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An Interview with Dmytri Kleiner, author of The Telekommunist Manifesto.

At the dawn of the new millennium, Net users are developing a much more efficient and enjoyable way of working together: cyber-communism.” Richard Barbrook.

Dmytri Kleiner, author of The Telekommunist Manifesto, is a software developer who has been working on projects “that investigate the political economy of the Internet, and the ideal of workers’ self-organization of production as a form of class struggle.” Born in the USSR, Dmytri grew up in Toronto and now lives in Berlin. He is a founder of the Telekommunisten Collective, which provides Internet and telephone services, as well as undertakes artistic projects that explore the way communication technologies have social relations embedded within them, such as deadSwap (2009) and Thimbl (2010).

“Furtherfield recently received a hard copy of The Telekommunist Manifesto in the post. After reading the manifesto, it was obvious that it was pushing the debate further regarding networked, commons-based and collaborative endeavours. It is a call to action, challenging our social behaviours and how we work with property and the means of its production. Proposing alternative routes beyond the creative commons, and top-down forms of capitalism (networked and physical), with a Copyfarleft attitude and the Telekommunist’s own collective form of Venture Communism. Many digital art collectives are trying to find ways to maintain their ethical intentions in a world where so many are easily diverted by the powers that be, perhaps this conversation will offer some glimpse of how we can proceed with some sense of shared honour, in the maelstrom we call life…”

Let the discussion begin…

Marc Garrett: Why did you decide to create a hard copy of the Manifesto, and have it republished and distributed through the Institute of Networked Cultures, based in Amsterdam?

Dmytri Kleiner: Geert Lovink contacted me and offered to publish it, I accepted the offer. I find it quite convenient to read longer texts as physical copies.

MG: Who is the Manifesto written for?

DK: I consider my peers to be politically minded hackers and artists, especially artists whose work is engaged with technology and network cultures. Much of the themes and ideas in the Manifesto are derived from ongoing conversations in this community, and the Manifesto is a contribution to this dialogue.

MG: Since the Internet we have witnessed the rise of various networked communities who have explored individual and shared expressions. Many are linked, in opposition to the controlling mass systems put in place by corporations such as Facebook and MySpace. It is obvious that your shared venture critiques the hegemonies influencing our behaviours through the networked construct, via neoliberal appropriation, and its ever expansive surveillance strategies. In the Manifesto you say “In order to change society we must actively expand the scope of our commons, so that our independent communities of peers can be materially sustained and can resist the encroachments of capitalism.” What kind of alternatives do you see as ‘materially sustainable’?

DK: Currently none. Precisely because we only have immaterial wealth in common, and therefore the surplus value created as a result of the new platforms and relationships will always be captured by those who own scarce resources, either because they are physically scarce, or because they have been made scarce by laws such as those protecting patents and trademarks. To become sustainable, networked communities must possess a commons that includes the assets required for the material upkeep of themselves and their networks. Thus we must expand the scope of the commons to include such assets.

Dmytri Kleiner at book launch ‘The Telekommunist Manifesto’ at Economies of the Commons 2,  November 2010 De Balie, Amsterdam.
Dmytri Kleiner at book launch ‘The Telekommunist Manifesto’ at Economies of the Commons 2, November 2010 De Balie, Amsterdam.

MG: The Manifesto re-opens the debate around the importance of class, and says “The condition of the working class in society is largely one of powerlessness and poverty; the condition of the working class on the Internet is no different.” Could you offer some examples of who this working class is using the Internet?

DK: I have a very classic notion of working class: Anyone whose livelihood depends on their continuing to work. Class is a relationship. Workers are a class who lack the independent means of production required for their own subsistence, and thus require wage, patronage or charity to survive.

MG: For personal and social reasons, I wish for the working class not to be simply presumed as marginalised or economically disadvantaged, but also engaged in situations of empowerment individually and collectively.

DK: Sure, the working class is a broad range of people. What they hold in common is a lack of significant ownership of productive assets. As a class, they are not able to accumulate surplus value. As you can see, there is little novelty in my notion of class.

MG: Engels reminded scholars of Marx after his death that, “All history must be studied afresh”[1]. Which working class individuals or groups do you see out there escaping from such classifications, in contemporary and networked culture?

DK: Individuals can always rise above their class. Many a dotCom founder have cashed-in with a multi-million-dollar “exit,” as have propertyless individuals in other fields. Broad class mobility has only gotten less likely. If you where born poor today you are less likely than ever to avoid dying poor, or avoid leaving your own children in poverty. That is the global condition.

I do not believe that class conditions can be escaped unless class is abolished. Even though it is possible to convince people that class conditions do not apply anymore by means of equivocation, and this is a common tactic of right wing political groups to degrade class consciousness. However, class conditions are a relationship. The power of classes varies over time, under differing historical conditions.

The condition of a class is the balance of its struggle against other classes. This balance is determined by its capacity for struggle. The commons is a component of our capacity, especially when it replaces assets we would otherwise have to pay Capitalist-owners for. If we can shift production from propriety productive assets to commons-based ones, we will also shift the balance of power among the classes, and thus will not escape, but rather change, our class conditions. But this shift is proportional to the economic value of the assets, thus this shift requires expanding the commons to include assets that have economic value, in other words, scarce assets that can capture rent.

MG: The Telekommunist Manifesto, proposes ‘Venture Communism’ as a new working model for peer production, saying that it “provides a structure for independent producers to share a common stock of productive assets, allowing forms of production formerly associated exclusively with the creation of immaterial value, such as free software, to be extended to the material sphere.” Apart from the obvious language of appropriation, from ‘Venture Capitalism’ to ‘Venture Communism’. How did this idea come about?

DK: The appropriation of the term is where it started.

The idea came about from the realization that everything we were doing in the free culture, free software & free networks communities was sustainable only when it served the interests of Capital, and thus didn’t have the emancipatory potential that myself and others saw in it. Capitalist financing meant that only capital could remain free, so free software was growing, but free culture was subject to a war on sharing and reuse, and free networks gave way to centralized platforms, censorship and surveillance. When I realized that this was due to the logic of profit capture, and precondition of Capital, I realized that an alternative was needed, a means of financing compatible with the emancipatory ideals that free communication held to me, a way of building communicative
infrastructure that was born and could remain free. I called this idea Venture Communism and set out to try to understand how it might work.

MG: An effective vehicle for the revolutionary workers’ struggle. There is also the proposition of a ‘Venture Commune’, as a firm. How would this work?

DK: The venture commune would work like a venture capital fund, financing commons-based ventures. The role of the commune is to allocate scarce property just like a network distributes immaterial property. It acquires funds by issuing securitized debt, like bonds, and acquires productive assets, making them available for rent to the enterprises it owns. The workers of the enterprises are themselves owners of the commune, and the collected rent is split evenly among them, this is in addition to whatever remuneration they receive for work with the enterprises.

This is just a sketch, and I don’t claim that the Venture Communist model is finished, or that even the ideas that I have about it now are final, it is an ongoing project and to the degree that it has any future, it will certainly evolve as it encounters reality, not to mention other people’s ideas and innovations.

The central point is that such a model is needed, the implementation details that I propose are… well, proposals.

MG: So, with the combination of free software, free code, Copyleft and Copyfarleft licenses, through peer production, does the collective or co-operative have ownership, like shares in a company?

DK: The model I currently support is that a commune owns many enterprises, each independent, so the commune would own 100% of the shares in each enterprise. The workers of the enterprises would themselves own the commune, so there would be shares in the commune, and each owner would have exactly one.

MG: In the Manifesto, there is a section titled ‘THE CREATIVE ANTI-COMMONS’, where the Creative Commons is discussed as an anti-commons, peddling a “capitalist logic of privatization under a deliberately misleading name.” To many, this is a controversy touching the very nature of many networked behaviours, whether they be liberal or radical minded. I am intrigued by the use of the word ‘privatization’. Many (including myself) assume it to mean a process whereby a non-profit organization is changed into a private venture, usually by governments, adding extra revenue to their own national budget through the dismantling of commonly used public services. Would you say that the Creative Commons, is acting in the same way but as an Internet based, networked corporation?

DK: As significant parts of the Manifesto is a remix of my previous texts, this phrase originally comes from the longer article “COPYRIGHT, COPYLEFT AND THE CREATIVE ANTI-COMMONS,” written by me and Joanne Richardson under the name “Ana Nimus”:
http://subsol.c3.hu/subsol_2/contributors0/nimustext.html

What we mean here is that the creative “commons” is privatized because the copyright is retained by the author, and only (in most cases) offered to the community under non-commercial terms. The original author has special rights while commons users have limited rights, specifically limited in such a way as to eliminate any possibility for them to make a living by employing this work. Thus these are not commons works, but rather private works. Only the original author has the right to employ the work commercially.

All previous conceptions of an intellectual or cultural commons, including anti-copyright and pre-copyright culture as well as the principles of free software movement where predicated on the concept of not allowing special rights for an original author, but rather insisting on the right for all to use and reuse in common. The non-commercial licenses represent a privatization of the idea of the commons and a reintroduction of the concept of a uniquely original artist with special private rights.

Further, as I consider all expressions to be extensions of previous perceptions, the “original” ideas that rights are being claimed on in this way are not original, but rather appropriated by the rights-claimed made by creative-commons licensers. More than just privatizing the concept and composition of the modern cultural commons, by asserting a unique author, the creative commons colonizes our common culture by asserting unique authorship over a growing body of works, actually expanding the scope of private culture rather than commons culture.

MG: So, this now brings us to Thimbl, a free, open source, distributed micro-blogging platform, which as you say is “similar to Twitter or identi.ca. However, Thimbl is a specialized web-based client for a User Information protocol called Finger. The Finger Protocol was orginally developed in the 1970s, and as such, is already supported by all existing server platforms.” Why create Thimbl? What kind of individuals and groups do you expect to use it, and how?

A free, open source, distributed micro-bloggin platform

DK: First and foremost Thimbl is an artwork.

A central theme of Telekommunisten is that Capital will not fund free, distributed platforms, and instead funds centralized, privately owned platforms. Thimbl is in part a parody of supposedly innovative new technologies like twitter. By creating a twitter-like platform using Finger, Thimbl demonstrates that “status updates” where part of network culture back to the 1970s, and thus multimillion-dollar capital investment and massive central data centers are not required to enable such forms of communication, but rather are required to centrally control and profit from them.

MG: In a collaborative essay with Brian Wyrick, published on Mute Magazine ‘InfoEnclosure-2.0’, you both say “The mission of Web 2.0 is to destroy the P2P aspect of the Internet. To make you, your computer, and your Internet connection dependent on connecting to a centralised service that controls your ability to communicate. Web 2.0 is the ruin of free, peer-to-peer systems and the return of monolithic ‘online services’.”[2] Is Thimbl an example of the type of platform that will help to free-up things, in respect of domination by Web 2.0 corporations?

DK: Yes, Thimbl is not only a parody, it suggests a viable way forward, extending classic Internet platforms instead of engineering overly complex “full-stack” web applications. However, we also comment on why this road is not more commonly taken, because “The most significant challenge is not technical, it is political.” Our ability to sustain ourselves as developers requires us to serve our employers, who are more often than not funded by Capital and therefore are primarily interested in controlling user data and interaction, since delivering such control is a precondition of receiving capital in the first place.

If Thimbl is to become a viable platform, it will need to be adopted by a large community. Our small collective can only take the project so far. We are happy to advise any who are interested in how to join in. http://thimbl.tk is our own thimbl instance, it “knows” about most users I would imagine, since I personally follow all existing Thimbl users, as far as I know, thus you can see the state of the thimblsphere in the global timeline.

Even if the development of a platform like Thimbl is not terribly significant (with so much to accomplish so quickly), the value of a social platform is the of course derived from the size of it’s user base, thus organizations with more reach than Telekommunisten will need to adopt the platform and contribute to it for it to transcend being an artwork to being a platform.

Of course, as the website says “the idea of Thimbl is more important than Thimbl itself,” we would be equally happy if another free, open platform extending classic Internet protocols where to emerge, people have suggested employing smtp/nntp, xmmp or even http/WebDav instead of finger, and there are certain advantages and disadvantages to each approach. Our interest is the development of a free, open platform, however it works, and Thimbl is an artistic, technical and conceptual contribution to this undertaking.

MG: Another project is the Telekommunisten Facebook page, you have nearly 3000 fans on there. It highlights the complexity and contradictions many independents are faced with. It feels as though the Internet is now controlled by a series of main hubs; similar to a neighbourhood being dominated by massive superstores, whilst smaller independent shops and areas are pushed aside. With this in mind, how do you deal with these contradictions?

DK: I avoided using Facebook and similar for quite some time, sticking to email, usenet, and irc as I have since the 90s. When I co-authored InfoEnclosure 2.0, I was still not a user of these platforms. However it became more and more evident that not only where people adopting these platforms, but that they were developing a preference for receiving information on them, they would rather be contacted there than by way of email, for instance. Posting stuff of Facebook engaged them, while receiving email for many people has become a bother. The reasons for this are themselves interesting, and begin with the fact that millions where being spent by Capitalists to improve the usability of these platforms, while the classic Internet platforms were more or less left as they were in the 90s. Also, many people are using social media that never had been participants in the sorts of mailing lists, usenet groups, etc that I was accustomed to using to share information.

Telekommunisten Facebook Page

If I wanted to reach people and share information, I needed to do so on the technologies that others are using, which are not necessarily the ones I would prefer they use.

My criticism of Facebook and other sites is not they are not useful, it is rather that they are private, centralized, proprietary platforms. Also, simply abstaining from Facebook in the name of my own media purity is not something that I’m interested in, I don’t see capitalism as a consumer choice, I’m more interested in the condition of the masses, than my own consumer correctness. In the end it’s clear that criticizing platforms like Facebook today means using those platforms. Thus, I became a user and set up the Telekommunisten page. Unsurprisingly, it’s been quite successful for us, and reaches a lot more people than our other channels, such as our websites, mailing lists, etc. Hopefully it will also help us promote new decentralized channels as well, as they become viable.

MG: So, I downloaded deadSwap (http://deadSwap.net) which I intend to explore and use. On the site it says “The Internet is dead. In order to evade the flying monkeys of capitalist control, peer communication can only abandon the Internet for the dark alleys of covert operations. Peer-to-peer is now driven offline and can only survive in clandestine cells.” Could you explain the project? And are people using it as we speak?

"The Internet is dead. In order to evade the flying monkeys of capitalist control, peer communication can only abandon the Internet for the dark alleys of covert operations. Peer-to-peer is now driven offline and can only survive in clandestine cells."

DK: I have no idea if people are using it, I am currently not running a network.

Like thimbl, deadSwap is an artwork. Unlike thimbl, which has the seeds of a viable platform within it, deadSwap is pure parody.

It was developed for the 2009 Sousveillance Conference, The Art of Inverse Surveillance, at Aarhus University. deadSwap is a distopian urban game where participants play secret agents sharing information on usb memory sticks by hiding them in secret locations or otherwise covertly exchanging them, communicating through an anonymizing SMS gateway. It is a parody of the “hacker elite” reaction to Internet enclosure, the promotion of the idea that new covert technologies will defeat attempts to censor the Internet, and we can simply outsmart and outmaneuver those who own and control our communications systems with clandestine technologies. This approach often rejects any class analysis out-of-hand, firmly believing in the power of us hackers to overcome state and corporate repressions. Though very simple in principal, deadSwap is actually very hard to use, as the handbook says “The success of the network depends on the competence and diligence of the participants” and “Becoming a super-spy isn’t easy.”

Sousveillance. The Art of Inverse Surveillance February 8th - 9th, 2009, Aarhus University, Denmark.
Sousveillance. The Art of Inverse Surveillance February 8th – 9th, 2009, Aarhus University, Denmark.

MG: What other services/platforms/projects does the Telekommunisten collective offer the explorative and imaginative, social hacker to join and collaborate with?

DK: We provide hosting services which are used by individuals and small organizations, especially by artists, http://trick.ca, electronic newsletter hosting (http://www.freshsent.info) and a long distance calling service (http://www.dialstation.com). We can often be found on IRC in#telnik in freenode. Thimbl will probably be a major focus for us, and anybody that wants to join the project is more than welcome, we have a community board to co-ordinate this which can be found here: http://www.thimbl.net/community.html

For those that want to follow my personal updates but don’t want don’t use any social media, most of my updates also go here: http://dmytri.info

Thank you for a fascintaing conversation Dmytri,

Thank you Marc 🙂

End of Interview.

=============================<snip>

Contexual links:

Top Quote: THE::CYBER.COM/MUNIST::MANIFESTO by Richard Barbrook.  http://www.imaginaryfutures.net/2007/04/18/by-richard-barbrook/

The Foundation for P2P Alternatives proposes to be a meeting place for those who can broadly agree with the following propositions, which are also argued in the essay or book in progress, P2P and Human Evolution. http://blog.p2pfoundation.net

In the essay ‘Imagine there is no copyright and no cultural conglomerates too…” by Joost Smiers and Marieke van Schijndel, they say “Once a work has appeared or been played, then we should have the right to change it, in other words to respond, to remix, and not only so many years after the event that the copyright has expired. The democratic debate, including on the cutting edge of artistic forms of expression, should take place here and now and not once it has lost it relevance.”

Issue no. 4 Joost Smiers & Marieke van Schijndel, Imagine there are is no copyright and no cultural conglomorates too… Better for artists, diversity and the economy / an essay. colophon: Authors: Joost Smiers and Marieke van Schijndel, Translation from Dutch: Rosalind Buck, Design: Katja van Stiphout. Printer: ‘Print on Demand’. Publisher: Institute of Network Cultures, Amsterdam 2009. ISBN: 978-90-78146-09-4.
http://networkcultures.org/wpmu/theoryondemand/titles/no04-imagine-there-are-is-no-copyright-and-no-cultural-conglomorates-too/

New York’s Festival of Ideas For A New City, With A Keynote by Jaron Lanier.

“Festival of Ideas For A New City” organized by the New Museum, The Architectural League, The Bowery Poetry Club, C-Lab, Columbia University Center for Architecture, Cooper Union, The Drawing Center, NYU Wagner, PARC Foundation, Storefront for Art and Architecture, and the Swiss Institute blossomed like spring in New York City from May 4 – 8th, setting out to “harness the power of the creative community to imagine the future city and explore the ideas destined to shape it.”

Keynotes addressing the issues were architect Rem Koolhaas, virtual reality inventor Jaron Lanier, and former President of the National University of Columbia, and former Mayor of Bogota, Antanas Mockus. A StreetFest  set up along the Bowery with over 100 local grassroots organizations and small businesses “presenting model practices and products in a unique environment.”  Over 100 projects, events, performances and walking tours expanded on the Festival’s themes.

Rem Koolhaas with OMA and The New Museum showcased CRONOCAOS, an exhibit  examining the growing “empire” of preservation and destruction  and the consequences of how we build, rebuild and remember. What is the role of preservation on the art world? As larger and larger spaces are repurposed for art  from industrial spaces they focus on the “apocalyptic sublime,” mimicking Hollywood and B movies. Oddly enough Koolhaas noted, this increase in preservation closely parallels the rise of Wall Street and tourism.

exhibit examining the growing "empire" of preservation and destruction and the consequences of how we build, rebuild and remember

There were panels on “The Heterogeneous City,” “The Networked City,” “The Reconfigured City,” and “The Sustainable City.” At night  curator Anna Muessig’s Flash:Light Nuit Blanche event included murals along the Bowery, art projections on Nolita and Lower East Side buildings, and music and performances including projects on the facade of the New Museum and St. Patrick’s Old Cathedral in Little Italy. There was also a 3D video installation Civilization reinterpreting Dante’s Diving comedy.

Anna Muessig's Flash:Light Nuit Blanche
Anna Muessig’s Flash:Light Nuit Blanche
Olek at the Festival of Ideas 2011
Olek at the Festival of Ideas 2011. Photo by G. Art by Olek http://www.agataolek.com/.

Jaron Lanier’s Keynote address on “The Networked City” at the Great Hall at Cooper Union reiterated many of the themes in his new book, “You Are Not A Gadget.” Not one to follow any set path, Lanier began his talk by playing a Laoitian “Ban Lao” (Ban Bang Sai Kai) bamboo wood pipe. He declared the simple reed flute was one of the first holders of digital information, even older than the abacus, because each reed object and note is turned on and off just like a series of digital 0’s and 1’s. The Ban Lao, traded across the Silk Route was noticed by the Greeks and Romans, and influenced the development of the pipe organ. The pipe organ was automated and turned into a player piano, a programmable loom, and finally became the origins of Charles Babbage’s computer.

Computers have gotten better Lanier explained, processing more and more bits, but humans still have more precise acuity at  the level of quantum physics. They can respond to just one photon. He then veered off topic discussing the first computer scientist Alan Turing who used computers to crack codes during World War II. Persecuted for being gay, he was injected by authorities with female hormones which gave him breasts and made him suicidal.  Just like Snow White, he killed himself by eating a poisoned apple.

He then veered back on track saying using computers as metaphors to the human condition is an irrelevant, outdated metaphor. The brain is not a CPU, and eyes and ears are not USBs. A better metaphor is thinking of the head as a spy submarine performing spy missions. You are constantly moving your head  seeking out data, not passively seeing it. Your visual system is sensitive to minute differences. A musical instrument is an additional instrument to the sensory motor loop that makes perception possible. Can we build digital tools that are as sensitive as we are? This, he noted, was one of the key questions now facing computer scientists.

Jaron Lanier, Keynote speaker for “The Networked City” at the Great Hall at Cooper Union. Festival of Ideas 2011.
Jaron Lanier, Keynote speaker for “The Networked City” at the Great Hall at Cooper Union. Festival of Ideas 2011.

New technologies are usually developed to become weapons. But many important inventions were first developed for music. Musical bows existed before arrows, and guns developed from the casting of metal bells. Even Hewlett Packard’s first object was a musical synthesizer. Music is a driver with innovation taking place around making sounds.

In order to make his lecture relevant to the “Networked City” theme of the festival, Lanier discussed his favourite thing about New York City, that the same sense of acuity as applied to musical instruments also applies to personal interactions. More diversity means you have more chance of connecting with someone who will change your life. The fates of people in New York are guided by their activities. Its important that the fates concern an extra world of human to human contact.

In such a huge network context people are sensitive to subtle motions in each other, and can identify subconscious communication we don’t really know about. Contrast that to sound networking, where digital music does not give you the subtle minute accuracy of acoustic sound. People who only communicate virtually are spinning their wheels in place. When we connect to each other through digital representations we lose some form of expression.

Lanier proselytized for the necessity of the “head and the heart”, insisted technology needs to bring better jobs to society than the ones they are destroying.  The basic social contract he said was turned back 11 years ago when advertising became the new way to get information. Sergey Brin, the co-founder of Google was the one who started it.  Because digital technology is cheaper, cheaper just gives this stuff away for advertising. But, when you take the products of people’s hearts and minds, such as their music and literature, and give them away for free this becomes a problem.  When you put effort into a promotion on line  you get the illusion of benefits, but you actually lose relative advantage. This is because the true customers of a social networking site like Facebook is not you, you are actually the product of Facebook.  You are sold and the customer pays to influence events.  This is the difference between overt and covert information with Lanier stating, “The official business of computation is advertising.” At some point though, there is nothing to advertise. If cars can drive themselves, what happens to truck drivers? Or if 3D machines make fabrications they make manufacturing obsolete.

The Japanese are creating elder care robots. We are making ourselves unemployed. The fashion  of making everything free leads us down a path from a city of dreams to a cry of despair. We have to figure out a way to change our relationship to information technology, instead of chasing after users and followers and making more money. Ending his lecture he declared, “We must humanize digital architecture – We must see beyond fads.”  And then he played a little ditty on dual Gypsy flutes.

The New Materiality

Featured image: Healing Station. mixed media, interactive installation, size variable. Christy Matson and Jon Brumit, 2009.

The New Materiality: Digital Dialogues at the Boundaries of Contemporary Craft.

March 10–June 12, 2011
Decorative Arts Gallery
http://www.mam.org/exhibitions/details/new-materiality.php

For the first half of the 20th century, curator Fo Wilson reminds us, the practice of craft was heralded as a “remedy” to how human values were changed by the Industrial Age. Here the hand-made was given privileged status over the machine-made, and thus craft forms gifted new value through the artisan. In the latter part of the last century, as the world moved from apprenticeship and artisanship to a more intellectual and theoretical-based framework for valuing contemporary art, so too have craft practices and discourses been challenged. This rethinking of craft has accelerated in the last several years, with books like Glenn Adamson’s Thinking Through Craft and Howard Risatti’s A New Theory of Craft (both 2007), both arguing for conceptual rigor and provocative possibilities within craft as a discipline.

The New Materiality: Digital Dialogues at the Boundaries of Contemporary Craft, an exhibition that began at the Fuller Craft Museum and is currently up at the Milwaukee Art Museum (MAM) until June 12, follows on and extends current trends in contemporary craft. It engages not only with craft’s reinvigoration as a creative practice and discourse, but with how these have been shaped by, and also transformed, new technologies, new designs, new materials and new ideas. Wilson’s exhibition and events make discussions around Art or Craft, Art or Design, Digital or Hand-made, and Conceptual or not seem, in a word, quaint; she engages with a broad set of materialized ideas that divide and relate across the artistry of craft, the ephemera of technology, and the theoretical frames of post-conceptual art.

The exhibition can perhaps best be summarized through the work of the four exhibiting artists/artist teams that spoke at the “Dialogues on Innovation” panel at the Milwaukee Art Museum on April 16th. Collaborative artists Donald Fortescue and Lawrence LaBianca, for example, spoke to Milwaukee activist and printmaker Nicholas Lampert about their piece, Sounding. This work consists of a huge, custom built cabriole-legged table, which was initially filled with beach rocks and sunk to the bottom of the ocean. There it lay, for two months, with a hydrophone to record the ambient sounds of the sea, including the overwhelming swish of waves, the low hum of slow-moving current, and the activity of sea life – the most prominent being the continuous clicks of what must be shrimp in its vicinity. When the artists’ creation reemerged, it brought the bottom of the ocean with it: all the messiness and stink and poetry of the sea – barnacles, rusty parts, plant life, fish scents, mystery and more. It is exhibited with an over sized hornlike funnel, a huge phonograph tied together with zip ties, to amplify the recorded sound.

Sounding. Steel, rocks, dried aquatic flora and fauna, polycarbonate, zipties, sound, 120" x 48" x 96". Donald Fortescue and Lawrence LaBianca, 2008.
Sounding. Steel, rocks, dried aquatic flora and fauna, polycarbonate, zipties, sound, 120″ x 48″ x 96″. Donald Fortescue and Lawrence LaBianca, 2008.

Sounding, avowedly inspired by Captain Ahab’s hunt for an un-killable whale, acts as a kind of parallel to the ongoing hunt for singular disciplinary focus in craft. The piece dives into the sea, hits “rock bottom,” and looks as if it barely survived; and on its return, we see that Sounding is far from a singular entity. Yes, it is trashed and torn, but it’s also imbued with literal life, entwined with technical innovation, and rich with stories of its journeys. Like the theories and practices behind the current craft movements, it came back more beautiful, more visceral, more sensory, and more technological than it ever was: a new materiality.

You can listen to or download Sounding file here:
http://www.furtherfield.org/audio/Soundings-1.mp3

My discussion with artist Christy Matson revealed an exploratory practice that shifts between digital and hand-made, generative and interactive, and always with an eye towards the implications of each. Soundw(e)ave, her piece on show, is a self-referential textile, where the actual sounds of computerized Jacquard looms were used to create woven compositions. Her noisy sound waves were turned into three patterned pieces of fabric, made by hand-operated, computer-assisted and fully automated (Jacquard) looms, respectively – each weave growing progressively denser with the more advanced technologies used in their production. The piece, says Matson, was a huge turning point in her practice; it pointed her towards a kind of digital craftsmanship, where she was better able to place value on the ideas, materials and skillfulness needed to be an artisan across contemporary digital, craft and art domains.

Soundw(e)ave, generative weaves, triptych (each 34" x 54"). Christy Matson, 2004.

Soundw(e)ave, generative weaves, triptych (each 34″ x 54″). Christy Matson, 2004.

For example, Matson then began weaving copper wire directly into her fabrics, and, using the magnetic waves our interactions generate and alter, engendered new aural compositions. In other words, her sonic sculpture turns cloth into a Theremin, where movement and hand-waving at the gallery are transformed into the kinds of musical gestures often associated with science-fiction films of the seventies. While Matson’s earlier, sound-generated works were generative and performative on some level, here she moves into real-time interaction, invoking our embodied relations to textiles, craft, technology and language, all in one fell swoop.

healing station, a collaboration with Jon Brumit and quite possibly the most complex of Matson’s installations thus far, sees piezo sensors placed inside of swaths of fabric to pick up the ambient sounds of the room – including gallery-goers, passersby, street sounds, and the minute vibrations in the fabric itself. This lovely noise is then fed back into the space with bass shakers: speakers optimized for sending waves into solid media rather than air. Viewers can literally feel the low hum of presence, absence and movement as the textile, bodies and room speak at and to one another in a perpetual feedback loop of embodied music. The small crowd at the MAM laughed along with Matson when she relayed a story in which her wired-up piece, and its feedback, caused a small fire at one of its showings – quite a performance, indeed.

Tim Tate artfully explained to Milwaukee staple Tom Bamberger that nowadays “craft” is a starting point rather than an end point. I’m paraphrasing here, but he treats craft as an approach, a space of understanding materials, what they’re good at, perhaps their “habits,” and most certainly their implications. Here, narrative, function and the conceptual are always already implicated across technique – whether new or old – and value is derived from a contextual corpus.

Tate’s work is itself a beautifully resolved hodgepodge of hand-blown glass, hi-tech LCD screens, and visceral videos of typewriters and books, all literally tied together with plastic (zip ties again – don’t knock it ‘til you try it!) around a printed circuit board. In Virtual Novelist, for example, miniature monitors display the aforementioned “dead media” tools from behind artefactual casings of glass. Atop are beguiling sculptural homages to each of the gone-but-not-forgotten analog recording devices of yesteryear.

Tim Tate, Virtual Novelist, 2008. Blown and cast glass, electronic components, original video. Courtesy of the artist. Photo: Anything Photographic.
Tim Tate, Virtual Novelist, 2008. Blown and cast glass, electronic components, original video. Courtesy of the artist. Photo: Anything Photographic.

Bamberger is a smart artist with a quick wit, and Tate is similarly not one to spar with unless you have a good grasp of the discourses at hand. In this lively thirty-minute discussion, the two managed to disarm the Art vs Craft debate as both unproductive and long-since over, and open up possibilities for “ornamental aesthetics” in time-based media. Here the implication was that, following Tate’s lead, video objects and installations could place more emphasis on the object and installation – rather than the video – and use each as an equal material that informs and plays off of the other; the video and screen need not be the central focus.

Sonya Clark then told us how she views her practice as a fiber artist as similar to how author Toni Morrison views her own writing practices. In one of her essays (found in several publications, including a collection entitled What Moves at the Margin), the latter tells a story of the Mississippi River, which was laboriously straightened for travel and transport by boat. Every so often, the river floods; but, Morrison goes on, it’s not really flooding. It is remembering. The water is trying to get to where it belongs, to re-member, to embody again. Morrison says writers do the same with their texts; and Clark claims that she remembers through her materials. Originally trained as a fiber artist and now working across found objects, digital art and more, Clark’s practice sees her reclaiming forgotten histories, and giving them greater potency through her processes and media.

Clark discussed this approach with longtime friend and former colleague, UW-Madison Professor Henry J. Drewal – one of the foremost thinkers surrounding African Art. Clark’s brilliant work on the exhibition, a portrait of Madam CJ Walker, is constructed entirely out of small, acrylic and thin toothed, black hair combs. She overlays the combs and removes some of their teeth to make a huge, grayscale, and literally bit-mapped image.

Madam Walker, the first ever female millionaire in America (and African American to boot), made her fortune selling beauty products to black women hoping to straighten their hair – as was the fashion of the time. And so Clark utilizes her combs, with their own memory, narrative and political weight, to construct a lo-resolution digital image. This exceptional work manages to explicitly straddle issues of race, gender, class, memory and materiality on its very tactile surface, and implicitly engage with the contemporary conceptual frames of digital art and data, in its transcoding of the image from one form to another, and craft, in the final material and hand-made form it takes.

1/3 Sonya Clark, Madam CJ Walker (large), 2008, plastic combs, 132 x 96 x 8 in.
1/3 Sonya Clark, Madam CJ Walker (large), 2008, plastic combs, 132 x 96 x 8 in.

Clark finished with the generous idea that, at present, all art work is collaborative in that it fits into broad social and cultural contexts, builds on extant technologies, and is produced, received, and engaged with outside of the individual’s studio. And Drewal concluded by declaring that technology has always been at center of the arts in the form of new techniques. When something comes into the world, he went on, whether technical or formal or as an image, artists take it someplace else. They “turn common objects… into uncommon things, stretching our imagination and the world” along with them.

Sounding. Steel, rocks, dried aquatic flora and fauna, polycarbonate, zipties, sound, 120" x 48" x 96". Donald Fortescue and Lawrence LaBianca, 2008.

These are just a handful of the works in The New Materiality, by four of the artists represented in our discussions – not even all the works they contributed, much less those of the other artists, which include Brian Boldon, Shaun Bullens, Lia Cook, E.G. Crichton, Maaike Evers, Wendy Maruyama, Cat Mazza, Nathalie Miebach, Mike Simonian, Susan Working, and Mark Zirpel.

It is a show that, in its entirety, succeeds in stretching our imagination, through its expansion of craft, art and digital forms, and what they individually and collectively mean today.

Other Info:

Nathaniel Stern (USA / South Africa) is an experimental installation and video artist, net.artist, printmaker and writer. He has produced and collaborated on projects ranging from interactive and immersive environments, mixed reality art and multimedia physical theatre performances, to digital and traditional printmaking, concrete sculpture and slam poetry http://nathanielstern.com.

‘Made Real’, an exhibition by Scott Kildall and Nathaniel Stern, the founders of Wikipedia Art. Can be seen at Furtherfield’s Gallery from 27th May 2011 http://www.furtherfield.org/exhibition/made-real

We Are Alive: NetAudio Festival London 2011.

Featured image: Radion at NetAudio London festival 2011.

NetAudio London Festival, 13th – 15th May 2011.
A three day festival that explores music environments in the digital age of networked technologies. http://www.netaudiolondon.org/

Marc Garrett interviews Andi Studer of NetAudio London, about their latest Festival at the Roundhouse and other venues in London, from Friday 13th – 15th May 2011. Showcasing work of artists who use digital and network technologies to explore new boundaries in music and sonic art, their festivals encourage participation in all forms: interactive sound art installations, conferences, workshops, collaborative online broadcasting and headline shows. This year promises to be a special event, headlined by the legendary Nurse With Wound and many more – read on.

Interview:

Marc Garrett: This seems like an amazing festival. Not just because it’s context relates to my own background and Furtherfield’s own connected communities and its history in exploring an engagement of contemporary, networked creativity which was once perhaps, considered to be at the edge of art. But now, it does seem as if a new passion is alive and kicking, representing what exists across the genres of art, technology and social change.

The Netaudio London festival began its life in 2006, why did you chose to set up such a dynamic and involving festival, and who are your influences?

Andi Studer: The first Netaudio London grew out of a general passion for electronic music, combined with the recognition of a booming netlabel scene distributing new music with CC licenses for free download. Culturally it spanned the three fields of club culture, avant-garde music and net-politics. During the research phase, we came across of string of European festival projects with the same scope and decided to align with them, so after Netaudio Berne and Cologne, in 2005, London took it’s turn in 2006. Over 3 days we presented more than forty acts in club as well as gig settings; we hosted cultural discussions, organised a knowledge fair around digital music distribution and premiered an the audio installation by Si_COMM, S.E.T.I and N-Spaces… good old days!

MG: What do you feel is important about the Netaudio festival and how does the current one relate to contemporary culture?

AS: Netaudio aims to play an active role in the ongoing process of exploring how technologies, and particularly the Internet, shape our lives. Within this vast field, we focus our work on sonic culture, music and sound art, but reach out to wider aspects such as politics and protest or collaborative creativity.

Whereas in 2005/06 much of the cultural discussion was driven by an incredible optimism about new communication and distribution channels, this year’s festival may pick up on something best described as ‘cyber realism’. The festival, and particularly the conference,  building on our 2010 research project, presents a strong case for individuals taking action. And in process of so doing, we are interested to explore what emerging digital tools they use to create new sound art/music, as well as in the social and political endeavours related to their creative work.  

Video Interviews: Perspectives on Digital Music. 21-07-2010. Netaudio London and Sound and Music present a collection of 12 interviews with leading practitioners operating in the field of new music, digital media and sonic art.
Video Interviews: Perspectives on Digital Music. 21-07-2010. Netaudio London and Sound and Music present a collection of 12 interviews with leading practitioners operating in the field of new music, digital media and sonic art.

MG: Why chose to include those who have a history in net art, critically engaged thinkers invlolved in networked culture, and many who have been and are part of the (new) media art generation?

AS: We recognise a continuation of creative and socially aware work, enabled by network technologies. Including emerging as well as established projects, some dating from well before the WWW time, allows us to show this continuation and hopefully furthers the wider understanding of these different elements/groups. Whilst there are clear differences between them, there are also many overlaps and we hope that the inclusion of as many as possible in the debate and the wider festival allows for an exploration and greater understanding of these overlaps, and differences.

MG: Your festival includes a visiting member from UK Uncut who will be discussing with others at the Conference and Workshops, regarding the proposed theme of ‘politics and protest; creativity and collaboration; digital futures and analogue survivals.’ They have made headline news regarding their activities challenging the government’s ongoing cuts, and have been actively involved across the country targeting corporate tax dodgers and the banks who caused the financial crisis.

UK Uncut protest at Brixton NatWest Bank 26th Feb 2011.
UK Uncut protest at Brixton NatWest Bank 26th Feb 2011.

Do you think that UK Uncut’s own perceptions and its activism reflect the festival audience’s general interests and feelings on the matter, across the board?

AS: The participation of UK Uncut is confirmed, but the speaker is to be announced. Whilst some festival audience members may be sympathetic with UK Uncut’s perceptions and activism, others may not. Similarly, whilst members of the festival programming board may have sympathies with UK Uncut’s cause, the festival as such does not necessarily share the same cause with UK Uncut. The reason for inviting UK Uncut was their very successful work as a technology savvy protest movement, as well as their exploration of new forms of protest, particularly sit-ins involving poetry readings and the singing of songs. We are interested to find out more about how they use technology and music/sound in their cause. Presented in a panel with Jeremy Gilbert, Mark Fisher and Anthony Iles, we hope to show how their work sits within the incredible role music had and continues to have in social, political and economic protest. 

MG: Nurse With Wound is headlining the festival and they are legendary in the underground music scene. Spanning a career of 30 years plus, under the curatorial guide of Stapleton who has seen NWW collaborate with a highly respected troop of free thinkers including David Tibet (Current 93), William Bennett (Whitehouse) and Andrew McKenzie (Hafler Trio). Many artists who have been working with technology and similar experimental genres, are influenced by those of industrial and avant garde music scene, such as Throbbing Gristle, Cabaret Voltaire, Virgin Prunes, This Heat and NWW, so it seems fitting to have them in the festival, with their peers and of course, an equally interesting selection of younger sound artists and musical explorers.

Nurse With Wound at Netaudio London festival 2011.
Nurse With Wound at Netaudio London festival 2011.

It may say seem like the perfect decision now, but how did you come to the idea of asking Nurse With Wound and what are the links with the other aspects of the festival?

AS: To have Nurse With Wound headlining our festival is a dream come true. Their achievements in anarchic, experimental, DIY, post-industrial music is unparalleled, and it is possible to find many of their approaches in the current new music produced by emerging musicians. This is something we hope to draw on in the rest of the festival.

At KOKO we will also present a newly commissioned live collaboration between Bruce Gilbert (ex-Wire) and Mika Vainio (ex-Pan Sonic). This opportunity to present new work came about though the direct continuation of an ongoing enquiry into collaborative creativity, as featured on one of the three conference panels. This is definitely also a strong theme in the work of Radian, the opening act at KOKO.

Mika Vainio, currently based in Berlin, was one half of the minimal electronic duo Pan Sonic from Finland, (the other half was Ilpo Väisänen). Before starting Pan Sonic in beginning of the 90's Mika Vainio has played electronics and drums as part of the early Finnish industrial and noise scene.
Mika Vainio, currently based in Berlin, was one half of the minimal electronic duo Pan Sonic from Finland, (the other half was Ilpo Väisänen). Before starting Pan Sonic in beginning of the 90’s Mika Vainio has played electronics and drums as part of the early Finnish industrial and noise scene.

I’d urge anyone who is coming to see NWW at KOKO, to join us at the Roundhouse for the afternoon programme, particularly the conference, but also with the Open Platform stage, we hope to showcase some glimpses of the NWW legacy.

It may be worth mentioning the broadcast strand of the festival here too. Enabled by the Roundhouse Studio facilities and with creative input from Ed Baxter of Resonance104.4fm we are able to feed the festival back to the online domain for the first time. Throughout the afternoon of the 15th May, we will present a live web-zine, thereby leading an enquiry into the future of broadcasting. As part of this we will present three new pieces of work by the commissioned artists: Stefan Blomeier, VHS HEAD, and Liliane Lijn, the latter presenting an online adaptation of her Power Game project.

As part of the festival Broadcast strand, Liliane Lijn will present a new online adaptation of Power Game.
As part of the festival Broadcast strand, Liliane Lijn will present a new online adaptation of Power Game.

MG: This interesting development warrants investigation, not only because there is an an influx of new interest from a much larger informed and adventurous audience across the board but also because it represents an obvious, cultural dynamic at work. Reflecting a ‘real’ contemporary interest for something different to happen, beyond the remit of normative, art world restraints and its usual, hermetically sealed approaches. We will definitely be there ourselves. To experience what promises to be an engaging and critical conference, but also to explore and enjoy the other varied live events and projects.

Extra Information:

The Conference – will bring together theorists, practitioners, activists and academics to address a challenging set of themes in 21st-century culture, featuring speakers including Matthew Herbert and Cecelia Wee: politics and protest; creativity and collaboration; digital futures and analogue survivals.
http://www.netaudiolondon.org/2011/strand/conference

Sound Art – In partnership with Call&  Response Netaudio presents an event of 8-channel immersive audio-works. The dynamic and varied explorations of the nine prolific artists brought together by Call&  Response highlights the vibrant and diverse field of contemporary sound art. Also there’s the Sonic Maze, an immersive series of sound art installations set in the Roundhouse Studios. http://www.netaudiolondon.org/2011/strand/sound-art

Broadcast – Using the format of a live webzine, Netaudio Broadcast will explore the future of broadcasting with a series of video and radio features. Netaudio Broadcast is co-curated with Ed Baxter of Resonance104.4fm. http://www.netaudiolondon.org/2011/strand/broadcast

Live Music – Starting at cafe OTO on 13th with Robert Piotrowicz (http://www.myspace.com/robertpiotrowicz) and Valerio Tricoli, continuing at Apiary with the runsounds hosted late night event; and the main live show of the festival, a rare live appearance from Steve Stapleton’s Nurse With Wound (http://en.wikipedia.org/wiki/Nurse_with_Wound), a special commission performance by Bruce Gilbert (ex-Wire) and Mika Vainio (ex-Pan Sonic) and Radian.

The 2011 Netaudio London festival supported by the National Lottery through Arts Council England and by the Austrian Cultural Forum London. It is presented in partnership with The Wire, ResonanceFM and Last.fm and supported by the Roundhouse and many more.

Games Art

Furtherfield’s Game Art programme draws on interdisciplinary practice that takes the engines and culture of digital games as the tools and materials of art practice.

Artists’ work in this field connects both with mainstream art world interests and atypical-audiences-for-art engaging them with aesthetic and game-play experiences that have them question the world in enjoyable ways.

Exhibition: Zero Gamer

Carnage Hug by Corrado Morgana uses the Unreal Tournament 2004 game engine, a hyper frenetic multiplayer future sports, first person shooter that turns into a bizarre, self-playing spectacle. The video documents the game's bots, artificially intelligent computer controlled adversaries, as they spring about and over each other until they naturally come to non-combative rest, having played out their algorithmic destinies
Carnage Hug by Corrado Morgana uses the Unreal Tournament 2004 game engine, a hyper frenetic multiplayer future sports, first person shooter that turns into a bizarre, self-playing spectacle. The video documents the game’s bots, artificially intelligent computer controlled adversaries, as they spring about and over each other until they naturally come to non-combative rest, having played out their algorithmic destinies

Zero Gamer looks at games played, unplayed and unplayable, the spectator and the spectacle. Sometimes we just like to watch, and machinima, gameplay videos and spectator gaming events take the activity out of interactivity. Zero Gamer presents games that play themselves, video documents of in-game performance, game engine experiments and challenging documentaries on gameplay.

Networked Exhibition: Game/Play

[giantJoystick] by Mary Flanagan Game/Play exhibition - 22 July - 3 September 2006
[giantJoystick] by Mary Flanagan. Game/Play exhibition – 22 July – 3 September 2006

Game/Play is a national touring exhibition that explores goal-orientated gaming and playful interaction through media arts practice. This collaboration between Q-Arts, Derby and HTTP, London has provided a framework to develop a context for creative exchange between visitors to the exhibition focusing on the rhetorical constructs game and play. Moreover they showed us these amazing beddings. Projects fall under three main categories: installations, independent video games and online (networked) artworks.

Publication: Artists Re:Thinking Games

Artists Re:Thinking Games Book Cover

Artists Re:Thinking Games is a publication that looks at how a selection of leading artists, designers and commentators have challenged the norms and expectations of both game and art worlds with both criticality and popular appeal. It explores themes adopted by the artist that thinks and rethinks games and includes essays, interviews and artists’ projects from Jeremy Bailey, Ruth Catlow, Heather Corcoran, Daphne Dragona, Mary Flanagan, Mathias Fuchs, Alex Galloway, Marc Garrett, Corrado Morgana, Anne-Marie Schleiner, David Surman, Tale of Tales, Bill Viola, and Emma Westecott.

Artists’ work in this field connects both with mainstream art world interests and atypical-audiences-for-art engaging them with aesthetic and game-play experiences that have them question the world in enjoyable ways.

MADE REAL

MADE REAL
an exhibition by Scott Kildall and Nathaniel Stern, the founders of Wikipedia Art.

Networks – social, political, physical and digital – are a defining feature of contemporary life, yet their forms and operations often go unseen and unnoticed. For this exhibition, Scott Kildall and Nathaniel Stern, artists and co-founders of Wikipedia Art, take these networks as their artistic materials and play spaces to create artworks about love, power-play and a new social reality.

Three works are shown for the first time in the UK: Wikipedia Art, a collaborative work “made” of dialogue and social activity; Given Time, an Internet artwork that creates a feedback loop across virtual and actual space; and Playing Duchamp, a one-on-one meeting and game between an absent artist and viewer/participant.

Free admission to exhibitions and events.

http://www.wikipediaart.org/

Wikipedia Art by Scott Kildall and Nathaniel Stern

‘if you claim something to be true and enough people agree with you, it becomes true.’ Steve Colbert on Wikiality

‘I now pronounce Wikipedia Art … It’s alive! Alive!’ Kildall and Stern

Scott Kildall and Nathaniel Stern famously used Wikipedia as an artistic platform, creating a collaborative project that explores and challenges our understanding of how knowledge is formed and disseminated. For over a year, they planned the initiation of Wikipedia Art, a socially generated artwork that exploits a feedback loop in Wikipedia’s citation mechanism. Here, a “word war” across blogs, interviews and the mainstream press, which involved Wikipedians, artists, journalists, lawyers and even the Wikimedia Foundation itself, continuously defined and transformed a work of art in much the same way that these categories define the discourses of the everyday.

Oil painting on canvas
This is not Wikipedia, oil on canvas?, 2010, – Wikipedia Art Remix by Patrick Lichty

‘We ask our potential collaborators – online communities of bloggers, artists and instigators – to exploit the shortcomings of the Wiki through performance.’ Kildall and Stern

(Often unwitting) collaborators ‘performed’ the work through a debate about its aesthetic, conceptual and legal legitimacy in over 300 texts in over 15 languages on the Internet via blogs and forums such as Rhizome and Slashdot and in the press, including the Wall Street Journal and the Guardian UK.

This exhibition charts the inception, birth, life, death and resurrection of Wikipedia Art, which questions the authoritative role of Wikipedia. It reveals its fallibility whilst debating the control of access to and knowledge creation.

Wikipedia Art featured in the Internet Pavilion of the Venice Biennale 2009. In 2011 it was an awarded finalist at the Transmediale festival in Berlin.

Also showing in this exhibition

Given Time by Nathaniel Stern

Furtherfield presents Stern’s polar projections of Second Life lovers. Second life is a 3D simulated and virtual world inhabited daily by thousands of people around the globe. To access Second Life, you must embody an avatar (a virtual human representation of yourself), seeing what they see through a computer screen. Stern places his lovers and us in a feedback loop between virtual and actual space.

Illustration of an avatar

In Given Time, two life-sized and hand-drawn avatars simultaneously stare longingly across their virtual pond and the real-world gallery floor. They hover in mid-air, almost completely still, supported by the gentle sounds of their breath, the wind blowing, and birds in the far-off distance. The viewer is both the observer and participant of this reciprocal relationship. Through the bodies and eyes of another, we see, look and are seen. Stern says: “Here, an intimate exchange between dual, virtual bodies is transformed into a public meditation on human relationships, bodily mortality, and time’s inevitable flow.”

Given Time was partly supported by the University of Wisconsin – Milwaukee and produced with the help of Jo-Anne Green and Bryan Cera.

Playing Duchamp by Scott Kildall

Computer art of Duchamp

The American artist Scott Kildall, exhibiting for the first time in the UK, has fused the two worlds of art and chess in a homage to Marcel Duchamp, a chess master and artist recognised for shifting the paradigm of conceptual art. Using the recorded matches of Duchamp’s 72 tournament games, Kildall has modified an open-source chess engine to play chess as if it were Marcel Duchamp. By sitting down to this game of computer chess, visitors interact with the ghost of Marcel Duchamp, whose love for chess rivalled his attraction to art. Playing Duchamp is a 2010 New Radio and Performing Arts, Inc. commission for its Turbulence website.

Furtherfield invites you to come and play because, as Duchamp said: “The creative act is not performed by the artists alone”.

Playing Duchamp is a 2010 New Radio and Performing Arts, Inc. commission for its Turbulence website.

Events

Going the distance for fine dining with global friends
In June, Furtherfield will host two telematic dinner parties to accompany this exhibition to create a co-presence dining experience with our remote friends mediated by digital technologies (network connections, projections, laptops and sonified objects). As food is the greatest mediator, we aspire to a satisfying remote connection through the frame of the dining experience.
Contact ale[at]furtherfield[dot]org for details on becoming a dinner guest.

About the Artists

Scott Kildall
Scott Kildall is a cross-disciplinary artist working with video, installation, prints, sculpture and performance. He gathers material from the public realm to perform interventions into various concepts of space.

Scott has a Bachelor of Arts in Political Philosophy from Brown University and a Master of Fine Arts from the School of the Art Institute of Chicago through the Art & Technology Studies Department. He has exhibited his work internationally in galleries and museums and received fellowships, awards and residencies from organisations, including the Kala Art Institute, The Banff Centre for the Arts, Turbulence.org and Eyebeam Art + Technology Center.

Scott is a founding member of Second Front — Second Life’s first performance art group. He is an artist-in-residence at Recology San Francisco. He currently resides in San Francisco.

More information: www.kildall.com

Nathaniel Stern
Nathaniel Stern (USA / South Africa) is an experimental installation and video artist, net.artist, printmaker and writer. He has produced and collaborated on projects ranging from interactive and immersive environments, mixed reality art and multimedia physical theatre performances to digital and traditional printmaking, concrete sculpture and slam poetry.

Nathaniel has held solo exhibitions at the Johannesburg Art Gallery, Johnson Museum of Art, Museum of Wisconsin Art, University of the Witwatersrand, University of Wisconsin-Milwaukee, and several commercial and experimental galleries throughout the US, South Africa and Europe. His work has been shown internationally at festivals, galleries and museums, including the Venice Biennale, Sydney Museum of Contemporary Art, International Symposium for Electronic Art, Transmediale, South African National Gallery, International Print Center New York, Milwaukee Art Museum and more. He is an Assistant Professor in the Department of Art and Design at the University of Wisconsin – Milwaukee.

More information: http://nathanielstern.com

Download Wikipedia Art: Citation as Performative Act (Creative Commons licensed)
by Scott Kildall and Nathaniel Stern, to be included as a chapter in ’ Wikipedia: Critical Point of View. Eds. Geert Lovink and Nathaniel Tkacz. Amsterdam: Institute of Network Cultures (University of Amsterdam), 2011. Forthcoming. Print.

Furtherfield, Unit A2, Arena Design Centre, 71 Ashfield Rd, London N4 1NY, +44 (0) 2088022827
Free admission to exhibitions and events -contact Alessandra Scapin ale[at]furtherfield[dot]org

Re-rooting digital culture – media art ecologies

TO BOOK YOUR PLACE NOW please email ale[at]furtherfield[dot]org

Introduction

Over the last decade the awareness of anthropogenic climate change has emerged in parallel with global digital communication networks. In the context of environmental and economic collapse people around the world are seeking alternative visions of prosperity and sustainable ways of living.

While the legacy of the carbon fuelled Industrial Revolution plays itself out, we find ourselves grappling with questions about the future implications of fast-evolving global digital infrastructure. By their very nature the new tools, networks and behaviours of productivity, exchange and cooperation between humans and machines grow and develop at an accelerated rate.

The ideas for this transdisciplinary panel have grown out of Furtherfield’s Media Art Ecologies programme and will explore the impact of digital culture on climate change, developing themes adopted in grass-roots, emerging and established practices in art, design and science. The discussion will inform a second event in September at ISEA 2011 where we will be joined by artists Tom Corby and Helen Varley Jamieson.

Chair: John Hartley

Speakers: –

Michel Bauwens – On how Peer to Peer thought and technology point towards alternative production methods and a sustainable future.

Catherine Bottrill – On working with producers and consumers to consider the environmental long-tail of digital culture.

Ruth Catlow – On ecological approaches to tools, networks and behaviours in a digital art community.

Who this is for: any interested members of the public, cross-disciplinary (science, art, technology) practitioners, academics, students, researchers with an interest in digital culture, technology, sustainability.

Where:
CREAM (Centre for Research in Education Art and Media), University of Westminster
Building: 309 Regent Street Campus
Room: RS 152 Cayley Room
Date/ Time: Friday May 13, 2011 from 6:00pm to 8:00pm
Maximum Seats: 60

BIOS

Catherine Bottrill – Associate Director, Research Julie’s Bicycle
Catherine’s PhD research at the University of Surrey is studying the response of the UK Music Industry to climate change. The research is examining the efforts of the industry to organise itself to collectively take action to reduce greenhouse gas emissions. The study is exploring the possible opportunities, limitations and contradictions for the industry to support a cultural shift towards sustainable energy lifestyles. The research investigates the perspectives of music businesses, artists and audience.

Michel Bauwens – Founder of The Foundation for Peer 2 Peer Alternatives
Michel works in collaboration with a global group of researchers in the exploration of peer production, governance, and property. He has been an analyst for the United States Information Agency, knowledge manager for British Petroleum (where he created one of the first virtual information centers), eBusiness Strategy Manager for Belgacom, as well as an internet entrepreneur in his home country of Belgium.

Ruth CatlowCo-founder and Co-director of Furtherfield
Ruth is an artist, curator and educator. As co-founder and co-director of Furtherfield.org a grass roots media arts organisation and its gallery (formerly HTTP) in North London, she works at the intersection of art, technology and social change with artists, curators, musicians, programmers, writers, activists and thinkers from around the world. She is currently developing the artistic programme and organisational infrastructure with a focus on Media Art Ecologies, aspiring to engender shared visions and infrastructures for other possible worlds. Ruth is Course manager for digital art and design degrees at Writtle School of Design, where she is currently developing a new BA and MA in Fine Art and Environment.

John Hartley – Art and Ecology Strategist
In his recent role as Arts Council England’s Arts and Ecology Strategy Officer, John supported the development of practice and infrastructure in the face of changing contexts. Also on the Arts Council’s Arts and Ecology partnership with RSA, on the GLA steering group for Greening London’s Theatres and the DCMS Climate Change Project. John led on developing ACE’s self-assessment toolkit to help arts organizations implement effective energy management programs. Implementation of the program can reduce energy usage and carbon emissions, potentially reducing energy costs by up to 20%. He is now a free-lance consultant, also a practicing artist, directs a collaborative experimental music group and has co-written a book published by Transworld.

Re-rooting digital culture is part of Furtherfield’s Media Art Ecologies Programme. This unconference event is partnered by CREAM (Centre for Research in Education Art and Media)

Videogame Appropriation in Contemporary Art: Lara Croft

“Does Lara Croft Wear Fake Polygons?” that was the question Anne-Marie Schleiner (http://www.opensorcery.net) asked in a gender analysis essay of the popular videogame Tomb Raider published year 2000 in the Switch magazine.

The videogame Tomb Raider was released by Core Design in 1996 and the heroine a British archaeologist named Lara Croft did not only  have big guns but also big breasts. In a couple of years she became a well known character not only in the games world but also for the general public when she entered the silvercreen, played by Angelina Jolie. You could say that Lara Croft is the Mona Lisa of the game world, beautiful, mysterious and well known for a large audience outside the games world.

a patched version of the Nude Raider patch, which placed police blotter style bar codes across Lara's private parts (and gave her a goatee as a Duchampian homage)

In her essay Anne-Marie Schleiner mentions the famous Nuderaider patch, a game add-on that strips Lara Croft’s clothing so you could play her naked.

The artist Robert Nideffer’s Nuderaider patch made in 1999 consisted of three-parts:

1) an appropriated website where he repurposed the existing commercial site

2) a spoofed mail-server that re-routed messages submit to Lara Croft fan club website to the Director of development at Eidos UK as if it were coming from the Director of Marketing in the US branch

3) a patched version of the Nude Raider patch, which placed police blotter style bar codes across Lara’s private parts (and gave her a goatee as a Duchampian homage), thwarting the game player’s expectation of seeing her polygonal private parts.

“This shows the male dominancy within the game world by having a female lead appearing like a super model. By presenting her naked, it makes the game seem satirical just pushing the creators’ ideas a little further.” Nideffer [2]

In 1919 the artist Marcel Duchamp used a cheap postcard-sized reproduction of Leonardo da Vincis famous painting Mona Lisa on which he drew a moustache and a goatee, in the same way Nideffer later did with Lara Croft. Duchamp called his work L.H.O.O.Q a titled that pronounced in French should be “Elle a chaud au cul”, which translated to English means “She has a hot ass”.

Eidos sent cease and desist letters to the owners of nuderaider.com who were hosting the Nude Raider patch, enforcing their copyright of Tomb Raider.[3]

Robert Nideffer. Tomb Raider Patches 1999
Robert Nideffer. Tomb Raider Patches 1999
Marcel Duchamp reproduction of Leonardo da Vincis famous painting Mona Lisa on which he drew a moustache and a goatee
Mona Lisa with a Moustache or L.H.O.O.Q. 1919 by Marcel Duchamp.

In the machinima “She Puppet” from 2001, the American artist Peggy Aswesh also investigates the gender and cultural identities of Lara Croft by mixing scenes from the Tomb Raider game. Aswesh describes Croft as a virtual girl-doll of the late 20th century, perhaps boy-doll would be a better description since most of the player of the early Tomb Raider games were men or boys. In her essay Schleiner makes the observation that Lara Croft is a “well-trained techno-puppet created by and for the male gaze.” It’s obvious that the videogame Tomb Raider has played a major role in stirring up emotions with its out of date and suspect attitude towards women. But Lara Croft has not only been a subject for critically engaged, artistic gender discussions.

2D Tombraider 0.1
Marieke Verbiesen. Tombraider 0.1 a single-player game installation.

The artists Marieke Verbiesen has created the game Tombraider 0.1 in which she flattened the 3D game into a 2D-world and borrowed aesthetic from the early game consoles. In the new game you could also find references to classic computer gaming experiences such as the stuck “loading” screen, bad language translations and space-invader attacks. It is not unusually that artist create copies of videogames, with 3D hyperrealism graphic, in a retro old-fashioned style.

Lara Croft pixel-graphic
Output: 62.500 Materialized Pixels (2000). Image by Arno Coenen.

Another way to do this is to use pixel-graphic. That is exactly what Arno Coenen, Rob Coenen and, Rene Bosma did when they re-created he 3D game character into a 2D experience with a touch of pixel-feeling. The project Output: 62.500 materialized pixels, used 62.500 pieces to create a floor mosaic measuring 5,25 x 5,25 meters of the videogame icon Lara Croft. The mosaic has been exhibited at different places in Amsterdam and Kiasma at the Alien Intelligence exhibition in 2000.

So fake polygons or not, it looks like Lara Croft has not only made an impression in the history of videogames but also in the history of art.

Extra References:

Tombraider 0.1 – Single-player game installation based on the famous 3d game Tombraider, starring the female fightingmachine Lara Croft. http://www.marieke.nu/tombraider01/eng/

MUTATION.FEM. Anne-Marie Schleiner “An Underworld Game Patch Router to Female Monsters, Frag Queens and Bobs whose first name is Betty” http://www.opensorcery.net/mutation/

Zero Dollar Laptop

“Only when people are able to use computers to produce their own data does information communication technology become genuinely empowering.” – James Wallbank

Furtherfield is committed to delivering on promise of the Zero Dollar Laptop manifesto with a series of workshop programmes with different community groupw. The Zero Dollar Laptop, is a recycled laptop running Free Open Source Software (FOSS) that is fast and effective- now and long into the future; repurposing otherwise redundant technology, gathering dust in bedrooms and offices across the country.

Pilot workshops with the clients of St. Mungo’s Charity for Homeless People ran for twelve weeks in 2010, where participants learned about using their laptop from core of installing their own operating system to customising their own machines, writing articles and creating images  to share and publish via social media. Download the full report pdf here.

The next steps are to implement the Zero Dollar Laptop at a European scale in coordination with European media labs. The initiative is gaining momentum, with interest from Budapest, Nantes, Madrid, and Brussels Visit the Zero Dollar Laptop Blog here

The project is part of Furtherfield’s Media Art Ecologies programme.

Art is Open Source (IT)

Italian artist duo Art is Open Source (AOS) will be working as Artists in Residence at Furtherfield Gallery and lab space in February 2011. During the four week residency Salvatore and Oriana will work on the development of their latest project REFF: the invasion of ordinary reality to reinvent a new one using a fake institution, a book, an urban performance and an augmented reality drug.

The residency will result in a final exhibition, REFF – REMIX THE WORLD! REINVENT REALITY!, showcasing a live, glitch performance, an urban intervention and a virtual entity by artists featured in the new REFF book: Garrett Lynch (Ir), Rebar Group (US) and xname (It) alongside a real-time interactive map that describes the life of REFF all over the world: 60 authors, artists, designers, architects, hackers, journalists, activists; dozens of actions; a live and real-time stream of information collectively produced by a worldwide community of re-inventors.

In the three weeks prior to the exhibition opening AOS will run workshops with students to use the augmented reality application. The students’ interventions will form part of the urban performances which will populate the gallery during the 4 week exhibition.

”The use of communication technologies and invasive practices for the reinvention of reality is crucial for student movements in this difficult moment. We would like to get the students involved in the REFF experiments by providing them with access to those technologies that can work as effective forms of critical and alternative communication.  Students in UK and in Italy will have access to all the cross-medial CMS used to build the REFF book which will
enable them to create their own QRCodes and Fiducial markers that they can then stick around the city to disseminate information integrated within their communication across the web and the city.”
Art is Open Source

More information about the exhibition and workshops
For more about Art is Open Source and Fake Press:
www.romaeuropa.org
www.fakepress.it
www.artisopensource.net

Events related to this residency:
REFF – REMIX THE WORLD! REINVENT REALITY! at Furtherfield Gallery, 25 February – 26 March 2011.
REFF – REMIX THE WORLD! REINVENT REALITY! Opening Event at Furtherfield Gallery, 25 February 2011, 6:30-9pm

Schoolboy Daze- Andy Campbell’s Nightingale’s Playground

Featured image: Nightingale’s Playground Chapter Selection

Andy Campbell is a UK writer who has been experimenting with new media fiction since the 1990s, when he started creating stories on floppy disc for the Commodore Amiga. By 2000, when I first came across him, he was working mainly in Flash and self-publishing the results on a website called “Digital Fiction”. He has continued to produce one or two pieces of work per year ever since, latterly on a site called “Dreaming Methods”. His output is invariably enigmatic, complex, densely-textured, dark in tone and technically highly-accomplished; and he has gradually established himself, certainly amongst his peers, as one of the leading exponents of the digital fiction form.

His most recent work is also his biggest and most ambitious to date. Entitled Nightingale’s Playground, it consists of four interlinked parts: a click-and-read interactive story; a 3D “game”, which involves exploring a dark flat; a virtual exercise-book, the pages of which can be turned by dragging them across the screen with your mouse; and an ebook text narrative, written in short fragments.

"The one item he carries away from the breakup is an old red vanity case belonging to his Gran"

The story, put simply, goes like this. In “Consensus Trance” (the click-and-read interactive section), the adult Carl has just broken up with his girlfriend. The one item he carries away from the breakup is an old red vanity case belonging to his Gran, with whom he used to live when he was a boy. The case contains bits of talismanic bric-a-brac dating back to Carl’s schooldays. Partly because the contents of the case have jogged his memories, Carl attends a school reunion in the hope of catching up with his best schoolfriend, Alex Nightingale. But Alex isn’t there – and furthermore nobody else can remember him. Carl remembers that Alex disappeared unaccountably while he was still at school. He begins to wonder whether Alex actually existed at all, or whether he imagined him; but at the same time he starts to feel as if “ordinary life” might be the illusion, and Alex might have disappeared because he somehow managed to get through to a further reality. He goes back to revisit the flat where Alex used to live.

“Consensus Trance II” picks up from inside the flat’s front door. It takes the form of a 3D “game”, in which we must walk through the passages and rooms of a half-dark flat, discovering fragments of white text as we go, and unlocking extra sections of the flat once a certain number of texts have been discovered. The text-fragments reprise parts of the story which can be found elsewhere, but they also develop the theme that Alex may have disappeared because he managed to get beyond the illusion of everyday life, along with a suggestion that Carl and Alex may be figments of one another’s imagination (many of the text-fragments have Alex’s name in them at one moment and Carl’s at the next), and a third idea that Carl may not be able to remember what happened to Alex because it was something so terrible that he blocked it out of his mind. In the last room of the flat, which has to be unlocked by discovering and “walking through” all the text-fragments elsewhere, this suggestion becomes more concrete: Alex may have tested out his own theories about reality by drinking something poisonous, and therefore he may have disappeared because he killed himself. The process of exploring the half-dark flat thus becomes a metaphor for Carl’s exploration of his own repressed memories, and the fragmentary revelation which awaits us in the last room represents the moment in which he rediscovers his personal nightmare.

The third part of the story, “The Fieldwork Book”, is an old exercise book of Alex’s – or rather a virtual exercise book, apparently recently dug-up, complete with soil-stains, scribbly handwriting, comments in blue from the teacher, doodles, bits of leaf stuck to the pages with sellotape, and woodlice running around on the front cover. It contains the beginnings of a school project about nature – “A dead tree may look lifeless, but actually it’s teeming with activity…” – along with notes from Alex to Carl – “Worthington has paired me up with this mad girl called Joanne. She smokes and stinks but I quite like her.” – and a lot of press cuttings and comments about a computer-game called The Sentinel. All of this makes more sense once the other parts of “Nightingale’s Playground” have been visited, particularly the ebook, which gives a lot of background information about both the Fieldwork Book itself and the Sentinel.

One thing we learn from the ebook section of the story is that The Fieldwork Book is a kind of changeling. Carl buried his science exercise book in the back garden behind his gran’s flat, at Alex’s suggestion, as a way of making it look more grubby and out-of-doors, and thus suggesting to the science teacher that it had been used intensively in the development of the nature project. However, when he dug it up again after Alex’s disappearance, what he discovered was not his own exercise-book but one belonging to Alex.

Another thing we learn is that The Sentinel, to which the Fieldwork Book makes numerous references, is an old Commodore computer-game with which Alex was obsessed. It had 10,000 levels, all based on the same principle: that players had to approach an object called The Sentinel across mountainous terrain without being observed. If they were detected the game would be over. Carl never managed to get very far but Alex managed to get to level 9,999 – and in fact one possible explanation for his disappearance is that it may have had something to do with him reaching level 10,000. He and Carl also played their own outdoor version of The Sentinel, in which Carl would have to stand still while Alex attempted to creep up on him undetected. A copy of The Sentinel is one of the items of bric-a-brac which Carl the adult discovers in his Gran’s old red vanity case.

The ebook also gives some more information about the vanity case itself. When Carl retrieves the Fieldwork Book and finds it to be Alex’s version rather than his own, he hides it in his Gran’s sideboard, and whilst hiding it he discovers something else in there – the red vanity case. The story doesn’t actually tell us in so many words that he looks inside the case, but we gather he must have done, because later on he has a conversation with his Gran, who is telling him that the contents of the case are private and he mustn’t look in there again:

“But what’s that red case? What are those papers?”

“They’re nothing,” she said insistently. “They’re from a long time ago, they don’t make any sense and they’re private love, they’re just private.”

The papers may have something to do with Alex’s death. On the other hand, they may be connected with Carl’s mother, since this is one of the few times in the story when she gets a mention:

…[Gran said] there were things in the world, happenings, that she didn’t understand, and neither would I, and neither would anyone else, and sometimes it was best to just leave them alone.

“Like we leave Mum alone,” I murmured. She didn’t answer that, and looked a little hurt, so I whispered “sorry” and she started talking to me again…

These hints are never developed further.

Nightingale’s Playground is not without its shortcomings. Its most obvious structural weakness is that its four different sections are in four different formats, each with its own distinctive “look” in terms of graphic design, and each needing to be viewed and interacted with in a different way. This is asking a lot of any readers and viewers who are unfamiliar with new media, although it’s actually less of a problem than might be supposed. Once the initial leap of faith has been made the cross-references between the four sections soon start to pull the story together into a surprisingly cohesive single structure. All the same, the fact that two parts are designed to be viewed online, whereas the other two parts are designed to be downloaded onto your own computer (or ereader) does make it a little bit inconvenient to shuttle backwards and forwards between one section and another if you want to examine the story in detail.
 

the Sentinel, and Alex's view of reality

A more serious flaw is the fact that the Fieldwork Book doesn’t actually add very much to our sense of what’s going on. Pretty much all the information it contains (about the Sentinel, and Alex’s view of reality) can be garnered from the other sections, and although reading the Fieldwork Book gives us a slightly stronger sense of Alex’s personality and voice, the material in it begins to seem rather like padding on repeated viewing. There is a similar problem with the red vanity case, which is built up into something of great importance both in the point-and-click narrative section of the story and the ebook. When we actually get to see what’s inside the vanity case, halfway through the point-and-click section, the contents turn out to be rather disappointing.

Campbell does tend to talk up the importance of events and symbolic objects in his stories, rather than leave them to speak for themselves, which can sometimes backfire and lead to a sense of anticlimax. His prose-style can be overblown, a trait which is probably at its most noticeable in the “game” section of the story, where white texts either hang in the air or in some cases appear on the walls of the darkened flat. Some of these texts are particularly sonorous and doomy:

Where were we? Who were we? How much control did we have over the rain coming down, the hideous blank backdrop we were cut and pasted and glued against?

You were onto it, like you were onto something that meant all of this was wrong, some kind of mad illusion; that there was a staggering, amazing psychedelic hope going on that I desperately, weepingly wanted to understand.

I get the feeling everything changed then, like you said words to me that didn’t exist; a language that spoke the impossible; couldn’t be absorbed by the normal brain. Did you even invent some new words? Pierce a new crack in the fabric of what was going on in our limited, messed up world?

“The hideous blank backgrop”; “mad illusion”; “staggering, amazing psychedelic hope”; “desperately, weepingly wanted to understand”; “pierce a new crack in the fabric of what was going on” – the harder these phrases try to impress us, the less they succeed. The trouble is that there isn’t enough concrete observation or information here to convince us that the big emotive adjectives are justified. They seem to be flapping around in a vaccuum.

On the other hand, the ebook section of Nightingale’s Playground contains some of Campbell’s tightest and most effective writing:

Science was my best lesson because Alex was in it – science without Alex was a shitty prospect. I didn’t like any of the other kids in the class, I didn’t like the teacher, I didn’t like doing experiments or doing any work. Science for me was about swapping computer game cassettes under the table, scribbling rude shapes on Alex’s excercise book, whispering about whether the teachers were really aliens trying to brainwash us or whether the entire school was some kind of hologram that folded up and disappeared after the bell for hometime.

This is both convincing about the boredom of being a schoolkid in a dull lesson, and suggestive in terms of the story’s wider themes – the idea that “the entire school was some kind of hologram” clearly links to the alternative-reality theme. The ebook as a whole is written in short punchy sections jumbled into a non-linear sequence, shuttling us backwards and forwards through a term of so or Carl’s school memories, and unfolding (without ever fully explaining) the story of Alex’s disappearance. It works as a stand-alone, but it also works as the glue which holds the entire structure of Nightingale’s Playground together.
 

flat-exploring section of the story

It should also be said that although the flat-exploring section of the story is sometimes overwritten, it is also the most thoroughly immersive of all four parts, and the one where Campbell’s characteristic approach to new media fiction comes into its own most strongly. He has always been at pains not to place his text in front of his images, or beneath them or to one side, like labels on tanks at the zoo or explanatory plaques next to pictures in a gallery; instead he puts his words inside his graphical environments, sometimes hidden or partially-hidden inside them, so that we have to explore to read. This avoids the danger of us regarding the texts as more important than the images. It pulls us in, and it makes his work inherently immersive and interactive.

This characteristic technique is taken a step further in the flat-exploring section of Nightingale’s Playground (which was built with gaming software called Coppercube 2.0), because here the three-dimensional space is deeper, more mazelike and more thoroughly-articulated than Campbell’s customary Flash environments. There is a sinister audio track which changes incrementally as we move from one part of the flat to another, enhancing our sense of three-dimensionality (the audio dimension of Campbell’s environments should not be overlooked in any of his work). The atmosphere is claustrophobic and scary. When you manage to find the right number of texts to unlock an extra section of the flat, there is a loud door-latch click which makes you jump even if you’re expecting it. When you get to the last room of the flat – the one where Carl is starting to get fragmentary recall of Alex’s possible suicide – the space is suddenly bigger, the predominant colour is red, there are items of furniture floating in the middle of the air, the far wall is decorated with a massive staring eye (an icon from the Sentinel game), the text-fragments tend to slide around in front of you as you approach them instead of staying still, and the whole effect is genuinely climactic and nightmarish. There can be no doubt that at moments like this Nightingale’s Playground is an extremely effective piece of new meda fiction.

It’s interesting to note how closely the climax of this flat-exploring sequence resembles Grandma’s house in Tale of Tales’ horror-game The Path. Campbell is an admirer of Tale of Tales’ work, but he hadn’t seen The Path prior to the completion of Nightingale’s Playground. All the same, the parallels are striking: the feeling of combined claustrophobia and disorientation, the sinister red-and-black colouring, the way the reader/viewer is barraged with suggestive fragments, and the way this technique is used to suggest flashbacks. There is a strong sexual theme in The Path which is not present in Nightingale’s Playground, but otherwise it’s difficult to escape the feeling that both Campbell and Tale of Tales have seized upon the exploration of a mazelike game-space as a metaphor for an inner journey, and have developed the metaphor in very similar ways.

Readers who are familiar with Campbell’s earlier work will recognise a number of the themes and motifs employed in Nightingale’s Playground. The Fieldwork Book, for example, is designed in very much the same way as an earlier virtual exercise book from a story called “The Scrapbook”; collections of fragmentary jottings, or old half-corrupted electronic files, can also be found in “Fractured”, “Floppy” and “The Incomplete”; the feverish boy being looked after by his Gran, with his mother either absent or not interested, is a familiar figure from “Dim O’Gauble”; the schoolfriend who introduces the first-person narrator to an apocalyptic secret is an echo of “Capped”; and a gloomy flat which must be explored for clues to the story’s central mystery can also be found in “The Flat”.
 

Campbell's central characters are often living in a reality with two layers: the "ordinary" everyday world which is mean, dull, shoddy and constricting, but relatively safe; and an inner or underlying reality which can only be glimpsed rather than viewed as a whole

But these narrative strategies in turn suggest certain deeper patterns on which much of Campbell’s work seems to be built. His abiding interest in hints and fragments, for example, is admittedly suited to the nonlinear style of new media literature, but it also serves to suggest that Campbell’s central characters are often living in a reality with two layers: the “ordinary” everyday world which is mean, dull, shoddy and constricting, but relatively safe; and an inner or underlying reality which can only be glimpsed rather than viewed as a whole, possibly because it is so dangerous and frightening – a reality which emerges fitfully via dreams, games, imaginings and doodles.

It also frequently the case in Campbell’s work that the constricted dullness of the “ordinary” world is associated with adult life and adult sensibilities, whereas the “inner” reality is associated with childhood. Thus, in Nightingale’s Playground, the adult narrator starts to rediscover his “real” self when he breaks up with his girlfriend and rediscovers his memories of his best friend Alex. In a way, this could be seen as a Romantic or Wordsworthian view of the relationship between childhood and adulthood: as children we are much more in touch both with our imaginations and our inner selves, and therefore much more aware of the true nature of things, while as adults we become more absorbed in “getting and spending”, and therefore spiritually dull. Campbell is certainly no sentimentalist about childhood – in fact his stories are full of instances of kids being nasty to each other – and it should also be noted that the imaginative insights of the children in his stories may be shared or partially shared by more elderly figures such as the Gran in Nightingale’s Playground, another Gran in Dim O’Gauble, and the dying old man in Last Dream. It may be that these old people share the visionary capabilities of the young by virtue of their closeness to death – there are strong hints in the ebook section of Nightingale’s Playground that Carl’s Nan is about to die of lung cancer.

Perhaps a better literary antecedent for Cambell’s obsessive and visionary kids is the figure of Roland from Alan Garner’s Elidor – another hypersensitive and super-visionary outsider whose insight and talents serve to isolate him both from the mundane world of the Manchester suburb where he lives, and from the other members of his own family who would rather have safe, dull lives than dangerous, eccentric and magical ones. Of course Roland is an outsider-figure who can easily be identified with Alan Garner himself; and in the same way, Alex Nightingale can easily be identified with Campbell. The refusal of these visionary characters to settle for mere ordinary life can be interpreted as an oblique declaration of intent from the artists who created them. But there are other messages here too. The whole structure of Nightingale’s Playground is telling us something about the nature of the world we live in. Did Alex Nightingale actually disappear into an alternative reality, or did he commit suicide? Did Carl imagine Alex, did Alex imagine Carl, or did they both somehow imagine each other? Is the Sentinel just a computer-game or the key to something deeper? What was in the red vanity case when Carl first discovered it? What is the secret his Gran is so anxious to keep hidden? The fact that all of these issues are left hanging, and that the whole pattern of the story is therefore deliberately-unresolved, ambiguous, is a message in itself. Life isn’t clear-cut: it isn’t about answers: it’s about questions.

Nightingale’s Playground has its shortcomings, but it builds Campbell’s open-ended style of narrative into a more ambitious and absorbing structure – and explores some of his characteristic themes with greater maturity and depth – than anything he has produced before.

This review is co-published by The Hyperliterature Exchange and Furtherfield.org.

Videogame appropriation in contemporary art: Super Mario

Featured image: Landscape by Antoinette J. Citizen (2008-2010)

The Italian plumber Mario appeared for the first time in 1981 as a character in the videogame Donkey Kong, created by the famous Japanese game developer Shigeru Miyamoto. Two years later, Mario became the main character of his own game, and his fame grew exponentially. Approximately 200 different videogames have been produced where Mario has the lead role. In contemporary art Mario is also a popular personality and Cory Arcangel is the artist who has done the most famous works based on the videogame.

Super Mario Cloud is probably the most famous of Archangels’ Mario works. It was created in 2002 and was exhibited at the Whitney Biennial 2004. In Super Mario Cloud Arcangel has hacked and changed an old Nintenedo game cartridge so that the only thing that remains of the original game are the little white fluffy clouds that slowly scrolls by on the clear blue sky. Since Arcangel has taken away all of the game elements and interaction you can refer to it as an anti-game. You can also interpret the work as a renewal and a commentary on the art historical genre cloud painting that became popular during the 1800s, when the science of cloud formations and their appearance emerged. 

Image: Super Mario Cloud by Cori Arcangel (2002)
Image: Super Mario Cloud by Cori Arcangel (2002)

Super Mario Movie is a 15 minute video which Arcangel did together with Paper Rad in 2005. Again, this is a hacked cartridge of a Nintendo, and in the opening scene, you can read the following text:

“As a video game grows old its content and internal logic deteriorate. For a character caught in this breakdown problems affect every area of life.”

For Mario, it means that when his world grows older its graphic content and logic breaks down until he finds himself trapped in a nightmare where he falls head over heels down the screen in a changing fragmented world of psychedelic colours in which, among other things, a giant Mario head pops up. What Arcangel describes is the natural degradation process that eventually affects all physical storage devices from floppy disks, CDs to hard drives. When the stored information is getting corrupt by age it results in misreading with strange and illogical effects on the screen. It’s not just we human that are having problems when our cells and DNA are getting corrupt by age, even game characters could experience strange behaviors and diseases when their data ages.

Video: Naptime by Cori Arcangel (2002)

In the video Naptime (2002) we find Mario sleeping in his bed and above him is a dream cloud that consist of a psychedelic stream of characters and colours – the same effect which you can experience when you try to run old games that have become damaged or are using a computer with a broken graphic card. Just like in Super Mario Movie it seems like a nightmare is chasing Mario in Naptime. It is a world of corrupt code and information in which the game logic has broken down, a world that behaves as if it was infected by a nasty computer virus.

Video: SuperMario Sleeping by Miltos Manetas (1987)

The artist Miltos Manetas has also created a video with a sleeping Mario. In the three-minute long film Super Mario Sleeping (1987) we see how Mario gets tired and lies down and sleeps in the grass. Just as in Arcangel artwork the video is describing an anti-game. All the interactivity and stress in the game are removed and instead we experience a calm and meditative atmosphere. Philip K. Dick novel Do Androids Dream of Electric Sheep? (1968) comes to my mind. What is it that distinguishes a human from an android or a character in a video game? Can characters in computer games dream and, in that case, what are they dreaming of when we are not playing them?

It is now not only the character Mario who is interesting for artists, but also the objects in the game. The Australian artist Antoinette J. Citizen created in 2008 the interactive installation Super Mario Brothers Level 1-1 in which she transformed an art gallery into a Super Mario game. She painted the walls with different levels of the game and installed interactive boxes with question marks and bricks. The visitor could touched the boxes which then produced different sounds from the game. Citizen’s works are, like many other Game Art works, an example of how artists transfer the virtual game world into the real exhibition space.

Landscape by Antoinette J. Citizen (2008-2010)
Landscape by Antoinette J. Citizen (2008-2010)

Mario is probably the most famous character in the videogame world. The question is if he is not as famous as Jesus? The Polish artist Kordian Lewandowski plays with the idea in the work Game Over. He has created a copy of Michelangelo’s famous Pieta sculpture but instead of a dying Christ in the arms of the Virgin Mary, we see Mario lying lifeless in the arms of Princess Peach. It seems that videogames with their own iconology and stories about the constant struggle between good and evil, in some degree, have taken over the role of religion when it comes to creating references and cultural contexts for people.

Links:

http://www.coryarcangel.com/things-i-made/supermarioclouds/
http://www.coryarcangel.com/things-i-made/supermariomovie/
http://www.artforum.com/video/mode=large&id=25370
http://www.supermariosleeping.com/
http://antoinettejcitizen.com/works/landscape/
http://wielkiartysta.pl/content/index.html

Anxieties of Social Networking: An interview with Liz Filardi

Liz Filardi is a New York City-based performance artist who often works in public space. She was recently awarded a Turbulence Commission for a networked performance piece called I’m Not Stalking You; I’m Socializing, exploring the anxieties of social networking in three modules. “Status Grabber,” the first module, is a satirical online service that extends the status update phenomenon to participation over the telephone. “Black & White,” the second module, is a Facebook-like website, consisting of two interlinked profiles, that tells the story behind one of the original cases of criminal stalking in America. “Facetbook,” the final module, is a performance piece in which the artist compiles a series of archives of her live Facebook profile to illustrate the tension of online identity– between the façade of a profile and the more telling story of how the profile changes over time. The interview was conducted by Taina Bucher, PhD fellow in the Department of Media and Communication at the University of Oslo, Norway. Bucher and Filardi met in Greenwich Village, New York City in May, 2010.

Taina Bucher: How prominently do your friends feature in your work?

Liz Filardi: Well, my only “in” to a social network like Facebook is my own profile, my own network. I think I have about 900 friends. I could start over with a new profile, but I would still only be able to access people that I know or know of. So the people who participate in works based in existing networks, like “Facetbook,” are my friends, and in this context, that includes any Facebook “friend” who feels comfortable commenting or interacting with me. I suppose there is also a subset of “friends” who are made aware of my activity without necessarily caring or wanting to interact with me. In that respect, networked performance on Facebook is very much like performing in public space—I get ignored a lot.

But I would love to find a way to reach a completely different audience on a social network, ideally a subset of users who have stumbled upon my profile without really knowing me or maybe only knowing me from the context of the network because I’m a “friend” of someone who they have “friended.” I have been thinking about starting over on a network like Facebook with this goal in mind, just to see what is possible. It would also be fun to create a new profile controlled by a collective of artists who want to play and experiment.

Why not just make a group on Facebook?

Groups have limitations. Individuals have the most access and mobility on Facebook, because it is designed with the individual’s activity in mind. Groups are like, “I’m here, come over here,” while individuals can say, “I like this, I am doing this, you and I are friends,” which is obviously what drives the site. I am also more compelled by putting a face on a group and speaking from the first person, mixing individual voices and sensibilities and presenting that as one person. It feels a little more subversive. I am interested in playing with the expectations of “friends” on Facebook. For some reason, there is a lot of trust that everyone, that is every non-celebrity, is exactly who they say they are.

Can you tell us a little about your project “Status Grabber?”

“Status Grabber” was created as a satire on the obsession with status updates. I wanted to know how people would react to a telephone-based service that essentially mimicked the way people use Twitter. So I called people and told them that someone they knew had anonymously requested a status update, and that they should provide me with a brief statement that I could post to the internet. I set up a website where people could actually make those requests and hear the responses. But I also made cold calls to random people listed in the telephone book.

"Status Grabber' was created as a satire on the obsession with status updates
'Make a Request"

My interest in status updates lies in the disconnect between the author’s intention and the follower’s intention as they engaged in a fairly consistent relationship mediated by a service like Twitter. On Twitter, you can post one message immediately visible to your followers, and those people can discover something about you and experience the feeling of a connection without ever having to say a word or reciprocate. In fact, as you post your update, you often do so with a vague idea of audience, not necessarily of personal connection. So the relationship between a Twitter author and follower can feel smug, but it is artificial—it is a designed experience. Apparently, if popular social tools fill a vacuum of desire, as we often believe, people actually prefer this designed experience on some level. We tend to prioritize the feeling of a connection over the actual value of the connection. In making the calls for “Status Grabber,” I’m basically confronting people with this cultural value.

I visited the site and listened to the call records you posted. It seems that people don’t have a clue about the notion of status updates.

Yeah, the concept of a status update obviously doesn’t translate to the telephone. On the phone, there is much more opportunity to communicate beyond the 140 characters allowed in a Twitter status update, so that became a humorous limitation to the updates that people were encouraged to provide. As a totally believable service, Status Grabber suggests that people actually do not want to have a full conversation or hear a complete update on your status, but instead prefer the abridged version so they can get on with their lives. Of course, most of the call recipients seemed slightly disappointed or appalled for that reason, and in that way, it felt like a good prank phone call.

Call recipients that were willing to participate seemed to feel anxious about the pressure of submitting a status update verbally. They were on the spot to say something substantial or witty as if posting to their Twitter or Facebook account. Most of the updates reflect more spontaneity, less density than can be read in Twitter feeds. I often felt that I was invading their privacy to demand a status update by telephone.

Let us jump to your third module “Facetbook.” How did you come up with the idea?

My day job is in design and I work with the content management system and blog software WordPress. When you edit a blog entry, a new entry is simply added to the database like an appendix to the original entry, so that you’re never editing the existing content of the database but merely adding to it. There is an archive of all your revisions. I started to imagine Facebook having a similar structure. It is possible that we are creating an archive of our life just by being active users, and yet, we have no ownership or access to it. Meanwhile, we present a singular identity within the construct of the profile. We update our profiles to project an idealized representation of ourselves. But if anyone could see the archive of these profiles and be privy to how they have evolved over the years, they would get a much more accurate sense of who we are, and maybe they would be able to see that truth far more clearly than we ourselves can see it.

There is an archive of all your revisions. I started to image Facebook having a similar structure

With that in mind, I started to imagine that Facebook actually provides a literal construct of identity. Is this why it’s so addictive and popular?  It’s not as if we can go back in time in real life and see written archives of every conversation we have had with friends, and every song we quoted in high school, and every trend we followed. We understand our own identities based on our memories and the occasional ephemera- diaries, photographs, videos, concert tickets, old clothes. In some senses, we don’t own our past, but only the precious ephemera. And in the space between the ephemera and reality, we get to imagine our own story. On Facebook, we can flip back through our activity and photos, and we construct our profiles based on how we see ourselves and who we would like to be. But we can never see old profiles, ones that we’ve since replaced, or content that we’ve removed. We get to curate our identity, manage the expectations of “friends” and find privacy by hiding behind the content we chose to share. That feels real.

And yet, there is something distinctly unreal about Facebook, which is that it is essentially a document, a record in and of itself. Facebook users live on a document. What if everything ever deleted, in fact, lived on? That makes me anxious. So I started looking for software that would allow me to archive my Facebook profile, and I found an experimental Firefox plugin developed by a group of computer scientists at Old Dominion and Harding University. Using their plugin, I started to archive my profile every time I wanted to change it. I wanted to see what it would be like to own an archive—to at least know what it would contain, even if I couldn’t control what Facebook did with my content.

The truth was that I was far more invested in my image and my Facebook life when I was in college than I am today. Maybe it would have been more insightful to capture that early period. But ultimately, the “Facetbook” performance became about investing in Facebook again and thinking about the stakes of participation. Knowing that I would be creating this archive and could delete my profile at any time, I tried to confront the extent of how people actually use Facebook. I wrote things like, “For brief periods of time, I have favorite profiles that I like to check,” and “even if you never change your profile, I will look at the same three pictures more than once. It gives my mind something to work with.” It feels strange to perform on a site where only a very acute mix of authenticity and performance is acceptable as a voice—you know, in posting status updates that display some charming aspect of yourself without exposing that you’ve given any thought to it. With “Facetbook,” I’m trying to expose Facebook as a site that serves a more libidinal function for people.

How do you see performance art changing in an environment where performance has, to some degree, become commonplace?

That’s a bold statement—one could argue that public life has always been about performance and that performance is no more commonplace today than in the past—but maybe it is more commonplace. The prominence of the social web—especially for younger generations who have restricted access in the real world—pushes public life online and into the realm of performance. People who are growing up with social networks are justifiably feeling like the center of the world with daily evidence to that effect. The lives of prominent, young YouTube vloggers are filled with connections to near strangers who make up coveted audiences across geographic boundaries. Any time someone has an audience, they become a performer. I think of Natalie Bookchin’s Testament, which is a multi-channel video essay that appropriates YouTube vlogs to speak to themes like work, economy, and war. The video diaries that are used in her piece exemplify a personal, confessional approach as seen in television shows like The Real World, and yet they are beyond television—these people are acutely aware that they are sharing their daily life not necessarily with friends but with an audience. The vloggers use common buzzwords and phrases that Bookchin pulls out to create the sensation that they are speaking in unison, just as news anchors and talk show hosts speak in an established language and tone. And that has become a normative way to socialize.

But performance art is entirely different from the spirit of performance on the social web. For one thing, the moment you disseminate over the internet or design your work for an internet based reception, you are creating media art, or networked performance, as Turbulence has preferred to call it. As far as my own experience with performance art, every time I perform something in public, I imagine being interpreted in two camps: an amateur throwback to the founding artists like Abramovic and Ono and Shneemann (young performance artists always seem so nostalgic for the power of the body and the live act, but it’s rare to pull off something powerful and new) and/or an urban prankster looking for attention in the local paper or city blog (a la the clever performance troupes like Improv Everywhere who disrupt city life with the exciting treat of surrealism). So I think the challenge for contemporary performance art is to find a place that is at once culturally relevant and striking, and to champion public space in a compelling way. It’s too easy to just take your actions to the streets of New York like plop art. People are already used to that. Lately I’ve been trying to create works that don’t come across as one-liners, but instead inspire the viewer to question what is going on, or to hold on to one particularly poignant affect or visual. The last thing I want to say—it gets problematic when one begins to qualify performance art as something that happens in galleries and museums because it was meant to defy the commodification of art, but I do want to say that I see it forging ahead in small galleries like Recess in SoHo.

Can you speak a little about your second module, “Black & White?” How did that come about?

That project started with research into the history of criminal stalking, as it relates to the popular contemporary idea of “Facebook stalking.” I wanted to explore the relationship between the tongue and cheek use of the word stalking to describe fairly typical activity on social networks and historical accounts of serious stalking in a time less saturated by social web technologies. I was fascinated by a famous case from 1988 between two co-workers at a Silicon Valley software engineering company. A young woman, a 22 or 23 years old Laura Black, started working at the company as one of the few female engineers. She sparked the unhealthy interest of a male engineer, Richard Farley, who became suddenly deeply obsessed with her. He stalked her for years, and while she sought help at her company when she feared for her life, she had trouble getting any real protection. She changed addresses and phone numbers, which only provided temporary relief, and got a temporary, ineffective restraining order. He would send letters, arrive at her house unannounced, and once joined her gym. In her anger and fear, it seems that she also wanted to show him that he couldn’t control her and that she was still going to enjoy her life and stay in the area. So there really wasn’t a collective intelligence about the threat of stalking at the time. Farley eventually arrived at the office with an arsenal of weapons and attacked the entire company. Black was shot in the shoulder and survived. Farley was arrested. Shortly after, the first anti-stalking law passed in California in 1989 and the story, along with a couple of other violent stalking cases, made national news.

'I wanted to expore the relationship between the tongue and cheek use of the word stalking to decribe fairly typical activity on social networks and historical accounts of serious stalking in a time less saturated by social web technologies"

Today, we don’t hear about cases like that because we have a lot more information and legislation to prevent that kind of thing. I can only assume that potential incidents are resolved before escalating to that level. We live in a different climate, where we share a lot more information about ourselves on the social web, and “stalking” is a hyperbolic term that describes the ultimately harmless activity of focusing on the available information of a single person without their knowledge or consent. The use of negative hyperbolic terms like “stalking” indicates a safer cultural climate, but also a latent guilt that may be rooted in cases such as the one illustrated in “Black & White.”

This makes me think of Twitter and the term “followers.”

Yes, it’s similar. Perhaps there’s a greater cultural need to be leader, with a collection of commoditized “followers” in tow. On the social web, we are less often ordinary humans and more often celebrities or actors splintered by various interests and audiences.

In “Black & White,” why do you transpose the stalking case into the paradigm of a social network?

Black&White is the name of a fictional network that looks much like Facebook, but it only contains two members: Laura Black and Richard Farley. Creating this site was a way to call attention to collective intelligence, to speak the language that we (on Facebook) have all learned so well. I knew that most people would intuitively be able to navigate the format and learn the story between the two people involved. In the context of the vast network of Facebook, it is striking that there are only two people in this network. Their content is linked through their job and location, despite their apparent lack of friendship. Underneath the relatively unassuming public profiles is a horrifying, one-sided correspondence in their message in- and outboxes. I wanted to dramatize their loneliness and emphasize the lack of will in their connection, which is how they will be remembered in the American collective consciousness. Hopefully this leads viewers to consider how and why the term “stalking” or the act of “stalking” has changed since the 1980s. 

a fictional network that looks much like Facebook, but it only contains two members: Laura Black and Richard Farley

In terms of creativity on social networks, I think a lot of us are just filling in forms. The template of the social network is limiting. Will this have any affect on the direction of your work?

That’s a good question. I have felt confined by the structure of social networks, and even with the content of art that speaks directly to social networks. With I’m Not Stalking You; I’m Socializing, I started with the easiest form of art made to respond to social networks: a satire perpetrated through mimicry in other medias or dimensions, as seen in “Status Grabber.” This has been done in other works, as well. I guess I needed to make that piece so that I could see what was beyond it, and I believe I went a little further and yielded more insight in the other two modules. But now I’m starting to see how the social web simply permeates our consciousness and I believe I may find more insight if I take a step back from art on social networks altogether. As someone who has grown up on social networks, I’m interested to see how the themes that I’ve honed in my work with social networks will surface and return in works and areas of practice that move in a new direction.

FEEDBACK- SIGNAL:NOISE

The four day event at the Showroom collated a series of practitioners, artists, theorists and historians, to examine, test and explore ideas stemming from cybernetics and information theory and more specifically the idea of feedback.

Described as an ‘experimental cross-disciplinary research project’, Signal : Noise was a fusion of talks, lectures, performances, screenings and debates that made diverse contemporary evaluations of the legacy of cybernetics using an inter-disciplinary approach. It tackled subjects as seemingly diverse as economic theory; urbanism and the arrival of the motor car in London; game theory; linguistics; media-performance art from the 1970’s; and the problematic legacies of the recent UK arts funding system on artists – all viewed using the concepts and terminologies of cybernetics and systems.

'Signal: Noise', The Showroom, 2011, photograph Takako Hasegawa
‘Signal: Noise’, The Showroom, 2011, photograph Takako Hasegawa

Signal : Noise, in part, played out like a small conference, mainly set in The Showroom Gallery space with one wall covered with a network diagram drawing by Stephen Willats, and fly posted theoretical systems diagrams from his recently re-published 1973 book, or maybe manual, ‘The Artist as Instigator of Changes in Social Cognition and Behaviour’.

Fig 4. Model of an existing artist-audience relationship. Pg 28, The Artist as an Instigator of Changes in Social Cognition and Behaviour. 1973. Stephen Willats. 
Fig 4. Model of an existing artist-audience relationship. Pg 28, The Artist as an Instigator of Changes in Social Cognition and Behaviour. 1973. Stephen Willats. 

This visual reference served as a backdrop to the proceedings and served as an on going reminder that despite the deep theoretical and historical base being presented and discussed in its many forms, Signal : Noise was ultimately attempting to re ignite debates, and help reset the ideas of cybernetics and systems into a contemporary context of practical application. Willats’ book describes his process as an ‘investigation by the artist into the processes, procedures and models’ of the ‘Art Environment’ using ‘cybernetics as a research tool’.

The first night introductory presentations by Charlie Gere and Steve Rushton provided an overview of many ideas explored throughout the weekend. Artist and writer Steve Rushton on ‘How Media Masters Reality’ used an array of examples, from conceptual and media architecture group Ant Farm using pioneering ideas of investigating media feedback, through to the 500 millions votes (!) on US TV programme American Idol; the latter an example of how contemporary applications of media feedback loops are now often conceptually embedded into the core of television productions, and in turn, are now part of the audiences expectations and involvement.

Ant Farm’s 1975 work ‘The Eternal Frame’, screened later during the weekend, along with Gary Hill’s Why Do Things Always Get in a Muddle (Come on Petunia), based on Gregory Bateson’s Metalogues.

Ant Farm’s 1975 work ‘The Eternal Frame’, screened later during the weekend, was their carefully staged, somewhat trashy live ‘re enactment’ of the 8mm film footage of the Kennedy assassination, complete with a drag version of Jackie Kennedy and sunglass wearing suited security. This film sequence is familiar today, but in 1975 it had yet to reach the public domain.  Working to a tightly choreographed moment derived from a bootleg of the 29 seconds of 8mm film, Ant Farm’s grotesque mimicry of the assassination was performed as an ongoing loop, complete with car driving around the block (interestingly, the random people watching in the street in 1975 took photographs like they were at a theme park).

Ant Farm. The Eternal Frame (1975).
Ant Farm. The Eternal Frame (1975).
Ant Farm. The Eternal Frame (1975).

Despite being conceived in the mid ‘70s media environment of portable video and cassettes, the documentation of Ant Farm’s performance resonated with something surprisingly familiar and contemporary in our era of the internet, social media and rolling 24 hour news, and what Rushton termed our “society of self performance”.

Rushton’s historical threads from the origins of Cybernetics and to the Whole Earth Catalogue and the WELL served as a excellent base for the oncoming proceedings of the weekend, and showed that the arrival of the contemporary mass information network in the form of the internet, has habituated it’s millions of users into a kind of cybernetic practice based on input, observation, control, intervention, response, feedback, and adaptation but without necessarily using or being aware of its lexicon.

Nearby, in the Cockpit Theatre, was ‘Closed Circuit’ a performative work by Rod Dickinson (along with Rushton), which consisted of two actors staged and dressed, in a precise duplication of a set for political announcements; wooden lecterns, curtained background, complete with an array of flags – but all carefully neutralized by the removal of logos and national flags identities into plain white.

Live performance of Closed Circuit, Rod Dickinson in collaboration with Steve Rushton.
Live performance of Closed Circuit, Rod Dickinson in collaboration with Steve Rushton.

What followed was a series of political speeches utilizing the familiar language and tone of grandeur and crisis, delivered by the actors in the style of a world leader address.  What they delivered, was a carefully sequenced remixed script derived from political speeches over the past 50 years; Margaret Thatcher; Richard Nixon; Ronald Reagan; Tony Blair; Yasser Arafat and others. All the details from each specific event they were referring to had been carefully edited out. The only way to differentiate one world leader, country or event from another, were the large projected auto cues for the actors, situated behind the audience at the rear of the theatre. Each one gave the full scrolling speech text and also the year and original context for each leaders’ delivery. Looking towards the stage, it sounded like a single coherent speech, but eluding any specific meaning, isolating the language of threat and authoritarian political control, leaving us just the husk of political presentation and the transparency of the format itself.

Ideas explored in Stephen Willats’ network drawing were expanded further during his talk in the final morning session of Signal : Noise, where he gave a refreshing clarion call to abandon ‘last century thinking’ during his prescient and timely discussion. His seminal works have persistently and methodically challenged the process, structure and meaning of art making and display. Willats made his earliest system diagrams in the late 1950’s, and was the first artist to make the artwork itself a map of communication. But maybe it is this century, rather than our last, that will connect with his provocations to the hierarchical, highly codified, object obsessed ‘Art Environment’, as he terms it, to see that ‘object based thinking is still a hangover from last century attitudes’.

Willats was an early reference for emerging net art and media art in the mid 90’s, with artists then clutching for any art historical roots that gave the field of networked and computer based practice some practical grounding.

'Signal: Noise', The Showroom, 2011, photograph Takako Hasegawa
‘Signal: Noise’, The Showroom, 2011, photograph Takako Hasegawa

This in-conversation with Emily Pethick surveyed his own personal development and immersion in Cybernetics in its differing stages, a short history lesson, moving from Norbert Weiner to Gregory Bateson and Gordon Pask, but always resolutely en route to the practical issues in the present and what Willats defines as the artist as an ‘instigator of transformation’.

In parallel to Willats, was a presentation and discussion hosted by Emma Smith and Sophie Hope which began to interrogate the legacy of a the New Labour arts commissioning process. It discussed how the criteria for successful funding was intrinsically linked to a social agenda, audience and location set by government policy.  Discussions followed about how the arts commissioning process may turn out to have skewed a generation of artists practice, as they slowly lost control of their own output, became tagged with being an ‘artist facilitator’, and began conceiving works to fit in with the criteria of funding bodies, with each funder slowly extending their own prospective reaches. All this supported by an immense drive to build ‘Cultural Industries’ into mechanisms for regeneration.

Seeing this placed against Willats, whose ongoing practice could initially seem in tune with the past decades cultural policies and its overtly prescribed socially engaged agenda, in fact served to show how contrasting, distinct and rich his rigourous thoughtful approach is by comparison.

All this made for a timely discussion. With the approaching withdrawal and decimation of arts funding in the UK, Signal : Noise could prove to be a prescient event. With presentations, workshops and panels by Stuart Bailey and David Reinfurt of Dexter Sinister, Charlie Gere, Matthew Fuller, Marina Vishmidt and others, the interdisciplinary approach of Signal : Noise worked well despite its fairly dense timetable.

Using the gallery as a discursive space, with theorists and writers set within context of practice, is a good base for the next event in this on going series. What it maybe didn’t allow for, which is easily rectified, is a more unpredictable agenda, and more intervention by the ‘audience’. The whole event could function more as a real feedback working system, an adaptable structure that potentially allows for input from its participants (both presenters and audience) letting things move in unexpected directions both on line and offline, leaving a physicalised network as a residue after the event. With the decision to include food and beer in the ticket price (great dumplings, fresh vegetables and miso soup), there is potential here to expand this type of event even further.

With the on coming cultural landscape in the UK moving into un-chartered territory, it is potentially events like Signal : Noise which might begin to unearth and test new ideas and ignite debate within a less rigid format than a ‘curated’ show. In the future this type of event may even re-claim the word ‘radicalise’ from its current narrow, negative media usage, and re-purpose it for artists who decide to reject art market values, in favour of a exploring new ways of working within the emerging (and significantly less funded) ‘Art Environment’.

Extra info & links:

Signal : Noise. The project was led by Steve Rushton, Dexter Sinister (David Reinfurt and Stuart Bailey), Marina Vishmidt, Rod Dickinson and Emily Pethick. http://www.theshowroom.org/research.html?id=161&mi=254

The Artist as an Instigator of Changes in Social Cognition and Behaviour. 1973. Stephen Willats. http://www.occasionalpapers.org/?page_id=825

Closed Circuit, Rod Dickinson in collaboration with Steve Rushton.
http://www.roddickinson.net/pages/closedcircuit/project-synopsis.php

Dr Charlie Gere. Reader in New Media Research. Department: Lancaster Institute for the Contemporary Arts. http://www.lancs.ac.uk/fass/faculty/profiles/charlie-gere

ANT FARM. ART/ARCHTECTURE/MEDIA [1968-1978]. http://artsites.ucsc.edu/faculty/lord/AntFarm.html

The Eternal Frame by T.R. Uthco and Ant Farm: Doug Hall, Chip Lord, Doug Michels, Jody Procter. 1975, 23:50 min, b&w and color, sound. http://arttorrents.blogspot.com/2008/02/ant-farm-eternal-frame-1976.html

Emma Smith. Social practice that is both research and production based and responds to site-specific issues. http://www.emma-smith.com/www.emma-smith.com/Homeindex.ext.html

Sophie Hope’s work inspects the uncertain relationships between art and society. http://www.welcomebb.org.uk/aboutSophie.html

Cyberspace Is Our Land: 20 Digital Years Plus

20 Digital Years Plus
Station Rose
Nurnberg 2010
ISBN 9783869841113

“Twenty Digital Years Plus” is a softback book that presents and contextualises the art of Station Rose (Elisa Rose and Gary Danner) from 1988 to the present. Its gatefold cover conceals both a CD and a DVD which provide audio and video to complement the static images and texts, and carries an endorsement from Bruce Sterling on the back cover.

The book starts with a series of essays before presenting an illustrated history of Station Rose. Those essays approach Station Rose from some refreshing and unexpected angles to make a convincing claim for their art historical interest.

Twenty Digital Years Plus, a softback book that presents and contextualises the art of Station Rose (Elisa Rose and Gary Danner) from 1988 to the present

Peter Noever writes in the book’s preface that “Media art is both an art form and a way of life for Station Rose”, a claim that the evidence of the book more than supports and that I think is key to why Station Rose’s art is so interesting. The book functions as a mid-career retrospective, and Noever suitably sets the themes of achievement and continuity.

Vitus H. Weh’s essay explains how Station Rose got their name and puts their LoginCabin project into the context of German post-cold-war architecture and the sociology of the Wild West. We are a long way from the early 90s view of the Internet as a new frontier, but despite its critics that view was not uniquely tied to American society and provided a liberating impetus to individuals who didn’t always subscribe to the Californian Ideology.

Hans Diebner’s critique of net art and activism brings a thought-provoking scientific, techno-art historical and philosophical critical literacy to bear on Station Rose and the artists and activists that he contrasts them with. Diebner weaves together diverse conceptual strands into a coherent critical case without any resort to jargon, and it’s worth thinking through how his case affects our view of net art in general as well as Station Rose’s position within its history.

Didi Neidhart’s interview with Rose and Danner provides context for and insights into how the pair create and conceptualise their work, and how their art and music relate. Station Rose emerge as the product of cultural engagement and lived history rather than academic fashion.

Gabriel Horn writes from a curator’s point of view about the future shock of working with Station Rose in 1991, in contrast to working with them in 1999 when they are part of an intermedia exhibition.

a softback book that presents and contextualises the art of Station Rose (Elisa Rose and Gary Danner) from 1988 to the present, an illustrated history of Station Rose.

The bulk of the book is an illustrated history of Station Rose. They started out in 1988 as a multimedia lab in Vienna complete with 16-bit Amiga computer. In November 1988 they went online for the first time at the Sampling conference they held in Vienna, having already adopted the technology and concepts of sampling into their art and performance. Since then their work has taken the form of CD-ROMs, live streaming media, live multimedia performance, Internet homepages, CDs and vinyl with Sony records, books, TV shows, multimedia installation, webcasting, lecturing, teaching, and a shed.

Station Rose also create memes, or language, such as the statement quoted by Bruce Sterling on the back cover that “Cyberspace is Our Land”, the much needed identification of the “Digital Bohemian Lifestyle” and the increasingly paradigmatic condition of being “private://public”. Even in an age when the concept of multimedia has largely been absorbed by the Internet their work crosses and assembles different media.

Much of Station Rose’s digital art has the not quite glitch aesthetic of overlayed pixellated form in shallow depth that any serious history of digital art needs to account for. But the cubicles, huts, pillows and panels of their installation work have the same aesthetic. Station Rose’s work is in itself a history of digital art over the last two decades. And this digital art is always in dialogue with physical performance and physical structures, the virtual in dialog with the real to illuminate each other.

Neidhardt's interview, Station Rose's work, history of digital art over the last two decades,

In Neidhardt’s interview, Danner says of Station Rose that “We are quickly bored with things as soon as they become mainstream.” Boredom with the content and products of digital media is the friend of the scheduled obsolescence and cultural amnesia of market mass media. But boredom with the form of and the means of creating digital media can also serve to motivate the creation of successive alternatives to it.

Over the last 20 years the Internet and digital media have gone from being a novelty to being socially and economically pervasive. This rate of change, and the constant promotion of different visions of what the Internet is for by different institutions, mean that our relationship with the Internet has come to be in plain sight. Artists can usefully depict and help us conceptualise that relationship, particularly those artists who can use the digital media that has been drawn into the Internet and become no small part of its operation.

Station Rose, the art in the age of digital media

Station Rose are such artists. Their art has the quality of being both the product and producer of lived experience in the age of digital media. It refracts the logistics and glitches of the Internet through the prism of contemporary art’s deceptively low-fi rummage sale aesthetics to present them as objects of contemplation. When digital media was new this served to make them accessible to an unfamiliar public. Now that digital media are pervasive to the point of invisibility, this serves to make them visible again as objects of contemplation and to afford the viewer a critical distance from them.

20 Digital Years Plus is an engrossing, thought-provoking presentation of the ongoing development of Station Rose that makes clear the value of their constantly enquiring relationship to ever changing technology.

www.stationrose.com

(With thanks to @MarkRHancock)

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

Videogames as art and politics

Featured image: Games/03 Paul Sermon, Peace Games, © der Künstler 2008.

Das Spiel und Seine Grenzen: Passagen des Spiels II ed. Mathias Fuchs and Ernst Strouhal, (Springer Verlag, 2010), German language only.

Fuchs, Mathias; Strouhal, Ernst (Hrsg.)
1st Edition., 2010, 272 S. 16 Abb., Softcover
ISBN: 978-3-7091-0084-4
Versandfertig innerhalb von 3 Tagen

Mathias Fuchs is considered to be one of the first artists to explore the combination of videogames and art. Today he is a senior lecture at Salford University in England and a leading researcher on Game Art and ludic interfaces. Social and political context in videogames and how they affect our society has been a major topic in Fuch’s research. Last year he published, together with Ernst Strouhal, an anthology of videogames and its borders and how this genre is changing and influencing society. The background to the anthology was an exhibition held at Kunsthalle Wien in 2008 about art and politics in videogames.

Paul Sermon, Liberate your avatar, © der Künstler 2008
Paul Sermon, Liberate your avatar, © der Künstler 2008.

It has been 60 years since Johan Huizinga’s now classic book Homo Ludens, the playing human, was published. Games are no longer just entertainment; it’s a major industry that is affecting our society in every aspect. In the foreword Fuchs states that the main issue for the 15 essays in the anthology is how games have changed and affected our society both politically and socially since they crossed over from the realms of entertainment into everyday experience.

Today we can find many different genres in videogames, such as serious games and persuasive games, that discuss current issues, news and social problems, artistic games which address existential and aesthetic aspects, and so on. The gaming community has grown enormously and created on-line worlds with strong virtual economics, attached real world economics. In her essay Daphne Dragona says “The virtual environments of our times therefore can be seen as social institutions with social, political and economic values resembling those of real life.”

In a similar way Tapio Mäkelä’s essay about locative games describes how the gamescene has entered the real world in the form of cos-players and social gameplays where videogames as Pacman are performed in the city streets or games as “/Noderunner/, where participants run to find open WiFi Networks, take a photo of themselves at the location and send the info via e-mail to the project’s website.” This begins to close the gap between networks and everyday experience through the practice of social gaming. The game as object is less of an obvious conclusion now that technology enables us to explore ourselves within networked, gaming contexts and mobile technologies.

Game designed by Gomez de Llarena and Yury Gitman 2002., games, the borders between game and reality, new socio-economics,
Game designed by Gomez de Llarena and Yury Gitman 2002.

The borders between game and reality have now become even more blurred and integrated, especially if we consider how technology itself also crosses over into administrational activites which have already been traditional elements of controlling, processing parts of our lives. One example is how authorities around the world are supervising these new socio-economics, such as collecting taxes from virtual incomes by using similar tools and networks. There are many questions about how games will continue to affect and change our society in the future and the anthology takes an interesting and comprehensive look into what games have to offer and what could be potential threats to our future societies.

Today games are serious business. It is not impossible that in the future a bankruptcy of an on-line gameworld could shake the real world and create an economic depression. On the other hand, could on-line game economies bring prosperity and create new jobs, an economic boom in ways we have not witnessed before? If games move into a new period of changing social experience in even more connected ways than before, then we need to understand what the consequences of these are and how to navigate through this shifting terrain. One thing is for sure, it was a long time ago that games were just entertainment.

http://www.springer.com/new+%26+forthcoming+titles+%28default%29/book/978-3-7091-0084-4

Ultimate Synaesthesia

Brian Eno hovered over me in a darkened room as I squatted writing notes about his 77 Million Paintings on a crumpled up piece of paper. Though I knew he couldn’t see what I was scribbling, its not often one gets the chance to come face-to-face, or rather back-to-face in situ with the flesh and blood incarnation of one’s investigations. He had slipped into the viewing room at the Glenbow Museum unobtrusively because he likes to watch – the audience as well as his “paintings,” and therein lays his strategy and appeal. In a lecture he gave that night at the Museum auditorium he described, in magnificent pantomime, the reactions one has when entering the viewing space of his exhibit:

looking around, furtively glancing at the work
walking further into the space, looking around, glancing at the work
leaning against the wall, glancing at the work
squatting, glancing at the work
sitting down, glancing at the work
focusing on the work, lying down on the floor mesmerized by the work
unable to tear oneself away from the work

77 Million Paintings contains 550 paintings Eno created over a span of 22 years. Since 2006 the exhibit has toured all over the world including Tokyo, Sydney and St. Petersburg before landing in Calgary. The digital projection is a “generative” work in that the ambient music for which Eno is better known, and the combination of images are generated and combined in an endless mandala-like array by a computer. Nine screens project a diamond shape with eight inserted “paintings” and one solid colored square on the lower right hand side serves as a control for the other eight. There are four black leather couches for people to zone out on while enveloped by his signature ambient sounds – and they are packed to capacity as the audience warms and hunkers down to the slow experience.

Originally conceived for in-home viewing, the show seems to change your brain waves from Alpha to Beta to Theta and the experience is pure occipital enjoyment. The cross-fades in the banks of images creep up as the landscape subtly changes as blue morphs into green, and triangles expand into circles As Eno says, “We’re not seeing a film. There’s no beginning, there’s no progression, there’s no end, there’s no narrative, there’s no drama. In fact everything is missing that would normally be called art or entertainment.”

Eno As Professorial

Eno’s lecture at the Glenbow Auditorium could have continued all night but for the protestations of those with day jobs. He began explaining the radical impact Copernicus had in 1543 when he revealed man was no longer the center of the universe, as earth orbited around a system with some 400 million stars. Darwin came along in 1859, and pointed to the phylogenic tree stating there were 20 billion species besides humans. “ We are amazingly minute in this picture,” Eno mused. After Darwin it was Cybernetics, which introduced the notion of feedback as a way to think about complex systems. We cannot control these systems, only set them up to control themselves, and that notion became part of his vocabulary of how things organize themselves.

Starting with royal Kings and the Church, man organized himself in hierarchies from the top down that includes the structure of the 18th Century orchestra, still extant today. Sixty or seventy years ago this would show up in the shape of a top-down pyramid, but the world now functions more as a feedback loop, not a hierarchy. Eno explained when he was growing up his uncle slipped him a book on the artist Mondrian. He found the pictures magical, economical, and transparent. They contained “no subterfuge of technique.” Attending art school at Winchester School of Art, part of a music school in England, his forward thinking art professors invited the composers John Cage, Christian Wolf and Morton Feldman to lecture. Not one musician or music student on campus came to hear them.

He described listening to Terry Riley’s minimalist music composition In C,as “life changing.” That piece contains 53 short, numbered musical phrases lasting from half a beat to 32 beats repeated an arbitrary number of times. He also mentioned Steve Reich’s It’s Gonna Rain, where Reich recorded Brother William, a Pentecostal preacher and “sought to maintain the fascination of the speech content while intensifying its meaning and melody through rhythm.” This piece Eno admitted, “is the basis of most of my career.” He said one’s ears function differently than one’s eyes. Eyes scan all the time. If they don’t scan, they habituate and don’t see any thing. If you have a repetitive event the eyes cease to see, and what he focuses on is the uncommon information, “the out of phase collision of the loops.” This approach makes your brain do the composing. As this he says, has led him to his work ethos, “doing as much as I can with as little as possible.”

—-

Brian Eno’s exhibition 77 Million Paintings takes place in the Glenbow Museum from January 6 to March 20 2011. http://www.glenbow.org/exhibitions/

STATION ROSE: 20 Digital Years Plus Book Launch

Furtherfield is pleased to present the UK Book launch of STATION ROSE: 20 Digital Years Plus, published by Verlag für Moderne Kunst Nürnberg.

DR. Richard Barbrook will give a short introduction to the evening.

The Digital Art of Station Rose started in Vienna in 1988, at a time when the Web still was far beyond mainstream, when Mondo 2000 never had heard about the music genre “Techno”, when future net-art-critics still mostly were university students, and when the Iron Curtain was surrounding Austria´s east, south east and north border.

“Station Rose had every right to claim ‘cyberspace is our land.’ They were there very early, they raised their antennas and put down deep roots, and they never left.” – Bruce Sterling, 2010

Station Rose, pioneers of digital culture, have produced an artist’s book which delivers a current description of the situation of media art from 1988, when the studio was founded, until 2010. Station Rose (Elisa Rose and Gary Danner) are considered to be innovators and visionaries in the field of audiovisual art, electronic music, net art and audiovisual live performance. The book features audio-visual works, performances, installations and Web 2.0 activities and linkings. Part of the book is dedicated to the media sculpture LoginCabin exhibited for three months in 2009 in the MAK in Vienna.

The latest art of Station Rose refracts the logistics and glitches of the Internet through the deceptively low-fi aesthetic of contemporary art’s installations and performances. “Twenty Digital Years Plus” shows how this fits into their history of using the viruses of visual, verbal and computer language to find insightful ways of conceptualising digital culture.

RSVP – Please contact Ale Scapin

http://www.stationrose.com/STR-Books/20DYplus-book.html

How to get here:

http://www.furtherfield.org/contact

About the book

Station Rose 20 Digital Years plus. 1988–2010 –>
paperbook with flaps 16,5 x 22 cm
192 pages., german/engl.
Euro 40,00/sFr 64,00
ISBN 978-3-86984-111-3

Publication with DVD and Audio-CD with works from 1988 until today
Publication with DVD and Audio-CD with works from 1988 until today

Texts and statements by:

Peter Noever (preface), Howard Rheingold, Bruce Sterling, Gabriele Horn, Vitus H.Weh, Didi Neidhart, Peter Weibel, Dr.Hans Diebner, Christoph Tannert, David Hudson, Terence McKenna, Elisabeth Zimmermann, Doug Millison, Dr.Timothy Leary, Elisa Rose, STR, u. a.

Supported by:

Österreichisches Kulturforum Berlin, Stadt Frankfurt am Main – Dezernat für Kultur und Wissenschaft, BMUKK Wien, Hessisches Ministerium für Wissenschaft und Kunst, Kultur Land Oberösterreich.

Distributed in the United Kingdom
Cornerhouse Publications
70 Oxford Street, Manchester M1 5 NH, UK
phone +44-161-200 15 04, fax +44-161-200 15 04

Distributed outside Europe
D.A.P. Distributed Art Publishers, Inc.
155 Sixth Avenue, 2nd Floor, New York, NY 10013, USA
phone +1-212-627 19 99, fax +1-212-627 94 84

REFF – REMIX THE WORLD! REINVENT REALITY!

Art is Open Source

Private View: Friday 25 February, 6.30-9 pm with Live Performance by Garrett Lynch
Special guests on the night: Dr Richard Barbrook, Andy Cameron, Garrett Lynch, Quayola, and Eleonora Oreggia, aka XNAME.

REFF- Remix the World, Reinvent Reality! from Furtherfield on Vimeo.

Directly from Italy, Art is Open Source, and FakePress presents REFF a Fake Cultural Institution to launch, promote and distribute its Augmented Reality (AR) Drug to reinvent reality. Visit the exhibition to discover the effects of three innovative molecules created by the REFF chemical lab: REMIXine, REINVENTum, and REALITene.

About the REFF AR Molecules

REMIXINE
The REMIXine compound is an innovative molecule that forms a fundamental ingredient in all our drugs. The molecule powerfully reacts with others, disconnecting their predetermined bonds and allowing the core elements of other compounds to reassemble, forming entirely new ones in complete freedom. REMIXine augments the total entropy of systems, and it is a known stimulator of creative processes acting for the systematic creation of insights into the world.

REINVENTUM
REINVENTum compounds collaborate with the other molecules found in our drugs to reassemble components into new forms once their bonds have been disassembled. REINVENTum affects the equilibrium of neural ecosystems, as it can effectively activate the neurotransmitters which control human forms of expression: this action has profound impacts on the areas of the brain that engage language and memory, allowing the rapid formation of entire networks of new symbols.

REALITene
REALITene is an unstable compound. Its complex molecule self-arranges into virtually infinite configurations. Furthermore, different patients have been known to react to different molecule configurations at different times in their clinical life.

Also, explore MACME, the new open publishing tool at the exhibition, encounter the artworks and performances, and enjoy the freedom of access and expression. In other words…take the REFF AR Drug.

This exhibition showcases a live glitch performance, an urban intervention and a virtual entity by artists featured in the new REFF book: Garrett Lynch (Ir), Rebar Group (US) and xname (It) alongside a real-time interactive map that describes the life of REFF all over the world: 60 authors, artists, designers, architects, hackers, journalists, activists; dozens of actions; a live and real-time stream of information collectively produced by a worldwide community of re-inventors.
The REFF map on the exhibition is available online from the opening date: http://reff.romaeuropa.org. The mapping process is open: please contact us if you feel that your actions are reinventing reality and, thus, should be added to the visualization.

For more about Art is Open Source and Fake Press
www.romaeuropa.org
www.fakepress.it
www.artisopensource.net

Trav–erse – Live performance by Garrett Lynch
Exploring radio waves on a world band analogue radio, the performance should be perceived as both a linear and non-linear journey progressively moving through the sonic space of broadcast wireless networks and the physical geographies and cultural spaces they both represent and permeate.

Image of the analogue radio room

The performance traverses and returns across a radio band, a technological interface, along linear trajectories. Sounds with no correlation between their representation on this band and their ‘actual’ location will be captured, layered, reworked, and transformed within new media to create a cultural and social sonic dérive where all spaces exist simultaneously.

Garrett Lynch (IRL) is an artist, lecturer, curator and theorist. His work deals with networks (in their most open sense) within an artistic context; the spaces between the artist, artworks and audience as a means, site and context for artistic initiation, creation and discourse. Recently most active in live performance, Garrett’s practice covers net.art, installation, performance and writing.

PARKcycle by Rebar Group
The PARKcycle is a human-powered open space distribution system designed for agile movement within the existing auto-centric urban infrastructure.

While its physical dimensions synchronize with the automotive “softscape” of lane stripes and metered stalls, the PARKcycle effectively re-programs the urban hardscape by delivering massive quantities of green open space—up to 4,320 square foot minutes of park per stop—thus temporarily reframing the right-of-way as green space, not just a car space.

Using a plug-and-play approach, the PARKcycle provides open space benefits to neighbourhoods that need it, when they need it, as soon as it is parked.
Built-in collaboration with the kinetic sculptor Ruben Margolin at his studio in Emeryville, California, the PARKcycle made its debut on PARK(ing) Day 2007 in San Francisco.
PARKcycle was made possible by a grant from the Black Rock Arts Foundation.

Photo of the PARKcycle in use

REBAR is an interdisciplinary art and design studio based in San Francisco. Rebar has created public art interventions and design projects around the globe. Rebar remixes the ordinary repurposes the ubiquitous, and restructures the fabric of the urban environment by exposing hidden assumptions and shared meanings embedded in the everyday experience of the built world.

Virtual Entity by XNAME
Virtual Entity is a research project and net-art work trying to redefine the concepts of authenticity, ownership, uniqueness and seriality within the digital domain. The practical aspect of this speculation is a simple application developed to create (and edit) the soul of a file. This is a metaphor: the soul, a text-based soul, is the place where it is written who or what a certain entity is; it is a mark for preserving identity.

Photograph of the project presentation

This software, proposing a single answer to the questions raised by the practices of licensing and cataloguing digital files, is transforming the traditional approach towards metadata and digital property. The main idea is that any file is an independent creation living its own life and experiencing various levels of transformation and progressive generation (of meaning, shape, and entities) in the course of its virtual existence. The main focus points are the relations (semantic or genetic) among files and the processes of fragmentation, multiplication and transmutation of the cultural units composing them.

Virtual Entity constructs in parallel a theoretical mythical world and its functional technical counterpart; its ultimate shape (and visualization) is that of a monster, a bodyless entity composed of souls and formed by the structure of their relations – and the history of digital data starts drawing itself.

Virtual Entity is displayed for the first time as an installation at Furtherfield Gallery in London. The work takes the form of a tryptic. The central projection shows the command line application soul, the left monitor displays the web application souls, while the right monitor displays the virtual entity monster, a real-time representation of the database performed by live coding software Fluxus.

Virtual Entity Alpha is prototype software. Its main new features are URL support, macosx install, web application, Fluxus visualisation. This software was designed by xname and coded by xname, megabug, Antonios Galanopoulos and Gabor Papp.

Events at Furtherfield Gallery
Opening event: 25 February 2011, 6.30-9pm
Live Performance by Garrett Lynch at 7.30pm

Special programme by REFF the Fake Institution

Open call to Remix the World! Reinvent Reality
The REFF map on the exhibition is available online from the opening date: http://reff.romaeuropa.org. The mapping process is open: please contact us if you feel that your actions are reinventing reality and, thus, should be added to the visualization. http://www.furtherfield.org/contact

REFF Youth Programme
A special task force was required to ensure the immediate diffusion of the REFF AR Drug to the younger generations. Perhaps surprisingly, the Fake Institution agenda has inspired approval and enthusiasm in the academic world. In the two weeks before the exhibition FakePress, together with Art is Open Source, is running a series of workshops and presentations across universities and to groups of students in and around London to remix the world: Southbank University, Goldsmiths, Writtle College, University of Westminster, Queen Mary University.
Please contact us if you’d like to participate or organise further workshops/presentations http://www.furtherfield.org/contact
More information about student workshops.

Please visit AOS website to learn more about what happened during the REFF workshops

MACME, an open source tool for cross-medial publishing
Created by FakePress, MACME is new a cross-media, multi-author content management system, that enables the creation of multi-device and paper publications, featuring location- based technologies, QR-codes, and augmented reality .
The platform will be released for the first time during the days of the exhibition, under a GPL3 Licence, as a real policy for access promoted by the REFF.

Student movements in Italy/UK
”The use of communication technologies and invasive practices for reinvention reality is crucial for student movements in this difficult moment. We would like to get the students involved in the REFF experiments by providing access to those technologies that can work as effective forms of critical and alternative communication.  Students in the UK and in Italy will have access to all the cross-medial CMS used to build the REFF book, which will enable them to create their own QRCodes and Fiducial markers that they can then stick around the city to disseminate information integrated within their communication across the web and the city.” – Art is Open Source.

During the exhibition run, students will also be invited to curate their own event in which they can present their take on the idea of “reinvention of reality”, and connect with the students’ movements in other countries (using Skype at Furtherfield, at the ESC in Rome and at the Cantiere in Milan) presenting themselves to each other. The event will terminate with an urban performance in which each party exchanges and prints QRCodes stickers that are then disseminated across the city.

More about Art is Open Source
AOS operates interdisciplinarily across universities and research institutes, businesses and associations, critical collectives and extreme practitioners in arts and design, promoting innovative approaches to the environment, to (multi)cultural interaction, and to the creation of real, sustainable and socially responsible opportunities.

More about REFF
REFF started by investigating themes around intellectual property and cultural policies and then expanded to the domains of freedom of expression and the idea that the tactical use of technologies and network-oriented practices can enable people to change the rules of the game and reinvent our reality. Taking inspiration from street arts, raves, skateboarding, and technologies allow us to re-code and write onto the world, creating layers of additional reality that express our own interpretation of the cities we live in, of the things we buy and use every day.

One project outcome is a book published in 2010, which will soon be available in English. The book is a cross-medial publication enacting the theories investigated by FakePress (a next-step publishing house created by AOS in 2009 researching the REFF themes through the idea of reinventing publishing itself): it is simultaneously a book; a location-based, augmented reality application; a living digital ecosystem; and a wide tagging mechanism using QRCodes and Fiducial Markers to disseminate content and interactions on objects, architectures and spaces.

The book was created using a series of technological tools to maximise accessibility to these critical tactical technologies. The tools have been arranged into a platform called MACME (Multi Author Cross Medial Ecosystem) that has just been released under a GPL3 licensing scheme. The release of these and further technologies is an integral part of the work of net.art, which informs the REFF project.

For more information:
http://www.artisopensource.net
http://www.romaeuropa.org/
http://www.fakepress.it/

Artists Re:Thinking Games

Editors Ruth Catlow, Marc Garrett, Corrado Morgana.

Digital games are important not only because of their cultural ubiquity or their sales figures but for what they can offer as a space for creative practice. Games are significant for what they embody; human computer interface, notions of agency, sociality, visualisation, cybernetics, representation, embodiment, activism, narrative and play. These and a whole host of other issues are significant not only to the game designer but also present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games and culture, artists have responded vigorously.

Artists Re:Thinking Games Book Cover

Over the last decade artists have taken the engines and culture of digital games as their tools and materials. In doing so their work has connected with hacker mentalities and a culture of critical mash-up, recalling Situationist practices of the 1950s and 60s and challenging and overturning expected practice.

This publication looks at how a selection of leading artists, designers and commentators have challenged the norms and expectations of both game and art worlds with both criticality and popular appeal. It explores themes adopted by the artist that thinks and rethinks games and includes essays, interviews and artists’ projects from Jeremy Bailey, Ruth Catlow, Heather Corcoran, Daphne Dragona, Mary Flanagan, Mathias Fuchs, Alex Galloway, Marc Garrett, Corrado Morgana, Anne-Marie Schleiner, David Surman, Tale of Tales, Bill Viola, and Emma Westecott.

BUY THE BOOK HERE

In collaboration with FACT – http://www.fact.co.uk
http://www.furtherfield.org
http://www.http.uk.net/

Publisher: Liverpool University Press (31 Mar 2010)
Language English
ISBN-10: 1846312477
ISBN-13: 978-1846312472
http://www.amazon.co.uk/gp/offer-listing/1846312477

POWEr: Electronics Absorbing into The Air

A performance by Alexandre Burton and Julien Roy
Alberta College of Art and Design (ACAD), Calgary, Canada, November 11, 2010

“We are absorbed by the beauty of electronics absorbing into the air,”  is how Burton and Roy described their literally electrifying, and often frightening forty-five minute audiovisual performance of high-voltage electromagnetic disturbances. The event necessitated everyone present turning off their cell phones, i-whatever’s, and cameras to avoid provoking 800,000 volts of raw Frankenstein-like crackling electricity from throwing out a surprise lightening bolt and zapping an unsuspecting audience member.

POWEr’s instrument is an audio-modulated Tesla Coil with its own “boutique” ground that resembles a stripped down tuba with lots of copper colored coils. A bent over piece of metal culls the tail end of the generated electricity so it can be captured by a high-speed camera, and processed and re-purposed. Both Burton and Roy, who trained in contemporary classical music training in composition and electro-acoustics at the University of Montreal added,  “We like noise so we try not to do melody, except at the end.”

instrment is an audio-modulated, A performance by Alexandre Burton and Julien Roy

The piece is raw and alive, and no photograph or video can substitute for sitting in the line of fire of a sparking raw electrical feed. It smells tangy and metallic; a by-product of its ozone inducing properties and you can practically taste the microscopic particulate matter its hybrid frisson generates on your tongue. The sheer shock of its taser-like impact up close and personal is mesmerizing and anesthetizing but its actual menace doesn’t lie in its extreme voltage, but in its electrical amps, which is the charge that actually goes through you. “If the amp is low it just goes onto your skin, but if the amp is high you can die,” the artists sanguinely informed the audience in a Q & A after the performance. They also explained it took six months to come up with the idea, and another six months to make he piece not explode.

The creator’s studio site Artificiel.org says they are interested in “the desubjectification of sound and image materials, R&D creativity as the consequence of artistic research and the building of a genuine digital performance practice.”  This idea is coupled with an astute technical know-how. To capture such an electrifying event the camera runs in a special “forever mode” that can be wiped clean at their discretion. The electromagnetic arc produced by the Tesla coils lasts for just a few very bright nanoseconds, so using a mechanical shutter is impractical. The ISO, dampened down to 50, allows a baseline sensitivity to actually capture the image.

sound, via a high-speed uncompressed connection, digital performance practice

Once captured, the images are transferred to the computer via a high-speed uncompressed connection, where recording, filtering and geometric adjustments are made. The visual data is handled as sound, allowing quick and precise images to be processed on the fly. “It is also a very intuitive approach to “synesthesia,” Burton said as the software abstracts both sound and visuals in the same way. Logic Pro and MAX/MSP/Jitter manipulate duration, signal, timbre, and resonance live time as technology and geekiness combine with a dash of old style showbiz razzle dazzle to produce a truly hair raising show.

(Images above are excerpts from a performance in Québec city 2010)
View video of Alexandre Burton’s and Julien Roy’s live performance here http://vimeo.com/9816953

A Computer in the Art Room: The Origins of British Computer Arts 1950-1980

A Computer in the Art Room: The Origins of British Computer Arts 1950-1980
Catherine Mason
ISBN: 1899163891
JJG Publishing 2008

Computing anywhere else but its history often seems like a carefully guarded secret. This has been alleviated by activity around the resurrected Computer Arts Society in the 2000s, notably the acquisition of CAS’s archives by the V&A and the CaCHE project at Birbeck College which ran from 2002-2005. CaCHE, run by Paul Brown, Charlie Gere, Nick Lambert and Catherine Mason, produced conferences, exhibitions, and publications including the book “A Computer In the Art Room”, by Mason.

The art room of the title is the art department of British educational institutions prior to art becoming a degree-level subject. From the 1950s to the 1970s, when the cost of computing machinery dropped from the level where only major government and corporate organizations could afford them to the level where you only needed a second mortgage to afford one, the best way for artists to get access to the enabling technology of computing machinery was usually in an educational institution. 

Harold Cohen 1969.
Harold Cohen 1969.

Mason starts out by describing the artistic and art educational situation in the UK at the time of the Festival Of Britain and the foundation of the ICA in London in the early 1950s. She then explains the structure and significance of the emergence of Basic Design teaching, the impact of the Coldstream report on art education, and the rise of the polytechnic colleges over the next thirty years. This provides vital context for the emergence of art computing teaching in the UK. It is also of more general interest for British art history. Conceptualism, performance, Land Art, the Hornsey Art School occupation, and the educational and media graphics that are currently being used as the basis of “hauntological” art all share this background and can better be understood and critiqued with better knowledge of it.

Basic Design courses started in London but didn’t remain there for long. They spread and matured throughout the UK, becoming entangled with the earliest teaching of art computing in provincial technical colleges. Mason traces the family trees of art computing teaching over time through these institutions and back to London-based institutions. Some of the names are familiar from art history (Richard Hamilton, Stephen Willats), some from art computing history (Harold Cohen, John Latham). Where the people involved cross over with cybernetic art, Conceptualism or other artistic currents Mason shows how their ideas fed into and from their art computing work.

The conceptual content of art computing followed the Bauhaus, cybernetics, systems, sociological and environmental influences on art from the 1950s to the 1970s. Its technological forms likewise followed those of mainstream computing. In the 1960s time was leased on mainframes or computers were built by hand. In the 1970s, minicomputers became available and art domain-specific software frameworks or programming languages were written by their users. In the 1980s, workstations with touch tablets, framebuffers, and increasingly proprietary software brought previously unprecedented power and ease of use at the cost of more fixed forms.

The history that I had to piece together as a student from hearsay and from hints in old publications, of the PICASO graphics language at Middlesex University that I found a print-out of the manual for when I was there in the 1990s, of Art & Language’s use of mainframe computers, of early cross-overs between art computing and dance, of cybernetic systems and games that attracted mass audiences before disappearing, is detailed, illustrated and contextualized in page after page of descriptions of hardware, software, institutions, courses and projects. The detail would be overwhelming where it not for Mason’s ability to bring the human and broader cultural aspect of it all to life.

There’s Jasia Reichardt’s Cybernetic Serendipity show at the ICA, Andy Inakhowitz’s Senster robot, John Latham’s dance notation experiments, The Environment Game, and computer graphics drawn with the languages and environments developed in UK art institutions. There’s pictures of the computer systems at the Slade, the RCA, Wimbledon and other art schools that serve as insights into the artists’ studios. There’s the Computer Arts Society, IRAT, APG. And, crucially, there’s the links between them told in a narrative that is coherent while still presenting the breaks and false starts in the story.

The history of “A Computer In The Art Room” reads all too often as brief moments of individuals triumphing against the odds to produce key works of art computing then fading into obscurity, academia or commerce. But any art history that considers a specific context at such a level of detail will look like this. Mason describes works, institutions and artists that deserve broader recognition, although she is under no illusion about how far the road to that recognition may be, citing the example of how long it has taken for photography to be recognized as art in the culturally conservative UK.

The social and pedagogical changes of the period covered by “A Computer In The Art Room” reflect a time of hope and ambition for education in society that made the academy less remote. Mason provides the social, technological and educational context needed to appreciate the very real achievements of art computing that she describes against this backdrop. As a slice of art history this is richly detailed. It touches on subjects far beyond art computing that will help any art student of history better understand the period covered. And it is both a relief and an inspiration to finally have a public record of this important aspect of the history of art computing in the UK.

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

An interview with Michel Bauwens founder of Foundation for P2P Alternatives

Michel Bauwens is one of the foremost thinkers on the peer-to-peer phenomenon. Belgian-born and currently resident in Chiang-Mai, Thailand, he is founder of the Foundation for P2P Alternatives.

It’s a commonplace now that the peer-to-peer movement opens up new ways of creating relating to others. But you’ve explored the implications of P2P in depth, in particular its social and political dimensions. If I understand right, for you the phenomenon represents a new condition of capitalism, and I’m interested in how that new condition impacts on the development of culture – in art and also architecture and urban form.

As a bit of a background, I’d like to look at what you’ve identified as the simultaneous “immanence” and “transcendence” of P2P: it’s interdependent with capital, but also opposed to it through the basic notion of the Commons. Could you elaborate on this?

With immanence, I mean that peer production is currently co-existing within capitalism and is used and beneficial to capital. Contemporary capitalism could not exist without the input of free social cooperation, and creates a surplus of value that capital can monetize and use in its accumulation processes. This is very similar to coloni, early serfdom, being used by the slave-based Roman Empire and elite, and capitalism used by feudal forces to strengthen their own system.

BUT, equally important is that peer production also has within itself elements that are anti-, non- and post-capitalist. Peer production is based on the abundance logic of digital reproduction, and what is abundant lies outside the market mechanism. It is based on free contributions that lie outside of the labour-capital relationship. It creates a commons that is outside commodification and is based on sharing practices that contradict the neoliberal and neoclassical view of human anthropology. Peer production creates use value directly, which can only be partially monetized in its periphery, contradicting the basic mechanism of capitalism, which is production for exchange value.

So, just as serfdom and capitalism before it, it is a new hyperproductive modality of value creation that has the potential of breaking through the limits of capitalism, and can be the seed form of a new civilisational order.

In fact, it is my thesis that it is precisely because it is necessary for the survival of capitalism, that this new modality will be strengthened, giving it the opportunity to move from emergence to parity level, and eventually lead to a phase transition. So, the Commons can be part of a capitalist world order, but it can also be the core of a new political economy, to which market processes are subsumed.

And how do you see this condition – the relationship to capital – coming to a head?

I have a certain idea about the timing of the potential transition. Today, we are clearly at the point of emergence, but also coinciding with a systemic crisis of capitalism and the end of a Kondratieff wave.

There are two possible scenarios in my mind. The first is that capital successfully integrates the main innovations of peer production on its own terms, and makes it the basis of a new wave of growth, say of a green capitalist wave. This would require a successful transition away from neoliberalism, the existence of a strong social movement which can push a new social contract, and an enlightened leadership which can reconfigure capitalism on this new basis. This is what I call the high road. However, given the serious ecological and resource crises, this can at the most last 2-3 decades. At this stage, we will have both a new crisis of capitalism, but also a much stronger social structure oriented around peer production, which will have reached what I call parity level, and can hence be the basis of a potential phase transition.

The other scenario is that the systemic crisis points such as peak oil, resource depletion and climate change are simply too overwhelming, and we get stagnation and regression of the global system. In this scenario, peer-to-peer becomes the method of choice of sustainable local communities and regions, and we have a very long period of transition, akin to the transition at the end of the Roman Empire until the consolidation of feudalism during the first European revolution of 975. This is what I call the low road to peer to peer, because it is much more painful and combines both progress towards p2p modalities but also an accelerating collapse of existing social logics.

That’s a less optimistic scenario… what form of conflict would this involve?

The leading conflict is no longer just between capital and labour over the social surplus, but also between the relatively autonomous peer producing communities and the capital-driven entrepreneurial coalitions that monetize the commons. This has a micro-dimension, but also a macro-dimension in the political struggles between the state, the private sector and civil society.

I see different steps of political maturation of this new sphere of peer power. First, attempts to create networks of sympathetic politicians and policy-makers; then, new types of social and political movements that take up the Commons as their central political issue, and aim for reforms that favour the autonomy of civil society; finally, a transformation of the state towards what I call a Partner State which coincides with a fundamental re-orientation of the political economy and civilization. You will notice that this pretty much coincides with the presumed phases of emergence, parity and phase transition.

Most likely, acute conflict may arise around resource depletion and the protection of these resources through commons-related mechanisms. Survival issues will dictate the fight for the protection of existing commons and the creation of new ones.

You often cite Marx, who of course also wrote at a time of conflict and social change provoked by technological and economic development. Does this tension you’re describing fit in his notion of contradictory forces conflicting – thesis, antithesis, synthesis – in other words, is this a historical materialist process?

I don’t quite use the same language, because I use Marx along with many other sources. I never use Marx exclusively or ideologically, but as part of a panoply of thinkers that can enlighten our understanding. My method is not dialectical but integrative, i.e. I strive to integrate both individual-collective aspects and objective-subjective aspects, and to avoid any reductionist and deterministic interpretations. Though I grant much importance to technological affordances, I do not adhere to technological determinism, and I don’t find that I pay much attention to historical materialism, since I see a feedback loop between culture, human intentionality, and the material basis. Technology has to be imagined before it can be invented.

My optimism is grounded in the hyperproductivity of the new modes of value creation, and on the hope that social movements will emerge to defend and expand them. If that fails to happen, then the current unsustainable infinite growth system will wreak great havoc on the biosphere and humanity.

As you say classical or Marxist economics don’t really suffice to describe the current situation. Is one aspect of this problem that the classical distinction between use and exchange doesn’t fit with a situation in which many of the “uses” are ludic, and have an exchange system built into them? I’m thinking of on-line gaming specifically. But it has always been difficult to place art in this simple use/exchange polarity. Do you see any revisions to that polarity today?

I’m not sure the ludic aspect is crucial, as use value is agnostic to the specific kind of use, just as peer production is agnostic as to the motivation of the contributors. However, our exponential ability to create use value without intervention of the commodity form, with only a linear expansion of the monetization of peer platforms, does create a double crisis of value. On the one hand, capital is valuing the surplus of social value through financial mechanisms, and is not restituting that value to labour, just as proprietary platforms do not pay their value producers; on the other hand, peer producers are producing more and more that can’t be monetized. So we have financial crisis on the one hand, a crisis of accumulation and a crisis of precarity on the other side. This means that the current form of financial capitalism, because of the broken feedback loop between value creation and realization, is no longer an appropriate format.

Regarding your ‘integrative method’, this is a much more sophisticated take on economics that places it in relationship to other, cultural, dimensions of human life. And the imagination is central to it. Given that, do you see any special role for art in this transition?

Art is a precursor of the new form of capitalism, which you could say is based on the generalization of the ‘art form of production’. Artists have always been precarious, and have largely fallen outside of commodification, relying on other forms of funding, but peer production is a very similar form of creation that is now escaping art and becoming the general modality of value creation.

My take is that commodified art has become too narcissistic and self-referential and divorced from social life. I see a new form of participatory art emerging, in which artists engage with communities and their concerns, and explore issues with their added aesthetic concerns. Artists are ideal trans-disciplinary practitioners, who are, just as peer producers, largely concerned with their ‘object’, rather than predisposed to disciplinary limits. As more and more of us have to become ‘generally creative’, artists also have a crucial role as possible mentors in this process. I was recently invited to attend the Article Biennale in Stavanger, Norway, as well as the artist-led herbologies-foraging network in Finland and the Baltics, and this participatory emergence was very much in evidence, it was heartening to see.

We might see as opposed to that sort of grassroots participatory engagement, the entities you refer to as the “netarchies.” Their power lies in the ownership of the platform they exploit for harvesting user-originating information and activities. How hegemonic is this ownership? At what point does it become impossible to create a “counter-Google”?

The hegemony is relative, and is stronger in the sharing economy, where individuals do not connect through collectives and have weak links to each other. The hegemony is much weaker in the true commons-oriented modalities of production, where communities have access to their own collaborative platforms and for-benefit associations maintaining them.

The key terrain of conflict is around the relative autonomy of the community and commons vis a vis for-profit companies. I am in favour of a preferential choice towards entrepreneurial formats which integrate the value system of the commons, rather than profit-maximisation. I’m very inspired by what David de Ugarte calls phyles, i.e. the creation of businesses by the community, in order to make the commons and their attachment to it viable and sustainable over the long run. So, I hope to see a move from the current flock of community-oriented businesses, towards business-enhanced communities. We need corporate entities that are sustainable from the inside out, not just by external regulation from the state, but from their own internal statutes and linkages to commons-oriented value systems.

Counter-googles are always possible, as platforms are always co-dependent on the user communities. If they violate the social contract in a too extreme way, users can either choose different platforms, or find a commons-oriented group that develops an independent alternative, which in turn maintains the pressure on the corporate platforms. I expect Google to be smart enough to avoid this scenario though.

As you’ve said elsewhere, many of these issues are about a new form of governance. Do you see any of this as particularly urban in character — I mean, about organization at the smaller scale, regionally focused, as opposed to at the level of the nation state. Does propinquity matter at all to this — the importance of living together? This seems to relate to a — not a contradiction or tension exactly, but a complication of the P2P notion — that relationships are dispersed, yet a number of the parallels you draw with historical models (for example the Commons) connect with social situations in which people lived very close together. A fairly strong notion in urbanistic thinking is that propinquity is a good thing. In the past that was part of many artistic relationships also: cities as milieux of artistic production/creativity, artists’ colonies; working cheek by jowl with other creative people and breathing the same air. Is this notion in any sense undermined by dispersed networks?

I think we are seeing the endgame of neoliberal material globalization based on cheap energy, and hence a necessary relocalization of production, but at the same time, we have new possibilities for online affinity-based socialization which is coupled with resulting physical interactions and community building. We have a number of trends which weaken the older forms of socialization. The imagined community of the nation-state is weakening both because of the globalized market; the new possibilities for relocalization that the internet offers, which includes a new lease of life to mostly reactionary and more primary ethnic, regional and religious identities; but also because of this important third factor, i.e. socialization through transnational affinity based networks.

What I see are more local value-creation communities, but who are globally linked. And out of that, may come new forms of business organization, which are substantially more community-oriented. I see no contradiction between global open design collaboration, and local production, both will occur simultaneously, so the relocalized reterritorialisation will be accompanied by global tribes organized in ‘phyles.’ I think the various commons based on shared knowledge, code and design, will be part of these new global knowledge networks, but closely linked to relocalized implementations.

One interesting question is what forms of urbanism come out of p2p thinking. The movement is in the process of thinking this through, in fact a definition of p2p urbanism was just published by the “Peer-to-peer Urbanism Task Force” (http://p2pfoundation.net/Peer-to-Peer_Urbanism).

This promotes, in general terms, bottom-up rather than centrally planned cities; small-scale development that involves local inhabitants and crafts; and a merging of technology with practical experience. All resonant in various ways with p2p approaches. But this statement also provokes a few questions: It calls for an urbanism based on science and function; in fact it explicitly promotes a biological paradigm for design. At the risk of over-categorizing, isn’t this a modernist understanding of design — or if not, how is it different? This document also refers to specific schools of urban design: Christopher Alexander, and also New Urbanism. On the side of socio-economics though, New Urbanism has been criticized (for example in David Harvey’s Spaces of Hope); some see it as nostalgic and in the end directed at a narrow segment of the population. Christopher Alexander’s work on urban form has also been criticized as, being based on consensus, restrictive in its own ways. In fact, might not p2p principals call for creation of spaces that allow dissent and even shearing-off from the mainstream? Might there be a contradiction built into trying to accommodate the desires for consensus and for freedom? Contradiction can be a source of vitality, certainly in art; but it can raise some tensions when you get to built form and a shared public realm.

I cannot speak for the bio- or p2p urbanism movement, which is itself a pluralistic movement, but here’s what I know about this ‘friendly’ movement. I would call p2p urbanism not a modernist but a transmodernist movement. It is a critique of both modernist and postmodern approaches in architecture and urbanism; takes critical stock of the relative successes and failings of the New Urbanist school; and then takes a trans-historical approach, i.e. it critically re-integrates the premodern, which it no longer blankly rejects as modernists would do. I don’t think that makes it a nostalgic movement, but rather it simply recognizes that thousands of years of human culture do have something to teach us, and that even as we ‘progressed’, we also lost valuable knowledge. Finally, I think there is a natural affinity between the prematerial and post-material forms of civilization. The accusation of elitism is I think also unwarranted, given what I know of the work of bio-urbanists amongst slumdwelling communities. However, I take your critique of consensus very seriously, without knowing how they answer that. You are right, that is a big danger to guard for, and one needs to strive for a correct balance between agreed-upon frameworks, that are community and consensus-driven, and the need for individual creativity and dissent. Nevertheless, compared to the modernist prescriptions of functional urbanism, I don’t think that danger should be exaggerated.

Following on this track, I’d like to pose another question that relates to living together. The P2P concept depends on the difficulty of controlling the activity of peers on a network: i.e. it’s impossible to lock down the internet. Doesn’t this degree of freedom also eliminate those social controls that might be considered “healthy” – for example, controls over criminal activity. David Harvey (to bring him in again), in his paper “Social Justice, Postmodernism and the City”, lists social controls among several elements of postmodern social justice. When the grand narratives have been replaced by small narratives, there remains a need to limit some freedoms. How does p2p thinking deal with this?

I think we can summarize the evolution of social control in three great historical movements. In premodern times, people lived mostly in holistic local communities, where everyone could see one another, and social control was very strong. At the same time, vis a vis more far-away institutions, such as for example the monarchy, or the feudal lord, or say in more impersonal communities such as large cities, compliance was often a function of fear of punishment. With modernity, we have a loss of the social control through the local community, but a heightened sense of self through guilt, combined with the fine-grained social control obtained through mass institutions, described for example by Michel Foucault. The civility obtained through the socialization of the imagined community that was the nation state, and the educational and media at its disposal, also contributed to social control and training for civil behaviour.

My feeling about peer-to-peer networks is that they bring a new form of very real socialization through value affinity, and hence, a new form of denser social control in those specific online communities which also usually have face-to-face socialities associated with them. But this depends on whether the community has a real value affinity and a common project, in which case I think social control is ‘high’, because of the contributory meritocracy that determines social standing. On the contrary, in the looser form of sharing communities, say YouTube comments for example, we get the type of social behaviour that comes from anonymity and not really being seen.

So the key challenge is to create real communities and real socialization. Peer to peer infrastructures are often holoptical, i.e. there is a rather complete record of behaviour and contributions over time, and hence, a record of one’s personality and behaviour. This gives a bonus to ‘good ethical behaviour’ and attaches a higher price to ‘evil’. On the other hand, in the looser communities, subject to more indiscriminate swarming dynamics, negative social behaviour is more likely to occur.

A key difference between contemporary commons and those of the past is that the new ones are immaterial and global. The model for P2P exchange seems to be of autonomous agents relating and forming new communities not based on membership in an originary cultural group. Given a global distribution, how do local, cultural factors play into the model of globalized distributed networks? How does P2P accommodate cultural specificity, especially specificity with deep historical roots; and how does that accommodate the development of new culture, art?

In my view, the digital commons reconfigure both the local and the global. I think we can see at least three levels, i.e. a local level, where local commons are created to sustain local communities, see for example the flowering of neighbourhood sharing systems; then there are global discourse communities, but they are constrained by language; so rather than national divisions, which still exist but erode somewhat as a limitation for discourse exchange, there is a new para-global level around shared language. At each level though, cultural difference has to be negotiated and taking into account. If there is no specific effort at diversity and inclusion, then affinity-based communities reproduce existing hierarchies. For example, the free software world is still dominated by white males. Without specific efforts to make a dominant culture, which has exclusionary effects, adaptive to inclusion, deeper participation is effectively discouraged. Of course, as the dominant culture may not be sufficiently sensitive, it is still incumbent on minoritarian cultures to make their voice and annoyances heard. Obviously, each culture will have to go through an effort to make their culture ‘available’ through the networks, but I think the specific role of artists, now operating more collectively and collaboratively than before, is to experiment with new aesthetic languages, so that non-conceptual truths can be communicated.

The innovation I see as most important though is in terms of the globa-local, i.e. a relocalization of production, but within the context of global open design and knowledge communities, probably based on language. I also see a distinct possibility for a new form of global organization, i.e. the phyle I mentioned earlier, as fictionalized in Neal Stephenson’s The Diamond Age and operationalized by lasindias.net. These are transnational value communities that created enterprises to sustain their livelihoods.

I see the key challenge, not just to develop ‘relationality’ between individuals, as social networks are doing very well, but to develop new types of community, such as the phyle, which are not just loose networks, but answer the key question of sustainability and solidarity.

In terms of culture, what I see developing is a new transnational culture, based on value and discourse communities, based on language, that are neither local, nor national, nor fully cosmopolitan, but ‘trans-national’.

And the creative relationships between artists can in some sense be a model for this?

Artists have been precarious in almost all periods of history, and their social condition reflects what is now very common for ‘free culture’ producers today, so studying sustainability and livelihood practices of artist communities seems to me to be a very interesting lead in terms of linking with previous historical experience. I understand that artists now have increasingly collaborative practices and forms of awareness. Unfortunately, my own knowledge of this is quite limited so this is really also an open appeal for qualified researchers to link art historical forms of livelihood, with current peer production. In some ways, we are all now becoming precarious artists under neoliberal cognitive capitalism!

Videogame appropriation in contemporary art: Space Invaders

Videogame appropriation in contemporary art: Space Invaders

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

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

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

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

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

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

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

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

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

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

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

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

Videogame appropriation in contemporary art: Pac-Man

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

Pac Man

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

Street Pac Man

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

Pac-Mondrian

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

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

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

Links:

Pac-Mondrian:

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

Eggregore:

http://liftconference.com/eggregor8

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

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

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

Form+Code

Form+Code In Design, Art and Architecture
Casey Reas, Chandler McWilliams, LUST
2010, Princeton Architectural Press
ISBN 9781568989372

Form+Code is an art computing programming primer. Rather than teaching any particular programming language it explains the technical and conceptual history of programming and its use in art. Starting with an introduction to the basic concepts of coding, instructions, form, and different ways of representing them (in sections titled “What Is Code?” and “Form And Computers”), it moves on to chapters covering “Repeat”, “Transform”, “Paramaterize”, “Visualize” and “Simulate”.

The basic concepts of programming are explained clearly with plenty of examples of code, hardware, and output. They are also related to broader art history, with examples drawn from conceptual artists such as Yoko Ono and Sol leWitt. And it’s good to see Jasia Reichardt’s pioneering work in bringing art and code together is recognised not just in the form of the Cybernetic Serendipity show at the ICA in London but her books and articles on art computing as well.

There is a little code, enough to give a flavour of what it looks like but not enough to intimidate. Listings in or examples of output from BASIC, LOGO, BEFLIX, Hypertalk and other important historical programming languages are presented. PostScript is given its due, with listings, examples of output and a discussion of its incredible impact on the graphic design industry.

Form+Code

Form+Code is about hardware as well as software. The Difference Engine, ENIAC, oscillioscpes, the PDP-1, arcade games machines that used vector graphics, and the Atari 2600 are all included in a historical narrative of computing and art. The book also describes and shows examples of output from printing hardware from pen plotters through laser printers to CNC and stereo lithography machines, providing a historical and conceptual grounding for thinking about the most advanced output devices currently available.

“Repeat” is explained starting with the Jacquard Loom, and the art of Bridget Riley and Andy Warhol before moving on to variations on a simple BASIC program with illustrations of its output. Packing this amount of historical, computer science and artistic information into each chapter would be overwhelming were it not for the book’s clear writing, structure and design.

“Transform” touches on Holbein’s “Ambassadors” and Victor Vasarely’s Op Art as well as the basic mathematics of folding a piece of paper. “Parameterize” has Dada, Duchamp, the Beats and Calder’s mobiles. It mentions grids without mentioning Rosalind Krauss (the book as a whole is pretty much Theory free), and explains how you use variables to produce variants on the same form.

Form+Code

“Visualise” and “Simulate” are almost devoid of (non-computer) art historical examples and cultural context. Harold Cohen’s AARON is illustrated, and Douglas Hofstadter, Richard Dawkins and Stephen Wolfram’s ideas are mentioned. More people should know about the wokr of Hofstadter’s FARG, and the concepts, work and writing presented are still a treasure trove of information and inspiration. But these chapters lack the art historical context of their predecessors.

The contemporary visual art computing presented is mostly in the generative art / data visualisation mold. It’s highly structured, would mostly be impossible to produce without computers, and is haunted by the possibility of being merely decorative. The only academically recognisable critical art included is one of JODI’s less threatening browser pieces. But the example of worldmapper.org in the chapter on visualisation shows how the aesthetic tools of data visualisation can be used politically. And the formal structures and creative strageties of much of the art has a quality of realism in the age of networks that is a challenge to Theory rather than a falure to illustrate it.

The success of books intended to provide a comprehensive foundation in an area of the study of art, such as “Art In Theory” or “Basic Design”, have both helped to enrich the study of art and had the unintended consequence of closing off other possible narratives. Form+Code stands to be as successful in its own area as those books were in theirs, with the same benefits and dangers. Form+Code’s ommission of virtual reality, livecoding, and other movements within art computing are understandable given its focus, but hopefully won’t lead to their neglect by students.

Could you code up any of the software art that you see in the book after reading it? No. The only code listings are historical fragments. But after reading the book you will undestand the concepts that you need both to figure out what more you need to learn in order to program such art and to understand why doing so is aesthetically and art historically worthwhile. And some source code from the book, in various programming languages, is available online.

Form+Code

Form+Code’s major achievement is that it presents technical, art historical and technical historical information in such a way that it complements each other and builds a bigger picture that demonstrates the wider relevance and further potential of art computing programming. Having read it, you’ll know more and you’ll both want to and be able to learn how to do more. It’s clearly laid out, packed full of illustrations, occasional code fragments, plenty of references to sources for further investigation, and even has a good index. It really is a foundation course in a book, providing a sound basis for further learning or research.

If you teach art computing, and if you are teaching art, graphic design, textiles, fashion or architecture then you are teaching art computing to a greater or lesser degree, then Form+Code is a perfect primer for the conceptual, historical, and cultural side of computing and art computing. Outside of education, if you are involved in art, computing, or are a non-programmer computer-using artist Form+Code provides a good grounding in the concepts used in programming for art computing.

Form+Code serves as a complete introduction to the conventional history, concepts and practice of visual art computing. It presents that information in the context of the broader history of art and design. And it provides enou

Videogame appropriation in contemporary art: Tetris

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

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

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

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

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

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

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

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

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

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

RGBTetris. By Mauro Ceolin
RGBTetris. By Mauro Ceolin

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

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

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

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

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

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

Videogame appropriation in contemporary art: Pong

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

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

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

Click here to view video on Youtube…

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

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

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

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

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

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

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

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

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

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

Links:

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

We Share

Developing Sustainability in the Arts

We explore collaborative working to establish new sustainable ways of sharing knowledge, ideas and resources, and increase participation in the arts.

Introduction

Furtherfield and Drake Music have come together to create ‘We Share’, a new initiative, building on and developing the combined creative assets, specialisms and strengths of these two organisations and collaborating closely with other groups in the field. In the first phase of this initiative our organisations are testing and piloting new ways of working, with a view to other partners joining us during the second phase.

Objectives

To explore the possible benefits of organisational collaboration in:

Pilot 1: Shared Web Infrastructure

The first of these projects has been to develop shared web infrastructure and organisational websites for participatory arts organisations using Free and Open Source Software and processes. The next stage of this project is to develop a business plan and seek investment to broaden the reach of our offer.
 

In the Long Run

HTTP Gallery is pleased to host the UK premiere of In the Long Run (2010), the new work by art collective IOCOSE, produced by Aksioma – Institute for Contemporary Art (Ljubljana) as part of the platform RE:akt!.

View short Trailer of video on Youtube

In the Long Run (2010) is a reconstruction of a possible future high profile media event. The death of pop star Madonna is described in a BBC News special edition, with a journalist and studio guest who go over the details of the fatal car accident, the statements of the VIPs and the reactions of fans around the world.

It is not a true story, but neither is it improbable. All TV networks prepare obituaries about famous people to put on air in the event of an unexpected death. The death of an international figure is not just predictable, it is actually predicted in the video files kept up to date in their archives.

The new video will be accompanied by two previous works, Doughboys (2009), a ‘real time mockumentary’, following a trio of real-life super heroes who defended illegal issues in the police patrolled streets of Rome, and FloppyTrip (2009), an installation consisting in a kit, to prepare your own hallucinogenic drink by recycling redundant floppy disks and provided with a video explaining how to use it.

IOCOSE has been working in Italy and Europe since 2006. It organises actions in order to subvert ideologies, practices and processes of identification and production of meanings. It uses pranks and hoaxes as tactical means, as joyful and sound tools. IOCOSE thinks about the streets, Internet and word of mouth as a battlefield. Tactics such as mimesis and trickery are used to lead and delude the audience into a semantic pitfall.

IOCOSE will be interviewed live on Furtherfield on Resonance FM on Wednesday 03 November at 7pm. Available to download from www.furtherfield.org/resonancefm.php

To accompany In the Long Run, we are pleased to present a new essay by critic, writer and curator Domenico Quaranta about IOCOSE’s new work. (download PDF)

Production: Aksioma – Institute for Contemporary Art, Ljubljana, 2010 www.Aksioma.org Project produced as part of the platform RE:akt!

Also screening at:
RE:akt! – Reconstruction, Re-enactment, Re-reporting
Rotovz Exhibition Salon, Maribor, Slovenia
21 October – 19 November 2010

More Information:
IOCOSE: www.iocose.org
RE:akt!: www.reakt.org