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Category: Contributed Texts

Online resources: Cities and architecture

First cover of first issue of Places

 

Places, originally a joint venture between MIT and UC Berkeley, published its last print issue in Spring 2009. ‘It is now publishing as a fully web-based, open-access publication’ with the Design Observer Group. ’Places online will publish peer-reviewed scholarship as well as topical commentary, observations, reviews, and visual portfolios.’  Edited by Nancy Levinson, Places is guided by numerous noteworthy representatives of the design field and includes features, galleries of architecture related art projects, archives, book reviews, and other samplings from global design culture today. The many photographs and well-designed site make this online publication particularly nice to look at, while the breadth of theory, politics, public space articles, and environmental sensitivity are of consistent high quality.

http://places.designobserver.com/

Polis is a new blog published in collaboration between a group of progressive young architects, urban planners, and  theorists. It is an energetic array of topics emerging from transformations in the urban environment and  multiple international geographies. Excellent read.

http://www.thepolisblog.org/

Book Review: White Heat Cold Logic

White Heat Cold Logic: British Computer Art 1960-1980 -

Ongoing Modernism and the Rise of the Heroic

Edited by Paul Brown, Charlie Gere, Nicholas Lambert, and Catherine Mason

Published by The Leonardo Book Series /MIT Press

____

Between 1960 to c. 1980, is a set of decades most often portrayed as a period of endless creativity and technological optimism. Back then, artists designed and built their own machines, were invited to collaborate with computer scientists in a multitude of higher, social processes (including the development of interactivity) and were wholly influenced by cybernetics and techno mathematics. (1)

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FEATURE: City Centered

A Festival of Locative Media and Urban Community
June 11– 13 & 19, 2010
Sponsored by the Center for Locative Media, Gray Area Foundation for the Arts, KQED, Conceptual Information Arts/Art Dept/San Francisco State University, the City of San Francisco, and the Berkeley Center for New Media
http://www.gaffta.org/projects/city-centered/

Invitation to submit proposals
Submission deadline: March 1, 2010

About the festival
Recent exhibitions, festivals and conferences across the US and in Europe have taken wireless networks, public space, locative media and urban environments as sites of intervention, creativity, and critique. Formulated within the emerging context of networked urbanism and mobile media, City Centered: A Festival of Locative Media and Urban Community will focus upon dynamics of the shifting, locative, cartographic and social space of the city. It is organized by educational, arts, community-based and civic organizations and asks how locative media can act as a platform and venue for community-led expression. From within San Francisco’s Tenderloin district, this festival will celebrate the rich possibilities that art and technology offer for urban communication of place and place-based media. City Centered focuses on the use of locative media and wireless technologies for site-specific and neighborhood-based interventions. Artists, designers, architects, community and cultural workers —people, places, and devices — will meet for four days of street-side celebration, public exhibitions, a symposium, and workshops. The festival seeks new work aligned with the themes of creative mapping, urban storytelling, sentient space, body awareness, local history, contested spaces and gaming.
The festival’s main goals are:
o to promote creative public use of free wi fi and open networks in the city of San Francisco
o to encourage meaningful collaboration between artists and local organizations in connection with wireless networks
o to introduce site-specific locative media art to urban places Logistics and creative goals Proposals are invited around projects involving creative mapping, urban storytelling, body awareness, local history, contested spaces and gaming. We seek projects of the greatest interest and highest quality. That said, proposals should be created for or be highly relevant to urban communities such as those found in San Francisco’s Tenderloin district. Neighborhood, mapping or community-based projects adaptable to the district are desirable. All proposed projects should address the theme of ‘urban community’ and utilize wireless technologies in some relation to ‘location’ and ‘place.’ Imaginative responses to the district and critical interpretations of place are strongly desired. Proposals which include or seek to include collaboration with Tenderloin/Civic Center organizations will receive greater consideration than projects which do not. Projects using locative media to explore unique histories in the Tenderloin and/or address the festival’s aims of fostering creative civic engagement are also sought. Members of local community-based organizations will review all submissions and identify proposals that they wish to support.
In addition, creative work is encouraged to engage with the following questions:
What does neighborhood mean? How might urban communities speak effectively about their cities through use of wireless networks? Where do wireless creative practices intersect with and/or enhance citizen roles in civic engagement?

Themes
Creative mapping
Location based media has so far involved much discussion of the role of maps, both their local and geopolitical importance, their history within political structures and the potentials of self-made or self-informed maps in terms of the production of and shaping of urban space. GPS and other applications enable the making of highly personal and information laden online spaces. What is cartography? What is mapped identity? How can groups and populations better see themselves, their history and their futures in the realm of maps?
Urban storytelling
Stories of the distant past or recent memory help hold groups together. Community groups and cultural critiques often address whose stories are told, and how. In San Francisco, the mural is a traditional form of commemorative media, making communities’ histories and concerns visible on the walls of their buildings. What remains invisible? Can wireless technologies enable understandings of the past — both accepted and controversial?
Sentient space Surveillance cameras, motion sensors, and electronic forms of payment have moved substantially into public space. Computational means of tracking and responding to human actions increasingly pervade the urban infrastructure. San Francisco has recently deployed a test run of networked, sensor-based parking meters. Other cities have introduced wireless, networked monitoring of water systems, electrical grids and so forth. Is this the emergence of new ’sentient cities’ or an extension of automated modernity started a century ago? How might we imagine and make debatable the ways in which networked information processing animates, invades, enables or undermines urban places?
Body awareness Often seen as places of strangers and strangeness, modern cities are places where, unlike villages, one can find both welcome anonymity and undesirable alienation. Ambivalence about relations between self and others experience has been a feature of urban life since the 19th century: we want to fade into the crowd, but also feel connected. What kinds of awareness of other humans—or non-humans such as animals, plants and trees—remind us of liminal and subliminal arenas of urban growth and transformation? How do embodied experiences — of crowds and solitude, of comfort and anxiety — relate to awareness of self and others?

Local history
Locative media can be used to express specific attributes of place through local history, connecting us to and with histories of architecture, urban space, the changing city and the combinations of news, folklore, and data flows which allow us to interpret and understand where we live. How can local history be mapped? Is it collaborative or authorial? What kinds of stories constitute the history of a place? What kinds of data are place-based?

Contested spaces
Art projects are never neutral. Even in evading explicit discussion of politics or controversies they take a stand with respect to a community of makers and audience of participants, listeners, or seers. In particular, projects of civic engagement rely upon (often unstated) aspirations about urban life. This is so especially when situated within specific communities and drawing upon their hopes, desires and dreams. We invite projects framed as interventions in contested spaces; that work with intervention as an art practice and that introduce new forms or contestation or expand upon the already established path of community-based art in San Francisco.

Gaming
Gaming takes on many unusual forms in today’s media-saturated culture. Moreover, young people constitute one of the most prolific and literate groups of wireless users—and many enjoy gaming. Implementing simple urban games can sometimes tell participants much about themselves and their awareness of and connection to fictional and emotional aspects of place. What kinds of narratives are appropriate in challenging neighborhoods? How can games be used to deal with social ills or help inhabitants navigate through periods of urban change?

Technical forms
Locative media involves an emerging cluster of technologies that include mobile phones, Global positioning satellite systems (GPS), geospatial databases and wireless networks. These technologies enable inter-connectivity between locations, determine locations and mapping and enable participation in storytelling and games. They have become increasingly ubiquitous in our daily lives and public spaces, and are radically changing how people work and live. In addition, these technologies raise complex questions about public/private rights, laws and responsibilities. The festival encourages submissions in four areas of creative technical practice:
Data visualizations of information What data is relevant to Tenderloin inhabitants? How can visualization expose previously unrecognized patterns of exchange and which change the experience of familiar locations? Mapping and cartography Maps produce and represent information about the meaning of place. Locative practices often engage the location-aware/context aware aspects of tools/networks, pinpointing and demarcating places according to creative interpretation. Participatory media How can projects weave diverse groups and foster conditions for increased civic engagement, learning, and questioning? What barriers to civic engagement and participation are there and how might they be overcome?
Location tracking Tracking the movement of people and objects can also record and augment experiences often unrecognized or culturally invisible. What kinds of movements of people and goods combine to form the economies and exchanges of a neighborhood? What kinds of human movement alters the way we might think or conceive of a place and its changing milieus? Games and playful interventions Introducing ideas of competition, speed, and fantasy into city streets may help engage local inhabitants, young people, kids and onlookers in experiences they see as new, surprising or special.

Project criteria
Proposed art must have some place-based and/or locative aspect such as utilizing GPS or GPS and the web; utilizing cellphones or other mobile media and address site specifics or place-making. Projects which address sites or cultures of the Tenderloin and/or collaborate with Tenderloin based constituents, populations or organizations are encouraged. The festival seeks project proposals which specifically contend with and/or engage with the multiple languages, communities, and interests of the Tenderloin, and which utilize the variety of public urban sites available in some meaningful and site specific form. Playgrounds, schools, public lobbies, gallery space, community centers, sidewalk areas, the street, parking lots, rooftops, and open plazas all provide excellent inspiration for wireless public projects and locative media works.
Other criteria and creative/artistic priorities:
Projects must be designed for or adapted to locations in or in close proximity to the Tenderloin. Existing projects that can be adapted to the Tenderloin are welcomed. Priority will be given to submissions by those who have community art experience or have worked with populations in urban neighborhoods.
About the Tenderloin and Civic Center San Francisco’s Tenderloin district is a densely populated, rapidly changing, loosely defined district with apartment buildings, singleroom occupancy hotels, nightclubs, bars, galleries and restaurants. Located near San Francisco’s cable car tourist attractions, downtown convention center hotel district and Union Square, it is a flourishing, multilingual and multiethnic neighborhood home to many artists and galleries. Yet the Tenderloin is also notorious as a concentrated site of misery, known for violent crime, prostitution, drug addiction, and homelessness. Recently, the city has devoted considerable attention and resources to redevelopment in the Tenderloin, making engagement with locally led organizations a priority. There are numerous multilingual, multicultural organizations with substantial art programs –Glide Memorial Church, Hospitality House, the YMCA and The Boys and Girls Club. It is also site of the Main Library, the center of San Francisco’s public library system. The festival’s close proximity to San Francisco’s administrative buildings and historic Market Street make it an especially intriguing arena for urban artmaking and location based creative practice. Free wi fi exists in the library system and wireless is found throughout the Tenderloin. More specific technical questions can be addressed once proposals are selected. The Gray Area Foundation for the Arts at 55 Taylor Street in the Tenderloin and will operate as base for the festival and will assist artists to work with the neighborhood in the installation of their projects. In addition Gray Area has a window installation venue Tendorama to which proposals can be specifically made, and will offer information about organizations with which to partner. The Gray Area Foundation for the Arts (http://www.gaffta.org/) is a San Francisco-based nonprofit dedicated to building social consciousness through digital culture. Guided by the principles of openness, collaboration, and resource sharing, our programs promote creativity at the intersection of art, design, sound, and technology. Its goal is to make digital culture accessible, substantive and inspiring from the physical neighborhood of the Tenderloin to extended digital communities. GAFFTA is committed to outreach both online and in the city.

Selection process
Proposals will be reviewed and selected by a panel of artists, curators, arts and community organizations.

Timeline
Proposals due: March 1, 2010
Participants notified: on or before April 1, 2010
June 11–12: Opening and art exhibition
June 13: Symposium
Community Workshops: June 19
Friday, June 11: Art opening and introduction to the symposium at GAFFTA
Saturday, June 12: All-day art festival of interactive, locative works in the Tenderloin sponsored by Gray Area.
Sunday, June 13: City-Centered Symposium at KQED, hosted by KQED and SFSU.
Saturday, June 20: Community education workshops at KQED in the Mission District
Further information and questions
Please direct questions and other correspondence to citycentered@gaffta.org. Or see our website at
http://www.gaffta.org/projects/city-centered/.
********
City Centered
A Festival of Locative Media and Urban Community

Project proposal guidelines
Submission deadline: March 1, 2010
Project proposals can be submitted for any or all of three events:
o Exhibition of wireless art and locative media (opening June 11, organized street activities and tours June 12 around locations in the Tenderloin, continuing exhibition by agreement between artists and sites) Art proposals should explicitly reference the themes and criteria suggested above. While the organized festival activities take place on June 12–19, projects may remain indefinitely installed for as long as their makers and the installation sites wish. The festival encourages and will promote longer-term installations, but recognizes that project duration may vary based on the type of work and the site of installation.
o Practitioner and educator symposium on locative art practice (June 13)
The Symposium is an all day event, with six 20-minute presentations and targeted break-out sessions
o Community education workshops (June 19)
Community workshop proposals should be specified for six, three, or one hour time slots.
If you are submitting proposals for two or more of the events, your proposal should include the summary section and as many of the
following sections as relevant.
Please submit the proposal as a single pdf file in 8/12” by 11” format. Proposals should be submitted as emailed attachments to citycentered@gaffta.org. Please read instructions carefully before submitting supporting files.

I. Summary
Summary section should include
o Project/presentation/workshop title
o Contact information for project liason: email, phone, mailing address for one person whom we can contact

II. Exhibition proposal
a) Project description (2pg at most)
o Description of the project and how it responds to festival themes and technical narratives
o Where will this project be located, both physically and digitally? For the purposes of submission, it is acceptable to list a generic
site (street, plaza, etc). However, if you have a specific idea of where the project might be sited in the Tenderloin, please list it. Will you need digital hosting?
o Planned duration of project installation. Also, is the project accessible only once, periodically, or throughout the two weekends?
o What kind of audience do you imagine for this project?
o How will people interact with the project? Please describe how they will first encounter the project, how long you imagine the interaction might take, and whether there is a specific time at which the project is best seen.
o If this project involves active participation by community members or the general public in envisioning and creating objects or events, how do you imagine inviting participation and then structuring the project’s relationship with them?
b) Implementation (2pg at most)
o What are the technical requirements for this project? What kind of equipment, wireless access, power connections, etc will you be
bringing and will you require us to supply?
o What are the maintenance demands over the course of exhibition? Will it need supervision?
o What is the status of the project? Is it completed or still in development? Please note that we welcome proposals that are still in progress, but would like to have full information about the project’s needs so that we can better support it.
o Is there any additional support that would be helpful in terms of supplying technology, logistics aid, site permissions and recruitment, local contacts, etc? Again, we welcome proposals that are still in development, but would like to make sure that we offer all assistance that we can.
c) Team information
Please provide a short (100-200 words) biography for each team member, clearly indicating each member’s role in the project. Please include relevant education, awards, exhibitions, other professional activities. Artists statements also welcome.
d) Supporting material Please include any files — photographs, drawings, diagrams, videos, or other media — that you feel necessary to support your proposal. We prefer digital submission of files, but hard copy submission is also acceptable. We will accept both hard copy and digital formats including 35mm slides, video (VHS NTSC format), cassette audiotapes, CD-ROMs, URLs (please specify browser version and plug-ins), color copies and/or other printed materials. Videos should be under 10 minutes in length. If under 2MB, files can be attached to an email and sent with the proposal. Please include links to online files within your proposal PDF if the files are over 2MB. If you send hard copy documentation, please include a self-addressed stamped envelope with adequate postage for return. Otherwise, we will not be responsible for returning your submitted materials. Please make sure that any mail will be received
by March 1, 2010. Mail can be sent to:
City Centered
Gray Area Foundation for the Arts
55 Taylor St.
San Francisco, CA 94102
Please include include a list of any supporting files to with your proposal.

III. Presentation proposal
a) Project description (1pg at most)
o Short description of the presentation and how it responds to festival themes and technical narratives
o What kind of audience do you imagine for this presentation?
b) Team information (if not provided elsewhere)
o Please provide a short (100-200 words) biography for each team member, clearly indicating each member’s role in the project.
Please include relevant education, awards, exhibitions, other professional activities. Artists’ statements also welcome.

IV. Workshop proposal
a) Project description (1pg at most)
o Description of the project and how it responds to festival themes and technical narratives
o What kind of audience do you imagine for this project?
b) Workshop requirements
o Duration of the workshop and planned schedule for the time. How many people can attend it?
o What are the technical requirements for this workshop? What kind of equipment, wireless access, power connections, etc. will you bring and will you require us to supply?
c) Team information (if not provided elsewhere)
o Please provide a short (100-200 words) biography for each team member, clearly indicating each member’s role in the project. Please include relevant education, awards, exhibitions, other professional activities. Artists statements also welcome.

Timeline
Proposals due: March 1, 2010
Participants notified: on or before April 1, 2010
Friday, June 11: Art opening and introduction to the symposium
Saturday, June 12: All-day art festival of interactive, locative works in the Tenderloin sponsored by Gray Area.
Sunday, June 13: City-Centered Symposium hosted by KQED and SFSU.
Saturday, June 19: Community education workshops at KQED in the Mission District

Links
KQED: http://www.kqed.org/
Gray Area Foundation for the Arts: http://www.gaffta.org/
Center for Locative Media: http://www.locative-media.org/
Conceptual Information Arts/Art Department/SFSU: http://userwww.sfsu.edu/~infoarts/
The Berkeley Center for New Media: http://bcnm.berkeley.edu/

BOOK: A Computer in the Art Room by Catherine Mason, Reviewed by Molly Hankwitz

A Computer in the Art Room: The Origins of British Computer Arts: 1950-80
by Catherine Mason, Norfolk: JJG Publishing, 2008.

Reviewed by Molly Hankwitz

This book is a work of art history analyzing the many contributions made by British artists and scientists to the development of computer art in England and its simultaneous impact and origins internationally. Special attention is paid to the development of new arts curriculum and education for artists during the post-war period. Art is a political battlefield when it comes to how and what is taught. Remarkably the arrival of the personal computer and networked computing as well as associated equipment: plotters, printers, and the monitor – began having an impact on artists in the 1950s when it was perceived to be an instrument through which one could express oneself. With many color plates and a fine art approach to the research, Catherine Mason has drawn together a unique collection of some of the most well known British art groups and institutions to have influence upon cultural acceptance and arts education.

The relationship between The Independent Group and the Institute of Contemporary Art’s (ICA) forms the basis of much of the analysis, as the ICA was a meeting ground and support for the minds of the Independent Group. Lesser known, but keenly important artists such as Edward Ihnatowicz are written about in great detail, as well as their original works, the Senster, for example, and reactions to it, are described in great detail. Thus the text is a compelling portrayal of how important artists worked against the grain of longstanding, traditional arts education in the United Kingdom’s college degree system in order to push for new approaches and ideas. Cybernetics, computer science, robotics, telemetry, as well as ‘interactivity’, ‘participatory’ and ‘process-driven’ art forms are shown to be the intellectural mainstays of avant-garde ideas at the time and are discussed in depth. Great attention is placed upon the overlaps between college arts education, vocational education in polytechnics, ‘think tanks’, fine art departments and the forces shaping government support and reports upon them.


Edward Ihnatowicz working on his computer-controlled sculpture, The Senster, at University College, London c. 1970

Curiously, because fine arts schools such as the prestigious and elitist Royal College of Art were generally the last to accept any cross over between art and technology, while the polytechnics, largely focused upon vocational training and design, more readily hired artists to work in them. Hence, newer ideas were sometimes tested outside of London. Experimental exhibitions, however, generally pushed computer arts into the realm of the visible for the general public.Richard Hamiltons ‘Growth and Form’ and ‘Man, Motion and Machine’ as well as the Independent Groups ‘This is Tomorrow’, ‘Cybernetic Serendipity’ (1968) and numersos others, are discussed by Mason as having huge influence upon the critical art audience and in helping to publicize and lend authority to ideas. Mason cross references her research between the inventions of one artist and the influence had on others. Stephen Willats, Roy Ascot, IIhnatowicz, Lawrence Alloway, Lynda Brockbank, Noel Forster, Brian Eno (a student at Ipswich College), and especially Gustav Metzger, Victor Pasmore, Richard Hamilton, Storm Cornock and others are discussed. Thus, the rise of less restrictive and more experimental and process-oriented sensibilities — in contrast to the traditional methods brought about by allegiance to John Ruskin and William Morris– began to appear in fine arts programs throughout England from the early sixties onwards. Roy Ascott’s revolutionary ‘Groundwork’ foundation course introducted to Ealing and Ipswich colleges was had controversial influence.

The legendary Slade School of Fine Art Experimental Department (University College London) was among the first inter-disciplinary programs to prosper around the teaching of computer art. Because the introduction of computer technology to creative work usually centered around design applications, it was less common and understood in fine art programs of the time. The Slade deparment was experimental, but also highly successful. Hamilton, Eduardo Paolozzi, and William Turnbull as well as other members of the Independent Group had attended Slade in the 1940s and their reputations helped its experimental growth as an institution. From William Coldstream’s influence onward and including the appointment of Rudolf Wittkower and others into the faculty presents a curious case of collaboration between fine artists, arts councils, funders, and faculty. Moreover, the department developed when “it was clear that art was evolving alongside the social and political changes of the 1960s” (2008, 174) In 1969, Bernard Cohen, in particular, pushed for study in art and electronics and in 1970 the influential Computer Arts Society held ‘An Evening of Computer Art and Composition.’ (ibid, 175) which consisted mostly of performance based works of computer poetry, light/sound performance by John Lifton, choreographed ‘dance’ routines by computers by John Landsdown, and so forth. (ibid, 175). In 1970, Systems Group founder, Malcom Hughes created the first computer curriculum for Slade. His own work was influenced by the process-driven epistemology of Pasmore and used mathematical and generative concepts. Works cited from Slade’s department are drawings and machines of Stephen Scrivener, CAD drawings of Chris Briscoe created on the CRT at the Slade studio and many others. In 1977 Slade owned a ‘technology lab’consisting of a customized computer stacked with a teletype used for alpha-numeric input and output, a storage oscilloscope used for graphic output and the plotter built by Briscoe. (ibid, 181)

The apparent, driving force of Mason’s book is her interest in bringing to light the contributions of major players and thinkers, who along with like minded British scientists, engineers, funders and officials – at times influenced by work in the United States or Germany – were attempting to forge especially creative links between art, science and technology. Mason directs the reader to a wealth of information and background as to the role computers played in artmaking during the post-war period, including attitudes towards culture and machines, publications on similar ideas, as well as disparate strands of thought considered in regards to their use. The author manages an articulate history of art and education as well as offering substantial insight into how the role of the artist was in the midst of changing as a result of increasingly global, computerized culture. She shows how this extraordinarly early experimental work was often funded through collaboration with IBMs European offices, via appeals to international exhibitions, and was presented to the public at large. The book is a set of rarely published facts and ideas collected into one text; a vision, especially, of how British arts education was underpinned by various tensions and forces in the arts, and how these tensions had historic foundations. That a post-modern sensibility towards networks and machines was emerging is an understatement, yet the relationship of art, science and technology went back at least to Prince Albert’s designs for Albertopolis which combined arts and science museums along one ring road. The British Science museum as well as the V&A are residuals of his utopia.

Many of the ideas conceived during the decades of the sixties and seventies as a response to reactionary concepts – ideas of interactivity and connectivity, for example – are peculiarly visionary when laid aside theory and use of networked art today. Information and art, art and machines, have become increasingly indistinguishable and, indeed, perhaps overly alike. The book is very informative for those interested in the emergence of electronic media art in Great Britain and relationships between British art and its influence.


Mason, C. A Computer in the Art Room. Norfolk, 2008.
for more information: catherine.mason@dsl.pipex.com

*Archimedia* Experimental workshops/SOUNDTRACKS

Upcoming workshop with David Cox and Molly Hankwitz @ ATA
************************************************
When: Saturday, 5/16 1 – 5pm.
Where: ATA 992 Valencia Street, SF CA
Contact: 415 283 7757 or 401 5227
***************************************************************************************
MEDIA PRODUCTION FOR CELL PHONES
AND SMALL DEVICES BOTH ANALOGUE AND DIGITAL

Consider making mini movies using what you have – use old camcorder, old webcams, new phone cams, and other types of portable cameras and devices to make films. Work around the limits of the small screen, limited frame rates, limits of storage and battery time. Improvise tripods and other stabilization devices. Bring your own tools or works in progress. Participants make media, show their media, learn production tips and are given useful production information.

$40.00 per student. Informal “lab” environment in artists’ gallery.

Saturday 4/4 and 5/23 — INTRODUCTION TO EXPERIMENTAL ANIMATION
Learn the basic principles of as well as hands-on animation techniques. Practice drawn animation with the zoetrope, ip books and other methods. Learn how to set up a basic animation facility at home. Discover what freeware solutions are available for 2D drawn animation on a computer,
as well as stop motion programs which let you turn a digital camcorder and a computer into a puppet/object stop motion animation system.

By the end of the class you will have learned the basics of traditional animation, and how to apply the methods yourself at home using what tools you have. Taught by award winning animator and lm maker David Cox. $40 per student. Limited to 8 students.

Saturday 4/11 and 5/30 — GEOTAGGING: MAPPING AND MEDIA
An overview of the available useful, free mapping resources and the benets and drawbacks
to each, including Google maps, Yahoo maps, MapQuest, and others. Examine the role these play in the development of geography-based art. Experiment with GPS and geotagging; using portable screens for locative media. Learn the basics and the culture. $40 per student. Limited to 10 participants.
Saturday 4/18 and 6/6 — SOUNDTRACKS Develop the art of listening and expressing with sound. Sound sources, recording techniques,
how to produce primitive sound efx, aesthetics of audio will be studied in this brief immersion into sound design.
Non-lmmakers welcome. Make your own short soundtrack before picking up a camera, and identify audio sources on the Internet.
Good fun for lmmakers and non lmmakers alike. $40.00 student. Limited to 10 participants.
Saturday 4/25 and 6/13 — WEB STUDIES SEMINAR
This discussion-based workshop oers an in depth overview of the World Wide Web as an historic
medium for the delivery of ideas. Presented as a three Part lecture/discussion, topics will include: Mark up language, Hypertext, the emergence of the Browser and the URL, Cyberspace, public commons, multimedia/rich media, transformations in the concepts of networks, spimes, blogs and databases.

Great overview of the Web. A must for new media writers and aspiring culturalists.
$20.00 fee. No limit on enrollment.
Saturday 5/2 and 6/20 — USE WHAT YOU HAVE!!!– TOOLS SKILL-UP
Many people have new portable computing and digital gadgets.
Most gadgets are never used up to their full potential and so called “old” tools see the dumpster too soon. This workshop promotes sharing
of ideas about what to do with old and used tools, unusual or obsolete technology, and oers tips, skills, and information on what kind of
power lurks in your personal communications technologies. Find out how much media power you actually have and let your inner geek out!!!!
$50 per student, limited to enrollment of 10.
Registration is non refundable and is confirmed by advance payment in full by check or money order with a note or email stating your
preferred classes and dates. Please include a list of what you intend to work with, and what you are interested in working on.
Checks should be made out to: Molly Hankwitz/Archimedia and mailed to:
3288 21st Street, #28, SF CA, 94110. Please no returned items.
Questions? Drop an email with your information to archimedia.workshops@gmail.com. All classes are held at Artists Television Access,
992 Valencia Street, SF CA 94110. Confirm registration by email or check in mail to the above address. Note: ATA is not set up to
take calls re: Archimedia workshops.
Please contact us: archimedia.workshops@gmail.com
or call at 415 401 5227, or 415 283 7757 (cells) Course dates may be subject to change.
WORKSHOP SCHEDULE
Saturday 3/28 and 5/16 — MEDIA PRODUCTION FOR CELL PHONES AND SMALL DEVICES BOTH ANALOGUE AND DIGITAL
Learn to make mini movies using what you have – use old camcorders, old webcams, new phone cams, and other types of cameras to make lms.
Work around the limits of small screens, limited frame rates, limits of storage and battery time. Improvise tripods and other stabilization devices made
from ordinary objects and learn production techniques for the small screen. Put your cell phone video into a form you can edit digitally.
Bring your own tools or works in progress. $40 per student.
Limited to 8 participants.

TEXT: ARCO 2009, Meditaciones en una (supuesta) catástrofe, by Raquel Herrera

Vacas flacas

Coincidiendo con la celebración de la feria de arte contemporáneo ARCO 2009, la ciudad de Madrid se llenó de vacas multicolor a modo de esculturas urbanas que algunos incívicos se dedicaron a estropear. Quizás su actitud destructiva no se viera exclusivamente motivada por la eterna pulsión humana que incita a destruir el mobiliario urbano, sino también con el sentir general expresado en una frase: estamos en crisis.

Pero igual que los metrosexuales o la dieta mediterránea, la palabra crisis (más allá de los despidos laborales masivos o el descubrimiento de timadores a gran escala tipo Brad Madoff), tiene también algo de cliché cuando, antes de que llegue el desastre, las ferias de arte contemporáneo echan el telón de la austeridad y se llevan las manos a la cabeza antes de ver el resultado de ventas.

Según comentó su directora Lourdes Fernández en la rueda de prensa celebrada en Barcelona, la feria empezó a prepararse hace más de medio año, con lo que los cambios (como la ubicación de los pabellones o la ausencia de notables galerías internacionales) no responden exclusivamente a una política de contención sino al propio devenir y gestión de estos eventos.

En cualquier caso, el arte digital no se vio favorecido por la coyuntura: aunque no culpo a la crisis de la situación, pues en su trayectoria el espacio Expanded Box ha demostrado que oscila entre el videoarte más propio de la galería y ciertos intentos de introducir “otro tipo de arte tecnológico” cuyo único vinculo con el videoarte es el de generar imágenes sintéticas, sí que es cierto que si el mercado del arte contemporáneo tienden a apostar por un arte digital “espectacular” (en forma de instalaciones o performances de grandes dimensiones) para asegurarse notoriedad y ventas, éste brillaba por su ausencia en la edición actual.

En la caja expandida, los proyectos oscilaban entre las propuestas de videoarte de la mano de la comisaria Carolina Grau y las instalaciones más vinculadas a los presupuestos del arte digital escogidas por Domenico Quaranta. En este último caso, había “caras conocidas” como At My Limit: In the Name of Kernel de Joan Leandre (galería Project Gentili, Italia), centrado una vez más en “reconstruir” entornos de software, The EKMRZ trilogy de Ubermorgen (galería Fabio Paris Art Gallery, Italia), donde diversos medios se mezclaban para alterar las interfaces de tres macrocorporaciones (un planteamiento también conocido, y pese a ello galardonado con el premio BEEP) o el Unprepared piano de Thomson & Craighead (galería ARCProjects, Bulgaria), que se encargaba de reproducir aleatoriamente pistas musicales de una base de datos de música MIDI en línea (lo que no suscitaba demasiado entusiasmo entre los transeúntes que se encontraban el piano… inerte). En términos de novedades, me hizo gracia el hula-hop-brújula de Lawrence Malstaf (Galerie Fortlaan, Bélgica) que quizás no tenga mucho más que aportar, pero podría dar pie a ideas interesantes si se empleara no solamente como “herramienta”.

Mención aparte merecerían las proyecciones de videoarte-que-no-quiere-serlo-pero-es-cine-o-igual-videoarte-ay-no-lo-sé-pero-quiero-que-sea-arte-a-fin-de-de-cuentas en la sección estudio: Pierre Bismuto, Elija-Liisa Ahtila y Jaime Rosales eran los invitados, pero no coincidí con los horarios de programación de estas actividades.

En el resto de la feria, la sensación general que obtuve fue que o bien sólo miro hacia donde me interesa o los artistas siguen apostando por fórmulas que funcionan para algunos. Todos tenemos debilidades: me gustan los morenos, me gustan las rubias, quiero chocolate, otra copita más, y en arte ocurre exactamente lo mismo. Lo digo porque, una vez más, me reí viendo como unos robotitos (MI y MII, de Jorinde Voigt) con pinta de aspiradoras peinaban el espacio de la GALERIE KLÜSER 2).

Idéntico interés suscitó en mí la motocicleta modelo Purple Rain del artista Liu Hui (Tang Contemporary Art, China), presentada como proyecto individual en un rincón oscuro de uno de los pabellones: la motocicleta estaba rodeada de cables y la iluminaba una potente luz roja tan chillona como subyugante. Asimismo, Rafael Lozano-Hemmer presentó una cuadrícula de pequeñas imágenes pseudo pornográficas cuyo movimiento continuo sugería más un juego de luces que un mandala espiritual. Sé que Lozano-Hemmer se considera muy mainstream (y lo entiendo), así que supongo que es mi equivalente tecnológico a un George Clooney que te convence incluso anunciando café expreso.

Y ante la pregunta, ¿pero esta edición no estaba dedicada a la India?, la respuesta es que sí, pero, en el conjunto no se percibía especialmente. O mejor dicho, ¿cómo trascendemos, una vez más, la tensión poscolonial entre una expectativa de arte folclórico y la presencia de arte contemporáneo global que no podemos vincular a ninguna idiosincrasia nacional? La sala de exposiciones municipal Alcalá 31 trató de encargarse de esta cuestión con la exposición Cultura popular india y más allá: los cismas jamás contados, pero la brecha siguió allí: muy ilustrativa respecto a la historia del collage de estilo pop, pero muy poco respecto a lo que ha ocurrido entre la descolonización y los documentales actuales que, en el mejor de los casos, tratan temas globales representativos del habitual videoarte no ficcional.

Fragmentos de VIDA

Por fin tuve ocasión de visitar el MATADERO de Madrid, ese espacio enorme brutalista que jamás tendremos en Barcelona (básicamente porque no tenemos sitio, a no ser que lo instalemos a 60 km de la ciudad y pongan autocares para ir venir). Las salas eran tan grandes, frías, y estaban tan rotas, que me temo que cualquier cosa habría quedado genial en ellas. Pude ver la exposición Fuegos fatuos de Daniel Canogar, un nuevo conjunto de cinco instalaciones de luces donde utiliza residuos electrónicos. El folleto reza que con estas instalaciones se alude al pasado del Matadero y a la memoria de los residuos. Pero yo, que desde que leí a Kurt Vonnegut me puse una especie de escudo para tomar distancia entre los mataderos y la memoria histórica, lo que vi fue un conjunto de instalaciones altamente sugerentes que por fortuna no me recordaban a los árboles de Navidad, sino a la naturaleza o perversión del mundo natural (y ahí reconozco que Canogar siempre me gana).

En relación a los premios VIDA 11.0, dejé que se me cayera la baba con la instalación ganadora Hylozoic Soil, de Philip Besley y Rob Gorbet, un bosque artificial que reacciona ante la presencia humana (es decir, las extremidades de las hojas se curvan al pasar). Mi descripción siempre resultará burda porque el movimiento de las hojas es sutil y delicado (y atractivo para cualquier edad, a juzgar por la variedad de personas que visitaban la instalación). Menos impactante, pero muy meritoria era también la instalación Birds de Chico MacMurtie (tercer premio): lo digo porque la idea de fila de patas de madera que empiezan a moverse cuando la primera de ellas empieza a moverse al detectar una presencia es fantástica, pero el resultado no acaba siendo tan llamativo.

El resto de premiados, a mitad de camino entre la proyección de imágenes abstractas de sujetos (segundo premio para Performative Ecologies, de Ruairi Glynn) y los globos con vida propia (mención honorífica de la edición anterior para Alavs 2.0., de Jed Berk) no me llamaron tanto la atención. Lo que sí pude constatar es que el arte reactivo (que no interactivo, porque reacciona a estímulos pero no se ve sustancialmente modificado por ellos) goza de buena salud, y que, dado que es casi una convención en las instalaciones, quizás el arte vinculado a preocupaciones está consolidando fuera del museo tradicional lo que el museo tradicional ya ha abrazado en instalaciones de artistas conceptuales (estoy pensando en la exposición de Cildo Meireles en el MACBA al escribir esto último).

Fuera de ARCO

Fuera de ARCO, la vida seguía como siempre: hacía sol, y los museos habían preparado cierta artillería para la ocasión (Francis Bacon en el Prado, retrospectiva de Eulàlia Valldosera en el MNCARS). Sobre esta última, me gustaría comentar que me pareció curioso su acercamiento al mundo doméstico a través de carritos de supermercado que empujados daban a pie a determinadas imágenes, o sus botellas de productos de limpieza que ofrecían confesiones sonoras (aunque a mi gusto demasiadas), pero lo que más me gustó sin duda alguna fue el vídeo de la sala del final donde diversas mujeres (emigrantes en España) hablaban sobre los objetos que les importaban. Un vídeo “tradicional” sobre tres historias tanto o más interesante que el uso de sensores. Me estaré haciendo muy mayor, digo yo.

¿Qué será, será?

El futuro es vago: no sabemos si ARCO caerá víctima de la crisis económica o si se mantendrá al flote cuando el pánico deje paso al realismo. En cualquier caso, la coyuntura económica ha despertado en España (y asumo que también globalmente) el interés de políticos y particulares en un término, al parecer, no lo bastante explotado: la innovación. Esa innovación se traduce a grandes rasgos en explotar las virtudes de ambos sistemas (el público, basado en ayudas a la creación, y el privado, basado en la continuidad entre producción artística y generación de productos) y en fomentar el desarrollo de los “emprendedores” tradicionalmente adscritos al ámbito empresarial.

Con un ARCO patrocinado hasta las cejas por la firma de moda MANGO, ahora conviene preguntarse si estas actitudes “innovadoras” van a trasladarse también al resto de centros de arte, si Madrid va a fomentar aún más el comportamiento emprendedor que etiqueta a profesionales del arte como proveedores de servicios, y si en definitiva el arte tecnológico (que en la mayoría de unos casos, y tras la resaca del net art, requiere una fuerte inversión para llevarse a cabo) va a poder aprovecharse de esta actitud sin complejos respecto a las relaciones entre arte y economía.

CowParade
http://www.cowparademadrid.com/tabid/450/Default.aspx

Sección de videoarte Cinema (comisariada por Carolina Grau para Expanded Box)
http://www.ifema.es/ferias/arco/pdfs/expbox_Cinema.pdf

Project Gentili (Joan Leandre)
http://www.projectgentili.com/exhibition_info.php?id=24&gentili_lang=en

Fabio Paris Art Gallery (Ubermorgen)
http://www.fabioparisartgallery.com/

Premio BEEP
http://www.arcomadrid.beep.es/

ARCProjects (Thomson & Craighead)
http://www.arcprojects.org/main/index.html

Galerie Fortlaan (Lawrence Malstaf )
http://www.kaaitheater.be/productie.jsp?productie=536&lang=en
Galerie Klüser (Jorinde Voigt)
http://jorindevoigt.com/blog/?cat=16

(Tang Contemporary Art) Liu Hui
http://www.artnet.com/artist/424798187/li-hui.html

Matadero Madrid
http://www.mataderomadrid.com/

Daniel Canogar, Fuegos Fatuos
http://www.danielcanogar.com/page_es/index.html

Premio VIDA 11.0
http://www.fundacion.telefonica.com/arteytecnologia/certamen_vida/index.htm

Cildo Meireles en el MACBA
http://www.macba.cat/controller.php?
p_action=show_page&pagina_id=28&inst_id=24976

Retrospectiva de Eulàlia Valldosera

http://www.museoreinasofia.es/museoreinasofia/

live/exposiciones/actuales/eulalia-valldosera.html

TEXT: Notes on March 2009 Visit to El Salvador, by Eduardo Navas

CentroCultural
Front of Cultural Center of Spain in El Salvador

Image source: Cultural Center of Spain

Cultural Center of Spain invited me to lecture in San Salvador, El Salvador from March 8 to the 13, 2009. During this period I also learned about the contemporary art scene as well as the art history of El Salvador.

I presented my research on Remix at the Cultural Center on March 10, and I lectured on art and new media in the Department of Visual Arts at the University of El Salvador (popularly known as La Nacional) on March 11. I met artists from different generations, some who are becoming more established, and some who are up and coming. I also visited the Museum of Art (Marte) which currently is exhibiting a thorough survey of Art in El Salvador since the 1800’s

The Cultural Center introduced me to young artists who work in diverse media, including installations, painting, performance, photography, video and web development. The work was extremely diverse, and well informed about international trends. I asked the artists about their training and they explained that it was very traditional. They also added that they are aware of contemporary art practice in large part thanks to the ongoing exposure that the Cultural Center of Spain offers by bringing artists, curators, and writers under the ongoing thematic of “Curating Latin America,” the same platform on which I was asked to participate. Artists have also developed collectives to support their particular interests. I was able to meet a couple of them. One is Artificio (Artifice), a group of young artists who came together with the goal to organize workshops and lectures that they themselves coordinate. The aim is to develop an informed opinion of what is taking place not only in the country but also in the international scene as well. Many of the members have participated in exhibitions throughout Central America. There appears to be a thriving exchange in this area, in particular between Costa Rica, Guatemala, Honduras, and Nicaragua.

Artificio
Four members of the collective Artificio about to eat pizza with loroco (a local Salvadoran flower) at a popular pizza restaurant in the downtown area of San Salvador.

Members of Articifio (as listed on their main website): Malcriada Victoria, Jaime Aguirre, Natalia Dominguez, Samadhi, Victor Rodriguez, Claudia Olmedo, Dalia Chevez

Another collective that I met is La Fábri-K (pronounced “la fabrica” meaning factory). The name comes from their studio space, a former factory located on the outside of the capital in which electric batteries were assembled. This group is open to artists of any generation, but for the most part its members are of an older generation and more established, some enjoy international attention. Many of them lived or were affected by the twelve year civil war which took place between 1980 and 1992. Their work is informed by some of these issues as well as the current politics, and gang violence. Other members have focused on representational or abstract work that at first glance might appear to reference previous movements in the international scene, but with an open mind one realizes that the works are reactions to local preoccupations. All subjects are tactfully approached with a well calculated critical distance and a strong awareness of historical precedents. Like members of Artificio, these artists have come together to support their diverse practices. Many of them paint, but their approaches and sensibilities offer a dynamic contrast of media from printmaking to installation work as well as online projects.

Fabri-k
Two members of La Fábri-k, Baltasar Portillo and Mayra Barraza, at their spacious studio.

Members of La Fábri-k (as listed on their website): Luis Lazo, Romeo Galdámez, Mayra Barraza, Francisco Zayas, Baltasar Portillo, Amber Rose, Giovanni Gil, Fredis Monge, Jenny McGee

Experimental Space La Fabri-k
Experimental installation space at La Fábri-k. The collective plans to establish an artist in residence program in the near future.

I was also gracefully hosted by the director of the Museum of Art (Marte), Roberto Galicia, who gave me a tour of the current art exhibition titled “re-visiones: encuentros con el arte salvadoreño” (Re-visions: Encounters with the Art of El Salvador). The exhibition includes selected works from artists since the 1800’s. To expose the complexity of migration and immigration in the country and conventional notions of nationality, the curator, Jorge Palomo, opted to include work by artists who are of Salvadoran nationality who live or lived abroad as well as artists of different nationalities who opted to take long term residence in El Salvador. This curatorial decision exposes the complexities of the cultural shifts of El Salvador over two hundred years. The catalogue promises to be a valuable contribution to the understanding of the art of El Salvador. It is well researched, and offers a number of eloquent essays which reflect on the multi-cultural layers of El Salvador in relation to the art movements throughout Latin America.

Monument revolution
Monument to the Revolution (1948-56) by Violeta Bonilla (1924-1999) and Claudio Cevallos (information unavailable). Monument is next to the Museum of Art (Marte).

Museum of Art (Marte): http://www.marte.org.sv/

I was also able to meet other artists who work independently, they include Boris Ciudad Real, German Hernández, Alexia Miranda , Antonio Romero, and Danny Zavaleta. I also had the pleasure to meet Maira Maroquin, director of clic.org.sv, an online resource devoted to art, media and communication.

Finally, I visited other cultural centers, including the archeological site Joya del Cerén, which is a unique place where we can learn how Mayan farmers lived. The site was covered with volcano ash and debris during an eruption of the Laguna Caldera Volcano c. AD 600. The site was discovered in 1976 and was opened to the public in 1993 according to the information provided by my guide.

My brief visit to El Salvador gave me energy to look forward to the future of art practice not only in the Americas, but around the world. The current state of production in El Salvador is ripe for more international attention. With the efforts by institutions like the Cultural Center of Spain in El Salvador in collaboration with the Museum of Art, great opportunities already begin to appear for local artists to become more established internationally. I’m glad to have been invited to experience this ongoing process, which will hopefully be written about by previous and future visitors invested in art and culture.

My many thanks to the Director of Cultural Center of Spain in El Salvador , Juan Sanchez, and Assistant Director, Mónica Mejía for making my visit possible.

Mobile Media and Experimental Workshops offered

Coming March to June…mobile media, animation, geotagging, web seminar, tool “skill ups” – media ecology – and more – workshops from itinerant media studies and digital culture experts – Molly Hankwitz and David Cox – Archimedia. Learn new skills in informal, hands on workshops designed to utilize the variable media platorms of today’s wireless, mobile, and portable culture. Classes are 40 for one 60 for two and 80 dollars for three. Saturdays 1 – 5pm now through early June. Untrain your brain at Artists Television Access 992 valencia Street in the Mission District. For more information pls check out the attached flyers.

———-

Saturday 4/4 and 5/23 — INTRODUCTION TO EXPERIMENTAL ANIMATION
Learn the basic principles of as well as hands-on animation techniques. Practice drawn animation with the zoetrope, ip books and other methods. Learn
how to set up a basic animation facility at home. Discover what freeware solutions are available for 2D drawn animation on a computer,
as well as stop motion programs which let you turn a digital camcorder and a computer into a puppet/object stop motion animation system.
By the end of the class you will have learned the basics of traditional animation, and how to apply the methods yourself at home using what tools
you have. Taught by award winning animator and lm maker David Cox. $40 per student. Limited to 8 students.
Saturday 4/11 and 5/30 — GEOTAGGING: MAPPING AND MEDIA
An overview of the available useful, free mapping resources and the bene ts and drawbacks
to each, including Google maps, Yahoo maps, MapQuest, and others. Examine the role these play in the development of geography-based art. Experiment
with GPS and geotagging; using portable screens for locative media. Learn the basics and the culture. $40 per student. Limited to 10 participants.
Saturday 4/18 and 6/6 — SOUNDTRACKS Develop the art of listening and expressing with sound. Sound sources, recording techniques,
how to produce primitive sound efx, aesthetics of audio will be studied in this brief immersion into sound design.
Non- lmmakers welcome. Make your own short soundtrack before picking up a camera, and identify audio sources on the Internet.
Good fun for lmmakers and non lmmakers alike. $40.00 student. Limited to 10 participants.
Saturday 4/25 and 6/13 — WEB STUDIES SEMINAR
This discussion-based workshop o ers an in depth overview of the World Wide Web as an historic
medium for the delivery of ideas. Presented as a three Part lecture/discussion, topics will include: Mark up language, Hypertext, the emergence of the
Browser and the URL, Cyberspace, public commons, multimedia/rich media, transformations in the concepts of networks, spimes, blogs and databases.
Great overview of the Web. A must for new media writers and aspiring culturalists.
$20.00 fee. No limit on enrollment.
Saturday 5/2 and 6/20 — USE WHAT YOU HAVE!!!– TOOLS SKILL-UP
Many people have new portable computing and digital gadgets.
Most gadgets are never used up to their full potential and so called “old” tools see the dumpster too soon. This workshop promotes sharing
of ideas about what to do with old and used tools, unusual or obsolete technology, and o ers tips, skills, and information on what kind of
power lurks in your personal communications technologies. Find out how much media power you actually have and let your inner geek out!!!!
$50 per student, limited to enrollment of 10.
Registration is non refundable and is confirmed by advance payment in full by check or money order with a note or email stating your
preferred classes and dates. Please include a list of what you intend to work with, and what you are interested in working on.
Checks should be made out to: Molly Hankwitz/Archimedia and mailed to:
3288 21st Street, #28, SF CA, 94110. Please no returned items.
Questions? Drop an email with your information to archimedia.workshops@gmail.com. All classes are held at Artists Television Access,
992 Valencia Street, SF CA 94110. Confirm registration by email or check in mail to the above address. Note: ATA is not set up to
take calls re: Archimedia workshops.
Please contact us: archimedia.workshops@gmail.com
or call at 415 401 5227, or 415 283 7757 (cells) Course dates may be subject to change.
WORKSHOP SCHEDULE
Saturday 3/28 and 5/16 — MEDIA PRODUCTION FOR CELL PHONES AND SMALL DEVICES BOTH ANALOGUE AND DIGITAL
Learn to make mini movies using what you have – use old camcorders, old webcams, new phone cams, and other types of cameras to make lms.
Work around the limits of small screens, limited frame rates, limits of storage and battery time. Improvise tripods and other stabilization devices made
from ordinary objects and learn production techniques for the small screen. Put your cell phone video into a form you can edit digitally.
Bring your own tools or works in progress. $40 per student.
Limited to 8 participants.

Time – Space Compression in Cyberspace Art, by Avi Rosen


Kazimir Malevich, “Black Square” (1923).

Time – Space Compression in Cyberspace Art, by Avi Rosen
Faculty of the Arts, the Art History department, Tel Aviv University
avi@siglab.technion.ac.il

The term “time – space compression” was coined by David Harvey [1] in his book, “The Condition of Postmodernity” (1989). It refers to speed-up in the pace of life, while abolishing traditional spatial barriers.

The industrial revolution introduced the railroad and the telegraph line, paving the way for future changes in communications. It brought about the perceptual changes needed in early twentieth-century culture for the rise of the new media that captured communications: photography, cinema, radio and the telephone. The new “high-speed” technologies were the origins of the modern “annihilation of space and time” upon which nineteenth and twentieth-century perceptions of the real world depend. The train and railway system caused distortion in the traditional perspective and sight. This foreshortening of time and space, started by the train’s speed, caused display in immediate succession of panoramas and objects that in their original spatiality belonged to separate realms.
The accelerated viewer was able to perceive the discrete, as it rolls past the coach window indiscriminately; it was the beginning of the synthetic glance philosophy. J.M.W. Turner was one of the first artists implementing the time-space compression aspects. In ”Rain, Steam, and Speed The Great Western Railway” (1844) Oil painting, he confronted a “slow” ploughman in the field, with a high speed locomotive engine diagonally crossing while causing a whirlpool to the pastoral landscape.

J.M.W. Turner ”Rain, Steam, and Speed The Great Western Railway” (1844)
From: Wikimedia Commons http://en.wikipedia.org/wiki/Image:Rain_Steam_and_Speed_the_Great_Western_Railway.jpg

The overall impression is of compression and distortion caused by the Doppler Effect, as perceived by the artist positioned relative to the speeding locomotive, or on a ship’s mast at stormy sea, as Turner used to do for close experience of speed and nature forces. This phenomenon of nonlinear time and space sensation, together with industrial mass reproduction is a basis to the photographic and filmic vision and notion of montage, as well to the non linear geometry implemented by Impressionists like Édouard Manet in “Luncheon on the Grass” (1863). The male figures are dressed in Charles Baudelaire’s flâneur fashion. The background woman who wades in a stream is too large in comparison with the figures in the foreground; she seems to float. The overall impression is lack of depth, reinforced by the use of broad “photographic” light eliminating “natural“ shadows.
The mobile accelerated eye and consciousness that swiftly jumps from point to point will tend to focus on random details or to accumulate empathetic impressions of tactile sensations. Similar nonlinear multifocal techniques were implemented by Cubists such as Picasso, and Futurists such as Giacomo Balla who created a visual analysis of objects made simultaneously from different spatiotemporal points of view. The artist’s acceleration and omnipresence transformed the process of artistic creation to an almost religious significance because it involves restructuring of novel time and space, a penetration into reality itself.

The Supermatist Kazimir Malevich placed his “Black Square” (1923) canvas in the traditional position of a holy icon in Russian homes. The black square symbolized the death of traditional art and nature, deriving from Einstein’s new relativity theory, speed of transportation and means of communication. The implementation of mass production ready-mades like wallpaper or newspaper cuttings into art compositions, potentially enabled a wide consumption and presence of fine art.

Kazimir Malevich, “Black Square” (1923). (Image at the top) From: Wikimedia Commons
http://en.wikipedia.org/wiki/Image:Malevich.black-square.jpg

Artistic omnipresence caused by the compression of time- space leads to dramatic change in artistic conventions such as Walter Benjamin’s “aura”. Mass production of objects, instant spread and accessibility to all, made every myth instantly realizable. The telephone, photography, movies and even traditional painting inspired by the new technology cluster the most disparate data and images into one compressed new reality of annihilated in-between spaces, and finds its highest expression at the viewer- accelerated consciousness. When time-space is no longer experienced in Euclidian manner, the gap between original and reproduction vanishes, as everything rolls past the train’s coach window randomly. At the turn of the twentieth century Paul Valery predicted:

“Just as water, gas, and electricity are brought into our houses from far off to satisfy our need in response to a minimal effort, so we shall be supplied with visual or auditory images, which will appear and disappear at a simple movement of the hand, hardly more than a sign.” [2].

This compression effect was intensified during the twentieth century by the electronic media technology. Marshall McLuhan described in “Understanding Media” (1964) the global compression by communication reality to shape a “global village”:

“After three thousand years of explosion, by means of fragmentary and mechanical technologies, the Western world is imploding. During the mechanical ages we had extended our bodies in space. Today, after more than a century of electric technology, we have extended our central nervous system itself in a global embrace, abolishing both space and time as far as our planet is concerned. Rapidly, we approach the final phase of the extensions of man – the technological simulation of consciousness, when the creative process of knowing will be collectively and corporately extended to the whole of human society, much as we have already extended our senses and our nerves by the various media.” (p. 19-20).

Pop Culture and Pop Art are reflections of the global spatiotemporal compression. Andy Warhol addressed in his art typical mass-produced commodities: soups, bottles of Coca Cola, and shoes together with icons of common consciousness that flood the media channels such as : the electric chair, Marilyn Monroe, Golda Meir, dollar bills, and more. Madonna’s, Jeff Koons’s and Warhol’s lifestyle and art, promoted them as products of the global media and as celebrities. Art became an intangible object of information and symbols consumed globally by “one-dimensional” subjects of “one-dimensional” global culture. The global culture consumption act is performed at commercial centers such as malls, amusement parks and air terminals linked to the global network of production, data and knowledge. The global net lifestyle is imperative to grow new organs, to expand the human sensorium and body to some new, as yet unimaginable, and perhaps ultimately impossible, dimensions (Jameson). The reflections of the traditional three-dimensional global space are converted to electronic digital information, displayed in real time on flat television and computer screens at home, control rooms, and huge outdoor electronic displays, in the style of New York’s Times Square, or Piccadilly Circus in London. Our vision, accelerated to the finite speed of light, guided by our consciousness, controls the happenings of the real world via electronic equipment, through making an instant “short circuit” between action and reaction. The three-dimensional linear physical world, experienced by the railway passenger, became an infinitely thin world of non-Euclidian electronic information, examined by infinitely attenuated TV viewer linked to TV networks of “digital highway”. Recent physical theories assert that the three-dimensional universe is nothing but a membrane in multidimensional space. The flat TV and computer displays, together with our retina and brain, are tiny segments of this torus-like cosmic topology.

Nam June Paik made the video “Buddha” (1976-78), that is a sculpture of Buddha sitting in a posture of meditation opposite a closed-circuit television image of him. The video creates endless body reflections by means of speed-of-light technology, and unites the TV image with the physical body. In his work “Buddha Reincarnated” (1994), Paik upgraded the earlier work with Buddha meditating opposite a computer screen.

Nam June Paik, “Buddha Reincarnated” (1994).
From: http://thebuddhistblog.blogspot.com/2007_09_01_archive.html

The meditation does not take place through a direct observation but through the electronic interface of a telephone, computer and modem. Buddha’s body is intertwined with electronic components that symbolize his incarnation to a cyborg that catches his compressed surroundings by means of his super-positioned electronic senses. The physical world and our bodies have undergone transformation and compression into data distributed in cyberspace. The span of human arms and consciousness is greatly expanded by means of electromagnetic waves of limitless transmission range. In 1900 Karl Schwarzschild described an infinite space that can be partitioned into cubes each containing an exact identical copy of our universe, containing peculiar connection properties so that if we leave any one cube through a side, then we immediately reenter it through the opposite side. This is actually the experience while watching a TV program or playing video or computer games.

The cyberspace surfer immersed in a Virtual Reality (VR) data sphere is equipped with VR headset including display, earphones, microphone, data suit and data gloves that connect him via computer to net hubs. His sensation is similar to the Scanning Electron Microscope operator who alters the tested matter by his sight and cognition. The surfer navigates within the electronic hyper-data that change while surfing. The surfer becomes an artist creating worlds and events, thanks to the responsive data sphere. The net surfer is anonymous, veiled by computer screen and headset hiding his identity, ethnic origin, age, and other characteristics that are no longer significant in cyberspace. His mind and senses are wholly isolated from the material world by means of electronic equipment; the physical environment has lost its past meaning. He remains alone; the other subjects, which accompanied him in the real world, become avatars. There is nobody besides himself; everything is data.

Jean Baudrillad argued that once one has passed beyond this point of detachment from the real, the process becomes irreversible [3]. We will no longer be able to find the objects and events that existed before the cyber immersion. We will not be able to find the history that had been before cyberspace. The original essence of art, the original concept of history have disappeared, all now is part of a real-time holistic data sphere inseparable from its models of perfection and simulation. The cyberspace compressed the time and space to a short circuit hyper-reality.

Cyberspace is more real than everyday life; computer games are more fascinating and alluring than the daily activities of school, work, sports or politics, and hyper-real theme parks like Disney World and VR environments are more attractive than actual geographical sites. The hyper-real symbolizes the death of the real, and the rebirth of holistic reality resurrected within a system of digital data. History, sociology, philosophy and art will never again be as before this point. We will no longer be able to know, ever, what art had been before it compressed itself in cyberspace. We will never again know what history had been before its aggregation in ultimate “MemEx”, the technical perfection of real-time holistic data memory.

The permanent interconnection between both virtual and empiric worlds introduces a new way of being and new ontological philosophy. Karl Popper’s theory of the three worlds is dramatically altered. Traditionally the classic world 3 of hypotheses can never influence directly the empirical world 1 of physical “objects” and vice versa. To achieve this, the mediation of subjective reality, human thoughts, feelings etc. of world 2 is necessary. Cyberspace alters that fact. For example, a surfer may use an on-line internet application that controls and displays a mutation of DNA material or integrated circuits embedded in biological cells. A theory of the function of these circuits finds the way to world 3. Sensors (world 1) transmit feedback data from the electro-biological cells. While the cyberspace is functioning, there is a real-time direct feedback of world 1, world 3 and world 2 (the surfer). The electro-biological cells are now part of surfer’s extended body and his nervous system. Within interconnected cyberspace, world 3 directly affects world 1, and world 2. Popper’s original discrete, linear relation of world 1, 2 and 3 becomes holistic real-time hyper-sphere. This ontological shift affects artistic quantities and qualities which originally defined the artistic object. Art work (world 1) can be controlled and altered by gadgets and real-time predictive software (world 3) causing art consumers to decide and act in the creative scene (world 2). These acts create a closed loop ‘duree’ of art, interconnecting the three worlds. The cyberspace can be comprehended as a container of Platonic ideas that symbolizes the Platonic triangles and tables that emerge from mathematical algorithms. The data can be manipulated, altered and copied by the demiurge (the surfer).

Eduardo Kac’s installation “Teleporting an Unknown State” (1994-2003) creates an experience of the cyberspace as a holistic life-supporting system. In a dark room, a pedestal with earth serves as a nursery for a single plant seed. Through a video projector suspended above and facing the pedestal, remote surfers transmit light via the Internet to enable the seed to photosynthesize and grow in the dark environment. Another piece by Kac “Genesis” (1998/99), is a transgenic art installation that explores the network relationship between technology, society, ethics, biology and myths. An “artist’s synthetic gene” was fabricated.

Eduardo Kac, “Genesis” (1998/99).
From: http://www.ekac.org/geninfo2.html

The gene contained a Morse- encoded verse from the biblical Book of Genesis. The verse reads: “Let man have dominion over the fish of the sea, and over the fowl of the air, and over every living thing that moves upon the earth.” This verse implies humanity’s domination over nature. Morse code represents the dawn of the information age – the genesis of global time – space compression. The Genesis gene was incorporated into bacteria, which were shown in the gallery. Web surfers could control ultraviolet illumination in the gallery, causing biological mutations in the bacteria containing the Genesis verse. After successive manipulations, the DNA was decoded into Morse code, and into mutated verse in English. This art piece suggests a new holistic interactive data sphere where the ability to change the verse is a reciprocal symbolic gesture.

The cyberspace signals Roland Barthes’ “death of the author”, the disappearance of God and his hypostases—reason, science and law, while witnessing a fuzzy logic determination in holistic, time-space compressed cyberspace. Meaning and knowledge are not constant inherited values; rather, they gain new ‘duree’ of meaning while we are immersed in real-time in the data hyper-sphere.

The Cyberspace data sphere is an extended dimension (hyperbolic) of the global geography and the physical body, experienced by the surfer, cyber-flâneur. The computer is a suitable metaphoric vehicle for consuming electronically compressed cyber time-space. The cyber-flâneur passes through compressed data space-time populated with avatars and virtual objects. As Charles Baudelaire’s nineteenth century flâneur was a product of industrialization and modernity, a spectator of modern life in the rising urban sprawl, he is an upgraded product of New Media; the cyber- flâneur, an avatar – spectator of virtual data structures. He is an entity whose aim is to disappear in the time space of the digital city – a viewer who is everywhere and nowhere (superposition state) in possession of his anonymity. He is the one who experiences the fuzzy ontology of cyberspace (cyber-aura), an immediate time space where, as Paul Virilio argued “the moment of departure is compressed to that of arrival”. The flâneur’s ‘duree’ is an impression of endless movement captured by passing through the social space of modernity, and projected on his mind. Super positioned by electronic gadgets, anonymous cyber-flâneur motionlessly witnessing digital data bases through their natural propensity for omni spatiotemporal presence within the boundaries of cyberspace.

The evolution from being an artist-Flâneur in a slow world to a cyber Flâneur is a daily occurrence for most of us. For example, experiencing a series of paintings along the platform wall in a London Underground station, from a stationary train, has its banal outcome. The train passenger looking out of the window notices a single discrete frame of the series, and analyzes it according to traditional fixed semiotics. When the accelerating train leaves the platform, the series of frames advances creating a ‘duree’ of a filmstrip with a varied meaning. The impact of the Doppler Effect is noticed as in Turner’s paintings. While the passenger looks at his cellular phone display, or his Palm held computer, his sight and mind quantum jumps to a global superposition, via the singularity of net hubs.
The speed of the train leaving the platform released the passenger from the attraction of the old, slow discrete world dominated by a dichotomy between objects and subjects. The process of acceleration of the subject’s consciousness increased through radio and television broadcasts, nowadays reached its peak at cyberspace where it propagates at the finite speed of light. This fact led to a dramatic turning-point of the disappearance of the traditional author, artistic discrete object, and art consumer, and the birth of the cyber-aura witnessed by the cyber-flâneur. The meaning of cyber art and its cyber-aura according to traditional iconological and iconographical tools turned irrelevant. It is now valued according to a system of fuzzy logic, dealing with the concept of partial truth with values ranging between “completely true” and “completely false”. The cyber-flâneur embedded with digital gadgets can render the chaotic data of cyberspace meaningful, from traditional to a holistic point of view, while carrying out electronic reading mediated the by the central hub. That ability is similar to the physical phenomenon of the Bose-Einstein condensate of atoms of a substance uniting, at near-absolute zero temperature, to a unique “super atom” that sustains super-fluidity and acts in symbiotic harmony. The passenger/surfer is witnessing cyberspace as Pierre Teilhard de Chardin’s “noosphere”, the “sphere of human thought” as it grows towards a greater integration and unification, culminating in the Omega Point- the maximum level of complexity and consciousness to which the universe seems to be evolving. [4].

The cyberspace demonstrates Heidegger’s “thrownness”, and Dasein being, when one always finds oneself already in a certain spiritual and material, historically conditioned environment (data-sphere), in the extended world, in which the space and time of possibilities is always unlimited. The cyber data noosphere is the domain of ephemeral8’s “Bits of My Life” (BML 2008) video blog –“Impressions of a data Flâneur”. Ephemeral8 systematically employs his cell phone, to create a video documentation “backup” of his daily life occurrences.

Ephemeral8, “Bits of My Life” (BML 2008).
From: http://www.youtube.com/ephemeral8

BML is his eternal “digital mummy” located in cyberspace superposition, ready and available for use by present and future generations. The videos are mostly as is, unedited, and directly uploaded from his cell phone to YouTube.com site. The Bits are the “meme” for further construction/deconstruction of net audiovisual mutual memory sequences consumed by other cyber-flâneurs. Google, YouTube and its partners become a giant hub, dominating cyber-culture, global networked economy, surfers’ language and behavior. The Cyberspace is an extension of ephemeral8’s foot, eye skin and nervous system positioned on torus-like topology. The hyper-sphere is the stage for ephemeral8’s “Digital Skin 2” video bricolage of his endless cyber voyages, embedding digital personal data as an extra data layer of Google Earth and Sky. His body and mind extension are part of holistic terrestrial and cosmic digital data strips produced the satellites and space telescopes. The three-dimensional universe contains discrete objects and subjects, imploded to an Orbifold, uniting cyberspace, physical space and cognitive space as digital data displayed on the computer monitor. The orbifold topology drastically transformed the traveling experience. Cyber Flâneur’s superposition existence positions him in no time on each location on the torus envelope. “Digital skin” is a cosmic virtual extension of Marcel Duchamp’s unfinished “Big Glass” piece, described in the videos’ sound track by Duchamp’s own voice, digitally compressed. The departure and arrival of locations on the art piece are compressed to a singularity.

The unification of Cyber Flâneur and cyber data sphere is the subject of an interactive network piece, “1 year performance video” (2004), by M. River & T. Whid. A live video stream of the two artists reveals their acts in two isolated cells. Every surfer entering the site witnesses the two artists according to his local time; for example, if the entrance to the site is in the morning hours the surfer will witness typical morning activities such as eating breakfast, exercising, reading the newspaper etc. Surfing late at night, will reveal the couple while sleeping.

M. River & T. Whid, “1 year performance video” (2004).
From: http://turbulence.org/Works/1year/index.php

The network installation transfers the burden of closed cells detention from the artists to the surfer. The performance will be completed when the surfer finishes one year of accumulated participation, then he will gain a digital copy of the piece’s data base. The surfers do not know definitely whether the video stream is live, or recorded, or if the artists are real people or avatars. The server control program chooses the footage to be shown, according to the time of entrance, the number and frequency of previous transitions, and the duration of each video clip. The control ability designates the server computer, the network and the program as powerful Artificial Intelligence art creators, exactly like the two artists. The two cells containing the artists are identical in size, painted white, and lighted by neon. Even the contents of the rooms are identical: a wooden bed, clothes hangers, a shelf, chair, table, thermos for drinks, towel, and toiletries. The two rooms look as though they have a common virtual wall. There is an option for opening, in parallel, a number of windows of the work, and follow the artists in different situations at the same time. As the local time of the surfer’s computer changes, it thus affects the two artists’ activities, converting the surfer from passive spectator to an active director of the happenings on the screen. The surfer is situated in the center of the electronic Panopticon, while the computer screen serves as a peep-hole for the global data institution. The same is true for the two artists while using their laptops in their cells. The mind and gaze of the surfer activates the two artists, and vice versa. Without the actions and gaze of the surfers, the piece will not be realized. The observers and the observed become bits of data in hyperspace, condensing its bits to a super-atom, or holistic conscious entity.

In conclusion, throughout art history since the industrial revolution, artists have tried to perform time – space compression by means of their art. The artistic creation reveals the powers at work in the universe, and enables art consumers to be united. For that purpose artists used new philosophical ideas and accelerating technologies to extend their body and consciousness to a cosmic span.
The cyberspace epoch fulfilled this impulse by turning attention away from physical body extension, toward virtual structures of global digital data. In cyberspace artist and each surfer are privileged to transform their mind and physical body to cyber superposition. This revolution led to a radical change in the definition of artist, art object and art consumer. Reality has again become, as in the distant past, a mixture of the soul, dream, trance, and myth, together with the material tangibility of daily existence. The cyclic concept of time-space that dominated prehistoric culture, and were exchanged for logical, linear, Western concepts, returned to its mythological starting point. All are now particles of “pure artistic” sphere, gathering at the singularity of holistic consciousness in cyberspace hubs, the eternal habitat of art from now on.
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[1] Harvey, David (1989). The Condition of Postmodernity. Blackwell, Mass.
[2] Paul, Valery (1991). “Pieces sur l’art, Paris conquete de l’ubiquite” in Walter Benjamin, “The Work of Art in the Age of Mechanical Reproduction”. Hapoalim publishing Tel Aviv.
[3] Baudrillard, Jean (1992). “Pataphysics of Year 2000″. Originally published in French as part of Jean Baudrillard, L’Illusion de la fin: ou La greve des evenements, Galilee: Paris, 1992. Translated Charles Dudas, York University, Canada. http://www.egs.edu/faculty/baudrillard/baudrillard-pataphysics-of-year-2000.html (31.1.2007).
[4] Pierre, Teilhard de Chardin (2005). The Phenomenon of Man. Nimrod publishing. Tel Aviv.

Software Takes Command, a New Book by Lev Manovich

VERSION:
November 20, 2008.
Please note that this version has not been proofread yet, and it is also missing illustrations.
Length: 82,071 Words (including footnotes).

Software Takes Command by Lev Manovich is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License.
Please notify me if you want to reprint any parts of the book.

ABOUT THE VERSIONS:
One of the advantages of online distribution which I can control is that I don’t have to permanently fix the book’s contents. Like contemporary software and web services, the book can change as often as I like, with new “features” and “big fixes” added periodically. I plan to take advantage of these possibilities. From time to time, I will be adding new material and making changes and corrections to the text.

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