Featured image: “Binoculars” at CHB in Berlin (2013)
Varvara Guljajeva & Mar Canet have been working together as an artist duo since 2009. They have exhibited their art pieces in a number of international shows and festivals. As an artist duo they locate thermselves in the fields of art and technology, and are interested in new forms of art and innovation, which includes the application of knitting digital fabrication. They use and challenge technology in order to explore novel concepts in art and design. Hence, research is an integral part of their creative practice. In addition to kinetic and interactive installations, the artists have also experience with working in public spaces and with urban media.
Varvara is originally from Estonia, and gained her bachelor degree in IT from Estonian IT College, and a masters degree in digital media from ISNM in Germany and currently is a PhD candidate at the Estonian Art Academy in the department of Art and Design. Mar (born in Barcelona) has two degrees: in art and design from ESDI in Barcelona and in computer game development from University Central Lancashire in UK. He is also a co-founder of Derivart and Lummo.
Filippo Lorenzin: Open culture is one of the main points of your research and activity. Could you describe how this influences your art practice?
Varvara & Mar: We are living in very exciting times. Open source has introduced democratization of production and creation. Now you can build your own 3D printer, laser cutter, knitting machine, make a light dimmer circuit or develop a body tracking system. Some years ago we couldn’t even imagine this and now we have access to this knowledge. People share their creations and these process, which is incredibly inspiring for us and many more people. Thus, knowledge is built on top of knowledge. We make use of open source marterial in our work and we try also to contribute back. This is the whole point of open source in our mind. And if one looks in the perspective of art to open source projects, then really many open source projects have artists on board, for example, OpenFrameworks, Processing, and more.
Open source also has an educational aspec. We do many workshops with people and teach what we know and how we work. We think open source culture is largely based on the spirit being open to sharing knowledge with many others.
FL: I’m really fascinated by your interest in textile fabrication. it reminds me the early industrial developments that were deeply connected to in the textiles industry. How and why would knitting be integrated these days as part of a makers’ culture?
V&M: The process of integration is well under way. There has been a good number of makerspaces who have dedicated areas for textile production, like WeMake in Milan and STPLN in Malmö. And believe it or not this simple thing helps to introduce gender balance in these kind of places. We’re not just talking about innovation, which can boost gender equality when you introduce knitting to hacking. We’re also talking about the democratisation of production, when thinking about clothing too. This area is quite vital and commonly understood. 3D printing toys is a cool activity for a weekend, but then it becomes boring. Knitting a sweater or a scarf has real value and the quality is always higher than a typical mass produced factory product.
For 3D printing we cannot say the same. Don’t get us wrong, we are not against the 3D printing. We love it and have six printers in our studio. Our point is that the areas of concern for digital fabrication are not complete, and the founders of FabLab have overlooked the whole area of textiles.
FL: You’ve run many workshops taking in account various topics such as 3D printing, solar energy and knitting, of course. How do these activities connect with your research?
V&M: First of all, we like to teach and interact with our students. Second, preparing a workshop, allows us to research more about the field, and organise and share our accumulated knowledge and experience.
And finally, workshops are one part of our income. We don’t have any other jobs on the side, and exhibitions and commissions are not regular and do not always pay well, and yet the bills keep coming in. Hence, workshops help us to pay our bills.
FL: One of your works which most fascinate me is “Sonima” (2010). It’s a project that takes in account questions that have become quite recurrent in last months, mostly linked to Anthropocene discussions. The soft coexistence of technology and nature which is organic and artifical. Which is one of the main topics of your research: why are you so interested in this question? It looks like you’re trying to develop experiments for an utopistic future in which humans and nature live in symbiosis. Am I wrong?
V&M: Yes, many of our works express our futuristic thoughts or imagination where the digital age will lead us and our planet to. It is nice that you have noticed this. I would say this kind of concept in 2010 was quite subconscious. I (Varvara) was very interested in organic form but with mutational origins but still adapted by nature.
More conscious approach towards anthropocene epoch can be seen and felt in “Tree of Hands” (2015), which is one of our recent works. However, it looks like we have touched quite a taboo topic. For instance, “Tree of Hands” was rejected by jury of PAD London fair because of its depressive concept.
FL: “Shopping in 1 Minute” (2011) is another project I would like to ask you about. This work is about consumerism at its finest (or worst), turning one of the most typical capitalistic places (supermarkets) into ludic spaces. It’s a piece of social art that presents itself without informing the public what is right and what is wrong, but it rather suggests in a more subtle way the perversion at the base of that system. What do you think?
V&M: Yes. What we are doing is the absurd exaggeration of the same action (buying) to a maximum with one but: not buying and playing instead. There is a saying that shopping is 5 min happiness. The artwork tries to create a synthetic feeling of satisfaction of the ability to buy. The shopping centers are doing everything to stimulate our consumption needs, and our artwork manages to get inside their ecosystem and playfully releases that artificial desire to buy.
FL: With at least a couple of projects, you’ve also worked to the redefine hurban landscapes by looking at the invisble while at the same time taking on rather specific forces such as mass use of Wi-Fi networks becoming part of the everyday. I can’t help thinking that this is somehow related to privacy questions, probably because one of the most notorious scandals some years ago was Google’s secret recording of Wi-Fi networks with their Street View cars. Am I wrong?
V&M: Not really. But definitely Google has played a role in feeing our concerns about being watched, spied, hacked, scanned, etc. For example, the last scan for WiFi router names we did last summer in Tallinn some people were quite freaked out seeing a person on a bike with a camera on its head and tablet in front. I was even once asked if I worked for Google. 🙂 Anyways, the project was great fun for us, and we got to explore the city and discover the whole invisible communications networks and the self expressive layers of it all. After the Tallinn scan we even changed our minds about the 32-character local Twitter that the WiFi router SSID could be used for. The Tallinn experience showed us the new tendency: where people would use radio waves for semi-anonymous graffiti, communicating sometimes silly, protective, racist or political messages.
Talking about inspiration for this project, we got our interest for WiFi names from one article talking about the ability to track down pro- and contra-Obama communities by just looking at WiFi names in the neighborhood. This was before the US president election. Then we started to thinking of an art project on this topic.
FL: “The Rythm of City” (2011) is another project which is also ‘subtly’ related to control issues. The idea that someone can depict the state of a city by looking at data deducted from social media and web platforms. This type of thing is real now isn’t it – what do you think?
V&M: Definitely it is. However, the work’s main intention is not to talk about control issues rather about big data and its applications. Perhaps the main intention of this work is to offer to the viewer(s) a birds eye view on different cities in real time. In other words, The Rhythm of City allows you to zoom out and witness the larger picture on the current situation. And this larger picture is formed by everybody’s activity on social media, which is tracked down every minute. We call this action ‘unaware participation’ by digital inhabitants. The urban studies of Bornstein & Bornstein from early 1970s served as an inspiration for this artwork. They had discovered a positive correlation between the walking speed of pedestrians and the size of a city. Simply put: the bigger a city, the faster people move. The artwork demonstrates our interpretation of a city’s tempo through in its digital form or life. Hence, The artwork talks about pace of life in different cities at the same moment when the piece is viewed.
FL: What have you been working on these last few months and what plans do you have for 2016?
V&M: We are working on a series of new works talking about money. When we have completed “Wishing Wall” in London in 2014, since then we have noticed that the majority of people, especially a younger audience, wish for money. This really caught our attention. The ongoing hard economical situation in Europe pushes forward the need for money and also introduces a growing gap between the economical classes. So we’re investigating people’s desire for money and its connection with happiness. Making use of interactive technology we are aiming to approach playfully and magically the desire for becoming rich. At the same time, we cannot let go of knitting. At present, we are working on an open source flat knitting machine, which will be able to knit patterns also. Besides the new productions, we are showing our existing works in various exhibitions. For the confirmed ones, “The Rhythm of City” will be part of “REAL-TIME” a group show curated by Pau Waelder in Santa Monica museum in Barcelona from the 28th January. In February “Digital Revolution” (the touring exhibition by Barbican), which “Wishing Wall” is part of, moves from Onassis Cultural Center in Athens to Zorlu Center in Istanbul. And hopefully we get couple of other shows and new productions that are in the air at the moment and still to be confirmed soon.
Featured image: @mothgenerator by Everest Pipkin and Loren Schmidt
Taina Bucher interviews artist and bot maker Everest Pipkin about their most popular Twitter bots, how they work and what they mean. Indeed, what are bots, who else is engaged in artistic bot-making, and how will social media bots evolve?
Meet Tiny Star Fields. Several times a day, the Twitter account publishes a field of stars in different shapes to a dedicated 51.000 followers. The latest tweet, published 53 minutes ago, has already been retweeted 151 times and gathered 114 favourites. Tiny Star Fields is a Twitter bot. During the last few years, bots, or automated pieces of software, have become an integral part of the Twitter platform. As some recent reports suggest, bots now generate as much as twenty-four per cent of posts on Twitter, yet we still know very little about who these bots are, what they do, or how we should attend to these bots. Admittedly, star-tweeting bots like Tiny do not belong to the kinds of bots that are most talked about. When people usually think of bots, they mostly have a specific type of bot in mind, which animates feelings of annoyance and disturbance. The spam bot, however, is but one kind of bot.
As Tiny and many others like to attest, bots are just like people. They are different. They tweet for different reasons, have specific audiences and engage with the world in various ways. Guided by their human programmers or taught to learn from existing data in playful ways, bots are legitimate users of platforms. But bots would be nothing without their creators, their makers who have conceptualized and brought these digital personas ‘to life’. So let’s not just meet Tiny Star Fields but also Everest Pipkin, the 24-year-old artist and creator of Tiny Star Fields.
Everest why don’t you tell us briefly about yourself and your background?
I grew up in the woods of Austin, Texas, where I also attended university for my undergraduate degree in studio art. Most of my work there was focused on drawing and installation, but I was also curating internet ephemera and beginning some rudimentary code projects at the time (albeit in isolation from others doing similar work). I also have a history in curation and have run creative spaces for many years. I’m currently pursuing my MFA at Carnegie Mellon in Pittsburgh.
What got you started with making Twitter bots?
I started making bots in the summer of 2014. I moved to a tiny town in rural Minnesota (population 900) for a longer-term artist residency and was quite isolated. I didn’t have a car, there was no bus or train, and I didn’t know anyone there. I was used to being alone on residency, but often I had friends near enough to visit or a local coffee shop to haunt. With no other options, I was at home and online almost constantly. The internet has always been important to my practice (and my social life), but I attached myself to it as a lifeline in that period.
I was already following Twitter bots (@everycolorbot, @youarecarrying, @twoheadlines, @minecraftsigns, @oliviataters, @prince_stolas, and I’m sure many others), but being online constantly shifted how I thought of them, rather than just seeing their occasional statements as charming non-sequiturs in a human space, I started to notice their underlying personalities, the structure of code that differentiated one from another; when they posted, the kind of source materials used, how they interacted with others. With nobody to keep up with locally, I also began sleeping in erratic structures- some nights for 5 hours, others for 14. As a side effect, I would catch off times on Twitter, where everyone but the bots were asleep. These timelines of automation had a striking effect. I was particularly fond of the bot chorus around the turn of the hour- bot ‘o clock, as some call it.
I had been following and aware of @negatendo’s #BOTALLY posts (a sort of # organizing structure for bot-related news and resources) for a while, but I also started following @thricedotted, @inky, @beaugunderson, @tullyhansen, @aparrish, @boodooperson and @tinysubversions (and many others!) in this period. There were new bots almost every day, all unique, and I was really taken by how people interacted with them and how they operated in that social space.
How did you go about making your first bot?
I got node.js set up on my laptop (no small task for me then) and figured out some fundamentals of text manipulation in javascript. After several false starts, I made my first bot, @feelings.js, in the afternoon. I made @tiny_star_field five days later, in the middle of the night, hiding in my basement during a tornado. The power was out, and I’m almost certain I got the structure done in one laptop charge. I deployed it when the power and internet came back the next day.
You waited for the sky to clear and become sprinkled with stars again. In the meantime, you made your own digital sky, that’s cool. Did you do a lot of programming before starting with making bots?
I suppose that depends on what you mean by programming. I had worked in and around browser-based experiences for years but had never taken a structural approach to learning code. Every new idea and project had a particular set of problems that I attacked with utter naivete, writing vast messes that were shocking when they worked. Looking at my source code for those projects now is very much like looking at an outsider-art approach to computer science. Which is, I suppose, what they are.
I still sometimes struggle with basic concepts just because I haven’t run into them before- I learn best when directed at a goal, and sometimes those goals skirt fundamental structures. My knowledge is a funny hodge-podge assemblage of extremely difficult concepts I needed for some project or another, while I may forget the syntax for a basic sentiment. I keep telling myself I’ll read a book or take a course on putting code together properly, but so far I keep learning what I need. I am sure I will feel the same about my current projects in a year or two as I do about my older ones. My first bots are very embarrassing inside and it has only been a year and change.
You’ve said that @tiny_star_field is your most popular bot, but your personal favourite is @feelings_js. Would you care to elaborate?
Neither of those bots came from a particularly well-considered place technically; they were the first I made, and I was learning. I was tickled by the idea of a bot that did nothing but emote; it seemed like a charming inversion of the coldness that often creeps into automata. Tiny was a simple reflection of my Unicode character habit; I have a hobby of making little vignettes or dioramas combining characters and atypical symbols, and I have been enjoying automating them. (I am also now a Unicode Consortium member and am working structurally with these characters.)
That comment about favourites was from a long while back, and my favourite bot is probably now Moth Generator (@mothgenerator), which was a collaboration with @lorenschmidt. It’s different from many of my bots; it’s just a wrapper on an image generator, but it is the first bot I’ve made that I felt used @-replies in a truly useful manner. It takes the text of the tweet sent to it to seed the generator with a unique number; therefore, the ‘moth’ moth will always look like every other ‘moth’ moth, while a ‘bot’ moth would shift in many ways. A ‘moth bot’ moth would share characteristics of both.
How do these bots work?
Feelings.js (and a few others like it) is basically a fill-in-the-blank Wordnik wrapper. It has a variety of possible sentence structures on a switch statement and then pulls parts of speech from the dictionary API. I have a few structural rules that slightly favour alliteration and a few other cute tendencies (blocking offensive words), but it is basically mad-libs.
Tiny is even simpler; it has a large array of star and space options and pulls randomly from the available options. The biggest challenge was finding an ideal balance between character frequencies. I tweak it occasionally and don’t feel it is ideal yet. I am tempted to make it sparser. I am also in the process of making a Tiny Star Fields clone that uses actual astronomical data at varying scales, so the tweets will be a literal patch of sky.
Some of my other bots are a little bit more complicated- Moth Generator is a wildly long drawing routine in Javascript, Sea Change (@100yearsrising), tweets unicode characters mapped to sea-level rise predictions over the next century. Others use more obscure text manipulation techniques and large corpuses. But I think it is important to note for folks just starting that complication does not necessarily make them stronger artistically or more popular socially- the best things are almost always just good ideas.
What has been the response to your bots?
There is certainly an audience of bot appreciators; sometimes, I will see people who follow 30 or 40 bots but none of their makers. Bots also have their own secret lives outside of intention. Tiny auto-followed people back for a while (something like the first 6k) made for a truly wonderful sample! Very few are in the bot community; I think the vast majority are One Direction fans. It is a fascinating slice of social life I would never think to seek out myself.
What is the bot community that you are referring to?
Gosh, what is the bot community, good question. I suppose it seems to be a loosely associated group of folks interested in social bots. People seem to come from all walks- programmers, game developers, linguists, writers, artists, analysts, and poets. Making the skeleton of a Twitter bot is a fairly simple exercise and doesn’t inherently have the high knowledge overhead of some other creative programming tasks. They are also incredibly flexible in content and process, and I think that mutability allows a certain wealth of intent from bot to bot. These two avenues of openness mean they are used for all sorts of things! As entities, they are as unique as the people who make them.
In general, I’ve found folks who are organized around making bots to be nothing but supportive, kind and interested in helping others get started with producing their own work in this realm. Within that community, structure are also all the folks that might not make bots (yet) but know what they are, and are interested in their processes, or write about them, or consider them valid as artworks or creative entities.
What, indeed, are bots?
What are bots? Gosh, this is an even better question than the one about bot communities. So, there are many ways to think about bots, and in my opinion, they are stackable and do not refute one another. But here are my thoughts:
Firstly, they aren’t new automata has been around for a very, very long time. One can look at examples of clockwork machines or candle-powered toys from over 1000 years ago. Even beyond physical examples of automata, the idea of bots is pervasive culturally; stories about golems and enchanted armour or physical objects imbued with personality have been with us since stories began.
Digital bots (especially those living in social spaces) fit into this long history of objects granted almost humanness. They fill in for a part of human action, the slice of person granted to digital representations of ourselves. Just like the golem that guards a passage, their tasks are programmed, but we grant them entity because they do these tasks on their own (guard, tweet). Perhaps this is as much doubt (“Is it /really/ a bot, though? Maybe it’s just a person pretending?”) as it is a gift.
Secondly, I do think there is an aspect of doubling or mirroring that these bots employ. They are widening the reach of their creators; they are automated versions of a specific slice of their creators. Many, many bots fall into this category. Something Darius Kazemi once said first got me thinking this way. It was advice to a want-to-be bot maker who didn’t have an idea for a bot. Darius suggested ‘come up with a funny but formulaic joke and automate it’. This type of repetitive production is not just seen in joke bots but almost all bots that are not attempting to emulate humanness. The maker would have made the joke once; by making a bot, it is made many times (but also, perhaps made better than it would have been once).
To expand, the goal of work-by-generation is a fundamentally similar but shifted process from that of work-by-hand; rather than identifying and chasing the qualities of a singular desired artwork, one instead defines ranges of interesting permutations, their interpersonal interactions and how one ruleset speaks to another. Here, the cartographer draws the cliffs that contain a sea of one hundred thousand artworks. And then, one searches for the most beautiful piece of coral inside of their waters.
So, I suppose this is where bots are truly interesting to me because this kind of making (looking for the best moment in a sea of automated possibilities) is a methodology of construction that feels, in some ways, new.
I like the notion of bots leading secret lives. Are you ever not in control over your bots? Or what does this secrecy entail?
I take a pretty lax approach to keeping up with my bots. I rarely log into their accounts or closely monitor what they are up to. I censor certain offensive words, follow them on my Twitter account, and hope to catch them if they break. This means that their notifications never reach me; the things that are said to them (or their own replies) are often invisible to everyone but them.
In what ways do people or other bots interact with your bots?
Most (although not all) of my bots are non-interactive, meaning they do not @reply back when spoken to. That being said, they are absolutely interacted with. Tiny star fields, in particular, get a ton of messages; lots of people will have conversations in the mentions. I find them pretty charming and will occasionally peek at what people are saying to one another. Since I generally keep @replies off, I don’t get the bot-to-bot eternity loops you’ll sometimes see with the image bots, ebooks bots, or others that reply. But I always like it when spam bots or Reddit bots find mine by keyword search. The best example of designed bot interaction might be Eli Brody’s tiny astronaut (https://twitter.com/tiny_astro_naut), which inserts spaceship emoji into Tiny star fields’ tweets, or its conceptual sibling, tiny space poo (https://twitter.com/tiny_space_poo).
How many of your bot’s followers do you reckon are other bots, and is bot-to-bot interaction different to how humans interact with bots?
I haven’t done the numbers, but it seems like there is a slightly higher percentage of bot-to-bot followers than human-to-bot. I would guess this combines auto-following routines and being manually directed to follow entire lists of other bots. Perhaps also, they are more patient with repetitive or nonsensical tweets and stick around longer.
Most bots now have conversational abandonment built in, but this was not always the case- it was once pretty common to see two replying bots get into a conversation with one another that would last hours or days, to the tune of thousands of tweets, one every few seconds. I once got accidentally caught in mentioning one of these cycles and had to wait for one of the bot’s owners to wake up and reset their servers. It was amazing, and I also had to turn off all notifications on every device I own.
Now, I think most bots use more intelligent replying- just to one person, randomly across their followers, or only every 10 hours, or perhaps replying to keywords or requests. To me, this has made bot-to-bot interactions feel a lot more human.
Do people ever wonder about you, the human behind the bot?
Many people who follow Tiny Star Fields do not understand that it is a bot! Or that bots are even on Twitter. The predominant interaction that seems to occur runs along the lines of “DO YOU SLEEP” or “what is this” or “I love these thank you so much for making them all the time”. I find that disconnect pretty delightful- the assumption of a (very) dedicated human somewhere. I’m also fond of the interpersonal conversations in the comments, often having nothing to do with the original stars; it occasionally functions as a bit of a forum for strangers to connect.
Where do you see Twitter bots or social media bots generally evolving?
I have found myself moving off of Twitter and back into non-social spaces for much of my work. Part of this is probably personal; my interests shift project-to-project. Part of it is intrinsic limitations in the media, the 140-character limit, and the difficulty of keeping up with Twitter’s often evolving terms of service. I am interested in physical robots or the housing of digital spaces- where these bots live- and a lot of my studio practice is now exploring tangible machines. Some of the best bots I’m seeing out of others use neural nets or very clever source material. In my own work, I am looking forward to more physical-digital integration, especially as I pick up some new toolsets required for more complicated work. I am interested in biological emulation and the hidden data that Twitter links to every tweet (perhaps my next bot will not be readable on the Twitter web client but instead comes alive in an API call?).
A small part of me also feels like others have taken up the call (and doing it better than I ever could have). This is to say, Twitter bots are in a kind of renaissance- tools like George Buckenham’s Cheap Bots Done Quick (which uses Kate Compton’s Tracery) and the plethora of tutorials and frameworks have radically democratized the process, and it seems like every day I see someone new to this space building interesting or beautiful things. I am learning as much from newcomers to the form as anything!
In short, for the future- who knows? But now, bots are serving as a fascinating space to test new ideas, construct entities and artwork of generated text and data, and publish those experiments to an audience excited to see them in the world. What more could one hope for?
Finally, what are your favourite bots at the moment?
https://twitter.com/CreatureList – automata bestiary from @samteebee
https://twitter.com/FFD8FFDB – image-processed security cameras by @derekarnold
https://twitter.com/imgconvos – a @thricedotted answer to image-bot loops
https://twitter.com/everycolorbot – The first bot truly dear to me still going strong, thanks to @vogon
https://twitter.com/reverseocr – a @tinysubversions bot that randomly draws until it hits whatever word it is trying to match in an OCR library
https://twitter.com/ARealRiver – the only real way to view this (very clever) bot is in its own timeline, probably on mobile. from @muffinista
https://twitter.com/LSystemBot – l systems by @objelisks
https://twitter.com/INTERESTING_JPG – a bot-form of deep learning, which attempts to describe human images with computer vision, by @cmyr
https://twitter.com/park_your_car – compelling use of google maps highlighting available car space by @elibrody
https://twitter.com/wikishoutouts – shoutouts to the disambiguation pages of Wikipedia
https://twitter.com/soft_focuses – a very quiet mysterious bot from @thricedotted
https://twitter.com/TVCommentBot – attempted image recognition of television, @DavidLublin
https://twitter.com/GenerateACat – procedural cats – @mousefountain and @bzgeb
https://twitter.com/pentametron – a bot that looks for tweets in accidental iambic pentameter by @ranjit
https://twitter.com/RestroomGender – @lichlike’s gendered restroom sign generator
https://twitter.com/digital_henge – This bot by @alicemazzy tweets moon phases, eclipses, and other solar and lunar phenomena
https://twitter.com/a_lovely_cloud – digital cloud watching from @rainshapes
https://twitter.com/the_ephemerides – computer-generated poetry with outer space probe imagery, @aparrish
To find out more about Everest Pipkin’s latest projects, please visit Everest Pipkin
French artists Émilie Brout and Maxime Marion contribute three pieces to The Human Face of Cryptoeconomies exhibition. Gold and Glitter is a painstakingly assembled installation of collaged GIFs. Previous installations have featured the GIFs displayed on a gold iPad atop a pile of collected gold trinkets; at Furtherfield Gallery now a single golden helium balloon hovers in front of a floor to ceiling projection. Nakamoto (The Proof) is video documentation of the artists’ efforts to try and place a face on the elusive Bitcoin creator, Satoshi Nakamoto (but is it his face in the end? We don’t know). Untitled SAS is a registered French company without employees and whose sole purpose is to exist as a work of art.
Brout and Marion’s work can be situated among artists and art practices who have grappled with how to think about value and objects—or more precisely, how objects are inscribed (and sometimes not) into an idea of what is valuable. In a recent article for Mute Magazine, authors Daniel Spaulding and Nicole Demby point out that “Value is a specific social relation that causes the products of labor to appear and to exchange as equivalents; it is not an all-penetrating miasma.”1 Value is a process by which bodies are sorted and edited but it is not a default spectrum on to which all bodies must fall in varying degrees. This clarification makes explicit the fact that while the relationships productive of value allow “products of labor to appear and to [be exchanged]”2 this is not an effect that is extended to all products of labor. Attempts to isolate the underlying logic of this sorting mechanism are often at the heart of art practices dealing with questions of value and commodification. Like Andy Warhol’s Brillo Boxes or Marcel Duchamp’s Fountain, these artworks become interesting problematics for the question of art and value for the ways in which they are able to straddle two economic realms—that of the art object and the commercial object—while resisting total inclusion in either.
The Human Face of Cryptoeconomies picks up these themes in an art context and repositions them alongside digital cultures and emerging digital economies. In Brout and Marion’s work alone, concepts of kitsch, identity, and human capital have been inhabited and imported from their originary realms into the digital. Answering questions remotely, Brout and Marion were kind enough to give us some insights into their work and process. My goal here has been to draw out some points about the operation of value that are at work in Brout and Marion’s practice, as well as to point towards an idea of how value is transformed, or even mutated, in the digital age.
* * *
Brout and Marion open up with an interesting provocation. They explain, “When we showed the project [Glitter and Gold] in Paris this year, people stole a lot of objects, even if they were very cheap. Gold has an incredible power of attraction.”
It is telling, to some extent, that Brout and Marion’s meditations on gold have an almost direct link to the visual metaphor used by Clement Greenberg in his 1939 essay Avante-Garde and Kitsch to describe the relation between culture—epitomized in the avant-garde—and the ruling class. Greenberg writes, “No culture can develop without a social basis, without a source of stable income. And in the case of the avant-garde, this was provided by an elite among the ruling class of that society from which it assumed itself to be cut off, but to which it has always remained attached by an umbilical cord of gold.”3 This relation is subverted in Gold and Glitter, which takes for its currency—its umbilical cord of gold—a kind of unquantifiable labor that is seemingly (and perhaps somewhat sinisterly) always embedded in discussions of the digital.
For Greenberg, kitsch always existed in relation to the avant-garde; one fed and supported the other, even if the way in which that relation of sustenance worked was by negation. And while Greenberg’s theory relies on his own strict allegiances to hierarchical society, privileged classes, the values of private property, and all the other divisive tenets of capitalism that we now know all too well can be destructive. Kitsch remains useful to us for the ways in which it allows the means of production to enter into a consideration of aesthetics. Here the recent writing of Boris Groys can be useful. In an essay written for e-flux titled Art and Money, Groys makes a compelling case for why we should persist in a sympathetic reading of Greenberg. He argues that Greenberg’s incisions amongst the haves and have nots of culture can be cut across different lines; that because Greenberg identifies avant-garde art as art that is invested in demonstrating the way in which is it is made and it doesn’t allow for its evaluation by taste. Avant-garde art shows its guts to us all, and on equal terms—“its productive side, its poetics, the devices and practices that bring it into being” and inasmuch “should be analyzed according the same criteria as objects like cars, trains, or planes.”4
For Groys this distinction situates the avant-garde within a constructivist and productivist context, opening up artworks themselves to be appreciated for their production, or rather, “in terms that refer more to the activities of scientists and workers than to the lifestyle of the leisure class.”5 In this way Glitter and Gold, like Brout and Marion’s other artworks, is to be appreciated not for any transcendent reason but rather for the means by which it came into existence. ‘The processes of searching and collaging golden GIFs sit side by side with the physical work of accumulating the golden trinkets for display: “We collected these objects for a long time” the artists explain, “some were personal objects (child dolphin pendant, in true gold), others were given or found in flea markets, bought in bazaars … We wanted to have a lot of different types and symbols, from a Hand of Fatima to golden chain, skulls, butterflies, etc.”
Furthermore, Glitter and Gold can be understood as the product of compounding labors: the labor of Brout and Marion in collecting their artifacts, the labor necessary to create the artifacts, the labor of GIF artists, the labor of searching for said GIFs, the labor of weaving a digital collage. These on-going processes forge, trace, and re-trace paths during which, at some point, gold takes on the function as aesthetic shorthand for value. As Brout and Marion explain, “Here the question is more about the intrinsic values we all find in Gold, even when it just looks like gold. Gold turns any prosaic product into something desirable. [Gold and Glitter] is less about economics than about perceived value.”
Groys provides his reading of Greenberg as a means of pointing towards a materiality that is always in excess of existing coordinates of value. If value always reveals the products of labor as they enter into a zone of exchange, it is something else proper to contemporary art that reveals another materiality beyond this exchange. For Groys, this something else is at work in the dynamics of art exhibition, which can render visible otherwise invisible forces and their material substrates. This is certainly a potential that is explored by Brout and Marion. In Nakamoto (The Proof), the viewer can watch the artists’ attempt at creating a passport for the infamous and elusive Bitcoin creator Satoshi Nakamoto. At present, it is unclear whether Nakamoto is a single person or group of people, though the Nakamoto legacy as creator of Bitcoin, a virtual currency widely used on darknets, is larger than life. Adding to this myth, after publishing the paper to kickstart bitcoin via the Cryptography Mailing List in 2008, and launching the Bitcoin software client in 2009, Nakamoto has only sporadically been seen participating in the project with others via mailing lists before making a final, formal disappearance in 2011, explaining that he/she/they had “moved on to other things.”6 Nakamoto’s disappearance, coupled with the fact that Nakamoto’s estimated net worth must be somewhere in the hundred millions Euros, has given rise to the modern-day myth of Nakamoto, and with it an insatiable curiosity to uncover the identity and whereabouts of the elusive Bitcoin creator.
Brout and Marion make their own attempt to summons the mysterious Nakamoto back to life by putting together the evidence of Nakamoto’s existence and procuring a Japanese passport using none other than the technologies that Nakamoto’s Bitcoin both imparted and facilitated. When asked if they feared for their own self-preservation in seeing this project through, Brout and Marion answered, “Yes, even if we were pretty sure that it would be easy to prove our intention to the authorities, and that the fake passport couldn’t be useful to anybody, buying a fake passport is still illegal.” They add, “But we also wanted to play the game entirely, so we made every possible effort to preserve our anonymity during our journey on the darknets.”
However Brout and Marion have yet to receive the passport; as they explain, “The last time we received information, the document was in transit at the Romanian border.” When asked if they expect to receive the passport, they respond, “No, today we think we will never receive it. We are completely sure that it has existed, but we’ll surely never know what happened to it.” What, then, will they do if they never receive the passport? “Maybe just continue to exhibit the only proof of it we have!” they exclaim. “There is something beautiful in it: we tried to create a physical proof of the existence of a contemporary myth, using digital technology and digital money, and the only thing we have is a scan!”
If Brout and Marion’s nonchalance seems unexpected then it is because the disappearance of the passport for the artists marks just another ebb in the overall flow of their piece; a flow that began with Nakamoto, coursed through their clandestine chats via a Tor networked browser and high security email, and now continues to trickle on while we wait in anticipation for the next chapter of the Nakamoto passport to reveal itself. In this respect, the anticipation of the passport is a poetic and unforeseen layer added to the significance of the piece: “Maybe it is even better [that the passport should not arrive]” Brout and Marion comment. “It’s like it was impossible to bring Nakamoto out of the digital world.”
If value is always formed by way of a social relation, then how do digital modes of sociality also deliver this effect? This becomes a particularly fraught question when considering that, as Anna Munster has written, the sociality that takes place on the internet can be understood as the interrelation of any number of subjectivities, both organic and inorganic. Brout and Marion’s ambivalence to the purloined passport highlights just such an expectation: “Here the lack of identity delivers a lot of value. Look at Snowden: journalists ask him more about his girlfriend than about his revelations. Making something as big as Bitcoin and staying perfectly anonymous? These are strong attacks to two of the most important issues of our societies: banks and privacy.” What their statement suggests is how a collective movement towards transgression, here seen as compounding maneuvers of avoidance of physical world boundaries and institutions, might hold within it the promise of its own set of value coordinates. As Brout and Marion further explain: “For us, Nakamoto is absolutely fascinating. The efforts he made to prevent himself from being turned into a product are incredible. Especially when you know the importance of [Bitcoin’s] creation, and that only a few men in the world are smart enough to create something like this. Adding to that the fact that Nakamoto is probably a millionaire, you have one of the only true contemporary myths, something hard to find credible even if it was just a fictional character in a movie. So this somewhat absurd attempt to create a proof of Nakamoto’s existence was, for us, an attempt to make a portrait of him, to put light on his figure. And, in some ways, a tribute.”
Brout and Marion mount a final probe into questions of value in their piece, Untitled SAS. Untitled SAS is the name for Brout and Marion’s corporation whose purpose and medium is to exist as a work of art. In France SAS means société par actions simplifée, and is the Anglophone equivalent of an LTD. SAS companies have shares that can be freely traded between shareholders. Untitled SAS, in Brout and Marion’s own words, “has no other purpose than to be a work of art: it won’t buy or sell anything, there won’t be employees, its existence is an end it itself. The share capital of the company is 1 Euro (the minimum), and we edited 10,000 shares owned by us (5,000 for each one). Everybody can freely buy and sell shares of this company.” Brout and Marion are clear: in no uncertain terms, “Untitled SAS is a work of art where the medium is a real company, and the corporate purpose of this company is simply to be a work of art.”
Untitled SAS is a tongue in cheek commentary on the situating of artworks as outside of the rational space of the market while still being subject to selective norms of economic behavior. Brout and Marion explain, “Untitled SASis obviously a metaphor for the art market, and the market in general: it is a true, fully legal, and functional speculation bubble. Companies usually try to create some concrete value, they are means. The art world has fewer rules than the regular market, the price of some artworks can radically change in few days without any logical reason: their intrinsic value is completely uncorrelated to their market value. We wanted to reproduce and play with these systems in the scale of an artwork.” At this level, what Brout and Marion uncover is further proof of the condition of the contemporary art period as Groys sees it: a time in which “mass artistic production [follows] an era of mass art consumption” and by extension “means that today’s artist lives and works primarily among art producers—not among art consumers.”7
Crucially, the effect of this condition is that contemporary professional artists “investigate and manifest mass art production, not elitist or mass art consumption.” This is the mode of art making precisely employed by Brout and Marion in the creation of Untitled SAS. It has the added effect, too, of creating an artwork that can exist outside the problem of taste and aesthetic attitude. Companies tend to eschew taste qualifications in favor of brand associations. Untitled SAS becomes readable as an artwork, as Untitled SAS, when the expectations and regulations of a nationally recognized business are made to butt up against the inconsistencies of the artworld as an economic sphere. The art object then becomes rather a means of accessing the overlapping paths of art and value as they are uniquely enabled to circulate in and out of the art & Capitalist markets.
* * *
Brout and Marion note that, “In our work we often use algorithms and generative ways to produce things, but here we wanted to something no machine can do, something hand-made, too, finally a simple and traditional work of art.” These kinds of generative technological processes and sorting algorithms have been central to many debates on how contemporary culture is absorbing the boon of big data: from ethical questions on predictive policing to dating apps and ride-hailing startups. As one Slate article posed the question in relation to Uber, these algorithms are more than just quick and efficient modes of labor—they are reflections of the marketplace themselves.
So what, then, might it mean that both values and services in the digital age are predicated on the power to sort and categorize, and that this power is ciphered through its own dynamic of social relations, but that in one scenario what emerges is a sphere of the valuable and in the other a software that asserts itself as benign and at the behest of an impartial, impersonal data? Perhaps the rationality of value and market circulation vis a vis the art object was always going to be a little too tricky to take on: too many exceptions, too many questions of subjectivity, taste, and judgment. But as the works exhibited for The Human Face of Cryptoeconomies might suggest the rationality of value and the products it chooses to incorporate is of high importance. If value works precisely because of the specific interrelating of social subjects then we can consider the realm of the digital as a concentrated form of such a relation.
Against this we must consider the new subject that is produced and addressed by the intersecting of these discussions. Spaulding and Demby make the case that, that “Art under capitalism is a good model of the freedom that posits the subject as an abstract bundle of legal rights assuring formal equality while ignoring a material reality determined by other forms of systematic inequality.”8 Karen Gregory, in The Datalogical Turn, writes, “In the case of personal data, it is not the details of that data or a single digital trail that are important, it is rather the relationship of the emergent attitudes of digital trails en mass that allow for both the broadly sweeping and the particularised modes of affective measure and control. Big data doesn’t care about ‘you’ so much as the bits of seemingly random information that bodies generate or that they leave as a data trail”.
The works of Brout and Marion exhibited at the Human Face of Crypotoeconomies exhibition places the intimacy of the body front and center. They speak to the shadow and trace of the body by appropriating the paths of the faceless, or by giving a face to the man (or entity) without a body, to becoming the human face of the market player par excellence by inserting themselves into a solipsistic art corporation. Brout and Marion’s practice understands that while value may not be an all-penetrating miasma, this is not also to say that the effect of value is not still inscribed on the flesh of each and all, organic or not.
1 Demby, “Art, Value, and the Freedom Fetish | Mute.”
2 Ibid.
3 Greenberg, “Avant-Garde and Kitsch,” 543.
4 Ibid.
5 Ibid.
6 “Who Is Satoshi Nakamoto?”
7 Groys, “Art and Money.”
8 Ibid.
Stanza is an internationally recognised artist who has been exhibiting worldwide since 1984. He has won so many prizes you’d have trouble fitting them all on one mantlepiece. He has exhibited over fifty exhibitions globally and is an expert in arts technology, CCTV, online networks, touch screens, environmental sensors, and interaction. His artworks examine artistic and technical perspectives, within the contexts of architecture, data spaces and online environments.
Recurring themes throughout his career include the urban landscape, surveillance culture, privacy and alienation in the city. Stanza is interested in the patterns we leave behind, and real time networked events, that are usually re-imagined and sourced for information. He uses multiple new technologies so to create distances between real time, multi point perspectives that emphasis a new visual space. The purpose of this is to communicate feelings and emotions that we encounter daily which impact on our lives and which are outside our control.
Much of his work has centered on the idea of the city as a display system and various projects have been made using live data, the use of live data in architectural space, and how it can be made into meaningful representations. See Publicity, Robotica, Sensity, as well as a whole series of work manipulating real time CCTV data to making artworks with them: See, Velocity, Authenticity, Urban Generation. These works reform the data, work with the idea of bringing data from outside into the inside, and then present it back out again in open ended systems where the public is often engaged in or directly embedded in the artwork. Interactive and visually appealing, his style also maintains the substantive power through multi-facetted content.
Marc Garrett: Could you tell us who has inspired you the most in your work and why?
Stanza: I don’t really get inspiration from the “who” question, I prefer the “what” and “why” questions. As a professional artist I look at loads of art so to understand what art is and can be, and it’s always an ever changing and fluid response. I also spend a lot of time ignoring stuff and material; (focused ignoring) because it has become harder and harder to see though the fog; the noise of it all. Maybe it’s better to think of a working model for inspiration, Andy Warhol had one. Just make the work. That’s what I do. I am not a part time artist in academia or an artist with another job, I’ve done this for the last thirty years, inspired by and in response to the world around me.
This dogmatic commitment to my work comes from my believes that the system you have to trust and invest in yourself. Inspiration, quite literally is everything all around you all at once, all at the same time, moment by moment. This is what inspires my work and it influences the creation of real time information flows, and works in parallel realities. It allows me to stand back at a distance and work with complex data sets while at the same time making meaning from them. Forming data into a shape, because this confluence might inspire a repositioning of thought and values while at the same time unlocking a hidden meaning to enable the viewer to feel and experience something new or to do something creative with the results.
MG: How have they influenced your own practice and could you share with us some examples?
S: There’s a saying be careful what you wish for. If one reverses this then it could be wish for what you want and need. Influence is problematic because it’s both negative and positive. The idea of influence seems causal, but my own practise isn’t based on influence but in research into certain themes. This enables me to get into both sides of particular questions or debate, so to frame the work I make. Works like these have been inspired by this focus…
The Singing Trees, focus in the invisible things and the environment http://stanza.co.uk/tree/index.html
MG: How different is your work from your influences and what are the reasons for this?
S: I have been researching smart cites, urbanisn, and have collected ‘big data’ since 2004. I have been building my own wireless sensor network. This eventually manifested itself in an artwork called Capacities in 2010 which then influenced all the others in the series until it now has this form.
Capacities: Life In The Emergent City, captures the changes over time in the environment (city) and represents the changing life and complexity of space as an emergent artwork
http://stanza.co.uk/capacities/index.html
Which led to…
The Nemesis Machine- From Metropolis to Megalopolis to Ecumenopolis.
“A Mini, Mechanical Metropolis Runs On Real-Time Urban Data. The artwork captures the changes over time in the environment (city) and represents the changing life and complexity of space as an emergent artwork. The artwork explores new ways of thinking about life, emergence and interaction within public space. The project uses environmental monitoring technologies and security based technologies, to question audiences’ experiences of real time events and create visualizations of life as it unfolds. The installation goes beyond simple single user interaction to monitor and survey in real time the whole city and entirely represent the complexities of the real time city as a shifting morphing complex system.
The data and their interactions – that is, the events occurring in the environment that surrounds and envelops the installation – are translated into the force that brings the electronic city to life by causing movement and change – that is, new events and actions – to occur. In this way the city performs itself in real time through its physical avatar or electronic double: The city performs itself through an-other city. Cause and effect become apparent in a discreet, intuitive manner, when certain events that occur in the real city cause certain other events to occur in its completely different, but seamlessly incorporated, double. The avatar city is not only controlled by the real city in terms of its function and operation, but also utterly dependent upon it for its existence.”
MG: Is there something you’d like to change in the art world, or in fields of art, technology and social change; if so, what would it be?
S: It’s the museum I would like to change or engage with. It seems that anything and everything will end up in the museum. We have become the museum. We are the sum of our collections catalogs and archives. Since the current trend is for public engagement we will see a mix of these new technologies aiding and abetting this and various dialogues.
Therefore these questions need to be raised more vocally. How do visitors interact with each other and artworks? How do visitors behave in public space and what patterns or communities do they form. Can these outputs reshape our experience of public space and the art?
So, new immersive technologies could be used to investigate how visitors interact with art works, with each other and what impact their experiences have in forming new user interactions within public space. This space could be made more social and lead to new real time artworks based on visitor interaction and new visualizations of the gallery space based on gathered data.
Artists used to occupy specific issues but now there aren’t many topics artists haven’t engaged in or reached out to. The issues that will resonate will be the ones closest to the issue of the day…. and, they will be economics, the environment and migration. Because of this I would like to less focus on public engagement spectacle or entertainment and more on the quality and public engagement rooted in intellectual rigour.
Technology affords new ways of working with audiences and curators as participants in artworks. The concept of the exhibition as an active site for experimentation and collaboration between curators, artists and audiences prefigures a general cultural movement towards the centrality of experience and away from the reification of the object.
However, how audience activities and movements can be used as the subject of new artwork as well as modify engagement with existing collections is a cultural and technological challenge.
SeePublic Domain: You Are My Property, My Data, My Art, My Love.
The Public Domain Series involves using live CCTV systems that are already installed then using these cameras to enhance gallery space and the audiences experience of the gallery. http://stanza.co.uk/public_domain_outside/index.html
Visitors to a Gallery – referential self, embedded. Stanza uses a live CCTV system inside an art gallery to create a responsive mediated architecture. Anyone in any of the galleries and all spaces in the building can appear inside the artwork at any time.
http://stanza.co.uk/cctv_web/index.html
The social challenge within urban space is one I like to play with. In The Binary Graffiti Club, is a project I set up to try and work in this area. The Binary Graffiti Club are invited members of the public at each location for each event; they are given the hoodie to keep as thanks for their participation and contribution. The Binary Graffiti Club set off across the city and create artworks.
http://stanza.co.uk/binary_club/index.html
“Youths dressed in black hoodies swarmed the historic city streets of Lincoln during Frequency Festival 2013, their backs emblazoned with bold white digits, the zeros and ones. Their ominous presence was marked with a series of binary code graff-tags on official buildings throughout the city; messages of insurrection for a digital cult now active among us or analogue reminders of the digital soup of signals we wade through on a daily basis? There’s an engaging playfulness and an aesthetic pleasure to Stanza’s work that pays rewards on deeper investigation. His urban interventions remind us of the invisible occupation of the cyberspace around us and encourages us to ask whose hand manipulates these systems of control.” Barry Hale, Festival Co-Director of Frequency Festival 2013: Stanza: Timescapes/Binary Graffiti Club.
MG: Describe a real-life situation that inspired you and then describe a current idea or art work that has inspired you?
The invention of the toothpaste tube caused a revolution in painting.
The greatest discovery of the age was that the world is full of atoms.
Doing many small things instead one on big thing.
We seam to victimise out children we give them ASBO’S and anti social behaviour orders. For a while I wanted one. They actually give you a certificate like rockers, mods punks etc. The hoodie is a symbol of youth culture as well as being anti social. My new artwork the Reader and the idea of reading books and being anti-social led to this project.
The Reader is a large six foot sculpture of the artist Stanza wearing a hoodie reading a book. The artwork is a metaphor for the engagement of reading in the digital age. The sculpture acts as a focal point for community and public engagement and has taken over one year to make and design; it has been commissioned to act as a focal point for the identity of the library. The reader reads all the books published since 1953 inside a data body sculpture. http://stanza.co.uk/TheReader_web/
MG: What’s the best piece of advice you can give to anyone thinking of starting up in the fields of art, technology and or social change?
S: Make work, make more work, and remember nothing lasts forever except true love.
Re: Art, Study it
Re: Technology. Learn it
Re: Social change . Be part of it.
MG: Finally, could you recommend any reading materials or exhibitions past or present that you think would be great for the readers to view, and if so why?
Yes the Books…
The Bible The Quran And The Torah.
Because…they are the most influential books ever written and have guided the lives of billions so it’s a good idea to have had a read… at least “view” them.
See…
Lost in Translation. This custom made robot responds to a series of texts and makes drawings unique to each reader. The work questions not only the meaning and interpretation of text but just who controls our understanding of the outputs and indeed what is Lost In Translation. This is a very playful user friendly work and actively engages the audience not only to think about the text but the meaning of how automation and networked technology is changing the control of understanding. http://stanza.co.uk/lost_in_translation/
Thank you…
The negotiation of the commons takes place in two distinct realms that are increasingly reaching into and shaping one another: the long history of the landscape commons both in cities and in the countryside, and across digital networks. In both realms we find the continued project of the enclosures, appropriating forms of collectively-created use value and converting it, wherever possible, into exchange value. In this conversation Ruth Catlow and Tim Waterman discuss the ‘Reading the Commons’ project together with Furtherfield’s work on understanding the commons.
Ruth Catlow is an artist and co-founder co-director of Furtherfield. Tim Waterman is a landscape architectural and urban theorist and critic at the University of Greenwich and Research Associate for Landscape and Commons at Furtherfield.
*
TW: I’ll start with a little background. ‘Reading the Commons’ is an ongoing project which we initiated that seeks to find a place of power in order to defend the continual project of the creation of the commons in all realms in the future and to augment and magnify other similar endeavours by other groups and organisations. We knew that there is already a lot of work being done in and around the idea of the commons, so we were less interested in staking out any intellectual ground than we were in making connections and finding ways of sharing research and experiences amongst ourselves and other interested parties. So far two groups have been assembled to read and discuss. The first was convened in the summer of 2014 at Furtherfield Commons, the community lab space in the South West corner of Finsbury Park, and was composed of a broad range of academics and practitioners from different disciplines.[1] It met once a fortnight for several months and discussion was wide-ranging. The second was in the Summer of 2015 and involved a group of Master’s students in curation at Goldsmiths under the direction of Ele Carpenter. Future incarnations of the group will each try for different configurations of people, disciplines, and callings.
RC: The first group was very diverse – from backgrounds in geography, sociology, law, political science, technology, landscape architecture, art, and more. We faced an immediate challenge talking across the boundaries of all these disciplines and philosophical and cultural traditions. This was illustrated immediately in the first session. One of our group, a scholar in Law and Property, was irked by our early introduction of two Americans , Garrett Hardin and Yochai Benkler. We had introduced these theorists along with Elinor Ostrom, Oliver Goldsmith and Michel Bauwens.[2] The law and property scholar was irked for a number of reasons, but particularly because they represented a bias towards a US and UK (English speaking) over other European traditions- of property and ownership over civil liberties. Another participant, with an established practice in arts and technology looked pained throughout. I think this was because we seemed to be scratching the surface of topics, works and discussions that make up the discourse around the network, and the digital commons.
TW: We partially remedied this problem by asking the participants to provide readings for future sections and to give a brief verbal introduction.
RC: For instance Christian Nold led a show-and-tell at the second session, based on a book, Autopsy of an Island Currency (2014) that he had worked on with Nathalie Aubret and Susanne Jaschko. The book problematises a project called Suomenlinna Money Lab, a participatory art and design project that worked with money and local currencies as a social and artistic medium and that sought to involve a community of people in a critique of its own economies. This reinforced for me the contribution that situated practices have to make to theories of the commons, as the book tells a revealing story of resistance to critique in a place and community with an established interest and investment in the cultures associated with private ownership.
TW: Nevertheless there were a lot of times when people ‘looked pained’, because basically we had just jumped in and started discussing the idea of the commons without realising that we were all speaking with different understandings of basic terms. In other words, we were all operating on different registers that sprang from our hailing from different philosophical and disciplinary roots and traditions. It might have benefited us to begin by trying to map out our terms. On the other hand, this might have prevented us from ever even starting! This mapping, perhaps, is a project that we need to figure out how to undertake.
RC: The difficulty of wrangling different registers was also exacerbated by the seemingly unbounded scope of the discussion. The relatively recent growth of the World Wide Web introduces enough material for months of readings about how the digital commons has helped to shift thinking about the commons away from merely the management of material resources to knowledge and cultural work.
Still, we felt – perhaps because Furtherfield’s physical venues are located within a public park – a sense of urgency to think about the social layers of physical and digital space in relation to the commons, as a way to resist the unquestioning total commercialisation of all realms.
RC: To take a couple of steps back….There are misconceptions about the commons that require rectification. Political economist Elinor Ostrom showed, in opposition to Garrett Hardin, that in theory and in practice, the collective co-operative management of shared socio-ecological resources was a lived reality in many localities (1990). While her research drew on management of material resources her Eight Design Principles for Common Pool Resources, shares many characteristics with digital commons.
Hardin’s (1968) essay “The Tragedy of the Commons” had argued that commonly owned resources were doomed to exploitation and depletion by private individuals; therefore justifying the role of hierarchical, centralised systems of power to maintain private ownership. On the other hand, Jeremy Gilbert in his book Common Ground (2013), quotes radical economist Massimo de Angelis, to define the commons as social spheres which help protect us from the market. This becomes particularly useful to help us to recalibrate our definitions of “free” and “sharing” as we reveal so much of our private lives (so nonchalantly) via ubiquitous, proprietary digital devices and commercial social platforms.
TW: Hardin’s one-dimensional projection of the commons as unworkable and disastrous was based upon an understanding of human relations that assumed that competitive individualism is ‘human nature’ and that all such ‘experiments’ were doomed to failure as a result. This is Darwin’s survival of the fittest rendered as ‘dog eat dog’. The voice almost contemporary with Darwin’s that I think most clearly articulates how evolution (human and otherwise) is based upon cooperation is Peter Kropotkin’s, in his amazing book Mutual Aid (1902). Evolutionary science and theory is moving ever more towards Kropotkin’s conclusions rather than Darwin’s, or at least Kropotkin’s work is becoming ever more relevant and complementary to Darwin’s. For me, it’s also impossible to imagine how cultural evolution could work at all except through the cooperation, sharing, and processes of negotiation that characterise the commons.
The landscape commons has always been about more than just material resources, and this is perhaps the most reductively oversimplified register on which we might speak of the commons. So if the problem is to align the different and more meaningful registers along which we all discuss the commons so that a truly collective and collaborative project can emerge amongst many disciplines simultaneously, we should have a go at pinning in place a few core understandings of the commons? Shall we give that a go?
RC: Yes! From my work with Furtherfield, my feeling for the commons is strongly influenced by the cultures of freedom and openness in engineering and software. In 2011 we created a collection of artworks, texts and resources about freedom and openness in the arts in the age of the Internet. “Freedom to collaborate – to use, modify and redistribute ideas, artworks, experiences, media and tools. Openness to the ideas and contributions of others, and new ways of organising and making decisions together.”[3]
If we can agree that the commons are those resources that are collectively produced and managed by, and in the interests of, the people who use them, then the digital commons, as set out by Felix Stalder, are the technologies, knowledge and digital cultural resources that are communally designed, distributed and owned : wikis, open-source software and licensing, and open cultural works and knowledge repositories.[4] Licences such as the GNU General Public License and various Creative Commons licenses ensure that the freedom to use, adapt and distribute works produced collectively is preserved for the future.
Discussions of the commons have, in the liberal tradition, centred around how to produce, manage and share scarce material resources in a bounded geographical locality. This is fundamentally changed in the post-industrial, information age, where cultural and knowledge goods can be easily, cheaply and quickly copied, shared worldwide and transformed. It has brought about a massive shift in the way economics, politics and law are practiced.
As distinct from the users of the majority of corporately-owned search, sales and social media utilities (think Google, Amazon, Paypal, Facebook, Twitter) and digital entertainment platforms (think Netflix, iMusic and Spotify) the community of people involved in developing the digital commons ‘can intervene in the design and governance of their interaction processes and of their shared resources’ (Stalder) – think Wikipedia, Freesound, Wikihouse. This has long continued to be an area of intense critical inquiry, unfolding, and practice for artists who are creating digital and networked artworks that take the form of platforms, software, tools and interventions such as : Upstage software for online “cyberformance”; Naked on Pluto, an online game whose ‘players’ become unwitting agents in the invasion of their own and others’ privacy ; and PureDyne, the USB-bootable GNU/Linux operating system for creative multimedia.
Consumer cultures invite us constantly to outsource responsibility for knowledge, information and cultural works to the markets. Artists and technologists involved in the digital commons make these otherwise abstract (and often invisible) shifts in power and social relations “feelable” for more people. In this way they are asserting alternatives to the prevailing economic models – often privileging collaboration and free expression that disrupt outmoded models of copyright and intellectual property.[5]
Discussions about the role of affect in the development of the commons will be the subject of the next explorations of Reading the Commons, and we will certainly come back to these.
TW: Let’s look at this from another direction. In landscape terms, the idea of the commons has evolved a great deal over time, as, for example, feudal forms gave way to different hierarchical forms based in capitalism and private property, and now in late capitalism and neoliberalism’s adaptation to, and cooptation of various forms of horizontality, especially in managerial practices. The importance of the commons has also shifted from defining notions of shared ownership and management of agrarian resources to include various manifestations of urban life, most recently and compellingly, perhaps, in the dogmatically horizontal democratic organisation amongst participants in the Occupy movement.
Ultimately, the commons, for me, is about dialogue, sharing, and the relationship between people and place. The earliest expressions of the commons were all about our relationship with food; its procurement, preparation, and consumption. A beautiful historic example is the importance of the chestnut tree to the inhabitants of the Cévennes in southern France, and how it not only embodied the commons, but symbolised it as well. It’s not possible to romanticise this story, as it’s one of very hardscrabble survival, but it does illustrate the point. As a staple food, the chestnut was a matter of survival for the inhabitants of the Cévennes. It would seem, metaphorically, that the idea of rootedness would follow naturally from this as a characteristic of the commons, but the reality is more nuanced. Chestnuts were introduced to the Cévennes by the Romans, and then tended centuries later by monks, who would share plants with the peasants with the expectation of future tithes. Labour-intensive chestnut orchards were farmed not just by locals, but by migrant workers as well. If we fast-forward to the 1960s, chestnuts were rediscovered by those wishing to get ‘back to the land’, reviving agricultural practices that had withered away during the years that capitalism had lured people from the countryside into towns.
This shows a very complex picture of the commons: one in which colonization and imperialism, monasticism, peasantry, migrant labour, and then finally arcadian anti-capitalist mythologies of the 1960s each play a part – and I’m skipping over a lot of historic detail and nuance. There is a tendency nowadays to see the commons as exclusively autonomous and horizontal, but historically the commons have been inextricably bound to patterns of ownership and domination. Far from discounting the commons, this shows how the commons can exist within and exert pressure against prevailing forms of domination and ownership. We need not wait for total revolution or the construction of utopia or arcadia. We can get to work now and make a shining example of what is possible, making use of existing networks and existing places. The anthropologist David Graeber, in his book The Democracy Project, (2014) calls this ‘prefigurative politics’: the idea that by acting out the model of politics and human association and inhabitation that we wish to see, that we work to bring it about.
RC: Yes, and while sociality, rootedness and affinity are all associated with embodied experience, they bubble up again and again in the critical and activist media art community who take digital networks for their tools, inspiration and context. Take for example the Swedish artist/activist group Piratbyrån (The Bureau of Piracy) established in 2003 to promote the free sharing of information, culture and intellectual property. Their entire 2014 exhibition of online and physical installations at Furtherfield Gallery highlighted the centrality to their work of cultural sharing and affinity-building.[6] In his recent conversation with Tatiana Bazzichelli about networked disruption and business, Marc Garrett discusses the importance of affinities in evolving more imaginative, less oppositional (and macho) engagement with regressive forces; and quoting Donna Haraway says “Situated knowledges are about communities, not isolated individuals.”(Haraway 1996).[7]
But Tim, I think you were on a roll. Why don’t you keep going? Why is the commons important now?
TW: The exploitation of people and resources that marks the practices of contemporary capitalism is very much a continuation of the project of the enclosures, whether it is to skim value off creative projects, to asset-strip the public sector which is increasingly encroached upon by the private sector, or to exhaust land and oppress workers in the Third World. The commons, however, are being created continually, and they represent not just a resource to be enclosed and exploited, but a form of resistance that has particular power because it is lived and acted. It’s not at all a contradiction to say that what is common is simultaneously enclosed, exploited, and liberatory. It’s a matter of tipping the balance so that the creation of the commons outpaces its negation.
RC: As people negotiate systems for renewal and stewardship of the resources over time they also arrive at an expression of creative identity and shared values.
TW: A moral economy …
RC: By freely surrendering all collectively created culture, from use value for conversion to exchange value, our shared ecologies of knowledge, culture and land are dismantled.
And with this we stand to lose the ability to attend to the nature of co-evolving, interdependent entities (human and non-human) and conditions, for the healthy evolution and survival of our species.[8]
We are seeing a resurgence of collective and collaborative efforts. Our ongoing DIWO (Do It With Others) campaign[9] sets out to adopt the verve and tactics of DIY culture, but to move us on from its individualism towards imaginative and experimental artistic collaboration. We construct more varied social relations (than those set up by pure market exchange) into the proliferation of connected sensing, communication and knowledge tools, in order to facilitate new forms of trans-global relations and cooperation. Most exciting is the Robin Hood Asset Management Cooperative[10],an activist hedge fund (and the project of economists, critical theorists, artists and financial experts) which distributes shares to members and its profits are invested in pro-social and commons-focused cultural projects.
TW: The point about use value is an important one. Capitalism, in the familiar equation, seeks to convert use value into exchange value. This process abstracts and simplifies value into purely financial terms. The language and action of the commons resists this because it is so often emplaced and embodied. The commons are local, experienced, shared, and negotiated, and they exist within networks of friendship, family, and civil society, which operate as moral economies, not purely monetary ones. I should probably also make the point that the Greek root of the word ‘moral’ signifies custom – which suggests that morals exist in the relational realm of everyday life, rather than in abstract ‘higher’ realms or in abstract financialised realms such as ‘the market’ – and that ‘economy’ comes from Greek again, the oikos, or household. Another firmly embodied and situated idea that is also incontrovertibly relational.
RC: The digital is becoming embodied and situated in a number of ways. Where once the boundaries between the worlds of atoms and bits were marked by screens and passwords, chips and implants are now on or in our bodies, devices and appliances. People and things are becoming increasingly expressive as nodes in the machineweb. Again, this gives artists a vital role in making these effects more legible, feelable and visible. Our actions are tracked, our utterances and exchanges are monitored, and our behaviours inform the design of future media, systems and products. This is the cybernetic loop.[11] We also see a growing awareness of the geo-political questions surrounding the physical infrastructure of the Internet and its role in global markets. The problematisation of the web through heated debates about ownership and control of infrastructure and data, privacy and surveillance expressed in the SOPA debates- the Edward Snowden affair; Tim Berners-Lee’s campaign for a Magna Carta for the web; calls for a Digital Bill of Rights; the development of decentralising blockchain technologies that underpin Bitcoin, Etherium and (many other projects; artistic projects with a Situationist verve such as those of Piratbyran and F.A.T Lab- these all help us to clarify our place, the opportunities and limits for agency and action as we straddle the physical and digital layers.
So then we come back to the question of resistance and the commons. If, as you’ve described above, the continued project of the enclosures sets the scene for new acts of resistance, how Tim do you see these acts taking place in landscape space?
TW: The fact that democracy and the commons both take place (literally a historic act is situated by its taking place) by occupying space as well as by initiating dialogues and negotiations is important. Occupying digital space is important, as you have shown Ruth, and resisting the forms of surveillance and control that seek to close down the digital commons. I take hope from the fact that even if it takes generations to end capitalism, or at least to shift it from a form of global governance to a competitive economic system more appropriate to the scale of the farmers’ market, that the commons will never be fully enclosed, because capitalism is dependent upon the commons to create value that it then marketises and financialises.
Defending the digital commons also occupies physical space. It will be, from time to time, necessary to occupy the streets and squares of our cities in protest to stand up for them. In doing so we stand up for the physical commons at the same time. Governments have all sorts of tools against public demonstrations, such as the British government’s recently renewed hostility to trade unionism and its desire to further limit strike powers. Strikes will happen whether they’re legal or not though, as history amply demonstrates. Often many instances of land occupations are seen to have failed, however they have to have succeeded, at least temporarily, to register in the historical record as symbolic moments. These moments have immense power. The Diggers, for example, followers of Gerrard Winstanley, were proto-anarchists who organised horizontally in their land occupation in Surrey, Northamptonshire, and Buckinghamshire in the mid-1600s. Their planting of vegetables on common land, though a brief experiment, lives on powerfully in the discourses of democracy.
More modern incarnations of this power include the access to land gained by the mass trespass at Kinder Scout, the long-term encampment at Greenham Common, and the incredibly powerful and highly visible symbolism of the Occupy movement in various places from New York to London to Istanbul and beyond. A recent echo of the Diggers is the occupation of Grow Heathrow, which seeks to prevent the airport’s expansion by peacefully living on land proposed for a third runway and growing food there.
RC: So our next steps both for Reading the Commons and in our acting out of the commons are to define and map, for the purposes of resistance in the ongoing creation of commons; digital collaborocracy and an exploration of affect, agency, embodiment and the commons. Creative practices under capitalism have long contained elements of both creation and resistance (or defence), and now these actions, both positive and negative, take place across the digital and situated realms as well as what might now be termed the ‘situated digital’.
TW: I’m pursuing ideas of what Kate Soper calls ‘alternative hedonism’ so that sustainability can be conceived of as joyful. I think satisfaction – the fulfillment of desire – can have radical transformative potential for prosperity as a collective pursuit and is perhaps the only way to tip the balance away from liberal and neoliberal individualist competitive models. My idea of the commons and commoning includes freedom, democracy, nice cups of tea, evenings spent drinking wine and talking, the elimination of poverty, and the flourishing of human habitat and human potential.
RC: Let’s all drink to that!
Many thanks to Professor Jeremy Strong and Dr Penny Travlou for their feedback and notes on this text!
Axelrod, Robert (1984), The Evolution of Cooperation, Basic Books, 2006
Barnes, Peter. (2001) Who Owns The Sky? Our Common Assets and the Future of Capitalism, Island Press
Bauwens, Michel. (2013) Class and Capital in Peer Production.
Bauwens, Michel. (2005)The political economy of peer production. http://www.informatik.uni-leipzig.de/~graebe/Texte/Bauwens-06.pdf
Benkler, Yochai. (2011) The Penguin and the Leviathan: How Cooperation Triumphs Over Self-Interest.
Boal, Iain. The Long Theft: Episodes in the History of Enclosure (forthcoming)
Bollier, David. Think Like a Commoner: A Short Introduction to the Life of the Commons and/or Viral Spiral. How the Commoners Built a Digital Republic of Their Own. New York, London, New Press, 2008 http://www.learcenter.org/pdf/ViralSpiral.pdf
Caffentzis, George. (1973) “Introduction to the New Enclosures” in Midnight Oil: Work, Energy, War.
Clare, John. (1827) From ‘April’, The Shepherd’s Calendar http://www.johnclare.info
DEFRA. (2003) Countryside and Rights of Way Fact Sheets http://adlib.everysite.co.uk/adlib/defra/content.aspx?doc=63428&id=63430
De Angelis, Massimo. (2003) ‘Reflections on alternatives, commons and communities’ http://www.commoner.org.uk/deangelis06.pdf
De Angelis, Massimo and Stavrides, Stavros. (2010) ‘On the Commons: A Public Interview with Massimo De Angelis and Stavros Stavrides’ http://www.e-flux.com/journal/on-the-commons-a-public-interview-with-massimo-de-angelis-and-stavros-stavrides/
Dragona, Daphne. (2013) ‘Artists as commoners in the years of indebtedness’ http://ludicpyjamas.net/wp/?page_id=815
Federici, Silvia. (2004) Caliban and the Witch: Women, the Body, and Primitive Accumulation (Book) http://libcom.org/files/Caliban%20and%20the%20Witch.pdf
Gilbert, Jeremy. (2013) Common Ground – Democracy and Collectivity in an Age of Individualism
Goldsmith, Oliver. (1770) ‘The Deserted Village’ http://www.poetryfoundation.org/poem/173557
Graeber, David. (2013) ‘A Practical Utopian’s Guide to the Coming Collapse’ http://thebaffler.com/salvos/a-practical-utopians-guide-to-the-coming-collapse
Haraway, Donna. (1983) ‘The Ironic Dreams of a Common Language for Women in the Integrated Circuit’ http://www.egs.edu/faculty/donna-haraway/articles/donna-haraway-the-ironic-dream-of-a-common-language-for-women-in-the-integrated-circuit/
Hardin, Garrett. (1968) The Tragedy of the Commons http://www2.geog.ucl.ac.uk/~mdisney/teaching/tutorials/hardin_1968.pdf
Harvey, David. Rebel Cities (2013) http://mappingthecommons.wordpress.com/2012/11/13/the-creation-of-the-ur…
Hyde, Lewis. Common As Air: Revolution, Art, and Ownership. 2010
Kropotkin, Peter. Mutual Aid and/or Fields, Factories and Workshops Tomorrow. 1898 http://www.complementarycurrency.org/ccLibrary/Mutual_Aid-A_Factor_of_Evolution-Peter_Kropotkin.pdf
Lessig, Lawrence. Code and Other Laws of Cyberspace.1999 http://codev2.cc/download+remix/Lessig-Codev2.pdf
Lessig, Lawrence. (2004) Free Culture http://www.free-culture.cc/freeculture.pdf
Linebaugh, Peter. The Magna Carta Manifesto: Liberties and Commons for All. Berkeley: University of California Press, 2008 http://provisionaluniversity.files.wordpress.com/2012/12/peter-linebaugh-the-magna-carta-manifesto-liberties-and-commons-for-all-2008.pdf
Linn, Karl. “Reclaiming the Sacred Commons” and/or Building Commons and Community. Oakland: New Village Press, 2007 http://nccommunitygarden.ncsu.edu/Karl-Linn-ReclaimingTheSacredCommons.pdf
Marx, Karl. (1844) Private Property and Communism. http://www.marxists.org/archive/marx/works/1844/manuscripts/comm.htm
Massey, Doreen. (1994) A Global Sense of Place http://www.unc.edu/courses/2006spring/geog/021/001/massey.pdf
Merchant, Carolyn. (2006) The Scientific Revolution and the Death of Nature http://nature.berkeley.edu/departments/espm/env-hist/articles/84.pdf
Morris, William. News From Nowhere 1893. http://www.sfu.ca/~poitras/Morris_News-from=Nowhere.pdf
Mumford, Lewis. (1964) Authoritarian and Democratic Technics http://www.nyu.edu/projects/nissenbaum/papers/authoritarian.pdf
Nold, Christian and van Kranenburg, Rob. (2011) The Internet of People for a Post-Oil World. http://www.situatedtechnologies.net/?q=node/108
Olwig, Kenneth. (2002) Landscape, Nature, and the Body Politic. University of Wisconsin Press. http://avblivinglandscape.files.wordpress.com/2011/01/olwig_1996.pdf http://dlc.dlib.indiana.edu/dlc/bitstream/handle/10535/77/commons_and_landscape.pdf?sequence=1
Ostrom, Elinor. (2010) “Beyond Markets and States: Polycentric Governance of Complex Economic Systems,” American Economic Review, 100(3), pp. 641-72.
Ostrom, Elinor and Hess, Charlotte, Eds. Understanding Knowledge as a Commons: From Theory to Practice. The MIT Press, Cambridge, Massachusetts, 2006.
Ostrom, Elinor. Governing the Commons. 1990 http://wtf.tw/ref/ostrom_1990.pdf
Ostrom, Elinor, and Gardner, Roy, and Walker, James, Eds. Rules, Games, and Common Pool Resources. Ann Arbor, University of Michigan Press, 1994
Platt, John. Platt, J. (1973). “Social Traps”. American Psychologist 28 (8): 641–651. doi:10.1037/h0035723.
Rexroth, Kenneth. (1974) “Communalism: From Its Origins to the Twentieth Century” http://www.bopsecrets.org/rexroth/communalism2.htm
Sennett, Richard. (2012) Together: The Rituals, Pleasures & Politics of Cooperation.
Ward, Colin. (2012) Talking Green or ‘Play as an Anarchist Parable’ from Anarchy in Action. http://libcom.org/files/Ward_-_Anarchy_in_Action_3.pdf
Winstanley, Gerrard (1649). A Declaration from the Poor Oppressed People of England http://www.bilderberg.org/land/poor.htm
Copyright has been a relevant topic since the development of the printing press. It grants the author the exclusive right to reproduce, publish, and sell the content and form of intellectual property. The copy & paste mentality of the Internet user brought chaos to the system. Blockchain technology should now manage the author and marketing rights in a way that is more transparent, completely free of Bitcoin and monetary background. The idea had its origin in the art scene.
The Internet is a space without horizons or frontiers. It has changed our environment and also, thereby, our sensory perception. In ‘the real world’ we are confronted everywhere by people gazing deeply into smartphones: on the street, on the subway, in airplanes, in queues and cafés. Interpersonal dialogue is increasingly being conducted in the virtual sphere. How does the art scene react to new technological developments in arts? I asked Alain Servais (collector), Wolf Lieser (gallerist) and Aram Bartholl (artist.)
AD: Alain, you are collector of digital art since many years. How actively do you use the Internet and the possibilities that it brings for research into art?
AS: I have the opportunity to generally be able to experience art in the real. This is still an indispensable element in the process of acquiring. I’m a big user of the Internet when it’s a question of looking for information on art that’s of interest to me. The key information I always try to gather before acquiring a work is: – a document collating the works which have marked the evolution of the artist’s practice –a piece of writing by an academic, curator or critic contextualizing the artist’s work – an interview with the artist, as I want to hear his/her ‘ voice’ speaking about on his/her art – and a biography.
AD: Wolf, how much do you use the Internet and its possibilities for better marketing in the art scene?WL: We have a presence on various social media and websites, for example, FB, FLICKR, Bpigs, ArtfactsNet, etc. But we try to limit it to those pages that are relevant to art. As an actual communication medium we primarily use Facebook.
AD: Aram, killyourphone.com provides relief and a critique of technology. What would your subjects be without the Internet?
AB: Despite rising levels of communication across devices and networks, I nonetheless notice how, when friends express their opinions on the social media channels, they do so ever more consciously and selectively. We’ve come to understand that all of the commentary and spontaneous utterances on Twitter, FB & co no longer just disappear, but are saved, analyzed and used. ‘Private is the new public’, said Geraldine Juarez recently. The belief that the net makes the world fantastically democratic and offers an equal chance for everyone has, at least since Snowden’s revelations, been finally buried. To that extent, the theme ‘how would it be without the Internet?’ is very interesting! How could we communicate without central, monitoring services? Which low-tech DIY technologies are available in order to exchange data ‘offline’? How can we live without Google?… (A self-test is strongly recommended).
The interplay between the old and new environments leads to numerous uncertainties and generational conflicts. While some nostalgic digital immigrants still assess the advantages of the digital world as being synthetic, alien and unsocial, to the generation of digital natives, the digital abundance is felt as entirely natural. For them, the new technologies were with them in the cradle.
AD: Alain, you are a digital immigrant. What was the first media work in your collection? When did you buy it and why?
AL: My first experience with digital art was with bitforms gallery in NY, more than 10 years ago – at a time when it was really under the radar. I went to an exhibition by Mark Napier from whom I acquired a work at that time – one of the “Old Testament” pieces. That was very natural for me, because I was looking for some new kind of art. I knew enough of art history to know that every important movement in art was always linked to a social, economical, technological, psychological development in society. It was a time, when I was trying to collect works that were really addicted/connected to the actual world, the world around us. I was thinking, ok let’s put myself in 2150: when I’ll be using my third heart and my second brain, what will I say was important in the year 1999/ 2000? Without any doubt it will be the computer and the Internet 2.0 with Facebook and social networks and everything. Eventually I thought: wow people were creating art and it is digital. I immediately considered it to be a very important development for the arts.
AD: Wolf, you procure and sell digital art. What do you think today is the greatest obstacle to understanding the effect of new media?
WL: The sale and procurement via the Internet leads to superficiality. This is, at least, my perception. Experiencing art on a website, interactively or not, is often characterized by shorter cycles/loops compared to viewing the same website here in the gallery. I think we need, as we always did, a balance between the real and the virtual. And actually, this makes sense, because we ourselves do embody both. It’s a reason why the digital natives often express themselves in analog media – it’s no coincidence!
AD: Aram, your works stand at the charged interface between public and private, online and offline, between technological infatuation and everyday life, whereby you teach us how to better understand our new environment. ‘ Whoever sharpens our perception tends to [be] antisocial …’, said media theorist Marshall McLuhan. Is it true?
AB: Especially TODAY it is more important than ever to sharpen perception with regard to the effects of technological development. Two and a half years after Snowden the public discussion on privacy and mass surveillance continues to level off. While the big secret services use their hefty budgets to snow us under, and to lock the doors to the NSA, the interest in further explosive leaks from the Snowden documents is fading. ‘Nothing to hide’ is the mantra of the ‘Smart New World’, in which we can neither see nor sense the complex mechanisms of surveillance. In contrast to the dystopic Matrix scenario, our world will ever be fluffier, smarter and more comfortable, unless one has the wrong passport or sits on a bus next to a presumed terrorist. Then reality will be brutal. Precisely for these reasons it is so important to make the hidden, abstract data world understandable, whether through concrete images, objects, or installations. If you were to hold 8 volumes with 4.7 million passwords of LinkedIn users in your hand hand, you would suddenly understand the significance of the security of our online identities.
Copyright has been a relevant topic since the development of the printing press. It grants the author the exclusive right to reproduce, publish, and sell the content and form of intellectual property. The copy & paste mentality of the Internet user brought chaos to the system. The blockchain technology should now manage the author and marketing rights in a way that is more transparent, completely free of Bitcoin and monetary background. The idea had its origin in the art scene.
AD: Alain, do you think the further development of the blockchain lead to more transparency and protection against forgery?
AS: I would not use the word forgery, but certainly [against] an unfair use of material or a copyright infringement. I suppose that the blockchain is one path that should be investigated and tested for the copyright protection of online works of art. I believe in a transformation of the economy of the market for online art towards the direction of a wider distribution through, perhaps, a ‘renting’ of the work rather than an illusory acquisition (taking into account the copyright stays with the artist anyway). i-tunes and Spotify both adapted well to the online art economy.
AD: Wolf, do you make use of these new possibilities within the marketing of digital art? And have you already thought about a new currency model?
WL: I’ve already been confronted by this and I think that it makes sense. With my artists though there’s as yet no need or willingness. I’ve yet to engage with new currency models.
AD: Aram, to what extent is the blockchain and Bitcoin really discussed within artist circles?
AB: Services like Wikipedia, the Open-Source Software movement and, in principle, the entire World Wide Web wouldn’t exist at all today had Telco-payment-services pushed through its fee-based BTX/videotext with pay-per-view, in the 1980s. Naturally the possibility turns the never-ending reproduction of classic markets on its head, and in recent years, there have been extensive debates about copyright and intellectual property. We shouldn’t forget though, that a large part of the software that operates the Internet and millions of devices came about in the spirit of the sharing-culture. The blockchain is a powerful tool, which introduces a form of artificial scarcity into the digital environment. It’s up to each artist himself or herself whether and how he or she chooses to distribute their work. The art market and the demand will certainly create some model or other for the sale and distribution of art that only exists in bits and bytes. Let’s wait and see…
Angela Washko is an artist, writer and facilitator devoted to creating new forums of discussions in spaces most hostile towards feminism. She is a Visiting Assistant Professor at Carnegie Mellon University. Since 2012, Washko has also been facilitating The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft, her most known project: it’s a series of actions taken within the virtual space of World of Warcraft (“WoW”), an online video game set in a fantasy universe in which people play as orcs, knights and wizards. Her research is focused on the social relations between the gamers, with great attention towards on how these relate with feminism and women, who are becoming more and more numerous between the players of this game. Washko investigates also how design elements of the game influence the relationships of the people who inhabit it; it’s a social study on a community expanding more and more widely, and acts within a limited set of rules designed by video game producers.
Filippo Lorenzin: I’ve read in some your previous interviews that you started playing WoW in 2006, so we can say you’re a veteran gamer. In the same interviews you pointed out many important elements linking to some of my own research. First of all, the fact you didn’t hesitate to make a parallel between IRL public spaces and online public spaces makes me think you’re part of a generation (as me) that doesn’t care of this division. You create situations and opportunities to let people discuss: it’s as if you meant online gaming as a social activity, rather than a set of rules designed by programmers in which people interact as NPCs (“Non-Player Characters”). What do you think?
Angela Washko: I wouldn’t say that I don’t make a distinction between online and offline space… rather, that these spaces are so integrated and much less separate than the outdated “it’s online/digital therefore it’s not real” model. Online gaming is a very general term and they each have a specific way of operating with contexts that have particular ways of allowing players to communicate to each other. Some of those games are designed to institute high degrees of collaboration in order to get to the most difficult content. World of Warcraft falls into this category. This coercive collaboration breeds a social/chat structure which makes the game as much of a social space as a play space.
My work in WoW is about analyzing the user’s social culture created within the otherwise fantasy oriented landscape and talking to players about the way that it’s developed. So of course there are thousands of things I could have focused on within WoW (and in The World of Warcraft Psychogeographical Association I focus more on exploring the landscape free from quest suggestion/utility and drift about exploring), but for The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft I was driven to work the way I did due to the treatment of women by the community within the space once players establish their self-identified gender behind the screen. At least on the servers I was playing on.
FL: Your use of WoW mechanics in order to raise questions about sexuality and identity makes me think of situationist approaches. As they wanted to create new urbanism refecting the grounded needs and identities of the people, and your actions seem to lead to the creation of a new gaming system, based on players/people who aware of the characteristics of the game and their results in the definition of their identities. Am I wrong?
AW: I guess in WoW I was wondering why the politics of everyday life outside the screen had to govern the rules of this otherwise epic and otherwise not-human-like landscape. I wondered why women were excluded or treated as though they were inherently unskilled (naturally/biologically non-gamers) and at the same time were rewarded for being willing to be abstractly sexualized in guild hierarchies and elsewhere. After being asked to “get back in the kitchen and make [insert player name here] a sandwich” enough times, I stopped playing for a bit. And then I returned, determined to figure out why this was an ubiquitous approach to talking to women in the game space. So I wanted it to be in a place where we could openly discuss and potentially become more considerate about communal language to the point that it could become a much more inclusive space for everyone, and maybe a more diverse social space than we all curate for ourselves in our everyday (physical space) life. Why did our identities outside the screen still have to govern how we are treated as orcs and trolls and whatnot? This game still holds onto a lot of the qualities of the avatar-hidden web 1.0 persona…
FL: Debord wrote that “the construction of situations begins on the other side of the modern collapse of the idea of the theatre. It is easy to see to what extent the very principle of the theatre – non-intervention – is attached to the alienation of the old world. Inversely, we see how the most valid of revolutionary cultural explorations have sought to break the spectator’s psychological identification with the hero, so as to incite this spectator into activity by provoking his capacities to revolutionize his own life. The situation is thus made to be lived by its constructors.”.
As you can see, it looks like he’s describing your work and I’m really curious to know your opinion.
AW: Well, I have thought about this work (and the psychogeographical work that came slightly later) as definitely linked to Debord and Situationism. I think I became tired of just being able to show the injustices women face everyday. Just prior to the WoW work, I was making videos from replaying single player RPGs from 1992-2003ish showing only women’s storylines and the ways women were represented. I think the work shocked the gallery audiences who saw it because they weren’t gamers and instead of making them think about why the ways in which “women are supposed to act” are embedded in all of our cultural artifacts – it made audiences ask me why anyone would play video games? This frustrated me because I hated the 90s stereotypes that existed about gamers being delinquent and lazy and so I wanted to have conversations in game spaces themselves among the communities that I was involved in rather than just taking from games and then putting them into an art context to be exoticized by art audiences. This is changing a lot as more people identify as gamers and more academics realize the massive amount of people that play games and the cultural importance of games themselves. But I wanted to be able to create a space for discussion with the playerbase itself directly and make that the work rather than making some kind of insightful commentary – to give voice to the community itself to let it speak for itself (regardless of my point of view on the matters discussed) and at the same time try to make sense of how it ended up the way that it did.
FL: The players are being involved in discussions about sexuality and identity. Could you tell your art and cultural references? I can see a lot of ’60s and ’70s approaches…
AW: Oh yes – I mean artists like Valie Export, Adrian Piper, Lynn Hershman, Sophie Calle and the Guerrilla Girls of course, in terms of performance and visibility of women and feminism/feminist activism but in terms of public/media intervention and social practice I think of people like Paper Tiger TV, The Yes Men, The Center for Post Natural History, The Institute for Applied Autonomy, Dara Greenwald, Ant Farm, Kristoffer Orum and Anders Bojen.
I also feel very indebted to remix/appropriation artists like Craig Baldwin who have reclaimed what can be used and how we can rethink existing pop cultural material as sites of intervention for artwork. I also feel like I’m even more influenced by diaristic women writers– particularly Phoebe Gloeckner, Kathleen Blee (sociologist), Elfriede Jelinek, Chris Kraus, Kathy Acker…
FL: Though question: do you think artists have (or “must have”) a social role? And if they take a stand, what should be their goals?
AW: I think for me interesting artists have a social role! I don’t think that all artists have to make socially engaged work or have to have some kind of service responsibility. I think what was appealing to me about pursuing art as a context for the things I aspire to do is that it is so broad! I mean you have so many “art worlds”, this is a really broad question! So I would say no, but I think artists are in a unique position to have so much flexibility in what you’re permitted to do in your work. In a sociology context, my work would require so much paperwork it would be impossible to get every player I talk to in WoW for my research to sign the necessary papers outside of the game space! So art affords me the flexibility, spontaneity and responsiveness to context to experiment, and really get in there in a way that other fields don’t. So I have found for someone interested in looking at why women are treated the way that they are in fields that are ephemeral and difficult to document, and wanting to have direct discussions about it…art seems to be the field for me to do it in.
FL: What did you learn from your projects?
AW: Things that I learned which I think will be beneficial for me in the future:
– Be responsible and respectful to everyone you work with.
– Be flexible and responsive. Recalibrate your expectations and be prepared to be wrong about every assumption you’ve already made.
– Think about power. Remember that by being able to capitalize on what you collect, you are in a position of power – make efforts to put yourself in positions of vulnerability. Acknowledge whether or not what you are doing is exploitative. Make everything you do available to all participants who are interested.
– Be clear about what you are doing with the people involved. Be upfront with your participants.
FL: As you previously stated, feminism is a really important element of your research. Did you notice any change between 2010 and now? I’m especially referring to how feminists are portrayed by society, the opportunities in which you can debate and share ideas with somekind of new wave of young artists and critical thinkers who are also deeply involved in these discussions.
AW: When I first started the project, “feminism” was the worst possible word you could say in WoW. Everyone went crazy – feminists were widely described as man-hating whores, flat-chested ugly bitches, women with hairy armpits and worse. But I’ve definitely noticed over time with more mainstream visibility and more writing and a younger generation of artists and celebrities identifying proudly as feminists…the discussions about feminism have become much more complex in WoW and there are many more perspectives and a lot more people self-identifying that way in the space.
Outside of WoW, it seems like more and more women are identifying as feminists and a lot of young writers are really making space for feminism in mainstream media. However, I think it’s been quite polarizing and alienating as well. More and more Men’s Rights Activist groups and nearly militarized manosphere communities are popping up. So with the growth of feminism we also have the growth and visibility of self-identified counter-feminist movements. I think the fact that feminism is a part of mainstream media vocabulary in a way that is a bit more dimensional is definitely positive. The ideas of what a feminist and what a woman can be/do are shifting and evolving and that’s exciting to see.
FL: Products like WoW are designed for a masculine audience but looks like it’s not so evident for most of them. With your actions you push other players to discover this aspect, so I wonder if you would define your research as critical art, and or an art that helps others to see the reality behind what the system teaches them).
AW: I would definitely call my work critical art in regard to what you’re proposing! I think in all of my work I am looking at systems and trying to reveal the way they work, using an approach that is accessible to wider audiences than the systems typically reach. I like to approach cultural artifacts by exploring and then dissecting them and then translating/excavating those findings from the site and sharing them as widely as I can.
Choose Your Muse is a series of interviews where Marc Garrett asks emerging and established artists, curators, techies, hacktivists, activists and theorists; practising across the fields of art, technology and social change, how and what has inspired them, personally, artistically and culturally.
Annie Abrahams was born in the Netherlands to a farming family in a rural village in the Netherlands. In 1978 she received a doctorate in biology and her observations on monkeys inspired her curiosity about human interactions. After leaving an academic post she trained as an artist and moved to France in 1987, where she became interested in using computers to construct and document her painting installations. She has been experimenting with networked performance and making art for the Internet since the mid 1990s. Her works have been exhibited and performed internationally at institutions such as the National Museum of Modern Art in Tokyo, New Langton Arts in San Francisco, Centre Pompidou in France, Academy of Fine Arts in Helsinki and many other venues.
Through the years we have got to know Annie Abrahams via various online, networked artistic collaborations. In 2010, she had a her first one woman show If not you not me in the UK at Furtherfield’s earlier gallery space, the HTTP Gallery. Since then, she has shown at another mixed show at Furtherfield’s current space in Finsbury Park, London. This exhibition, Being Social included other artsists such as Karen Blissett, Ele Carpenter, Emilie Giles, moddr_ , Liz Sterry, and Thomson and Craighead.
She is known worldwide for her net art and collective writing experiments and is internationally regarded as a pioneer of networked performance art. She creates situations that reveal messy and sloppy sides of human behaviour; capturing real-time moments to illucidate a reality and opening it up, making it available for thought. In an interview with Bomb Magazine in 2014 Abrahams said “My first online performance was my first HTML page. Even then I considered the Internet to be a public space, and everything that I did in that public space asked for a reaction.” [1]
Marc Garrett: Could you tell us who has inspired you the most in your work and why?
Annie Abrahams: Life itself, the people I meet. Until now my basic needs in life have hardly been threatened and so the only real problems I encountered were relational problems. Who are you? Why are you different from me? What does it mean to respect you? Is opposing you necessary? And if so, how can I do that?
MG: How have they influenced your own practice and could you share with us some examples?
AA: My practice was always based on the difficulty of having to live in a world where I don’t understand anything. Every person I meet opens up another view on this impossibility. Sometimes I write short posts about my encounters. Lately I did one on Shirley Clarke and one on Ed Atkins’ No-one is more “Work” than me. aabrahams.wordpress.com
MG: How different is your work from your influences and what are the reasons for this?
AA: My work is made from these influences. In the beginning I thought this was not ok, because I was educated with the idea that you have to be “unique” and make unique artworks. But now I am proud of my sensibility for what others say and do and the way I work with that.
MG: Describe a real-life situation that inspired you and then describe a current idea or art work that has inspired you?
AA: Last summer I made a book called from estanger to e-stranger. Ruth Catlow described it as “all-at-once instruction manual, poetry and a series of vignettes of contemporary encounters in language-less places”. There you can find ideas and art works that inspire me, but in general I am not driven by inspiration, my acts are driven by irritation, my art by incomprehension. Art works sooth, make things bearable and sometimes incite to look beyond habits. Btw I am still continuing my research on how language shapes culture, society and me. http://e-stranger.tumblr.com/
MG: What’s the best piece of advice you can give to anyone thinking of starting up in the fields of art, technology and social change?
AA: Stay close to your own concerns, to things you can have a concrete influence on, observe the results of your actions, pay attention, adapt, and always smile to your neighbour in the morning.
MG: Could you recommend any reading materials or exhibitions past or present that you think would be great for readers to view, and if so why?
AA: For years now every now and then I’ve come back to Darren O’Donnell’s book “Social Acupuncture” and always again I say to myself, “yes, you can think and act art and politics together. Please have a look at the Mammalian Diving Reflex group’s (he is their artistic director) methods. http://mammalian.ca/method/
Annet Dekker interviews Template, a graphic design and digital development studio run by Lasse van den Bosch Christensen and Marlon Harder. They engage in both client oriented work and initiate their own critical design related projects.
‘The contemporary interface of many digital collections shows images merely in neatly divided grids. How can we create context and meaning for these images?’
As sociologist Mike Featherstone puts it, ‘Increasingly the boundaries between the archive and everyday life become blurred through digital recording and storage technologies’ (2006, 591). Whereas the paper archive has always been the place to store and preserve documents and records, and has functioned as a warehouse for the material from which memories were (re)constructed, its digital counterpart is changing the meaning and function of an archive. The archive’s traditional representational relationship to social identity, agency and memory is challenged by the distributed nature of networked media. Initially designed as a mirror of physical collections and paper archives, the digital repository became a collection itself. A new set of values is presented, but it often remains unarticulated at the cultural and scientific level. What are some of the new understandings of the relationship between the software by which online archives are coded and the social, commercial and organisational practices of what is still considered the archiving of documents? What are the roles of users, in all their manifestations as the meeting point of cultural value and technological systems?
Numerous terms are used to describe the ‘new’ types of archives, for example ‘living archives’ (Passerini 2014; Lehner 2014, 77) or ‘fluid archives’ (Aasman 2014), what is commonly acknowledged is that archives are no longer stable institutions. The terms ‘living’ and ‘fluid’ point to the following characteristic of online archives: openness (they are constantly changing and accumulating), self-reference (hash tags have replaced traditional categorisation), and they represent – like many other online platforms – the shift from passive audiences to active users. Due to their transient quality, it could be argued, these archives are not designed for long-term storage and memory, but for reproduction. As media scientist Wolfgang Ernst explains, the emphasis in the digital archive shifts from documenting a single event to redevelopment, in which a document is (co-) produced by users (Ernst 2012, 95). Whereas the source may remain intact, as in the original archive, its existence is changing and dynamic.
One of the main reasons for this change in archiving is the practice of a variety of non-specialists who are ‘archiving the everyday’ and creating endless ‘personal archives’. This has often given rise to statements about the ‘democratisation of archival practices’, which allows a broad range of individuals, communities and organisations to document, preserve, share and promote (community) identity through collective stories and heritage (Cook 2013; Gilliland and Flinn 2013). What does it mean when archives are thought of in terms of (re)production or creation systems instead of representation or memory systems? Whereas this question has many consequences for thinking about the archive, the design duo Template focuses on how these changes affect the agency of users, by addressing the ways in which users engage with online archives and playfully interrogate and subvert systems such as archives to produce new knowledge concerning their social, cultural and commercial values. With their project Pretty old Pictures, Template addresses the future of online archives and collecting. Whilst critically analysing web 2.0 innovative platforms, particularly Flickr Commons, their aim is to present potential consequences of openness, unclear copyright and ownership legislation, and loss of context in a playful manner.
Template [http://template01.info/] is a graphic design studio established in 2014 and run by Marlon Harder and Lasse van den Bosch Christensen. Marlon studied graphic design as a bachelor at ArtEZ in Arnhem, the Netherlands, and Lasse did his bachelor studies in communication at Kolding School of Design, Denmark. They met during their master studies at Piet Zwart Institute in Rotterdam, the Netherlands. With their studio they both engage in research and client practice. Their research projects often relate to their own practice as designers. For example: how labour, especially digital labour, is in flux and how ‘fun’, playing and making friends are new ways to conceal this. Or how the idea of the creative individual seems omnipresent (everyone is a maker) and how digital ‘template-promoting’ tools are stimulating this tendency. However, they argue, instead of the promised individuality these tools generate a very bland sameness. In their client-based work, they do almost everything that relates to visual communication: from web programming to areas where digital translates into analogue (or the other way around), such as Automated books and the conversion of HTML to print.
Annet Dekker: Can you describe the project Pretty Old Pictures and in what way it represents a ‘new’ archive?
Template: With our project Pretty Old Pictures we are looking into the archive of Het Nieuwe Instituut. Along with many other institutions Het Nieuwe Instituut shares part of its image archive on Flickr Commons. This section of the photo-sharing platform Flickr hosts images with either none or unknown copyright restrictions. The interface of Flickr is extremely visually focused, often displaying an endless amount of imagery lacking any original context. We wanted to explore what potentially can happen to this rather overwhelming content. In a way, these images only exist in the present and attain meaning when a user starts working with them. As such, we believe the ‘present moment’ will very likely become more important in the future where content is extracted from archives and presented as single images unrelated to each other and seemingly without a past. Our intention is to print out specific selections of the images and sell them in nicely packaged bundles.
What were your intentions? What do you want to achieve?
As graphic designers we are fascinated with crowdsourcing platforms and what they stand for: the promise of creative empowerment. You spend four years in an art school learning a trade and then in the real world it is of course not easy to find work. You become part of a broader creative category and especially online there are numerous platforms that turn your trade and your livelihood into un- or underpaid competitions or games, albeit not always in an obvious way. Already at the Piet Zwart Institute [Media Design and Communication in Rotterdam] we became interested in this type of ‘crowd sourced graphic design.’ Take the example of 99Designs. 99Designs is a platform that organises competitions around specific design jobs. For a mere 250 dollars a client often has over 500 designs, made by hundreds of designers, to choose from. For a week we participated in 99 design competitions and made 99 designs that fitted the briefs. During the process we exhibited the designs together with the rejection letters – none of our designs were selected. Rather than being cynical about it, we sincerely wanted to follow this prescribed anticipation of 99Designs and see where it would lead us.
We were interested in how feasible it would be to make the designs, how many hours it would take and in return what our profit would be. Secondly, how much exposure it would generate and if it would broaden our network, which is a main motivation pushed on to designers using these platforms.
Similarly, we looked at other business models like Etsy that all have this same promise of generating an income for your ‘unique products’. When browsing their database it soon becomes apparent that the products are not unique; there even seems to be a very specific Etsy aesthetic. In the end, these platforms tell you more about a specific period in time than anything else. From these experiences we became interested in starting our own company to see how we could benefit from the trend. And then we saw all the content on Flickr Commons and how hardly anyone is using it in the way these other platforms are using content. We wanted to see how easy it would be to make a business out of it: to live the dream of creative entrepreneurs!
Basically we want to comprehend how these institutions are dealing with their digital archives, especially when publishing the content online. In the meantime we confront them with what could potentially happen. There are many possibilities, from selling to copying and changing the images. We want to investigate the consequences of those actions. For example, what does ‘open’ content mean, what are the consequences not only in terms of copyright, but also for the institute and its archival tasks. Are museums following a general trend or are they idealistic about spreading information, or both, and what does that mean in relation to traditional methods? More generally, what are the effects of a changing image culture with regard to new ways of dealing with decontextualized content, appropriation, or even the influence on cultural – and individual – memory? With this project we want to poke at all these issues by actually doing and setting up a business.
At the same time, we are interested in the influence of the online platform that is used. What happens when you give away content to a commercial business, which then becomes a co-owner of the material? This is not necessarily a new question, but it is becoming more urgent now that bigger platforms are offering these easy solutions. In a way it resembles the Google Books project in which many libraries and publishers gave away rights just to have their books digitised. These issues are far less resolved within Flickr Commons, or by those uploading – or downloading – the content. It all happens without people being truly aware of the consequences.
Why did you focus on Flickr Commons, rather then other large repositories, databases, or archives like, for example, Europeana?
We started looking at what sort of external databases and platforms Het Nieuwe Instituut is using, and found out that Flickr Commons is one of the more central, and definitely the biggest. Flickr Commons is interesting because of the promotion of public domain and ‘openness’, using guidelines on copyright that seem purposely unclear. Each image under Flickr Commons is tagged with ‘No known copyright restrictions’, meaning that either the image is in the public domain or that the author cannot be verified or found. Additionally each participating institution has its own rights statement, some of which loops back to the Flickr statement and therefore remains ambiguous or even contradictory. This leaves room for interpretation and opportunities from both Flickr as a platform but also other third parties, like us.
The interface of Flickr also caught our interest. Once you enter the website you see a vast amount of images, infinitely scrollable. Some museums have millions of images on Flickr, which is served up visually as an extremely fragmented image collage. Rather than offering the original context of an image, the system functions primarily through visual linking. That’s how a new context and meaning is made. Of course if you know what you are searching for and manage to type in the right search query you can get relevant results, but this will never match the expertise or human-provided knowledge that is found in a traditional archive. This is what we found fascinating when visiting the physical archive of Het Nieuwe Instituut, where the archivist explained all kinds of relations between documents, offering additional information that you would not necessarily be looking for. We realised what is missing in many online archives or databases right now, and more so in the future, since this kind of human knowledge, built up over time, does not transfer easily. Of course there are descriptions, categories, and keywords based on folksonomies on Flickr, but there are no stories – at least not yet.
Do you use specific criteria for the selections you make?
At first it was merely based on our own favourites. Now we are also looking more at things that are popular, that sell on platforms like Etsy. Often these are the regular things like nature, space, and architecture of course, but we are still testing. For Het Nieuwe Instituut and other institutes partaking in Flickr Commons, Pretty Old Pictures creates custom packages. These are sold in their museum shop, perhaps used as business gifts, merchandise or advertisements. Design-wise we grasp the DIY [Do It Yourself] spirit and this is essential for our strategy. For example, we make our own envelopes for the images we sell, which neatly transforms into an image-frame. They even smell of the laser cutter that we used.
There is such an overall emphasis on all kinds of retro trends, from old school barber haircuts and beards to riso prints on vintage book pages and moustaches on t-shirts. Trends we do not necessarily try to understand, but feed into our project. We are at the same time following the hype and trying to create hype: all in pursuit of a genuine creative business.
What is your relation to the material you selected? Is it ambivalent, or are you complicit – buying into the creative promise?
It is both. On the one hand we feel a bit ashamed, because at times it comes across as ripping someone off. On the other hand we are very excited about the project and looking forward to what may happen. There is a tension between these elements, which we also want to enforce and play with.
Your studio Template also seems to have two sides. On the one hand you make a critical nod to templates and on the other hand your work is about playing and using templates in slightly different ways. Similarly, an interface directs what you can do, and now you are building your own interface. You work seems rather paradoxical.
Yes, we use templates as topics for our research, but then we refuse to use them in our commercial projects. You know templates exist and it is really hard to avoid them. Because of their ease of use it is also completely understandable that people use them. It does not make sense to be completely negative about them. However, of course we like to be critical and subversive in our use of templates. Often the very limited possibilities or options of the template enhance the feeling of having made something. You created something original, that no one ever thought of or will do again. However, you created it within a framework that dictates what you can and cannot do. All these platforms and DIY mechanisms very much play on the assumptions of the importance of the original, the authentic and the individual. Essentially, these are still important beliefs in art traditions and our culture at large.
Most of these discussions also link to the debate on free labour; sometimes you feel in control when using all these readily available tools, but at the same time you are losing your power, because you are giving up the content and work that you create. We have no idea what 99Designs, for example, will do with the 99 designs that we made: they might sell them to different parties, use them to create new templates, or just delete them. Then again, communities get formed on platforms, and seeing other people’s work might in turn benefit you in some way or another. Some platforms even organise special lunch meetings, and the relationships between users have been known to outlive the platform itself. It is too easy to just be dismissive of it all.
Where is the breaking point for you; when will you, or the user, become more powerful than the other?
For us it is important that the design part of the project functions in the way it should. We want to create something that is convincing. In more general terms, it is important how people are addressed, what agency they get and how much freedom they have to use what they created in other ways or places. Of course the failures never receive any attention: the focus is on the success stories as they help promote the platform. That is the point where things start to derail. It may also go wrong when more obvious commercial stakes become apparent. For example, at a certain point Flickr started to sell images from its users licensed under the Creative Commons, causing a scandal amongst angry users who saw their content being commercially appropriated by Flickr. Likewise, we would also be very happy once we can sell the archive back to the organisation to which it belongs! Then again, we would just continue the cynical part of the project, which is not the most interesting part. It would be more interesting to discuss the situation the organisation has created for itself.
I am particularly interested in the idea of sharing and circulating images and other information that is made possible with Flickr Commons as a new form not just of distribution but perhaps also production – and archiving. In what way do you play with these kinds of mechanisms? Do you think it brings out a new potential in archiving?
These collections of images are open, so essentially you can do what you want; digital archiving is really made for interpretations. It demands a much more active role from its audience. They can provide context to the images without having to follow any rules. This would be unthinkable in a traditional archive. At the same time it brings up the question of what the role and function of an archive is. The relation to the past seems to disappear. It is only the present that counts, which is linked to the near future; the excitement of other people’s reactions and how they will respond. Most likely the two ‘archives’ will exist simultaneously, because at a certain point we will need to go back into history. The real question is how we will be able to return to the past in a digital archive, in which context is very scattered, and based of rapidly changing folksonomies rather than standardised categorisations.
In a way it could be argued that your project follows the same ideas as many creative industry start-ups: focusing on future business, economic models and sometimes even utopian perspectives. But at the same time, you work from the present, which may not be obvious to everyone, but is still very relevant as it is changing the way we deal with property, archives and memory.
One of the main things that is often missing in these discussions are the users: they are somewhere in the background, invisible. However, in this project we are replicating this system by focusing on the platform, and not necessarily the users. The physical archive of Het Nieuwe Instituut was a valuable experience for us. It became so clear that the knowledge the archivist possesses is unique and this kind of contextual information is hard to replace in a digital environment. Rather than trying to bring that into a digital environment we wanted to expose other layers, other ways of using and perhaps abusing the content that is void of context. Essentially today’s image culture is hard to grasp, it is partly steered by mechanisms and systems that are working in the back-end, which makes us use images in different ways. Archives are transforming from places where memories are kept to databases in which the present and near future are becoming more important. It is all about the now, presenting and sharing your, or other people’s images with friends and strangers alike. The context of an image is not important anymore; it is all about form and ease of distribution.
This, of course, throws up interesting questions: how do we relate to these images, how does this culture influence us, now and in terms of how we think about the past? Are we taking the image – and its content – for granted? In a way images – and perhaps archives – also become meaningless, or at least the importance shifts in favour of relations and communication between people. We tend to think that selections are still important: similar to the archivist we make selections that may seem random but the constraints generate meaning. Not necessarily the same ‘original’ meaning, but a selection brings something new, it makes people think in a different way about the images. Connections are thought of and narratives appear. Such creative thinking is of course easier with a selection of five than with hundreds of images. This new way of dealing with the content of the archive is no longer related to singular objects but meaning is generated through different constellations. Similar to oral culture, events and histories are now retold in different ways. As such it could be argued be that the (future) digital archive has more in common with oral traditions than with its paper version.
Pretty Old Pictures is commissioned by Het Nieuwe Instituut as part of their ongoing research ‘New Archive Interpretations’ (curated by Annet Dekker). For more information see http://archiefinterpretaties.hetnieuweinstituut.nl/en
Template are part of the exhibition: “Algorithmic Rubbish: Daring to Defy Misfortune” @ SMBA in Amsterdam, with Blast Theory, James Bridle, Constant Dullaart, Femke Herregraven, Jennifer Lyn Morone, Matthew Plummer-Fernandez, Template, Suzanne Treister. The show runs till 23 August with a final day discussion that includes Template and Constant Dullaart, moderated by Josephine Bosma. For more info: http://smba.nl/
Featured image: A is for Art, B is for Bullshit: A history of conceptual art for badasses, book by Guido Segni 2015
“Outside of the Internet there’s no glory” Miltos Manetas”
Guido Segni, is an Italian artist whose activity began in the fields of hacktivism and Net Art in the 90s. As part of his practice he questions the nature of identity that resides on the Web (acting under many fake identities, like Dedalus, Clemente Pestelli, Guy McMusker, Angela Merelli, Anna Adamolo, Guy The Bore, Umberto Stanca,Silvie Inb, Fosco Loiti Celant, Guru Miri Goro, Leslie Bleus, Luther Blissett) and the value of digital activity with projects like 15 Minutes, anonymous, and The middle finger response.
The Internet and lists are two things that have always been together, especially now many of us use social networking platorms such as Twitter and Facebook. We can’t track how and when the first “Top 25/10/5” appeared on the Web, but it’s for sure one of the most frequent ways to gain a lot of attention from Internet users, and it can make you feel as if you’re trapped in a never ending, online fast-food loop. However, when I found out that Guido Segni had created his own version of a top 25 list I was naturally intrigued, so I decided to ask him what it was all about.
Filippo Lorenzin: How and when did you start working on Top 25 Expiring Artists?
Guido Segni: It all started in 2013 after a discussion with Luca Leggero, an artist friend of mine who was working on a piece about the ephemerality of internet art pieces, and it stimulated in me many thoughts on the subject. In the beginning I just wanted to create a sort of memento mori, a list of all artists’ expiring websites. It was only a few months later I introduced the idea of it as a competition, transforming the work into an ironic top artists ranking list, based on the expiration date of their websites.
FL: Could you tell us how it works and how are artists ranked on the list?
GS: It works as many of the other ranking lists you can find on the web. The difference stands on the criteria. While many lists circulating on the web (Top 10 young artist to follow, Top 5 internet artist, etc) are often based on unintelligible criteria, in TEIA (Top Expiring Internet Artists) the criteria are as clear as useless and absurd: the whole list is in fact ordered by the expiration date of the artist website. The nearer is the website expiration date, the better ranking the artist website will obtain. It’s a democratic but very competitive race where everyone can reach the first position even if just for a day. Top 25 Expiring Artists is automagically updated every day – you can only see the top 25 but actually the project counts more than 50 artists. To be included in this list an artist just needs to make an email submission sending the URL of his/her/its website.
FL: This work has many interesting points to talk about, but I would start with lists-related questions. Does ranking artists on the basis of their aim to be not forgotten mean to highlight a typical behavior of all online users or does it specifically relate to web-based artists?
GS: Actually, the piece is mainly focused on web-based artists. Working with digital based technologies, I’ve always had to face the problem of ephemerality: every year I need to renew the subscription to the hosting service of the many website I own, I periodically have to upgrade the technical environment of my works and often I also need to recode them from scratch in order to keep them all working. That’s why I decided to transform this everyday battle with technology into an ironical and nonsense race for artists, aiming to survive to time.
FL: In the list there are only artists mostly interested in digital issues and I know most of them by person. I have even worked with some of them in previous years and this makes me quite comfortable, like if it was more a sort of reunion with old friends, rather than a competitive race. Is this part of the project or would you like it to be more harsh?
GS: Remember the list is a top 25 Internet artists, so it was natural for me when I started the project to choose the first group of artists mainly involved in digital issues. That said, apart from that memento mori feeling which I’ve discussed before, I was also interested in creating a believable and ironical representation “of the state of hypercompetition and anxiety of contemporary artists inside (and outside) of the Internet.” Probably it’s because I’m a nostalgic of the early days of the Internet – the period of the net utopia – but what I see today is more and more a rising feeling of egotism and selfishness. So what I tried to do is just to stress this contraposition between the brotherhood – what you call the reunion with old friends – and the competition, a perpetual struggle between peers for not being forgot.
FL: This project is ironic. You can say this just by seeing how you mimick aesthetic and text styles of online services like Klout or Google Rank. It seems to me that this is a recurring feature in your works – like in The Middle Finger Response. Is it true?
GS: It maybe depends on the fact that I’m from that particular area in Italy (Tuscany) where you can’t either take yourself too seriously. Or maybe it depends on the fact that irony itself is an important feature you can find over all the formats on the Internet. But I agree with you that willing or not the use of irony is a recurrent and strong component of my works.
FL: I’m interested in how people (me too, yes) sign to online services that promise them to rank their online lives on the base of their influence capacity. It’s like watching a mirror made on quantification premises, built by the same system that push you to post more and more about yourself and your incredibly unique existence. In which way this project is related to this phenomenon?
GS: The main intent of the project is to ridicule lists of any sort. But said that, I think the reason why lists – as a cultural form – are so popular is that they have the power to simplify the representation of complex phenomena of reality. So the various “Top artists to discover”, “Top 10 rock bands” or the “Most influential person in the world” are just examples of a fictious narration which give the apparent comprehension of the real. And this is particulary true in an over-polluted space like the Internet.
FL: In the brief conversation we had previously on Twitter, you said to me that you would like to make other versions of this project. Can you tell me something about this?
GS: I have many ideas about these new versions but unfortunately I’m a very slow man and I still don’t know how and when they will be released.
FL: You worked on the branding of people also with 15 Minutes, anonymous. Could you tell us if and how there is a connection between that work and Top 25 Expiring Artists?
GS: To be honest, at that time I hadn’t in mind these connections. From a certain point of view I think they are very different form each other, but it’s true that they both implicitly move around the concepts of fame and anonymity in opposite directions. While in Top 25 Expiring Artists the expire date is an ironic way to reach a sort of fame – even if only for a day – in the case of 15 Minutes, anonymous I focused on the algorithmic aspect of transforming a very large number of pictures of pop symbols into anonymous and abstract pictures.
FL: Again, the anonymity and the individual are two of the main questions in your research. This happens also with Proof of existence of a cloud worker, and I recall me Middle Finger Response. What do you think?
GS: Between 2013 and 2014 I made several experiments with crowdsourcing and, yes, Proofs of existence of a cloud worker and Middle Finger Response have many points in common apart from that they are projects based on Amazon Mechanical Turk platform. Basically they both document and display what crowdsourcing is from the point of view of the workers dispersed through the new digital frontiers of leisure and labour. I think you got the point when you talked about anonymity and individual. As all the efforts of crowdsourcing platforms are to hide and anonymize the crowd, what I tried to do is to give them back a face and a voice. In The Middle Finger Response I focused on the spontaneous pose and gesture captured by the webcam, while in Proofs of existence of a cloud worker I used a more abstract and apparently nonsense approach as I asked them to re-enact a clip found on YouTube which shows a person claiming “Pics or it didn’t happen”.
FL: What will you be doing in the future?
GS: As I’ve already said I’m a very slow guy and I’ve been working on this particular project for almost 2 years. But I think we’re almost there and in a few months I’m going to release it. It’s a project about failures, datacenters, space/time travels and desertification of communications. Stay tuned 😉
Featured image: Zombie Academic haunts the Market of Values
Critical Practice, a group of artists, designers, curators and researchers based at Chelsea College of Art recently organised #TransActing: A Market of Values – a pop-up market made up of over 60 ‘stall holders’ invited to creatively explore and produce alternative economies of value.
During my visit, I first encountered a neo-liberal zombie academic, haunting the market with laments over the demise of an expensive art-education system, which extracts maximum value from students, whilst encouraging them to sell their creativity back to the market. At Becky Early and Bridget Harvey’s ‘Mending for Others’ stall, I was taught to darn, and repaired a hole-ridden Sonia Rykiel hat. Here, mending was framed as ‘giftivism’, a way to build or reinforce a social bond.
At Speakers’ Corner, I heard trade union United Voices of the World represented by Percy Yunganina, one of the #southerbys4. He gave a first-hand account of being banned from site by Sotheby’s auction house for having joined a protest over sick pay and an end to trade union victimisation.
Nick Bell and Fabiane Lee-Perella invited me into Early Lab’s economy of promises, inspired by their work with the Norfolk and Suffolk NHS Foundation Trust: in exchange for a cup of delicately flavoured water, I pledged to make a small intervention to help combat stigmatic preconceptions about mental health.
After these encounters, I #transacted with Critical Practice member Marsha Bradfield, to think about the implications of the Market of Values more deeply:
Charlotte Webb: In critiques of ‘free labour’ on the web, it is claimed that the affective labour of Internet users is exploited by the market. Did you see the Market of Values as a scenario in which the possibility for exploitation was circumvented?
Marsha Bradfield: The short answer is, no. This became acute as building the market ramped up in the days before the event. We became more and more aware how the project embodied our labour, with the vast majority of it being not only unpaid but also affective. We wondered together and apart: To what extent did saying ‘yes’ to the project, sticking with it and honouring our commitment to our peers and community, entail a form of self-exploitation—of us as individuals and as a group? I mean, #TransActing happened and was extraordinary because so many people cared so much—both about the project and each other. And this is, of course, a well-known secret in the worlds of art beyond the art market: their reproduction depends on the widespread exploitation of affective labour. But this isn’t sustainable in the long term. So it’s a valid critique, I think, that #TransActing didn’t exactly buck this trend. Even though we did manage to secure money from the Arts Council and CCW to pay many of those involved, this remuneration was a pittance for what they personally invested. Like others in Critical Practice, I loathe the thought of every transaction being monetised, and in a way this was exactly the conundrum that #TransActing sought to explore by shining a light on types of value that aren’t often valued, precisely because they’re non-financial and cannot easily be accounted for in pounds and pence.
CW: I was intrigued by the uses of the terms ‘value’ and ‘evaluation’ in CP’s description of the event. Are these terms interchangeable for you, or do they carry important nuances? I wondered whether there was something about the measurability of values at stake in the project?
MB: The project was initially called ‘The Market of Evaluation,’ which originated with our research on how value is produced and distributed. We considered, for instance, ‘the value of waste’ by walking around the Isle of Dogs with environmental lawyer Rosie Oliver. She helped us appreciate the social practices of evaluating, well, crap, and how they’re situated, localised and embedded in specific places, buildings, systems, institutions, cultures and histories. The more research we did on evaluation, the more opaque it seemed when generalised. The word has managerial connotations too. So assuming evaluation is, in broad strokes, the assessment of value and that valorisation is the attribution of value, we realised that ‘value’ was the turnkey for our interest. Or rather, it was ‘values’ that so intrigued us, with this plurality opening up space for multiple ones to exist. We also began to appreciate values as transacted through evaluation and valorisation and with this shift, the Market as an event for showcasing these processes gathered steam.
Rather than foregrounding any singular value or type of exploration, our model of distributed curating meant that each Critical Practice member worked with several projects. Each of these explored value in ways that we personally and collectively valued. With 64+ stalls in the market, no one exploration or practitioner dominated. I think we needed this critical mass to make #TransActing a valuable event but not everyone agrees.
Commodification is another way of thinking about the value of #TransActing. The anthropologist David Graeber helped me to crystallise a distinction between value in the singular and values in the plural. David talks about the commoditisation of labour by markets, comparing this with labour like housework and other kinds of care that aren’t commoditised. Of course, it’s money as the so-called universal equivalent that not only allows but entrenches this split. So there’s (singular) value, like that of money that depends on equivalence. And then there are (plural) values, like care, loyalty, generosity, faith, etc. that depend precisely on their refusal to be commensurate with each other.* And so coming back to your question about the measurability of value in #TransActing, Charlotte, I guess that’s the heart of the matter. How do we, on the one hand, take stock of that which must be measured for our work, health, etc. while at the same time more fully appreciate things that can never be measured, but give meaning and significance to our lives?
CW: Critical Practice created bespoke structures for the event, which inevitably created a kind of ‘aesthetic experience’. This brought Claire Bishop’s critique of participatory art to mind – how do you see the role of ‘aesthetics’ playing out in a socially engaged event like this?
MB: You’re right. Tricky questions gather around the aesthetics of social engagement as art practice, especially in the long shadow of the participatory paradigm in contemporary cultural production. Enter politics. As one of many collaborators involved in this project over several years, the ‘aesthetics’ of my engagement has ebbed and flowed over a myriad of micro decisions that together form a kind of slipstream of experience. This makes decision making a prism for organising my insider’s perspective: how I see, hear, and feel this process as it unfolds through sensations of togetherness and shared joy but also tension arising from disagreement.
Much of the decision making that led to #TransActing wasn’t visible on market day. But I’d like to think that ‘aesthetic markers’ maybe signaled it in some way. By these markers I mean indicators that point to the project’s process and all the considerations that it entails. Like the tip of an iceberg, the look and feel of the Market’s stalls, for instance, which were made largely from recycled materials, in collaboration with the stall holders and the art/architectural practice Public Works, pointed to the complex material, conceptual, technical and social processes involved in the Market’s making. I think markers like this help to explain why many who came to #TransActing acknowledged it was ‘a lot of work!’. At the same time the residue of this labour, which filled the atmosphere, gave the impression that doing it was fun.
Decision making was a big part of the participants’ experience too. So many different things were happening simultaneously at the stalls. You had to make moment-by-moment decisions about where to focus. Decision making leading to the market and what occurred on the day seem quite different, though. Much of the will and commitment to make this happen was based on long-term personal relationships. Many of us in Critical Practice are friends and have worked together for years. Exploring the aesthetics of decision making with reference to these tight ties and in contrast to the looser ones organising the experience of #Transacting as a one-day event strikes me as a revealing way to tap the complexity of socially engaged art as cultural production.
*For a concise discussion of theories of value in anthropology, see David Grabber, ‘It is value that brings universes together’ HAU: Journal of Ethnographic Theory 3, 2 (2013): 219-43.
——–
Critical Practice is: Metod Blejec, Marsha Bradfield, Cinzia Cremona, Neil Cummings, Neil Farnan, Angela Hodgson-Teal, Karem Ibrahim, Catherine Long, Amy McDonnell, Claire Mokrauer-Madden, Eva Sajovic, Kuba Szreder, Sissu Tarka and many more besides.
www.criticalpracticechelsea.org
criticalpracticeinfo@gmail.com
Charlotte Webb: @otheragent
Marsha Bradfield: @marshabradfield
Featured image: External Transformations: Roberta’s Construction Chart, No. 1,from the series Roberta Breitmore, 1974–78
Choose Your Muse is a new series of interviews where Marc Garrett asks emerging and established artists, curators, techies, hacktivists, activists and theorists; practising across the fields of art, technology and social change, how and what has inspired them, personally, artistically and culturally.
Lynn Hershman Leeson artist and filmmaker, who over the last three decades, has been internationally acclaimed for her pioneering use of new technologies and her investigations of issues that are now recognized as key to the working of our society: identity in a time of consumerism, privacy in a era of surveillance, interfacing of humans and machines, and the relationship between real and virtual worlds. Her work was featured in “A Bigger Splash: Painting After Performance” at the Tate Modern London in 2012 and a retrospective and catalogue are being planned for 2015 at the Zentrum fur Kunst Und Medientechnologie, Germany. Modern Art Oxford is hosting a major solo exhibition of her work Origins of a Species, Part 2, and it’s open until 9 August 2015.
Lynn Hershman Leeson released the ground-breaking documentary !Women Art Revolution in 2011. It has been screened at major museums internationally and named by the Museum of Modern Art as one of the three best documentaries of the year.
The image above is from !Women Art Revolution, which introduces the Guerilla Girls who draw attention to injustice and under-representation across artistic platforms and institutions. Several members discuss their origin story and modus operandi, including “the penis countdown. !Women Art Revolution won the first prize in 2012 at the festival in Montreal on Films on Art.
She also wrote, directed, produced and edited the feature films Strange Culture, Conceiving Ada, and Teknolust. All featured Tilda Swinton and were showcased at the Sundance Film Festival, Toronto International Film Festival and Berlin International Film Festival before being distributed internationally. After her retrospective, at CIVIC RADAR in December 2014, a bumper catalogue consiosting of 450 pages will be published in Oct 2015. Featuring writing by Peter Weibel, Laura Poitras, Tilda Swinton, Kristine Stiles, B Ruby Rich, Hou Hanru, Andreas Beitin, Peggy Phelan, Pamela Lee, Jeffrey Schnapp, kyle Stephan and Ingeborg Reichle. Civic Radar is now at Diechterhallen Falkenberg till November 19, 2015.
Marc Garrett: Could you tell us who has inspired you the most in your work and why?
Lynn Hershman Leeson: What has inspired me are people who work with courage to do original work that has a political and authentic ethic. These include, to name a few only, it seems a bit strange because naming them isolates these artists from the context of their contributions. But I have been inspired by Lee Miller, Mayakovsky, Tinguely, early Automata and so many more like Thomas Edison, Jules Etienne Marrey, even Cezanne. Early on I educated myself by copying works to get a sense of how particular artists formulated their language – the way Rembrandt used light, Leonardo’s draftsmanship and parallels he found between technology and science, Gauguin’s color reversals, Brecht, Breton and Duchamp’s ironic and iconic archetypal identities, Tadeauz Kantor, and Grotowsky’s extension of the frame.
Also younger artists (nearly everyone is) like Rafael Lezano Hemmer, particularly the work he is doing now in using facial recognition to locate kidnapped victims, Amy Siegal’s Providence, Janet Biggs, Annika Yi, Nonny de la Pena, Tania Bruguera, Ricardo Dominguez, and many many more.
MG: How have they influenced your own practice and could you share with us some examples?
LHL: I think these examples added to my conceptual dimensional and historical overview which has been reflected in my practice. There are direct links also, like how the breathing machines and suicide machines relate to Tinguely, or how Roberta relates to Duchamp and Breton. But these are obvious and on the surface. The deeper perspectives embed themselves into the structure and architecture of the work. Political references like Civil Rights and The Feminist Movement are part of the core of the time I lived through and the resulting collage that is my work.
MG: How different is your work from your influences and what do you think the reasons for this are?
LHL: I think we all work in the time frame we are born into, and if we are lucky use the materials or invent the technologies to give presence and voice to the political gestures of that era. We cannot produce work from another era other than what we inhabit and really have to be in tune with the global framing of the tools and language invented during our life time.
MG: Is there something you’d like to change in the art world, or in fields of art, technology and social change; if so, what would it be? How would that happen?
LHL: Of course I would open up the process and systemic repressions, which would hopefully result in eradicating censorship, and the making more transparent the capitalistic underpinnings that are polluting access, value and visibility. In the 70’s, I did the first prison art project in San Quentin, and many early public art works geared toward social change, and it just required fortitude and clarity that resulted in breaking down systems of perceived values.
MG: Describe a real-life situation that inspired you and then describe a current idea or art work that has inspired you?
LHL: Well, hearing about Steve Kurtz’s predicament and the unfairness of it caused me to make the film Strange Culture. I personally experienced exclusion and rejection – as did many women, and that inspired !Women Art Revolution. I think work comes out of awareness of the situations of one’s time.
Steve Kurtz’s nightmare began on May 11, 2004, when he awoke to find his wife Hope dead of a heart attack. Police responding to his distressed 911 call became suspicious of scientific paraphernalia in his house (materials for an art project on genetically modified food) and contacted the FBI. Soon his world was turned upside down. Only hours after his wife’s tragic death he was suddenly a murder suspect, an accused bioterrorist, and a pariah to all but his closest friends.
The film is told through a unique blend of interviews, documentary footage, and reconstructed scenes starring Tilda Swinton, Thomas Jay Ryan, and Peter Coyote, Hershman’s critically-acclaimed film is a sophisticated, look at how the traumatic events of 9/11 altered American society and undermined its long-held values. [1]
MG: What’s the best piece of advice you can give to anyone thinking of starting up in the fields of art, technology and social change?
LHL: Stay true to your vision, forge ahead no matter what the obstacles are and keep your sense of humor.
“Ms. Hershman Leeson continues to use art as an advance warning system in new work, developed with scientists, that focuses on, and participates in, the phenomenon of genetic manipulation. The show’s most recent piece is an installation of wallpaper made from images of hybrid animals, plants, and human limbs created through DNA manipulation, regenerative medicine and 3-D bio-printing. It looks great in the gallery, and like much of this artist’s work, it takes both ethics and aesthetics in ungraspable directions.”[2]
MG: Finally, could you recommend any reading materials or exhibitions past or present that you think would be great for the readers to view, and if so why?
LHL: The Art and Technology show in MdM at Salzburg, my exhibition and catalogue for The Burden of Guilt. The Electronic Super Highway and catalogue coming up at Whitechapel next year. Recommendations for catalogues: !War Graphic Novel, Marshal McLuhan, Rebecca Solnet’s River of Shadows, Edweard Muybridge and the Technological Wild, Kristine Stiles: States of Mind, Peter Weibel: The Global Contemporary and the Rise of the New Art World, and so many others. I also think for instance that James Watson’s Double Helix is beautifully written. So many possibilities for educating one’s self exist.
Choose Your Muse is a new series of interviews where Marc Garrett asks emerging and established artists, curators, techies, hacktivists, activists and theorists; practising across the fields of art, technology and social change, how and what has inspired them, personally, artistically and culturally.
Jeremy Bailey is a Toronto based Famous New Media Artist. Recent projects include performances for Rhizome’s Seven on Seven in New York, The Stedelijk Museum in Amsterdam and Tate Liverpool. Recent exhibitions include solo exhibitions at Transmediale in Berlin, and group exhibitions at Mediamatic in Amsterdam, Museums Quartier in Vienna and Balice Hertling in Paris. Recent commissions include projects for FACT in Liverpool, Turner Contemporary in Margate UK, and The New Museum in New York.
Marc Garrett: Could you tell us who has inspired you the most in your work and why?
Jeremy Bailey: Many have inspired my work but likely the most inspiring has been Canadian video performance artist Colin Campbell. He introduced me to video art and video art history as a young university student in Toronto. He made work that was funny, that lampooned the art world and somehow also made art more relevant to my young eyes. Looking back much of what I aspire to do today is directly reflective of what Colin exposed me to so early on.
MG: How have they influenced your own practice and could you share with us some examples?
JB: Absolutely, in my own work I’m often self deprecatingly self reflective of the absurd circumstances and pathos of a new media artist eking out a career against all odds.
One of my all time favourite videos by Colin Campbell is Sackville I’m Yours, in it he plays a small town art celebrity named “Art Star” who conducts a hilariously pathetic mock interview of himself.
https://www.youtube.com/watch?v=oKEzRWgih78
MG: How different is your work from your influences and what are the reasons for this?
JB: My video performance work differs from Colin’s because it was created as video for the Internet where his work was created in the 70s, 80s and 90s, a time where all video ended up on a TV monitor. This is an important distinction, because a lot of early video art was positioned in dialogue with the history of television. The personal narrative, the idea of a non celebrity on TV, that was a new idea. In contrast the Internet was designed from the very beginning to be accessible platform for self expression and distribution. Growing up with the Internet I can remember always feeling like anyone could be famous. No matter how niche or weird you were there was always an audience on the internet. Before I was an artist I was actually known online as a skin designer. Skins were these custom interfaces you could add to your software, usually music software, to make it your own. You can still see my skin designs from that era here http://sblcommunications.com/jbd/
MG: Is there something you’d like to change in the art world, or in fields of art, technology and social change; if so, what would it be?
JB: Yes, I’d like art to reflect positive social change instead of reflecting negative market demands. Artists have this tremendous ability and power to communicate and many are wasting that talent pandering to the decorating desires of the rich and powerful. I understand that everyone needs to make a living, but we also have a responsibility as artists to help make the world a better place. I also don’t see why these two things need to be in conflict.
Above image from The You Museum. It was “conceived of in Istanbul during a memorable residency at The Moving Museum that resulted in an exhibition you can read a review of here. The You Museum was inspired by Istanbul’s Gezi Park protests, and the ongoing debates and conflations of public and private entities and spaces in Turkey and abroad (notably by organizations such as the NSA)”
MG: Describe a real-life situation that inspired you and then describe a current idea or art work that has inspired you?
JB: Nearly all of my work is inspired by real life, I often reflect my actual circumstance in my work. My process usually involves searching for a problem and then satirically using technology to solve it poorly. In doing this I usually uncover other problems that run deeper than the initial surface issues. For example I was once invited to do a residency in an impoverished town in the Ukraine where I discovered an unpopular but bureaucratically permanent statue of Stalin in the town square. To help solve the problem of a permanent and unpopular statue I created software that allowed anyone to easily create their own wearable public sculpture that they could change anytime by screaming. This admitedly pathetic solution allowed me to navigate a number of other issues, everything from my family history to the role of art in relation to capital to the subjectivity of historical document. I’m always feeding off and reflecting the world around me. Reality is so much crazier and more interesting than anything I could invent.
MG: What’s the best piece of advice you can give to anyone thinking of starting up in the fields of art, technology and social change?
JB: This one is obvious, but hard to follow. Don’t be afraid to fail. Failing will help you learn and grow to be a better artist tomorrow. No one ever remembers your failures as well as you do – especially when your new work is good.
MG: Finally, could you recommend any reading materials or exhibitions past or present that you think would be great for the readers to view, and if so why?
JB: I’m reading a book today called To Save Everything Click Here by Evegeny Morozov about our culture’s obsession with technology as a go to solution for the world’s problems. Most of my work is about this very human hope that someone else has solved or will solve our problems, and many of us believe those people work in technology companies. That’s simply not true. In the book Morozov coins the term Solutionism to describe this mentality. Much of my own work could be called solutionist satire I guess, but the bottom line is we’re all capable of being a part of the solution, of making the world around us better. Ideology, good ideas, have done more to change our world for the better than any technology ever will.
Choose Your Muse is a new series of interviews where Marc Garrett asks emerging and established artists, curators, techies, hacktivists, activists and theorists; practising across the fields of art, technology and social change, how and what has inspired them, personally, artistically and culturally.
Since 1989, Igor Štromajer aka Intima has shown his media art work at more than a 130 exhibitions, festivals and biennials in 60 countries. His work has been exhibited and presented at the transmediale, ISEA, EMAF, SIGGRAPH, Ars Electronica Futurelab, V2_, IMPAKT, CYNETART, Manifesta, FILE, Stuttgarter Filmwinter, Hamburg Kunsthalle, ARCO, Microwave, Banff Centre, Les Rencontres Internationales and in numerous other galleries and museums worldwide. His works are included in the permanent collections of the Centre Pompidou in Paris, the MNCA Reina Sofía in Madrid, Moderna galerija in Ljubljana, Computer Fine Arts in New York, and UGM.
Available as:
– PDF file 0sn-3iexfemiat.pdf (2.7 MB, 206 A4 pages)
– EPUB file 0sn-3iexfemiat.epub (884 kB); Open eBook Publication Structure (Kobo etc)
– mobi file 0sn-3iexfemiat_mobi.zip (994 kB); Kindle (3 files: mobi, apnx, mbp)
Marc Garrett: Could you tell us who has inspired you the most in your work and why?
Igor Štromajer:Ajda Likar, Aleksandra Domanović, Alexei Shulgin, Ana Isaković, Andy Warhol, Angela Washko, Anne Magle, Anne Roquigny, Annie Abrahams, Annika Scharm, Antonin Artaud, Aphra Tesla, Bertolt Brecht, Bojana Kunst, Brane Zorman, Brigitte Lahaie, Carolee Schneemann, Chantal Michel, Charlotte Steibenhoff, Curt Cloninger, Diamanda Galás, Dirk Paesmans, Dragan Živadinov, Falk Grieffenhagen, Florian Schneider, Fritz Hilpert, Gabriel Delgado-López, Georges Bataille, Gertrude Stein, Gianna Michaels, Gina Spalmare, Gretta Louw, Henning Schmitz, Ida Hiršenfelder, Immanuel Kant, Italo Calvino, Ivan Jani Novak, James Joyce, Jerzy Grotowski, Jim Punk, Joan Heemskerk, Johann Sebastian Bach, John Cage, John Lennon, Jorg Immendorff, Josephine Bosma, Judith Malina, Julian Beck, Karl Marx, Karlheinz Stockhausen, Kazimir Malevich, Lars von Trier, Laurie Anderson, Laurie Bellanca, Lucille Calmel, Ludwig Wittgenstein, Luka Prinčič, Marcel Duchamp, Margarida Carvalho, Maria Winterhalter, Marie-Sophie Morel, Marina Tsvetaeva, Marisa Olson, Marjana Harcet, Marko Peljhan, Martine Neddam, Matjaž Berger, Minu Kjuder, Morena Fortuna, Nam June Paik, Nana Milčinski, Netochka Nezvanova, Nika Ločniškar, Olia Lialina, Peter Luining, Philip Glass, Ralf Hütter, Robert Görl, Robert Sakrowski, Robert Wilson, Robin Dunbar, Ronnie Sluik, Sergei Eisenstein, Simone de Beauvoir, Srečko Kosovel, Stanisław Ignacy Witkiewicz, Stanley Kubrick, Suvi Solkio, Thor Magnusson, Ulrike Susanne Ottensen, Varvara Stepanova, Vesna Jevnikar, Vladimir Mayakovsky, Vlado Gotvan Repnik,Vsevolod Meyerhold, Vuk Ćosić, Yevgeny Vakhtangov.
MG: How have they influenced your own practice?
IŠ: ×›lëśßwp^Ů ßc W Ýc}=ďnău ÝŐľ ďnÝB+Îč×Ö÷©÷ Ăč Đ6Ő€P íŐ¦§]s[)m}=ăk{›u ¬¦ °•÷ é–ŁnŘ ß 3 {ˇóĺö 3 Žw´ů}óî] Í{Áť‡ Ó›}dH dA P‹° •÷˝ărůµ U흼 =îÇÉč 駝s™Ý ´Ë5˘şĄ Ű•Ż ěďu pŔ ‚Řw] bűÝ« ď}7» ú9f×Sî “•!«+q ą^őI[}vÝr«ĺn÷ Ľ ÓŰŰ Ż7Ş5g4Ť 0őÝc%ž ›Ź{ zM” ¬¦ °•÷ žl” v:i* p 4®Ú Ws›VęÖ’Fť«M˝ď{Ó¸sëÁäzç} zŻsS§NůŚńŞ%z=t{Ĺź4$ ˇ@ čТ€H) P]e †´B Ćťë®I ďwNë »DîŮ Î2P € Ă@ˇˇ ’Š ¨ iˇ+[ŔĆ 0 ŽŞ…_©2ô†YCHâAĐ ůđ ‰R!h ¨––‚)”˘!i ĆÓI KXµ …\d äPŔ t©’¤6‘ Kď ń˛ ‚ I \l ”Q,Ať „ň [ Because I have nothing to say and I’m saying it. The highest purpose is to have no purpose at all. ] ÉBÜÍ%TD IQNŔ – ¦”bbJv•M € Ä ˛-•H6•J Đspś“ Đť°Ł Ä gl @a Ä Ä cÍ‹˛ˇJ ! cĚäŠGČÄTDM L@PĐÄ ! D&Ĺ9Ť d¦¨§ó„ĚÓQ 튚 ÉC Ô$M Ö=ě ŢĘS÷…O‚ üś ^cFoŃŚ îpPÄ I@Rb bĂHhX™b 4¤i$”dwŰ ž$ .‰˘ ăóy LJSAT QI 7Ž –j(” :Ę‚jż oděG ę®h Ňáo Ăłg K÷ţk D% 9(ö¤řÜ Ľ9B Jí6ő¸n Tvôiő}@8„EO ¬¦ °•÷ bŻý!Ćńě BlÁé [řŤeÚ ‡ »Â ő˙2ľ p6Ř?¨6 Óű;7 ú3 Ś«˛ ŕ8ó ĘŐ@Ř‚˘ĹŞNÎ ž$n:vAňá Ý f ąŮ0 WżÝđ” Ł •ŻŮ vőtĽ Ďg«út’´ž W¦Ś] 0§ń–3¦é×F= ]iᆠ• „ü ¬¦ °•÷ ˙®k ŢyÚŢâ ţ ĂóJUţŮ ä …˛” 9Ů ţ˝Ó{ Ě›9ôĚŕ Š¸·fˇµÁP¸ş Dşź ´ľtÜŢ ŻŇĽ· 瀝,& ëÄŔ´DőJň% &–<VĐlŃ fű.Q |đjË DľŠ ×zr|-ú=÷8 BµÂ muŃ xĹžK ” yáüŃťdÚ°T ş ÖötË śîzl ÂI \o˝‡Ă ˇ n+„’ ¬¦ °•÷ 3 z Ŕˇ™ Úp ‘ZpĽHťĂż‹~ Ę,Ńů Šr!CćX Ěď{† –Ćľ E5‡0 Éž@ss 3 łá” 3Ďk¨nŃ×ĆëŁ ;=Š”t-ŻÓAd% [ Đ@{×űX2E , Y ŕ
Could you share with us some examples?
IŠ: ´Ą˙ pÇꯗ ž^Çš ´źw ey€©× ś˙…Ă@{ˇ\wě„á Łźhµ h÷ýŞ38ŕ 4(â‰yD @úD ®ÜÓŽŢ}” .. óDm ˙YĎă ]. B ÍT6¨S Hh…og“mS~ÍÖθŐZ» ŔťŢ¦Ř7 aŔ ”€Ł ÚKîýŚ‚ óíŃđ?Ą.±{ răö ”±D6á=ˇ Ă×Ö ď7Aą CŰś˙K ŰË&hË`Çĺ – ééërm ćÇ1ý mźŰiţIÇż–:(ěč“~śpó; žč ¦ë 0§ń–3¦é×F= Miᆠ¬¦ °•÷ ƱÝŃ |lŤé ˘ 3 OĆ VW° )»VępŇ› nŹÇŃť E—`Qt &ëú!=JŁ±`>EL ŹK Ô2 ¬¦ °•÷ CT N ö´HU ĂÎ cŽ ńű…a Q ¬¦ °•÷ QŕAĐ- ś Ý} Š*†Ľfٟʉ ŔŽ O”‡ž j xkĚ宋$w5]Ś»˙Ö]Ń€ Ôá~‹<A¸ěÂrD „»’† ( ”ń Nşţç [µ`.Ő1X¨Ź(ßżo]ťV š Ě, …ÖÜ A˙ ł Í 0§ń–3¦é×F= ]iᆠâ.Ůs_ p!VSf|r0 ě E ó÷ ·Vľ ;ń < ¬¦ °•÷ q T~ň3Ű…üTs Ínű·?Ş ©aKŠ1ŰĄkĚmąĎ;·? Ž Ź J,6 -ľŇH°¦Y˙7y= =Q _™Z Můě Uů÷I˙˙+÷…ś{÷ *Ű…¦¬ţ¬A@n8•Š •°Çč©hD ˙áď Ë Ý @=*˙ IuvÇ tčCúN™Ŕalĺ÷ ÷ě(pr °éĄ¦sÎ%¬¦ŕ «X6 ű¬ $P•M(Ô÷Ĺi%wńB [ For example, I don’t want it to be essentially the same – I want it to be exactly the same. Because the more you look at the same exact thing, the more the meaning goes away, and the better and emptier you feel. ] Ĺ1OŮŔ „6S§R4 Jú`Y¬ ÷ č«. 幀)H 28ł†Ve€@.]qT* ľ H} ¦wč¸s† Ŕ˝U}µ ô d7u•Ý’Ž H1ÓÔ z°Zý C €Z¸¦në szë Ö +° ˙˙¬˙g‹˙íö ”Ţ * úx ‚Ë®÷6l°) & b•*^ ŞTˇ@4@ Š»˙I˙>! BK °9 č Í Ő˙@®¬ń z° Ź önď» >Ş •:” ¦ś¬ RF ‚* ę¨ eR€ p€ _•”Nę ˙ű¸h) “$ŮŔ ÎBwA¬ ú ‚ĹZ`ˇHTĘ°R ť•ťA¤zçM÷ •)É ô0 ¦ îIű ®¦˙ú÷yĄ›PĐşŕŐ – »´ [RY 1Ńđ ´˛ > 3˙? } Ő” Š ’ ” fE9 ”Őnş^>Hn˙©° Ě˙JHŽş =§ÝĂ »=nMŹ€ ÷ µH Đ$K”i P ”™É 9Îos„Xô…ó ¬Ó›Pđ}7n 7 ›SOü‰ T ť)ťśďsďŤ ¬HRSc ÷ŔĆńěŐ:ëcŻ°.Ý !ůIi Ćş˘ ‚•9ú‚ ,ˇR €©]VŘ Ű• gÁ” ő™ÓŮ˝)ˇÍŐQ î©ö¨t ˇv@î@c J®‚Aä‹ß ‘j2Ű]nJ› ˘Ů…ĽŁIu•iP ^P ĆQ«I0=Ű$ń Č NtF´«@’¤ ‚z Ŕ…6 ă[ë žĂÄ îßbK Š˝śĺ ’DíŁ“ I î˘ CÁB5b ¦ÓÎ÷˘HfŞťăSęž+ßBž©ă{Ô wTw)b!ěiA¨W$ ®Xˇ– Mčp Úľc 4‡¬^ \妯 Ždzč –A H “b•lS ď ďůÍ@dsŰMP Š¬Ü”óC¬4w čĘä[Le ›}ds}ď ť ďJĹĉ°lďĹP{î ň{Şné «” &ç ś]!{ 6•µëu„H\-=Ż{3 bhŢ%F}d +Ą Śp hsmYI Ö]”Ó+ š «pŠ} 5ťŃ–é¨×pĚuä3 ĦÓ_ëóÝ=Wv´Đ§ Ý Ö×ő Žw” ŽB4ÝĐŐŘ AÉM Uˇ4DD ¸¦bÍ Ť w† ťQÄ â÷‹daÝ»––r ˛2Đ%Ŕ[I Đ Ä P}r§{z‘• cË› ×†Ş ´ °ůy TÄű*Â@^•N !ůsL z0lÉ}dIÖÝÄpJ €äíĐ Q Ś6 %Ľź÷$lv€Gócą(Ě •° ˇq¦Ŕ÷˛kčăÇ ÷§ť7 N!g ˛Mí =
MG: How different is your work different from your influences and what are the reasons for this?
IŠ: íş9č ĆW„oő lĘ pŽ3ćhŹ+¬r-ţ-AµÖ MńúćŐ6 ¬¦ °•÷ ’ ŚścՀŦ5Qe‘ďť*â@ť†v Őý vŮ ĺ ęJó]s ±1Śu @yŤ .1ş6dnµ yź]ŽuôŤ -ŻNE\± Ë9Ť}Ű č>†zž úŁř G6 𫡏 ‰ 5Ď9?:’E·xýćđ) \^Ł×ĺ(‡Bq }rM RQÓ›6 ę4_uvB´ lŰ6áH‡ { Š¬râ ´ [ Therefore I have no special message. I wish I did. It would be great if I had one. ] Qłë ©űiŇšpý–—`s§ !“9“Ř ‡łRˇ˘OÚy™9ľŻ bčw ă- -pń÷b ´ŽŇ VT oP»Őč„ ‰ ÎŘ`lăß űW §7ŞŘË caŔbýVťŘ ż‘„ć d% AK RPĐQ C ĐK, T´S Ó0T CL SăËDЉ(¨Ş*iHMŘŕ+vf?1™=QŮý̧5× +Bé:&ĘË ügŃc’µĄ (`° ‹ Ćő˝ţ9łXü ôĘČX µň ‚’Äí ¬¦ °•÷ ‰ëľ ś ň٠ߢVJfg‡!} ˛_ 2“9(ĄK! % yńNąvg ×áäěČ éżOX N ¬™ů¨ }‘« šŮ¨ óá nńxăĹ Ţo ®( ‚ Ó Oů‹Łk c ą¦( qT°€qWc 3 ćp
MG: Is there something you’d like to change in the art world, or in fields of art, technology and social change; if so, what would it be?
IŠ: üć»w+űe7 Ö®» y»ËăĺăTA© A¨ŽŇ‚i LY `B ż ™{d ]( !äßŰăËmńl›Y9Űí¬í3a5T @T o uf čT> 3 ^ =–vŮQ E˘¸…t0Ë î„Îy Ş{,žX×TU [ Yes. Nothing. ] ÜwŢńg&XhűÍ-…] !)+ÝĚVŕ ®ćŢĽ ¬¦ °•÷ YągŃ ]ݔ⠥@6<‹tr ¬¦ °•÷ ©±¨ Ŕ»&RŐÖQ ”% —ĆŁ{ ¬¦ °•÷ ë~ ._ć şřk ş÷© ,°–śÇoĂ›ű ýď˝ç _´p+ŚÖđ5 śZőXßÇ ň>KqĚé˙ ܇ Ę,| ©‘ ü,ź± 9»1Áµ y(m$ tÉ’ ĚÂM©Ç u˛č¨z }´s÷ĺż^
MG: Describe a real-life situation that inspired you and then describe a current idea or art work that has inspired you?
IŠ: Ń´j qď OĐîť% ßŰűxËýż OçżěoÓíŮËĚ˙ ő3?ôoŐĺÜ 4ň2Ëe Űą“Űżž äżôÝ ˙fAş]Ď ]Ů8ĘZ ‡“ľ _¦÷\9Á· WŰ©:jiď Ů\3ĂŮ o$ý\S|vy´ćîý úy…›¬Żę} 6m”ˇ> ‰—Đ7 Ő.™ ţľĎ§ę_WćĆw.& Ŕ·§ ~Đ 1ć ‘ ĚÇ« ¬(`¤ gőđĘĺv ţÍ ¤‚¨Ź éOŁ [ She said: “Make your own art. Do not expect me to do it for you.” ] S=•üĎVz˙ Ľ‚;z‡—xľ€J,?HóŹg¦ ľ˙ňö3ůvFĐľˇŰIa RřG A =qż?AĘ˘Ř v€D·öĂXŠ! ÷äŁ\u@U ‘ KŽ‚żB„ ŔŮQ.c‹ }9€×éĺŠ÷ů(8×Sł·¬ Y+ćĽĘ> ¨mű8°@‰%ó5 ŃĹXoňOźŔ y˙Môu ®^Dxrő áĂgwý l¬au%}‰Ě: ˙ ßČ HGPŇŃ—Dď×Ď ĎdJ› } ‘Ń@ Bu_č ôuKŘăĂóŘ ×ŠŇ(xşµ»ŐŞČ: b \[ŽAü”űđé´{ emsó|Ń‚xăö9 x: ˇoťŞřĺńta ŞĺŹË ÖŰĽŰ (:Šké í ‡Udl=Tż ‚: 3 ó]5č¦×Hsśww· ľ‰0ů t®Üqčř đ1X úI2¦ $Ýj& 3ÁśIëďą {uŐÝ
MG: What’s the best piece of advice you can give to anyone thinking of starting up in the fields of art, technology and social change?
IŠ: °§s© ;źĆÝČ ÉůąÚ- ď]™@ Ľat•Îňc}ľ o,ú˛đ ÷Žă ÷sýqŐ«AŻ7őúWB 3 ‘ Ľ Öůxńľ ¬¦ °•÷ _µÎ ·k y·8[ ä®î¦<8}Ť4ť űfÖY †‡tŕ m۵đ [ Make love, not art. ] ź©Xrôw»´sŘîćî ¬¦ °•÷ ‡Ó‹ăHŰ˝tn ňtë+O ća¬7 TvÇĄ ż,ľ} ř[« Č< ľn
MG: Finally, could you recommend any reading materials or exhibitions past or present that you think would be great for the readers to view, and if so why?
IŠ: With pleasure.
Kant’s Critique of Pure Reason is the key text for the understanding of everything.
BodyAnxiety.com, curated by Leah Schrager and Jennifer Chan, is the exhibition everyone would have to see in details.
Still remember Cornelia Sollfrank’s Net Art Generator? Here it is: http://net.art-generator.com
And if you already forgot everything about Jonas Lund’s exhibition in MAMA – The Fear Of Missing Out, 2013 – you need to refresh your memory: http://jonaslund.biz/works/the-fear-of-missing-out
Choose Your Muse is a new series of interviews where Marc Garrett asks emerging and established artists, curators, techies, hacktivists, activists and theorists; practising across the fields of art, technology and social change, how and what has inspired them, personally, artistically and culturally.
Mike Stubbs became director of FACT (Foundation for Art and Creative Technology) media arts centre, based in Liverpool in 2007, just before Liverpool’s Capital of Culture year. The centre offers a unique programme of exhibitions, film and participant-led art projects. He views the organisation as to be cutting-edge of art and new media and one of the jewels in the crown of Liverpool’s ongoing cultural renaissance.
Stubbs has worked as an advisor to the Royal Academy of Arts, The Science Musuem, London, Site Gallery, Sheffield and NESTA (National Endowment for Science Technology and Art), ACID (Australian Centre for Interactive Arts) and the Banff Centre, Canada. He has been Production Advisor to artists such as Roddy Buchannan, Luke Jerram and Louise K Wilson.
Trained at Cardiff Art College and the Royal College of Art, Stubbs’ own internationally commissioned art-work encompasses broadcast, large scale public projections and new media installation. In 2002 he exhibited at the Tate Britain, 2004 at the Baltic, Newcastle, 2006 at the Experimental Arts Foundation, Adelaide. He has received more than a dozen major international awards including 1st prizes for Cultural Quarter, at the 2003 Echigo-Tsumari Art Triennial, Japan, WRO Festival, Poland 2005, Golden Pheonix, Monte Negro Media Art Fest 2006. In 2003 he was awarded a Banff, Fleck Fellowship.
Marc Garrett: Could you tell us who has inspired you the most in your work and why?
Mike Stubbs: Uncle Islwyn Thomas (deceased) who told a barman to bugger off in Welsh for not serving us (age 14) – It made me realise one could object.
David Nash. I was lucky to have a chance visit to his studio (chapel) when I worked in Llechwedd Slate Mine Craft shop, Blaenau Ffestiniog. He persuaded to save up for a Kawaskai Z650 in the future and not to be a paint sprayer and instead, go to art college (circa 1976…), and that being an artist was a viable alternative.
And Krzysztof Wodiczko, I saw his Cruise Missile projected on Nelsons Column in 1985 and then him swivel the projector and project a swastika onto the south african embassy in response to Margaret Thatcher donating £7 million quid to PK Botha government – big slap in the face to the anit-apartheid movement of which I was part (Greetings From the Cape of Good Hope can be found here, http://mikestubbsco.ipage.com/artworks.html)
MG: How does your work compare to those who’ve influenced you, and what do you think the reasons are for these differences?
MS: With age I’ve tempered the urge to object to too much and post election, I feel like I’m from another planet. Workwise, I’ve been priviledged and lucky to build support within the public sector for arts organisations which have maintained some edge (Hull Time Based Arts, ACMI, FACT). Recently very proud to have produced Group Therapy, Mental Distress in a Digital Age, which is both critical and a form of social activisim. I am lucky to have collaborated in developing festivals including : ROOT and the AND (Abandon Normal Devices) which have created more room to commission and present a risk taking program.
MG: Is there something you’d like to change in the art world, or in fields of art, technology and social change; if so, what would it be?
MS: That longer term agendas might accept that risk and experiment are needed and that Art IS innovation and that more people from non-art backgrounds get a chance to experience and make art.
MG: Describe a real-life situation that inspired you and then describe a current idea or art work that has inspired you?
MS: Watching on TV a flood victim being rescued by helcopter and dropping her entire belongings. And Hseih Teching’s One Year Performance.
“Tehching Hsieh’s work, informed through a period spent in New York City without a visa, experiments with time. He was actively ‘wasting his time’ by setting up a stringent set of conditions within five different year-long performances. The driving force for an individual to perform such extreme actions must surely be the ultimate cipher for being emotionally, psychologically touched – and that, ultimately, is a gift. His work poses the question: as humans how can we afford not to be touched?” [1]
MG: What’s the best piece of advice you can give to anyone thinking of starting up in the fields of art, technology and social change?
MS: Do what you feel like. Dont copy others
MG: Finally, could you recommend any reading materials or exhibitions past or present that you think would be great for the readers to view, and if so why?
MS: Post-humous papers Robert Musil, they continuously speak to me at the most fundamental level and with wit. http://bit.ly/1PYIq6A
Diamond Age Neal Stephenson. Inspired the idea of democratising interactive media. http://en.wikipedia.org/wiki/The_Diamond_Age
Art of Experience John Dewey, a bible of ideas to re-frame arts and culture – first citing the term ‘impulsion’ – http://en.wikipedia.org/wiki/Art_as_Experience
The City and the City, China Meilville. It inspired our exhibition Science Fiction, New Death at FACT. It elegantly suggests how we simultanesouly occupy the same political, social and physical spaces despite difference.
Featured image: Rosa Menkman, iRD patch, (2015) Black on black embroidered logo [iRD] Encryption key to the institutions RLE 010 0000 – 101 1111
In the lead-up to her solo show, institutions of Resolution Disputes [iRD], at Transfer Gallery, Brooklyn, Daniel Rourke caught up with Rosa Menkman over two gallons of home-brewed coffee. They talked about what the show might become, discussing a series of alternate resolutions and realities that exist parallel to our daily modes of perception.
iRD is open to visitors on Saturdays at Transfer Gallery until April 18th, and will also function as host to Daniel Rourke and Morehshin Allahyari’s 3D Additivist Manifesto, on Thursday April 16th.
Rosa Menkman: The upcoming exhibition at Transfer is an illustration of my practice based PhD research on resolutions. It will be called ‘institutions of Resolution Disputes’, in short iRD and will be about the liminal, alternative modes of data or information representation, that are obfuscated by technological conventions. The title is a bit wonky as I wish for it to reflect that kind of ambiguity that invokes curiosity.
In any case, I always feel that every person, at least once in their grown-up life, wants to start an institution. There are a few of those moments in life, like “Now I am tired of the school system, I want to start my own school!”; and “Now I am ready to become an architect!”, so this is my dream after wanting to become an architect.
Daniel Rourke: To establish your own institution?
RM: First of all, I am multiplexing the term institution here. ‘institutions’ and the whole setting of iRD does mimic a (white box) institute, however the iRD does not just stand for a formal organization that you can just walk into. The institutions also revisit a slightly more compound framework that hails from late 1970s, formulated by Joseph Goguen and Rod Burstall, who dealt with the growing complexities at stake when connecting different logical systems (such as databases and programming languages) within computer sciences. A main result of these non-logical institutions is that different logical systems can be ‘glued’ together at the ‘substrata levels’, the illogical frameworks through which computation also takes place.
Secondly, while the term ’resolution’ generally simply refers to a standard (measurement) embedded in the technological domain, I believe that a resolution indeed functions as a settlement (solution), but at the same time exists as a space of compromise between different actors (languages, objects, materialities) who dispute their stakes (frame rate, number of pixels and colors, etc.), following rules (protocols) within the ever growing digital territories.
So to answer your question; maybe in a way the iRD is sort of an anti-protological institute or institute for anti-utopic, obfuscated or dysfunctional resolutions.
DR: It makes me think of Donna Haraway’s Manifesto for Cyborgs, and especially a line that has been echoing around my head recently:
“No objects, spaces, or bodies are sacred in themselves; any component can be interfaced with any other if the proper standard, the proper code, can be constructed for processing signals in a common language.”
By using the terms ‘obfuscation’ and ‘dysfunction’ you are invoking a will – perhaps on your part, but also on the part of the resolutions themselves – to be recognised. I love that gesture. I can hear the objects in iRD speaking out; making themselves heard, perhaps for the first time. In The 3D Additivist Manifesto we set out to imagine what the existence of Haraway’s ‘common language’ might mean for the unrealised, “the powerless to be born.” Can I take it that your institute has a similar aim in mind? A place for the ‘otherwise’ to be empowered, or at least to be recognised?
RM: The iRD indeed kind of functions as a stage for non-protocological resolutions, or radical digital materialism.
I always feel like I should say here, that generally, I am not against function or efficiency. These are good qualities, they make the world move forward. On the other hand, I do believe that there is a covert, nepotist cartel of protocols that governs the flows and resolutions of data and information just for the sake of functionality and efficiency. The sole aim of this cartel is to uphold the dogma of modern computation, which is about making actors function together (resonate) as efficiently as possible, tweaking out resources to maximum capacity, without bottlenecks, clicks, hicks or cuts, etc.
But this dogma also obfuscates a compromise that we never question. And this is where my problem lies: efficiency and functionality are shaping our objects. Any of these actors could also operate under lower, worse or just different resolutions. Yet we have not been taught to see, think or question any of these resolutions. They are obfuscated and we are blind to them.
I want to be able to at least entertain the option of round video (strip video from its interface!), to write inside non-quadrilateral, modular text editors (no more linear reading!) or to listen to (sonify) my rainbows (gradients). Right now, the protocols in place simply do not make this possible, or even worse, they have blocked these functionalities.
There is this whole alternate universe of computational objects, ways that our data would look or be used like, if the protocols and their resolutions had been tweaked differently. The iRD reflects on this, and searches, if you will, a computation of many dimensions.
DR: Meaning that a desktop document could have its corners folded back, and odd, non standard tessellations would be possible, with overlapping and intersecting work spaces?
RM: Yes! Exactly!
Right now in the field of imagery, all compressions are quadrilateral, ecology dependent, standard solutions (compromises) following an equation in which data flows are plotted against actors that deal with the efficiency/functionality duality in storage, processing and transmission.
I am interested in creating circles, pentagons and other more organic manifolds! If we would do this, the whole machine would work differently. We could create a modular and syphoning relationships between files, and just as in jon Satroms’ 2011 QTzrk installation, video would have multiple timelines and soundtracks, it could even contain some form of layer-space!
DR: So the iRD is also a place for some of those alternate ‘solutions’ that are in dispute?
RM: Absolutely. However, while I am not a programmer, I also don’t believe that imagining new resolutions means to absolve of all existing resolutions and their inherent artifacts. History and ecology play a big role in the construction of a resolution, which is why I will also host some of my favorite, classic solutions and their inherent (normally obfuscated) artifacts at the iRD, such as scan lines, DCT blocks, and JPEG2000 wavelets.
The iRD could easily function as a Wunderkammer for artifacts that already exist within our current resolutions. But to me this would be a needles move towards the style of the Evil Media Distribution Center, created by YoHa (Matsuko Yokokoji and Graham Harwood) for the 2013 Transmediale. I love to visit Curiosity Cabinets, but at the same time, these places are kind of dead, celebrating objects that are often shielded behind glass (or plastic). I can imagine the man responsible for such a collection. There he sits, in the corner, smoking a pipe, looking over his conquests.
But this kind of collection does not activate anything! Its just ones own private boutique collection of evil! For a dispute to take place we need action! Objects need to have – or be given – a voice!
DR: …and the alternate possible resolutions can be played out, can be realised, without solidifying them as symbols of something dead and forgotten.
RM: Right! It would be easy and pretty to have those objects in a Wunderkammer type of display. Or as Readymades in a Boîte-en-valise but it just feels so sad. That would not be zombie like but dead-dead. A static capture of hopelessness.
DR: The Wunderkammer had a resurgence a few years ago. Lots of artists used the form as a curatorial paradigm, allowing them to enact their practice as artist and curator. A response, perhaps, to the web, the internet, and the archive. Aggregated objects, documents and other forms placed together to create essayistic exhibitions.
RM: I feel right now, this could be an easy way out. It would be a great way out, however, as I said, I feel the need to do something else, something more active. I will smoke that cigar some other day.
DR: So you wouldn’t want to consider the whole of Transfer Gallery as a Wunderkammer that you were working inside of?
RM: It is one possibility. But it is not my favorite. I would rather make works against the established resolutions, works that are built to break out of a pre-existing mediatic flow. Works that were built to go beyond a specific conventional use.
For example, I recently did this exhibition in The Netherlands where I got to install a really big wallpaper, which I think gained me a new, alternative perspectives on digital materiality. I glitched a JPEG and zoomed in on its DCT blocks and it was sooo beautiful, but also so scalable and pokable. It became an alternative level of real to me, somehow.
DR: Does it tesselate and repeat, like conventional wallpaper?
RM: It does repeat in places. I would do it completely differently if I did it again. Actually, for the iRD I am considering to zoom into the JPEG2000 wavelets. I thought it would be interesting to make a psychedelic installation like this. It’s like somebody vomited onto the wall.
DR: [laughs] It does look organic, like bacteria trying to organise.
RM: Yeah. It really feels like something that has its own agency somehow.
DR: That’s the thing about JPEG2000 – and the only reason I know about that format, by the way, is because of your Vernacular of File Formats – the idea that they had to come up with a non-regular block shape for the image format that didn’t contradict with the artifacts in the bones and bodies that were being imaged. It feels more organic because of that. It doesn’t look like what you expect an image format to look like, it looks like what I expect life to look like, close up.
RM: It looks like ‘Game of Life’.
DR: Yes! Like Game of Life. And I assume that now they don’t need to use JPEG2000 because the imaging resolution is high enough on the machines to supersede bone artifacts. I love that. I love the effect caused when you’ve blown it up here. It looks wonderful. What is the original source for this?
RM: I would blow this image [the one from A Vernacular of File Formats] up to hell. Blow it up until there is no pixel anymore. It shouldn’t be too cute. These structures are built to be bigger. Have you seen the Glitch Timond (2014)? The work itself is about glitches that have gained a folkloric meaning over time, these artifact now refer to hackers, ghosts or AI. They are hung in the shape of a diamond. The images themselves are not square, and I can install them on top of the wallpaper somehow, at different depths. Maybe I could expand on that piece, by putting broken shaped photos, and shadows flying around. It could be beautiful like that.
DR: It makes me think of the spatiality of the gallery. So that the audience would feel like they were inside a broken codec or something. Inside the actual coding mechanism of the image, rather than the standardised image at the point of its visual resolution.
RM: Oh! And I want to have a smoke machine! There should be something that breaks up vision and then reveals something.
DR: I like that as a metaphor for how the gallery functions as well. There are heaps of curatorial standards, like placing works at line of sight, or asking the audience to travel through the space in a particular order and mode of viewing. The gallery space itself is already limited and constructed through a huge, long history of standardisations, by external influences of fashion and tradition, and others enforced by the standards of the printing press, or the screen etc. So how do you make it so that when an audience walks into the gallery they feel as though they are not in a normal, euclidean space anymore? Like they have gone outside normal space?
RM: That’s what I want! Disintegrate the architecture. But now I am like, “Yo guys, I want to dream, and I want it to be real in three weeks…”
DR: “Hey guys, I want to break your reality!” [laughs]
RM: One step is in place, Do you remember Ryan Maguire who is responsible for The Ghost in the MP3? His research is about MP3 compressions and basically what sounds are cut away by this compression algorithm, simply put: it puts shows what sounds the MP3 compression normally cuts out as irrelevant – in a way it inverses the compression and puts the ‘irrelevant’ or deleted data on display. I asked him to rework the soundtrack to ‘Beyond Resolution’, one of the two videowork of the iRD that is accompanied by my remix of professional grin by Knalpot and Ryan said yes! And so it was done! Super exciting.
DR: Yes. I thought that was a fantastic project. I love that as a proposition too… What would the equivalent of that form of ghosting be in terms of these alternate, disputed resolutions? What’s the remainder? I don’t understand technical formats as clearly as you do, so abstract things like ‘the ghost’, ‘the remainder’ are my way into understanding them. An abstract way in to a technical concept. So what is the metaphoric equivalent of that remainder in your work? For instance, I think it depends on what this was originally an image of. I think that is important.
RM: The previous image of JPEG2000 does not deal with the question of lost information. I think what you are after is an inversed Alvin Lucier ‘Sitting in a Room’ experiment, one that only shows the “generation loss” (instead of the generation left over, which is what we usually get to see or hear in art projects). I think that would be a reasonable equivalent to Ryan Maguires MP3 compression work.
Or maybe Supraconductivity.
I can struggle with this for… for at least two more days. In any case I want the iRD to have a soundtrack. Actually, it would like there to be a spatial soundtrack; the ghost soundtrack in the room and the original available only on a wifi access point.
DR: I’m really excited by that idea of ghostly presence and absence, you know. In terms of spatiality, scan lines, euclidean space…
RM: It’s a whole bundle of things! [laughs] “Come on scan lines, come to the institutions, swim with the ghosts!”
DR: It makes me think of cheesy things you get in a children’s museum. Those illusion rooms, that look normal through a little window, but when you go into them they are slanted in a certain way, so that a child can look bigger than an adult through the window frame. You know what I mean? They play with perspective in a really simple way, it’s all about the framing mechanism, the way the audience’s view has been controlled, regulated and perverted.
RM: I was almost at a point where I was calling people in New York and asked, “Can you produce a huge stained glass window, in 2 weeks?” I think it would be beautiful if the Institute had its own window.
I would take a photo of what you could see out of the real window, and then make the resolution of that photo really crappy, and create a real stained glass window, and install that in the gallery at its original place. If I have time one day I would love to do that, working with real craftspeople on that. I think that in the future the iRD might have a window through which we interface the outside.
Every group of people that share the same ideas and perspectives on obfuscation need to have a secret handshake. So that is what I am actually working on right now. Ha, You didn’t see that coming? [Laughs]
DR: [Laughs] No… that’s a different angle.
RM: I want people to have a patch! A secret patch. You remember Trevor Paglen’s book on the symbology of military patches?
DR: Oh yeah. Where he tries to decode the military patches? Yes, I love that.
RM: Yeah, I don’t think the world will ever have enough patches. They are such an icon for secret handshakes.
I have been playing around with this DCT image. I want to use it as a key to the institutions, which basically are a manifest to the reasonings behind this whole exhibition, but then encrypted in a macroblock font (I embedded an image of Institution 1 earlier). There was one of Paglen’s patches that really stood out for me; the black on black one. The iRD patch should be inspired by that.
DR: Hito Steyerl’s work How Not to be Seen: A Fucking Didactic Educational .MOV File, centres on the grid used by the military to calibrate their satellites from space. The DCT structure looks a lot like that, but I know the DCT is not about calibration. It contains all the shapes necessary to compose any image?
RM: If you look up close at a badly compressed JPEG, you will notice the image consist of macroblocks. A macroblock is a block organizations, usually consisting of 8×8 pixels, that posses color (chrominance) and light (luminance) values embedded via DCT (discrete cosine transform).
Basically all JPEGs you have ever seen are build out of this finite set of 64 macroblocks. Considering that JPEGs make up the vast majority of images we encounter on a daily basis, I think it is pretty amazing how simple this part of the JPEG compression really is.
But the patch should of course not just be square. Do you know the TV series Battlestar Galactica, where they have the corners cut off all their books? All the paper in that world follows this weird, octagonal shape? Or Borges Library and its crimson hexagon, that holds all knowledge. I love those randomly cryptic geometric forms…
DR: It reminds me of a 1987 anime film, Wings of Honneamise, that had a really wonderfully designed world. Everything is different, from paper sizes and shapes, through to their cutlery. Really detailed design from the ground up, all the standards and traditions.
RM: Like this Minecraft book too. The Blockpedia.
DR: Oh that’s great. I love the Minecraft style
and the mythos that has arisen around it.
RM: So Minecraft and Borges follow a 6 corner resolution, and Battlestar paper has 8 corners… Discrepancy! I want to reference them all!
DR: So these will go into the badges?
RM: I want to have a black on black embroidered patch with corners. Don’t you think this would be so pretty? This black on black. I want to drop a reference to 1984, too, Orwell or Apple, the decoder can decide. These kind of secret, underground references, I like those.
DR: A crypto exhibition.
RM: It’s so hot right now (and with hot I do not mean cool). Since the 90s musicians encrypt or transcode things in their sounds, from Aphex Twin, to Goodiepal and now TCF, who allegedly encrypted an image from the police riots in Athens into one of his songs. However, he is a young Scandinavian musician so that makes me wonder if the crypto design in this case is confusingly non-political. Either way, I want to rebel against this apparent new found hotness of crypto-everything, which is why I made Tacit:Blue.
Tacit:Blue uses a very basic form of encryption. Its archaic, dumb and decommissioned. Every flash shows a next line of my ‘secret message’ encrypted in masonic pigpen. When it flickers it gives a little piece of the message which really is just me ranting about secrecy. So if someone is interested in my opinion, they can decode that.
Actually, the technology behind the video is much more interesting. Do you know The Nova Drone? Its a small AV synthesizer designed by Casper Electronics. The the flickr frequency of this military RGB LED on the top of the board can be altered by turning the RGB oscillators. When I come close to the LED with the lens of my iphone, the frequencies of the LED and the iphone camera do not sync up. What happens is a rolling shutter effect. The camera has to interpret the input and something is gone, lost in translation. In fact, a Resolutional Dispute takes place right there.
DR: So the dispute happens because framerate of the camera conflicts with the flicker of the LED?
RM: And the sound is the actual sound of the electronics. In Tacit:Blue I do not use the NovaDrone in a ‘clean’ way, I am actually misusing it (if there is such a thing when it comes to a device of dispute). Some of the sounds and disruptions of flow are created in this patch bay, which is where you can patch the LFOs, etc. Anyway, when you disconnect the patch it flickers, but I never take it out fully so it creates this classic, noisy electric effect.
What do you think about the text? Do you think this works? I like this masonic pigpen, its a very simple, nostalgic old quiff.
DR: It reminds me of the title sequence for Alien. Dave Addey did a close visual, sci-fi etymological, analysis of the typography in Alien. It went viral online recently. Did you see that?
RM: No!
DR: It is fantastic. Everything from the title sequence to the buttons on the control panel in the background. Full of amazing insights.
RM: Wow, inspiring!
So with any cypher you also need a key, which is why I named the video Tacit:Blue, a reference to the old Northrop Tacit Blue stealth surveillance aircraft. The aircraft was used to develop techniques against passive radar detection, but has been decommissioned now, just like the masonic pigpen encryption.
DR: This reminds me of Eyal Weizman. He has written a lot on the Israeli / Palestinian conflict as a spatial phenomena. So we don’t think about territory merely as a series of lines drawn on a globe anymore, but as a stack, including everything from airspace, all the way down beneath the ground, where waste, gas and water are distributed. The mode by which water is delivered underground often cuts across conflicted territories on the surface. A stacked vision of territory brings into question the very notion of a ‘conflict’ and a ‘resolution’.
I recently saw him give a lecture on the Forensic Architecture project, which engages in disputes metered against US Military activities. Military drones are now so advanced that they can target a missile through the roof of a house, and have it plunge several floors before it explodes. It means that individual people can be targeted on a particular floor. The drone strike leaves a mark in the roof which is – and this is Weizman’s terminology – ‘beneath the threshold of detectability’. And that threshold also happens to be the size of a human body: about 1 metre square. Military satellites have a pixel size that effectively translates to 1 metre square at ground level. So to be invisible, or technically undetectable, a strike needs only to fall within a single pixel of a satellite imaging system. These drone strikes are designed to work beneath that threshold.
In terms of what you are talking about in Trevor Paglen’s work, and the Northrop Tacit Blue, those technologies were designed to exist beneath, or parallel to, optic thresholds, but now those thresholds are not optic as much as they are about digital standards and resolution densities. So that shares the same space as the codecs and file formats you are interested in. Your patch seems to bring that together, the analogue pixel calibration that Steyerl refers to is also part of that history. So I wonder whether there are images that cannot possibly be resolved out of DCT blocks. You know what I mean? I think your work asks that question. What images, shapes, and objects exist that are not possible to construct out of this grid? What realities are outside of the threshold of these blocks to resolve? It may even be the case that we are not capable of imagining such things, because of course these blocks have been formed in conjunction with the human visual system. The image is always already a compromise between the human perceptual limit and a separately defined technical limit.
RM: Yes, well I can imagine vector graphics, or mesh based graphics where the lines are not just a connection between two points, but also a value could be what you are after. But I am not sure.
At some point I thought that people entering the iRD could pay a couple of dollars for one of these patches, but if they don’t put the money down, then they would be obliged to go into the exhibition wearing earplugs.
DR: [Laughs] So they’d be allowed in, but they’d have one of their senses dampened?
RM: Yes, wearing earmuffs, or weird glasses or something like that. [Laughs]
DR: Glasses with really fine scan lines on them that conflict with TV images or whatever.
RM: [Laughs] And I was thinking, well, there should be a divide between people. To realise that what you see is just one threshold that has been lifted to only a few. There are always thresholds, you know.
DR: Ways to invite the audience into the spaces and thresholds that are beneath the zones of resolutional detectability?
RM: Or maybe just to show the mechanics behind objects and thresholds.
DR: Absolutely. So to go back to your Tacit:Blue video, in regards the font, I like the aesthetic, but I wonder whether you could play with that zone of detectability a little more.
You could have the video display at a frequency that is hard for people to concentrate on, for instance, and then put the cryptographic message at a different frequency. Having zones that do not match up, so that different elements of the work cut through different disputed spaces. Much harder to detect. And more subliminal, because video adheres to other sets of standards and processes beyond scan lines, the conflict between those standards opens up another space of possibilities.
It makes me think about Takeshi Murata’s Untitled (Pink Dot). I love that work because it uses datamoshing to question more about video codecs than just I and P frames. That’s what sets this work apart, for me, from other datamoshed works. He also plays with layers, and post production in the way the pink dot is realised. As it unfolds you see the pink dot as a layer behind the Rambo footage, and then it gets datamoshed into the footage, and then it is a layer in front of it, and then the datamosh tears into it and the dot become part of the Rambo miasma, and then the dot comes back as a surface again. So all the time he is playing with the layering of the piece, and the framing is not just about one moment to the next, but it also it exposes something about Murata’s super slick production process. He must have datamoshed parts of the video, and then post-produced the dot onto the surface of that, and then exported that and datamoshed that, and then fed it back into the studio again to add more layers. So it is not one video being datamoshed, but a practice unfolding, and the pink dot remains a kind of standard that runs through the whole piece, resonating in the soundtrack, and pushing to all elements of the image. The work is spatialised and temporalised in a really interesting way, because of how Murata uses datamoshing and postproduction to question frames, and layers, by ‘glitching’ between those formal elements. And as a viewer of Pink Dot, your perception is founded by those slips between the spatial surface and the temporal layers.
RM: Yeah, wow. I never looked at that work in terms of layers of editing. The vectors of these blocks that smear over the video, the movement of those macroblocks, which is what this video technologically is about, is also about time and editing. So Murata effectively emulates that datamosh technique back into the editing of the work before and after the actual datamosh. That is genius!
DR: If it wasn’t for Pink Dot I probably wouldn’t sit here with you now. It’s such an important work for me and my thinking.
Working with Morehshin Allahyari on The 3D Additivist Manifesto has brought a lot of these processes into play for me. The compressed labour behind a work can often get lost, because a final digital video is just a surface, just a set of I and P frames. The way Murata uses datamoshing calls that into play. It brings back some of the temporal depth.
Additivism is also about calling those processes and conflicts to account, in the move between digital and material forms. Oil is a compressed form of time, and that time and matter is extruded into plastic, and that plastic has other modes of labour compressed into it, and the layers of time and space are built on top of one another constantly – like the layers of a 3D print. When we rendered our Manifesto video we did it on computers plugged into aging electricity infrastructures that run on burnt coal and oil. Burning off one form of physical compressed time to compress another set of times and labours into a ‘digital work’.
RM: But you can feel that there is more to that video than its surface!
If I remember correctly you and Morehshin wrote an open invitation to digital artists to send in their left over 3D objects. So every object in that dark gooey ocean in The 3D Additivist Manifesto actually represents a piece of artistic digital garbage. It’s like a digital emulation of the North Pacific Gyre, which you also talked about in your lecture at Goldsmiths, but then solely consisting of Ready-Made art trash.
The actual scale and form of the Gyre is hard to catch, it seems to be unimaginable even to the people devoting their research to it; it’s beyond resolution. Which is why it is still such an under acknowledged topic. We don’t really want to know what the Gyre looks or feels like; it’s just like the clutter inside my desktop folder inside my desktop folder, inside the desktop folder. It represents an amalgamation of histories that moved further away from us over time and we don’t necessarily like to revisit, or realise that we are responsible for. I think The 3D Additivist Manifesto captures that resemblance between the way we handle our digital detritus and our physical garbage in a wonderfully grimm manner.
DR: I’m glad you sense the grimness of that image. And yes, as well as sourcing objects from friends and collaborators we also scraped a lot from online 3D object repositories. So the gyre is full of Ready-Mades divorced from their conditions of creation, use, or meaning. Like any discarded plastic bottle floating out in the middle of the pacific ocean.
Eventually Additivist technologies could interface all aspects of material reality, from nanoparticles, to proprietary components, all the way through to DNA, bespoke drugs, and forms of life somewhere between the biological and the synthetic. We hope that our call to submit to The 3D Additivist Cookbook will provoke what you term ‘disputes’. Objects, software, texts and blueprints that gesture to the possibility of new political and ontological realities. It sounds far-fetched, but we need that kind of thinking.
Alternate possibilities often get lost in a particular moment of resolution. A single moment of reception. But your exhibition points to the things beyond our recognition. Or perhaps more importantly, it points to the things we have refused to recognise. So, from inside the iRD technical ‘literacy’ might be considered as a limit, not a strength.
RM: Often the densities of the works we create, in terms of concept, but also collage, technology and source materials move quite far away or even beyond a fold. I suppose that’s why we make our work pretty. To draw in the people that are not technically literate or have no back knowledge. And then perhaps later they wonder about the technical aspects and the meaning behind the composition of the work and want to learn more. To me, the process of creating, but also seeing an interesting digital art work often feels like swimming inside an abyss of increments.
DR: What is that?
RM: I made that up. An abyss is something that goes on and on and on. Modern lines used to go on, postmodern lines are broken up as they go on. Thats how I feel we work on our computers, its a metaphor for scanlines.
DR: In euclidean space two parallel lines will go on forever and not meet. But on the surface of a globe, and other, non-euclidean spaces, those lines can be made to converge or diverge. *
RM: I have been trying to read up on my euclidean geometry.
DR: And I am thinking now about Flatland again, A Romance in Many Dimensions.
RM: Yeah, it’s funny that in the end, it is all about Flatland. That’s where this all started, so thats where it has to end; Flatland seems like an eternal ouroboros inside of digital art.
DR: It makes me think too about holographic theory. You can encode on a 2D surface the information necessary to construct a 3D image. And there are theories that suggest that a black hole has holographic properties. The event horizon of a black hole can be thought of as a flat surface, and contains all the information necessary to construct the black hole. And because a black hole is a singularity, and the universe can be considered as a singularity too – in time and space – some theories suggest that the universe is a hologram encoded on its outer surface. So the future state of the universe encodes all the prior states. Or something like that.
RM: I once went to a lecture by Raphael Bousso, a professor at Department of Physics, UC Berkeley. He was talking about black holes, it was super intense. I was sitting on the end of my seat and nearly felt like I was riding a dark star right towards my own event horizon.
DR: [laughs] Absolutely. I suppose I came to understand art and theory through things I knew before, which is pop science and science fiction. I tend to read everything through those things. Those are my starting points. But yes, holograms are super interesting.
RM: I want to be careful not to go into the wunderkammer, because if there are too many things, then each one of them turns into a fetish object; a gimmick.
DR: There was a lot of talk a few years ago about holographic storage, because basically all our storage – CDs, DVDs, hard drive platters, SSD drives – are 2D. All the information spinning on your screen right now, all those rich polygons or whatever, it all begins from data stored on a two dimensional surface. But you could have a holographic storage medium with three dimensions. They have built these things in the laboratory. There goes my pop science knowledge again.
RM: When I was at Transmediale last year, the Internet Yami-ichi (Internet Black Market) was on. There I sold some custom videos for self cracked LCD screens.
DR: Broken on purpose?
RM: Yes, and you’d be allowed to touch it so the screen would go multidimensional. Liquid crystals are such a beautiful technology.
DR: Yes. And they are a 3D image medium. But they don’t get used much anymore, right? LEDS are the main image format.
RM: People miss LCDS! I saw a beautiful recorded talk from the Torque event, Esther Leslie talking about Walter Benjamin who writes about snow flakes resembling white noise. Liquid crystals and flatness and flatland.
I want to thank you Dan, just to talk through this stuff has been really helpful. You have no idea. Thank you so much!
DR: Putting ideas in words is always helpful.
RM: I never do that, in preparation, to talk about things I am still working on, semi-completed. It’s scary to open up the book of possibilities. When you say things out loud you somehow commit to them. Like, Trevor Paglen, Jon Satrom are huge inspirations, I would like to make work inspired by them, that is a scary thing to say out loud.
DR: That’s good. We don’t work in a vacuum. Trevor Paglen’s stuff is often about photography as a mode of non-resolved vision. I think that does fit with your work here, but you have the understanding and wherewithal to transform these concerns into work about the digital media. Maybe you need to build a tiny model of the gallery and create it all in miniature.
RM: That’s what Alma Alloro said!
DR: I think it would be really helpful. You don’t have to do it in meatspace. You could render a version of the gallery space with software.
RM: Haha great idea, but that would take too much time. iRD needs to open to the public in 3 weeks!
* DR originally stated here that a globe was a euclidean space. This was corrected, with thanks to Matthew Austin.
These days, drones are everywhere: conducting military strikes across Pakistan, Yemen, Somalia and Afghanistan; as the underpinning technology for public health infrastructure; for sale to delighted kids in Hamleys toyshop; or as D.I.Y kits and readymades from the Internet. Amazon has proposed to sell fleets of drones, offering super-fast deliveries to its customers.[1] In Haiti, Bhutan, Papua New Guinea and the Philippines, drones have helped rescue natural disaster victims – and transport medical samples and supplies[2] and the Aerial Robotics Laboratory at Imperial College London is developing networks of drones to deliver blood supplies to rural health clinics in Africa[3]. The new ubiquity of drones in these contexts means that we need to think carefully about the personal and political impacts of the emerging drone culture?
Drones: Eyes From A Distance will be the first gathering in Berlin- April 17-18 2015 – of the Disruption Network Lab. This two day symposium presents keynote presentations, panels, round tables, and a film screening held in cooperation with Kunstraum Kreuzberg /Bethanien, with the support of the Free Chelsea Manning Initiative. The event is being held at the Sudio 1 of Kunstquartier Bethanien. And this conference would not be happening if it wasn’t for the tireless dedication of Tatiana Bazzichelli, founder of the Disruption Lab.
As part of Furtherfield’s partnership with the Disruption Network Lab I will chair a panel with Tonje Hessen Schei (filmmaker, NO), Jack Serle (investigative journalist, UK), Dave Young (artist, musician and researcher, IE).This interview with Dave Young is the first of three, in the lead up to the Berlin event.
Dave Young is an artist and researcher based in Edinburgh. His practice follows critical research into digital culture, manifested through workshops, website development, and talks on subjects varying from cybernetics and the Cold War history of network technologies, to issues around copyright and open source/free culture. He is founder of Localhost, a forum for discussing, dismantling and disrupting network technologies. Past events have focused on Google’s entry into media art curation, and the role of analogue radio as a potential commons in the digital age.
Marc Garrett: Hello Dave, I first met you in London when you hosted the Movable Borders: The Reposition Matrix Workshop’s at Furtherfield Gallery in 2013 as part of a larger exhibition called Movable Borders: Here Come the Drones! I remember it well, because the exhibition and your workshops were very well attended and a cross section of the local community came along and got involved. Could you tell us what your workshops consisted of and why you did them?
Dave Young: The workshop series came out of my own research into the history of cybernetics and networked military technologies while I was studying at the Piet Zwart Institute in Rotterdam. The US Military’s use of drones in the War on Terror had been officially acknowledged by the Obama administration by this time, and I was becoming increasingly curious about the apparent division of labour and accountability involved in the so-called ‘kill chain’ – that is, the structure and protocols that lead from identification of a potential target to a ‘kinetic strike’. As the use of drones was still largely a covert effort, there was much speculation in the media about where and how they were being used, so the idea of exploring these issues in a workshop format seemed to be a good way to create a public space for considered discussion and debate.
The workshops had quite an open format, with outcomes largely dependent on the interests and knowledge of the participants. The central task of each workshop was to collectively research a particular aspect of the military use of drones, and through the process of charting this research on a world map, we could then begin to discuss various geopolitical patterns and trends as they emerged. Rooting the workshop in this act of collaborative mapping provided an interface for discussing drones in specific terms, and helped situate their use within the reality of an incredibly complex historical and geopolitical narrative. To me, this provided a useful alternative to the mainstream media reporting styles that seemed to often rely on the same metaphors and controversies in the absence of real information coming through official sources.
MG: What are the specific concerns you have regarding the development of drones and how do you think these conditions can be changed for the better?
DY: This is a question I was more sure of before I started the workshop series – I feel the more I’ve gained an understanding of the way they’re used, the less sure I am of what needs to change. I see the drone as a symbol for the way conflict is understood post 9-11. It is part of the language, aesthetics, and transnational politics of the War on Terror. What is most concerning to me is the idea that the drone allows a state to fight a war while apparently sidestepping the otherwise necessary apparatuses of legality and oversight. As a covert weapon, it can be implemented in exceptional, extra-judicial ways that have not been legislated for as yet. The “targeted strike” and “signature strike”, while distinct from each other in protocol and circumstance, are particularly problematic – the former amounts to what many journalists describe as an assassination, although this word is rejected by the US government.
The CIA Torture Report released at the end of last year was an important acknowledgement of institutional subversions of legal and moral codes. I’d expect that a similar report into the use and effects of military drones would create space for an informed public debate about how they might be used in the future.
MG: Regarding you own relation and interests around drone and military culture, what are your plans in the near future?
DY: The outcomes of The Reposition Matrix have led me to approach this issue in a different way, looking for alternative ways of instigating conversations around this difficult subject. I’m still quite occupied with issues around the collection and presentation of data – during the workshops we covered a lot of diverse subjects, but always situating research outcomes on the surface of a world map. The question for me right now is what information is important to work with, and how can it be usefully represented? I’m looking at alternative methods of “mapping”, perhaps based in mapping technologies/software but using them in more disruptive non-geographic ways. I’ve been quite inspired by Metahaven’s ‘Sunshine Unfinished’ and the recently published book ‘Cartographies of the Absolute’ – both works have brought me back to some possibilities that went unexplored in the initial run of workshops back in 2013.
MG: What other projects are you involved in?
DY: Aside from this research, I’m currently collaborating on a project titled “Cursor” with Jake Watts and Kirsty Hendry as part of New Media Scotland’s Alt-W fund. We’re investigating current trends in fitness tracking technologies, and attempting to uncover and critique the way such intimate personal data is produced, distributed, and commodified. You can follow our research as it evolves on http://cursorware.me
I’m also running a space here in Edinburgh called Localhost, with the aim of stimulating discussions around the political aspects of digital art/culture. I run regular workshops and more occasionally special events, but I’m also very happy to provide a platform for others who wish to share their thoughts & skills on related subjects. Check http://l-o-c-a-l-h-o-s-t.com/ for more information and how to get involved.
Thank you very much 🙂
Daniel Rourke: At Furtherfield on November 22nd 2014 you launched a Beta version of a networked project, 6PM Your Local Time, in collaboration with Fabio Paris, Abandon Normal Devices and Gummy Industries. #6PMYLT uses twitter hashtags as a nexus for distributed art happenings. Could you tell us more about the impetus behind the project?
Domenico Quaranta: In September 2012, the Link Art Center launched the Link Point in Brescia: a small project space where, for almost two years, we presented installation projects by local and international artists. The Link Point was, since the beginning, a “dual site”: a space where to invite our local audience, but also a set for photographic documentation meant to be distributed online to a global audience. Fabio Paris’ long experience with his commercial gallery – that used the same space for more than 10 years, persuaded us that this was what we had to offer to the artists invited. So, the space was reduced to a small cube, white from floor to ceiling, with neon lights and a big logo (a kind of analogue watermark) on the back door.
Thinking about this project, and the strong presence of the Link Point logo in all the documentation, we realized that the Link Point was actually not bound to that space: as an abstract, highly formalized space, it could actually be everywhere. Take a white cube and place the Link Point logo in it, and that’s the Link Point.
This realization brought us, on the one hand, to close the space in Brescia and to turn the Link Point into a nomad, erratic project, that can resurrect from time to time in other places; and, on the other hand, to conceive 6PM Your Local Time. The idea was simple: if exhibition spaces are all more or less similar; if online documentation has become so important to communicate art events to a wider audience, and if people started perceiving it as not different from primary experience, why not set up an exhibition that takes place in different locations, kept together only by documentation and by the use of the same logo? All the rest came right after, as a natural development from this starting point (and as an adaptation of this idea to reality).
Of course, this is a statement as well as a provocation: watching the documentation of the UK Beta Test you can easily realize that exhibition spaces are NOT more or less the same; that attending or participating in an event is different from watching pictures on a screen; that some artworks work well in pictures but many need to be experiences. We want to stress the value of networking and of giving prominence to your network rather than to your individual identity; but if the project would work as a reminder that reality is still different from media representation, it would be successful anyway.
Daniel Rourke: There is something of Hakim Bey’s Temporary Autonomous Zones in your proposal. The idea that geographic, economic and/or political boundaries need no longer define the limits of social collective action. We can criticise Bey’s 1991 text now, because in retrospect the Internet and its constitutive protocols have themselves become a breeding ground for corporate and political concerns, even as technology has allowed ever more distributed methods of connectivity. You foreground network identity over individual identity in the 6PM YLT vision, yet the distinction between the individuals that create a network and the corporate hierarchies that make that networking possible are less clear. I am of course gesturing towards the use of Twitter as the principal platform of the project, a question that Ruth Catlow brought up at the launch. Do you still believe that TAZs are possible in our hyper-connected, hyper-corporate world?
Domenico Quaranta: In its first, raw conceptualization, 6PM YLT had to come with its own smartphone app, that had to be used both to participate in the project and to access the gallery. The decision to aggregate content published on different social platforms came from the realization that people already had the production and distribution tools required to participate in the action, and were already familiar with some gestures: take a photo, apply a filter, add an hashtag, etc. Of course, we could invite participants and audiences to use some specific, open source social network of our choice, but we prefer to tell them: just use the fucking platform of your choice. We want to facilitate and expand participation, not to reduce it; and we are not interested in adding another layer to the project. 6PM YLT is not a TAZ, it’s just a social game that wants to raise some awareness about the importance of documentation, the power of networks, the public availability of what we do with our phones. And it’s a parasitic tool that, as anything else happening online, implies an entire set of corporate frameworks in order to exist: social networks, browsers, operative systems, internet providers, server farms etc.
That said, yes, I think TAZs are still possible. The model of TAZ has been designed for an hyper-connected, hyper-corporate world; they are temporary and nomadic; they exist in interstices for a short time. But I agree that believing in them is mostly an act of faith.
Daniel Rourke: The beta-tested, final iteration of 6pm YLT will be launched in the summer of 2015. How will you be rolling out the project in the forthcoming months? How can people get involved?
Domenico Quaranta: 6PM Your Local Time has been conceived as an opportunity, for the organizing subject, to bring to visibility its network of relationships and to improve it. It’s not an exhibition with a topic, but a social network turned visible. To put it simply: our identity is defined not just by what we do, but also by the people we hang out with. After organizing 6PM Your Local Time Europe, the Link Art Center would like to take a step back and to offer the platform to other organizing subjects, to allow them to show off their network as well.
So, what we are doing now is preparing a long list of institutions, galleries and artists we made love with in the past or we’d like to make love with in the future, and inviting them to participate in the project. We won’t launch an open call, but we already made the event public saying that if anyone is interested to participate, they are allowed to submit a proposal. We won’t accept anybody, but we would be happy to get in touch with people we didn’t know.
After finalizing the list of participants, we will work on all the organizational stuff, basically informing them about the basic rules of the game, gathering information about the events, answering questions, etc.
On the other hand, we have of course to work on the presentation. While every participant presents an event of her choice, the organizer of a 6PM Your Local Time event has to present to its local audience the platform event, as an ongoing installation / performance. We are from Brescia, Italy, and that’s where we will make our presentation. We made an agreement with MusicalZOO, a local festival of art and electronic music, in order to co-produce the presentation and have access to their audience. This is what determined the date of the event in the first place. Since the festival takes place outdoor during the summer, we are working with them on designing a temporary office where we can coordinate the event, stay in touch with the participants, discuss with the audience, and a video installation in which the live stream of pics and videos will be displayed. Since we are expecting participants from Portugal to the Russian Federation, the event will start around 5 PM, and will follow the various opening events up to late night.
One potential reference for this kind of presentation may be those (amazing) telecommunication projects that took place in the Eighties: Robert Adrian’s The World in 24 Hours, organized at Ars Electronica in 1982; the Planetary Network set up in 1986 at the Venice Biennale; and even Nam June Paik’s satellite communication project Good Morning Mr Orwell (1984).
Daniel Rourke: Your exhibition Unoriginal Genius, featuring the work of 17 leading net and new media artists, was the last project to be hosted in the Carroll/Fletcher Project Space (closing November 22nd, 2014). Could you tell us more about the role you consider ‘genius’ plays in framing contemporary art practice?
Domenico Quaranta: The idea of genius still plays an important role in Western culture, and not just in the field of art. Whether we are talking about the Macintosh, Infinite Jest, a space trip or Nymphomaniac, we are always celebrating an individual genius, even if we perfectly know that there is a team and a concerted action behind each of these things. Every art world is grounded in the idea that there are gifted people who, provided specific conditions, can produce special things that are potentially relevant for anybody. This is not a problem in itself – what’s problematic are some corollaries to our traditional idea of genius – namely “originality” and “intellectual property”. The first claims that a good work of creation is new and doesn’t depend on previous work by others; the second claims that an original work belongs to the author.
In my opinion, creation never worked this way, and I’m totally unoriginal in saying this: hundreds of people, before and along to me, say that creating consists in taking chunks of available material and assembling them in ways that, in the best situation, allow us to take a small step forward from what came before. But in the meantime, entire legal systems have been built upon such bad beliefs; and what’s happening now is that, while on the one hand the digitalization of the means of production and dissemination allow us to look at this process with unprecedented clarity; on the other hand these regulations have evolved in such a way that they may eventually slow down or stop the regular evolution of culture, which is based on the exchange of ideas.
We – and creators in particular – have to fight against this situation. But Unoriginal Genius shouldn’t be read in such an activist way. It is just a small attempt to show how the process of creation works today, in the shared environment of a networked computer, and to bring this in front of a gallery audience.
Daniel Rourke: So much online material ‘created’ today is free-flowing and impossible to trace back to an original author, yet the tendency to attribute images, ideas or ‘works’ to an individual still persists – as it does in Unoriginal Genius. I wonder whether you consider some of the works in the show as more liberated from authorial constraints than others? That is, what are the works that appear to make themselves; floating and mutating regardless of particular human (artist) intentions?
Domenico Quaranta: Probably Museum of the Internet is the one that fits best to your description. Everybody can contribute anonymously to it by just dropping images on the webpage; the authors’ names are not available on the website, and there’s no link to their homepage. It’s so simple, so necessary and so pure that one may think that it always existed out there in some way or another. And in a way it did, because the history of the internet is full of projects that invite people to do more or less the same.
Daniel Rourke: 2014 was an exciting year for the recognition of digital art cultures, with the appointment of Dragan Espenschied as lead Digital Conservator at Rhizome, the second Paddles On! auction of digital works in London, with names like Hito Steyerl and Ryan Trecartin moving up ArtReview’s power list, and projects like Kenneth Goldsmith’s ‘Printing out the Internet’ highlighting the increasing ubiquity – and therefore arguable fragility – of web-based cultural aggregation. I wondered what you were looking forward to in 2015 – apart from 6PM YLT of course. Where would you like to see the digital/net/new media arts 12 months from now?
Domenico Quaranta: On the moon, of course!
Out of joke: I agree that 2014 has been a good year for the media arts community, as part of a general positive trend along the last few years. Other highlighs may include, in various order: the September 2013 issue of Artforum, on “Art and Media”, and the discussion sparked by Claire Bishop’s essay; Cory Arcangel discovering and restoring lost Andy Warhol’s digital files from floppy disks; Ben Fino-Radin becoming digital conservator at MoMA, New York; JODI winning the Prix Net Art; the Barbican doing a show on the Digital Revolution with Google. Memes like post internet, post digital and the New Aesthetic had negative side effects, but they helped establishing digital culture in the mainstream contemporary art discourse, and bringing to prominence some artists formerly known as net artists. In 2015, the New Museum Triennial will be curated by Lauren Cornell and Ryan Trecartin, and DIS has been announced to be curator of the 9th Berlin Biennial in 2016.
All this looks promising, but one thing that I learned from the past is to be careful with optimistic judgements. The XXI century started with a show called 010101. Art in Technological Times, organized by SFMoMA. The same year, net art entered the Venice Biennale, the Whitney organized Bitstreams and Data Dynamics, the Tate Art and Money Online. Later on, the internet was announced dead, and it took years for the media art community to get some prominence in the art discourse again. The situation now is very different, a lot has been done at all levels (art market, institutions, criticism), and the interest in digital culture and technologies is not (only) the result of the hype and of big money flushed by corporations unto museums. But still, where we really are? The first Paddles On! Auction belongs to history because it helped selling the first website ever on auction; the second one mainly sold digital and analogue paintings. Digital Revolution was welcomed by sentences like: “No one could fault the advances in technology on display, but the art that has emerged out of that technology? Well, on this showing, too much of it seems gimmicky, weak and overly concerned with spectacle rather than meaning, or making a comment on our culture.” (The Telegraph) The upcoming New Museum Triennial will include artists like Ed Atkins, Aleksandra Domanovic, Oliver Laric, K-HOLE, Steve Roggenbuck, but Lauren and Ryan did their best to avoid partisanship. There’s no criticism in this statement, actually I would have done exactly the same, and I’m sure it will be an amazing show that I can’t wait to see. Just, we don’t have to expect too much from this show in terms of “digital art recognition”. So, to put it short: I’m sure digital art and culture is slowly changing the arts, and that this revolution will be dramatic; but it won’t take place in 2015 🙂
Featured image: Helen Varley Jamieson performing “make-shift,” Brisbane, 2012; photo by Suzon Fuks
“Overlapping and fluid spaces… spaces emerging between physical realities and the ethereal digital / electric space: a third space grafted from the real-time confluence of the stage + remote locations.” – Helen Varley Jamieson
Cyberformance artist Helen Varley Jamieson is creating a new Internet performance work, “we r now[here]”* for the Art of the Networked Practice | Online Symposium (March 31 – April 2). The title and description of the work poetically articulate her thinking on networked space (third space) as a medium for online theatrical experimentation: “‘we r now[here]’ is about nowhere and somewhere: the ‘nowhere’ of the Internet becomes ‘now’ and ‘here’ through our virtual presence.” (* Special thanks to Annie Abrahams who provided the title for the work: “we r now[here],” and to Curt Cloninger who inspired it.)
To set the “stage” for this new work, we discuss Helen’s pioneering achievements in the genre she has coined as cyberformance: the combination of cybernetics and cyberspace with performance. Helen has created a rich body of online theater work dating back to 1999, when dial-up modems were still the operable connection, long before Skype and Google Hangout became popular Web-conferencing tools. As one of the founders of UpStage, an open source platform for online theatrical presentation, Helen is a leading catalyst, researcher, director, and maker who for years has been reimagining the Internet as a global space for theater and performance.
****
Randall Packer: You coined the term cyberformance in the early 2000s after discovering the potential of the Internet as a medium for live performance. What were your first steps in rethinking live theater for ethereal, networked “third space?”
Helen Varley Jamieson: When I first started working with Desktop Theatre and experienced the intense liveness of our interactions despite being physically separated by thousands of miles, I understood that it was possible to feel a quite visceral sense of presence and real-time connection via the internet. We were improvising and performing in The Palace, a graphic-sonic chat application, and our audiences were mostly other “Palatians” – who weren’t always particularly interested in what we were doing. I began to think about how we could bring this work to a theatre audience, people who wanted to see a performance. The first time I tried this was at Odin Teatret in Denmark at a Magdalena Project festival, with a short performance that aimed to demonstrate the possibilities of cyberformance. Adriene Jenik and Lisa Brenneis from Desktop Theatre were performing with me from California, in The Palace which was projected onto a screen. I was using someone’s mobile phone for the internet connection as this was 2001 and there wasn’t internet throughout the building at that time. Afterwards, a heated debate erupted amongst the audience (who were theatre practitioners) about whether or not this could be called theatre. This experience challenged me to question whether or not cyberformance was “theatre” (which of course required first answering the question, what is “theatre”?): how is technology changing our definitions of “theatre”? and what place does cyberformance have within theatre?
RP: You define cyberformance as “utilizing Internet technologies to bring remote performers together in real-time for remote and or proximal audiences.” How does the distributed nature of cyberformance differ from live, traditional theater that situates actors and audience in a single, physical location?
HVJ: Obviously there are many interactions that are not possible, and the entire context is different: instead of sitting together in a darkened auditorium, hearing the rustles and breathing of your fellow audience members and smelling whatever smells, you are (usually but not always) alone in front of a computer. There are time and seasonal differences, as well as cultural and linguistic, for individual audience members. There might be a knock at the door or a phone call or other outside events that intrude on someone’s experience while online. So there is much more variety in how the performance is received than there is in a proximal situation. To give one example, during the 101010 UpStage Festival, one performer and some audience were located at a museum in Belgrade; it was the same day as the gay pride march there, which was disrupted by rioting anti-pride protestors, and the museum staff had to lock the doors to keep everyone safe – cars were burning in the street outside. Inside the locked museum, the performer kept going and the festival continued with the riot raging outside, and those of us online were getting updates about the situation from those in the museum.
There is also a different kind of relationship between audience and performers, at least in performances using platforms such as UpStage, where the audience have the possibility to chat with each other and with the artists. There is a level of familiarity and equality, as opposed to the separation of the 4th wall in traditional theatre. Different codes of behaviour apply – for instance it can happen that the online audience might start chatting about something unrelated to the performance, which then becomes a part of the performance; people seated in a theatre auditorium wouldn’t normally strike up a general conversation, audible to all, in the middle of a play. The response from the audience to the performance is in some ways more direct – they can comment in the chat and will often be very honest in their comments; and in other ways more distant – a standing ovation has to be typed into the chat, which is less of a loud emotional outpouring.
RP: I find it ironic that you named your performance group “Avatar Body Collision,” which seems to complicate the idea of net space as a virtual medium for disembodiment. How do you see “avatar bodies” colliding on the Internet?
HVJ: I don’t think of virtual space as being disembodied. We are still in our bodies, we are using our bodies to create the performance – primarily our hands and fingers (digits – we say “break a digit” before our shows instead of “break a leg”). The collision in the name is not about bodies colliding with bodies, but avatars colliding with bodies. Where does my body end and my avatar begin, and vice versa? And how do other bodies, e.g. the audience, respond to my avatar? The collision is one of flesh and technology, sweat and pixels.
RP: Online, the audience or “cyberformience” plays a participatory role in the event, like the early Happenings from the 1960s. How does this non-hierarchical approach to theater impact the works you have created for the medium: how do you incorporate the audience into the work?
HVJ: It varies from show to show; some are designed for the audience to watch and respond, while others aim to actively involve the audience (cyberformience) to the point of co-authoring. One example at the first end of the continuum is “a gesture through the flames“, which was a webcam performance I created in 2008 for Annie Abrahams‘ “Breaking Solitude” series. I used a Victorian toy theatre and a soundscape to tell a story, and the online audience improvised a narrative in the chat. I didn’t interact with them during the performance (I was too busy to type) and it was fascinating to see how they read what I was doing. At the other end of the spectrum are works like “make-shift” or the series “We have a situation!” which can’t happen without the active participation of the audience. In “make-shift” (2010-12, with Paula Crutchlow), the audience were involved in writing texts, operating the webcam, answering quiz questions, building kites from recycled plastic, and ultimately performing on webcam. The event was structured so that they were “warmed-up” for their participation, and because we were located in someone’s home there was a very informal and comfortable atmosphere which made it possible for people to do these things.
RP: You are currently creating a new work entitled “we r now[here]” for the Art of the Networked Practice | Online Symposium. The title can be read as no(where) or now(here). Tell us about your concept of Internet space and time.
HVJ: Space and time in the online world are very fluid for me. I frequently work with people in different time zones, and travel physically between time zones myself as well, so I’m often calculating time differences and negotiating meeting times around all of this. In some ways time is irrelevant. In other ways, it’s highly significant – for example, precise timing is very difficult to achieve. Lag is unpredictable, sometimes it can disrupt a carefully planned sequence but at other times it can make something unexpectedly brilliant.
RP: A recent work, “make-shift,” unites domestic environments via the Internet in live, free-form conversation between online and onsite participants. How do you achieve a sense of intimacy and play in the online social space of the work despite geographical separation?
HVJ: I think of cyberspace as a space; apart from all the common spatial metaphors that are applied to it, when I’m working or communicating with people online in real-time it feels to me that we create a space through our shared presence, words, and whatever else we are using. It’s a space that extends into and absorbs a little bit of the physical environment of everyone present. “make-shift” did this very explicitly – we asked the audience (online and on site) to describe where they were, and this built a collaborative space or environment that everyone had a shared sense of.
In “make-shift” we created intimate and playful environments in two separate houses. the participants in the houses arrived half an hour before the show began, and during this time we warmed them up with a few activities and explained things about what was going to happen. Usually there was also food and drink, and often the people already knew each other so it was already quite friendly and informal. At the start of the show we began by introducing everyone. Each house called out a greeting to the other house and the online audience (which we’d practiced as part of the warm-up activities), and then we invited the online audience to tell us “what’s it like where you are?” This question was deliberately a bit open-ended, so people could describe their surroundings, the weather, their day, their mood and so on. The online audience are already seated at the keyboard and ready to interact; often they would make jokes, add other comments and respond to each other. We had regular online audience members who knew the format so inserted their own commentary or embellished others’. From this beginning, we continued throughout the piece to give the audience tasks that encouraged their sense of empowerment and ownership within the piece, such as operating the webcam, and we encouraged those in the house to interact in the chat with the online audience. Some people were a bit shy or worried about doing the wrong thing, but they usually got into it fairly quickly and became so involved in the piece that they lost any self-consciousness. In the final scene, the group in each house performed a song to the webcam and created a tableaux vivant of a painting we had referenced throughout the performance, and when we reached this point in the show they were always keen to do this.
RP: With the Avatar Body Collision performance group, you have restaged Samuel Becket’s minimalist theater work “Come & Go.” Your approach to cyberformance has always been very free and open, and yet Becket is the opposite: highly structured with precise directions for actors. How do you reconcile these differences?
HVJ: It was a lot of fun to do “Come & Go“; from the outset we accepted that we had a strict set of instructions to follow, and made that our task – to render Beckett’s directions in cyberformance as faithfully as possible. So we didn’t reconcile those differences, rather we saw it as an opportunity to work differently for a change. We worked on small but precise avatar movements, which is harder than you might think, and used simple gestures that very effectively added emotion, such as a turn of the head or holding a hand up to the mouth. We played with the text2speech voices of our avatars: I was Flo, who at one point has the line, “Dreaming of … love”, and we discovered that the “…” created an emotional quaver in the computerised voice when it said “… love”. This was both funny and tender. So having a script and such precise directions meant that we spent time on details like this.
RP: You have produced your own online symposia, the Cyposium, the latest from 2012 culminating in CyPosium the Book, an edition of essays and transcriptions. How has your experimentation with the online symposium format altered your view of what a conference gathering can fulfill given global access via the Internet?
HVJ: The CyPosium was very successful and generated an exciting buzz. I think one reason for this was that everyone was online. When there is a stream from a proximal conference, it’s very easy for people at the physical venue to forget about those online. It takes very thoughtful planning to ensure that the online participants are fully included. So in the CyPosium, everyone was online and therefore equally included. Most people commented quite freely – at times it was quite dizzying to see the chat scrolling up at great speed, there was so much discussion. This made it quite difficult for the moderators to field questions – we had planned as best we could for this and it went pretty well, but there were so many people actively engaged in the discussion that at times we couldn’t keep up. Many people stayed online for most of the 12 hours, and the response was very enthusiastic the whole way through, which made it clear that there is a desire for this kind of event.
RP: In your years of performing and creating online performance, what do you think is missing in the liminal space of the online medium due to distance and non-corporeality? What do you yearn for? What do you still want to accomplish?
HVJ: At an absolutely practical level, I yearn for better funding, for funding opportunities that are not tied to geographical locations, as nearly everything still is. The distributed, non-corporeal and ephemeral nature of this work means that it’s always on the periphery – which in some respects is a wonderful place to be, but it’s usually the least-funded place.
There are many things that I imagine and would like to realise but can’t technically; some of these things may become possible if/when we manage the rebuild of UpStage that we are planning. But often what interests me most is experimenting with the resources I have and discovering what’s possible; what tricks or hacks I can do, what surprises there are when we push a technology in a way it wasn’t intended to be pushed or when we use a tool differently.
What I would still like to accomplish in my work is to further develop the intentions of shows such as “make-shift” and “we have a situation,” where a creative process shared by audience and artists can ultimately effect real change, at the individual level and socially/politically. I’m interested in how cyberformance can facilitate meaningful discussions and encourage people to think about alternatives and make actual changes in their lives. I’m interested in how connections between remote and apparently unrelated people and contexts can open up new possibilities.
Trans-gender theorist Jami Weinstein has compared the flocking behaviour of academics and artists around the concept of The Anthropocene, to the adoption by the Hipster of a given locale or fashion appendage. The creative flock, she suggests, can perform a gentrification of concept through uncritical adoption and ‘hyper-consumption’, just as it does of neighbourhoods or workwear. The Anthropocene is indeed the place to be seen, or the guise in which to dress the body of your work, this season. The term is proposed as a way of describing the explicit ‘age’ in which human kind, post-1945 (although possibly since the Industrial Revolution, or stretching right back to the advent of tool use), has come to define the geophysics of the entire earth.
The Anthropocene, combining geology with sociology through a few slights of hand, therefore collapses the distinction of human and nature which is core to basic understandings of our being in the world. If this wasn’t enough, an immanent vote affirming the accuracy of the term The Anthropocene by the scientific community worldwide has also been touted as a gesture which will provide the rhetorical turning point by which the Western powers will acknowledge, and begin reparations for, the ecological sins of the past, potentially saving the human race from mass extinction. Fertile ground then, for readings, interpretations and responses – but as Weinstein suggests, there is a deeply complex responsibility implied when we approach and engage with something as ontologically vulnerable as a concept.
It is this responsibility Sonic Acts assumes when it takes The Anthropocene as its central theme. The four day music festival and conference takes a collection of essays titled The Geologic Imagination as a gathering point for a strong line-up of some of the most influential men working across philosophy, music and the arts today. I attended the first day of the festival, which included a talks and a round-table by Object Oriented Ontologists maverick Graham Harman and his icemanTim Morton, geologist Mark Williams, and art theorist Douglas Kahn, followed by a performance/installation by Florian Hecker featuring work by Reza Negarestani, and a night-time programme of music by M.E.S.H and TCF, Vessel, and finally, as if from outer space, the sole female agent of the programme, Karen Gwyer.
I use the term agent, to distinguish from ‘appearance’ or ‘voice’, because there were several female bodily appearances and women’s voices in evidence onstage during the conference and club. The problem was that they were routinely either denied the right to articulate their own words, for example when The Geologic Imagination editor Mirna Belina was reduced to acting as an interlocutor for Lukas Marxt during a poorly thought out artists presentation section; or worse, used as sound/image material to be cut into, destroyed, and literally degraded for surface affect by male artists. Example of this included the snippet Kurt Hentschläger showed of his work Modell5, during an inexplicable tour of his online portfolio – and the violent envelope-ing of Charlotte Rampling’s vocal performance in Hecker’s audaciously dense new materialist sound opera Script for Machine Synthesis. Certainly none of these phenomena may have stood out as malicious in themselves, but in the context of a festival whose line-up consists of 75 men and only 7 women, and whose female curators are entirely absent from the staged elements of the show, a motif in which women’s bodies and voices are a pretty fabric to be torn and disabused begins to gain the qualities of something else entirely. The ‘glitch’ too must take into account its gender dimension.
This unfortunate gender play reached its misogynistic anticlimax during the closing stages of the club event as the trashy, industrial techno of Vessel was backed by a huge split-screen visual (film created by Pedro Maia) of a woman crying in a bathroom, lying in a corridor naked, kissing another woman in a body bag, and finally being pulled limb from limb in an ambiguous mix of sex-scene and analogue-digital disintegration. What does the complicity and collectivism of a rave space do with images/sound combinations like this when they are conducted by men?
Early in his presentation, delivered with Tedtalk panache, Tim Morton used the fact that literary theory reads gender into texts even when they do not ostensibly mention gender, as an analogy for the way OOO recognizes that objects often ‘withdraw’ from us some core aspect of their being. As Morton affirmed, the Anthropocene is itself a “subcendent” object, being ‘much less than the sum of its parts’ – its parts being of a scale and complexity which must necessarily withdraw from us in order that the concept-as-object here can be revealed. This is explicitly not to infer that the concept-as-object can be emptied of its cultural and social identity and worn with Nikes like a naval overcoat, but rather that it requires a subtle and supple mode of thinking which is capable of excavating ‘that which withdraws’. The gender comment then, was prescient – directly illustrating that the curators, Lucas van der Velden and Annette Wolfsberger undermine the moral agenda of their project by failing to consider, or dismissing, the gender dimension. It might have been a calculated risk, that by not paying attention to gender during their deliberations they might elide that concept altogether from the consideration of the festival, but I think that when a risk backfires like this, the result should be called out for what it is – misguided and arrogant. At times, it felt like rather than proposing ways in which we might retreat from rampant, destructive territorialisation of the Earth, the festival projected a future in which the masculine regime of ownership and domination as ruinous could be helpfully extended and repeated onto womanhood as well – with all the faulty binarism and barbarism that implies.
The one audience question of the day, delivered from under a spotlight and with the barely subdued fury which gave him the air of Rasputin. His question, directed at Harman and Morton, I think picked up on some of the air of hypocracy of the event, but concerned the application of OOO specifically, and its relationship to Accelerationism. As my friend put it, “OOO qua Accelerationist gateway drug”. Needless to say, the question was expertly fielded and evaporated almost without trace.
Despite the regularly fascinating philosophical and cross-disciplinary gestures being made across the discourse/music strands, then, Sonic Acts was articulate through the voices it chose to exclude.
Not that the work itself, or the conversations happening across the theoretical and art strands was insubstantial. For example the way in which electronic artist TCF’s sound work performed the ontological flattening of objects as diverse as a helicopter, a computer circuit, and a Euro-house drop reflected brilliantly on the ideas proposed by Harman, Kahn and Morton, and gave a very tangible way of understanding the new materialist connotations of all. Another highlight included the Reza Negarestani double-bill, in which his notion of the incompatibility of given systems and the resulting philosophical imperative for ‘mixed-level reconfiguration’ through analyzing as both ‘that we can perceive’, and ‘that which we know’, for example, was first purposed as philosophical libereto, and then delivered as an almost equally dizzying Skype lecture.
During the deeply cerebral and attention-demanding ‘Script…’ performance, in which the audience were all seated on the floor, someone tall in mirrored sunglasses did a Jameroqui type dance while people filmed him on their mobile phones.
In Script for Machine Synthesis, (and previous works, such as Chimerisation) Florian Hecker has found in Negarestani’s philosophy a fantastic foil for his ‘dramatization of auditory synthesis’. Script used the motif (and the ‘occasion’) of a melting pink ice cube to enact a simultaneous synthesis and dematerialisation, bringing audio and scent (a specially commissioned perfume by Editions De Perfumes ‘materialised into a rubber trophy presented to each audience member in a foil envelope which made me think of space rations) into play as operators in the field of deconstructing the object-as-concept.
As an audience member completely new (but predisposed) to Negarestani’s work, following this hour-long performance with a lecture via Skype in which he laid out a the chiasmic twisting across neurological-phenomenological and mathematical-physical poles of experience and knowledge, led to a dizzying sense of having been teleported and improperly put back together.
But, despite of these admirable folds in the art/thought continuum, it was impossible to shift the unnerving sense of hypocracy and lack of critical rigour at play in Sonic Acts programming. To return to the central unspoken chimera: The Anthropocene is gendered. In its simple form, it refers to a catastrophic situation resulting from the actions of a patriarchal Western society, and the effects of masculine dominance and aggression on a global scale. This was this subject in withdrawal which dominated my experience – meaning that a curatorial oversight not to include women, presumably in order to include more ‘famous’ names from these male-dominated spheres, was allowed to resonate and mutate into an experience of pervasive, almost hedonistic, misogyny I experienced during the Vessel performance.
The notoriously affluent European festival circuit benefits from a dense network of national and EU funding schemes, coupled with the neoliberal ease of intra-continental transport, cheap flights etc., and leverages this in an arms-race of fees for a mostly-male mostly-white cohort of mostly-electronic music artists. This context, plus that of the ‘lavishly illustrated’ book of essays which sets the scene for this year’s Sonic Acts, and the mode of staging in which the expert-community of the audience was silenced from contributing, in favour of a series of pronouncements from master-rhetoriticians, seems to me in direct opposition to the kind of ‘challenge to the status quo’ and subsquent reversal of the Earth’s fortunes which was frequently advocated for. The blurb for The Geologic Imagination does in retrospect seem to revel in the kind an uncritical adoption of concept Weinstein critiques, making of ecological disaster mere concept for further consumption:
“This new publication by Sonic Acts is inspired by geosciences and zooms in on planet Earth. Fundamental to The Geologic Imagination is the idea that we live in a new geological epoch, the Anthropocene. (!) Human activity has irreversibly changed the composition of the atmosphere, the oceans, and even the Earth’s crust. (!) Humanity has become a geological force. (Huzzah!)” [Exclamations mine.]
Finally, Karen Gwyer’s techno set – devoid from any descernable link with the festival themes, and so in a way also silenced somehow. But nonetheless, experienced like finally being able to breathe. The bass subdued among a mesh of pulsating synth and crystalline threads. Tim Morton’s frenetic big-box-little-box dance moves notable in the throng, somehow saying something indiscernible but very real, about the opportunities missed by this most-preeminent of European festivals. As Gwyer herself notes, in an interview not at all about the Anthropocene: “those forces have testicles.”
[imgs Jon Davies]
The American artist Patrick Lichty is best-known for his works with digital media: as part of the activist group RT Mark and as designer of digital animation movies for their follow-up The Yes Men, he has been recognized as a net artist with a political bend. He has been working with digital media since the 1980s, and has created works with video, for the Web and for Second Life.
At his solo show “Artifacts” at DAM Galerie in Berlin however, the artist, who is teaching at the University of Wisconsin in Milwaukee and has recently published a book with theoretical essays, does not show media works, but tapestries.
Tapestries? In the following interview Lichty talks about his return to traditional art techniques.
Tilman Baumgärtel (TB): Patrick, you are known for your work with media, and you have created 3D animations, Internet and Second Life works. But at your recent shows both in Berlin and New York you show works in much more traditional artistic media: drawings in New York, tapestries in Berlin. Why the return to these time-honoured modes of production?
Patrick Lichty (PL): I’ve been sitting in front of the screen for almost 30 years, and I’ve been blind several times in my life. This leads me to my belief that, “Mediation is reality.” I have artificial lenses, and I don’t know whether I see the world as it is. I feel like I have this cyborg vision, like I am slightly alien. I’ve had this feeling all my life.
So on the one hand, I have tried to create an alternative reality through mediation, or maybe to see the world for what it is through mediation. That is what happens with the Yes Men for instance: I am helping Mike and Andy to create alternative realities for our fictitious corporate campaigns. And on the other hand I am interested in what Marcus Novak from University of California Santa Barbara calls “Evergence” where virtual things that never existed except in the virtual manifest in the physical. It is almost like William Gibson’s novel “All Tomorrow’s Parties”, where the “printed” virtual J-pop idol Rei Toei idol jumps out of the nano-replicator, and says “Hello”, even though she never existed. I am interested in the tangible digital that manifests from the potential virtual…
TB: The tangible digital?
PL: Well, the idea of taking code, and turning it into 3D-objects, or taking things from Second Life and creating artifacts, and I use the US spelling as a double reference to “artifacting” or pixelization of an edge. The whole show here in Berlin is meant to introduce people to this gigantic body of work that I created in the realm of the digital as a cultural explorer, and that the contemporary art world doesn’t know much about, a bit at a time. What we have in the show are artifacts based on some of my more art world-friendly works. Some of my other pieces are definitely not art-world-friendly. I have done tons of prints and tons of video, that can be presented in a show, but a lot of my web work utterly and completely resists any kind of exhibition.
In the show in New York I have ten Roman-Verostko-like plotter prints of random internet cats, which is sort of my answer to post-internet art. By the way, you know what sold? The kitten swatting at the drone flying over it.
TB: How did you pick the motifs for the tapestry that is on display here in Berlin?
PL: This images come from certain key points in my practice in the last ten years. I send these files to a mill in South Carolina, and they fabricate the tapestry based on my image. These images are the ones that resonate with me very strongly. There is one that is called “Orange Alert”, which has the Space Invaders from the computer game attacking the White House, that I translated into this huge tapestry. It is based on a painting that his since been destroyed, and I think it is actually more interesting that way. We used to have this color code system in the US. “Orange” meant “You better be really scared”, and “Red” meant “You can kiss your ass good-bye.” Five years after 7/11, all the airports in the US were on Orange Alert, and nobody cared.
TB: Weaving was among the first crafts that were mechanized, and the mechanical looms were among the first machines that were controlled with early forms of punched card that in the early days of computing were the first form of memory storage. Is that the reason why you translated these images into tapestry?
PL: On the one hand I am referring to the old, grand art of tapestry weaving, and, maybe, playing a little bit to the gallery. It is a way to express the digital in a very certain kind of materiality that I find interesting and that is historically relevant to our heritage. They are simply a beautiful way to express digital content. And they are easy to display.
TB: The next thing we know is that you will be sitting on the loom again, rather than having these tapestries made for you…
PL: Well, I did that as a child. My mother was an artist and I worked on a loom with her. So there are specific incidents in my life that logically led me to create this work. I am not doing it, because it is hip, or cheap…
TB: …or could be shown in a gallery…
PL: No. There have been specific moments in my life that lead me to this, it was not merely a gallery move, although it made things easier.
The other thing that I am doing is that I am starting to place Augmented Reality on them, but that is not in this show. With the other Augmented works, like my Kenai Tapestry, you can take a device, bring up an app, and you look at it through the device, which recognizes the piece and then the virtual content comes out. The only piece like this in the DAM Berlin show that is like this is one piece that has a QR code on it that just says http:// and it sends you to a 404-error page. It is a Jodi-like piece. I don’t have to keep a server. It is something that actually does engage with technological devices, but I do not have to do this horrible upkeep.
I did a piece called “Grasping @ Bits” in 2000 for which I got a honourable mention for the Golden Nica at Ars Electronica. It was this terribly complex hypertext-essay with hyper browsers and multiple reading paths, that had to do with activism and net art. I did this 15 years ago, and it is almost broken. Unless QR codes become totally defunct, I hope the 404 piece will work for a long time. We still have barcodes after how many years?
TB: In the 1990s, people were thinking that we would somehow upload ourselves into “cyberspace”, as in the “Matrix” movies. What seems to happen now is exactly the opposite: The virtual seems to re-materialise by manifesting itself in physical space, via 3D printers, smartphones etc.
PL: Instead of “The Matrix” it is more like in “All Tomorrow’s Parties” or “The Diamond Age”, in which we have machines that turn everything into what Bruce Sterling refers to as “gomi” or clutter/trash in Japanese. We have this whole explosion of digital content becoming physical again, but to quote Sterling again, most of them are meaningless technical exercises, or “Crapjects”.
This whole issue of re-materialization and corporeality from media to physical objects is of growing importance to me. We are made of material/flesh (points to his arm) rather than this (points to a computer). Moravec hasn’t come true yet; we are not uploading ourselves anytime soon…
I had a phase around 2005, where nobody heard from me much for a year or two because I wanted to reconcile myself with material. I didn’t do much media art, it was mostly material practice. That was when I started to work with iron casting and weaving. I have been interested in the Jacquard loom and 3D printing since 2004, but I am only showing much of that now. I did a 3D representation of a gif in 2005, where the black and white value determine the height of the different pixels. White is high, black is low. I had that cast in iron. It is from a series called “8 Bit Or Less”, that reflected on my blindness. I took samples from the different series of my work and experimented with translating them into a physical form. The idea is that mediation becomes physical reality, and the format of this show is a survey of various works. I thought that was the most logical way yo introduce people to a substantial body of work quickly but in an accessible way.
TB: Let’s talk about your involvement with groups like RTMark, the Yes Men or Second Front. You said that you were interested in creating alternative realities. Was that the reason why you ghelped create these groups?
PL: I have always been a leftist, who – ironically – tries to survive on his work. That´s why I was attracted to the anti-corporate bent of RTMark and the Yes Men.
A little bit back-story is in order here: Imagine an electrical engineer raised by artists and then taught how to do Critical Theory by Ph.D.s in Sociology and Theatre History, and what you get is me.
I actually worked an electronic engineer for a while, and did not go to art school until I needed a degree to be an academic, as a lot of early New Media artists did. My mother was an artist, she trained me in the arts. I got my first electronics kit in 1970, when I was eight years old. And then I got my first computer and started drawing on it in 1978 – that was an Atari 800 (I still have it). And I got on the internet in 1983, 11 years before the web. So who is the “digital native” here?
I was doing computer art in the 1980s, but only started showing my work in 1990. By that time I had fallen in love with a theatre historian and through her I had fallen in love with theory. My best friend even to this day, Jonathon Epstein, is a sociologist, who got me interested in visual sociology. We started a collective called Haymarket RIOT that made Social Theory proto-meme gifs in 1990-94 which Baudrillard loved, by the way. Later, we did these post-modern social theory-based industrial rock videos that were all 3D-animated. And I send these to Jacques Servin and Igor Vamos, when they were about to found RTMark. They did a cross-country tour across the US as Igor moved to Troy, NY, and they came to meet me in Ohio. They told me what they wanted to do, and I said: “Wow, you’re weird!” So we started RTMark, and the rest is history.
RTMark then turned into the Yes Men. I am not so central any more, but I still do all the animations for the movies and interventions. I think they became so noted that it is hard for them to do direct actions any more. Their actions became sort of theatre rather than activism. I think that’s why there’s much more emphasis on things like The Yes Lab and The Action Switchboard, so they can empower other people. The “Action Switch Board”, by the way, reminds me a lot of a much more refined version of RT Mark’s “Mutual Fund”, but much more robust.
TB: RT Mark, The Yes Men, Second Front – it seems like you prefer to operate in groups rather than developing your own personal Oeuvre.
PL: Not really, but certainly that is what is more visible to the public. Because I live in this world of mediation, it’s almost as if these groups have been my social groups. And I have always felt that in regards to getting traction in the cultural milieu, there has been strength in numbers. In groups, there are more people to jump on the soap box.
However, since the time when we founded Second Front, I’ve been very vocal in keeping the group into an almost ego-less form, patially from my experience with collectives, partially by the Zen/FLUXUS influence Bibbe Hansen brought to the group. I wanted a way to keep our group as logistically “flat” as possible. Which is ironic, because now Bibbe Hansen is one of our members, who has this huge legacy. Right now we are doing performances of Virtual Fluxus. We are also exploring Al Hansen´s (and other historical FLUXUS artists) work in Second Life.
TB: Are you “re-enacting” them, which is a trend in the art world right now?
PL: I would say “re-mediate”. What we are actually doing is performing un-produced texts by Al, pieces that could have never been done in real life. So we are not re-staging, we are creating works that have been unrealized. That is pretty exciting. One piece we have been doing is “Car Bibbe II”, a successor to his performance “Car Symphony” from 1968 that was never realized because of liability issues. He wanted to explode some Cadillacs.
TB: Why are you using Second Life? There has been a lot of criticism because this system leaves little liberty to the users…
PL: It is actually very fluid. It has a huge amount of possibility. Yet, we are currently investigating “Open Sim”, the open source alternative to Second Live. Any of the money that we are earning with the videos I have editioned at DAM will go to buy a permanent server and a static IP. I don’t want to go to another server farm. I want a modem in my living room with our world on my computer. It will be cheaper, and then we do not have to deal with Linden Labs’ oppressive policies any more.
TB: The attractive thing about Second Life was that at one point there was a ready audience, because it was so popular. But I do not think that this is the case any more…
PL: The important thing is that we used to do it as a function of community, and now we are using it as a representational tool. So the main results now are prints and videos. We want people to hear the tree fall, and this the way we get people to hear the tree fall in the woods: We take videos of it. The community has changed so much, it isn’t as important to us as artists any more.
TB: Second Life seems like Atlantis these days – a sunken, forgotten continent…
PL: It is kind of a necropolis for old technocrats. It is actually a very cyber-punk-thing. It is “Snowcrash”, 15 years later. But I am very interested in using Jurassic technologies and doing Media Archaeology. I also work a lot with pixelization, because at this point we don´t have to have it any more; it’s a choice. I did these pixilated nudes, that are barely recognizable as figures any more. You know, every artist needs to have a phase, where he is doing nudes, you know? (laughs) So I wanted to make them materially manifest a couple of years ago by laser cutting them into wood, expressing their materiality as surely as flesh does.
For the past ten years I have been doing media archaeological research into reviving Slow Scan Television as an art form. It is a video art form from the early days of Telecommunications Art. It is very low res, it only has four grey scales and a resolution of 120×120 pixels. It is a pretty specific and anachronistic art form. I am working with Hank Bull and Western Front right now to decode the audio track of the Slow Scan “Wiencouver” interventions of the 1980’s. I think I am one of the few members of my generation that knows how to run this equipment and how to repair these things. Many of my colleagues, who talk about dirty media and low tech, are still relying on the web… Well, they can have the Web. I am going back to networked art before the web. I am going back to the telephone network, but I use Skype now!
Featured image: 144 Hours in Kiev: Instagram montage, all images courtesy of Lev Manovich
Lev Manovich’s upcoming keynote, along with the entire Art of the Networked Practice online symposium, March 31 – April 2, 2015, will be free, open and accessible via web-conference from anywhere in the world. Visit the Website to register. The symposium is in collaboration with Furtherfield.
While big data has infiltrated our everyday lives, Lev Manovich and his collaborators have explored the data of everyday life as a window on social transformation. We discuss his latest work: The Exceptional and the Everyday: 144 Hours in Kiev, a portrait of political upheaval in the Ukraine constructed from thousands of Instagram photos taken over a six day period during the revolution in February of 2014. The project evolves from Manovich’s recent manifestations, Phototrails (2013) and SelfieCity (2014), metamorphosing social media into data landscapes.
Randall Packer: How do you view social media as illuminating a broader understanding of crisis in times of political upheaval?
Lev Manovich: When the media covers exceptional events such as social upheavals, revolutions, and protests, typically they just show you a few professionally shot photographs that focus on this moment of protest at particular points in the city. So we were wondering if examining Instagram photos that were shared in the central part of Kiev would give us a different picture. Not necessarily an objective picture because Instagram has its own biases and it’s definitely not a transparent window into reality, but would give us, let’s say, a more democratic picture. So we’ve downloaded over 20,000 photos shared by 6,000 people, and using visualization we created a number of different views of reality with patterns contained in the data. And we were particularly interested to see how the images of the everyday exist side by side with images of extraordinary events: how images of demonstrations, confrontation with government forces, fire, smoke, and barricades exist next to selfies, parties, or empty streets.
RP: Is it possible to think of what you are doing as taking an activist position in terms of revealing truths about a political situation?
LM: We have to be careful because obviously what you are seeing in 144 Hours in Kiev is a relatively small part of the population. Because the people who do use Instagram create tags mostly in English, they are, maybe, pro-Western people. But it allows us to get a sense of, not necessarily of a truth, not necessarily of what’s real, but let’s say a different kind of picture, a different place of reality then what the journalists would get. Because journalists may go, talk to a few people, and then come up with a report. But here you have “quotes,” so to speak, of thousands of people.
RP: Do you also see the collections of visualizations from user-generated images as an aesthetic realization?
LM: Perhaps one thing we can highlight is the idea of expressive visualization. As an artist I am also interested in the question of how can I present the world through the data. So let’s say a hundred years ago I would be taking photographs of a city. Now I can represent the city through 2 million Instagram photos. Thinking about landscape paintings in Impressionism, Fauvism, or even Cubism, how could I represent nature today through the contributions of millions of people? So I think of myself as an artist who is painting with data.
RP: But I’ve noticed that there is a focus in your writing on scientific methodology, you don’t talk very much about the renderings from an artistic perspective.
LM: It’s very clear that we’re taking ideas and techniques that have been used by modern artists. The difference is that we are pulling out data and writing open source tools. We’re taking in this case social media, works that were not created by us, and then putting them through different kinds of combinations. If you think about modernist collage of the city from the 1910s or 1920s, using pieces of newspaper and other existing media, what we’re doing exists in the same tradition.
RP: In many ways, the works can be fully appreciated as collage or composites, which I imagine goes against what you are trying to say through data analysis.
LM: No, it doesn’t go against what we are doing. It’s a matter of speaking to different parts of society. So you don’t just talk to designers or artists or like-minded people, you also talk to scientists. But ultimately what drives me is that I can I create something expressive, something unique, that isn’t just simply a data visualization, but creates an image that finds visual forms, that finds the right metaphors, which allows me to talk about modern society as consistent with its millions of data points. To me I think it’s a successful metaphor for how to speak about society today, when you think about all the traces you leave on social networks. I am trying to find the static visual forms to represent our new sense of society from seemingly random acts of individual people.
RP: Talk about the idea of “collective stories,” which are revealed in the composite of hundreds of thousands Instagram photos, each of which is a story in and of itself.
LM: We bring all these narratives together and try to make a kind of composite “film.” The connection to documentary, such as filmmakers like Dziga Vertov, for me is very clear. When Dziga Vertov, for example, was making his films in Kiev, he would have several cameramen in different parts of the Soviet Union shooting everyday, and they would send it to him and he would put it all together. So my “films” are made up of downloaded visuals, in which you can then make multiple “films” out of.
RP: Is it possible that the individual stories, the individual voice of expression, might get lost in this broad swath of data mining and cultural analytics?
LM: People are documenting what they think is interesting and important in their lives. But because there are very particular behaviors, what you get is a kind of pattern. I would say that patterns are not the same thing as a story. I don’t think of it as traditional narrative art, but rather a pattern of certain repeating behaviors.
RP: How do you position the work you are doing in the context of the current crisis of invasive surveillance and the loss of privacy resulting from big data analysis?
LM: When we started thinking about these ideas in 2005, these issues were not on the table. In the last two or three years they have become central and to be honest they keep me up at night. I consider whether or not it’s OK because there are histories of governments using photographs of protests of honest people. I think the first time it happened seriously was in Prague in 1968 when it was raided by the Soviet Union. You had bystanders taking pictures, and when the pictures were found they were used to arrest people. So we thought a lot about it. When you start to individualize stories, when you start following particular people, then it gets really dangerous.
RP: In this sense its a very political project. What you have done is revealed that in the 21st century of social media it’s difficult to hide anything. What have you learned about contemporary life as seen through the lens of social media?
LM: This is a deep question. I’m basically trying to say that as opposed to a journalist who thinks about the “data” as a kind of truth, that it’s a way to find out what happened, what I’m thinking about is its own reality. It’s not a question of truth, it’s a question of making interesting connections.
RP: That’s the difference between an artist and a journalist or even a scientist. You’re absorbing and you’re finding the connections but you’re not trying to say: this is it.
LM: I think the main answer is this: we can produce different visualizations out of the same data. Everyone views a different idea. It’s like when Monet paints another cathedral, there is not one painting that is correct. He makes a dozen paintings where every painting represents a different color, different atmospheric conditions, to show that in fact there are only the subjective views. So the goal is perhaps not to give people a new interpretation, but rather to challenge what they may be thinking is the correct one.
The Everyday and the Exceptional: 144 Hours in Kiev is a project of Lev Manovich in collaboration with Dr. Mehrdad Yazdani, Alise Tifentale, and Jay Chow.
First things first, Antonio Robert is a great guy. He is literally the happiest and most lively artist I’ve ever worked with, his online postings contribute in a full and proper way to both digital art and open source code communities, and he finds space in his wetware for the feedership of cats. He has top-notch glitch credentials, and is hooked into some important ideas about where that field is going – being the most active, if not only ‘glitch artist’ currently showing work in the UK. His work is rooted in glitch aesthetics and ideas, but constantly pushing at its edges. He’s performed and presented at Tate Modern, Databit.me in Arles, France, glitChicago, and he has his first solo show coming up at BOM (Birmingham Open Media) later this year.
Beside his happiness and energy, the first thing you notice about Antonio is that he has this geeky thing going on, like some kind of 90s Spielbergesque computer wizz – I’m sure I heard him call his computer ‘baby’ once as he goded it into action – but when he came to perform as part of our Syndrome programme in Liverpool, he literally ripped his tee-shirt off in the middle of the room, just as he was about to start.
He is the embodiment, in many ways, of the kind of volatility and fun in lots of great glitch art. I hooked up with Antonio online, where we spoke about glitch, and how it relates to his new iconoclastic work on copyright.
NJ: So… first question… You’re kinda out on your own in the UK it seems, as ‘the’ representative of the Glitch Art movement. I can see that that has been really great for you, for example with trips to Chicago etc… but does it also feel a little lonely?!
Antonio: Yeah, definitely. Ever since I helped bring the GLI.TC/H event to the UK/Birmingham in 2011 I’ve been getting questions about giltch art. I’m happy to impart my knowledge and experience to anyone that’s curious and my usual response is “you can do it too!”. That is, if you want to do glitch art there are so many tutorials about it. And, if you want there to be more events focused on glitch art all you need is an idea and some motivation.
NJ: There’s certainly an appetite for work which can reveal the systems underlying digital production – which is what good glitch art does. Do you think it is the term itself which is beginning to feel dated – as a result of an appropriation of its aesthetics? So fewer and fewer artists use this term now because its central modes are being used in a non-critical basis.
Antonio: I think it has become a bit dated through appropriation. That isn’t to say that glitch art has to be a specific thing and made using community-approved techniques, but now I see art that is just noisy or digital-looking that is described as glitch art.
NJ: I want to draw attention to some works of yours – or others – which seek out new (or different) systems which which to destructively engage. Because I think your work is still very much exploring and finding new territories opening up with this trope, while remaining within the ‘glitch’ genre. The work you made for the EVP website, “spɛl ænd spik:” modulated the construction of speech with phonemes. Where does the error enter into this, and do you consider it a departure from your work previous?
Antonio: It’s definitely a departure in terms of aesthetics.
NJ: It is not multicoloured!
Antonio: Hahah yeah. Even my clothes are plain. I wanted the focus to shift from the aesthetics of glitch. Glitch art incorporates many themes including randomness, error, helplessness, the unexpected, machine driven operations. And for the EVP piece I wanted to focus on randomness. I think the error lies in the perceptions of the viewer. When it was exhibited publicly at the Next Wave Exhibition at the RBSA many people thought that it was my voice and, at times, they could hear English words, so, the thing “glitching”, or experiencing an error in this case is their perceptions.
NJ: The tension between the random sounds and the possibility of speech is certainly unsettling.
Antonio: Then there’s the fact that those random sounds are coming from a human image… Digital and “New Media” art is still a new thing for many audiences and institutions, so confusion or bafflement is to be expected. I just hope that this then turns into curiosity. I hope that audiences then begin to ask questions about what it is they’re seeing and how it fits into their ideas about art, creativity and everything else.
NJ: There is something which Bifo Berardi says in “The Uprising: On Poetry and Finance”, where he is noting how ‘political decision has been replaced by techno-linguistic automatisms’, and it seems like ‘glitch’ art has a role to play here which is analogous to the one he assigns poetry in this book. Do you think that the kind of work you do with error is innately political or have revolutionary potential in this way?
Antonio: There is the overtly political work that I have made in the past. For example, Copyright Atrophy, which uses scripts and programs to challenge notions of ownership and copyright, was made specifically to be challenging, as was the work What Revolution. Another theme that interests me is copyright and free culture. And it’s always been there in my work, just not the core message. Now, for example, there is also the work about copyright which is currently being developed (as Archive Remix) as part of my residency at the University of Birmingham. It fits a long tradition of artists remixing artworks and appropriating culture. I’m hoping to bring about a change in attitudes at the university through my work with them.
NJ: Just looking at the work you’re doing at University of Birmingham, it seems to deal with the same theme as Copyright Atrophy, which is a kind of horizon of ownership – which relates also to the horizon of meaning… between meaning and meaninglessness, between owned and apprpriated. So there is a point in the logo-gifs of Copyright Atrophy, and the Archive Remix animations, where they are operating simultaneously as a symbol, or original – and as a new, catachrestic symbol for something yet to be defined. I’m taking the term catachresis here from the way Lee Edelman uses it in his literary and cultural criticism such as No Future, to describe how ‘misuse’ of given words leads to an opening up for heretofore undiscovered territory – also similar to what Rosa Menkman describes as Glitchspeak.
Antonio: Indeed. Although in Copyright Atrophy I am “destroying” the logos, in some way I’m evolving them too. I want to show that a piece of artwork is never truly finished as it may be reinterpreted and remixed by people, and also that we should let this natural evolution happen. Another example to illustrate this evolution is Comic Sans Must DIe.
Yes, I’m destroying each glyph of Comic Sans, but some frames of that might make a good new typeface in itself. The short animations I’m making for Archive Remix are, at the moment, acting as case studies that I will take to the university to show good things can happen when you have more liberal licensing on images. As you may have seen, I also do a version of the animations with the copyrighted material censored. I want to show the perils of censoring. So underneath each “new” gif is one with the copyrighted material blacked out. Imagine if DJ Shadow’s album Entroducing only had works that had been cleared for usage!
NJ: They are sad images, for sure. There is a melancholy at work here, which makes me think of the ‘death’ of the work, being the moment it has to stop evolving.
Antonio: Indeed.
NJ: I feel that way sometimes when I perform a poem, or even read it out to someone on the phone, that somehow its limitations have been reached as potential. Do you think it’s this attitude of a work always being open to interpretation which creates an exit from the inevitably melancholy ending of a completed artwork? I guess that’s one reason why an open platform for the code you produce is attractive.
Antonio: I can see the performance or exhibiting of an artwork as limiting because what has to be presented is something finished. However, sometimes I see this as a chance to exhibit one iteration of the work. It’s always open to myself or others to remake or build on from. There have been people that have built on the code and programs that I make and I’m thankful for this. The best example of this was the method I created for generating jpgs from random data, which was in itself inspired by HEADer Remix by Ted Davis. David Schaffer greatly extended this into his own tool and Holger Ballweg ported the code into SuperCollider. If any code I write inspires others who am I to stop them from using or building on it?
NJ: A year or so ago, I proposed that art forgery should be legalised. I feel, along with many others, that the ‘art market’ has very little to do with the community of artists most worthy of admiration and respect. But perhaps it is ownership itself that is the problem. What is there in ownership ‘authorship’ which is valuable to retain? Attribution, I suppose – but what value in attribution?
Antonio: Yes, attribution is the important thing. All people should rightfully own the thing that they make. But problems arise because they then want to own everything that comes after it. So yes, remixes, reinterpretations are important and should be allowed, just as long as the original author is attributed for their work. It’s all a confusing and scary time for artists and the art world. Everyone’s wondering how they can make money and sustain their practice whilst still reaching as many people as possible. I hope that through my work I can show that these new approaches (open source, free culture, liberal licensing etc) can yield positive results and won’t necessarily result in the loss of earnings or opportunities.
NJ: It’s kind of ironic though, isn’t it, that digital artists like yourself who actively question and disrupt the basis of the apparently ‘infinite flows’ of digital content, finance… are part of a scene whose infrastructure itself is crumbling, and who generally suffer a very real stress and insecurity as a result. This is exacerbated as well by the kind of funding environment which might be offsetting this instability somewhat, but where digital artists are co-opted ecosystem of ‘digital economy’ — rather than a ‘cultural economy’ — itself formed around ideas of efficiency, and hence ‘labour savings’? Do you think this might actually be harmful?
Antonio: Yes, I think it’s dangerous focusing just on digital economy and making everything digital. Sure, it’s exciting that technology brings us all of these opportunities, but it leaves behind everyone that doesn’t work in that way.
NJ: Finally, on this subject, I thought you might like to highlight some contemporary work which influences you, which comes from outside the ‘digital art’ scene (if this is even possible!) and thus contributes to the ecosystem of digital innovation, in more traditional forms.
Antonio: One of my influences was Arturo Herrea’s 2007 exhibition at the Ikon Gallery. I loved the way there was order in the chaos. Outside of that it’s really difficult to find examples of influential work that isn’t in some way digital. A lot of the live performance, sculpture and video work that inspires me is often not only made using digital technology – 3D printing, projection etc – but is about digital and internet culture.
You can follow Antonio on
http://www.hellocatfood.com/http://hellocatfood.tumblr.com/
and https://twitter.com/hellocatfood
and Nathan is at https://twitter.com/nathmercy
Featured image: Image from the exhibition: http://gl1tch.us/GlitchArt-wit-jonCates.html
jonCates upcoming keynote, along with the entire Art of the Networked Practice online symposium, March 31 – April 2, 2015, will be free, open and accessible via web-conference from anywhere in the world. Visit the Website to register. The symposium is in collaboration with Furtherfield.
jonCates in Conversation With Randall Packer
we need to humanize ourselves + our systems, to recognize that we are amidst failed futures, broken tools + glitched environments made from media, mediums, mediations + filtered through failures. – jonCates
Describing the world of new media/glitch artist jonCates is a labyrinthine task. You might begin with his spontaneous and inventive word-language actions reminiscent of William Burroughs cut-ups; or the hypnotic .gif animations made from seemingly incongruous, discarded fragments of media; or perhaps his “dirty new media” aesthetic that brings to the surface the aberrations and raw imperfections that are typically verboten in “high-end” digital circles.
jonCates has ironically and quite cleverly co-mingled punk and pirate media with thoughtful theoretical discourses. Based in Chicago, he is Chair of Film, Video, New Media and Animation at the School of the Art Institute of Chicago by day, prowling the sub-culture of the alternative spaces by night. Cates is at the center of a glitch scene in Chicago, now referred to as the “birthplace of dirty new media,” a movement he has in large part catalyzed: spawning the international GLI.TC/H Festivals and other assorted hactivist events and DIY workshops.
In my conversation with jonCates we discuss his unique synthesis of language and media, his critique of technology, and how glitch, in all of its multifarious manifestations, has powered his work, functioning as a force for uniting artists, students, and communities in collective activity.
Randall Packer: I want to start off with the way in which you blend everything – in your life, in your work, your practice, theory, communications, writing, teaching –there is a mélange of language, a spirit and playfulness, that all seems to flow together with glitch. Would you say that glitch is a way of life?
jonCates: yeas, in faxxx, well first off, i would like to say thnxxx for giving the work the level of attn you have. i think that my approach to Digital Arts or New Media Art is 01 that takes a systemsapproach, not in a kind of cold cybernetic way but in a more wholistic sense of systems, those systems might be broken, they might be glitched, + they might be imperfect + noisy, + that might be what attracts us or me to those systems. but still they are functional or rather functioning in one way or another systematically. so they are connected to one another as assemblages.
RP: I would say that glitch is a language, spoken by its practitioners, who have co-mingled code with the spoken word, or maybe I should say specific to your work, mixing machine language with human language: accepting the aberration as perhaps more important than the message. Is the aberration the message?
jC: i would def’ly say that there is a poetic embrace of noise && error. my interests are also, continue to be, motivated by the connections between Noise Musics + experimental New Media Art. for me this approach to noise or noisiness, or dirt, or dirtiness, is a way to foreground as you say, an aberrance or perversion of normative msg or what we might perceive to be logical reasoning. b/c there is a poetics to that obviously. ppl who inspired me most directly in that manner would be Netochka Nezvanova, who did this comingling of functional code w/ highly politicized + poetic language.
RP: So is glitch an act of undermining the status quo of our relationship to technology?
jC: it certainly can be. i think that there was mayhaps a time recently in witch glitch works were more directly mobilizing that kind of critical stance. but glitch is also folded into aesthetics that are also highly popular so there’s a popularity to the glitch aesthetic which would undermine an argument for saying it is exclusively resistant or exclusively political. it’s just impure.
RP: I see many resonances with avant-garde figures both in art and in technology, such as Dick Higgins, for example, in his concept of intermedia. The idea of closing the gap between art and life, media and things, and in your case between language and machine language, art and theory, or as Dick Higgins might have said: art and everything else.
jC: the discourse on art/life, on performance, performance art, those were topics i studied when I was younger: thinking about how technologies that we use are all social. they’re techno-social. we live inna techno-social culture. these technologies are also socially performed, + that means that there are these performative aspects. for instance there is a corporate performance of cleanliness + purity. + then there is the performance of everyday life that we’re all doing all the time w/ all of our technologies. so, we’re making them human, in the sense that we are making them part of our lives.
RP: In regards to your idea of “dirty new media,” my response is that the dirtiness implies there is a human quality in new media, that it is not perfect, it’s not sterile, it’s not removed from real life, but it contains its imperfections, it’s impurities, in a way, it’s organic qualities, that get closer to our “wet” lives, rather than our binary ones.
jC: abs’ly! that’s abs’ly a part of the goal in terms of using this term, Dirty New Media OR d1Ɍ+y̶ ̶N̶3WWW_M3DI∆, to foreground all those faxxx. but also that there is a non-neutrality of techno-social artifacts + contexts, that our technologies are not neutral, also that they are embedded, they are part of our lives, + that embeddedness has the word bed in there, we are in bed w/ them also, so they’re embedded in ways that are complex. they are not sterile, they’re imperfect, they are not clean, b/c they exist in the world, which is also imperfect. + so, i do believe that d1Ɍ+y̶ ̶N̶3WWW_M3DI∆ as a way of lyfe + as an approach to artmaking is a way of foregrounding these faxxx, these realities, of our lived exxxperiences, + acknowledging how situated we all are w/ all of these systems, + artifacts that we have made, unmade && remade together.
RP: A lot of people at first glance might look at your work and think that it has been completely usurped by machine language, by a kind of technological sensibility. And so, I am wondering in view of this convergence between human language and machine language the question then might become: where does the machine end and the artist begin.
jC: that’s a gr8 question… well, the machine world is machined by us out of the world + we have literally machined the world. it’s our world, in the sense that we have crafted it. + we’re constantly uncrafting && re-crafting it. it produces errors, mistakes, breakdowns, glitches, noise, + from a Computer Science perspective, what you would want to do would be debugging + refining. but from a d1Ɍ+y̶ ̶N̶3WWW_M3DI∆ perspective, what you might want to be doing is “rebugging,” && pushing different aspects of the machinewwwhirlds to see their thresholds, exxxperiment, + play.
RP: Ultimately there is a playfulness that I think undermines the dystopic view that we sometimes have towards technology. jC: i rly hope that is the case. that’s constantly a goal that i am working on. there are those in my immediate community, + in Glitch Art communities in general, who i am also responding to, who are in fact dystopic, && who are also Discordians, + who are intentionally exploring Chaos Majik or who have aspirations to Kaos Magick, + those kinds of Discordian approaches. && that’s not my intent.
RP: I like the way that you counter the dystopic questions that you get, with an even greater barrage of glitch. For example, there is a comment that Sterling Crispin made when he said: “the glitch/noise fetish is an inversion of humanity & symbolic embrace of death & rampant infectious nihilism.” OK… And your response was:
“thnxxx @sterlingcrispin, my work is an axxxual process of: #glitch #fetish #noise #dirty #newmedia from a #humanist #perspective.”
jC: (laughs) yea, i thought that was funny. i took his comment vry srsly && vry pointedly + it motivated me to write an essay, which is up on the GL1TCH.US Unstable Book for Unstable Media that i am constantly working on. he uses keywords that i am connected to + that have motivated me. he was using fetish, but he was using it in a negatively valenced way + i wanted to reclaim fetish && say, yea, of course fetish is part of what i do b/c fetish is punk + its part of “originary” punk from the SEX shop run by Malcolm McLaren + Vivian Westwood. so, yea, of course, fetish is in my work, but its in this way that’s consistent w/ my art/life inna way that’s dirty, in the sense of being impure, but also (hopefully) sexxxy && exxxciting!
RP: Maybe counter to the world that we live in today with our corporate environment, in which the technology companies encourage a fetish with the slick, clean design of technology. What you have done, is through the construction of a language and a world that you have created, you’ve attempted to break that down and show us what our relationship to technology could be and perhaps should be.
jC: thnxYou! abs’ly! + openUp possibilities, potentialities for ppl, as well as for myself, but also for a community that can mobilize around these approaches, these ideas. it’s counter-intuitive to the rampant, hyper-individualism that lays waste to so much effort that emerges from group practices, communities, to shared or Open Source cultures. this idea of building community, building tools + systems, && sharing those tools + systems w/in the community so that the community can org around all of that + then share work && work goes back out into the communities, to keep it alive. i think i just sketched out a pedagogy! 🙂
RP: It’s a wonder to me how you balance your personal, artistic and academic life.
jC: it’s a healthy friction for me, it gives me inspiration to work outside of the institution, to work in bars, clubs, DIY/DIT spaces, alternative spaces, it’s a good, healthy dynamic for me. in glitch communities there’s a lot of sharing of technique, + a lot of open sourcing or at least sharing of approaches + practices. so that can have the effect of people learning to reproduce certain styles, or certain aesthetics. but a way to not be stuck on repetition is to focus on glitch as a form of surprise + as a way of glitching ppl’s exxxpectations.
jonCates has several current projects, including the online publication of “Dirty New Media: Hyperthreaded @ GLI.TC/H 2012” by jonCates and Shawne Michaelain Holloway (2014). For more information, visit his Website.
Featured image: Image from Joel Bakan: The Panopticon Power of the new media. Adbusters Jan 2012.
Marc Garrett and Ruth Catlow interview McKenzie Wark ahead of his keynote speech for Transmediale 2015 in Berlin this year.
It’s ten years since McKenzie Wark published his influential book, A Hacker Manifesto. Divided into 17 chapters, each offers a series of short, numbered paragraphs that mimic the epigrammatic style of Guy Debord’s The Society of the Spectacle. Wark then published, amongst others, a series of critically engaging books such as Gamer Theory and the Spectacle of Disintegration. Ruth Catlow and Marc Garrett from Furtherfield ask Wark how things have changed since these publications, focusing on how our everyday lives have been infiltrated by competitive game-like mechanisms that he described more than a decade ago.
Furtherfield: You published the experimental writing project Gamer Theory first as a book in 2006 and then in 2007 with a specially revised 2.0 version online.
Mckenzie Wark: Yes, although I think the network book version is mostly broken now. Good thing there’s a dead-tree format back-up!
F: In it you argue that we’re living in a world that is increasingly game-like and competitive. Also that computer games develop a utopian version of the world that realizes the principles of the level playing field and reward based on merit; whereas in the world, this is promised, but rarely realized.
MW: Yes, I think one way of thinking about certain games is that they are a fully realized neo-liberal utopia, which actually gives them some critical leverage of everyday life, which is a sort of less-real, only partially realized version of this, where the playing field is not level, where the 1% get to ‘cheat’ and get away with it.
F: You also talk of the “enclosure of the world” within the “gamespace” where the logics of the game are applied as the general patterns of organization in the world. And this happens as we adapt to the allegorical forms of contemporary games media.
How do you think this situation has changed since you wrote Gamer Theory?
MW: Well, to me it looks like the tendency analyzed in Gamer Theory became even more the case. GamerGate looks among other things like a reactive movement among people who really want the neoliberal utopia in all its actual neofascist and misogynist glory to not be exposed as different to everyday life. When women gamers or game journalists stick their hands up and say, “hey, wait a minute”1, they just want to mow them down with their pixelated weapons. So the paradox is that as gamespace becomes more and more ubiquitous, the tension between promise and execution becomes ever more obvious.
F: Do you see the term Gamification that many theorists use currently as an elaboration of the ideas you developed in Gamer Theory? Or are there significant new ideas being explored?
MW: Ha! Well no, gamification was about celebrating the becoming game-like of everyday life. So I always saw that as a kind of regression from thinking about the phenomena to sort of cheerleading for it.
F: The software developer and software freedom activist Richard Stallman, when visiting Korea in June 2000 illustrated the meaning of the word ‘Hacker’ in a fun way. During a lunch with GNU fans a waitress placed 6 chopsticks in front of him. Of course he knew they were meant for three people but he found it amusing to find another way to use them. Stallman managed to use three in his right hand and then successfully pick up a piece of food placing it into in his mouth. Stallman’s story is a playful illustration of “hack value,” about changing the purpose of something and making it do something different to what it was originally designed to do, or changing the default.2
Stallman was highlighting fun and the mischievous imagination as part of the spirit of what he sees as hack value.
Where do you see lies the hack value in games culture? What has happened to the fun in games? Who’s having it and where is it happening?
MW: Stallman is one of the greats. Sometimes, people have this experience of scientific or technical culture as one of free collaboration, where there’s a real play of rivalry and recognition but based on producing and sharing knowledge as a kind of gift. JD Bernal had that experience in physics in the 30s and Stallman had, I think, a similar experience in computing. I think it’s important for those of us from the arts or humanities to honor that utopian and activist impulse coming out of more technical fields.
There’s a lively, critical and even avant-garde movement in games right now. That’s part of why it has provoked such a fierce reaction from a certain conservative corner. The culture wars are being fought out via games, which is as it should be, as it’s one of the dominant media forms of our times. So there’s certainly some sophisticated fun to be had alongside the more visceral pleasure of clearing levels.
F: “Our species’ whole recorded history has taken place in the geological period called the Holocene – the brief interval stretching back 10,000 years. But our collective actions have brought us into uncharted territory. A growing number of scientists think we’ve entered a new geological epoch.”3 And, this new geological epoch has been proposed as – the Anthropocene.
In your essay ‘Critical Theory After the Anthropocene’4 you say “At a minimum, the Anthropocene calls on critical theory to entirely rethink its received ideas, its habituated traditions, its claims to authority. It needs to look back in its own archive for more useful critical tools.”
What are these ‘useful critical tools’ and how might theorists, new media artists, game designers and society at large put these to work?
MW: The ‘cene’ part of Anthropocene (from the Greek kainos) means a qualitative break in time. If time is in a sense always different, then kainos is the differently-different – a new kind of time. Those like Paul Crutzen who have advocated the use of the term Anthropocene to designate a new geological time have issued a major challenge as to how to interpret such a possibility. I leave it to the scientists to figure out if such a claim is scientifically valid. As someone trained in the humanities, I think the generous, comradely, cooperative thing to do is to try to interpret what our friends and colleagues in the sciences are telling us about the times. So in Molecular Red that was what I set out to do. Let’s take seriously the claim that these times are not ‘like’ other times. That I think calls for a rethinking of what from the cultural past might be useful now. I think we need new ancestors. Which is why, in Molecular Red, I went looking for them, based on the question: to which past comrades would the Anthropocene come as no surprise? I think Alexander Bogdanov, who understood a bit about the biosphere and the carbon cycle, would not be surprised. I think Andrey Platonov, who wrote about the attempts and failures to build a new kind of infrastructure for the Soviet experiment in a new mode of production would not be surprised. There are others, but those I thought were particularly helpful, not least because their Marxism remained in dialog with the sciences and technical arts. I don’t think the more romantic anti-science side of Western Marxism and continental thought is all that helpful at the moment, not least because it rules out of court exactly the kinds of scientific knowledges through which we know about the Anthropocene in the first place. The anti-science critique has been captured by the right, so we need new tactics.
F: Who’d be empowered by an encounter with your ideas and where do you see the potential for agency in the current economic and environmental contexts?
MW: Not for me to say really. Writers are usually the last people to have any clues as to what their writing says. There’s a sort of idiot quality to banging away on a keyboard. We’re word processors. Its always surprising to me the range of people who find something in what I write.
My hunch is that the future is in the hands of an alliance between those who make the forms and those who make the content: a hacker and worker alliance. It is clear that this civilization has already become unreal. Everyone knows it. We have to experiment now with what new forms might be.
F: And, where in the world do you see examples of individuals, groups and organizations, and or companies – who are putting into action some of the critical questions that you’re exploring in your writing?
MW: Besides Furtherfield? I never like to give examples. Everyone should be their own example. To détourn an old slogan of the 60s: be impossible, do the realistic!
F: In your later essay ‘The Drone of Minerva’5 you continue to write about the Anthropocene. But, you also bring to the table the subject of the Proletkult.6 The Proletkult aspired to radically modify existing artistic forms of revolutionary working class aesthetic which drew its inspiration from the construction of modern industrial society in Russia. At its peak in 1920, Proletkult had 84,000 members actively enrolled in about 300 local studios, clubs, and factory groups, with an additional 500,000 members participating in its activities on a more casual basis.
You are writing about the Proletkult in your latest book. Could you tell us a little something about this and how it will connect to contemporary lives?
MW: Proletkult was influential in Britain too, during the syndicalist phase of the British labor movement, up until the defeat of the 1926 general strike. After that the dominant forms were, on the one hand, the ethical-socialism and parliamentary path of the Labour Party, or the revolutionary Leninist party. Well, those paths have been defeated now too. I think we have to look at all of the past successes and failures all over again and cobble together new organizational and cultural forms, including a 21st century Proletkult.7 What that might mean is trying to self-organize in a comradely way to try and gain some collective charge of our everyday lives. It does not mean just celebrating actually existing working class cultures. Rather it’s more about starting there and developing culture and organization not as something reactive and marginalized but as something with organizational consistency and breadth. Since the ruling class clearly doesn’t give a fuck about us, let’s take charge of our own lives – together.
Thank you McKenzie Wark – Ruth Catlow & Marc Garrett 😉
Ruth Catlow will be at Transmediale 2015 CAPTURE ALL, moderating the keynote Capture All_Play with McKenzie Wark, on Sat, 31 Jan at 18:00.
Ruth is also participating in two other events, Play as a Commons: Practical Utopias & P2P Futures and The Post-Digital Review: Cultural Commons – http://www.transmediale.de/content/ruth-catlow
‘I love kitsch. I adore bad taste. I fall for the maladroit.‘ – Andrea Judit Tiringer
In a recent book ‘What Photography Is’ – and just what it is seems to be akin to the meaning of a word for Humpty Dumpty – “just what I choose it to mean – neither more nor less” – the critic and theorist James Elkins savagely lays into the users of the photography sharing site Flickr. There’s a page or so of magisterial denunciation delivered in a scornful tone not unlike Humpty Dumpty’s: “Nothing is more amazing than Flickr for the first half hour, then nothing is more tedious” and “…each group puts its favoured technology to the most kitschy imaginable uses”.
1.
It’s not that Elkins hasn’t hit on something – all the sins he bemoans, and more, certainly exist on Flickr but his is a superficial, lazy and tendentious view which evinces a shocking lack of curiosity and imagination for one so exalted in art academia. (Indeed so incensed did Elkins’s tirade make me that I started a Flickr group entitled Bollocks to James Elkins: https://www.flickr.com/groups/bollocks_to_james_elkins/rules/ please consider joining if you’re active on Flickr.)
Flickr gets lambasted too, from the opposite perspective to Elkins, by the proponents of a kind of “bottom up”, “anti-elitist”, account of art, by those who dislike its corporate ownership and by those, too, who believe that one should build such communities with pure free and open source software. To be fair to them there is here, too, much to agree with; Yahoo, Flickr’s current owners, are clearly more interested in maximising advertising income than the welfare of their users.
And yet, and yet… a little looking, a little thought and, hardest of all it seems, a little intellectual humility reveal – perhaps only the embryonic stage of – something rather marvellous too. The sheer scale of the network of users (which one must point out here could only be a utopian hope for an alternative network, at least under the current social and economic system), the fact that it is impossible that the art world as it currently exists can (or might want to) present to us every piece (or even a small percentage) of work worthy of our attention and, further, that there are many people for whom the impetus to make work is a stronger imperative than getting on in life, or becoming celebrities or making money – akin to Marx’s “Milton [who] produced Paradise Lost in the way that a silkworm produces silk, as the expression of his own nature” – means that careful sifting reveals artists every bit as worthy of our attention as those who please the art-world gatekeepers.
I’ve found hanging out on Flickr enormously nourishing both in terms of intelligent feedback on my own work but also in terms of the diversity of interesting and engaging work by others, some of whom even employ the “favoured technologies” – which largely seems to mean software manipulation – Elkins finds so risible, but in such a way that any honest accounting would find far from such.
It is true that one is tempted on occasion to conceptualise some of this work in terms of “outsiderdom” and this can be a helpful starting point; but there is a quantity/quality dialectic at work in the sheer size of the Flickr database and in the dialogues between the highly focussed outsider, the odd art world figure who doesn’t fear to rub shoulders with those not in the charmed circle, the family snapshot taker and even, though admittedly rarely, the amateur photographer who takes “well-made” photos but doesn’t forget to make them interesting too. There is a wider point contra Elkins here which can be expressed succinctly as – no form, no technique is in and of itself ruled out from the process of making art. Indeed the greatest artists have often taken the lowly, despised and out of fashion and given it a magic twist to create previously undreamed of possibilities.
I venture to suggest that the beginnings of something qualitatively new are here stirring.
That’s a long preamble to some showing, rather than telling. I want to look at a single and in my view very interesting participant on Flickr. First to introduce her work and then talk to her about what it means to her to make and post it.
2.
nem sáℜa (Hungarian – ‘not Sara’ – the odd typography for the ‘R’ is a personal quirk and not a language feature ) is the name under which Andrea Judit Tiringer posts work to Flickr. Her body of work is at the same time highly consistent and extraordinarily varied. There are, at the time of writing, 252 images on her Flickr stream – all of them are 444 pixel squares (although I gather she retains larger versions offline). Of the images the vast majority feature a face or figure and this is usually Tiringer herself, a strikingly good-looking but usually (only three or four of the self portraits have smiles) melancholy presence. The focus of the images is variable and the colours are largely muted and pastel. A number of the images feature text, mostly in Hungarian (and occasionally other eastern and central European languages and once or twice even English) and most of them are clearly the product of some process of collaging. What is striking about these images is how sophisticated the use of the space is – there is no sense whatsoever of any “algorithmic” approach to the making of these works – no recipe – each one feels thought through from the beginning and one can linger on each and find new and interesting content (by which I also mean marks, variations of focus or colour, absences, difficult to decipher sections) and relationships within it.
Some are funny (or perhaps lugubrious is a better word) with the kind of tinder dry poker faced humour I particularly associate with Eastern Europe (Nikolai Gogol… Jaroslav Hašek… István Örkény) and which seems to have further fermented as a regional characteristic during the period 1945 to 89. A number of the images either appear to be entirely drawn from albums of snapshots (maybe family, I’m not sure) or to feature components drawn from this kind of source.
A number of the images have drawings or written text added either by superimposition or in a separate space. Sometimes this takes the form of ink stamps or documents such as receipts or other official formats. Many images are divided into sections; sometimes of the same, repeated proportions, at others into something less structured. The sense of internal barriers marking off distinct sections is a strong one. These barriers are created in a number of ways – repetition, addition and the use of drawn or printed line.
The meaning of the texts, as much as I can make out the non-English ones, seems at least on the surface completely unrelated to the image content but, of course, the viewer naturally seeks such connections.
Many pieces employ “traditional” symbols of femininity – flowers, dolls, a killer dress sense. This also seems tied up with a summoning of the experience of growing up – we see a number of images of young girls. Again I’m unsure whether these are of a young Tiringer or simply found images. What does seem clear is that they carry some autobiographical charge. They are never twee (or if they do tread close, the surrounding work pulls them back from the brink and they become “about” tweeness – and if I can put it that way, the “whyness of tweeness” rather than exemplars of it). Equally the femininity cited above is certainly not inconsistent with strength and confidence. A number of the images allow us an intimacy which many self-portraitists would baulk at. Older women appear with relative frequency and are treated with tenderness and respect, as are images of daily household routines, of “women’s work”. Men appear in only two of the 252 images.
This image series is complex, subtle, sophisticated, mysterious and very beautiful. It is structured with a high level of intentionality by someone who is technically clearly completely in control of the visual language they are using but also open sudden dispatches from the unconscious. Whilst I’m always chary of ascribing “meaning” to works one can clearly delineate here a central set of concerns/hauntings/ pleasures/what-have-you which crop up repeatedly. Femininity, ageing and transition, female solidarity, day-dreaming and play, humour, storytelling, dressing-up (both the childish and the older sort) forming a kind of core around which other rarer, more peripheral themes appear and disperse.
This is not minor work.
3.
I interviewed Andrea Tiringer in English by e-mail over a couple of weeks in late August and early September 2014. Her responses appear largely in the order she sent them although I have interpolated some purely factual responses from an earlier exchange for clarity and I also corrected any (very few) errors of English usage. She checked the final interview text to ensure I had not altered the sense of any of her comments.
Could you tell us a bit about how you came to start making this very distinctive body of work and what you feel you are trying to accomplish with it?
I prefer to exist unrecorded. I take comfort in the temporary nature of things. I am always impatiently anticipating the new…. everything, I never want to hold the moment, yet somehow this photographic urge crawled into my life, without me taking notice.
The first step must have been years ago when I suddenly wanted to capture my grandma’s life. We had weekly sessions: her, me and my tape recorder. She was indecipherable. I tried to capture her essence. I needed her stories to be mine forever, figure out how to have a little ‘Róza mama’ transplanted into me. She expected me to be impossibly glamorous, the way she never could be. As far as she was concerned, that was my task. I was born at a time when girls could be scientists, astronauts, writers, but she did not want me to be a scientist, astronaut or writer, or only maybe as a side project to the grand life. She would look at my shoes and ask: were they expensive? The only acceptable response was: very.
Fast forward to about 2010 when for some reason I found myself chasing a nun on the street because I wanted to take her picture with my cell-phone. I have no idea why. I had no camera to my name, I had never before taken a photo on a whim. I caught up with her (she stopped to look at a shop window, my favourite kind of nun behaviour!) and at home I turned the poor thing, with the help of some online editing tool, into an unsightly shade of purple. I was pleased.
Some weeks later I threw a camera I found at home into my handbag, thinking, ‘Maybe I will run into something that I can take a picture of’. I saw a shabby garden through a ramshackle door. It was obvious right from the start that reality does not circumscribe me in any way.
I love kitsch. I adore bad taste. I fall for the maladroit.
So how did the very singular topics and imagery in the photos you post to Flickr came about? I’m particularly thinking of the repeated self portraiture which must be a feature of 90% of the pieces…
When I was a little girl I was convinced that just as we watch the people on TV someone somewhere is watching us, so we always have to show our best side. In my mind it worked like this: the interesting and good looking are on the telly, the rest on the radio. I would dress up to the nines and sing, because I figured if you did not have a good voice you only got to give the weather report,.
These auto-portraits are quickies. Passport photos, accessorized. Captures of what I am not but maybe could be. They are like a colourful puzzle. I never plan anything. (Actually I have planned to stop for about the last 100 images yet still I keep taking another one. I like them for a couple of days, even weeks sometimes, then forget about them, or they start to annoy me. I am a happy deleter.)
About a year ago I made an air freshener out of one. I adored that! I decided that if they are ever to materialize they will be just that: fake cherry scented tiny fake me’s dangling away in a cube shaped space and challenging visitors’ olfactory and visual endurance.
You say: “Captures of what I am not but maybe could be. They are like a colourful puzzle.”
Could you expand on both of these points? Could you say something about how the other content in any particular self portrait relates to the portrait itself and also what is happening in the pieces that don’t include a self portrait?
It’s extremely hard to describe a scheme as to how they are conceived. When I first started to create these images I haven’t taken a self-image for years. I did not even consider it, I captured what I liked, added my touch, altered them to the best of my abilities. I was getting familiar with the editing software through the process on my own, meaning there were many, many mishaps. Those were always welcome.
At some point the first auto-portrait must have happened, and of course I had all those traditional expectations: look good, appear interesting etc.
I started to think about scenes, but my goal was to create something that cannot be named, that is not easy to place, to find a category for. I avoided obvious symbols. No hearts, no crosses, no stars, nothing that could serve as a clue to the… who knows what?
When I choose the constituent elements, my decision is based only on the colour and geometry of each. This includes my attire and surroundings. For example, I look at the front of my blouse and it reminds me of ovaries; this leads me to a vintage anatomical model I printed the image of weeks ago, the colour of which somehow reminds me of a tiny burn I had on my skin at that time, so I took pictures of these and assembled an image from them..
Each has such individual stories, I never premeditate, it is such a quick process. As for the words, it amazes me the way sentences, taken out of their original context, suddenly stand bare: the absentminded cruelty in the prim cookbooks for proper ladies, the description of a slip-up from a madcap novel for teens that suddenly reads like major romantic poetry. I always photograph texts that catch my attention and if I find a loose connection I may add them to an image. Again, each one’s story is so unique, it’s hard to describe any rule or pattern.
I think there is no difference between the photos with me and the ones without me. I just haven’t found my place in each of them yet …
You’ve described quite lyrically and also humorously some of the personal sources and feelings behind the work. What I’d like you to do now is to talk us more clinically through the way, technically, that you set about making each image. Do you have, after so many, any set approach? What software do you use? How long does it take to make an image and do you make sketches or drafts before settling on the final version? Is there anything else about your approach you think is distinctive?
I use a point and shoot Nikon Coolpix, a simple, simple people-camera, I am not even sure of the exact make. I use GIMP to edit/composite.I have never made a sketch, I do not plan and plot. Something happens and I register that and this results in an image. I am presented with a pear and I casually place it beside me and notice it could belong to the pattern of the dress I am wearing. I look at items from a past exhibition at the medical museum in Budapest and as I catch sight of my reflection on the screen I perceive a concordance between me and the disfigured fetus in formaldehyde. If in those situations I can reach my camera I take a quick photo and it may become part of one of my squares. I try to avoid any set method, the only rule being the square shape.
I love taking photos of strangers. I love happening upon strangers that I want to take photos of. I love happening upon anything at all that I want to take photos of but I noticed that I got pickier over the years.
The found images come from everywhere and anywhere. Family photos, my huge box of vintage snapshots, movie stills, random Google Earth takes. My only rule regarding these is that I have to take a photo of them. No scans, no screen caps… This enables me to add my own mishaps, to “destroy” the originals with my technical shortcomings.
Of course there are schemes I could use. If you tell me to create a photo I will tell you to come back in half an hour and I’ll have it. To you it will look like the rest of them. But if I wait for my moment it can be in ten minutes or never (and I do not care, this way it is extremely personal, diary-like).
The reason I feel like stopping after each one is because their increasing number makes it a challenge to make new things, not to find myself in a rut.
So finally, given the fact that you post your work to Flickr I want to know how you view yourself? An artist? Someone with art as a hobby? An outsider artist? Some completely other category? And I want to ask too, if you had the chance to show this work in an art world context – galleries &c – would this interest you? Who is the work for? Do have any thoughts on Flickr as a place to show your work?
Leaving you to chew all that over that I’d like to say a big thank-you for your time & for the care with which you have considered and answered these questions!
I absolutely adore this time, the now. Flickr and other interactive/social media sites, in my view, are like any non-virtual public space. Similarly to our sartorial choices and general behaviour, it is a place for quick exchange of personal information, the possibility of sending perceptible signals about who we are, how we see everything and how we ourselves are related to that everything, so this is a very natural extension of my presence.
I do not really seek a label to describe my relation to the pictures. Definitions provide reassurance and security, but they also mean restriction and responsibility and it is such a relief to have tiny spaces in my life without those.
Who are they for? Hard to tell. At one point I was thinking ‘How wonderful, my son will look at them and think, great, my mum so enjoyed being.’ At the moment this looks quite unlikely, I am too alive. I get the quick attentive glance, the like on Facebook and I am happy and then he heads right back to his world of scalpels and detached limbs in formaldehyde. It is kind of reassuring that nothing about them worries a young doctor.
I will happily display them in any context where they match (or clash) perfectly, and of course that includes the art world and any other world too…
Featured image: Curt Cloninger’s ‘Twixt The Cup And The Lip #3
“A glitch is more than an error: It is a rupture in our collective techno-hypnosis, a herald of underlying realities.” – Paul Hertz
If you haven’t heard about Chicago glitch, you haven’t been paying attention to all the “noise” emanating from the Windy City. The self-proclaimed “dirty new media” crowd in Chicago has captured the imagination of artists around the world with their funky (as in Chicago blues), punk-inspired disruptions and hacked creations. As of this writing, glitChicago: An Exhibition of Chicago Glitch Art at the Ukranian Institute of Modern Art is about to close after an impressive two-month run, with works, performances, and discussions involving 22 artists heralding from Chicago and beyond.
While glitch may have a raw, subversive, outlier sensibility, it has also catalyzed a cohesive and collaborative group of artists that has organized an impressive array of community-based conferences, DIY workshops, exhibitions, and spontaneous happenings within the local media culture over the past five years. Ironically, the Chicago high-art academy is also a co-conspirator, as many of the glitch artists are based at the School of the Art Institute of Chicago, which has become the de facto experimental laboratory for the study and practice of glitch.
I spoke via web-conference with the show’s main organizer, artist and historian Paul Hertz, along with two of the artists and co-organizers, Nick Briz and Jon Satrom, in a collective effort to unpack the glitch phenomenon.
Randall Packer: Nice to meet everyone in the third space. I am going to begin with Paul because you were primarily responsible for organizing glitChicago. There are many artists in the show who do not reside in Chicago. Is the work intended to demonstrate Chicago glitch tendencies and influences, or perhaps to situate Chicago as a spiritual home of glitch, like say Chicago blues?
Paul Hertz: I think the latter to some extent, but it’s also a joke about location in a networked society.
RP: From the perspective of being outside of Chicago, I can’t think of another place in the world right now that has a more cohesive community of artists working together, building things together, breaking things together, it’s quite an extraordinary moment in time in Chicago. So my question is: how much diversity, difference of opinion, even polemical positioning is there between the artists who are part of the glitch community.
PH: He wants us to wash our underwear!
Nick Briz: I’m glad it looks so cohesive on the outside, there is disagreement, but it’s a respectful community kind of disagreement.
RP: Nick, as the author of the Glitch Codec Tutorial, in which you describe a method of making glitch, is the idea of a “glitch tutorial” perhaps contradictory to glitch as accident, mistake or rupture?
NB: No, I think it’s the most appropriate format, because it’s not a glitch tutorial, it’s a glitch art tutorial and that’s an important distinction for me. Glitch is this unexpected occurrence within a system that we come to with a certain set of expectations, and a glitch is when those expectations are broken. Glitch art is when that happens intentionally. For me, this is a personal thing. What’s really special about glitch art as a practice are the realizations you come to when you instigate those moments, the political potential for drawing certain connections, for exposing certain invisible politics within a system. That happens in process. So to produce a tutorial is not only, technically, how you produce glitches for your work, but also for people to have those realizations themselves, really experiencing glitches.
RP: So, how does that relate to the idea of intentionality, accident, and indeterminacy in glitch. Is there a right or a wrong way of doing glitch?
Jon Satrom: No, I don’t think there is a right way to do the wrong thing. I think Nick said it in his performance: “do it wrong the right way.”
NB: Do it wrong, but also doing it wrong. As in doing it wrong is the way that you do it. And then I quoted you, Jon: “there are no right ways to provoke the glitch, only the wrong ways prevail.”
JS: I think the right way to do it wrong is to always cycle back or “level up” or go “meta” to a point where you are able to view what you are doing as a structure so that you can then glitch it again.
PH: Once you have a formula though, in a sense, you’ve captured something, but it is no longer glitching when you start saying that there is a right way and a wrong way.
RP: I am curious about this problem of glitch as style, glitch as genre, glitch as a pre-determined method. It seems there is a need to avoid stylization, avoid the predictable, to avoid the preset. So it does seem as though there are boundaries to glitch, there is an area where you don’t want to go.
JS: I feel like everything is fair game.
PH: There were places we had already gone where we weren’t likely to go again and so you could say farewell to jpeg glitching, farewell to png glitching, jpeg2 glitching, to datamoshing. I have argued that those are more like tools that we have and it’s about the new technologies. Going into the show I was quite prepared actually to say that glitch is now art historical, that’s why I was doing the show. But I was surprised at how lively the subculture is, how lively the artists are who have gone on to do new things. I think glitch belongs in many ways to an earlier tradition of noise, and in that sense, it has a history, it has a future in all kinds of directions.
RP: The idea of history seems like a dark cloud that hangs over the practice of glitch, to avoid becoming rigid or formed. In regard to the roundtable discussion you just had, Paul asked the question: “once we induct glitch art into art history, is glitch art dead?” What was the outcome of this discussion? Is glitch as we know it history, has it already become part of the art-historical discourse?
PH: We did shift the conversation a little and started by talking about glitch as having a memory and glitch as having a potential future. And I think we sidestepped the history question by and large. But it was stated by a number of people, including Curt Cloninger in his essay for the show that as long as there are new technologies, there are going to be new glitches.
RP: So is there a reason why the historical question was avoided?
PH: I think it became uninteresting as time went on. We’re having so much fun just doing it, it doesn’t seem like such a serious question. It seems like a question an art historian would ask.
RP: But Paul, you’re an art historian!
PH: We all got around to being artists again.
JS: I think that when you look at history as a rigid structure and if you take a glitch perspective towards a rigid structure you’re looking at it as something that isn’t as static as may come across. Histories are presented in different ways, different agendas, different people, and I think it’s more interesting to consider our job as glitch artists to create structures that are radically inclusive, and experimental, and have enough space for agency, and individuality moving forward, rather than considering whether or not it is dead.
RP: Returning to the glitChicago show, which aspired to the inclusive, open source, community-based, DIY nature of glitch: Nick, you’re project is called 0p3nr3p0…
NB: It’s pronounced “open repo,” short for open repository.
RP: How does this project involve the local community as well as expand itself through the network to engage a more globally social reach?
NB: 0p3nr3p0 is at the moment a project that myself and Joseph Yolk Chiocchi maintain, an unfiltered, open port for uploading glitch art. It was an offspring of the GLI.TC/H conferences in 2010, 2011, and 2012 in Chicago. It was a result of our paranoia to be radically inclusive as a conference. So we didn’t do a call for works that last time, instead what we did was a call for threads, which is we tried to carve out spaces for other people to bring in certain conversations. And while we showed and exhibited work in the evening, all that work as best as we could was actually the result of those communities coming together. There is only so much space, there are only so many people who could show, but there are a lot of people online who we could recognize and include and so 0p3nr3p0 would become that back door entrance to the physical exhibition via the network.
RP: It seems to me that there is something about the nature of glitch that encourages democratization and inclusivity in terms of the accessibility of its practice and the techniques involved.
JS: It comes back to social structure. One way to get around the hierarchies of a social structure is to try and present things in a more populist, more open, more democratized way.
PH: There is also this transgressive aspect to glitch. Glitch itself represents a rupture, instability, of images and media. And that instability has an ideological function, as Nick is very careful to point out in the Glitch Codec Tutorial. If we are transgressing both the technology and exposing the ideology, there are reasons for us to want to expand that kind of rupture to online communities.
RP: I spoke with jonCates in an earlier interview for Hyperallergic about dirty new media. I would like to get your perspectives. Jon (Satrom), it seems like your work particularly reflects this idea as a reaction against the clean, glossy, polish of technology, a reaction against the fetish of the technological object.
JS: Yes, it is a reaction to the sleek, brushed metal of new technology. When I think of dirty new media in terms of Chicago, there is an organic quality to it, literally you can think about dirt. This dirty style: it’s the grit, it’s the rust, it’s the realization of a false promise of technology that many of us just accept and are fine with. We’re purchasing things that are broken and need updates, and yet our agency of not being part of these updates has been stripped from us. Things are changing under our feet all the time. With dirty new media, you don’t bother hiding the cords, you don’t bother sweeping up, there’s a sense of realism to it, there’s the grit, and there is also a kind of a comfort in that. It’s not trying to hide behind these mirrored surfaces.
RP: Perhaps it’s a critique of our relationship with technology in terms of humanizing that relationship.
NB: Maybe trying to take agency back in that relationship. In the computer industry, a very specific relationship has been imposed, we’re told how we’re supposed to use these things, both as consumers and as producers. As consumers we’re told this is what you are supposed to do with your technology, to have a kind of reverence for technology. Dirty new media is an irreverent response to that. And then as producers they’ve imposed a certain relationship. There are “right” ways to do things as programmers, and “right” ways to do things as media artists and dirty new media tends to be kind of punk: how can you finagle the technology. It’s through experimentation that you learn how to do things with these systems. And just like the punk ethic, once you learn those first three chords you can start a band and you’ll learn the rest of them along the way. Once the reverence is defused, and it’s OK to break things and experiment, all these things become possible.
PH: I would also say there is a differentiation in dirty new media between an aesthetic and a capture of instability. There are the pleasures of the glitchy image but at the same time it’s very much about the underlying systems. It seems to me that they play off of one another and there is a certain tension there, and a healthy one.
RP: I believe there is also a tension in glitch in terms of constantly needing to move forward. This leads me to a question about Rosa Menkman, a significant artist and writer in the international glitch community. She’s written some very influential pieces such as The Glitch Moment(um) and the Glitch Studies Manifesto. Her writing critiques this tension while theorizing glitch, putting it into an art-historical perspective, perhaps encouraging its formalization. Is glitch now an actual genre, to be taught in art schools? What’s going on in Chicago seems very healthy because that’s where the locus of glitch is, but what happens when glitch is taught in all the other art schools around the world and everybody is imitating it?
JS: I think it becomes a powerful moment and I think it can be utilized very well in education, just in terms of giving students agency to break something and learn about its guts.
NB: But are you asking, what if glitch becomes a kind of Adobe Photoshop class? Here’s how you reproduce that exact artifact? Because that would be cool in its own sort of way if it happens, but I wouldn’t necessarily call that glitch art. You can perhaps draw a line between glitch artifacts and certain aesthetics and then glitch as a process, or as an ethic, as a practice, as an impetus for triggering these unexpected moments within systems for the plethora of reasons that artists like to do that. But glitch is not necessarily wedded to any particular aesthetic. Sure, if you search glitch art on Google, you get certain things that look the same, but that’s just because that’s what glitch art happens to look like now. But as technology and as systems change, and as the methods for exploiting those systems change, it will look, sound, taste, feel, and augment in totally different ways.
RP: So how do you feel about datamoshing, for example, which is working its way out into popular culture, where mainstream musicians, media artists are using glitch techniques straight out of the book.
PH: Kanye West’s Welcome to Heartbreak is the example most people think of. Datamoshing is used as a preset of a certain kind, which is OK, but it also means those problems were already solved. We know if we “hit” the header of a jpeg there are all kinds of things we can do. Once you go through the process, then it’s another effects module in a certain sense. But there is a point in which it’s all a surprise. Datamoshing is no longer a surprise for us, but it’s probably a surprise for nationwide television audiences. And even for them it’s going to eventually cease to be a surprise.
RP: Then what do you do in Chicago to stay on the edge, when everybody is practicing glitch?
NB: You can only stay on the edge if everybody is practicing glitch. The Kanye West example is a beautiful moment as initially I was upset because I felt co-opted, the pop culture aesthetic is going to destroy it. A lot of folks had that sort of sentiment and rhetoric. But the reality is that people are introduced to the aesthetic and look of glitch through that video and then are curious to know how to do that and then they fall down that rabbit hole. So more people join the conversation and like any conversation it gets better when more people join and there is more to talk about. And when everybody knows how to bend a jpeg, it means the general literacy level is up, the glitch literacy level is up. You can’t get into more complicated concepts, the next chapter, until everybody can have that conversation.
PH: And on the aesthetic side, it broadens the lexicons that people have to think about images, to think about media. It means that the aesthetics of punk, the aesthetics of noise creep in as something we should get used to. The popularization of glitch makes it possible to say, yes, we’re going to learn to live with the instability of technology, because we have to.
glitChicago: An Exhibition of Chicago Glitch Art, Ukranian Institute of Modern Art, with works by: Melissa Barron, Benjamin Berg aka Stallio, Nick Briz, jonCates, ChannelTWo, Joseph Yolk Chiocchi, Curt Cloninger, James Connolly, Kyle Evans, Paul Hertz, shawné michaelain Holloway, Nick Kegeyan, Jeff Kolar, A. Bill Miller, Pox Party, Rob Ray, Antonio Roberts, Alfredo Salazar-Caro, Jon Satrom, Lisa Slodki, Jason Soliday, Ben Syverson, I “heart” Presets, and OP3NR3PO.
Randall Packer is an artist, educator, and writer who critiques the unfolding media culture from his underground studio bunker in Washington, DC. Follow him at Reportage from the Aesthetic Edge.
AS FOUNDER/DIRECTOR OF THE MEDIA ARCHEOLOGY LAB IN COLORADO, LORI EMERSON HAS (since 2009) been surrounding herself with “dead” media technologies in order to help make sense of (and critique) today’s much-hyped alive ones. Being also a scholar and critic of contemporary poetics, she is keenly aware of how such devices are equipped to influence and constrain our writing/thinking.
Emerson’s work celebrates and calls for a “frictional media archeological analysis” aimed at the continual “unmooring” of the accepted conventions of reading and writing. Towards this end, she critiques consumer-oriented trends in computing–trends which unfortunately seek to “efface the interface” in the name of so-called user-friendliness. Montgomery Cantsin conducted the following interview by email upon the release of Lori’s new book, Reading Writing Interfaces (recently published by University of Minnesota Press).
Montgomery Cantsin: First, I want to point out that your new book is part of a series which was founded by Mark Poster, who passed away not too long ago. Can you talk about how your work fits into his “Electronic Mediations” series and what (if any) influence Poster has had on you?
Lori Emerson: Mark Poster has been an underlying, though subtle, influence on my work as I first read him in a graduate seminar I took on “cybercultures” in the mid- to late-90s with the Victorianist and early hypertext theorist Christopher Keep. That class and Poster’s work–his deeply political readings of digital media structures–stayed with me long afterwards. In fact, about seventeen years ago I gave a presentation on “Postmodern Virtualities” in that class and while I have no memory at all of what I said or even what I learned from reading his work back then, it’s remarkable that his opening sentence rings so true to the kind of work I now find myself doing–he writes that “a critical understanding of the new communications systems requires an evaluation of the type of subject it encourages, while a viable articulation of postmodernity must include an elaboration of its relation to new technologies of communication.” And so the point at which I realized I was, to my surprise, writing a political book that meshed together poetics and media studies was the point at which I realized that my work would likely fit in best (or, given its reputation in media studies, I wanted to make my work fit in) with the Electronic Mediations series, especially because of their books on tactical media, glitch and error, as well as the politics of archives and networks. It’s such a thrill and an honor to have my book included in that series.
MC: How did your Media Archeology Lab come about?
LE: I was fortunate enough to have the support of the past director of the Alliance for Technology, Learning, and Society when I was first hired here at the University of Colorado at Boulder in 2008. In 2009, the director, John Bennett, offered me a $20,000 startup grant to build a lab, any lab, that Atlas and English Department students could both use. I then began looking for a way to build a lab that wasn’t just another venue on campus to celebrate the perpetual new in computing and, since I was at the time fascinated with how the Canadian poet bpNichol wrote one of the first kinetic digital poems, “First Screening,” in 1983 using Basic on an Apple IIe, I decided to create a lab that had enough Apple IIe’s to teach bpNichol in a classroom full of 20 English majors. It didn’t take long before I moved on to acquiring Commodore 64’s and then to where we find ourselves now, with a collection of about a thousand pieces of still functioning hardware and software from the mid-1970s to the early 2000s. I also have to admit that the MAL wouldn’t be what it is now if we weren’t flying under the radar of the university for the first three years or so. The relative obscurity of the lab in those early years meant that we had little to no oversight, no one to report to, no metrics or outcomes to adhere to, and so on which meant we were free to be as wild as we wanted.
MC: In trying to explain your book to a friend, I admit I had some difficulty. I found that it was (for me) hard to do without making the subject of the book sound obscure. And yet I feel that the issues raised in the book are actually quite significant/fundamental. …Let’s delve right into the concept of the interface. As you point out, digital interfaces are now being made “invisible” by manufacturers in the name of “naturalness,” and so it is hard now to even point to a modern interface and say “this is an interface.” At one point you quote Alexander Galloway, who defines an interface as a “point of transition.” (In other words it is a sort of boundary?) You also quote Johanna Drucker, who says that a book can qualify as an interface!? …Is it useful here to ask what’s NOT an interface??!
LE: I think that, similar to Marshall McLuhan’s notion of ‘medium’ which he even extended to roads (and then had to endure a couple decades of ridicule from academics), interface can indeed be anything that’s an intermediary between a human user or creator and what is being created. But unlike using ‘medium’, ‘interface’ seems to allow us to focus our thinking on the particular affordances of specific intermediary structures. It’s not especially unusual or even useful to point out that paper is a medium but, by contrast, calling it an interface summons up not only the material qualities of paper (the grain, size, texture, limits and possibilities for inscription) but also pens and pencils along with that crucial point of interaction that’s between–between writer or artist and their materials. But I also suspect that some of the significance of the concept as I’m using is lost when you start from an arbitrary point in the past and think about needles as interfaces for needlework, or rocks as interfaces for etchings or engravings. Instead, ‘interface’ gains traction when we use contemporary notions of it to have a see-saw relationship between present and past–reading contemporary interfaces through past interfaces and vice-versa. In this way, my book is resolutely of the present because I tend not to delude myself into thinking I can have a pure, direct access to the past. Instead, I start with the closed interfaces of the present moment whose manufacturers try to convince us that a closed device is the only way for us to have a supposedly “natural,” “intuitive,” “seamless” experience with our digital devices; I then work my way back in time to reread typewriters and fascicles or handmade books as profoundly open and configurable interfaces but still with their own limitations.
MC: I was delighted to see that the first scholarly name you drop into your text is that of the amazingly awesome Florian Cramer, the second-wave Neoist. You say he importantly identified eight different types of interfaces. Of these eight, the type that you identify as being of particular interest to you is the “human-to-hardware” interface?
LE: I’m interested in thinking about how certain (largely profit-driven) decisions about interfaces for human-computer-interaction fundamentally affect the human user–determining their access to information along with what and how they’re able to create. This uneven distribution of power between user and digital computer is most obvious when we start to think about why the keyboard/screen/mouse interface has become the only way for us to interact with our machines or when we look at the history of how a particular notion of the Graphical User Interface was used to advance an ideology of the user-friendly. While I am obviously quite dedicated to certain aspects of media archaeology that believe in the value of looking at the operational undersides of machines and the ways in which these machines can now operate quite independently of humans, in Reading Writing Interfaces I’m most concerned with how humans are now almost totally unable to think outside of the current dominant paradigm in computing. This is why I’m less interested in hardware-to-hardware configurations and more interested in the space between human and hardware–as well as software.
MC: I like how you point out that the closed interface can be a sort of metaphor for ideology (‘that which we are not aware of’). This part of the book blew my mind and I’d love it if you could expand on this here.
LE: I’m fast and loose with how I use ‘ideology’ but, after going through every issue of Byte magazine from the late 70s through the mid-1980s after the release of the Apple Macintosh–mostly just to see what I’d find–I became convinced not even that contemporary computing interfaces are metaphors for ideology but that they are themselves expressions of an ideology. Somehow what was at first a battle between competing philosophies in the 1970s–between a model of computing based on openness and a model of computing based on a closed interface for the sake of a very particular notion of user friendliness–gradually turned into an all-out marketing campaign by Apple that was so successful users/consumers are barely even aware of other possible versions of computing. These closed interfaces have become so familiar, so accepted as the so-called ‘natural’ way for users to access their computers, that we are mostly utterly unable to imagine any other alternative. Over and over again, we’re told: “Computers are only getting easier, more intuitive, more natural to use!” Or so the story goes, until you either try to understand how exactly our digital devices work. Or until you try to create outside of a corporation’s rigid developer guidelines. Or until you come up against the impossibility of working with a closed device whose “seamless,” “natural,” “intuitive” user interface doesn’t in any way conform to your own sense of nature or intuition and can’t be rebuilt, remade, or reassembled in your own image because in computing words like “seamless” and “natural” are code for “closed.”
Something I’d love to research more is how this ideology of invisibility is not a reflection of a particular aspect of capitalism (as I thought when I wrote Reading Writing Interfaces) but is actually one of the key underpinnings of a capitalist economy. I recently learned from reading Kirstyn Leuner‘s dissertation that the diorama–which emerged in the 1820s in Paris not coincidentally at the same time as early industrial capitalism began to get its legs (and only twenty years before Marx would move to Paris and begin formulating Capital)–was also produced and marketed as a “magical” device whose inner workings were kept hidden from viewers in the interests of providing an immersive experience. But I admit this is all just a hunch.
MC: The Situationists called for a seizing of the “means of conditioning.” Should we also aim to seize the means of programming? And what connections might we draw between these two projects?
LE: As I try to imply above, contemporary computing is one of the most profound manifestations of late capitalism–I only have a superficial understanding of the Situationists but, ultimately, the only reason why our devices are now not only closed to us but gradually disappearing under the guise of ‘seamlessness’ is because, from a profit-oriented perspective, a universal homogeneity of devices is the ideal; and now, to accelerate that homogeneity, these devices must also be invisible. It does seem to me that the way out is to hack, appropriate, seize, rebuild in our own image. The only problem is that even ‘hacking’ and ‘making’ have become big business, as Make Magazine and all its spin-off projects (Maker Faire, Craft Magazine, Maker Television etc.) continue to be enormously profitable and as mega corporations such as Google and Facebook hire hackers and even hire Occupy Wall Street activists. Nonetheless, I have a tremendous amount of respect for utterly unprofitable experiments in taking control of our technology–I’ve begun working on my next project I’m calling OTHER NETWORKS which looks at networks that exist outside of or before that behemoth “the internet” came to dominate our online interactions. One project in particular, Occupy.Here, seems to fit in nicely as a Situationist-inspired seizing of the means of programming in that it is a network that exists entirely outside of the internet via a wifi router near Zuccotti Park in New York City which anyone with a smartphone or laptop can access through a portal website. In other words, it offers us a beautifully simple, elegant way out of the way the internet disempowers us through a system of distributed control.
MC: It used to be that people could take apart and reassemble the mechanical devices in their lives (toasters for example), and these devices were constructed with universal parts (screws, etc) …How can the tinkering impulse survive in the face of smart devices, blackboxing, proprietary components, etc.? (Maybe not everyone is a tinkerer, but…)
LE: I’ve wondered the same thing but projects such as Occupy.Here and devices such as Raspberry Pi (that are as inexpensive as a book) or platforms such as Arduino that are meant to help us build other devices give me hope. But also I think it’s important to remember this blackboxing is largely (but of course not only) driven by Apple and that, as I’ve come to learn, this tinkering impulse is alive and well in countries outside of the U.S. For example, I recently met a graduate student from Israel who assured me that nearly all of her friends and family members living in Israel used PCs or Linux devices and everyone regularly takes apart and fixes their machines. This was quite a revelation to me, to realize that the overwhelming push to disempower users/consumers with closed devices may be a western phenomenon.
MC: Your book suggests that an interface that is truly going to be a “friend” to the user is NOT necessarily an interface that is going to make all the fundamental decisions in advance for the user, etc. Maybe talk about how future interfaces might possibly instead more fully engage the creativity of the user (and/or invite the user to engage at a deeper level with the capabilities of computers)? Also, can such be accomplished in a way that draws in all users and not just geeks?
LE: Uncovering documentation from the 1970s on Smalltalk and on Alan Kay’s vision of a Dynabook (as a device that would have given users the ability to create their own ways to view and manipulate information) demonstrated to me that there are real alternatives to the binary of experts on one side and everyday users on the other. This is a false dichotomy, a convenient construction invented to convince people that closed devices were, as an advertisement for Apple Macintosh put it, computers “for the rest of us.” It is perfectly possible in theory for us to have interfaces in the future that are open, extensible, and configurable to the expert or novice user. The problem is, first, that there’s no way to avoid the need to institute nationwide education in programming and digital literacy in public schools as I imagine that any device built for configurability will also have to be programmable; and second, it’s hard to imagine a configurable, programmable device that will generate maximum profit – companies and western consumers would have to change in a radical way that seems unsupportable by the dictates of late capitalism.
MC: The computer’s identity as tool for efficiency seems to overshadow the computer’s poetic potential. I use ‘poetic’ here to mean “the development of absolutely new forms of behavior”–a Lettrist definition of poetics which is notably similar to Mckenzie Wark’s definition of hacking (which you cite): “creating the possibility of new things entering the world.” …Has the poet always been a sort of hacker?
LE: I think so! Seeing writing, especially innovative poetry that lives on the edges of acceptability, as studies of media has brought about a profound shift in my thinking so that I’m no longer interested in trying to seeing through letters and words to get at the representational meaning but instead I think about how the writing registers media effects. I’m not sure how far back you can go in literary history and make this work, but there’s no question in my mind that poets such as Emily Dickinson, Stéphane Mallarmé, and of course a whole host of experimental early twentieth century poets were pushing up against the limits of what the media of their time could and could not do for/with writing. And to the extent that these poets are engaged in a continuous cycling of tinkering with the limits and possibilities of writing media of their time which in turn re-enlivens our language, it does seem like poetry [defined as such] could be seen as hacking.
MC: Diane di Prima wrote: “THE ONLY WAR THAT MATTERS IS THE WAR AGAINST THE IMAGINATION / ALL OTHER WARS ARE SUBSUMED IN IT” [emphasis in the original]. Do you think we have the means to win this war (which is also, it would seem, Richard Bailey’s “war against conventionality”)? To what degree is it a question of interface?
LE: Nearly all of our tools, no matter how simple, are interfaces for accessing other sets of tools (think of hammers and pens as interfaces to access nails and paper) so that not only are nearly all our actions mediated by interfaces of some sort but also there may not be such a thing as an unmediated, interface-free interaction. So, it’s possible to say that it’s always been a question of interface–the problem now is that corporations are making it as difficult as possible to perceive these interfaces and to see how they’re mediating and even determining our experience.
To get to your question about imagination, it’s getting harder and harder to be weird, or even encounter the truly weird which, for me, is “imagination”–existing in or seeing the world askew, envisioning new kinds of existence in the world because everything is indeed mediated tightly and thoroughly for us, making it next to impossible to be anything but a consumer. In this sense, winning the war could come down to making or producing either as an end in itself or as a means to just exercise imagination.
Featured image: Image from “Otherworldly” at Manchester Urban Screens 2007. Curated by Michelle Kasprzak
Eva Kekou interviews Michelle Kasprzak, a Canadian curator and writer based in Amsterdam, the Netherlands. She is a Curator at V2_ Institute for the Unstable Media and the Dutch Electronic Art Festival (DEAF). She has appeared in Wired UK, on radio and TV broadcasts by the BBC and CBC, and lectured at PICNIC. In 2006 she founded Curating.info, the web’s leading resource for curators. She has written critical essays for C Magazine, Volume, Spacing, Mute, and many other media outlets. She is a member of IKT (International Association of Curators of Contemporary Art). Michelle is also an avid weightlifter with current personal records of 80 kg squat, 52.5 kg bench press, and 90 kg deadlift.
Eva Kekou: Can you give us some info about your work as an artist and curator and specifically your work at V2_?
Michelle Kasprzak: I was trained as an artist, but my art career feels many moons ago now. My first love was photography, and I spent many hours in the darkroom as a teenager. Later on I moved into live video mixing for performance contexts and parties, single channel video works, and integrating technologies like speech recognition and found objects into performance.
I was also curating throughout this time, though for many years it took a back seat to my artistic practice. Eventually I realized that I was more interested in curating and writing than making the artworks myself. Of course, one should never say never, so I may return to art making someday, but from that point onward and until the present time I focused full-time on curating and writing.
This was the mid 2000s and it was a pretty exciting time to be a media arts curator. It felt as though things were gaining traction. So many years after Cybernetic Serendipity had laid the foundations, we had exhibitions such as The Art Formerly Known As New Media curated by Sarah Cook and Steve Dietz to stimulate the dialogue about new media art and how to exhibit it, and take it all to the next level.
Fast forward to now: a few years later, I’m a curator at V2_ Institute for the Unstable Media in Rotterdam, the Netherlands. V2_ loomed large for me as a young undergraduate in Toronto studying new media – it was this far away place in a city I didn’t know with this massive reputation for doing edgy, interesting things. I wouldn’t in my wildest dreams at the time ever imagine I would one day work there.
As an institute, V2_ has been through a number of key transformations and I think it’s interesting to map that on to what was happening at the time both in art and in society. It started in the 1981 as a squat (which was common in the Netherlands at that time) and the founders called it a “multimedia centre”. Sonic Youth, Laibach, and Einsturzende Neubauten played there. The “Manifesto for the Unstable Media” was written in 1987 and arose out of a dissatisfaction with the status quo and it said things like “Our goal is to strive for constant change”. Following the Manifesto, a series of “Manifestations of the Unstable Media” were created, which evolved into the Dutch Electronic Art Festival (DEAF), a festival which continues today. In 1994 V2_ moved from s-Hertogenbosch to Rotterdam and has remained there ever since.
Around that same period of the mid- to late-90s, the growth of internet access and support for artists working with networked technologies caused V2_ to change its focus in this direction. In 1997, V2_Lab opened as a hub within V2_ to initiate and support the production of artistic projects investigating contemporary issues in art, science, technology, and society.
EK: So today, in this age of ubiquitous technology and information, where does an institute like V2_ find its place?
MK: I see media art as a category splintering and dissolving, with bits of its ethos absorbed into design, contemporary art, craft, and hacker culture – and vice versa. One way to find a place in the world is to stay true to the origins of V2_ in terms of its squatter ethic. So for example, we (myself and my colleagues, particularly Boris Debackere and Michel van Dartel) recently rewrote the mission statement of the Lab, declaring it “…an autonomous zone where experiments and collaborations can take place outside of the constraints of innovation agendas or economic and political imperatives.” Which is not to say that anything goes, but states explicitly that we’re especially open to people looking for a home for a risky or unconventional idea. Also, following on from several years where V2_Lab hosted residents based on three fairly technologically-driven themes (wearables, augmented reality, and ecology), the Lab has taken on a new direction of being methodologically-driven, and looking at themes like re-enactments, design fiction, and extreme scenarios.
I think it’s a key shift, because in order to “strive for constant change” as we said in the original manifesto, linking to any one technology of the moment seems too static and limiting, as well as reducing our reach into areas with interesting and relevant artistic research occurring, but which might not have much technology involved in an apparent way. The fact is just about everything being made right now is a product of the technological age we live in, so it’s more useful to think in terms of methods and approaches rather than whether something fits a classic definition of what media art is or not.
Take for example one of our latest commissions, Paper Moon by Ilona Gaynor in collaboration with Craig Sinnamon. Ilona and Craig were at V2_ for a few months at the end of 2013 and both have design backgrounds. The work, to describe it in a formal sense, is a series of objects and paper-based work arranged in a specific fashion along with a short screen-based animation. This seems a little different than what one might expect to see at V2_, except for small clues in the creation of some of the items (the animation is generated with 3D animation software, some of the objects have been 3D printed). But more significantly, in its thematic Paper Moon enters the realm of the unstable by exploring the emerging legal definitions and loopholes of outer space – particularly the treatment of the moon and other celestial bodies. Our legal system on Earth, as Ilona put it “…has no definition for what ‘Outer Space’ actually means, what it is, and where it is. The problem we face with such literal unmarked territory is the emergent field of ‘Space Law’ becomes genuinely speculative.”
Ilona’s residency was part of V2_Lab research project Habbakuk, about Innovation in Extreme Scenarios. The Innovation in Extreme Scenarios research thread was generated in reaction to the introduction of an innovation agenda for the arts as part of the Dutch government’s ambitionto be “one of the world’s top five knowledge economies” by 2020. As a way of directly addressing this policy direction, V2_Lab began undertaking research into the nature of and appropriate contexts for innovation through a series of expert meetings, workshops, site visits and interviews over the course of 2013-14. The final outputs of the project, which will comprise project commissions and a final publication, will be used as a tool to engage with the policy conversation on innovation in a more profound way. So we’ve been doing work on this at home and abroad, holding expert meetings and interviews in the Netherlands, Canada, Hungary, and Denmark.
The Dutch policy context explains the “innovation” part, but the “extreme scenarios” part came from somewhere else. For that I was inspired by the World War II story of the Habbakuk aircraft carrier which was commissioned by Winston Churchill. The Allies were plagued by German U-boats, and Churchill desperately needed an innovative solution to this particular problem. In the extreme scenario of war, Churchill authorized the production of a radically innovative solution: building an aircraft carrier made of ice – specifically Pykrete, a frozen mixture of water and sawdust.
Pykrete seems like ordinary ice but the addition of sawdust makes it into a kind of wonder material that takes longer to melt and invulnerable to bullets. In the end the massive ship, which was to be christened “Habbakuk”, never saw the theatre of war but considerable effort was put into developing a prototype in total secrecy deep in the Canadian Rockies.
Inspired by both the Habbakuk story and our own policy situation brewing at home, some of the questions we’ve been trying to answer with this research are things like: What are the best contexts for innovation to take place? What are the myths surrounding how innovation occurs? Does the pressure of an extreme scenario inspire innovative solutions, or only eccentric, unrealisable concepts? What’s the U-boat problem of today?
The theme of Innovation in Extreme Scenarios is also being explored in the programme that I devised and curate at V2_ called Blowup. Blowup refers to a number of things: the way that you can blow up a photograph, a balloon, a situation, and of course – the Antonioni film. I see it as a container that presents things in a slightly different way each time, and that its main remit is to examine the things that are changing the way we live now, or reinforcing the status quo of today. The formats for Blowup have varied a lot: from a workshop, to a talk show, to a talk show within a talk show, to a five day booksprint, to an exhibition in a pop-up space. The topics have been equally eclectic: art for animals, outer space, journalism as an art practice, object-oriented ontology, and so on. The most consistent element is that each event has an eBook released along with it, and that these eBooks explore the topic in a little more depth, but also combine previously released material with newly commissioned material. We all have bulging bookshelves and intend to always read something later – by bringing relevant old texts back into the forefront, I hope to give them a chance for a second look (or a first look if you missed it when it was released).
EK: What are your hopes and dreams for the future?
MK: For the future, I think new ideas are incredibly rare, and that doesn’t bother me at all – what interests me is that dreams that were previously impossible are becoming possible, and so my passion continues to be seeking out the inventive eccentrics with grand master plans, and being a part of realising that. Churchill dreamed of ending the war with a boat made of ice more than ten times the size of the Queen Mary. These are the kinds of big wild dreams – in scale and in scope, if not in my discipline – that I dream of.
Featured image: Screen capture of Joseph DeLappe’s intervention in America’s Army
The Fresno Art Museum, in collaboration with the Fresno State Center for Creativity and the Arts, is exhibiting “Social Tactics,” a mini-retrospective of the work of Joseph DeLappe, a new media artist and director of the Digital Media Program at the University of Nevada, Reno. The exhibit has been running alongside the construction of a to-scale sculptural reproduction of an MQ1 Predator Drone on the campus of Fresno State, coordinated by DeLappe and executed by students and volunteers. I had the opportunity to interview DeLappe about his work, and the way it connects to militarism, memorialization, and embodiment. His work has been an ongoing critique of games that look like war, and warfare that looks like gaming – insisting that, within the hall of mirrors that forms “simulation culture,” reality still must be accounted for, and attended to.
The earliest work in the show is a series of riffs on the computer mouse. The “Mouse Mandala” (2006) splits the difference between a trash heap and an object of meditation – a small sargasso of computer mice is ringed by a circle of yet more mice. The outer radius, tethered to the central mass by extended mouse cords, makes the whole sculpture resemble a dingy grey sun – one that has been pawed by innumerable, invisible fingers. His “Artist’s Mice,” first begun in 1998, are a series of mice that have drawing implements attached to them, so that the mice can draw while being utilized for their normal activities. The drawing attachments resemble braces, as though the mice are being rehabilitated from an injury – the drawings produced by them are beautiful abstractions, circular or square scribblings that give the illusion that, while working or gaming or goofing off, we could also be making art – skimmed off the surface of our interface with our machines.
All these mice, removed from the context of their guiding hands, inevitably – if ambiguously – echo with a pair of outsized sculptural hands, titled “Taliban Hands” (2011). Modeled from white plastic polygons, the left hand in particular looks as if it could be cradling an invisible, equally outsized mouse. The right hand has its pointer finger extended, as if it were about to press a button. The fact that the hands are upturned short-circuits those prosaic possibilities of gesture, turning them into gestures of supplication. The hands were constructed from 3D data extracted from the model of a Taliban fighter in the game “Medal of Honor,” and once you learn that, it’s easy to imagine the right hand gripping a gun, the extended finger wrapped around the trigger. The disembodied nature of the hands is discomfortable – it feels like a dismemberment, a pair of hacked war trophies offered up for display.
DeLappe also used polygon modeling for a small replica of a US military Drone that hangs in the gallery, which served as a prototype for the life-size drone constructed as a memorial on the grounds of Fresno State. Where the “Taliban Hands” and drone prototype are white and pristine, the Drone Memorial was designed to be inscribed upon. In a public ceremony, volunteers wrote the names of 334 civilian casualties of drones on the faceted surface of the sculpture.
DeLappe’s years-long project “dead-in-iraq” (2006-2011) is represented by a machinima video and a large-scale digital print modeled after his fallen avatar in the US Army recruitment game America’s Army. Over the course of the American war with Iraq, DeLappe entered the multiplayer first person shooter game, and at the start of each mission threw down his weapon and began typing in the names of US military personnel who had been killed in Iraq. His avatar was invariably shot, either by the opposing team or by members of his own team. In the latter case, it’s as though his killers are trying to gun down an itch of conscience – or the nuisance of reality itself. In the machinima of this intervention, when Delappe positions his camera above his virtual corpse, there is sometimes a very profound effect of quietude. The body occasionally twitches, in a gruesome effluvium of game physics, or puffs of smoke are kicked up by stray bullets – but those filigrees of activity only heighten the feeling that the game has moved on. It brings to mind bodies left on real battlefields, unattended to, abandoned to the weather and the birds and the insects while the important business of fighting continues.
“Project 929: Mapping the Solar” (2013) echoes the circularity of the Mouse Mandala. For the project, DeLappe rode a bicycle 460 miles in a circuit around Nellis Air Force Base in Southern Nevada. The bicycle was outfitted with an apparatus that held a series of pieces of chalk to the road – DeLappe was both marking a chalk outline around the base, and mapping out the dimensions of a solar farm that could power the entire United States, based on a size estimate from the Union of Concerned Scientists. The project is shown through a series of photographs, a video, and the modified bike itself, with a circle of chalk stubs positioned under the frame. In some ways, the piece expands the logic of the “Artist’s Mice” to a different scale. Instead of the hand being the driving force, the whole body is the recorded object, and rather than being confined to the top of a desk, the drawing itself is allowed to range across hundreds of miles. In this case, the drawing is the opposite of accidental – it’s utopian.
Not represented in the show – but a point of discussion in our interview – was the “Salt Satyagraha Online” (2008), a 26-day durational performance which used a customized treadmill to control the movement of a Second Life avatar modeled after Mahatma Gandhi. On the treadmill, installed at Eyebeam Art and Technology in New York, DeLappe walked the 240 miles Gandhi marched in protest of a British Salt tax – driving his avatar, step by step, across the territory of Second Life. That project was yet another of DeLappe’s exploratory reconfigurations of the relationship between protest, performance, and physicality.
Chris Lanier: With the mouse-derived work, from the “Mouse Mandala” to “The Artist’s Mouse” and the drawings that are made as you’re playing a game – what was it like putting those things together at this time, when it’s possible to imagine the disappearance of the mouse? Right now there is eye-controlled software , and even thought-controlled software…
Joseph DeLappe: Part of my thought process when doing the mouse pieces was doing a sort of reverse engineering, and trying to figure out what that thing is, because it really is a useless little object otherwise. It’s not a hammer, it’s not a screwdriver, it doesn’t have a function beyond plugging into a computer to allow you to move around this detached marker on a screen. There’s already something separate happening, and so attaching a pencil to it was a way of perhaps returning it to its roots. It’s sort of a drawing device, a pointer, all these things that a pencil might be, but I was intrigued by the possibilities of extracting some kind of meaning out of it.
CL: It’s funny because it’s an extension from the computer to the human, like an organ that extends itself to us, and I wonder what you think of that interface becoming even more disembodied. If the hand is taken out of that circuit, what do you think that says about our relationship to the screen?
JD: I think it will change it. I can really only speak from my experience, not having played the wii, or things like that. I messed around with the kinect a little bit. When you’re putting the body into works like what I did in the Gandhi project (which is something that’s not in the exhibition) – I placed myself on a treadmill to actually interact with Gandhi, walking him through Second Life. My body became the game controller in a kind of way, the mouse – or however you want to refer to it. I didn’t realize it at first but there was an intrinsic alteration of my relationship to the experience going on, on the screen. I wonder if that deterioration of that awkward physical thing you have to do with the mouse or track ball, if that’s going to bring us closer to our machines. As it becomes gestural and everyday, I suspect it will become more naturalistic.
CL: Listening to you talk about the Gandhi project, it seemed to bring you more directly and somatically into that virtual world.
JD: Which was very unexpected. I went into that project from a conceptual durational performance ideation – this would be an examination of “performance,” in quotes. Performance and protest. It was done at Eyebeam in New York, and I was thinking about the many durational performances that had taken place in New York, from Tehching Hsieh, to Linda Montano, to Joseph Beuys. I had done performance works online for almost a decade prior to that piece, but that action that the body involves, that was just transformative. It was amazing and intriguing and kind of disconcerting in a way, because I found myself completely drawn into that experience, and connected to my avatar in a way that I never had previously. I was walking in Second Life, which you’re really not supposed to do – you’re supposed to teleport – so I was navigating over mountains and in places people don’t generally walk. And Gandhi would fall off a mountain-side into the next region, and I’d find myself almost falling off the treadmill. Or, after finishing the performance for the day, walking to the subway and thinking I could click on someone to get information. It became this mixed reality in my head.
CL: Embodiment seems to be a crucial part of your practice. With “Taliban Hands,” you extracted hands from Medal of Honor, and brought them into physical space. In the “dead-in-iraq” project you brought the names of the dead soldiers into the game space of America’s Army. It seems that bringing bodies into that space, or extracting bodies out of that virtual world, is important to you.
JD: Well, each of those pieces had different but connected intents. With the America’s Army project, “dead-in-iraq,” the intent was to embody the reality of the war, to bring it to this virtual space. So when you’re dying and or you’re killing in that virtual space, and you see these names go across the screen, you realize that this is an actual person that died in that conflict. That might change another player’s thought process about what they’re doing, and about that visualization – when you get shot you end up hovering over your fallen avatar. So there is this attempt to change how one considers that experience.
CL: It’s interesting, with the self-portrait as dead soldier – the way of marking yourself as dead is to show the body within the game. Moving you from a first-person space, a first-person-shooter space, into a third-person space. The body becomes a marker of death.
JD: That is certainly a problematic aspect of that game. I think the vast majority of the people playing the game – certainly there are some veterans and active military – but there are more people who aren’t in that situation. So there is this kind of temporary inhabiting of the US military. Bringing this out into real space is an attempt to drive home the connection of that fantasy pretend space to a very real space. It’s like bringing it to a sort of mid-ground. The America’s Army game is in fact official US military virtual space. I mean they own it. It is federal space – it’s part of the system of hundreds of bases around the world.
With the Taliban hands, it’s a similar attempt, but with a different thought process. With the America’s Army game, one of the most devilish things they did with that game is that they’ve created a system where everybody gets to be a good guy. There are two teams, and you see your team of 2 to 12 cohorts playing against 2 to 12 other cohorts. You always see yourself as Americans. They always see themselves as Americans, but you see each other as terrorist enemies. So there’s this digital switching, where they see your avatar as a Middle Eastern terrorist and vice versa.
CL: The strange thing that happens is that you’re inhabiting two bodies.
JD: Yeah, at the same time, exactly. But in the Medal of Honor game it’s not like that. That was a controversial game when it came out in 2010 because you could play as a Taliban killing American soldiers. It was the only game that was actually banned from military bases. They ended up changing it before they released it – they weren’t called “Taliban,” they were called OP 4, which stands for opposition forces. But you’re still Taliban. So anytime that game is being played as an online match, 50% of the players are being American and 50% are being Taliban.
I found that really curious. I started extracting these maps from that particular game, and then diving into this incredible morass of 3-D data. I would have to dig through all of this wireframe stuff to find these objects, and I found the Taliban and started deleting everything else, and landed at one point with the hands. It was just so intriguing – these hands were gorgeous. When they became disembodied from their source and I started visualizing them in the 3-D software, they took on a kind of Da Vinci-esque quality – like the hand of God or something.
CL: There is a gestural quality to it.
JD: Yeah, exactly.
CL: I’m curious if this work has brought you more into contact with the idea of simulation. Simulation can be useful, obviously – it allows you to think through a situation before it’s actually encountered. But then it can actually introduce errors into the actual [situation], because the simulation doesn’t correspond absolutely to reality.
JD: I don’t know if this connects to your question at all, but if you die in America’s Army – this is standard in most shooter games – they have something called the ragdoll effect. It’s a simulation of your body going limp. It’s meant to give a naturalistic [simulation of] you collapsing, and you’re dead. But the effect is actually quite different – there are points where your avatar, in that space – it can be almost comical, like you’re going to do a somersault. And every time you actually die, your body – because of that ragdoll effect – you watch the video and the avatars do this kind of shaking thing, that’s part of this ragdoll effect. When I first saw it I thought it was this macabre death spasm, but it’s just part of the simulation. It’s not meaningful in the context of the game, but it becomes meaningful in the work that I did and in the recording of it.
CL: It’s funny that a simulation can have these unintentional, almost poetic, effects – if you are attuned to it.
JD: And that’s a good metaphor for the whole project, right? It’s taking this simulated wargame – this recruiting tool – and re-branding it, remaking it. It’s a way to say: “No, let’s see if we can make this game be about this, not about that.” I appropriated the space – I took it over in a simple way, and I think it was quite effective.
CL: You frame yourself as an activist as well as an artist.
JD: Yeah, and sometimes uncomfortably. I drift in and out of that. There’s a difference between being an artist and activist. And right now I’m feeling rather reticent [about the “activist” label] – but I’m an artist at base. It’s a little bit more symbolic I guess…
CL: Making a political act in a virtual space – is that inherently symbolic?
JD: That’s a really interesting question because in the progression of my work, I think my work has slowly emerged towards existing in a real space – with the bike-riding around the Air Force base, and now building a life-sized predator drone down in Fresno.
As an artist you do deal with a kind of symbolic reality – metaphor and symbolism, and things that communicate ideas through form. As an activist it seems there would always be a goal of actually fostering change, making change happen in the world. Whether activism is effective at doing that – that’s a really big question too, right? I’m not sure sure if that’s the case these days. That’s one of the reasons I was interested in going into the America’s Army project. It was seeing the – I wouldn’t say the complete failure – but the invisibility of traditional forms of protest. You had the world’s largest worldwide gatherings of protest, a year before we started that war, which was totally under-reported…
CL: And under-counted.
JD: Right. And I’m not saying that I never want you to go protest in these places, but you do have to push that envelope into places where people would not expect it, to actually reach people. And that was a surprise actually, that that piece resonated so powerfully with others – and became a viral thing that, by accident, was disseminated to a huge audience. That was good. But I’m not sure how I feel about it as a kind of permanent venue for trying to do that kind of thing.
With the “dead-in-iraq” project, there were some people who were criticizing it, saying, “Well, you’re just sitting there at your keyboard.” It’s like: “Yeah? Right. I know that – that’s part of the point. Everybody playing that game is sitting at their keyboard.”
CL: And the people who are manning drones are sitting at their keyboards.
JD: Precisely, and that’s exactly one of the reasons I’m so interested in drones. Speaking of embodiment, the drones –it’s like a perfect synthesis of computer gaming culture, and our militarism, and our love for the latest possibilities of technology. It’s like somebody bashed those things together and out came this perfect system for blowing shit up on the other side of the planet – sitting in your comfortable gamer’s chair.
CL: The way you’re activating the Drone Memorial as an extension of your art activism – I’m wondering if part of the appeal is doing it within an educational institution, where you’re enlisting students to help you out, so it actually becomes part of an educative process. How much do they know about the drone policy?
JD: What’s interesting with that project is that they brought up these different groups – art students, design students, and there has been a group of activists from Fresno called Peace Fresno who’ve come out to work. There have been some TV interviews, and there’s a journalism class – they’re taking turns, every day there’s a different crew and they’re documenting the process and interviewing the people that are involved. And it’s been interesting talking to some students because there have been a number of students that are like: “What, drones? We can blow stuff up in Pakistan, from sitting in Las Vegas at Creech Air Force Base?” They don’t know about it, so there is a kind of basic informational aspect of the project.
But what I’m finding most interesting is that the students and volunteers – and myself – at this stage of the work we’re so absorbed in the embodiment, if you will, of the physical sculpture. It’s a building process and there’s a kind of pleasure in that. There’s the hands-on aspect of building, and seeing this form come into being. What I’m waiting for is that realization when we get the whole thing together, and it has this 48 foot wing span and 27 foot fuselage, sitting on the ground at the campus – and then we write the names [of the civilian casualties on the sculpture] – we have 334 names in English and Urdu.
I think that’s going to have a powerful impact, that’s going to completely flip the equation. Not just to give them a sense of their making something as a community build – but that we own these drones – we are this policy. These victims that are on the drone are connected to us, right? There’s a direct lineage from that pilot sitting in Creech Air Force Base, from the missile that rained down on that village and killed a 12-year-old girl, to you and me. It may be tentative, but it’s our government – it’s us.
Conclusion.
The interview was conducted several days before the completion of the Drone Memorial. After the sculpture was assembled and installed, there was a public ceremony at the site. Afterward, I asked Joseph if the effect of the ceremony was in fact what he envisioned, and he sent me the following reply via email:
We finished the drone just as the ceremony was scheduled to commence. There was a crowd of about 75 people – I made some brief comments thanking the volunteers and the CCA. The actual ceremony was being coordinated by a wonderful group, “Peace Fresno”, who coordinated the creation of individual, hand written index cards, each with the name, date of death and age (if available), of each of the 334 Pakistani drone victims. These were read aloud by individuals from Peace Fresno of Pakistani or Indian descent to ensure that the names were correctly pronounced. Those gathered for the event stood in line to take possession of a name after it was read aloud – walking towards the drone where they were given a pen. Each name was written with the associate dated of death and age of the victim when available. Several volunteers followed this process by filling in the names translated into Urdu.
I personally completed the process of standing in line, taking a pen and writing names on the drone 7-10 times, I lost count. The most memorable was that of an 8 year old girl – I don’t recall her name but after writing on the drone the realization of the death of a child was quite overwhelming. Others had similar experiences – there were several walking away from the drone after writing their name who were in tears. This cycle of writing, standing in line and continuing the process went on for perhaps 45 minutes until all 334 names were written upon the drone. All the while there were passersby stopping, asking what we were doing, some joined us. I recall a father on a bicycle have a discussion with his young son about drones, “are you ok with being surveilled 24/7?”, that kind of thing.
In my exhaustion after working 2 weeks followed by an additional weekend of 11 hour work days, the experience was moving and quite overwhelming. There was indeed a palpable realization of the nature of the project. The camaraderie established among the workers and volunteers evolved into a collaborative process of memorialization.
“Social Tactics” runs through April 27, and the Drone Memorial will be on display through May 31.
Joseph DeLappe’s website: http://www.delappe.net
A previous furtherfield interview on another drone-related project by DeLappe:
The 1,000 Drones Project, by Marc Garrett – 05/02/2014, furtherfield.org
http://furtherfield.org/features/interviews/1000-drones-project-interview-joseph-delappe
News story on US Military objections to ‘Medal of Honor’:
Sales of new ‘Medal of Honor’ video game banned on military bases, by Anne Flaherty – 09/09/2010, Washington Post
http://www.washingtonpost.com/wp-dyn/content/article/2010/09/08/AR2010090807219.html
News story and video on the Drone Memorial:
Drone project at Fresno State a call for ‘contemplation’ (video), by Carmen George – 03/26/2014, The Fresno Bee
http://www.fresnobee.com/2014/03/26/3845089/drone-project-at-fresno-state.html
Fresno College Newspaper story on the Drone Memorial:
Drone sculpture construction begins, by Collegian Staff – 03/18/2014, The Collegian at Fresno State
Drone sculpture construction begins
Essay on the visualization of the “Enemy” in military games, with a focus on “America’s Army”:
The Unreal Enemy of America’s Army, by Robertson Allen – 01/2011, Games and Culture 6(1):38–60
http://www.academia.edu/231295/The_Unreal_Enemy_of_Americas_Army