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NetArt: Links
auf Deutsch
Plattforms for NetArt:
- Abstraction Now:
In August and September 2003 the Künstlerhaus Wien (Vienna) presented
the exhibition "Abstraction Now" with non-mimetic art in its
multi- and intermedia dimensions. Abstraction is featured as a "hybrid
dynamic process" (Pfaffenbichler).
The curators Norbert Pfaffenbichler and Sandro Droschl presented examples
in the media painting, sculpture, photography, film, video, CD, installation
and net as parts of a mediascape with digitized picture processing.
This contemporary mediascape prohibits divisions in independent, media
specific developments (concept).
The Online
Project contains between one and three contributions of each of
the 22 artists and groups. Many contributions are integrated parts of
the site (Dextro, Insertsilence, Juerg Lehni, Golan Levin, Lia, Meta,
Glen Murphy, [N:JA], Norm, Casey Reas, Return, Soda/Ed Burton &
Julian Saunderson, Manny Tan, James Tindall, Mariugop) and links connect
with further projects (Jodi, Jan Robert Leegte, Peter Luining, Mus Watz,
Yark Napier, Nullpointer/Tom Betts). The net projects present processes
with f. e. Java and many times with Shockwave and Flash but the source
code remains closed (exception: Marius Watz). Some projects are soundtoys
(see below) which combine audio and visual processes with possibilities
to navigate with mouse movements (Burton, Insertsilence, Lia, Luining,
Return, Tindall). Lev Manovich discusses the contributions of the Online
Project in Abstraction
and Complexity as examples for a paradigm shift from reduction (abstract
art and science between 1910 and ca. 1920) to complexity (& emergence):
They oscillate "between order and chaos". Manovich contradicts
the curators´ equation of non-mimetic with non-representative
art and proposes an investigation of abstract works as "symbolic
representations" of "the new social complexity" (7/2004).
- Banner Art Collective:
The Website "Banner Art Collective" was installed by Brandon
Barr (concept) and Garrett Lynch (design) in October 2002. Its archive
contains more than hundred banners. The archive offers examples of abstract
banner design and banners with humorous and activistic messages for
an integration into web pages. The banners are developed in part by
well known artists (f. e. Agricola de Cologne, Gerhard Mantz, Millie
Niss, Jim Punk) and by students. HTML-instructions are offered for the
integration in web pages. Artists find the Interactive
Advertising Standards as preconditions
for an integration
of their own contributions into the archive. A Banner
Art Collective's Artist Kit simplifies the work with these standards
(3/2003. 9/2011: The URL-adress
does not exist anymore, but it is stored in the
Internet Archive without the files of the banners).
- Carnivore:
In 1st October 2001 "Carnivore" was installed by RSG (Radical
Software Group) as platform on the website of Rhizome.
The platform includes contributions of Cory Arcangel, Area3, Jonah brucker-cohen,
Vuk Cosic, Mark Daggett, Joshua Davis, Entropy8EntropyZuper!, Lisa Jevbratt,
Golan Levin, Mark Napier, RSG, Scott Sona Snibbe and others. Their "client
applications" (Java applets and Flash-movies) are visualizations
of (transformed parts of) dates collected in a local area network with
software of RSG ("packet-sniffing"). The software "Carnivore
PE" (since 4/6/2002 for Windows) was inspired by Ethernet
and is offered as Open Source Software for download. It could be a method
for employees to control employers, nevertheless: The processing of
data traffic in a local are network is directed in contributions for
"Carnivore" primarily to esthetic presentations instead of
decoder functions. RSG reuses in "CarnivorePE" the name of
the FBI-software "Carnivore" (the terms for DCS1000)
which supervises the international data traffic (via search terms).
That context caused the jury of the Prix
Ars Electronica 2002 (department "Net Vision", prize:
Golden Nica) to state that "the Carnivore project" is "based
on the FBI's software for monitoring network traffic". That statement
provoked a counterstatement by the jury of the Read-Me
Festival 1.2: "The relationship of Rhizome´s Carnivore
to the FBI´s spying tool of the same name seems to be a matter
of concept and hipness-value, but it is not explained and is not very
obvious." (3/2003)
- CODeDOC
:
The online gallery Artport
of the Whitney Museum of American
Art in New York presents smaller works in "CODeDOC" (since
September 2002, curated by Christiane Paul). Paul decided
that "the code should not exceed 8 KB" and that it "should
move and connect three points in space." She excluded HTML and
FlashScript to reduce the number of relevant artists. The website leads
users first to the source code (C++, Java, Lingo, Perl, Visual Basic)
of a contribution and then to the browser presentation. Furthermore
the integrated American artists (Sawad Brooks, Mary Flanagan, Alex Galloway,
John Klima, Golan Levin, Kevin McCoy, Mark Napier, Brad Paley, Scott
Snibbe, Camille Utterback, Martin Wattenberg and Maciej Wisniewski)
commented the works of their colleagues (3/2003).
Christiane Paul organized CODEDOC
II for the Ars
Electronica 2003 in Linz (Ars Electronica
and Brucknerhaus, September 2003) as a platform for European Artists
(Ed Burton, epidemiC, Graham Harwood, Jaromil, Annja Krautgasser &
Rainer Mandl, Jean Leandre, Antoine Schmitt and John F. Simon jr.) (2/2004).
- copy-art.net
In June 2004 the curator Irini-Mirena Papadimitriou launched the platform
at IBID Projects (London). The site included works by Anna Best, Bigert
& Bergström, Colectivo Cambalache, Critical Art Ensemble, AK
Dolven, House of O´Dwyer, Per Hüttner, juneau projects, Miltos
Manetas, Matthieu Laurette, N55, Szuper Gallery and Thomson & Craighead.
The platform received eight further projects for the exhibition at the
ICA (Institute of Contemporary Arts, London, September-October 2004).
Six projects are included after the ICA show (Stand: Oktober 2006).
Some links direct the observers to works on other web sites by Anna
Best, Critical Art Ensemble, Ella Gibbs, Miltos Manetas, Thomson &
Craighead und Carey Young.
Any use of (parts of) the works has to follow the rules which are defined
by Creative
Commons License Attribution-NonCommercial 2.0. The works can be
downloaded, copied and modified. The authors have to be named.
Thomson & Craighead use a standard copyright information ("All
rights reserved....") in attributed-text.net
(1997, links are actualized afterwards) as a starting point for a collection
of links. These links direct the reader to web pages with articles including
discussions of copyright problems and others. These web pages appear
under the copyright information and the bibliographical notes are presented
over it. The Critical Art Ensemble expands the field of discussion from
questions concerning copies and modifications in the context of copyright
to the same questions within the framework of biotechnology. In Free
Range Grain they discuss the EU´s "laws regarding the
importing and labeling of GM [=genetically manipulated] foods".
Mathieu Laurette follows the communication guerilla´s strategies
with his form for the indication of news about a give away for downloads:
On Laurette´s form for an e-mail distribution a firm can be noted.
The readers of the e-mail will receive a faked information about the
firm´s reaction to the free offers of a competitor by opening
one of its products for free copies (How
to launch a rumour on the Internet?, 2000).
The works realize remix strategies (Colectivo Cambalache, Doug Fishbone,
Isabel Saij) or they offer material for copies and further exploitations
including transformations (Carey Young, Gavin Wade) and/or they present
strategies and theories on the themes copyright (Matthieu Laurette,
Szuper School, Thomson & Craighead) and (post-)autonomy (David Goldenberg)
(10/2006; 10/2009: website unavailable).
- Electronic Literature
Collection Volume One:
In: Electronic Literature Organization. October 2006. The platform includes
60 works exemplifying electronic literature´s development from
1994 to 2006. The examples are selected by N. Katherine Hayles, Nick
Montfort, Scott Rettberg and Stephanie Strickland for the "Preservation,
Archiving and Dissemination Initiative (PAD)" of the Electronic
Literature Organization. The platform facilitates the use of each work´s
functions by introductory remarks and technical informations ("instructions").
The parallel availability of the database as CD-ROM demonstrates the
character of the works included: They are closed projects independent
of net conditions (like connections to external archived files (external
links), online uses of participants and archived entries of previous
uses). The horizon of the selection is not constituted by interactions
and the distinction between cooperative and collaborative participation
procedures (Christiane Heibach: Oszillationen//Netzkunst/Netzliteratur,
see
below) but by the readers´ explorations of the authors´
programming decisions. The functions made available to readers by the
monitor presentations and their programming codes (Squeak, Hypertext,
Processing, Flash, Director, VRML, Quicktime and others) are the dominant
points of reference, except they are forced in the position of passive
observers. This kind of electronic literature doesn´t integrate
itself inseparably into the net culture like the Assoziationsblaster
(Dragan Espenschied/Alvar H.C. Freude, since 1999, with an english
version) but tries to control its embedding as frame (art) within
the frame (culture). The development of the technical possibilities
offered by hardware and software is the dominant point of reference
meanwhile the net culture realized by its participants remains excluded
(We can find traces of the net context only in the use of external material
filed for reuses in closed archives and the used common hardware and
software).
N. Katherine Hayles offers an introduction to the database in "Electronic
Literature: What Is It?" (see
below) The article constitutes chapter 1 of her book "Electronic
Literature: New Horizons for the Literary" with a wider discussion
of the subject. The book contains the database on CD-ROM (Hayles, N.
Katherine: Electronic Literature. New Horizons for the Literary. Notre
Dame/Ithaca 2008. Free CD-ROMs without book available: Electronic Literature
Organization. Maryland Institute for Technology in the Humanities (MITH).
B0131 McKeldin Library. University of Maryland. College Park, MD 20742)
(10/2009).
- Extrapolation:
The website of Wigged Productions
(directed by Seth Thompson) presents the online exhibition "Extrapolations"
from the 1st July 2006 to the 15th June 2007. The server of the curator
Huberto Ramirez is used
as an archive for half of the eight works, meanwhile other links conduct
to works on external sites. The projects
use the media photo and film in digital forms of animation for the mediation
of political contents.
Ramirez looked for documents of a kind of political engagement which
tries to provoke social changes not from the margins but from the centers
of power. These centers aren´t bound anymore to locations or nations.
According to Ramirez the model of Tactical Autonomous Zones is removed
by strategies for actions within the centers of power. Strategic configurations
are reactions to ephemeral situations and will be reconfigured by occasional
needs. Ellipse and metaphor are strategic means to brake up established
interpreting kinds of understanding. Ramirez´ curatorial
statement refers to Craig Owen´s "The Allegorical Impulse"
(October, Nr. 12/Spring 1980, part I, p.67-86; October Nr.13/Summer
1980, part II, p.58-80).
Deva Eveland´s Mouthpiece
#2 offers a document of that "impulse". He puts toothpicks
with glued little flags printed with stars and stripes between his teeth
and violates his gums. The flags hinder talking: The flags and the nationalism
symbolized by them muzzle [In German: "machen `mundtot´"
= kill (talking by) the mouth].
All examples use `worlds´ of images for the imagination of `worlds´:
The images represent more than the facts. The orks present the effects
of globalization in a direct but exaggerated manner (The
Yes Men´s proposition sheds a new light on the difference
between the poor and the rich in the distribution of food compare
the Plattsburgh lecture
in March 2002) or in an indirect manner for example via the presentation
forms of mass media (Jody
Zellen) or via the latin alphabet which actually needs no other
than an English presentation (Peiyun
Lee). Lana Lin demonstrates the (still?) impossible egalization
of cultural differences embedded in languages in No
Power To Push Up The Sky via the presentation of 15 translators´
efforts to repeat in English the content of an interview with Chai Ling
in 1989. Ling organized the students´ protest in China. She reported
the situation some days before the Tiananmen Square massacre in Beijing.
Arzu Özkal Telhan demonstrates in The
Unattended Body the relations between social indifference and the
fear produced by terrorism under the conditions of the globalization
in the U.S.A.: Those who rest for too long time in passageways without
recognizable reason alarm the video voyeur´s care of security
(the care of the observers, our care) meanwhile passengers and drivers
ignore the persons with deviant behaviors (10/2006; 4/2013: website
unavailable. See Internet
Archive).
.
- The Famous Sound of Absolute
Wreaders:
Johannes Auer developed the concept
of the project which is constituted by levels of texts over texts: manual
text modifications, audio comments and coded transformations. Five authors
Auer, Reinhard Döhl (died in 5/29/2004), Sylvia Egger, Oliver
Gassner, Martina Kieninger, Beat Suter changed contributions
of other authors. These texts constituted the basis of a radio version
for two speakers, which was sent by ORF
in 9/7/2003 and lasted 40 minutes, and a net version with six projects.
"Multitasking" (Auer)
became "multi-talking" in the radio version via readings of
texts collaged manually and generated as remix as well as "multi-asking"
via comments in normal and alcoholized mental states.
Two net projects reflect levels of the project in especially impressing
manners: Oliver Gassner divides in as
time goes on: absolute wreaders Kieninger´s text
on Gassner´s tango
rgb and Auer´s Lob-Buch
einer gemeinsamen Reise in four frames with activatable auto-scroll
functions. He adds a fifth frame with a text, which asks to reactivate
the auto-scroll functions permanently, and includes its own auto-scroll-function
in the request. Suter and René Bauer use in Scrabble
mit Döhl Döhl´s modification of Kieninger´s
"der schrank. die schranke", his comments on contributions
of further participants and their net projects as basis for transformations
of texts and pictures. Five scripts generate text fragments running
over the monitor as "multi-layer-scrabble" and expand the
project´s material via net search.
Kieninger´s Fenster
1 2 3 4 5 6, Gassner´s "as time goes on" and Suter/Bauer´s
"Scrabble" present models for simultaneous ways of reading
parts of texts in movements. These models modify strategies of the literary
avant-garde and point to reading possibilities provoked by the forms
of presentation (6/2004).
- The 5k:
In autumn 1999 the web designer Stewart Butterfield installed "the
5K" (5120 bytes) as a platform with a competition for contributions
of any kind. The contributions can´t be larger than 5k and server-side
processing is excluded. The contest is renewed every year since 2000.
The jury evaluates "function", "aesthetics", "concept"
and "size score"/"entries overall". The prize is
a donation of 5120 US Cents, a symbolic sum: Cent=Bytes. Users could
evaluate and comment the archived works. The platform "is entirely
non-commercial and does not accept sponsorship or advertising"
(3/2003; 6/2006: The URL-adress leads to a placeholder-homepage without
archive).
- Illegal Art:
From 2002 to 2004 the travel exhibition "Illegal Art: Freedom and
Expression in the Corporate Age" (curator: Carrie McLaren) presented
many examples for different ways to reuse copyrighted audio and visual
resources. The organizers received legal advice (together with other
groups) from Chilling Effects
Clearinghouse, "a joint convention of the Electronic
Frontier Foundation and Harvard, Stanford, Berkeley, University
of San Francisco, and University of Maine law school clinics".
The website of the exhibition features film extracts, animations, music
and art works in different media partly combined with their juridical
history : Some law-suits remained open in the course of the exhibition
(3/2003).
In 2004 the Homepage
of the former travel exhibition informed about new cases like "The
Grey Album" of DJ Danger Mouse and Brad Neely´s new audio
track to "Harry Potter and the Sorcerers Stone" (with links
and downloads).
(s. chapter (Il)legal
Art in From
Radical Software to Net Activism) (6/2004; 5/2013: website unavailable.
Films stored in the Internet
Archive)
- Kingdom of Piracy <KOP>:
KOP thematizes Copyleft/Copyright problems, as they occured in conflicts
between advocates of the net ideal of limitless connectivity including
free download and the Copyright demands (download barriers against private
copies, etc.) of the software- and entertainment industries. The last
ones threaten the net architecture with their regulation demands: "Data
Lords" contra "Digital Commons" (Curatorial
Statement). The three Writing
Projects 2002 elucidate the urgency of these problems.
The ACER Group in Taiwan was the first sponsor of KOP. The directorate
staff of ACER was replaced in April 2002 and the government of Taiwan
began with an anti-piracy-campaign. The Taiwanese pilot site was given
up in the midst of June 2002 after the directorate of the Acer
Digital Arts Center demanded the control of links and a change of
the platform´s title. The curators Shu Lea Cheang, Armin Medosch
and Yukiko Shikata resisted these demands. They found in 2002 a new
server for KOP at the Ars
Electronica Center (Linz/Austria). FACT
in Liverpool installed an expanded
site in February 2003. Projects of BEIGE, Shu Lea Cheang, Eastwood,
Espenschied/Freude/Milles,
Olia Lialina, Graham Harwood/Mongrel, Uebermorgen, Raqs Media Collective,
RSG, www.0100101110101101.ORG
and others found their ways to the ends of the project with different
means (3/2003).
The project "DIVE" (2003) heightens the awareness to conceptual,
software and process related aspects of net projects. DIVE 0.1 is published
by FACT in Liverpool as website
and as CD-ROM
(with book, Armin Medosch (ed.): DIVE. An Introduction into the World
of Free Software and Copyleft Culture. FACT,
Liverpool/Virtualcentre-Media.net 2003, ISBN 0-9541604-9-5). The server
of the site (for downloads) and the CD-ROM contain a series of net projects
under the category art,
for example browsers like I/O/D´s Webstalker
and Nullpointer´s "Webtracer" or epidemiC´s "Antimafia"
for an activistic use of peer-to-peer, The Yes Men´s Reamweaver
for the construction of modified mirror sites, Double Negative´s
"plaNet Former" and others. Further webpages introduce into
Copyleft-licenses and free networks (with links). Articles by Armin
Medosch (see below), Janko Röttgers, RAQs
Media Collective (see below), Saul Albert and Lawrence
Chua explain the investigative context of "Kingdom of Piracy".
"Kingdom of Piracy" became the most extensive and conceptually
most precise platform for relations between Free Software, net activism
and NetArt, especially after the installation of "DIVE" (2/2004).
- Looped:
25 Danish artists present loops with few and short sequences (video,
animation, text, sound) since 16th October 1998. The loops are substituted
permanently. The platform which someone (Mette
Sandbye for Artnode)
had to do! (3/2003; 10/2009: website unavailable)
- Netfilmmakers:
Since 2004 every three months a new edition, usually with three films
(including experimental, net specific forms in and with film formats),
is published in the "netgallery". Themes of past editions
have been "Territory" (2004), "Docu-Slash" (2006),
"Navigation" (2006) and "Real-Un-Real" (2009) among
others. Director and curator Annette Finnsdottir presents the platform
in an article
for Vague Terrain (Journal 11/2008): She points our attention to three
examples. The most interesting of them is the "interactive netfilm"
(Don´t)
Leave Me Alone von Kassandra Wellendorf (2006) allowing users to
start movements in the pictures of the diptych. In What
Remains (2009) Alan Sondheim presents 3D digital filmmaking in times
of Second Life.
In comparison to platforms being always open for contributions like
YouTube and Vimeo Netfilmmakers unavoidably provokes the question concerning
the legitimation of a curated film platform with closed entities. The
subject oriented selection
of Netfilmmakers is opposed to platforms like dvblog
with no other limitation for contributions than the format Quicktime
and being interesting enough for the editors (Doron Golon, Brittany
Shoot and Michael Szapowski). Curatorial activities are substituted
in dvblog by the editors´ tagging (10/2009, 5/2013).
- page_space project:
Braxton
Sodermann´s introduction explains the goal of the platform
(2004): Authors collaborate not to create a text field as links which
are graphically distributed on a page as Ted
Warnell did it in his contribution to The
Field Project (1999) but they create digital environments
for the presentation of texts written by other authors. The projects
have been programmed in Flash and Macromedia Director. Priority has
the screen page as a presentation space for (parts of) texts but not
the code. The relations between code, screen display and code poetry,
exemplified in Talan Memmott´s Lexia
to Perplexia (2000), are not relevant for the featured works. Jason
Nelson´s untitled
(to reconstruct) enfolds Jody Zellen´s text via clicks on
squares as a tree structure from top left to downright. Deena Larsen´s
Cut
to Flesh presents a surface with distributed interrogation marks.
Clicks on the interrogation marks start diagonal moves of parts of Zellen´s
text. Larsen offers the non-hierachic complement to Nelson hierarchic
structure: The same text is enfolded and readable in all of its parts
in Nelson´s work meanwhile it appears in Leeson´s graphic
presentation in fragmented phrases without reference to their connections.
Jim Andrews uses in Arteroids
words and parts of phrases written by Christina McPhee and Helen Torrington
as elements with whom the "script/"-element of the player
should not collide and which have to be shooted. Realistic game environments
are removed by a text space which requests from level to level to solve
more and more difficult situations. Brian Kim Stefans´ Dibagan
allows readers to distribute words of geniwate´s text on a surface.
The game offers four elements to move them out via cursor and to read
them. Picture and sound offer the context to recognize the relations
between the words: the war in Iraq. Simon Biggs´ non-LOSS´y
translator turns Loss Pequiño Glazier´s text (written
with Greek letters and Arabic numerals) into a graphic element of a
dynamic presentation which integrates the letters written by participants
but doesn´t reconfigure the field from input to input
Further contributions
and collaborations by and with Simon Biggs, geniwate, Loss Pequiño
Glazier, Deena Larsen, Brian Kim Stefans, Pedro Valdeolmillos and Jody
Zellen (10/2006).
- Processing:
Since Mai 2003 the platform contains examples (with source code) of
Jonah Brucker-Cohen, Brendan Dawes, Mikkel Crome Koser, Golan Levin,
Lia, Mark Napier, Josh On, Schoenerwissen, Jared Tarbell and others
for the implementation of the software "Processing". Many
contributions present possibilities of "generative art". The
software was developped by Benjamin Fry
and Casey Reas and the current
version is available free of charge. "Processing" was
developped at MIT (Media Lab, Aesthetics and Computation Group, in collaboration
with the Interaction Design Institute Ivrea). The software is via LGPL
(Library General Public Licence) open for implementations and developments.
Reas explains
that the software facilitates the artistic practice in relation to C,
C++, Java and Open GL. Furthermore Processing is useful for the development
of code with a bigger number of elements whose generation will need
intense calculation.
OpenProcessing presents
contributions of participants together with their codes. The applet
of Processing allows to revise the codes, to download them as .pde-files
and to open the coded generation processes.
Rhizome published a call to its members to send contributions to the
platform Tiny Sketch
a (part of OpenProcessing). After the closing day at 13th Septembe r2009
the members of the platform Rhizome voted the best contribution until
30th September (prize: 200 USD). The code of each contribution had to
be written in Processing "using 200 characters or less".
Workshops and tutorials
offer introductions into "Processing" to participants without
any knowledge of programming. Daniel Shiffman´s "Beginner´s
Guide" is published as book
and as website (6/2004,
10/2006, 9/2009).
- runme.org:
The "software art repository" presents download systems. It
includes tools for users´ own creations. A system of categories
in the form of an index and a hypertext keynote system help users to
find their pathways. Categories like bots
and agents and political
and activist software offer interesting projects. The platform includes
many links to projects on other sites, too. Runme.org exists as archive
since January 2003. The reason of the installation of runme.org as archive
was to last longer than the sites of the programming artists. The open,
but moderated platform is offered as chance for net presentations. Projects
which have been downloaded in runme.org until the 1st March 2003 were
presented in Read-me 2.3
in Helsinki (University of Art and Design, Media
Centre Lume, 5/30-5/31/2003) (3/2003, 8/2003).
- Singlecell
and Doublecell:
"Doublecell" (12/2/2002) is the second, conceptually modified
edition of "Singlecell" (2001): The two platforms of Golan
Levin present projects realized with Director, Flash and self made
software (in C++, Java, Lingo and ActionScript). The projects in "Singlecell"
don´t have different levels (no links to different pages) and
they don´t divide the surface of a page in different frames: After
the opening each contribution presents the monitor surface which introduces
the user to all functions. The sites present reactive animations or
movies, with or without sound, in "Singlecell" in amorphous
and in part anthropomorphic forms. Excellent Computational Design by
Ed Burton, Danny Brown, Peter Cho, Joshua Davis, Juha Huuskonen, Golan
Levin, Lia, Casey Reas, Jared Schiffman, Manny Tan, James Tindall, Martin
Wattenberg and others (3/2003).
- {Software}
Structures:
In 2004 Casey Reas presents his project "{Software} Structures"
on the portal Artport of the
Whitney Museum of American Art.
He demonstrates the usability of LeWitt´s verbal concepts for
"wall drawings" for the development of visual structures in
generative art. The codes are written in Processing,
Flash MX and C++ and result after download in faster or slower generating
screen pictures. The source code is presented in text files separate
to the downloadable files.
Reas presents in one part of his project five three static and
two animated Processing-translations of three "wall drawings"
which LeWitt notated in the Seventies and early Eighties. Reas developed
three further examplas (#001, #002, #003) out of verbal concepts stimulated
by LeWitt´s notations for"wall drawings": Reas developed
verbal concepts in a first working procedure without anticipation of
the chances and problems of the different pogramming languages. The
next step after the verbal concepts was the realization of codes in
different programming languages: The third example (#003) was modificated
with Processing by Reas, Robert Hodgin, William Ngan and Jared Tarbell.
Die Processing-"Implementation" wurde mit C++ (Casey Reas)
und Flash MX (Jared Tarbell) rekonstruiert.
Flash realizations with fewer elements had to be developed because program
code with hundred and more elements runs very slow in Flash. Versions
in C++ are only available for downloads and separate installations.
An intense effort in time was necessary for the development of variants
in C++. They are generated by computers faster than the variants for
net browsers which are written in Processing (10/2006).
- Soundtoys:
Steve Tanza founded "Soundtoys"
in October 2001 as a platform for audio-visual projects. Users are able
to influence the visualization and/or the sounds via cursor actions
and/or clicks and/or inscriptions. Presented are games (f. e. Steve
Tanza, Peter Luining) beside digital sound instruments (z. B. Ixi/Thor
Magnusson and Enrike Hurtado, Chris Yewell) and non reactive works (f.
e. Tina LaPorta). Tanza transfers the audio visual possibilities of
soundtoys to an index which presents the projects as movable houses
on a map and gives an audio accompaniment to cursor actions on houses.
This index disappeared with the redesign of the site in February 2006.
It was substituted by Neil Jenkins´ Tag
Navigator(5/2013: not found), the Content
Navigator by Adam Hoyle/Julian Baker (5/2013: old Shockwave Player),
and others. Stanza reused his index in Inner
City (5/2013: not found), now with links to his own projects.
The journal includes
articles about the history and the theoretical context of soundtoys.
All artists are presented in interviews, including artists
like Amy Alexander, Jim Andrews, Corby & Baily, Golan Levin or Adrian
Ward, who are introduced with links to works on other sites, too. The
interviews thematize the question
of the adequate medium for the distribution of soundtoys CD-ROM
or internet because the closed audiovisual systems of "soundtoys"
exclude connectivity (3/2003, 6/2006, 5/2013).
- Translocations:
The Walker Art Center in Minneapolis
accompanies the exhibition How
Latitudes become Forms (2/9-5/4/2003) with the platform "Translocations"
(curator Steve Dietz). Artists from Brazil, China, Croatia, India, Japan,
Mexico, Singapore, South Africa, Turkey and U.S.A. received commissions
for nine net projects.
Fran Ilich´s Webblog Big(b)Other
and Re:combos Translocal
Mixer allow distant participants verbal and audio cooperations.
Both projects present modifications of normal net practice. The modifications
are approximations to the framework of the exhibition. Translocal
Channel presents a South African video archive and lectures on questions
of globalization as well as a discussion about "global curating"
(as streaming and stored videos).
Sawad Brooks´ and Warren Sack´s Translation
Map seem to fit into this round dance of thematic oriented events.
Users are able to send contributions to sites whose actors send them
further to net forums and ask for translations (Betaversion
0.02). The support of a "collaborative re-writing process"
via "a multi-protocol message delivery system" is an idea
which can´t have many perspectives to be realized with success:
The problems to transgress language barriers are preserved in the net
context. Raqs Opus
(Open Platform for Unlimited Signification) offers a forum open for
downloads and ties to the net utopia of files and software shared free
everywhere and by all (Another part of "Translocations": Andreja
Kuluncic´s Distributive
Justice: America: s. Lesson
13) (3/2003, 8/2003, 10/2009: access to the website with the index
of the online projects: "Forbidden[:] You don't have permission
to access /translocations/ on this server.").
- The Wartime Project:
Andrew Forbes reacted in November
2002 to the scenarios of an American war against Iraq and initiated
"The Wartime Project". He invited net artists to send contributions
to memorize "the horror and destructiveness of war". The website
includes already 133
projects (from December 2002 to February 2004) and is open for further
contributions. A wider part of the projects use software for games
and animations. The works illustrate Bush´s war world `overaffirmative´
(f. e. lokiss
[March 2003, not found in August 2003]) or parody it (entropy8zuper!,
Evgenij Vasilev [March
2003, not found in August 2003]). Other contributions range in the critical
field `estheticizing of politics´ (microbo
und bo130). The movement of anti-war activists is presented in some
projects as motivation for further actions (Ruth
Catlow). Some artists use the chance to download their works on
the server of the "Wartime Project". Other artists place links
to anti-war projects which are installed on their own sites. The project
is an important part of the Anti-War
Web Ring (3/2003, 8/2003, 2/2004, 10/2009: Site temporarily not
available).
- whitneybiennial.com:
Peter Lunenfeld
and Milton Manetas directed their
attention in a talk to the idea to search for the URL addresses which
are occupied by the Biennial
of the Whitney Museum of American
Art. The idea of a platform as extension of (and alternative to)
the Whitney Biennial
2002 was realizable because the domain name www.whitneybiennial.com
was free. This domain name directs the attention of surfers to the site
and allows them to recognize the intention.
Michael Rees developed Turntable
as Flash application. Twelve
artists mixed for "Turntable" one to six Flash-based snippets
out of animations. The snippets can be installed several times, modified
and dislocated in "Turntable". Manovich explains Rees´
tool in Generation
Flash 1/3 (see below) with the terms "loop"
and "sample" which characterize formative features of a "remix
culture". Furthermore the first version of the platform contains
one to five Flash animations of 122
artists. Manetas had the idea that in 3/7/2002, at the opening of
the Whitney Biennial, 23 U-Haul trucks with rear-projection screens
for the presentation of the whitneybiennial.com could surround the Whitney
Museum of American Art. Matthew Mirapaul announced this event in 3/4/2002
in The New York Times as an alternative to the opening gala of the Whitney
Museum. The spectators expected the trucks in vain but found an invitation
of Whitneybiennial.com to a party in Chelsea.
The platform received a second net
presentation after the Whitney Biennial 2002: Simulated exhibition
spaces present pictures on walls. The pictures are connected with hotspots
which link to 22 animations and games. The platform with its project
character and its openness for new initiatives constitutes an alternative
to the temporally limited Biennial exhibition events (2/2004).
Mai Ueda installed a linklist
simultaneous to the Whitney
Biennial 2004. The list presents 42 thumbnails with screenshots
(with links to big screenshots which allow to read the URL-adresses
of net projects) as a selection of works like a group exhibition. Ueda´s
proceedings for 2004 is meagre in comparison to the platform as an expansion
and counterposition to the Whitney Biennial 2002 because he did not
realize more than a net feature of a group of net projects in the form
of visual data (3/2004).
Contributions to the history of NetArt:
- Adrian X, Robert: Art
and Telecommunication 1979-1986: The Pioneer Years.
In: Dietz. Steve (ed.): Telematic Connections: The Virtual Embrace.
Walker Art Center. Minneapolis/Minnesota, February 2001. In German in:
Springer. Bd.I/Heft
1. April 1995, p.10s. Adrian X reports projects for and with telecommunication
from 1979 to 1986 which have been initiated in Austria or which included
Austrian contributors. In 1980/81 the Viennese branch of I.P. Sharp
Associates Pty.Ltd. (IPSA, head office in Toronto) used their Computer
Timesharing Network to provide for the technical infrastructure. The
mailbox-program ARTBOX was developed for ARTEX by Gottfried Bach, the
director of the Viennese branch of IPSA. ARTEX was a "user-group"
in the net of IPSA. Since 1983 the further developed program was called
ARTEX (The Artists´ Electronic Exchange Program). Bach´s
program and its "user-group" with ca. 30 members carried the
same name. ARTEX was used for the organization of projects and as their
medium. Some of these projects integrated Slow Scan TV (SSTV), telefacsimile
(FAX) and telephone. Adrian X presents Bill Bartlett as "the real
pioneer of low-tech artists´ telecomm". The pioneer years
of "the low-tech telecommunications projects" ended with "the
networking of Personal Computers in BBSs [Bulletin Board Systems] and
the increasing presence of FAX and other telephone peripherals in offices
and homes". ARTEX existed until 1991 when Reuters purchased IPSA
(10/2006).
- Albert, Saul: Artware.
In: The Mute Issue 14/September 1999. Albert presents Linux as an idea
which became a machine that produces art works. Sol LeWitt´s "paragraph"
"The idea becomes a machine that makes the art" (Artforum,
Summer 1967, p.80) looses the authoritarian function of an unchangeable
artist´s idea because it is substituted by the concept of a collaborative
Open Source Project which is open for modifications: In 1999 Linux won
the Golden Nica in the ".net"-department of the Prix
Ars Electronica (2/2004).
- Albert, Saul: Open
Source and Collective Art Practice.
(9/1999). The Community Arts Movement of the sixties and seventies acted
merely within a regional radius. The Community Radio movements of the
eighties couldn´t change the hierarchical infrastructure of the
emission of radio channels. But the internet made possible world wide
collaborations and world wide coordinations of actions which will be
realized in many places.
The collaborative development of Open Source Software offers a model
for net collaborations of any kind. The community of software developpers
is constituted by interested members which don´t need press releases.
But the "gift economy" in the art world is constituted by
the artists´ labour and expenses in time and money for their own
distribution and fame (via the use of the media publicity caused by
exhibitions in galleries and museums). The Open Source Software community
creates a structure of reputation via inscriptions which inform about
the coauthors of a project: Not the "death of the author"
(Roland Barthes) but his/her evaluation play a decisive part in the
community of engaged people (2/2004; 5/2013: not found).
- Andrews, Jim: Interactive
Audio on the Web.
In: trAce Online Writing Centre: Review, The Nottingham Trent University,
Clifton/Nottingham, 9/22/2003. This survey of interactive audio projects
presents with "Electrica" of 1999 (Gundula Markeffsky, Peter
Huehlfriedel, Leonard Schaumann) the earliest example, created for the
Beatnik Player (which is still downloadable). Moreover Andrews discusses
Online synthesizers. The link list contains interactive audio net projects
and Online sequencers; links to non-interactive and offline audio projects
are added. Some projects combine the audio level with visual elements
which offer more than only a graphic design for audio functions (2/2004).
- Arns, Inke: Die
Geburt der Netzkunst aus dem Geiste des Unfalls.
Anmerkungen zur Netzkunst in Europa 1993-2000 (The birth of net art
in the spirit of the accident. Annotations to net art in Europe from
1993 to 2000). Lecture, Gallery Ifa, Berlin, 12/7/2000. In: Kunstforum
Bd.155/June-July 2001, p.236-242. The expert in Slavistics presents
early net art "as the first total European phenomenon after the
fall of the wall." She points out the integration of Eastern European
artists (Cosic, Frelih, Lialina, Peljhan, Shulgin, Stromajer) (3/2003).
- Arns, Inke: Social
Technologies. Deconstruction, subversion and the utopia of democratic
communication.
In: Daniels, Dieter/Frieling, Rudolf (eds.): Media Art Net. Overview
of Media Art: Society. Goethe-Institute, Munich/ZKM Centre for Art and
Media, Karlsruhe/Hochschule für Graphik und Buchkunst, Leipzig
2004 (Website
and book "Media Art Net 1: Survey of Media Art", Vienna 2004).
Arns outlines how artists developed basics for the constitution of a
counter-publicity and activistic strategies via alternative uses of
media. The historical starting points are the Cut-Up-methods of Brion
Gysin (in collaboration with William Burroughs, 10/1/1959) and the alternative
use of television by Nam June Paik and Wolf Vostell in the beginning
of the sixties. The exploration of the possibilities of two-way-communication,
which offers each spectator/receiver ways to interact as participant/sender,
leads in the sixties and seventies to (re- and) interactive projects
for actions (with Closed-Circuits), installations with Closed-Circuits,
Cable TV and internet. Strategies of video- and media activism are developed,
modified and expanded via the integration of new technologies in net
activism since the nineties. Arns outlines a dialectic of post-utopian
and utopian approaches in her "Summary" (2/2004).
- Arns, Inke: Soziale
Technologien. Formen des Widerstands in der elektronischen Öffentlichkeit.
(Social Technologies. Forms of resistance in the electronic public).
Contribution to the department "Soziale Technologien" ("Social
Technologies") of the annual project "Die Offene Stadt: Anwendungsmodelle"
("The Open City: Models for Practical Use"), Kokerei Zollverein
Essen 2003. Arns´ introduction into the classic examples of net
activism is excellent. She describes sites and systems of communication
partly with their main characteristics (Heath Bunting, Critical Art
Ensemble, Electronic
Disturbance Theater, etoy/Toywar, Institute for Applied Autonomy,
www.0100101110101101.org,
Ubermorgen.com, Surveillance Camera Players) and partly with details
(RTMark, Makrolab, Textz.com) (2/2004).
- Baumgärtel, Tilman: Immaterialien.
Aus der Vor- und Frühgeschichte der Netzkunst.
(The prehistory and the beginnings of net art). In: Telepolis, 6/26/1997.
Baumgärtel outlines the history of telecommunication art from László
Moholy-Nagy to the beginnings of net art (3/2003).
- Baumgärtel, Tilman: Das
Internet als imaginäres Museum.
(The internet as imaginary museum). Wissenschaftszentrum Berlin für
Sozialforschung (WZB), project group "Kulturraum Internet",
Berlin 1998. Baumgärtel presents the early history of net art.
The most important key points are: "Kunst als Materialprüfungsamt"
("art as office for the examination of materials"), "Kontextsysteme"
("context systems") and "virtual communities" (3/2003).
- Berry, Josephine: The
Re-Dematerialisation of the Object and the Artist in Biopower.
(chapter 4 of the thesis "The
Thematics of Site-Specific Art on the Net", Faculty of Arts,
University of Manchester 2001). In: Nettime, 2/5/2001. Berry constructs
the history of net art as continuing the criticism of the commercialization
of art presented by Lucy Lippard in 1972 in the "Postface"
of her book "Six Years: The dematerialization of the art object
from 1966 to 1972". Berry outlines the early net art as proceedings
of the conceptual criticism of the art´s commodity state. She
takes over terms for descriptions of the contemporary social and economic
systems from Michael Hardt´s and Antonio Negri´s Empire.
Berry´s statements provoked an alert discussion in the mailing
list Nettime with Josephine
Bosma (several times) and Tilman
Baumgärtel as participants (3/2003).
- Couey, Anna: Cyber
Art: The Art of Communication Systems.
In: Matrix News. Vol.1/Nr.4, July 1991. Couey defines cyberspace as
a "computer generated space that humans can enter and therein interact".
Cyber art requires computer networks as "operational cyberspace".
Cyber art has no physical support and experiments with forms of communication.
"A hierarchical communications model" dominates Western art
and mass media. This model is replaced by "public participation
in cultural activity" in projects for and with telecommunication
systems. "Interactivity" or rather "reciprocal of collaborative
communications" are "essential characteristic[s] of telematic
activity".
The first "communication sculptures in the late 70s" integrated
satellite networks and slow scan television" (SSTV). The "most
well-known project of the early telecommunication art events" is
"Hole in Space", organized by Kit Galloway and Sherrie Rabinowitz
in 1980. ARTEX (1980/81-1991) is featured as "the first artists´
international computer network". In 1986 followed Art Com Electronic
Network (ACEN) as a mailbox within the bulletin board system (BBS) WELL
(Whole Earth Lectronic Link) (10/2006).
- Cramer, Florian: Exe.cut[up]able
Statements. Poetische Kalküle und Phantasmen des selbstausführenden
Texts.
(Exe.cut[up]able Statements. Poetic Calculi and Phantasms of Self-Executing
Texts). Dissertation General and Comparative Literature. Free University
Berlin 2006/Munich 2011. In his dissertation on "poetic calculi"
Florian Cramer confronts two developments with each other:
- For the Kabbalism of the 16th and 17th century words generated
by combinations of several basic units are derivations of theologically
founded universal conditions. Proteus poems got their name by Julius
Caesar Scaliger in 1561 referring to the God who "perpetually
changes his face" (pdf p.69/print p.69; Word Made Flesh, see
below, p.44). These poems are a "word permutational poetry"
(pdf p.82/print p.81) guided by theological speculations. Cramer
interprets Quirinus Kuhlmann´s poem "XLI. Libes-kuß"
(first publication in "Himmlische Libes-küsse"/"Celestial
Kisses of Love", 1671) on more then 60 pages and presents its
Kabbalistic derivations as a "culminating point of the proteus
poetry of the 17th century" (pdf p.89/print p.87). Cramer explains
Kuhlmann´s integration of earlier Kabbalistic derivations
in the "Himmlischen Libes-küsse" and interprets his
"Wechselrad" ("wheel of change") as a "Proteus
versification machine" (pdf p.130/print p.129), whose "permutation
algorithm" (pdf p.132/print p.131) offers a means to derive
cosmological combinations of elements.
- The cosmological derivations of connections between elements of
the world in Proteus poems of the 16th and 17th century are changed
in the 20th century to speculations about world-immanent relations,
f.e. in pataphysics (pdf p.204s./print p.202s.). Cramer selects
literature of the 20th century with permutations and recursions
based on theories speculating about world-immanent relations. The
Kabbalistic deduction from macrocosm to microcosm is transformed
into a "microcosm of viral signs with macrocosmic effects..."
(pdf p.285/print p.280). Cramer demonstrates that William S. Burroughs
anticipated with his speculative poetics in "Electric Revolution"
(pdf p.277/print p.272) relations between code, language and virus
in MEZ Breezes codepoetry "_Vivo.Logic Condition][ing]]1.1_"
(2001, pdf p.271s./print p.267s.). Parallels of biological viri
and computer viri provoke "poetics of infection", "...of
infecting effects as well as of infections in the structure
of language." (pdf p.285/print p.280)
The program "POE" (1990) of Ferdinand Schmatz and Franz-Josef
Czernin is used by Cramer as an example for the failure of computer-generated
poetry. As subtle as computing processes may ever be programmed, they
can´t construct artificial intelligence (pdf p.298ss./print p.296):
"In history the disappointment caused by such promises lead to
repeated collapses of technocentric art programs." (pdf p.302/print
p.298) Either the possibilities of programming are loaded with phantastic
expectations, or programs become elements of phantastic conceptions:
"Self-executing scripts from magic spells to computer program code
are technique as well as phantasm. " (pdf p.7/print p.9) (2/2013).
- Cramer, Florian: Words
Made Flesh. Code, Culture, Imagination.
In: Media Design Research, Piet Zwart Institute. Willem de Kooning Academy
Hogeschool Rotterdam. Rotterdam 2005. Cramer writes a history of computation.
Computation includes calculation and algorithms in languages and in
ways of using technologies. Furthermore Cramer sheds some light on precursors
of the Graphical User Interface (GUI) and presents visual languages
in the form of icons which are developed for the systematization of
knowledge.
Dates are structured via visual codes in religious and speculative systems
(Campanella, Johann Valentin Andreae, Jan Amos Comenius). Mystic contents
and knowledge of the world are presented in Judaic and Christian Kabbala,
by Raimundus Llullus and Llullism as elements for generative processes
which are executable with the help of a few rules. Manners of permutation
are developed which anticipate formal logic. The systems of calculation
and technologies used for the generating of algorithms are either stripped
from semantics with analytical procedures (formal syntax) or they constitute
the core of religious, religious inpired or speculative ways of thinking.
The chapter "Computation as a Figure of Thought" offers a
systematization of the intellectual history of computation.
Permutations of the Sixties indicate different intentions in the selections
of words: Brion Gysin´s "In The Beginning Was The Word"
quotes the well known phrase of the bible (the Gospel of John 1.1) and
uses unusual sequences of these words for the provocation of `inspiration´
or rather for the creation of possibilities to discover meaning potentials.
Eugen Gomringer´s "constellations" exemplify a rationalist
concrete poetry contrary to Gysin. One of these "constellations"
includes a postponement of letters (the "e" in "error")
in lines with repetitions of the expression "no error in the system".
This concrete poem presents its rule in its execution and contradicts
the impression of an "error". Cramer uses the comparison of
Gysin´s work with Gomringer´s poem to exemplify the differences
between "semantic" and "formalist" programming in
the literary neo-avantgarde.
The Situationists attacked the most important authors of information
aesthetics, Max Bense and Abraham Moles. The "generative psychogeography"
of Socialfiction.org ties up the Situationists´ revaluation of
phenomena and sources in modern art which can´t be integrated
in Bense´s information aesthetics: The romantic flaneur is the
precursor of the Situationist´s «dérive» and
he is revivified in Social Fiction´s ".walk", an algorithm
usable as a pathfinder. Social Fiction´s term "speculative
programming" offers to Cramer the motto for his cultural history
of computation. Cramer confronts the rational and constructivistic programming
of literature (Theo Lutz, Reinhard Döhl) using procedures proclaimed
by information aesthetics on one side with the `poetic´ procedures´
of the writers´ group Oulipo (Raymond Queneau, Georges Perec,
Italo Calvino) on the other side. Cramer presents Oulipo´s poetic
procedures as examples of speculative programming. Works of some members
of Oulipo exemplify manners to compensate algorithmic constraints. Cramer
outlines how their literary procedures transgress the rational framework
via provocations of the reader´s imagination. Oulipo opens speculative
programming for Software Art, net.art and code poetry: Mary Anne Breeze
(MEZ), I/O/D, Netochka Nezvanova, Alan Sondheim and Adrian Ward offer
to Cramer examples which he uses in his plea for dystopic strategies
to destruct illusions of calculability and a complete algorithmic reconstruction
of the world. Cramer presents speculation and imagination as the core
of computation, contrary to technically oriented theories of media (6/2006).
- Daniels, Dieter: Interaction
versus Consumption. Mass Media and Art from 1920 to today.
In: Stocker, Gerfried/Schöpf, Christine (ed.): Ars Electronica
2004. Timeshift The World in Twenty-Five Years. Die Welt in 25
Jahren. Kat. Ausst. Ars Electronica Center Linz/Ostfildern 2004, p.153-159.
Dieter Daniels outlines "the creation of the radio from wireless
transmissions." The amateurs built their own radio devices. The
technical development of the First World War was the precondition for
the amateurs to emit voice and music. They used these new technical
possibilities to produce "small but periodic `broadcasts´".
Meanwhile in the United States the radio broadcast was financed privately
to find buyers for the radios produced since circa 1921, European radio
stations were financed by nations. Radio, technically usable for two-way
communications in participatory projects, became a one-way transmitting
medium in the twenties. Bertolt Brecht criticised this use of the radio
as a one-way medium in his radio theory and instructed in 1929 the listeners
of his radio play The
Flight of the Lindbergh to "sing, speak and hum together with
the radio". Because the commissioner Deutscher Rundfunk didn´t
realize the play, Brecht "clarified his intention in a scenic presentation."
He "placed on one side of the stage the radio and on the other
side the listener..." (Brecht).
Daniels demonstrates with the Bulletin Board System "The Thing"
(since 1991) and the Internationale
Stadt Berlin (from 1994 to 1997) how artists realized participatory
projects in the internet and the web before the new economy substituted
their openness for collaborations by "the ultimate goal of activating
the public through the mainstream media" whose programs are guided
by the interests of investors and advertisers. Daniels chooses HyperSoap
(since 1998) developed by the Massachusetts Institute of Technology
(MIT) as an example for product placement reducing the participation
to "direct ordering options" and presents the project "Public
White Cube" as a reaction of artists to the "commercialization
of the Net": Joachim Blank and Karl-Heinz Jeron, co-founders of
the Internationalen Stadt Berlin, auctioned off via e-Bay "the
right to alter an exhibition [being part of the project] and the artworks"
and received bids up to 200 DM. This marketing of participation is interpreted
by Daniels "as a post-utopian symbol": It remembers the utopias
at the beginning of the internet (and demonstrates why they never became
real).
Daniels´ contribution to the catalogue of the Ars Electronic Festival
2004 contains theses of his book "Kunst als Sendung. Von der Telegrafie
zum Internet" (München 2002)/"Art as Transmission. From
the Telegraphy to the Internet" (Munich 2002) (3/2013).
- Daniels, Dieter: Reverse
Engineering Modernism with the Last Avant-Garde.
In: Daniels, Dieter/Reisinger, Gunther (ed.): Netpioneers 1.0
Contextualising Early Net-based Art. Berlin and New York 2010, p.15-63.
Daniels differentiates between net pioneers having installed internet
platforms for different kinds of projects and fora on one side and on
the other side projects with the characteristics of art works experimenting
with the possibilities of the internet. The platforms offered internet
access and storage space on servers. These sites integrated participants
into a collaborating community. The collaboration on a platform installed
by artists as places for interactions (The Thing, since 1991; Public
Netbase, since 1994; Internationale
Stadt Berlin, since 1994) was called into question after 1995 by
the commercialised accesses to the web: The platforms with infrastructures
installed and administered by artists and collaborators lost their function
as a virtual place for communications and as host offering cheap or
free access to the internet and storage capacities.
In the course of the success of commercial providers offering accesses
and storing capacities cheaper than ever before the internet-oriented
artistic acitivities shift since the middle of the nineties from "frameworks"
(the term used by Daniels for internet platforms installed by artists
and collaborators) to "Net-based art" exploring the possibilities
of the web (HTML for browsers) in a mostly self-referential manner.
Daniels declares the early net art and its experimental orientation
as avant-garde but no longer modern in the sense of an autonomy of the
aesthetic and the "modern cult of the genius." (p.52) Early
net art explores possibilities of its technical conditions ("this
avant-garde principle of anticipation", p.32) but it doesn´t
follow the goal of internet platforms to realize communication systems
as "Temporary Autonomous Zone" (p.29s.,55) and alternatives
to mass media: "The consequence...was a partial return to the notion
of an `artwork´." (p.30) Daniels explains the revival of
the self-referential form analysis of modernist art in "Net-based
art" as "re-modernist" (p.56) meanwhile the "frameworks"
installed and used by artists transformed themselves to "service
providers" (p.30) accomodating their practice to the contemporary
net conditions before they could have been established as modern (p.54s.).
Daniels problematises the goals of artists working with and in the internet
in referring to Gene Youngblood´s term "metadesign"
(p.17s.) and Joseph Beuys´ term "social sculpture" (p.18).
Youngblood proposes the development of concepts and technical realizations
of new media for communications integrating telecommunication meanwhile
Beuys plays with an overlay on the one hand of the sculpture´s
expansion to processes of all kinds, and on the other hand an understanding
of the term "sculpture" as a designation of social structures:
A consequent artistic practice initiates social change. Youngblood´s
as well as Beuys´ propositions "are prototypical of the American
and European concepts of the relationship between technology and society...that
constitute Net-based art´s parental lineage." (p.18)
Alongside The Thing as a Bulletin Board System (BBS) offers the "Bionic
MailBox" (since 1987, p.23s.) installed by the artists Rena Tangens
and padeluun an example for "metadesign" because their practice
using new technologies created new possibilities for communications.
However the artists´ group etoy constituted itself as a group
excluding non-members as participants of their website (p.37, nevertheless
the members needed external participants to prepare and realize the
"Toywar"). For Daniels etoy and the artists´ duo Jodi
are examples for a social practice linking Beuys´ concept of a
social practice back to established concepts of artistic activities
(3/2013).
- Daskalova, Rossitza: The
Ground for Net.Art in the Former Eastern Block (Central and Eastern
Europe).
In: Le magazine électronique du CIAC/The CIAC´s Electronique Art
Magazine. Centre international d´art contemporain du Montréal.
No.12/janvier-january 2001. An encyclopedic overview on the context
(institutions, foundations, context systems, events) of net art in the
countries of the former Eastern Block: Informations on activities of
the Soros Foundations Network offer special insights into the postcommunist
conditions for net artists (3/2003).
- Dreher, Thomas: The
Art and the Artists of Networking.
In: Gerbel, Karl/Weibel, Peter (ed.): Mythos Information. Welcome to
the Wired World. @rs electronica 1995 (Brucknerhaus Linz). Vienna 1995,
p.54-67. The article reconstructs the history of artistic media combinations:
from networking with media (telephone, radio, television) in net-works
to networks (resp. net projects) and their consequences for established
definitions of art (Supplement: bibliography
of the catalogue AEF 95) (3/2003).
- Drucker, Johanna: Humanities
Approaches to Interface Theory.
In: Culture Machine. Generating Research in Culture and Theory. Vol.12/2011.
For Johanna Drucker Erving Goffman´s frame analysis (Frame Analysis.
An Essay on the Organization of Experience. London 1974) provides a
springboard to the conceptualization of the human interface to the world
as an action (either) to change positions in an environment for the
observation of the world in different perspectives and distances or
to manipulate computing processes on a technical interface. Cognition
is a process resisting methods to reconstruct human and technical interfaces
(to machines like computers) as `objects´: Drucker problematizes
relations between cognition and body as a demonstration against the
reduction of subjects to users.
Drucker explains "embodiment" (p.8) as a twofold concretization:
first the human as an active subject, and second the execution of a
program in machining processes. "Web environments" (p.13s.)
aren´t used only for programmed tasks, because programs facilitating
manipulations at technical interfaces include "structuring principles"
(p.16) for "processes of frame jumping moving from one cognitive
frame to another" (p.9) This "frame jumping" provokes
processes of "repositioning ourselves as reader/viewers in the
multimedia environment" (p.9). Computer games and the gamer´s
possibilities to navigate in different perspectives through the game
world (point of view/point of action) inspired Drucker to analyze possible
structures of an "electronic space (e-space)" trying to facilitate
an "interpretative activity" (p.16): "We can borrow from
the conventions of electronic games and offer multiple views simultaneously."
(p.17) (3/2013).
- Fauconnier, Sandra:
Web-specific art. Het World Wide Web als artistiek medium.
(Web-specific art: the World Wide Web as artistic medium). Proefschrift
kunstwetenschappen, Universiteit Gent 1997. Introduction to the internet
and net art with a lot of references. The third chapter with a relative
detailled description of the early history of net art and the fourth
chapter with its trial to outline the problems of early net art (activism,
virtual communities, interactivity) offer keys for the state of development
in 1997 (in Dutch) (3/2003).
- Fritz, Darko: A
brief Overview of Media Art in Croatia (since 1960s).
In: culturenet.ht. web portal to croatian culture. panorama: media art
2003. The history of Croatian media art starts with the exhibition series
"New Tendencies", realized five times from 1961 to 1973 in
the Gallery of Contemporary Art in Zagreb. The dominant points of the
"New Tendencies" changed from abstract painting and cinetic
art to Computer and Conceptual Art. Fritz proceeds with an outline of
the later development of media art with video, computer and internet.
He characterizes the projects in short descriptions and demonstrates
the plenty of Croatian media art (2/2004).
- Hayles, N. Katherine: Electronic
Literature: What Is It?
In: Electronic Literature Organization. Vol. 1.0. 2007. Slightly modified
print version: Hayles, N. Katherine: Electronic Literature. New Horizons
for the Literary. Notre Dame/Indiana 2008. Chapter 1, p.1-42. N. Katherine
Hayles wrote the introduction to electronic literature for the platform
Electronic Literature Collection (see
above). She presents "forms of electronic literature"
like "hypertext fiction, network fiction, interactive fiction,
locative narratives, installation pieces, `codework´, generative
art and Flash poem" via short explanations of works mostly included
in the Electronic Literature Collection.
Then Hayles discusses theories proposed and methods used by critics
of electronic literature. The elder theories of George Landow and Jay
David Bolter include partly "extravagant claims" contradicted
by Espen Aarseth doubting that readers have free choices by trying to
explore the possible paths constituted by links. Bolter and Landow have
revised their early statements on connections between "deconstruction
and electronic literature" in books and editions published later.
Hayles steps from Lev Manovich´s concept of "transcoding"
the transfer of "ideas, artifacts, and presuppositions from
the `cultural layer´ to the `computer layer´" (Language
of New Media, see below) further to Florian Cramer´s cultural
history of notations, algorithms and codes (Words Made Flesh, see above).
She expands the problematic issues of the connections between hardware
and software to cultural aspects of the history of media. She presents
Mark Hansen with his "powerful arguments for the role of the embodied
perceiver" as a counterpart to Friedrich A. Kittler´s technical
oriented approach. Hayles uses this opposition to point to the necessity
to integrate the social and economic conditioned uses of media into
researches on computer art. Background knowledge and theories can be
gained using Hayles recommendations of books written by Allan Liu, Alexander
Galloway (with Eugene Thacker), Rita Raley and Adrian Mackenzie. Hayles
summarizes her discussion of Kittler and Hansen in chapter 3 on "Contexts
for Electronic Literature: Body and the Machine" of her book on
"Electronic Literautre": "...media and cultural formations
interact" (p.119) in historical processes, and she points to some
consequences of these processes for the computational practice of readers.
Hayles uses her sketch of these consequences as a presupposition of
the discussion "How Electronic Literature Revalues Computational
Practice" (chapter 4) (10/2009).
- Heibach, Christiane: Oszillationen//Netzkunst/Netzliteratur.
(Oscillations//Net Art/Net Literature). Lecture, Municipal Bibliothec
Stuttgart, 10/10/2002. In: Auer, Johannes/Heibach, Christiane/Suter,
Beat (Hg.): netzliteratur.net_Netzliteratur // Internetliteratur //
Netzkunst 2002. Heibach outlines the role of NetArt in "processes
of oscillations" in the "society of networks". She structures
the field of net projects using criteria of esthetics of production
(cooperative, collaborative, dialogic), representation and media (2/2004).
- Hillgärtner, Harald: Netzaktivismus
im Spannungsfeld von Kunst und Technik.
(Net activism within a field of tensions between art and technology).
Research for the M.A. graduation, Institut für Theater-, Film und
Medienwissenschaft, Johann Wolfgang Goethe-Universität, Frankfurt
am Main 2001. Hillgärtner develops a horizon of net activism´s
problems via a reconstruction of the history of the internet. He uses
that background for discussions of Jodi, etoy and RTMark (with Toywar)
(3/2003).
- Hirschsteiner, Guido: Netzkunst
als Avantgarde.
(Net Art as avant-garde). Research for the M.A. graduation, Institut
für Deutsche Philologie, Ludwig-Maximilians-Universität, Munich
2000. A history of net art presenting criteria of webness (free of contexts,
immateriality, interactivity, self referenciality). Hirschsteiner uses
methods of systems theory ("subsystem avant-garde") to discuss
media aspects as well as aspects relevant for the history of art and
literature (3/2003).
- Idensen, Heiko: Intertext-Interaktion-Internet.
Kollaborative Schreibweisen virtuelle Text- und Theorie-Arbeit:
Schnittstellen für Interaktionen mit Texten im Netzwerk.
(Intertext-Interaction-Internet. Collaborative ways of writing
virtual text- and theory-production). In: Auer, Johannes/Heibach, Christiane/Suter,
Beat (Hg.): netzliteratur.net_Netzliteratur//Internetliteratur//Netzkunst
2000. In: Gendolla, Peter/Schmitz, Norbert M./Schneider, Irmela/Spangenberg,
Peter M. (Hg.): Formen interaktiver Medienkunst. Frankfurt am Main 2001,
p.218-264. Idensen discusses the interpenetrations between the history
of "reading machines" and the history of projects for Cross-Reading
in link systems (Raymond Roussel, Vanevar Bush, Ted Nelson). The examples
for Cross-Reading contstitute the prehistory to collaborative writing
projects like The
World´s First Collaborative Sentence (Douglas Davis, since
December 1994), Assoziationsblaster
(Dragan Espenschied/Alvar C. H. Freude, since 1999) and nic-las
(Joachim Maier/René Bauer, since 1999) (2/2004).
- Kahnwald, Nina: Kunstbrowser.
Neue Strategien der Inszenierung von Informationsstrukturen.
(Art browsers. New strategies for the mis en scène of information
structures). Research for the M.A. graduation, Theaterwissenschaft,
Fachbereich Philosophie und Geisteswissenschaften, Freie Universität
Berlin 2002. In: Kahnwald, Nina: Netzkunst als Medienkritik. Neue Strategien
der Inszenierung von Informationsstrukturen. München 2006. Browsers
like Internet Explorer and Netscape Communicator connect performativity
and semiotics via the conventionalized "page metaphor". The
art browsers dis- and recoordinate these page-like relations. Static
presentations are substituted either by alternative static presentations
which dissolve readability (Mark
Napier: Shredder, 1998, and Riot, 1999; Rolux: Internet Implorer,
1999) or by dynamic transient presentations (I/O/D: Web
Stalker, 1997, Maciej Wisniewski: Netomat,
1999, exonemo: FragMental Storm, 2000/2002, Jodi: Wrongbrowser, 2001).
The dynamic visualizations supersede the "page metaphor" via
the staging of the net data stream. Kahnwald describes that data staging
in terms of theatricality. The relations between datas, source code
and their visualizations are technically arbitrary and a question of
the "mis en scène".
The data stream in the internet is recontructable as a technical process
and with it as something else than the browser presentation. But the
technical functions are recognizable via the browser presentation (and
the views of source codes offered by browsers).
Data streams are presented by art browsers in non-representing manners
because the functions for the coordination of the data traffic can´t
be represented by browsers without a freeze of the processing character
(2/2004).
- Magnusson, Thor: Processor
Art Currents in the Process Oriented Works of Generative and
Software Art.
Thesis Department of Comparative Literature and Modern Culture. University
of Copenhagen. August 2002. The author reconstructs a prehistory of
"Processor Art". The history of software as a written set
of instructions to generate realizations begins before computer aided
art and accompanies its development: Marcel Duchamp, John Cage, La Monte
Young, Sol LeWitt a. o. He presents "Generative Art" and "Software
Art" as the crucial points of his investigation of projects working
with the microprocessor of the computer. Magnusson limits his research
to software "as a meta-artwork", which offers possibilities
to develop artworks. Chapter 4.3.4 presents the "Browser Artists"
I/O/D, Jodi, Mark Napier and Nullpointer (3/2003).
- Manovich, Lev: The
Language of New Media.
Print version: Cambridge/Massachusetts 2001. Manovich resystematizes
the media development from photography over film to internet. He discusses
the division of filmic media in mutations of the digital animation like
reactive installations, computer games, video animation, WebCam, QuickTime-files
etc. Manovich presents characteristics of that development in terms
like "Cultural Interfaces", "Database", "Navigable
Space" und "Cinegratography". The history of media like
painting, photography, film a.o. is superseded by the programming of
the digital calculator´s processes. They constitute a "language
of new media". The five principles of digital calculation are:
"numerical representation", "modularity", "automation",
"variability" and "transcoding". "Transcoding"
effects "cultural transcoding" within the "computerization
of culture", and substitutes this culture´s "categories
and concepts": "...the computer layer will affect the cultural
layer."
On the one hand software removes the history of media, on the other
hand Manovich reconstructs that development using film as a key medium.
"The cultural layer of new media" is reconceptualized: The
computer layer´s accomodation to "the interfaces of older
media machines" is superseded by "hypermedia" and their
"separation between an algorithm and a data structure".
Reviews: Arns, Inke: Metonymical Mov(i)es. In: ArtMargins, June/July
2002. URL: http://www.artmargins.com/index.php/books/341-metonymical-movies
(5/6/2013); Hüser, Rembert: Der Vorspann zum Buch zum Film (2002).
In: IASLonline Rezensionen. URL: http://iasl.uni-muenchen.de/
rezensio/ liste/ hueser1.html (9/30/2006); Idensen, Heiko: Die Sprache
der neuen Medien lesen und schreiben? (2002) In: dichtung-digital. URL:
http://www.dichtung-digital.de/
2002/03-22-Idensen.htm (9/30/2006); netzliteratur.net. URL: http://www.netzliteratur.net/
idensen/ idensen_manovich.htm (9/30/2006); idensen/ idensen_manovich.htm
(30.9.2006); Truscello, Michael: The Birth of Software Studies. Lev
Manovich and Digital Materialism. In: Film-Philosophy. Vol.7/No.55.
December 2003. URL: http://www.film-philosophy.com/vol7-2003/n55truscello
(5/6/2013); Warner, William B.: Computable Culture and the Closure of
the Media Paradigm. In: Telepolis, 12/22/2001. URL: http://www.heise.de/tp/r4/artikel/11/11377/1.html
(9/30/2006) (reinclusion after the new net availability of the file:
10/1/2006).
- Manovich, Lev: Deep
Remixability.
Media Design Research. Piet Zwart Institute. Willem de Kooning Academy
Hogeschool Rotterdam. Rotterdam, fall 2005-spring 2006. Manovich uses
the animation software "After Effects" (1993) as an example
for a sketch of the change which resulted from the availability of dates
with different origins (photography, film, video, live action, typography,
design) within one frame. The chance to work with an arbitrary amount
of elements in transparent layers substitutes the paradigm of `pure
media´ with "a new metamedium" which "produces
only hybrids" and replaces the montage of distinct elements placed
"next to, or on top of each other": "remixability of
previously separate media languages." After 2000 compositing "within
a single 3D space" (example: Flame) replaces the editing within
a two-dimensional frame. Layers are positioned within a three-dimensional
Cartesian space and can be edited separately. Manovich regards the core
of a paradigm shift from the Gutenberg galaxy to the motion graphics
in "deep remixability" and in "the figure of the inversion".
The "modular media composition" permits to edit particles
separate and is object oriented: "The spatial dimension becomes
as important as the temporal dimension." (10/2006)
- Manovich, Lev: Software
Takes Command. Version 11/20/2008.
Version not proofread, in Word, with annotations, without illustrations.
Publication of the Software
Studies Initiative. University of California, San Diego (UCSD).
La Jolla 2008 (Print: London 2013). In the first four chapters (parts
1-2/chapters 1-4) Manovich situates once again the origins of "remixability"
and "modularity" within a cultural context and delineates
their development as a central part of an ongoing digitalization penetrating
and changing culture. In the seventies Alan Curtis Kay and a research
group at the Palo Alto Research Center (Xerox) made software with interfaces
(Graphical User Interfaces/GUI with windows) for computers being usable
for children and for more than only remediations. Kay´s research
at PARC and "After Effects" (1993) for the animation of films
on affordable computers (Macs, and, since 1997, PCs) are Manovich´s
examples in "Software Takes Command" (as well as in earlier
articles) for the combination of hardware available for everyone (PARC´s
"Dynabook" as precursor) with (interfaces for) software allowing
to execute plans and procedures in ways unimaginable before digitalisation.
In the last chapters (part 3/chapters 5-6) he thematises the current
rearrangements of relations between "deep remixability" and
"modularity": The availability of the same modules on various
devices ("media mobility") causes a preference for ASCII (American
Standard Code for Information Interchange) as a device-independent standard.
Contrary to that return to the code modules for the accomodation of
websites (and integrated elements of other sites (mashups)) to the wishes
of readers and participants are developed further and combined with
each other: Interfaces offer readers and participants tools allowing
to edit more complex procedures (and, with them, source codes) meanwhile
the relations between browser presentations and source codes remain
opaque.
Readers use modular tools to find their paths within the grown and growing
amount of informations. The "extreme democratization of media production
and access" (p.283) provokes Manovich to recognize the connections
between consumables and culture: The consumers use the internet to become
participants with their own contributions in a "mass culture"
constituted by the "new challenges" of "social media".
These challenges guide the professional information design as well as
the amateurs´ contributions. In his delineation of the current
uses of media Manovich takes up Michel de Certeau´s differentiation
between "strategies" and "tactics" in «L´invention
du quotidien» (1980. In English: "The Practice of Everyday
Life". San Diego 1984). De Certeau differentiates "strategies"
of town planning from "tactics" of passerbies to coordinate
their moves in urban environments. The current information design uses
"modularity" for tools facilitating the participants´
remixing activities and changes "strategies" into "tactics".
Operators and designers of platforms transform strategies into tactics
in their efforts to react to the participants´ incessantly modificated
remix strategies. The guidelines for the information design of platforms
are determined by the readers´ strategies to combine offered services
with each other and to send contributions: "...the logic of tactics
has now become the logic of strategies." (p.268)
This outline assumes that the development of combinable soft- and hardware
modules integrated recursions between "strategies" and "tactics",
reactions of users to designers/programmers, and vice versa. Manovich
delineates these earlier developments in the first four chapters: After
new "strategies" have been worked out by programmers as software
via developing concepts of the users´ possible "tactics",
the software developers and platform operators come up with "tactics"
for accomodations to the users´ needs. Readers and participants
evolve "tactics" facilitating the use of offered functions
into "strategies" to orientate themselves within the amount
of available informations and to connect the tools with each other.
Tensions between professional designers/artists and amateurs as well
as between "strategies and "tactics" are parts of "the
dynamics of web culture". Here, "the world of professional
art has no license on creativity and innovation." (p.285) (2/2009)
- Medosch, Armin: Technological
Determinism in Media Art.
Sussex University, Interactive Digital Media, MA thesis paper, Oktober
2005. Media Art was destined by a "technological determinism"
until 1995. The main subject were simulated worlds but the technical
preconditions remained beyond the scope of reflection and criticism.
A discourse on virtuality and the digital was established and influenced
institutions like the Ars Electronica in Linz and the Centre for Art
and Media (ZKM) in Karlsruhe. This discourse was underpinned with postmodern
theories. Medosch doesn´t explain the postmodern foundations detailled
enough to differentiate between media oriented theories of Paul Virilio
and Vilém Flusser on one side and a philosophically oriented
deconstruction of modern times written by Jacques Derrida, Gilles Deleuze
und Jean-François Lyotard on the other side. Jean Baudrillard´s
critical position of simulated worlds is ignored here.
Medosch states that the postmodernist criticism of "ideologies
of dominance" was not integrated into the discourse on Media Art
but he doesn´t discuss the reception of discourses on modernism
and postmodernism in the art context: Peter Weibel integrated postmodern
criticism of representation and dominance (Jean Baudrillard, Vilém
Flusser, Paul Virilio) into his artistic practice (using video and computer),
theories and publications. Weibel´s use of postmodern theories
could have been a theme for further investigations.
"Technoscience" constructed a framework of expectations with
scientific research projects like Artificial Intelligence (AI) and Artificial
Life (AL) which constituted a "Techno-Imaginary". Medosch
marks Roy Ascott´s, Paul Virilio´s and Peter Weibel´s
recourse to an ontological digital: The digital became the foundation
of the analog and computer aided, digitally organized simulations of
worlds were used as a model to explore reality. "Parallel processing
Network Computers" (Weibel 1996) have been conceptualized as the
model of human cognition and digital art presented this model
as a theoretical framework of the world.
Medosch presents Peter Weibel as a target of his criticism but he doesn´t
reconstruct his position in the art world of the Eighties and early
Nineties. Weibel used his discourse directed to new technological possibilities
(Die Beschleunigung der Bilder..., Bern 1987) to mark his difference
to an art world centered on the static object as the collectors´
item. Weibel favoured and favours the project status of time based forms
of reactive systems. But `project´ means in Weibel´s case
how far the work is able to function as a model in a discourse which
presents itself as a scientific research.
The media practice of the Nineties provoked a change in the meaning
of the term `project´. Software developments as and for art projects
became parts of Free Software databases open for further developments:
the transgression of technological determinism. But Medosch develops
the transgression of technological determinism not in this way.
He demonstrates with the slogan "datahighway" how far the
popularization of the internet had its ties in technological determinism.
NetArtists had another understanding of the internet. Knowledge of technologies
and their use lost their elitist High Tech character and don´t
serve anymore formations of institutions for media art (Ars Electronica
Center in Linz, Center for art and Media in Karlsruhe, NTT InterCommunication
Center in Tokyo) combining research in art and science with programs
and projects in the favour of private and public sponsoring. Medosch
uses here the Free Software development to mark the transgression of
technological determinism.
Medosch critizes that Lev Manovich ascribes a leading role to the hyperrealism
of digital simulated worlds in his history of a progress from Russian
and German experimental films of the Twenties to computer games and
projects for net databases. Manovich explains montage, central perspective
and multilinearity as characteristics anticipated by the Russian avantgarde
film which had to be extended in younger projects and their integrations
of new technologies. Medosch critizes Manovich as a contemporary example
of a topos: the legitimation of the new via the old and established.
Medosch mentions Siegfried Zielinski (Archäologie der Medien...,
Hamburg 2002, p.11) as the source of his revision of the topos but not
Bazon Brock who demanded in the Eighties to observe the old in points
of view gained by actual art. Brock´s concept of "communication
design" (Ästhetik gegen erzwungene Unmittelbarkeit, Cologne
1986, p.102-108, 350-355, 365ff. a.o.) anticipates aspects of Interactive
Design and its research to find new modes of communication in projects
using new media possibilities.
Questions concerning the (self)institutionalization of alternative theories,
technologies and strategies can´t be excluded in the planning
of academic courses on "Interactive Design" so far
to the context for whom Medosch wrote his text (6/2006).
- Möller, Klaus: Kunst
im Internet Netzkunst, Untersuchungen zur ästhetischen Bildung.
(Net art, investigations of esthetic education). Research for the diploma
graduation, Fakultät Erziehungswissenschaften. Universität
Bielefeld 1999. Möller develops aspects of net art (interactivity,
ways of processing) before the horizon of its predecessors: He reconstructs
Intermedia Art with actions, concepts and media of telecommunications
as a prehistory of the oberver´s role in net art. He uses Jodi
as an example to explain his method of reception esthetic (basics: John
Dewey) (3/2003).
- Morse, Margaret: The
Poetics of Interactivity.
In: Switch Journal. Issue 18/2003 (abridged). In: Malloy, Judy (ed.):
Women, Art, and Technology. Cambridge/Massachusetts 2003, p.16-33. Morse
reconstructs intersections between participation as a strategy against
social inequalities, the technical functions of interfaces and "intersubjectivity".
The possibilities of interactions as dialogues with closed works, technical
systems and human beings are diversified by (inter-)media forms of presentation:
performance, CD-ROM, internet. The net presentation contains Morse´s
general reflections on interaction and omits the explanations of examples
included in the chapter "Artists, Gender and Metainteractive Art"
(Women, Art, and Technology, p.23-31) of the much longer print version
(7/2009).
- Ries, Marc: Rendezvous.
The Discovery of Pure Sociality in Early Net Art.
In: Daniels, Dieter/Reisinger, Gunther (ed.): Netpioneers 1.0
Contextualising Early Net-based Art. Berlin and New York 2010, p.65-79.
"The spirit of a `postal´ principle" (p.65) of transmissions
to senders constitutes the center of Marc Ries´ reflections about
the internet: The meaning of the term space is a relation of a transmission
of one space to another and "a permanent, distributive production
of social structures" instead of "a closed box" (p.66).
Marc Ries exemplifies the relation between typewriter and postcard by
Marcel Duchamp´s «Rendez-vous du Dimanche 6 Février
1916 à 1h 3/4 heures après midi». The use of the
term «rendezvous» (p.67) in the French language accentuates
"the act of moving, and of being moved" (p.67) meanwhile in
the German language the term points to an appointment: "place and
time are communicated" (p.67).
The exterritorial and public "postal non-place" (p.67) is
continued in artists´ projects for transmissions by telecommunication
and satellites. In 1980 Kit Galloway´s and Sherrie Rabinowitz´s
"Hole-in-Space" as well as the conference "Artists Use
of Telecommunications" thematize the transmission: "Telecommunication
art involves the creation of relationships without the production of
concrete artworks." (p.72) Ries explicates the oscillations of
these media experiments between conceptual, actionist and interventions-oriented
art (p.72).
A common project is emerging: "...a political will to create the
conditions for a social space embracing the equality, participation,
and accessibility of and for potentially everyone via technology
that genuinely incorporated this communitary ideal." (p.72s.) The
"forums, newsgroups, and mailing lists" (p.74) of artists´
net projects of the eighties and nineties evoke "pure sociality"
(p.74) between participants knowing each other and practicing a "self-referential,
self-reinforcing perception of others: the social for its own sake,
unembedded in goals and actions." (p.74)
In the nineties, in the time of the end of the Bulletin Board Systems
and the fast growing web accesses, these relations between participants
are transformed into plural relations being "self-opening, as a
movement `from oneself to everyone else´". (p.76) Following
Ries this entails "a new concept of community" (p.76) (4/2013).
- Schally, Sabine: Netzkunst
reflektiert ihr Medium.
(Net art reflects its medium). Research for the diploma graduation,
journalism. Universität Wien 2001 (Now only available as a copy
without illustrations in The Internet
Archive Building). Schally outlines in short a method with elements
of systems theory and presents then selected artistic projects in longer
and relative detailled descriptions. She chose projects which offer
concepts for reflections on media specific criteria (3/2003).
- Seifert, Uwe: The
Co-Evolution of Humans and Machines. A Paradox of Interactivity.
In: Seifert, Uwe/Kim, Jin Hyun/Moore, Anthony (ed.): Paradoxes of Interactivity.
Perspectives for Media Theory, Human-Computer Interaction and Artistic
Investigations. Bielefeld 2008, p.8-23. Seifert introduces into theories
of interactivity and emphases the function of New Media Art for the
research of new possibilities for human-computer interaction (HCI) and
human-robot interaction (HRI). In its relation to human agents the computer
is transformed from a passive to an active counterpart: It is possible
to substitute both variables in the function "x acts upon y"
(Mario Bunge) by human beings as well as by computers: Computers are
"patients" as well as "agents". The computer reacts
to the input of human beings and takes over the "agency" with
impacts on human beings. These processes cause the rising of "socio-technological
action units" ("soziotechnisches Systeme").
Hans Lenk and Jürgen Ropohl reconstruct the human-computer interaction
as an asymmetrical relation because "it lacks intentionality and
(human) purpose." In the actor-network theory interactivity is
based on symmetrical relations between human beings and machines in
"socionics" (Bruno Latour).
In "intelligence augmentation" human beings and machines are
merged "that neither can do in its own" (David Harel). The
"internal model" of human beings contains not only the observation
of environments and the body coordination but also the symbolic interaction
in social precoded contexts. The "affordance" (James J. Gibson,
Donald Norman) contains action possibilities provoked by media ("actionable
properties" of objects, environments, computers) and constituted
by cognition and body coordination. "Efficiency" offers the
concept complementary to "affordance". The effective use of
action possibilities causes perspectives on their extensibility. Here
New Media Art offers "test beds" for new developments and
scientists use it for their researches.
The term "mediality" signifies the culture´s development
caused by media. The social context with its forms of (inter)mediation,
mediations and the mediatised is produced, conserved and transformed
by processes with "interactants".
According to Sherry Turkle human beings and computers are related symmetrically
"as partners". In his explanations of the concept of "cognitive
artifacts" Edwin Hutchins emphases the function of processes against
objects in the production of cognitive effects and the learning of capabilities.
The "cognitive artifacts" and their influences on social interactions
entail an important scientific problem to offer insights into human
beings´ ways to conceptualise themselves as "decentered selves"
(Turkle) reacting to and living in their social context sustained and
conditioned by media (8/2009).
- Simanowski, Roberto: The
Reader as Author as Figure as Text.
Lecture, "p0es1s. Poetics of Digital Text", Symposium, Universität
Erfurt, Erfurt 9/27/2001. Modified German/English print version with
the title: "Tod des Autors? Tod des Lesers!/Death of the Author?
Death of the Reader!" In: Block, Friedrich W./Heibach, Christiane/Wenz,
Karin (ed.): p0es1s. Ästhetik digitaler Poesie/The Aesthetics of
Digital Poetry. Ostfildern-Ruit 2004, p.79-91. Simanowski explains the
death of the reader in collaborative writing, meanwhile Robert Coover
and George P. Landow characterized the death of the author as a cause
of hypertext. Simanowski uses his pregnant discussions of the role of
coauthors in three collaborative projects (Carola Heine: Beim Bäcker,
1996; Guido Grigat: 23:40, 1997; Dragan Espenschied/Alvar C. H. Freude:
Assoziationsblaster,
1999) as a basis for his argument that the recipient of collaborative
projects is dead as reader but lives as coauthor because the contributor
follows other contributions with heightened awareness. Contributions
of coauthors stress the attention of pure readers because of their differences
in quality meanwhile the same person has a heightend interest in the
course of the discussion if (s)he is integrated as an engaged coplayer
in a field of tension which can be modified via action and reaction
(2/2004).
- Stallabrass, Julian: The
Aesthetics of Net Art.
Lecture, 61st Annual Meeting, American Society for Aesthetics, Westin
Saint Francis Hotel, San Francisco, 4/1/2003-4/10/2003. In: Qui Parle.
Vol.14/No.1, Fall/Winter 2003-2004, p.49-72. Julian Stallabrass outlines
the discourse of art criticism on aesthetics and its role in the artworld
of the 20th century. Then he explains net art´s steps across the
borders of the context of art: The collector´s item not reproducible
without losses and its ability to be exhibited in the context of art
is substituted by web projects containing reproducible data and not
always designating themselves `as art´. A normative art criticism
is substituted by a dialog on the subject what net art possibly can
be(come) in mailing lists like Nettime.
Most participants of the dialog are artists.
Stallabrass discusses two projects of Alexei Shulgin (WWW
Art Medal, 1995-97; Form
Art, 1997), projects by the artists´ group etoy,
and the platform RTMark
for net activism. Stallabrass presents Antoni Muntadas´ The
File Room (1994) as a continuation of Art & Language´s
Index
01 (1972). Meanwhile the "Index 01" could have given readers
a chance to reconstruct the dialog between the members of Art &
Language, if the cards in the boxes could be read in exhibitions, the
database of censored works in "The File Room" can be read
via web accesses since 1994: The database is open for further contributions.
The difference between "physical databases" (pdf p.9), f.e.
the Index projects by Art & Language, and digital art is the digital
separation between interface and database: "In the new media, the
content of the work and the interface are separated; a work in new media
can be understood as the construction of an interface to a database"
(pdf p.9 with reference to Lev Manovich: The Language of New Media,
Cambridge/Mass. 2001, p.226s.).
The participants of "non-commercial collaboration" (pdf p.14)
made possible by web projects presuppose this separation of digital
media not only but develop its technical requirements in "the free
software movement" (pdf p.14). The bourgeois subject of "the
aesthetic as an ideal of self-realisation" is transformed into
"the networked subject more interested in exchanging bits
and bytes than pieces." (pdf p.14) Stallabrass quotes Michael
Hardt and Antoni Negri to recognize in "the networked subject"
"the potential for a kind of spontaneous and elementary communism."
(pdf p.14, Quotation Hardt/Negri: Empire,
Cambridge/Massachusetts 2000, p.294) (3/2013).
- Stallabrass, Julian: Can
Art History Digest Net Art?
In: Daniels, Dieter/Reisinger, Gunther (ed.): Netpioneers 1.0
Contextualising Early Net-based Art. Berlin and New York 2010, p.165-179.
Julian Stallabrass points to the barriers between the history of art
and net art as well as to the possibilities to break them down. Stallabrass
outlines an art criticism trying to define the limits of contemporary
art and the mainstream art booming in the art market until 2008 as closely
connected problems meanwhile net art withdraws the borderlines of art
and its market. It transgresses the limits marked within "cultural
activism" as borders of "political action" (pdf p.177).
A contrast to the sale of unique objects to "the mega-rich"
(pdf p.172) constitute projects with often reproducible digital data
offering open access and whose distribution can´t be controlled:
"...online art...appears not merely dissociated from the mainstream
market for contemporary art, but also dangerous to it." (pdf p.173)
Art historians changed their methods in interpretations of photographs
as well as videos and reacted to methods developed in other disciplines.
Now further changes directing research towards "a much more thorough
demystification of the processes of the making and viewing of art"
(pdf p.178) are possible options for the future of art criticism (3/2013).
- Weiß, Matthias: Netzkunst.
Ihre Systematisierung und Auslegung anhand von Einzelbeispielen.
(Net Art. Its Systematization and Interpretation on the Basis of Individual
Examples). Dissertation Faculty of Philosophy, Albert-Ludwigs-University
Freiburg im Breisgau 2008/Weimar 2009. Matthias Weiß (actual name:
Matthias Kampmann) wants to integrate net art into the "system
of art". For Weiß this system seems to be an ideal of art
history. Nevertheless, the efforts of the art world (art trade, art
criticism, art museums) have been seldom to integrate net art: The artworks
for collectors and net art remain separate spheres. Weiß follows
Niklas Luhmann´s efforts to define the "system of art"
by marking the limit between art and non-art (pdf p.57,64ss.,212s./print
p.102s.,116ss.,358s.). Weiß wants to classify net art as a part
of the "system of art" not without indicating its border
as relocatable by expansions of the use and meaning of the term art.
Weiß ascribes the status art to transgressions and border blurrings
between art and non-art like the "Toywar" between the artsts´
group etoy and the toys seller eToys Inc., too.
The attempt of the toys distributing corporation eToys Inc. to take
over the domain name etoy.com
with juridic means has been repelled successfully by the artists´
group. The artists resisted to sell their domain name to eToys Inc.,
too. For etoy the means of media activism against eToys Inc. have been
necessary to defend their website with its domain name as a precondition
for the distribution of their continuous artistic creations. The site
includes now a mis-en-scène of the "Toywar". Is it
necessary to mark the activistic strategies used by etoy and its supporters
in the "Toywar" as part of the "system of art",
as proposed by Weiß? His effort to ascribe the status art to the
"Toywar" is not persuading.
Meanwhile Henry Flynt argued in Concept
Art (1963) that developments of formerly artistic strategies can
lead to results that must not be categorized as works of art, Weiß
doesn´t follow Flynt. In his interpretations of net projects he
emphasizes technical preconditions computing processes, codes
and telecommunication. Weiß doesn´t use his focus on technical
requirements to answer questions concerning the status of art as open
as it was proposed by Flynt. Furthermore, Weiß doesn´t categorize
the browser Web Stalker (1997)
by I/O/D (Matthew Fuller, Colin Green, Simon Pope) with Matthew Fuller
(1998 in "Means of Mutation") as "not-just art".
In his categorization of the "Web Stalker" as net art Weiß
acknowledges the twofold nature as a useful tool ("Werkzeughaftes")
and art work ("Kunsthaftes", pdf p.140/print p.241). Nevertheless
Weiß wants to affiliate the useful tool with the "system
of art" because of its performative features ("means of mise-en-scène"/
"Mittel der Inszenierung", pdf p.140/print p.241). He doesn´t
mention the performative features as a general problem of the design
of all browsers, not only for "art browsers" ("Kunstbrowser"):
He can´t escape the receivability as an alternative browser as
well as an "art browser".
Weiß integrates each one of the projects mentioned above into
one of the "generic terms" ("Oberbegriffe") of his
net art classification. This structure of net art constitutes a subsystem
of the "system of art" (pdf p.64ss.,89,212s./print p.116ss.,156,357ss.).
Browser Art (as art for browsers), Generative Net Art, Activism, Mutual
Net Art, Conceptual Net Art, Net Art-Installation and Performative Net
Art (pdf p.89/print p.156) are presented by Weiß in definitions
of their characteristics as well as in detailed interpretations of exemplary
projects.
Weiß uses his detailed interpretation of Alexej Shulgin´s
Form Art (1997) as an
example for Browser Art. He explains the source code elaboratively.
With this interpretation Weiß follows his intention to win criteria
with the analysis of the technical conditions for a demarcation between
Net Art and non-art.
With Richard Kriesche´s Telematic
Sculpture 4/Telematische Skulptur 4 (1995) and Stelarc´s Ping
Body (1996) Weiß chooses projects for detailed interpretations
that haven´t been used as examples of Net Art by other critics.
With these projects he presents works exemplifying the generic terms
Net Art Installation and Performative Net Art. Weiß wants to bridge
the "gap" ("Lücke", pdf p.213/book p.359) between
(media) forms accepted `as art´ and net art among others with
Kriesche´s connection to forms of sculptures expanding the field
of art, and with Stelarc´s use of the net in Performance Art (as
another expansion now accepted `as art´).
Weiß declares his system of generic terms as provisional and open
for evolutions. He takes account for possible changes of net conditions
causing a kind of net art being not acceptable to his system of generic
terms. Nevertheless he doesn´t conclude that different kinds of
net art mustn´t be reconstructable as one "system":
There may be different fields of net art resisting to be reconstructed
as one "system".
Terms like "Hybrid Art" and the expansions of the history
of art to a study of the history of images (in media like photography
and film, not only in paintings) as well as to investigations of the
history of media point to actual methods of research in the history
of art neglecting demarcations between art and non-art. Scientific research
is involved in investigations of a plurality of media practices that
mustn´t be reconstructable as a working field constituting (parts
of) the "system of art". The transfer of methods developed
in other disciplines cause reevaluations of objects for investigations.
Intersections between disciplines sustain the interdisciplinary give
and take of methods (compare the studies of performance art, photography
and film).
The project of an interdisciplinary development of methods substitutes
the defence of disciplinary borders. This project allows to react to
contemporary developments dissolving limits between media practices
and embracing interconnections between transmission systems. If limits
of disciplines cause problems in investigations of contemporary developments
then transgressions are demanded. (3/2013)
- Ziegler, Henning: The
Digital Outlaws. Hackers as Imagined Communities.
In: nmediac.The Journal of New Media Culture. Vol.1/Nr.2, Summer 2002.
Ziegler confronts popular imaginations of Hackers (examples: film "Die
Hard 2", 1990; press reports on the "I love you"-virus,
2000) with the self descriptions of Hackers and Crackers. He reconstructs
public imaginations of Hackers (with Benedict Anderson) as "imagined
community". The damages caused by Crackers (and the angst combined
with them) are interpreted (with Julia Kristeva) as "the `abject
of dataspace´" and "the `abject´ of hacker
culture." The notion "ethical hacking" includes meanings
which offer an exit out of the hacker culture´s own "Hacker/cracker
antagonisms".
Hacker don´t understand hacktivism as "hacking" although
some hacker strategies are used. Chapter V offers a short history of
hacktivism (Electrohippies, Electronic Disturbance Theater, Billboard
Liberation Front) (2/2004).
- Ziegler, Henning: When
Hypertext became uncool. Notes on Power, Politics, and the Interface.
In: Dichtung-Digital, Nr.1/2003. Hypertext became "cool" in
the first half of the nineties and "uncool" in the second
half. The rhetoric of the descent was the same than the one which supported
the ascent. The "graphical user interface" (GUI) of MAC and
PC as well as the browsers Netscape Communicator and Internet Explorer
simulate a stable data context (instead of the instable context) and
they simplify the use of functions with icons for clicks instead of
a written command input. "The Antimac-interface" (Don Gentner/Jakob
Nielsen, 1995) is a counterpiece to the standard interfaces. As such
it is part of an "imaginary form" which allows to recognize
"an absent social political reality" (Louis Althusser): The
intention of the offer was to satisfy the needs of a mass of users whose
expectations should be built and grow with interfaces which are user
friendly and pseudo-stable. The finite possibilities to choose interfaces
offer stable conditions, too.
Instability offers a field for the operations of hypertext artists and
users. If an author reclaims copyright for a (contribution to a) project
then he finishes modifications caused by instability and coauthors and
closes (parts of) the project.
Links don´t open hypertext projects to participation but offer
a limited number of possible choices. (Ziegler´s examples: Mark
Amerika, Heath Bunting, Stuart Moulthorp). Ziegler asks if peer-to-peer
will decentralize the centralization and closedness of hypertext structures
(or if centralization will be moved to the periphery) (2/2004).
Texts on Actual Aspects of NetArt:
- Adams, Randy: Paris
Connection. A Project in Critical Media.
In: trAce. Online Writing Centre: Review, The Nottingham Trent University,
Clifton/Nottingham, 5/17/2003. Randy Adams interviews Jim Andrews (via
e-Mail) on Paris
Connection. This site was initiated by Andrews and was realized
with coauthors. It presents five Parisian artists (Jean-Jacques Birgé,
Nicolas Clauss,
Frédéric Durieu,
Jean-Luc Lamarque, Antoine Schmitt, Servovalve) using mostly Director
(resp. the program language Lingo) and knowing each other. "Paris
Connection" is a co-production of four portals offering French,
Spain and Portuguese translations of contributions to explain the artists´
projects. Andrews interviews the Parisian artists and provokes them
with his Director knowledge to sometimes surprising responses.
Andrews ascribes in Adams´ interview the notion "critical
media" to a net criticism which investigates intensive software
and net conditions. Andrews marks a difference between "critical
media" and "touristic" contributions by authors which
don´t write primarily on "multimedia net.art" (2/2004).
- Arns, Inke: Read_me,
run_me, execute_me: Some notes about software art.
Lecture, Kuda.org Centre for New Media, Novi Sad, 4/9/2004. Arns marks
differences between Software Art and Computer Art of the sixties, computer
based reactive installations of the nineties and Generative Art. Software
Art directs the attention of recipients to the code in the context of
its use: Software serves not only as a means which was treated either
in Computer Art and reactive installations as part of the black box
computer or in Generative Art as notation for the digital generation
of surfaces.
Software is a central part of the contemporary landscape of media and
machines. Software Art refers to the processes of their construction
and fixing by their users and/or by other instances: Software Art offers
model cases for a test of the society which began to handle digitalization
as an ordinary case. "Coded performativity" doesn´t
only mark a feature of the code readable by humans (compare "Codeworks"),
but marks as well the framework created by laws (as code) and the established
manners of use. insert_coin
of Dragan Espenschied/Alvar Freude and walser.php
of "textz.com"
(Sebastian Lütgert) thematize these social conditions.
Here Arns differentiates her thesis of the illocutionary character of
the source code (Arns, Inke: Texte, die (sich) bewegen..., see below).
(6/2004).
- Arns, Inke: Texte,
die (sich) bewegen. Zur Performativität von Programmiercodes in
der Netzkunst.
(Texts That Move (Themselves): Notes on the Performativity of Programming
Codes in Net Art). Lecture, "Kinetographien", conference,
European Academy, Berlin, 10/25/2001 .In: Arns, Inke/Goller, Mirjam/Strätling,
Susanne/Witte, Georg (ed.): Kinetographien. Bielefeld p.57-78. Texts
which appear in moving (cinetic) net presentations cause Arns to ask
what moves surfaces resp. "phenotexts": the source code resp.
the "genotext". Who observes only the phenotext as performative
disregards the illocutionary character of the genotext: Readers can
be able to foresee the functions which source codes will actualize in
processors.
It is impossible to divide spoken words from speach
acts, to separate speach and the act of speach in a communication
context. Comparable with the speach act is the relation between the
code as computer input and the digital process caused by the input:
The source code and the speach act cause effects "without time
delay".
Arns finds the performativity of programming codes in Software Art and
"Codeworks" (Alan
Sondheim).
Cases of "coded performativity" reproduce legal limitations
(resp. limitations caused by the legal code) in the source code (2/2004).
- Arns, Inke: Transparent
World. Minoritarian Tactics in the Age of Transparency.
In: Andersen, Christian Ulrik/Pold, Søren Pro (ed.): Interface
Criticism. Aesthetics Beyond Buttons. Aarhus 2011, p.253-276. The ideal
of transparency followed by modernist architects until the sixties is
combined by Inke Arns with Michel Foucault´s analysis of the "disciplinary
societies" and their transition to the "control societies"
explained by Gilles Deleuze as the next phase in the development of
"dispositive power". Transparent walls permit social control
by offering occasions for surveillance.
Digitalisation changes the function of transparency into criteria for
interfaces as surfaces offering an easy handling of functions without
being confronted with deeper levels: The danger is banned that users
are confronted with codes. If transparency of the levels organizing
the programming of computing processes is wanted than the user surface
has to be opaque. The code controlling computing processes ("coded
performativity", p.12 quoting Reinhold Grether) and visualization
don´t anymore depend from each other but exclude each other: One level
is transparent because the other level is intransparent: "In the
age of transparency we find ourselves dealing with a fundamental de-coupling
of visibility and performativity/effectivity." (p.261) Transparency
of surfaces relevant for the user´s control of functions requires
intransparency on levels underneath these surfaces: "The age of
transparency is distinguished by the decoupling of (panoptical) visibility
and (post-optical) performativity." (p.273)
Arns features projects realized until 2007 by the Camera Surveillance
Players, Bureau d´Etudes, Dragan Espenschied and Alvar Freude,
Annina Rüst and Local Area Network, Michelle Teran, Trevor Paglen
and the Institute for Applied Autonomy, Manu Luksch and others who either
point to hidden control functions (1) or lead them ad absurdum (2):
two manners to `showcase´ them to controlling persons (2) or to
control people (1).
In "the age of transparancy" the panoptical surveillance of
"disciplinary societies" and the post-optical "performativity"
controlled by hidden software diverge: Today transparency and control
aren´t as complementary as they have been in a not so distant
past (3/2013).
- Biggs, Simon: Transculturation,
transliteracy and generative poetics.
Lecture, "European Electronic Literature Conference", University
of Bergen, Bergen, 9/12/2008. Language contains more than speach acts
and text: "Language has always included the visual, aural and tactile."
Biggs outlines the concepts of "transculturation" (Fernando
Ortiz), pluriliteracy
(Ofelia Garcia/Lesley Bartlett/JoAnne Kleifgen) and transliteracy
(Sue Thomas/Chris Joseph/Jess Laccetti/Bruce Mason/Simon Mills/Simon
Perrill/Kate Pullinger) elaborating relations between different uses
of media and cultural fields.
Biggs presents John Cayley´s Translation
(2005) as a model of "dynamic processes of signification".
Cayley thematises transitions between lingustic states with audible
and visual means. Generative procedures between translations transform
a text by Walter Benjamin explicating translation as a problem of transformations.
Sometimes the text appears in one language for a short while. The reduction
to one language is a moment within passages between generative phases:
"...he conflates the technical with the cultural..."
Biggs refers to Terry Winograd´s definition of the computer as
a linguistic machine instead of a thinking machine: "The very notion
of `symbol system´ is inherently linguistic...a form of verbal
argument." (Winograd 1991) In "Translation" Cayley shows
on one side the linguistic structures in contextual independency and
refers on the other side to the contextual dependency of meanings by
pointing to the instability of generative processes. This contextual
dependency is dynamic: "...these dynamic processes of signification."
Language is "computational" and culture as well as language
can be understood as "a network of constantly regenerating relations."
The consequence of these conclusions is to understand technology as
"the material manifestation of the social" (7/2009).
- Breeze, Maryanne: The
Sound of Reality Lag: Versionals are the New Black.
In: Furtherfield Review, 8/7/2007. Platforms of web 2.0 like MySpace,
Facebook, Flickr, YouTube, Twitter and others substitute "ego-mediated
variables" by "actuated identity markers". The amount
of markers, their distribution and the connections with and between
them is crucial for "versionals", not for friendship. Private
data are turned into "open-ended versional noise". The relations
to reality become infected by the "versional effect" (7/2009).
- Cayley, John: The
Code is not the Text (unless it is the Text).
Lecture, "p0es1s. Poetics of Digital Text", Symposium, Universität
Erfurt, Erfurt, 9/28/2001. In: Electronic Book Review. Vol.3, 9/10/2002;
5/25/2003. Modified, shortened German/English print version: Block,
Friedrich W./Heibach, Christiane/Wenz, Karin (ed.): p0es1s. Ästhetik
digitaler Poesie/The Aesthetics of Digital Poetry. Ostfildern-Ruit 2004,
p.287-306. The code should function as computer input which starts reading
processes. If this is not the case then forms of programming languages/codes
are used as stimulations for the production of experimental texts like
"Codeworks" of MEZ/Mary Anne Breeze and Talan Memmott: "The
code has ceased to function as code." Unfortunately neither MEZ
nor Memmott develop a "Code Pidgin English" in the process
of writing.
The artists group Jodi integrate text parts in their source codes which
are not readable for processors: "code-as-text". Cayley presents
his Codework "Pressing the `Reveal Code´ Key" as an
example both as source code (in HyperTalk) for computer input and as
readable text with "ludic" qualities: "...this code is
the text." The work presents a readable text and demonstrates a
working code: "logic-as-literature in new media".
A "literature constituted by flickering signification" is
able to deal with the status of texts as always "compiled, decompiled,
recompiled". "Flickering signifiers" (N. Katherine Hayles)
jump between different digital contexts and levels. This strategy is
based here on the difference between the levels of code and text: "The
code is not the text." (Compare the counter-position of Florian
Cramer in "Digital Code and Literary Text", see below) The
title of the net version offers an extended version of the non-equality
of code and text which is relevant for Cayley´s own example: "The
code is not the text (unless it is the text)" (2/2004).
- Cox, Geoff: Virtual
Suicide as Decisive Political Act.
Lecture, conference "Activist Media and Biopolitics", Universität
Innsbruck, November 2010. In: Sützl, Wolfgang/Hug, Theo (ed.):
Activist Media and Biopolitics. Critical Media Interventions in the
Age of Biopower. Institut für psychosoziale Intervention und Kommunikationsforschung.
Universität Innsbruck. Innsbruck 2012, p.103-116. Geoff Cox points
to politically motivated suicide and its thematisation in computer games
before he presents "virtual suicide" as a tactical means in
social media.
Wafaa Bilal exposes in the modificated game A
Virtual Jihadi (2008) the situation of Iraquis between American
occupants and the Fundamentalists´ terror. The first-person shooters
"Quest for Al-Qua'eda: The Hunt of Bin-Laden" (2002) and "Quest
for Saddam" (2003) realised by Petrilla Entertainment are modified
into the fundamentalist game "The Night of Bush Capturing"
(Global Islamic Media Front, 2006) chasing George W. Bush instead of
Osama Bin-Laden or Saddam Hussein. Bilal takes over the code of "Quest
for Saddam" that was used in "The Night of Bush Capturing",
too, and gives the characteristics of his appearance to the suicide-bomber.
Bilal´s version thematises the tensions between "the extreme
fantasies of islamophobia and islamophilia" (pdf p.2/print p.104).
Cox documents this content with an artist´s quote instead of an
analysis of the game.
Cox borrows the social framework of a "mechanism of control over
the imaginary" from Franco Berardi who interpretes suicide as "the
pathology of the psycho-social system" (Berardi: Precarious Rhapsody...
London 2009, p.55; pdf p.1/print p.103).
Adult Swim´s internet game Five
Minutes to Kill (Yourself) (2009) offers suicide as a goal "rather
than go back to work" (pdf p.3/print p.106). The gamer navigating
her/his avatar wins if (s)he is fast and successful to escape the office
work by efforts to find someone or something causing his/her virtual
death. Cox recognises a parallel structure between the game´s
"mise-en-scène" (pdf p.4/print p.106) of violence and
"the symbolic violence of the capitalist workplace" (pdf p.4/print
p.106). For me the game doesn´t try to let the gamer react to
the challenges of the actual working conditions but parodies in an ironical
and entertaining manner the daily little wars with the provocative goal
to seek latent violence and to expose oneself to its explosion.
Olga Goriunova´s Suicide
Letter Wizard for Microsoft Word (2000) for the production of notes
indicating suicides is used by Cox as an intermediary to a discussion
of Tactical Media for the "virtual suicide" in social media.
The "cycles of struggle" are integrated by the "current
neoliberal regime" as a "motor" useful "for its
own development" (Mario Tronti: The
Strategy of Refusal, 1965; pdf p.5/print p.108). If Facebook threats
moddr with legal steps because their Web
2.0 Suicide Machine (2009) with its mechanism for "unfriending"
violates the rights handed over to the platform owners in the course
of the registration procedure, then moddr transgressed a line between
integrable and not anymore integrable resistance: The resistance of
the net surfers not wanting to work anymore for Facebook´s win
is a direct threat for its business model. The "unfriending"
reduces the data traffic necessary for the advertisement revenues and
it provocates the owners of the platform to legal actions to mark the
limit of tolerance. For Cox Facebook is following the "logic of
governmentality" criticised by Michel Foucault. This logic illustrates
the replacement of "the regulatory function of the state in relation
to the market (liberalism) with the market itself (neoliberalism)."
(pdf p.3,6/print p.105,109). Cox presents Les Liens Invisibles´
project Seppukoo (2009) as a
further example for "virtual suicide". One of its authors
presents it as "`viral´" and as "a sort of involuntary
form of strike" (pdf p.8/print p.110): By "the mechanism of
viral invitations" "individual actions" of "unfriending"
are shifted "onto a collective stage" (pdf p.8/print p.110
quoting Guy McMusker) (4/2013).
- Cox, Geoff/McLean, Alex/Ward, Adrian: The
Aesthetics of Generative Code.
Lecture, "Generative Art 2000: 3rd International Conference on
Generative Art", Politecnico di Milano, Milano, 12/14-16/2000.
Uses of Perl as not working code (Perl Poetry) are denied by McLean/Ward.
McLean and Ward present examples of codes causing different working
processes in different computers. These different executions of the
same code complicate the esthetic discourse on relations between program/concept/text
and presentation in a manner which the authors compare with relations
between the text of poetry and its vocal performance.
The executions of McLean´s and Ward´s examples produce "`watermarks´
of the processor and operating system". The relations between code
and execution are variing with the used processors and these variations
indicate the quality of the code and vice versa: Codes can be
used as model cases for investigations how monitor presentations are
generated (2/2004).
- Cramer, Florian: Animals
that Belong to the Emperor. Failing Universal Classification Schemes
from Aristotle to the Semantic Web.
Lecture, Forum on Quaero: A Public Think Tank on the Politics of the
Search Engine, Jan van Eyck Academie, Maastricht, 9/30/2007. In: Nettime,
12/19/2007. Cramer criticises projects (Theseus, Quaero) of the Semantic
Web offering one of the possible classifications of knowledge ("cosmology")
under the term "ontology" as the only basis of data processing
with "semantic tags" in the future: "Beyond cosmology
falsely named ontology, it is metaphysics disguised as physics."
As much as projects of the Semantic Web try to pretend to be able to
replace human beings by software with its processing of meanings ("semantics")
and their references to facts ("ontology"), computers remain
"syntactical machines" processing data input with programmed
algorithmic procedures incapable to substitute "ontology"
or any world of words´ and phrases´ meanings: The "culturally
and folksonomic ways" of data input and processing can´t
be skipped over (7/2009).
- Cramer, Florian: Digital
Code and Literary Text.
Lecture, "p0es1s. Poetics of Digital Text", Symposium, Universität
Erfurt, Erfurt, 9/27/2001. Modified german/english print version: In:
Block, Friedrich W./Heibach, Christiane/Wenz, Karin (ed.): p0es1s. Ästhetik
digitaler Poesie/The Aesthetics of Digital Poetry. Ostfildern-Ruit 2004,
p.263-276. Cramer explains his counter-position to John Cayley (see
above) and his interest in software as text in non working uses of programming
codes. Net Poetry of Jodi, antiorp/Netochka Nezvanova, MEZ/Mary Anne
Breeze, Ted Warnell, Alan Sondheim and Kenji Siratori amalgamate structural
and speach act oriented research (Structuralism and Philosophy of Ordinary
Language).
Authors of Codeworks integrate in their writing processes conceptual
NetArt with uses of Open Source methods. They develop their writing
procedures further with takeovers from Hacker Cultures meanwhile industrial
software (with closed source code) like browsers and plugIns (QuickTime,
ShockWave, Flash) is integrated as a means of production into Hyperfictions
and Multimedia Poetry (2/2004).
- Cramer, Florian: Exe.cut[up]able
statements. The Insistence of Code.
Lecture, Ars Electronica 2003, Brucknerhaus, Linz, 9/8/2003. In: Stocker,
Gerhard/Schöpf Christine (eds.): Code The Language of Our
Time. Ars Electronica 2003. Ars Electronica Center, Linz/Ostfildern-Ruit
2003, p.98-109. Iconic programming languages have a low complexity in
comparison to the syntactical possible relations of text based software.
Therefore interfaces divide the use of visual signs (icons) from the
text based software. Text based interfaces allow a transparency of relations
between the levels of programming and its use. This transparency is
not possible with iconic interfaces. Cramer presents the relationship
of code and interface as the crucial point of codeworks created by Alan
Sondheim and MEZ/Mary Anne Breeze (2/2004).
- Cramer, Florian: Peer-to-peer
Services. Transgressing the Archive (and its Maladies?).
In: (Internet-) catalogue of the exhibition "adonnaM.mp3-Filesharing,
the Hidden Revolution in the Internet", Museum of Applied Arts,
department digitalcraft, Frankfurt am Main, 3-4/20/2003. Cramer characterizes
peer-to-peer networks like Napster, Gnutella, Kazaa and Freent as music
archives and interprets the net and its organization (ICANN, TCP/IP,
DNS, etc.) as its own archive with object- and meta-dates (IP-adresses
and domain names). Peer-to-peer networks don´t always use the
archival organization of the internet but possess sometimes their own
server- and/or terminal-based organizations. GNUnet and Freenet move
files between the integrated terminals: The places of memory are moving
and become unlocalizable for censoring efforts (of the Copyright industry).
If files are lost in storage media and hard disks then the data can
be found in the instable peer-to-peer networks: Filesharing as a chance
for a "cultural memory" surviving the deletion of memory because
of the "unsystematic means of data transfer" (2/2004).
- Cramer, Florain: Zehn
Thesen zur Softwarekunst.
In: Auer, Johannes/Heibach, Christiane/Suter, Beat (ed.): netzliteratur.net_Netzliteratur//Internetliteratur//Netzkunst
2003. Print version, German/English ("Ten Theses about Software
Art"): Gohlke, Gerrit (ed.): Software Art Eine Reportage
über den Code/A Reportage about Source Code. Media Arts Lab des
Künstlerhauses Bethanien. Berlin 2003, p.6-13. For Cramer Software
Art problematizes its means with these means as well as with other media.
The relation between instruction and execution is thematized in a way
external to computers in "event cards" of George
Brecht (example "Lamp Event", part of the event card Three
Lamp Events, Summer 1961: "on. off") and in .walk
of Social
Fiction. A difference to the conceptual, dematerializing instruction
is marked by artists who work with software not only to use its functions,
to present models of its functions or to expand its possibilities but
to treat the code as material (via interventions and modifications).
On one side Social Fiction resystematizes in ".walk" the "Conceptual
actionism of the sixties" as "computer software", on
the other side there are artists who treat software as material in "Codeworks"
as well as in modifications of games and pages in HTML (example: Jodi).
Critics introduced the term "software art" for works, which
don´t fit into the framework of the art world, but need explanations.
The term "art" in Software Art means craftmanship, too, which
causes a new use of the former concept "ars" which integrated
arts and crafts. Conceptualization, media pluralism, knowledge of software
and processualization are combined in Software Art in sometimes extreme
different manners. If Software Art´s pluralism is reduced by "critics,
curators and juries" to few, often realized media forms ("experimental
web-browsers, data visualizations, modified computer games and cracker
code") then they leave aside this pluralism which complicates the
definition of art (6/2004).
- Cubitt, Sean: Immersion,
Connectivity, Conviviality.
Lecture, Museum für Moderne Kunst (MUMOK), Vienna/Donau-Universität
Krems, Department für Bildwissenschaften, Telelecture,
12/9/2008. Cubitt interprets the difference between the uses of adequate
media for low- and high-resolution in pictures or films from a social
point of view. He mentions the low-resolution screens of mobile phones
and the human-to-human-communication via SMS as examples for the "actuality
of isolation" and the "illusion of community". Efforts
to transpose technical demands of high-resolution media and transmissions
to mobile gadgets with little screens and interfaces can transpose the
problems of the high-resolution context the dominating "actuality
of community" resulting in "the illusion of isolation":
The "neo-baroque spectacle" of the high-resolution media runs
the danger to become the only paradigm of media. All users participate
but they imagine themselves as isolated observers.
This "neo-baroque spectacle" is fixed on the "fight against
the absolute evil" meanwhile it remains undetermined concerning
all other problems. The "immersive sublime" of the high-resolution
media finds its counterpart in the "connective despair" of
the low-resolution media. The communication in a "world of hyperindividuation"
fails: "The binarism of hi-res and low-res takes us to the sick
heart of the contemporary world." Only "convivial tools"
will be able to actualize the lost possibilities of communication: "...a
dialectic of embodied experience and socialisation on the grounds of
a mediated world."
Cubitt interprets Urban Tapestries
of Proboscis (see Collective tips, part
1 and part
3) as a nostalgic and simultaneously utopian project: It is as well
"sewn into the fabric of surveillant and corporate networks"
as it is "another model of network interdependence" (7/2009).
- Dyer-Witheford, Nick/de Peuter, Greig: Empire@Play:
Virtual Games and Global Capitalism.
In: CTheory, 5/13/2009. The authors explain the "Empire´s"
(Michael Hardt/Antonio Negri 2000) working conditions of game developers.
Then they feature some possibilities of "Games of Multitude"
for engagements against these conditions by taking over procedures of
games made for the training of soldiers and traders to develop them
further: The Empire creates the possibilities for its own transgression.
The authors outline the working conditions in companies of "ludocapitalism"
to demonstrate the necessity for the workers to use their own capabilities
to escape these conditions. But the "meshwork of satellite offices"
shows the companies´ successful strategies to keep the wages down.
Games developed for e-learning in armies, corporations and tradings
show the capabilities of gaming procedures. The development of these
procedures to enable the gamers´ "`autoludic´ activities"
offers chances to gain gaming strategies against actual social and economic
conditions transgressing piracy and protest: The authors present games
like agoraXchange (Jacqueline
Stevenes/Natalie Bookchin 2004-2008) and Superstruct
(The Institute of Future, 2008) as possibilities to learn the planning
of strategies. These games can interrupt the "magic circle"
of a game world separated from reality by proposing ways to develop
strategies for the exploitation of inconsistencies in existing power
structures and for the change of concepts to observe the world. That
sounds abstract and is far from a proposal to begin to change the world
by specific kinds of online games and gaming strategies. Realizations
of the proposed gaming concept will be useful only as forerunners of
a practice resulting in a change of power relations (7/2009).
- Flanagan, Mary: Locating
Play and Politics: Real World Games & Activism.
In: Proceedings of the Digital Arts and Culture Conference. Perth 2007;
Leonardo Electronic Almanac. Vol.16/Issue 2-3. 2008. In «La production
de l´espace» Henri Lefebvre distinguishes between an alienated
abstract public space specified by propriety, surveillance and consumption,
and an urban space characterized by the social life of the people living
there. Blast Theory´s Can
You See Me Now? (2001) is critically featured by Flanagan because
local characteristics and streets are only substitutable parts of the
playground. Their own histories aren´t integrated as elements
of the game. Flanagan presents Anne Marie Schleiner´s Operation
Urban Terrain (OUT) (2004), Suyin Looui´s "Transition
Algorithm" (2006) and Samara Smith´s "Chain Reaction"
(2006) as positive counter-examples. No one of these projects integrates
GPS. The author doesn´t conclude to renounce locative media in
projects with local points of reference but recommends to direct the
attention more to the conceptual aspects of the game design than to
the technological means. Flanagan mentions the opposition between goals
accessible with instrumental-oriented actions and social oriented local
points of reference but she doesn´t offer a concept to mediate the technological
means with social ends in games for activists (7/2009).
- Fuller, Matthew: Behind
the Blip. Software as Culture.
In: Nettime, 1/7/2002. Print verion: Fuller, Matthew: Behind the Blip.
Essays on the Culture of Software. Brooklyn 2003, p.11-37. After computers,
software and interfaces have been created for the needs of users their
horizons of expectations are oriented towards the digital consumer goods.
There are changes possible: "Software culture" includes the
development of new concepts not only on a technological level but on
a philosophical level, too. This culture constitutes a "digital
subjectivity" with its own sensibility.
Fuller explains differences between "Critical", "Social"
and "Speculative Software". The last one fulfills his criteria
of conceptuality and digital subjectivity: "Software...as mutant
epistemology." (2/2004)
- Galanter, Philip: What
is Generative Art? Complexity Theory as a Context for Art Theory.
Lecture 12/11/2003. In: Papers of Generative Art 2003 Conference (Politecnico
di Milano, Faculty for Architecture of Campus Leonardo, Milano 2003).
In his efforts to define Generative Art Galanter points ,to the following
problem of Claude Shannon´s information theory: An arbitrary sequence
of different elements contains high information meanwhile repetitions
of identical elements are redundant (low information).
Galanter offers the combination of surprise (high information) and redundancy
as a possible solution: "Structure" and "complexity"
rise between the extremes of high and low information. The measure of
"algorithmic complexity" can be found via the explication
of the smallest possible amount of rules necessary for a universal computer
to produce the relevant sequences of dates. The "algorithmic complexity"
doesn´t solve the problem because the random order needs the longest
algorithm. The criterion of "the length of a concise description
of a set of the entity´s regularities" defines the "effective
complexity" (Murry Gell-Mann). The "effective complexity"
of chance and of strict order tends towards zero.
Galanter defines the use of systems as a characteristic of Generative
Art. He proposes to explain this use of systems with the methods of
complexity theory. The consequence of this definition is to recognize
"generative art...as old as art itself" (10/2006).
- Goriunova, Olga: Swarm
Forms: On Platform and Creativity.
In: Mute. Vol.2/nr.4. January 2007, p.46-57. On the one hand static
platforms present their contents on "a single entrance" and
curators care for the "common theme", on the other hand "dynamic
platforms" are "multiple interface platforms" and administrators
maintain "the overall healthy functioning" but don´t
care about contents.
Goriunova foresees possibilities of "art platforms" to remain
independent and concentrated on common themes beside the "dynamic
platforms" often discussed under the slogan Web 2.0. These platforms
are operated commercially, meanwhile the copyrights of the contributions
are properties of their authors ("shared copyright"). The
minor amount of contributors guarantees art platforms´ independency
because it keeps off investors.
Enthusiasts as curators of the platforms and their participants should
take care for their programmatic goal. According to Goriunova it is
a characteristic of an art platform to constitute a "cultural entity":
"Its subject is avant-garde and marginal." Beside runme.org
(see above, platforms) confounded by Goriunova
she calls Micromusic.net and Udaff.com
as examples for art platforms. These examples are well known from her
earlier articles. The difference between art platforms and platforms
for a "hive mind" seems to be more important for her than
the difference between static and dynamic platforms. Her summary: "...platforms
cannot in general be stigmatised as loci of the unoriginal `hive mind´,
and there is no need for a term like Web 2.0" (4/2007).
- Guglielmetti, Mark/Innocent, Troy/Whitelaw, Mitchell: Strange
Ontologies in Digital Culture.
(1/2008). In: ACM Computers in Entertainment. Vol.7/Issue 1. February
2009. Philosophy and "information sciences" use the term ontology
in different meanings. Meanwhile philosophers try to find an epistemological
framework for the ontological problem of relations to that which exists
("what is"), studies in information sciences comprehend the
structures of relations between elements in systems as creating ontologies
in representations of knowledge with the consequence that these
ontologies are used as representations of that which exists: If it is
possible to imagine only those parts as real which are represented in
systems of knowledge then the limits of these systems define limited
concepts of the world with restricted references to real entities. Against
these conventionalized frameworks of being the authors focus on "strange
ontologies" proposed by artistic projects.
Before they start their investigation of "strange ontologies"
the authors prove the estrangement provoked by "social software"
of platforms like Facebook and del.icio.us: In Facebook, "friend"
is used for symmetrical relations, meanwhile in "del.icio.us"
it has the meaning of "an asymmetrical `fan´ relation"
between the tagging person and the author of a tagged file.
Installations and games interrupt the parameters of the computational
systems representing real entities with the means of these systems.
In his Origami
Butterfly series (2006) Jonathan McCabe transgresses the usual procedures
of generative art using swarms with self-modifiying parts: Divisions
and repetitions are elements of procedures creating structures.
In opposition to conservative systems representing the world in static
categories, "dynamic, local and relational qualities" are
generated using systems in a strange way. An example offers Brock Davis´
self
portrait developed using an editor for the 3D simulation ("Forge")
of "Halo 3" ("manipulating 3D objects in the editor environment
for Microsoft´s Halo 3"). The readability of the signs representing
objects changes: They are secondary as game elements in a pictorial
space and suggest primarily the contours of a face (7/2009).
- Helmond, Anne: Lifetracing.
The Traces of a Networked Life.
In: Bray, Anne/Dockrey, Sean/Green, Jo-Ann/Navas, Eduardo/Torrington,
Helen (Hg.): Networked. A (Networked_Book) about (Networked Art). 2009.
Helmond underscores the close connection of net users´ self performances
between social networks and search engines. Some techniques of search
engines to archive and display user data provoke certain manners to
use networks: "...identity is performed through and shaped by social
software and constructed by search engines." Services like Storytlr
offer possibilities to "mashup your data into stories." This
kind of services lumps together the users´ activities in different
social networks. The overviews provoke the impression of "one big
data stream scattered across the web". The result of users´
interests in self performances via social networks are strategies of
"Search Engine Reputation Management (SERM)" to avoid search
results displacing them from the top of the rankings: "...people
are very willing to submit a large amount of information about themselves
to search engines for a sense of control over the outcome."
Some techniques of the Google search engine foster SERM strategies:
The Google Blog search engine indexes every RSS feed. This includes
each Twitter entry within the "public timeline".
The search engines circumvent little by little the "walled gardens"
created by the registry and login. In the meantime the social networks
supply the search engines more and more overt with user data. The function
of specific search engines like Wink,
yoName, Spock
and Pipl is to find informations
on persons in the web and social networks with no more input as search
request than the name, the user name or the e-mail adress. This availability
of all data about activities is corresponding to services offering to
users the administration of data created by them for their self performance
and distributed on several networks and media: lifelogging software.
The "multimedia diary" provided by Nokia between 2004 and
2007 offered an overview on the user´s pictures, messages and
videos in chronological order. These "lifelogging" activities
express the desire to collect as much data as is possible about oneself
and the closer environment. "Lifelogging" provokes an understanding
of the data in the web as "a place holder for the intentions of
humankind." (John Battelle)
This understanding becomes productive in thematic restructurings of
available data, f.e. in Google
Flu Trends and in projects like Jonathan Harris´ und Sep Kamwar´s
We Feel Fine and I
Want You To Want Me: "Instead of using this data for health
issues or for artistic purposes it may also be used for monitoring or
surveillance." Jeremy Bentham´s "Panopticon" is
used by Michel Foucault as a model of the "surveillance societies".
This model is transgressed by "consumer surveillance" and
privatised in an enjoyable way in "self-surveillance" facilitated
by services like your.flowingdata.com
(YFD). The response to the surveillance is a "sousveillance"
(Steve Mann) a surveillance from the bottom up realized by individuals,
not by states or corporations. "Sousveillance" remains conform
to the established social conditions in an "identity 2.0"
receiving the statistics of its own activities and popularity by Twitter
Counter or Twitter Analyzer.
The parts fit into each other in the "assemblage of platform, engine
and user". Users are requested by social networks and search engines
(Google Profiles)
to complete their profiles. The profiles feed the data flow from the
social networks to the search engines: "...a reconfiguration of
the user...the lifestream is more service-centered than user-centered."
Tagging creativities of the social networks´ users deliver the
data amounts required by search engines. The keywords of tags can be
used as means in strategies to harm someone´s self performance.
With this "reconfiguration" of the self performances in a
data space making it impossible to eliminate digital traces the fulfillment
of the authors´ last wills determining the future of (parts of)
their performances becomes a probably growing demand for services like
Etoy (Mission Eternity), Mediamatic
(IkRip) und Pips:Lab (Die
Space). The data space online provokes a new form of the testament
(9/2009).
- Holmes, Brian: Drifting
through the Grid. Psychogeography and Imperial Infrastructure.
German print version: Springerin. Vol.X. Nr. 3. Autumn 2004, p.18-21.
Holmes recognizes two imperial structures combined in projects for collaborative
mapping with locative media: the internet and GPS. Holmes presents the
political problems of the "digital divide" and the military
origins of both information systems as parts of an "imperial infrastructure"
being expanded by its liberalized social and economic use. Holmes characterizes
the military origins of the internet and GPS as if they cause the same
contemporary problems although their structures are different.
The "World Geodetic System" is the global three-dimensional
reference frame for military projects and actions of the U.S.A. Holmes
uses the "World Geodetic System" as an example to present
cartography as one part of the "imperial infrastructure".
In October 2002 Jeron Klee and Esther Polak (in collaboration with the
Waag Society) realized the project Amsterdam
Real Time. It presented in real time the routes of participants
who walked with GPS receivers and PDAs in Amsterdam (The project anticipated
Tom Carden´s and Steve Coast´s OpenStreetMap
(OSM): The Free Wiki World Map, since December 2004). Holmes critizes
"Amsterdam Real Time" because it doesn´t escape "the
hyper-rationalist grid of imperial infrastructure". It offers "a
fragile gesture, fraught with ambiguity" and can´t fulfill
his demand: "social subversion, psychic deconditioning, an aesthetics
of dissident experience". The last point is for Holmes exemplified
by the Situationism after they abandoned Constant´s "representations
of unitary urbanism". Critical Comments: Beiguelman, Giselle: Re:
Interactive City: irrelevant mobile entertainment? (8/18/2006) In:
Institute for Distributed Creativity. iDC mailing list. iDC Digest.
Vol.22/Issue 19, 8/19/2006; Cloninger, Curt: Comments
to Holmes, Brian: Psychogeography and Imperial Infrastructure. In:
Turbulence.org. networked_performance: Research Blog about network-enabled
performance, 12/31/2004; Shepard, Mark: Re:
Interactive City: irrelevant mobile entertainment? (8/17/2006) In:
Institute for Distributed Creativity. iDC mailing list. iDC Digest.
Vol.22/Issue 18, 8/17/2006 (10/2006).
- Holmes, Brian: Is
It Written In the Stars? Global Finance Precarious Destinies.
In: Holmes, Brian: Continental Drift. The other side of neoliberal globalization.
Blog, 11/6/2009. Short German print version with the title "Was
steht in den Sternen? Globale Finanzen, prekäre Schicksale",
in: Springerin. Vol. XVII. Nr. 1. Winter 2010, p.18-24. In Black
Shoals Stock Market Planetarium "shimmering points of light"
were projected in constellations similar to starry skies on a dome (the
concave part of a sphere´s segment) hanging from the ceiling.
In 2001 this installation by Lise Autogena and Joshua Portway was first
exhibited in the Tate Gallery (group exhibition "Art
Now: Art and Money Online", London). It received data of the actual
stock market. Cefn Haile´s software used these data to generate
"A-life agents". These "creatures" appeared as shimmering
spots on the concave screen similar to the projection of the
starry sky in a planetarium. Each point of light represented
"the stock of a publicly traded corporation." Intensity and
movements mirrored the actual tradings in stock exchanges.
The title´s term "shoals" points to the relation between
artificial life and stock exchange trading. "Shoals" denotes
sandbanks being dependent from the the water current, and the term "shoaling"
is used for the behavior of fish swarms. Following Autogena and Portway
the term "shoals" refers to "shoaling" as well as
to the "Black-Sholes formula" invented by Fisher Black, Myron
Sholes and Robert Merton. It allows to define the actual stock value
more precise than ever before and to reduce the risks of trading with
shares if the conditions remain constant. After successes Sholes´
and Merton´s company "Long Term Capital Management"
collapsed in 1998. One of the collapse´s reasons was the "feedback
effect" caused by successors dealing with the "Black-Sholes
formula", too. The complexity theory reconstructs manners of feedback
effects leading to chaos. The reconstruction of the stock market using
algorithms of artificial life points to research methods of the stock
market´s dynamic processes beyond the deficiencies of the "Black-Sholes
formula".
The installation and the explanations of its authors deliver Holmes
pretexts for his explanation of the globalization as well as for more
essayistic remarks like his pointing to the Chicago Mercantile Exchange
Group as a winner. He describes Anish Kapoor´s stainless steel
sculpture "Cloud Gate" and its costs as a result of the neoliberal
globalization. The sculpture was placed on the AT&T Plaza in Chicago´s
Millenium Park and became an attraction for tourists. Holmes opposes
the costs of this attraction 11,5 million dollars with
the conditions of the poor inhabitants of Chicago: 20% of the inhabitants
fall "beneath the poverty line." Detroit´s organization
of a culture with spectacular events caused "flashy postmodern
casinos" to attract investors by regenerating its "impoverished
core" after the collapse of the automobile industry. The examples
from Chicago and Detroit are used by Holmes to present the "creative
industries" and the "casino capitalism" (Susan Strange
1986) as two sides of one coin.
Autogena´s and Portway´s installation presents its visualisation
of the dynamic trading processes for a contemplative aesthetic observation
meanwhile the reference of the shimmering lights to the stock market
remains relevant for the reception of the projection. The connection
between the parts of the projection and the whole appears fascinating
and questionable simultaneously. The insiders of the stock exchange
trading concentrate themselves on its autonomous processes and ignore
the influences of external causes as well as the external factors influenced
by these processes. The installation follows this concentration on autonomous
processes.
The mirroring world of "Cloud Gate" deforms the closer surrounding
in reflexes: the tourists and the skyscrapers of Chicago. The sculpture
turns the attention of visitors away from the poor people being displaced
from the Millenium Park. Human beings serve in "Cloud Gate"
as substitutable objects for the inner reflections of mirror worlds.
Holmes describes the inner reflections of the "infinite variety
of speculative performances" using Detroit´s event culture
as an example: "The performer is often a `mark´, the target
of someone else´s strategy." Holmes explains the stock market
as a system and the investors as agents following its processes and
their repeated sequences: Its reconstruction as a system of artificial
life presents the companies producing commodities and its distributors
as not more than sources for the input of the stock market.
The installation "Black Shoals Stock Market Planetarium" excludes
the influences of the stock market on the organizations of production
and distribution as well as the reactions of the companies´ managers
and workers on these influences. This omission is used by Holmes as
a gateway to social criticism: He reconstructs the omission via interpretations
of the presented elements. The "supernova of derivatives trading"
constitutes "meta-commodities that govern the unfolding of the
contemporary economic model." The analysed "artificial world
model" provokes Holmes to the proclamation: "We need a different
world model, which cannot be abstracted from price information analysed
by computers."
In his sociocritical approach Holmes expands an analytical method to
recognize the social structures within the internal relations of the
art works to a kind of interpretation recognizing affirmative or critical
references to the social sourroundings in relations between the structures
of a work and the social structures of its context: He reconstructs
the relations between the presented and the absent or hidden aspects
of the society producing art for its needs and desires. The exploration,
on the one hand, of these needs and desires, and on the other hand,
of the reactions of contemporary artists to these conditions tries to
find out the alternatives hitherto neglected by the society and its
arts (11/2009).
- Holmes, Tiffany: Arcade
Classics Spawn Art? Current Trends in The Art Game Genre.
Lecture 5/20/2003. In: Melbourne DAC, the 5th International Digital
Arts and Culture Conference. School of Applied Communication, Royal
Melbourne Institute of Technology, Melbourne, May 2003. "`Retro-styled´
art games" are modifications of classic arcade games like Pong,
Asteroid, Missile Command and Centipede. Art games are restricted to
simple interfaces for short playtime in comparison to computer games
with several levels for longer running times. A "conceptual message"
enables a project via social themes like gender and race to problematize
the ego shooter scenario and its development in battle games. Holmes
exemplifies some ways to develop concepts focused on contemporary power
structures by projects like Natalie Bookchin´s The
Intruder (1999), Game Lab´s Sissyfight
(2000), Ricardo Zuñiga´s Vagamundo
(2002) and On Ramp Art´s Tropical
America (2002): "Art game play sometimes requires a tolerance
for critical theory mixed with intelligent humor..." (7/2009)
- LeMay, Matthew: Reconsidering
Database Form: Input, Structure, Mapping.
In: dichtung-digital. Issue 2/2005 (Vol.7/nr.35). The criticism contains
the following antithesises to Manovich´s articles The
Anti-Sublime Ideal in Data Art (2002, see below) and Database
as a Genre in New Media (1998, integrated with Modifications in
"The Language of New Media", Cambridge/Massachusetts 2001,
p.218-243. see Contributions
to the History of NetArt, above):
1. ) The assumption of "a fundamental divide between form and content"
constitutes the basis for Manovich´s critical remark on Mapping
art and its "endless ways to map one data set onto another."
LeMay points to "the complex interrelations between data and the
database" in Mapping art and contradicts Manovich´s characterization
of databases as additive and extensible collections of "separate
elements".
2.) Between the organization of data collections and databases should
be distinguished more precise than Manovich does it because he doesn´t
consider different relations between "form" and "content"
in "static" and "dynamic data sets". Manually executed
static coordinations of sound and picture files with textual indices
are the precondition of searches in archives. Generated dynamic combinations
as results of computer aided searches caused by keyword inputs can leave
observers baffled because they (still) can´t integrate the outputs
in frameworks contrary to archives executed by observers for observers.
The differentiation between static and dynamic data sets demonstrates
its relevance in the case of the difference between systems for CD-ROMs
and search systems in the internet: Contrary to static structures on
CD-ROMs, the dependency of the action of retrieval programs on manual
ascribed indices appears in the internet as a dissatisfying combination
of a dynamic search with static assignments.
3.) Contrary to Manovich, "the anti-sublime" characterizes
not the transfer of incomprehensible data collections to lucid visualizations
but the "database logic". This change of the point of view
allows to regard the selection, the organization and the presentation
in a considerably tighter interplay than with Manovich´s observations
with a one-sided orientation to the "beautification of data"
(Simanowski, Roberto: Mapping Art as Cultural Form in Postmodern Times
2005). Databases are characterized by "the interconnectedness between
data-as-content and structure-as-form". These are traits responsible
for the prevalent position of the database assumed but not adequately
described by Manovich (4/2007).
- Lillemose, Jacob: A
Re-Declaration of Dependence Software Art in a Cultural Context
It Can´t Get out of.
In: Goriunova, Olga/Shulgin, Alexej (ed.): read-me. Software Art & Cultures
Edition 2004. University of Aarhus 2004, p.137-149. Artists like Sarah
Charlesworth and Hans Haacke thematize the Conceptual Art´s dependence
of the art context despite and because of their art external presentation
modes and themes. Contextual Art´s First Generation of the Sixties
and Seventies criticized institutionalized restrictive practices. A
Second Generation focussed its criticism on the representation of social
relations in the art world. Lillemeose divides the Third Generation
of the Nineties into a part which follows the directions of the first
two generations and another part exemplified by Peter Weibel´s
concept of the art work´s function as a direct intervention into
the context. A certain part of the Third Generation of Contextual artists
moves from the discussion of art as a social construction to active
efforts to intervene in social relations. Here starts a Fourth Generation
of Contextual Artists and develops a context sensitive mode of Software
Art which criticizes its surrounding.
Lillemose constructs a development from Sarah Charlesworth´s context
criticism in her "Declaration of Dependence" (The Fox, nr.1,
1975, p.1-7) to a "re-declaration of dependence" of programming
artists. Software is not only a program code for compilers but a cultural
practice which combines economic, social and technical elements: "Programmers
of programming possibilities" (Thomas Dreher) produce "formations
rather than forms" (Nicolas Bourriaud) with products used in the
context by participants who can develop them further. Alternative software
"constructs a user" against a horizon of expectations defined
and limited by proprietary software. Lillemose characterizes not only
the direct action as a strategy of the Fourth Generation´s Contextual
Art, but the indirectly provoking practices of agitation, too. Software
as an art and a tool are two aspects which inspire and pervade each
other. Lillemose calls the examples The Yes Men, Institute of Applied
Autonomy, Electronic Disturbance Theatre, etoy, LAN, I/O/D, www.0100101110101101.org,
übermorgen, Carbon Defence League, TWCDCC (Together We Can Defeat
Capitalism), Radical Software Group and Knowbotic Research (6/2006).
- Lodi, Simona: Illegal
Art and Other Stories About Social Media.
In: Lovink, Geert/Rasch, Miriam (ed.): Unlike Us Reader. Social Media
Monopolies and Their Alternatives. Institute of Network Cultures. Amsterdam
2013, p.239-253. Simona Lodi presents net projects and mobile applications
thematising aspects of social media like their business models and the
behaviors of users encouraged by them. In 2009, as the Facebook founder
and CEO "Mark Zuckerberg declared the end of privacy" (pdf
p.242), Facebook "blocked access of two applications to its system"
(pdf p.242), Seppukoo by Les
Liens Invisibles (2009) and the Web
2.0 Suicide Machine by Moddr (2009), because "both...invited
users to close their accounts." (pdf S.242) The registration causes
everyone to transfer her/his rights to Facebook. The projects mentioned
above promote the deletion of contributions meanwhile Facebook treats
them as its property. Facebook´s lawyers treat the company´s
private property as untouchable meanwhile its CEO subsumes the intellectual
property rights of Facebook´s contributors as being a part of
the tendency to "the end of privacy" (pdf p.242): Is the appropriation
of the contributors´ rights the "social" in social media?
Lodi presents these projects in short explanations. She is not as precise
as it is possible in her comments on the relations between the platforms,
their business models and their contributors.
Her second main topic are the artists´ reactions to political
platforms reducing activism to clicking votes for petitions. In 2010
this reduction was named "clicktivism" by Mica White. The
projects Repetitionr
(2009-2010) and Tweet4Action
(2011) of Les Liens Invisibles offer online services facilitating the
realisation of campaigns and petitions. "Repetitionr" supplies
the acceptance by "fake...signatures" (pdf p.248): The risk
of petitions without resonance is averted. Lodi embeds these parodies
of "clicktivism" in a short feature of activism´s contemporary
forms and asks: "How has business appropriated hacker values, exploiting
open source principles, freedom and equality, and triggering the activist
response?" (pdf p.243) In her opinion the examples for artistic
reactions to social media mentioned above investigate the "social"
in "social media" and contribute with their "techno-activism"
to "new forms of equality and social change" (pdf p.252) (4/2013).
- Lovink, Geert: What
is the Social in Social Media?
In: e-flux journal #40, December 2012. Geert Lovink defines "social
media" as a "container concept...describing a fuzzy collection
of websites like Facebook, Digg, YouTube, and Wikipedia." An understanding
of the "social" as a social life dominated by symboblic interaction
caused media scientists to "the real-virtual distinction"
made useless today by social media.
For Jean Baudrillard this social determined by interaction `in situ´
became obsolete because polls are used to find out the opinions of the
silent masses ("The Masses: Implosion of the Social in Media",
1985). For the postmodern criticism of societies and the media a communication
used to mobilise a public against the established power structures has
lost its emancipatory potential.
Nowadays the social media re-establish the social: It can be recognized
in demands to answer, and as a "corrosion of conformity" demonstrated
by the "`Facebook revolution´ of the 2011". The one-way
communication of the mass media constituted a system that "plunges
us into a state of stupor" (Baudrillard) dissolving the elder social
determined by communication. This system loses its dominance because
of the social media. They are not only determind by "uploading
and self-promotion", but by "the personal one-to-one feedback
and small-scale viral distribution elements", too. Lovink answers
to critics of social media like Nicolas Carr, Sherry Turkle and Jaron
Larnier that they avoid to develop propositions about "what the
social could alternatively be, were it not defined by Facebook and Twitter."
(4/2013)
- Ludovico, Alessandro: Peer-to-Peer.
The Collective, Collaborative and Liberated Memory of Sound.
In: (Internet-) catalogue of the exhibition "adonnaM.mp3-Filesharing,
the Hidden Revolution in the Internet", Museum of Applied Arts,
department digitalcraft, Frankfurt am Main, 3-4/20/2003. Ludovico presents
forms of collaborative artistic production within net projects for peer-to-peer-transfers
of .mp3-files. Furthermore he describes how music pieces are appropriated:
Sometimes the copyright is neglected generally and sometimes specific
copyright violations are intended. "A social and socializing practice"
is realized in both cases as a production for and with a "collective
performance intended to liberate sounds [from the proprietary concept
of copyright] and share them."
These processes create a "sound machine" which approximates
itself to the idea of a "Celestial Jukebox". That "sound
machine" demonstrates "the uselessness of copyright as currently
applied" (as a proprietary frontier). Hackers simulate attacks
as warnings that viruses will crash hard drive disks via mp3.-files.
These simulated virus attacks are presented as actions which caricate
the censoring attitudes of the music industry. But the music industry
is able to block a track on a peer-to-peer network via simultaneous
activations of downloads (2/2004).
- McGonigal, Jane Evelyn: This
Might Be a Game. Ubiquitous Play and Performance at the Turn of the
Twenty-First Century.
Dissertation. Philosophy in Performance Studies. University of California.
Berkeley 2006. McGonigal presents examples for games using ubiquitous
computing from 2001 to 2006 for participants playing with technical
equipment (mobile phones, PDAs, laptops, digital cameras, GPS receiver,
etc.) in open air. She investigates the games following criteria of
design and adequacy for participants. The distinction of equipments
usable either everywhere ("ubiquitous") or only with regards
to site specific criteria is the presupposition for McGonigal´s
distinction between ubiquitous computing games and pervasive games.
Beside these games with technical equipments prepared for them McGonigal
presents other ubiquitous games using the technical equipment of participants
(internet). Alternate Reality Games (ARGs) are based on ubiquitous computing
in another manner than in ubiquitous computing games. Meanwhile it is
possible to install the playground of ubicomp games on different real
sites for new gameplays, the ARGs are singular realizations provoking
players to look for (sometimes encrypted) informations hidden by gamemasters
(puppet masters) on specific sites. McGonigal mentions an example for
the affiliation of players in groups solving the tasks of an ARG in
collaborative efforts: The Cloudmasters challenged the capabilities
of "The Beast´s" puppet masters.
Meanwhile the participants of ARGs are obliged to act following the
game´s fiction as if it is real, the mobile participants of pervasive
and ubiquitous games explore their capabilities to coordinate the technical
equipment with daily life´s demands.
McGonigal doesn´t discern pragmatic ways of playing reusing capabilities
necessary for the daily life and ways of playing based on an added level
of meanings (pragmatics/semantics). For all these games she presupposes
a game´s horizon separated from the surrounding or constituting
a level of meanings above the daily life´s context (Johan Huizinga´s
"toovercirkel"/"magic circle"). This closed horizon
has to be opened up in different manners by games and players for required
adaptations to the found environmental conditions. Departing from Markus
Montola she doesn´t feature these adaptations as a phenomenon
of games´ new forms but tries to verify them as decisive factors
in the development of the theory of games (7/2009).
- Manovich, Lev: The
Anti-Sublime Ideal in Data Art.
First publication with the title "The Anti-Sublime Ideal in New
Media" in: Chair et metal/Metal and Flesh. Vol.7. 2002. Manovich
describes the simulation of old media via software in "new structures"
as an early "paradigm" of the development of computers (Alan
Curtis Kay´s work since 1970 for Xerox, Palo Alto Research Center).
The computer as a "simulation machine" becomes a "meta-meta
object" containing the original "media structure" and
the software tools for a re-mapping of that structure and for modifications.
"Meta-media" offer not merely the tools for a remix of various
data structures including the "various cultural forms" realized
with "new software techniques" but are partially themselves
the results of a remix. Manovich exemplifies that using Adobat Acrobat
Reader as a model. He presents "mapping one data set into another,
or one media into another" as one of the most executed procedures
in the practice of the everyday use of computers and "new media
art". Manovich points to Lisa Jevbratt´s 1:1
(1999/2001-2002, see short
tips) and to the platform Carnivore
of the Radical Software Group (2001, see above, platforms)
for other artists´ "clients" to demonstrate the presentation
of endless amounts of data in one browser frame and how they become
manageable for observations: "manageable visual objects".
Manovich marks "data art" as "the anti-sublime"
contrary to the "un-representable" and the sublime in Romantic
art (Manovich renounces to refer to the classic art book Rosenblum,
Robert: Modern Painting and the Northern Tradition: Friedrich to Rothko.
New York 1975. With the help of Rosenblum it is recognizable that Manovich
points with the term Romantic art to the relation between abstract art
and the sublime.). The problem posed by the arbitrariness of many transferences
of data configurations could be solved by an emphasis on the arbitrary
decision as a "method of irrationality". Strategies following
this method can be developed by a fresh view on different uses of "quantitative
data" in works of Conceptual artists. Manovich exposes this kind
to develop concepts as a manner to express "the personal subjective
experience of a person living in a data society": "...art
has the unique license to portray human subjectivity..." (4/2007).
- Manovich, Lev: Generation
Flash.
In: Nettime, 4/9/2002,
4/17/2002,
4/25/2002,
5/1/2002.
In February 2002 Turntable
(Michael Rees) constituted the digital environment for artistic contributions
(Flash snippets) to Milton Manetas´ platform whitneybiennial.com
(see above
, platforms). Manovich uses "Turntable" as an example of a
visual culture which is part of the "Generation Flash" and
shares some characteristics with the contemporary audio culture: loop,
sample & remix.
Manovich shortens the value of projects which media artists realized
in the sixties to a reuse of available technologies and to contents
precoded by mass media. Against this background he exposes software
artists accomodating abstraction and fulfilling the romantic ideal of
a creator ex nihilo (who has to begin with the development of a project´s
concept with nothing else than his own imagination).
Projects of the Futurefarmers (example: Utopia)
are Manovich´s proofs of a tendency in the creation of net projects
which don´t compete with commercial media unlike media artists
from Nam June Paik to Barbara Kruger (a reduction of Paik´s and
Kruger´s wider offers to recipients) but provoke our intelligence
with "small and economical systems". The Generation Flash
is as much influenced by projects organized by contemporary entertainment
corporations as movies influenced Andy Warhol. But the contemporary
distance of the internet to the media cinema and TV offers new cultural
possibilities (Manovich doubts his own vision of romantic software artists
working "from scratch" when he explains their relations to
the vocabulary of products distributed by the entertainment industry:
Why shouldn´t those products influence artists since the beginning
of the development of a new project?).
Flash excludes artists who live in countries without fast net connections.
The evolution of NetArt integrated Eastern European and Russian projects
as long as HTML was the dominating language for the writing of source
codes. Flash causes a digital frontier for artists and forces them to
work in countries which dominate the IT development: "The Utopia
is over; welcome to the Empire." These conditions don´t prohibit
Manovich to articulate the hope in the "postscript" that Generation
Flash will be able to realize a "global cultural laboratory".
That "laboratory" could be able to establish a "remix
culture" which develops an alternative to the "`top-down´
cultural composites" of the international organized corporations
which constitute the entertainment industry.
Manovich marks in his article "Generation Flash" (his) frictions
on several levels between critical observations of real net conditions
and visions of net culture´s future (whereby he uses Russian Constructivism
as a prototype) (2/2004).
- Manovich, Lev: The
Practice of Everyday (Media) Life.
In: Lovink, Geert/Niederer, Sabine (ed.): Video Vortex Reader. Responses
to YouTube. Institute of Network Cultures. Hogeschool van Amsterdam/University
of Applied Sciences. Amsterdam 2008, p.33-44. Manovich discusses the
growing contributions to platforms of the Web 2.0 like Facebook, YouTube
or Flickr with statistic proofs demonstrating the relation betweeen
contributors and passive observers: Only a few users participate. Michel
de Certau´s distinction between strategies of power and tactics
of subjects in the everyday life is picked up by Manovisch to ascribe
a new significance to tactics in the Web 2.0: "...the logic of
tactics has now become the logic of strategies." and vice
versa: "...today strategies used by social media companies often
look more like tactics."
The "tactical strategies" of the Anime music video (AMV) and
films in YouTube reacting to each other exemplify a creativity of contributors
to commercial platforms making it difficult for artists to mark differences
to amateurs. For Manovich the creativity in Web 2.0 can be found more
in its dynamics as a whole and in software tools of commercial platforms
meanwhile he attaches lesser importance to particular artistic contributions
to platforms like Processing or
Information Aesthetics. Unlike
Maryanne Breeze (see above) and Juan Martin Prada (see below) and their
characterisations of a change to Web 2.0 with losses, Manovich pleads
enthusiastically in favour of the current condition of the Web 2.0 (7/2009).
- Medosch, Armin: Piratology.
In: Kingdom
of Piracy <KOP>. DIVE 0.1. In: Medosch, Armin (ed.): DIVE.
An Introduction into the World of Free Software and Copyleft Culture.
CD ROM and book. FACT, Liverpool/Virtualcentre-Media.net 2003, p.8-19.
Medosch compares the Malaysian piracy against the British Empire (1750-1850)
with the actual use of the term "piracy" by the copyright
industry. Piracy is caused by hegemonic structures in both cases. Today
the copyright industry presumes supremacy and tries to dominate the
use of the term "piracy". In Medosch´s opinion efforts
don´t promise success which try to correct the determination of
the term´s meaning by the copyright industry. "Kingdom of
Piracy" reacts with a semantic subversion to that determination.
Medosch explains "Open Source software (OS)" and "free
software (FS)" as well as the development of Free
Networks as an alternative practice which enables itself via initiatives
to by-pass the claims of the copyright industry. Medosch interprets
NetArt projects like Last.fm (Michael
Breidenbruecker, Felix Miller, Martin Stiksel, Thomas Willomitzer),
Frequency
Clock (radioqualia) and Nine
(Graham Harwood/Mongrel) as part of that alternative practice because
they use server based software and relate themselves to the Free Software
(2/2004).
- Miles, Adrian: Programmatic
Statements for a Facetted Videography.
In: Lovink, Geert/Niederer, Sabine (ed.): Video Vortex Reader. Responses
to YouTube. Institute of Network Cultures. Hogeschool van Amsterdam/University
of Applied Sciences. Amsterdam 2008, p.223-229. Miles suggests "granularity"
as the basis for "non-linear editing systems" in film productions.
The smallest unit of a film can be produced by a splitting of larger
units (sequences), nevertheless it is not a fragment: "...the `wholeness´
of a shot is qualitative, not quantitative..."
Miles features two software systems allowing film editing with possibilities
for observers to select alternative paths. "Videodefunct"
and "Korsakow-System" enable producers to combine shots with
tags offering observers limited possibilities to choose subsequent shots:
"I intend to describe these relations as `facets´ as facet
has connotations of a shot being multifaceted." Shots get their
meanings by selectable connections to other shots meanwhile the content
of a shot contains the presupposition for its combinability in a monolinear
filmic narrative. For Miles the marking of these "combinatory environments"
as interactive is a "a commonplace (and naïve error)..."(7/2009)
- Munster, Anna: Compression
and the Intensification of Visual Information in Flash Aesthetics.
Lecture, Melbourne DAC, the 5th International Digital Arts and Culture
Conference. School of Applied Communication, Royal Melbourne Institute
of Technology, Melbourne, 5/22/2003. Munster finds precursors of Flash
aesthetics in animation history. She describes the interpenetrations
between American animation films for "television, experimental
video and short film" and Japanese developments of Mangas and "anime
subcultures". These penetrations brought about a style combining
signs in flat compositions for allusions of space ("flat aesthetic
space"). This "return and reinvention of animation traditions"
is "an aesthetic counterpoint to the mainstream articulation of
digital visuality as realistic, organicist and seamless 3D animation"
in movies like "Terminator 2" (1992) und "Jurassic Park"
(1993).
Munster recognizes developments from the "flattened aesthetic"
of a Japanese-American "`proto-networked´ society" (since
the seventies) to applications of Flash vector graphics and compression
codec under net conditions. These influences contradict Manovich´s
postulate of software artists´ developing "from scratch"
(Generation Flash, 2002, s.o.). The
Futurefarmers refer explicitly to "kawai" images of Japanese
anime and mangas.
With Flash the programming of animations is changed from sequences of
static images (localising pixels on grids via bitmapping) to vectorial
and temporal differences with possibilities to combine dynamic images
with sonic dimensions in good quality via compression codec not only
synchronously. Websites by hi, Res! (Alexander Jugovich/Florian Schmitt:
Soulbath, 2000) and Yugo
Nakamura (Yugop, 1998-2002) include
projects with presentations of forms to be changed by mouse clicks and
rollovers provoking observers to recognize the programming as mainly
directed to these processes: "...encounters with temporality in
nonlinear modes." Cursor movements cause not only "effects
of differential speeds" but modifications of wider fields (parallel
to sound modifications). At least since Flash applications the "computational
space" supersedes the "modernist space" (Brian Massumi)
meanwhile Manovich understands the first as a prolongation of the second
with an expansion to complexity made possible by software for image
processing like Flash (Abstraction
and Complexity, 2003) (8/2009).
- Munster, Anna: Data
Undermining. The Work of Networked Art in an Age of Imperceptibility.
In: Bray, Anne/Dockrey, Sean/Green, Jo-Ann/Navas, Eduardo/Torrington,
Helen (ed.): Networked. A (Networked_Book) about (Networked Art). 2009.
The actual state of the web (web 2.0) offers accesses to informations
being automated results of the stored data caused by surfing traces.
The recipients observe the performance of the results but don´t
receive detailed informations on the users´ traces, their storage
and evaluation in databases: The complement to data visualisation is
imperceptibility. Artists´ projects are presented by Munster as
opponents to these procedures of detailed evaluations. Firefox browser
extensions in projects like Nick Knouf´s MAICgregator
(2009), Dan Pfiffer´s and Mushon Zer-Aviv´s SpaceShift
(since 2006) and Eduardo Navas´ Traceblog
(2008) focus the attention on the strategies to combine perceptibility
and imperceptibility in intransparent ways.
"Traceblog" demonstrates a strategy to obfuscate databases´
tracking procedures of users´ behaviors. According to Munster
the collections and evaluations of the users´ traces in databases
are not a problem of privacy because the stored data don´t refer
to the paths of individuals. The databases measure the traces quantitatively.
Statistic procedures lead to the behavior of the average user and with
it to "a flattened landscape of information." Artistic projects
react against these patterns of mass behavior and try to find new ways
of data processing under contemporary net conditions: "To data
undermine, then, is to radically automate and to automate radically
as a careful ethical and aesthetic gesture." (8/2009)
- Munster, Anna: Welcome
to Google Earth.
In: Kroker, Arthur und Marielouise (ed.): Critical Digital Studies.
A Reader. Toronto 2008, p.397-416.
Google Earth expands the possibilities to use pictures of the earth
in searches for places. Cooperations between observers by interactive
exchanges and handles of data are excluded by Google Earth as well as
by Google Search. The PageRank algorithm of Google Search uses the click
rates of platforms for cooperations and communications but doesn´t offer
functions of "sociable media".
The billing system for the advertisers of Google AdWords uses the rates
of clicks on links leading from the Google AdWords to the advertisers´
websites. The system presupposes Google´s search algorithm with
keywords to select the adwords for the presentation of search results
on Google´s website and in websites prepared to integrate them
(Google AdSense). Google Search as well as Google AdWords equalize the
click rates with users´ preferences: The click rates are the fundamental
data for the PageRank algorithm as well as for the charging of the advertisers´
accounts. There is no interaction and no social moment between the acting
observers: There are only decisions of isolated persons and frequencies
of click rates. Munster explains this omission of social moments as
characteristic for neoliberalism and compares it with the "preference
utilitarianism" of Richard Marvin Hare. A "creative, post-industrial
information culture" works with the omission of social moments
(as a "black hole", as if there are no communicative acts)
equating the best with the selections of the majority.
Übermorgen.com, Alessandro Ludovico and Paulo Cirio started and
care for the project GWEI Google
Will Eat Itself. Google AdSense is used in GWEI to earn money via
a system of websites and supporters producing clicks. The revenues are
invested in google shares. The shares should be handed over to supporters.
The project´s website presents the actual amount of shares and
tells how much time will be necessary to reach the goal to take over
Google. Munster presents GWEI as an example for an alternative media
practice and gives an outline of other possibilities to produce "alternative,
distributed aesthetics." (8/2009)
- Munster, Anna: The
Image in the Network.
Lecture, New Network Theory: International Conference. Universiteit
van Amsterdam, Amsterdam, 6/28/2007. In: New Network Theory Reader.
Collected Abstracts and Papers. Amsterdam 2007, p.6-15. For the context
of net projects Munster proposes to replace the symbol´s function
by the diagrammatic in Walter Benjamin´s comparison between the
symbol and the allegory: The symbol conserves "the identity of
the specific and the general" meanwhile the allegory "marks
their difference" (Benjamin). Munster points to the vagueness of
the diagrams´ relation to the represented. The diagrams gain the
allegorical with this vagueness: "...a kind of becoming allegorical
of the diagrammatic."
She exemplifies this "becoming allegorical" by Digg
Swarm programmed by Digg Labs. It visualizes swarms of tips stored
by participants in tags of the platform Digg. The tips point to interesting
webpages and Digg Swarm visualizes relations between them. The dynamic
visualization actualises itself. The Fidg't
Visualizer combines two platforms (Flickr, Last FM): The "Tag
Magnet" enables participants to recognize relations to other participants
and to use the integrated functions. On the one side the data visualisation
are expanded to the "diagram as activity and process", on
the other side the "endless generation of its own redundancies"
is facilitated.
Geotagging on Google Maps (using the Google Maps API) is characterised
by Munster as "a mush up of the diagram and the allegory in network
visuality." The mentioned net projects exemplify "the potential
for both the disjunctive (diagrammatic expanded in its expressive capacities)
and the temporal (allegorical as a mode of unfolding historicity) to
play more overt and generative roles in our images and imaginings in
networks." (8/2009)
- Munster, Anna: Nerves
of Data. The Neurological Turn in/against Networked Media.
In: Computational Culture. A Journal of Software Studies. Issue One/2011.
Anna Munster criticises the "neurological turn" and its famous
supporter Nicolas Carr: He based his assertion that net surfing causes
not only "the loss of meditative, deep thought about the world"
but damages the capabilities to think, too, on a research by Gary Small
documenting the behavior of net surfers by Functional Magnetic Resonance
Imaging (fMRI). Munster demonstrates that Carr´s reference to
fMRI lacks scientific footing because Small´s diagrams don´t
sustain such conclusions.
In the forties Warren McCulloch and Walter Pitts developed a psychologically
oriented precursor of Artificial Intelligence. The contemporary research
in Artificial Intelligence abondoned the neuron based cybernetic research
of McCulloch and Pitts, and developed programs for predictions learning
from large databases. Google´s concept for the development of
a Prediction API is criticised by Munster for its recursions between
behaviors of net surfers and the programmed learning procedures: "...it
automates the development process making it in some fundamental ways
non-participatory." If net surfers receive the predictions of their
actions in the future then, as Carr argues, their neuronal structures
will adapt themselves and they will be able to behave in the future
only according to the predictions.
Munster pleas to abandon these problematic "neuropolitics"
by a criticism of the exclusively neuron based research of the recipients.
fMRI can be used in frameworks, too, not leaving aside the cognitive
capabilities of thinking, acting, and observing. The image produced
by fMRI can be used "as filements of the complexity of neuro-affective-perceptual-cognition"
because of its diagrammatic character admitting dynamic relations between
icon and index. These "machinic assemblage...of possible fields,
of virtual as much as constituted elements" (Felix Guattari: Chaosmosis.
An ethico-aesthetic paradigm. Sydney 1994, p.35) allows to regard the
contemporary "neuropolitics" critically with a "different
`vision´ of the relation between brains, thought and (soft) technics"
(4/2013).
- Navas, Eduardo: Modular
Complexity and Remix. The Collapse of Time and Space into Search.
In: AnthroVision. Vol.1.1. September 2012. The authors of remix videos
archived in YouTube reacted to the links offered by the platform to
other videos: The authors of remix videos react to remixed videos because
it is a difficult and sometimes not solvable task to find the original
with the search system of YouTube.
Search engines and platforms favor the last contribution. They influence
with their preference for the newest videos which versions creators
of remix videos find and use for further remix videos. Creators of remixes
often react to the last versions of a series without knowledge of elder
versions or of the start. Often the original can´t be found in
the search systems integrated in platforms. If corporations claim copyrights
infringement and ask administrators of platforms like "YouTube
to take the video remix offline" (pdf S.26), then creators of remixes
can know only parts of histories of remix series.
The remix series are not archived to present the development from elder
to newer remixes but to direct as much visitors of the platform as possible
to the last version. The search systems and platforms follow their business
models in their ways to direct the click attitudes of their visitors.
For visitors and contributors of remix videos the coaction of net conditions
guided by business models results in a state in which "...the now
rules..." (pdf p.26) This "ahistoricity" (pdf p.2) is
sustained by the efforts to distribute "constant updates"
(pdf p.4) of software with the consequence that more and more elder
versions become inaccessible: "Those who are invested in knowledge
and history as a living discourse must truly consider the stage we are
entering with algorithms that privilege the growing economy of the now."
(pdf p.27) (3/2013)
- Pias, Claus: Das
digitale Bild gibt es nicht. Über das (Nicht-)Wissen der Bilder und
die informatorische Illusion.
(The digital image doesn´t exist. On the (non-)knowledge of images
and the informatory illusion). In: Zeitenblicke, Nr.1/2003. Pias reconstructs
the history of cybernetics (Warren S. McColluch, Claude Shannon, Norbert
Wiener) and explains the social historical meaning of information systems.
He uses this history as a background for a discourse about the digital
image as the result of information processing procedures. The digital
image appears `as picture´ only in media of presentation. The
results of digital media for the production of pictures provoke a "transcendental
appearance" (Immanuel Kant) which shouldn´t cause confusions
with analog pictures. The singularity and static (irreversibility) of
analog pictures caused kinds of archives which can´t be transfered
to dynamic, processing (reversible) data systems.
Cybernetics don´t call for circumstances in a given context but
ask for possibilities of systems resp. media. The media scientist Pias
refers to cybernetics´ problematization of possibilities when
he demands art historians not to transfer old needs/ends to new media/means
but to use the changing limits of the digital and net possibilities
as a cause for self investigation and renewal: from a digitalized to
a digital art history (2/2004).
- Picot, Edward: Play
on Meaning? Computer Games as Art.
In: Furtherfield Review, 30.4.2009; The
Hyperliterature Exchange, Mai 2009. Following Picot, "computer
games enjoy a special position in the canon of new media art" because
they provoke expectations to fulfill criteria of interactivity. Picot
outlines some steps of the early history of computer games from adventure
games to Myst (1993) and concatenates "interactive fictions"
with "hypertext fictions" to delineate his understanding of
interactivity as an exploration of a work instead of a participation
in collaborative writing projects: works as finite entities with signs
and functions stimulating the imagination of recipients, not infinite
projects changing their character from contribution to contribution.
Picot focuses his arguments not only on this limited sense of interactivity
but presents projects of independent authors attracting the recipients´
attention by limited functions to be used to activate the next sequences
of the storyline.
Molleindustria´s Free
Culture Game (2008) renounces the conventional end of the game with
winners and presents the struggle between Open Source software distribution
and the commercialization of the authors´ copyright as an open
game without winners. The strategies of the gamers are substitutes for
the strategies of activists to fight against a domination of the commercialization
of copyrights. Following Picot, "the trickiness" for gamers
to act successfully in "Free Culture Game" "distracts
you from the meaning of the game" but other interpretations
are possible, too.
Samorost 2 (2005)
by Amanita Design and The
Graveyard by The Tale of Tales (Auriea Harvey/Michael Samyn) exemplify
games neglecting technical functions for moves and foregrounding worlds
of signs, stories and their animations. Moves in "Samorost 2"
direct the gamers´ attention to the unfoulding of the story. In
"The Graveyard" moves with the arrow keys activate a predeterminate
course: "...the game´s most important qualities are negative
ones..." Recipients recognize their attunement to the storyline.
Following Picot computer games can be defined as art if they firstly
"use the structure of the game for symbolic purposes", secondly
avoid to provoke the player´s skills to react fast to animated
situations and thirdly erect a distance between the player and "the
game´s central character." If games fulfill these criteria
then they facilitate a concentration on "the unfolding of the story"(8/2009).
- Prada, Juan Martin: Web
2.0 as a New Context for Artistic Practices.
Lecture. In: Prada, Juan Martin (ed.): Inclusiva-net. New Art Dynamics
in Web 2 Mode. First Inclusiva-net Meeting. Medialab-Prado. Madrid,
July 2007, p.6-21. The lecture is written in the style of a polemic
pamphlet. Against the involontary support of commercial platforms ("social
networks") using the participants´ need for communication
in the data management´s evaluations Prada argues for a reconfiguration
of "net art 2.0" via "the movement for `free data´"
and "social software" allowing the "connected multitude"
to form a "co-intelligence".
Prada ascribes a leading role to the "metadata" ("classifying,
tagging, selecting, voting, scoring, etc.") and mentions as examples
Subvertr of Les Liens Invisibles
and 10 x 10 of Jonathan Harris.
Valuation: Unfortunately there are too many slogans and too few concretizations
(7/2009).
- Raqs Media Collective: Value
and its Other in Electronic Culture: Slave Ships and Pirate Galleons.
In: Kingdom
of Piracy <KOP>. DIVE 0.1. In: Medosch, Armin (ed.): DIVE.
An Introduction into the World of Free Software and Copyleft Culture.
CD ROM and book. FACT, Liverpool/Virtualcentre-Media.net 2003, p.30-36.
The authors´/artists´ collective (Shuddhabrata Sen Gupta,
Jeebesh Bagchi, Monica Narulaaus) from New Delhi explains the piracy
in detail as a cause of a certain phase of the capitalism´s history.
The ships of pirates and the islands of pirates´ pseudo-republics
offer terms for a discussion of the present fight for or against mental
propriety (as a new commodity) and peer-to-peer networks. The term "piracy"
is used by the copyright industry as a defamatory slogan for undesired
downloads ("pirate copies") of software and digital (or digitalized)
audio and video works. That use of the term "piracy" is the
starting point of an economical and social history which presents "electronic
piracy" as a reaction to corporative organized private expropriation/theft
of common goods. The platforms title "Kingdom of Piracy" (see
above, Platforms) emerges from that background
as a motto of digital pirates´ republics (2/2004).
- Richard, Birgit: Media
Masters and Grassroots Art 2.0 on YouTube.
In: Lovink, Geert/Niederer, Sabine (ed.): Video Vortex Reader. Responses
to YouTube. Institute of Network Cultures. Hogeschool van Amsterdam/University
of Applied Sciences. Amsterdam 2008, p.141-152. Richard presents research
results of the YouTube Research Lab at the Goethe University in Frankfort
on the Main (Institute for Art Pedagogics, New Media Department). The
researchers categorised different kinds of clip forms (see draft
of a classification scheme). Richard´s description of the
clip forms offers an unprejudiced view on the video contributions to
YouTube. In a thematic bottleneck on clips combined with the tags "art"
and "Kunst" she discusses the relation between features of
art events and autonomous contributions. The last kind of clips is not
stored under the category "art". New forms of (artistic) presentation
can´t be found in the tag system of YouTube. Richard characterises
YouTube clips as "a supplement, a marginal but important fresh
addition and revitalisation of art."(7/2009).
- Ries, Marc: Überlegungen
zu einer Kartographie des Unsichtbaren. Stadterfahrung und Internet.
(Reflections on a Cartography of the Non-visible. Urban Experience and
the Internet). Lecture, "Negotiating Urban Conflicts", Conference,
Institute for Sociology, Technische Universität Darmstadt, 4/8-4/9/2005.
In English in: Berking, Helmuth/ Frank, Sybille/Frers, Lars/Löw,
Martina/Meier, Martina/Steets, Silke/Stoetzer, Sergej (ed.): Negotiating
Urban Conflicts. Interaction, Space and Control. Bielefeld 2006, p.167-175.
Marc Ries characterizes urban experience as a reflection between the
visible and the non-visible. Maps offer an abstract overview and make
visible what remains non-visible to the multi-perspective observation
in the streets. In comparison to the "abstract ground plan for
the planning surveillance" the web opens "a room of its own,
a socio-mediatized room being part of a geo-aesthetics of media."
"The internet can´t function like a geographical space with
an here and there, because it is a relational space with an exclusive
here and now." That makes possible "mediatic interfaces"
for a "participatory democracy" (4/2013).
- Rossiter, Ned: Processual
Media Theory.
Lecture 5/22/2003. In: Melbourne DAC, the Fifth International Digital
Arts and Culture Conference. School of Applied Communication, RMIT (The
Royal Melbourne Institute of Technology), Melbourne, May 2003. Empirical
media studies are trying to discern the "supposed essence of the
object" and its inessential parts as well as to create the presupposition
for collections of data via reductions to essential elements. This "real
abstraction" (Louis Althusser) does not grasp the connections and
the possibilities of the use of media relevant for Rossiter. He tries
to capture them by a strategy integrating time-based procedures. He
detects a "multiplicity of [time-based] modes: rhythmic, instrumental,
scalar, biological, compressed, flexible, and so forth." These
modes penetrate each other in different manners by the uses of different
media like internet, mobile phone with SMS, real-time video or sound
files.
Rossiter wants to sketch out relations between characteristics of media
and their use motivated by social, political and economic reasons. He
discusses open and closed systems (Gregory Bateson, Niklas Luhmann,
Ilya Prigogine, Isabella Stengers) to show up structures relating technical
properties and recipients in specific ways to each other. The time dimension
is not only relevant for the development of these structures but also
for the reflection of the media theoretician´s point of view.
(S)he is integrated in the same evolution of the media and their uses:
"...processual media theory itself is implicated in the systems
of relations it describes..."
Rossiter uses Michael Goldberg´s installation "catchingafallingknife.com"
(Sydney 2002) as a model. The installation demonstrates the development
of 50.000 Australian dollars within three weeks of buying and selling
News Corp shares (Rupert Murdoch´s News Corporation) using different
softwares for the stock exchange dealing (7/2009).
- Ryan, Marie-Laure: Cyberspace,
Cybertexts, Cybermaps.
In: dichtung-digital. Issue 1/2004 (Vol. 6/nr.31). The author draws
a bow from geographic spaces using mapping procedures to maps as visualizations
ranging from fictional (action) spaces to data spaces. "Static
maps" with or without references to real spaces ("Myst";
Coverley, M.D.: Califia,
Eastgate 2000) and "dynamic maps" with computing programs
using data searching processes for the construction of visual information
systems (Walczak, Marek/Wattenberg, Martin: Apartment,
2001) constitute the two poles of described examples from the ranges
hypertext-literature for CD-ROM and internet, computer games and net
art. Mary Flanagan´s [Phage]
(2000) selects datas of the hard disk, combines and presents them in
three-dimensional motions "like pieces of trash on a windy day
at the dump." "[Phage]" demonstrates itelf as "the
anti-mapper to all mappers" (Dillon, George L.: Writing with Images.
Towards a Semiotics of the Web. Washington 2003, chap.
6.2) and with it as the final consequence of data systems generating
datascapes in a self referential manner ("Civilization", "The
Sims": "let the gameworld serve as its own map").
Ryan features ubiquitous computing with locative media like GPS as a
"revenge of geography". 34
North 118 West was realized by Jeff Knowlton, Naomie Spellman and
Jeremy Height. Their project serves as a proof for the return of the
real referent and for a mapping which does not anymore open arbitrary
playgrounds for the visualization of data. For Ryan, the localization
of contributions for accesses in real spaces (<Geo-Notes>) and
for maps (<Geo-Tagging>) looks like a return to the beginning
of the textual media´s history: "...the space odyssee of
the text reconnects...the real world geography" and reverts
the voyage from material to immaterial textual worlds back to the start
of the "odyssee" in cultures with oral histories (4/2007).
- Sack, Warren: Aesthetics
of Information Visualization.
In: Lovejoy, Margot/Paul, Christiane/Vesna, Victoria (ed.): Context
Providers. Conditions of Meaning in Digital Art. Bristol 2011, p.123-150.
Firstly: The early concepts for computers by Alan Turing,
Norbert Wiener and Douglas Engelbart thematise the data management in
the administration as the context of use.
Secondly: Sack looks for precursors of artistic strategies
for the data visualization and proposes Conceptual Art: Bureaucratic
forms of presentation like the Index
01 of Art & Language have been used for a criticism of society
thematising also corporative strategies like the administration of vast
amounts of data.
Thirdly: Sack connects both lines of argumentation,
the digitalisation and the criticism of administration with its own
means. In the 18th and 19th centuries the "Body Politic" was
developed from an absolutistic force organizing the bodies in circles
around the center of power ("the `star´ network") to
a democratic-rhizomatic "government of things". In They
Rule (2001/2004) Josh On & The Futurefarmers visualise an aspect
of this system thematising the networks between companies via persons
in the supervisory boards and managerial positions of different enterprises.
Alternative networks like MoveOn.org
or SMS networks could be able to visualise their relations as a "form
to show the Body Politic itself to itself." Sack touches the problem
of a critical self-embedding (and transfers Art & Language´s
critical self-embedding into the art world to a wider framework): Contextual
reflectivity of wider, not replaceable social frameworks is the implicit
consequence of a critical data visualisation suggested in Sack´s
last phrase: "...we need to see ourselves and our imagined communities
within our larger political and cultural contexts." (7/2009)
- Schleiner, Ann-Marie: Dissolving
the Magic Circle of Play. Lessons from Situationist Gaming.
In: Baigorri, Laura/Berger, Erich/Dragona, Daphne (ed.): Homo
Ludens Ludens. Catalogue of exhibition LABoral Centro de Arte y
Creación Industrial. Gijon 2008, p.164-171 (in Spain), 276-281
(in English). The examples for "ludic interventions" chosen
by Schleiner transgress the limits of plays and games. Johan Huizinga´s
concept of the "magic circle" ("toovercirkel") determines
theories
on games (including pervasive games) until now. Schleiner confronts
them with a situationistic approach quoting Guy Debod and Gilles Ivain/Ivan
Chteglov several times.
Huizinga thematised the limit between the play and its surrounding area
meanwhile the Situationists conceptualised the environment as a playground:
The ludic is a strategy of criticism only as a practice within the criticized
context. Schleiner argues without transforming the Situationistic concept
of "psychogeography" into a term of environmental psychology
as it can be found in many articles on projects with locative media
reducing the Situationistic reflection on urban conditions to a problem
of capturing atmospheres (f.e. Jane McGonigal: This Might Be a Game,
see above).
Schleiner uses her own practice in "Velvet-Strike", "Operation
Urban Terrain (OUT)" (August 2004, see collected tips 2, part
2) and "Riot Gear for Rollartista" modifying games with
participants in the (real and virtual) playgrounds to foreground her
aim to take up the Situationistic call to change the lifeworld: "We
don´t want to play by rules we never agreed upon in the first
place." (7/2009)
- Sentamans, Mario-Paul Martinez Fabre y Tatiana: The
Lapses of an Avatar: Sleight of Hand and Artistic Praxis in Second Life.
Lecture. In: Prada, Juan Martin (ed.): Inclusiva-net. New Art Dynamics
in Web 2 Mode. First Inclusiva-net Meeting. Medialab-Prado. Madrid,
July 2007, p.51-76. Artistic Projects for Second Life are featured and
some of them are described more precisely. Projects problematising relations
between virtuality and reality are confronted with strategies using
the possibilities immanent to the medium. An example for the first offers
"Imaging Place SL: The U.S./Mexico Borders" (John Craig Freeman),
meanwhile examples for the latter are "Hyperformalism" (Dancoyote
Antonelli), "Code-Performance" (Eva and Franco Mattes) and
"La-Interactiva" (Richard Gras and others). Valuation: Useful
introduction (7/2009).
- Simanowski, Roberto:
The Compelling Charm of Numbers. Writing for and thru the Network of
Data.
In: Biggs, Simon (ed.): Remediating the Social. University of Bergen.
Department of Linguistic, Literary and Aesthetic Studies. Bergen 2012,
p.20-27. Roberto Simanowski thematises Facebook´s Timeline as
a renewal of chronicles from the Middle Ages, allowing account holders
variants between ways to organize databases and narrative forms. In
a field of tensions regards Simanowski the human "predisposition"
(p.25) for narrative relations as the counterpart to the isolated elements
in a database. Account holders use Facebook´s "Life Event"
as a tool for the documentation of biographical events in a chronological
sequence of contributions provoking on the one hand friends to sort
out potential relationships in following the human urge to create clarity
via simplifying interpretations. On the other hand Simanowski points
to a tendency to the quantifiable. That proves the Quantified Self-Community
"gathering in about 40 groups world wide" (p.24) (Quantified
Self) to communicate about the creation of protocols of quantifiable
life events with digital technologies. Facebook´s Timeline connects
structures of databases and the tendency to report one´s own life
as a "numerical narrative" (p.24) in an ongoing autobiographical
and multimedia-based chronicle.
The database interpreted by Lev Manovich as "a new symbolic form
of a computer age" (p.25) becomes in new applications like Facebooks
Timline "symbolic...for the ongoing shift from culture to economy"
"adding `value for the consumer´ but also, and first of all,
for the companies." (p.27). Investors and corporations care about
the avoidance of too big tensions between digital collections of data
and human predispositions for narrative connotations (4/2013).
- Simanowski, Roberto: Transmedialität
als Kennzeichen moderner Kunst.
(Transmediality as a Feature of Modern Art). In: Meyer, Urs/Simanowski,
Roberto/Zeller, Christoph (ed.): Transmedialität. Zur Ästhetik
paraliterarischer Verfahren. Göttingen 2006, p.39-81. In Simanowski´s
definition the term transmediality marks the "blending of configurated
joined sign systems into another". According to Jay David Bolter´s
and Richard Grusin´s "Remediation: Understanding New Media"
(Cambridge/Massachusetts 1999, p.19-44) there are several kinds of presentation
in the "history of the intermingling of different representation´s
forms" provoking observers to memorize or to deny the used "medium":
"hypermediacy" and "immediacy". Simanowski characterises
a thematized transmediality ("hypermediacy") as a contemporary
consequence from Clement
Greenberg´s demand articulated in "Towards a Newer Laocoon"
(1940) that art should accomplish "purity" by accepting the
confinements of its medium via reductions of all elements disturbing
self reference. Today, according to Simanowski, problematizations of
their own media presuppose to thematize multi-, inter- and transmediality.
The reason for the reduction of all elements not being part of the selected
medium the cause of "formal criticism"/"modernism"
was the self-referential reflection about the media´s use.
This reflection can be saved within a framework of "multimediality
which is the logical consequence of all informations´ translation
into a digital code."
Simanowski thematizes transmediality in works containing not only programmed
media. He uses the works of Emmett Williams ("13 Variations on
6 Words of Gertrude Stein", 1958/65) and Tim Noble/Sue Webster
("Dirty White Trash (with Gulls)", 1998) as examples in a
characterization of transmediality. Williams overwrites a text several
times until it becomes unreadable. The text is presented as a visual
texture not without refering to its origins: "Transmediality is
developed by the exponentiation of a medium." Noble/Webster install
a sculpture arranged with reused garbage and places it before a spotlight
causing a shadow play. The sculpture with its contour offers as light
breaker an uncommon cause for recycling: Does the sculpture merely become
a picture ("Plastik zum Bild"/"From Sculpture to Picture"),
or is the sculpture integrated into (an installation as) a presentation
of the production of silhouettes? The question demonstrates that transmediality
is a case of observation, too and Simanowski thematizes transmediality
as a "transfer taking place or being thematized in the moment of
reception."
Simanowski exemplifies the programmed transmediality by Laurent Mignonneau/Christa
Sommerer´s "Life Spacies II" (1999, internet and installation):
Textual inputs are transformed into vegetable forms. In Mapping art
the "numerical code" becomes a case for "transmedial
copies" which firstly allow an easier readability of configurations
concerning social processes representing or producing the data, secondly
use the data as causes for the production of "abstract shapes",
or thirdly use data "in the service of a message without
references to the used input." Mapping art is explained not only
as a problem of the development of codes for transfers of data configurations
but also as a problem of the plausibility for the observer´s cognition.
Manovich writes (in "The Anti-Sublime Ideal in Data Art"):
"Visualisation art is concerned with the anti-sublime" and
Simanowski answers with the concept of Mapping art as a "new level
of the technical sublime" whereby artists articulate the "incomprehensible
in comprehensible aesthetic forms" without the need to comment
the aestheticized. Simanowski displaces the direction of the discussion
on Mapping art from the program code to its machine-made effects, and
with it from "meta-media" (Manovich) to the observable transmediality.
He uses his displacement to thematise "the postmodern experience
of the absence of one point as the core to begin with efforts
to understand reality" but he leaves out the not arbitrarily pluralizable
reality of the technical digital and the programming. Then relevancy
will change from the media transfer to the interplay between programming
and the technical possibilities of its machine-made execution. From
this point of view "the knowledge of programming" is not only
a case for craftsmen necessary for transmedial processes and others
but programming codes (and the cultures of the programming people) become
a decisive reference point of the reflection meanwhile transmediality
may appear as the consequence of the programmable (4/2007).
- Smith, Greg J.: Information
Visualization and Interface Culture.
In: Braman, James/Vincenti, Giovanni/Trajkovski, Goran (ed.): Handbook
of Research on Computational Arts and Creative Informatics. Hershey/Pennsylvania
2009, chapter XII, p.195-211. Greg J. Smith outlines how data visualizations
and the possibilities to select via interface different forms of presentation
interpenetrated each other in the development of computer technology.
Vanevar Bush´s Memex
(plan, 1945) and early head-up displays (HuD, since 1968) are early
interfaces based on concepts for links between documents in the first
case and for navigations of pilots in the second case. The interface
between human and machine included in the sixties output media like
cathode ray tubes and head-up displays.
The graphical user interface (GUI) of the computer Xerox Alto (1973)
anticipated with mouse, "windows, buttons, icons and widgets"
the GUI of the Apple Macintosh (1984). Already Apple´s Lisa (1983)
contained scrollbars, trash baskets, the drag-and-drop procedure and
the file system. All these elements became a standard of personal computers
for 25 years.
Lev Manovich outlines the database as a precondition for the information
becoming "modular" and the remix as an obvious method to use
modularity. For Smith these methods are the presuppositions for data
visualization. A new "data subjectivity" arises from the interactions
with interfaces of programs for data visualization.
"The
Aesthetics Computation Group",
directed by John Maeda, and Ben Fry developed visualizations for interfaces
offering possibilities to change the monitor image. Steven Johnson (Interface
Culture, 1997) explains this modifiability as a consequence of the comprehensive
separation between "raw data" and their presentation on monitors.
Fry´s Isometric Blocks
(2004) and Stamen Design´s Oakland
Crimespotting (2007) are mentioned by Smith as examples for a "pervasive
interface culture" with "the implicit understanding that information
is modular and...a site for interaction."
Modes of behavior are developed simultaneously as reactions to interfaces
as well as to informations on real situations. Burik Arikan makes My
Pocket (2008) available for "self-surveillance". "My
Pocket" transgresses the division between data visualizations as
parts of interfaces and the approach to the visualized reality: The
data of transactions (shopping, bank transfers) are used in "transaction
graphs" for predictions adapted from criteria of probability. With
the calculated degree of probability all transactions receive an information
about the congruency between the actual action and elder actions: "...if
readymades are found in the past, predicted objects are found in the
future." (Arikan) (3/2013).
- Taylor, T.L.: Beyond
Management. Considering Participatory Design and Governance in Player
Culture.
In: First Monday. Special Issue Nr.7. October 2006. Taylor mentions
four ways to characterise the behaviors of players for integrations
into the design and management of MMOGs (Massively Multiplayer Online
Games): "...players as consumers, (potential) disruptors, unskilled/unknowledgeable
users, and rational/selfish actors." She regrets the absence of
active participants changing from a passive behavior following the guidelines
to the constitution of autonomous players´ cultures with consequences
for the ways of playing.
Sony Online Entertainment cooperates with players to develop EverQuest.
Festivities for gamers are partly promotional events and partly meetings
between designers and players. Taylor criticises the practice to integrate
people with attention provoking ways of playing into a "strong
participatory design": With players obligated to their employers
the autonomy of gaming cultures and their context-specific background
become lost perspectives.
As an example for this autonomy the author mentions a gamers´
strike in "World of Warcraft" (January 2005) and Blizzard´s
response stating "protesting in a game" as not being the "valid
way to give us feedback". The accounts of gamers participating
at the "warrior protest" have been deleted. The protest on
a specific server at a fixed day and time prohibited other gamers to
play "World of Warcraft".
Mary Flanagan, Ken Perlin, Jan Plass and a research team developed the
project Rapunsel (2003-2006) as a
game but not as a MMOG. Nevertheless Taylor suggests the integration
of gamers´ behavior in the design process as exemplary: Its "core
value set" includes "autonomy, equity, access, creativity,
diversity, empowerment and authorship." (7/2009)
- Trogemann, Georg: Müssen
Medienkünstler programmieren können?
(Is it necessary for media artists to be able to programme?). In: Fleischmann,
Monika/Reinhard, Ulrike (ed.): Digitale Transformationen. Medienkunst
als Schnittstelle von Kunst, Wissenschaft, Wirtschaft und Gesellschaft.
Heidelberg 2004. Computer programs appear in "a blurred region
of socially coded informations and forms of observation". Examples
from the histories of technology and science sustain Trogemann´s
plea for an expanded perspective which includes more than software:
He presents "the cultural history of the programmable machine"
as a knowledge necessary for the interrogation of the programmes´
functions in contemporary life. Artistic programming should follow this
expanded perspective. But Trogemann´s proposition of a "cognitive
school" for artists excludes social aspects: Artistic media competence
as a knowledge of the relations between interface and code doesn´t
substitute questions concerning economic and social influences on programming,
distribution and the use of programs. Trogemann acknowledges that contemporary
artists don´t want to delegate the construction of program codes
to specialists. He uses this fact for the demand to investigate digitalization
not only on the level of visual perception but on the level of progamme
code, too. But Trogemann doesn´t avoid to reduce code to the function
to steer projections (6/2006).
- Waal, Martijn de: Towards
a Myspace Urbanism?
In: Lange, Michiel de/Waal, Martijn de: The Mobile City. Blog Archive,
12/22/2008. De Waal discusses sociological criteria explaining the development
of urban culture from 19th century to the present. In 19th and 20th
century the public urban space was the platform for observations of
social differences and for arrangements with them. De Waal explains
the change from this "boulevard [BLVD] urbanism" to a plurality
of publics characterized by uses of computers, gadgets, internet and
mobile telephony, splitting the public space from its former social
function to privatisations, exclusions and reduced action forms. The
distanced observer in motion was a fundamental part of the BLVD urbanism.
The restrained self performance of the passers-by in boulevards comparing
her-/himself with others is transformed into particularizing forms of
self performance facilitating exclusions: "Myspace urbanism".
The possibilities to communicate via mobile phones and WiFi regardless
of distances provokes Danah Boyd, Mark Shepard and others to describe
"the urban stage" as "now broadened extensively with
the rise of social networks like Facebook, MySpace, LiveJournal, Cyworld
or QQ." On the one hand the self performance takes place in virtual
spaces and on the other hand these networks are connected with real
spaces via platforms like Plazes (since
August 2004) or Bliin (since September
2006, see Collected
Tips 1, Part 3/Sammeltipp 1, Teil 3): The "tracks and traces"
can be actualized in real time and archived continually.
A growing social control supersedes the anonymity in the metropolis
of the 20th century. Available informations on city districts are analysed
to connect them with classifications of the inhabitants´ lifestyles:
Websites of real estate agents like Funda.nl
offer properties allocating "three dominant lifestyle categories"
to districts. The citizens and the public sphere are replaced by consumers.
A "sociology-of-the-market" uses data collections of "lifeblogging
and geotagging" activities for its goals.
Passers-by move with mobile phones and iPods. They place themselves
in a "virtual bubble" in using these gadgets: "iPhone
urbanism".
The coffeehouse as an urban meeting place is transformed by the "Starbucks
urbanism" into a "commodified non-place". There the visitors
communicate more with "absent others" than with present people.
The "long tail urbanism" confronts us with informations on
urban places and friends (Dodgeball, February 2000 - January 2009, see
Collected
Tips 1, Part 1/Sammeltipp 1, Teil 1) we have never been seeking
for: The social networks offer us informations which place, people and
things may fit into our preferences: "spaces become heterotopic
places."
"Reputation systems" of the "Ebay urbanism" regulate
who accepts whom: "capsular spaces".
"Networked urban spaces" connect remote locations via social
networks: "...presence is becoming a hybrid experience" by
the uses of mobile phones as "a membrane", not as "a
portal": "The boundaries between being in public or in private
soften." (9/2009)
- Whitelaw, Mitchell: Art
against Information. Case Studies in Data Practice.
In: Fibreculture. Issue 11/2008: 7th Digital Arts and Culture Conference.
Perth 2007 (perthDAC 2007). Whitelaw selects net projects, sculptures
and videos to present them as examples for "data art". He
discusses their use of data as external and internal elements of systems.
The systems allow or prohibit inferences to the environment. They treat
the data as parts of this environment or they try to offer conclusions
on it, or they relate them only to metadata and offer the recipients
possibilities for interpretations. In other cases they present their
results as aesthetic events without informations allowing reconstructions
of the used kinds of data processing.
Golan Levin´s The
Dumpster (2006) and We Feel Fine
(2006) by Jonathan Harris/Sep Kamvar visualise blog posts. All posts
are treated as equal regardless of their contents. These data sets liberated
from informations supply a "uniform density". The exclusion
of the procedures to collect data in visualisations causes a "strangely
naive sense of unmediated presentation" and with it a "sense
of collapsed indexicality."
Meanwhile Alex Dragulescu´s three-dimensional "structures"
(The Spam Architecture series,
since 2005; The Spam Plants series,
2006) appear "uncanny" without informations on the processing
of data in spam mails, Lisa Jevbratt visualises the net data as a whole
in "1:1" and its interface Every
(1999/2001). The recipients can connect themselves to the websites using
the access dates integrated in the project. The origins of the data
are transparent but it is not shown explicitly how the data visualisation
within a rectangle can be used.
In State of the Union
(since 2006) Brad Borevitz elicits the frequency of certain terms in
the archive of the American presidents´ speeches on the State
of the Union (since 1790) with statistic means and visualises them.
Meanwhile Borewitz on the one hand presents the origins of data and
on the other hand allows to obtain and compare the significance (as
frequency) in diagrams, Jason Salavon creates data by abstraction: In
"Everything All at Once (Part I-III)"
(2001-2005) the colours of videoframes are reduced to one average colour
meanwhile the sound remains unaltered. The data origins become "objects"
and an "ultimately empty, mass of generic content."
According to Whitelaw the opposition between "data in itself"
and information is crucial to data art. Meanwhile the systems of the
projects are processing data, they can´t evade their readability
as informations (as signs coordinated with meanings via contextualization
in relations with other signs and connections to circumstances external
to signs). The indeterminacy of the visualized data opens possibilities
for interpretations to recipients of data art if relations to their
origins and their context are not lost. The "data subjects"
can be able to use the reductions in artistic "data agency"
to their advantage: Data art is part of the efforts to develop schemes
for reading operations. The projects code their metadata and offer guidelines
to recipients how to use them: "This metadata must in turn inform
us data subjects..." (7/2009)
- Whitelaw, Mitchell: Hearing
Pure Data. Aesthetics and Ideals of Data-Sound.
In: Altena, Arie/Stolk, Taco (ed.): Unsorted Thoughts on the Information
Arts. A Guide to Sonic Acts 10. Sonic Acts Press/De Balie. Amsterdam
2004. According to Whitelaw, the concept of "pure data" contradicts
the practice: "The data is always and inevitably ordered, organized,
formatted..." The particular format and its transformation into
other formats cause consequences for the next computing processes. In
Jason Freeman´s application N.A.G.
(Network Aurelization of Gnutella) formats for sounds ("sonification",
"auralization") include not only the transported contents
but they are integrated into the organization of the search for works
in Gnutella (decentralized distribution of mostly auditive data via
P2P). The search follows typable keywords. Ben Hanson and Mark Rubin
(in Babble
online: Applying Statistics and Design to Sonify the Internet) use
auditive formats in retrieval systems searching for specific informations
in data. Meanwhile transfers of formats via "data bending"
use data in an arbitrary and abstract way (<re-encoding>), the
"sonification" serves for the information retrieval. Despite
this difference data and informations are entwined.
Lev Manovich identifies "data art" with "the anti-sublime"
(in "The Anti-Sublime in Data Art", see above) because it
offers "manageable visual objects". Whitelaw substitutes "the
anti-sublime" by "the computational sublime": Computing
processes run external to the observers´ sphere of influence and
are able to provoke "simultaneous feelings of pleasure and fear"
(McCormack, Jon/Dorin, Alan: Art,
Emergence, and the Computational Sublime).
Arstists designing systems are "prototypical data-subjects"
demonstrating users their kinds to install "strategies and mappings":
"They may show us a way, to hear for ourselves." According
to Manovich, the task of art is defined by a "license to portray
human subjectivity". Whitelaw substitutes this "single subjectivity"
by processes between persons who never could reflect about themselves
in other ways than being cultivated as "data subjects, from our
GUIs to our ATMs" (4/2007).
- Whitelaw, Mitchell: System
Stories and Model Worlds. A Critical Approach to Generative Art.
In: Goriunova, Olga (ed.): Readme 100. Temporary Software Art Factory.
Festival for Software Art and Cultures. HartWareMedienKunstVerein, Dortmund/Stadt-
und Landesbibliothek Dortmund 2005/Norderstedt 2006 (Book on Demand/.pdf),
p.135-154. Whitelaw wants to nullify the opposition between a visually
orientated Generative Art and a Software Art criticizing net conditions
("formalism" versus "culturalism"). He proposes
to read generative projects as "systems" with a "formal
structure" being both models of possible worlds and carriers of
signs in a context which supports meaning potentials offering clues
for interpretations ("system stories"): "A cultural critique
of software art systems is the bridge spanning [Florian] Cramer´s
formalist/culturalist duality."
Whitelaw tries to build a bridge between Generative Art and the visualization
of informations stored in data bases via communication design (mapping)
by his selection of examples: "Golan Levin´s Axis
applet abstracts political rhetoric into a database-driven combinatoric."
Some of his examples of a generative, formal oriented art originate
from the two platforms Software
{Structures} (see above, platforms) and
CODeDOC
(see above, platforms). Both platforms are
part of "Artport" of the Whitney Museum of American Art in
New York. Whitelaw mentions Software as a tool for activists´
interventions in data flows at the end of his article only for presenting
its outreach as limited, "more local, situated, concrete."
Whitelaw repeats approaches to contextualize autonomous abstract art
works in their environments by integrating the conditions of their production
and reception into interpretations of formal internal structures. He
includes into this method the relation source code computing
process and the paradigm shift (postulated with reference to Lev Manovich´s
Abstraction
and Complexity) of abstract art from reduction to complexity (4/2007).
- Yoshida, Miya: The
Invisible Landscapes: The Construction of New Subjectivities in the
Era of the Mobile Telephone.
Doctoral Thesis. Malmö Academies of Performing Arts, Lund University.
Lund 2006. Yoshida defines art for and with mobile phones as an element
of a process leading to "invisible landscapes". The shift
from the readable to the audible and invisible constitutes the core
of her argumentation. For Yoshida the current functions of the phones’
screens are not yet decisive.
She selects five examples out of the group exhibitions "Invisible
Landscapes" in Malmö (2003), Bangkok (2005) and Lund (2006) co-curated
by her. Two examples (Tony Oursler, Shilpa Gupta) are projects for mobile
phones and three further examples use mobile telephony as a subject
for presentations in the media installation, video and audio files (Laura
Horelli, Annika Ström, Henrik Andersson). Yoshida adds Rimini Protokoll’s
"Call Cutta Mobile Phone Theater" (2005) to these examples.
Rimini Protokoll shows the practice of telephone services and exemplifies
it by employees of a call center in Calcutta navigating tourists in
Berlin via mobile phones. In her interpretation of the project Yoshida
uses perspectives of Maurizio Lazzarato’s article "lavora
immateriale" (1993/97) in a persuading way.
The invisible but audible space of mobile phones (or of a certain use
of mobile phones within the spectrum mobile phones smart phones
PDAs laptops home computers) prompts an "injured
listening" and a "culture of copy" by creative uses of
sound files in the production of music. This culture provokes "iPodjacking"
(by sticking ear phones in iPods of unknown passers-by and listening
to their archive) and software for the sharing of audio files with mobile
devices (TunA
and Café
Sound Life for PDAs). These uses of sound files exemplify a "psychological
flatness" (David
Joselit). Yoshida explains this "flatness" and the contacts
of telephone services’ employees with clients presented, modified
and reflected by Rimini Protokoll as part of a subjectivity (imagination
and productivity) forced and functionalized by contemporary management.
According to Lazzarato contemporary management expects and uses subjectivity
not only by experts but by all employees.
In her arguments on the "juxtaposition" of different spheres
of the mobile phone context Yoshida sketches the prehistory of telecommunication,
the use of it in art projects as well as the economic and social functions
of diggings for Coltan (columbite-tantalite) used for the production
of Tantalum (visualized by Alice Creischer and Andreas Siekmann). In
microelectronics Tantalum is a necessary material for the construction
of compact capacitors with high performance for cell phones, laptops
and other technologies.
Yoshida presents the mobile phones as constituents of a controlled and
controllable space, and with Arjun Appadurai as parts
of a penetration of ideo-, media-, ethno-, techno- and financescapes
(6/2009; 5/2013 not found).
- Zuñiga, Ricardo Miranda: The
Work of Artists in a Databased Society: net.art as on-line activism.
In: Soundtoys Journal 2003. The possibilities are outlined which the
internet offers to a global public as well as to a surveillance guided
by economic interests and federal security efforts. In Brooke Singer´s
Self Portrait version 2.0
(October 2001-October 2003) the viewer finds her-/himself in the role
of "a data-voyeur". Zuñiga marks the qualities of Singer´s
project in the realization of the first step to activism by an introduction
to the problems of the control society, meanwhile iSEE
of the Institute for Applied Autonomy (ab 2002) offers a tool for mobile
telephones to realize the second step to actions in public spaces. "ISEE"
allows to find the paths with the smallest possible amount of surveillance
cameras. It can be used in demonstrations, too, with changing conditions
and the necessity to react fast. Activism has to oppose the disappearance
of the internet´s "dialogical potential" and its turn
into a "decentralized panopticon" (10/2006).
Books on electronic media, hypertext and hyperfiction
in IASLonline
Rezensionen (book reviews, in German):
- Borghoff, Uwe M. u.a.: Langzeitarchivierung.
Methoden zur Erhaltung digitaler Dokumente. 2003. (10/3/2004) (Günther
Görz)
- Cubitt, Sean: Digital
Aesthetics. 1998. (3/6/2001) (Christiane Heibach)
- Dünne, Jörg/Doetsch, Hermann/Lüdeke, Roger (Hg.): Von Pilgerwegen, Schriftspuren und Blickpunkten. Raumpraktiken in medienhistorischer Perspektive. 2004. (07/11/2005) (Anja Kerstin Johannsen)
- Faßler, Manfred: Cyber-Moderne.
Medienevolution, globale Netzwerke und die Künste der Kommunikation.
1999. (4/11/2000) (Oliver Jahraus)
- Greber, Erika et al (ed.): Materialität
und Medialität von Schrift. 2002. (2/16/2003) (Hilke Achten)
- Hachenberger, Jan: Intellektuelles
Eigentum im Zeitalter von Digitalisierung und Internet. Eine ökonomische
Analyse von Missbrauchskalkülen und Schutzstrategien. 2003. (11/4/2005)
(Stefan Haupt)
- Haldemann, Alexander: Electronic
Publishing. Strategien für das Verlagswesen. 2000. (9/11/2001) (Margit
Roth/Michael Meier)
- Jahn-Sudmann, Andreas/Stockmann, Ralf (ed.): Computer Games as a Sociocultural Phenomenon. Games without Frontiers War Without Tears. 2008. (3/15/2009) (Jan-Noël Thon)
- Jakobs, Eva Maria et al (ed.): Textproduktion. HyperText, Text, KonText. 1999. (3/6/2001) (Christiane Heibach)
- Link, David: Poesiemaschinen Maschinenpoesie. Zur Frühgeschichte computerisierter Texterzeugung und generativer Systeme. 2007. (10/3/2007) (Thomas Kamphusmann)
- Manovich, Lev: The
Language of New Media. 2001. (9/16/2002) (Rembert Hüser)
- Mahne, Nicole: Transmediale Erzähltheorie. Eine Einführung. 2007. (01/15/2008) (Nina Heiß)
- Noeth, Winfried und Wenz, Karin (ed.): Medientheorie und die digitalen Medien. 1998. (3/6/2001) (Christiane Heibach)
- Simanowski, Roberto: Textmaschinen Kinetische Poesie Interaktive Installation. Zum Verstehen von Kunst in digitalen Medien. 2012. (1/27/2013) (Norbert Bachleitner).
- Stanitzek, Georg und Vosskamp, Wilhelm (ed.): Schnittstelle.
Medien und kulturelle Kommunikation. 2001. (9/18/2001) (Isabelle
Siemes)
- Suter, Beat: Hyperfiktion
und interaktive Narration im frühen Entwicklungsstadium zu einem
Genre. 2000. (7/3/2001) (Christiane Heibach)
- Weiman, Gabriel: Terror on the Internet. The New Arena, the New Challenges. 2006. (10/25/2006) (Hans-Jürgen Krug)
Blogs (B), Portals (P), mailing lists (M; with archive: P,
M) and newsgroups (N) with articles and/or news on NetArt
(NA), net conditions (NB) and activism (AK):
- Armin Medosch´s Blog (B, NA, NB, AK)
- Art & Research: A Journal of Ideas, Contexts and Methods (P, NA, NB, AK)
- artificial.dk (NA)
- Born Magazine (NA)
- Computational Culture: A Journal of Software Studies (P, NA, NB)
- Continental Drift: The Other Side of Neoliberal Globalization (Brian Holmes) (B, NB, AK)
- Creative Applications Network (B, NA, NB)
- Ctheory.net (P, M,
NA, NB)
- Dichtung-digital (P,
NA)
- Digicult (P, NA, NB, AK)
- Electronic Civil
Disobedience (P, AK)
- Electronic Frontier Foundation (P,
M, NB, AK)
- Fibreculture Journal (P, NA, NB, AK)
- Furtherfield.org (P, NA, AK)
- Heise online news (P, NB, AK)
- Hz-Journal (Fylkingen´s Net Journal) (P, NA)
- Independent Media Center/Indymedia
(AK)
- Information Aesthetics
(B)
- Institute
for Distributed Creativity (Trebor Scholz): Blog,
Mailing List (B,
P, M, NA, NB, AK)
- Institute of Network Cultures Weblog (B, NA, NB, AK)
- Intelligent Agent (P,
NA, NB, AK)
- Magazine électronique du CIAC/ CIAC´s Electronic Magazine (le Centre international d'art contemporain de Montréal (CIAC)) (P, NA)
- Mute: Culture and Politics after the Net (P, NA, NB, AK)
- NeMe (P, NA)
- net critique by Geert Lovink (B, NA, NB, AK)
- Netbehaviour a Networked
Artists Community (P, M, NA, NB, AK)
- nettime (P, M, NA, NB, AK)
- neural.it (P, NA, NB, AK)
- NewmediaFix
(B, NA)
- Pasta and Vinegar
(B, NA, NB)
- Random Magazine (P, NA, AK)
- Remix Theory (P, NA, NB, AK)
- Rhizome.org (P, M, NA)
- Rohrpost
(P, M, NA, NB, AK)
- ®TMark (P, AK)
- SWITCH (P, NA, NB)
- SPECTRE
list for media culture in Deep Europe (P, M, NA)
- Stunned.org (Conor McGarrigle) (P, NA, AK)
- Telepolis
(P, NA, NB)
- Textz.com (P, NB, AK)
- The Next Layer: Art, Politics, Free and Open Source Software (B, NA, NB, AK)
- Turbulence: networked_performance
(B, NA, NB)
- Vague Terrain (B, P, NA, NB)
- Visual Complexity (P, NA)
- we-make-money-not-art
(B, NA)
- Webartery (N,
NA, NB, AK)
Databases about and with (works of) Intermedia
Art:
Links refer to texts with informations on the history of NetArt and web
specific, for NetArt relevant problems since April 2002. The list was
expanded in March 2003 with links to platforms, portals, mailing lists
and newsgroups with actual informations on NetArt, net conditions and
activism, databases for Intermedia Art and book reviews in "IASLonline
Rezensionen ". Subject-oriented websites are considered as platforms if they are more than curated links and contain artistic projects in their database. The links to articles on actual aspects of NetArt
are added since February 2004. The dates of the entries are listed in
brackets (month/year).
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