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Mash Smarter Not Harder: An Interview with Benjamin Berg

A DISTINGUISHED DATA-BENDER AND ACCOMPLISHED SOUND-PLUNDERER, Benjamin Berg (AKA stAllio!) has made a career for himself as a member of the Indianapolis-based art band Animals Within Animals (AWIA) since the turn of this century. Alongside of that, Berg’s also emerged online as the host of a rad radio program on Numbers FM, as the founder/curator of the Tumblr called glitchgifs, and even as a pillow-seller. Midwestern breakcore fanatics may recall seeing his name on bills back in the day alongside such legends as Doormouse or Xanopticon. AND It turns out he’s also a rather skilled skill-sharer. Monty Cantsin [AKA Rap Game Gertrude Stein], big fan of stAllio! since 2007, corresponded with the artist recently [11/2013] by email for this interview.

Montgomery Cantsin: How did you first encounter the “plunderphonics” approach? And, looking back over the last few decades, what (for you) are the highlights and stand-out tracks that define that particular genre?

Benjamin Berg: A co-worker told me about Negativland so I tracked down a copy of Escape From Noise. That was a game-changer for me, and still one of the highlights of their catalog. The Evolution Control Committee’s (ECC) Whipped Cream Mixes were hugely influential and still stand up better than most “mashups” made since (same goes for their track “Rocked by Rape”). I’d also list: John Oswald’s early work, like Plexure; pretty much anything by Orchid Spangiafora; Osymyso’s “Intro-inspection;” Wobbly’s Wild Why. To that list I’d maybe add something by Wayne Butane or Cassettboy for a touch of humor.

MC: What were some of the first projects that you worked on in that vein?

BB: We were maybe mid-way through the first Animals Within Animals record when I discovered plunderphonics, so the first experiments were on the first two AWIA releases (Yard Ape, and Mono a Mono).

MC: When ECC started, I think they were doing work using a simple dual-cassette system. Did you ever do any of that? I am stealing the name of one of your greatest hits, “Mash Smarter Not Harder,” to title this interview; was that track made using simple editing software? Because, by the time you made “Bust A Groove” (a similar sort of track) you’d decided to use Ableton, is that correct?

BB: A bunch of the first AWIA record was made on a 4-track, and at least a couple of those tracks used a pause-button sampling technique, so that was effectively dual-cassette. Also, a lot of my earliest video work was done with simple pause-button editing; I didn’t have access to real editing equipment, so I would just hook the camera up to a VCR and edit that way. On some of those I was very loose about where my edits were; I would just fast foward to some point at random on my source tape and copy a clip over The Mash Smarter Not Harder EP and the first few tracks I recorded for A Huge Smash were done in Adobe Audition. But after a while, it got to the point where I just had too many cuts and the program crashed. When I lost a track and had to start it over, I switched to Ableton, which not only performed better but also made it easier to sync my edits to the beat.

MC: Now what about your personal history of glitch music? This one is a bit harder to pin down, perhaps?

BB: Yeah I can’t name a particular moment when I discovered glitch music or a particular artist or release. It was probably something off of the Mille Plateaux label, if I had to guess. The early M^2 records were an influence for me, as well as early Kid606 (but not anything he’s done in the last 10 years). My favorites are Lesser, DISC, and Farmers Manual… anything by them is great. Ryoji Ikeda is really good, too.

MC: An old film projectionist once remarked to me that “digital failure is absolute.” I guess he was frustrated… when analog equipment falters it still often gives you something (some image, some sound) and can be worked with. Whereas sometimes with a digital system it’s more of a black box situation where it’s either on (‘one’) or it’s off (‘zero’). Does the glitch represent a sort of exception to this? Can you talk about glitch in the context of this–perhaps mistaken–notion that digital failure is “absolute?”

BB: I wouldn’t say that digital failure is always absolute. Sometimes it is, like clipping versus analog distortion, where you hit a sort of peak and can’t break things any further. But it depends on the system, and the assumptions that engineers make when designing systems. An obvious example would be your TV going to a blue screen when the picture is bad, instead of showing snow as they used to. There’s no technical reason why a TV has to do that. Hardware manufacturers decided that nobody would really want to watch a heavily distorted picture, and designed their devices not to show one. I like to say that glitch art is like dancing on the edge of a broken system. You want to break things enough that it affects the output, but not so much that your tools stop working or the system fails altogether.

MC: I have to say that “Fuck Windows” (your track composed entirely of Windows and Sim City samples) is one of my favorite audio pieces that you’ve done. What can you say about that one? …Are computer games what got you interested in fucking around with ‘data?’

BB: I made “Fuck Windows” in 1996, and it came about in large part because I already had those sounds on my computer. It seems weird to think about now, but back then samples weren’t so easy to come by. You either had to rip them yourself from a CD (and being in college, I only had so many) or record them yourself using a shitty computer microphone. The system sounds and video game sound effects were practically the only WAV files I had, so it seemed natural to use them. …I started using data as audio around the same time, but it didn’t directly spin out of that track. I was using a program called Impulse Tracker to compose/arrange music on the computer. Going back to what I was saying earlier about assumptions: most programs assume that unrecognized file formats can’t be read (or they make you explicitly tell them how to interpret such files). Impulse Tracker assumed the opposite, and let you open any file on your hard drive as if it were a sample. I discovered that pretty quickly and spent hours just browsing through my computer, listening to all the data.

MC:Blue Screen of Death” is another one of my favorite audio works that you’ve done. You describe this kind of work as ‘data-bent’? What is your process for it?

BB: These days I’ve taken to calling that style of music “data sound”. The general process is that I browse through my hard drive, converting data files to sound and trying to pick out the ones that sound the most interesting. Then when I have enough cool sounds, I arrange them into a track. My first data sound release, Dissonance Is Bliss, was done entirely in Impulse Tracker (both the sonification of the data and the arrangement of the samples). Then I switched to using WAV editors to sonify data, and loading the WAV files into other music-making tools. “Blue Screen of Death” was arranged in Fruity Loops. Everything on my newest data sound release (On the DLL) was arranged in Ableton.

MC: What can you say about chance? And, is there a distinction to be made between the data-bent and the glitched? Can something be a glitch if it is intentionally created? …This reminds me of a somewhat related question, that of “found objects”–can we rightly call them that if we specifically go out looking for them? [In surrealism there is the so-called “chance encounter of a sewing machine and an umbrella on an operating table.” It seems to me that it’s largely the chance aspect that is of key importance there–the notion that such objects could be juxtaposed unintentionally somewhere in the world and you could just happen upon them.]

BB: I think glitch is like the intersection between chance and formalism. In the 20th Century artists started asking questions like “What is music?” and “What is a painting?” And you had things like The Art of Noises, musique concrète… you had painters who were more concerned with exploring the nature of paint and canvas than with “representing” some physical object or scene. Glitch practices are like that stuff, but because digital structures are more hidden, you can do things where even if you know pretty much what’s going to happen, you don’t really know what the end result will look or sound like. It’s not really chance, because there are rules governing it, but it feels like chance because you don’t understand those rules. Even if you have a good grasp of something like JPEG compression, you probably can’t look at the code and tell what the image is going to look like. So it’s a way of creating things that you wouldn’t have thought of yourself, just as in the tradition of John Cage, Bryon Gysin, etc. As for the difference between a “natural” glitch and manmade glitch (or what Iman Moradi called “glitch-alike”): it’s an important distinction that had to be made, but it’s not one I find particularly interesting. For one thing, the audience generally can’t tell the difference unless you’re really obvious about it, so it’s mostly a question of what you feel comfortable with as an artist. Encountering a glitch in the wild (what Antonio Roberts and Jeff Donaldson call “glitch safari“) is exciting, but the idea that if it’s not a wild glitch then it’s not “real” is very limiting and precludes all sorts of interesting art practices.

MC: I wonder how is it that a whole industry (websites, music and art careers, academic conferences, etc.) seems to have sprung up around The Glitch. How can so much be generated within that narrow of a conceptual/aesthetic space?

BB: I’m not surprised by the growing popularity of the glitch. We’re surrounded by technology but we’re not that used to thinking about how it works, let alone how to deliberately misuse it. Glitch practices constitute a different way of thinking, and these kinds of ideas are infectious. You can apply glitch theory to pretty much any technology or system, so it’s widely applicable, and it tells us things about the world that might not be obvious otherwise.

MC: You are founder of glitchgifs Tumblr? Is it you alone?

BB: Yeah, I run glitchgifs. GIF is such a great format for glitch art, because it’s the only common shareable format that allows motion and looping without the user having to click anything. I run the blog alone, and I would actually love to invite other curators, but because it was the first Tumblr blog I created, I am unable to do so. To Tumblr, I am “glitchgifs” and there is no way to tell it otherwise, even though I have a blog at http://stallIo.tumblr.com that’s intended to be my “personal” account. There are those pesky design assumptions again.

MC: Plans for the future?

BB: I’d like to find the time soon to do some video work again. I have footage; I just need to assemble it and set it to music. Musically I have a release coming out (hopefully) soon on a German label called Betonblume. I’m really pleased with it and can’t wait for it to come out so people can hear it. After that, I hope to make some new post-mashup tracks and finish the follow-up to Wack Cylinders. I’m still going to be active posting new art on Tumblr, and my weekly show Active Listening / The Act of Listening on numbers.fm will continue at least for the near future.

MC: Finally, please tell me more about this big international show you are in right now, and about this amazing text generator thing you did for it.

BB: The Wrong – New Digital Art Biennale is a massive online art show, consisting of 30 individually themed pavilions. Bill Miller graciously invited me to contribute to his pl41nt3xt pavilion, which centers around art made with simple technologies like text, rather than fancy 3d environments or video processing or stuff like that. So I made a glitch text generator and text-art canvas. It lets you quickly generate “glitch text” out of combining diacritics (g͖̣̝͎̙͐ͅl̵̮̰̝᷇̑̾î̶̢᷾ͭ̈́ͩt̯̬̰̓ͦ᷁͋c᷿͖̙ͯ͛̊᷇h̳̭͓͛ͬ᷈᷄) as well as generate other fun stuff like ◞▀╗▪┐│╌╈◚┱▍▷▀╻▪╶ …plus it’s a text art canvas for making art out of the text you generate. You can even download the scripts yourself and add them to your own project.

MC: OK, stAllio! thanks for your time! Oh, one last thing: what is your favorite ‘dingbat’ or ‘wingding’?

BB: My favorite Unicode pictographs are in the Miscellaneous Symbols and Pictographs block. Not many fonts support this block right now, but it has some crazy stuff in it. Probably the craziest is Love Hotel. A love hotel is a hotel that is geared toward sex. The fact that there is a character for this in Unicode blows my mind. Another great one is Dancer, which looks like John Travolta on the cover of Saturday Night Fever. It’s so perfect. Travolta has literally become an icon.

An interview with Katrina Sluis, Digital Curator at the Photographers’ Gallery

Featured image: “Born in 1987: The Animated GIF” from the site’s page.

Marc Garrett interviews Katrina Sluis, the new curator of the Digital Programme at The Photographers’ Gallery, London. We discuss about the gallery’s recent show Born in 1987: The Animated GIF and what kind of digital exhibitions and projects we can expect from the gallery in the Future.

An edited selection shown on the London Photographers’ Gallery’s new digital wall, during the final weeks of the show. http://thephotographersgallery.org.uk/the-wall-2

The exhibition microsite. An open conversation where anyone can join in and contribute their own GIFs.  http://joyofgif.tumblr.com/

Marc garrett: You have joined The Photographers’ Gallery and as part of the new digital programme launched the exhibition “Born in 1987: The Animated GIF”. Could you tell us about this project?

Katrina Sluis: The digital programme presents projects both online and offline, which respond to recent dramatic shifts in the digital image as it becomes increasingly screen-based and networked. As part of this new programme we have launched ‘The Wall’ – a permanent exhibition space on the ground floor of the Gallery, visible both to visitors and passersby on Ramillies street. The Wall itself is a 2.7 x 3m Sharp video wall which we installed after considering a number of different technologies. We were conscious not to use digital projection as it would locate the project within traditions of cinema and video art, and we wanted the screens to respond to the reception and distribution of images within wider visual culture.

The London Photographers’ Gallery’s new digital wall.
The London Photographers’ Gallery’s new digital wall.

For the opening show, we decided to focus on the animated gif for a number of reasons. Firstly, the gif is a uniquely screen-based image format, in which the specific characteristics and limitations of the image file are inherent to the form, in contrast to the other kinds of images the gallery might show which might adopt digital techniques but result in traditional print-based photographic work destined for the gallery space.

I also wanted to disrupt certain expectations about the screens – the fetishisation of resolution and image quality, and what kinds of photographs The Wall’s programme might seek to address. The animated gif in this sense is very interesting – it is one of the first image file formats native to the web, and although it is 25 years old this year it has been undergoing a resurgence on platforms such as Tumblr. In a commissioned essay for the show, Daniel Rubinstein speculates that current resurgence of the gif “is not only part of the nostalgic turn towards the blurred, the unsharp and the faded but it is also a marker of a moment when the history of the network becomes the material from which the digital image draws its living energy.”[1] Frequently authorless and contextless, the gif image works on a different economy in which its value is based not on its uniqueness and scarcity (as in certain forms of art) but its circulation and proliferation. Although there have been significant practitioners of the gif form, it is a format which ultimately resists canonization. And, in the context of a photography gallery, it opens up other debates concerning medium specificity and the ‘post-photographic’.

In approaching the exhibition, I was keen to ask a diverse range of photographers, writers, organizations and other practitioners to contribute a gif for the show. In keeping with the unmonumental nature of the form, I asked contributors to respond within a short timeframe of 7 days. For many contributors, this was the first time they had made a gif; but other contributors already had large followings on Tumblr and some were established net artists. This opening show and associated Tumblr site (http://joyofgif.tumblr.com) became a starting proposition for the project in order to then open up The Wall to gif contributions from the wider public. We will continue to update The Wall with public responses on a daily basis until the final day of the show on 10th July.

GIF Image by Jaime Martinez. Born in 1987: The Animated GIF. The Photographers' Gallery 2012
GIF Image by Jaime Martinez. Born in 1987: The Animated GIF. The Photographers’ Gallery 2012

MG: At first, some may assume that the first part of the exhibition title ‘Born in 1987’, refers to the fact that today so many young people using computers these days were born in 1987. Yet, the GIF format, short for ‘Graphics Interchange Format’, was introduced to the world of computers by CompuServe in 1987. Was the title of the show deliberately playing with both notions?

KS: I like this idea! The title does self consciously play with the way in which the digital is valorised for its endless ‘newness’ and novelty but yet has this long and frequently overlooked history of creative experimentation. You can also see this reflected in the recent hype around the work of Kevin Burg and Jamie Beck who have (problematically and entrepreneurially) re-branded the gif as the ‘cinemagraph’.

MG: Do you consider this project to be net art, if so, how does it relate to other forms of net art?

KS: The project (and The Wall’s programming) does pose certain problems as it seeks to relocate certain forms of online practice(s) into the space of the art museum. At the same time, the project exists in an online context with its own very different life on Tumbr, where the work circulates in a very different context with a very different audience. I think there are many interesting opportunities which emerge from this intersection of the institutional frame of the museum (with its associated issues of cultural and curatorial authority and the legacy of aesthetic modernism) and the values and politics which inform certain kinds of networked arts practices.

But I also think the project also needs to be understood in the specific context of The Photographers’ Gallery, its history and audience. Whilst the project shares the concerns of net art by raising questions concerning authenticity, authorship and ‘the social’, it is also motivated by the need to rethink familiar notions of photography and temporality, indexicality and the economy of the image – concerns which presently haunt the field of photography theory.

Kennard Phillipps. GIF image by Peter Kennard and Cat Phillipps.  Born in 1987: The Animated GIF. The Photographers' Gallery 2012 [2]
Kennard Phillipps. GIF image by Peter Kennard and Cat Phillipps. Born in 1987: The Animated GIF. The Photographers’ Gallery 2012 [2]
Rad Racer glitch 3. GIF image by tracekaiser. Born in 1987: The Animated GIF. The Photographers' Gallery. 2012 [3]
Rad Racer glitch 3. GIF image by tracekaiser. Born in 1987: The Animated GIF. The Photographers’ Gallery. 2012 [3]

MG: In what way do you see this form of creativity relating to others who may not be so well versed with net art culture, or digital networked practices?

KS: The Wall presents an opportunity for the Gallery to collaborate with diverse communities who can bring their distinct expertise and experiences to the programme, and the net art community has much to offer in this respect. For this reason, we aim to develop The Wall’s future programme through the framework of ‘collaborative research’, in which our audience, along with the organizations we partner with, are potential co-researchers. The co-researcher model developed as an approach to research democracy in the Social Sciences, particularly in the approach of Action Research in the NHS but in a more relevant cultural example was used extensively in the Tate Encounters: Britishness and Visual Culture research project. Co-research recognises both the collaborative and collective nature of meaning construction, through a process which attempts to trace and reveal the complex manufacture of meaning.

At the same time, there is still another related project to be done in highlighting and responding to digital projects whose life is online – this is of course something I admire Furtherfield for doing so brilliantly. On a smaller scale and with a more narrow focus, we hope to launch a blog which will draw attention to online work which relate to photography as it becomes polluted, valorized, hybridized and networked.

GIF image by Paul Flannery. Born in 1987: The Animated GIF. The Photographers' Gallery. 2012 [4]
GIF image by Paul Flannery. Born in 1987: The Animated GIF. The Photographers’ Gallery. 2012 [4]

MG: Some, may view this this exhibition as relating to Internet Folk Art. There is an interesting article by Kenneth Goldsmith[1] where he discusses the digital theorist Rick Prelinger’s claim “that archiving is the new folk art, something that is widely practiced and has unconsciously become integrated into a great many people’s lives, potentially transforming a necessity into a work of art.”

Now, this is not directly relating to the show itself, but it resonates something regarding the inclusiveness of the show. So, in respect of it ‘possibly’ possessing aspects of Folk Art, what connections do you see as relevant or not, and what does it mean to you?

Yellow Shirt. GIF image by Oncetoforever. Born in 1987: The Animated GIF. The Photographers' Gallery. 2012
Yellow Shirt. GIF image by Oncetoforever. Born in 1987: The Animated GIF. The Photographers’ Gallery. 2012

KS: By focusing on the gif the show does problematise the distinction between artist and audience, in which participation, openness and the ‘crafting’ of the image becomes key. However I have reservations about the use of the term Internet folk art, which could be construed as imposing a certain modernist logic on the discussion, burdening it with an analogue modeling of high and low culture. The research approach has been adopted precisely to avoid the trap of binary nominalism, and to problematise the tendency to shoe horn internet practices into the language of cultural studies and aesthetics.

MG: The Photographers’ Gallery was the first independent gallery in Britain devoted to photography and has been going since the 70s. It is the UK’s primary venue for photography and has been dedicated in establishing photography as an essential medium, representing its practice in culture and society. It seems that The Photographers’ Gallery is going through another transition. You have already mentioned how hybridized and networked the nature of future projects will be. So what kind of exhibitions and projects can we expect in the future?

KS: Because digital technology is not in itself a new photographic medium, but essentially a hybrid and converged set of technological practices, it raises many interesting problems, both theoretical and practical for a Gallery focused on photography. To the computer, the photograph is indistinguishable from the other binary blobs of data we used to call books, films and songs. The crisis of digitization and medium specificity now extends to the domain of the camera – Digital SLRs are coveted for their ability to shoot high quality digital video, and we turn to our mobile phones when we want to take snapshots. This is a very rich context for the programme to explore, and ideally the future projects will respond to the technical, creative and cultural languages of photography as produced by computer engineers, web developers, photographers, artists, networked communities, social scientists and other practitioners.

Our next show on The Wall (opening 13th July) features the practice based research of Susan Sloan into portraiture using motion capture and 3D animation techniques widely used in entertainment, medicine and the military. Her motion studies refer to the traditions and conventions of portraiture and the changing role of the camera as a recording device. At the same time, her work raises questions concerning the convergence of painting, animation, film and photography in the digital realm.

The future digital programme which will occupy different spaces and address various photographic practices including augmented reality, social media, electronic publishing, interactive media, mobile computing and synthetic imaging.

The Joy of GIF – the London Photographers’ Gallery’s new digital wall. Article by Wendy McMurdo.
http://www.foam.org/foam-blog/2012/may/photographers-gallery