The legend says it was when the Japanese game developer Toru Iwatani took a slice of his pizza that the yellow game character Pac-Man appeared before him. In Pac-Man, we find a restless character hunting around in life’s mazes constantly seeking for pills to satisfy his insatiable desire. Meanwhile the ghosts of anxiety are tracking him down. What many players don’t realize are that the game also contains an unanswered philosophical-existential question. Where is actually Pac-Man for the short period of time when he escapes into the left or right end of the maze and after a short time pop up on the other side of the maze?
In Martina Kellner’s work “Pac-Man Time Out”, which was showed at the exhibition A MAZE in Berlin 2009, Kellner had created short video clips that investigated what Pac-Man actually did in the short time he was away from the monitor. In one clip, we find him at the airport queue with Ms. Pac-Man ready to board. Perhaps they are planning to take a holiday away from the busy videogame environment? One thing is for sure, Pac-Man does no appear in contemporary art as much as his colleagues from other classic games as Space Invader, Pong and Super Mario.
Like many 8-bit characters Pac-Man is well represented in street art and design. For example the American street artist Katie Sokoler staged a real Pac-Man game in her quarters. But it is quite unusual with installations, machinima or Art Games in which Pac-Man has the lead role. This is a bit odd considering how famous Pac-Man is among the general public. The French artist François Escuillie has even created a paleontological reconstruction of Pac-Man’s skull and the Swedish artist Johan Lofgren has in his new colour series “Confessions of a Color-Eater” taken with the colour “Ms. Pac -Man-yellow “, but despite this there are few interactive artworks based on Pac-Man.
Two exceptions are in any case worth highlighting: the “Pac-Mondrian” and “Eggregore”. “Pac-Mondrian” was created in its first version in 2002 by the Canadian artist group, Price Budgets Boys and is described as a mix of Piet Mondrian, Pac-Man and Boggie Woggie music. The board consists of Piet Mondrian’s painting “Broadway Boogie Woogie” (1942-43), which in its turn is inspired by Manhattan’s street grid and boogie woogie music. The videogame works with the same principle as a normal Pac-Man game except that the maze is a painting by Piet Mondrian. Price Budget Boys have also created three sequels: “Detroit Techno” (2005), “Tokyo Techno” (2006) and “Toronto Techno” (2006). The labyrinths in the new versions are created by stylized street grid from each city, executed in the style of Piet Mondrian. And in the name of equality, you play as Ms.Pac-Man in these versions. For those who have followed previous articles in this series, will recognize that there is a similarity between “Pac-Mondrian” and the Danish artist Andre Vistis works “PONGdrian v1.0”, in which Vistis combined the videogame PONG with Mondrian’s paintings.
Antonin Fourneau & Manuel Braun’s work “Eggregore” is a social video game in which eight players, each with its own control will try to collaborate and steer Pac-Man through the maze. It may sound like an old teamwork workshop with a twist. Eight wills and strategies must collaborate to succeed with the mission. “Eggregore” is a Greek word which is associated with occultism and means a collective mind. The question that Fourneau and Braun is asking is: Can multiple individual game strategies together create a stronger and better collective player or will it just be chaos when the different games strategies are pulling in different directions? In the video game world, there are many examples of online worlds like World of Warcraft, where player successfully work together in clans or guilds in order to achieve higher goals in the game. It has even become an asset in your CV to show that you have played World of Warcraft and that you can lead and work together with other players to achieve different goals. Pac-Man, however, seems to be a rather greedy individualist who only thinks of himself in the video game world. And perhaps it is this self-absorption with himself taht prevents the game from breaking through as a major theme in contemporary Game Art?
Pac-Mondrian:
http://www.pbfb.ca/pac-mondrian/
Eggregore:
http://liftconference.com/eggregor8
Videogame appropriation in contemporary art: Pong. Part 1 by Mathias Jansson.
Videogame appropriation in contemporary art: Tetris. Part 2 by Mathias Jansson.
Videogame appropriation in contemporary art: Space Invaders. Part 3 by Mathias Jansson
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.
“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.
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.
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.
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.
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
On October 10th, 2010, the Upstage Festival of Performance Art (101010) curated by Helen Varley Jamieson, Vicki Smith, and Dan Untitled ran for approximately twenty hours, the fourth such iteration of themed dates (last year ran on 090909.) 101010 showcased thirteen new cyber performances from Canada, USA, UK, France, Germany, Italy, Sweden, Austria, Serbia, Australia, and New Zealand, most lasting for twenty minutes. UpStage was host to ten real world viewing nodes in Calgary, New York, Nantes, Eindhoven, Oslo, Ljubljana, Pancevo, Vietnam, Auckland, and Wellington. Individuals could also tune in from the comforts of their own homes.
UpStage’s audience derives from anywhere one is capable of accessing a web page, and participation does not require the installation of any new software except the ubiquitous Flash Player plug-in. The application sits on a central server, is free and open source, and programmers can add new code and share improvements and new features. Written in Python, UpStage works with third-party applications. It provides a set of tools for logged in players to work with a variety of media in real time; graphics (still images and animations), video (live web cam feeds or prerecorded video), audio (text2speech synthesized speech or prerecorded audio), text and illustrations that are collaboratively manipulated to create an improvised or rehearsed event.
Performers, euphemistically referred to as “players”, show up in the “stage” or screen area as avatars with access to a variety of pre-created backgrounds and props. When the avatars speak their words appear on-screen as a cartoon-like bubble, and their speech is simultaneously rendered in the odd robotic text2speech function. The thirteen performances were grouped into four themed categories. Temporal explored sound and movement across time and networks. Trajectory examined the path of a moving object through space, and the arc where that object intersected with the story. Tendrils wove subtle thoughts and concepts, and Transgress went beyond limits to question, challenge, and provoke.
MIT Professor Sherry Turkel in her 1995 groundbreaking book Life On The Screen first codified the anonymous audience interaction. UpStage’s appeal is its live-time interactivity that emulates the anonymity of sites like Second Life, but also employs scripted dramas that let the audience (either all of the time, or at selected moments) jump into the story. It raises the question of the difference between “stage” acting in a traditional theater, and acting in front of a virtual audience, an issue bridged by maintaining traditional chat function.
Before a scheduled performance begins, one can congregate in a virtual foyer and facilitators use a megaphone to speak in synthesized robotic text2speech voices. A second screen tab hosts the site of the virtual performance area. Depending on whom Upstage is trying to connect with, the dialogue and effects can flow swiftly, or be disrupted.
I was able to view four performances over the span of two hours. “Plaice or Sole” by Francesco Buonaiuto, Mario Ferrigno, and Simona Cipollaro (Naples) contained graphic sexual content that was presented in a purposely immature style. At first it was annoying and boring, but afterwards I was informed that was the point – to emulate and call attention to the inane comments and dialog that occur in many on-line cybersex chat rooms. A crash during the site’s interaction was a deliberate simulation of a technical failure. As one person put it, “it forced you to become engaged in the text shift.”
Active Layers, is a virtual collective includes Cherry Truluck (UK), Liz Bryce (NZ), James Cunningham and Suzon Fuks (Australia). They combine theatre, dance, video and visual arts both digitally and conceptually to redefine the meaning of location and site. Their animation piece “Aquifer Fountain” focused on drought, water, flooding, and devastation, with mothers dreaming of lost babies. During the performance the actors participated from London, Kawerau and Milwaukee.
“Make Shift” is a work in progress by Paula Crutchlow (UK) and Helen Varley Jamieson (NZ/Germany). They used the Upstage audio-visual conferencing tools in two deliberate domestic spaces to link their cyberformances, thus creating a third discursive space. The discussions focused on the political aspects of domesticity such as “nesting, feeding and mobility,” and how this relates to the experience of globalization.
“MASS-MESS ” by Katarina DJ. Urosevic & Jelena Lalic (Serbia) ran both virtually and at the physical node at Galerija Elektrika in Pancevo. It was a study of structures, mass media and independence in the context of a hierarchy of information without a center playing out like a post-Soviet Politburo manifesto. “MASS-MESS” made it onto Serbian TV, as evinced by a subsequent newscast posted onto YouTube.
Introduction:
As media attention wanes, the impact of British Petroleum’s Deep Horizon, off-shore drilling disaster continues to unfold. Artists worldwide respond to this new ecological catastrophe in a group show organized by Transnational Temps, an arts collective exploring the interstices of art, ecology and technology. For Andy Deck, one of the founding members of Transnational Temps and the curator of the show, “After a decidedly unsuccessful round of climate negotiations in Copenhagen, the disaster in the Gulf of Mexico frames this exhibition of Earth Art for the 21st Century.”
Now hidden from view by BP’s media campaigns and other de facto censoring actions, the images of oil-covered birds struggling to breathe and fly, oil and dispersant-coated fish, dolphins and whales washing up dead while most sink to the ocean floor, have all but vanished. Partially filling the void are the artists showing here who are recreating topographies: mapping the course of a deadly shadow over our shores and waters; and reinterpreting the sea, its rising levels and largesse, before the vicissitudes of man and nature. Transnational Temps.
———-
Spill >> Forward by Transnational Temps describes itself as an Online Exhibition. It is a website containing images and other media on the theme of oil spills. Some of the images were shown at the MediaNoche gallery from July 30th – November 19th, 2010, with works added or removed so it isn’t just an online catalogue of a meatspace show.
The front page of the site warns that you’ll need a browser that supports HTML5 video and audio, and states that you can view it using patent-free media codecs. From a Free Software and Free Culture point of view this is excellent, your ability to view the art is not restricted by anyone else’s technological or legal machinations. This is also good from an artistic point of view. The software used to view the art can be run and maintained by anyone, making it more accessible, exhibitable and archivable. But this freedom doesn’t extend into the work itself. some of the art uses proprietary software, and none is under a free Creative Commons licence.
The image on the front page, or possibly the image exhibited at the entrance to the exhibition, is not advanced HTML5 video or canvas tag animation but an animated GIF. A Muybridge-ish series of still images of a pelican in flight flickers rapidly up and down as it descends behind an iridescent oil slick that solarizes the bottom half of the image. It’s an effective image in itself, a visually and net.art-historically literate statement that also serves to set the stage for the rest of the show.
This is clearly a politically motivated exhibition, with the theme of the exhibited art centred on a specific historical event (the Deepwater Horizon disaster). Oil spill and petrol station imagery dominates . The resulting art varies from cooly ironic asethetics (Ubermorgen), photo and video journalism (Guillermo Hermosilla Cruzat, S.Slavick & Andrew E.Johnson, Chris Dascher, Adrian Madrid), agitprop (Eric Benson, Geoffrey Michael Krawczyk, Alyce Santoro, Russ Ritell, Terri Garland, Patrick Mathieu), photography(Jessica Eik, Sabina Anton Cardenal), painting(Jessie Mann), collage(Ume Remembers), performance art(Graham Bell), interactive multimedia (Gavin Baily, Tom Corby, Jonathan Mackenzie, Chris Basmajian, Matusa Barros, Mark Cooley), augmented reality (Mark Skwarek and Joseph Hocking) and drawing (Cristine Osuna Migueles, Adrienne Klein, Jesus Andres, Sereal Designers) to video and audio art (Irad Lee, Luke Munn, Gene Gort, Tim Geers, Gratuitous Art Films, Alex George, Collette Broeders, Fred Adam and Veronica Perales, Virginia Gonzalez, Henry Gwiazda, Maria-Gracia Donoso, Jeremy Newman).
This is a lot to take in but the diversity of the work is a strength rather than a weakness, building a broad and visceral response to the Deepwater disaster. Verbal responses to the disaster from politicians seem unconvincingly nationalistic and corporate in comparison. It might seem hypocritical for artists to criticise the source of the energy that feeds us and allows us to make new media art. But we are trapped in that system, and we must be free to criticise it.
Politically inspired artworks have a difficult history, tending to be either bad politics or bad art. The art in Spill >> Forward is excellent, though. Some has a more direct message than others. Again the diversity of the exhibition plays a positive role here. The immediacy of the agitprop images doesn’t need art historical baggage to be effective, but that immediacy provides a social context for the more contemplative or abstract works. The more contemplative or abstract works don’t hammer home a simple political message but they provide an aesthetic context for the more direct images. They work very well together.
Some of the pieces in the show are clearly illustrations or recordings of work, some are electronic media that can be played on a computer, some are clearly designed to be experienced specifically through a computer system. If you removed the political theme of the show it would still be a visually (and audially) and conceptually rich cross-section of contemporary art. I was going to write “digital art” there but the show includes painting, drawing, performance, and other analogue or offline media recorded digitally for presentation online. The celestial jukebox is hungry.
If I had to pick out just a few pieces from the show I’d say that I was struck by the sounds of Luke Munn’s Deepwater Suite, by the visuals of Ubermorgen’s DEEPHORIZON, by the monochrome images and text of Terri Garland’s photography, by the video mash-up of Colette Broeders’ Breathe and by the critical camp of Graham Bell’s Radical Ecology. I think my favourite is Mark Skwarek and Joseph Hocking’s “The Leak in Your Home Town”, an iPhone app that uses the BP logo as an Augmented Reality marker to super-impose a 3D animation of the Deepwater leak over live video of your local BP petrol station. It is art that could only be made now, technologically, aesthetically and socially.
The aesthetic and conceptual competence of the artistic responses to the environmental and human crises of the oil spills in Spill >> Forward make the case for art still being a relevant and capable answer to society’s need to make sense of unfolding events. Art can still provide a much-needed space for reflection, and Spill >> Forward creates just such a space in a very contemporary way.
The text of this review is licenced under the Creative Commons BY-SA 3.0 Licence.
Article by Rosa Menkman
Based on an interview with the Critical Glitch Artware Category organizers and contenders of Blockparty and Notacon 2010: jonCates, James Connolly, Eric Oja Pellegrino, Jon.Satrom, Nick Briz, Jake Elliott, Mark Beasley, Tamas kemenczy and Melissa Barron.
From April 15-18th, the Critical Glitch Artware Category (CGAC) celebrated its fourth edition within the Blockparty demoparty and this time also as part of the art and technology conference Notacon.
The program of the CGAC consisted of a screening curated by Nick Briz, performances by Jon Satrom, James Connolly & Eric Pellegrino, and DJ sets by the BAD NEW FUTURE CREW. There were also a couple of artist presentations and the official presentation of a selection of the (115!) winners within the Blockparty official prize ceremony.
The fact that CGAC was coupled with a demoscene event is somewhat extraordinary. It is true that both the demoscene and CGAC or ‘glitchscene(s)’ focus on pushing boundaries of hardware and software, but that said, I (as an occasional contender within both scenes) could not think about two more parallel, yet conflicting worlds. The demoscene could be described as a ‘polymere’ culture (solid, low entropic and unmixable), whereas CGAC is more like an highly entropic gas-culture, moving fast and chaotically changing from form to form. When the two come together, it is like a cultural representation of a chemical emulsion; due to their different configuration-entropy, they just won’t (easily) mix.
But all substances are affected (oxidized) by the hands of time; there is always (a minimal) consequence at the margin. And this was not the first time these two cultures were exposed to each other either; Criticalartware had been present at Blockparty since 2007. Moreover, a culture can of course not be as strictly delineated as a chemical compound; it was thus clear that this year the two were reacting to each other.
While over the last couple of years the demoscene has been described in books, articles and thesis’, this particular kind of ‘fringe provocation’ is not what these researchers seem to focus on; they (exceptions apart) concentrate on the exclusivity of the scene and its basic or specific characteristics. The ‘assembly’ of these two cultures during Blockparty could therefore not only serve as a very special testing moment, but also widen and (re)contextualize the scope of the normally independent researches of these cultures. So what happened when the compounds of the chemicals were ‘mixed’ and what new insights do we get from this challenging alliance (if there is such a thing)?
The demoscene is often described as a bounded, delimitated and relatively conservative culture. Its artifacts are dispersed within well-defined, rarely challenged categories (for the contenders, there is the ‘wild card’ category). Moreover, the scene is a meritocracy – while the contenders (that refer to themselves with handles or pseudonyms) within the scene have roles and work in groups, the elite is ‘chosen’ by its aptitude.
The demoscene also serves a very specific aesthetics, as enumerated by Antti Silvast and Markku Reunanen this week on Rhizome (synced music and visuals, scrolling texts, 3d objects reflections, shiny materials, effects that move towards the viewer – tunnels and zooming – overlays of images and text, photo realistic drawing and adoption of popular culture are the norm). In the same article Silvast and Reunanen declare that: ‘Interestingly, even though we’re talking about technologically proficient young people, the demosceners are not among the first adopters of new platforms, as illustrated by numerous heated diskmag and online discussions. At first there is usually strong opposition against new platforms. One of the most popular arguments is that better computers make it too easy for anybody to create audiovisually impressive productions. Despite the first reactions, the demoscene eventually follows the mainstream of computing and adopts its ways after a transitional period of years.'[1]
More about this can be read at Rhizome’s week long coverage of the demoscene. Silvast and Reunanen’s statement might be most interesting when we move along to see what happened during the meeting of the two scenes.
Co-founded by jonCates, Blithe Riley, Jon Satrom, Ben Syverson and Christian Ryan in 2002, Criticalartware is a radically inclusive group that started as a media art history research and development lab. Since 2002 the group has shifted and transitioned. Criticalartware’s formation was deeply influenced by the Radical Software platform (publications and projects). Since then it has been an open platform for critical thinking about the use of technology in various cultures. Criticalartware applies media art histories to current technologies via Dirty New Media or digitalPunk approaches. Through tactics of interleaving and hyper threading it permeates into cultural categories of Software Studies, Glitch Art, Noise and New Media Art.
During the first phase of Criticalartware (from 2002 – 2007), the group was a collaborative of artist-programmers/hackers. It also functioned as a media art histories research and development lab. In this form, Criticalartware had become an internationally recognized and reviewed project and platform.
When this phase ended in 2007, jonCates, Tamas Kemenczy and Jake Elliott were the remaining active members of Criticalartware. During this time, Elliott and Kemenczy wanted to take the project in a new direction; into the demoscene. This direction has ultimately defined the second phase of Criticalartware; an artware demo crew, making work for and appearing annually at the Blockparty event and Notacon conference in Cleveland.
2010 marked the next important transition for the Criticalartware crew, when it started using the phrase ‘Critical Glitch Artware’- Category. Criticalartware now not only organizes itself around the demoscene but also around the concept of the glitch. While a glitch (not to be confused with glitch art) appears as an accident or the result of misencoding between different actors, CA’s Glitch-art category exploits this possibility in an metaphorical way. Criticalartware is now foregrounding these glitch art works (with an emphasis on the procedural/software works) that have been on a ‘pivotal axis’ of the crew for a long time.
CGA, just like the demoscene, can be described as an open (plat)form for artistic activity/culture/way of life/counter culture/multimedia hacker culture and (unfortunately a bit of ) a gendered community. CA are about pointing out ideas or concepts within popular culture and incorporating (standardizing) these as machines or programs in a reflexive and critical self-aware manner.
CA can also be described as an investigating of standard structures and systems. They are often amongst early adopters of technology, in which they (politically) challenge and subvert categories, genres, interfaces and expectations. But the CGA – artists do not feel stuck in a particular technology, which makes it aesthetically, at least at first sight hard to pinpoint a common denominator.
There is not a real organization within this scene. The artists and theorists are scattered over the world, connected in fluid/loosely tied networks dispersed over many different platforms (Flickr, Vimeo, Yahoo groups, Youtube, NING, Blogger and Delicious).
Because of its bounded, intricate conservative qualities, the demoscene has been an easy target for outsiders to play ‘popular’ ironic pranks on, to misunderstand or misrepresent. A growing interest for the demoscene by outsiders has compelled jonCates and the Criticalartware crew to articulate their position towards the demoscene more extensively. In an interview with me, jonCates articulates Criticalartware’s points and contrasts these with problematic representations of the demoscene within two works by the BEIGE Collective (that in 2002 existed along side the Criticalartware crew in Chicago).
When the BEIGE collective went to the HOPE (Hackers on Planet Earth) Conference in 2002 they made a project called: TEMP IS #173083.844NUTS ON YOUR NECK or Hacker Fashion: A Photo Essay by Paul B.Davis + Cory Arcangel.
jonCates writes to me that ‘this problematic project characterizes or epitomizes a kind of artists as interlopers positionality that i + Criticalartware as a crew has always attempted to complicate. we do not want or understand ourselves as seeking out an ironic or sarcastically oppositional position in relation to the contexts that we choose to work in. we have not set out to ridicule the demoscene or otherwise make ridiculous our relations to the demoscene. in contrast, we set out to operate within a specific demoscene through multi-valiant forms of criticality, playfullness, enthusiasm, respect, interest, admiration, etc… this has also been in efforts to connect this specific demoscene to our experimental Noise & New Media Art scenes or what you Rosa referred to earlier as glitchscene…’
Another point of contention for jonCates is the Low Level All-Stars project by BEIGE (in this case, Cory Arcangel) + Radical Software Group (Alexander R. Galloway). this work is described as ‘Video Graffiti from the Commodore 64 Computer’ (2003) by Electronic Arts Intermix who sells/distributes this work as a video in the context of Video Art.
Low Level All-Stars has been shown at Deitch Projects in NYC in 2005 and circulated in the contemporary art world. jonCates writes to me saying the work seeks ‘to isolate + thereby establish cultural values for this ‘quasi-anthropological’ view of demos as found object + functioning as a tasteful ‘testament to a lost subculture.’ It is now being offered online as an educational purchase for $35 dollars.
However, as jonCates and Criticalartware work in the demoscene demonstrates, the demoscene subculture is not lost, nor over. jonCates moves on by writing that ‘the demoscene is a vibrant whirld wit a dynamic set of pasts + presents. this is another of which many (art) whirlds are possible. we seek to make those whirlds known to each others + ourselves out of respect, curiosity, investment, inclusiveness, criticality, playfullness, etc…’
The Criticalartware crew has been taking part in Blockparty since 2007, when it won the last place in a demo competition and was disqualified. One year later, in 2008, through a number of efforts (including Jake Elliott’s presentation Dirty New Media: Art, Activism and Computer Counter Cultures at HOPE, the Hackers on Planet Earth conference in NYC in 2008). CA was able to mobilize and manifest the concept of the Artware category at Blockparty, a category which Blockparty itself retroactively recognized CA for winning.
In the same year (2009) CA organized a talk at Blockparty in which they revealed the “secret source codes” of the tool they used to develop the winning artware of the year before.
By 2010 CA wanted to expand the concept of Artware within the demoscene, which lead to the development of the ‘Critical Glitch Artware Category’ event. Within the CGAC Compo there where 115 subcategory winners, which showed some kind of glitch-critique towards systematic categorization of Artware. Jason Scott (the organizer of Blockparty) personally invited CGAC to pick 3 winners and present their wares at the official Blockparty prize ceremony. Besides these three winners, CGACs efforts got extra credits when Jon Satrom’s Velocanim_RBW also won the Wild card category compo.
Therefore, not only did CA intentionally open up the Blockparty event to outsiders of the demoscene, it also provided a place for new media art and the glitchscene within the demoscene and got Blockparty to accept and invite the CA within their program. Thus, the outsiders (CA) moved towards the inside of the event, while the insiders got introduced to what happens outside of the demoscene (event), which led to conversations and insights into for instance bug collecting, curating and coding.
The Critical Glitch Artware Category has been accepted by, at least, the fringe of Blockparty 2010. Even though the category itself is not (yet) visible on the website, Satrom’s winning work Velocanim_RBW is. Moreover, CGAC was part of the official prize ceremony, streamed live on Ustream, the live Blockparty internet television stream. So how does CGAC redefine or reorganize the fringe between them and the demoscene and how does the demoscene redefine and reorganize the structure of CGAC?
For now, I think crystallized research into the aesthetics of the demoscene can also help describe the aesthetics within CGAC. Custom elements like rasters, grids, blocks, points, vectors, discoloration, fragmentation (or linearity), complexity and interlacing are all visually aesthetic results of formal file structures. However, the aesthetics of CGA do not limit themselves, nor should they be demarcated by just these formal characteristics of the exploited media technology.
Reading more about the demoscene aesthetics, I ran into a text written by Viznut, a theorist within the demoscene (who also wrote about ‘thinking outside of the box within the demoscene’). He separates two aesthetic practices within the scene: optimalism (an ‘oldschool’ attitude) which aims at pushing the boundaries in order to fit in ‘as much beauty as possible’ in as little code necessary, and reductivism (or ‘newschool’ attitude), which “idealizes the low complexity itself as a source of beauty.'[2]
He writes that “The reductivist approach does not lead to a similar pushing of boundaries as optimalism, and in many cases, strict boundaries aren’t even introduced. Regardless, a kind of pushing is possible — by exploring ever-simpler structures and their expressive power — but most reductivists don’t seem to be interested in this aspect”.
A slightly similar construction could be used for aesthetics within Glitch Art. Within the realm of glitch art we can separate works that (similar to optimalism) aim at pushing boundaries (not in terms of minimal quantity of code, but as a subversive, political way, or what I call Critical Media Aesthetics; aesthetics that criticize and bring the medium in a critical state) and minimalism (glitch works that just focus on the -low- complexity itself – that use supervisual aesthetics as a source of beauty). The latter approach seems to end in designed imperfections and the (popularized) use of glitch as a commodity or filter.[3]
Of course these two oppositions exist in reality on a more sliding scale. Debatebly and over simplified I would like to propose this scale as the Jodi – Mille Plateaux (old version) – Beflix – Alva Noto – Glitch Mob – Kanye West/Americas Next Top Model Credits continuum; A continuum that moves from procedural/conceptual glitch art following a critical media aesthetics to the aesthetics of designed or filter based imperfections.
This kind of continuum forces us to ask questions about the relationships between various formalisms, conceptual process-based approaches, dematerializations and materialist approaches, Software Studies, Glitch Studies and Criticalartware, that could also be of interest or help to future research into the demoscene. When I ask jonCates what other questions CGAC brings to the surface, he answers:
“when i asked Satrom to participate in the CRITICAL GLITCH ARTWARE CATEGORY event + explained the concept that Jake + i had developed to him he was immediately interested in talking about it as form of hacking a hacker conference, by creating a backdoor into the conference/demoscene/party/event. im also excited about this way of discussion the event + our reasonings + intentions, but i want to underscore that this effort is also undertaken out of respect for everyone involved, those from the demoscene, glitchscenes, hackers, computer enthusiasts, experimental New Media Artists, archivists, those who are working to preserve computer culture, Noise Artists + Musicians, etc… so while this may be a kind cultural hack/crack it is not done maliciously. we are playful in our approach (i.e. the pranksterism that Nick refers) but we are not merely court jesters in the kingdom of BLOCKPARTY. we have now, as of 2010, achieved complete integration into the event without ever asking for permission. perhaps that is digitalPunk. + mayhaps that is a reason for making so many categories +/or so many WINNERS! 🙂
…also, opening the category as we did (with a call for works [although under a very short deadline], an invitational in the form of spam-styled personal/New Media Art whirlds contacts + mass promotional email announcements of WINNERS! (in the style of the largest-scale international New Media Art festivals such as Ars Electronica, transmediale, etc…) opens a set of questions about inclusion.
…whois included? who self-selects? whois in glitchscenes? are Glitch Artists in the demoscene? etc… this opening also renders a view on a possible whirld, which was an important part of my intent in my selection of those who won the invitational aspect of the CRITICAL GLITCH ARTWARE CATEGORY. by drawing together (virtually, online + in person) these ppl, we render a whirld in which an international glitchscene exists, momentarily inside a demoscene, a specific timeplace + context.”
Lately the demoscene seems to get more and more attention from “outsiders”. Not only ‘pranksters’, artists and designers who are interested in an “old skool” aesthetic, but also researchers and developers that genuinely feel a connection or interest to a demoscene culture (I use ‘a’ because I think there still should be a debate about if there might be different demoscene cultures).
This development makes it possible to research a subculture normally described as ‘closed/bounded’ and to see where and how these different cultures are delineated. The tension between Blockparty/Notacon and Critical Glitch Artware Category is one that takes place on a fringe. They do not come together, but while it would be easy to just think that probably the CGAC sceners were just ignored (and maybe flamed) by the demosceners half of the time, some more interesting and important developments and insights also took place.
The CGAC-crew has over the years shown itself to be volatile, critical and unexpected, but it has also shown respect to the traditions of the demoscene and in doing so, earned a place within this culture (at least at Blockparty). This gave the CGAC-democrew not only the opportunity to put a foot in the backdoor of a normally closed system, but also to give some more insights into what they expose best: they confronted the contenders with their (self-imposed) structures and introduced them to (yet to be understood and accepted) new possibilities.
So what happens when a polymere is confronted with entropic gasses? I think the chemical compounds get the opportunity to measure the entropic elasticity of their dogmatic chains.
Also read:
Carlsson, Anders. Passionately fucking the scene: Skrju.
http://chipflip.wordpress.com/2010/05/20/passionately-fucking-the-scene-skrju/ Chipflip. May 20th, 2010.
Featured image: An interview with Chris Dooks, a ‘Polymath’ exploring various creative avenues, making his art using different media.
One of the many interesting and rewarding elements of being deeply involved in what, I’ll loosely term as ‘media arts’ practice, is the breadth of imaginative people you meet along the way. We first met Chris Dooks in 2005-6, when he worked with us on a project by Furtherfield called 5+5=5. We commissioned 5 short movies about 5 UK-based networked art projects exploring critical approaches to social engagement. These pieces offered alternative interfaces to the artworks and the every-day artistic practices of their producers. Including the motivations and social contexts of artists and artists’ groups working with DIY approaches to digital technology and its culture, where medium and distribution channels merge. Chris produced a film-work for the project called Polyfaith. A Psycho-Geographical Web Project introducing the beliefs and philosophies of his (invented) friend Erica Tetralix.
“My friend Erica Tetralix died. She gave me the task of fulfilling her dream which was that people would enjoy the parts of Edinburgh that were so dear to her in her life. She also loved tourists and sympathised with people on a budget, so she devised, with my posthumous help, this free way to enjoy the city. It’s a beautiful gift for both transients and residents. It’s popular with backpackers, parents and children, cultural groups and well, basically anyone.”
Later on we discovered that the name Erica Tetralix, is actually a name of a plant. Often called a cross-leaved heath, a species of heather found in Atlantic areas of Europe, from southern Portugal to central Norway, as well as a number of boggy regions further from the coast in Central Europe.
To view Polyfaith visit link below:
http://furtherfield.org/5+5=5/polyfaith.mov
The value of an interview is that it can serve as a useful documentation, a process allowing a kind of unfolding of time, All layed out in front of you. The reader can experience not necessarily a retrospective, but a dynamic and creative life and a personal history openly shared, on their own terms.
This interview reveals various levels and approaches by Chris Dooks. An inquistive and playful mind is at work here, engaged in exploring across different forms of personal agency, as well as redefining his practice in relation to the world he exists in, and the people he comes across in connection to various projects. His art is not a singular activity. Meaning, he does not rest in one particular art genre or movement. Instead, we are asked to acknowledge a personal enquiry formed from different engagements and choice of mediums, which happen to meet his creative intentions and questions at the time. We are all relational beings and Chris Dooks is a clear example of how this can work in an artistic context.
The Interview:
Marc Garrett: Many out there will already know you as a professional film maker, directing arts-based TV documentaries such as The South Bank Show in your twenties. Since then, you have developed other skills involving design, composing and making music, audio visual installations, explorative psychogeographical projects, as well as continuing making films, and you’ve even got a record deal. You have as far as I can gather four different music projects curently on the go, your electronica group BovineLife, an architecture music project known as As Ruby’s Comet, Feible for laptronica and also the Audiostreet project featured at The Leith Festival.
Chris Dooks: It’s amazing how many people still know me from Bovine Life which was a moniker I used for an internet audio project way before broadband in 1999. It’s the tenth anniversary of my bip-hop album SOCIAL ELECTRICS and I would like to make all my albums available for free for furtherfield readers. Don’t let itunes rob me of any money! The transition to musician was down in part to the South Bank Show when working with Scanner. I was really frustrated at making work about musicians. And the technology was making it easier for folks like me without a classical training. Here are three for you for free – check links below for free tunes at the bottom of the interview.
South Bank Show UK television documentary directed by Chris Dooks, featuring Robin Rimbaud speaking about his practice and ideas. 1997. Click here to watch video.
MG: In The Glasgow Herald, in Scotland a journalist called you a Polymath. Even though you were delighted to receive such a compliment in the local press, you decided to re-edit the term, reclaim it so to make it less seemingly mathmatical. Prefering Polymash because it sounds “friendlier, resourceful and potentially charming.” Sticking with this notion of you being a Polymath or rather a Polymash. Your diverse approach in creating art works in a non-singular approach, is a core element of your practice. I was wondering whether this is a deliberate decision or a natural and overall state of being?
CD: It’s weird though, I learned more in my background as a wedding videographer aged 14-19 (35 weddings at weekends!!!) than on any other course. Doing weddings gives you various skills as a digital artist. Fuck a film degree! As a wedding videographer, you need to be able to mike the vows in difficult audio environments (i.e. reverby spaces), film it about fifty feet away, liaise with highly emotional temperaments, be like a war photographer – it’s only gonna happen once, miss it at your peril – and stay sober. Not to mention edit it at a time when non-linear editing was non-existent, (I remember the heady days of “crash editing” between two panasonic VHS machines) white balancing everything on manual heavy equipment and creating all the graphic design and labelling of tapes. I was like a teenage record label!
So in 2009 when I made www.studio1824.com – making a record (netlabel) for an icehouse in Sutherland (remote Scottish Highlands) I got a kind of deja vu experience. Only with an education and life experience in the mix now.
When I was 8 years old, I had two epiphanies. One was that death is really gonna happen, and two, that cinema is wonderful, emotional and that it offers us a naive form of immortality. Cinema was the only artform that even at that age, I felt could make me feel…spiritual, for want of a better term. I became quite religious.
I was obsessed with super 8 cameras and video. And now I am trying to get all my pre-teen works tracked down! But even at this stage there was always a healthy distraction in other areas. I wouldn’t get involved with narrative and this has never been my strong point, even though I was reasonably good with words. My uncle played a lot of classical music and my dad took me all over the UK in his lorry, and at this time I won a scholarship to play the cello at school with the posh kids, being the other three. (It was a working class music “initiative”) But alas, I didn’t realise how lucky this was for me. So I went back to making videos, this “poly” approach was probably set quite early. I remember doing a kind of pre-Blair Witch thing when I was 14 and I would get sidetracked into filming the shapes of the leaves and the sound of the wind. Then I realised that the material didn’t make sense in the conventional sense. So I became an aesthete of kinds at an early age. And in every way, from Granny’s trifles and an early lust for Kate Bush, I was concerned with the sensual world. But until 22 I was monogamous to film projects and would work as a corporate director in the art school holidays to fund my college life, with the odd wedding video thrown in. By the time I did my film degree at Edinburgh College of Art, I was much more interested in people like video artists Bill Viola, Gary Hill and Daniel Reeves – (I met all three) via the “team-building” world of film shoots. Bill Viola’s THE PASSING changed my life.
The Passing, 1991. In memory of Wynne Lee Viola. Videotape, black-and-white, mono sound; 54 minutes.
Pre-degree, in those days (1989-91) you had to REALLY know your kit and be a good all rounder. I trained on huge Umatic machines and did a BTEC before a degree. I was from a part of a culture where there was no film degree, and I was a couple of years behind my peers. But by the time I hit ECA, I could mix radio programmes, edit timecode, black and white balance studio cameras and location kit and I spent most of the time buggering off to the hills to film Scottish waterfalls. I might have been techinically proficient and this was behind the poly approach to an extent, but I had bugger all conceptual skills. These have only really solidified in my thirties…
MG: Lets talk about the Surreal Steyning psychogeographic audio tour, part of the The Steyning Festival in 2009. On the web page for the project is written “This tour is simply a different way to skin the proverbial cat. In this case, the cat is Steyning. In fact, if you think of Steyning as a cat, you are already a psychogeographer. Well done. You’ve engaged your psyche with geography. You’ve mapped the town conceptually. The High Street becomes the cat’s spine with the head chasing Mouse Lane. Now you are in the same company as such artist groups as the Situationists, the Dadaist Movement and other high fallutin ripples in art tourism, and even The Ramblers.” Did those who took part manage to understand and appreciate where you were coming from? Also, how did it work?
CD: There was a tiny degree of spin with the site’s headline Traditional English Town Embraces Conceptual Art Walk but by and large folk did embrace it and it would have been patronising not to drop a little sand in the vaseline, not to deliberately challenge, because the Steyning Festival, was, I felt, in danger of being a little like a tasteful village fete. A good fete I might point out, so this year, there was something brave about them putting a conceptual artist at the heart of a residency in the village. English villages like Steyning were not and are not, all tasteful. Whenever I encounter these tasteful expectations in the arts, I think of that Stereolab song, Motoroller Scalatron with it’s chorus “What’s society built on? It’s built on blood. (some say the lyric is “bluff” not blood but either way it works)” So I saw my role not as a socialist historian, because I wouldn’t have a clue, but as someone who encourages an enquiry per se into unusual histories, paganism, aesthetics and philosophies of very local travel. I mean, I don’t think there’s anything angry or unloving in the tours. In fact, I try to make them about folk being nicer to each other. These activities have a small socialist agenda but as a performer, I am not exactly Stelarc, slashing my wrists in the street. I’m not about shock! However, this tour had a couple of “jaw droppers” (See The Steyning Star on the tour). The main outrages came from people who wanted a straight history tour and were not given one, depsite my first words on the tour saying “this is NOT a history tour!”
Example taken from section 4 of the The Steyning Star on the tour:
“This is Brotherhood Hall, built in the fifteenth century and now part of Steyning Grammar School. Look closely at the symbols which adorn the gables. They may look like simple decoration to us, but these markings are rather unusual. They have been the subject of no fewer than three PhDs, and for a century the world’s leading symbologists have engaged in hot debate over how to read the meaning of them. One of the most important questions is what shape we are dealing with. While some people see predominantly circles, others see squares and diamonds, rather like those tiles that everyone had in their bathrooms in the 1970s.”
“Was this a pop premonition? For some time it seemed so, and this remains a strong theory. But in the mid 90s the school took part in a German exchange programme, and visiting German students proposed yet another alternative. When they looked at the patterns on the gables they saw a cross drawn within the circles, or a gammadia, to be more precise. A gammadia is a cross voided through, or a cross formed with four of the Greek letter Gamma. It looks a bit like an ‘L’ to us. The swastika is the most famous example of a gammadion. The German students believed that this was not a pop premonition at all, but a foretelling of the success of German heavy metal band Gamma Ray. This theory also gained popularity among members of the school’s very active astronomy club.”
The festival had hired a PR person to market aspects of the festival and commission an artist, and so I was brought there with a little Arts Council of England fund, so felt obliged to make work with the tools I’ve been developing – or my “brand.”
Nothing was watered down simply because it was a village (it’s actually a town but it feels like a village) because it would have meant compromising the ideals or enquiry, of looking deeply and into the areas of my interests of paradolia (faces in chaos) and simulacra formations (things that appear to be other things).
Most of them got it! I mean, it was nearly two hours long and they stayed till the end, although it did split the audience, but not badly. 2-3 out of 20, left. We had to do it again the next day due to popular demand! The ones who stayed had smiles on their faces by and large, which made me very happy. The weird thing was, not once had it been stated that it was a “straight history tour”, and it should have been obvious within the first thirty seconds that I make some of the stories and hypotheses so outrageous that surely this is tongue in cheek? However, I had written some slightly anti daily mail sentiment in it and two or three people angrily walked out of the tour. I got that wrong. It’s a Tory (conservative) heartland, and I don’t think you can be an artist and right-wing, you are just too aware of the world, but I should have considered this aspect more.. My landlady was one of the people present in the audience and she walked out, that upset me a wee bit.
But there’s something about my personality that makes people trust me in my tours, folk are quite sweet and gentle perhaps. The message behind the tours is one of re-imagining everything you hold to be true. The motivation behind these tours is to see travel as something that can be done anywhere. People go to the other side of the world to enrich their lives, many don’t even journey over to the other side of the street, or drive through a different part of town! I find that hilarious. So for me, psychogeography is about the chicken crossing the road..
If we can’t even do that, what hope is there for atheists like me (who find Buddhist philosophy and its practice the only religion without the conceit of the other big hitters) who are forced to approach the world from multiple angles, because we can’t accept the idea of monotheism and monotheistic thinking. This single mindedness of approach, when challenged (not just in religious people, but people stuck in their ways) is bound to create a bit of friction even on a playful level like in Steyning.
I became invloved in Surreal Steyning based on another project, in Brighton, where I made several songs about a building on Brighton sea front. This was a song cycle, based on a very specific bit of geography.
There is this idea that psychogeography is only urban – but I prefer to bring this intense work to the home counties! After all, the whole point of being an artist is to see through the privets, the darkness of the forests. So while I was in Steyning I was reading about Alistair Crowley and witchcraft and when Steyning used to be a port – it’s now land, ten miles inland! In the middle ages everything was different. I think a lot about how many contemporary English folk in these wee villages don’t realise their own foundations. I found Steyning a really charged place and not just a twee place to get (admittedly excellent) cream teas and real ale (a bit flat for my northern British palette).
This was, without a doubt though, the most successful public psychogeography tour I had done, even more than Polyfaith. There have only really been three tours – Polyfaith, Select Avocados and Surreal Steyning. And Surreal Steyning learned from the other two – so I had my schtick by then. I think it’s the best executed one so far. Let me be clear, I care about the audience. I adapted to their demographic, their language and their refinery in this tour, but I really care about people, but what I hate is bigotry and there was a little bit of friction about some of the left-wing ideas in the work and some of my own goals. But they needen’t be upset by a Middle East reading of a thatched cottage, the similarities of Tudor graphics and the 1990s version of the Take That logo, and the roof of some flats that might look like an arrow.
MG: This critical approach of consciously making room within yourself to understand or at least appreciate the sensibilities of others, surely it must be a difficult task to accomplish? What I find fascinating about your engagement with the public is the measure of respect for them, mixed with a healthy level of detournement.
Thanks! I actually think it’s a big complement to have the public stay on a tour for up to two hours, or buy one of my records. So I’ve really tried to attack attention-deficit tendencies whenever possible. It’s also my grammar. I don’t really do critical theory, although to apply for money you need to know where your bit of culture fits in with others. I really dig a good bit of popular culture. I think the best stories in our culture in the UK can all be seen on Jimmy McGovan’s The Street. He is a master of audience respect. Also, I feel confused by a lot of art, so I like to call a spade a spade, unless I am in a surreal mood and I’ll call it a Sad Ape (Sad Ape is an anagram of A Spade).
I had a slightly uncomfortable childhood and adolescence That “public” thing comes from Teesside. I also particularly like North of England humour – and actually I really like it when “clever shits” (to quote my Granny RIP) get usurped by that kind of spit-and-sawdust philosophy. There’s something survival-like and super-clever about grass roots humour because it comes out of neccessity. So I think my own personality is a bit of art school but with angry chips on both shoulders. It’s why working in Scotland is great, because the Scots hate bullshitters – especially the Nathan Barley set. I always found that very attractive. I remember seeing and being heavily inspired by Vic Reeves and Bob Mortimer’s first series and thinking, this is a dangerous combination! Northern swagger and charm! Dada! but with more academic kudos than might appear at first glance. And it was bloody funny! It was both alienating and accessible at the same time.
I grew up in Teesside and North Yorkshire and school never encouraged me really. I never had a bohemian upbringing, but I believed in the soul and went to Sunday School (my own choice – I was very religious for a kid). But I probably owe my interest in orchestral and “difficult” music to my uncle, and this was partly my first exposure to other worlds – I was particularly inspired by Bach’s Toccata and Fugue in D Minor. And I liked that piece because it had something I could relate to (the church organ), it felt something otherworldly – both the sustained drones and mechanical math-like, transcendental nature about it. And no words. I remember talking to my music teacher about it. She got all excited and presumed I could play it so she got me the sheet music to learn it. But I could never do it, I had no discipline. Anyway, that piece was amazing, spiritual to me. When you thought it couldn’t end, it changed scale and key and ascended to even more articulate heights, clever and gorgeously aesthetic at the same time.
I failed art. I grew up around lorry drivers, grandma’s trifle and Christmas at working men’s clubs. A lot of nice memories but I’ve always been looking for ways to sweeten the sour ones. And then, a huge affliction came. Around twelve, I started to have these really strong life changing shocks, like my psyche being ripped to shreds – just by thinking, enquiring, looking deeper. I would call them “dark epiphanies” later. They are still with me. Adulthood has not softened them. I’m always on the lookout for liberation! Like Russel Crowe in A Beautiful Mind he learns to live with his Demons and accept they are there! I’ll never get over these mortal messengers, but it’s what underpins all the puns and humour in the work. Tears of a Clown maybe? At the time, (aged 12-15) there were pennies dropping about mortality – real hopelessness of mortality. I’m still dealing with it. The problem is, because these visceral thoughts will never go away, I have started trying to make them my teachers. And all I want to do across all of my works is reduce anxiety – mainly my own – and look at multiple universes – and I think we forget that your street is part of the universe. That’s where the work begins, in your block, your local Lidl – these places should teach you as much about our ridiculous situation as anywhere else. It’s like that idea that “the environment” is outside somewhere, when really it’s in the most mundane places. The mundane is “supramundane” at the same time. It’s no wonder I became a Buddhist in my early thirties. I need to get back into it. I’m getting somewhere maybe.
MG: Perhaps, it is not just about re-inventing a selection of different mythologies, histories in relation to localities, whilst exploiting contemporary mediums; which includes elements of satire, a certain level of hyper-reality.
CD: I think it’s about a hatred of authority, not because we don’t need order, I think we do, but authority takes all the colour out of our history and culture. I watch X-factor, like Peter Kay (underrated surrealist like most comedians – despite the professional Northerner get up). I never liked punk and thought anarchy was really stupid! Civil disobedience maybe. I hate it when I see musos on the telly talking about punk, getting all nostalgic. Maybe the Clash. Maybe it’s the patronage of culture by high fallutin’ types I don’t like. Because patronage kills proper culture doesn’t it? And because of that, I never got passionate about history at school. It was a bit grey. So what do I do without the arsenal of the passionate historian? I make bits up and flirt with it. These projects mean I have to know bits of history now. And this bit is really telling – the bizarre thing about the hyper-reality aspects of my tours and other works – is that the bits I make up and flirt with – those bits are often scarily close to the truth. Also you say I’m really respectful to the public, but I like to push it a lot. In Edinburgh, on the Polyfaith tour, folk were swallowing my wildest tales about the city when they’d lived there all their lives! I came in under the radar I suppose. I like usurping the pompous stuff with a passion though, I really do, I feel it’s my duty!
MG: There seems to be a kind of niggling question in this work. I get a sense that this question does not only relate to asking those who take part, but also yourself. It touches upon something quite raw, authentic and complicated, and untouchable at the same time. I am not referring to the sublime here, it relates to all of our collective histories, on this earth. A Genealogical form of re-assembling, re-knowing and perhaps not knowing. Are you trying to make contact, or reconnect some how to a type of authenticity; if so, what does this look like in respect of your intentions?
CD: I want to find spiritual relief. That’s a terrible word – maybe the sublime is better. Fuck it, I want it back from the New-Agers. Even though I am a total Dawkins fan, and am partly liberated by looking deeply, I just want a bit of peace really. And the tours train me to think outside the box, that’s it. I suppose it’s like doing my own philosophy degree “in the field.” But there’s a bigger box I am being prepared for (see what I did there!). There’s not much relief. I am a highly charged person – some would say high maintenence! I’ve just seen the Andromeda galaxy from the back garden. I want more of that. This is a really hard life. I want to be less fat. I’m sick of having M.E. My wife is pregnant. Christ, I am going to be a father. Maybe that will help my afterlife woes. Men aren’t supposed to moan. I’m being genuine here though. I forgot to mention Derren Brown. I’d love to do a project with him. I am sorry these answers are not very articulate. It’s in the tours! Do them!? Seriously, do the tours.
MG: What qualities and values do you think or feel this form, process and working offers yourself, the world, art and culture on the whole?
CD: I look at my place in the digital arts as a priest being sent to a remote parish – so hopefully we’ll clean up here in Ayr, our new home! ha ha! A lack of funding might make that difficult but it hasn’t stopped me before. My current thoughts are… Paradolia and Simulacratic Forms as narrative agents for psychogeographical tours. The benefits of the sustained drone in music. “Dayglow” hues and man made fibres in landscape photography. High hills. The idea, place and value of the troubador in the present age and the potential of “singing the news” as a deterrent for media-saturation. My next project may be about folk-music and psychogeography, using local folk clubs to make popular songs based on themes by bloggers. Some of the things I think of, I sometimes see being made around the time. A bit of Zeitgeist, collective unconsciousness awareness maybe! I am also still digging around popular atheism and the atheistic roots of Buddhism. Folk-Art and the search for genuine Scottish culture as opposed to the much-touted facsimile. These are my daily concerns. A project that I should mention is Ayrtime. A series of eclectic cultural events presented in the heart of Ayr, Scotland. Gigs, Theatre, Literature, Astronomy & more – on this site you can find archives of the events with beautifully crafted podcasts!
My work offers me the stuff I was told at school really. No different to building or plumbing on one level. Just a sense of achievement and pride I suppose. Quite traditional aims. I remember a conversation with my dad in the last few years (we row a lot) in The Ship Inn in Marske. I asked him why he never wants to know about all these fantastic projects I’d done! And he said “Well that’s your work isn’t it? If you were a plumber we wouldn’t be sat here discussing U-bends” and at first, I felt slighted, I’m not a plumber I’m an ARTIST goddammit!! It made me think of The Cohen’s Barton Fink, human and pretentious character “The life of the mind, there’s no roadmap for that territory” but on reflection it’s quite good to be making this mad work in working class areas, to take my artist ego down a peg or two. Lord knows I need it sometimes because I have two fights generally – the first is the fight to get work funded and made and promoted and so on and it be stimulating work. The second is the fight with M.E. which I feel like I am totally on my own with a lot of the time. I get really unpleasant symptoms, often with no break for weeks on end. Sometimes I can only do 30 minutes of work in a day. Sometimes, even that is a pipe dream. I’ve had twelve years of this shit. I was directing arts documentaries for telly when I was well. The upside of the M.E. is that it is humbling. I’d probably be that Nathan Barley wanker by now, and I wouldn’t have touched the Buddhism, the philosophy, proper art and gotten arts council funding without the lessons I have learned.
Social Electrics 10 year Anniversay edition 1999 – bip-hop.
You Know, You Love Something Little – Lost Vessel 2002.
The Aesthetic Animals Album 2008 – benbecula records.
www.eleanorthom.com
www.karencampbell.co.uk
www.alanbissett.com
http://www.louisewelsh.com
Seven years ago, or about two years before the invention of youtube, the editors of Tank Magazine saw the possibility of an internet platform dedicated to video art. Their response was tank.tv, an Internet site that is part moving image archive, part online gallery, and part cutting edge video art exhibition.
After a quick and painless registration, tank visitors can wander by artist through a catalogue of some of the best short films of recent time, including works by Ken Jacobs, Pipilotti Rist, Vito Acconci, Hans Ulrich Obrist, Guy Maddin, Jeremy Deller, and Saskia Olde Wolbers. This archive alone is enough to make tank.tv a cultural treasure. But about eight times a year, tank also puts up shows organized by theme, and here films by emerging artists like Claire Hope and David Blandy are featured alongside more established filmmakers and more recognizable names.
“The sole focus is on the work,” explains curator and creative director Laure Prouvost, who has been with the site since its beginning. Prouvost describes tank.tv as a completely open endeavor, one that supports experimentation by accepting submissions and curatorial proposals throughout the year: “We have worked to make tank.tv a collaborative platform over time and we’re still looking for ways to open our programme as much as possible.”
After running a series of solo shows in 2009, tank decided to finish the decade with the group show Open End. About twelve films were selected from the submissions tank.tv received throughout the year. Works by emerging artists received special attention. They include Just a Quiet Peaceful Dance by Dean Kissick, a rapid, flash cut montage that cascades in one smooth glide over its upbeat house track, and the dreamy, slightly disturbing 3D animation Your Uncertain Spirit by Jonathan Monaghan.
Each of these films were beautifully made and conceived, allowing a special kind of online engagement. In the lyrically photographed Momentary Seizures, Katja Aglert gives us an allegory of war and genocide through the life of a garden snail. Filmmaker Andrew Cross uses a single shot of the landscape as a meditation on time in his film Across. In Pulcera, Nicholas O’Brien uses a series of long takes to explore the relationship between image, gesture, and memory. Filmmaker Michael Fortune exploits the conventions of the reality television and the non-fiction form to make visible the relationship between custom, ritual, and community in We Invented Halloween.
Not quite essay, but something more like the spirit of anti-narrative informs other films in Open End. Among these is Jon Purnell’s CackULike, which documents men in white linen invading the mass transit system, and Steven Eastwood’s self-reflexive and ironic examination of filmmaking in Seminar in Film and Sound.
Screengrabs: CackULike by Jon Purnell (left) and Seminar in Film and Sound by Steven Eastwood (right)
By deconstructing the war film genre, Matthew Johnstone manages a few genuinely harrowing moments in Modern Warfare, a film which combines aerial photography of a bombing run with routine and no-so-routine audio tracks depicting military training sessions. In Inadvertent Prose, filmmaker Mark Shorey distills noir down to its single essential moment of threat and violence.
Animators are also represented. There’s the completely silly and kooky Conveyor-Iphone by Oliver Michaels, which just gets funnier and funnier as it runs its six minutes – really it is just wonderfully preposterous. Simon Woolham’s The Pile creates a mysterious and idiosyncratic relationship between an odd group of objects or states and their related sounds. In The Sausage Party #2, #D animator Michael van den Abeele pairs the evolution of a wire grid that slowly increases in complexity with the sound of a desolate, blowing wind.
About twenty thousand visitors from sixty countries will see Open End. This is obviously good news for the filmmakers who show work here and audience reach is one of the main benefits of their being online. But tank curator Laure Prouvost sees additional benefits in internet exhibition: “Websites such as ours or UBU or LUX offer direct and fast access to work that would otherwise be very hard to view. It’s a fantastic way to get an introduction to an artist’s work. For us curating online gives us a lot of freedom – we have low overhead costs and can react very quickly.”
While the Internet will never replace the cinema or the gallery, Prouvost does point out its use as an extension of those spaces. As the quality of delivery improves, Prouvost believes the web will be used more and more as an introductory space for serious video art. If you watch films, a copy of Fresh Moves, the first DVD compilation from tank.tv can be ordered through tank.tv’s website.
If you make films, Tank is also accepting submissions for The Whole World, an upcoming show by curator Ian White. Prouvost explains The Whole World as a show about the idea of lists: “Both a formal device and a political strategy, film and video that deploys a list as part of its structure often does so with political intent: to subvert hierarchies, to undermine rationalism or to reveal contradiction. In contemporary culture the pop chart’s Top 10 has been replaced by an ever-expanding craze for “Top 100s” of everything from Hollywood genres to celebrity gaffes. The Whole World attempts to wrestle back the initiative. As part of the show we continue to accept submissions of list-centric videos so that The Whole World continues to grow over time.”
Image: Wilfried Agricola de Cologne. All images courtesy Wilfried Agricola de Cologne
A person would think that, while watching the infrastructure of print journalism implode, or while noting the universal flight of viewers away from the television set, film makers would learn from the missteps of other mediums and make an early ally of internet distribution. But, for the most part, no, that is exactly what is not happening in film circles. Artists and film makers may put a trailer or a few movie stills up on a web page, but the film itself? Even in the age of broadband, it seems Netflix takes online distribution more seriously than curators. Fifty years after the invention of the internet, it’s still the case that screening a film online will certainly invite rejection from a festival circuit of jurists seeing premieres.
Since more than half the video I watch is now online video, my first question for artist Wilfried Agricola de Cologne was what he thought of these types of film festival policies. According to Agricola: “This is completely out of date. We live now in 2009, not in the media stone age of 1980. I think such a policy is principally wrong, since it is up to the artists/directors to choose and decide how they want to deal with their creative products.”
A media artist and film director himself, Agricola is also the founder and of the Cologne Online Film Festival, or CologneOFF, an online festival where I’ve lost more hours than I want to admit watching great art films from all over the world. Agricola describes CologneOFF as a new concept in art cinema – the networked festival – which includes a networked jury, networked contributions, networked screenings, and networked audiences. Now in its fifth year, CologneOFF takes place in the virtual and in the physical simultaneously, first, through the on-demand festival website, and second, through traditional screenings offered by cooperating partner festivals. In addition, each CologneOFF festival, from 2006 to the present, is permanently available for on-demand viewing online.
The ideas at work here are simple. If you like art cinema, you can watch some whenever and wherever you like. If you make art cinema, your avenues of distribution are becoming a bit more independent of external influences. If you are an absolute traditionalist, CologneOFF, and other festivals like it, show that programmers and filmmakers may not be able to avoid the Internet audience much longer and that barring online and interactive films from the festival circuit may not be the most forward thinking audience policy. After organizing over a hundred new media festivals, Acgricola questions the agenda of the anti-online curator: “Such a policy will not survive in the end or [it will survive] just as a fossil, since already now the best film and video artists use the Internet for their purposes, and some of them make currently big careers. Nobody honestly cares about some remaining totalitarian structures from the good old days.” Agricola notes that, as the CologneOFF continues, it creates its own rules, and follows those rules more and more.
Whatever your motives, the films are excellent, easily as engaging as the work you might see in a museum or traditional art cinema screening. Some have been shown in galleries. One example, Casey McKee’s cerebral chase film Corporate Warfare (2005), which pits two briefcase carrying, business-suited adversaries in a knock down drag out fight on the escalator to nowhere.
Since its beginnings, CologneOFF’s primary focus has been on films that examine memory and identity. As mentioned earlier, a visit to the festival website will give access to the festival’s earlier themes of identity, image and music, and art cartoons and animation. This year, under the title Taboo!, there was a special emphasis on the issue of prohibitions, the forbidden, and the transgressive.
Filmmakers Jaime Waelchi, Anna F.C. Smith, and Les Riches Douaniers responded with especially disturbing images. In Little Pleasures, Waelchi indulges herself in chewing gum to the point of drooling, choking, pain. Meanwhile, Smith uses Which Came First (2009) to present an ordinary kitchen chore as a scary and destabilizing sexual metaphor, drawing a link between taboo and the everyday household routine.
Image: Little Pleasures, Jaime Waelchi, USA (left) and Which Came First?, Anna F.C. Smith, United Kingdom (right)
There are notable works of machinima in this year’s program. If you can bear to watch, the film partnership Les Riches Douaniers remix Grand Theft Auto IV as a squishy critique of avatar indifference in the face of massive multiplayer game violence in their short film Motorized Ordeal (2009).
Watching movies as conceptually dense as these made me wonder when the online movie grew up and how it happened so fast. But when asked if this years entries were more complex than perhaps some of the straight plotted narrative entries of earlier years, director Agricola disagreed, reminding me that CologneOFF has always attracted challenging works. Often there is more worthwhile art cinema than even Agricola can present: “There were … too many excellent films submitted. Choosing Taboo! as a topic, we were hoping we would receive less submissions, but in the end we received 203 films and videos. This may … not sound [like] too much, but every work is reviewed several times before a selection is made and reviewing more than 200 films seriously represents a challenge for everybody, especially if so many good submissions come in.”
On another note, what is especially exciting is the maturing use of digital effects as an artistic medium in its own right. In Red Star (2009), Milica Rakic overwhelms history by creating a personal memoir of the past that blends archival photography, cut-up titles, and Serbian folk music. Part of the post-MTV generation, Nikesh Shukla assembled his film, The Great Identity Swindle (2008), as a video comic book that literally draws a picture of the taboos he faces as an adolescent Br-Asian. Thinking about the rules of personality led Sibylle Trickes to use video mutiples as an army of her many selves in her film cyclic islands – we and me (2009).
As digital tools move beyond the service of the seamless Hollywood effect to expressive mediums in their own right, what other cinematic forms might emerge from the digital film and the networked festival? Agricola says that technology is advancing so rapidly, he would need to be a fortune teller to predict the future of online cinema. However, he does point out that the Internet has already revolutionized the both viewer behavior and the distribution of art film: “Everybody can determine for himself where and when he wants to enter cultural contexts. I think, the physical live festival and the independent online availability complement each other, and make cultural experience for people, generally, much richer than it has been before ever. The development of cinema needs such different types of approaches, in order to be more attractive and future orientated. Restrictions are there to be overcome.”
Featured image: A group of Australian media artists known as Horse Bazaar produce Digital Fringe at the festival
Every year as part of the Melbourne Fringe Festival (September 23rd – October 11th), a group of Australian media artists known as Horse Bazaar produces Digital Fringe. This is a nonstop digital playlist of short form video, sound, and images, some of it made by artists, some of it not, uploaded to the Digital Fringe website from around the world. Once individual entries are catalogued, the work is assembled into feeds and DVDs, and then streamed or delivered to a network of public and private locations. As expected, the festival’s general stream is sent to museums and galleries but, in an effort to commandeer every available space, Horse Bazaar also sends Digital Fringe to bars, cafes, public squares, libraries, restaurants, and pretty much any other location that will allow them in. You can see the festival online, along with an interactive map of this year’s screen locations, at the Digital Fringe website, http://digitalfringe.com.au.
According to festival co-producer Simeon Moran, an estimated half-million people saw this year’s festival which was broadcast on about 250 screens. Most of these showings were in Australia, but there were also screenings in Africa, Europe, Asia, the US, and the UK. To project at locations where there is no existing equipment, on a street or in a public building, Horse Bazaar gathers donated screens from schools, community groups, and private supporters. To project across key buildings or monuments, Horse Bazaar calls in its mobile unit, also known as the MPU. Other than that, the festival can be, and is, about anything. There’s no jury. Submissions are not restricted to a theme. There’s just a global call for work followed by a global response.
As a result, one of the most enjoyable aspects of Digital Fringe is the range of sensibilities it manages to present. Emerging artists especially stand out. Among the more lyrical of this year’s entries is Waveform (2009), by the Amsterdam based French photographer Federico Campanale. Using video shot in Finland, Campanale lays an ambient track of digital pops and clicks against a perfect, languid, 360 degree pan of a line of trees reflected in a lake at dusk. The harsh, guttural rasp of the soundtrack set against the blue infinity of the horizon forms a direct commentary on environment and endurance, and on nature’s coexistence with the manmade.
There is the moody, existential narrative The Man in His Tower (2009) from Tone Gellein of Oslo. In this video, one of those tough guy movie characters walks down the street while suffering jump cuts and odd camera angles. He ends up swinging from lampposts in a cinematic expression of an existential state of mind. Other films may be less accomplished, but are equally philosophical. For example, filmmaker Joe Tusley sent in Spud & Amp in the Barra, Part 2 (2009), a no-frills documentary about a few minutes of fishing in the Apsley Straight, Bathurst Island, NT. Maybe it’s a personal reaction, but it’s hard not to think about the big picture as, on camera, Spud reels in a huge, silver barramundi, then slits its throat.
Digital Fringe also streams sound pieces, music videos, machinima, and performance films. There is a good amount of 3D modeling and animation. Colliderscope artist Zennor Alexander and musician Fiona Soe Paing submitted Thayn Tyha Hai (2009) from New Zealand. In this work, the sun and moon follow each other across a wispy, ethereal sky that lies somewhere between dreaming and waking. If you prefer something more scientific, there is the stop-motion simulation Every Second Equals Forty Million Years (2009) by animator Gregory Crocetti of Melbourne. In just under two minutes, Crocetti uses children’s blocks to build the Tree of Life from the beginning of time to just a little while ago.
There is software art such as Turkish programmer Tahir Un’s screensaver project Concepts and Images (2007). Ãœn chooses words ending with the suffix ‘ism’ as the query strings for an internet image search. After collecting images for 90 minutes, a software program fixes a random sampling of that data set into a collage.
Another interesting aspect of Digital Fringe is its continued support of open source computing and shared culture. Artists uploading work to the Fringe website keep all rights to their projects and are able to license their work in a number of different ways. These include the traditional ‘all rights reserved’ copyright, the Creative Commons ‘some rights reserved’ license, and the completely unrestricted category of ‘public domain’. Creative Commons says that about 75 percent of the festival’s participants choose the CC license, which secures rights of ownership while allowing for mash-ups and remixes. This shows that many emerging artists are willing to distribute under non-traditional copyright provided there are a still few small protections.
Ultimately, Digital Fringe, is a festival that intends to include everyone, play everywhere, and show it all from the dreamscape of the perfect virtual environment to the underlit reality of the amateur video guy. Aside from its inspiring generosity, we get a lot of interesting experiments, the unmediated juxtaposition of the professional and the amateur, and a kind of yearly almanac of what up and coming digital media makers seem to have on their minds.
—
Link: Digital Fringe Trailer.