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Guido Segni’s A quiet desert failure

The new project by Guido Segni is so monumental in scope and so multitudinous in its implications that it can be a bit slippery to get a handle on it in a meaningful way. A quiet desert failure is one of those ideas that is deceptively simple on the surface but look closer and you quickly find yourself falling down a rabbit-hole of tangential thoughts, references, and connections. Segni summarises the project as an “ongoing algorithmic performance” in which a custom bot programmed by the artist “traverses the datascape of Google Maps in order to fill a Tumblr blog and its datacenters with a remapped representation of the whole Sahara Desert, one post at a time, every 30 minutes.”1

Opening the Tumblr page that forms the core component of A quiet desert failure it is hard not to get lost in the visual romanticism of it. The page is a patchwork of soft beiges, mauves, creams, and threads of pale terracotta that look like arteries or bronchia. At least this morning it was. Since the bot posts every 30 minutes around the clock, the page on other days is dominated by yellows, reds, myriad grey tones. Every now and then the eye is captured by tiny remnants of human intervention; something that looks like a road, or a small settlement; a lone, white building being bleached by the sun. The distance of the satellite, and thus our vicarious view, from the actual terrain (not to mention the climate, people, politics, and more) renders everything safely, sensuously fuzzy; in a word, beautiful. Perhaps dangerously so.

As is the nature of social media platforms that prescribe and mediate our experience of the content we access through them, actually following the A quiet desert failure Tumblr account and encountering each post individually through the template of the Tumblr dashboard provides a totally different layer to the work. On the one hand this mode allows the occasional stunningly perfect compositions to come to the fore – see image below – some of these individual ‘frames’ feel almost too perfect to have been lifted at random by an aesthetically indifferent bot. Of course with the sheer scope of visual information being scoured, packaged, and disseminated here there are bound to be some that hit the aesthetic jackpot. Viewed individually, some of these gorgeous images feel like the next generation of automated-process artworks – a link to the automatic drawing machines of, say, Jean Tinguely. Although one could also construct a lineage back to Duchamp’s readymades.

Segni encourages us to invest our aesthetic sensibility in the work. On his personal website, the artist has installed on his homepage a version of A quiet desert failure that features a series of animated digital scribbles overlaid over a screenshot of the desert images the bot trawls for. Then there is the page which combines floating, overlapping, translucent Google Maps captures with an eery, alternately bass-heavy then shrill, atmospheric soundtrack by Fabio Angeli and Lorenzo Del Grande. The attention to detail is noteworthy here; from the automatically transforming URL in the browser bar to the hat tip to themes around “big data” in the real time updating of the number of bytes of data that have been dispersed through the project, Segni pushes the limits of the digital medium, bending and subverting the standardised platforms at every turn.

But this is not art about an aesthetic. A quiet desert failure did begin after the term New Aesthetic came to prominence in 2012, and the visual components of the work do – at least superficially – fit into that genre, or ideology. Thankfully, however, this project goes much further than just reflecting on the aesthetic influence of “modern network culture”2 and rehashing the problematically anthropocentric humanism of questions about the way machines ‘see’. Segni’s monumental work takes us to the heart of some of the most critical issues facing our increasingly networked society and the cultural impact of digitalisation.

The Sahara Desert is the largest non-polar desert in the world covering nearly 5000 km across northern Africa from the Atlantic ocean in the west to the Red Sea in the east, and ranging from the Mediterranean Sea in the north almost 2000 km south towards central Africa. The notoriously inhospitable climate conditions combine with political unrest, poverty, and post-colonial power struggles across the dozen or so countries across the Sahara Desert to make it surely one of the most difficult areas for foreigners to traverse. And yet, through the ‘wonders’ of network technologies, global internet corporations, server farms, and satellites, we can have a level of access to even the most problematic, war-torn, and infrastructure-poor parts of the planet that would have been unimaginable just a few decades ago.

A quiet desert failure, through the sheer scope of the piece, which will take – at a rate of one image posted every 30 minutes – 50 years to complete, draws attention to the vast amounts of data that are being created and stored through networked technologies. From there, it’s only a short step to wondering about the amount of material, infrastructure, and machinery required to maintain – and, indeed, expand – such data hoarding. Earlier this month a collaboration between private companies, NASA, and the International Space Station was announced that plans to launch around 150 new satellites into space in order to provide daily updating global earth images from space3. The California-based company leading the project, Planet Labs, forecasts uses as varied as farmers tracking crops to international aid agencies planning emergency responses after natural disasters. While it is encouraging that Planet Labs publishes a code of ethics4 on their website laying out their concerns regarding privacy, space debris, and sustainability, there is precious little detail available and governments are, it seems, hopelessly out of date in terms of regulating, monitoring, or otherwise ensuring that private organisations with such enormous access to potentially sensitive information are acting in a manner that is in the public interest.

The choice of the Sahara Desert is significant. The artist, in fact, calls an understanding of the reasons behind this choice “key to interpret[ing] the work”. Desertification – the process by which an area becomes a desert – involves the rapid depletion of plant life and soil erosion, usually caused by a combination of drought and overexploitation of vegetation by humans.5 A quiet desert failure suggests “a kind of desertification taking place in a Tumblr archive and [across] the Internet.”6 For Segni, Tumblr, more even than Instagram or any of the other digitally fenced user generated content reichs colonising whatever is left of the ‘free internet’, is symbolic of the danger facing today’s Internet – “with it’s tons of posts, images, and video shared across its highways and doomed to oblivion. Remember Geocities?”7

From this point of view, the project takes on a rather melancholic aspect. A half-decade-long, stately and beautiful funeral march. An achingly slow last salute to a state of the internet that doesn’t yet know it is walking dead; that goes for the technology, the posts that will be lost, the interior lives of teenagers, artists, nerds, people who would claim that “my Tumblr is what the inside of my head looks like”8 – a whole social structure backed by a particular digital architecture, power structure, and socio-political agenda.

a quiet desrt failre tumblr.com/archive
a quiet desrt failre tumblr.com/archive

The performative aspect of A quiet desert failure lies in the expectation of its inherent breakdown and decay. Over the 50 year duration of the performance – not a randomly selected timeframe, but determined by Tumblr’s policy regulating how many posts a user can make in a day – it is likely that one or more of the technological building blocks upon which the project rests will be retired. In this way we see that the performance is multi-layered; not just the algorithm, but also the programming of the algorithm, and not just that but the programming of all the algorithms across all the various platforms and net-based services incorporated, and not just those but also all the users, and how they use the services available to them (or don’t), and how all of the above interact with new services yet to be created, and future users, and how they perform online, and basically all of the whole web of interconnections between human and non-human “actants” (as defined by Actor- network theory) that come together to make up the system of network, digital, and telecommunications technologies as we know them.

Perhaps the best piece I know that explains this performativity in technology is the two-minute video New Zealand-based artist Luke Munn made for my Net Work Compendium – a curated collection of works documenting the breadth of networked performance practices. The piece is a recording of code that displays the following text, one word at a time, each word visible for exactly one second: “This is a performance. One word per second. Perfectly timed, perfectly executed. All day, every day. One line after another. Command upon endless command. Each statement tirelessly completed. Zero one, zero one. Slave to the master. Such was the promise. But exhaustion is inevitable. This memory fills up. Fragmented and leaking. This processor slows down. Each cycle steals lifecycle. This word milliseconds late. That loop fractionally delayed. Things get lost, corrupted. Objects become jagged, frozen. The CPU is oblivious to all this. Locked away, hermetically sealed, completely focused. This performance is always perfect.”

Guido Segni’s A quiet desert failure is, contrary to its rather bombastic scale, a finely attuned and sensitively implemented work about technology and our relationship to it, obsolescence (planned and otherwise), and the fragility of culture (notice I do not write “digital” culture) during this phase of rapid digitalisation. The work has been released as part of The Wrong – New Digital Art Biennale, in an online pavilion curated by Filippo Lorenzin and Kamilia Kard, inexactitudeinscience.com.

Plantoid: the blockchain-based art that makes itself

Plantoid (2015) by Okhaos is a self-creating, self-propagating artwork system that uses blockchain technology to gather and manage the resources it needs to become real and to participate in the artworld. Structured as a Decentralised Autonomous Organization (DAO), once it is set in motion the code of the Plantoid system combines the functions of artwork, artist and art dealer in a single piece of software.

As its name implies, the physical Plantoid artworks are cyborg-looking welded sculptures of flowering plants. Flowers are a popular icon of naturalised aesthetics in art and culture. Their aesthetic and art historical appeal makes them an effective subject for subversion. Radicalized flowers wander through recent art like triffids through the English countryside. Helen Chadwick’s “Piss Flowers” (1991-2) are a proto-xenofeminist riposte to idealisation of nature and the body. Mary Anne Francis’s “The Blooming Commons” (2005) combines the ideas of organic and creative fecundity to help artist and audience consider how making art open source affects its aura. Plantoid can easily be cast in this tradition.

The physical form of Plantoid is determined by its blockchain presence, which represents an advance on the state of the art. The Bitcoin blockchain is a database that represents control of resources. Most simply these resources are amounts of Bitcoin but we can encode information representing other resources – and the right to control them – into the blockchain as well. Current general purpose Bitcoin blockchain-based systems such as Counterparty can easily represent tokens for games, for reward and voucher schemes, or for stocks and shares. Placing these on the blockchain does not magically improve them over existing means of issuing them but it does reduce their barrier to entry and make securing and maintaining them easier. It also defamiliarises them by placing them in a new context and makes them accessible and thereby inspirational to new audiences. Melanie Swan turns this idea up to 11 in her excellent survey of the state of the art and its future potential “Blockchain“, describing the application of the idea of blockchains ultimately to the global economy and even the human mind.

Beyond tokens, the blockchain can be a cheap and effective database of existing property and rights, including recording Free Culture licensing. It is simple to create such a system, I made the first one for artworks based on Ethereum myself. It cannot be an effective means of policing DRM (as DRM is inherently broken) and must not be treated as a means of rolling back the limits of and exceptions to the existing property and copyright regimes or of creating new entitlements ex nihilo. This would turn a technology with great (if contentious) potential for liberation into a tool of exploitation. Making a GIF of Apple’s new emoticons and selling the blockchain title to it for $250 reflects existing social pathologies rather than new technological or artistic affordances.

The technobiophilic machine-nature-form hybrid nature of Plantoid is described by Okhaos in terms that cast cryptocurrency as metabolic and reproductive resources. To quote the project page:

Perhaps the initial Plantoid will need $1000 to fully turn into a blossom. Whenever that particular threshold for the Plantoid is reached, the reproduction process starts: the Plantoid only needs to identify a new person or group of persons (ideally, a group of artists) to create a new version of itself. Given the right conditions, the Plantoid is able to manufacture herself, by executing a smart contract that lives on the blockchain, and has the ability to commission welders, companies, and other beings to build and assemble a similar being.

It’s here that we see how Plantoid represents an advance on existing systems. The parameters of each physical Plantoid are encoded on the Ethereum (rather than the Bitcoin) blockchain as smart contracts, representing the economic and manufacturing logic and the aesthetics of its production as a kind of genome. Plantoid is an active artistic production agent rather than a passive registry of existing art.

The defamiliarising effect of the blockchain allows us to unbundle the collections of rights and responsibilities that make up roles within the mainstream artworld. Paying for the creation of art, its storage and restoration, transport and exhibition. Inspiring, designing, manufacturing, promoting, experiencing, critiquing and art. The artist, the gallerist, the critic, the installer, the attendant. A new territory like the blockchain allows us to shake things up rather than to try to double down on existing relations and distribution of wealth in order to extract new rents.

Plantoid opens up the roles of artistic production in precisely this way. It uses the structure of a DAO to incentivise the funding, governance, production, exhibition and reception of Plantoids in a virtuous circle (a positive feedback loop of production). None of this confers ownership or property rights over the physical Plantoid artworks on individual human beings. Their relationships are closer to those of patronage, crowdfunding, or tipping but unbundled further. There are technological precedents for this such as the way Aaron Koblin’s “The Sheep Market” (2008) commissions drawings from clickworkers, Caleb Larsen’s “A Tool To Deceive And Slaughter” (2009) manages its own sale, the way Bitnik’s “Random Darknet Shopper” (2014) orders goods for delivery to the gallery, or Imogen Heap’s release of the single “Tiny Human” (2015) using Ethereum smart contracts

From the project page again:

Plantoids are part of an ecosystem of relationships that is powered by two driving forces: aesthetic beauty and automated governance. Plantoids subtly motivate these interactions, partly through their form and physical beauty, but also by empowering people to participate in their governance. Participants (that is, active members of the DAO) are able to decide on such things as where the Plantoids may be exhibited, whom they might visit, and exactly how they are to be reproduced.
When it receives funds by the audience, the Plantoid evolves and turns into a more beautiful flower, by e.g. moving around a means to gratify the donor and progressively opening up its petals as more and more funds are stored into its wallet. Once enough funds are secured, the Plantoid can use this money to reproduce itself, by commissioning a third party to produce a new Plantoid.

The smart contracts that instantiate these relationships contractually direct human actors to govern the DAO, to manufacture new Plantoids, and to exhibit (and return) the work. The danger of such DAOs is that of any embedded socioeconomic intent – whether corporations, charitable trusts or high frequency trading bots. We may end up with an economic Skynet that reduces us to peons in an algorithmic gig economy, any reflection of our actual needs or desires (such as to make art) perverted by the incentives encoded into an inhuman system. Plantoid exists to ensure the production of art, and its realisation by human artisans. Given the rockstar economics of the artworld and the continued collapse of socioeconomic support for artists outside it that production is badly in need of new means of continuance. The art-economic equivalent of “grey goo” – polychrome goo? – or Terminators armed with spraycans rather than phased plasma rifles seem much less likely scenarios than art DAOs becoming lifeboats or TAZes for the funding of art that is not simply decoration for the 1%. Plantoid’s explicit involvement of human producers in a comradely relationship makes it more a node in the network of collaborative and mutually supportive relationships in the peer economy than an Uberization of artistic production.

Any gap between the ambition and the technology of Plantoid can be crossed by its autopoeitic nature. Ethereum contracts cannot yet manage Bitcoin balances, for example, but using Ethereum’s existing native cryptocurrency “Ether” or one of the proposed systems for managing Bitcoin accounts from Ethereum would address this. Art’s function here, as in its development of religion at the dawn of history, is to create demand for the development of new means of production and relation that a dryly complete rational plan could not reach. Appropriately enough for such a hyperstitional work I discovered it via the blog of renegade philosopher Nick Land.

Without wishing to ventriloquise or reframe its achievements, Plantoid is an exemplary realisation of the potential of mutual interrogation and support of art and cryptocurrency. It’s an art project that uses cryptocurrency and smart contract systems to materially support itself. And that project makes the still abstract potential and operation of cryptocurrency and smart contract tractable to consideration through art. I for one welcome our new hyperstitional DAO artwork overlords.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Disruptions: Party Crashing through the Front Door – An ISEA 2015 Late Post-Mortem

Featured image: Leo Selvaggio’s Urme Surveillance.

“(I loved the FUSE opening at the Vancouver Gallery)
You couldn’t tell the ISEA work from the art!”
– paraphrased from a tweet noted by Paul Catanese

That which disrupts is fated to make its own niche, called a foothold.  

I’m late, with few excuses other than adjusting to my new role at American University Sharjah and needing to really process this event, as it presented challenges, old and new. The reflection is particularly useful in that the scope of Kate Armstrong, Malcolm Levy, et al’s vision this year in Vancouver was so grand that it is near impossible to write a fully inclusive perspective on the festival. Therefore, I will limit myself to some specific ruminations, cover highlights, and draw an epistemic vector moving forward.

What ‘clicked’ for me through the aforementioned tweet was that not only has technological art been accepted by a mainstream vis-à-vis the FUSE exhibition, denoting an aesthetic sophistication, but also an alignment with an more mainstream art-historical sensibility. Perhaps this comes from awareness of artists like the Postinternets, of which Levy is considered; have for the conventional art world while exploring technological forms. This has not always been the case, but perhaps artists like Levy, Olson, Gannis and others have answered the gauntlet thrown by Claire Bishop in the 50th Anniversary issue of Artforum, where Bishop called for the disavowl of digital art, and by association, electronic art. This results in a disruption piercing the perceived ‘wall’ between technological arts and art history/the ‘art world’. As I mentioned, because of the size, I will limit myself to highlights consisting of notable exhibitions, keynotes, and selected works of art. 

Vancouver is a city steeped in media art history. As Sara Diamond laid out so well in her keynote, Vancouver media arts encompassed feminism, alteriority, and telematics. Part of my familiarity with that history includes the activities at artist-run spaces like Western Front and Open Space, with artist like Hank Bull, Robert Adrian, Bill Bartlett, Robin Oppenheim and others trailblazing networked art through teletype, slow scan television, and satellite performance. ISEA showed that this tradition is alive and well in the Canadian West. One other remarkable Canadian (perhaps one could say American-Canadian) keynote was Brian Massumi’s talk on Affect. Brian mentioned that despite the fact that he has written extensively about topics including affect, he felt that he had not addressed the topic directly to the point that he was satisfied. Massumi integrated ideas echoing from Parables for the Virtual to today in his signature propositional style, and it is my hope that I will see this in print.

The first major site to visit was the Quoting the Quotidian opening exhibition at Wil Aballe Art Projects (WAAP). The concept was the celebration of the everyday, the found, and the appropriated.  Of course, a quick go-to would be Marisa Olson’s Time Capsule series of gold-painted media artifacts. Of the artists, the most lingering was Nicolas Sassoon’s moire GIF work, of which I was somewhat familiar. The ongoing point of interest I have with the GIF in the gallery is that its venerable age has elevated the format to near-filmic status. The gallery was small, which was surprising for an opening event, and was attended by most of the ISEA board, including Peter Anders, Win Van der Plas, and Paul Catanese…

Marisa Olson, Gold Digger (Time Capsule Series).
Marisa Olson, Gold Digger (Time Capsule Series).

Also early in the festival, I attended AM/CB’s Hakanai installation/performance. Hakanai is a cubic projection mapping work that responds to the dancer in using conceits of draped grids, Ikeda-like geometric glitches.  While the performance itself was amazing at a technical and aesthetic level, I felt that the piece itself was constrained by its technical conceits, as I never felt that there was a transcendent moment in which I felt like the techne ‘disappeared’ despite the magic that was happening. For all the situations proffered, wind, rain, etc. I never stopped thinking of how they did that, regardless of how virtuosic the work was.

AM/CB’s Hakanai performance.
AM/CB’s Hakanai performance.

Probably the most impressive feat pulled off by the ISEA organizing group was the FUSE exhibition.  This for me was likely the most impressive event, held at the prestigious Vancouver Gallery. The gala was well attended, and I was very surprised to be the subject of Facebook paparazzi of which I had no acquaintance (red carpet, indeed…). The event spanned the second floor rotunda onto the penthouse-like third floor. One of the key aspects of the show was Armstrong and Levy’s concept of dealing with electronic art and materialism, and emergent canonical forms like Glitch, with representatives of the form being works by Philip Galanter and Jon Cates. Levy’s idea for tying the exhibition to emerging media art histories clearly refers to the rich art historical space in Vancouver, as echoed by the opening gala at VIVO and trips to the legendary Western Front artist-run space.  Admitting a personal bias, it was good to see Scott Kildall’s EquityBot ultra-slick documentary (corporate?) display describing his experiments using bots to execute automatic trading on the stock market based on affective reactions in the Twitterverse. Also surprising was Paula Gaetano Adi and Gustavo Crembil’s TZ’IJK, a blind, deaf, and speechless robot made from mud.

AM/CB’s Hakanai performance.
AM/CB’s Hakanai performance.

At the Vancouver Gallery, there were a number of great works, foremost amongst them were Erin Manning and Nathaniel Stern’s The Smell of Red and Judith Doyle’s Crow Panel. Red was an intense installation that expanded on the ideas of embodied knowledge of the Senselab group at Concordia University, in which there was a sandy beach enervated with cinnamon. Rising above in areas were vortex chambers designed by his working group at UW Milwaukee that simulated dust devils over the cinnamon landscape. In the center, there were edibles that you had to enter into the installation, and I would up smelling like cinnamon for two days. Doyle’s piece, Crow Panel was a playful take on the Kinect point cloud genre in which apparitions of people, birds and the forest floor are mixed with live depth images of a rough doppelganger of data interacted with us as we entered the structured light field.  However it was not so directly representative as other pieces using the technology, and it remained lyrical and fun.  

Judith Doyle, Crow Panel.
Judith Doyle, Crow Panel.

After the Vancouver Gallery exhibition, I decided to forego the Mutek event and venture out to the LoCoMoTo happening, entitled Oscillations, held in Charleson Park. It consisted of several performance/sound/projection pieces in natural settings by Merlyn Chipman, Jeremy Inkel, Wynne Palmer, Rob Scharein, Laura Lee Coles, and many others that integrate themselves into natural settings. Of note was Send and Receive, by Mirae Rosner and prOphecy sun, an idiosyncratic performance in which they worked with huge siver inflatable forms, reminding me of giant silver tailed lamas of Indian folklore against the Vancouver skyline, creating a surreal mise en scene.

Paula Gaetano Adi and Gustavo Crembil's TZ’IJK, Image courtesy Loco Moto.
Paula Gaetano Adi and Gustavo Crembil’s TZ’IJK, Image courtesy Loco Moto.

Back on the SFU campus, my favorite piece in the festival was Polak and Van Bekkum’s piece, The Mailman’s Bag. This impressive piece is constructed from several directions; a GPS-enabled sound recorder is placed in a mailman’s bag, giving the bag the capacity of hearing. The GPS data is then used to drive a Google Street View animation that extrudes into pseudo-3D neighborhoods with the sound of the bag in the background. The neighborhoods morph and undulate as the eye moves through the space, creating an effect somewhere between a cheery Inception, Dark City, or Scanner Darkly. The Baudrillardian hyperreal becomes evident here, and becomes disturbing in its distortion of the mediated real overlaid upon surveilling data politics.

Polak and Van Bekkum,The Mailman’s Bag. Image courtesy Polak and Van Bekkum.
Polak and Van Bekkum,The Mailman’s Bag. Image courtesy Polak and Van Bekkum.

The main question that I have been pondering in writing this review is based on the beginning quote – what happens when what has been considered genre art becomes transparent? This has been a conversation that has been happening since the inclusion of New Media in numerous major exhibitions since the 1990’s. Although we can go back at least to Dada to argue that technologically-enabled work has been making incursions into the art-historical dialogue, into the 21st Century, there has been a debate about New Media, Post-Media, and postinternet art and its relation to the Contemporary. My polemic about the transparency of the ISEA work in the museum relates to where works comply with artworld hegemony, whether by accident or by strategic targeting. It’s a serious question where postinternet works like Olson’s, which refer to media, are ‘electronic’ in nature…

But then, where does this leave works that utilize traditional media but employ electronic processes or production methods leave us? In short, to imply that a work shown at a venue like ISEA should be “media” art brings us to the old conundrum of work that is not as legible to larger audiences. On the other hand, purism/formalism has often led to ghettoization in electronic arts, so this is an ongoing discussion. For now, it appears that there are many hybrid discourses that are legible as art in contemporary venues.

ISEA 2015 is likely one of the grander editions of this festival that I have attended in recent years. Congratulations to the Vancouver team for an excellent job, and the participating organizations for supporting such a grand vision. It is no small feat that the team has integrated the festival into so many of the city’s extant cultural spaces, and in a way that is seamless with the sites involved. Next year, ISEA comes to Hong Kong, and it will be interesting how the team there fares.

How representations of the future are mired in the past: a case study

Featured image: The Mercedes-Benz ‘F 015 Luxury in Motion’ intelligent car at its European premiere at Ars Electronica in Linz.

Intro

An analysis of the Mercedes-Benz collaboration with Ars Electronica for the European launch of the brand’s intelligent car prototype – the F 015 Luxury in Motion – and the problems that many high-end brands in traditional industries seem to have envisioning a believable future. This article is a collaboration between Gretta Louw and Natalie Kane.

Time is a continuum. The ‘future’ is defined by being further along the continuum than the present, and further again than the progressively distant past. Representations of the future – from popular culture to product design and futurism – are therefore always relative to and, to a significant degree, representative of the point on the continuum at which they are created. This is a fact that we are unlikely to ever escape.

The Ars Electronica is one of the most venerable art-tech festivals. Taking place annually in Linz, Austria, since 1979, the five-day event invites international artists, scientists, and researchers to confront an interdisciplinary theme in the context of workshops, exhibitions, and symposia. An indication of the level of recognition – beyond that of the insular art world – that the festival has attained over its three and a half decades of operation is that Mercedes-Benz chose the Post City exhibition for the European launch of its F 015 autonomous vehicle.

Had the F 015 been presented as a discrete display – product placement bought with sponsorship funding – most would have accepted this readily. Festivals of this size require funding. The display could have been suitably pseudo high-tech, and would have attracted interested festival-goers without complicating, or compromising, other positions in the exhibition. The conscious choice was made, however, to position the prototype as a part of the broader exhibition and festival program, which forces us to judge both the presentation of the car and the curation decisions as we would any other exhibiting art/tech collaboration.

Interior view of the Mercedes-Benz F 015. Photo courtesy of Natalie Kane.

Let’s start with the curation. The F 015 was grouped together with the ESEL-Complain – a concept bike that both physically marks and digitally records details of road degradation as the user rides, and the Fahrradi (a wordplay on the German “fahrrad”, meaning bicycle) — a tongue in cheek model sports car made out of what looked like glossy papier-mâché with pedal-powered seating. The spirit of these installations leans towards pursuing a common good through technology and using networks to achieve practical, meaningful gains (ESEL-Complain) and anti-consumerism (Fahrradi). Within this exhibition context the F 015 ‘Luxury in Motion’ seemed crass and out of place.

To make matters worse, just on the other side of the mobility-centered exhibits, less than 50m from the flashy F 015 display, was a full-sized UNHCR tent installed alongside the photo project Beyond Survival. The large-format prints depicted the immensity of the refugee camps and captured the humanity contained therein, despite the often inhumane conditions. The juxtaposition of this absolute poverty and dispossession against the emphasis on luxury and privilege in the display of the F 015 portrayed an obscene ambivalence to current social, political, and economic concerns. The ‘future’ as compiled through this curated lens is one of offhand indifference and even more extreme divides between rich and poor.

Ars Electronica made a concerted effort to contextualise the product placement in their communication and press around the launch. Citing the probability that self-driven cars are going to rapidly permeate the market, it was promised that the ‘collaboration’ with Mercedes-Benz would spotlight “autonomous motoring in the shared space populated by human beings and intelligent cars” and that it would “elaborate on the urban planning and architecture needed to facilitate these developments.” These are interesting themes. Sadly, they were completely and utterly missing from Mercedes-Benz’s presentation.

Perhaps it’s too much to expect a corporation to explore the impacts of the technology they are developing; after all, what do they care, as long as it sells? But at least they could have addressed some of the practical concerns about getting self-driving cars on the road. Will they need to be on their own specific road networks or will they drive alongside less predictable human-driven cars? What will be the impact on infrastructure?

With even any acknowledgement of these issues absent, the presentation focused purely on marketing; Mercedes-Benz aimed to encourage consumers to foster a relationship to the brand and a desire for this particular luxury vehicle. The way they did this was through a focus on two key elements: quality design and technological innovation.

The mood board, which stretched over about 6 metres, contained so many pictorial faux pas it was comical. If there were complete wall displays for automotive manufacturers available for download (as a Word file) it could not have looked more like stock photography confetti.

The board had it all: a 1950s Charles and Ray Eames La Chaise chair; an espresso; an hour glass; a sea shell. It was a kind of pictogrammatic translation of marketing tropes with which we are all so familiar that they do actually make a kind of perverse sense. We are so saturated with marketing imagery and advertising campaigns that they have collectively developed a short-hand without us really noticing; like mainlining associative connections with their products to our brains.

What’s interesting here is that Mercedes-Benz has decided that the best way to market the future is to draw on the past. Is this because of a lack of imagination on the part of the brand, or is it a reflection of the public’s distrust of the future and new technologies, which this campaign seeks to soothe by presenting such familiar, non-threatening imagery?

The question is not resolved by the ‘artist sketches’ of the car’s interior that were clearly made post-production. Are these supposed to reassure future customers that although the car navigates itself, it was made by the human hand and mind and is therefore safe? Doesn’t this completely miss the whole point about why networked and self-navigating vehicles are advantageous, namely, as Ars Electronica rather tritely puts it in a press release, putting “an end to fender-benders, traffic jams and searching for a parking spot.”

Artist impressions of the Mercedes-Benz F 015 interior.

The centrepiece of the information display was a promotional video that emphasised the display’s product message: luxury design and technological advancement combining to evoke awe. The only way this mood was conveyed was as a sort of paint-by-numbers of buzzwords and tired visual cues, cobbling together as many cliches for the two key concepts as possible. In this way, at least, the video perfectly complemented the ludicrous mood board.

What took the video from poor to insulting, was the oblivious sexism it championed and the absolute lack of multiculturalism. Literally every single person who appeared in the piece was white. All were wearing western-style business clothes. Surely a company of the international reach of Mercedes-Benz should be beyond such provincialism.

White guys doing it by themselves in the Mercedes-Benz promotional video.

Going from bad to worse, the video included only one woman among a flood of laughably earnest-looking, white, male faces attached to preposterously overblown quotes. Rubbing salt in the wound of this casual sexism, the single female employee included in the video is silenced in the video; she is given no soundbite like her male colleagues, and instead is shown handling fabrics (another cliche). She is presenting her fabric choices to two male colleagues who are discussing her choice: In contrast, all the male designers are shown individually, in close up.

Female designer shows her male colleagues her fabric choices.

According to the depiction of the future, in the Future of Mobility Mercedes-Benz exhibition, we can expect a regression to the social politics of the 1950s. Women will fulfil the insultingly limiting trope of providing a ‘feminine touch’ to the non-technical aspects of design. People of colour simply do not exist at all in the development of this future Mercedes-Benz world, or so the video at Ars Electronica (as well as other online promotional material on the brand’s website) would seem to suggest.

On the back of those very depressing observations, it was almost a welcome comic relief when the video suddenly switched tack. Inexplicably the viewer is now confronted with a vaguely 90s looking mock-up of a computer interface. The high point of this absurdity, though, comes when the screen is suddenly filled with scrolling zeroes and ones in grey tones and neon pink. Because: the future.

Scrolling zeroes and ones in the Mercedes-Benz promotional video.

This video, in under 2 minutes, offered one of the most realistically dystopian visions of the future imaginable. It is, apparently, a future in which existing racial and gender-based prejudices have been engrained to the extent that they are no longer questioned. The current battle being waged by tech-savvy artists, educators, and activists to open up the black-boxes of technology and encourage the public to educate themselves so that they are not forced into technological illiteracy has been lost. The public is, apparently, as baffled by code as the non-ruling classes were with the written word during the Middle Ages. And the power to design, and therefore dictate, lies firmly with white, middle class men.

Events like Ars Electronica need corporate sponsors, but they must be held to the same critical standards as the participating artists if they are going to be presented as part of the exhibition. If Mercedes-Benz want to be taken seriously about future design, they need to take on real issues – even just the practical considerations of how self-driven vehicles will be integrated into the existing infrastructure, what specific conditions they may require etc. By so completely relying on these utterly ridiculous, stock photo tropes, however, the company not only missed an opportunity to present its own unique vision of the future, it also presented itself as unoriginal, disingenuous, and archaic.

But what is more fascinating is this tendency, particularly amongst established, high-end brands in traditional industries, to present the future as simply a more luxurious version of the past. What is noticeably absent is any real thought about the flow-on effects of new technologies. Or a clear vision of how things will be different and how they will be the same. Maybe that’s the point – the preferred version of the future for those currently in the top-earners bracket is one that simply reinforces their power and privilege. This too is short-sighted though, in a world economy that is proving to be far less stable and western-centric than the majority of today’s 1% would hope.

In the face of a global situation in which the rate of technologically-driven cultural change is only accelerating, it would seem crucial that we get better at imagining what the future is going to look like – and fast.

This article is a collaboration between Gretta Louw and Natalie Kane (http://optimizethings.com/).

Body Drift: Butler, Hayles and Haraway

Body Drift: Butler, Hayles, Haraway (Posthumanities)
Author Arthur Kroker. University of Minnesota Press (22 Oct. 2012).

Introduction

Body Drift by Arthur Kroker, takes the work of three leading women thinkers as its main focus. It therefore would feel strange, before venturing on to the review, not to mention Marilouise Kroker, his wife and collaborator who he credits with shaping the critical direction of his thought “on bodies and power.” [1] Together Marilouise and Arthur Kroker have created an abundance of work in the fields of technology and contemporary culture. They both edit the peer publishing electronic journal CTheory founded in 1996. They co-authored the influential Hacking the Future (1996), and Marilouise Kroker has co-edited and introduced numerous anthologies including Digital Delirium (1997), Body Invaders (1987), and Last Sex (1993) and Critical Digital Studies: A Reader. Marilouise Kroker is Senior Research Scholar at the University of Victoria. A recent bio written about them says “Arthur and Marilouise Kroker are the hipsters of Canadian media theory.” [2]

Arthur Kroker is Canada Research Chair in Technology, Culture and Theory, Professor of Political Science, and the Director of the Pacific Centre for Technology and Culture (PACTAC) at the University of Victoria. His recent publications include The Will to Technology and the Culture of Nihilism: Heidegger, Nietzsche, and Marx (University of Toronto Press) and Born Again Ideology: Religion, Technology and Terrorism. Dr. Kroker’s current research focuses on the new area of critical digital studies and the politics of the body in contemporary techno-culture. http://web.uvic.ca/~akroker/

Review

This review is written three years after the publication of the book but it feels even more relevant now than ever for reasons that will, I hope become plain…

Body Drift focuses on three major feminist theorists, Judith Butler, Katherine Hayles and Donna Haraway. They have had a deep influence on my own work and of course on media art culture through the years. They have profoundly altered our views on technology, feminism, queer theory, postmodernism, marxism, hacking, hacktivism, cybernetics, the Internet, network culture, politics and posthumaniism. Re-examining their critical perspectives and creative processes – assemblages, remixing and cyborgs- Kroker terms the emerging technological spectre body drift. He examines the connections between what he sees as Judith Butler’s postmodernism, Katherine Hayles’s posthumanism, and Donna Haraway’s companionism.

Through the spectrum of Body Drift he attempts to find a clearer understanding of the contemporary material body and its societal complexities. He views two opposing forces at work in body drift. One is, the continual disappearance of human things and values, alongside excluded ethnicities and outlawed sexualities. He connects this with an entrapment by social crisis in which actual democratic aspiration is dwindling. In parallel to this mass loss of our freedoms other factors are at work. He sees it as overall, and an eventual series and states of resistances. These are evolutionary forms of hybridity and as such are key paths for what he argues is the function of our posthuman condition. [3]

There are numerous techno-visions expounding how technology will change our lives and futures. What for me, separates a classic posthumanist and a critically aware posthumanist is that the latter is not only aware of the necessity of grass roots culture and inclusion of female voices, but is also critical of domination over others as key when engaging in the processes of innovation. Thus moving beyond existing frameworks that perpetuate patriarchal language, methods of centralization and colonial habits.

In his book You Are Not A Gadget: A Manifesto, Jaron Lanier described Ray Kurzweil’s excitement about The Singularity as apocalyptic. Lanier says “The coming Singularity is a popular belief in the society of technologists. Singularity books are as common in a computer science department as Rapture images are in an evangelical bookstore.” [4] Kurzweil’s digestible techno-bites fit well alongside big business and with Peter Diamandis a wealthy entrepreneur. Dr. Peter H. Diamandis and Dr. Ray Kurzweil co-founded the Singularity University. In To Save Everything, Click Here: Technology, Solutionism, and the Urge to Fix Problems that Don’t Exist, Evgeny Morozov writes that Diamandis “promises us a world of abundance that will essentially require no sacrifice from anyone – and since no one’s interests will be hurt, politics itself will be unnecessary.” [5]

Image from “Are You a Thinking Thing? Why Debating Machine Consciousness Matters”. Article by Alison E.
Image from “Are You a Thinking Thing? Why Debating Machine Consciousness Matters”. Article by Alison E.

In The Joy of Revolution Ken Knabb wrote, “Marx considered it presumptuous to attempt to predict how people would live in a liberated society. “It will be up to those people to decide if, when and what they want to do about it, and what means to employ.”” [6] Kroker says, “In my estimation, while Marx, Nietzsche and Heidegger may have provided premonitory signs of the charred landscape of the technological blast, it is the specific contribution of Butler, Hayles and Haraway to provide a deeply compelling account of the fate of the body in contemporary society.” [7] This includes how we evolve our Internet freedoms, surveillance, and cyber attacks in a post-Snowden world. While we’re, either reshaping or being reshaped through the constant production of new technologies and political re-invention, it is crucial that there exists regular critique reflecting on these influences and changes on people, animals, society, the planet, and the universe. Thankfully, Butler, Hayles and Haraway disrupt the normalization and dangerously hegemonic acceptance of ‘the male overlord and his machine’ over the rest of us.

How our bodies and the idea of our bodies relate to this complex world is Kroker’s primary interest. In the introduction Kroker says that we no longer inhabit a body in any meaningful sense of the term but rather occupy a multiplicity of bodies – imaginary, sexualized, disciplined, gendered, laboring technologically augmented bodies. [8] Hayles has not only bridged the gap between science and literature, but also media art. In 2000, Hayles wrote an insightful piece on Patchwork Girl, an artwork made by Shelley Jackson in 1995, a hypertext fiction and remix of Mary Shelley’s Frankenstein. When discussing Jackson’s piece Hayles said, “As the unified subject is thus broken apart and reassembled as a multiplicity, the work also highlights the technologies that make the textual body itself a multiplicity.” [9]

Patchwork Girl. By Shelley Jackson 1995.
Patchwork Girl. By Shelley Jackson 1995.

Kroker says, “”Like Heidegger before her, Hayles refuses to privilege either interpretation to the exclusion of its opposite, preferring a form of thought similar to “pendurance,” that moment when, in the folded twists of complexity theory, “one comes over the other, one arrives in the other.”” [10] In an interview with Josephine Bosma on the Nettime email list, in Nov 1998, Hayles said “There may be other ways to think about the subject that don’t find themselves first and foremost on this notion of ownership. New technologies open up possibilities for rethinking other ways to begin to construct the subject.” [11] Krokers sees Hayles as providing us with the digital alphabet to explore the complexity and connections of technopoesis. “To read Hayles is, in fact, to begin to experience the fractures, bifurcations, and liminality that stretches across the skin of posthuman culture.” [12]

Donna Haraway in her introduction to A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century, in 1985 she said, “Though both are bound in the spiral dance. I would rather be a cyborg than a goddess.” This unsettled many feminists at the time. Haraway was not interested in reclaiming what she saw as a lost ideal based on matriarchal values. Instead, she wanted women to re-invent and create their own versions of what a female could be or not be, by playfully exploiting the cyborg myth and concept in the here and now. [13] This reconstruction of the woman, Kroker says, poses particular twists and knots, and contradictions. He emphasises that we’re not discussing a traditional form of feminism but a hybrid vision of feminism. [14]

“Not waiting passively for the capricious experience of biotechnology to produce spliced bodies, Haraway has made of her own mind a biopolitics on creative hyperdrive. Deeply immersed in the (bio)scientific disciplines, always distancing herself from seductions of technological representationality by feminist difference, continuously provoking boundary breakdowns in her own thought by refusing to assent to an anthropomorphic species-heirarchy, Haraway is a theorist of the splice.” [15] Kroker (2012)

Kroker moves on from Haraway’s concepts on the cyborg to her later inter-species theory. He tries to untangle the complexity of her personal, political and theoretical relations in respect to where her critical strength is best engaged. He’s drawn to what he sees as ““Haraway’s profound conceptualization of “companion species.”” Haraway challenges the established role and hierarchical control by us humans over animals, plants, objects, and humans. [16] In her publication The Companion Manifesto: Dogs, People, And Significant Otherness, Haraway says, “I believe that all ethical relating, within or between species, is knit from the silk-strong thread of ongoing alertness to otherness-in-relation.” [17]

Haraway’s text in The Companion Manifesto conveys a shocking sense of freedom as if written by someone who longer gives a damn about her academic reputation. Perhaps, what I mean here is that the thinking reaches further than academia and builds alliances with others who may not have read her other works. In the chapter A Category of One’s own, Haraway says, “Anyone who has done historical research knows that the undocumented often have more to say about how the world is put together than do the well pedigreed.” [18] As with her concept for Situated knowledges her intention is to connect beyond officially accepted canons and norms, and established hegemonies. In his chapter HYBRIDITIES Kroker says “Haraway’s writings reveal the apocalypse that is possibly the end condition of hundreds of years of (Western) scientific experimentalism.” [19] This does not mean the West is doomed. However, Haraway has always been on the side of otherness, whether for humans or nonhuman entities. In her eyes our futures or the world as it actually is may not necessarily be as reliant on technology as we like to think.

“Perhaps most importantly, we must recognise that ethics requires us to risk ourselves precisely at moments of unknowingness, when what forms us diverges from what lies before us, when our willingness to become undone in relation to others constitutes our chance of becoming human.” [20] Judith Butler.

Of this quote from Butler’s Giving an Account of Oneself, 2005 [21], which opens the second chapter in Body Drift, Kroker says, “Could there be any text more appropriate to both understanding and perhaps, if the winds of fate are favorable, transforming contemporary politics than Judith Butler’s eloquent study of moral philosophy..?” [21] In Giving an Account of Oneself, Butler presents us with an outline for a different type of ethical practice and proposes that, before you even ask what ought I to do? Ask yourself the question who is this ‘I’? Butler, proposes that it is “a matter of necessity” that every person should “become a social theorist.” [22] Indeed, in the City Lights interview with Peter Maravelis, Kroker says Butler is speaking in terms of people breaking their silence, such as “the repetition chorus of OCCUPY during the Wall Street insurrection”. [23] And then he says, “In many ways, all of Butler’s thought is “standing as witness.” [24] Butler stands witness to what we now know in the 21st century as a violent regime of heterosexual masculinity spreading its domination over history, technology and life itself.

Butler, Hayles and Haraway are major players in feminist and queer academia and media art culture. They have all been active in breaking away from the traditional behaviours that have kept us caught within loops in various ways. Their fluid and progressive approaches to feminism are not only of value to women alone but it can also help others think beyond restrictive behaviours. Kroker’s book manages to reflect the fluidity of networked and contemporary aspects of body drift well, especially from a critically aware, posthumanist perspective. However, no matter how you slice it, it’s about personal and collective freedoms, how we can somehow reclaim our states of being, and how we can own our subjectivities and our psyches in whatever forms these may take. As artists, as humans and or as posthumans – we need Butler, Hayles and Haraway to guide us through this ever-changing, twisting, everyday, posthuman terrain.

Robert Hewison’s Future Tense 25 Years Later

Introduction.

This article revisits Robert Hewison’s book, Future Tense: A New Art For The Nineties, [1] published in 1990. The book focused on contemporary attitudes to art, architecture and design that manifested in what had come to be called the postmodern era. Earlier avant-gardes of collectives and groups such as Dada, Situationism, Fluxus and the Lettrists had incorporated new technologies and challenged the material values embraced by museums and traditional hierarchies in modern art and capitalist society. Hewison set out to discover the ways in which artists of the 80s contributed to a “critical culture” for the 90s. [2]

In the 70s in the UK, art had a role to play in changing society, transforming relations to controlling production and critiquing the role of the establishment. Hewison’s mission was to observe contemporary culture happening in the late 80s in Britain with an emphasis on the future. Even though there had been a massive evolution in culture; within and across the fields of music, art and theory, it was also a new dawn for capitalism as it morphed into what we now know as neoliberalism. By revisiting Hewison’s book I hope to elucidate what the cultural shifts and differences in our art culture then and now are, and invite you the reader to reflect on what they mean to those of us engaging with and practicing across the fields of art, technology and social change today.

Postmodern What?

The way Hewison deals with postmodernism and its rapport with art and society is complex. He appears to regard much of the established art promoted in the late 80s, such as works by Jeff Koons, as banal marketing schemes, appealing to the interests of a privileged art-buying elite. He is more positive about grass roots communities re-appropriating and remixing art culture for others to claim on their terms. Michael Archer in his review of Present Tense in Marxism Today (1990) observed that not only was Hewison critical of modernism but also of postmodernism, which did little more than signal modernism’s ending. [3]

[4] (Hewison 1990)
[4] (Hewison 1990)

Lyotard argues that the grand narratives of 20th century modernism did not produce the benefits expected; rather, they have led to overt or covert systems of oppression. From this perspective the French Revolution and classic Marxism are seen only as forms of overarching and oppressive, ideology. Frederic Jameson offers another perspective on the ideas and social contexts around postmodernism. In his book Postmodernism: Or, The Cultural Logic of Late Capitalism, Jameson says “It is safest to grasp the concept of postmodernism as an attempt to think the present historically in an age that has forgotten to think historically in the first place.” [5]

Future Tense’s cover image on the front of the book still feels contemporary. It shows a young woman about to kiss her mirror image while in front of a cracked glass, window. It alludes to a sense of culture – felt then as we still feel it now: as a disjointed picture of the world where modes of thinking and representation show us fragmentations, discontinuities and inter-textuality, and ‘bits-as-bits’ rather than unified objects. If the image were created now with a smashed up computer or mobile phone screen or an interface, its message would not be so different. We tend to beam our faces at our computer screens and then the screens beam right back at us, reflecting at us like data-mirrors, showing back not only a distorted image of ourselves but also a distorted multiverse.

Art Featured in Future Tense.

There has always been an irony at play with Gilbert & George. They usually expound a kind of punk aesthetic as an edgy chic; your lowest, basic, bigoted and unreconstructed inner ape giggles at their poo jokes. Yet while they subvert the idea of the ‘high’ of ‘high art’ by breaking life-style taboos they never bite the ‘high’ hand that feeds them. They know that shock is a dead cert currency just as the gutter press understands that sex and outrage sells, and that ethics and criticality get in the way of free market play. They sit well with the younger establishment in the arts, especially Damien Hirst and his peer YBAs, and similar Saatchi and Saatchi marketing investments.

Hewison discusses Saatchi and Saatchi’s gallery space, and how the work presented in the space achieves an apparent purity, which detaches it from life, and that it has that autonomy within its own sphere which much twentieth-century art has sought to achieve. But in doing so it has separated itself from that other impulse, to use art as a means of revisualising, and so changing the world. [6] (Hewison 1990) This is still a big problem with art across the board even now. Most art agencies, orgs and galleries, are still separated from people’s everyday life experience. In contrast Michael Clark and his dance company was and still is a breath of fresh air. Even though he was classically trained, Clark tore “up the conventions of ballet, mixing sound and image in a rapid collage of creation, quotation and reference that plunders popular culture with calculated offence.” [7]
 

Michael Clark Company with THE FALL, performing “I Am Curious, Orange,” Sadler’s Wells Theatre, London, September 1988. Photo: Richard Haughton
Michael Clark Company with THE FALL, performing “I Am Curious, Orange,” Sadler’s Wells Theatre, London, September 1988. Photo: Richard Haughton

Cross cultural and interdisciplinary collaborations have been another marker of radical transformation in the postmodern era. Clark’s collaboration with the punk band The Fall in 1988 is a case in point where two different fields meet and create a brilliant outcome.

“I’ve always had a very strong relationship to music, to punk and pop – David Bowie, Iggy Pop, Sex Pistols, especially The Fall. The Fall’s song “New Puritan” was kind of a clarion call to me, not just because its rhythm is so ramshackle. When you listen to it, you wonder, “How the fuck do the musicians stay together?” Apart from that, the song encouraged me to say, “Wow, I’ll do it just like Mark E. Smith!” You know, “New Puritan” was against the idea of a big company, and I didn’t want to be employed by anyone. I didn’t want to sign a contract. I wanted to make my own work. I wanted independence, my own company. Mark E. Smith was definitely an example for that.” [8] (Clark 2014)

Of Mutability. exhibited at the ICA in 1984-86. Helen Chadwick.
Of Mutability. exhibited at the ICA in 1984-86. Helen Chadwick.

Many women artists during the 80s and 90s were using their bodies and identity as part of their art practice. Perhaps, one of the most treasured in the UK and greatly missed is Helen Chadwick who died on the 15th March 1996.

“Long before the current artistic obsession with the human body as a means for exploring identity, Chadwick had declared that “my apparatus is a body x [multiplied by] sensory systems with which to correlate experience”” [9] (Buck 1996)

Helen Chadwick. Piss Flowers, 1991-92. Bronze, cellulose lacquer12 parts, each approx. 70 x 65 x 65 cm, each approx 25 kg.
Helen Chadwick. Piss Flowers, 1991-92. Bronze, cellulose lacquer12 parts, each approx. 70 x 65 x 65 cm, each approx 25 kg.

Yet, her work resonates beyond her time period and still lives on through individuals inspired by her imaginative works to this day. Hewison dedicates five pages to Chadwick, and when discussing her installation Of Mutability, he says her work possessed a particular autonomy and, “Chadwick has found that the piece is most quickly appreciated by bisexuals who apprehend more easily the polymorphous nature desire.” [10] (Hewison 1990)

Hewison refers to the media baron Cardinal Borgia Gint in Derek Jarman’s film Jubilee, the baron in the film says “You wanna know my story, babe, it’s easy. This is the generation of who forgot how to lead their lives. They were so busy watching my endless movie. It’s power, Babe. Power. I don’t create it, I own it. I sucked and sucked and sucked. The Media became their only reality, and I owned the world of flickering shadows – BBC, TUC, ATV, ABC, ITV, CIA, CBA, NFT, MGM, C of E. You name it – I bought them all, and rearranged the alphabet.” [11]

Hewison talks about the destructive power of Rupert Murdoch and other media barons at the time. Even today the UK has been relentlessly plagued by the Murdoch empire, which a couple of years ago accidentally revealed its true colours forcing a decision to close the News of the World paper when it found itself at the centre of a phone-hacking scandal. Employees of the newspaper were accused of engaging in phone hacking, police bribery, and exercising improper influence in the pursuit of stories [12]. Particularly damaging was the discovery by investigators that not only were the phones of public figures hacked- celebrities, politicians and British Royal Family members- but also the phones of private individuals, already innocent victims of public tragedies such as the murdered schoolgirl Milly Dowler and victims of the 7 July 2005 London bombings. The lives of us all are fair game as raw material for stories for the media markets.

Jubilee is one of those films that have so much in it and whenever I watch it again I always see something new. “The film originated in Jarman’s friendship with Jordan, the front woman for Malcolm McLaren and Vivienne Westwood’s most outrageous designs for Sex and then Seditionaries – and a punk icon. Jubilee included several punk groups in this state-of-the-nation address – Adam and the Ants, the Slits, Wayne County – marking the start of a fertile relationship with the music industry.” [13]

Conclusion.

Revisiting Future Tense reminds us how influential and necessary punk was, and still is in creating the conditions for emancipation and artistic freedom. While postmodernism is able to describe and explain the workings of the postindustrial media ecologies it doesn’t create artistic agency. We don’t need it to make change. It’s main agency still remains within an academic framework. In contrast punk expanded beyond and reached the middle classes, but also included working class culture and influenced new forms of independent, collaborative and artistic expression.

“The credo that Anyone Can Do It reached a mass of individuals and groups not content with their assigned cultural roles as disaffected consumers watching the world go by. Like the Situationists, Punk was not merely reflecting or reinterpreting the world it was also about transforming it at an everyday level” [14]

Introducing dualities tends to force us into observing things with combative eyes and not as various levels of artistic engagements and situated knowledges. Of course, the other part of the story is artists’ use of technology and how this has a lineage in its own right. But, Future Tense is still relevant and all the more poignant because looking back reminds us how much creative imagination has been hidden, forgotten and lost by art institutions, galleries and art magazines, as they rely on the same historical canons, generation after generation. The last real social and Cultural Revolution, artistic evolution or even renaissance, was with punk. Although since the Internet we can now include glimmers of hope with Net Art and Tactical Media, and strands of hacktivism, early pirate radio and TV, and BBS’s. It’s obvious that corporations and their markets have wedged in their own yes men (and women) as troops to counteract and prevent the occurrence of another explosion of emancipation.

Ask yourself how many people working in the media or in the arts: the funding sector, art agencies, art galleries, art mags, art organisations, are from working class backgrounds? Where do the possibilities exist for actual artistic emancipation? All around me I see opportunities closing down and people closing the doors behind them; as the conditions imposed by the neoliberal 1% hoover up all of the resources, through the invention of Austerity measures. In fact, there are only a few artists and art organisations daring to even mention that neoliberalism even exists, self-censoring them selves so that their funding or jobs are not suddenly compromised. By going along with this we participate in killing our imaginations and artistic freedoms for expression now and in the future, dumbing everything down across the board. Don’t just take my word for it. Hewison’s latest book about culture and political policy published in 2014 Cultural Capital: The Rise and Fall of Creative Britain describes the impact of New Labour, targets, and an instrumentalised meritocratic ideology in the time of Cool Britannia and the 2012 Olympics and offers an in-depth account of creative Britain losing its way.

“It’s not a pretty sight, and his findings of folly, incompetence and vanity will entertain and disturb readers in equal measure. They should also embarrass any politicians and arts administrators who retain a degree of self-awareness.” [15]

Artists are now expected to be ‘AWSOME’, malleable entities. There is a pressure to try and get ahead of everyone else by repackaging one’s artistic intentions, ideas and behaviours under the (it’s obvious surely) ironic term innovation. This is so artists can morph to participate in a false economy that only accepts art to conform within the demands of a consumer, dominated remit. Thankfully, there are still grounded artists and networks of practice that understand the value to a wider culture of keeping their critical faculties sharp and experimenting with other ways to create, distribute and appreciate culture in the network age. 

To end this short journey, I will leave you with a note from the conclusion of Future Tense– “[…] within the gaps and cracks of the present culture there are possibilities for renewal. Join up the cracks, and a network forms; follow the lines, and a new map appears. It points beyond the post-Modern.” Good advice….

Dead Reckoning – Ellie Harrison and The Art of Austerity

Featured image: “High Street Casualties: Ellie Harrison’s Zombie Walk” event at Ort Gallery on 11 April 2015, photograph by Marcin Sz

Like all of the best horror stories, this is a story about something that refuses to die. Despite, or perhaps because of being slashed and burned, prodded and poked in a laboratory and being raised from the grave at least three times, artist Ellie Harrison’s project, High Street Casualties, lives to fight on another day, perhaps with a number of sequels to come.

Our protagonist Ellie Harrison not only stars, directs, writes and produces High Street Casualties, she is responsible for a cast of thousands and hours of dragging an idea through the ups and downs of trying to bring an artwork to some kind of fruition.

I am one of those thousands, playing a small part at the start of the story. I had been interested in Harrison’s work for a few years, especially works such as Toytown featuring a dilapidated 1980s kid’s car ride which starts up and offers people free rides when news relating to the recession makes the headlines on the BBC News RSS feed. Works like Toytown, and Transactions, where Harrison sent an SMS message to a phone installed in a gallery every time she made an economic transaction, triggering a dancing Coke can every time a message is received, seemed to make immediate political statements to a wide audience and be accessible, and, dare I say it, fun.

Toytown by Ellie Harrison
Toytown by Ellie Harrison

By early 2013 there was spate of high-profile shop closures and the media was full of Death of the High Street scary stories. Blockbusters, Jessops and HMV all closed within months of each other along with other High Street regulars, being replaced by poundshops and charity shops (although Jessops and HMV got injected with some strange green elixir and brought back to life, lacking what small amount of soul they once had).

I was now commissioning public art for Art Across The City, Swansea, a job that until recently saw 36 temporary commissions in three years including Jeremy Deller, Emily Speed, Ross Sinclair and Jeremy Millar. I’d put forward Harrison at interview stage so was happy to finally commission her. As a former Blockbuster’s employee, who proudly fires off her years of service ‘1997-2000’, Harrison was keen to commemorate the 5th anniversary of the start of the global recession, taking the reported death of the high street as its subject. Following a week long site visit and research period, Harrison proposed a city wide participatory event that like many of her works, are ‘data visualisation’ projects.

This included researching every shop that had closed in the city centre and how many employees had lost jobs, and, hopefully tracking them down and getting them to stage a Zombie Walk through the city, inviting the public to join in, to make the high street and place for creative activity and raising community spirit. This wasn’t a Swansea problem, it was a UK wide problem, the blunt end of day to day global recession. Harrison was aiming to raise awareness and bring people together in a positive action.

"High Street Casualties: Ellie Harrison's Zombie Walk" event at Ort Gallery on 11 April 2015, photograph by Marcin Sz
“High Street Casualties: Ellie Harrison’s Zombie Walk” event at Ort Gallery on 11 April 2015, photograph by Marcin Sz

Sadly, just three months until launch day, the powers that be in a muddled chain of command, from Swansea Council, Swansea BID and ultimately Art Across The City pulled the plug. It was a small condolence that I managed to make sure Harrison received an ominous sounding ‘kill fee’ of £1000, which would barely scratch the sides of the time spent not only on this, but of not working on other projects. It’s a credit to Harrison that she managed to raise the project from the dead, although even that process has not been without its own silver bullet, crucifixes and garlic bulbs.

After dusting herself down, Harrison proposed the idea to Glasgow International as a collaboration with award winning documentary film maker, Jeanie Finlay. The proposal, probably suffering a hangover from its Swansea cancellation was not selected. Harrison was then approached by Josephine Reichert from Ort Gallery in Birmingham about doing a project which “engaged with the local community”. High Street Casualties perfectly fitted the bill. Again, this was not critical of any specific city, just documenting what was happening globally. Reichert was more than keen to make it happen and submitted an application to Arts Council England to fund the project (on a greatly reduced budget), as part of Ort’s annual programme of exhibitions and events. This first application was unsuccessful but with Reichert’s enthusiasm and passion for the project it was successfully resubmitted. High Street Casualties was to become the last project in the Ort Gallery’s programme with a date finally fixed for April 2015, slap bang in the middle of the General Election Purdah, like a stake through the heart.

While some horror film productions like to promote the hype that filming on set was cursed, High Street Casualties seemed to attract all kinds of uncalled for and ill-informed bad luck. Birmingham City Council declared that they did not want to fund or be associated with the project. They continued to fund the rest of Ort’s annual programme, but withdrew money just from High Street Casualties as they thought it was, and just let this glide through you like a ghost, it was ‘making fun of unemployed people’.

"High Street Casualties: Ellie Harrison's Zombie Walk" event at Ort Gallery on 11 April 2015, photograph by Marcin Sz
“High Street Casualties: Ellie Harrison’s Zombie Walk” event at Ort Gallery on 11 April 2015, photograph by Marcin Sz

This left just £2000 for an 18 day production, not taking into account the work done over the previous year. Harrison points out that it worked out at £4.50 per hour, which is what she earned whilst at Blockbuster. A further grant application for Glasgow Visual Art Scheme was rejected leaving a limited budget for the make-up artist, photographer and designer. A huge amount of goodwill was required, not just from Reichert and Ort Gallery, who works in the café when not resubmitting ACE applications; the student who helped make the film as part of a placement and of course all of the 60 participants who were involved in a Zombie Walk across Birmingham in their old uniforms, receiving food and drink and make-up tutorials for their time.

Harrison is more than well aware of paying artists and unhappy that the project was compromised on more than one occasion. The original idea about it being a realistic “data visualisation” of redundancies had to be loosened a little as they were at the whim of the number of people who showed up on the day.

60 people is a good crowd given the circumstances but only around a fifth of the number of people who would have lost their jobs from 13 stores. Despite having to cut important corners to the project’s integrity, Harrison is relieved that after two years the initial idea is a reality. The event was not only a success, but proved an alternative form of creative protest in a major UK city. The watching audience, due to the popularity of such Zombie Walks responded well, commenting on old shops and where they used to be. Harrison believes it was popular, radical and subversive, which is a hard trick to pull off.

"High Street Casualties: Ellie Harrison's Zombie Walk" event at Ort Gallery on 11 April 2015, photograph by Marcin Sz
“High Street Casualties: Ellie Harrison’s Zombie Walk” event at Ort Gallery on 11 April 2015, photograph by Marcin Sz

Following a blood stained finale, the end credits have rolled. I was made redundant recently following Arts Council of Wales cuts. Harrison created Dark Days, a post-apocalyptic communal living project in Glasgow Museum of Modern Art; exhibited an immigrant friendly golf course at the Venice Biennale and continues to campaign on many fronts, including Bring Back British Rail. The High Street carries on in some form or another and Conservative vampires are sucking the life out of the UK and we all limp on, like zombies in Romero’s Dawn of the Dead, visiting the shopping mall out of habit.

In these days of austerity, it is important to reach out to the widest audience and speak outside of our own bubbles of influence. High Street Casualties isn’t about criticising what has happened, although it uses that data. It is about making more people aware of why it happened and how we may be able to affect some kind of creative change, however small. High Street Casualties deserves a sequel, a big budget reboot and should tour to every town and city, bringing gore, blood, and ripped Blockbuster uniforms to outside a multiplex near you…


Gordon Dalton is an artist, curator and writer based in Cardiff. He is currently coordinating the inaugural Plymouth Art Weekender
www.gordondalton.co.uk
twitter.com/Mermaid_Monster

Massive Media: A Geology of Media book review

J. R. Carpenter reviews A Geology of Media, the third, final part of the media ecology-trilogy. It started with Digital Contagions: A Media Archaeology of Computer Viruses (2007) and continued with Insect Media (2010). It focuses beyond machines and technologies onto the chemistry and geological materials of media, from metals to dust.

Humans are a doubly young species — we haven’t been around for long, and we don’t live for long either. We retain a fleeting, animal sense of time. We think in terms of generations – a few before us, a few after. Beyond that… we can postulate, we can speculate, we can carbon date, but our intellectual understanding of the great age of the earth remains at odds with our sensory perception of the passage of days, seasons, and lifetimes.

The phrase ‘deep time’ was popularised by the American author John McPhee in the early 1980s. McPhee posits that we as a species may not yet have had time to evolve a conception of the abyssal eons before us: “Primordial inhibition may stand in the way. On the geologic time scale, a human lifetime is reduced to a brevity that is too inhibiting to think about. The mind blocks the information”1. Enter the creationists and climate change deniers, stage right. On 28 May 2015 the Washington Post reported that a self-professed creationist from Calgary found a 60,000-million-year-old fossil, which did nothing to dissuade him of his religious beliefs: “There’s no dates stamped on these things,” he told the local paper.2

At the intersection between biology and geology - lichen on Devonian slate,  Old Mill Creek, Dartmouth, Devon, UK. Photo by J. R. Carpenter.
At the intersection between biology and geology – lichen on Devonian slate, Old Mill Creek, Dartmouth, Devon, UK. Photo by J. R. Carpenter.

In the late 15th-century, Leonardo Da Vinci observed fossils of shells and bones of fish embedded high in the Alps and privately mused in his notebooks that the theologians may have got their maths wrong. The notion that the earth was not mere thousands but rather many millions of years old was first put forward publicly by the Scottish physician turned natural scientist James Hutton in Theory of the Earth, a presentation made to the Royal Society of Edinburgh in 1785 and published ten years later in two massive volumes3. It is critical to note that among Hutton’s closest confidants during the formulation of this work were Joseph Black, the chemist widely regarded as the discoverer of carbon dioxide, and the engineer James Watt, whose improvements to the steam engine hastened the Industrial Revolution in Great Britain. Geology emerged as a discipline on the eve of a period of such massive social, scientific, economic, political, and environmental change that it precipitated what many modern geologists, ecologists, and prominent media theorists are now categorising as a new geological epoch, the Anthropocene. As Nathan Jones recently wrote for Furtherfield: “The Anthropocene… refers to a catastrophic situation resulting from the actions of a patriarchal Western society, and the effects of masculine dominance and aggression on a global scale.”4

In his latest book, A Geology of Media (2015)5, Finnish media theorist Jussi Parikka turns to geology as a heuristic and highly interdisciplinary mode of thinking and doing through which to address the complex continuum between biology and technology presented by the Anthropocene. Or the Anthrobscene, as Parikka blithely quips. In putting forward geology as a methodology, a conceptual trajectory, a creative intervention, and an interrogation of the non-human, Parikka argues for a more literal understanding of ‘deep time’ in geological, mineralogical, chemical, and ecological terms. Whilst acknowledging the usefulness of the concepts of anarachaeology and varientology put forward by Siefried Zielinski in Deep Time of the Media (2008)6, Parikka calls for an even deeper time of the media — deeper in time and in deeper into the earth.

In Theory of the Earth, Hutton referred to the earth as a machine. He argued: “To acquire a general or comprehensive view of this mechanism of the globe… it is necessary to distinguish three different bodies which compose the whole. These are, a solid body of earth, an aqueous body of sea, and an elastic fluid of air.”13 Of the machine-focused German media theorists, Parikka demands – what is being left out? “What other modes of materiality deserve our attention?”7 Parikka proposes the term ‘medianatures’ — a variation on Donna Haraway’s ‘naturecultures’8 — as a term through which to address the entangled spheres and sets of practices which constitute both media and nature. Further, Parikka reintroduces aspects of Marxist materialism to Friedrich Kittler’s media materialist agenda, relentlessly re-framing the production, consumption, and disposal of hardware in environmental, political, and economic contexts, and raising critical social questions of energy consumption, labour exploitation, pollution, illness, and waste.

Drawing upon Deleuze and Guattari’s formulation of a ‘geology of morals’9, Parikka writes: “Media history conflates with earth history; the geological materials of metals and chemicals get deterritorialized from their strata and reterritorialized in machines that define our technical media culture”10. Within this geologically inflected materialism, a history of media is also a history of the social and environmental impact of the mining, selling, and consuming of coal, oil, copper, and aluminium. A history of media is also a history of research, design, fabrication, and the discovery of chemical processes and properties such as the use of gutta-percha latex for use the insulation of transatlantic submarine cables, and the extraction of silicon for use in semiconductor devices. A history of the telephone is entwined with that of the copper mine. How can we possibly think of the iPhone as more sophisticated than the land line when we that know that beneath its sleek surface – polished by aluminium dust – the iPhone runs on rare earth minerals extracted by human bodies labouring in deplorable conditions in open-pit mines?

image - Palaquium gutta, or gutta-percha – from Franz Eugen Köhler, Köhler's Medizinal-Pflanzen, January 1, 1897 http://en.wikipedia.org/wiki/Gutta-percha
image – Palaquium gutta, or gutta-percha – from Franz Eugen Köhler, Köhler’s Medizinal-Pflanzen, January 1, 1897 http://en.wikipedia.org/wiki/Gutta-percha

Jussi Parikka is a professor in technological culture and aesthetics and Winchester School of Art. Although his his definition of media remains rooted in the disciplinary discourses of media studies, media theory, media history, and media art, he advocates for and indeed actively engages in an interdisciplinary approach to media theory. He cites a number of excellent examples from contemporary media art, not as illustrations of his arguments but rather as guides to his thinking. He also draws upon a wide range of other references from visual art, science, literature, psychogeography, philosophy, and politics. This overtly interdisciplinary approach to media theory provides a number of intriguing openings for readers, scholars, and practitioners in adjacent fields to consider. For example, Parikka’s evocation of Robert Smithson’s formulation of ‘abstract geology’11 in relation to land art invites further explication of the connection between land art, sculpture, and the geology of sculptural media. For thousands of years sculptors have practised a geology of media, making and shaping clay, quarrying and carving stone, and smelting, melting, and casting metal. Further, Parikka’s discussion of the pictorial content of a number of paintings in the context of this book invites the consideration of the geology of paint as a medium, entwined with the elemental materiality of cadmium, titanium, cobalt, ochre, turpentine, graphite, and lead.

Media is a concept in crisis. As it travels across scientific, artistic, and humanistic disciplines it confuses and confounds boundaries between what media is and what media does in a wide range of contexts. This confusion signposts the need for new vocabularies. If geology has taught us anything, it’s that this too will take time. In endeavouring to explain how it happens that flames sometimes shoot out through the throat of Mount Etna, the Epicurian poet Lucretius (c. 100 – c. 55 BC) wrote: “You must remember that the universe is fathomless… If you look squarely at this fact and keep it clearly before your eyes, many things will cease to strike you as miraculous.”12 So too, Parikka prods us to think big, to get past our primordial inhibitions, to look beyond mass media consumerism to what I shall call a ‘massive media’ – a conception of media operating on a global and geological scale. A Geology of Media is a green book, overtly ecological. In his call for a further materialisation of media theory through a consideration of the media of earth, sea, and air Parikka has put forward an assemblage of material practices indispensable to any discussion of the mediatic relations of the Anthropocene.

Body Anxiety: Woman As Bearer Of The Look

Featured image: System Map by Andrea Crespo, 2015, image

Fear is easily attributable to a cause—we fear something in particular. Anxiety, however, can be described as fear without the source. Yet, anxiety is also a safety mechanism. Without it, we would walk in the face of danger. In the online exhibition Body Anxiety, curated by Leah Schrager and Jennifer Chan, the disquiet is experienced in the flesh, whether this is as a symptom or sublimation.

Whatever your gender, your body is politicised in ways you cannot control. If you are female, or gender queer, there is also a fight against power. The works in Body Anxiety specifically problematise the image of women in the media and in the art world. Women artists, they claim with good arguments, are powerless; sothe show gives time and space to a group of artists the curators call ‘female painters’. Even though few paint (in fact, probably only Schrager herself does), Schrager puts forward the argument of painting as the highest artistic form, one dominated my males. She recontextualises painting for this exhibition, where most artists use their own bodies as canvases for video performances, sound works, photographs and writing. Perhaps this is peinture féminine to Helene Cixous’ écriture féminine.

Content Aware 1-5 by May Waver, 2014, gifs
Content Aware 1-5 by May Waver, 2014, gifs

Good examples of the symptomatic are Victoria Campbell’s The Penelope Files, an auto-interview video with a reflexive sound monologue where she explores her thoughts on images of herself while browsing through her computer files. We hear her; we only see the screen. Exploring her relation to image, authorship, labour and the body, something about photography is revealed in the repetitive moving of files on her desktop’s finder window. Narrative also inhabits the work of Randon Rosenbohm. She presents a scan of a handwritten diary entry where artistic labour, exploitation and male artists feature. Her other work consists of a tumblr blog of rejected selfies. Both are pieces we should not see. This is also the case in Ann Hirsh’s video. Dance party just us girls shows footage that should be for private consumption, part of a home video, a laugh, documentation of a personal exploration. Using generic distorting video software available in most computers, the two-channel work shows the torso of a woman bobbing away to a song next to an image of moving genitalia, in a feminist version of Courbet’s painting The origin of the world. The two images share a pair of glasses and the genitalia is converted into a talking face, like in Denis Diderot’s libertine novel The Indiscreet Jewels.

Scanned Diary Entry About Exploitation 12/31/14 by Randon Rosenbohm, 2014, writi
Scanned Diary Entry About Exploitation 12/31/14 by Randon Rosenbohm, 2014, writing

Saoirse Walls’ Den Perfekte Saoirse(2012) quotes Jurgen Leth’s The Perfect Human. She replicates some of the famous body poses and music from the classic black and white film, showing us the best of her individual self in a sublimation. She can do a side crow, twerk, walk in heels and, thanks to camera tricks, have a 100% symmetrical face. The work gets more and more bizarre with the appearance of make up and hair extensions. Where has Leth’s serious exploration of perfection gone in her quote? What are we demanding of Saoirse Walls? Another good example of an impossible demand and how this conflict is shown in a work of art is Nancy Leticia’s video. Her youthful, gorgeous self plays piano in her underwear. She plays very well, but how does this relate to the image setting?

Screenshot of Den Perfekte Saoirse by Saoirse Wall, 2012, video, 2:22 mins

The writer Marie Calloway—an alt lit writer, also a female painter in the way Schrager intends—features in Rachel Rabbit White’s work A Story In The Shape Of A Selfie Of The Writer And Her Friend, Marie Calloway. Her writing with images addresses the issue of anxiety head on. ‘Refresh’, ‘refresh’, ‘refresh’, she writes at the end of a blog post-merging stories about Marie, public events, selfies, feminist writers and artists, and social media.

A Story In The Shape Of A Selfie Of The Writer And Her Friend, Marie Calloway by
A Story In The Shape Of A Selfie Of The Writer And Her Friend, Marie Calloway by Rachel Rabbit White, 2013, story

These diverse works are playful, at times irreverent, and certainly thought provoking. The curation is purposeful, direct and erudite. Yet, I have some issues with the display, with the sidebar prefaced by curatorial statements and with links to the artists’ biographies and websites. It feels more a catalogue than an exhibition. I don’t have a solution, though, as maybe this is a constraint of the medium. A few of the works are hosted on external websites—vimeo, red tube. Some of them even require passwords and this provokes a particular way of looking, a gaze, then a click, a search away from what is presented in front of us. I am an active viewer, often in the position of a Peeping Jane.

autodissociate.me by Mary Bond, 2013, website
autodissociate.me by Mary Bond, 2013, website

In her 1975 essay ‘Visual Pleasure and Narrative Cinema’ Laura Mulvey examines scopophilia, the pleasure in looking. This is not an innocent act. She argued that the relation between looker and looked is unequal in cinema, with woman as image and man as bearer of the look. If woman is a ‘one dimensional fetish’, as Mulvey writes (a thought which will be later echoed in Nina Power’s 2009 book One Dimensional Woman), the artists in Body Anxiety take this to its hysterical consequences, attempting to break the Master-Slave bond, making woman image AND bearer of the look. Let me return to the title for a moment. Anxiety, Sigmund Freud wrote, is neurotic fear, as distinct from real fear. So one is a reality, something tangible and worthy of our concern whereas the other sounds like is made up, accusation of fabrication (like hysteria). It is this last idea the show is trying to contend. The anxiety felt and displayed in these bodies, the imperative to conform to a certain standard and behaviour, the manipulation of femaleness in pornography, the shutting down of the woman’s voice are indeed neurotic, but not because of it they are less real. As a body of work, the exhibition is convincing and raises clear issues around female empowerment, agency and exploitation, and how these are linked to flesh. Converting the anxiety into an intelligible fear that can be stood up against, as these artists do, might be the first step towards overcoming it.

Mainframe Experimentalism

Mainframe Experimentalism
Early Computing And The Foundations Of The Digital Arts
Edited by Hannah B Higgins and Douglas Kahn
University of California Press, 2012
ISBN 978-0-520-26838-8

The history of arts computing’s heroic age is a family affair in Hannah B Higgins and Douglas Kahn’s Mainframe Experimentalism. Starting with the founding legend of the FORTRAN programming workshops that one of the editors’ parents led in their New York apartment in the 60s, the book quickly broadens across continents and decades to cover the mainframe and minicomputer period of digital art. Several of the chapters are also written by children of the artists. Can they make the case that the work they grew up with is of wider interest and value?

The 1960s and 1970s were the era prior to the rise of home and micro computing, when small computers weighed as much as a fridge (before you added any peripherals to them) and large computers took up entire air conditioned offices. Mainframes cost millions of dollars, minicomputers tens of thousands at a time when the average weekly wage was closer to a hundred dollars. To access a computer you had to engage with the institutions that could afford to maintain them – large businesses and universities, and with their guardians – the programmers and system administrators who knew how to encode ideas as marks on punched cards for the computer to run.

Computers looked like unlikely tools or materials for art. The governmental, corporate and scientific associations of computers made them appear actively opposed to the individualistic and humanistic nature of mid-20th Century art. It took an imaginative leap to want to use, or to encourage others to use, computers in art making.

Flowchart for asking your boss for a raise, Georges Perec

Flowchart for asking your boss for a raise, Georges Perec

Many people were unwilling or unable to make that leap. As Grant Taylor describes in The Soulless Usurper, “Almost any artistic endeavor(sic) associated with early computing elicited a negative, fearful, or indifferent response”(p.19). The idea, or the cognates, of computing were as powerful a force in culture as any access to actual computer hardware, a point that David Bellos makes with reference to the pataphysical bureaucratic dramas of Georges Perec’s Thinking Machines. Those wider cultural ideas, such as structuralism, could provide arts computing with the context that it sorely lacked in most people’s eyes as Edward A. Shanken argues in his discussion of the ideas behind Jack Burnham’s “Software” exhibition, an intellectual moment in urgent need of rediscovery and re-evaluation.

Georg Nees, 23-Ecken, 1964. Computer drawing.
Georg Nees, 23-Ecken, 1964.

The extensive resources needed to access computing machinery led to clusters of activity around those institutions that could provide access to them. In Information Aesthetics and the Stuttgart School, Christoph Klütsch describes the emergence of a style and theory of art in that town (including work by Frieder Nake and Manfred Mohr) in the mid-1960s. In communist Yugoslavia the New Tendencies school at Zagreb achieved international reach with its publications and conferences as described by Margit Rosen.

Charlie Gere’s Minicomputer Experimentalism in the United Kingdom describes the institutional aftermath of the era that is the book’s focus. Like Gere I arrived at Middlesex University’s Centre For Electronic Arts in the 1990s with the knowledge that there was a long history of computer art making there. Also like Gere I encountered John Lansdowne in the hallways and regret not taking the opportunity to ask him more about his groundbreaking work.

Perhaps surprisingly, music was an early aesthetic and cultural success for arts computing. The mathematics of sound waveforms, or musical scores, were tractable to early computers that had been built to service military and engineering mathematical calculations. In James Tenney at Bell Labs, Douglas Kahn makes the case that “Text generation and digitally synthesized sound were the earliest computer processes adequate to the arts” (p.132) and argues convincingly for the genuine musical achievements of the composer’s work there. Branden W. Joseph places John Cage and Lejaren Hiller’s multimedia performance “HPSCHD”, made using the ILLIAC II mainframe, in the context of the aesthetics and the critical reactions of both, and considers how the experience may have influenced Cage’s later more authoritarian politics. Cristoph Cox, Robert A. Moog and Alvin Lucier all write about the latter’s “North American Time Capsule 1967”, a proto-glitch vocoder piece that, as someone who is not any kind of expert in that area, I didn’t feel warranted such extensive treatment.

Output from Alison Knowles' "House of Dust", 1967. Computer printout.
Output from Alison Knowles’ “House of Dust”, 1967.

Hannah B Higgins provides An Introduction To Alison B Knowles’s House of Dust, describing it as “an early computerized poem”. It’s a good poem, later realized in physical architecture, and given extensive responses by students and other artists, that helps underwrite the claim for early arts computing’s cultural and aesthetic significance. Benjamin H.D. Buchlock describes the cultural and programmatic construction of the poem in The Book of the Future. And to jump ahead for a moment, a later extract from Dick Higgins’ 1968 pamphlet “Computers for the Arts” explains the programming techniques that programs like “House of Dust” used.

I mention this now because of the way that the extract of Higgins’ pamphlet contrasts with the version published in 1970 (available online as a PDF scan that I would urge anyone interested in the history of arts computing to find and study under academic fair use/dealing). Mainframe Experimentalism includes many wonderful examples of the output of programs, and many detailed descriptions of the construction of artworks. But the original of “Computers for the Arts” goes beyond this. It includes not just a description of the code techniques but a walk-through of the code and the actual FORTRAN IV program listings. Type these into a modern Fortran compiler and they will run (with a couple of extra compiler flags…). For all the strengths of Mainframe Experimentalism, it is this kind of incredibly rare primary source material that we also need access to, and it is a shame that where more was available it couldn’t be included.

Three Early Texts by Gustav Metzger on Computer Art collated by Simon Ford gives the reader a feel for the intellectual zeitgeist of arts computing at the turn of the 1970s, one that might surprise critics then and now with its political literacy and commitment. William Kazen brings Nam June Paik’s lesser known computer(rather than television)-based work to the foreground while tying it to the artist’s McLuhanish hopes for empowering global media.

Emmet Williams, IBM, 1973, Print.
Emmet Williams, IBM, 1973, Print.

Knowles’ poem isn’t in the section on poetry (it’s classified as Intermedia), which begins with Christopher Funkhouser’s First-Generation Poetry Generators: Establishing Foundations in Form. Funkhouser gives an excellent overview of the technologies and approaches used to create generative text in the mid 1960s, providing a wonderful selection of examples while tracking pecedents back through Mallarme to Roman times.

In Letter to Ann Noël Emmet Williams explains the process for creating a letter expanding poem that had been recreated on an IBM mainframe. Like “House of Dust” it’s an example of computer automation increasing the power of an existing technique for generating texts. Hannah B Higgins’ The Computational Word Works of Eric Andersen and Dick Higgins draws a line out of Fluxus for the artists’ Intermedia and computing work. Eric Andersen’s artist’s statement describing the lists of words and numbers used to create “Opus 1966” shows both the ingenuity and intellectual rigour that artists brought to bear on early code poetry. The inclusion of Staisey Divorski’s translation of Nanni Balestrini’s specification for “Tape Mark I” provides an example of the depth of appreciation that prepraratory sources can provide for an artwork. Mordecai-Mark Mac Low describes how his father took ideas from Zen Buddhism and negotiated the technial limitations of late 1960s computing machinery to realise them in poetic form in The Role of the Machine in the Experiment of Egoless Poetry: Jackson Mac Low and the Programmable Film Reader.

Stan VanDerBeek, Poemfield No. 2, 1966. 16mm colour film (sound).
Stan VanDerBeek, Poemfield No. 2, 1966. 16mm colour film (sound).

Finally, Mainframe Experimentalism turns to cinema. Gloria Sutton casts Stan VanDerBeek’s “Poemfields” in a more computational light than their usual place in media history as experimental films to be projected in the artist’s MovieDrome dome. Ending where a history of the ideas and technology of arts computing might otherwise begin, Zabet Patterson describes the triumphs and frustrations of using World War II surplus analogue computers to make films in From The Gun Controller To The Mandala: The Cybernetic Cinema of John and James Whitney. It’s a fitting finish that feels like it brings the book full circle.

I mentioned that several of the essays in Mainframe Experimentalism were written by family members of the artists. A number of the essays also overlap with their coverage of different artists, or describe encounters or influences between them. Arts computing was a small world, a genuine avant-garde. We are lucky not to have lost all memory of it, and we should be grateful to those students and family members who have kept those memories alive.

In “Computers For The Arts”, Dick Higgins describes two ways of generating output from a computer program – aleatory (randomized) or non-aleatory (iterative) ways. Christopher Funkhouser and Hannah B Higgins’s essays also touch on this difference, but forty years later. This is key to understanding computer art making not just in the mainframe era but today. Computers are good for describing mathematical spaces then exploring them step by step or (psuedo-)randomly, and whether it’s an animated GIF or a social media bot you can often see which of those processes is at work. It’s inspiring to see such fundamental and lasting principles identified and made explicit so early on.

Away from the era of the “Two Cultures” of science and the humanities, and of computing’s guilt by association with the database-driven Vietnam War, the art of Mainframe Experimentalism rewards consideration as a legitimate and valuable part of art history. Not all of it equally, and not all of it to the same degree – but that is true of all art, and cannot be used to disregard early arts computing as a whole. This aesthetically and intellectually under-appreciated moment in Twentieth Century art is crying out for a critical re-evaluation and an art historical recuperation. Mainframe Experimentalism provides ample examples of where we can start looking, and exactly why we should.

The text of this review is licenced under the Creative Commons BY-SA 4.0 Licence.

Dark Days with Ellie Harrison

Lately, I have noticed in myself a tendency to sign up for events which reveal little of what to expect beforehand. This leads to a heady mix of anticipation and mild terror. Dark Days, the brainchild of Ellie Harrison fitted that description, although I felt that at 16hrs long, it was a mere blip on my riskometer, compared to week-long excursions I’ve previously taken into the unknown. In short, I would be spending the night in Glasgow’s Gallery of Modern Art (GoMA), in a pop-up community of 99 strangers, contemplating how we might manage to live together (put up with each other) in a future where buildings might need to be used in ways which serve the needs of the population better…Count me in!

GoMA columns and stars Photo: Caren Gilbert
GoMA columns and stars Photo: Caren Gilbert

The camp manual gave thorough and due attention to health & safety issues like pyjamas and woollen blankets, but scant reassurance on how the experiment would avoid a rapid descent into anarchy. In the absence of concrete information, my mind ran amok. I therefore decided, that on arrival we would be immersed in an imagined scenario where all manner of crises has befallen our village, that it would be up to us to work out how we would rebuild society. This would be a tense, high adrenaline experience involving sleep deprivation, maybe starvation, and intractable social issues, to be debated until we all came to a common vision. We might never make it out of there.

As it turned out, Dark Days was none of those things; it was a whole lot more. On arrival in Glasgow, I succumbed to mild panic and bought myself a sleeping pad, twinpack of nougat caramel chocolate, and a bottle of fizzy pop (in direct contravention of the bring a bottle of water mandate), to supplement the food I already had in my rucksack. Provisions bolstered, I relaxed & enjoyed my pilgrimage to GoMA; I felt carefree, adventurous and rebellious; none of the strangers walking beside me had a clue what I was about to do. I felt dangerous and daring.

How often do you get to lie down in an art gallery? Photo: Caren Gilbert
How often do you get to lie down in an art gallery? Photo: Caren Gilbert

I joined the short queue outside GoMA, exchanging nervous banter with fellow participants (“Is this where the over-excited and slightly nervous should queue for the coming apocalypse?”). We eyed each other up, I began to relax. We all looked pretty ‘normal and balanced’ individuals. Who could predict what would surface once the pressure was on, though? A child walking past was overheard saying “you’re the worst Mum ever”. He was joking of course, or was he? Was society breaking down already? When the doors opened, we edged inside, one and two at a time. We were subjected to challenging initiative tests – first to register with the clipboard on the right if your surname is A-L. I was standing on the left, I dithered. My surname begins with a ‘G’. My faculties were already leaving me. Through the archway to the welcome desk, I shuffled forward and joined the queue on the right. More nervous exchanges. The queue on the left was faster, we silently wondered whether it would be impolite to skip over to the other line. No one moved. A couple of minutes later, I spotted a notice ‘A-L’ taped to the left side of the desk. A dastardly ploy! Somewhere, a hidden camera would be watching me, a witness to my ineptitude. This was before the evening had even begun. My nerves jangled. Beyond the mysterious white cube that had blocked our view of the great hall (was that where the mind games would take place?), we placed our belongings around the edges and sat in the large circle of chairs which awaited. More nervous chatter, it was clear that no one had the faintest notion what the night would hold. I was reassured. Speakers, microphones and video cameras (with red light already flashing) were dotted around the space, we did our best to ignore them. There will be screenings in March in Glasgow, and the film will be made available online #ohdear. Someone noticed that there were not enough chairs for all members of the community to have a seat. 20ish people stood, or sat on the floor. Was this a lack of resources on GoMA’s part, or was it intentional? Time would tell.

An entertaining and enlightening journey followed, into the challenges of consensus decision making, based around the formation of ‘affinity groups’. The groups were determined by allowing anyone who felt brave enough to make suggestions of how we might spend our time together, members of the community chose which group they wanted to join. The options were many and varied; building a Tower of Awesome; a general knowledge quiz; game playing; climate change discussion group; music & dance; a group with no plan; a manifesto writing group; a skills sharing group and a community focused ‘hub’ group. This was the fascinating moment for me, as my intended plan for the evening was abandoned. Along with my keen interest in community building, I was at GoMA to write poetry, to create a distillation of the night’s happenings for future posterity. Logic would dictate that I should go where the most words would be; but I was filled with an irresistible urge to play games. I had already co-dreamed an impressive list of sleeping bag related games with the person sitting to my left (slug, husky races, who can wear the most sleeping bags, sack races to name a few).

We gathered in our groups to discuss what we would do, what we would need, what format the evening should take and (as it turns out, crucially) what time we would like the lights to go out. A spokesperson was selected to represent each group on a ‘spokescouncil’, where the representatives would reach a consensus on the issues of how the evening would go, any conflicts over resources and at what time the lights should go out. The facilitators did a magnificently heroic job of keeping the discussions focused; ‘brief’ overviews spiralled out of control, the facilitator gently herded the kittens. “I’ll say again: Each spokesperson is to give a brief outline of what their group will do tonight” quickly became “Each person has 30 seconds to tell us”. Those not on the spokescouncil chortled and tried to stifle the mounting hysteria. The only spokesperson not tempted to flout the guidance was from the ‘no plan’ group, because well, they had ‘no plan’. It became clear that with the proposed ‘Tower of Awesome’ and sub-idea of sleeping bag fort, that chairs were the key resource to be negotiated. Turning out the lights also became a decision to be much wrangled over; there were lots of needs, ranging from ‘pretty much now’ to ‘what the hell, let’s stay up all night’.

Negotiations were funny, tense, agonising and did I mention funny? At one point, I was weeping with laughter; we were tantalisingly close to reaching consensus when out of leftfield came a demand for an opening ceremony. Fine we all said, have your opening ceremony, let’s just get this done. The sage advice of the facilitators was beginning to hit home – only use consensus decision making for important decisions and ask yourself ‘do I want to spend all night making decisions, or do I want to have some fun?’. By now it was heading towards 11pm, and there were games waiting to be played. We were close. We were restless. The facilitator then fulfilled the most crucial obligation of consensus decision making, and asked the spokescouncil whether there were any objections. We held our breath, pleading inwardly for no one to speak up. Come on spokescouncil, you could do it! Hands went up. Sigh. 15mins of jaw-clenching tension followed, as the universal ‘need to be heard’ surfaced in a few last desperate arm waves; “Well, this isn’t exactly an objection, but I’d just like to say…”. “Any final objections?” our facilitator said, possibly through gritted teeth. Silence. We breathed a collective sigh of relief. “I think we have a consensus”. We cheered. Let the games begin.

The opening ceremony was a resounding success, as we all ‘became the chairs’ in a self-supporting and poignant human chair circle. Next, we lined up in small groups, ran the length of the gallery, and then turned and felt the breeze on our faces. It was magical. We smiled broad smiles, laughed, and revelled in a joyful camaraderie for the rest of the night. How could anyone think of going to sleep when there was crowdsurfing to be done, wink murder to be played (epic) and thigh drumming to be learned? It was a fascinating experience. I observed an interesting phenomenon; each time an activity gained a certain number of people, others noticed and ran to join. The wink murder circle doubled in size while the detective was behind a column and the silent disco grew within minutes, without a word being spoken. We generally didn’t stay segregated in our own groups, we welcomed others in unreservedly, and joined other groups when the mood took us. We were a model society, just for one night. We self-organised, and ensured that there were enough chairs to meet the needs of towers, forts, hubs and deep discussions. It was beautiful and inspiring. It was epic and poetic. We had survived. No, we had flourished.

Extract from my #DarkDays poem:

Dissent can be difficult,
blocks disrupt.
Build a safe environment
for breaking power,
freefall into your position,
annex yourself from your ideas;
interrupt silence,
with or without permission,
be the instigator of your rebellion.

Move the chairs

Wind-down at 2am came all too soon, and we made ourselves cosy for the night. My mind was skipping and crowdsurfing, and reliving dramatic wink murder deaths; how on earth was I going to sleep?? I didn’t. Well, maybe an hour or so. I lay under my blanket (not woollen) and listened to the rise and fall of contented breathing, with the occasional soft, acoustically augmented, echo-y snoring (cautionary note; snorers should choose their sleeping spot carefully). I contemplated how different the experience might have been in the ‘real world’, where people wouldn’t be so accommodating, wouldn’t be on their best behaviour. I suspect there might have been less laughter and fewer games, certainly no Tower of Awesome or sleeping bag fort. Time will tell.

Building the Epic Sleeping Bag Fort Photo: Caren Gilbert
Building the Epic Sleeping Bag Fort Photo: Caren Gilbert

There is a distinct buzz that goes with embracing the opportunity to stay in a public building overnight, I encourage everyone reading this to add such an experience to their bucket list. You might have to go to some lengths, might have to personally orchestrate an event, in order to create your opportunity. Whatever it takes, it will be worth it. I promise. Think ‘Night in the Museum’, meets giant slumber party, with midnight feast thrown in, but with no adults to tell you what you can and can’t do. We were the adults, we made our own rules. Even when a camper was scaling internal walls in the importance of building the most spectacular sleeping bag fort ever seen, no one came to tell us to stop. We all learned something valuable from that endeavour; the fort was unbearably hot inside, so could only be tolerated for short periods of time. Next time – ventilation. One participant put our limited imaginations to shame, by bringing a hammock to sleep in. We all wanted to be that guy. We ate chocolate and muffins for breakfast.

All of your dreams for a different world, made real in one spectacular night in a museum, art gallery, library, school or conference room (the possibilities are endless). Life will never be the same again, you will be changed, and you will want to do it again and again.

Note from reviewer: Names have been omitted in order to protect the subversive, the wall-scaling, the almost-pyjama-wearing, the non-sleeping campers.

Syndrome 3.0: The Post-Human Gospel

To many, technology and spirituality would seem antithetical. Contemporary technology is intertwined with modern science, whereas, spirituality is equally enmeshed within both religion and faith. The Post-Human Gospel self-consciously accepts this awkwardness, and manoeuvres these two uneasy bedfellows together. Offering up a night of performances, by artists whose entangled relation to technology seeks to posit new forms of identity and spirituality.

This is the latest in a series of events, collectively entitled Syndrome, seeking to explore the relationship between technology and affect in performance. The Post-Human Gospel marks the start of the third phase of this activity, collaboratively programmed by Mercy and The Hive Collective. If 3.0 is heading into the realm of spirituality, then earlier phases have played with both language and control – whether the constraints enforced on the body in virtual space, role-playing authority within the State Free State of a.P.A.t.T island, or a ‘room as instrument’ where you can physically manipulate sound and light. Across these events, those involved ask how we might interact or play with this technology, and in turn, how this experience might then act upon on us – our feelings and emotions?

The venue at 24 Kitchen Street has played host to several past Syndrome events, and as such feels like a hub for this activity as it meanders across the city. Arriving early there is a relaxed feeling to the space: people stand around chatting, whilst others tinker with equipment and final set-up, all bathed within the blue glow of the expectant projection screens. There is a familiarity to the space on a number of levels – not only physically, with decaying white walls and exposed structure typical of the post-industrial use of such buildings, but also in terms of its unclear typology, part-bar, part-residency-space, part-performance-venue, part-something-else-entirely. An earlier performer, Mathew Dryhurst, described a type of ‘third space music’ that requires a new type of venue. Something that Syndrome is clearly looking to create in Liverpool.

The evening’s Gospel was tripartite, starting with SHRINE by Outfit, followed by a first-time collaboration between Lawrence Lek and Siôn Parkinson, and then brought to a close with a live AV set by TCF. All performed from a improvised V-shaped altar – constructed from scaffold, screens, speakers and an array of other equipment – and oriented to the rows of the largely seated congregation.

Outfit: SHRINE, Photo: Oliver Matich
Outfit: SHRINE, Photo: Oliver Matich

A live performance-cum-guided-meditation, SHRINE was made in collaboration with the band Outfit and performed by lead guitarist Nick Hunt. Against the backdrop of a consistent electronic hum, the light of multiple projections alternates to produce a strobe-like effect. After the instruction to close our eyes, a distant reverberant monologue begins: “What is the meaning of asteroid? What is the meaning of baptism?” The warm flicker on the interior of the eyelid creates a soft trance-like state and the potential hypnotic suggestion washes over us. The minimal rhythmic repetition of this basic structure continues, but strays further and further from these initial references. What is the meaning of blurred lines? … Chandelier? … D-Day? … FIFA? Alliteration and rhyming abound. Selfie. Sophie. Stonehenge. Peter Pan. Quran. Ramadan. There is an emptying out of meaning, and a breakdown of language. KKK … K. The voice has a haunted quality, that of an entity in a state beyond being human. Perhaps it is the voice of the network, which the monologue refers to as ‘watching over us’, of ‘being busy’. It promises a revelation that is coming, that is now, another world, one that we don’t reach. Ultimately it leaves us cleansed, or rinsed out. Then I learn that the work was written with the assistance of Google Instant predictions, hence the alphabetical concatenation of words. Not so far from the network watching over us after all.

Lawrence Lek and Siôn Parkinson, Photo: Oliver Matich
Lawrence Lek and Siôn Parkinson, Photo: Oliver Matich

Lawrence Lek and Siôn Parkinson’s performance is the result of a short residency leading-up to the event, and therefore has a more involved relation to Syndrome. This residency structure is a recurring feature of the programme, with past residents including K回iro (Holly Herndon and Mathew Dryhurst), and before that Jamie Gledhill and Stefan Kassozoglou. Whereas these past examples involved existing partnerships, Lek and Parkinson’s collaboration was the first time that Syndrome brought together two artists, placing Parkinson’s vocal performance inside the digital landscape created by Lek.

Syndrome 2.22: More Than Idle Chatter reduxe by K回IRO – residency Q&A.
Syndrome 2.22: More Than Idle Chatter reduxe by K回IRO – residency Q&A.

A simulation of Liverpool’s Anglican Cathedral frames the performance, and provides an imagined perspective on this familiar architecture. Starting from a removed position – with the spectral cathedral in the distance – we roam through a wood, trees blowing in the wind. This landscape glitches in a way familiar to the experience of online or virtual worlds, and is accompanied by a soundscape produced by Lek on guitar and electronics. Gradually approaching our destination, bells peal, and further sounds produced begin to resemble those of an organ, groaning and droning as we enter its interior. Parkinson’s body is silhouetted against the projected architecture, his head bathed in red light and his voice rising as Lek’s audio recedes into the background. An otherworldly sermon tells of teeth wrenched out from a mouth to form the keyboard console of the church organ. Moving from sung to spoken word, to deep guttural noises. Rumbling bass emanating from the body, amplified, and shaking the room. Lek’s guitar returns, and there is the liquid crackle of noise as water rolls down the walls, and fire inhabits the projected interior. Our point-of-view rises high above the cathedral, and we see it situated in a landscape abundant with lakes and islands, like some stretched-out fantasy where this iconic building is removed from its physical context – as though transplanted from Liverpool to another world.

These mystical images continue through to the final performance by Lars The Contemporary Future Holdus (TCF). Projecting an increasingly entangled use of technology, he plays with encryption, code and algorithms to construct a subdued visual and sonic space. Twisted and distorted beeps shudder as fragments of sound screech and scrape along the digital surface, and liquid forms slip across the projected image. This precise construction appears to breathe, the sonic utterances repeatedly sucked back inside themselves as the molten amorphous form visually expands and contracts like something from within the bodily interior. There are moments where a mouth/voice emerges, a digital blob talking to us in a language that we cannot comprehend. Behind this audio-visual surface there is something else going on, something that Lars Holdus is engrossed within as he operates the TCF system – tinkering with the algorithm to progress through a series of potential compositions. Yet despite this, I feel largely disconnected – lacking in empathy – as though missing something in what is going on. There is an evident penchant for the opaque, that creates a distance between TCF and the audience, potentially even alienates. This is acknowledged by the artist, who states: “even the presentation is an encryption in itself. And therefore the people that won’t be triggered like that won’t access it.”1 I clearly fail to trigger, and my access is denied.

TCF, Photo: Oliver Matich
TCF, Photo: Oliver Matich

Syndrome is creating a space for artists, musicians and coders to experiment with work that merges electronic music and spoken word performance. The affordance offered by the flexibility of the venue has allowed an approach that would not have been possible within a space in daily use. These latest performative responses make clear that is it not about offering concrete proposals about what is going to happen, before they have time to come into being. Rather, what we witness is artists playing with the resources available, and figuring out what these things might do to us. There is a genuine openness and a potential intimacy to this approach, as well as the acceptance that the results will not always connect or affect audiences in the ways that they might be hope.

Different types of voice seem central to the three works presented within The Post-Human Gospel, affecting the human vocal output as well as trying to give voice to instruments, electronics and digital space. There is something in this that Holly Herndon has described as a “fleshy approach to machinery”, where these digital tools can take on a post-human quality, one that can become or embody different identities. This looks set to continue with the forthcoming event Brain/Music Experiments where artist Dave Lynch, neuroscientist Christophe de Bezenac and deaf classical musicians Ruth Montgomery and Danny Lane explore the ways a brain wave scanner can contribute to live music and visual performance.

The intention for Syndrome is to learn from all the visiting artists and the performances they create in this exploratory year. Looking for moments when performances create affective interfaces to communicate with people. Where they speculate on, or re-conceive, the relationship between human and technology. If they go on to develop a new live experience with the artistic community that surrounds Syndrome – as they suggest they will – I look forward to experiencing how the cumulative knowledge built up through these earlier events is harnessed to final affect.

The Performance of Infrastructure: Review of Interactive Art and Embodiment: The Implicit Body As Performance by Nathaniel Stern

Featured image: Stern, Body Language

Interactive Art and Embodiment: The Implicit Body As Performance by Nathaniel Stern. ISBN 978-1-78024-009-1 (printed publication), Gylphi Limited, Canterbury, UK, 2013. 291 pp., 41 Colour Stills. 

Interactive Art and Embodiment: The Implicit Body as Performance Book by Nathaniel Stern
Interactive Art and Embodiment: The Implicit Body as Performance Book by Nathaniel Stern

Earlier this year, I had the good fortune to sit in on a talk given by Simon Penny on May 6th 2014 at the University of Exeter. Penny, not unlike Nathaniel Stern, is best known for his praxis, writing and teaching on interactive (and robotic) installations focusing on issues of embodiment, relationality and materiality. So as unorthodox as its inclusion is to start off a review, Penny’s reflections are pertinent here (in this case, Penny’s famous installations Fugitive (1997) and Traces (1999) [1].

The purpose of Fugitive and Traces (if you can say they had one) sought to ‘embody’ virtual reality through multi-camera infra-red sensors, visual models and real-time movements. At that time, Penny’s unique theoretical take was to distance human-computer interaction away from “a system of abstracted and conventionalised signals” to where the user would “communicate kinesthetically”: instead of investigating the non-human or “inhuman” formal qualities of its medium, or some vague VR future that leaves the body behind, the system itself would “come closer to the native sensibilities of the human.” (Penny) [2]

In his Exeter talk, Penny momentarily reflected on a weird and altogether disturbing seventeen year feedback loop. The loop in question relates to how, in 2014, Penny’s early avant-garde ideas and theoretical ambitions have largely been desecrated by their replication in big business. With regard to Traces, Penny cited Microsoft’s Kinect as being the most salient example of this desecration: Kinect’s technology – marketed for the Xbox console brand – carries within its insidious techniques the ability to also “communicate kine[c]thetically”, but do so within pre-packaged, patented, IP-driven, focus-grouped-out-of-existence, commercial vacuities of gamer experience.

As an early practitioner and developer of these technologies, Penny was somewhat visibly infuriated with this, and understandably so. For him, it unintentionally reduced his aesthetic experimentation, philosophical insight, technological futurity and theoretical complexity into consumer speculation for the technology market, commandeering the tech but without the value. It transposed the artistic technological avant-garde necessity of Traces into a flaccid ‘tech-demo’ demonstration of novelty limb flailing and high-end visuals devoid of anything. It was, Penny lamented, “a very weird situation” to be in. Part of that weirdness has to do with the fact that Penny hadn’t done anything especially wrong, because there wasn’t any tangible aesthetic qualities that separated his pioneering work from Microsoft’s effort. Neither had Penny’s work brought financial success with its value intact (because its value wasn’t patentable). Instead technological development had overwritten the aesthetic value of Traces, trading technological obsolescence with aesthetic obsolescence.

Penny’s retroactive predicament is not unique in the history of digital art: for all the visionary seeds of potential in Roy Ascott’s legendary networking project, Terminal Art (1980) we now recognise how those salient characteristics have somehow ended up as Skype or Google Hangouts. Still in the 80s, one might evoke Eduardo Kac’s early videotext works (1985-1986) where visual animated poems were broadcast on the online service exchange platform Minitel (“Médium interactif par numérisation d’information téléphonique” or “Interactive medium by digitalizing telephone information” in its French iteration): a proprietary precursor to the World Wide Web [3]. The retroactive weirdness accompanying these developments is something I’ll come back to: suffice to say that what counts is the direction (and sometimes hostile return) of infrastructure, not just as the background collection of assemblages artists rely on to experiment with at any historical moment, but the shifting ecological foundations to which technology emerges, affords, and now overwrites such practices. No-one likes to play devil’s advocate and yet one must ask the question specific to Stern’s text: what, or maybe where, is the tangible point at which ‘art’ becomes historically valued in these works, if that latent aesthetic potential becomes just another market for a series of Silicon Valley, or startup conglomerates?

——–

Nathaniel Stern’s Interactive Art and Embodiment establishes two first events: not only Stern’s debut publication but also the first of a new series from Gylphi entitled “Arts Future Book” edited by Charlotte Frost, which began in 2013. All quotations are from this text unless otherwise stated.

Stern’s vision in brief: in order to rescue what is philosophically significant about interactive art, he justifies its worth through the primary acknowledgement of embodiment, relational situation, performance and sensation. In return, the usual dominant definitions of interactive art which focus on technological objects, or immaterial cultural representations thereof are secondary to the materiality of bodily movement. Comprehending digital interactive art purely as ‘art + technology’ is a secondary move and a “flawed priority” (6), which is instead underscored by a much deeper engagement, or framing, for how one becomes embodied in the work, as work. “I pose that we forget technology and remember the body” (6) Stern retorts, which is a “situational framework for the experience and practice of being and becoming.” (7). The concepts that are needed to disclose these insights are also identified as emergent.

“Sensible concepts are not only emerging, but emerging emergences: continuously constructed and constituted, re-constructed and re-constituted, through relationships with each other, the body, materiality, and more.” (205)

Interactive Art and Embodiment then, is the critical framework that engages, enriches and captivates the viewer with Stern’s vision, delineating the importance of digital interactive art together with its constitutive philosophy.

One might summarise Stern’s effort with his repeated demand to reclaim the definition of “interactive”. The term itself was a blatantly over-used badge designed to vaguely discern what made ‘new media’ that much newer, or freer than previous modes of consumption. This was quickly hunted out of discursive chatter when everyone realised the novel qualities it offered meant very little and were politically moribund. For Stern however, interactivity is central to the entire position put forward, but only insofar as it engages how a body acts within such a work. This reinvigorated definition of “interactive” reinforces deeper, differing qualities of sensual embodiment that take place in one’s relational engagement. This is to say, how one literally “inter-acts” through moving-feeling-thinking as a material bodily process, and not a technological informational entity which defines, determines or formalises its actions. A digital work might only be insipidly interactive, offering narrow computational potentials, but this importance is found wanting so long as the technology is foregrounded over ones experience of it. Instead ones relationship with technological construction should melt away through the implicit duration of a body that literally “inter-acts” with it. In Stern’s words:

“…most visually-, technically-, and linguistically-based writing on interactive art explains that a given piece is interactive, and how it is interactive, but not how we inter-act” (91)

Chapter 1 details how aesthetic ‘vision’ is understood through this framework, heavily criticising the pervasive disembodiment Stern laments in technical discussions of digital art and the VR playgrounds from the yesteryear of the 90s. Digital Interactive Art has continually suppressed a latent embodied performance that widens the disembodied aesthetic experience towards – following Ridgway and Thrift – a “non-representational experience.” Such experiences take the body as an open corporal process within a situation, which includes, whilst also encompassing, the corporal materiality of non-human computational processes. This is, clearly, designed to oppose any discourse that treats computation and digital culture as some sort of liberating, inane, immaterial phenomenon: to which Stern is absolutely right. Moreover, all of these material processes move in motion with embodied possibilities, to “create spaces in which we experience and practice this body, its agency, and how they might become.” (40) To add some political heft, Stern contrasts how the abuse of interactivity is often peddled towards consumerist choice, determining possibilities, put against artistic navigation that relinquishes control, allowing limitless possibilities. Quoting Erin Manning, Stern values interactive art’s success when it doesn’t just move in relation to human experience, but when humans move *the* relation in experience (Manning, 2009: 64; Stern, 46).

Stern’s second chapter moves straight into a philosophical discussion denoting what he means by an anti-Cartesian, non-representational, or implicit body. Heavily contexualised by a host of process, emergent materialist thinkers (Massumi, Hayles, Barad), Stern concentrates on the trait of performance as the site of body which encapsulates its relationally, emergence and potential. The body is not merely formed in stasis, (what Stern dubs “pre-formed” (62) but is regularly and always gushingly “per-formed” (61) in its movement. Following Kelli Fuery, the kind of interactivity Stern wants to foreground is always there, not a stop-start prop literate to computer interaction, but an effervescent ensemble of “becoming interactive” (Fuery, 2009: 44; Stern, 65). Interactive art is not born from an effect bestowed by a particular medium of art making, but of “making literal the kinds of assemblages we are always a part of.” (65)

David Rokeby - Very Nervous System 1986 - 2004

Chapter three sets out Stern’s account for the implicit body framework: detailing out four areas: “artistic inquiry and process; artwork description; inter-activity and relationally.” (91) Chapters four, five and six flesh out this framework with actual practices. Four considers close readings of the aforementioned work of Penny together with Camille Utterback merging the insights gained from the previous chapters. What both artists encapsulate for Stern is that their interventions focus on the embodied activities of material signification: or “the activities of writing with the body” (114) Utterback’s 1999 installation “Textrain” is exemplary to Stern’s argument: notably the act of collecting falling text characters on a screen merges dynamic body movements with poetic disclosure. The productions of these images are always emergent and inscribed within our embodied practices and becomings: that we think with our environment. Five re-contextualises this with insights into works by Scott Scribbes and Mathieu Briand’s interventions in societal norms and environments. Six takes on the role of the body as a dynamic, topological space: most notably as practiced in Rafael Lozano-Hemmer. Chapter seven I’ll discuss near the conclusion: the last chapter shortly.

Firstly, the good stuff. Interactive Art and Embodiment is probably one of the most sincerest reads I’ve encountered in the field for some time. Partly this is because the book cultivates Stern’s sincerity for his own artistic practice, together with his own philosophical accounts that supplement that vision. His deep understanding of process philosophy is clearly matched by his enthusiastic reassessment of what interactive art purports to achieve and how other artists might have achieved it too. And it’s hard to disagree with Stern’s own position when he cites examples (of his work and others) that clearly delegate the philosophical insights to which he is committed. One highlight is Stern’s take on Scribbes’ Boundary Foundations (1998) and the Screen Series (2002-03) which intervenes and questions the physical and metaphorical boundaries surrounding ourselves and others, by performing its questioning as work. This is a refreshingly earnest text, proving that theory works best not when praxis matches the esoteric fashions of philosophical thinking, but when art provides its own stakes and its own types of thinking-experience which theory sets out to faithfully account and describe. Stern’s theoretical legitimacy is never earned from just digesting, synthesising and applying copious amounts of philosophy, but from the centrality of describing in detail what he thinks the bodily outcomes of interactive art are and what such accounts have to say: even if they significantly question existing philosophical accounts.

Stern leaves the most earnest part of his book towards the end in his final semi-auto-biographical companion chapter called “In Production (A Narrative Inquiry on Interactive Art)”. This is a snippet of a much larger story, available online and subject to collaboration [4]. Here, Stern recounts or modifies the anxiety inducing experience of being a PhD student and artist, rubbing up alongside the trials of academic rigour, dissertation writing and expected standards. Quite simply, Stern is applying his insights of performative processual experience into the everyday, ordinary experiences faced by most PhD students in this field, and using it to justify a certain writing style and a sense of practice. It’s an enjoyable affair – in large part because it outclasses the dry scholarly tone usually associated with writing ‘academically’, elevating imaginative, illuminating redescriptions for how the experiences of interactive art broadly hang together rather than relying on relentless cynical critique. And most of that is down to Stern’s strong literary metaphorical technique for grounding his vision, perhaps even more effectively than the previous chapters.

Yet earnest experiences aside, there are two problems with Stern’s vision which, in my eyes, leave it flawed. That isn’t a bad thing: all visions are flawed of course. That’s why the similarities between art and philosophy feed our heuristic, academic compulsion to come up with them and debate: well, that and sometimes the most flawed can end up being the most influential. Such flaws only arise in relation to what Stern thinks is valuable in interactive art, and to the extent that the intervention posed may require readdressing. The flaws in question are composed from two different angles, but stem from one objection. The first is philosophical, or at least a problem pre-packaged with relying almost entirely on relational ideas of embodied emergence. The second is more tied to infrastructure and technical expropriation as outlined in Penny’s predicament given from the outset.

In his introduction, Stern makes clear that this is an “art philosophical book” (4), not a philosophy of art as such: only one that “understands art and philosophy as potential practices of one another” (4). Following Brian Massumi, philosophy “tells us the stakes”, whilst “art brings those states to the table” (5), such that the type of art he values and constructs, (digital interactive art) is precisely that which melts away in its interactive encounter when constructed as work. Later on we discover that interactive art “interrupts relationality” (66), making present an “intervention that brings a situated moving-thinking-feeling to a higher power.” (66) Further on, interactive art does something else, when it “intensifies features of […] the ongoing transformation of the ‘living’ body”, and “gifts us with a state to practice being and becoming.” (73) Reflecting on the infamous Bourriaud/Bishop relational aesthetic ruckus a decade ago, Stern outlines how they focus on the explicit body (82) (how we understand ourselves or challenge explicit social/economic positions in the world), whereas artworks which privilege the implicit body have us “encounter how we move, transform, and are (continuous)” (82) in the world. The former takes on the materiality of social relations, the latter (endorsed by Stern) takes on the whole materiality of “embodied relations” (83). And again to reiterate, art operates as “the practice of contemporary philosophies, where we investigate, and further research on, embodiment and relationally together.” (83).

Now, one should admire how Stern blends philosophy and art praxis together precisely by not shoehorning authoritative philosophical accounts into art praxis where they aren’t needed. This works, precisely as the ontology expressed here actively resists such authoritative accounts as well as being cemented with the sort of sincerity with which Stern has such a keen literary grasp. More importantly, Stern cites works which seem to fit the stakes of his ontological conviction perfectly.

However the reliance of process-based philosophy dampens exactly how these works intervene to bring about the values he so desires. The simplest objection comes from asking how Stern might value anything at all, if our entire relational embodiment with the world is constantly in process – or that “[b]odies and matter are change” (220) – and must be always affirmed as such: why should every process and every bodily interaction be affirmed? Moreover why is it art’s place to give primacy to the ontological events of bodily material change?

This is one of the key infrastructural problems that surface, once a theory of art totally subscribes to a process-based ontology, let alone one focusing on embodiment: why should an artist like Stern feel compelled to present an intervention in the first place? If the dominant ontological movement of interactions is a becoming-event, by what standard or eruption should interactive art be said to work on? If, as Stern believes, “the interactive process in interactive work is the ‘work’” (159), it becomes unclear what value interactive artworks are purported to convey, if that process is all there is. To say that embodied processual events make the work “work”, because they underscore our situational intelligibility (or make it effective – so to speak) speaks nothing of what differential criteria should apply to make that aesthetic intervention intelligible. To hazard a guess, the problem is one of articulating how convention exists in a process ontology: because if everything is always emerging as an interactive event of change, the act of rupturing or intervening in convention becomes a real problem. The criteria for valuing these important works is only affirmed it seems, because every process is already affirmed: and if that’s the case you don’t need artists to make an intervention – there is no intervention required, other than the events that already exist, as change in themselves. To put it another way: why should (and how can) a work effectively gift us heightened states of being and becoming, if our entire situational relationship with the world is already situationally related in being and becoming?

I am reminded of Adrian Johnston’s 2001 review of the newly republished English translation of Dominique Laporte’s History of Shit (first published in 1978). Whereas most Foucaultians and Althusserians were disconcertingly vague in pointing out the concrete material conditions for subjectivity and economical production, Laporte boldly contended that the genealogical hypothesis to all modern civilisations was tied to one concrete material condition: the infrastructure of bodily waste management, or, the desire to control and sublimate our need to defecate. In his usual Žižekian repartee, Johnston suggested that Laporte’s bizarre history of modernity implicitly accepted the anti-Cartesian embodiment thesis (that cognition cannot be separated from the actions of the body), but pushed its logic to the end. That for all the affirmative, encompassing, sensual, emergent, potential images embodiment philosophy prefers to agree and discuss, it completely ignores one of our central and basic bodily requirements: to excrete our bodily waste or fecal matter, and remove it from sight and smell (and we don’t need to remind the reader of art’s fascination with this area).

Whilst Johnston’s tongue was firmly planted in his cheek, he did happen to put a psychoanalytical finger on the central problem with process based embodiment. That often enough, sincere accounts of embodiment designed to affirmatively depict and encompass implicit environment material engagements leave behind an unacknowledged stain: one which says more about these accounts than their proponents actually do. And it is precisely because Stern focuses on the most aesthetically agreeable areas of bodily engagement in interactive art, that something as habitual and ritualistic as the excretion of digested matter, or the infrastructure of sewage networks exposes that image.

In terms of materiality this is doubly important. Laporte’s intervention brings into conflict two competing performative materialisms which disclose our own bodily relationships with non-human processes (in this case, computational and networked material): the first is Stern’s own account of the material body as some sort of ‘nebulous material’ which is always emergent, lived, relational and thinking with its own engagement in the world of humans and non-humans. The second is Laporte’s material body seen as ‘brutal material’ – an explicit input-output, complex, evolutionary processing machine, strictly determinate and bounded in its biological function. Despite Stern arguing earnestly for the nebulous form, it doesn’t appear to me that he can hold off the brutal form, or at least prevent the latter from antagonising the former. And often enough, this happens because Stern’s accounts of embodiment, and the philosopher’s accounts he relies on, are already meant to be nebulous in themselves.

This logic unravels by chapter seven, when Stern expands the implicit body framework to analyse other examples of new media art which aren’t preoccupied with bodily participation to work, as work. He terms this “potentialized art” (206) where “audience members do not *make* the work directly through their interactions (207) but are subject to visual performances of potential movement and relation mediated by generative computation and networks. In citing Gordan Savičić and Jessica Meuninck-Ganger – amongst others – Stern argues that these ongoing performances harness generative information participating in embodiment relations, and invite metaphorical sensory change and bodily movement (in the case of Savičić’s performances, quite literally inflicting pain and suffering onto his own body using network data and social media).

John F Simon Jr - Every Icon

However when Stern cites John F. Simon. Jr’s infamous work Every Icon (1997), (227 – 230) (a cellular automation piece which takes approximately several hundred trillion years to complete) it becomes clear to me that the aesthetically agreeable areas of embodiment start to break down. It might be that my own reading of the piece is fairly unorthodox [5] (I don’t consider the work to be primarily conceptual for a start), but Every Icon eschews what Stern writes as giving “both the corporeal and incorporeal a present and future presence as time and sign” (230) or something that generates attention to our “sensual and conceptual experience of temporality” (230).

Yet, isn’t it the case that Every Icon is probably one of the least potentialised artworks ever made? It doesn’t actually generate anything, (in the strict sense of unpredictable outcomes from simple rules) it simply enumerates configurations of pixels one by one. Neither can we be said to “feel the potency of several hundred trillion years” (230) than we feel the cold, indifferent execution of a real java applet function to which we are forever limited in experiencing directly. If anything, Every Icon is deliberately constructed to forgo a relation with us.

To conclude: this is perhaps why Penny’s predicament with the Kinect is so stark. To demand, as Stern does, that we treat digital interactive art as setting a stage for examining how we “per-form” with our bodies within media, material, conceptual frames and selves, is no longer enough of a stage to give voice to the technological ecologies we find ourselves in: nor of the art that satisfies intervening in it. Credit must be given to Stern for writing over interactive art’s emancipatory myth of disembodied immateriality, but his endorsement of embodiment only serves to realise that the problem isn’t forgetting to focus on material engagement, but forgetting the cold, hard and brutal materiality of procedural performance of infrastructure, that often moves faster than we do. When Microsoft’s Kinect co-opts all the same values of Traces, it does so not because embodiment is totally flawed, but that bodily movement has now become ecologically implicated in deceptive infrastructure.

Just as Penny’s Traces may once have evoked a renewed attention to moving-thinking-feeling, such engagements are now suitably tracked and are in service of non-transparent infrastructures of geo-social activity, which propagate themselves beyond our sensory engagement, yet paradoxically they also indirectly sustain that ordinary engagement. For example, this is now a world where Google funds a 60tbps undersea cable connecting the West Coast to Japan, in order to propagate the reach of their services. The technological engagement of our bodies cannot be restricted to how we move-think-feel, but now weaves itself within layers upon layers of platforms and pervasive surveillance structures. And I don’t disagree with Stern that the implicit body is, perhaps, deeper than the account I give here. But maybe that’s because the body is also another type of performative infrastructure, tightly bound into other formations that are just as deep, complex and engaged. We now live in a time where digital interactive art has to intervene in the performances of geo-social infrastructure: where our bodies have curiously taken on their self-directing performances, rather than our own.

Digital pleasure in the aesthetic artefact

Featured image: HOLO magazine

You know a book review is going well when you disengage your critical mind and find yourself falling into the text and just soaking up everything you’re reading. HOLO magazine gets you like that. I don’t think it’s too much of an exaggeration to say that HOLO magazine is itself a work of art. And a solid, thick volume at that. In an era when many mainstream art magazines produce something that could easily fit into a satchel or handbag, HOLO sits on the table like a portable gallery space.

HOLO magazine’s first issue is curated into five sections: People (which appears twice – media arts people are just that interesting), Perspective, Grid and Frames, HOLO issue #1 tries to direct the reader into frameworks that set an agenda for consumption of the text. Which sounds like narrowing, but actually, it allows for a focussing of the attention. Not that the editors want to narrow the imaginative opportunities that the magazine might offer to readers – HOLO is a place for ideas. And even when it features interviews with people like David OReilly or Eno Henze, it still feels like a launching pad for upcoming artists to find inspiration and create their own work.

Coming across the David OReilly interview felt like finding something I’d already known, somewhere in the back of my mind, but it took HOLO to draw it out for me. OReilly’s quirky glitch-tastic work (particularly The External World) has been doing the rounds of film festivals for a while now, and I’m certain I’ve seen it at two in the UK. It’s no surprise to find that he has also created an episode of Adventure Time, the Cartoon Network series for kids that could well be the staple diet of insomniac adults with an eye on the bizarre. Daniel West’s interview with OReilly digs into both biographical information and poses some critical questions about the artist’s work: “Are the Cartesian laws of computer operating systems the same as those underpinning the Universe? It’s the animated equivalent of literature’s hysterical realism.” 

Elsewhere interviews pull open their subjects and investigate their motives and causes. Like Alexander Scholz’s piece on Swiss artist Zimoun, who creates intriguing mechanical sculptures that continue to become objects until at some point they turn into sonic landscapes that tap at our awareness and find their way in. “The unrivalled favourite within the repository is the signature type of DC motor that powers most of Zimoun’s work.”

Paul Prudence (who’s work I’ve reviewed previously on Furtherfield, so I must confess being a fan of) writes about five display technologies that won’t be found in any high street consumer electronics store. Prudence takes a look at what their potential is and where they’re being developed. Colloidal Membranes for example, is a display being produced on soap bubbles that can also be manipulated to give 3D depth to the projection. He doesn’t project his own outcomes on the research presented, but like his own blogs, he offers them up for others to explore and consider as ways into discovering new potentials.

And so HOLO (@HOLOmagazine) continues in this vein, exploring both technology and critical concepts according to the titles of each section. Editor-in-Chief Greg J.Smith and the team have produced a remarkably tight collection of words that explores everything contemporary in the world of media arts right now. But the question arises: in this most digital of ages, why do we need another print book? Aren’t the electronic arts served just as well by online resources like the very one that this review is appearing in? Well, yes, of course! But the thing that has always separated digital artists and designers, no matter how far they delve into coding and manipulation of a soldering iron, is the love of the artefact. Many digital projects find their way into the corporeal world and are manifestly better as objects rather than screen-based ‘things.’ There’s something about working with the digital that makes you appreciate real life all the more. So, more than other attempts at bringing about a magazine of the digital, HOLO knows that it can only score a space on bookshelves by being more than a text book and stretching tiself to be something other than a printed blog. HOLO contains so many intriguing additions. Even on my fourth read, I found a section coming out in my hand. Instead of being the result of poor printing and binding this was a short booklet about Wolf Lieser ‘s DAM GALLERY in Berlin. Full of just enough text, this supplement contained images of work that just beg to be tacked up on a studio or lounge wall. Reading it is like having one of those weekend editions like the Guardian, but with things you actually want to read.

HOLO may describe itself as a publication about “Emerging trajectories in art, science, and technology” but I’d further that and say those trajectories are classic rhizomatic tendrils that spread out, in both actual and conceptual terms. Like any strong roots, they take hold and threaten to topple the most solid of structures. HOLO needs to be purchased and consumed, otherwise the status quo is just going to keep on standing streadfast, unchallenged and unmoving. And nobody wants to be responsible for that, do they?

Data as Culture

Featured image: Your Fingerprints on the Artwork Are The Artwork Itself

In a work commissioned by curator Shiri Shalmy for the Open Data Institute‘s ongoing project Data as Culture, artist Paolo Cirio confronts the prerequisites of art in the era of the user. Your Fingerprints on the Artwork are the Artwork Itself [YFOTAATAI] hijacks loopholes, glitches and security flaws in the infrastructure of the world wide web in order to render every passive website user as pure material. In an essay published on a backdrop of recombined RAW tracking data, Cirio states:

Data is the raw material of a new industrial, cultural and artistic revolution. It is a powerful substance, yet when displayed as a raw stream of digital material, represented and organised for computational interpretation only, it is mostly inaccessible and incomprehensible.

In fact, there isn’t any meaning or value in data per se. It is human activity that gives sense to it. It can be useful, aesthetic or informative, yet it will always be subject to our perception, interpretation and use. It is the duty of the contemporary artist to explore what it really looks like and how it can be altered beyond the common conception.

Even the nondescript use patterns of the dataasculture.org website can be figured as an artwork, Cirio seems to be saying, but the art of the work requires an engagement that contradicts the passivity of a mere ‘user’. YFOTAATAI is a perfect accompaniment to Shiri Shalmy’s curatorial project, generating questions around security, value and production before any link has been clicked or artwork entertained. Feeling particularly receptive I click on James Bridle’s artwork/website  A Quiet Disposition and ponder on the first hyperlink that surfaces: the link reads “Keanu Reeves“:

“Keanu Reeves” is the name of a person known to the system.

Keanu Reeves has been encountered once by the system and is closely associated with TorontoEnter The DragonThe MatrixSurfer and Spacey Dentist. 

In 1999 viewers were offered a visual metaphor of ‘The Matrix’: a stream of flickering green signifiers ebbing, like some half-living fungus of binary digits, beneath our apparently solid, Technicolor world. James Bridle‘s expansive work A Quiet Disposition [AQD] could be considered as an antidote to this millennial cliché, founded on the principle that we are in fact ruled by a third, much more slippery, realm of information superior to both the Technicolor and the digital fungus. Our socio-political, geo-economic, rubber bullet, blood and guts world, as Bridle envisages it, relies on data about data. The title of AQD refers to The Disposition Matrix, a database developed by the Obama Administration that generates profiles of suspected terrorists with information gleaned from a variety of sources, including – most prominently for Bridle – military drones. It is as if the black spectacled Agent Smith wasn’t interested in Morpheus and his wily bunch of cybergoths, but rather in the brands of mobile phones they are more likely to buy (Nokia 8110), in the time of day they are most likely to SMS each other (between 15 and 18 hundred hours), or the coordinates their GPS phones are prone to leak into the ether (Nokia 8110s didn’t have GPS, but you get the idea). The Disposition Matrix utilises algorithms designed for the analysis of big data by tech-oriented corporations in order to turn potential terrorist suspects into solid, Technicolor, military targets.

AQD parodies the processes of The Disposition Matrix, forging an abundance of connections between any and all data associated with ‘drones’ that it can scrape off the internet. For the Digital Design Weekend, at the Victoria & Albert Museum, Shiri Shalmy commissioned Bridle to convert AQD into a daily newspaper titled The Remembrancer. Arranged in newsprint columns of gobbledegook roll a stream of metadata terms, plucked and highlighted by the system:

The idea was that some yahoo decided to assist firefighters, especially those sick of the property. Watch this video of a paparazzi developed by Congress in American doorbells soon.  

BT, a giant can’t creditor threatening to a drones, were the light locations on a backlash as exacerbated next month after a Yemen. Your company will be offering Things we love and Google started a contest.

The newspaper format allows the reader to revel in the nonsense generated by AQD, rooting its abstract and distant associations in a medium predicated on the conveniences of daily, disposable life. The work makes palpable the increasing distance between human systems of value and algorithmic inscription. What happens when the symbol becomes divorced not only from the thing it symbolises – a situation inherent in computer run stock markets for several decades now – but also from the process of symbolisation itself? Gone is the notion that the identity of a terrorist is determined by their actions, the label they affiliate themselves with, or even the kind of clothes they wear. Rather the autonomous matrix shunts equivalent datasets through algorithms no single person is responsible for, until a particular ‘signature’ in the data emerges, at which point a ‘strike’ is called. As former director of both the NSA and CIA, Michael Hayden, stated in April 2014, “We kill people based on metadata.”

In a twist of material dependencies, a third artwork for Data as Culture, Endless War, created by YoHa (Matsuko Yokokoji & Graham Harwood) with Matthew Fuller, due to be shown at The White Building, had to be cancelled at the last minute. Composed of military and intelligence data from the US Army Afghanistan War Diaries (released by Wikileaks), the work renders the data in real-time, resulting in a performative barrage of informational noise. Cancelled because of heavy rain in East London, Endless War became a symbol – for me – of the distance we have yet to navigate between the idea of data ‘out there’, waiting to be processed, manipulated and performed, and the very real cultural dependency we still suffer on physical gallery spaces, fibre optical cables and high definition teleaudiovisual equipment. In a cheeky act of reviewer rebellion I avoid concluding this article, concatenating my thoughts instead into one final browse of James Bridle’s A Quiet Disposition:

Capitalism” is a SocialTag known to the system.

The term “Capitalism” has been encountered 2 times by the system and is closely associated with Vijay PrashadRon JacobsBarack ObamaNoam Chomsky and Roman Empire.

Broken: Annette Barbier’s Casualties

“…the futility in this case is underscored by the silly project of bringing forth by mechanical means what nature in any case provides in abundance”1

Visitors to Annette Barbier’s Casualties at Chicago Artists Coalition are confronted by an abundance of dead birds—splayed photographs of birds that nature did not provide any instinct for dealing with gigantic, human-made structures of glass and concrete. Inside these structures are people who have no time to question whether they have any instinct for the same. Barbier’s installation is the intersection of these two sets of animals. Past the short foyer of dead birds, visitors are stopped by a large curtain of feathers without apparent opening. The curtain is lit from behind, flickering. It would be easy to stop here, assuming this giant barrier is the end of the exhibit. In order to progress into the installation, visitors must violate the haptic taboo of the gallery, split the curtain and move forward. Beyond the curtain, the small gallery space is spare. The focus of the installation is an arrangement of kinetic sculptures, sitting on a felt blanket on the ground. Each piece is a rotating wheel of bird feathers, held up by a piece of small gauge PVC pipe. Wires run down the pipe into a single control card. The materials are all apparent but the effect transforms them into  minimal bird analogs. With three people in the room, it is easy to see that the feathers rotate faster when approached. With a crowd in the space, the effect is more chaotic and it becomes impossible to discern any relationship between proximity and movement.

Interactivity inevitably removes focus from anything but the interaction, if it is noticed at all. We saw multiple people investigate the piece, focused only on the electronics, trying to figure out how to “make it go.” In Barbier’s use, this is perhaps an intentional distraction, underscoring the disturbing relationship between humans and undomesticated animals in urban environments. The bird analogs spin pointlessly, pathetically, in relation to our nearness and stand in place of a connection to the natural world. With little time for contemplation and a schedule full of assessment, budget cuts, reorganization and perpetual training, the students, staff and faculty of the University of Illinois (where the majority of Barbier’s photos were taken) only encounter birds as they rain down from their impact against the Brutalist architecture.

Twittering Machine

The “silly project” described in the Danto quote at the beginning of this review describes Paul Klee’s painting Twittering Machine. Mechanical birds perch above a void, feet wrapped permanently around the wire that controls them. They are joyful and terrifying, tongues of exclamation marks and sharp barbs. One wears a spring while another resembles a fly fishing lure. They are unstable, with questionable guy-wires holding them upright. Their perch is a wave on which they will bobble up and down, and perhaps fall, but only if the handle is turned. Barbier’s birds, like Klee’s machine, are a mere mechanical replacements for living beings, precariously perched and only moving within a severely confined environment.

“In my writing I got so interested in fakes that I finally came up with the concept of fake fakes. For example, in Disneyland there are fake birds worked by electric motors which emit caws and shrieks as you pass by them. Suppose some night all of us sneaked into the park with real birds and substituted them for the artificial ones. Imagine the horror the Disneyland officials would feel when they discovered the cruel hoax. Real birds!”2

Where Danto saw an abundance of nature, Philip K. Dick, quoted above, sees the replacement of wildlife with structured wildlife encounters. The artificial birds flutter and respond to our presence but only represent birds as humans imagine them. Barbier’s fake, electric pinwheel birds reduce the illusion to a mockery. The foyer of the installation shows the results of human architecture, inside we are confronted with the futility of seeking a technological solution.

“We are the first generations born into a new and unprecedented age — the age of ecocide. To name it thus is not to presume the outcome, but simply to describe a process which is underway. The ground, the sea, the air, the elemental backdrops to our existence — all these our economics has taken for granted, to be used as a bottomless tip, endlessly able to dilute and disperse the tailings of our extraction, production, consumption.”3

Casualties is not a call to action but a dirge, room silent but for the mechanical sound of small motors. Unfortunately, the human-centered reduction that Barbier’s sculptures outline, a false dichotomy in which we can only “save” or “destroy” nature, is undermined by an associated event. In a catalog insert, we are invited to a workshop on Preventing Bird Strikes. In this two hour workshop, we can learn to “create [our] own DIY devices to help birds avoid collisions with reflective glass surfaces.” The disjunction of human and natural is a much deeper issue and Barbier’s installation poetically makes visible a small intersection in civilization that is incredibly complex, and broken.

_

Images and video courtesy of Annette Barbier

Pencil-Line-Eraser: An Interesting and Worthwhile Exhibition at Carroll/Fletcher

Pencil / Line / Eraser, the current exhibition at Carroll/Fletcher, spanning both the main Eastcastle Street gallery and their nearby Riding House Street project space, is well worth a visit. It’s never less than engaging and there are several pieces that lodge, linger and ferment in the mind long after the bus or train ride home.

They describe the show as “surveying recent works in expanded drawing which use paper and line as a point of departure” and, let me say again, whatever I have to say that is critical you won’t waste your time there. Far from it.

This review will be in two parts – first, & with an innocent(ish) eye, I’ll sing the praises of the work that itself sang to me during my visit and then I’ll vent about the things that irritated me, more a question of contextualisation and commentary than of the work itself, although in today’s text ridden and intention trumpeting artworld it’s sometimes a little difficult to unpick one from the other. Since the artists cannot completely escape responsibility this has consequence for any assessment of some of the work.

In a space of their own, a little into the main gallery, there are three pieces by the Portuguese artist Diogo Pimentão and they are delicious – large pieces of heavyish paper covered with graphite and folded, draped and rolled. Two are delicately attached to the wall so they appear to float there and the third sits up on the floor like a long fierce graphite flue.

Diogo Piment„o Documented (belong #6), 2014 Paper and graphite
Documented (belong #6) and Documented (belong #7), 2014. Paper and graphite. By Diogo Pimentão

The works capture superbly paperishness: its particular foldiness, rolliness and drapiness and its ability to suck up pigment in large quantities (fields rather than lines here) Indeed the graphite covering softens the folds and creases so what we experience is a kind of Platonic report on the qualities of paper. The urge to touch this gorgeousness is almost irresistible.

The works strongly recall Richard Serra (though what I perceive as his machismo is entirely absent) – his early large scale drawings using a single dark medium, ink or oil stick, but also the torque and defiance of gravity that is so much part of the steel pieces. I’ve no idea whether this is a conscious borrowing but to point it out is not to criticise the work in any way because it feels like a commonality of subject matter –the stuffness of stuff – rather than technique, despite deceptive (and magically so) similarities of appearance. (It takes a couple of beats to fully realise that Pimentão’s work is work on paper and not something else.)

Further along to the left in the stairwell is one of a number of films by Wood and Harrison. Some of their work strikes me as a tad glib – smart but somehow too undemanding of thought and which tickles the viewer’s tummy (and amour propre) a bit too readily. And I apply this to their other pieces in this show – the paper which moves (conveyor belt?) beneath hands holding both a pencil and then an electric eraser makes me want to shout “I get it, OK , I get it! I get Rauschenberg, I get updating pieces to the digital era, I get a certain fashionable emptiness…”

The piece in the stairwell, though, is a different kettle of fish. Entitled ‘Fan/Paper/Fan’ it does what it says on the tin. A pair of hands places a piece of paper between two fans blowing towards each other in such a manner that the paper temporarily defies gravity and stands on its edge on its shorter side. Well, not so much stands as staggers like a gleeful drunk, manic ballerina or even someone just desperate for a pee. Then it falls and the hands re-position it, and maybe it’s just me (and even if, I offer it to you as an affective pathway to the work) but here, rather than a closing off or a patness, there is a tremendous opening out – the metaphor of the paper’s embodiment resonates with the human figure who intervenes and helps (or tasks) it. It’s difficult to resist anthropomorphising the fans, too, as windheads in map corners or Tweedles Dum & Dee. I’m going to use the artworld kiss of death term “moving” to sum it up.

The second two artists I want to hymn are to be found in the project space. The first is Sam Messenger who makes large scale abstract drawings on dense paper which is subjected to some sort of weathering process – hence, I assume, the mysterious listing of saltwater in the description of one. The net or skein of white pigment which floats upon a dark and varied but subtly modulated wash is applied according to some sort of Fibonacci based algorithm (as per usual with artists and maths the actual detail is elusive). Much play is made of the ceding of control which goes with this, together with the, therefore somewhat surprising, point that this algorithm doesn’t permit a prediction of the drawing’s final state at any point before this is reached. I get it, though, I think – the set of conditions must be firm enough to follow straightforwardly and to yield visually coherent results but at the same time there must be some choices, forks, within the procedure. What this yields is a complex detail nothing short of exquisite. Particularly lovely is the way that the drawings bulge away from the wall and also just how lost in their surfaces one soon finds oneself. It took me a little while to believe that the white “surface” network was not applied in some mechanical way (especially given the prevalence of mechanical /digital assistance/participation in the work of some other artists in the show) but close and detailed examination reveals uncertainties in marking that could come only from a human hand.

Sam Messenger Veil from Io, 2014 Ink, pigment and saltwater on paper
Veil from Io, 2014. Ink, pigment and saltwater on paper. By Sam Messenger

The final piece in this tour of highlights and, on a best till last basis, the one which affected me the most is a single piece by Christine Sun Kim, about whom more after I describe both the work and my first response to it. We see a drawing of a text, of three systems of horizontal lines resembling music manuscript staves (though in each case one or more lines short of the usual five) and smudges. The largest of the smudges and one which suggests it contains some colour – it’s curiously difficult to tell, I think it does – sits athwart the middle system of lines. Elsewhere there are much smaller patches which presumably arise out of a loose way of working with the charcoal of the lines. These lines themselves are gorgeous, varying markedly in width (but remaining lines, not shapes) and performing a similar balancing act with their relation to the horizontal, from which they depart but never enough to threaten our reading of them as such. Above the top left of the system of lines there is a text in clear and deliberate but slightly spidery sober brown capitals which reads FEEDBACK AFTERMATH. “Sounds like the name of a heavy metal band,” I remarked to my companion, who laughed gamely. But there is something bold and mysterious about it. After the band name, motivated in part by the horizontality of staves, their wavering might conjure a seismographic recording, or simply (and especially in the context of this show) some kind of algorithm at work. All this far from exhausts the visual pleasures of the piece. The central positioning of the marks, the feeling of a space divided into mark and void but at the same time a void graduated from nothingness up through a series of increasingly visible smudges. The palpable sense of the performative in a drawing like this. Oh it’s great! I wish you could see it! You can! (until Sept 13th 2014) Go.

Christine Sun Kim Feedback Aftermath, 2012 Marker and charcoal on paper
Feedback Aftermath, 2012. Marker and charcoal on paper. By Christine Sun Kim

On reading the handout we discover that

Christine Sun Kim, who has been deaf since birth, explores the materiality of sound in work that connects sound to drawing, painting, and performance. Her performances are often the starting point for works on paper that display witty evocations of powerful sounds or loaded silences.

I quote it not to flaunt my perceptiveness but to observe how vigorous and alive the work is even without contextualizing info. It wouldn’t matter a two-penny damn if read the “wrong” way either, it’s the sheer power, variety and beauty of the mark-making and its appeal across a whole range of things from cultural codes such as music and language, through graphs and charts through to the facts of our embodiment – our perception of dark and light, our manual dexterity or surrender to chance, the need to play, the right to say ‘fuck it!’ and leave that mark there; to own it.

So what is my beef? Part of it lies in the curatorial notion of “expanded” drawing, a conceptual movable feast. It implies some kind of comprehensible set of practices which make drawing –what? –more expressive, more up to date, capable of things that were previously not possible… I don’t know, neither do you and neither does anyone. At its most straightforward one could read it as works made which are somehow adjacent in some way to drawing –so a number of works involve moving image works of drawings or the act of drawing. But hold on –there’s a perfectly respectable word for this which is animation or, if this is stretching it, moving image work with drawing as its topic. I would be reluctant to call these works themselves drawings, expanded or no, with the exception of Fan/Paper/Fan where a path is drawn by the jittering paper. Likewise much play is made of the uses over the last forty years of mechanical means of ..er..drawing. Except one feels the weight of history and usage would fall more appropriately behind the simple print.

It probably wouldn’t be worth losing any sleep over it all except this comes to a head for me in two large scale works, one at each site. The first is a piece by Raphael Lozano Hemmer whose

Seismoscope device detects vibration around it, from footsteps to tectonic shifts, and records this vibration on paper using an automated XYplotter. As the Seismoscope registers a seismic wave, it is programmed to draw an illustration of a single 11th Century Sceptical philosopher, over and over again. The actual traces of the drawing follow a random path, while staying within the portrait image that has been burned into the memory of the device, thus each drawing emerges unique.

And each of these drawings to date is pinned up on the adjacent wall on a daily basis (although in a move that doesn’t exactly bespeak confidence a “completed” version is retained in the “out” hopper of Lozano Hemmer’s machine so that we can see what it’s like.) What one sees on the wall is a series of drawings which appear to have stopped at various points in the process of being plotted out. It looks as though something about the software tends to create a blotch of ink at that stopping point. Otherwise the images are hard to distinguish. The descriptive text is evasive about how the tremor detection feeds into the plotting process. Does an initial tremor start it or is it merely that the tremors alter the manner of laying on pigment within the template that is already programmed into the installation so the lines go on in different ways within the bounds laid down? The words sledgehammer and nut occur when such a fetishisation of the digital and mechanical is applied to results which are..well… kind of OK-ish but contain, even conceptually (lest I’m accused of being unduly optical) little to move or amaze.

There’s a similar mountain labouring to bring forth mouse situation with Julius von Bismarck & Benjamin Maus’s (ha! Just noticed!) Perpetual Storytelling Apparatus which, in truth, is a beautiful thing to behold –a wall mounted plotter which spews forth a seemingly endless scroll of printed paper, populated, the notes tell us with that hubristic gigantism that so often afflicts such documents, by drawings from “seven million patents – linked by over 22 million references”. The mechanism is easily explained (and perhaps this itself is significant). There is a root text (for one showing it was, apparently, Alice in Wonderland) and by the miracle of software and data equivalence the text is translated into a set of illustrations comprising drawings drawn from the previously mentioned patent database which are then printed out onto the scroll of paper. The artists don’t reveal the source text until after the close of the show. As noted, it’s a handsome process to watch and the drawings have the strange surreal beauty of the technical drawing uprooted from its context but there is an implicit claim made by the artists with their title (supported explicity by the curatorial “New visual connections and narrative layers emerge within the telling of this story through the graphical depiction of technical advancements”) that something resembling a narrative emerges from all this hoo-ha. To put it bluntly – it so does not. You would have to strain your imaginative faculties enormously and do some heavy duty cultural forgetting to even begin to find narrative here, because the images on which the thing piggybacks are so distinctive, strange and beautiful in and of themselves. It’s instructive to compare this rather polished and curator friendly but ultimately disappointing piece with the wonderful and messy anarchy of its distant ancestor, MTAA’s Endnode (aka Printer Tree) of 2002 where a cheap and cheerful plywood tree with printers in its branches dispensed prints of posts to a created-for-the-occasion e mail list. (Images: http://www.endnode.net/install.html background: http://www.endnode.net/index.html)

Julius von Bismark and Benjamin Maus Perpetual Storytelling Apparatus, 2008
Perpetual Storytelling Apparatus, 2008. Electromechanics, pen and paper. By Julius von Bismarck and Benjamin Maus

So I want to finish by saying, once again, this is a great show. There’s a lot of good stuff I haven’t even mentioned, some of Evan Roth’s work in particular. But its basis bothers me a lot – I’m certainly very far from wanting to exclude the digital, the mechanical and the procedural from an as yet to be really seriously defined expanded drawing practice but at the moment it is still drawing’s appeal to and demands on the artist’s embodiment and our embodied imagination that give rise to by far the most engaging work here.


Pencil / Line / Eraser
At Carroll/Fletcher
1 August – 13 September 2014

Jenifa Taught Me – Constant Dullaart Review

JENIFA TAUGHT ME
CONSTANT Dullaart’s solo show Stringendo. Vanishing Mediators, Caroll/Fletcher.

INTRO

Occupying both floors of the ultimate O’Doherty white cube of Carroll/Fletcher, Dullaart’s first solo UK survey show Stringendo, Vanishing Mediators consists of 27 works – many of them newly commissioned. The works have in common Dullaart’s pervasive aspirational tactic of queering and laying bare the architecture – both physical and virtual – of our networked yet doggedly analogue broadcast lives. Retaining a sense of sepia-tinted nostalgia for the Pong era Internet, many of the works in the show pay tongue-in-cheek homage to the revolutionary and democratic aspirations placed on the web at the beginning of its popular adoption – albeit primarily by white, male middle class Americans. Throughout the exhibition, Dullaart forensically tracks, seeds and traces remnants of our digital past and places them in direct dialogue with the power relations embedded in the terms and conditions of how these technologies have remediated the way we encounter and interpret our world now. This unveiling and excavating of the digital gesture – whether personal or brand mediated – and the freezing of the smoke and mirrors affect of software semantics isolated on the plinth of the gallery. It will be familiar ground for many of us in the business of the aestheticization of our precarious position as prosumers in surveillance society. However, as Dullaart lays bare the soft terrorism of the interface and the slowly encroaching disillusion of the clunky binary “digital” and the “physical”, he points towards a new way of visualising the architecture of our messy public/private, social/political pathological states of disarray by introducing The Balcony as a newly envisaged site of resistance and broadcast.

JENNIFER

Jennifer in Paradise
Jennifer in Paradise, courtesy of Caroll/Fletcher gallery

Stepping off the street and into Constant Dullaart’s recent solo show Stringendo, Vanishing Mediators at Carroll/ Fletcher on a sweltering summer afternoon I am immediately transported into a trippy AC’d noughties Snappy Snaps.

Installation shot, Stringendo, Vanishing Mediators, Caroll/Fletcher
Installation shot, Stringendo, Vanishing Mediators, Caroll/Fletcher

Dullaart’s signature, and now Guardian-famous, eponymous series Jennifer in Paradise acts as the hero image for the immersive world of blissfully glossy software-mediated wallpaper and slickly produced lenticular prints hanging in the entrance gallery. A Miami-hued display of software’s extensive lexicon of brushstrokes, filters and masks is flamboyantly demonstrated on the lonely yet aspirational image of a beautiful woman sitting on the beach looking out onto the tropical horizon. The promiscuous past of this image is well rehearsed; from its origins as a 1987 holiday snap – taken by co-creator of Photoshop John Knoll – to its use as crash test dummy for his ground-breaking popular software and its voracious adoption by the newly indoctrinated Photoshop masses as a subject of visual vivisection frames the staging of this exhibition. Dullaart’s archeological impulse to sniff out the rare software artefact of Jennifer points towards a general fetishization of the magic tipping point of the analogue/digital past –conjuring up a time when photography’s authenticity was still a battle to be fought. In a conversation with the artist at the appropriately ambiguous location of The Photographers Gallery shortly before his show opened, Dullaart emphasises the enduring pull of the image in his own practice. Describing the logic of the exhibition’s strategy, he sees the pasting of the Jennifer wallpaper as a “doubling” [1], or colonisation of his ongoing Jennifer experiment.

Dullaart’s Jennifer journey through the lexicon of data manipulation started when he embedded a secret stenographic message in the first re-appropriated images of Jennifer as a kind of “prize” for his growing online viral public. The first iteration(s) of Jennifer in Paradise explored the Internet’s opacity, highlighting the extent to which onscreen data is manipulated and controlled, enhanced or deformed. By celebrating and transporting the cyber-famous Jennifer into the gallery context in the form of selective editions, copies, or “abbreviations” of the digital, networked manipulation of the image, these artefacts act as both signifiers of the artists’ practice and as tempting photographic editions in their own right. A fact the artist is well aware of. However, the overarching social commentary implied in the freezing of this signifier of mass viral circulation is that the image became a coded Trojan horse for the prosumers’ 2.0 hypermarket as it was seeded, tracked mediated, remediated and mimetically distributed through the newly democratised digital commons.

AUTHORSHIP

It is in this mimetic gesture of versioning – a trope embedded in the very DNA of software development – that the artist does not just reference and make visible software’s surface gestures, but actually performs software’s versioning impulse, exposing it as a form of corporate cultural imperialism and spotlighting the newly negotiated role of authorship in the process. The artist’s persistent and persuasive disruption of the role of authorship is a common and recurring obsession running through his practice – from objects, to online queering of domain names, to his performances. A personal/impersonal example of this is played out in the exhibition by a row of seemingly innocuous family photographs. The series of family pictures from the 1980s are, according to Dullaart, the cleanest example of performative authorship. The photos were simply sent to Apple co-founder Steve Wozinak  for him to sign and send back to the artist – resulting in the  “re-authoring”  of Dullaart’s  childhood memories. This simple performance of capital control and authorship of so-called private identity is mainlined into Dullaart’s practice, and speaks to the artist’s core impulse: “this is exactly what I do – I take what isn’t public and I re-posses and reprocess these artefacts and re author them into a different spectrum”. [2]

RETRO-MANIA

In another act of ambiguous reverie of the commercial canon of software are the three pieces entitled Bill Atkinson demonstation drawing, (no.5, 12 and 18) hanging on the other side of the gallery, positioned against the Jennifer-tiled wallpaper. These drawings from the 23 stages of the first drawing made by Macpaint creator Bill Atkinson are printed in monochromatic hues sandwiched between photopolymer plates. These meticulously restored physical gestures of one of the first drawings executed by commercial software are particularly important for the artist. He sees this attempt at drawing made in the  “strong consumer software” of Macpaint as a kind of totem or signifier of the emerging lexicon of the new canon in art history.


Beautiful fetishistic rubbery objects in themselves, the physicality of these works demonstrates the materially-dependent, performative intent in Dullaart’s practice. As these monochromatic objects react and change to UV light – hardening and cracking – any collector of his work needs to embrace the precarious temporality of the objects themselves. This is true of all of his work – including domain names, websites, his own online identity etc. and Dullaart emphasises that the conscious situating and staging of his works in the framework of time is one of the most vital components of his practice.

THE “CUTE” ECONOMY 

This animated relationship to instability and time- dependency is clearly demonstared in his player paino piece Feedback with Midi Piano Player at the heart of the exhibition. An algorithm interpreting polymorphic songs is played out through the grand piano in the gallery in an apparent circus-like celebration of the computer’s magical powers. However,as the recital unfolds, it is full of little mistakes – the songs are too complex for the computer to relay in a coherent feedback loop. For Dullaart, the inaccuracy and amateur quality of the computer/piano recital delivers a quasi -human quality of cuteness – an increasingly desirable quality in our  popular technology, and an indication of the drive towards the synthetic anthropomorphism of digital objects and structures in general. This inevitably recalls Marx’s highly questionable use of anthropomorphizing comparisons of the commodity to children and women to underscore the “fetish character” [3] of commodities – the phantasmatic displacement of the sociality of human labour onto its products, as they appear to confront each other as if operating independent social lives of their own. In this sense, the “cuteness” in Dullaart’s piece might be seen as an intensification of commodity fetishism’s logic redoubled (like Jennifer) – as the viewer is connected to the unavoidable fantasy of fetishism, itself already an effort to find an imaginary solution to the irresolvable “contradiction between phenomenon and fungibility” [4] in the commodity form.

However, if this “cuteness” maintains fetishism’s overarching illusion of the object’s animate qualities  – in this case the clumsy performance- at the same time it wants to deny what, in Marxian terms, these animated commodities articulate as “Our use-value may interest men, but is no part of us as objects…We relate to each other merely as exchange values.” [5]

BALCONISATION

Dullaart then shifts his attention to the main focus of the exhibition – the conscious construction and showcasing of his proposition of a new way of entering into a contract with our networked, hyper-published -selves: the balcony. The two physical balconies presented in Stringendo, Vanishing Mediators (one of which is accompanied by a digital ticker-tape text of his Balconism manifesto) are both visual prompts and, in a sense, demos, of Dullaart’s concept of balconisation. In direct acknowledgment of the hyper- mediated image of Julian Assange standing on the balcony of the Ecuadorian Embassy in London – Dullaart starkly illustrates this liminal, politically charged space where we bear witness to a clear slippage between UK and Ecuadorian territory. To Dullaart, the balcony represents a ‘space outside society’ [6], and this new space of public address marks a shift in responsibility in self-broadcast/publication in the digital commons and the social media sphere. According to Dullaart, we all need to recognise our position on the balcony in our hybrid public/private pathology and modus operandi of quasi-addictive self-broadcast.

On the balcony we should be ready to escape the warm enclosure of the social web, to address people outside our algorithm bubble.  In the context of the show, the balcony is positioned as a higher order theory for how we should respond to the process of digitalisation as a whole, to how corporations and programmes structure our understanding of the world. We need to stand on our particular balcony ‘and choose to be out in public and we have to define cultural codes of how to do that’. [7]

What Dullaart’s exhibition Stringendo, Vanishing Mediators offers anew is an alternative proposition of spatial code through which to understand our steadily (re) negotiated locations of private and public space and the possibility of somewhere inbetween from which to enact a certain kind of everyday De Certeauian [8] tactic – the Balcony.

Dullaart’s solo exhibition ended at Carroll / Fletcher on 19th July 2014.

E-Vapor-8 at Site Gallery: REVIEW

Featured image: still from Fatima Al Qadiri / Sophia Al Maria HOW CAN I RESIST U

E-Vapor-8 is a very cool group show which looks and feels about as much like a club as you would want it to. It features a series of haunted works opening onto the “death of rave” — and what that death means, when it happened, and if it is still happening, are the most interesting questions provoked by a visit.

Works by Fatima Al Qadiri, Daniel Swan, Petra Cortright, Rhys Coren become the characters and rooms of a labrinthine underground culture which takes emotion, history, sexuality and race as its headliners and resident evil. It is a small exhibition, considering this scope, and perhaps not the show which the curators would lead us to believe.

The notion of cultural ‘Afterlife’ enters the fray as surely and convincingly as a sweaty-metallic-render 3D blade drifting though green wireframe. Afterlife is a ziegist topic – Transmediale’s Afterglow theme explored an afterward of an already exploded digital scene; Mark Fisher’s term ‘Hauntology’ connected Derridian theory to underround music/artists like Al Qadiri and Maria Minerva; and the recent New Death exhibition at FACT featured works such as Jon Rafman’s installation, depicting an indecent internet-accelerated-libido as a kind of end-of-the-world-is-now scenario. In these works and perspectives the realm of the afterlife is shown to be a nuanced one from which to view the epochal changes culture has undergone, and this is why a show like E-Vapour-8 feels so timely.

The name of the exhibition is taken from a 1992 rave track, but it also makes me think of the recent rash of e-cigarette shops…

and, more portentiously musical genre coinage I know from reading Adam Harper’s contemporary music commentary: vapourwave

“At the end of the world there will only be liquid advertisement and gaseous desire. Sublimated from our bodies, our untethered senses will endlessly ride escalators through pristine artificial environments, more and less than human, drugged-up and drugged down, catalysed, consuming and consumed by a relentlessly rich economy of sensory information, valued by the pixel.” Adam Harper in DUMMY

Several of the best works here are available to view online, and benefit greatly from the throb and thurst of this gallery setting. Watching Daniel Swan’s Plane Drift V on a hi-def monitor, I appreciated the use of lo-fi pixilation as part of the affective ether of the work, as the utopian 3D crumbles into a flat and luscious digital irony. The video ends its loop on a frieze of a 3D plaque stating ‘Return’, evoking the role of the loop in dance culture, and the mode of reinvention in evidence throughout the show.

Fatima Al Qadiri’s tune How Can I Resist U with a new video by Sophia Al-Maria dominates the main gallery space with its unsettling deep bass underflows, and audaciously cool bringing together of urban architecture with international dance cultures. In the other room, Petra Cortright’s voyeuristic film Lara Practice shows a young girl trying out her ecstatic dance moves presumably to rewatch later – a tragic pantomiming of ‘happy hardcore’.

Other works play on the aesthetics of given rave cultures. Travis Smalley’s Wave Trancendence splays the multi-coloured trippy aesthetic of early hardcore flyers as a sickly overlush chill-out visual.

Adham Faramawy’s Lifeproof iPhone Cover revisits the metallic Photoshop filter and puts it in motion, his work simultaneously harking back to late-90s era Drum n’ Bass, while having the look and feel of a vapourwave.jpg – except instead of vapour-wave’s marble, the plinths and stands for Faramawy’s work ooze black foam, like an ashtray left in the alley behind your mum and dad’s for thirty years.

This incongruous collection of perspectives, along with the jostling beats across the whole show provoke a kind of nervy excitement. Installations in the show also play and elide bliss and paranoia. Harry Burden inverse-casts a crumpled car wing and paints it in a pearlised blue and green like a strange beetle.

Alexandra Gorczynski’s liquid dream-like video peers up queasily from under a glittery canvas bedcover, and Maria Olsen’s gold tapes in a heap on the floor; each item together and the same, but the artifacts themselves – the music, the person – alone in their capsule.

Only Rhys Coren’s playful video-loop doodles set across three screens to a chirpy four-four house beat seem unequivocally ‘happy’ – but we notice that even here, the screens face away from each other, and the animations jiggle on their own buzz.

Sitting off in the corridor like a rushed-out raver afterwards, the trouble with this show sinks in. In her short introductory essay, curator Francesca Gavin acknowledges that many of the young artists she features are not old enough to have experienced the first ‘white glove’ rave referenced in the title of the show, but neglects to acknowledge the life of rave and dance culture which these ‘subsequent’ generations find ourselves mourning. To an extent, the use of Acid House here has more to do with marketability than criticality – but to jump right from early 90s rave to the work of an artist like Harry Burden, Adham Faramawy or Fatima Al Qadiri, and to locate the older Jeremy Deller’s smiley-face poster artwork at the ‘fulcrum’ of this show, is to willfully ignore the racial and social complex of the Drum’n’Bass, Techno and Trance which followed (as documented most memorably by Simon Reynolds in his Hardcore Continuum series for The Wire).

Gavin’s insistance that the exhibition ‘examines the utopian ideas surrounding rave before its failure’, seems to ignore what the artists in the show might consider the actual moment of rave’s failure. This central oversight leads to others. The choice of JG Ballard’s Crash as key-text, while obliquely relevant as an aesthetic touchstone of dystopia, doesn’t really reflect on the ‘realness’ of the scene artworks such as Gorczynski’s reference – it would be nice to have a chance to review the impact of a novel like Irvine Welsh’s Maribou Stalk Nightmares on this generation, or reflect on how current novelists such as Tao Lin use prose style to echo the afterlife of re-illusioned rave and drug culture.

The best works in E-Vapour-8 exist as echoes a UK club culture with more ambiguous relations to capitalism and politics than the radical and resistant Acid House rave. The void left by the hedonistic lifestyle is a simulacrum in a work like Faramawy’s, for the void left in our lives by the death of the hope of capitalism, and our continued afterlife within it – like a club we’re forced to keep revisiting even though it’s too expensive the DJs are shit and people keep getting shot.

The deep cuts in Sophia Al Maria’s and Fatima Al Qadiri’s How Can I Resist U are reconstituted and assimilated into an elegy – to the ‘bootyshake’ and bass, but also to social distribution and emptying out of utopian modernist architectures, using the lo-fi and hi-rise as distinctly modern hallucinations, and touching clearly on Sheffield’s own rave heritage in buildings such as the Park Hill flats.

Seen in the light of her generational ‘shortfall’ (being too young to have been seen Altern8 in the Hacienda, but old enough to have got down to Ed Rush at The End) Petra Cortright’s subtle and lyrical cutting and smeering of an original video and its soundtrack in Lara Practice, reminds me of the millenial dancefloor vibe – how out of place those moves were, how re-territorialised they immediately became.

“I start to wonder if she, like me, got sucked in by Ardkore’s explosive euphoria, its manic, fiery-eyed glee, and then got carried along by the music’s logical evolution to wind up at another place altogether, dystopian rather than utopian.” Simon Reynolds ‘”Slipping Into Darkness” The Wire #148

As examples of the thematic depth offered in this show, the Al-Qadiri/Al-Maria and Cortright videos capture the implosion of a naïve energy. By focusing on the female body in the throes of bass, they present distinct and equally valid breakages taking place between anticipation and experience – and the emergence into a darker real and global hyper-real. The artists’ contemporaries in the music scene (including vapourwave artists such as Vektroid and Oneohtrix Point Never) deserve some credit for informing a culture which can act in this way.

It would seem that a gallery of this stature, and a curator with the contemporary culture credentials of Francesca Gavin – visual arts editor at Dazed – would be more keen to link visual art with actual dance culture, rather than a fully assimilated cultural caricature like happy hardcore… but then, the exhibition itself is an opportunity for us to do just that.

I recommend a visit – the show is on until August 17th. Those who were in a circa-1998 nightclub will recognize the nervy and unsettling sensation of the corridor or cloakroom queue, the combination of E-high with screw-face attitude. A steady, percolating dark bass among the hallucinatory imagery and tongue-in-cheek synth refrains. Those who weren’t will undoubtedly find their own touchstones in these independently deeply poignant and distinctly contemporary works.

Play with the Rubik Cube simulator online! Drag the pieces with your mouse to unjumble the puzzle.

Die GstettenSaga: The Rise of Echsenfriedl. A post-apocalyptic aftermath of the “Google Wars”

Die GstettenSaga: The Rise of Echsenfriedl review. SPOILER WARNING!

Johannes Grenzfurthner’s Post-Apocalyptic DIY Epic on Makers, Hacktivism and Media Culture.

“A mad post-collapse satire of information culture and tech fetishism, in a weird sort of melding of Stalker, Network, and The Bed-Sitting Room.” (Richard Kadrey)

Die GstettenSaga: The Rise of Echsenfriedl is an Austrian hackploitation art house film by Johannes Grenzfurthner, mastermind of the international art-technology-philosophy group monochrom, co-produced by the media collective Traum & Wahnsinn. Reimagining the makerspace as grindhouse, the story is set in the post-apocalyptic aftermath of the “Google Wars” – an armed global conflict between the last two remaining superpowers China and Google – which has turned what remained of the Alps into a Gstetten.

In Austrian German, “Gstetten” translates to wasteland, outback or ‘fourth world’ (Manuel Castells) and is a popular name for provincial towns – and sometimes just the less sophisticated parts of them. The area’s biggest semi-urban sprawl is Mega City Schwechat, the former home of Vienna International Airport, a refinery and a beer brewery. It is governed by the evil media mogul Thurnher von Pjölk (Martin Auer), a pretender who claims to be the inventor of key publishing technologies such as letterpress printing and rules the area with his tabloid newspaper. But the hegemony of his yellow press empire is contested by – spoiler alert! – makers, hackers and nerds, who are more leaning towards electronic media such as the recently rediscovered television. In order to get rid off this bothersome opposition, Pjölk devises an evil plan for wiping out Schwechat’s insubordinate creative class.

In an insidious political move, he pretends to reach out for the technophile faction by commissioning two of his reporters, the bootlicking opportunist Fratt Aigner (Lukas Tagwerker) and the brainy geek girl Alalia Grundschober (Sophia Grabner), to conduct an exclusive TV interview with the ultimate Gstetterati icon, the legendary innovator Echsenfriedl (“Lizard Freddy”) – on the basis of precarious employment conditions. The title character, who turns out to be an basilisk, embodies a mix of Steve Jobs, Richard Stallman and Julian Assange and lives in the depths of Niederpröll in his hideout much like Subcomandante Marcos – partly in order to protect the world from his killing gaze, which would, audio-visually transmitted, turn the whole of his fan base immediately to stone.

Grenzfurthner’s sci-fi-horror adaption of the Divine Comedy takes us on a retro-futuristic post-cyberpunk adventure in the tradition of cinema grotesque back to the dark days which preceded the Internet. The journey of our heroes – distinctively resembling Tarkovsky’s ‘stalkers’ – is a quest for extinct media technologies but their search for Echsenfriedl eventually leads the two protagonists to a deepened understanding of who they really are: the media industry’s precarious workforce under spectacular capitalism. While Fratt’s dirt track to enlightenment is paved with stumbling blocks, his brainy Beatrice advances with the determination of a Harawayian cyborg who makes use of her superior technical skills to save them from the zombified folk populating the Gstetten: uncanny creatures from the Kafkaesque bestiarium of Austria’s undead bureaucracy and its hanger-ons like armed-to-the-teeth Postal Service subcontractors (brilliant: monochrom’s Evelyn Fürlinger, also Grenzfurthner’s ex-wife) or the once powerful Farmers Association led by Jeff Ricketts (Firefly, Buffy the Vampire Slayer), who are worshipping antique pre-war EU funding applications as their sacred scriptures. Our friends receive the final hints for their search from the Sphinx Philine-Codec Comtesse de Cybersdorf (Eva-Christina Binder), a fantasy femme fatale who is torn between Plöjlk and Echsenfriedl, and the bearded drag queen Heinz Rand of Raiká (David Dempsey), an eccentric agricultural cooperative banker and possible descendant of Conchita Wurst.

The Gstettensaga’s fascinating cinematic pastiche is more than just a firework of rhizomatic intertextuality, a symptom of the depthlessness of postmodern aesthetics or excessive enthusiasm for experimentation in the field of form. In their infamous 1972 book Anti-Oedipus, Gilles Deleuze and Félix Guattari have identified the technique of bricolage as the characteristic mode of production under “schizophrenic” capitalism, a facet triumphantly magnified by the filmmakers. If every discourse is bricoleur, like Jacques Derrida suggested, suddenly ‘context’ can become the artist’s material or even a form of art in its own right:

“The more artists are consigned to an existence within a patchwork of niches, the more dependent they become on information resources, communication and networking. In this respect, aesthetic artefacts must take a stance toward a plethora or markedly heterogeneous contexts that sediment in one way or another: the conditions and circumstances surrounding their production, their various social fields from which (and for or against which) they speak: real or imagined audiences toward (or against) whose values a work, an approach or a position is targeted. This play with the factors affecting it and among which it must mediate has become an essential trait on an art form that might best be described as ‘Contextualism’.” [1]

What I found especially intriguing about the Gstettensaga is how the filmmakers responded to the various challenges of the feature film format by contextualising the whole production process, distribution, language adaptions (subtitles are an integral part of the story), soundtrack and even the viewing experience.

The film was initially commissioned by Austrian public broadcasting station ORF III as part of the series Artist-in-Residence for a budget of only €5000, set to be produced within a six months period. In response, monochrom used an embedded prank to raise money. The movie contains a text insert similar to watermarks used in festival viewing copies, which asks the viewer to report the film as copyright infringement by calling a premium-rate phone number (1.09 EUR/minute) and enabled Grenzfurthner to co-finance the film with proceeds from this new strategy he has named ‘crowdratting’. [2]

The Contextualist script – including outlines of scenes for improvisation – was written by Grenzfurthner and Roland Gratzer in just a couple of days in November 2013 in a Viennese restaurant. They also incorporated ideas that came up during their weekly meeting with the entire production crew, whereas some of the backstory was first created for monochrom’s pen-and-paper role-playing theatre performance Campaign. Principal photography – the camera work of Thomas Weilguny deserves the highest praise – commenced on December 2, 2013 and ended January 19, 2014, which left nearly 5 weeks for post-production and editing. Due to the fast production process and the financial limitations, no film score was composed for the Gstettensaga – instead, Grenzfurthner used an assortment of 8bit, synth pop and electronica tracks especially for their specific retro quality because “they may sound old-school to us, but not in the world of the Gstettensaga, where all retro electronic music is still impossible and futuristic.” [3]

The retro-futuristic world of Echsenfriedl is coming to a film festival, hacker con or Pirate Bay near you.

Official Homepage

http://www.monochrom.at/gstettensaga/

Festival screenings

Tamtam (Seara de proiectie la TT) / May 7, 2014 (Timisoara, Romania)
KOMM.ST Festival / May 11, 2014 (Anger, Austria)
Supermarkt (Dismalware) / June 7, 2014 (Berlin, Germany)
Fusion Festival / June 25-29, 2014 (Lärz Airfield, Mecklenburg, Germany)
Roswell International Sci Fi Film Festival / June 26-29, 2014 (Roswell, NM, USA)
iRRland movie night / June 30, 2014 (Munich, Germany)
qujochö Film Summer / July 3, 2014 (Linz, Austria)
HOPE X / July 18-20, 2014 (New York, New York, USA)
Fright Night Film Fest / August 1-3, 2014 (Louisville, KY, USA)
Gen Con Indy Film Festival 2014 / August 14-17, 2014 (Indianapolis, Indiana, USA)
San Francisco Global Movie Fest / August 15-17, 2014 (San Jose, CA, USA)
Rostfest / August 21-24, 2014 (Eisenerz, Austria)
Noisebridge / August 29, 2014 (San Francisco, USA)
/slash Filmfestival / September 18-28, 2014 (Vienna, Austria)
Simultan Fest / October 6-11, 2014 (Timisoara, Romania)
Phuture Fest / October 11, 2014 (Denver, Colorado, USA)
prol.kino / October 14, 2014 (Graz, Austria)

Digital autopsies: The Negligent Eye at the Bluecoat

Featured image: Jane and Louise Wilson – ‘False Positive, False Negative’ (2012 Screen print on mirrored acrylic)

The Negligent Eye the Bluecoat Liverpool Sat, 08 Mar 2014 – Sun, 15 Jun 2014 http://www.thebluecoat.org.uk/events/view/exhibitions/1971

Featuring artists: Cory Arcangel, Christiane Baumgartner, Thomas Bewick, Jyll Bradley, Maurice Carlin, Helen Chadwick, Susan Collins, Conroy/Sanderson, Nicky Coutts, Elizabeth Gossling, Beatrice Haines, Juneau Projects, Laura Maloney, Bob Matthews, London Fieldworks (with the participation of Gustav Metzger), Marilène Oliver, Flora Parrott, South Atlantic Souvenirs, Imogen Stidworthy, Jo Stockham, Wolfgang Tillmans, Alessa Tinne, Michael Wegerer, Rachel Whiteread, Jane and Louise Wilson.

The Negligent Eye revolves around the way a digitally-native generation of artists – particularly printmakers – are questioning their relation to the digital, using the notion of ‘scanning’ as a kind of mid-state of the creative process of the human-digital hybrid. The show is co-curated curated by the Bluecoat’s Sara-Jayne Parsons and head of printmaking at the RCA, Jo Stockham, and features several works by her graduates, and other artists from around the RCA, such as Bob Matthews and Christiane Baumgartner. “The relationship between the material and virtual worlds is a question, a set of contradictions we are all inside and how technical images exert their influence on our everyday experience is of ever increasing importance.” Jo Stockham.

Rebecca Gossling // Untitled // 2014
Rebecca Gossling // Untitled // 2014

In her article Too Much World: Is the Internet Dead? Hito Steyerl asks what happened to the internet, after it died – that is, in an era of the “post-internet” after it stopped becoming a possibility, even in the midst, because of, and symptomized by, its permeation of everything. Steyerl is a major force in understanding our relationship to digital images, and her use of ‘death’ occurred to me often during viewings of this show and surrounding events, particularly as it could be applied to the post-digital.

So in a sense, I experienced the show as an autopsy of the digital image. From the tragic, simian face looking out from the first ever digital image, taken by Russell Kirsch of his son in 1950, exhibited at two points in the exhibition like an insistent memory. To Marilène Oliver’s figures from her 2003 Family Portrait series where bodies have been evoked as series of horizontal cross-section prints layered on acetate, so that they appear as though stored, but only partially in this world; the exhibition continually references, exemplifies and unpacks the death of its medium.

The post-digital is a paradoxical term – at once assuming the reliance of all contemporary culture in digitality, but also looking past it; affirming the death of a form, while embodying its afterlife. This is what Elizabeth Gossling’s images of a dead comedian says to me, when it is scanned from a computer screen and printed back on to archival paper, with his image waving from behind an ether of static, living in the solid pulp. The best works in this show, Gossling’s included, speak very eloquently about the post-digital, and how artists are motivated into hybrid forms of production, always acknowledging and working in a context of the saturation of the digital.

Maurice Carlin, site-specific print, 2014.
Maurice Carlin, site-specific print, 2014.

The notion of saturation, and its implications of the dissolution and liquidity, itself saturates the show: the first work, Maurice Carlin’s monumental print, scrolling down from the ceiling of the vide space is in one sense a spectral ancestor of Monet’s waterlilies, but with gashes and pustules of CMYK colour oozing up from behind the serine blue and greens of the pond, and white pixel-like rectangles plugging up the gaps; London Fieldworks’ 3D image of data collected from Gustav Metzger’s brain while he thought of nothing, is presented on a screen with a trickling sound – perhaps of information leaking inexorably back in?

London Fieldworks // Positive Object / 2012
London Fieldworks // Positive Object / 2012

Marilène Oliver’s glitch-sculpture of body parts fused in the heart of the 3D scan/print machine hang in the chute of the gallery corridor, their surfaces mid-ripple as though submerged; Jo Stockham’s etherized black and white shot of an element of the London skyline, seen perhaps through a teary bus window, but now writhing with red in its afterlife as a veined and depthless skin.

Fallen Durga, Marilene Oliver, twin walled plastic, 2010.
Fallen Durga, Marilene Oliver, twin walled plastic, 2010.
Marilene Oliver - ‘Family Potraits’ Clear acrylic bronze rods, 2003.jpg
Marilene Oliver – ‘Family Potraits’ Clear acrylic bronze rods, 2003

Using damage and error to expose the affectivity of a medium, particularly in the context of the digital is the central mode of Glitch Art. I have already used the term glitch to describe the aesthetic of Marilène Oliver’s sculptures, and the traces of digital-to-digital scan in Gosling’s work and the rich material pixilation of Christine Baumgarner’s inscription of CCTV camera stills into largescale wood prints, also contain these signatures.

Christine Baumgarner // Solaris // 2013
Christine Baumgarner // Solaris // 2013

If there is a criticism to be leveled at these admirable and, frankly gorgeous, works. It is in their distance from what Rosa Menkman refers to as the moment(um) of the glitch. In the medium of print-making, the material fact of the object dominates, and with this show, no-matter the stated and playful interest in the ‘between-state’ of scanning, there remains the focus on material production – and therefore an irrefutable commodification.

Prints on archival paper and tempered steel, casts in plaster and large-scale hardwearing plastics, each speak of an appropriation of the tactical and fluid glitch, and its migration into commodifiable form. Maurice Carlin’s large-scale printwork could adorn a restaurant wall, just as Monet’s waterlilies functioned during his era, and Oliver’s sculptures also speak and modernise the language of sculpture as produced for private collections through the ages.

There are works also which say nothing of the ‘post-digital’, such as Imogen Stidworthy’s Sacha, a deeply thoughtful study of a wire-tap transcription ‘artist’ Sacha van Loo. Stidworthy’s enigmatic works are often hard to pin down thematically, and here it feels like the loft-type space of Gallery 3 has been used as an outer limit to the reach of the show. And then there are other works that say nothing at all and lessen the show’s conceptual rigor. I see Jeaneu Project’s peice, and think ‘smudge lawn’. I see a Cory Archangel print and a Rachel Whitereed miniture and their names flash through my consciousness like a Google Glass press release.

Truly though, this is a really refreshingly vibrant and precient show at the Bluecoat, and a great partner to the Mark Lecky exhibition featured at the venue last year in its pressing contemporaneity. The exhibition has also been a fulcrum for a really interesting series of events which have dealt with image production – including a day of talks and presentations, i-Scan, artist talks from contributing artists such as Imogen Stidworthy, and independently curated events such as the second in Deep Hedonia’s excellent Space/Sound series, where artists such as Madeline Hall, Jon Baraclough, Simon Jones and Andy Hunt explored the multiple angles from which digital scanning can be exploited as a performance and av medium. As with the Mark Lecky show, there is something about the context of the Bluecoat, as Liverpool’s most paradoxical space, which delivers an archival retrospective out of the most up-to-date material, and this tension is what pulls appart the body of works before us.

The Rubik’s Cube is not just a forgotten toy from the 80’s. The fact is that it’s even more popular than ever before. You can play with this great puzzle here.

Innovation happens at the frayed edges – Resonate 2014

Featured image: Pablo Garcia’s presentation at Resonate 2014

Resonate, the Belgrade, Serbia digital arts and design festival, now in its third year unfolds over a long week at the start of April. Its central tenet is to bring together “artists, designers and educators to participate in a forward-looking debate on the position of technology in art and culture.” It is also an emerging and challenging festival that raises many more questions than it answers. The festival starts off with a number of workshops held by practitioners for practitioners. Foregrounding the demystification of the creative process immediately sets it apart from any number of other media arts festivals. Whereas many festivals might be broader in their approach to what the digital can include, and focus on themes that don’t always feel like they directly influence what happens in the festival, Resonate doesn’t give itself a curatorial focus. But, and so, the workshops set the festival off with a focus on making. Most people who come to Resonate are just that: makers of work. It feels as though there are fewer curators, producers and academics here than you would expect.

Resonate, the Belgrade, Serbia digital arts and design festival, now in its third year unfolds over a long week at the start of April. Its central tenet is to bring together “artists, designers and educators to participate in a forward-looking debate on the position of technology in art and culture.” It is also an emerging and challenging festival that raises many more questions than it answers. The festival starts off with a number of workshops held by practitioners for practitioners. Foregrounding the demystification of the creative process immediately sets it apart from any number of other media arts festivals. Whereas many festivals might be broader in their approach to what the digital can include, and focus on themes that don’t always feel like they directly influence what happens in the festival, Resonate doesn’t give itself a curatorial focus. But, and so, the workshops set the festival off with a focus on making. Most people who come to Resonate are just that: makers of work. It feels as though there are fewer curators, producers and academics here than you would expect.

The central lobby of the Kinoteka

This year, shifting location from 2013’s Dom Omladine, perhaps learning from some of the problems of last year’s over-heated and occasionally too-tightly packed events, they have moved to a spread of venues, with the base being the Kinoteka Cinema, a sleek-looking modern building with a number of different spaces. Any decent festival has a spread of overlapping events making it impossible for one person to attend everything. Resonate makes no apologies for being just as packed with events as any other festival. The one time it might be possible to sit and spend a day in one place is if you’ve managed to get on to a workshop event that takes place on the Thursday. Once the workshops are over though, Friday kicks off with the panels and presentations. Choreographic Coding discussion, led by NODE Forum’s Jeanne Charlotte Vogt opened the panel discussions. A broad ranging talk with Raphael Hillebrand, Florian Jenett, Peter Kirn (CDM), Christian Loclair and Klaus Obermaier, (returning again after last year’s Resonate, possibly being an ongoing presence at the festival). All of the panel talks took place in the central lobby of the Kinoteka, which proved to be a terrible choice for anyone who wanted to actually hear the speakers. At times the discussions descended into a barrage of mumbles blending with the sound of people emerging from surrounding presentations and the poor choice of PA equipment placements. A shame, as the themes for these were well chosen, including Ways of Seeing, chaired by Greg J. Smith of HOLO magazine, and Generative Strategies, across the Friday and Saturday. The best laid plans of mice and journalists. I had planned to interview a number of presenters during the event, key amongst them was Pablo Garcia, who was on a panel and presented his own work on the Saturday. Apart from a brief conversation, we finally caught up over email several days later. I fired a number of questions at him, which are dotted across the rest of this review.

Do you find that Resonate offers something different than some other digital festivals? If so, what might that be? “It feels a lot like some of the better festivals I have seen, like EYEO. It is selecting from the best digital artists/makers out there, and giving them free reign on the stage to talk and share. The city has a great vibe and the overall feel is truly a “festival”, and not so much a conference or academic gathering.” ~ Pablo Garcia.

Friday’s talks included Cedric Kiefer (Onformative) giving a presentation in Gallery of Frescos, a short hop and stumble from Kinoteka Cinema. I’ve always enjoyed the juxtaposition that occurs when digital media is presented in contrast to, in this case, a venue “exhibiting in one place the highest achievements of Serbian Mediaeval and Byzantine art.” In other words, old stuff that enforces the modernity of the digital work we are being shown. Kiefer’s presentation covered some of their major projects including their work for Deutsche Telekom which used the company’s Facebook interactions to create beautiful data visualisations (Facebook Tree – 2013). There’s an unabashed acceptance of the interaction between corporate funding and creativity on display with many of the presentations. It’s something which never provokes debate, at least not in any of the conversations I had with participants or the panels I attended. Maybe that’s no longer ‘a thing’ that concerns creatives and the money required for some of the bigger projects has to allow for corporate sponsorship? I’m not suggesting we shouldn’t embrace funding from wherever it comes, it would just have been nice to have some debate around it.

The schedule for the whole festival is broad and busy. There’s no chance of making it to every presentation or discussion, which is a great reason to go with others or to make an effort to talk to other attendees about what you’ve seen. The festival is a research port of call for many established, practicing digital artists. The UK’s Ludic Rooms have been to the past two festivals and consider it an opportunity to engage and re-establish contact with their peers in the community. “It is a coming together on an international scale with a thoughtful focus on practice,” reckons Ashley Brown, one half Ludic Rooms. Co-Director Dom Breadmore adds, “for us, Resonate has quickly superseded other events to become an annual pilgrimage for discussion and inspiration.”

One of the final presentations of the festival is by Daito Manabe in the Kolarac, another add-on venue of the festival, again an improvement on last year’s Dom Omladine. Daito’s work reflects something of the current state of digital media work. His presentation includes his (literally) home-made research videos, as well as the documentation of bigger projects. Whether he’s attaching electrodes to his own face to see what the effect is (hilarious facial distortions in this case), or working with dancers to create a drone/dancers piece, there’s humour and an enquiring mind at the center of his work. Daito showed his Ayrton Senna project, using the data transmitted from Senna’s car during his world-record lap in 1989, an ambitious and challenging project, least of all being the decision to erect it on the original racetrack. The data is used to trigger LEDs and numerous speakers laid out on the course. The LEDs follow the path taken by the car, while the sound is the engine accelerating and decelerating as the car would have taken the corners. It’s a ghostly piece, at once recreating that frustration that race fans must have of just having missed the car and a reminder that this is an event that happened many years ago. An echo of the past. Data mining, big data, is like this, in most contemporary projects. Data visualisation is a zombie, rising up to challenge the present. And like all the best zombie films, it can be a metaphor for our own rampant consumerism and reliance on technology. Still, at least in the hands of someone like Daito, our guilt is assuaged by humour.

What is your own take on the current landscape of digital media/art/design? “It’s an exciting time, for sure. Not only because there is so much digital access today for all to experiment with. We are starting to see makers move past the “wow” phase of tech and really start to integrate digital techniques into various historical techniques. Watching digital work cease to be about digitality will go a long way to opening new avenues of exploration.” ~ Pablo Garcia.

In those important few hours after a festival when you make your way back home, you finally get a chance to take stock. Thoughts crash over you in what better place for free-form thinking than the nowhere of airport waiting zones. In the neverzones I realised that what I’d thought was my frustration with Resonate, was actually the thing that gives it a unique flavour. Resonate doesn’t present a theme and then hope to find an answer through precarious curation of speakers who most likely will follow their own path anyway. What it does do, and does well, is ask questions that might not have answers. The focus on knowledge and learning gives attendees a broad enough palette to choose their own ambitions for the festival. There isn’t any guided pathway through the diverse range of speakers. There are many things that Resonate could do better. It would have been nice to see more actual work in the various spaces. Line of Sight, a collaborative project by Kimchi and Chips and Nanika, (produced by CAN_LABS and Resonate Festival) was installed and produced for Kinoteca goers during the festival, giving a taste familiar to many attendees, of the stress of having to deliver a working project to a tight deadline. Thankfully, they did so. More projects would have been nice though. Even the digital needs to explode out of the screen and smear itself across a few walls or public spaces, obstructing and challenging people around the venues. After all, contextuality is nine tenths of the art law. Equally, some of the audio/visual problems need addressing. Complaining about them seems like a mean sideswipe, but these are the things that leave people with the suspicion that a festival isn’t as bothered as it should be. Resonate does care about attendees, as is evidenced by the free workshops and focus on helping to develop practitioners. It reflects this in its very DNA as an ever-becoming environment for creatives. And besides, the good stuff always happens in the rough and frayed edges. Resonate needs space and time to stretch and breath and see what it can become, just as Serbia, despite a rich and ‘interesting’ history (Belgrade is one of Europe’s oldest cities) is still finding its feet in the modern world (it applied for membership of the European Union in 2009). The festival supports emerging digital media practitioners by accelerating interaction with other countries to support the country’s upper-middle income economy with its strong service sector economy.

What was your experience of Resonate? “Resonate is a jam-packed, head-spinning experience. So many amazing people showing all their goodies in tightly packed spaces. It’s a lot of fun. Caveat: don’t go expecting to see everything. So many events and talks are happening simultaneously, you can’t see it all. Personally, I found it incredibly valuable to be able to show my work to a really talented and smart group of people to get solid feedback on what I do. I learned a lot by presenting and by seeing sympathetic artists.” ~ Pablo Garcia.

As the festival evolves, it would be nice if it smoothed out some of the frayed edges. But maybe this isn’t possible without allowing the freedom the open spaces allow for the fun stuff to happen. As Daito Manabe’s presentation showed, the open, unordered spaces are where all the best artistic developments take place.

Review of Thomson & Craighead’s book ‘Flat Earth’

Featured image: A live portrait of Tim Berners-Lee (an early warning system). Thomson and Craighead. March 2012.

Flat Earth was published to accompany two solo exhibitions. The first, Not even the sky at MEWO Kunsthalle, Memmingen, Germany from 26 October 2013 – 6 January 2014 and the second Maps DNA and Spam at Dundee Contemporary Arts, Scotland from 18 January – 16 March 2014. The book contains a foreword by Axel Lapp, essays by Dundee Fellow Sarah Cook and DCA Director Clive Gillman as well as an interview with the artists by Steve Rushton.

Introduction.

On the whole, the mainstream art world has failed to ‘convincingly’ adapt to (new) media art and similar contemporary art practices using networks and technology. Thomson & Craighead have overcome this impasse and this is one of a few reasons why they’re so interesting to look at as contemporary artists. The book, Flat Earth does not propose to cover all of their art and this review does not propose to cover all that it is featured in it. The review features Flat Earth Trilogy, The End, October and TRIGGER HAPPY (not in the book).

Review.

“Their work provides us with a new perception, through
a completely unexpected multi-focal perspective. They reveal
the wide ramifications of systems of information exchange and
provide us with an insight into the resulting infrastructure of
our own thinking.” [1] (Alex Lapp 2013)

TRIGGER HAPPY: Shooting The Messenger.

Although TRIGGER HAPPY (1998), is not featured in the publication it provides a useful introduction to some of the ideas and conceptual approaches present in Thomson & Craighead’s later artworks. I first experienced the work online, but it’s also a gallery installation that takes the form of an early shoot-em-up arcade game, Space Invaders. This work reflects the sly and cheeky side of Thomson & Craighead and tells us how humorous they can be in their art. TRIGGER HAPPY is philosophical and playful. It asks the player to shoot down the text of Michel Foucault’s essay What Is an Author? published in 1969. [2]

Triggerhappy. Thomson and Craighead 1998.
Triggerhappy. Thomson and Craighead 1998.

Foucault said the depiction of knowledge is a production and truth is produced, and it is always a reconstructed falsification. In a way TRIGGER HAPPY gives us a chance to shoot at Foucault, who in this respect is the annoying messenger. At gut-level, this art object recognises that on the whole we prefer to shoot at things or play games, than to deal with the complex and pressing questions of our time. Even if the gamer does manage to destroy Foucault’s text, this action prompts an existential enactment of doubt and induces a more vulnerable state of interpassivity. This relates to the illusion of agency when playing games, using corporate online platforms like Facebook and other experiences involving interaction with media, and it can also be extended to life situations. Slavoj Žižek proposes that interpassivity is the opposite of interaction and says “that with interactivity a false activity occurs: ‘you think you are active, while your true position, as it is embodied in the fetish, is passive’. Žižek refers to the Marxist notion of commodity-fetishism to imply that social relations are increasingly reduced to objects (Žižek, 1998).” [3]

We can almost hear the catchphrases “it’s only a movie” or “it’s only a game” as we are compelled to shoot at rather than attend to the messages that may serve to enlighten us and free us from our societal conditioning.

Flat Earth Trilogy: A networked society’s gaze at its mediated self.

The Flat Earth Trilogy is a series of documentary artworks each made entirely from information found on the World Wide Web; with fragments collected from people’s blogs, This covers a six-year period beginning with Flat Earth (2007) A short film about War (2009/2010) and then ends with Belief (2012).

Flat Earth. Thomson and Craighead 2007.
Flat Earth. Thomson and Craighead 2007.

Commenting on A Short Film About War, on their website, Thomson & Craighead write “In ten minutes this two screen gallery installation takes viewers around the world to a variety of war zones as seen through the collective eyes of the online photo sharing community Flickr, and as witnessed by a variety of existing military and civilian bloggers.” [4]

In the book Flat Earth Steve Rushton discusses with Thomson & Craighead why he feels A short film about War works for him best. He says, “It seems to make a claim on truth – which is the traditional claim of the documentary in particular and photography in general – whilst at the same time it shows us that truth is constructed.” [5] (Rushton 2013)

A Short Film about War, Thomson and Craighead, 2009.
A Short Film about War, Thomson and Craighead, 2009.

These works challenge our notion of what a documentary is, what and who the author is, and leaves us with the question, what does this mean for the wider society? This brings us back to Foucault’s ideas on the production of truth and its falsification. Tom Snow writes “In the essayistic act of image compilation then, the piecing together of filmic clips and stills distorts the dividing line between fiction and fact, and reimagines the enigmatic relations between photographic mediums and the condition of representation.” [6] (Snow 2009)

Thomson & Craighead. Belief installation shot 2012.
Thomson & Craighead. Belief installation shot 2012.

Flat Earth, A short film about War, and Belief all relate to topics concerning human values, conflicts, militarism and everyday societal struggles. “Machines,” wrote Gilles Deleuze in his examination of Foucault’s thought, “are always social before being technical. Or, rather, there is a human technology before which exists before a material technology.” [7] (Berger 2014) And so the technologies we produce are another materialization of the continuing human story.

Millions of people, en-masse, are uploading their personal data (different indications of their states of being) to a collective assemblage. Alex Galloway says that in order to get a better understanding of what networks are we must put aside the idea that networks are a metaphor. He proposes networks as part of a materialized and materializing media. He views this as an important step toward understanding the “power relationships in control societies.” [8] (Galloway 2004)

“It is a set of technical procedures for defining, managing, modulating, and distributing information throughout a flexible yet robust delivery infrastructure.” And “More than that, this infrastructure and set of procedures grows out of U.S. government and military interests in developing high-technology communications capabilities (from ARPA to DARPA to dot-coms).” [9] (Ibid 2004) Galloway’s distinction helps us to re-evaluate what he sees as distracting tropes and uncritical interpretations of the Internet, the World Wide Web and Web 2.0.

Thomson & Craighead provide parallel insights through their artwork into the protocols and technical procedures governing the functions of networks. However, human existence and human experience has a relationship with these networks and, out of millions of interactions, evolves not metaphors but fragmented symbolisms and stories. These are telling us about a networked society’s gaze at its mediated self. And this is where art can play a special role in critiquing, communicating and sharing the nuances of this emerging multitude.

The Flat Earth Trilogy presents us with a complexity where everything is flattened out. It maps out a human psyche from an anthropological perspective. And this leaves society to deal with issues concerning the human condition entwined within a machinic evolution.

This evolution has no physical body even if real lives and bodies are its source material “each mode is displaced by machinic evolution, mixing flows and the shifting codes and overcodes of power, the base forms continue onward, written directly into the heart of the system.” [10] (Berger 2014)

Thomson & Craighead. Belief 2012.
Thomson & Craighead. Belief 2012.

To further understand this work in relation to the machinic evolution, the networked gaze, and human interaction, I feel there is some value in considering hyperreality “…a condition in which what is real and what is fiction are seamlessly blended together so that there is no clear distinction between where one ends and the other begins.” [11] Hyperreality is a post-modern term used by Jean Baudrillard, Albert Borgmann, Daniel J. Boorstin, Neil Postman, and Umberto Eco. However, if we add a contemporary flavour to what hyperreality looks like now in a networked society we come up with hyper-mediality. “What we refer to as reality very often is just mediality, and also because that’s how human nature often prefers to observe reality, you know, via some media.” [12] (Ubermogen 2013)

We can see an example of this condition in an artwork by artists’ Franco and Eva Mattes, with their performance video No Fun (2010) [13] where they staged a suicide in the popular webcam-based chat room Chatroulette.

“Notably, only one out of several thousand people called the police. Moving beyond the aspects of shock and provocation, this touches on a basic question: What does “reality” mean in the digital age?” [14] (Eva & Franco Mattes)

The Flat Earth Trilogy throws up many questions and you’d be forgiven for thinking we need another book to fully examine the ramifications of these artworks. Instead let me to refer you to other related texts by Tom Snow, Edwin Coomasaru, Jo Chard, and Alan Ingram by clicking here http://www.inmg.org.uk/archive/thomson-craighead/catalogue/

Shifting Sands.

Clive Gillman in his essay in Flat Earth says “if artists are to find a way to assert a commentary or expression through these emerging forms of contemporary media, they will have to do this by reconciling the resistance of these new media objects to be ordered into a form that may represent a recognisable notion of artistic intent. And it is into this challenge that Thomson & Craighead pitch themselves.” [15] (Gillman 2013)

It is not the audiences who have difficulties with emerging forms of contemporary media it is the mainstream art world, and this is most of its magazines, galleries and museums. From our own experience of showing art and technology at Furtherfield Gallery, audiences tend to be adventurous and open-minded regarding their experiences with technology and societal issues. And yet the art world has had difficulties making a place for this work.

Sarah Cook and Christiane Paul, both curators well versed in the field of media art, have tirelessly offered us convincing arguments why this is. Christiane Paul says, “Many curators and other practitioners in new media seek to “teleport” the art out of its ghetto and introduce it to a larger public.” [16]

Sarah Cook says “artists who are really working with technology are still redefining art. So they’ll always be “in emergence” [..] They always will try to change the boundaries of what we think Art is and challenge the institutions that show it.” [17] This is true with Thomson & Craighead’s installation and networked artwork. It is plugged directly into a larger, expansive, worldly discourse, in contrast to traditional modes of artistic and news presentation which are highly restrictive and contained within their mediated monocultures.

Gillman proposes that Thomson & Craighead are pitching themselves to create art which is a recognisable notion of artistic intent, and other artists should do this also. I am assuming this is so the work is recognisable as ‘art’ to the mainstream artworld and its traditional remits. This is a strange ask if you are an artist who is truly exploring further than what is typically expected by mainstream art culture. I would argue that artistic context and its values are not fixed and that’s the point. If artists become too self conscious in trying to make their art look like an art that “fits”, it then looses its imaginative edge and critical reasoning.

It’s a difficult balancing act if the artist is examining deep or necessary questions whilst the current art world is lagging behind in so many ways. Julian Stallabrass sees this lagging behind as a political issue. In his book Contemporary Art: A very Short Introduction, he critiques the blocking of emergent, and critically engaged artistic expression as part of a ‘New World Order’ where we are constrained by a compliant culture controlled by the rampant demands of a corporate elite, who only consider art in terms of economics, markets and brands. And these restrictive and dominating frameworks are dedicated to the neoliberal promotion of privatisation and growing inequalities.

In his article ‘Reasons to Hate Thomson & Craighead’ he says “At this point, the art professional sees a world crumbling, visions of empty galleries, unique works owned by everyone, a stuttering and then failing of artspeak amid a mass proliferation of ‘work’ and comment, the autonomy of art ruptured, artists and dealers redundant, in short an economy broken and the sacred polluted with the profane. Naturally, representatives of the old order, more or less sharply aware of dark clouds gathering at their horizons, have good reason to hate Thomson & Craighead.” [18] (Stallabrass 2005)

Thomson & Craighead. October 2012.
Thomson & Craighead. October 2012.

Thomson & Craighead’s work connects with people and they know this because they use content and themes people are thinking about in their everyday lives. This is what makes the series of documentary artworks so powerful. It assembles what is going on in the world in ways that traditional documentary and news channels are not. And this is their real challenge, because if they continue to reflect human culture as it happens with works like October – a documentary artwork about the early rise and fall of the Occupy movement – they will be highlighting messages from a world of people in need of something different than what is currently in place, whether this is deliberate or not. This art has a strange irony, it not only asks us what a documentary is, but it also asks what is news?

The End.

The End. Thomson and Craighead 2010.
The End. Thomson and Craighead 2010.

The End is a site-specific artwork first shown at the Highland Institute of Contemporary Art  in 2010, Scotland. It is situated in one of the gallery rooms at H.I.C.A that has a large, wall-sized window looking out onto the countryside in the Highlands. It is an intervention into the space where the words ‘The End’ are fixed onto the glass in a style and scale one might associate with the end credits of a movie.

The combination of the outside natural environment, the galley building with its large glass window, and the added text, are assembled together to build a whole artwork. If any these components were taken out of the assemblage it wouldn’t work. This tells us how well crafted Thomson and Craighead’s work is and how much attention is paid to detail.

When looking at The End, one cannot help feeling a little out of sync. It is like a monument or an obituary for a lost world or lost time when we were all standing on solid ground and felt we knew what was real and not real. The End brings into play the rhythms of a larger natural environment and works as a bridge between two worlds or the illusion of it. It reminds us we are no longer experiencing the world face on or directly, but the world is re-introduced to us mainly through screens, televisions, mobile phones and our computers. It also invites us to imagine as we look out on the beauty of the natural world that we are viewing the end of our own role in the story of humanity.

The Situationist, Guy Debord said that people’s alienation was once about having things and claiming better working conditions, but then it moved onto being about a state of appearing. Meaning, it is not producing things, or even owning things that drives society but rather how things appear and how they make us appear. The glass acts as a filter and an interface, a place of safety distant from the touch of the wild. Its physicality, metaphors and symbolism offers a poetic moment for us to consider how perceptions about ourselves and ideas concerning real-life have changed, and what this means.

Conclusion:

On the DCA website as part of its commentary about the book, it says Flat Earth presents Thomson & Craighead as pioneers in the field of new media for nearly twenty years. Sarah Cook and Christiane Paul also deserve credit as pioneers for recognising, supporting and dedicating their lives to creating the contexts in contemporary art culture for Thomson & Craighead’s work and other artists’ works. Also, Cook has edited a fine publication. Flat Earth is well designed and the whole book is meticulously well put together with quality images throughout. The mix of inteviews and essays with Thomson & Craighead give the reader a well balanced overview of their the art and their ideas, it is unpretentious and explores their focus as creative and thinking individuals artistically, conceptually and critically. We need many more of these types of books to support this dynamic and ever-changing field.

Thomson & Craighead dig deep into the algorithmic phenomena of our networked society; its conditions and protocols (architecture of the Internet) and the non-ending terror of the spectacle as a mediated life. When reading the Flat Earth publication, you get a clear impression of their conceptual rigour. They know their place and role as artists in society and this is well presented in the book. Their collaborative journey has remained faithful to the World Wide Web, and the Internet as a focal point and a content provider for their art practice.

It would be simplistic to assume they are embracing technology as a celebration of its progress. Their critical scope examines big issues and this is evident in Flat Earth. They belong to a generation of artists who are experimenting with real time data, networks, web cams, movies, images, sound and text; as part of an anthropological venture that studies humanity’s relationship with technology, alongside the inane and profound nature(s) of the human and non-human condition. We exist at a point where ubiquitous computing now redefines our point of presence, shifting our perceptions in reference to cultural tags and repeated experiences of mediation. They successfully critique these changes. Not only to other artists, curators and galleries, but to all who are being transformed by technology and this is what makes them essential and contemporary.

Thomson & Craighead are not just making and showing art they are also presenting questions. These are not invented questions they are already out there. But, just like some need an interpreter to translate different dialogues they are assembling for us the dialogues of an emergent multitude.

Are We Human or Resistor? Ryan Jordan & Jonathan Kemp’s “Psychotronic Reactor” at Reactor Halls

Featured image: Reactor Halls E09: Psychotronic Reactors Ryan Jordan & Jonathan Kemp // Photo: Julian Hughes

Intro: Nathan Jones has his head bent by an evening of psychogeophysics and laboratory manufactured noise at Reactor Halls E09: Psychotronic Reactors, by Ryan Jordan & Jonathan Kemp, at Reactor’s new space in Primary, Nottingham. Photos by Julian Hughes.

Approaching an abandoned school in Nottingham as dusk fell, I hopefully considered a new subgenre of science fiction. After the Social-Science Fiction recently reinvented in the film work of Ryan Trecartin, perhaps then the Lab-Science Fiction of the psychogeophysicists. An authored art of reality, one that intrudes under the pretense of the experimental environment and appropriates the materially integral as theoretically freakish.

A red throbbing smoke seethes out of two open windows at the side of the building, blue and yellow light jumps across the window ledge, electric whip-cracks heard down a corridor.

This is the ambience of Kemp and Jordan, UK practitioners of ‘psychogeophysics’. The location is Primary, the new art space in Nottingham, home to art experience specialists Reactor and thirty of the city’s other independent art initiatives – but in the weekend evenings, all-but-abandoned. The eerie emptiness of the building lends itself to the increasing feeling of having slipped into a fiction.

I enter the old school through a side door, some lost parent in a nightmare, through an empty hall, on the verge of an integral, unfathomable assessment.

The background reading on psychogeophysics[1] is rich with conceptual freakery, based on the application of experimental conditions to pick up signals and messages from the spiritual other – such as the notorious Electronic Voice Phenomena experiments of Konstantin Raudive, which reportedly discerned the voices of the dead in electronic noise. The term psychogeophysics itself is a half-tongue-in-cheek addition to the always-already-playful ‘psychogeography’ adding to concerns with the summative effects of environment and mind on arts practice, with a pataphysical enquiry into the earth’s wave-spectrum effects as they impact on consciousness.

Kebab coagulates with tension, rises up like a deep brown lava-lamp fluid. 

Kemp and Jordan, today’s psychogeophysics representatives, work at the edges of the believable, taking inspiration and theoretical modes from outside – through the discredited or unfashionable sciences of the mind and matter which proliferated in the 18th century – and projecting them into an experimental arts environments in the form of dystopian noise/rave-scapes.

It’s a seductive atmosphere. But this isn’t a confidence trick, and the initial uncanniness is offset quite quickly by the manner of the artists themselves. Jonathan Kemp and Ryan Jordan have an approach which is the precise inverse of music-hall tricksters. Their diverse range of practices – taking in electronics and chemistry, installation, sound-performance, workshops – are unified around an obsessively open and unassuming approach, which is somehow difficult to reconcile with exotic conceptual grounding, and the promise of hallucinatory, out of body experience of the event. Throughout the evening, this integral conundrum between cynicism and being on the edge of discovery, plays out as a series of modesties, odd-ball crackpot demonstrations, chatty cigarette breaks, and noise abuse.

The basis for this evening’s bill was a laboratory workshop run by the artists, where participants – Nottingham based artists and Reator’s own esoteric cadre – could make their own devices with basic electronics – one for picking up electromagnetic waves, and another ‘solo-strobe’ unit which allows the user to stick two LED lights melted into lab glasses up close to their eye. It is these glasses that provide the first ‘performance’ moment of the night. We are invited to put the glasses on, and they are wired into the sound system, so each time the light goes on or off it makes a popping noise. Keeping our eyes closed, we can alter the frequency at which the lights flash on our eyes, and the resulting pulses or screams.

Blood strains in eye-lids. Crystaline salt remnants on pupil. Granular arrangement of optical receptors just before the brain. A familiar green and purple mesh which sieves the world into your soft-matter. Turning, the green grains mould together into white-hot orbs.

A pattern emerges where Kemp and Jordan take it in turns to set up and overload to breaking point a kind of ephemeral circuit between electronic equipment, geological objects, and our own nervous systems. Are we humans, or resistors?

The optical nerves, neuronal receptors and bodies of the audience are, to varying degrees of success, co-opted into a system of electro-magnetic flow across wires and solid matter – one which theoretical precursors might attribute to any number of things, from spirit-world contact, to the healing properties of rock, but that the artists themselves seem content to simply evolve and then break.

Jonathan Kemp puts tinfoil in a microwave that has a solar panel taped to it. He strings together a number of circuits made by workshop participants, and wires them to a large rock. There is the feeling of being part of something truly special and interesting, twinned with the feeling that an entirely intelligent and sane person might consider the whole evening to be some kind of elaborate joke on an unwitting reviewer. It isn’t a complementary train of thought to follow, and one which inevitably leads you to wonder whether the evening could be better presented. Why no introductions, no accompanying materials, no ‘show’? For a moment, I imagine my mum and dad standing in the centre of the small school hall demanding to know what is going on.

Back inside after a cigarette in the cracked and melted night, we are finally barraged with a single strobe light, by Ryan Jordan. There is a set of crystals set in front of the strobe also, so the electromagnetic pulses given off by them as innate response to the light stimulation, make the speakers pop and crack. The timing of light and sound is immaculate, and richly textured. Our own circuitry fully descended now from the cerebral, critical, suspicious human being, to a purely biological system, granulating, flipping on and off with the light and sound. Somewhere deep inside the purple matter a tiny voice wondering when it will end.

we are finally barraged with a single strobe light, by Ryan Jordan

Rising, the mesh pulled upwards by the orbs distorting the front of the eyeball, pushing up at the iris like a small hot hand. The brain responds with a rumbling tide on its underside. The glitching and popping at the ears make your mouth turn up into a grimace.

Among the noise, the roughness and the seeming ambivalence of the artists towards the audience, a feeling of our own innate connection to the technological and chemical comes across very strongly. This connectivity is the hard-won evocation of two artists who have invested fully in the material consequences of their media, a feeling which has lasted well beyond the evening, for me. I did wonder though, whether this one successful evocation is dependent on the anti-showmanship of the artists, or in fact limited by the attention paid to the audience experience – a contrast which is especially stark given the context of the Reactor collective’s own portfolio of experiential arts environments. Perhaps not a new genre of sci-fi then, but a discipline that insists along with the noise practices of the last few decades, on the outer limits of entertainment.

_MON3Y AS AN 3RRROR | MON3Y.US

The end of boom and bust ended with the credit crunch. Following the global financial crisis of 2008, the Eurozone crisis has produced technocracy and poverty rather than democracy and wealth. Reactions to these failures of monetary policy are informed by technology as never before, from austerity being imposed thanks to an Excel spreadsheet bug to the rise of the anti-statist cryptographic currency of Bitcoin.

Against this backdrop of monetary failure and technological critique, _MON3Y AS AN 3RRROR | MON3Y.US is an ambitious online survey of net art depictions and critiques of money and its institutions curated by the pseudonymous curator “Vasily Zaitsev”. As well as the work from 70 or so artists invited to participate an open call for work increased the number of pieces in the show in total to around 200. I only consider the invited artists here, but the work in the open call section is well worth looking at as well.

The show web site has a simple HTML interface, starting with a single image and a pull-down menu of other works. Disable your pop-up blocker and you’re ready to start.

Miron Tee’s “Shame” is the image that fronts the show, an image of a dollar modified to show George Washington peering out nervously from behind the oval frame in the center.

Dominik Podsiadly’s “Joy to ide”

Dominik Podsiadly’s “Joy to ide” starts the pull-down menu with a flowing grid of Euro signs on a blue background to the sound of “Ode To Joy” playing backwards. It’s an all-over, closed temporal loop of the kind that animated GIFs exemplify and encourage, the Euro falling forever.

Nuria Güell’s “How to expropriate money from the banks” is a more direct action based work of culture jamming explaining presented in a well laid out document in the style of HSBC’s First Direct brand.

Paolo Cirio’s “Loophole for All” makes offshore tax havens, those loopholes in taxation regimes that allow corporations and the super-rich to avoid repaying society, available to everyone through a web site interface.

Rafaël Rozendaal’s “Stagnation Means Decline” is a screenful of geometric pixel-art dollar bill stacks that fill the screen with their edges only to be obscured by new columns like an economic game of Life.

Filipe Matos’s “Crash” is an undulating animated monochrome concrete poetry American flag with the stars made from the letters of “me” and the stripes as “you”.

Adam Ferriss’s “paper$hredder” is a Vimeo video clip of American dollar bills speeding by faster and faster until they dissolve into a blur.

Aaron Koblin + Takashi Kawashima’s “Ten Thousand Cents” is a composite image of a hundred dollar bill crowdsourced by paying people a cent to paint each piece through Amazon’s Mechanical Turk service.

Maximilian Roganov’s “When the Mao was small, he worked for CIA” is a looped animated GIF colour 3D scan of a dollar bill, polygonally glitched or possibly crumpled over time.

Dave Greber’s “Self Portrait With Dog” video is aptly titled, apparently taking place as the custom graphic on a Visa Mastercard.

Agente Doble | UAFC’s “Watermark will not appear on purchased artwork”

Agente Doble | UAFC’s “Watermark will not appear on purchased artwork” is a million dollar blank artwork if you email them and purchase it, otherwise it’s just a url on a blank web page.

JUST DO IT’s “Fifty Euros Inside/Fifty Euros Outside” are animated GIF loops of fifty Euro notes pulsating as if to sound waves on an oscilloscope.

Mitch Posada’s “$$$” is a Flash video of Silicon Graphics-era-style VR models of skeletons exploding and morphing into their constituent polygons while texture mapped with Deutschmarks.

Emilio Vavarella’s “Money Complex” is a tube map-style world map with banknote-collage continents and a key for numeric labels that can be zoomed in on by moving the mouse to reveal their often incongruous labels. It’s one of the more complex works in the show art historically and conceptually.

Lorna Mills & Yoshi Sodeoka’s “Money2” is a Vimeo video loop collage of roughly extracted elements from videos of commodity fetishism, fire and death.

Fabien Zocco’s “Cloud” is a generative composition of black dollar signs scattered up over a yellow background over time like a plume of smoke.

Jasper Elings’s “Territory” is an animated GIF loop of a dollar bill flag blowing in the roughly simulated wind on a white background. It’s not the only such piece in the show.

Robert B. Lisek’s “FuckinGooglExperiment” is online statistical analysis code that tries to correlate the change in Google’s stock price with changes in their PR strategy. It also uses the excellent Fluxus livecoding environment.

Alfredo Salazar Caro | TMVRTX’s “How to make money on internet remix” is a tightly tiled video loop of a rotating stack of dollar bills in a lava-lite-like flow of colour psychedelia.

Anthony Antonellis’s “How to make money on the internet” is simply that rendered block of spinning virtual hundred dollar bills, plucked from the era of RenderWare and VRML.

Gustavo Romano’s “Pieza Privada #1” is another piece of net art for sale at a specific price, with a carefully described contract and application form.

Tom Galle’s “One Million Dollars For iPhone” is an app available on the iTunes Store that allows you to count a virtual million dollar wad on your iPhone.

Geraldine Juarez’s “Love Not Money”

Geraldine Juarez’s “Love Not Money” tracks the associations of various words with “death”, “love” and “money”. I had to Google this one: it’s a Processing visualisation of a personal stock market tracking the artist’s conceptual assets over six weeks. I love it.

Nick Kegeyan’s “C.R.E.A.M. (Cash Romney Eat A Lot of Money)” is simple, direct and effective video burst of an American news interview subject morphing into a cloud of falling texture mapped dollar bills.

Dafna Ganani’s “Apple Dollar Explosion” is another descriptively titled piece, a Maya-looking apple texture mapped with a dollar bill spinning against a grey background then exploding into its constituent polygons.

Haydi Roket’s “$” takes a dollar bill portrait and literally deconstructs it by  pixelating it in increasingly primitive ways, first as 4-bit grey patterns, then in monochrome ANSI characters, alternating to inverse video and changing the contrast to give a flickering effect.

Jennifer Chan’s “Infinite Debt” is a video of a twenty Euro not being dipped in batter and fried mixed in with a collage of clipart images and video on the cynical economics of contemporary art and consumerism.

Frère Reinert’s “Money as a waste of time” is a deliberate excercise in futility; a blurred, zoomed in silent video of the MacOS X SBOD on a white backdrop.

Cesar Escudero’s “Captura de pantalla 2013-03-08 a las 21.46.23” is a Mac OS X desktop image of a gas masked protester who appears to be reaching for a folder named “$$$$$$$”.

Jefta Hoekendijk’s “Money Is Data” is an animated GIF loop of a glitchily texture mapped virtual fifty Euro note in artificial colours.

V5MT’s “¥€$ or N0T”

V5MT’s “¥€$ or N0T” is a rap video or Designers republic album cover-style animation of monumental metal morphing currency symbols made from struts and spheres like newton’s cradles or molecular diagrams.

Addie Wagenknecht’s “How To Make $$$$$” is a grid of money counterfeiting video tutorials, which are apparently a genre. Playing all at the same time they become an all-over aesthetic rather than incitement to a crime.

Gusti Fink’s “infinite loop of money drowning in water oil” is a slow, monumental simulation of a platinum visa card sliding into dark liquid that the camera pans over as if it were a sinking ship.

Marco Cadioli’s “You are here” shows globe and landscape maps constructed of dollar bills, with a pin or map icon to show your place in the economy.

Keigo Hara’s “Making Of Fake Bills” is more halftoned (or possibly shape grammared) dollar bills.

Jan Robert Leegte’s “Currency Graph” shows European flag yellow bars over a European flag blue gradient background. It’s a mutated and abstracted evocation of news information graphics aesthetics in CSS and JavaScript.

Ellectra Radikal’s “Disolved €uro” is a flickering autotraced, find edged and glitched animated zoom into a hundred Euro note that renders it spatial and architectural.

Paul Hertz’s “5,000,000$” it the purest glitch art piece in the show, rows of corrupted and miscoloured banknote imagery that looks like nothing so much as classic street art.

Aoto Oouchi’s “It’s all good” is an uncanny New Aesthetic 3d rendering of liquid or possibly mirrored texture mapped banknotes pouring from a wall.

Kim Laughton’s “Landscape”

Kim Laughton’s “Landscape” is a rendered and collaged landscape of banknotes, resembling nineteenth century engravings of dramatic landscapes thanks to the inconography and texture of its source material.

Andrey Keske’s “Tell Me What You Want” is a search engine-style text box prompt that shows the economic coercion inherent in neoliberal use of technology by only allowing you to finish one word beginning with “M”.

A Bill Miller’s “3xpl0d3m0n3y” combines a grainy analogue glitch aesthetic explosion of a dollar bill into waveform stripes into a black space of drifting Matrix-green dollar signs.

Martin Kohout’s “Watching $100 Note Unveiling Video” has a ChatRoulette look, with the unseen unveiling causing a small smile to break out on the depicted viewer’s otherwise affectless face.

Marc Stumpel’s “pH0r 7|-|3 L0\/3 0Ph /\/\0|\|3’/” is a glitched and colourised monochrome television popular music performance from the age of mass media. Again I had to Google it but the song is ‘For the love of money’ by The O’Jays.

Benjamin Berg’s “$(0x24)” (the hexadecimal number that represents the dollar sign in ASCII) is a colourful and stripy glitch animation that resembles test cards, 8 and 16 bit graphics, and even woodcut as it breaks down.

LaTurbo Avedon’s “$$$$$$$$$$$$$$$$$$$$$” is an ambient modern html5 animtion of the avatar-artist reclining on money texture-mapped couches floating up and down a Google image search page for the word “millions”.

Nicolas Sassoon’s “BILL”

Nicolas Sassoon’s “BILL” is a flickering green screen terminal or slow scan TV-style rendering of a 500 Euro note that plays with the visual language of digital images: the letters and stars are highly pixellated but the backdrop to them is a smooth gradient.

Curt Cloninger’s “i want KANDY” loops images of a dancing sniper camouflaged figure montaged with dollar bills and fruit over a more slowly changing background collage of the american flag, a dollar bill, and fruit making a post MTV-styleguide image of the military-economic-entertainment complex.

Still from Systaime’s “ʞooqǝɔɐɟ Dollars”

Systaime’s “ʞooqǝɔɐɟ Dollars” video portrays a world where curvily rendered dollar bills rain over an amateur video of tourists at a beach with a sky of quickly cycling Facebook pages.

Erica Lapadat-Janzen’s “Money Troubles” is a PhotoShop Pop Dada montage of exploitatively normative female beauty and monetary and drug excess that subverts the imagery of the fashion pages.

Milos Rajkovic’s “Mind Wheel” is a wonderfully Gilliamesque collaged animation depicting a mental wage labourer.

Émilie Brout & Maxime Marion’s “Cutting Grass” depicts the pointless and trivial labour that video games such as “The Legend Of Zelda force players to engage in for unrealistic rewards such as gold coins and rubies so they can get on with their quest.

Rozita Fogelman’s “From Oakland w/Love”

Rozita Fogelman’s “From Oakland w/Love” is a point-and-click kaleidoscopic archtitectural portrait of gentrified Bay Area architecture.

Georges Jacotey’s “am I enough political now” is a Chatroulettish video selfie of an augmented reality Euro flag and symbol drawing and dancing session.
Δεριζαματζορ Προμπλεμ Ιναυστραλια’s “Major Problem” is a rendering of a stack of dollar bills as seen through heat haze or under water, rippling and undulating against a white background.

Lars Hulst’s “0 €uro” is a rendering of a zero Euro note.

Nick Briz’s “a return to secularism” is a video documentary of twenty dollar bills being printed with the words “a return to secularism” flashing over it, framed by a repeated loop of the words “in God we trust” being crossed out on a dollar bill where they were added in the 1950s.

Jon Cates’s “MØN3¥-Δ$-3ɌɌɌØɌ” is a Classic Mac monochrome bitmap or fax aesthetic PDF essay for the show and an exposure of the print on demand economics of that essay in the same style.

León David Cobo’s “Conversation With Machine” has a 1990s broadcast graphic feel, showing the soundwaves of the feedback of a conversation with Siri asking it for money in Euro blue and yellow.

Still from Guayayo Coco’s “Money | GLıɫcʜ ᴬᴺᴰ GLıɫɫɛʀ”

Guayayo Coco’s “Money  | GLıɫcʜ ᴬᴺᴰ GLıɫɫɛʀ” is a video of a journey through a VRML-style virtual environment of discrete polygonal objects texture mapped with dollar bills, corporate logos and more abstract patterns with a radio channel-surfing soundtrack.

Vince Mckelvie’s “MONEY” is a reactive interactive deconstruction of a hundred dollar bill into a grid that reacts to the viewers’ mouse movement, revealing pulsating colours behind. It’s a good example of how suitable html5 is for this kind of thing.

Ciro Múseres’s “YOU HAVE WON” is a classic net.art style HTML bomb of overlaid text and links with content from financial web sites such as Barclays, Halifax and Santander that continuously adds and removes layers in different shades red, black, blue and green text to make new compositions.

Adam Braffman’s “Money Loading” is an animated GIF of the frame of a 100 dollar bill with a “Loading…” speech bubble in the centre. It makes the show’s themes of absent and delayed wealth more obviously explicit.

Rollin Leonard’s “Portrait of a NetArtist” is an two-frame animated GIF of the artist naked in the bath with bundles of fake hundred dollar bills with which they are lighting their cigar.

Thomas Cheneseau’s “100€ sequence” is a grid of glitched sections of a hundred Euro note that moires with colour as you scroll it. There’s a link to the facebook album that constitutes the actual work, and it works much better as a clickable album than as a static single image.

Yemima Fink’s “This is not money” is an abstract postmodernist collage of graphical quotations from the counterfeit-resisting elements of banknotes that is both witty and a very effective defamiliarisation of the iconography of banknotes and the power that they represent.

Mathieu St-Pierre’s “Untitiled” is a glitched jpeg of a dollar bill that in its straightforward application of glitch aesthetics makes the most direct link between them and the economic “glitch” of 2008.

Kamilia Kard’s “Amazon VIP girls”

Kamilia Kard’s “Amazon VIP girls” is the lone tumblr in the show, with an aesthetic that is either post-internet or pre-Google depending on how old you are applied to the supposedly perfect clothing models used by web sites.

José Irion Neto’s “Untitled” is a glitched banknote that turns JPEG artefacts into Klimt patterns.

There are definite historical trends and formal themes within the included work. Polygonal, texture-mapped, 90s-style VR-style objects that spin or explode. Net art and functional web sites that track or create financial and legal entities and transactions. Looped animations of textures, rendered flags, or video detournements. The imagery of accumulation, consumption, and destruction, always ironically. Imagery and symbols presented in simple loops fast or slow for contemplation. Graphs and maps of real and imagined economic signifiers.

In terms of genre, _MON3Y AS AN 3RRROR | MON3Y.US includes classic VR and video art, more modern GIF loops, textual and institutional net.art, glitch art, even some New Aesthetic. The language of computer graphics, texture mapping and polygons, allows the imagery of banknotes to be defamiliarised and deconstructed. Less often, personal experience and iconography displace the cultural imagery of wealth, consumption and debt.

This historical, formal and genre coverage of the variety of artworks included in the show comprehensively illustrates the chosen theme of “money and error”. This creates its own genre and lineage for the included artworks, which gain by comparison to their newly identified peers. They also contribute to the social and economic critique of the show. It’s a very successful balancing act, which the simple interface and presentational strategy of the show’s curation are key to achieving.

_MON3Y AS AN 3RRROR | MON3Y.US is an almost overwhelmingly successful in its comprehensive review of net art’s critical depiction of and engagement with money. By taking a technologically simple but historically, conceptually and logistically ambitious approach to net.curation for net.art it demonstrates the effectiveness and lasting value of net art’s contributions in this area and the power of online thematic curation to draw together and contextualise this value without giving in to the often perceived need for offline institutional underwriting.

Time & Motion at FACT: Punchcard Protocol and Creative Capital in our “Modern Times”

Featured image: Sam Meech, Punchcard Economy, 2013. Photo courtesy of FACT.

The new exhibition “Time & Motion” at FACT in Liverpool, UK, takes the pulse of punchcard protocol and creative capital in our own “Modern Times”.

The exhibition Time & Motion: Redefining Working Life at FACT Liverpool is a collaboration between FACT and the Creative Exchange at the Royal College of Art – an initiative which looks at how arts and humanities researchers can work with industry to effect digital innovation. Rachel Falconer reviews the exhibition in the context of the paradoxical dynamics of cognitive capital and the changing landscape of the labour market.

Now self-employed,
Concerned (but powerless),
An empowered and informed member of society
(Pragmatism not idealism),
Will not cry in public,
Less chance of illness,
Tires that grip in the wet
(Shot of baby strapped in back seat),
A good memory,
Still cries at a good film,
Still kisses with saliva,
No longer empty and frantic like a cat tied to a stick,
That’s driven into frozen winter shit
(The ability to laugh at weakness),
Calm,
Fitter,
Healthier and more productive
A pig in a cage on antibiotics.

Fitter Happier, Radiohead.

The frantic quest for the elusive Shangri-La of work/life balance is a neurotic luxury afforded only to the always-on, hyper-connected generation of precariously unstable home office workers[1] in our hypercapitalist society. The working rhythms of this emergent class of “precariat” [2] are far removed from the forensically prescribed scientific management resulting from the time and motion studies associated with Taylorism at the beginning of the last century. This shift in working patterns generated by the digital revolution is the primary focus of the exhibition Time and Motion, Redefining Working Life currently at FACT, Liverpool. From an archival, filmic view of the automated, (Western) industrial factory labourer to contemporary portraits of the global information worker’s state of perpetual imbalance and non-stop, hyper-connectedness [3] the participating artists expose the – often contradictory – ecologies of labour, consumption, and the conditions in which they operate. The exhibition also marks the collaboration between FACT and Creative Exchange at the Royal College of Art – an initiative which looks at how arts and humanities researchers can work with industry to effect digital innovation and confront contemporary modes of production.

Taking the archival stimulus of time and motion measurement as its title and industrial work patterns as a starting point, the exhibition Time & Motion is the latest in a series of exhibitions and symposia addressing immaterial labour and new working patterns in the age of globalisation and creative capital.[4] Rather than following the well-trodden path of casting the figure of the artist as digital labourer, or attempting to portray an expansive, post-colonial view of nomadic, labouring diasporas, Time and Motion reflects a more subversive and fragmented approach to the politics of work, rest and play in the global information economy.

Sam Meech’s Punchcard Economy is at once a homage to the textile industry and a recognition of the contemporary precariat. With more than a symbolic nod to northern England’s textile heritage, Punchcard Economy consists of a machine-knitted reinterpretation of the Robert Owen’s 8-8-8 ideal work/life balance.[5] The piece was produced on a domestic knitting machine using a combination of digital imaging tools and traditional punchcard systems. During a residency at FACT last year, Meech collected punchcards from visitors detailing their working hours. This data was then translated into a knitting pattern which was used to generate the final work – a banner depicting the contemporary working day. Any hours worked outside the eight-hour day appear as a glitch within the fabric. This banner – historically a symbol of the working class and trade unions – also denotes the fragmentation and blurring of national class structures in the era of globalisation.

The move towards a flexible, open labour market has not eroded the class system completely, but a more fragmented global class struggle has emerged. The “working class”, “workers”, “proletariat” are terms that have been embedded in our (Western) culture for centuries, and used as badges of honour by some, and terms of derision by others. By incorporating a large cross-section of working society under one banner, Meech has literally – in stitching different socio-economic groups together into the very fabric of the working day – rendered the once potent archaic class signifiers as little more than evocative labels.[6]

75 Watt, Cohen Balen and Alexander Whitley, 2013
75 Watt, Cohen Balen and Alexander Whitley, 2013

“75 Watt” by artist Cohen Van Balen and choreographer Alexander Whitley also riffs on the trope of the long fought for 8 hour working day. Deriving its title from a quote from Marks’ Standard Handbook for Mechanical Engineers: “A labourer over the course of an 8-hour day can sustain an average output of about 75 watts”, the film is a subversive ballet of the complex and often skewed relationships between production, consumption and distribution in the post-industrial age. The film features a group of Chinese labourers working an assembly line, (playing on the stereotypical “Made in China” trope). The object they produce, however, has no logical use. The purpose of the exercise is simply to choreograph the combined movements performed by the labourers in the manufacturing process. The work examines the nature of mass-manufacturing on differnt levels; from the geo-political context of hyper-fragmented labour to the bio-political condition of the human body on the assembly line. Echoing the Taylorist ideal, here we see engineering logic taken to its conceptual extreme; through the scientific management of every single movement we witness the passage of factory labourer to a man-machine.

By shifting the purpose of the labourer’s actions from the efficient production of objects to the performance of choreographed acts, mechanical movement is reinterpreted into dance. The artists ask: “What is the value of this artefact that only exists to support the performance of its own creation? And as the product dictates the movement, does it become the subject, rendering the worker the object”?

This operatic construction line also points towards the ultimate failure of scientific management. Taylorism was always dictated by the needs of capitalist exploitation, but in its pure form it proved to be inefficient in drawing on workers’ talent and potential. In time the bourgeoisie recognised the inadequacies in Taylorism, and Taylorist methodology was mostly withdrawn by the 1930s. However, this was not the end of time and motion measurement. More recent management theories include Theory X and Theory Y introduced by Douglas McGregor in the 1960s.[7] Contemporary Taylorism takes the form of the Lean practices introduced into major departments of the British civil service (including HMRC, DWP, MOJ, and MOD). Workers incorporate “efficiency savings” as an integral part of their job, and work priorities are monitored by the soft panoptic gaze of non-hierarchical “collaborative practice”. Here,workers time their work processes, identify forms of waste, and propose changes in work practices. This “bottom-up” approach goes hand in hand with the new language of management – as managers morph into “leaders”. As efficiency savings are made from workers’ suggestions, the “leaders” try to enforce impossible targets, and decide whose post is next to be eliminated – hence the creation of the precariat. As part of the precariousness of employment, workers not only worry about losing their jobs, but also have to propose measures which, in the name of efficiency, might put them out of work. Added to this the increasing automation of work and the burgeoning AI scene, where does human cognition stand in all of this?

Banana Multiplier, Inari Wishiki, 2013.
Banana Multiplier, Inari Wishiki, 2013.

Inari Wishiki’s set of ludicrious alternative employment models (such as Banana Multiplier), are in reminiscent of the subversive, performative models of the Fluxus movement. Inari’s online work Recruit Agency for People Who Don’t Want To Work dramatizes this staging of an alternative labour market. The website includes documentation of a series of performances by the artist exploring the premise that with the proliferation and development of technology, we as humans have lost our place in the world of work, and yet still need to appear to be “useful” in order to earn a living.

Recruit Agency For People Who Don’t Want To Work is a set of systems which allow people to engage in the act of commerce while abandoning “all the meaningless rituals of having to be useful in order to earn money”. In INARI TRADING CARD, the artist documents the way in which “essential” workers function as a social infrastructure. He observes that “money was naturally following those workers according to their essential motions, unlike that of workers who seek after money”. These set of performances are an ironic counterpoint to the hyper-efficiency promoted by neo-Taylorism, and point towards the informal norms that are in tension with the industrial time norms still permeating social analysis, legislation and policymaking in the globalization era.

In his text “The Value of Time Spent” in the accompanying catalogue to the exhibition, Mike Stubbs supports this strategy of “design for disassembly” and novel values of exchange. Stubbs maintains that these alternative ecologies of exchange are necessary in order to allow us to question how we spend our time, and for us to lay bare the new patterns of professional fulfilment and social relations inherent to our hyper-mediated society.

Recruit Agency For People Who Don’t Want To Work, Inari Wishiki, 2013. FACT install shot (RF).
Recruit Agency For People Who Don’t Want To Work, Inari Wishiki, 2013. FACT install shot (RF).

The classic distinction between the workplace and the home was forged in the industrial age, and when today’s labour market regulations, labour law and social security systems were constructed, the norm was a fixed workplace. This model has now fragmented and crumbled and the term social factory, popularized by Tiziana Terranova and others, is applied to describe this shift “from a society where production takes place predominantly in the closed site of the factory to one where it is the whole of society that it is turned into a factory – a productive site”.[8] The production is one of value, where the collective efforts of intelligence and creativity are networked, controlled and exploited. Labour takes place everywhere, and the discipline or control over labour is universally exercised. But policies are still based on a presumption that it makes sense to draw sharp distinctions between the workplace and home – and between workplace and public space. In a tertiary market society, this model is obsolete, leaving the information worker increasingly pressurized and isolated.

New Product, Harun Faroki, 2012. FACT Install shot (RF).
New Product, Harun Faroki, 2012. FACT Install shot (RF).

One of the recurring themes in Time & Motion is this hybrid and compromised locus and infrastructure of the work place. Harun Faroki’s moving image work A New Product presents an insider’s view of the paradoxical construction of so called “fluid” working environments. He describes his new film as: “Scenes from meetings within a company which advises corporations how to design their offices — and the work done there. The film shows that words are not just tools, they have become an object of speculation.” In this work, he stages the brainstorming sessions of a business consultancy specialising in the design of workspaces, offices and new concepts for mobile work hubs. The resulting seductive imagery of the ideal workspace is an exercise in brand development pastiche rendered as pseudo video game.

New Product, Harun Faroki, 2012. FACT Install shot (RF).
New Product, Harun Faroki, 2012. FACT Install shot (RF).

Time & Motion also stages a co-working space, developed by the RCA CX team, which weaves together venue, audience, workspace and digital space – presenting the entrance space of the gallery space into a live research ‘lab’. Visitors are encouraged to participate in the research, interaction and interventions, and workshops, salon discussions, and hacking and making sessions are woven into the experimental fabric of the exhibition.

The ‘CX Co-Working Space’ features three design interventions. The first, Hybrid Lives, features video work by Karen Ingham and an interactive installation responding to data traffic, dressed with ‘co-working furniture’. Where Do You Go To? is a wall-mounted moving freize showing the output from an app, co-designed with a group from the BBC, with the mission to connect remote workers through exchanging, Snap-chat-like (pre-hack) images of desks and workspaces. According to Ben Dalton, one of the main developers, this sharing of ‘desk context’ helps form a synergy of ‘headspace’ between remote workers.

Where Do You Go To?, CX Project Partners: Ben Dalton- RCA, Bridget Hardy – Integrans Consulting, Ltd, Claire McAndrew – The Bartlett, UCL, 2013.
Where Do You Go To?, CX Project Partners: Ben Dalton- RCA, Bridget Hardy – Integrans Consulting, Ltd, Claire McAndrew – The Bartlett, UCL, 2013.

Taking its cue from Frances Cairncross’s 1995 “The Death of Distance”, where the compelling vision that, over time, the communications revolution would release us from geographic locations, the project illustrates how digital space has redefined our working lives. However, for all its good intentions, this gesture towards remote solidarity seems to be muddying the new principles and rhythms of work with Taylorist and later Fordist ideals of panoptic surveillance and somehow stands in direct opposition to the emancipatory rhetoric of convergence culture.

Time and Motion focuses primarily on a particular demographic of labourer (generally the global information worker), and paints the picture of a tertiary lifestyle which involves multitasking without control over a narrative of time use, and habitual fractured thinking – where non-stop interactivity (a digital version of Taylorist motion) is crack cocaine for the drones. For this category of workers, the workplace is everyplace – diffuse, unfamiliar, a zone of insecurity. We are left with a “thin democracy” in which people are disengaged from political activity except when jolted into consciousness by a shocking event or celebrity meltdown witnessed virally on Youtube during office hours. As more work and labour takes place outside the pre-determined workplace – in the hybrid environments of cafes, trains and across the domestic landscape – the very idea of a work/life balance seems like an alien ideal to aspire to.In an open tertiary society, the industrial model of time, and the bureaucratic time management of factories and office blocks, breaks down. There is no stable time structure and we are increasingly losing our grip on our own time. Time and Motion at FACT interrogates the impact of this fragmentation on the aesthetic forms of contemporary art, and contemplates how artists might offer a critique of our neo-Taylorist predicament.

Read and learn how to solve a Rubiks Cube with the layer-by-layer method. It can be learned in an hour.

Agit Disco VS The Zombie Apocalypse

Marc Garrett reviews Stefan Szczelkun’s book Agit Disco. He is an artist and author interested in culture and democracy. In the early Seventies he was fortunate to be part of the Scratch Orchestra and has since been involved with a series of artists collectives. His doctoral research into the Exploding Cinema collective was completed at the RCA in 2002. Recently his collaborative project Agit Disco was published as a Mute book in 2012. He has been on the Mute magazine editorial board since 2009, and currently working on photographic and performance projects.

Introduction: Entering The Zombie Apocalypse.

“Just cause we can’t see the bars
Don’t mean we ain’t in prison.”
Kate Tempest (2009) [1]

The subtle and not so subtle domination by market interests of cultural production and dialogue denies us all access to a wide spectrum of creative expression, especially those that engage in subjects that conflict with the agendas of those in power. Agit Disco by Stefan Szczelkun combats this contemporary trend by focusing on music, politics, DIY culture, and freedom of expression. In doing so he starts to redress the lack of representation across the board for those in grass roots culture and working class lives, whose freedoms to have a voice in society are so commonly restricted.

The future does not look good for those who value cultural and social diversity; who look for a variety of activist histories and experiences to be seen and represented on their own terms. The UK government is changing university regulations so that private companies can become universities. This means tutors will end up replacing educational courses once devised with the public good in mind with modules designed for maximum profit. Luke Martell, a critic of the marketisation and privatisation of education and lecturer of Sociology at the University of Sussex, says “This will lead to a different content to education. Critical thinking is being replaced by conformity to cash. Money-spinning management and business courses are expanding and lower-income adult education is being closed down.” [2] (Martell 2013) Already, most researchers, academics and those in professional fields of practice mainly work within insider frameworks, “there is a qualitative difference between the conditions of people living in marginalized communities and those in middle-class suburbia.” [3] (Smith 2012)

The knock on effect of an unquestioning culture of compliance with the ‘free market’ is enormous. How ironic it is that the term ‘free market’ is attributed with so much value and (a presumed) logic when in actuality it constrains people’s freedoms and makes those who are already rich even richer. Because the politicians are not effected by the results personally, and because it also serves their interests, they have handed over their social responsibilities to these market systems. The neoliberal defaults that caused the financial crisis are untouched by our democratic processes. These out of reach, distant power systems are fixed towards property bias and occupy and govern our everyday experiences. How does freedom of expression fit into this and on whose terms?

“The more our physical and online experiences and spaces are occupied by the state and corporations rather than people’s own rooted needs, the more we become tied up in situations that reflect officially prescribed contexts, and not our own.”[4] (Garrett 2013)

Review of Agit Disco.

Agit Disco offers a breath of fresh air, in the fug of the developing marketisation of everything. It presents grounded examples of difference that contrast with the dominating view of entertainment systems. Published through Mute Books in 2012, it features 23 playlists put forward by 23 different writers, artist and activists. It began as a set of mixed CDs and images, each chapter includes annotations and illustrations. Its contributors are Sian Addicott, Louise Carolin, Peter Conlin, Mel Croucher, Martin Dixon, John Eden, Sarah Falloon, Simon Ford, Peter Haining, Stewart Home, Tom Jennings, DJ Krautpleaser, Roger McKinley, Micheline Mason, Tracey Moberly, Luca Paci, Room 13 – Lochyside Scotland, Howard Slater, Johnny Spencer, Stefan Szczelkun, Andy T, Neil Transpontine, and Tom Vague.

Mostly from working class backgrounds the contributors were invited to focus on politics and music, and share memories relating to what the tunes meant to them at the time. In the preface Szczelkun states, his selection of contributors comes from his own worldview and personal contacts. Anthony Iles, in his introduction says most who have contributed “are closely associated with anti-authoritarian politics and DIY culture.”[5] (Iles 2012) Contributors offer insights into the connections between their music and the politics of the time. Louise Carolin says, “When I was a teenager in the ‘80s I lived through one of the golden ages of British chart pop, listening to music that was by turns, political, danceable, challenging and entertaining. I attended CND rallies, marched against South African Apartheid, ran the feminist group at school and went to GLC-funded music festivals.”[6] (Carolin 2011)

What adds depth to Louise’s story, as with the rest of the contributions is that many readers feel connected with these histories, and I am one of them. It highlights an indigenous, working class culture and their personal struggles in a period when neoliberalism was in its early stages of world domination. To say that these are merely anecdotal or subjective would completely miss the point. It calls for an awareness and understanding about people giving an account for themselves in relation to music, politics and their social contexts on their own terms.

Agit Disco 3 – Getting It Straight In Notting Hill Gate by Tom Vague
Agit Disco 3 – Getting It Straight In Notting Hill Gate by Tom Vague

Just as it is important to ask contextual and critical questions of why a particular artwork is being shown at a certain venue or seen in an art magazine. It is also necessary to observe who published Agit Disco and why? It is no coincidence that it’s a Mute publication, Szczelkun has been on its editorial board since 2009, and has written various articles, reviews and interviews for Mute.

Agit Disco resonates with Mute’s dedication to DIY culture. Indeed, Mute has an excellent history in independent publishing alongside its DIY methods of production. Mute’s earliest incarnation used Financial Times’ pink paper, broadsheet printing cast offs. Later on a traditional magazine format. From 2005 onwards it moved onto its online site, and developed a publishing platform that allowed the publication of its POD (Print On Demand) magazine. [7] The design and production of Mute and its platforms have come a long way enabling a pamphlet-like production and distribution, echoing Thomas Paine’s own DIY releases of the Rights of Man.[8]

DIY Culture (and its distribution channels) offer a vital alternative to mainstream frameworks and their dominating hegemonies as a way to route around the restrictions to content, freedom of thought and free exchange. We have to contend with networked surveillance strategies initiated by corporations and state secret services. Censorship exists in many forms and recently there has been a rise of self censorship by workers and academics worried about losing their jobs if bosses see their interactions on Facebook or similar Web 2.0 social networks.[9] And the worrying antics of Britain’s GCHQ, in collaboration with America’s National Security Agency (NSA), targeting organisations such as the United Nations development programme, the UN’s children’s charity Unicef [10] reveal a greater investment in the surveillance of everyone, and the downgrading of privacy and fundamental human rights.

The credo that Anyone Can Do It reached a mass of individuals and groups not content with their assigned cultural roles as disaffected consumers watching the world go by. Like the Situationists, Punk was not merely reflecting or reinterpreting the world it was also about transforming it at an everyday level. Sadie Plant states that with the “emergence of punk in the late 70s […] lay the possibility of a threatening political response to the vacant superficiality of contemporary society.” [11] From this, a whole generation of diverse artists emerged; and through their practices they critiqued the very society they lived in, questioning authority and the authenticity of established politics, language, art, history, music and film.

Has the process of appropriating people’s civilian personas, and then replacing their social contexts with a corporate role as consumer created a more selfish world, lacking compassion for others and less interest for societal and ethical change? Ubermorgan discussed in a recent interview with Stevphen Shukaitis that people are in a state of ‘mediality’. “What we refer to as reality very often is just mediality, and also because that’s how human nature often prefers to observe reality, you know, via some media.” [12] Perhaps our constant interactions through different interfaces of proprietorial frameworks distances ourselves to what is important. In the 21st Century demonstrations and civil disobedience are policed intensively, and even though much of contemporary activism exists on-line. The frontline, or the heart of politics is still mainly a physical matter; it is still in our streets, our homes, our bodies, in our neighbourhoods and communities.

As Oxblood Ruffin a Canadian hacker and member of the hacker group Cult of the Dead Cow (cDc) and the founder/director of Hacktivismo, said “I know from personal experience that there is a big difference between street and on-line protest. I have been chased down the street by a baton-wielding police officer on horseback. Believe me, it takes a lot less courage to sit in front of the computer.” [13]

So Agit Disco reminds us that music is a vital way of both bringing people together in a space, story telling and communicating with each other, sharing what is happening with people’s lives. It is usually at the moment of censorship that we then realise how essential this freedom of expression stuff really is. For instance, nine months after Islamic militants had taken over in northern Mali they announced that all music is banned. “It’s hard to imagine, in a country that produced such internationally renowned music as Ali Farka Touré’s blues, Rokia Traoré’s soulful vocals and the Afro-pop traditions of Salif Keita. […] The armed militants sent death threats to local musicians; many were forced into exile. Live music venues were shut down, and militants set fire to guitars and drum kits. The world famous Festival in the Desert was moved to Burkina Faso, and then postponed because of the security risk.” [14] (Fernandes 2013)

In her article The Mixtape of the Revolution, Fernandes says that in Africa many rappers are “speaking boldly and openly about a political reality that was not being otherwise acknowledged, rappers hit a nerve, and their music served as a call to arms for the budding protest movements.”[15] Regarding Egypt, the rapper Mohamed el Deeb in an interview with Fernandes said, “shallow pop music and love songs got heavy airplay on the radio, but when the revolution broke out, people woke up and refused to accept shallow music with no substance.” [16] Music, politics and grass roots dissent are concrete expressions and an essential part of our collective freedoms. Alongside this, independent publishing as an alternative voice to the marketed franchises that dominate our gaze, sight, ears and minds, are needed more than ever. Yet, independent voices are being silenced and whittled down by wars, oppression and the neoliberal created financial crisis and its resulting austerity cuts.

What is to become of us if we lose our skills of discernment and slump into a homogenous consumer class, to define ourselves solely through marketed stereotypes and ideologies?

Agit Disco offers a festival of dance and dialogue for independent minded individuals and groups around the upturned burning car in the barricade against the coming zombie apocalypse.

It has been fun listening to all of the playlist contributions provided in Agit Disco. Below is my own Agit Disco playlist. You are welcome to add your own playlist in the comments section below (with links)…

Agit Disco 24. Marc Garrett.

Damien Dempsey – ‘Dublin Town’ (2000)
http://www.youtube.com/watch?v=brhO8pqTNHU
Asian Dub Foundation – ‘Modern Apprentice’ (2000)
http://www.youtube.com/watch?v=zgtWhjaOgQ4
Dan Le Sac & Scroobius Pip – ‘Great Britain’ (2010)
http://www.youtube.com/watch?v=YeV2cExvnMI
Kirsty MacColl – ‘Fifteen Minutes’ (2005)
http://www.youtube.com/watch?v=MSQrH3JUQ2s
Jeffrey Lewis – ‘Do They Owe Us A Living?’ (2007)
http://www.youtube.com/watch?v=jWU-W0SzVE0
The Pop Group – ‘Forces of oppression’ (1979)
http://www.youtube.com/watch?v=Txzmbu6o-gg
Kieron Means – ‘I Worry For This World’ (2005)
https://play.spotify.com/track/6AI2QujkrP6B2nfIUK55lY
Robyn Archer – ‘Ballad on Approving of the World’ (1984)
https://play.spotify.com/album/3hNQY8q9sO3M0R6es2d3ka
Robyn Hitchcock – ‘Point it at Gran’ (1986)
http://www.youtube.com/watch?v=_HFkimK9FAU
Sound of Rum – ‘End Times’ (2011)
http://www.youtube.com/watch?v=9dWPe7Au68A
Silver bullet – ’20 Seconds to comply (final conflict)’ (1990)
http://www.youtube.com/watch?v=24b6pYGT9MM
Maze – ‘Color Blind (Featuring Frankie Beverly)’ (1977)
http://www.youtube.com/watch?v=COY4gKLwV2I
Akala – ‘Bullshit’ (2006)
http://www.youtube.com/watch?v=mxpxpQ7j8Sg
Sarah Jones – ‘Your Revolution’ DJ Vadim (2000)
http://www.youtube.com/watch?v=E62SZ1CmBOI
Julian Cope – ‘Soldier Blue’ (1991)
http://www.youtube.com/watch?v=8dGOr-JpOmI
June Tabor – ‘A place called England’ (2009)
https://play.spotify.com/track/3YB6sSlLfB8kmMrrm5COKX

Summer of the Shark: Artificial Life and The End(s) of Game Spaces in Rockstar Games’ Grand Theft Auto V

“It emerged from the forest behind the Collins house one evening in May and zeroed in on Sandy, the family’s 50-pound Labrador mix. As two of Collins’ children watched from the doorway, the cougar chased Sandy around the house and cornered her by the back deck.Clamping its jaws around the dog’s neck, the cougar dragged Sandy 50 yards into the woods. There it gnawed on her head and shoulder, buried the rest for later, and stretched out for a long nap.” [1]

In an inspired moment, we decide to drive a semi-trailer truck up a steep hill. This sort of interaction comes naturally in “Grand Theft Auto V” (GTA V) and it perhaps makes up for all the early driving games where leaving the road resulted in losing the race or the destruction of the vehicle. Leaving the road, leaving the story and leaving the rational is encouraged in GTA V. The Grand Theft Auto series of games are all loosely based on American cities: Liberty City on New York City, Los Santos on Los Angeles, San Fierro on San Francisco, Las Venturas on Las Vegas and Vice City on Miami. In a truly American dream, nearly all space in these cities is traversable by automobile. Running over more than a few pedestrians, or a single police officer, brings on a police chase, but driving over the line and into the wild is encouraged. It is necessary to complete a few of the scripted, trite, missions in order to acquire cash or unlock characters, but the game seems to invite and reward more creative explorations of space.

We have a large truck and intend to drive it up a very steep hill. We flip the radio station from the station that had been playing when we hijacked the truck to another station. The trucker we just flung to the ground has become an angry, red dot on our mini-map. “Still D.R.E.” by Dr. Dre is now on the radio as we cross the sidewalk and begin our ascent. We need to avoid the trucker, still chasing his truck as we pull out from our lane and position the semi at the base of the hill. Most drivers run from their vehicles when carjacked but others chase after our character and pull him out of the vehicle for a physical confrontation. Some truck drivers and others in the rural areas outside the GTA V city of Los Santos are armed.

The truck moves slowly up the incline, over the grass, as we avoid trees growing on the side of the hill. The Xbox game controller vibrates in relation to the terrain—haptic feedback letting us know we have left the road. We only make it halfway up the hill before gravity is pulling us back down. We attempt to swerve back and forth to get some traction but the truck reacts to being sideways on an incline in the same way it might outside the game space, it topples over sideways and slowly slides down the hill.

With a press of the Y button, we exit the vehicle and jump away without harm. Vehicles in GTA V cannot be righted so the truck is now useless and our semi-trailer truck ascent has ended all too quickly. We decide to attach a sticky explosive to the side of the truck and move further up the hill so we can detonate it remotely. In a moment only possible in a game space, perhaps only in this particular game space, we ignite the explosive and, as we watch the flaming wreck of the truck slide down across the sidewalk and into traffic, pedestrians fleeing in all directions, we are attacked and immediately killed by a cougar, whose approaching mini-map red dot we had failed to notice.

Cougars make the less developed areas of GTA V more dangerous to explore on foot. While it is possible to get mugged in the city [2], it seems much more likely to encounter a cougar attack outside the city than a criminal attack inside the city. The cougars in GTA V do not limit their attacks to playable characters: “I saw a cougar killing another person. I walked up to it, but then I changed my mind and ran off to the other direction. Heard a scream, looked at my left, and saw some poor smug being attacked and mauled.” [3]

This video shows a cougar running through the streets of a rural town, taking down pedestrians. [4]

“Three years have passed since Wes Collins moved his family into their house in the woods. Until the cougar attack in May, they enjoyed the parade of wildlife from their back door.   Now the four children, ages 8 to 14, are not allowed to play alone outside. Collins bought a can of pepper spray, and he cleared trails out back “to make our presence known,” he said. Collins said he likes wildlife, but he values the safety of his children more. He’d like to see Washington rescind its new ban on hunting cougars with hounds. `You either control the population of cougars or start killing humans,’ Collins said. `There’s not enough room for both of us to survive.'” [5]

2001: Summer of the Shark

Jessie Arbogast was attacked by a 7-foot, 250-pound bull shark on July 6, 2001 and lost his arm and enough blood that he was left with anoxic brain injury. The dramatic rescue, with Arbogast’s uncle attacking the shark, dragging it to shore and retrieving Arbogast’s severed arm, set off months of shark-related coverage in the twenty-four-hour news cycle. Later and far away, in the Bahamas, an american tourist was attacked by another shark. A few weeks later, near the site of the attack on Arbogast, a surfer was bitten by yet another shark. Each event fed into the shark-focused coverage. Time magazine’s cover from June 30, 2001 proclaimed the summer of 2001 as the “Season of the Shark”. The cover featured a close up of shark’s jaws seen simultaneously from above and below the water. Two additional fatal shark attacks and constantly-repeated helicopter footage of shark swarms off the coast of Florida kept the focus on the dangers lurking in the water, until the morning of September 11, 2001, when this imagined danger became a less exciting story.

The attack of Jessie Arbogast is often cited as the beginning of the “Summer of the Shark.” However, six days earlier, in the London’s Daily Mail, Christopher Hudson presaged the media circus of Summer 2001 in a book review titled “Summer of the Shark.” [6] The review focused on two books about “a series of fatal shark attacks in a cluster of Eastern seaboard towns south of New York, complete with panic-stricken holidaymakers, attempts to hush up the danger, bill-posted rewards, and scientists joining the hunt to track down the killer.” The Jersey Shore shark attacks of 1916 were the basis of Peter Benchley’s novel “Jaws” and the subsequent, first, blockbuster film of the same name in 1975. Unlike the summer of 2001, the Jersey Shore attacks were confined to a small area and a period of two weeks. Prior to this, it was thought that sharks did not attack humans or even come close to swimmers. This was changed on July 12, 1916, when, after two attacks along the Atlantic coast, an approximately eight-foot long shark swam up Matawan Creek. There, it killed eleven-year-old Lester Stillwell and injured one of the men attempting to rescue Stillwell’s body, resulting in his death from blood loss. Thirty minutes later and a half-mile away, fourteen-year-old Joseph Dunn was pulled from a swimming ladder as he attempted to exit the water. He was rescued by friends and survived. [7]

We are riding a stolen jet ski out into the open ocean. The waves beneath us are beautifully rendered but seem separate from the space, as if by a sheet of glass. Although the jet ski reacts to the waves and we can even jump over them, the illusion is not completely convincing. We have not read anything about GTA V yet and we do not know what to expect as we head out from the city to see at what point the world ends. We vaguely hope the well-rendered materials will fade out to reveal bright green polygons, the triangular structures familiar to those lucky enough to have played Atari’s “Battlezone” (1980) or “Star Wars” (1983) on original, and intensely beautiful, vector monitors. We remember this fade from reality to polygons, however, as a cinematic device from the movie “The Thirteenth Floor” (1999) and it is unlikely to appear in a game like GTA V. If the Grand Theft Auto series has progressed in any way, it is in the visual details constructing a convincing reality that makes up the game space and a move towards, if not realism, then a seamless and convincing virtual world.

As we move outward over the rolling waves, we can not expect them to disappear, leaving the mathematical structure of the GTA V world. We must, however, expect our outward vector to end. All game spaces, even a space as open as that of GTA V, must have an endpoint. While some games generate terrain as the player moves forward, they must still have some sort of end, if only a limit based on how extensively code can describe a world. As noted by Markus “notch” Persson, the developer of “Minecraft” (2009):

“First of all, let me clarify some things about the ‘infinite’ maps: They’re not infinite, but there’s no hard limit either. It’ll just get buggier and buggier the further out you are. Terrain is generated, saved and loaded, and (kind of) rendered in chunks of 16*16*128 blocks. These chunks have an offset value that is a 32 bit integer roughly in the range negative two billion to positive two billion. If you go outside that range (about 25% of the distance from where you are now to the sun), loading and saving chunks will start overwriting old chunks. At a 16/th of that distance, things that use integers for block positions, such as using items and pathfinding, will start overflowing and acting weird…We’re probably not going to fix these bugs until it becomes common for players to experience them while playing legitimately. My gut feeling is that nobody ever has so far, and nobody will. Walking that far will take a very long time. Besides, the bugs add mystery and charisma to the Far Lands.” [8]

We know we have reached of the GTA V world, not because we hit an invisible wall, as in previous GTA games, but because our stolen jet ski cuts out and begins to sink. The open ocean is no longer a space that provides waves for jumping. The default camera view in GTA V is third-person, meaning our camera floats above and behind the character. Ours now looks small, wet and very far from the beaches of Los Santos, completely isolated. We have not yet noticed the red threat dot on our mini-map). We decide to begin swimming back, fairly confident that our character can swim for an unlimited amount of time, like previous versions of GTA. It looks to be a long, boring slog back to shore when we finally notice the red dot, close by and headed for our character. We turn in a circle, sweeping the camera around the horizon, and and see only open ocean. Similar to “Grand Theft Auto: San Andreas” (2004), characters in GTA V can swim under the water, opening an engaging but dangerous space for game activity. This world is murky, visibility is limited to a few hundred feet, and air runs out quickly. We dive under but do not immediately notice the shark. Still, we suspect the dot presents a serious danger. We begin swimming quickly but the red dot is getting closer. We swivel the camera in front of the character, trying to see the danger while also acting as cinematographer. The shark passes behind our actor and dives down. It is too late for swimming. The angle switches so that we are watching the character from above. The shark erupts from beneath him. Gaping jaws grab his torso and the shark shakes from side to side. He screams and blood pours out as our screen fades to the gray monochrome that GTA V employs to indicate that our virtual life has ended.

There remains some question about whether sharks appeared in Rockstar Games’ previous “Grand Theft Auto: Vice City” (2002), in which swimming was impossible. There are videos [9] that show sharks spotted via sniper rifle from a boat in the waters around Vice City. People also claim to have been attacked by sharks in “Grand Theft Auto: San Andreas”. They describe their character as having been bitten or stabbed to death while swimming. Others dismiss this as a myth, chalking up the deaths to players letting their oxygen level deplete to the point of death. Any video of sharks in previous games could be due to user modification of PC versions of the game. The appearance of unconfirmed urban legends and possible easter eggs are not new to video games [10]  but the existence of controversy over whether sharks exist in a medium in which video screen capture and game edits are possible is a testament to the immersive and mutable reality of the GTA universe. [11]

Similar to the shark in the film Jaws, and unlike sharks outside media space, the sharks in GTA V can appear anywhere in the ocean and will always attack swimmers. There is no doubt about their existence in GTA V as Rockstar Games released a Jaws-like screenshot (above) when promoting the game. Their placement and the way they function as artificial life only in relation to the player underscores the cinematic basis of this space. A realistic artificial life algorithm would have the sharks looking for food and likely ignoring any humans in the water. Instead, shark attack is inevitable at the end of the world and the attack becomes a scene in which a player, unlike a viewer, has some agency. While we were unarmed and surprised, sharks can be killed with a knife. The attack takes place as an interactive event somewhere between a static cutscene and the open world of the majority of the game. Other wildlife, like the deer, appear more randomly in the game landscape and run from the player, or attack quickly and without cinematic build up, like the mountain lions which prowl the hills around Los Santos.

The Joy of Vertical Space

While the previous “Grand Theft Auto: San Andreas” had a large, rural space, the vehicles in the game were much more sensitive to vertical drops. In GTA V it is possible to drive a truck from a large cliff, crash, roll, return to all four wheels and continue. It reminds us of our early game experience with Hitmaker’s “Crazy Taxi” (1999), in which it was possible to drive the taxi cab under water, across hills and through train tunnels, with a screaming passenger in the back. GTA V’s cars will not drive underwater and when we are not careful, we end up sitting underwater, our experience of speed at an ignoble end. The drive for speed combined with the joy of hills and mountains, and experiencing those vertical spaces on ATVs, motorcycles, trucks, standard cars, luxury convertibles and even bicycles is incredibly compelling. As Paul Virilio writes of the Amerian 1960s lust, “To succeed is to reach the power of greater speed, to have the impression of escaping the unanimity of civic training.” [12]

Bounding over the hills in a more appropriate truck, one with large wheels and (we imagine) huge virtual shock absorbers, we delight in the incredibly large and ever changing vertical space. In addition to cougars, the rural spaces have deer and, occasionally, herds of deer. When we find a herd, high on the hilltop, they bolt and we follow them, not running them down, but not avoiding that possibility. We are moving quickly over the space, surrounded by a herd of animals, completely satisfied to move forward through the space. The experience is not a simulation of any possible natural world but instead reminds us again of cinema. In a scene from “Jurassic Park” (1993), combining blue screen, three dimensional animation and live action, three characters discovered a herd of dinosaurs, flocking as they sprint over the terrain. The dinosaurs turned towards the camera and the characters also began running, surrounded and trying to avoid being trampled. A Tyrannosaurus rex erupts from a copse of trees and takes down a smaller dinosaur. In GTA V we are both the possible danger and the characters moving with the herd, driving quickly across the landscape, a tight grip on the vibrating controller. As Soraya Murray describes her experience in “Grand Theft Auto: San Andreas”, “…though the bobbling image and rumbling controller in no way replicates the ‘actual’ feeling…the visual language effectively conveys the exhilarating rush in largely cinematic terms.”[13]

Each time we find a vehicle suited for off-road driving, we worry that it will eventually wreck completely. GTA vehicles show aesthetic damage when they collide with objects, people or animals and further collision results in the loss of doors, the car hood and tires. Wheels will eventually bend inward and outward, slowing the car. Finally, a car will catch fire and explode after too many falls or collisions. The spaces we seek out are fairly far from the roads, and the police, and these spaces do not present many vehicles to carjack once our primary vehicle explodes. Losing our truck could result in the death of our character or, much worse, require a hasty exit and a long walk back to a road where a new car can be found.[14] Nothing feels more alien to GTA V than hiking through the woods. The slow speed of trudging back to developed areas (or running, requiring constant button mashing and staying within the characters maximum endurance) is coupled with the danger of cougars, or simply falling off a cliff. While a vehicle can survive a ridiculous drop that does not match physics in the outside world, a character cannot.

There are good and bad deaths to be found in the GTA V game space. While there is no way to lose at GTA V, watching our character stumble over a cliff and bounce down a ravine feels closest to a loss. Driving into an unexpected and high speed collision with an object that cannot be destroyed by the car, and the subsequent ejection of the character, who takes flight for a short while before himself colliding with an immovable object, feels much more like victory. From the slow dread of our jet ski going under the water, and the sinking recognition that we are about to relive a movie scene, to an instant death by cougar, to leaving the vehicle via the windshield in a scene resembling a seatbelt safety video, GTA V, and the entire Grand Theft Auto series, relies on slapstick humor but more so on an intense desire for the active yet vicarious violence possible at the repeated end of the character’s life. In a doubling of the condition Steven Shaviro, referring to the attraction of death and dismemberment in horror cinema, calls “vertiginously passive fascination,” we connect with the character and in GTA V we desire and can attain death, over and over again. We seek the moment at which the game takes over and time slows down and we, and our character, meet an incredibly violent end. We are seduced by the promise of the destruction of the vehicle we were driving, our own virtual carnage, a spectacular end. “I’m taken on a wild ride through a series of thrills and shocks, pulled repeatedly to the brink of an unbearable and impossible consummation.”[15]

The experience Shaviro describes above, based on watching George Romero’s “Living Dead” trilogy, moves to a strange space between directing and suffering, indulging in and being removed from the violent physics of GTA V. Shaviro discusses the use of “special effects” in horror as “grotesque visual effects and…affective and physiological effects on the viewer.” Our character’s head smashes into the side of a boulder and there is instantly blood. The algorithms driving the game have already calculated this impact and that the character will not survive. We lose control and watch passively. This changes the camera mode to slow motion, presumably because the game developers, borrowing from horror cinema, know we want to prolong this moment. The character’s neck snaps and the body, still in motion, crumples before it smashes into the cliff face. Previously we were connected to the character, he was driving the car as we were driving the car, together. As his neck snaps, our connection is broken and he becomes a ragdoll. Ragdoll physics, a phrase that describes exactly what it is, take over and what was our character, and is now an abject body in the scene we constructed, spins wildly across the game space. The scene is not scripted, what transpires is based on what objects exist in the vector the ragdoll character moves through. Any unmoving object impacts this body and it flails in a new direction. Any moveable object skitters away until finally the body comes to a rest. Rockstar Games has selected the perfect phrase for this end and it has remained consistent across the GTA series. A word appears across the now completely gray monochrome screen in burgandy: WASTED.

_

This review was written with substantial input from Channel TWo collaborator Oskar Westbridge.

Data-Driven Artists And Their Critics

Jonas Lund’s “The Fear Of Missing Out” (2013) is a series of gallery art objects made by the artist following the instructions of a piece of software they have written. It has gained attention following a Huffington Post article titled “Controversial New Project Uses Algorithm To Predict Art “.

Art fabricated by an artist following a computer-generated specification is nothing new. Prior to modern 2D and 3D printing techniques, transcribing a computer generated design into paint or metal by hand was the only way to present artworks that pen plotters or CNC mills couldn’t capture. But a Tamagotchi-gamer or Amazon Mechanical Turk-style human servicing of machine agency where a program dictates the conception of an artwork for a human artist to realize also has a history. The principles involved go back even further to the use of games of chance and other automatic techniques in Dada and Surrealism.

What is novel about The Fear Of Missing Out is that the program dictating the artworks is doing so based on a database derived from data about artworks, art galleries, and art sales. This is the aesthetic of “Big Data“, although is not a big dataset by the definition of the term. Its source, and the database, are not publicly available but assuming it functions as specified the description of the program in the Huffington Post article about it is complete enough that we could re-implement it. To do so we would scrape Art Sales Index and/or Artsy and pull out keywords from entries to populate a database keyed on artist, gallery and sales details. Then we would generate text from those details that match a desired set of criteria such as gallery size and desired price of artwork.

What’s interesting about the text described in the Huffington Post article is that it’s imperative and specific: “place the seven minute fifty second video loop in the coconut soap”. How did the instruction get generated? Descriptions of artworks in artworld data sites describe their appearance and occasionally their construction, not how to assemble them. If it’s a grammatical transformation of scraped description text that fits the description of the project, but if it’s hand assembled that’s not just a database that has been “scraped into existence”. How did the length of time get generated? If there’s a module to generate durations that doesn’t fit the description of the project, but if it’s a reference to an existing 7.50 video it does.

The pleasant surprises in the output that the artist says they would not have thought of but find inspiring are explained by Edward de Bono-style creativity theory. And contemporary art oeuvres tend to be materially random enough that the randomness of the works produced looks like moments in such an oeuvre. Where the production differs both from corporate big data approaches and contemporary artist-as-brand approaches is that production is not outsourced. Lund makes the art that they use data to specify.

Later, the Huffington Post article mentions the difficulty of targeting specific artists. A Hirst artwork specification generator would be easy enough to create for artworks that resemble his existing oeuvre. Text generators powered by markov chains were used as a tool for parodying Usenet trolls, and their strength lies in the predictability of the obsessed. Likewise postmodern buzzword generators and paper title generators parody the idees fixes of humanities culture.

The output of such systems resembles the examples that they are derived from. Pivoting to a new stage in an artist’s career is something that would require a different approach. It’s possible to move, logically, to conceptual opposites using Douglas Hofstadter’s approaches. In the case of Hirst, cheap and common everyday materials (office equipment) become expensive and exclusive ones (diamonds) and the animal remains become human ones.

This principle reaches its cliometric zenith in Colin Martindale’s book “The Clockwork Muse: The Predictability of Artistic Change”. It’s tempting to dismiss the idea that artistic change occurs in regular cycles as the aesthetic equivalent of Kondratieff Waves as Krondatieff Waves are dismissed by mainstream economics. But proponents of both theories claim empirical backing for their observations.

In contrast to The Fear Of Missing Out’s private database and the proprietary APIs of art market sites there is a move towards Free (as in freedom) or Open Data for art institutions. The Europeana project to release metadata for European cultural collections as linked open data has successfully released data from over 2000 institutions across the EU. The Getty Foundation has put British institutions that jealously guard their nebulously copyrighted photographs of old art to shame by releasing almost 5000 images freely. And most recently the Tate gallery in the UK has released its collection metadata under the free (as in freedom) CC0 license.

Shardcore’s “Machine Imagined Artworks” (2013) uses the Tate collection metadata to make descriptions of possible artworks. Compared to the data-driven approach of The Fear Of Missing Out, Machine Imagined Artworks is a more traditional generative program using unconstrained randomness to choose its materials from within the constrained conceptual space of the Tate data’s material and subjects ontologies.

Randomness is ubiquitous but often frowned upon in generative art circles. It gives good results but lacks intention or direction. Finding more complex choice methods is often a matter of rapidly diminishing returns, though. And Machine Imagined Artworks makes the status of each generated piece as a set of co-ordinates in conceptual space explicit by numbering it as one of the 88,577,208,667,721,179,117,706,090,119,168 possible artworks that can be generated from the Tate data.

Machine Imagined Artworks describes the formal, intentional and critical schema of an artwork. This reflects the demands placed on contemporary art and artists to fit the ideology both of the artworld and of academia as captured in the structure of the Tate’s metadata. It makes a complete description of an artwork under such a view. The extent to which such a description seems incomplete is the extent to which it is critical of that view.

We could use the output of Machine Imagined Artworks to choose 3D models from Thingiverse to mash-up. Automating this would remove human artists from the creative process, allowing the machines to take their jobs as well. The creepy fetishization of art objects as quasi-subjects rather than human communication falls apart here. There is no there there in such a project, no agency for the producer or the artwork to have. It’s the uncanny of the new aesthetic.

Software that directs or displaces an artist operationalises (if we must) their skills or (more realistically) replaces their labour, making them partially or wholly redundant. Dealing in this software while maintaining a position as an artist represents this crisis but does not embody it as the artist is still employed as an artist. Even when the robots take artists jobs, art critics will still have work to do, unless software can replace them as well.

Art & Language’s painting “Gustave Courbet’s ‘Burial at Ornans’ Expressing…” (1981)

There is a web site of markov chain-generated texts in the style of the Art & Language collective’s critical writing at http://artandlanguage.co.uk/, presumably as a parody of their distinctive verbal style. Art & Language’s painting “Gustave Courbet’s ‘Burial at Ornans’ Expressing…” (1981) illustrates some of the problems that arbitrary assemblage of material and conceptual materials cause and the limitations both of artistic intent and critical knowledge. The markov chain-written texts in their style suffer from the weakness of such approaches. Meaning and syntax evaporate as you read past the first few words. The critic still has a job.

Or do they? Algorithmic criticism also has a history that goes back several decades, to Gips and Stiny’s book “Algorithmic Aesthetics” (1978). It is currently a hot topic in the Digital Humanities, for example with Stephen Ramsay’s book “Reading Machines: Toward an Algorithmic Criticism” (2011). The achievements covered by each book are modest, but demonstrate the possibility of algorithmic critique. The problem with algorithmic critique is that it may not share our aesthetics, as the ST5 antenna shows.

Shardcore’s “Cut Up Magazine” (2012)

Shardcore’s “Cut Up Magazine” (2012) is a generative critic that uses a similar strategy to “The Fear Of Missing Out”. It assembles reviews from snippets of a database of existing reviews using scraped human generated data about the band such as their name, genre, and most popular songs. Generating the language of critique in this way is subtly critical of its status and effect for both its producers and consumers. The language of critique is predictable, and the authority granted to critics by their audience accords a certain status to that language. Taken from and returned to fanzines, Cut Up Magazine makes the relationship between the truth of critique, its form, and its status visible to critique.

We can use The Fear Of Missing Out-style big data approaches to create critique that has a stronger semantic relationship to its subject matter. First we scrape an art review blog to populate a database of text and images. Next we train an image classifier (a piece of software that tells you whether, for example, an image contains a Soviet tank or a cancer cell or not) and a text search engine on this database. Then we use sentiment analysis software (the kind of system that tells airlines whether tweets about them are broadly positive or negative) to generate a score of one to five stars for each review and store this in the database.

We can now use this database to find the artworks that are most similar in appearance and description to those that have already been reviewed. This allows us to generate a critical comment about them and assign them a score. Given publishing fashion we can then make a list of the results. The machines can take the critic’s job as well, as I have previously argued.

What pieces like The Fear Of Missing Out and Machine Imagined Artworks make visible is an aspect of How Things Are Done Now and how this affects everyone, regardless of the nature of their work. This is “big data being used to guide the organization”. To regard such projects simply as parody or as play acting is to take a literary approach to art. But art doesn’t need to resolve such ontological questions in order to function, and may provide stronger affordances to thought if it doesn’t. What’s interesting is both how much such an approach misses and how much it does capture. As ever, art both reveals and symbolically resolves the aporia of (in this case the Californian) ideology.

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

Review of Ligna’s ‘The First International of Shopping Malls’ (Cork, Ireland)

Featured image: Kilmainham Gaol, Dublin, Ireland (Image Credit: Laura Forlano, July 2012)

He looks around to make sure no one is watching him and sets the phone down next to the boxes of cheese. The little silver telephone fits the spot strangely well. It looks as though it has always been sitting there. Having left Shirakawa’s hand, it is now part of the 7-Eleven. –Haruki Murakami, After Dark

Murakami’s novel After Dark (2007) which refers to both the mobile phone as well as the retail environment of the 7-Eleven seems a fitting place to begin a review of a new media art project that uses communication technology to explore and inhabit the space of shopping malls. Digital technologies have enabled the emergence of new forms of participatory art, design and creative practices that inhabit urban, communal and personal spaces in a variety of interesting ways. In June 2012, as part of the Midsummer Festival in Cork, Ireland, the German group Ligna, which consists of media theorists and radio artists, created a radio ballet entitled The First International of Shopping Malls. The ballet was part of a series of events called Parallel Cities that was curated by Lola Arias and Stefan Kaegi.

The First International of Shopping Malls builds on over a decade of new media art that has transformed and appropriated city spaces. For example, in 2003, the Chaos Computer Club’s Project Blinkenlights took, as its canvas, the façade of the former East German Department of Education in order to create a massive urban game board and visual display by programming the lights in each of the windows. Similarly, at the neighborhood level, in 2011, Timo Arnal created, Immaterials: Light Painting WiFi, a project that used Arduino-boards equipped with sensors to illustrate the shape of wireless networks on the streets of Oslo. Finally, at the level of the body, Mark Shepard’s Sentient City Survival Kit included an umbrella outfitted with infrared LEDs that are only visible to surveillance cameras.

Immaterials: Light Painting WiFi (Image Credit: Timo Arnall)
Immaterials: Light Painting WiFi (Image Credit: Timo Arnall)

One of the factors that has made it possible to use communication technologies to create interactive art of this nature is the decline in the cost of interfaces such as urban screens, devices including radio transmitters/receivers and portable computers, as well as sensors and LEDs. These technologies (as well as their invisible properties) offer artists, designers and programmers new materials with which to work. In addition, as art and design move outside of established institutions such as museums and galleries, city spaces and other non-traditional spaces become attractive settings for public and participatory projects.

These projects challenge the separation of physical from digital, global from local, private from public, and individual from community, which are relevant to the understanding of the way in which digital technologies are enabling hybrid spaces of creativity, curation and innovation. These hybrid spaces are the locus of emergent forms of organizing (Humphreys, 2008), new modes of citizen engagement (Foth, 2008; Foth, Forlano, Gibbs, & Satchell, 2011) and novel ways of experiencing urban space (Ito, 2003). Specifically, terms such as net locality (Gordon & Silva, 2011), code/space (Kitchin & Dodge, 2011), situated technologies (Shepard, 2011), and codescapes (Forlano, 2009) have been introduced in order to better articulate the ways in which digital interfaces, artifacts and networks have been integrated into urban space.

Sentient City Survival Kit (Image Credit: Mark Shepard)
Sentient City Survival Kit (Image Credit: Mark Shepard)

For the The First International of Shopping Malls, the artists built on the pervasive presence of earbuds and headsets among urban dwellers in order to take participants on a one-hour journey through a typical suburban shopping mall. About 25 participants were given a radio headset tuned to a specific station along with instructions about how to interact with the people, objects and spaces that they encounter as they navigate the mall. The artists created stories that gave voice, quite literally, to the architecture and the objects within the mall. The artists describe the shopping mall as, “a utopian place. It’s like a whole city is assembled in an idealised form below a glass roof. The goods displayed in shop windows sit there and patiently await their future owners.”

According to the curators of Parallel Cities, the suburban shopping mall, which is typically thought of merely as a functional space is an “observation station for urban life” that is “instantly recognizable” anywhere in the world. The First International of Shopping Malls appropriates this functional and commercial setting for the purpose of critique, reflection and participation — using the geography of radio receivers to demarcate the boundaries of the project. For example, if one wandered too far away from the transmitter on one side of the mall or moved to a different level of the mall, one would suffer from static interruptions and lose reception, thereby temporarily disappearing from the network of participants, which was constituted by people and their radio receivers (along with other devices and objects that they carried on their person).

Chaos Computer Club's blinkenlights (Image Credit: Laura Forlano, Oct. 2004)
Chaos Computer Club’s blinkenlights (Image Credit: Laura Forlano, Oct. 2004)

One of the objectives of Parallel Cities is to render personal, local and contextual that which has been designed for anonymous groups of strangers. In addition to the shopping mall, they include hotels, factories, train stations, rooftops and libraries in their project. In The First International of Shopping Malls, participants alternate between their individual and collective experiences of the radio-ballet. For example, while many of the activities that participants are encouraged to conduct in the mall can be done independently (such as walking quickly or slowly), at key points, participants are asked to follow a stranger around the mall mimicking their body language or join a group of other participants in a flash mob-like cluster for a few strides and then quickly disperse. Unlike a typical museum setting, which allows individuals to form relationships with specific artworks, or theatrical settings, which allow for the formation of a communal experience, this project allowed, people participate in temporary assemblages that traverse the terrain of the mall.

At one point, participants are asked to reimagine the space of the shopping mall with an alternative purpose in mind. We scribble our ideas on small, white, square slips of paper and, upon spotting other participants, discretely exchanged them without speaking. “Coworking space,” I had scrawled hastily, only to find that the participant with whom I’d exchanged slips had the exact same vision for the mall. In this way, the project challenged participants to engage in a dialogue and critique about the resources available in the mall without speaking a word aloud to one another.

Digital technologies have enabled new forms of surveillance and control. In the case of The First International of Shopping Malls, at the beginning of the broadcast, participants are given a brief history of the architecture of the shopping mall. The artists reference the similarity between Bentham’s panopticon, which was designed for the surveillance of prisoners, and the typical design of a suburban mall. This includes the oval structure of the inner walkways as well as the multiple levels, which can be observed at one time.

Because the artists had not gotten permission from the mall, participants were specifically asked not to mention the venue of the event using social media, which would have put an abrupt end to the project. In our case, towards the end of the hour-long event, the mall security became aware that something unusual was going on. This is because our coordinated behavior—walking quickly and slowly, joining together and breaking apart, jumping, exchanging notes—was noticeably bizarre. This caused several security guards to cluster together, wondering what was going on and, perhaps, questioning the location of the transmitter. We had been told specifically not to acknowledge any recognition of the event’s facilitator. While uneasy about the possibility of being confronted by the security guard, I was temped to capture photos of the congregating guards and succeeded in my own act of sousveillance.

Another unique feature of the event was the way in which the architecture and objects were animated in the space of the mall. Specifically, participants were asked to gaze at a window display, enter a store, and pick up an object, all the while listening to a fictional dialogue with the object itself. For example, through the narration on the headset, an object such as a hat would seem to call out “Choose me,” and, meanwhile, another object such as a scarf would seem to clamor for attention saying, “No, choose me.” In this way, the artists were able to bring to life the sentiments, social lives and working conditions of the objects themselves in order to create greater awareness about consumer culture.

In summary, The First International of Shopping Malls, uses radio technology to move artistic practice outside of traditional venues and appropriates commercial space for public participation. While the interaction between the artists and the participants is primarily one-way (the participation itself is not being captured or recorded and there is no way for the participants to talk back to the artists), the project relies on the participants to create the project. While this approach uses technology to go beyond traditional artistic practice, one might imagine ways in which the project might be made even more interactive and participatory using mobile devices to document and record different instantiations of the event. Furthermore, using radio technology, which demarcated the physical boundaries of the event, the artists were able to create a kind of community of practice (Lave & Wenger, 1991) within the space of the shopping mall that was engaged in a critique of consumer culture.

Use the Rubik’s Cube simulator if you don’t have a real puzzle to play with. Set a random scramble and try to figure out the solution!