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The Electronic Man: A Global Performance.

“You Are Now the Electronic Man” are the words that appear before even opening the website for The Electronic Man, a project initiated by Salvatore Iaconesi and Oriana Persico of Art is Open Source (AOS) and FakePress. And by becoming part of The Electronic Man, sharing your emotions as they become linked through QR Codes and help to build the frame of The Electronic Man, you are participating in a real time global performance.

This real time global performance relates to conceptual experiments by AOS and FakePress, in remixing reality and creating new sensual experiences with technology. The email interview took place after their recent exhibition at Furtherfield’s gallery in London, called REFF – REMIX THE WORLD! REINVENT REALITY!, which happened during February, March 2011, and during their current project The Electronic Man. We discuss AOS’s ideas and intentions, regarding their activities of performance and use of technology, and their methods of engagement with anthropology and biology.

Start of Interview:

Renee : The Electronic Man is quite an ambitious project. What inspired you to begin building the Electronic Man?
 
Salvator and Oriana: The Electronic Man is actually a very simple project (if quite a difficult one in terms of “making it happen”) as it is a direct poetic interpretation of a theory by Marshall McLuhan that goes by the same name. We decided to take the famous statement by Marshall McLuhan quite literally and transform it into something that is really happening in the world: “Electronic man like pre-literate man, ablates or outers the whole man. His information environment is his own central nervous system.”

What we wanted to do was to make our statement for the centennial of McLuhan’s birth, but to avoid the form of the “conference presentation” for it, and to show in a powerful way how the ideas expressed by McLuhan are really taking place in the world which we experience every day. So we decided to produce a performance, a global performance.

With the wonderful support of Derrick de Kerckhove, and of the MediaDuemila magazine (and the Associazione Amici di Media Duemila and the Osservatorio Tuttimedia, and the Department of Communication and Social Research of Rome’s University “La Sapienza”, who were organizing the official event for the centennial in Rome, under the fundamental guidance of Maria Pia Rossignaud) we were able to make it happen and everyone involved was really happy to include this experience in the official celebrations.

Renee Carmichael: I find the methodology behind this project really interesting. From what I understand it’s about going beyond the analogue vs. digital debate and really going in between and just experiencing and experimenting. Do you think this methodology is important to use in today’s world? How and why might this be so?

Salvatore and Oriana: We are living in a really complex scenario, complex, fast and ever changing. Digital technologies and networks are starting to pervade our analogue reality, transforming it and opening up entirely new possibilities. There are forms of (digital) interaction that are starting to be widely accessible from physical space. These forms of interaction are really peculiar as they allow for a transformation of (physical) reality, making it interactive, reinventing it, remixing it, and adding content to it. The world itself becomes a performance and a very specific form of performance: involving remixes, mashups, recontextualizations and reenactments as its main practices. This has drastic effects, not only as our reality multiplies and reshapes, but also attitudes, perceptions, skills, knowledge and approaches of the people involved change. In this process methodologies, practices and theories remix as well, bringing forth various possible scenarios, in which collaboration practices emerge as the only viable way to perform significant actions.

AOS performing at the opening night of REFF - REMIX THE WORLD! REINVENT REALITY! show at Furtherfield Feb 2011.  Image by Pau Ros.
AOS performing at the opening night of REFF – REMIX THE WORLD! REINVENT REALITY! show at Furtherfield Feb 2011. Image by Pau Ros.

So, in this scenario, “life, the world and everything” is turning into a multipliable, performative environment in which the only way to, actually, perform in a significant way is to collaborate across cultures, skills, theories and methodologies. This brings forth a change to our sensorial environment, meaning that when ubiquitous technologies are involved, we instantly gain new senses, new sensorialities and sensibilities. Just like with the mobile phone, when it doesn’t catch the network, we move, naturally and without thinking about it, to a place that has better network coverage, in a way that is neurologically similar to the way in which we move our hand away from fire when we feel the heat: it is a real sensibility, an additional sense.

Mixing these two aspects (the forming of a multilayered, collaborative, read-write reality, and the emergence of these new senses), describes a situation that is almost exactly the one presented in the question: experimentation, as in performance and as in science, this new science that traverses disciplines, theories and approaches; and experience, meaning you are actually able to build a new experience of the world that is sensorial and, most important of all, writable.

This is also a good description of the shape that the term “conflict” is assuming: a continuous process of movement and traversal, in which you transform a part of reality (as in augmented reality) adding new meaning and imaginaries to it, in a performative action that unites activism, art, science, design and communication, and that transforms and is transformed really fast, at the pace of the evolution of technologies and networks.

The Electronic Man at ADD Festival photos by Giulia Leporatti.
The Electronic Man at ADD Festival photos by Giulia Leporatti.

Renee: I read that this project can help us experience and reflect on our place in the world through the external. Do you think the relationship between the individual and the external takes a new shape throughout this project? How might it be understood in the larger ideas and theories of the Electronic Man?  
 
Salvatore and Oriana: The Electronic Man is about the observation and exemplification of something that is already happening in the world. It speaks about interconnection and our renewed perception of space, time, body and relationships. Technologies helped us reshape these concepts completely. We are never in a single place now; we are everywhere, anytime and with lots of people all at the same time, using multiple identities, both voluntarily (mobile phones, ubiquitous networks..) and involuntarily (CCTV, social networks spying on us..). So all these definitions change radically: private and public space, gender, relationship, message, privacy, work and free time. We wanted to make this change explicit. In this change: public and private completely restructure! This is also why we decided to use the “emotional” dimension as a narrative: emotions are thought to be a private, intimate part of our lives, but now they are the object of public observation through what we do in the digital realms, for the new forms of economies that are developing, focusing on attention, reputation, awareness and more.

Renee: Although the Electronic Man allows us to experience sensually, it still creates finite points of data through the connections between a place and an emotion. What do you think is the relationship between the sensual impact of the project and the data it produces? How does the data fit into the idea of creating a new ‘global digital sense of our bodies’?
 
Salvatore and Oriana: This is a very complicated question! We chose this approach as a starting point. We are using a classification of emotions which is very basic (designed by Plutchik in 1980) it works really well across different languages (we are currently using 29 languages for our performances, to address as much of the world as possible). But this point that is described in the question (freeing the modalities of data, augmenting the degrees of freedom which we can express) is one of the focal points for expansion in the next steps. There are solutions and approaches which we are finding suitable to confront these issues with, and they are all related to adding degrees of freedom in what you “release to the public”: transforming artworks into free frameworks for expression that can be freely used by people. This transformation from artwork to framework is something that is happening all over, and it has to do with P2P culture and free software. This is why we release all the software and hardware (and methodologies) we use in our performances under free licenses: because the next step of each performance is made by the people taking the tools in their own hands and creating their own forms of expression and action, their own additional layers of the world.

Renee: In a related note, this new form of being that the Electronic Man creates cannot be completely separated from the world and systems it exists in already. It seems that the questions that often arise around this project are in terms of how it can be used within other appropriations. How do you see the future of this project in terms of the various appropriations that it may have and in terms of your own intentions for the project?

Squatting Supermakets 2009.
Squatting Supermakets 2009.

Salvatore and Oriana: As we said: we’re always in beta version. These processes are nomadic, temporary, and unstable. Ideas, software tools, concepts, hardware, practices and approaches are in a continuous state of remix: each time we speak to anyone, or even as we’re writing this, the performance changes and upgrades to the next version. For example we can look at the recent augmented reality interventions that have been taking place all over the world and, just a few days ago at the Venice Biennale: there has been a very fertile discussion building up during the last two years, on the idea that these technologies allow you to “squat” reality, and add new meanings and new degrees of freedom to it. This is why we created a project called Squatting Supermarkets a couple of years ago. This discussion is producing actions: appropriations, performances, re-usage of terms, words, sentences, new forms of activism, and new forms of art. We’re really happy that this is taking place, and we see all this as a wider form of performance in which everyone interested can be involved.                                                                              

Renee: I can’t help but see a relationship between The Electronic Man and a sort of modern day Frankenstein. Would you like to comment on this relationship?

Salvatore and Oriana: We will answer this question using an answer that our dear friend prof. Massimo Canevacci gave to a question during a TV show in Italy: “This is a wonderful question, and I am deeply convinced that western cultures produced these really heavy mythologies around Frankenstein, the Golem, and arriving to a movie, a very nice one, like Blade Runner, taken from a novel by Philip Dick.

I am certain that this system, this dualism between technology and body, between organic and inorganic, between nature and culture, is finally over, in a liberating way. There are researches in which the concept of cyborg constitutes a perspective that is capable of liberating enormous possibilities. Therefore our bodies become progressively more entangled with technology all over literature, technology, anthropology, and biology.

Thus I sincerely hope that this enormous mythology, this terrifying myth of the Frankenstein, will finally end, once and for all, and will peacefully retire; and that new forms of cyborg will emerge and free themselves, to produce new free forms of expression.

Renee: Finally, any further issues, ideas, thoughts you would like to add?

Salvatore and Oriana: Yes!

The Electronic Man is a global performance! And it becomes useful if lots of people participate (and, by the way, participate by doing even simple things such as attaching some of the Electronic Man stickers around and sending us a picture, and you’ll find yourself and your work advertised whenever we exhibit the work: for example at the MACRO museum in Rome there is a full wall dedicated to the people that are helping us out, including their bios, pictures and links) But, most of all, it becomes useful if lots of people actively grab technologies, methodologies and concepts and actively build their own performative world, possibly sharing the results with everyone else.

So we strongly invite everyone out there to request the software, (it will be published on our sites as soon as we have some time to prepare a proper sharing mechanism, but you all can have it before that by simply asking) and to imagine other disruptive ways of using technologies to create free, accessible, inclusive spaces for communication and expression.

We will support you all in that as much as we can.

The Electronic Man at ADD Festival, MACRO Testaccio, Rome contemporary art museum, view video on Youtube.

New York’s Festival of Ideas For A New City, With A Keynote by Jaron Lanier.

“Festival of Ideas For A New City” organized by the New Museum, The Architectural League, The Bowery Poetry Club, C-Lab, Columbia University Center for Architecture, Cooper Union, The Drawing Center, NYU Wagner, PARC Foundation, Storefront for Art and Architecture, and the Swiss Institute blossomed like spring in New York City from May 4 – 8th, setting out to “harness the power of the creative community to imagine the future city and explore the ideas destined to shape it.”

Keynotes addressing the issues were architect Rem Koolhaas, virtual reality inventor Jaron Lanier, and former President of the National University of Columbia, and former Mayor of Bogota, Antanas Mockus. A StreetFest  set up along the Bowery with over 100 local grassroots organizations and small businesses “presenting model practices and products in a unique environment.”  Over 100 projects, events, performances and walking tours expanded on the Festival’s themes.

Rem Koolhaas with OMA and The New Museum showcased CRONOCAOS, an exhibit  examining the growing “empire” of preservation and destruction  and the consequences of how we build, rebuild and remember. What is the role of preservation on the art world? As larger and larger spaces are repurposed for art  from industrial spaces they focus on the “apocalyptic sublime,” mimicking Hollywood and B movies. Oddly enough Koolhaas noted, this increase in preservation closely parallels the rise of Wall Street and tourism.

exhibit examining the growing "empire" of preservation and destruction and the consequences of how we build, rebuild and remember

There were panels on “The Heterogeneous City,” “The Networked City,” “The Reconfigured City,” and “The Sustainable City.” At night  curator Anna Muessig’s Flash:Light Nuit Blanche event included murals along the Bowery, art projections on Nolita and Lower East Side buildings, and music and performances including projects on the facade of the New Museum and St. Patrick’s Old Cathedral in Little Italy. There was also a 3D video installation Civilization reinterpreting Dante’s Diving comedy.

Anna Muessig's Flash:Light Nuit Blanche
Anna Muessig’s Flash:Light Nuit Blanche
Olek at the Festival of Ideas 2011
Olek at the Festival of Ideas 2011. Photo by G. Art by Olek http://www.agataolek.com/.

Jaron Lanier’s Keynote address on “The Networked City” at the Great Hall at Cooper Union reiterated many of the themes in his new book, “You Are Not A Gadget.” Not one to follow any set path, Lanier began his talk by playing a Laoitian “Ban Lao” (Ban Bang Sai Kai) bamboo wood pipe. He declared the simple reed flute was one of the first holders of digital information, even older than the abacus, because each reed object and note is turned on and off just like a series of digital 0’s and 1’s. The Ban Lao, traded across the Silk Route was noticed by the Greeks and Romans, and influenced the development of the pipe organ. The pipe organ was automated and turned into a player piano, a programmable loom, and finally became the origins of Charles Babbage’s computer.

Computers have gotten better Lanier explained, processing more and more bits, but humans still have more precise acuity at  the level of quantum physics. They can respond to just one photon. He then veered off topic discussing the first computer scientist Alan Turing who used computers to crack codes during World War II. Persecuted for being gay, he was injected by authorities with female hormones which gave him breasts and made him suicidal.  Just like Snow White, he killed himself by eating a poisoned apple.

He then veered back on track saying using computers as metaphors to the human condition is an irrelevant, outdated metaphor. The brain is not a CPU, and eyes and ears are not USBs. A better metaphor is thinking of the head as a spy submarine performing spy missions. You are constantly moving your head  seeking out data, not passively seeing it. Your visual system is sensitive to minute differences. A musical instrument is an additional instrument to the sensory motor loop that makes perception possible. Can we build digital tools that are as sensitive as we are? This, he noted, was one of the key questions now facing computer scientists.

Jaron Lanier, Keynote speaker for “The Networked City” at the Great Hall at Cooper Union. Festival of Ideas 2011.
Jaron Lanier, Keynote speaker for “The Networked City” at the Great Hall at Cooper Union. Festival of Ideas 2011.

New technologies are usually developed to become weapons. But many important inventions were first developed for music. Musical bows existed before arrows, and guns developed from the casting of metal bells. Even Hewlett Packard’s first object was a musical synthesizer. Music is a driver with innovation taking place around making sounds.

In order to make his lecture relevant to the “Networked City” theme of the festival, Lanier discussed his favourite thing about New York City, that the same sense of acuity as applied to musical instruments also applies to personal interactions. More diversity means you have more chance of connecting with someone who will change your life. The fates of people in New York are guided by their activities. Its important that the fates concern an extra world of human to human contact.

In such a huge network context people are sensitive to subtle motions in each other, and can identify subconscious communication we don’t really know about. Contrast that to sound networking, where digital music does not give you the subtle minute accuracy of acoustic sound. People who only communicate virtually are spinning their wheels in place. When we connect to each other through digital representations we lose some form of expression.

Lanier proselytized for the necessity of the “head and the heart”, insisted technology needs to bring better jobs to society than the ones they are destroying.  The basic social contract he said was turned back 11 years ago when advertising became the new way to get information. Sergey Brin, the co-founder of Google was the one who started it.  Because digital technology is cheaper, cheaper just gives this stuff away for advertising. But, when you take the products of people’s hearts and minds, such as their music and literature, and give them away for free this becomes a problem.  When you put effort into a promotion on line  you get the illusion of benefits, but you actually lose relative advantage. This is because the true customers of a social networking site like Facebook is not you, you are actually the product of Facebook.  You are sold and the customer pays to influence events.  This is the difference between overt and covert information with Lanier stating, “The official business of computation is advertising.” At some point though, there is nothing to advertise. If cars can drive themselves, what happens to truck drivers? Or if 3D machines make fabrications they make manufacturing obsolete.

The Japanese are creating elder care robots. We are making ourselves unemployed. The fashion  of making everything free leads us down a path from a city of dreams to a cry of despair. We have to figure out a way to change our relationship to information technology, instead of chasing after users and followers and making more money. Ending his lecture he declared, “We must humanize digital architecture – We must see beyond fads.”  And then he played a little ditty on dual Gypsy flutes.

Videogames as art and politics

Featured image: Games/03 Paul Sermon, Peace Games, © der Künstler 2008.

Das Spiel und Seine Grenzen: Passagen des Spiels II ed. Mathias Fuchs and Ernst Strouhal, (Springer Verlag, 2010), German language only.

Fuchs, Mathias; Strouhal, Ernst (Hrsg.)
1st Edition., 2010, 272 S. 16 Abb., Softcover
ISBN: 978-3-7091-0084-4
Versandfertig innerhalb von 3 Tagen

Mathias Fuchs is considered to be one of the first artists to explore the combination of videogames and art. Today he is a senior lecture at Salford University in England and a leading researcher on Game Art and ludic interfaces. Social and political context in videogames and how they affect our society has been a major topic in Fuch’s research. Last year he published, together with Ernst Strouhal, an anthology of videogames and its borders and how this genre is changing and influencing society. The background to the anthology was an exhibition held at Kunsthalle Wien in 2008 about art and politics in videogames.

Paul Sermon, Liberate your avatar, © der Künstler 2008
Paul Sermon, Liberate your avatar, © der Künstler 2008.

It has been 60 years since Johan Huizinga’s now classic book Homo Ludens, the playing human, was published. Games are no longer just entertainment; it’s a major industry that is affecting our society in every aspect. In the foreword Fuchs states that the main issue for the 15 essays in the anthology is how games have changed and affected our society both politically and socially since they crossed over from the realms of entertainment into everyday experience.

Today we can find many different genres in videogames, such as serious games and persuasive games, that discuss current issues, news and social problems, artistic games which address existential and aesthetic aspects, and so on. The gaming community has grown enormously and created on-line worlds with strong virtual economics, attached real world economics. In her essay Daphne Dragona says “The virtual environments of our times therefore can be seen as social institutions with social, political and economic values resembling those of real life.”

In a similar way Tapio Mäkelä’s essay about locative games describes how the gamescene has entered the real world in the form of cos-players and social gameplays where videogames as Pacman are performed in the city streets or games as “/Noderunner/, where participants run to find open WiFi Networks, take a photo of themselves at the location and send the info via e-mail to the project’s website.” This begins to close the gap between networks and everyday experience through the practice of social gaming. The game as object is less of an obvious conclusion now that technology enables us to explore ourselves within networked, gaming contexts and mobile technologies.

Game designed by Gomez de Llarena and Yury Gitman 2002., games, the borders between game and reality, new socio-economics,
Game designed by Gomez de Llarena and Yury Gitman 2002.

The borders between game and reality have now become even more blurred and integrated, especially if we consider how technology itself also crosses over into administrational activites which have already been traditional elements of controlling, processing parts of our lives. One example is how authorities around the world are supervising these new socio-economics, such as collecting taxes from virtual incomes by using similar tools and networks. There are many questions about how games will continue to affect and change our society in the future and the anthology takes an interesting and comprehensive look into what games have to offer and what could be potential threats to our future societies.

Today games are serious business. It is not impossible that in the future a bankruptcy of an on-line gameworld could shake the real world and create an economic depression. On the other hand, could on-line game economies bring prosperity and create new jobs, an economic boom in ways we have not witnessed before? If games move into a new period of changing social experience in even more connected ways than before, then we need to understand what the consequences of these are and how to navigate through this shifting terrain. One thing is for sure, it was a long time ago that games were just entertainment.

http://www.springer.com/new+%26+forthcoming+titles+%28default%29/book/978-3-7091-0084-4

An interview with Michel Bauwens founder of Foundation for P2P Alternatives

Michel Bauwens is one of the foremost thinkers on the peer-to-peer phenomenon. Belgian-born and currently resident in Chiang-Mai, Thailand, he is founder of the Foundation for P2P Alternatives.

It’s a commonplace now that the peer-to-peer movement opens up new ways of creating relating to others. But you’ve explored the implications of P2P in depth, in particular its social and political dimensions. If I understand right, for you the phenomenon represents a new condition of capitalism, and I’m interested in how that new condition impacts on the development of culture – in art and also architecture and urban form.

As a bit of a background, I’d like to look at what you’ve identified as the simultaneous “immanence” and “transcendence” of P2P: it’s interdependent with capital, but also opposed to it through the basic notion of the Commons. Could you elaborate on this?

With immanence, I mean that peer production is currently co-existing within capitalism and is used and beneficial to capital. Contemporary capitalism could not exist without the input of free social cooperation, and creates a surplus of value that capital can monetize and use in its accumulation processes. This is very similar to coloni, early serfdom, being used by the slave-based Roman Empire and elite, and capitalism used by feudal forces to strengthen their own system.

BUT, equally important is that peer production also has within itself elements that are anti-, non- and post-capitalist. Peer production is based on the abundance logic of digital reproduction, and what is abundant lies outside the market mechanism. It is based on free contributions that lie outside of the labour-capital relationship. It creates a commons that is outside commodification and is based on sharing practices that contradict the neoliberal and neoclassical view of human anthropology. Peer production creates use value directly, which can only be partially monetized in its periphery, contradicting the basic mechanism of capitalism, which is production for exchange value.

So, just as serfdom and capitalism before it, it is a new hyperproductive modality of value creation that has the potential of breaking through the limits of capitalism, and can be the seed form of a new civilisational order.

In fact, it is my thesis that it is precisely because it is necessary for the survival of capitalism, that this new modality will be strengthened, giving it the opportunity to move from emergence to parity level, and eventually lead to a phase transition. So, the Commons can be part of a capitalist world order, but it can also be the core of a new political economy, to which market processes are subsumed.

And how do you see this condition – the relationship to capital – coming to a head?

I have a certain idea about the timing of the potential transition. Today, we are clearly at the point of emergence, but also coinciding with a systemic crisis of capitalism and the end of a Kondratieff wave.

There are two possible scenarios in my mind. The first is that capital successfully integrates the main innovations of peer production on its own terms, and makes it the basis of a new wave of growth, say of a green capitalist wave. This would require a successful transition away from neoliberalism, the existence of a strong social movement which can push a new social contract, and an enlightened leadership which can reconfigure capitalism on this new basis. This is what I call the high road. However, given the serious ecological and resource crises, this can at the most last 2-3 decades. At this stage, we will have both a new crisis of capitalism, but also a much stronger social structure oriented around peer production, which will have reached what I call parity level, and can hence be the basis of a potential phase transition.

The other scenario is that the systemic crisis points such as peak oil, resource depletion and climate change are simply too overwhelming, and we get stagnation and regression of the global system. In this scenario, peer-to-peer becomes the method of choice of sustainable local communities and regions, and we have a very long period of transition, akin to the transition at the end of the Roman Empire until the consolidation of feudalism during the first European revolution of 975. This is what I call the low road to peer to peer, because it is much more painful and combines both progress towards p2p modalities but also an accelerating collapse of existing social logics.

That’s a less optimistic scenario… what form of conflict would this involve?

The leading conflict is no longer just between capital and labour over the social surplus, but also between the relatively autonomous peer producing communities and the capital-driven entrepreneurial coalitions that monetize the commons. This has a micro-dimension, but also a macro-dimension in the political struggles between the state, the private sector and civil society.

I see different steps of political maturation of this new sphere of peer power. First, attempts to create networks of sympathetic politicians and policy-makers; then, new types of social and political movements that take up the Commons as their central political issue, and aim for reforms that favour the autonomy of civil society; finally, a transformation of the state towards what I call a Partner State which coincides with a fundamental re-orientation of the political economy and civilization. You will notice that this pretty much coincides with the presumed phases of emergence, parity and phase transition.

Most likely, acute conflict may arise around resource depletion and the protection of these resources through commons-related mechanisms. Survival issues will dictate the fight for the protection of existing commons and the creation of new ones.

You often cite Marx, who of course also wrote at a time of conflict and social change provoked by technological and economic development. Does this tension you’re describing fit in his notion of contradictory forces conflicting – thesis, antithesis, synthesis – in other words, is this a historical materialist process?

I don’t quite use the same language, because I use Marx along with many other sources. I never use Marx exclusively or ideologically, but as part of a panoply of thinkers that can enlighten our understanding. My method is not dialectical but integrative, i.e. I strive to integrate both individual-collective aspects and objective-subjective aspects, and to avoid any reductionist and deterministic interpretations. Though I grant much importance to technological affordances, I do not adhere to technological determinism, and I don’t find that I pay much attention to historical materialism, since I see a feedback loop between culture, human intentionality, and the material basis. Technology has to be imagined before it can be invented.

My optimism is grounded in the hyperproductivity of the new modes of value creation, and on the hope that social movements will emerge to defend and expand them. If that fails to happen, then the current unsustainable infinite growth system will wreak great havoc on the biosphere and humanity.

As you say classical or Marxist economics don’t really suffice to describe the current situation. Is one aspect of this problem that the classical distinction between use and exchange doesn’t fit with a situation in which many of the “uses” are ludic, and have an exchange system built into them? I’m thinking of on-line gaming specifically. But it has always been difficult to place art in this simple use/exchange polarity. Do you see any revisions to that polarity today?

I’m not sure the ludic aspect is crucial, as use value is agnostic to the specific kind of use, just as peer production is agnostic as to the motivation of the contributors. However, our exponential ability to create use value without intervention of the commodity form, with only a linear expansion of the monetization of peer platforms, does create a double crisis of value. On the one hand, capital is valuing the surplus of social value through financial mechanisms, and is not restituting that value to labour, just as proprietary platforms do not pay their value producers; on the other hand, peer producers are producing more and more that can’t be monetized. So we have financial crisis on the one hand, a crisis of accumulation and a crisis of precarity on the other side. This means that the current form of financial capitalism, because of the broken feedback loop between value creation and realization, is no longer an appropriate format.

Regarding your ‘integrative method’, this is a much more sophisticated take on economics that places it in relationship to other, cultural, dimensions of human life. And the imagination is central to it. Given that, do you see any special role for art in this transition?

Art is a precursor of the new form of capitalism, which you could say is based on the generalization of the ‘art form of production’. Artists have always been precarious, and have largely fallen outside of commodification, relying on other forms of funding, but peer production is a very similar form of creation that is now escaping art and becoming the general modality of value creation.

My take is that commodified art has become too narcissistic and self-referential and divorced from social life. I see a new form of participatory art emerging, in which artists engage with communities and their concerns, and explore issues with their added aesthetic concerns. Artists are ideal trans-disciplinary practitioners, who are, just as peer producers, largely concerned with their ‘object’, rather than predisposed to disciplinary limits. As more and more of us have to become ‘generally creative’, artists also have a crucial role as possible mentors in this process. I was recently invited to attend the Article Biennale in Stavanger, Norway, as well as the artist-led herbologies-foraging network in Finland and the Baltics, and this participatory emergence was very much in evidence, it was heartening to see.

We might see as opposed to that sort of grassroots participatory engagement, the entities you refer to as the “netarchies.” Their power lies in the ownership of the platform they exploit for harvesting user-originating information and activities. How hegemonic is this ownership? At what point does it become impossible to create a “counter-Google”?

The hegemony is relative, and is stronger in the sharing economy, where individuals do not connect through collectives and have weak links to each other. The hegemony is much weaker in the true commons-oriented modalities of production, where communities have access to their own collaborative platforms and for-benefit associations maintaining them.

The key terrain of conflict is around the relative autonomy of the community and commons vis a vis for-profit companies. I am in favour of a preferential choice towards entrepreneurial formats which integrate the value system of the commons, rather than profit-maximisation. I’m very inspired by what David de Ugarte calls phyles, i.e. the creation of businesses by the community, in order to make the commons and their attachment to it viable and sustainable over the long run. So, I hope to see a move from the current flock of community-oriented businesses, towards business-enhanced communities. We need corporate entities that are sustainable from the inside out, not just by external regulation from the state, but from their own internal statutes and linkages to commons-oriented value systems.

Counter-googles are always possible, as platforms are always co-dependent on the user communities. If they violate the social contract in a too extreme way, users can either choose different platforms, or find a commons-oriented group that develops an independent alternative, which in turn maintains the pressure on the corporate platforms. I expect Google to be smart enough to avoid this scenario though.

As you’ve said elsewhere, many of these issues are about a new form of governance. Do you see any of this as particularly urban in character — I mean, about organization at the smaller scale, regionally focused, as opposed to at the level of the nation state. Does propinquity matter at all to this — the importance of living together? This seems to relate to a — not a contradiction or tension exactly, but a complication of the P2P notion — that relationships are dispersed, yet a number of the parallels you draw with historical models (for example the Commons) connect with social situations in which people lived very close together. A fairly strong notion in urbanistic thinking is that propinquity is a good thing. In the past that was part of many artistic relationships also: cities as milieux of artistic production/creativity, artists’ colonies; working cheek by jowl with other creative people and breathing the same air. Is this notion in any sense undermined by dispersed networks?

I think we are seeing the endgame of neoliberal material globalization based on cheap energy, and hence a necessary relocalization of production, but at the same time, we have new possibilities for online affinity-based socialization which is coupled with resulting physical interactions and community building. We have a number of trends which weaken the older forms of socialization. The imagined community of the nation-state is weakening both because of the globalized market; the new possibilities for relocalization that the internet offers, which includes a new lease of life to mostly reactionary and more primary ethnic, regional and religious identities; but also because of this important third factor, i.e. socialization through transnational affinity based networks.

What I see are more local value-creation communities, but who are globally linked. And out of that, may come new forms of business organization, which are substantially more community-oriented. I see no contradiction between global open design collaboration, and local production, both will occur simultaneously, so the relocalized reterritorialisation will be accompanied by global tribes organized in ‘phyles.’ I think the various commons based on shared knowledge, code and design, will be part of these new global knowledge networks, but closely linked to relocalized implementations.

One interesting question is what forms of urbanism come out of p2p thinking. The movement is in the process of thinking this through, in fact a definition of p2p urbanism was just published by the “Peer-to-peer Urbanism Task Force” (http://p2pfoundation.net/Peer-to-Peer_Urbanism).

This promotes, in general terms, bottom-up rather than centrally planned cities; small-scale development that involves local inhabitants and crafts; and a merging of technology with practical experience. All resonant in various ways with p2p approaches. But this statement also provokes a few questions: It calls for an urbanism based on science and function; in fact it explicitly promotes a biological paradigm for design. At the risk of over-categorizing, isn’t this a modernist understanding of design — or if not, how is it different? This document also refers to specific schools of urban design: Christopher Alexander, and also New Urbanism. On the side of socio-economics though, New Urbanism has been criticized (for example in David Harvey’s Spaces of Hope); some see it as nostalgic and in the end directed at a narrow segment of the population. Christopher Alexander’s work on urban form has also been criticized as, being based on consensus, restrictive in its own ways. In fact, might not p2p principals call for creation of spaces that allow dissent and even shearing-off from the mainstream? Might there be a contradiction built into trying to accommodate the desires for consensus and for freedom? Contradiction can be a source of vitality, certainly in art; but it can raise some tensions when you get to built form and a shared public realm.

I cannot speak for the bio- or p2p urbanism movement, which is itself a pluralistic movement, but here’s what I know about this ‘friendly’ movement. I would call p2p urbanism not a modernist but a transmodernist movement. It is a critique of both modernist and postmodern approaches in architecture and urbanism; takes critical stock of the relative successes and failings of the New Urbanist school; and then takes a trans-historical approach, i.e. it critically re-integrates the premodern, which it no longer blankly rejects as modernists would do. I don’t think that makes it a nostalgic movement, but rather it simply recognizes that thousands of years of human culture do have something to teach us, and that even as we ‘progressed’, we also lost valuable knowledge. Finally, I think there is a natural affinity between the prematerial and post-material forms of civilization. The accusation of elitism is I think also unwarranted, given what I know of the work of bio-urbanists amongst slumdwelling communities. However, I take your critique of consensus very seriously, without knowing how they answer that. You are right, that is a big danger to guard for, and one needs to strive for a correct balance between agreed-upon frameworks, that are community and consensus-driven, and the need for individual creativity and dissent. Nevertheless, compared to the modernist prescriptions of functional urbanism, I don’t think that danger should be exaggerated.

Following on this track, I’d like to pose another question that relates to living together. The P2P concept depends on the difficulty of controlling the activity of peers on a network: i.e. it’s impossible to lock down the internet. Doesn’t this degree of freedom also eliminate those social controls that might be considered “healthy” – for example, controls over criminal activity. David Harvey (to bring him in again), in his paper “Social Justice, Postmodernism and the City”, lists social controls among several elements of postmodern social justice. When the grand narratives have been replaced by small narratives, there remains a need to limit some freedoms. How does p2p thinking deal with this?

I think we can summarize the evolution of social control in three great historical movements. In premodern times, people lived mostly in holistic local communities, where everyone could see one another, and social control was very strong. At the same time, vis a vis more far-away institutions, such as for example the monarchy, or the feudal lord, or say in more impersonal communities such as large cities, compliance was often a function of fear of punishment. With modernity, we have a loss of the social control through the local community, but a heightened sense of self through guilt, combined with the fine-grained social control obtained through mass institutions, described for example by Michel Foucault. The civility obtained through the socialization of the imagined community that was the nation state, and the educational and media at its disposal, also contributed to social control and training for civil behaviour.

My feeling about peer-to-peer networks is that they bring a new form of very real socialization through value affinity, and hence, a new form of denser social control in those specific online communities which also usually have face-to-face socialities associated with them. But this depends on whether the community has a real value affinity and a common project, in which case I think social control is ‘high’, because of the contributory meritocracy that determines social standing. On the contrary, in the looser form of sharing communities, say YouTube comments for example, we get the type of social behaviour that comes from anonymity and not really being seen.

So the key challenge is to create real communities and real socialization. Peer to peer infrastructures are often holoptical, i.e. there is a rather complete record of behaviour and contributions over time, and hence, a record of one’s personality and behaviour. This gives a bonus to ‘good ethical behaviour’ and attaches a higher price to ‘evil’. On the other hand, in the looser communities, subject to more indiscriminate swarming dynamics, negative social behaviour is more likely to occur.

A key difference between contemporary commons and those of the past is that the new ones are immaterial and global. The model for P2P exchange seems to be of autonomous agents relating and forming new communities not based on membership in an originary cultural group. Given a global distribution, how do local, cultural factors play into the model of globalized distributed networks? How does P2P accommodate cultural specificity, especially specificity with deep historical roots; and how does that accommodate the development of new culture, art?

In my view, the digital commons reconfigure both the local and the global. I think we can see at least three levels, i.e. a local level, where local commons are created to sustain local communities, see for example the flowering of neighbourhood sharing systems; then there are global discourse communities, but they are constrained by language; so rather than national divisions, which still exist but erode somewhat as a limitation for discourse exchange, there is a new para-global level around shared language. At each level though, cultural difference has to be negotiated and taking into account. If there is no specific effort at diversity and inclusion, then affinity-based communities reproduce existing hierarchies. For example, the free software world is still dominated by white males. Without specific efforts to make a dominant culture, which has exclusionary effects, adaptive to inclusion, deeper participation is effectively discouraged. Of course, as the dominant culture may not be sufficiently sensitive, it is still incumbent on minoritarian cultures to make their voice and annoyances heard. Obviously, each culture will have to go through an effort to make their culture ‘available’ through the networks, but I think the specific role of artists, now operating more collectively and collaboratively than before, is to experiment with new aesthetic languages, so that non-conceptual truths can be communicated.

The innovation I see as most important though is in terms of the globa-local, i.e. a relocalization of production, but within the context of global open design and knowledge communities, probably based on language. I also see a distinct possibility for a new form of global organization, i.e. the phyle I mentioned earlier, as fictionalized in Neal Stephenson’s The Diamond Age and operationalized by lasindias.net. These are transnational value communities that created enterprises to sustain their livelihoods.

I see the key challenge, not just to develop ‘relationality’ between individuals, as social networks are doing very well, but to develop new types of community, such as the phyle, which are not just loose networks, but answer the key question of sustainability and solidarity.

In terms of culture, what I see developing is a new transnational culture, based on value and discourse communities, based on language, that are neither local, nor national, nor fully cosmopolitan, but ‘trans-national’.

And the creative relationships between artists can in some sense be a model for this?

Artists have been precarious in almost all periods of history, and their social condition reflects what is now very common for ‘free culture’ producers today, so studying sustainability and livelihood practices of artist communities seems to me to be a very interesting lead in terms of linking with previous historical experience. I understand that artists now have increasingly collaborative practices and forms of awareness. Unfortunately, my own knowledge of this is quite limited so this is really also an open appeal for qualified researchers to link art historical forms of livelihood, with current peer production. In some ways, we are all now becoming precarious artists under neoliberal cognitive capitalism!

In the Long Run

HTTP Gallery is pleased to host the UK premiere of In the Long Run (2010), the new work by art collective IOCOSE, produced by Aksioma – Institute for Contemporary Art (Ljubljana) as part of the platform RE:akt!.

View short Trailer of video on Youtube

In the Long Run (2010) is a reconstruction of a possible future high profile media event. The death of pop star Madonna is described in a BBC News special edition, with a journalist and studio guest who go over the details of the fatal car accident, the statements of the VIPs and the reactions of fans around the world.

It is not a true story, but neither is it improbable. All TV networks prepare obituaries about famous people to put on air in the event of an unexpected death. The death of an international figure is not just predictable, it is actually predicted in the video files kept up to date in their archives.

The new video will be accompanied by two previous works, Doughboys (2009), a ‘real time mockumentary’, following a trio of real-life super heroes who defended illegal issues in the police patrolled streets of Rome, and FloppyTrip (2009), an installation consisting in a kit, to prepare your own hallucinogenic drink by recycling redundant floppy disks and provided with a video explaining how to use it.

IOCOSE has been working in Italy and Europe since 2006. It organises actions in order to subvert ideologies, practices and processes of identification and production of meanings. It uses pranks and hoaxes as tactical means, as joyful and sound tools. IOCOSE thinks about the streets, Internet and word of mouth as a battlefield. Tactics such as mimesis and trickery are used to lead and delude the audience into a semantic pitfall.

IOCOSE will be interviewed live on Furtherfield on Resonance FM on Wednesday 03 November at 7pm. Available to download from www.furtherfield.org/resonancefm.php

To accompany In the Long Run, we are pleased to present a new essay by critic, writer and curator Domenico Quaranta about IOCOSE’s new work. (download PDF)

Production: Aksioma – Institute for Contemporary Art, Ljubljana, 2010 www.Aksioma.org Project produced as part of the platform RE:akt!

Also screening at:
RE:akt! – Reconstruction, Re-enactment, Re-reporting
Rotovz Exhibition Salon, Maribor, Slovenia
21 October – 19 November 2010

More Information:
IOCOSE: www.iocose.org
RE:akt!: www.reakt.org

Can Art do Technology and Social Change?

The Zero Dollar Laptop Workshop programme has been developed and delivered through partnership between Furtherfield and Access Space and aims to change attitudes to technology. It does this by recycling hardware, deploying Free and Open Source Software (FOSS), sharing skills and working together to create rich media content.

This project has provided a useful basis for thinking about how art might be able to create change through learning and education that relates to technology.

This question becomes especially relevant in the context of current, global economic and ecological collapse.

Access Space, Furtherfield and Zero Dollar Laptop workshops participants
Left to Right: Participants take part in a workshop at Access Space, Sheffield; An exhibition at Furtherfields HTTP Gallery, London; and Zero Dollar Laptop Workshop participants at St MungosCharity for Homeless People, London.

So first let’s start by thinking about what art and technology and social change have got to do with each other?

Do we need art?

It does depend on how you view art. At Furtherfield we don’t accept the mainstream view of art as a marginal interest. The expanded, connected and networked art forms that we choose to work with cannot be separated from life so easily.

They engage the people who encounter them with different kinds of aesthetic, ethical and philosophical experiences – often in places not easily recognisable as art-spaces, often in technologically enabled spaces because this is where life takes place for so many people.

For all kinds of reasons (to do with our education and class structures), in the UK the dominant view is that ‘great’ art is separate and distant from the rest of life and therefore of marginal relevance to society and most people, or to quote Heath Bunting ‘Most art means nothing to most people’.

It is regarded as: elite/intellectual, historical/heritage, commodity, the work of charlatans etc.

Sometimes art is regarded perhaps more positively, as a diversion or a hobby; more positive from our point of view because people make art their own, share it and incorporate it into their own lives on their own terms.

A recent Save the Arts campaign poster by Jeremy Deller, Scott King and William Morris protests against further anticipated marginalisation of the arts in the UK, 2010
A recent Save the Arts campaign poster by Jeremy Deller, Scott King and William Morris protests against further anticipated marginalisation of the arts in the UK, 2010

Don’t just Do It Yourself, Do It With Others (DIWO!)
Furtherfield got started in the context of the discourse-smothering London Brit Art gallery scene in the mid-90s, when access to established galleries was carefully guarded. Meanwhile the Internet, an open public space of unlimited dimensions, was relatively sparsely populated at two extremes by corporate marketing departments and pet owners. The Internet also offered a free playground for early net artists.

Since then Furtherfield has co-constructed platforms and processes (online and in physical spaces) with a network of other artists, hackers, gamers, programmers, thinkers and curators to support collaboration and engagement between artists, participants and audiences worldwide.

Visitors Studio work online
VisitorsStudio (since 2004) is Furtherfields’ real-time, open, online audio-visual multi-user mixing platform for learning, play and performance. [1]

Informed by ‘open and free’ philosophies and practices of peer-to-peer cultural development and moving on from the DIY (Do It Yourself) approach of the 1990s artist-hackers that fed on the Modernist understanding of the individual artistic genius, we have moved towards more collaborative processes that we call DIWO (Do It With Others) and that explore different ways of creating shared visions.

For us taking a grassroots approach in art means that we pay attention to the everyday lives of the people we work with, to create and shape the platforms that we need. This is not a hippy dream. Rather, it provides a way to develop robust and healthy ways for diverse people and interests to interact and co-exist for mutual benefit.

Flyer for DIWO event by Furtherfield
Graphic for the Do It With Others (DIWO) E-Mail Art open exhibition and open curation at HTTP Gallery

The Zero Dollar Laptop

Since 2008 Furtherfield and Access Space have worked in partnership on the Zero Dollar Laptop project, to support cooperation in creativity, technical learning and environmental awareness. One side-effect of techno-consumerism is that we dump tonnes of UK electronic waste in the developing world each year.[2]

This project, inspired by James Wallbank’s Zero Dollar Laptop Manifesto, aims to change the way we think about technology by a shift of emphasis: from high-status consumer technologies to customised tools-for-the-job and smart, connected users.

Our organisations have worked together with participants to develop resources and pilot workshops that aim to eventually bring back into use (or save from toxic waste dumps) millions of redundant laptops currently gathering dust on shelves in homes and offices across Britain; putting them in the hands of the people who are best placed to make use of them, to benefit from a collaborative approach to learning and to connect with new knowledge networks in the process.

This project has its basis in grassroots, critical practice at the intersection of art, technology and social change.

Zero Dollar Laptop logo
View participants’ blogs, workshop plans and resources on the Zero Dollar Laptop Workshops blog.

Changing Attitudes to Technology

The first pilot of Zero Dollar Laptop workshops kicked off at the Bridge Resource Centre in West London in January 2010 with clients of St Mungo’s Charity for Homeless People. [3]

In our experience, a much more diverse group of people are able to enjoy and benefit from technical projects when the projects acknowledge and incorporate ethical, philosophical and aesthetic questions as part of the mix.

People who might not initially identify themselves as ‘techy’ stay engaged with complex technical learning processes by focusing on the learning that is meaningful for them and sharing it with others.

In the case of Zero Dollar Laptop workshops this can range from creating a profile image for Facebook to writing a blog post to lobby against government cuts in public services, or creating a desktop background or a new startup-sound to customise their own laptop.

The meaning and function of work is often conveyed by the construction of a context (a place, a set of tools, an aesthetic, a set of relationships) or a hack or remix of an existing context.

With participatory or collaborative artworks the context in which people engage with the work is a part of the work.

So the role of the artist today has to be to push back at existing infrastructures, claim agency and share the tools with others to reclaim, shape and hack these contexts in which culture is created.

We believe that through creative and critical engagement with practices in art and technology people become active co-creators of their cultures and societies.

And as James Wallbank notes, ‘the best artworks are those that create artists’.

Originally commissioned by Axisweb.

LAB4

Hedva Eltanani

HTTP Gallery is pleased to host LAB4 by Hedva Eltanani, an exploration of communication between two places using streaming media and web applications. It is another step in a series of LABs that explore digital technology and audience interaction. It is part of Heltanani’s research on digital performance and the way it affects audience experience.

LAB4 is a game that challenges the audience to bend the boundaries of space, interaction and intimacy. The two locations, HTTP Gallery in London and The Poly Centre in Falmouth, are linked via live-feed technology, using webcams and web applications. Eltanani will lead a series of activities, such as ‘truth or dare’, which challenges elements of group dynamics and technology – the aim is to engage the two audiences and help participants bond within each group.

How intimate will it go? The participants are invited to deepen the connection by keeping their community active using web applications.

BE PART OF THE EVENT IN LONDON

Doors open at 8:30pm

More info and documentation :
http://arthubfalmouth.blogspot.com/
http://vs4rslab.wordpress.com/

Featured image: People watching and being watched across virtual space

The London Psychogeophysics Summit

Alejo Duque, Kathrin Guenter, Graham Harwood, Martin Howse, Petr Kazil, Jonathan Kemp, Martin Kuentz, Tom McCarthy, Christian Nold, Nick Papadimitriou (tbc), John Rogers (tbc), Karen Russo, Gordan Savicic, Suzanne Treister, Danja Vasiliev, Ryan Jordan

http://psychogeophysics.org/

Conflict Kitchen (Kubideh Kitchen)

In episode five of the popular Israeli sitcom, Arab Labor, Amjad and his family are invited for Passover to the home of a reform family whose son goes to kindergarten with Amjad’s daughter. Amjad is enthusiastic about the Seder ceremony and decides to adopt the concept of the Haggadah into Eid al-Adha (The Festival of Sacrifice). In this way Amjad attempts to balance his life as an Israeli Arab by using some food, a bit of ceremony, and a lot of comedy!

Eating together is a central theme in many religions, going back to ancient Greece. The basic diet in Greece consisted mostly of grains. Meat was only eaten collectively after sacrifices to the gods, which anyone who can get through the first book of the Iliad without drooling will tell you.

It is hard not to bond with people when you eat together. Sometimes the act of eating together can be a tool of influence: business lunches, awards dinners, naked brunches, etc. Even a breakfast might be an opportunity to bond, as Thomas Macauly once said: “Dinner parties are mere formalities; but you invite a man to breakfast because you want to see him.” But can take-away meals be a way to disseminate culture and spread knowledge?

A new take-out restaurant that only serves cuisine from countries that the United States is in conflict with has open in Pittsburgh, PA. It is called Conflict Kitchen. This eatery is similar in concept to Michael Rakowitz’s 2004 project called Enemy Kitchen. The purpose of Enemy Kitchen was to use food to “open up a new route through which Iraq can be discussed. In this case, through that most familiar of cultural staples: nourishment.”

to use food to "open up a new route through which Iraq can be discussed. IN this case, through that most familiar of cultural staples: nourishment"
Enemy Kitchen.

Enemy Kitchen, an ongoing project where Rakowitz collaborates with his Iraqi-Jewish mother. Compiling Baghdadi recipes, teaching the dishes to different public audiences. The project functioned as a social sculpture: while cooking and eating, the students engaged each other on the topic of the war and drew parallels with their own lives, at times making comparisons with bullies in relation to how they perceive the conflict.

Conflict Kitchen is a more commoditized version of Rakowitz’s project, using Iranian cuisine as a vehicle to market “rogue” state culture. Conflict Kitchen will have rotating menus, the next being Afganistan and then North Korea. In an interview with We Make Money Not Art, the creators of the project said that most Pittsburghers don’t know what the restaurant is all about, despite its having made international headlines. Besides creating a more commercially marketable Iran, the food counter brings people from all walks of life together to discuss everything from politics to religion while they wait for their food to be prepared. The creators use this opportunity to chat with the customers and “the conversation naturally goes to Iranian culture–perceptions and misperceptions–and often back to the customer’s own cultural heritage.”

Enemy Kitchen

I like the idea of promoting cultural awareness through cuisine, I guess it is the next best thing to having a study abroad experience. Maybe now people can go out, eat and get informed first hand instead of being force fed fear-mongering news by the American media. The main US propaganda machine, Disney, has a long history of using food to influence public opinion. 0ne of their most successful brain-washing campaigns, known as The Magic Kingdom, convinced millions of children and their families that all Mexicans shoot Churros from their fingertips on command, that all Germans walk around in lederhosen serving bratwurst all the live-long day, and that all Chinese children wear rice-picking hats and ride around on one-speed bikes and selling chop-sticks. What sort of chance does Conflict Kitchen stand against such Pavlovian methods of coercian? None whatsvever, but at least you get to eat somewhere that is officially more famous than the Carnegie Deli.

Artists Re:Thinking Games book launch

Ruth Catlow, Marc Garrett, Corrado Morgana

Come and celebrate with Furtherfield.org the recent publication of ‘Artists Re: Thinking Games’.

This is an unmissable event for all artists/gamers with a presentation by respected game artist Dr Mary Flanagan, a guest appearance by Jeremy Bailey and a display of some of the gameart featured in the book as well as an introduction by the editors.

Introductory Presentations:

Corrado Morgana – About the book.
Ruth Catlow & Marc Garrett – Extra Context.
Guest Speaker – Mary Flanagan.
Guest Appearance – Jeremy Bailey.

Food and drink will be served.

At Birkbeck University of London’s Cinema
43 Gordon Square
Birkbeck, University of London.
London WC1H 0PD

Time 2pm – 4.30pm
Thursday June 10th 2010.

RSVP – contact ruth.catlow@furtherfield.org

About the book

Editors Ruth Catlow, Marc Garrett, Corrado Morgana.

Digital games are important not only because of their cultural ubiquity or their sales figures but for what they can offer as a space for creative practice. Games are significant for what they embody; human computer interface, notions of agency, sociality, visualisation, cybernetics, representation, embodiment, activism, narrative and play. These and a whole host of other issues are significant not only to the game designer but also present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games and culture, artists have responded vigorously.

Over the last decade artists have taken the engines and culture of digital games as their tools and materials. In doing so their work has connected with hacker mentalities and a culture of critical mash-up, recalling Situationist practices of the 1950s and 60s and challenging and overturning expected practice.

This publication looks at how a selection of leading artists, designers and commentators have challenged the norms and expectations of both game and art worlds with both criticality and popular appeal. It explores themes adopted by the artist that thinks and rethinks games and includes essays, interviews and artists’ projects from Jeremy Bailey, Ruth Catlow, Heather Corcoran, Daphne Dragona, Mary Flanagan, Mathias Fuchs, Alex Galloway, Marc Garrett, Corrado Morgana, Anne-Marie Schleiner, David Surman, Tale of Tales, Bill Viola, and Emma Westecott.

In collaboration with FACT – http://www.fact.co.uk
http://www.furtherfield.org
http://www.http.uk.net/

Publisher: Liverpool University Press (31 Mar 2010)
Language English
ISBN-10: 1846312477
ISBN-13: 978-1846312472
http://www.amazon.co.uk/gp/offer-listing/1846312477

An Interview with Danja Vasiliev

Meat Space and the World Inside the Machine

Introduction:

Danja was an Artist in Residence at Furtherfield’s HTTP Gallery space between the 1st March – 9th April 2010. A Russian born computer artist currently living between Berlin and Rotterdam. Working with diverse methods, technologies and materials Danja ridicules the contemporary affection for digital life and questions the global tendency for cyborgination. Danja co-founded media-lab moddr_ in 2007 which is a joint project at Piet Zwart Institute alumni and WORM Foundation. Based in Rotterdam moddr_ is a place for artists and hackers, engaging with critical forms of media-art practice.

The email interview took place a few weeks after his residency. A recent collaborative project that many readers may already know of, by Danja Vasiliev, Gordan Savicic and Walter Langelaar, all part of moddr.net lab is, Web 2.0 Suicide Machine, which lets you delete your social networking profiles and kill your virtual friends. Danja is certainly prolific, he is also collaborating with New Zealander artist, Julian Oliver who is now based in Berlin. This interview unearths some of the ideas and intentions behind Danja’s personal works, asking what motivates him to use computers, technology and networks, as well as understand more the social contexts and implications of his endeavors.

Start of Interview:

Marc Garrett: You’ve been on the residency at Furtherfield’s HTTP space http://www.http.uk.net/ for a few weeks now. Before we discuss Netless, the project you have been researching here and some of your other recent works, I think it would be interesting to know about some of your earlier works first. Before the turn of the century you made various net.art pieces. What I find interesting here is that whilst you were creating these works you were also parodying net.art at the same time, was there any particular reason for this kind of approach?

Danja Vasiliev: “HTTP” as an abbreviation was a very significant thing for me throughout the last decade, now having to stay at a place bearing the same title feels like a necessary experience indeed. Fifteen years ago WWW was something very new in Russia and besides the new dial-up aesthetics and world-wide means it brought a complete new layer of existence – “netosphere”, which made my youth. I was trying to understand the technology, though not being of a scientific kind I did it by monkeying around with artworks of others. Later I heard it was called “Open Source” approach. The Website “koala.ru” http://koala.ru.k0a1a.net became a collection of expressionist pages, each page had its own story and often a narrative. Back in the day my arsenal was naturally limited: HTML3, GIF89a (animated) and JavaScript1.2. It felt challenging to work with those tools, file-size was aesthetically just as important as letter-case, and I liked it… I haven’t changed any of the pages since 2002, iirc. The greatest source of my inspiration (image and code -wise) of that time was the baddest of all Superbad – I loved the wackiness yet elegance weaved into the piece. My attraction to /random redirect/ comes from there.

..had raw hot dog rubbed on his face so that the pups would lick him on cue. Web page-section of Superbad.
..had raw hot dog rubbed on his face so that the pups would lick him on cue. Web page-section of Superbad.

MG: What draws you into using computers in your art practice?

DV: It must be the conflict between the everyday technology and digital life. I’m exploring that edge between the meat space and the world inside the machine. Machine in this case is not just a PC – a single computer is only a part of the network. Acting on those parts adjusts the behavior and perception of the whole – I’m interested in that. Computer hacker attitude and methods are very influential, my works are often merely illustrations of those technological interventions. It makes much more sense to me to try to confront or challenge the technology (and the users) rather then to celebrate the achievements. ‘IT’ today is what politics were yesterday – it and its aesthetics owe to be questioned, broken into pieces, interrogated, sabotaged, reflected upon and ridiculed.

MG: On the NETTIME list on 1st July 2008, Eric Kluitenberg wrote an intriguing essay about your work titled “Turning the machines inside out”.[1] He also discusses something which is close to one of my own interests, about the world as a kind of Interface, metaphorically, virtually and materially “The world according to Rossler is defined by that what transfers between the observer and the “real” world at the interface. It is the interface to the world that defines what can be observed about the “real” world.” Kluitenberg.

Before we talk about Kluitenberg’s concepts regarding his thoughts around your work, I would like to know what your own considerations are in respect of the “World as Interface” and what this means to you?

DV: Well, it always surprises when I come across some theoretical implications confirming, destroying or otherwise connecting to my own work. Perhaps that is why I got to be a maker rather then a thinker – I could never describe the topic I was covering with m/e/m/e 2.0 in a such a profound way as Eric Kluitenberg did. However incapable of posing a verbal question, my intention was indeed to discuss and demonstrate that effect of alienation created by the very medium (or shall I say the interface) of the Web. A System that promotes itself to the users as a fair substitute for reality and provides services for talking, seeing, being and so on, yet fails to escape its own binary jail, i.e. fails to become indeterministic. This determined interface creates determined world – web applications are uploaded straight into our brains. In my perception what we are seeing now is rather reversed or multiplexed inclination of “World as Interface” idea, when devices used for participation in-World and auxiliary systems created around to assist the process, all of this _is_ the World for its users.

A System that promotes itself to the users as a fair substitute for reality and provides services for talking, seeing, being and so on, yet fails to escape its own binary jail, i.e. fails to become indeterministic.
m/e/m/e/2.0
m/e/m/e 2.0 in a crate, camera close-up
m/e/m/e 2.0 in a crate, camera close-up

MG: Kluitenberg in his essay, viewed your m/e/m/e/2.0 to be part of a tradition “(inadvertently or not) in the best company of a long tradition of “avant-garde” artists who created various sorts of absurd, ironic, impossible, sadistic, insane or ridiculous machines. His likes are the creators of ominous bachelor machines (Duchamp, Lautreamont, Picabia, Roussel, Kafka), self-destructing machines of the Tinguely type, right down to the magically autistic robotic anti-sculptures of Allan Rath.”

For me, what links m/e/m/e/2.0 to our contemporary world and its ever increasing networked existence “and what we know it to be now” is, its playful and direct link and reference to the Internet. It could not be what it is without the Internet, in which millions have been and are still being taught how to adapt and reconfigure relationships with others, and ourselves. We have become part of the networked driven interface via this socially engineered activity. Would it be presumptuous of me to consider m/e/m/e/2.0 to be a kind of portrait, or a physical re-representation of the human mind or perhaps “head”, metaphorically?

DV: m/e/m/e 2.0 is a manifestation of the absence of any human traits in an act of network communication. Of course it is impossible to demonstrate this without the involvement of the main suspect – the object, the sculpture – is only a half of the work, another half is the Internet. Whenever the piece is not online – it is not complete, and as such – kept in a wooden crate. What “m/e/m/e 2.0” ultimately represents is the physicality of the fellow Internet user on the other end of the wire. It is a device that converts digital instances (copies) of netizens into humanoids, adding flesh around immaterial skeletons. By the analogy to what’s known as “modem” (MOdulator-DEModulator, a device used for digital communication over analog, physical mediums), “m/e/m/e 2.0” is a “semi-modem” or just “mo” without “dem” – it materializes (modulates) without caring to convert back into binary format. It lets the users enjoy their own bodily presence while online; much like the famous FuFme device only with some corrections to the current state of things.

The machine of m/e/m/e 2.0 allows its visitor to sense not only the surfaces of the system but also to get into an strange relationship with the concurent users. The $USER begins to understand intimacy over a distance. The mechanical body can not be re-multiplied to a spontaneous number of requests, instead all of the users come to share one analogue broadcast medium. Whenever someone clicks to open a new link, the information is transmitted to all connected users, “meshing” and colliding their sessions. Seemingly a constraint becomes a feature – unbodied cyberspace gets filled with physical presence. The consequence is that it turns web browsing into a broadcast, collective group activity without any predefined rules. Each page is a part of info-system contained with-in m/e/m/e 2.0, all pages are hyper-linked into a mesh that has no beginning or end.

m/e/m/e 2.0, final release, v1.0
video – m/e/m/e 2.0, final release, v1.0 Download video.

MG: During your residency here in London, you worked on another project called Netless. Could you explain what the project does and why you have chosen to embark on such a venture?

DV: I’m researching a digital communication strategy or technique that would be free from the “panoptical” effect of the Internet. It is too easy to observe and trace users connected to the global network – partly because of the way it is structured, as well as its reliance on the corporate communication channels. It is something about “net neutrality”.

Netless is an attempt to create a new network, alternative to the Internet. More precisely – networks within existing city infrastructures, possibly interconnected into a larger network alike the Internet. Netless is not dependent on specialized data carriers such as cables or regulated radio channels. In fact, there is no permanent connection between all of its hosts (peers) at all – it is net-less. The network is based on the city transportation grid, where traffic of the vehicles are the data carriers. Borrowing the principals from the Sneakernet concept, the information storage devices are physically moved from point A to point B. Numerous nodes of the netless network are attached to city buses or trams. Whenever those vehicles pass by one another a short-range wireless communication session is established between the approaching nodes and the data they contain is synchronized. Spreading like a virus, from one node to another, the data is penetrating from the suburbs into the city and backwards, expanding all over the area in the meanwhile. That broadcast data can be picked-up by anyone.

London bus route, Berlin Metro, Public Transport Varna.
London bus route, Berlin Metro, Public Transport Varna.

…the similarities between city transportation maps and circuitry of modern networks are not accidental. their purposes are identical – to provide efficient transport flow between all the locations of the area they cover. routes are designed to match the necessary throughput without congesting at peak times. D.Vasiliev.

MG: What kind of information will be shared within a “Netless” system? Also, are these ad hoc mini-networks going to be attached onto vehicles as secret transmitters?

DV: Constrained by the bandwidth limits Netless networks will work most effectively when dealing with short messages. Technically speaking – “ascii” text, or short base64 encoded binaries/images. Textual data is playing well together with human brains – we often do not need to read a complete sentence to understand the meaning – this would be a great way of keeping the data traffic down. If an error occurs during the transmission of a text message, it can be easily “repaired” by the recipient’s brain – less work for hardware, more information can come thorough. The Netless network integrates into the citizens’ living infrastructures, its data-processing and error-correction routines are outsourced to the users. This is a “hybrid” (parasitic) system, it requires the “human” as resource in order to function.

This is a "hybrid" (parasitic) system, it requires the "human" as resource in order to function.


It would be very interesting to collaborate with some city transportation company, like the one that runs all the buses across London, Arriva. It blankets all areas pretty well as I discovered during my residency at HTTP and if every bus would carry a “Netless” node – the performance would be amazing. That said, it wouldn’t be smart to make “Netless” depend on any commercial entity. Instead I’d rather encourage people to follow up on the project development and start putting together their own “Netless” nodes and take those on everyday travels within the cities. The strength (and bandwidth) of any mesh-network grows proportionally to the amount of nodes involved into the network, thus – (random) network maintenance is the sole responsibility of its users..

Bus carrying Netless node


MG: This idea of independent nodes/activities of communication, asking us to consider the notion of what it would be like to be “off the grid”; is an important issue. It reflects wider concerns around individual freedoms and civil liberties, in an age where corporations are channelling our everyday digital behaviours towards, a more “official” form of mediation. Where top-down, imposed digital infrastructures are dominating the interface of who our digital, data-bodies are, whilst having control and access to our content, not on our terms. It also reminds me of the battle between pirate radio and institutionally implemented radio broadcasts, as in who owns the medium and what is perceived “correct” information when sharing with others?

DV: Definitely, reclaiming the medium (or the net-space for this matter) does not happen on paper or during some international conference on the topic of net-neutrality. Such changes in disposition of the forces – corporate state on one hand and personal interest/freedom on other is a tedious process; approached top-down it might take ages to complete. Revolution starts on the streets! Rather than having endless debates and explaining to the officials about how and why “Inter Net” is different from “Closed Circuit Tele-Vision”, we respond proactively, ahead of the regulations; creating our own communication strategies. I see my role here in exemplifying the conflict and its resolution.

MG: To the more traditional art practitioner out there who may not be so dedicated or as involved as yourself, in using computers and technology as part of the creative process; how do you manage to keep the balance, maintain the essence of what you do, as art?

DV: I’m for sure not “doing art”. I reflect on certain things, certain events, topics. Those often happen to have technological origins – nothing very surprising nowadays. My works are somewhat “improved” versions or “hacks” of our every-day technology and thus – our life. It is an essential thing for me to work with the same means as the means of the subject of my criticism – e.g. /misuse/ a piece of technology to demonstrate its other potentials; it is a more constructive approach.

MG: What other projects can we expect to see in the future other than what we have discussed so far?

DV: More technological interventions… and I was also thinking of building a railway model! People should check http://k0a1a.net more often.

MG: Will do, and thank you very much for the conversation…

DV: Thank you, nice chatting…


danja vasiliev
http://k0a1a.net

Other Information:

Danja was also interviewed by Marc on a Furtherfield, radio broadcast 6th April 2010 – Resonance FM. http://www.furtherfield.org/resonancefm.php

An Interview with Patrick Lichty Part 1

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

Adventures of a Networked Explorer.

Introduction.

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

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

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

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

Start of Interview:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Screenshot from ReBurger
Image: Screenshot from ReBurger

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

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

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

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

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

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

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

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

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

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

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

A wristful of bits. Found on DVlog.

A wristful of bits. Found on DVlog.

8 bits or less. Found on DVlog.

8 bits or less. Found on DVlog.

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

Close vision. Found on DVlog.

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

SMartCAMP: The Arts on the Social Web

Image: SMartCAMP logo, all images courtesy of SMartCAMP

Part of New York’s Art Week, SMartCAMP, or social media art camp, took place on March 5th and 6th, at the Roger Smith Hotel in New York, a slightly unusual kind of place in that it’s a hotel with its own production company. That company’s artistic director, Matt Semler, who is also the director of The LAB Gallery, became interested in the ways Roger Smith marketers Adam Wallace and Brian Simpson were using platforms like Facebook and Twitter to build an online community. According to Semler, his curiosity “ultimately led to more questions than answers and we found ourselves wanting to bring the leaders in the social media (SM) art world together to talk about their process, goals and best practices. Once we came up with the name SMartCAMP we were pretty much off and running.” Conference organizer Julia Kaganskiy of New York’s Arts, Culture, and Technology Meet Up curated SMartCAMP’s program and a former actor, Danika Druttman, handled communications for the event.

SMartCAMP: The Arts on the Social Web
The conference

In other words, from the beginning SMartCAMP was about people, people who post, blog, tag, add, and tweet, but above all, people who meet and link up through quirky, often unpredictable, circumstances to pursue a shared idea. According to the speakers in SMartCAMP’s program, this is the kind of easy serendipity that gives social networks their authenticity and value. While these qualities can’t quite be summoned, they can be encouraged and directed. For artists and administrators, the question is how to sustain these connections to build audience and patron loyalty. Whether you like the idea of artists taking on their own distribution, or whether you find it somehow uncomfortable, social media is influential and growing. As more than one person pointed out, social networking has surpassed pornography as the number one activity on the web.

SMartCAMP: The Arts on the Social Web
Mark Schiller, Wooster Collective

Mark Schiller’s keynote opened the Saturday session. Well-known in the New York arts community, Schiller is the founder of The Wooster Collective, a public arts site that documents street art from around the world. Like many successful online projects, Wooster Collective began accidentally. Out walking his dog in his downtown neighborhood, Schiller began photographing street art, which he then posted online, forwarding the link to friends, and asking for their reactions. Soon his web page was managing hundreds of photos, receiving thousands of hits per day, and turning artists into online celebrities. Two Wooster Collective discoveries that have gone viral are Josh Harris, famous for his subway grate inflatable dog, and Jan Vorman, an artist who uses Lego bricks to patch crumbling city walls. Today, after eight years of posts, The Wooster Collective is the online authority on street art. Schiller receives a self-sustaining five hundred emails a day from artists who have done work, or have seen work, and would like to contribute. Wooster Collective also has a YouTube channel and a Twitter feed.

Matt Semler, The LAB Gallery and Julia Kaganskiy, Arts, Culture, and Technology
Matt Semler, The LAB Gallery and Julia Kaganskiy, Arts, Culture, and Technology

In many ways Wooster’s success seems unpredictable and non-reproducible, a fad, some kind of dumb luck. Yet, in retrospect, Schiller is able to point out specific qualities that made the site popular. First, there was page rank. Since no one was writing about street art in any other media, Wooster Collective’s art tags quickly went to the top of the search engine indexes. This kind of self-reinforcing rank allowed Schiller’s blog to get more traffic and, consequently, to pull more traffic from user searches. Second, ninety percent of the content on The Wooster Collective was original, making Schiller’s blog a feeder for other arts pages, increasing its incoming links and, again, boosting its reputation and its rank. Third, there are no ads at all on the Wooster site per se, mostly, Schiller says, because ads would be distracting both for him and his followers. Free from ads, Wooster Collective has no traffic stats to maintain, meaning Schiller is free to indulge himself in what his readers like best, Wooster’s own weird personality. On most days the site wavers slightly between media outlet and community bulletin board.

However, as important as his community may be, Schiller explained that Wooster readers are actually heavily restricted. The community is largely passive. Readers can email, but they can’t comment, upload, or see who else is online. Although some of site is user generated content, sites built on user content are notoriously second-hand and boring, so reader contributions are very heavily curated. The result is a blog that remains personal and interesting to all. Schiller also says audience building on the Wooster site has always been secondary to his main mission of sharing a passion for street art. According to Schiller, that passion is what works online and the effort to express it means a willingness to try anything. After all, Schiller reasons, “if you don’t like it, you can always stop. If a projects takes more than ten minutes to finish, stop. If it’s not fun, stop. If it’s not inspiring, stop.” Finding podcasts “not fun”, The Wooster Collective recently quit making them. They quit making mobile apps too. Schiller suspects that it is the resulting cheerfulness, lack of strain, exuberance, or even silliness, that connects an audience to a blog, a pursuit, or to an artist.

For Etsy, an online site where artists sell their work directly, community came first, web presence second. Anda Corrie, manager of Etsy’s Twitter feed, explains that Etsy was started at a time when the DIY arts culture was strong and growing, but artists still had few outlets for what they made. Etsy was one of the first sites to give them that outlet and, for a small commission, the site benefited greatly from its fortunate timing. Still, there is a balance between artist and audience that sustains Etsy and makes it work. In addition to responding to community needs, Corrie notes that the governance of sites like Etsy should be as transparent as possible. She reminds media managers rushing to reach out to remember to build a way for their readers and followers to reach in. Etsy uses a community council model. Councils change monthly, giving suggestions for improvements to the site and its forums. This is a time consuming model to attempt but, like Schiller, Corrie feels media planners who go through the motions without really getting involved are unlikely to succeed.

Michelle Shildkret, Cake Group
Michelle Shildkret, Cake Group

Michelle Shildkret, who represented Cake Group would say that you can’t fake what you are online, just as you can’t hire someone to “make you go viral”. She advises artists to slow down, figure out who to reach out to, where they are online, what they do when they’re online, and how someone might get their attention. When you can answer those questions, you’re ready to approach a social media plan. Shildkret also believes that a small, engaged community may be better than thousands and thousands of disinterested friends. Choose to introduce yourself and your work to places you like, make a difference there first, then advance slowly. John Birdsong of Panman Productions says artists often need to open up in exchange for popular attention. Birdsong endorses the strategy of a behind the scenes look at a studio or art process by posting “making of” videos to UStream or YouTube. These sentiments were echoed by others. Natasha Wescoat, a writer for EBSQ, the self-represented artist’s blog, became obsessed with eBay auctions as a community college student. Wescoat noticed that what honestly attracted her to an artist’s online profile was not necessarily the work. As an audience member, she also wanted personality, a connection, and some sense that there was a real person behind the presentation. Where Schiller describes a community that grows out of a shared passion, Wescoat sees community as a group centered on personality. Like Schiller, she encourages artists to try all ideas, continue with what feels right, and allow a web identity to evolve over time. For example, Wescoat describes her own online identity as an arc with three phases: experimentation, where she tried different approaches to making and selling work; narcissism, where she spent a good deal of time showing how the work was made; and establishment, where the size of her online audience is large enough to attract commissions from corporations and collectors.

Dr. Sketchy's Anti-Art School
Dr. Sketchy’s Anti-Art School

Sharpie sketch queen and self-described “art school drop out” Molly Crabapple credits her web personality as fundamental to a full-time practice that draws commissions from the New York Times and Marvel Comics. Founder of Dr. Sketchy’s Anti-Art School, Crabapple introduced her online persona by compulsively posting to LiveJournal. Today, her favorite platform is Twitter and her media tool of choice is the one hundred and forty character tweet. Crabapple likes Twitter’s immediacy and tweets to get illustration suggestions from her followers, to find emergency crash spaces, and to “manifest” anything. She advises underrepresented artists to do whatever it takes to build a following online: friend friends of friends, promise to perform humiliating stunts for your followers, tweet about everything you do, reward your one hundredth or one thousandth follower with some kind of gift, a sketch or drawing, for instance. When the earthquake struck Haiti, Crabapple tweeted for drawing suggestions, drew those suggestions live online, then auctioned those drawings off in a benefit for Doctors without Borders. Yancey Strickler who co-founded the microfunding platform Kickstarter goes a step further. Kickstarter allows artists to post projects online and request small funding pledges from their followers. These pledges remain virtual until the project pledges reach full funding. At that point, sponsors pay up, the project is funded, and Kickstarter receives five percent of the amount raised. But pledge money is not always a reflection of your project pitch, Strickler points out, saying that what succeeds online is a good narrative and a connection with the audience that feels authentic. According to Strickler, people on Kickstarter are only somewhat concerned with the quality or originality of the work in front of them. More often, their decision to contribute to an artist’s goal proceeds along the lines of questions like “Do I like this person?” or “Could I be friends with this person?”.

Samara Smith, Anyplace Brooklyn
Samara Smith, Anyplace Brooklyn

If all this sounds a bit disingenuous or self-serving, remember that social media connects artists and audiences directly and that this connection now has its own considerations. There are some dangers in its manipulation, but the benefits need to be recognized. Adam Smith of Dance Theater Workshop’s and the New York branch of the Neo-Futurists uses blogging and community choreography as forms of outreach. While there are no hard numbers for increases in audience through the blog, DTW’s paid audience has gone from sixty to eighty percent of the house. Working on getting the tools right isn’t necessarily a negative and will probably take some work. Dancer Lisa Niedermeyer says: “You can’t just be clever, you have to be smart, and that none of this has been around long enough for any of us to be wise (yet). That any one experiment can be clever, and with speed and easy access can go live, but it takes being smart for it to be sustainable.”

Niedermeyer works on Virtual Pillow, the tech initiative of Jacob’s Pillow Dance. In some ways Niedermeyer considers the company’s online presence a fourth stage: “A global, interactive space serving a virtual community that might not ever be able to physically visit us in the Berkshires of Massachusetts, but highly value our archives, performances, professional school, creative development residency programs, etc.”

A second part of Virtual Pillow’s mission is to bring the work of the company, including its history, to a wider audience via social media, streaming sites, or any other online platform. Niedermeyer attended SMartCAMP for the chance to hear other institutions and artists discuss what worked and what did not. She says the conference gave her more perspective on the strategies available to Virtual Pillow: “I felt that the conference speakers and participants were really talking about the big picture, big ideas. Gravity Rail, for example, with their passion to explode open and transform eCommerce models for artists.”

The Conference
The conference

Performers are not alone in the need to link up. According to Nancy Proctor, the museum is a distributed network whether curators accept that idea or not, and agile use of social media is essential to responsive curation. Proctor heads New Media at the Smithsonian American Art Museum, a museum which now gets more visitors online than in person. Are those online visitors any less real? Should their visit be any less satisfying? Should their use of the museum be any less respected? Noting that desktop activities are increasingly moving to the mobile web, Proctor urges curators to meet visitors where they are through sms, tweets, and mobile applications.

Examples of another kind of user centered curation came from Titus Bicknell, founder of pinkink, who believes audiences and their questions now lie at the center of any program strategy. Bicknell’s examples of user centered curation included a podcast that asks visitors to enter a space, look at the art, and record any questions they might have. In this curation model, socially aware programmers ask audiences what they would like to know, rather than telling audiences what it is believed they should know. Allegra Burnette, Creative Director of Digital Media at MoMA, pointed out excellence in web presence like the Indianapolis Museum of Art’s fine arts blog ArtBabble, but added that MoMA uses Twitter feeds specifically to talk about current exhibitions at home and elsewhere. MOMA also offers podcasts on iTunesU where, Burnette says, downloads have increased about ten times this year. More and more, curation extends beyond the exhibit to the conversation about that exhibition, a conversation that defines your institution on the social web through bookmarking, favoriting, collecting, sharing, recommending, and searching. Like the Wooster Collective’s Schiller, Burnett advises media managers to avoid blatant marketing and to discuss events of interest to readers whether those events are part of a home exhibition or are occurring elsewhere.

The Conference
The conference

Even in competition with Arts Week, SMartCAMP sold out. In addition to a long list of good speakers, there was a great deal of conversation and connection going on across the seats, in the halls, throughout the lobby and meeting rooms, and at the bar. Absolutely no one was asked to turn off a cell phone. Executive producer Matt Semler says: “We trended on Twitter both days and ended up with 120,000 individual views on UStream. The audience was very nicely mixed. While we don’t have any specific data on demographics my impression was that the room was evenly split between art executives and artists.”

In April, Semler and Roger Smith Arts will present a cello performance by Peter Gregson from within a Morgan O’Hara installation inside The LAB gallery space in New York. As Gregson plays, O’Hara will perform one of her “Live Transmissions” of Peter’s performance. The event will be streamed live over UStream and, as with all LAB performances, will be viewable from the street as well.

F.A.T. Lab at Transmediale.10

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

A collaborative review/interview by Marcello Lussana and Gaia Novati

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

State of Art – A Conversation with G.H. Hovagimyan

A conversation between G.H. Hovagimyan and Mark Cooley conducted through electronic mail – January 2008.

MC: Over the years, you’ve had experiences with various authorities that have tried in one way or another to censor your work. I’m interested if you could identify and comment on particular sites of censorship that exist in and around Art institutions and identify some the taboos that tend to generate negative responses from potential censors (curators, board members, sponsors, politicians, and other interested parties).

GH: The most blatant example was a piece called, Tactics for Survival in the New Culture. It was a text piece. I was going to put it in the windows of 112 Workshop (the first alternative space in New York City & the US) in 1974. Since 112 depended on grants from NYSCA and National Endowment for the Arts I was told I couldn’t do the piece because it would jeopardize their funding. I did do the piece later for another exhibition called the Manifesto Show for COLAB (an artists group I was a member of). When I first started working on the internet twenty years later in 1994 I put the piece up as a hypertext work. I have also updated it from a manifesto to an interactive textual maze http://www.thing.net/~gh/artdirect . The piece is not cute. It deals with the dark side of the American psyche. It is a meditation on the psychological states that would bring one to be an anarchist. It is a New York Punk Art piece. Punk was a rebellion against the fake hippy utopian art that was being produced at the time. That type of art is still being produced. It gets a lot of funding because it is uncontroversial.

From TACTICS FOR SURVIVAL IN THE NEW CULTURE 1994.
From TACTICS FOR SURVIVAL IN THE NEW CULTURE 1994.
http://www.thing.net/~gh/artdirect/tactics.html

There are of course several ways to censor artists for example the simplest is to not include the work in an exhibition or ask the artists to alter the work to make it more acceptable. This happens to me a lot in the US. Several of my artworks in particular my net.art works have sexual content. One of my first internet pieces Art Direct/ Sex Violence & Politics was always raising hackles because of the sexual content. It was not included in several major internet shows because the museums were afraid that children would come upon the images and they would be liable. In this case both the government and the institution censored the work. In France the same work was featured in a centerfold of Art Press magazine in a special issue on techno art.

From Art Direct/Sex Violence & Politics
From Art Direct/Sex Violence & Politics

People who censor are often corporations flexing their muscle. One of the pieces in Art Direct … called BKPC used Barbie, Ken and G.I. Joe dolls. At some point the isp host, *the thing* received a letter from Mattel toys demanding that the site be removed for violation of copyright. I had to get a lawyer and send them a letter saying it was fair use and for them to back off. Luckily the people at the thing were not intimidated by Mattel so the site stayed up. By the way BKPC is about interracial sex so it makes people uncomfortable or it’s titillating. When I showed the physical work in a Christmas showed called Toys/Art/Us, I was asked by the curators to make sure that children could not view the art work. I did this by mounting the works in glassine sleeves on a podium that could only be seen by standing adults. I was lucky the curator wanted to show the work and was willing to work through the problem with me. In other cases the curator would not be that imaginative and simply shy away from showing anything that was vaguely controversial.

Barbie, Ken and G.I. Joe dolls
Barbie, Ken and G.I. Joe dolls

Another case of censorship was the Whitney Art Port an online new media projects gallery. I did a piece called Cocktail Party that featured synthetic voices in conversations as if they were drunk and at a cocktail party. I was asked to remove three sequences because of their sexual content. I wanted so much to be included in this project and the curator was a friend that I altered the piece, removing the offensive parts. The curator was afraid that the corporation would stop funding the project if I offended them with my overt content.

This happens all the time to every artist and it’s quite a dilemma. If you do the work unaltered it often means that you are not ever selected again for exhibitions. But then again Michelangelo had to paint a fig leave on the Sistine Chapel.

MC: The funding issue is interesting to me and seems to come up in many of your experiences. Censorship stories, as rarely as they are covered in the news, seem to focus heavily on the ideological component of censorship and whether public money should be used to fund controversial art. I’m interested to hear more about how anxieties regarding funding (public or private) influence curatorial decisions inside art institutions. I’m interested to hear your thoughts on this sort of economically determined censorship and its effects on art and public discourse around art. I’m also interested to know if these funding anxieties have worsened or changed as art institutions have switched over to the Arts management model and have made themselves so dependent on corporate sponsorship for programming?

GH: I did a large billboard piece called Hey Bozo… Use Mass Transit. It was five large billboards scattered around New York City to convince people to use mass transit. It was part of a competition put on every year by the MTA and Creative Time. I received an Honorarium of $500 and they produced the billboards. The piece caused such a stir that it was in the papers for a week straight and I was on TV on all the networks. One of the upshots was that conservatives wanted to know why public money was used to produce an artwork that insulted motorists and the other thing that happened was that Bozo the Clown tried to sue me for trademark infringement because I used the word Bozo. These are symptoms or indications of a deeper issue albeit a populist one. One the one hand you have a media figure (bozo the clown) who tries to sue anyone who uses the word Bozo. He’s got a sort of cottage industry. This is the way that corporations deal with the avant garde they can’t control. On the other hand you have mass media that tries to produce outrage in order to keep the attention of the population. This is also called delivering eyeballs and is a way to sell advertising. As you can see the main tool to attack an artist is money. either cut off funding or sue them. This is a way to stop them from getting their message out whatever that message might be. But there’s a flip side to this coin. We live in an information environment. There really is no way to stop information from coming out. It will be presented in a different venue for example the internet or in the case of art, alternative festivals, galleries etc.. So the idea of censorship is media specific or venue specific. It becomes a power game that is about who controls the venue and therefore controls the message. In this case it’s a reflection of the capitalist marketing system and art is a part of that system. But I see art as something beyond that system.

Hey Bozo... G.H. Hovagimyan. May, 1994
Hey Bozo… G.H. Hovagimyan. May, 1994

There are essentially two economies for art. One is the market for objects this includes galleries, museums, magazines and all the ancillary services of art fairs etc.. The other is the academic economy, which trains artists, curators and all the people interested in art. These systems shape what art is seen and what the content and style of the work is about. Both systems have self perpetuating mechanisms. In the market it is about the object. If you don’t make art that has a physical object you can’t be in the market. There is a component that has to do with entertainment and ticket sales in museums. This allows for installation and performance art as well as digital art and screen based art. Indeed, the economies of temporary museum spaces are a reflection of corporate manager style art.

The academic system on the other hand allows for artists who don’t necessarily fit the market to have some financial patronage by teaching. The problem is that the artist’s work and creativity is all about getting students to attend the university and their own class. This is another form of marketing.

I believe in a different type of art, an experimental, anarchic art that shakes things up and operates outside the existing art economies. In many instances this has been confused with the idea of an alternative life style that is a sort of well of inspiration for entrepreneurs looking for new products, ideas and people to sell to. Anarchic art is about something different it’s about challenging and critiquing the existing systems. Why? because I believe that art is about seeing things clearly and is one of the few areas that has freedom. That form of art becomes dangerous because it is uncontrollable. It can’t be packaged and marketed. That is why there is always a move towards censorship of radical art works.

There is also fake censorship or more precisely using outrage as a way to manipulate the art market. This is used successfully by people like Maurice Saatchi who had a show of his Young British Artists at the Brooklyn Museum. This show was also shown in England and there was outrage in London as well. The outrage in the US was about Cris Ofili’s use of elephant dung in a virgin mary painting. A nice piece of art that was about his African roots. The outrage in London was about a photograph that portrayed a famous criminal child murderer in England. The public and the press demanded the works be “censored.” The works themselves went up in monetary value because of the outrage. The position is that of an artist that uses an epatez de bourgeois position in their art. This reinforces the patron’s sense of being better than the masses. It is an elitist position. I happen to like the art works but the content of the pieces are standard for the art world. The Ofili piece is multiculturalism and the other work is punk. Both styles were first presented in the late 1970’s and I view these latest pieces as stylistically conservative.

As you can see the notion of censorship is more of an unfulfilled demand by an outraged person in the street than any sort of actuality when it comes to the marketing of objects. Those works that are actually censored one never sees or hears about.

MC: I’m interested in what you call “fake censorship” or the use of public and media outrage as a marketing tactic. I’m reminded of an article – http://rtmark.com/rockwell.html – by Jackie Stevens concerning “Paradise Now: Picturing the Genetic Revolution,” a 2000 Exit Art show concerning biotechnology. The article points out that, though the show included some very hard hitting criticisms of the biotech industry, it was nevertheless sponsored by biotech companies – companies that would have much to lose if consumers in the U.S. had the same sorts of concerns about biotechnology as some of the artists in the show. The obvious question of why would the biotech industry sponsor exhibitions that are openly critical of the industry’s practices is answered with the help of interviews with the chief biotech investor behind the show. Stevens writes, “The reason is simple: art about biotechnology, especially with a critical edge, serves to reassure viewers that serious concerns are being addressed. Even more importantly, biotech-themed art implicitly conveys the sense that gene manipulation is a “fact on the ground,” something that serious artists are considering because it is here to stay. Grotesque and perverse visuals only help to acclimate the public to this new reality.” I am also reminded of a transcript I used in a piece once in which a Sara Lee Corporation executive, speaking of the corporation’s “gifts” of impressionist art to the Art Institute of Chicago, stated, “Sara Lee’s art collection has made a statement – a quality statement – about our company. Art is all about excellence and vision and striving for perfection – the same standards that we uphold for our portfolio of leading brands. We are quite certain that the ‘brand names’ of Monet, Renoir and Degas have been a great complement to Sara Lee and have become icons of excellence that reflect our approach to doing business.” It seems that the mythology of fine art or the aura produced around fine art itself (namely, mythologies concerning artists being prophetic or ahead of their time, that art is about transcendence, universals, timelessness and so on) is a very useful context for the deployment of marketing schemes. Cases like these I’ve mentioned could almost make one nostalgic for old school censorship – the kind in which an authority comes down on an artist for producing work that is perceived as being offensive. At least in these scenarios the content is working – the work is having an effect. All this raises a couple of questions that I’d like to know your thoughts on. Firstly, do you agree with Stevens’ assessment that the content of an artwork as intended by the artist can be eclipsed (effectively censored) by the curator, sponsors and institutional framework surrounding the show and fine art itself, and if so, should artists be trained (in academia and elsewhere) to be able to anticipate how their work is being used in a larger context and be prepared to engage in content production beyond the frame (so to speak)? What are the lessons you have learned over the years in these regards?

GH: This goes back to Wittgenstein’s Dictum, “the meaning of a word is its’ meaning,” and “The meaning of a word is its’ use.”

Look at it another way Steve Kurtz http://www.caedefensefund.org was creating some bio-art that was also political when he was arrested. The event caused the USGOV to come down hard claiming he’s a bio-terrorist. The art world has rallied around Steve and is doing what it can to stop his persecution. Steve’s artwork was in process and never exhibited so you can’t say that it was censored and yet the USGOV is trying to pin a terrorist label on him. The context here is fluid between a media occurrence, freedom of speech, and forces of unreasonable paranoia. Steve and the people around him now have an ongoing performance work that is a cause celebre about free speech. In the end it doesn’t matter if anyone ever sees the actual work, the censorship and repressive activity of the USGOV is the key factor. When realpolitik comes up against art, art always loses. On another level both sides of the Steve Kurtz dilemma are winning because they are using the event to create meaning for their separate actions.

Back to your initial question which is the context created by the venue and the funders. There is always a deal struck between the funders/patrons/venues and the artists that show in the venues or accept support from the patrons. The patrons are seen as progressive and open because of their support of the arts. The artists are seen as giving their support/approval of the patron and the gallery system by participating in it. That’s the simple deal. The complex deal has to do with the content of the artwork. When the church is your patron you do religious paintings. When the Dutch merchants are your patrons you do domestic scenes. When the government is your patron you do heroic art that glorifies the government and its programs. In America the market has become the patron or more correctly corporate marketing capitalism and its technocratic bureaucrats/ managers are the patrons. The content of art reflects that reality.

However, there are many forms of art that operate outside these realities. The notion of experimental art is an art that doesn’t function in established arenas. Maybe we can call this theoretical art because it posits an art that can function outside of the normal venues set up for art.

In terms of censorship it may be more of a case of power and control. If one chooses to work in theoretical art one can expect no support from the existing patrons of the arts. This is a very fundamental struggle about who controls the meaning of art (content). Who controls the how, when and where of art? That is one of the reasons that I choose to work with the internet and digital art. The venues are much freer. There is little or no market action attached to this type of artwork. Indeed, this very interview is an artwork that uses the internet as its vehicle. I can state that it is an information/meditation that comes from the use of the networks. In this case it is an outgrowth of all the other communication artists that have come before me such as Fred Forest or, Joseph Bueys or Allan Kaprow.

MC: Earlier, you spoke of an anarchistic art practice that would function in opposition to the status quo. I’m assuming that this art practice would take on the political economic structure of an anarchist community. What might this look like? Are there examples of art subcultures that operate on anarchistic principles like anti-authoritarianism, free association, nonhierarchical organization, consensus decision making, egalitarianism, etc? I’m also interested in your estimation of online communities and new media art portals (like Rhizome.org for instance) who seem to reference some of these concepts in their mission statements yet seem to fall short in their editorial structure and policies. Perhaps, the concepts that sites like Rhizome imagine – decentralized and nonhierarchical – and indeed the internet itself seems to offer – would work in such stark contrast with what the dominant values of the fine art establishment (and our dominant political economic systems) that it becomes impossible to maintain funding, affiliations etc. Do you think the openness and opportunity for alternative systems and practices that electronic networks offer(ed) is now closing up, or do you see as much opportunity now as in the mid-to-late 90’s when it comes to networked art practice?

GH: There are many artists groups that are functioning at the moment. There is always a struggle and a dynamic where groups are involved. Rhizome has set up a sort of blog/news reporting website that has a brand name and a loose community around it. They have a mailist that functions somewhat as a place for critical discussion but the fundamental question is how does one move from discussion to action. The answer for rhizome is to be techno-centric and highlight emerging artists and technologies. They also spend a lot of time fundraising. The original project of rhizome by Mark Tribe was a simple anarchic mailist. This was also happening with nettime and thingist lists. There is one functioning now that is called [empyre] that comes out of Australia. Empyre was one of several list/communities that was featured during the documenta 6 in Kassel. I was actually involved in the discourse. My position was that I wanted to have my thoughts presented at the documenta http://magazines.documenta.de/frontend/article.php?IdLanguage=1&NrArticle=1718 .

There’s a back and forth flux on the internet that has some onerous aspects of fake digital democracy and fake creative freedom. This is web 2.0 where everyone can be creative and be content providers ala blogs and youTube etc.. This is the corporate bullshit of Facebook and Second Life. There’s an interesting piece in the Guardian about facebook that has be re-published on post.thing.net http://post.thing.net/node/1883 .

In any case, I am involved with three very vital digital art groups that have online/offline communities. One is called [PAM] http://perpetualartmachine.com – this is a video-artists community that has a physical kiosk presentation mode that is very much about non-hierarchical presentation. Another is locus sonus http://locusonus.org in France – that is an experimental sound art lab. I’ve also organized an artists group called Artists Meeting http://artistsmeeting.org that is just beginning to pick up steam. Part of what these groups are about is using the technology to create a media space for group interactions to occur. The funding model is pooling resources. I maintain the server nujus.net that Artists Meeting and locus Sonus use. The sysadmin is an engineering student in Split Croatia who is donating his services. Locus Sonus is funded by the French Cultural Ministry as an experimental lab. [PAM] got its’ start by being included in the SCOPE art fair and artists Meeting is bootstrapping it at the moment.

What these groups have in common is the notion of doing projects together rather than having an individual artists’ voice. I like to engage in both positions, that is, I do individual pieces and I do group works. Two previous projects are accessible on the web right now. One is called rantapod http://spaghetti.nujus.net/rantapod and is a series of performance/meditations that is downloadable to ipod. The other is called Art Dirt Redux http://spaghetti.nujus.net/artDirt, which is a podcast/sound art piece. These all challenge the art market in some way because they exist and are seen by large numbers of net audiences without any artworld support whatsoever. So I can say that the internet does still function as a good venue for experimental anti-hierarchical art.

ADDENDUM

MC: In preparing this conversation for publication I noticed that in one of your initial emails to me – before we actually started the interview – you stated that you’d been censored for not using particular software or hardware in the production or display of your work. I think this ties in nicely with our discussion concerning corporate funding, but something that seems more of an issue in new media art then anything else (I can’t imagine a paint company sponsoring a show and requiring the artists to only use their brand of paint). Perhaps you have some thoughts on this.

GH: There’s a lot of net.art and digital curators who set up defining parameters for new media shows. These often focus on a piece of hardware or a type of coding as an organizing principal. This plays into or is a symptom of the computer/technology scene where there are *platform* wars such as internet explorer vs. netscape or mac vs pc. There are software wars such as Dreamweaver vs GoLive. These competitions are about dominating a market. This also happens in digital art where a group of artists insist that for example they are the only net.art artists that exist and try to corner the market with the willing help of a number of curators. Often artists working in new media believe that you must write your own code in order to be a digital artist or you must use JAVA or you must use open source software or …. You get the idea. I remember once speaking at a panel where there was a net artist who was using perl and php and Peter Sinclair and I were using Max MSP. The other artist talked only about the coding structure. Our piece used custom built software as well but we were interested in the content and the user interactions. This happens all the time where a person mistakes writing code for art or insist that digital art is only code. It’s a rather boring discussion about hardware and software.

The original interview with G.H. Hovagimyan by Mark Cooley in 2008, can be seen here: http://flawedart.net/conversations/hovagimyan

G.H. Hovagimyan – nujus.net

Mark Cooley – FlawedArt.net

Main top image is from ‘A Soapopera for Laptops- A Soapopera for iMacs – Exercises in Talking’. A collaboration between Peter Sinclair and G.H. Hovagimyan. http://nujus.net/~nujus/html/soapopNu-2.html

This interview is licensed under a Attribution-Noncommercial-No Derivative Works 3.0 Unported

Brazilian Velvet Gold Mine

Neptune is Brazil’s most powerful supercomputer. With the name of a God, its 16.2 trillion calculations per second, distributed through 256 servers with octo-core processors, are specially designed to help to model the nomadic structures of ocean currents and the surface of the deep-sea floor. With this ocean topography, it will chose the best place to install 150 million dollars of pipes, or risers, through up to 2000 meters of water, 2 kilometers of solid rocks, and then at least 2 kilometers of a fluid layer of salt submitted to intense pressure, and open a 1 cm diameter hole over 100 billion barrels of crude oil and natural gas on Tupi1 oil field2, liters of black oil that can make Brazil become the 5th largest producer in the world, overtaking Kuwait’s production. You may be asking yourself what does this has to do with art.

With this ocean topography, it will chose the best place to install 150 million dollars of pipes, or risers

Since 2005, a series of radical conferences has taken place around Brazil, organized on a discussion list. The organic group of dynamic gatherings of these conferences call themselves Sub>midialogy – the art of re:volving knowledge logos by practices and disorienting practices by the immersion in sub-knowledge. Always moving through the countryside and remote regions of the country – and with very small initial support from Waag Society for Old and New Media, conferences have taken place at Campinas (2005), Olinda (2006), Lençois da Bahia (2007) and Belem (2009). At these events one could lay on the floor to listen to a passionate talk by Etienne Delacroix, join well-known Brazilian new media theorists to receive a collective electroshock, join in debates about public policies with Gilberto Gil’s advisor and friend Claudio Prado or just take a deep swim in natural rivers with the most important artists in the country. Many participants were international and national activists, artists, media practitioners, policy developers and government employees that showed up their face on those festivals. The talks and debates could happen anywhere at any time and many performances took place during each event. More than a simple meeting of friends to relax and enjoy while they discuss and work, this series of conferences were fundamental in the development and implementation of many of the governmental programs on social inclusion using new technologies and free software for media production, so-called “digital inclusion”. Many of those practices, theories, methodologies and platforms were developed with the ideologies, discussions and practices of Sub>midialogy in mind. And Brazil became a leading nation in these initiatives worldwide.

Sub>midialogy conference

The obvious interest of the Brazilian government regarding the Tupi oil field arose in 4 different proposals: the first one changes the oil, gas and other fluid hydrocarbon exploration and production systems in the country from a Concession System – where the company responsible for exploring pays royalties over the extracted product – to a Share System, where the production is shared between government and the company that explores the reserve. The second project creates a Public Company called Brazilian Company on Oil and Natural Gas Management (Petro-sal) responsible for the administration of exploration on the same model as Norway. The third project gives the Federal Union the right to transfer exploration from Petrobras – until now the only Brazilian oil company – in change of money or public titles. And the 4th proposal creates the Social Fund that will support social (health, education, habitation), environmental and technological projects. It is important to note that only last year Brazil became a net energy exporter, mostly because of its aggressive push into sugar-cane ethanol and hydroelectric power. “All of a sudden Brazil is emerging as an energy power,” said Peter Hakim, president of the Inter-American Dialogue, a policy group in Washington focusing on Latin America. “Everything they have developed, from soybeans to sugar to oil is suddenly working. They have had amazing luck.”

Petrobras tradition of funding social and cultural activities puts it in the honorable position of the Industrial Sector Company that most invested in this field, investing R$ 205 million (around 70 million pounds) in theater, buildings restoration, cinemas, movie production, dance and even supporting actions from the Ministry of Culture from Brazil. Here, we should consider that a Brazilian cultural funding company gains discounts of up to 4% on their Annual Incoming Tax. All the selected projects to be funded should conform to the cultural policies of the Company and the objectives of Petrobras Cultural Program. This year, and for the first time, Petrobras opened a public call for projects on festivals of digital culture. And Sub>midialogy conferences were selected to be supported with 200 thousand reais (around 68 thousand pounds).

Petrobras Cultural Program funding

The selected project aims to develop 3 different Sub>midialogy conferences around Brazil, to be hosted at Arraial d’Ajuda, Baia de Paranagua and Mirinzal, touristic paradises almost unreachable for Brazil’s population. And it starts with some important challenges. First of all, and most important, is that for the first time this series of conferences will have major financial support. How will the collective that organizes itself through discussion list and wiki pages survive the well-known crises that shocks many cultural groups and organizations on their first big money support? The second issue is how these radical media and political practitioners will negotiate with the paternalistic and elitist machinery of support of the hated oil companies. And, at last, but not least, what ideas and practices will arise during these three editions of Sub>midialogy that will keep running this source of creativity on theories and practices on new media and politics?

We can have a clue. It is very well known in Brazil that resistance is the secret of joy. And vice-versa. We expect that different practices and ideas on sustainable development can emerge. We expect important and frank discussions and debates on socio-cultural-ecological issues. We expect to see art performances that inspire a new global order. We expect to see if ideas can still be tools of subversion of cultural traditions in the world. Of course, you are all invited to join in and help with your ideas and practices to use Neptune, the supercomputer, for a more noble mission.

Graffoto

Featured image: printed out photographs of the streets, pasted them back onto the surfaces where they were taken, and then rephotographed them

When we visited New York this spring, we met in Willamsburg, Brooklyn with Christina Ray, founder of Glowlab, multimedia arts lab for experimental psychogeography. According to the article ‘Preliminary Problems in Constructing a Situation’, in Situationniste Internationale No. 1 (1958), psychogeography studies ‘the specific effects of the geographical environment, consciously organised or not, on the emotions and behaviour of individuals’.

We wandered the streets, chatting and observed the effects of the emotions and behaviour of the local communities on the streets of Brooklyn. Christina described for us the significance of various tags, stickers and stencils and told us about the brewing turf wars between the recent influx of middle class artists and disgruntled locals whose families have lived in the area for generations, but who were facing the consequences of creeping gentrification and the threat of fast-rising rents. The diverse concerns of the local community were spelt out in frenetically pasted, posted, taped and painted signs, tags, images and messages of all sorts. Every wall, every piece of street furniture shares its surface with an accretion of eye-catching stickers, advertising local bands, spray painted decorations, tags and statements of protest, like ‘more yuppie bullshit’.

The Graffoto project divides into three distinct parts. Graffoto 01 documents the richly textured expressivity of the Brooklyn communities. The social commentary mixes with exuberant, colourful and stunningly executed murals and sometimes inexplicable expressions of appreciation for the absurdity of life, such as ‘saving to buy air conditioner- saving to buy a bike (written and illustrated on 2 strips of masking tape stuck to a wall heavy with graffiti). These images draw you to spin out narratives. Sometimes further clues to the complete story lie in the details of the surroundings, whilst other accounts are completely opaque to the outsider but suggest a connection of great significance to individuals, groups or events in the locality.

In Graffoto02, MOTC (man of the crowd) has printed out photographs of the streets, pasted them back onto the surfaces where they were taken, and then rephotographed them in situ. I guess that in the streets these images act as a mirror of sorts for the street artists of Brooklyn. Also as a sign that the guttural and wonderfully articulated expressions of protest, humour, threat and joie de vivre can be both appreciated and participated in but also consumed by the world of mediation. These second stage images do evoke a strange threat of surveillance.

The final layer of the Graffoto project invites us to participate by sending in images of our streets for others to print out and post in their own public localities. Alternatively we can download and print an image from the collection and paste it onto the lamp-post outside our own doors.

We can only imagine these images so rich with local texture and information will start to appear in all the lands of the world; turning up like tourists, marked out by their strange dress, stranger cultural values and the blind spots afforded them by their communities. Or perhaps more like illegal immigrants, their language will be foreign, their deepest and most obvious narratives veiled, their protests displaced and irrelevant to the communities amongst which they find themselves.

MOTC offers a strategy for border crossing. OK, we loose much of the texture, the information and with these, many pieces of the narrative but something equally important is facilitated here. The photographs and printouts of the graffiti are a sign of something foreign, mediated, stuck and mingling in a community that isn’t sure why it’s there, whether it’s any of their business and whether they like it.

August 2003