: I think it will change it. I can really only speak from my experience, not having played the wii, or things like that. I messed around with the kinect a little bit. When you’re putting the body into works like what I did in the Gandhi project (which is something that’s not in the exhibition) – I placed myself on a treadmill to actually interact with Gandhi, walking him through Second Life. My body became the game controller in a kind of way, the mouse – or however you want to refer to it. I didn’t realize it at first but there was an intrinsic alteration of my relationship to the experience going on, on the screen. I wonder if that deterioration of that awkward physical thing you have to do with the mouse or track ball, if that’s going to bring us closer to our machines. As it becomes gestural and everyday, I suspect it will become more naturalistic.

CL: Listening to you talk about the Gandhi project, it seemed to bring you more directly and somatically into that virtual world.

JD: Which was very unexpected. I went into that project from a conceptual durational performance ideation – this would be an examination of “performance,” in quotes. Performance and protest. It was done at Eyebeam in New York, and I was thinking about the many durational performances that had taken place in New York, from Tehching Hsieh, to Linda Montano,  to Joseph Beuys. I had done performance works online for almost a decade prior to that piece, but that action that the body involves, that was just transformative. It was amazing and intriguing and kind of disconcerting in a way, because I found myself completely drawn into that experience, and connected to my avatar in a way that I never had previously. I was walking in Second Life, which you’re really not supposed to do – you’re supposed to teleport – so I was navigating over mountains and in places people don’t generally walk. And Gandhi would fall off a mountain-side into the next region, and I’d find myself almost falling off the treadmill. Or, after finishing the performance for the day, walking to the subway and thinking  I could click on someone to get information. It became this mixed reality in my head.

CL: Embodiment seems to be a crucial part of your practice. With “Taliban Hands,” you extracted hands from Medal of Honor, and brought them into physical space. In the “dead-in-iraq” project you brought the names of the dead soldiers into the game space of America’s Army. It seems that bringing bodies into that space, or extracting bodies out of that virtual world, is important to you.

JD: Well, each of those pieces had different but connected intents. With the America’s Army project, “dead-in-iraq,” the intent was to embody the reality of the war, to bring it to this virtual space. So when you’re dying and or you’re killing in that virtual space, and you see these names go across the screen, you realize that this is an actual person that died in that conflict. That might change another player’s thought process about what they’re doing, and about that visualization – when you get shot you end up hovering over your fallen avatar. So there is this attempt to change how one considers that experience.

CL: It’s interesting, with the self-portrait as dead soldier – the way of marking yourself as dead is to show the body within the game. Moving you from a first-person space, a first-person-shooter space, into a third-person space. The body becomes a marker of death.

JD: That is certainly a problematic aspect of that game. I think the vast majority of the people playing the game – certainly there are some veterans and active military – but there are more people who aren’t in that situation. So there is this kind of temporary inhabiting of the US military. Bringing this out into real space is an attempt to drive home the connection of that fantasy pretend space to a very real space. It’s like bringing it to a sort of mid-ground. The America’s Army game is in fact official US military virtual space. I mean they own it. It is federal space – it’s part of the system of hundreds of bases around the world.

With the Taliban hands, it’s a similar attempt, but with a different thought process. With the America’s Army game, one of the most devilish things they did with that game is that they’ve created a system where everybody gets to be a good guy. There are two teams, and you see your team of 2 to 12 cohorts playing against 2 to 12 other cohorts. You always see yourself as Americans. They always see themselves as Americans, but you see each other as terrorist enemies. So there’s this digital switching, where they see your avatar as a Middle Eastern terrorist and vice versa.

CL: The strange thing that happens is that you’re inhabiting two bodies.

JD: Yeah, at the same time, exactly. But in the Medal of Honor game it’s not like that. That was a controversial game when it came out in 2010 because you could play as a Taliban killing American soldiers. It was the only game that was actually banned from military bases. They ended up changing it before they released it – they weren’t called “Taliban,” they were called OP 4, which stands for opposition forces. But you’re still Taliban. So anytime that game is being played as an online match, 50% of the players are being American and 50% are being Taliban.

I found that really curious. I started extracting these maps from that particular game, and then diving into this incredible morass of 3-D data. I would have to dig through all of this wireframe stuff to find these objects, and I found the Taliban and started deleting everything else, and landed at one point with the hands. It was just so intriguing – these hands were gorgeous. When they became disembodied from their source and I started visualizing them in the 3-D software, they took on a kind of Da Vinci-esque quality – like the hand of God or something.

CL: There is a gestural quality to it.

JD: Yeah, exactly.

CL: I’m curious if this work has brought you more into contact with the idea of simulation. Simulation can be useful, obviously – it allows you to think through a situation before it’s actually encountered. But then it can actually introduce errors into the actual [situation], because the simulation doesn’t correspond absolutely to reality.

JD: I don’t know if this connects to your question at all, but if you die in America’s Army – this is standard in most shooter games – they have something called the ragdoll effect. It’s a simulation of your body going limp. It’s meant to give a naturalistic [simulation of] you collapsing, and you’re dead. But the effect is actually quite different – there are points where your avatar, in that space – it can be almost comical, like you’re going to do a somersault. And every time you actually die, your body – because of that ragdoll effect – you watch the video and the avatars do this kind of shaking thing, that’s part of this ragdoll effect. When I first saw it I thought it was this macabre death spasm, but it’s just part of the simulation. It’s not meaningful in the context of the game, but it becomes meaningful in the work that I did and in the recording of it.

CL: It’s funny that a simulation can have these unintentional, almost poetic, effects – if you are attuned to it.

JD: And that’s a good metaphor for the whole project, right? It’s taking this simulated wargame – this recruiting tool – and re-branding it, remaking it. It’s a way to say: “No, let’s see if we can make this game be about this, not about that.” I appropriated the space – I took it over in a simple way, and I think it was quite effective.

CL: You frame yourself as an activist as well as an artist.

JD: Yeah, and sometimes uncomfortably. I drift in and out of that. There’s a difference between being an artist and activist. And right now I’m feeling rather reticent [about the “activist” label] – but I’m an artist at base. It’s a little bit more symbolic I guess…

CL: Making a political act in a virtual space – is that inherently symbolic?

JD: That’s a really interesting question because in the progression of my work, I think my work has slowly emerged towards existing in a real space – with the bike-riding around the Air Force base, and now building a life-sized predator drone down in Fresno.

As an artist you do deal with a kind of symbolic reality – metaphor and symbolism, and things that communicate ideas through form. As an activist it seems there would always be a goal of actually fostering change, making change happen in the world. Whether activism is effective at doing that – that’s a really big question too, right? I’m not sure sure if that’s the case these days. That’s one of the reasons I was interested in going into the America’s Army project. It was seeing the – I wouldn’t say the complete failure – but the invisibility of traditional forms of protest. You had the world’s largest worldwide gatherings of protest, a year before we started that war, which was totally under-reported…

CL: And under-counted.

JD: Right. And I’m not saying that I never want you to go protest in these places, but you do have to push that envelope into places where people would not expect it, to actually reach people. And that was a surprise actually, that that piece resonated so powerfully with others – and became a viral thing that, by accident, was disseminated to a huge audience. That was good. But I’m not sure how I feel about it as a kind of permanent venue for trying to do that kind of thing.

With the “dead-in-iraq” project, there were some people who were criticizing it, saying, “Well, you’re just sitting there at your keyboard.” It’s like: “Yeah? Right. I know that – that’s part of the point. Everybody playing that game is sitting at their keyboard.”

CL: And the people who are manning drones are sitting at their keyboards.

JD: Precisely, and that’s exactly one of the reasons I’m so interested in drones. Speaking of embodiment, the drones –it’s like a perfect synthesis of computer gaming culture, and our militarism, and our love for the latest possibilities of technology. It’s like somebody bashed those things together and out came this perfect system for blowing shit up on the other side of the planet – sitting in your comfortable gamer’s chair.

CL: The way you’re activating the Drone Memorial as an extension of your art activism – I’m wondering if part of the appeal is doing it within an educational institution, where you’re enlisting students to help you out, so it actually becomes part of an educative process. How much do they know about the drone policy?

JD: What’s interesting with that project is that they brought up these different groups – art students, design students, and there has been a group of activists from Fresno called Peace Fresno who’ve come out to work. There have been some TV interviews, and there’s a journalism class – they’re taking turns, every day there’s a different crew and they’re documenting the process and interviewing the people that are involved. And it’s been interesting talking to some students because there have been a number of students that are like: “What, drones? We can blow stuff up in Pakistan, from sitting in Las Vegas at Creech Air Force Base?” They don’t know about it, so there is a kind of basic informational aspect of the project.

But what I’m finding most interesting is that the students and volunteers – and myself – at this stage of the work we’re so absorbed in the embodiment, if you will, of the physical sculpture. It’s a building process and there’s a kind of pleasure in that. There’s the hands-on aspect of building, and seeing this form come into being. What I’m waiting for is that realization when we get the whole thing together, and it has this 48 foot wing span and 27 foot fuselage, sitting on the ground at the campus – and then we write the names [of the civilian casualties on the sculpture] – we have 334 names in English and Urdu.

I think that’s going to have a powerful impact, that’s going to completely flip the equation. Not just to give them a sense of their making something as a community build – but that we own these drones – we are this policy. These victims that are on the drone are connected to us, right? There’s a direct lineage from that pilot sitting in Creech Air Force Base, from the missile that rained down on that village and killed a 12-year-old girl, to you and me. It may be tentative, but it’s our government – it’s us.

Conclusion.

The interview was conducted several days before the completion of the Drone Memorial. After the sculpture was assembled and installed, there was a public ceremony at the site. Afterward, I asked Joseph if the effect of the ceremony was in fact what he envisioned, and he sent me the following reply via email:

We finished the drone just as the ceremony was scheduled to commence. There was a crowd of about 75 people – I made some brief comments thanking the volunteers and the CCA. The actual ceremony was being coordinated by a wonderful group, “Peace Fresno”, who coordinated the creation of individual, hand written index cards, each with the name, date of death and age (if available), of each of the 334 Pakistani drone victims. These were read aloud by individuals from Peace Fresno of Pakistani or Indian descent to ensure that the names were correctly pronounced. Those gathered for the event stood in line to take possession of a name after it was read aloud – walking towards the drone where they were given a pen. Each name was written with the associate dated of death and age of the victim when available. Several volunteers followed this process by filling in the names translated into Urdu.  

I personally completed the process of standing in line, taking a pen and writing names on the drone 7-10 times, I lost count. The most memorable was that of an 8 year old girl – I don’t recall her name but after writing on the drone the realization of the death of a child was quite overwhelming. Others had similar experiences – there were several walking away from the drone after writing their name who were in tears. This cycle of writing, standing in line and continuing the process went on for perhaps 45 minutes until all 334 names were written upon the drone. All the while there were passersby stopping, asking what we were doing, some joined us. I recall a father on a bicycle have a discussion with his young son about drones, “are you ok with being surveilled 24/7?”, that kind of thing.  

In my exhaustion after working 2 weeks followed by an additional weekend of 11 hour work days, the experience was moving and quite overwhelming. There was indeed a palpable realization of the nature of the project. The camaraderie established among the workers and volunteers evolved into a collaborative process of memorialization. 

“Social Tactics” runs through April 27, and the Drone Memorial will be on display through May 31.

Further Reading.

Joseph DeLappe’s website: http://www.delappe.net

A previous furtherfield interview on another drone-related project by DeLappe:

The 1,000 Drones Project, by Marc Garrett – 05/02/2014, furtherfield.org

http://furtherfield.org/features/interviews/1000-drones-project-interview-joseph-delappe

News story on US Military objections to ‘Medal of Honor’:

Sales of new ‘Medal of Honor’ video game banned on military bases, by Anne Flaherty – 09/09/2010, Washington Post

http://www.washingtonpost.com/wp-dyn/content/article/2010/09/08/AR2010090807219.html

News story and video on the Drone Memorial:

Drone project at Fresno State a call for ‘contemplation’ (video), by Carmen George – 03/26/2014, The Fresno Bee

http://www.fresnobee.com/2014/03/26/3845089/drone-project-at-fresno-state.html

Fresno College Newspaper story on the Drone Memorial:

Drone sculpture construction begins, by Collegian Staff – 03/18/2014, The Collegian at Fresno State

Drone sculpture construction begins

Essay on the visualization of the “Enemy” in military games, with a focus on “America’s Army”:

The Unreal Enemy of America’s Army, by Robertson Allen – 01/2011, Games and Culture 6(1):38–60

http://www.academia.edu/231295/The_Unreal_Enemy_of_Americas_Army

Innovation happens at the frayed edges – Resonate 2014

Featured image: Pablo Garcia’s presentation at Resonate 2014

Resonate, the Belgrade, Serbia digital arts and design festival, now in its third year unfolds over a long week at the start of April. Its central tenet is to bring together “artists, designers and educators to participate in a forward-looking debate on the position of technology in art and culture.” It is also an emerging and challenging festival that raises many more questions than it answers. The festival starts off with a number of workshops held by practitioners for practitioners. Foregrounding the demystification of the creative process immediately sets it apart from any number of other media arts festivals. Whereas many festivals might be broader in their approach to what the digital can include, and focus on themes that don’t always feel like they directly influence what happens in the festival, Resonate doesn’t give itself a curatorial focus. But, and so, the workshops set the festival off with a focus on making. Most people who come to Resonate are just that: makers of work. It feels as though there are fewer curators, producers and academics here than you would expect.

Resonate, the Belgrade, Serbia digital arts and design festival, now in its third year unfolds over a long week at the start of April. Its central tenet is to bring together “artists, designers and educators to participate in a forward-looking debate on the position of technology in art and culture.” It is also an emerging and challenging festival that raises many more questions than it answers. The festival starts off with a number of workshops held by practitioners for practitioners. Foregrounding the demystification of the creative process immediately sets it apart from any number of other media arts festivals. Whereas many festivals might be broader in their approach to what the digital can include, and focus on themes that don’t always feel like they directly influence what happens in the festival, Resonate doesn’t give itself a curatorial focus. But, and so, the workshops set the festival off with a focus on making. Most people who come to Resonate are just that: makers of work. It feels as though there are fewer curators, producers and academics here than you would expect.

The central lobby of the Kinoteka

This year, shifting location from 2013’s Dom Omladine, perhaps learning from some of the problems of last year’s over-heated and occasionally too-tightly packed events, they have moved to a spread of venues, with the base being the Kinoteka Cinema, a sleek-looking modern building with a number of different spaces. Any decent festival has a spread of overlapping events making it impossible for one person to attend everything. Resonate makes no apologies for being just as packed with events as any other festival. The one time it might be possible to sit and spend a day in one place is if you’ve managed to get on to a workshop event that takes place on the Thursday. Once the workshops are over though, Friday kicks off with the panels and presentations. Choreographic Coding discussion, led by NODE Forum’s Jeanne Charlotte Vogt opened the panel discussions. A broad ranging talk with Raphael Hillebrand, Florian Jenett, Peter Kirn (CDM), Christian Loclair and Klaus Obermaier, (returning again after last year’s Resonate, possibly being an ongoing presence at the festival). All of the panel talks took place in the central lobby of the Kinoteka, which proved to be a terrible choice for anyone who wanted to actually hear the speakers. At times the discussions descended into a barrage of mumbles blending with the sound of people emerging from surrounding presentations and the poor choice of PA equipment placements. A shame, as the themes for these were well chosen, including Ways of Seeing, chaired by Greg J. Smith of HOLO magazine, and Generative Strategies, across the Friday and Saturday. The best laid plans of mice and journalists. I had planned to interview a number of presenters during the event, key amongst them was Pablo Garcia, who was on a panel and presented his own work on the Saturday. Apart from a brief conversation, we finally caught up over email several days later. I fired a number of questions at him, which are dotted across the rest of this review.

Do you find that Resonate offers something different than some other digital festivals? If so, what might that be? “It feels a lot like some of the better festivals I have seen, like EYEO. It is selecting from the best digital artists/makers out there, and giving them free reign on the stage to talk and share. The city has a great vibe and the overall feel is truly a “festival”, and not so much a conference or academic gathering.” ~ Pablo Garcia.

Friday’s talks included Cedric Kiefer (Onformative) giving a presentation in Gallery of Frescos, a short hop and stumble from Kinoteka Cinema. I’ve always enjoyed the juxtaposition that occurs when digital media is presented in contrast to, in this case, a venue “exhibiting in one place the highest achievements of Serbian Mediaeval and Byzantine art.” In other words, old stuff that enforces the modernity of the digital work we are being shown. Kiefer’s presentation covered some of their major projects including their work for Deutsche Telekom which used the company’s Facebook interactions to create beautiful data visualisations (Facebook Tree – 2013). There’s an unabashed acceptance of the interaction between corporate funding and creativity on display with many of the presentations. It’s something which never provokes debate, at least not in any of the conversations I had with participants or the panels I attended. Maybe that’s no longer ‘a thing’ that concerns creatives and the money required for some of the bigger projects has to allow for corporate sponsorship? I’m not suggesting we shouldn’t embrace funding from wherever it comes, it would just have been nice to have some debate around it.

The schedule for the whole festival is broad and busy. There’s no chance of making it to every presentation or discussion, which is a great reason to go with others or to make an effort to talk to other attendees about what you’ve seen. The festival is a research port of call for many established, practicing digital artists. The UK’s Ludic Rooms have been to the past two festivals and consider it an opportunity to engage and re-establish contact with their peers in the community. “It is a coming together on an international scale with a thoughtful focus on practice,” reckons Ashley Brown, one half Ludic Rooms. Co-Director Dom Breadmore adds, “for us, Resonate has quickly superseded other events to become an annual pilgrimage for discussion and inspiration.”

One of the final presentations of the festival is by Daito Manabe in the Kolarac, another add-on venue of the festival, again an improvement on last year’s Dom Omladine. Daito’s work reflects something of the current state of digital media work. His presentation includes his (literally) home-made research videos, as well as the documentation of bigger projects. Whether he’s attaching electrodes to his own face to see what the effect is (hilarious facial distortions in this case), or working with dancers to create a drone/dancers piece, there’s humour and an enquiring mind at the center of his work. Daito showed his Ayrton Senna project, using the data transmitted from Senna’s car during his world-record lap in 1989, an ambitious and challenging project, least of all being the decision to erect it on the original racetrack. The data is used to trigger LEDs and numerous speakers laid out on the course. The LEDs follow the path taken by the car, while the sound is the engine accelerating and decelerating as the car would have taken the corners. It’s a ghostly piece, at once recreating that frustration that race fans must have of just having missed the car and a reminder that this is an event that happened many years ago. An echo of the past. Data mining, big data, is like this, in most contemporary projects. Data visualisation is a zombie, rising up to challenge the present. And like all the best zombie films, it can be a metaphor for our own rampant consumerism and reliance on technology. Still, at least in the hands of someone like Daito, our guilt is assuaged by humour.

What is your own take on the current landscape of digital media/art/design? “It’s an exciting time, for sure. Not only because there is so much digital access today for all to experiment with. We are starting to see makers move past the “wow” phase of tech and really start to integrate digital techniques into various historical techniques. Watching digital work cease to be about digitality will go a long way to opening new avenues of exploration.” ~ Pablo Garcia.

In those important few hours after a festival when you make your way back home, you finally get a chance to take stock. Thoughts crash over you in what better place for free-form thinking than the nowhere of airport waiting zones. In the neverzones I realised that what I’d thought was my frustration with Resonate, was actually the thing that gives it a unique flavour. Resonate doesn’t present a theme and then hope to find an answer through precarious curation of speakers who most likely will follow their own path anyway. What it does do, and does well, is ask questions that might not have answers. The focus on knowledge and learning gives attendees a broad enough palette to choose their own ambitions for the festival. There isn’t any guided pathway through the diverse range of speakers. There are many things that Resonate could do better. It would have been nice to see more actual work in the various spaces. Line of Sight, a collaborative project by Kimchi and Chips and Nanika, (produced by CAN_LABS and Resonate Festival) was installed and produced for Kinoteca goers during the festival, giving a taste familiar to many attendees, of the stress of having to deliver a working project to a tight deadline. Thankfully, they did so. More projects would have been nice though. Even the digital needs to explode out of the screen and smear itself across a few walls or public spaces, obstructing and challenging people around the venues. After all, contextuality is nine tenths of the art law. Equally, some of the audio/visual problems need addressing. Complaining about them seems like a mean sideswipe, but these are the things that leave people with the suspicion that a festival isn’t as bothered as it should be. Resonate does care about attendees, as is evidenced by the free workshops and focus on helping to develop practitioners. It reflects this in its very DNA as an ever-becoming environment for creatives. And besides, the good stuff always happens in the rough and frayed edges. Resonate needs space and time to stretch and breath and see what it can become, just as Serbia, despite a rich and ‘interesting’ history (Belgrade is one of Europe’s oldest cities) is still finding its feet in the modern world (it applied for membership of the European Union in 2009). The festival supports emerging digital media practitioners by accelerating interaction with other countries to support the country’s upper-middle income economy with its strong service sector economy.

What was your experience of Resonate? “Resonate is a jam-packed, head-spinning experience. So many amazing people showing all their goodies in tightly packed spaces. It’s a lot of fun. Caveat: don’t go expecting to see everything. So many events and talks are happening simultaneously, you can’t see it all. Personally, I found it incredibly valuable to be able to show my work to a really talented and smart group of people to get solid feedback on what I do. I learned a lot by presenting and by seeing sympathetic artists.” ~ Pablo Garcia.

As the festival evolves, it would be nice if it smoothed out some of the frayed edges. But maybe this isn’t possible without allowing the freedom the open spaces allow for the fun stuff to happen. As Daito Manabe’s presentation showed, the open, unordered spaces are where all the best artistic developments take place.

The Absurdity of Art Speak, Art Worlds, and what we can learn from Big Data

Jonas Lund’s artistic practice revolves around the mechanisms that constitute contemporary art production, its market and the established ‘art worlds’. Using a wide variety of media, combining software-based works with performance, installation, video, photography and sculptures, he produces works that have an underlying foundation in writing code. By approaching art world systems from a programmatic point of view, the work engages through a criticality largely informed by algorithms and ‘big data’.

It’s been just over a year since Lund began his projects that attempt to redefine the commercial art world, because according to him, ‘the art market is, compared to other markets, largely unregulated, the sales are at the whim of collectors and the price points follows an odd combination of demand, supply and peer inspired hype’. Starting with The Paintshop.biz (2012) that showed the effects of collaborative efforts and ranking algorithms, the projects moved closer and closer to reveal the mechanisms that constitute contemporary art production, its market and the creation of an established ‘art world’. Its current peak was the solo exhibition The Fear Of Missing Out, presented at MAMA in Rotterdam.

Annet Dekker: The Fear Of Missing Out (FOMO) proposes that it is possible to be one step ahead of the art world by using well-crafted algorithms and computational logic. Can you explain how this works?

Jonas Lund The underlying motivation for the work is treating art worlds as networked based systems. The exhibition The Fear Of Missing Out spawned from my previous work The Top 100 Highest Ranked Curators In The World, for which I assembled a comprehensive database on the bigger parts of the art world using sources such as Artfacts, Mutaul Art, Artsy and e-flux. The database consists of artists, curators, exhibitions, galleries, institutions, art works and auction results. At the moment it has over four million rows of information. With this amount of information – ‘big data’ – the database has the potential to reveal the hidden and unfamiliar behaviour of the art world by exploring the art world as any other network of connected nodes, as a systemic solution to problematics of abstraction.

Steve Ballmer, by Jonas Lund. Made with a fridge and six crates of beer. Exhibition 'The Fear Of Missing Out'. 2013. Photographed by Lotte Stekelenburg.
Steve Ballmer, by Jonas Lund. Made with a fridge and six crates of beer. Exhibition ‘The Fear Of Missing Out’. 2013. Photographed by Lotte Stekelenburg.
Cheerfully Hats Sander Selfish - Coconut soap 7 min 50 sec video loop. By Jonas Lund. Exhibition 'The Fear Of Missing Out'. 2013.
Cheerfully Hats Sander Selfish – Coconut soap 7 min 50 sec video loop. By Jonas Lund. Exhibition ‘The Fear Of Missing Out’. 2013.

In The Top 100 Highest Ranked Curators In The World, first exhibited at Tent in Rotterdam, I wrote a curatorial ranking algorithm and used the database, to examine the underlying stratified network of artists and curators within art institutions and exhibition making: the algorithm determined who were among the most important and influential players in the art world. Presented as a photographic series of portraits, the work functions both as a summary of the increasingly important role of the curator in exhibition making, as an introduction to the larger art world database and as a guide for young up and coming artists for who to look out for at the openings.

Central to the art world network of different players lies arts production, this is where FOMO comes is. In FOMO, I used the same database as the basis for an algorithm that generated instructions for producing the most optimal artworks for the size of the Showroom MAMA exhibition space in Rotterdam while taking into account the allotted production budget. Prints, sculptures, installations and photographs were all produced at the whim of the given instructions. The algorithm used meta- data from over one hundred thousand art works and ranked them based on complexity. A subset of these art works were then used, based on the premise that a successful work of art has a high price, high aesthetic value but low production cost and complexity, to create instructions deciding title, material, dimensions, price, colour palette and position within the exhibition space.

The Top 100 Highest Ranked Curators In The World. By Jonas Lund.  Installation at Tent, Rotterdam.
The Top 100 Highest Ranked Curators In The World. By Jonas Lund. Installation at Tent, Rotterdam.

Similar to how we’re becoming puppets to the big data social media companies, so I became a slave of the instructions and executed them without hesitation. FOMO proposes that it is possible to be one step ahead of the art world by using well-crafted algorithms and computational logic and questions notions of authenticity and authorship.

AD: To briefly go into one of the works, in an interview you mention Shield Whitechapel Isn’t Scoop – a rope stretched vertically from ceiling to floor and printed with red and yellow ink – as a ‘really great piece’, can you elaborate a little bit? Why is this to you a great piece, which, according to your statement in the same interview, you would not have made if it weren’t the outcome of your analysis?

JL: Coming from a ‘net art’ background, most of the previous works I have made can be simplified and summarised in a couple of sentences in how they work and operate. Obviously this doesn’t exclude further conversation or discourse, but I feel that there is a specificity of working and making with code that is pretty far from let’s say, abstract paintings. Since the execution of each piece is based on the instructions generated by the algorithm the results can be very surprising.

The rope piece to me was striking because as soon as I saw it in finished form, I was attracted to it, but I couldn’t directly explain why. Rather than just being a cold-hearted production assistant performing the instructions, the rope piece offered a surprise aha moment, where once it was finished I could see an array of possibilities and interpretations for the piece. Was the aha moment because of its aesthetic value or rather for the symbolism of climbing the rope higher, as a sort of contemporary art response to ‘We Started From The Bottom Now We’re Here’. My surprise and affection for the piece functions as a counterweight to the notion of objective cold big data. Sometimes you just have to trust the instructionally inspired artistic instinct and roll with it, so I guess in that way maybe now it is not that different from let’s say, abstract painting.

‘Shield Whitechapel Isn’t Scoop’ Acrylic and Silkscreen Ink on Custom Rope.  By Jonas Lund. Exhibition, The Fear Of Missing Out, 2013.
‘Shield Whitechapel Isn’t Scoop’ Acrylic and Silkscreen Ink on Custom Rope. By Jonas Lund. Exhibition, The Fear Of Missing Out, 2013.

AD: I can imagine quite a few people would be interested in using this type of predictive computation. But since you’re basing yourself on existing data in what way does it predict the future, is it not more a confirmation of the present?

JL: One of the only ways we have in order to make predictions is by looking at the past. Through detecting certain patterns and movements it is possible to glean what will happen next. Very simplified, say that artist A was part of exhibition A at institution A working with curator A in 2012 and then in 2014 part of exhibition B at institution B working with curator A. Then say that artist B participates in exhibition B in 2013 working with curator A at institution A, based on this simplified pattern analysis, artist B would participate in exhibition C at institution B working with curator A. Simple right?

AD: In the press release it states that you worked closely with Showroom MAMA’s curator Gerben Willers. How did that relation give shape or influenced the outcome? And in what way has he, as a curator, influenced the project?

JL: We first started having a conversation about doing a show in the Summer of 2012, and for the following year we met up a couple of times and discussed what would be an interesting and fitting show for MAMA. In the beginning of 2013 I started working with art world databases, Gerben and I were making our own top lists and speculative exhibitions for the future. Indirectly, the conversations led to the FOMO exhibition. During the two production phases, Gerben and his team were immensely helpful in executing the instructions.

AD: Notion of authorship and originality have been contested over the years, and within digital and networked – especially open source – practices they underwent a real transformation in which it has been argued that authorship and originality still exist but are differently defined. How do see authorship and originality in relation to your work, i.e. where do they reside; is it the writing of the code, the translation of the results, the making and exhibiting of the works, or the documentation of them?

JL: I think it depends on what work we are discussing, but in relation to FOMO I see the whole piece, from start to finish as the residing place of the work. It is not the first time someone makes works based on instructions, for example Sol LeWitt, nor the first time someone uses optimisation ideas or ‘most cliché’ art works as a subject. However, this might be first time someone has done it in the way I did with FOMO, so the whole package becomes the piece. The database, the algorithm, the instructions, the execution, the production and the documentation and the presentation of the ideas. That is not to say I claim any type of ownership or copyright of these ideas or approaches, but maybe I should.

AD: Perhaps I can also rephrase my earlier question regarding the role of the curator: in what way do you think the ‘physical’ curator or artist influences the kind of artworks that come out? In other words, earlier instructions based artworks, like indeed Sol LeWitt’s artworks, were very calculated, there was little left to the imagination of the next ‘executor’. Looking into the future, what would be a remake of FOMO: would someone execute again the algorithms or try to remake the objects that you created (from the algorithm)?

JL: In the case with FOMO the instructions are not specific but rather points out materials, and how to roughly put it together by position and dimensions, so most of the work is left up to the executor of said instructions. It would not make any sense to re-use these instructions as they were specifically tailored towards me exhibiting at Showroom MAMA in September/October 2013, so in contrast to LeWitt’s instructions, what is left and can travel on, besides the executions, is the way the instructions were constructed by the algorithm.

AD: Your project could easily be discarded as confirming instead of critiquing the established art world – this is reinforced since you recently attached yourself to a commercial gallery. In what way is a political statement important to you, or not? And how is that (or not) manifested most prominently?

JL: I don’t think the critique of the art world is necessarily coming from me. It seems like that is how what I’m doing is naturally interpreted. I’m showing correlations between materials and people, I’ve never made any statement about why those correlations exist or judging the fact that those correlations exist at all. I recently tweeted, ‘There are three types of lies: lies, damned lies and Big Data’, anachronistically paraphrasing Mark Twain’s distrust for the establishment and the reliance on numbers for making informed decisions (my addition to his quote). Big data, algorithms, quantification, optimisation… It is one way of looking at things and people; right now it seems to be the dominant way people want to look at the world. When you see that something deemed so mysterious as the art world or art in general has some type of structural logic or pattern behind it, any critical person would wonder about the causality of that structure, I guess that is why it is naturally interpreted as an institutional critique. So, by exploring the art world, the market and art production through the lens of algorithms and big data I aim to question the way we operate within these systems and what effects and affects this has on art, and perhaps even propose a better system.

AD: How did people react to the project? What (if any) reactions did you receive from the traditional artworld on the project?

JL: Most interesting reactions usually take place on the comment sections of a couple of websites that published the piece, in particular Huffington Post’s article ‘Controversial New Project Uses Algorithm To Predict Art’. Some of my favourite responses are:

‘i guess my tax dollars are going to pay this persons living wages?’
‘Pure B.S. ……..when everything is art then there is no art’
‘As an artist – I have no words for this.’
‘Sounds like a great way to sacrifice your integrity.’
‘Wanna bet this genius is under 30 and has never heard of algorithmic composition or applying stochastic techniques to art production?’
‘Or, for a fun change of pace, you could try doing something because you have a real talent for it, on your own.’

AD: Even though the project is very computational driven, as you explain the human aspects is just as important. A relation to performance art seems obvious, something that is also present in some of your other works most notably Selfsurfing (2012) where people over a 24 hour period could watch you browsing the World Wide Web, and Public Access Me (2013), an extension of Selfsurfing where people when logged in could see all your online ‘traffic’. A project that recalls earlier projects like Eva & Franco Mattes’ Life Sharing (2000). In what way does your project add to this and/or other examples from the past?

Selfsurfing, by Jonas Lund 2012.
Selfsurfing, by Jonas Lund 2012.
Public Access Me, by Jonas Lund 2012.
Public Access Me, by Jonas Lund 2012.

JL: Web technology changes rapidly and what is possible today wasn’t possible last year and while most art forms are rather static and change slowly, net art in particular has a context that’s changing on a weekly basis, whether there is a new service popping up changing how we communicate with each other or a revaluation that the NSA or GCHQ has been listening in on even more facets of our personal lives. As the web changes, we change how we relate to it and operate within it. Public Access Me and Selfsufing are looking at a very specific place within our browsing behaviour and breaks out of the predefined format that has been made up for us.

There are many works within this category of privacy sharing, from Kyle McDonalds’ live tweeter, to Johannes P Osterhoff’s iPhone Live and Eva & Franco Mattes’ earlier work as you mentioned. While I cannot speak for the others, I interpret it as an exploration of a similar idea where you open up a private part of your daily routine to re-evaluate what is private, what privacy means, how we are effected by surrendering it and maybe even simultaneously trying to retain or maintain some sense of intimacy. Post-Snowden, I think this is something we will see a lot more of in various forms.

AD: Is your new piece Disassociated Press, following the 1970s algorithm that generated text based on existing texts, a next step in this process? Why is this specific algorithm of the 70s important now?

JL: Central to the art world lies e-flux, the hugely popular art newsletter where a post can cost up to one thousand dollars. While spending your institution’s money you better sound really smart and using a highly complicated language helps. Through the course of thousands of press releases, exhibition descriptions, artist proposals and curatorial statements a typical art language has emerged. This language functions as a way to keep outsiders out, but also as a justification for everything that is art.

Disassociated Press is partly using the Dissociated Press algorithm developed in 1972, first associated with the Emacs implementation. By choosing a n-gram of predefined length and consequently looking for occurrences of these words within the n-gram in a body of text, new text is generated that at first sight seems to belong together but doesn’t really convey a message beyond its own creation. It is a summary of the current situation of press releases in the international English art language perhaps, as a press release in its purest form. So, Disassociated Press creates new press releases to highlight the absurdity in how we talk and write about art. If a scrambled press release sounds just like normal art talk then clearly something is wrong, right?

SEFT-1 Abandoned Railways Exploration Probe: Modern Ruins 1:220

Ivan Puig and Andrés Padilla Domene

The Arts Catalyst in partnership with Furtherfield

Gallery tour with the artists, Saturday 21 June 2pm
The SEFT-1 exploration probe will be on display next to the gallery 20–22 June, 11–13 July, 18–20 July and 25–27 July 2014.

DOWNLOAD PRESS RELEASE (pdf)

SEE IMAGES FROM THE PRIVATE VIEW

Ivan Puig and Andrés Padilla Domene (Los Ferronautas) built their striking silver road-rail SEFT-1 vehicle to explore the abandoned passenger railways of Mexico and Ecuador, capturing their journeys in videos, photographs and collected objects. In their first London exhibition, SEFT-1 Abandoned Railways Exploration Probe – Modern Ruins 1:220, commissioned by The Arts Catalyst and presented in partnership with Furtherfield in their gallery space in the heart of Finsbury Park, the artists explore how the ideology of progress is imprinted onto historic landscapes and reflect on the two poles of the social experience of technology – use and obsolescence.

Seft vehicle on rails

Between 2010 and 2012, the artists travelled across Mexico and Ecuador in the SEFT-1 (Sonda de Exploración Ferroviaria Tripulada or Manned Railway Exploration Probe). In a transdisciplinary art project, they set out to explore disused railways as a starting point for reflection and research, recording stories and testimonials as well as the landscapes and infrastructure around and between cities. Interviewing people they met, often from communities isolated by Mexico’s passenger railway closures, they shared their findings online, www.seft1.com, where audiences could track the probe’s trajectory, view maps and images and listen to interviews.

Railstation where the vehicle arrives

The artists’ journeys led them to the notion of modern ruins: places and systems left behind quite recently, not because they weren’t functional, but for a range of political and economical reasons. In the second half of the 19th century, the Mexican government partnered with British companies to built the railway line that would connect Mexico City with the Atlantic Ocean – and beyond to Europe. This iconic railway infrastructure now lies in ruins, much of it abandoned due to the privatisation of the railway system in 1995, when many passenger trains were withdrawn, lines cut off and communities isolated.

SEFT vehicle on rails with artists on

For this new exhibition, the artists are inviting British expert model railway constructors to collaborate by creating scale reproductions of specific Mexican railway ruins exactly as they are now. One gallery becomes a space for the process of model ruin construction. The room’s walls will show the pictures, documents, plans and other materials used as reference for the meticulously elaborated ruin construction. With this action a dystopian time tunnel is created.

ABOUT THE ARTISTS

Ivan Puig (born 1977, Guadalajara, MX) has exhibited internationally in Mexico, Germany, Canada, Brazil and the United States. He is the recipient of a number of awards and residencies including the BBVA Bancomer Foundation Grant for the SEFT-1 project (2010-2011) and the Cisneros Fontanals Foundation (CIFO) Grant in 2010. Puig, a member of the collective TRiodO (with Marcela Armas and Gilberto Esparza), lives and works in Mexico City.

Andrés Padilla Domene (born 1986 in Guadalajara, MX) has exhibited work in various contexts including ISEA 2012 (Albuquerque, New Mexico), The National Museum of Art MUNAL (Mexico City, 2011), 04 Transitio_MX (Mexico, 2011), and EFRC, Centro de Arte Contemporáneo (Qutio, Ecuador, 2012). His video work as director and producer with Camper Media includes documentaries, fiction films and TV shows.

EVENTS

Tuesday 17 June 6.30–9.00pm – artists Ivan Puig & Andrés Padilla Domene will be in conversation with The Arts Catalyst curator Rob La Frenais during London LASER 04 at University of Westminster (book here)

Saturday 21 June 2pm – Gallery tour with the artists, FREE

Saturday 21 June 3–5pmA de-industrialised estate – Talk with Dr Malcolm Miles and discussion with the artists at Furtherfield Commons – (limited capacity £5, details and online booking here)

Saturday 12 July 11.30am–1.30pm – Drop in to the gallery and meet model railway maker extraordinaire Neville Reid and artist Andrés Padilla Domene, FREE

Saturday 12 July 2–4pmDeath Collapsing Into Life – Guided walk along Parkland abandoned railway with landscape architect, urbanist and writer Tim Waterman (limited capacity £5 and up to two children under 15 free, details and online booking here)

With support from Embassy of Mexico, Arts Council England, Central de Maquetas.

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

Review of Thomson & Craighead’s book ‘Flat Earth’

Featured image: A live portrait of Tim Berners-Lee (an early warning system). Thomson and Craighead. March 2012.

Flat Earth was published to accompany two solo exhibitions. The first, Not even the sky at MEWO Kunsthalle, Memmingen, Germany from 26 October 2013 – 6 January 2014 and the second Maps DNA and Spam at Dundee Contemporary Arts, Scotland from 18 January – 16 March 2014. The book contains a foreword by Axel Lapp, essays by Dundee Fellow Sarah Cook and DCA Director Clive Gillman as well as an interview with the artists by Steve Rushton.

Introduction.

On the whole, the mainstream art world has failed to ‘convincingly’ adapt to (new) media art and similar contemporary art practices using networks and technology. Thomson & Craighead have overcome this impasse and this is one of a few reasons why they’re so interesting to look at as contemporary artists. The book, Flat Earth does not propose to cover all of their art and this review does not propose to cover all that it is featured in it. The review features Flat Earth Trilogy, The End, October and TRIGGER HAPPY (not in the book).

Review.

“Their work provides us with a new perception, through
a completely unexpected multi-focal perspective. They reveal
the wide ramifications of systems of information exchange and
provide us with an insight into the resulting infrastructure of
our own thinking.” [1] (Alex Lapp 2013)

TRIGGER HAPPY: Shooting The Messenger.

Although TRIGGER HAPPY (1998), is not featured in the publication it provides a useful introduction to some of the ideas and conceptual approaches present in Thomson & Craighead’s later artworks. I first experienced the work online, but it’s also a gallery installation that takes the form of an early shoot-em-up arcade game, Space Invaders. This work reflects the sly and cheeky side of Thomson & Craighead and tells us how humorous they can be in their art. TRIGGER HAPPY is philosophical and playful. It asks the player to shoot down the text of Michel Foucault’s essay What Is an Author? published in 1969. [2]

Triggerhappy. Thomson and Craighead 1998.
Triggerhappy. Thomson and Craighead 1998.

Foucault said the depiction of knowledge is a production and truth is produced, and it is always a reconstructed falsification. In a way TRIGGER HAPPY gives us a chance to shoot at Foucault, who in this respect is the annoying messenger. At gut-level, this art object recognises that on the whole we prefer to shoot at things or play games, than to deal with the complex and pressing questions of our time. Even if the gamer does manage to destroy Foucault’s text, this action prompts an existential enactment of doubt and induces a more vulnerable state of interpassivity. This relates to the illusion of agency when playing games, using corporate online platforms like Facebook and other experiences involving interaction with media, and it can also be extended to life situations. Slavoj Žižek proposes that interpassivity is the opposite of interaction and says “that with interactivity a false activity occurs: ‘you think you are active, while your true position, as it is embodied in the fetish, is passive’. Žižek refers to the Marxist notion of commodity-fetishism to imply that social relations are increasingly reduced to objects (Žižek, 1998).” [3]

We can almost hear the catchphrases “it’s only a movie” or “it’s only a game” as we are compelled to shoot at rather than attend to the messages that may serve to enlighten us and free us from our societal conditioning.

Flat Earth Trilogy: A networked society’s gaze at its mediated self.

The Flat Earth Trilogy is a series of documentary artworks each made entirely from information found on the World Wide Web; with fragments collected from people’s blogs, This covers a six-year period beginning with Flat Earth (2007) A short film about War (2009/2010) and then ends with Belief (2012).

Flat Earth. Thomson and Craighead 2007.
Flat Earth. Thomson and Craighead 2007.

Commenting on A Short Film About War, on their website, Thomson & Craighead write “In ten minutes this two screen gallery installation takes viewers around the world to a variety of war zones as seen through the collective eyes of the online photo sharing community Flickr, and as witnessed by a variety of existing military and civilian bloggers.” [4]

In the book Flat Earth Steve Rushton discusses with Thomson & Craighead why he feels A short film about War works for him best. He says, “It seems to make a claim on truth – which is the traditional claim of the documentary in particular and photography in general – whilst at the same time it shows us that truth is constructed.” [5] (Rushton 2013)

A Short Film about War, Thomson and Craighead, 2009.
A Short Film about War, Thomson and Craighead, 2009.

These works challenge our notion of what a documentary is, what and who the author is, and leaves us with the question, what does this mean for the wider society? This brings us back to Foucault’s ideas on the production of truth and its falsification. Tom Snow writes “In the essayistic act of image compilation then, the piecing together of filmic clips and stills distorts the dividing line between fiction and fact, and reimagines the enigmatic relations between photographic mediums and the condition of representation.” [6] (Snow 2009)

Thomson & Craighead. Belief installation shot 2012.
Thomson & Craighead. Belief installation shot 2012.

Flat Earth, A short film about War, and Belief all relate to topics concerning human values, conflicts, militarism and everyday societal struggles. “Machines,” wrote Gilles Deleuze in his examination of Foucault’s thought, “are always social before being technical. Or, rather, there is a human technology before which exists before a material technology.” [7] (Berger 2014) And so the technologies we produce are another materialization of the continuing human story.

Millions of people, en-masse, are uploading their personal data (different indications of their states of being) to a collective assemblage. Alex Galloway says that in order to get a better understanding of what networks are we must put aside the idea that networks are a metaphor. He proposes networks as part of a materialized and materializing media. He views this as an important step toward understanding the “power relationships in control societies.” [8] (Galloway 2004)

“It is a set of technical procedures for defining, managing, modulating, and distributing information throughout a flexible yet robust delivery infrastructure.” And “More than that, this infrastructure and set of procedures grows out of U.S. government and military interests in developing high-technology communications capabilities (from ARPA to DARPA to dot-coms).” [9] (Ibid 2004) Galloway’s distinction helps us to re-evaluate what he sees as distracting tropes and uncritical interpretations of the Internet, the World Wide Web and Web 2.0.

Thomson & Craighead provide parallel insights through their artwork into the protocols and technical procedures governing the functions of networks. However, human existence and human experience has a relationship with these networks and, out of millions of interactions, evolves not metaphors but fragmented symbolisms and stories. These are telling us about a networked society’s gaze at its mediated self. And this is where art can play a special role in critiquing, communicating and sharing the nuances of this emerging multitude.

The Flat Earth Trilogy presents us with a complexity where everything is flattened out. It maps out a human psyche from an anthropological perspective. And this leaves society to deal with issues concerning the human condition entwined within a machinic evolution.

This evolution has no physical body even if real lives and bodies are its source material “each mode is displaced by machinic evolution, mixing flows and the shifting codes and overcodes of power, the base forms continue onward, written directly into the heart of the system.” [10] (Berger 2014)

Thomson & Craighead. Belief 2012.
Thomson & Craighead. Belief 2012.

To further understand this work in relation to the machinic evolution, the networked gaze, and human interaction, I feel there is some value in considering hyperreality “…a condition in which what is real and what is fiction are seamlessly blended together so that there is no clear distinction between where one ends and the other begins.” [11] Hyperreality is a post-modern term used by Jean Baudrillard, Albert Borgmann, Daniel J. Boorstin, Neil Postman, and Umberto Eco. However, if we add a contemporary flavour to what hyperreality looks like now in a networked society we come up with hyper-mediality. “What we refer to as reality very often is just mediality, and also because that’s how human nature often prefers to observe reality, you know, via some media.” [12] (Ubermogen 2013)

We can see an example of this condition in an artwork by artists’ Franco and Eva Mattes, with their performance video No Fun (2010) [13] where they staged a suicide in the popular webcam-based chat room Chatroulette.

“Notably, only one out of several thousand people called the police. Moving beyond the aspects of shock and provocation, this touches on a basic question: What does “reality” mean in the digital age?” [14] (Eva & Franco Mattes)

The Flat Earth Trilogy throws up many questions and you’d be forgiven for thinking we need another book to fully examine the ramifications of these artworks. Instead let me to refer you to other related texts by Tom Snow, Edwin Coomasaru, Jo Chard, and Alan Ingram by clicking here http://www.inmg.org.uk/archive/thomson-craighead/catalogue/

Shifting Sands.

Clive Gillman in his essay in Flat Earth says “if artists are to find a way to assert a commentary or expression through these emerging forms of contemporary media, they will have to do this by reconciling the resistance of these new media objects to be ordered into a form that may represent a recognisable notion of artistic intent. And it is into this challenge that Thomson & Craighead pitch themselves.” [15] (Gillman 2013)

It is not the audiences who have difficulties with emerging forms of contemporary media it is the mainstream art world, and this is most of its magazines, galleries and museums. From our own experience of showing art and technology at Furtherfield Gallery, audiences tend to be adventurous and open-minded regarding their experiences with technology and societal issues. And yet the art world has had difficulties making a place for this work.

Sarah Cook and Christiane Paul, both curators well versed in the field of media art, have tirelessly offered us convincing arguments why this is. Christiane Paul says, “Many curators and other practitioners in new media seek to “teleport” the art out of its ghetto and introduce it to a larger public.” [16]

Sarah Cook says “artists who are really working with technology are still redefining art. So they’ll always be “in emergence” [..] They always will try to change the boundaries of what we think Art is and challenge the institutions that show it.” [17] This is true with Thomson & Craighead’s installation and networked artwork. It is plugged directly into a larger, expansive, worldly discourse, in contrast to traditional modes of artistic and news presentation which are highly restrictive and contained within their mediated monocultures.

Gillman proposes that Thomson & Craighead are pitching themselves to create art which is a recognisable notion of artistic intent, and other artists should do this also. I am assuming this is so the work is recognisable as ‘art’ to the mainstream artworld and its traditional remits. This is a strange ask if you are an artist who is truly exploring further than what is typically expected by mainstream art culture. I would argue that artistic context and its values are not fixed and that’s the point. If artists become too self conscious in trying to make their art look like an art that “fits”, it then looses its imaginative edge and critical reasoning.

It’s a difficult balancing act if the artist is examining deep or necessary questions whilst the current art world is lagging behind in so many ways. Julian Stallabrass sees this lagging behind as a political issue. In his book Contemporary Art: A very Short Introduction, he critiques the blocking of emergent, and critically engaged artistic expression as part of a ‘New World Order’ where we are constrained by a compliant culture controlled by the rampant demands of a corporate elite, who only consider art in terms of economics, markets and brands. And these restrictive and dominating frameworks are dedicated to the neoliberal promotion of privatisation and growing inequalities.

In his article ‘Reasons to Hate Thomson & Craighead’ he says “At this point, the art professional sees a world crumbling, visions of empty galleries, unique works owned by everyone, a stuttering and then failing of artspeak amid a mass proliferation of ‘work’ and comment, the autonomy of art ruptured, artists and dealers redundant, in short an economy broken and the sacred polluted with the profane. Naturally, representatives of the old order, more or less sharply aware of dark clouds gathering at their horizons, have good reason to hate Thomson & Craighead.” [18] (Stallabrass 2005)

Thomson & Craighead. October 2012.
Thomson & Craighead. October 2012.

Thomson & Craighead’s work connects with people and they know this because they use content and themes people are thinking about in their everyday lives. This is what makes the series of documentary artworks so powerful. It assembles what is going on in the world in ways that traditional documentary and news channels are not. And this is their real challenge, because if they continue to reflect human culture as it happens with works like October – a documentary artwork about the early rise and fall of the Occupy movement – they will be highlighting messages from a world of people in need of something different than what is currently in place, whether this is deliberate or not. This art has a strange irony, it not only asks us what a documentary is, but it also asks what is news?

The End.

The End. Thomson and Craighead 2010.
The End. Thomson and Craighead 2010.

The End is a site-specific artwork first shown at the Highland Institute of Contemporary Art  in 2010, Scotland. It is situated in one of the gallery rooms at H.I.C.A that has a large, wall-sized window looking out onto the countryside in the Highlands. It is an intervention into the space where the words ‘The End’ are fixed onto the glass in a style and scale one might associate with the end credits of a movie.

The combination of the outside natural environment, the galley building with its large glass window, and the added text, are assembled together to build a whole artwork. If any these components were taken out of the assemblage it wouldn’t work. This tells us how well crafted Thomson and Craighead’s work is and how much attention is paid to detail.

When looking at The End, one cannot help feeling a little out of sync. It is like a monument or an obituary for a lost world or lost time when we were all standing on solid ground and felt we knew what was real and not real. The End brings into play the rhythms of a larger natural environment and works as a bridge between two worlds or the illusion of it. It reminds us we are no longer experiencing the world face on or directly, but the world is re-introduced to us mainly through screens, televisions, mobile phones and our computers. It also invites us to imagine as we look out on the beauty of the natural world that we are viewing the end of our own role in the story of humanity.

The Situationist, Guy Debord said that people’s alienation was once about having things and claiming better working conditions, but then it moved onto being about a state of appearing. Meaning, it is not producing things, or even owning things that drives society but rather how things appear and how they make us appear. The glass acts as a filter and an interface, a place of safety distant from the touch of the wild. Its physicality, metaphors and symbolism offers a poetic moment for us to consider how perceptions about ourselves and ideas concerning real-life have changed, and what this means.

Conclusion:

On the DCA website as part of its commentary about the book, it says Flat Earth presents Thomson & Craighead as pioneers in the field of new media for nearly twenty years. Sarah Cook and Christiane Paul also deserve credit as pioneers for recognising, supporting and dedicating their lives to creating the contexts in contemporary art culture for Thomson & Craighead’s work and other artists’ works. Also, Cook has edited a fine publication. Flat Earth is well designed and the whole book is meticulously well put together with quality images throughout. The mix of inteviews and essays with Thomson & Craighead give the reader a well balanced overview of their the art and their ideas, it is unpretentious and explores their focus as creative and thinking individuals artistically, conceptually and critically. We need many more of these types of books to support this dynamic and ever-changing field.

Thomson & Craighead dig deep into the algorithmic phenomena of our networked society; its conditions and protocols (architecture of the Internet) and the non-ending terror of the spectacle as a mediated life. When reading the Flat Earth publication, you get a clear impression of their conceptual rigour. They know their place and role as artists in society and this is well presented in the book. Their collaborative journey has remained faithful to the World Wide Web, and the Internet as a focal point and a content provider for their art practice.

It would be simplistic to assume they are embracing technology as a celebration of its progress. Their critical scope examines big issues and this is evident in Flat Earth. They belong to a generation of artists who are experimenting with real time data, networks, web cams, movies, images, sound and text; as part of an anthropological venture that studies humanity’s relationship with technology, alongside the inane and profound nature(s) of the human and non-human condition. We exist at a point where ubiquitous computing now redefines our point of presence, shifting our perceptions in reference to cultural tags and repeated experiences of mediation. They successfully critique these changes. Not only to other artists, curators and galleries, but to all who are being transformed by technology and this is what makes them essential and contemporary.

Thomson & Craighead are not just making and showing art they are also presenting questions. These are not invented questions they are already out there. But, just like some need an interpreter to translate different dialogues they are assembling for us the dialogues of an emergent multitude.

Vampire Digital Art

In “How Readers Will Discover Books In Future“, science fiction author Charles Stross envisions a future in which weaponized eBooks demand your attention by copying themselves onto your mobile devices, wiping out the competition, and locking up the user interface until you’ve read them.

This is only just science fiction. Even the earliest viruses often displayed messages and malware that denies access to your data until you pay to decrypt it already exist. ePub ebooks can execute arbitrary JavaScript, and PDF documents can execute arbitrary shell scripts. Compromised PDFs have been found in the wild. Stross’s weaponized ebooks are not more than one step ahead of this.

http://en.wikipedia.org/wiki/File:Botnet.svg

Why would eBooks want to act like that? To find readers. In the attention economy, the time required to read a book is a scarce resource. Most authors write because they want to be read and to find an audience. Stross’s proposal is just an extreme way of achieving this. In Stross’s scenario, authors are like the criminal gangs that use botnet malware to get your computer to pursue their ends rather than your own, use adware to coerce you into performing actions that you wouldn’t otherwise, or use phishing attacks to get scarce resources such as passwords or money from users.

Cryptolocker

As so much new art is made that even omnivorous promotional blogs like Contemporary Art Daily cannot keep up, scarcity of attention becomes a problem for art as well as for literature. And when people do visit shows they spend more time reading the placards than looking at the art. In these circumstances Stross’s strategies make sense for art as well. Particularly for net art and software art.

A net or software artwork that acted like Stross’s vampire eBooks would copy itself onto your system and refuse to unlock it until you have had time to fully experience it or have clicked all the way through it. It could do this in web browsers or virtual worlds as a scripting attack, on mobile devices as a malicious app, or on desktop systems as a classical virus.

Unique physical art also needs viewers. Malicious software can promote art, taking the place of private view invitation cards. Starting with mere botnet spam that advertises private views, more advanced attacks can refuse to unlock your mobile device until you post a picture of yourself at the show on Facebook (identifying this using machine vision and image classification algorithms), check in to the show on FourSquare, or give it a five star review along with a write-up that indicates that you have actually seen it. In the gallery, compromised Google Glass headsets or mobile phone handsets can make sure the audience know which artwork wants to be looked at by blocking out others or painting large arrows over them pointing in the right direction.

Add-Art

Net art can intrude more subtly into people’s experiences as aesthetic intervention agents. Adware can display art rather than commercials. Add-Art is a benevolent precursor to this. Email viruses and malicious browser extensions can intervene in the aesthetics of other media. They can turn text into Mezangelle, or glitch or otherwise transform images into a given style. In the early 1990s I wrote a PostScript virus that could (theoretically) copy itself onto printers and creatively corrupt vector art, but fortunately I didn’t have access to the Word BASIC manuals I needed to write a virus that would have deleted the word “postmodernism” from any documents it copied itself to.

Toywar

Going further, network attacks themselves can be art. Art malware botnets can use properties of network topography and timing to construct artworks from the net and activity on it. There is a precursor to this in Etoy’s ToyWar (1999), or EDT’s “SWARM” (1998), a distributed denial of service (DDOS) attack presented as an artwork at Ars Electronica. My “sendvalues” (2011) is a network testing tool that could be misused, LOIC-style, to perform DDOS attacks that construct waves, shapes and bitmaps out of synchronized floods of network traffic. This kind of attack would attract and direct attention as art at Internet scale.

None of this would touch the art market directly. But a descendant of Caleb Larsen’s “A Tool To Deceive And Slaughter” (2012) that chooses a purchasor from known art dealers or returns itself to art auction houses then forces them to buy it using the techniques described above rather than offering itself for sale on eBay would be both a direct implementation of Stross’s ideas in the form of a unique physical artwork and something that would exist in direct relation to the artworld.

http://lab.softwarestudies.com/2008/05/visualizing-cultural-patterns.html

Using the art market itself rather than the Internet as the network to exploit makes for even more powerful art malware exploits. Aesthetic analytics of the kind practiced by Lev Manovich and already used to guide investment by Mutual Art can be combined with the techniques of stock market High Frequency Trading (HFT) to create new forms by intervening in and manipulating prices directly art sales and auctions. As with HFT, the activity of the software used to do this can create aesthetic forms within market activity itself, like those found by nanex. This can be used to build and destroy artistic reputations, to create aesthetic trends within the market, and to create art movements and canons. Saatchi automated. The aesthetics of this activity can then be sold back into the market as art in itself, creating further patterns.

Nanex HFT Visualization

The techniques suggested here are at the very least illegal and immoral, so it goes without saying that you shouldn’t attempt to implement any of them. But they are useful as unrealized artworks for guiding thought experiments. They are useful for reflecting on the challenges that art in and outside the artworld faces in the age of the attention-starved population of the pervasive Internet and of media and markets increasingly determined by algorithms. And they are a means of at least thinking through an ethic rather than just an aesthetic of market critique in digital art.

The text of this article is licenced under the Creative Commons BY-SA 4.0 Licence.

Are We Human or Resistor? Ryan Jordan & Jonathan Kemp’s “Psychotronic Reactor” at Reactor Halls

Featured image: Reactor Halls E09: Psychotronic Reactors Ryan Jordan & Jonathan Kemp // Photo: Julian Hughes

Intro: Nathan Jones has his head bent by an evening of psychogeophysics and laboratory manufactured noise at Reactor Halls E09: Psychotronic Reactors, by Ryan Jordan & Jonathan Kemp, at Reactor’s new space in Primary, Nottingham. Photos by Julian Hughes.

Approaching an abandoned school in Nottingham as dusk fell, I hopefully considered a new subgenre of science fiction. After the Social-Science Fiction recently reinvented in the film work of Ryan Trecartin, perhaps then the Lab-Science Fiction of the psychogeophysicists. An authored art of reality, one that intrudes under the pretense of the experimental environment and appropriates the materially integral as theoretically freakish.

A red throbbing smoke seethes out of two open windows at the side of the building, blue and yellow light jumps across the window ledge, electric whip-cracks heard down a corridor.

This is the ambience of Kemp and Jordan, UK practitioners of ‘psychogeophysics’. The location is Primary, the new art space in Nottingham, home to art experience specialists Reactor and thirty of the city’s other independent art initiatives – but in the weekend evenings, all-but-abandoned. The eerie emptiness of the building lends itself to the increasing feeling of having slipped into a fiction.

I enter the old school through a side door, some lost parent in a nightmare, through an empty hall, on the verge of an integral, unfathomable assessment.

The background reading on psychogeophysics[1] is rich with conceptual freakery, based on the application of experimental conditions to pick up signals and messages from the spiritual other – such as the notorious Electronic Voice Phenomena experiments of Konstantin Raudive, which reportedly discerned the voices of the dead in electronic noise. The term psychogeophysics itself is a half-tongue-in-cheek addition to the always-already-playful ‘psychogeography’ adding to concerns with the summative effects of environment and mind on arts practice, with a pataphysical enquiry into the earth’s wave-spectrum effects as they impact on consciousness.

Kebab coagulates with tension, rises up like a deep brown lava-lamp fluid. 

Kemp and Jordan, today’s psychogeophysics representatives, work at the edges of the believable, taking inspiration and theoretical modes from outside – through the discredited or unfashionable sciences of the mind and matter which proliferated in the 18th century – and projecting them into an experimental arts environments in the form of dystopian noise/rave-scapes.

It’s a seductive atmosphere. But this isn’t a confidence trick, and the initial uncanniness is offset quite quickly by the manner of the artists themselves. Jonathan Kemp and Ryan Jordan have an approach which is the precise inverse of music-hall tricksters. Their diverse range of practices – taking in electronics and chemistry, installation, sound-performance, workshops – are unified around an obsessively open and unassuming approach, which is somehow difficult to reconcile with exotic conceptual grounding, and the promise of hallucinatory, out of body experience of the event. Throughout the evening, this integral conundrum between cynicism and being on the edge of discovery, plays out as a series of modesties, odd-ball crackpot demonstrations, chatty cigarette breaks, and noise abuse.

The basis for this evening’s bill was a laboratory workshop run by the artists, where participants – Nottingham based artists and Reator’s own esoteric cadre – could make their own devices with basic electronics – one for picking up electromagnetic waves, and another ‘solo-strobe’ unit which allows the user to stick two LED lights melted into lab glasses up close to their eye. It is these glasses that provide the first ‘performance’ moment of the night. We are invited to put the glasses on, and they are wired into the sound system, so each time the light goes on or off it makes a popping noise. Keeping our eyes closed, we can alter the frequency at which the lights flash on our eyes, and the resulting pulses or screams.

Blood strains in eye-lids. Crystaline salt remnants on pupil. Granular arrangement of optical receptors just before the brain. A familiar green and purple mesh which sieves the world into your soft-matter. Turning, the green grains mould together into white-hot orbs.

A pattern emerges where Kemp and Jordan take it in turns to set up and overload to breaking point a kind of ephemeral circuit between electronic equipment, geological objects, and our own nervous systems. Are we humans, or resistors?

The optical nerves, neuronal receptors and bodies of the audience are, to varying degrees of success, co-opted into a system of electro-magnetic flow across wires and solid matter – one which theoretical precursors might attribute to any number of things, from spirit-world contact, to the healing properties of rock, but that the artists themselves seem content to simply evolve and then break.

Jonathan Kemp puts tinfoil in a microwave that has a solar panel taped to it. He strings together a number of circuits made by workshop participants, and wires them to a large rock. There is the feeling of being part of something truly special and interesting, twinned with the feeling that an entirely intelligent and sane person might consider the whole evening to be some kind of elaborate joke on an unwitting reviewer. It isn’t a complementary train of thought to follow, and one which inevitably leads you to wonder whether the evening could be better presented. Why no introductions, no accompanying materials, no ‘show’? For a moment, I imagine my mum and dad standing in the centre of the small school hall demanding to know what is going on.

Back inside after a cigarette in the cracked and melted night, we are finally barraged with a single strobe light, by Ryan Jordan. There is a set of crystals set in front of the strobe also, so the electromagnetic pulses given off by them as innate response to the light stimulation, make the speakers pop and crack. The timing of light and sound is immaculate, and richly textured. Our own circuitry fully descended now from the cerebral, critical, suspicious human being, to a purely biological system, granulating, flipping on and off with the light and sound. Somewhere deep inside the purple matter a tiny voice wondering when it will end.

we are finally barraged with a single strobe light, by Ryan Jordan

Rising, the mesh pulled upwards by the orbs distorting the front of the eyeball, pushing up at the iris like a small hot hand. The brain responds with a rumbling tide on its underside. The glitching and popping at the ears make your mouth turn up into a grimace.

Among the noise, the roughness and the seeming ambivalence of the artists towards the audience, a feeling of our own innate connection to the technological and chemical comes across very strongly. This connectivity is the hard-won evocation of two artists who have invested fully in the material consequences of their media, a feeling which has lasted well beyond the evening, for me. I did wonder though, whether this one successful evocation is dependent on the anti-showmanship of the artists, or in fact limited by the attention paid to the audience experience – a contrast which is especially stark given the context of the Reactor collective’s own portfolio of experiential arts environments. Perhaps not a new genre of sci-fi then, but a discipline that insists along with the noise practices of the last few decades, on the outer limits of entertainment.

PirateBox: cutlery & auto-net

Autonomous spaces, autonomous networks, boxes and forks – we invite all DIY lovers to come and join us for an afternoon of re-appropriation of networking technology to bypass the censorship and liberate our files.

What does a free culture look like? What is technology that supports it? For many years artists (among others) have been engaging with these questions, challenging restrictive laws and regulations as well as complex technical solutions. A new surge in search for practical solutions to file-sharing, easier to use and incorporate to our everyday life is the focus of this workshop. On the day we will install and use Piratebox and Librarybox on various devices to test their promise.

Inspired by pirate radio and the free culture movements, PirateBox utilizes Free, Libre and Open Source software (FLOSS) to create mobile wireless communications and file sharing networks where users can anonymously chat and share images, video, audio, documents, and other digital content.

Piratebox fork, LibraryBox is an open source, portable digital file distribution tool based on inexpensive hardware that enables delivery of educational, healthcare, and other vital information to individuals off the grid.

+ For more information about the event please contact Larisa Blazic.

About FLOSSIE

Flossie is for women interested in using open source as coders, artists and social innovators. We run an annual conference and also regular events in London.

LOCATION

Furtherfield Commons
Finsbury Park
Near Finsbury Gate On Seven Sisters Road
E: info@furtherfield.org

Visiting information

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

Codasign workshops at Furtherfield Commons

HOW TO FIND US

Codasign, in partnership with Furtherfield, will be running a new series of creative technology workshops for different ages at Furtherfield Commons, a hub to connect and activate local and international communities of artists, technologists, thinkers and doers.

Workshops Schedule

Interactive Puppet and Story Workshop
Saturday 15 February 2014
10am – 12:30pm – 6-9 year olds
2-4:30pm – 9-12 year olds
Come and learn how to create your very own interactive hand puppet which tells you a story using Scratch and MaKey MaKey!

Create a Tron Hoodie
Sunday 23 February 2014
11am – 1pm
Upcycle your hoodie using electroluminescent wire.

Make Your Own Platform Game With Scratch
Saturday 1 March 2014
10am – 12pm – 6-9 year olds
1:30-4pm – 9-12 year olds
Learn how to create your very own platform based computer game in Scratch!


Miniature Circuit House

Saturday 15 March 2014
10am – 12pm – 6-9 year olds
1:30 – 3:30pm – 9-12 year olds
Wire up your own shoebox sized house using different electronic components which will be inserted into a circuit drawn with Bare Conductive‘s paint.

Soft circuit phone badge
Saturday 22 March 2014
10am – 1pm
Create a soft circuit badge which flashes when your phone receives a text message or is ringing.

Make a Musical Instrument with Paint, Scratch and MaKey MaKey
Saturday 24 May 2014
10am – 12pm – 6-9 year olds
1:30 – 4pm – 9-12 year olds
Come and learn how to make a conductive painting to control a musical instrument that you’ve created in Scratch and MaKey MaKey!

For more information and to book a place to any of the workshops please visit Codasign website.

All supporting material for the workshop will be available at learning.codasign.com.

Furtherfield Commons

VISITING INFO
Located by Finsbury Gate entrance on Seven Sisters Road
T: 0208 802 1301
E: info@furtherfield.org