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Videogame appropriation in contemporary art: Tetris

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

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

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

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

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

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

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

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

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

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

RGBTetris. By Mauro Ceolin
RGBTetris. By Mauro Ceolin

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

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

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

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

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

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

Videogame appropriation in contemporary art: Pong

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

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

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

Click here to view video on Youtube…

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

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

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

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

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

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

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

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

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

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

Links:

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

All Raise This Barn by MTAA

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

An Interview with Patrick Lichty Part 1

Patrick Lichty, renowned conceptually-based artist, writer, curator and activist. He has exhibited internationally since 1990. Featured image: taken by Anne Helmond.

Adventures of a Networked Explorer.

Introduction.

Patrick Lichty is an individual who seems to be like a non-stop engine. A hungry human being, engulfed in a prolific journey of constant exploration, whether it be making artworks, writing, activism, curating, collaborating, researching or teaching; he’s deeply involved and engaged in media arts culture. Since 1990, he has pursued art and writing that explores how we relate to one another through technology and how we relate to it. This includes art, media, and computer technology. “Media are one of the “glues” of civilization, and this glue is as fundamental in representing all aspects of society, culture, and interpersonal relations. I explore this through critical theory, conceptual New Media art, and performance/social intervention.”

Lichty also works in almost all forms of Digital 3D – Animation, VR, Fabrication, Physical Computing. Translating the work for display through video, animation, live installation, electronics, virtual reality, physical computing, robotics, digital fabrication and imaging. As well as realising virtual works into traditional forms such as plates for print, paintings, expanding the focus of his work in a broader context.

Lichty’s work, concepts and practice do not rest in one place, it crosses over into many areas of creative production. By getting his hands dirty with the medium of technology, with its relational aspects. The spirit of the work goes beyond singular catch phrases and one-liners, adding complexity and value which only media art and its ever widening scope can demonstrate.

It’s big art with big ideas, interwoven with micro levels of human emotion, asking questions about life and more. This two part interview aims to clarify some questions I have been wanting to ask Patrick Lichty for a while now, so hang on and lets see what happens…

Start of Interview:

Marc Garrett: You have been deeply engaged in the creation of net art, networked art, media art and related activities at various levels, whether it has involved you making it, writing about or curating it. What inspired you to choose which is, now unquestionably, one of the most contemporary and expansive forms of creativity, in the first place?

Patrick Lichty: This is a question that has come up repeatedly. “Why did you choose (what is now called) New Media, or the intersection between society, technology, and culture?” It is really a matter of examining my native culture, which has been that of technological culture. I was raised by an artist who gave me my first electronics set at the age of 8, and my first computer by the age of 17, while raising me on a steady diet of science fiction. I was a child of McLuhan; growing up in the electric networks on a diet of very hot media. However, I do also paint, and when I think it’s appropriate, I also do use traditional media. In short, I speak this culture because it’s my native language.

MG: To kick off this interview I thought it would serve our readers well to discuss your work from a perspective of themes. Over the years, exploration through your practice has crossed over into many different disciplines and fields. So lets begin with Psychogeography. To those who are unfamiliar with this practice, the most well defined and serious use of it was in 1955 by Guy Debord: “a whole toy box full of playful, inventive strategies for exploring cities … just about anything that takes pedestrians off their predictable paths and jolts them into a new awareness of the urban landscape.”

“Of all the affairs we participate in, with or without interest, the groping quest for a new way of life is the only thing that remains really exciting. Aesthetic and other disciplines have proved glaringly inadequate in this regard and merit the greatest indifference. We should therefore delineate some provisional terrains of observation, including the observation of certain processes of chance and predictability in the streets.” Introduction to a Critique of Urban Geography. Guy Debord

Patrick, one of your projects which springs to mind, is a work called SPRAWL “…an exploration of the suburban American landscape, examining the macrocosmic issues related to suburban expansion by considering the microcosmic issues of the experiences of a bellwether area of the US: Stark County, Ohio. In navigating the landscape you will view over thirty panoramic photographs of sites that are now forever changed by the area’s development as well as interviews on video and historical documents which create a map of the larger social landscape of the surrounding community.”

A complex and involved project. What inspired you to examine the ‘suburban American landscape’ in such a way, and how long did it take to complete?

PL: In talking about Debord’s definition, I’d like to talk about my own interpretation of the idea of Psychogeography. If you consider the word etymologically in contrast with Debord’s meaning, you can say that it should not be limited to the urban landscape, but the relationship of human interaction with any landscape. From this, we move out of the city to any relation between community and space, which is my interest, and I like to term as a practice of ‘land use interpretation’ to borrow Matt Coolidge’s (CLUI) term. All of my work in this range, from SPRAWL to the three projects in varying stages of completion (the Hulett Project, Ghosts of Adak, and SPRAWL 2011) come from a personal observation that expands to a macroscopic discourse through the larger exploration/research of the space.

Image: Web Interface of Sprawl
Image: Web Interface of Sprawl

SPRAWL began as a 3-year personal investigation of my own distress about suburban sprawl in the late 1990’s near my home town, and linking this to the larger national conversation regarding sprawl at the time. For reference, I was born in nearby Akron, Ohio – the subject of Chrissie Hynde and The Pretenders song My City Was Gone, which describes the colonization of an industrial city and its countryside by sprawl and shopping malls, so if SPRAWL has a soundtrack, that would be it. I began SPRAWL in 1998, as a series of panoramic photographs of various sites near my home, with just a vague impression that they were a cohesive body of work. Also, the idea of nostalgia for the pastoral farmland of my younger days seemed far too simple to be satisfying, so I knew there was something to it. So, when the Smithsonian American Art Museum put out a call for works dealing with landscape online, I felt this was a fantastic place to really explore this idea in a larger context. Then they offered me the commission, the project went from a set of 32 panoramas to a hyperdocumentary in about three solid months of production, including travelling back to Ohio from Louisiana, interviewing, doing on-site footage, and performing historical research.

What I think is important about SPRAWL is that it’s ‘sensable research’, in that it managed to manifest the ideas I had about this problem, learning a lot more about community ecology, allowing the articulation of a microcosmic issue in macroscopic terms. In more personal terms, it allowed the development of my question of social issues related to my concern with the understanding that my perspective was only one of many, and from examining a multitude of perspectives, I could learn what the larger issues were, and create a discourse with a larger community.

MG: On your website, for the Ghosts of Adak there is a statement of yours, saying “My father and I have something in common. He was born in 1921 and spent 2-1/2 years in the North Pacific campaign on Adak Island in the Western Aleutian Islands in Alaska. I have heard about it since 1962. So I went there for 10 days. And I found him all over again.”

I also visited another site to find out about the community living there, and on this site called Alaska Tracks. Ned Rozell writes “Adak’s having a tough time, and the community of about 200 people in the mid-Aleutians has been struggling since the Navy pulled about 6,000 people out in 1997. It’s got a feel to it now like the Love Canal area of Niagra Falls had in the 1980’s, like everyone took off and left a few ghosts behind.”

How was your 10 days stay there and what did you learn?

Do you have a clear idea of what this project will become? Also, I noticed that it is part of an artist residency program at Eyebeam R&D Atelier NYC. How do you intend to present this work, in a space, on-line or something else?

PL: That’s a book in itself, and probably will be, which is part of your next question. First, why – My father is nearing 90, and for most of my life, he had gone on about this “place” that he had been for a period of time, and recounting endless stories about it. No place else had that sort of impact on him. Does not talk about Seattle, or San Francisco, or even Chicago (all places he had spent time) like that. I also think that as he is nearing 90, and in that he and I have a very strong bond (actually both Lodge brothers, if you can believe that), and I wanted to know about him in the deepest way possible, and probably in so doing, learn about myself and the site. But then, that fits the process.

The issue with Adak is that it is a tremendously complex place even before I overlay my own emotional architectonic. It was the site of the Northern Pacific campaign of the United States versus Japan during the Second World War, mainly as a diversion from Midway. I had made a deal with the CEO of the facility to exchange the photos for a room, a 40-something Niigata-born guy with petrochemical ties, whose father might have been my father’s enemy, and ideologically, probably was mine, but the personal nature of the trip put that on hold. There were a lot of external and internal conflicts that I had to navigate just to get there.

Image: part of the project The Ghosts of Adak
Image: part of the project The Ghosts of Adak

In short, Adak is currently the remains of the Adak Naval Base and surrounding facilities, which is basically a minor port, petrochemical storage facility, a fishery, and home of the westernmost airport linked to the Continental US, further west than Hawaii. If you rent a car, you rent one of the trucks a local offers, the gas comes from the tank farm, and the ‘hotel’ is a number of duplexes that the residents rent out to visitors. There is a General Store, a cafe at lunchtime, and the old VFW becomes the tavern for dinner, offering an entree or some microwaveable snacks along with a full bar. You sign a disclaimer to absolve the Corporation of any liability if you encounter black mold, fall into an old stairwell, sinkhole, run into an old unexploded shell, etc. I’m speaking a little darkly about this place, but it’s pretty rugged with radically changing weather, frequent earthquakes, and they’re still cleaning up the old artillery ranges.

On the other hand, it’s one of the most amazing places to be. It’s right at the edge of civilization, a volcanic arctic island withn no trees and some of the most amazing wildlife you’ve ever seen – eagles, otters, seals, birds. I can see why my father talked about it so much.

One other thing of note is that while doing the project, I’ve run into all sorts of people who have served, lived, or even been born there, as there was a 6,000-person family facility. On the plane from Minneapolis to Anchorage, I ran into an airline pilot who had just been on a caribou hunt there, and he gave me his GPS information and a lot of pictures. On another trip, I ran into a woman who was born there. It was unbelievable.

What did I learn? I learned about a history that few remember, I learned about my own history and how it affects me. I also learned about the local culture, its history, how Alaskan culture meshes with corporate interests to create a lot of the issues seen in mass media. There isn’t a lot of concern for the area from the locals, and actually the Military was doing a decent job with the cleanup. From a more personal level, I also came to understand that everything is transitory. Art, culture, society, all ephemeral in terms of a mountain. Human beings don’t matter very much to a volcano, but definitely the other way around.

When I was walking on the western (uninhabited) side of the island, I had napped on some tundra and realized I didn’t have my GPS or keys – all my keys. I knew where I slept, and I leave my keys in the car a lot. The worst that could happen was that I would have to walk 5 miles into town in a cold drizzle, get Jimbo the Constable to let me into my car and get the truck in the morning. In the end, I learned that if it isn’t a landmine, it’s not that big of a deal.

“Do you have a clear idea of what this project will become? Also, I noticed that it is part of an artist residency program at Eyebeam R&D Atelier NYC. How do you intend to present this work, in a space, on-line or something else?” This is really tough for me – no, I don’t have a clear idea yet because it’s so hard to frame. It probably needs to be a book, but it isn’t going to be done for a couple more years. I’d like it to be a hyperdocumentary like SPRAWL, but not in the same way. Also, I think it would make a great presentation, and the images are really beautiful. As I mention, it’s terribly hard to frame this project, and I think it should be allowed to be large.

MG: Let’s talk about a piece you created with The Yes Men. As many in the know, know – and of course those who have fallen foul to the Yes Men’s activist-pranks; they are legendary cultural saboteurs. They have impersonated World Trade Organization corporate spokespersons, including Dow Chemical Corporation, Bush administration spokesmen on TV, at various business conferences around the world. In order to demonstrate some of the mechanisms that keep bad people and ideas in power. Focusing attention on the dangers of economic policies that place the rights of capital before the needs of people and the environment. They have more recently become more known to a world-wide audience for The Yes Men, a movie.

Could you inform myself, and readers about the mock industrial video ReBurger and how it came about?

PL: Right. The animation work for The Yes Men is a strange beast, because it came from previous work for a group called RTMark, from which some of us came from to do Yes Men, which is well documented in the two movies. Again, the process for these animations, which I later edit into industrial videos is also an odd one. Usually, when there is an intervention (and I have sometimes appeared in person), Mike will give me a call and say something like, “Hey Patrick, we have this idea for this, for that company…” In this case, it was an idea for recycling feces for the Third World, and not much beyond that general concept. At first, I was thinking of translating dietary fiber to textile manufacture, creating a suit that would look like S**t, but shortly thereafter, brainstorming created the McDonald’s parody. I knew it was going to be shown at Plattburgh College, but beyond that, I didn’t have much context. So, that’s where my process in context with the larger presentation sort of diverges. Mike, Andy and Matt were developing the presentation, and I started in on the simple metaphor of eating shit. In short, I get some basic ideas together, and then produce the clips (not the full industrial video).

Image: Screenshot from ReBurger, watch video online
Image: Screenshot from ReBurger, watch video online

Beyond that basic joke, it’s really just exaggeration – the idea of an international infrastrucure for the collection of post-consumer waste, the branded toilet, and the special product names, like “McDung”. The scene that seems to get people is the one of the Ronald McDonald Colostomy Machine (the paste dispenser) as it creates the brown coil of reprocessed waste and then presses it into nice patties. For me, this is the use of pure literal metaphor, and maybe that’s why it works. Maybe it’s because it stands for a corporation that offers “choices” for healthy eating that few choose, and McDonalds willingly contributes to the obesity and illness of billions. In my opinion, ReBurger just tells the truth.

Screenshot from ReBurger
Image: Screenshot from ReBurger

But the reason why people like the video is also a reason why it was a real problem for the sale of the movie at Sundance 2003. Although it was obvious fair use, many in the film industry were also buyers looking at the movie. Mike Bomnano told me that the legal departments of the movie companies were trying to determine the degree of risk of satiring McDonald’s, complete with branding. This was obviously Fair Use under US Copyright, but again, the possibility of an egregious law suit could have happened. In the end, McDonalds decided to ignore the piece, which was great, since I believe it’s one of the stronger Yes Men pieces.

MG: In the UK, June 1997, the infamous McLibel Trial (mcspotlight.org) came to an end. The case was between McDonald’s and a former postman and a gardener from London, Helen Steel and Dave Morris. It ran for two and a half years and became the longest ever English trial. “…Helen and Dave decided that they would stand up to the burger giants in court. They knew each other well from their involvement in community based campaigns in their local North London neighbourhood and felt that although the odds were stacked against them, people would rally round to ensure that McDonald’s wouldn’t succeed in silencing their critics.” The defendants were denied legal aid and their right to a jury, so the whole trial was heard by a single Judge, Mr Justice Bell.

“The verdict was devastating for McDonald’s. The judge ruled that they ‘exploit children’ with their advertising, produce ‘misleading’ advertising, are ‘culpably responsible’ for cruelty to animals, are ‘antipathetic’ to unionisation and pay their workers low wages. But Helen and Dave failed to prove all the points and so the Judge ruled that they HAD libelled McDonald’s and should pay 60,000 pounds damages. They refused and McDonald’s knew better than to pursue it.” Mcspotlight.

I can imagine that McDonald’s were considering their past experience, with cases such as the McLibel Trial. “The legal controversy continued. The McLibel 2 took the British Government to the European Court of Human Rights to defend the public’s right to criticise multinationals, claiming UK libel laws are oppressive and unfair that they were denied a fair trial. The court ruled in favour of Helen and Dave: the case had breached their rights to freedom of expression and a fair trial.”

For your project 8 Bits or Less, in 2002, you wrote a brief statement which I am assuming must be about your own condition, saying “An artist who has become blind (whether physically or ideologically) has resorted to viewing his world through the prosthetic devices that constitute his sense, like cell phones, and wristcams. The result is a distorted landscape that considers Situationist theory, surveillance culture, identity, and alien abduction.” Can I begin by asking why this statement came about and then what part of the project you feel communicates or is expressesed most successfully?

PL: First on the matter of ReBurger, I think that the smarter entities know not to react, but that isn’t always the case. Perhaps the ones who have been burned, now have a smarter PR team.

8 Bits or Less is a series I did that was influenced by several things.
Image: 8 Bits or Less, 2002

8 Bits or Less is a series I did that was influenced by several things. For many years, I had felt that as technological artists we are slaves to “innovation”, which is merely an exciting word to stand in for the commercial upgrade path in software and hardware. This set of videos addresses my dissatisfaction with the notion of verisimilitude in regard to techological art, or the “big ticket” piece. Ever since the late 1990’s my response has been to either get by with just enough aesthetic polish to make the work believable/legible, or to willingly embrace a low rez/grayscale time. The lo-fi grayscale is not the same as 8-Bit, which has 256 colors and refers to early personal computing and video games. Perhaps it is closer to my passion for Slow Scan television (a 1970’s video modem technology in which a frame is transmited every 7 seconds) or my position of eschewing resolution and color depth as a form of intransigent aesthetics. In addition, the fact that the frame rate is at most 3 frames per second, and was shot with a Casio Wristcam at one frame every 1.5 seconds was also my homage to Muybridge, mainly in terms of the grayscale and serial qualities of the video. Beyond that, and the fact that each video consists of about 900 frames, all hand edited, perhaps 8 Bits or less is more about my politics about the technological industry and personal differences with New Media and technolust.

On the personal side, 8 Bits or Less is an allusive fable having to do with the fact that I have been blind a couple times in my life, but this blindness can translate to the fact that for a period of time I felt that I had immersed myself in my studio for long enough, that I saw the world primarily from my screen. Therefore, although I had been visually imparied for part of my life, much of which has been fixed by having cataract removal in 1999, I still felt that there was a metaphorical blindness caused by society’s use of mobile devices, the existential distorions of 24-hour cable networks and the Internet. Therefore, the series (if you listen very closely) incorporates a mix of postmodern theory and hyperbolic statements about aliens, obscure jokes about bits and nybbles, surveillance culture and the abjection of low fidelity.

What I think is successful about it is that it holds together at all, or that it engages the viewer without necessarily relying on leading edge technological conceits, but perhaps using the wristcam aethetic is a conceit in itself. Antoher aspect that I have enjoyed about it after five or six years is that it is a really hallucinogenic series of pieces. But then, I think this is the point that Gibson made about cyberspace that has been expanded on by the Baudrillardian mediascape and the Internet – the consensual mass hallucination (facilitated by mass communications).

———
Watch 8 Bits or Less series. Images link to videos online.

A wristful of bits. Found on DVlog.

A wristful of bits. Found on DVlog.

8 bits or less. Found on DVlog.

8 bits or less. Found on DVlog.

http://www.dvblog.org/movies/04_2007/lichty8bit/closevision.mov

Close vision. Found on DVlog.

Big thanks to DVblog for 8 Bits or Less images & video links.
http://dvblog.org/

F.A.T. Lab at Transmediale.10

Featured image: F.A.T. Lab (Free Art and Technology Lab) were found causing trouble at the Transmediale.10 this year.

A collaborative review/interview by Marcello Lussana and Gaia Novati

An interesting outsider project at Transmediale.10 this year, was F.A.T. Lab (Free Art and Technology Lab). A collective of artists, engineers, scientists, lawyers, musicians and trouble-makers who have been working together for two years, on the intersections of Pop culture and Open source. Their stapline describes them as “An organization who is dedicated to enriching the public domain through the research and development of creative technologies and media”. Beware, they love using the word ‘Fuck’. A lot! Which means they are cool, and some you grown ups may feel slightly unnerved by their over generous outpouring of flippant explitives, but the kids out there just love it!

You can read an explanation of their work in the about section on their website, and view a video presenting some of their ideas and works. With a simple rap base with nasty yellow and pink colors, it could be considered as a joke. Perhaps, to some degree it is, but at another level they are playing around with social contexts of the Internet culture’s, presumptions and acceptance of things. Through an omnipresent ludic approach they reuse what is given to us all with a contemporary pop attitude – showing us the many contradictions from these given systems. Proposing other possibilities in order to loosen and to free things up from the copyright laws and prescribed rules of both big companies and clumsy governments.

One of their projects called Public Domain Donor, consists of D.I.Y stickers saying “In the event of death please donate all intellectual property to the public domain”. They write “Why let all of your ideas die with you? Current Copyright law prevents anyone from building upon your creativity for 70 years after your death. Live on in collaboration with others. Make an intellectual property donation. By donating your IP into the public domain you will “promote the progress of science and useful arts” (U.S. Constitution). Ensure that your creativity will live on after you are gone, make a donation today.”Simple and humurous.

'In the event of death please donate all intellectual proerpty to the public domain'

Yet, behind their process of cultural detournment exists a reference to earlier net art critique, by Critical Art Ensemble who way back in 1995 said “Each one of us has files that rest at the state’s fingertips. Education files, medical files, employment files, financial files, communication files, travel files, and for some, criminal files. Each strand in the trajectory of each person’s life is recorded and maintained. The total collection of records on an individual is his or her data body -a state-and-corporate-controlled doppelganger. What is most unfortunate about this development is that the data body not only claims to have ontological privilege, but actually has it. What your data body says about you is more real than what you say about yourself. The data body is the body by which you are judged in society, and the body which dictates your status in the world. What we are witnessing at this point in time is the triumph of representation over being. The electronic file has conquered self-aware consciousness.” The Mythology of Terrorism on the Net. Critical Art Ensemble Summer, 95

Also as stimulating, is the idea Graffiti Markup Language, an XML file type specifically designed for archiving graffiti tags, and easily reproducing them.

Their style is easy, effective and of course – Pop!!!

For Transmediale.10 they presented a project called Fuck google, one of their more involved works, appropriating the image of Haus der Kultur der Welt, the futuristic bulding hosting Transmediale, formerly known as the Kongresshalle conference hall, a gift from the United States, designed in 1957 by the American architect Hugh Stubbins Jr. as a part of the Interbau exhibition. John F. Kennedy spoke there during his June 1963 visit to West Berlin. Fuckgoogle focuses on reminding us all how this big company has become omnipresent in our digital lives, refering to the risk that too much data is owned and is going to be owned more and more, just by Google alone. It exists as a collection of browser add-ons, open source software, theoretical musings and direct actions.

For Transmediale.10 they presented a project called Fuck google, one of their more involved works, appropriating the image of Haus der Kultur der Welt, the futuristic bulding hosting Transmediale, formerly known as the Kongresshalle conference hall,

Not necessarily trying to be a definitive solution against the big G in any sense of the word, but more a reminder, a provocative virus to diffuse. So we have a graffiti firefox skin, fuck google pins, The F.A.T Pad or some plugins to reclaim your public individual space on your browser. Everything is D.I.Y and opensource, so you can easily replicate it. The approach can be find with FuckFlickr a free image gallery script offering everyone who visits a Flicker-like image gallery.

a free image gallery script offering everyone who visits a Flicker-like image gallery

The F.A.T. Lab is an example of technological sabotage. Of course, it’s not a new thing in respect of the hacker community: using the instrument, medium directly, in order to change perceived assumptions of our reality. What is quite new is F.A.T. Lab’s blatant exploitation of everyday Pop culture and its language. The hacker counterculture has always had it’s own way of communication, built in the late 80’s and 90’s. These days, more and more people use the computer, not just hackers. Using Pop culture in order to communicate one’s message could be one possible way to escape the duality culture/counterculture. On the other hand, F.A.T. Lab could be creating a fresh paradigm which allows others who would not normally appreciate hacker culture or even media art culture, filling a space beyond art culture which could be considered as too refined.

Interview with Evan Roth from F.A.T. Lab at Transmediale.10

Marcello & Gaia: Can you describe who you are and how do you connect each other?

Evan Roth from F.A.T. Lab: We are a group of friends. There’s not any formal application process or open call, many come from typical art organizations. It started out as a group of friends and then slowly, more friends joined. We also made more friends, collaborators on line. Here at Transmediale.10, it’s actually our first chance to meet face to face and some of us have not met before. There are two things that mainly characterize us. On one side, there is the open source culture and advertisement free culture, but also the idea that this all should be fun. Art and political activism doesn’t have to be a boring, the interface of it all, can be accessible to more people. We try to push this candy coding, get the those audiences who are using youtube videos, that is our primary audience. We like it when art organizations pay attention to us but really our main audience is at the borders of things, using different networks, commercial networks out there, happening outside of the gallery.

M&G: If we look at the projects you are showing here there is a kind of aesthetic in common, the colours are really interesting, the pink and the yellow remind us early 90’s spam. Is that aesthetic a primary decision, is the style you choose to define you, or has it just happened in the progress of your work.

E: I answer that in two. There is a thing from open source development culture that is ‘release early and release often’, we try to apply this model to the media production. We try to release ‘early and often’. If you are on the fence where you should release something or not and it is not quite ready, just push out the door, because it is better to have it in the public counter system than not. So the aesthetic of the website is in part probably pushing out the door rather taking care of the nuances or the color it is. We just try to get this thing published quickly. Someone could be sitting on their brilliant idea and waiting for years to release, waiting for some details and then you find that no one really cares about this in the end. But there is also an aesthetic interest in common, that comes from this ‘dirty style’. There is an artist friend, Cory Arcangel who is one of my favorites, and he describes the dirty style as ‘either you take little interest in design so it becomes so un-aesthetic or you over-work it to a point that the work itself becomes something too trivial’. We don’t have meetings about how the website is going or what it looks like.

M&G: Don’t you think that this “dirty style” is somehow hiding the real content or the message? The use of ‘dirty style’ is obviously an answer of the hyper sensibilization, concern of the form but at the same time this makes your work splitting in between the no-attention of form and pushes content in the corner.

E: The way our websites look matter’s less and less now, because people don’t go to websites for content anymore. Most of the traffic in the websites do not even see the pink and the yellow, design. There is some kind of form/function relationship going on. We are interested in rolling up this web 2.0 idea a little bit, and that’s what this installation here is about at Transmediale. The early 90’s aesthetic was with people hand coding html and making tables, not downloading a WordPress thing. In that sense, there is a sort of connection to the DIY, rolling back to the way of 1.0 – where the files are hosted in your own server and not google or yahoo.

M&G: Isn’t it more interesting to try and critique in a more constructive way, creating something else, not just another google appropriation but other kind of net platform for a community? Could that be one of the important challenges for artists now?

E: Open source is a big movement and free culture is even bigger and so we know that there are people out there hacking in this way right now, but we are not programmers, there are programmers taking part but these are not our skills. Our place in this movement is in the media side. We do have programmers in our group but we feel more like media makers. We make these videos and they are kind of funny and taking something from the pop/culture, twisting them, possibly people have a look and pass them around. But there are messages in them. And the messages are trying to reveal the money and the branding business that google is making and saying it is not cool, and being involved in an alternative open source culture looks better. We also have a development tool like fuck flicker and flv player where you can have your own videos up like you tube.

M&G: Why are you are supposed to win this year’s Transmediale? You stood up on the stage during the award claiming the award for yourselves!

E: Oh no, we don’t think we are supposed to win. Do you know Kanye West? This is a USA story, we joked about Kanye a little bit. We’re always trying to pay attention to what is going on in pop culture and surf a little bit. Kanye was notorious for interrupting a ceremony whenever he lost, grabbing the mic. As we were for this fuck google project – last night, the winner was a youtube related project, and google is a sponsor. The message we tried to get across last night, was a reference to this, and we are gonna have an official press release on it soon. But I think that for Transmediale, our project was an anomolie, showing this fuckgoogle in contrast to accepting web 2.0, which is actually a range of projects. We were surprised to be invited, who know’s what for? But we think that it was a very wise decision, and we are really happy to be here.

On their website you can get a clear impression of their feelings towards Google “So, what is so “fuck-worthy” about Mother-google? It is the fact that a corporate entity, even one as beloved and competent as Google, is in control of such a large stake in the digital network and public utility upon which we have all grown so reliant. And, that as a publicly traded company, it doesn’t have to answer to anyone but its largest shareholders, despite the fact that its decisions effect the lives and private information of millions of people. Few even question or raise a voice in opposition to the Google-ification of the Internet.”

There were more than 1,500 submissions for the Transmediale.10 awards, nine art projects were nominated and F.A.T. Lab was a runner up amongst them. Showing contemporary, activist art within a larger more incorporated festival is to be commended, it is not an easy thing to do. And we all know how easy it is to criticize rather than make something ‘real’ and positive happen. F.A.T. Lab are a tangible byproduct of a culture, caught in the trappiings of Hyperreal situations, a confused world losing itself even further into a perpetual state of denial. Pop culture and celebrity related banalities are constantly distracting our gaze. It is an interface which can only handle life via mediated proxy. F.A.T. Lab know’s this, and have adapted themselves to literally scrap with it on their own terms. Their role and place in the world is to get out there on the front line and go places where the common people reside. They want to be on the main stage battling it out, whilst challenging the interface presented to us all – making it their playground.

You can also read Marcello Lussana and Gaia Novati’s article about this year’s Transmediale.10 here…