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Archive: September, 2008

www.tank.tv : Ken Jacobs : 1st October – 30th November 2008

Ken Jacobs
Curated by Mark Webber
1st October – 30th November 2008

Ken Jacobs / Little Stabs at Happiness / 1958-63

Ken Jacobs (b.1933) has been active as a filmmaker, performer and teacher for the past five decades. Rigorous and dedicated, his work is characterised by a keen eye for formal composition and a fierce political consciousness.

As a central figure of the generation that defined independent filmmaking during the post-War era, Jacobs contributed to the liberation of cinema from technical and ideological conventions. Beginning in the 1950s, he developed an ‘urban guerrilla cinema’ out of poverty and desperation, shooting improvised routines on city streets. The early works Star Spangled to Death, Little Stabs at Happiness and Blonde Cobra feature a nascent Jack Smith, years before the renegade artist produced his own films.

Having lived in New York all his life, the changing character of t he city has been a strong presence throughout Jacobs’ work, from his manipulation of vintage street scenes in New York Ghetto Fishmarket 1903, through to the diaristic video Circling Zero: We See Absence, which observes the aftermath of the attack on the World Trade Center, a few blocks away from Jacobs’ home. The Sky Socialist was shot in a deserted neighbourhood (long since decommissioned) below the Brooklyn Bridge in the 1960s, and Perfect Film uses raw television news reports on the assassination of Malcolm X.

Found or archival footage is a source for much of Jacobs’ work. In Star Spangled to Death, entire appropriated films contribute to an accumulative denunciation of American politics, religion, war and racism, whereas an analytical approach to reclaiming cinema’s past was originated in Tom, Tom the Pipers’ Son by re-filming selected details of a theatrical production dating from 1905. This same footage has lately been digitally excavated in Return to the Scene of the Crime.

The technique of unlocking aspects of film material that would otherwise pass unnoticed is the essence of the live Nervous System pieces that Jacobs has performed with two adapted projectors since the mid-1970s. Repetition and pulsing flicker teases frozen images into impossible depth and perpetual motion (demonstrated in New York Street Trolleys 1900), a process further developed by the Eternalism system of editing used in many recent videos. The previously ephemeral live performances Ontic Antics Starring Laurel and Hardy; Bye Molly! and Two Wrenching Departures are amongst the works that take on new life in their digital form.

A contemporary of Stan Brakhage, Bruce Conner and Jonas Mekas, Ken Jacobs is one of the true innovators of the moving image, who continues his radical practice in the present. Though his images frequently depict bygone eras, the works are resolutely contemporary, displaying a vitality and ingenuity that is rarely matched.

The exhibition at tank.tv presents a portfolio of 20 works covering 50 years of Ken Jacobs’ artistic production from 1957 to the present day.
Curated by Mark Webber.

Programme on www.tank.tv

The Whirled, 1956-63
Star Spangled To Death, 1957-59/2004
Little Stabs At Happiness, 1958-63
Blonde Cobra, 1959-63
The Sky Socialist, 1964-65
Tom, Tom, The Piper’s Son, 1969-71
The Doctor’s Dream, 1978
Perfect Film, 1985
Flo Rounds A Corner, 1999
New York Street Trolleys 1900, 1999
Circling Zero: We See Absence, 2002 Krypton Is Doomed, 2005
Let There Be Whistleblowers, 2005
Ontic Antics Starring Laurel And Hardy; Bye, Molly!, 2005
The Surging Sea Of Humanity, 2006
Capitalism: Child Labor, 2006
New York Ghetto Fishmarket 1903, 2006
Two Wrenching Departures, 2006
Razzle Dazzle: The Lost World, 2006
Return To The Scene Of The Crime, 2008

Ask Ken!
For the duration of the online show, tank.tv offers a unique opportunity for discussion with Ken Jacobs in an extended Q+A session. Email your questions to the artist at ken@tank.tv. A regularly updated transcript of the dialogue will be online at www.tank.tv/askken

Star Spangled to Death Capitalism: Child Labor
Ken Jacobs / Star Spangled to Death / 1957-59/2004 Ken Jacobs / Capitalism: Child Labor / 2006.

Events

Thursday 16 October, at 9pm, BFI Southbank & Sunday 19 October, at 5pm, ICA, London.
Momma’s Man (2008, 77 min). A feature film by Azazel Jacobs, starring and shot in the loft of his parents, Ken and Flo Jacobs. Screening in The Times BFI 52nd London Film Festival.
www.bfi.org.uk/lff
www.mommasman.com

CASZ, Amsterdam. Check website for exact times
Capitalism: Child Labor (2006 , 14 min). An animated deconstruction of a Victorian stereo photograph, will be regularly presented on the CASZ Contemporary Art Screen Zuidas on the Zuidplein in Amsterdam.
www.caszuidas.nl

Sunday 2 November 2008, from 2 – 10pm, Chisenhale Gallery, London
Star Spangled to Death (1957-59/2004, 375 min). Celebrate the end of the Bush regime with a free screening of Ken Jacobs episodic indictment of American politics, religion, war, racism and stupidity. Starring Jack Smith, Richard Nixon, Nelson Rockefeller, Al Jolson and a cast of thousands. Refreshments available.
Presented by Whitechapel at the Chisenhale.
www.whitechapel.org/film

Saturday 29 November 2008, at 10:15pm, BFI IMAX, London
Ken Jacobs Ne rvous Magic Lantern live performance in collaboration with Eric La Casa, using pre-cinematic techniques to conjure abstract 3D forms on the immense IMAX screen. Part of the Kill Your Timid Notion tour (also performing in Bristol and Liverpool).
www.arika.org.uk/kytn

Sunday 30 November 2008, at 12:30pm, BFI Southbank, London
Ken Jacobs in Conversation. Kill Your Timid Notion presents a discussion with the artist to follow on from the previous night’s performance.

Tank Magazine, 10th Anniversary Issue (on sale from 18 September 2008)
Ken Jacobs discusses Star Spangled to Death with Mark Webber, and contributes “Failed State” an article on contemporary American politics.
www.tankmagazine.com

www.tank.tv
www.tank.tv/askken
www.tank.tv/freshmoves.htm



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Princess House
50 – 60 Eastcastle Street
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press@tank.tv
T: +44 (0)207323 3475
F: +44 (0)207631 4280

http://www.tank.tv

THE UPGRADE! PARIS #18

Etienne Mineur / Le Béton Salon, Paris – 3 octobre 2008, 19h
(English below)

• Béton Salon
9 esplanade Pierre Vidal-Naquet
Rez-de-Chaussée de la Halle aux Farines
75013 Paris
Métro Bibliothèque F. Mitterand
+33.(0)1.45.84.17.56

Depuis plus de trois ans, Etienne Mineur développe le blog www.my-os.net consacré principalement aux rapports entre design graphique et nouvelles technologies. Il présentera son travail interactif, notamment ses expérimentations interactives pour Issey Miyake.

• Etienne Mineur est né en mai 1968.
Diplômé des Arts décoratifs de Paris (ENSAD) en 1992, co-fondateur et directeur artistique d’Index plus en 1992, directeur artistique indépendant pour de nombreuses agences, dont Hyptique (Paris) et Nofrontiere (Vienne – Autriche), Cofondateur & directeur artistique de l’atelier de création Incandescence en 2000. Il travaille essentiellement pour la mode, Yves Saint Laurent, Issey Miyake, Chanel…
Professeur aux Beaux-arts de Rennes, Intervenant dans de nombreuses écoles, comme Les Gobelins, les Arts décoratifs de Strasbourg, Sup Telecom, il est aussi conférencier dans de nombreuses écoles et manifestations en France et à l’étranger (Chine, Japon, Suisse, USA, Autriche, Mexique…)
Il est membre de l’AGI (Alliance Graphique Internationale) depuis 2000 & Membre des Designers Interactifs depuis 2006.
http://www.my-os.net/blog/

Modération: Joëlle Bitton.
Joëlle Bitton est artiste, designeuse d’interaction, fondatrice de Superficiel.org.

• The Upgrade! Paris
Les sessions Upgrade! Paris sont organisées par Incident.net.
Elles sont publiques, mensuelles et itinérantes, où les artistes, chercheurs, architectes, théoriciens présentent pendant une heure leur travail récent.
The Upgrade! Paris a pour partenaires: Ars Longa, le Citu, le Ministère de la Culture et de la Communication.
Upgarde! Paris fait partie du réseau international de conférence The Upgrade! International.

http://incident.net/theupgrade
upgrade@incident.net

Merci à Mélanie Bouteloup & Béton Salon Team.

//////////////////
ENGLISH
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THE UPGRADE! PARIS #18

Etienne Mineur / at Beton Salon, Paris – 3 oct. 08, 7pm
(English below)

• Beton Salon
9 esplanade Pierre Vidal-Naquet.
Rez-de-Chaussee de la Halle aux Farines.
75013 Paris.
Underground station: Bibliotheque F. Mitterand
+33.(0)1.45.84.17.56

For the last 3 years, Etienne Mineur has developed www.my-os.net. The blog’s aim is to enquire about the relation between graphic design and technologies. For Upgrade! # 18, he will present his interactive projects, focussing on his experiments for Issey Miyake.

Born in May 1968. Art director for many independent agencies such as “Hyptique” (Paris) and “Nofrontiere” (Vienna, Austria), Etienne has also co-founded “Incandescence” and work there as the artistic director.

Moderation: Joelle Bitton. Joelle Bitton is an artiste, an interactive designer, and the founder of Superficiel.org.

http://incident.net/theupgrade
upgrade@incident.net

Thanks to Melanie Bouteloup & Beton Salon Team.

TEXT: ARS ELECTRONICA 2008, breve crónica sesgada en 4 puntos…, by Raquel Herrera

(Spanish only)

No pretendo hacer esta mi primera crítica de Ars Electronica con intención exhaustiva. Durante una semana, multitud de exposiciones, charlas y actuaciones se acumulan con tal intensidad que sólo un robot Data o C3PO podría asimilarlas todas. Así que voy a tratar de hablar de lo que más me llamó la atención, esperando que mis comentarios puedan resultar instructivos para los que, como yo, tenían una vaga idea de lo que se cuece en Linz.

1) GENTE EXTRAÑA QUE HACE COSAS EXTRAÑAS CON ELECTRICIDAD EN UN LUGAR EXTRAÑO

La ciudad de Linz no alcanza los doscientos mil habitantes, y sin embargo reúne algunos de los edificios más vanguardistas de nuestro continente, como el Lentos Art Museum, que se ilumina de colores por la noche, o el Ars Electronica Center Museum of the Future que se está reconstruyendo junto al río para 2009.

La información de prensa cifra los visitantes en más de 350.000, y sin embargo este cosmopolitismo contrasta con la permisividad “latina” en el binomio consumo callejero de alcohol + bares ahumados, así como la escasa presencia del inglés oral entre los informadores y del inglés escrito en los menús de los restaurantes. Estos elementos parecen más característicos de una ciudad de provincias dedicada a atender sus propias necesidades que a ocuparse de una nutrida comunidad de extranjeros, pero como vengo de esa Barcelona que parece la meca del turismo de masas pienso, ¿quién puede culparles?

En cualquier caso, en esta edición han destacado tanto los españoles que han (hemos) llenado los aviones de Ryanair (en modo visitante o en modo premiado como los autores de la Reactable o la serie de esculturas aumentadas de Pablo Valbuena) como los japoneses (presentes en una exposición destacada, Hybrid Ego, que ensalza una vez más el gadget artístico a mitad de camino entre el prototipo industrial y el adult toy).

Con lo que llegamos a renegar de los pabellones nacionales en el mundo de las bienales, resulta curioso que el orgullo patrio pueda aflorar de tal manera ante un festival de arte electrónico, pero en fin, es la gente que mejor conoces, y todos esperan que estos premios sirvan para disparar las (necesarias) subvenciones y ayudas de las instituciones nacionales.

Lentos Art Museum
http://www.lentos.at/en/

Nuevo Ars Electronica Center
http://www.aec.at/en/neubau/

Reactable
http://reactable.iua.upf.edu/

Augmented sculpture series de Pablo Valbuena
http://www.pablovalbuena.com/

Hybrid Ego
http://www.aec.at/en/festival2008/program/
content_event_projects.asp?iParentID=14489&parent=14384

2) DULCE ESPERA

Y no lo digo (solamente) por los colosales helados que los habitantes de la ciudad devoran con fruición (pese a que merendar a las dos o tres de la tarde resulta algo difícil de digerir para la tardía mentalidad mediterránea), sino porque todas las esperanzas parecen puestas en 2009, cuando coincidan la celebración del 30 aniversario del festival y de Linz como capital cultural europea.

Es decir, que es muy posible que la programación que haya visto, variopinta pero carente de fuegos de artificio, responda a una necesidad de economizar y guardar la ropa inédita en los años más exitosos del festival. Incluso el tema de esta edición, la nueva economía de cultura o cómo la cultura digital de nuestra época afecta a los derechos de autor, ha quedado muy deslucido no solamente porque no sea un tema nuevo (gurús como Richard Stallman o Lawrence Lessig llevando años desgastándolo en las salas de conferencias de todo el mundo), sino porque el abanico de temas del conjunto disgrega y tiende a diluir una sola idea común.

Pese a ello, destaco un par de apuntes: la variedad de software pese a la preeminencia de las instalaciones (según me han comentado, en otros años parecía que todos los artistas trabajaban literalmente con el mismo molde), y la multiplicidad de instalaciones reactivas y no interactivas (como tienden a llamarlas), ya que no cambian más allá de una primera reacción desencadenada por la participación del público.

Después de llenarnos la boca durante años con la palabra interactividad (y haberse organizado incluso un simposio temático durante esta edición del festival), puede que al final resulte cierto que habría que ponerse quisquillosos con la distinción entre interactivo y reactivo, como se dio en el “desliz lingüístico” de la exposición Feedback, comisariada por Christiane Paul para Laboral (Gijón, España).

Linz capital europea de la cultura 2009
http://www.linz09.at/en/index.html

Tour global de presentación de Linz y Ars Electronica 2009
http://www.80plus1.org/

“A New Cultural Economy: The Limits of Intellectual Property”, tema principal de Ars Electronica 2008
http://www.aec.at/en/festival2008/theme/first_statement.asp

Conferencia “Interaction, Interactivity, Interactive Art – a buzzword of new media under scrutiny” en Ars Electronica 2008
http://www.aec.at/en/festival2008/program/
project.asp?parent=14380&iProjectID=14426

El “desliz lingüístico” de Feedback (véase punto 3 del correo)
http://www.jiscmail.ac.uk/cgi-bin/
webadmin?A2=ind0704&L=new-media-curating&T=0&F=&S=&P=2712

3) AMOLAMÁQUINA
“Aunque ella no me comprenda.
O ellos no la comprendan.
Bah, que se apañen.”

Estos pensamientos nada racionales parecen subyacer en muchas ocasiones bajo la pátina de debates tecno-científico-artísticos relativos al funcionamiento, comunicación y comprensión de obras cuyos componentes tecnológicos han de conocerse y entenderse para captar lo que pretenden trasmitir.

El énfasis en los procesos no se presenta solamente en el arte tecnológico, pero es en este caso donde probablemente alcance su máxima manifestación, relevación u ofuscación, depende como nos llevemos con la obra, pieza o proyecto en sí.

Respecto a esta misma cuestión, la gente de Near Future Laboratory no ha tardado en publicar un gracioso listado con los 15 criterios principales que definen el arte interactivo o de nuevos medios, entre los cuales, como era de esperar, aparece que la pieza no funcione, que público y comisarios no la comprendan y desdeñen y que se pida al artista que no se separe de ella en ningún momento para explicarla.

Nada nuevo bajo el sol en el mundo del arte contemporáneo (en todo caso, a los “tradicionales” problemas del arte contemporáneo se suma la complicación tecnológica), aunque debo decir que en muchos casos las obras de esta edición de Ars Electornica sí se seguían o por lo menos intuían. Pero como estos textos suelen escribirse por algo, supongo que su autor tuvo en mente la exposición Ecology of the techno mind (artistas de la Kapellica Gallery, Liubliana, Eslovenia, en el Lentos Museum), donde sencillamente no se entendía nada.

Sí, me he leído el texto curatorial donde habla de la pertinencia de utilizar los términos “ecología” y “mente tecnológica” para referirse a piezas abiertas más cercanas a un teatro o concierto que a una obra concluida en la medida en que “disparan” estímulos, pero francamente, creo que tales estímulos quedaban reconcentrados en puestas en escena gélidas que no comunicaban significados evidentes ni connotados. La ausencia absoluta de carteles informativos en la sala tampoco ayudaba mucho.

“Top 15 Criteria That Define Interactive or New Media Art” de Near Future Laboratory
http://www.nearfuturelaboratory.com/2008/09/05/
top-15-criteria-define-interactive-or-new-media-art/

Ecology of the techno mind en el Lentos Museum
http://www.lentos.at/en/45_1843.asp

4) 8 COSAS QUE HACER EN ARS ELECTRONICA CUANDO ESTÁS VIVO

En un festival de las dimensiones de Ars Electronica resulta inevitable encontrar algo del interés personal o profesional. Resulta muy tentador sentirse atraído en exclusiva por las secciones más publicitadas como las de ganadores o nominados a premios Cyberarts o por los niños prodigio (menores de 19 años que crean con tecnología) en la sección U 19, pero espero que mi selección pueda tener cierta relevancia dentro de lo más “popular”.

1) a plaything for the great observers at rest (Normichi Hirakawa, JP, premio de arte interactivo). Según como te desplaces en un círculos adoptas una posición geocéntrica o heliocéntrica. Estupendo material para niños o adultos.

2) touched ego (Markus Kison, DE, mención honorífica de arte interactivo). Al inclinarse en un balcón y taparse los oídos, el visitante siente el ruido de los bombardeos B52 sobrevolando por encima de su cabeza y tirando bombas en la ciudad de Dresde a imitación del famoso ataque de 1945. Auque uno no haya leído “Matadero cinco” de Kurt Vonnegut, es imposible no conmoverse.

3) levelhead (Julian Oliver, NZ/ES, mención honorífica de arte interactivo). Medio mundo anda loco con el cubo de Oliver. Al mover el cubo tienes que desplazar correctamente una figura humana por entornos dignos de Escher.

4) Samplingpong (Jörg Niehage, DE, mención de honor música digital). Un mantel de picnic cubierto de cacharros (chatarra, juguetes de plático, válvulas de aire comprimido) combinados con cables y tubos. Al tocar un ratón (de ordenador), los cacharros se convierten en instrumentos musicales. Un golpe de aire fresco low-tech después de que Björk se interesara por la Reactable y los barceloneses nos la encontráramos hasta en la sopa.

5) Optical Tone (Tsutomu Mutoh, JP, mención honorífica de arte interactivo). Sinceramente, no estoy segura de que sea arte, pero es una de las instalaciones más relajantes que me he encontrado jamás: al tocar y mover unas bolas cambian de color y cambian asimismo los colores de las paredes que las rodean, pintadas en RGB.

6) Gedankenprojektor (Alien Productions, AT). El Landesgalerie Linz (un museo austríaco tal y como lo había imaginado: techos altos y abovedados, impresionantes escalinatas, frescos y demás) ofrecía un experimento-instalación tan inquietante como sugerente: dos paneles proyectaban la córnea y el ojo de quien se colocaba en un aparato optométrico. Las imágenes oculares se complementaban con imágenes pregrabadas que pretendían recrear la imaginación del participante, y con música igualmente hipnótica. Al terminar, te daban un password y una URL donde consultar la imagen de tu ojo. Francamente, casi me apetece hacerme un póster.

7) Diorama Table (Keiko Takahasi, JP) Objetos cotidianos como cuerdas, cucharas o tazas hacen aparecer imágenes de trenes, coches, árboles en una superficie plana convertida en el escenario de una película de animación. No es una obra nueva de esta edición, pero si tuviera hijos seguro que los llevaría a verla.

8) Actuaciones de “Sonorous Embodiment” (7 de septiembre, piezas de Elliot Carter y Michel van der Aa interpretadas en la Brucknerhaus). El domingo por la noche es tradición que el festival acoja una maratón de conciertos de estilos musicales variados que, para evitar que el público se aburra, se realizan en diversos espacios de la ciudad y se conjugan con llamativos visuales (aunque de calidad irregular, todo hay que decirlo). Me gustaron especialmente los dos conciertos basados en compositores contemporáneos de música “clásica”, y me desentonó bastante la soprano Pamela Z, que, acompañada de electrónica, parecía aquella criatura fantástica de El quinto elemento de Luc Bresson, a quien no echo nada de menos.

Cyberarts
http://www.aec.at/en/festival2008/program/
content_event_projects.asp?iParentID=14429&parent=14386

U 19
http://www.aec.at/en/festival2008/program/
content_event_projects.asp?iParentID=14560&parent=14384

a plaything for the great observers at rest
http://counteraktiv.com/wrk/ap/

touched ego
http://www.markuskison.de/touched_echo/

levelhead
http://julianoliver.com/levelhead

Samplingpong
http://www.schroeder-niehage.de/samplingplong.html

Optical Tone
http://mutoh.imrf.or.jp/

Gedankenprojektor
http://alien.mur.at/gedankenprojektor/ausstellung.php?lang=en

Diorama table
http://www.th.jec.ac.jp/~keiko/diorama/dioramaframe.html

“Sonorous embodiment”
http://www.aec.at/en/festival2008/program/project.asp?iProjectID=14460

… Y DOS PREGUNTAS PARA LA POSTERIDAD:

Una personal: ¿Por qué la mayoría de piezas que me gustaron entran en la categoría de “arte interactivo”?
Y otra profesional: ¿Por qué el arte tecnológico no puede ser discursivo?

Hasta la próxima edición.

TEXT: NeMe, Immersive Event Time by Jeremy Hight

This text was previously published on NeMe.org on August 20, 2008. It is republished here with permission of the author.

Time is plastic. Our linear measure is man made for convenience. The oversimplification of minutes, hours, days is functional in a base utilitarian sense, yes, but fails to account for point of entry, context, point of view, the density of what is occurring in time and how it is thus experienced. Time is geometric; it also has the experiential component and this has height, width, variation and forms from point of view and processes differently with each individual. An event in time thus is not only to be measured in its variable detail, but also of its place in time. This is not a time-line.

An event in time is a collection of many smaller moments coalesced into measure. It is composed of factors, facts, contexts, scope, details and duration. An event begins, an event ends, but its true measure is not that simple, nor should it be; time is not to be caught and cleaned on a hook like a fish, nor is an event in time just a sequence of moments with a beginning and end. It is more akin to a cumulus, that puff of cotton cloud of so many paintings and postcards, for it also is something of a single form, yes, but much more.

Event time as parts to the whole

immersive event timeA cumulus has an average life span of 15 minutes. It is actually composed of several smaller sections rising and falling, coalescing or evaporating along its lifespan. The cloud is in segments that make the whole and within those segments are smaller segments and components the further in you look and measure. Such is time. There also are contradictions and variations in that cloud that are not visible such as air currents, shear, packets of heating from the earth up in their life spans and most immediately important, there are smaller forms arising along its surface, hence the cauliflower like appearance. Such also is time.

The smaller forms along the surface of the cloud are along its ridges in smaller and variable forms that rise and fall in complex patterns. This is a strong analog to a true measure of an event in time and its components to the whole and various rises and falls at once.

Event time and topography

immersive event timeAnother interesting comparison of an event in time is to a mountain range and its variable shapes, but also its topography. A mountain range has various elevations but also has patterns of individual ridge and crests that are along the surface. The mountain can be placed on a map and seen at a distance as a whole, but it also is shaped by and can be measured by its topography or even deeper as the algorithmic patterns within its shapes and variant elevations (data variations in a whole).

Multiple data streams

As an example there is a topography or cloud-like shape to the measure of a day in the stock market with a stock over time. Several stocks over time will rise and fall at different rates and highs and lows over that same day and yet each can be seen as a pattern in a larger whole, hence an event in time is composed of components and they shift in time and it has a shape.

The general and overall shape or form is the overview; the smaller components are divided in time across that day and the small ridge pulses along the line are what form along the measure in individual spikes and pulses along the way. This commonality thus clearly can be seen in other forms of measure in nature and data as well and is indicative of a need for a different sort of model and sense of measure to better calibrate and utilize this form and flux.

An event in time is that cumulus, it is that mountain range, it is not a time line or chart. It is geometric by its very nature and is definitely not flat. It is a whole, it is segments, it is individual rises and falls of several parts at once at different rates and intervals.

Why not measure it as such?

Time and event as geometric and potentially visceral in measure and model

What if a time line could be something that was full of information not just points and markers, and that one could see this visually in the depth of the time line forming a geometric shape that changed as one moved through the info and grew or shrank in correlation to what happened at that point in time and could cast a sort of shadow or figure over the viewer? The weight of war could become a shadow and the growth became undeniable as one saw the rising death toll like its numbers and time were not only made viscerally immediate and full of triggered layered experiences but the weight of the measure itself could be felt? the passage of time into turned out to be a deeper immersion into war and some passive line or numbers but the moments and things lost or destroyed were brought into immediate experience along with the weight of what was building in time’s progression, sinking the viewer in.

The calibration of the war dead and such data is only a number; it is clinical, muted, clipped of the deeper emotions, of the visceral. A number is a calibration, a blunt icy measure in the face of what may be being measured. Imagine moving through a space and seeing a shadow being cast ever deeper on you as a shape towers ever higher above? What if this is the number of dead in a week of a war? The weight is almost tangible with the growing, looming number rising ever higher in time. This is also geometric and is not a figure isolated or a simple time line. An event can be felt in its measure in a way imbued with a sense of humanity, or crisis, or urgency for attention in this new model. Therefore, time transforms into a three dimensional and multi-faceted experience.

The experiential component: verticality of data and time

immersive event timeWhat if the information is instead data in a span of time but also conveys what is experienced in time and space and that can alter as one moves and chooses? A verticality of time could be measured, in a sense, in its depth and one could experience the ebb, rise and dissipations or spasms of a period or event in time: its turbulence, its squalls of activity, of what is usually laid out horizontally like a map; one walks through a space but also a time-line of sorts that could correlate to the space…..

A true “time line” would be one that is composed of the various aspects and components of an event in time, and mapped as to how they rose and fell at varying rates within the scope or shape of the event itself in terms of length. The example earlier of stocks in a day is a good starting point. What would be the shape of the days events with each stock colored and coded from beginning of the day to the end? Wouldn’t it be a topography of varying rises and falls like the different hilltops within a specific mountain range? More importantly, wouldn’t the same be true of a week in the war in Iraq or in a historic event?

In a sense, event time is convective. A shape of the information within an event in time is quite layered and is about several shifts and changes in information at any moment as well creating the sense of accumulation(and thus perspective both literally and in interpretation) over time. A different measure is possible and it can incorporate these factors and their rich ore of possibility.

From globe to spatial intervention: Immersive Time

immersive event timeImagine a 3d interactive globe that you can access. On the globe are hot spot markers that appear as dots around the world. You zoom in to one and by powers of ten type zoom come to a map of a section of a city.

On that map are two 3d sort of worm shapes. You click on one and have the option of either seeing an on-screen ( computer, phone or pda) play button that runs an intro screen with a set map icons explaining what factors are being looked at in the event mapped. In this option you click play and from a first person perspective or a zoom out to the sides or above an event in time unfolds as a journey through a 3d space (within the shape) with time demarcations passing as the walls and variant ceiling forms rising and falling in variant streams as the event runs as a visualization, not just of its key details, but of its shape in time.

An event to be experienced in viewing can be coded so each portion is clearly understood as a singular entity as well as a key part of the whole. This take on the code of a map and its icons and makes it immersive as well as interactive and connected to deeper levels of information, analysis and experiential recall or replay in the 3d model. There also can be embedded bundles of more straightforward video, audio or text of footnoted/referenced material as well as documentation of what occurred within that portion of the event and its larger timeline. This can allow a full multimedia experience to be utilized as enhancing the data model if desired.

In this new model, a shape on a map zoomed in from the globe is the ultimate shape of the data of the event in terms of its scope, breadth, sections, selected aspects/variables and how they varied in time. This is not a timeline. The model allows analysis and experience of the rises and falls and shifts that is far beyond just data and its cold measure. Immersive Event Time is a new method that allows a greater depth of information, analysis and measure to emerge in a modeling of an event in time that also confronts the literal shape of an event in time and its interior complexities. It also can be a new method of global communication and education as the map and globe can be the simple base for this new layer of analysis and intervention as more projects emerge. Historians can create 3d interactive models of and from their research, commentaries and dissent can be made of specific events in their detail and the places where they took place in tandem. The globe and map thus becomes a platform, a network and is thus radically recontextualized from its semiotics of pure measure but also exclusion and tension into a purely utilitarian space for global communication and interventions.

Range of possible works and their contextualizations of space and data

Works can be placed on the specific area of the event and in fact this looks to be the norm or majority as it is a spatial connection to an event and commentary or record, but some works may be laid out as such to be placed in intentional juxtaposition like Paula Levine’s work overlaying Baghdad on San Francisco. This could make a person jarred both by the overlay of it suddenly in the familiar comfort zone of “home” but also by seeing the tragic details come to life in sound, narratives and/or images and seeing and experiencing a rise or spike in violence and death as one moves through a time line of the war and to see and feel the heightening morass as through growing skyward around one as they walk through the time line of its events. Another work completed on this software may be more straightforward historical analysis from the various branches of historical research completed either by an author completing a body of work, or by a professor and students in various fields.

Works also can be political interventions, commentaries and actions to raise awareness of what took place on a location in time that otherwise may be distorted, downplayed, spun against or ignored. This also creates an even deeper model possible of global interaction in terms of working with shared models and research on a global platform (literally) and of dissent finding community world wide and voice as the basic software will be free to download and the model will run on the net and other platforms.

Connection of each form to Locative Media

The key commonality that ties these concepts even in the non specifically locative visualizations (on-line) tightly back to locative media even in the non GPS run models of the visualization is that all will be clear spatial interactions and commentaries. The on-line map with a visualization connected to a specific space still relates to many key concepts of locative media: spatial augmentation, location specific data, navigation of data tied to a specific space. The concept of “timeline” is now to be not only moved into deeper nuance and interconnection of multiple facets of an event, but also into its connection to place. A thing to consider in a more abstract sense is that both time and mapping coordinates are man made grid systems created for measure, thus both are quite similar in the sense of being overlays and systems.

The mapped/gridded space is to be a platform for its own analysis, deconstruction, contextualizations and voice(s) in this mode. The map will be only a utilitarian base for the layer of interactions and models above which deflates its uglier semiotics and places an interactive space of commentary and deeper analysis above.

Software and web 2.0 app

The user can select what types of data and parts of the whole event to measure in a time span as well as to what type of algorithms they would like from Non-Euclidian Geometry and a visualization that will generate out from data mathematically into form and will shift with point of view/entry as Cartesian points on a grid to a subtler mode for those less mathematically inclined that takes input into individual portions along a time space by width and height from scope and spikes and falls in the measures of what took place in its parts.

The collected work of a historian or group of historians can now be placed in the space that the event took place in and in an interactive visualization that not only allows a viewer to “read” it as a multifaceted entity of many parts and flows, but also as an entity in time to return to for multiple visits with each revealing more information. The same can be for the work of artists and/or political commentary or dissent.

Analogies for the interior space of an event in time as immersive experience

The inner space of an event in time in measure can be compared to that of being inside a giant whale with the ribs as time and data as it’s breathing, shifting skin. Time in a sense is like the ribs as there are points separated by gaps that make the larger shape with a space between and a skin is overlaid (be it time as a system or mapping as a system ) over these points or coordinates of measure. Like the fanciful old tales of people moving within giant whales, the space of an event in time can be a place to move within to see its parts and their relation to the whole as a sort of “living “ entity.

Another metaphor can be of a cave with the walls made of time blending to a ceiling that flows above like different lava flows winding serpentine from the beginning to end in variant curls and bends. One navigates through the cave space in the sense of immersion within a shape or form with edges or walls of varying shape and distance apart and with a ceiling above that also varies in shapes and height from the observer. The ceiling in this case can be static or, more interestingly, can flow with animation along the shapes and forms of each core element measured in the event (in the war example, one section of data streaming above can be blue and be of money spent, a red one arcing higher and higher then leveling to rise again can be injured while a darker colored sharp rising form above can be the casualties).

The viewer can select their p.o.v from within the space. One can (like a first person video game interface) select a first person view from within the space and move along inside of it past the time demarcations of sections of what occurred, shift to a view of their avatar in the space in some forms and can have the option to move outside to view the overall shape of the event measurement and then move back in again for deeper comparison of overall to specific in terms of information and components of what took place. This will be optimal for user interactivity and mobility enhancing a deeper analysis of the parts to the whole as well as the details and form of an event in time in different contexts both spatially with shifting p.o.v and contextually in the different scalings of the data (again like the cloud or mountain range in its parts to the whole).

Locative Media and Augmented Reality Mode: the emergence of inter-linked locative media or LM as global interactions

This leads to a second type of visualization mode. Using GPS and augmented reality one can journey through the data as an active physical space with live geo-location. Individual AR/LM projects can stand alone but also be part of a global network of spatial interactions thus linking into a larger community as well, creating a system of discourse in new ways. Over time, areas may be dotted with multiple works of different scope, context and from different people thus allowing the landscape and cities both a chance to be “read” in multiple voices as well as multiple sections. This is fascinating and needed.

Over time there also may emerge a global sense of AR and LM projects being linked and not so disparate. Events world wide may be interpreted and placed spatially along with spatial analysis and interactions into a larger gestalt of a dialect or dialects of interpretation,augmentation,agitation and questioning the static. This also is very exciting and needed.

The globe is actually in essence a social network as the interventions will be placed in a communal interface to experience from all parts of the world. This creates the exciting possibility of inter-linked locative media and locative media as a global communication and linkage as opposed to individual projects isolated as is the norm. The concept of immersive event time time visualizations being on an interactive globe that has dots marking each work if desired by those who created them that can zoom into specific maps and works also allows an interlink of works into a dialog and dialect within both history, critical theory,locative media and augmented reality, education and educational visualizations and beyond.

Event Time visualization first game interactivity

immersive event time A third and very interesting visualization mode takes the viewer through the event form on-screen as would a first person shooter game with the shape and visualization static. This freedom of movement will allow the person or groups of people logging in from different parts of the world to communicate with each other within the visualization in a more methodical study all the while communicating through text or audio like World of Warcraft or Second Life social space, but within a moment and time and its details. Classes can be held as though within the ribs of a great dinosaur or whale but actually within the space of time and information of what is being studied in class in a fully immersive visualization space. Artists can meet from different countries within a work to discuss it or experience it together and to discuss it. The heights and widths will still vary and there still can be embedded texts, audio and video as well as icons like map icons to explain what each variable is that was measured by the creator or creators of the work/space.

Realistic event visualization immersion mode

Another fascinating possible variation of this form is a realistic visualization of a historic event that replays in its time frame as a realistic scene with embedded demarcations of time intervals/points in time. In this mode viewers can appear and move through the visualization to study it from different points of view, places along its path and even possibly from the documented points of view of persons involved based on different accounts to better study the details and even discrepancies within the event as recorded to attempt to research more information by comparison.

An event can recur in its duration in a graphic visualization with time demarcations along its path not only in space but in time elapsed. One could move within a visualization of things wildly varied, ranging from the fall of the Berlin wall with the ability to replay it from different perspectives and from the western or eastern side to the much debated images and time-line captured in the famed Zapruder film to study the various theories and alternate interpretations of history as to who exactly killed JFK. A larger scale visualization could be of a portion of the freedom march during the civil rights movement with different commentary by those who were there based on who you walk beside within it.

In one version of this mode there can be multiple people moving through the visualization at once as a community space for research or even for classes to meet and discuss the event and information. This version has many applications in terms of tandem research, a global community interaction within a visualization of an event but within its recreation as well as timeline.

Another version of this mode can be only a single visitor/participant that has the added options of slowing the event visualization down and even pausing or rewinding while in the space to review key points. In this mode the community aspect is traded for a greater range of variability and user options in terms of not just moving through the simulation, but in controlling its replay to better study more subtle details.

In this mode, the visualization of an event in time and its elements becomes an active place as though an individual or community space on-line, but as a place to analyze, study or experience a spatial intervention, an event in history and to experience another’s work and research simultaneously. This is a potentially fascinating space and hybrid with a myriad of potentials for moving Second Life type spaces into active applications of artistic, historical or political value or even other fields and disciplines. It also can be an interesting study tool as well as mode of global communication and dialog.

End Notes

The need is clear for a more layered and integrated measure of the information of an event in time that moves beyond the limitations of a time-line and takes advantage of the rich possibilities in immersive visualizations, augmented reality,locative media and even video game dynamics of movement,shifting perspective options and interactivity in a space. The applications for historians, artists, political activists and beyond are numerous and deeply prescient. A global model interface that moves to local is an opportunity to introduce a true global reach to data visualizations, locative media and augmented reality as well as interconnectivity of these otherwise disparate to even isolated in a sense projects and a greater collaboration among these practices into a new dialect of communication, analysis and discourse.

This is a time when access to layered information and a communication unfiltered by corporate or governmental filters is urgently needed History needs distillation and dissemination: voice,audience, access, discussion. Events need the same and places are increasingly to be “read” but now in an integration of parts into a dialect along the earth and of its places, events and time.

Credits

* Jeremy Hight is a locative media/new media artist and a writer. He is credited with inventing locative spatial narrative in the first locative narrative project 34 north 118 west. His essay Narrative Archaeology was recently named one of the 4 primary texts in locative media. A retrospective look at his work and a look at “reading” the landscape is in volume 14 issue 08 of Leonardo. He has published over 20 theoretical essays, is co-editing a special issue of LEA (leonardo online) on immersive visualization with Jack Ox and Erik Champion, has exhibited work in festivals and museums internationally.
*

INTERVIEW: Golan Levin

This interview is republished in collaboration with Turbulence.org. It was released in Networked Music Review on 01/31/08. Only the text is reproduced here. To access audio and video as well as proper links related to this interview, please go to Networked Music Review.

Golan Levin is an artist/engineer interested in the exploration of new modes of reactive expression. His work focuses on the design of systems for the creation, manipulation and performance of simultaneous image and sound, as part of a more general inquiry into formal languages of interactivity, and of nonverbal communications protocols in cybernetic systems. Through performances, digital artifacts, and virtual environments, Levin applies creative twists to digital technologies that highlight our relationship with machines, make visible our ways of interacting with each other, and explore the intersection of abstract communication and interactivity. Presently he is Associate Professor of Electronic Art at Carnegie Mellon University, Pittsburgh.

The following interview by Peter Traub focuses on the well-known 2001 work, Dialtones (A Telesymphony), a concert performed through the choreographed dialing and ringing of the audience’s own mobile phones, in which Levin collaborated with Gregory Shakar, Scott Gibbons, Yasmin Sohrawardy, Joris Gruber, Erich Semlak, Gunther Schmidl, and Joerg Lehner. Levin’s more recent work is primarily in the area of installations using computer vision and robotics (e.g. see this YouTube video), and unrelated to Dialtones. None-the-less, we felt this was an interesting interview and dealt with issues that are still relevant to new forms of interaction with music and sound, and raises such questions as: is this music or does it occur in the place of music?

Peter Traub: In reading some of your previous interviews, you stated that you didn’t really think of Dialtones as a musical work, but rather as a performance piece. In what way do you think the difference in thinking about the piece affected your compositional choices?

Golan Levin: Dialtones was always, to begin with, a kind of sound-art piece or conceptual performance artwork. I say this because the project originated from a pure concept (that of performing the audience’s mobile phones), and was motivated by a curiosity to discover what it would be like – sonically, visually, and socially – to experience such a concept. In this sense, I don’t think it’s too much to say that the project conformed well to John Cage’s definition of experimental music: as music that “initiates sonic processes the outcomes of which are not known in advance.” The problem with Cage’s definition, though, is that it suggests that it wouldn’t have mattered whether or not the results reflected any human patterning, or that we oughtn’t intervene in some way to ensure an interesting outcome. I think if Dialtones just sounded like a pile of 200 phones ringing on and off randomly for half an hour, people would have been really profoundly disappointed. For the project to succeed, it was necessary for us to demonstrate that we could actually tame this enormous and unruly beast – the mobile telephony network of Upper Austria – in order to bend it to more musically structured ends. For these reasons, I would say that Dialtones was a performance piece in its conceptualization, but ultimately a musical work in its realization.

diatones_begins.jpgIt’s important to say that, in the end, it took three people to compose Dialtones. Apart from the concept itself and some very telescopic decisions about overall sequencing, I was really the least involved in the actual musical composition; my hands were already quite full with logistical issues and software programming. The greatest bulk of the concert was composed by Gregory Shakar, who developed most of the orchestra’s ringtones, and Scott Gibbons, who also composed ringtones as well as the central solo section of the performance. I think, for them, the compositional process was governed by very explicitly musical concerns – melody, rhythm, texture, drama. We all recognized that this piece had to function in a way that would be recognizably musical, or at least played with this concept by deliberately treading the fuzzy boundary between music and noise. As much as we all admired Cage’s practiced indifference to chaos, we felt that the days of purely random music were over, and that taking a completely hands-off aleatoric approach would have been a cop-out. And as it turns out, there really were a ton of aleatoric elements in its presentation that made it (perhaps pleasingly) difficult to listen to anyway. As I explain below, our job as music composers really came to focus on effectively managing the considerable randomness built into the situation.

Part 1: 15.4 M
Part 2: 13.2 M
Part 3: 18.8 M

Peter: You described one person’s experience with the work in which they entered their phone info in a kiosk, but then had to skip the performance, but kept getting dialed by your performance system. This seems to suggest an almost opposite event, in which people at the performance who had their phones turned on were called normally by someone outside the event. Do you know if there were any occurrences of this? Furthermore, if, hypothetically, a number of people were called from outside sources during perhaps the solo section of the piece, would you consider that an interruption or a serendipitous moment in the piece? I’m curious if you can speak to the idea of tapping into this phone network to produce an organized work, but in the act of doing so, also leaving yourself susceptible to the interruption and chaos that could be introduced into the network from outside of the performance.

diatones2.jpgGolan: The possibility that people could receive outside calls during the performance certainly occurred to us, when we cheekily instructed the audience to “please leave your cellphone ringers on.” If this event actually did occur, we had no technical tools for detecting it; we would have had to listen for unintended rings, and usually there were so many phones ringing at the same time that we wouldn’t have heard it. My feeling is that we would have only conceived such an event to be an undesirable interruption if the audience member actually answered their phone and started having a conversation in the middle of the performance. But we had also explicitly requested the audience not to answer their phones, and fortunately nobody did this.

More generally, your question brings up the topic of chance and unpredictable events in the Dialtones performance. We were able to count at least seven different sources of unpredictability that affected the concert. Some of these were due to properties of the network itself, while others could be attributed to specific audience members or to audiences generally. Chance elements in the performance included the following:

The telephone network imposed an unpredictable latency between the time that we dialed a phone, and the time that the requested phone would begin to ring. We did some experiments and determined that the average delay was 4.74 seconds, with a standard deviation of about a second or so. In some cases, particularly when we dialed international numbers, the delay could be as long as twelve or thirteen seconds. This fact had serious compositional consequences, musically speaking, since it meant that we couldn’t create precise synchronizations between rhythmic ringtones. It also meant that any chord progressions would have to play out over a fairly long timescale in order to be reliably perceived. We ended up composing ringtone melodies which all shared the same tonal center – I think it was A-880 – and adopted a more textural approach to compensate.

dial4.jpgPeter: How many of these chance elements were you able to play with before the first concert? Were you able to conduct small experiments on a limited number of phones prior to the initial performance? If so, were there issues, such as the dial/ring delay you mention above, that you encountered before the first concert and then made compositional changes to deal with it?

Golan: That’s exactly what we did. One of our main logistical challenges in developing the project was actually getting enough phones to test the system. Through a variety of contacts and sources we managed to borrow about seventy phones. Nokia Austria loaned us ten, Ericsson loaned us ten, our main sponsor loaned us about twenty, and a local phone store in Linz provided another ten or so. Another ten were actually loaned to us from individuals! It was a real hodge-podge of different models, which turned out to be quite helpful for the purposes of testing and debugging. Computing the average delay-time was one of the first experiments we conducted once we got the dialing system to work. We only had a couple of days before the show in which everything was actually up and running, and that’s when most of the real composition got done – testing different combinations of ringtones, etcetera.

dial7.jpgWhen we were first developing the concert, it was almost impossible for us to get enough phones to test and compose with. We were really desperate, and we were lucky to have the assistance of the Ars Electronica development office. The staff there called every conceivable sponsor trying to get phones for us, and most of the time they were turned down. It’s sad, but true: once the idea had been successfully demonstrated, it was an entirely different story. This is well-illustrated by the following two pictures. This photo shows our testing setup at Ars Electronica in 2001, while this one shows the 150 test phones that Swisscom Mobile loaned us one year later. They even built a custom charging station for us!

On rare occasions, a requested connection was dropped by the network. This happened less than 30 times (out of the approximately 5000 dialing requests that constituted the concert) and generally only when we were pushing close to the signaling capacity of the concert hall’s base station antenna. It’s impossible to know for certain, but I suspect that there may have been some extraneous phone activity outside the concert hall which, from time to time, ate up one or two channels on our antenna system. Theoretically we had 60 signaling channels, but I don’t think we ever got more than 58 of them going at once.?

dialtones_performer.jpgWe were only technologically capable of specifying the ringtone melodies for roughly two-thirds of the audience’s phones. When Dialtones was performed, in late 2001, many people still did not own phones that could receive new ringtones via the Short Messaging Service – this feature was still just being introduced in the latest models by only a few manufacturers. As a result, we were unable to know exactly what sound would occur when we dialed those people with older phones – about a third of our orchestra, or 65 people. Fortunately, we had a good idea who they were, since we asked all of the participants to provide the exact make and model of their mobile phone when they registered their phones before the concert. With this in mind, we were able to use this fact compositionally: at the beginning of the performance, we dialed all the people with unknown ringtones. It turns out most of those people just had “regular phone” ring sounds, e.g. non-melodies.?

Peter: How were the ‘unknown’ ringtones used later in the piece? Other than at the beginning, did they have a special use within the composition throughout, or did you try to always keep them at some limited percentage of the overall sound texture?

Golan: Generally speaking we tried to avoid clicking on the “unknown” phones except at designated times. This was done just to keep the different parts of the concert perceptually distinct. The alternative would have diluted the character of the different sections with an even blanket of off-color sound.

Some people deliberately (and probably mischievously) changed the ringtones on their phones, even though we transmitted one of our own ringtones to their phone. This happened on at least two occasions. One person, actually a good friend of mine, later confessed to me that he had replaced our ringtone with the theme song from the television show “Dallas.”?

dialtones_performer2.jpgPeople could have deliberately, prematurely terminated the connection while their phone was ringing (or thoughtlessly attempted to answer their phone, out of habit). It is even possible that people could have turned their phone off altogether. I have no information about whether any of these things actually occurred.?

People could have switched seats with another participant, or sat in one of the (few) empty seats. Their phones would still ring, but their personal spotlight would not hit them, and their sound would have a different spatialization than we intended. More drastically, a person could register for the event, and then not show up; their phone would still ring, but not be heard at all in the performance venue. This definitely happened at least once.?

As you mentioned, it was possible for people to receive phone calls that originated externally. We were not aware of this happening, but it very likely could have.

phone.jpgPeter: The second possibility you describe above (of the person registering but not showing up), is quite interesting. Are you familiar with Thomson and Craighead’s Telephony [pictured right]? It’s a gallery-based cell phone piece that allows users to dial out from phones on a gallery wall, or dial into that network of phones from their own phones. Some people would dial their own phones from the gallery wall, thus leaving their numbers in the gallery phone’s register. On multiple occasions, people at later times would hit the send button twice on a gallery phone, thus redialing its last number, and this would end up calling some previous gallery visitor. I found this a very interesting phenomenon, as in some sense the visitor had left the real space of the gallery but had perhaps become trapped in the virtual space of the piece. This sounded very similar to me to your description of people who registered but then left before the performance and were called anyway by your software. Besides the fact that the person receiving the call might be annoyed, would you consider those events happy accidents of a sort, in that the network and the piece are perhaps extending themselves beyond the reach of the physical performance space? I’m not quite sure if that is the right question to ask, but there seems to be something important about this phenomenon and I’m wondering what you think of it?

Golan: I am familiar with Thomson and Craighead’s project (I’ve listed it, for example, in my Informal Catalogue of Mobile Phone Performances, Installations and Artworks), but I wasn’t aware that it enabled the particular behavior you mention. I do agree that this is one of the most interesting aspects of both projects. Speaking for the Dialtones concert, I can only say that this aspect emerged anecdotally, and not due to our explicit intention or on any significant scale.

scott_gibbons.jpgAs you can see, the telephone network itself was unpredictable in many ways. Our attitude was to embrace serendipity, as we really had no choice about it. In some sense, Scott Gibbons’ solo section (which he performed very carefully on 6 phones) became an even more significant contrast to the orchestral sections because of his high degree of control.

Peter: Several interview respondents have talked about the fallibility of networks or the imperfections in networks as being a point of interest for them artistically. In a piece I’m currently working on, the degradation of feedback through audio streaming is a focal point of the work. Why do you think there is such a great interest for many electronic artists and artists working with networks to exploit imperfections, artifacts, and failures within the medium? Did you have similar interests in creating Dialtones, and if not, how do your interests differ?

Golan: By coincidence, I’ve just been reading some essays on this topic, about musicians’ interest in their tools’ artifacts and imperfections. Kim Cascone has a nice article about ‘Glitch’ musics (”The Aesthetics of Failure: Post-Digital Tendencies in Contemporary Computer Music“, in Cox & Warner’s Audio Culture reader), and Rob Young has written a related article, “Worship the Glitch: Digital Music, Electronic Disturbance” (in the new WIRE anthology, Undercurrents: The Hidden Wiring of Modern Music). Most of their examples concern composers who are deliberately using vinyl crackling, digital clipping, and digital compression artifacts as foreground elements of their compositions, and these authors’ main conclusions, which I think are quite reasonable, are that (1) “failure is more interesting than success“, especially insofar as it is a progenitor to further discovery and evolution, and (2) artifacts reveal the true nature and limits of a medium. So I agree that it’s quite natural for artists to explore the imperfections and artifacts of a well-understood medium because it gives the listener a new appreciation for a system which is otherwise all-too-often assumed to be perfectly transparent.

dialtones_audience.jpgAs I suggest above, I think these sorts of preoccupations with the failure-points of a given medium presuppose, to some extent, the audience’s familiarity with that medium’s “normal” mode of operation. It’s a cheeky gag to include tape hiss or MP3 phasing in a new CD, because we all know from considerable experience with these media that they’re not “supposed” to sound that way. In the case of Dialtones, on the other hand, nobody knew what 200 simultaneous mobile phones would sound like, and we were just trying to get this telephone network to sound like something at all. So, to answer your question, no: as best as I can recollect, we were interested in overcoming the failure-points of the phone network (like dropped connections, etc.) rather than exploiting them. Of course, it’s sort of an odd glitch in the first place that the telephony network could be abused in order to produce a symphonic chorus of ringtones.

Peter: One of your primary interests in Dialtones was to create this grid of audiovisual pixels through using the audience as a canvas (or screen?). And perhaps that already answers this question, but I’m wondering how you thought about the large and complex phone network that you tapped into as a compositional tool? Did you think about it as a transmission medium for the work much like one thinks about a sound system (i.e., as a means to end) or did you think about it in some way more central to the idea of the work and its structuring?

Golan: Hmm.. I guess my answer partially derives from my experiences in high school, back in the late 1980’s, with keyboard synths. To some extent during its development, I began to think of the Dialtones telephone network as a very large polyphonic synthesizer, albeit one with a lot of unpredictable quirks (especially with regard to latency). And each of the audience’s phones were voices or individual oscillators in that large synth, and my job was to play the instrument by clicking on the right notes on its keyboard at the right time.

swisscom.jpgI say I “began” to think of the phone network as a polyphonic synth, but I certainly didn’t end that way. My concept of the instrument changed entirely on the night of the first performance, when we were finally able to bring a live audience into the situation. What you have to understand, which was a little weird, is that we were projecting the image of our grid like graphical interface onto the audience from above (as you mentioned). The logic of this was to project a spot of light onto the head of an audience member whenever his or her phone was ringing. What we didn’t quite foresee was that the audience was also able to witness my cursor as I hunted around for a person to click on. My whole concept of the instrument changed when I was performing the piece for the first time, and I looked up from my personal LCD screen just to double-check the location of my (projected) cursor in the crowd. My cursor had landed in the lap of this woman and I suddenly made eye-contact with her. I had been thinking, I’m going to click on this cell, but in her mind, she was waiting for a phone call from me. And when her phone started to ring she smiled at me, and I suddenly realized that I was actually able to address individual people in the crowd, and in a peculiarly personal way. I’m not sure what else to say about this, but it certainly yanked me back from conceiving of the phone network as an abstract sound-triggering system, and reminded me about what it really is, which is a communications medium that connects people. I guess that’s sort of sappy (”Reach out and touch someone”), but that’s exactly what the network/instrument became about, from my perspective as its performer.

dial2.jpgPeter: I know you’re not sure what else to say about this, but that is a wonderfully illuminating story. With respect to the phenomenon of people seeing the mouse pointer as you looked for ‘pixels’ to activate, was that something you tried to get rid of for subsequent performances, or did you end up viewing it as an important part of the piece and as a phenomenon that was important in the audience/performer interaction?

Golan: Yes, we kept that. Among other things it was significantly helpful in communicating and illustrating what was going on.

TEXT: Thinking Global, by Ed Halter

Image: U.S. Pavilion Montreal Expo 67, Buckminster Fuller, 1967 (Image courtesy the Estate of R. Buckminster Fuller)

This text is republished in collaboration with Rhizome.org. It was released in Rhizome Digest on July/23/08 and appears here as it was originally posted.

In the late 1960s, when the merger of art and technology became a touchstone for both countercultural mind-liberation and New Frontier futurism, Buckminster Fuller served as a central, if gnomic, philosopher of the moment. The first issue of Stewart Brand’s Whole Earth Catalog in 1968 features a semi-mystical autobiographical fragment by Fuller and his poem-cum-manifesto “God is a Verb”; Gene Youngblood’s seminal 1970 study Expanded Cinema includes a lengthy introduction by Fuller, in which he praises the “forward, omni-humanity educating function of man’s total communication system”; and the premier issue of early video art’s central journal Radical Software published a “pirated transcription” of an interview videotaped by the Raindance Corporation. “We hear people talk about technology as something very threatening,” Fuller says in the stream-of-language transcript, “but we are technology, the universe is technology…it’s simply a matter of understanding these things.” Fuller’s own book Operating Manual for Spaceship Earth became an underground best-seller after its publication in 1969. Multimedia collectives like USCO and Ant Farm cited “Bucky” as inspiration; members of the latter group even went so far as to abduct Fuller when he came to speak at the University of Houston, picking him up from the airport under false pretense and taking him instead to see a touring MoMA exhibit entitled The Machine at the End of the Mechanical Age.

This summer, the Whitney mounted a major exhibit on Fuller’s life and work, Buckminster Fuller: Starting With the Universe, on view through September. The show features a variety of Fulleriana, arranged in chronological order, allowing for a roughly biographic experience: sketches, architectural models, concept designs, numerous looped clips from the 1971 documentary The World of Buckminster Fuller, maps and diagrams, original publications, and a 12 foot high cardboard geodesic dome built for the exhibit. Though largely a show about architecture, Starting With the Universe presents Fuller as a revolutionary and visionary thinker who worked, as he put it, “comprehensively,” across disciplines, and a forerunner of 21st century environmental design and networked culture.

It took Fuller many decades to achieve the iconic status he enjoyed in the 1960s. The son of a prominent intellectual New England family (his aunt was Margaret Fuller, the Transcendentalist and pioneering woman journalist), Fuller attended Harvard, dropped out twice, then entered the Navy and served during World War I. After the war, following a failed business enterprise, he claimed to have had a quasi-religious experience while on the brink of suicide. “Apparently addressing myself, I said, ‘You do not have the right to eliminate yourself, you do not belong to you. You belong to the universe,” Fuller wrote years later in the Whole Earth Catalog. “You are fulfilling your significance if you apply yourself to converting all your experience to highest advantage of others.”

On display at the Whitney are a generous sampling of Fuller’s ambitious humanity-enhancing projects of the 20s and 30s, none of which advanced beyond prototypes. Included is an original, cartoonish sketch from 1927 of the world, which he called “One Ocean World Town,” expressing a core Fullerian notion of global interconnectedness inspired by the rise of intercontinental air flight. This became the setting for a 1929 drawing of skyscraper-like structures he called “Lightful Towers” — all-in-one multi-family dwellings that could be planted in the ground like trees, and delivered to sites by zeppelin. These evolved into a single-family dwelling dubbed the 4D House, a hexagonal one-floor structure hung from one central pole containing minimal-waste plumbing, electricity and air conditioning; meant to be constructed cheaply, they were also designed to be easily deconstructable and therefore as portable as a large piece of furniture.

A scale model of Fuller’s 4D House was presented to the public at a surprising location: the Interior Decorating department of Marshall Field’s department store in Chicago, timed to promote a new line of modern furniture. The store’s publicity agent renamed the structure the Dymaxion House (a portmanteau of “dynamic,” “maximum,” and “ion”), a term that Fuller later trademarked and used on a variety of concepts. The Whitney show includes a video clip of outtakes from a 1929 Fox Movietone newsreel of a young Fuller explaining his Dymaxion House model. Shot when the technology of sound movies was still new, Fuller is unusually awkward, evincing none of the smooth charisma that would entrance later generations, speaking stiffly with an old New England uppah-clahss accent. Fiddling with his collapsible scale mock-up, he explains that its odd circus-tent shape “is not an aesthetic choice of my own.” Rather, he continues, its shape is due to the fact that “we are living in a spherical universe.” For Fuller, the structure’s true beauty lay not in its visual form but rather in its denial of conventional ornament and design in favor of structural integrity and efficiency. To follow the deep mathematical patterns of nature, in Fuller’s view, was a means to be in sync with the Universe.
Buckminster Fuller, Dymaxion House and photograph from the Collections of The Henry Ford, Dearborn, MI. 1934 Dymaxion “2″ 4D Transport courtesy of the National Automobile Museum (the Harrah Collection), Reno, NV.

A similar concept lies behind the design of the Dymaxion car, a three-wheeled, backwards-teardrop-shaped vehicle created by Fuller in the 1930s as an improvement on the typical automobile. Inspired by the hardnosed engineering of aircraft design, Fuller worked with friend and sculptor Isamu Noguchi to create aerodynamic wind-tunnel models allowing for minimum air resistance and maximum fuel efficiency — a radical notion in the days when a car looked more like a block than a wedge. Images of Noguchi’s gypsum miniatures are on display at the Whitney alongside the last remaining full-scale prototype of the Dymaxion Car, sans interior. Later models, Fuller hoped, would have inflatable wings and be able to take flight.

Throughout the 1930s and 40s, Fuller proposed a number of Dymaxion-style houses, convinced that more efficient means of everyday living was the key to global resource problems. The Dymaxion Deployment Unit converted unused grain shelters into roundhouse-style homes. Though never used as residences, the design was taken up by the US military, who then deployed Fuller’s quickly-built structures during World War II to remote locations in the Pacific and Middle East. After the Allied victory, Fuller devised a means to use surplus wartime materials with the Dymaxion Dwelling Machine, nicknamed the Wichita House, an aluminum dwelling made entirely from aircraft construction machinery and parts. A reconstructed scale model of the Wichita House shows twelve identical, flattened metal domes equally spaced around a cul-de-sac, glowing with rings of circular windows, resembling an eerie conflation of Atomic-era suburbia and The Day the Earth Stool Still. Such a stark, factory-floor style may not have thrilled recent veterans, tired of living for years in anonymous, utilitarian barracks.

In 1948, Fuller began teaching at the Black Mountain College in North Carolina, an avant-garde refuge where he worked alongside Merce Cunningham, John Cage, and Willem de Kooning. While at Black Mountain, Fuller developed sculptural models of his theory of “tensegrity”, or the productive tensions available within the form of a single object. With his students, he constructed his first geodesic dome. Created to allow for maximum volume and strength from minimum materials, the geodesic dome held its shape solely from its framework of interlocking triangular beams, without need for other reinforcements. It quickly became his most successful design. In the early 1950s, Fuller implemented his first practical application of the dome for the roof of a Ford Motor Company building in Michigan. Soon after, the military began using small geodesics as emergency shelter in remote locales, and the government started a long career of erecting Fuller domes at international exhibits as symbols of American ingenuity and technological prowess: first at a global trade fair in Kabul, Afghanistan, and later at the American National Exhibition in Moscow in 1959. That same year, Fuller was hailed as design innovator at the Museum of Modern Art in New York, which mounted an exhibit entitled Three Structures by Buckminster Fuller in its sculpture garden, including a plastic geodesic dome, an aluminum tensegrity tower, and a horizontal frame built with the “octet truss,” a form based on interconnected tetrahedrons, a shape Fuller lauded as the simplest structural unit found in nature.

By the 1960s, as Fuller entered his 70s, he transformed into full-blown guru-intellectual — a role uniquely possible in the age of Timothy Leary and Marshall McLuhan — jetting around the globe to give legendarily marathon lectures to thousands. Tirelessly arguing for the power of technology to improve the future of humanity, at a time when many opposed both the “dehumanizing” computerization of society and the high-tech war in Vietnam, Fuller became paradoxically both an advocate for American technocracy and an inspiration to countercultural radicals. Even before Fuller’s famous 200-foot tall dome was erected at the American Pavillion of the 1967 Expo in Montreal, where it would house monumental paintings by the likes of Andy Warhol and Barnett Newman, a ramshackle cluster of utopian hippies called Drop City had already constructed their own village of Fuller-inspired domes in a rural backwater of Colorado. As chronicled in Felicity D. Scott’s recent study Architecture or Techno-Utopia, “droppers” saw in Fuller’s dome an externalized manifestation of a new consciousness. “With few resources but idealism and the conviction that they were ‘total revolutionaries,’” Scott writes, “the droppers believed they were ‘rebuilding the world’ as an open, communal society one dome at a time,” using the blueprints that Uncle Bucky had bequeathed them.

Though the Whitney’s exhibit alludes only obliquely to the existence of droppers and their ilk, Fuller himself had his own grandiose ideas for reshaping society, represented here in a series of concept illustrations of fantastic megastructures. He envisioned midtown Manhattan ensconced in a mile-high, temperature-controlled dome. Even more trippy were his visions of gigantic “Tetrahedron Cities” housing a million residents each, sitting on the outskirts of Tokyo (and rhyming the peak of Mt. Fuji) or floating off the coast of San Francisco. He also imagined large-scale systems for visualizing global resource problems. One plan was “Minni Earth,” a giant scale-model planet floating in the East River next to the UN building, dotted with lights representing population growth, food shortages, and other pressing data. He devised a triangle-based Dymaxion Map that represented the continents with less distortion than the standard Mercator projection, and had the added bonus of picturing the inhabited continents as one near-contiguous land mass: a “one-world-island in a one-world-ocean,” as he put it. Fuller used giant floor-sized versions of this map to play something he called The World Game — a peaceful version of military war games in which players must figure out how to cooperate to share the world’s limited resources. The World Game, Fuller thought, might someday become the entire curriculum of the university.
Minni Earth Location at U.N. Building, N.Y., 1956 (drawing by Winslow Wedin), Ink and graphite on tracing paper mounted on board 15 x 20 in. (38.1 x 50.8 cm), Department of Special Collections, Stanford University Libraries (Photograph by Ben Blackwell)

So if Fuller saw himself as the educator of the future, what should we hope to learn from him now? Why celebrate him in 2008, a quarter century after his death? Solidly embracing the great-man biography model, Starting with the Universe is resolutely invested in establishing Fuller’s significance. In its zeal, the exhibit isolates Bucky as a wholly unique figure at the expense of granting historical context to his inventions and ideas. Casual museum-goers might never consider that schemes for achieving far-reaching social betterment were far from uncommon in 20th century architecture, from Le Corbusier to Neutra and beyond, or that Fuller was not alone in drafting freaky fantasy plans like cloud-cities and underwater homes; contemporary firms like the British Archigram and the Italian Superstudio served up even more far-out dreamscapes (though the show’s catalog does a more comprehensive job of situating Fuller within a larger history). Nor does the exhibit dwell much on the fact that Fuller, like Edison, was as much a myth-maker as he was an inventor: two of his central ideas, the geodesic dome and tensegrity, were actually invented by others before him, and his oft-cited moment of suicidal epiphany that he claims kick-started his career may be nothing but well-crafted fiction.

Nevertheless, the exhibit is utterly convincing in testifying to Fuller’s inspirational potential. Many reports on the show have cited Fuller’s prescience as a prophet of ecological sustainability, but the issue of the environment was only one factor in his truly global attempts at problem-solving — and, in fact, Fuller was no tree-hugger; he always weighed humanity’s own needs as highest priority.

More broadly, at a time when many artists and intellectuals have consigned their work to the comfortable margins, valorizing tactical interventions, small-scale craft and near-mute lessness, the epic scope of Fuller’s vision reminds us that it need not be this way. When massive problems loom, why not think big?

Ed Halter is a critic and curator living in New York City. His writing has appeared in Arthur, The Believer, Cinema Scope, Kunstforum, Millennium Film Journal, the Village Voice and elsewhere. From 1995 to 2005, he programmed and oversaw the New York Underground Film Festival, and has organized screenings and exhibitions for the Brooklyn Academy of Music, Cinematexas, Eyebeam, the Flaherty Film Seminar, the Museum of Modern Art, and San Francisco Cinematheque. He currently teaches in the Film and Electronic Arts department at Bard College, and has lectured at Harvard, NYU, Yale, and other schools as well as at Art in General, Aurora Picture Show, the Foundation for Art and Creative Technology, the Images Festival, the Impakt Festival, and Pacific Film Archive. His book From Sun Tzu to Xbox: War and Video Games was published by Thunder’s Mouth Press in 2006. With Andrea Grover, he is currently editing the collection Small Cinemas: American Avant-Garde Film Exhibition from Ciné Clubs to Microcinemas. He is a founder and director of Light Industry, a venue for film and electronic art in Brooklyn, New York.

The September 2008 issue of First Monday (volume 13, number 9) is now available

http://journals.uic.edu/fm/

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Table of Contents

Volume 13, Number 9 – 1 September 2008

Whose space is MySpace? A content analysis of MySpace profiles by Steve Jones, Sarah Millermaier, Mariana Goya-Martinez, and Jessica Schuler
http://journals.uic.edu/fm/article/view/2202/2024

——-

Obfuscatocracy: A stakeholder analysis of governing documents for virtual worlds by Justin M. Grimes, Paul T. Jaeger, and Kenneth R. Fleischmann
http://journals.uic.edu/fm/article/view/2153/2029

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Medical students‚ and residents‚ use of online social networking tools: Implications for teaching professionalism in medical education by Richard E. Ferdig, Kara Dawson, Erik W. Black, Nicole M. Paradise Black, and Lindsay A. Thompson
http://journals.uic.edu/fm/article/view/2161/2026

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Rip, mix, burn … sue … ad infinitum: The effects of deterrence vs. voluntary cooperation on non-commercial online copyright infringing behaviour
by Peter J. Allen
http://journals.uic.edu/fm/article/view/2073/2025

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Early response to false claims in Wikipedia
by P.D. Magnus
http://journals.uic.edu/fm/article/view/2115/2027

——-
Exploring characteristics and effects of user participation in online
social Q&A sites by Chirag Shah, Jung Sun Oh, and Sanghee Oh
http://journals.uic.edu/fm/article/view/2182/2028

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We invite you to visit First Monday to review these articles as well as our extensive archives. First Monday’s podcasts are available at http://www.firstmondaypodcast.org/

Digicult Presents: OPEN SOURCE MEETING

Fondazione Accademia di Belle Arti Pietro Vannucci – Perugia
October 10, 2008
10am-1pm / 4pm-7pm
Le Arti in Citta festival
http://test.leartiincitta.it/?q=node/77

Promoted by: Umane Energie and “Flussi” section of festival “Le Arti in
Citta”
Curated by: Moreno Barboni e Marco Mancuso (Digicult)
Moderated by: Marco Mancuso (Digicult)
With: Graffiti Research Lab, Pier Luigi Capucci, Laura Colini, Umane
Energie, Confinidigitali

On October 10, the group ‘Umane Energie’ and the ‘Flussi’ section of “Le Arti in Citta” festival are promoting a seminar called Open Source Meeting at the ‘Fondazione Accademia di Belle Arti Pietro Vannucci’ in the city of Perugia. This is curated by Moreno Barboni and by Marco Mancuso, critic, curator and director of Digicult ((www.digicult.it), and will be participated by Graffiti Research Lab, Pier Luigi Capucci, Laura Colini, Umane Energie and Confinidigitali.

The Open Source Meeting is dedicated to the ever-expanding circulation of ‘open’ computer resources and is meant to get territorial subjects, such as Confinidigitali and Umane Energie, to meet. Their Beduino open-source platform, derived from the international Arduino project, will be the base of a ‘multimedia park’ featuring national and international guests, so as to elaborate on and divulge the possibilities of open-source in the domain of digital arts and multimedia communication, both from an artistic and planning perspective.

Marco Mancuso and Moreno Barboni have therefore imagined a day of lectures and seminars, a round table of experts, researchers, curators and artists all with different but complementary expertises. This will offer the opportunity to reflect over the enormous potential, however mostly unsaid, of open digital technologies, their impact on the social, operational and political context in which we live, on their interaction with architecture and the social spaces in our urban areas and on comprehending their emotional impact on our perception of new art forms and creative languages.

Evan Roth and James Powderly are the Meeting’s international guests, founders of Graffiti Research Lab, for the second time in Italy after their first public performance ‘Laser Tag’, curated by Marco Mancuso in December 2007 in Rome and projected on the facades of the ‘Colosseo’ and the ‘Cestia’ pyramid. Graffiti Research Lab is wholly dedicated to developing technologies and experimental media to enhance public resources for urban communication. GRL have therefore been invited to explain their artistic/activist project, to describe their performances in cities round the world, to talk about the possible risks and the enormous potential for communication that lies behind applying open source technologies to graffiti and media art.

Pier Luigi Capucci, critic and professor, deals with communication systems and languages and, since the early Eighties, has been investigating the relationship between technologies, culture and society and between art forms, science and technologies. His task in the Meeting will be to trigger the debate around the collective and social impact of open-source technologies. The opportunities of choosing and accessing information and new tools have, in fact, enabled new possibilities for communicating and sharing knowledge extending the awareness of the cognitive, operative, social, and political uses of these same tools.

Marco Mancuso is the chairman of the Meeting. Critic, curator and founder of Digicult he deals with Digital Creative Media and the relationship between images, sound and space within contemporary Audiovisual Art. Focusing on how open-source technologies have affected the digital Audiovisual domain by showing an overview on the most interesting artistic and creative international projects, he will suggest some critical thought around how these tools are used, around shared creativity dynamics on the Web, free code, and around how ever more intertwined art, design and hyper architecture are. Laura Colini, researcher at the Bauhaus University in Weimar in the department of Architecture, Media and Urban Sociology, will focus on technologies and participated city-making projects. She will describe the concept of participation in urban planning confronting it with the participation to the city entailed by ITC practices. A sort of shared-practices taxonomy to city-making, called ICT spatial practices, that allows to build up critical thinking and awareness around the urban theme of collective planning.

Lastly, the collaboration between Confini Digitali and Umane Energie that has lead to ‘Beduino’, an open-source electronic device meant to develop interactive, artistic installations. It features audio controls, sensor interfaces, led and motor controls. Slightly bigger than a packet of cigarettes Beduino, based on the more famous ‘Arduino’ hardware/software, can be used without having to write any code by those who are not necessarily computer geeks. It can be used as a real-time audio and video controller, as a MIDI control, it is useful for interactive installations, to control led lights, robotic controls and much more.

PROGRAM

10:00 Moreno Barboni: introduction and greetings
10:15 Marco Mancuso: opening and lecture
10:45 Pier Luigi Capucci: lecture

—break

11:30 Umane Energie: lecture
12:00 discussion
13:00 closing

—break

16:00 Marco Mancuso: introduction
16:15 Laura Colini: lecture
16:45 Confini Digitali: lecture

—break

17:30 Graffiti Research Lab: lecture
18:00 discussion
19:00 closing

ABSTRACTS

:::Graffiti Research Lab:::
:::The L.A.S.E.R. Tag payload:::

The New York artists and media activists GRL, will introduce their tool for digital urban graffiti: the L.A.S.E.R. Tag. The Mobile Broadcast Unit (MBU) with L.A.S.E.R. Tag payload is an open-source Weapon of Mass Defacement (WMD) designed to enable graffiti writers, artists, activists and citizens to communicate in the urban environment on the same scale as advertisers, corporations and governments. MBUs provide 1200 watts of audio and 5000 lumens of video projection capability mounted on an industrial work tricycle. The L.A.S.E.R. Tag payload allows individuals to write their own personal communications and expressions with a 60 milliwatt green laser on industrial facilities, monuments, towers, bridges, city skylines and other hard and soft targets of interest. The design and custom software for the MBU and L.A.S.E.R. Tag payload has been released open source, without copyright or patent, into the public domain. Hobbyists, hackers and other private citizens are encouraged to freely use, modify and release their own MBU/L.A.S.E.R. Tag designs. Units currently exist in NYC, Mexico City, Barcelona, Austria and Taipei. In NYC the MBU can be “checked-out” for free from the G.R.L. resource library and arsenal for use by interested parties. Advertisers need not apply.

:::Marco Mancuso:::
:::Audiovideodrome: on the open source contemporary audiovisual art, design
& hyper architecture:::

Audiovisual Art, the ability to create works of art – may they be narrative or abstract – by using sounds and images, has undergone a strong innovative phase in the last years. Within the larger context of ‘new media art’ it has found for itself an all-purpose role which is certainly more complex and multi-faceted, going beyond performances and installations. Progress in technology, open-source hardware and software, have eased the management of real-time audiovisual flows. Thus, contemporary Audiovisual Art seems to be today some sort of borderline area which includes pure creative and artistic expression, but also experimentation and design. A critical attitude towards this phenomenon in analyzing online shared creativity, free code and an ever more intertwined relationship between art, design and hyper architecture allows to observe how the concept of space reflects the existence of a fluid place/non-place to be explored, an element for design, a material and immaterial universe to be confronted with as it redefines the relationship of modern man and the new multimedia scapes surrounding him.

:::Pier Luigi Capucci:::
:::Open Cultures:::

The Opens Source diffusion opened up new options and chances to access the information and new devices. It activated new opportunities in knowledge’s communication and sharing and it expanded the awareness of the cognitive, operative, social and politic use of these instruments. Open Source also imposed a reflection on the software in general as a tool which, although immaterial, has a real, economic value which can’t be ignored in the information age. In the arts, in several realms and disciplines, many artists embraced the Open Source philosophy and practice, creating artworks which expand their power both at the poetics level and increasing the artworks’ flexibility and sharing, hence enlarging the extent of the artistic discourse

:::Laura Colini:::
:::Reflecting on ICT participated spatial practices and city making:::

Given the breakdown of defences against information glut, an awareness of how we use, act and interact through modern digital technology is becoming critical. Global trends and symbolic economy shape the production and distribution of a large variety of modern tools that use similar ways to communicate via text, audio, video. As a result, the creative digital communicative syndrome tends to sedate the question of “how and why” we act together and represent and shape our cities and lived space through digital media. Beyond the many definition of cities, I assume that cities are site of collective spatial practices and discursive processes, procedures and codified protocols leading to social, economic, material and cultural transformations. The purpose of this intervention, is to engage in reflecting on the processes of city-making analysing the benefits, pitfalls, and trade-offs of the combination of spatial practices with ICT. In particular, the parameters adopted to discern and categorize such practices is their capacity to empower local communities and to engender citizens participatory. I argue that the variety of social media, PPGIS, participatory video making and the latest resource on the web, -which have a strong emphasis on spatial related practices- could be analyzed according to their capacity to stimulate directly or indirectly socially and politically transformative approaches to city making. In order to validate the importance of studying the interdependency of ICT, social interaction and urban planning, I will refer to the selected research and case studies looking at their capacity of engendering truly participative processes, trying to unveil their limits, rhetoric, and visible/invisible power interests.

:::Umane Energie e Confinidigitali:::
:::Beduino presentation:::

Confini Digitali e Umane Energie present Beduino, an open source instrument, designed to simplify the process of creating electronic based art projects. It can be used for music controllers, VJ controllers, MIDI instruments, dance triggers and body suits, interactive installations, driving LEDs, motor and robotic controls and much more… It is based on the well-known Arduino platform, and 100% compatible with it, but intended to be used even without writing a single line of code. Beduino comes with a MaxMsp patch, possible and free to use with all major operating systems

Electrofringe, a Festival of Electronic Arts. 2nd – 6th of October 2008 Newcastle

Electrofringe presents an annual festival and year round program of experimental electronic arts and culture dedicated to skills development and artistic exchange. The program focuses on uncovering emergent forms and has an emphasis on encouraging exchange between emerging and established artists. Electrofringe Festival 2008 is the festival’s eleventh year and will be held over five days from 2nd – 6th of October 2008. The program presents workshops, panel discussions, masterclasses, presentations, exhibitions, screenings and interventions.

Full program at: http://www.electrofringe.net/

Electrofringe artist’s presentations

iCinema // Immersive Interactive Cinema

picture-14.png

An overview of Interactive Cinema Projects from the iCinema Centre for
Interactive Cinema Research at University of New South Wales.

What: Artist Presentation

Where: The Playhouse

When: Thursday 2nd October, 16:00pm – 18:00pm

Who: Matt McGinity (Sydney) – on behalf of Volker Kuchelmeister (Sydney)
Boxed Voices

Performance utilising collaboratively built electronic instruments for
voice, followed by a discussion of the techniques, technologies, and
concepts for extended instruments and collaboration.

What: Artist Presentation

When: Friday 3rd October, 12:00pm – 13:00pm

Where: University House – Seminar 2 [UNH 1.38]

Who: Kusum Normoyle (Sydney), Lachlan Colquhoun (Sydney)
Bad Doctor Face – Midi Controlled Animatronics

Keep this appointment with the Bad Doctor Face project: a midi
controlled animatronic penis mask. A MIDI CONTROLLED ANIMATRONIC PENIS
MASK.

What: Artist Presentation

Where: University House – Seminar 2 [UNH 1.38]

When: Friday 3rd October, 13:00pm – 14:00pm

Who: Joshua Head (Sydney)
Pig & Machine – The Osaka Scene

Noise/breakcore artists Pig & Machine discuss the vibrant Osaka scene
that has produced a host of new and amazing artists in recent years
including Maruosa and DJ Scotch Egg.

What: Artist Presentation

Where: Festival Club

When: Friday 3rd October, 13:30pm – 14:30pm

Who: John Harte (Melbourne/Osaka, Japan), Yuka Harte (Melbourne/Osaka, Japan)
Saxophone Video

Meet an as yet un-nameable Melbourne-based live AV duo. In parallel
time, Rosalind is continuously playing against herself while
constructing herself on screen.

What: Artist Presentation

Where: Civic Arcade

When: Friday 3rd October, 14:00pm – 15:30pm

Who: Rosalind Hall (Melbourne), Marco Cher-Gibbard (Melbourne)
Speaking at Wall

Speaking at Wall is an interactive video installation which utilises
real-time voice as a control source for manipulation.

What: Artist Presentation

Where: Playhouse

When: Friday 3rd October, 14:00pm – 15:30pm

Who: Chiara Passa (Italy)
The Daniel Green Tribute Show

Daniel Green Tribute Show

A performance and discussion of his current artistic practice which
currently involves exploring popular culture through musical numbers;
an attempt to discern if deliberately boring people is the best way
comment on contemporary moving image culture.

What: Artist Presentation

Where: University House – Round Theatrette

When: Saturday 4th October, 17:30pm – 18:30pm

Who: Daniel Green (Sydney)
In conversation with The Green Eyl

Giant eyes projected live from skyscrapers and massed orange stickers
as interactive community art. Berlin’s Green Eyl collective aim to
explore the dynamics of unconventional interaction between people,
their environment and technology, using various design techniques and
installation tactics.

What: Artist Presentation

Where: Civic Arcade

When: Friday 3rd October, 16:00pm – 17:30pm

Who: Willy Sengewald/The Green Eyl (Berlin, Germany)
ACID

An overview of projects emerging from the Australian Center for
Interaction Design, with presentations by two artists currently
involved.

What: Artist Presentation

Where: Civic Arcade

When: Saturday 4th October, 10:30am – 12:00pm

Who: Colleen Morgan (Brisbane), Yang Wong (Brisbane), Sherwin Huang (Brisbane)
Hidden Village

Using explorative, obsolete and circuit-bent technologies for sound
performance. The Hidden Village duo draw upon an eclectic collection
of retro game consoles and recently developed sound software to create
their electronica performance.

What: Artist Presentation

Where: University House – Round Theatrette [UNH G.9]

When: Saturday 4th, 12:00pm – 13:30pm

Who: Lauren Sutter (Adelaide), Seb Tomczak (Adelaide)
Angelo Plessas // Interactive simplicity

picture-15.png

A showcase of Angelo Plessas work, which consists of simple
interactive animated drawings that exist on the internet. Themes
involve femininity and strange portraits that become subtly personal,
often inspired by vintage advertising aesthetics. These internet
pieces often “cover” the real world as objects like murals,
installations, collage drawings and prints.

What: Artist Presentation

Where: University House – Round Theatrette [UNH G.9]

When: Saturday 4th October, 14:00pm – 15:30pm

Who: Angelo Plessas (Athens, Greece)
Alison Currie // Artist Presentation

A live solo dance performance blended with a pre-recorded video
projection. Followed by a discussion on the work plus other site
specific and installation dance works.

What: Artist Presentation

Where: The CRACK House

When: Saturday 4th October, 14:00pm – 15:00pm

Who: Alison Currie (Adelaide)
Live Electronics -> Live Processing -> [ Composition < -> Improvisation]

Italy’s Domenico Sciajno will explore the actual limits & hidden
potential of electronic sound production and composition, in the
peculiar area where borders between the academic and the non-academic
scene are blurred.

What: Artist Presentation

Where: University House – Round Theatrette [UNH G.9]

When: Saturday 4th October, 16:00pm – 17:30pm

Who: Domenico Sciajno (Italy)
Maruosa

Japan’s Emperor of Elongated Harshcore will present and discuss his
own music and Renda Records.

What: Artist Presentation

Where: University House – Round Theatrette [UNH G.9]

When: Sunday 5th October, 12:00pm – 13:30pm

Who: KK Null (Tokyo, Japan)
Improvised Sound Poetry

Kim and Jim talk discuss their collaboration exploring their notions
of sound physicality (on various instruments including guitar,
saxophone and flute, plus electronics) and spontaneous interaction.

What: Artist Presentation

Where: Playhouse

When: Saturday 5th October, 12:00pm – 13:00pm

Who: Kim Myhr (Norway), Jim Denley (Sydney)
Bricolage: local and emergent technologies, custom built interfaces
and the vanity apocalypse

Nancy Mauro-Flude – Glitchmaker

*Paraphernalia* is a set of self-crafted electronic-performance tools for
a live performance. The project opens a pathway for a larger theme related
to my practice where I ask asks; What are the ways in which we can
engineer interfaces that validate the circulation of subjugated
knowledges, in meaningful sets and settings? We pick up the threads and
traces from this momentous pile of knowledge around us, we are continually
articulating and weaving these threads together in new combinations. This
approach can be found in the notion of bricolage, widely acknowledged and
validated by Claude Levis-Strauss.

What: Artist Presentation

Where: Playhouse

When: Sunday 5th October, 12:00pm – 13:30pm

Who: Nancy Mauro-Flude (Tasmania)
CAVE

Jessica Coughlan presents her work, including bicycle-powered
projection video pieces.

What: Artist Presentation

Where: University House – Seminar 2 [UNH 1.38]

When: Sunday 5th October, 12:30pm – 13:30pm

Who: Jessica Coughlan (Newcastle)
Marco Bresciani

An insight into Computer Vision techniques utilised in projects such
as MirrorD – a digital mirror which randomly morphs and distorts its
reflections.

What: Artist Presentation

Where: The Playhouse

When: Sunday 5th October, 13:30pm – 15:00pm

Who: Marco Bresciani
Beyond Culture Jamming: Xtine

Influencing consumers on the web … xtine compares tactics of culture
jamming with her web projects, Delocator.net and YourNeighborsBiz.com.

What: Artist Presentation

Where: University House – Round Theatrette [UNH G.9]

When: Sunday 5th October, 14:30pm – 16:00pm

Who: Xtine Burrough (Los Angeles, USA)
Birchville Cat Motel & Antony Milton

A high-speed collision between high-brow and low-brow music: think
Black Flag plays ‘Music For Airports’. Drive way outta town and check
into this one-man experimental group from Wellington, New Zealand.
Birchville Cat Motel, aka. Campbell Kneale, also operates the labels
Celebrate Psi Phenomenon and Battlecruiser.

What: Artist Presentation

Where: City Hall Ground Floor – Banquet Room

When: Sunday 5th October, 15:00pm – 16:30pm

Who: Campbell Kneale (Wellington, New Zealand), Antony Milton
(Wellington, New Zealand)
Information Aesthetics

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Data from mundane sources – traffic noise, a dusty library, the
weather – visualised. Andrew Vande Moere is the editor of Information
Aesthetics (www.infostehtics.com), the outstanding weblog dedicated to
exploring the art & science of the dynamic representation of
information. Furthermore he is an educator at University of Sydney
where he outlined the innovative IDEA Master degree for Electronic Art
& Interaction design for 2009 which will set the benchmark for
postgraduate eduaction in Electronic Art & Interaction Design in
Australia. For more information please read this interview of Vande
Moere.

What: Artist Presentation

Where: The Playhouse

When: Sunday 5th October, 15:00pm – 16:30pm

Who: Andrew Vande Moere
Auto Electro Quartet

Auto Electro Quartet is an acoustic mechatronic ensemble for the
unplugged live performance of electronic music. Electric sound without
loudspeakers; a chamber recital for robots.

What: Artist Presentation

Where: University House – Seminar 2 [UNH 1.38]

When: Sunday 5th October, 16:30pm – 17:30pm

Who: Matt Hoare (Sydney)
Rok That Uke

Controversial when it first premiered, ROCK THAT UKE is the now
classic documentary about the alternative and post-punk ukulele
subculture. Funky, funny and philosophical.

What: Artist Presentation

Where: The Playhouse

When: Sunday 5th October, 16:30pm – 18:00pm

Who: Rose Turtle Ertler (Melbourne)
Ben Byrne & Ivan Lisyak

On collaborating, improvising and buffer rub core. Explored via their
laptop doom-grind project, Machine Death, and other performances.

What: Artists Presentation

Where: Civic Arcade

When: Saturday 4th October, 15:30pm -17:00pm

Who: Ben Byrne (Melbourne), Ivan Lisyak

Electrofringe workshop:

Solder Girls

Solder Girls is a soldering circle with a whiteboard, for those who
got a doll instead of a physics kit for Christmas. Come and learn the
basic principles of electronics that will get you making and repairing
your own cables opening up any box that takes a battery. Soldering
irons provided.

What: Workshop

Where: Civic Arcade

When: Thursday 2nd October, 12:00pm – 15:00pm

Who: Sarah Davies (Sydney), Alicia Miller (Sydney) and you.
Introduction to Electronic Music Making

This hands-on workshop will explore Abelton’s LIVE software. Suitable
for new users looking for more in-depth knowledge or those who have
always wanted to make electronic music.

What: Workshop

Where: Process Space

When: Thursday 2nd October, 14:00pm – 18:00pm

Who: Julian Knowles (Brisbane) and you.
dyne:bolic – the hacktive media workshop

dyne:bolic is a GNU/Linux bootable operating system shaped on the
needs of media activists, artists and creatives as a practical tool
for multimedia production: you can manipulate and broadcast both sound
and video with tools to record, edit, encode and stream, all using
only free software! This is optimized to run on slower computers,
turning them into a full mediastations. Please bring your Windows PCs
along – sorry Macs won’t work.

More information available at: www.dynebolic.org

What: Workshop

Where: Process Space

When: Friday 3rd October, 11:00am – 14:00pm

Who: Nancy Mauro-Flude (Tasmania), Scot Cotterell (Tasmania) and you.
Down & Dirty with The Green Eyl

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This Berlin based collective explore the dynamics of the
unconventional interplay between people, their environment and
technology. A hands-on workshop will explore the techniques behind The
Green Eyl’s installation and exhibition work.

What: Workshop

Where: TAFE Workshed

When: Friday 3rd October, 11:00am – 14:00pm

Who: Willy Sengewald (Berlin, Germany) and you.
Hidden Village – Considering All Eight Bits

Car-boot treasures and back-of-the-cupboard discoveries finally put to
use: exploring the use of obsolete and circuit-bent video game systems
for artmaking.

What: Workshop

Where: TAFE Workshed

When: Friday 3rd October, 14:00pm – 17:00pm

Who: Lauren Sutter (Adelaide), Seb Tomczak (Adelaide) and you.
POOL

pool.org.au is a new ABC website providing a space for Australian
artists and media makers to present their work, discuss issues and
collaborate. Learn how to set up and utilise your own Pool website
space.

What: Workshop

Where: Process Space

When: Friday 3rd October, 14:00pm – 16:00pm

Who: John Jacobs (Sydney), Kate Gauld (Sydney) and you.
Windmills workshop

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Lock-up and Electrofringe artist-in-residence Chris Poole presents a
hands on workshop exploring self powered and sustained
micro-projectors. Learn to use wind power for guerilla style public
art. Chris will also demonstrate and explain his innovative laser
based projector.

What: Workshop

Where: Lock-up – Exercise Yard

When: Friday 3rd October, 13:00pm – 15:00pm

Who: Chris Poole – Facilitator
Interactive Narrative

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Janice Caswell

Call out for the Interactive Narrative Co-lab at this years
Electrofringe, see details here

Overview

Interaction designers and media artists often have great ideas for
non-linear interactive story-telling frameworks, but they lack the
writing skills to produce truly compelling work.

On the other hand, writers have no shortage of skills when it comes to
storytelling, but are left a little confused when it comes to the
technological expertise required to implement an online or interactive
project.

This Co-lab is aimed at bridging that gap by connecting writers and
interactive specialists. It will create a platform for discussing and
implementing innovative interactive story telling frameworks, and act
as a catalyst for the creation of exciting new work. We would like to
explore everything from traditional game-play scenarios and
multi-faceted video works through to avant-garde non-linear writing
techniques with state of the art interaction methodologies.

Workshop

Electrofringe and the National Young Writers’ Festival are presenting
an interactive narrative workshop at the 2008 TiNA festival. The
session will be held in the Process Space on Friday 3rd October from
4-6pm, and is free and open to all. It will be the first meet up
session to kick-start the process. Writers will be teamed up with
interactive specialists and form groups for future collaboration.
Following the initial workshop, the project will further organise
frequent meet-ups in Sydney and Melbourne where collaborators can show
their work and exchange ideas.

The project’s online home will be the ABC’s new POOL platform
(www.pool.org.au), which will permanently form the goto and exchange
place for people to post ideas and work in progress, and discuss
projects as they unfold.

Participate

To participate in this Co-lab, simply send the following details to
electrofringedirectos08@gmail.com

Name:

Contact details:

Artform(s) (fiction / playwriting / video / web development / flash
development / interactive media / artist / etc):

Any projects or ideas you’re working on, concepts, scripts, proposals,
areas of interest or obsession. We will then put you in contact with
people that have a complementary skill set. Alternatively you can
simply come down to the EF / NYWF session at the festival. Ideally you
should be able to attend this session in Newcastle, but if you can’t
come please feel free to still submit and participate through the POOL
platform.

Contact

Elmar Trefz: electrofringedirectos08@gmail.com

Nicolas Low: nic@dislocated.org

www.electrofringe.net

www.youngwritersfestival.org

What: Workshop

Where: Process Space

When: Friday 3rd October, 16:00pm – 18:00pm

Who: Elmar Trefz (Sydney/Berlin, Germany) , Nic Low (Melbourne) and you.
Dorkshop 1: Nibbler

Hands on soldering with Dorkbot. The Nibbler is an audio pattern
generator and noise maker. Through the use of 7 knobs and 1 switch,
the user is able to create a variety of different sounds and noises.

What: Workshop

Where: TAFE Workshed

When: Saturday 4th October, 10:00am – 14:00pm

Who: Pia van Gelder (Sydney), Aras Vaichas (Sydney), Nick Wishart
(Sydney) and you.
Introduction to Reaktor

Reaktor allows musicians to design & create their own instruments &
effects in a relatively easy & musical format. Learn the basics of the
‘other’ patching software.

What: Workshop

Where: Process Space

When: Saturday 4th October, 12:00pm – 14:00pm

Who: Toby Burvill
Computer Vision – Machines That See

A hands on session on Computer Vision – exploring ways computer based
systems can interpret, track and relate movement through a camera.

What: Workshop

Where: Civic Arcade

When: Saturday 4th October, 12:00pm – 15:00pm

Who: Marco Bresciani (Melbourne) and you.
Introduction to Quartz Composer

Quartz Composer (QC) is a powerful tool for digital video creation and
propagation. QC can access a wide range of file formats and network
resources, then process and display with hardware rendering. This
means realtime manipulation of live data, at high frame rates and
resolutions.

What: Workshop

Where: Process Space

When: Saturday 4th October, 14:00pm – 17:00pm

Who: Luke Toop (Adelaide) and you.
Dorkshop 2: WävRuta

Hands on soldering with Dorkbot. The WävRuta (that’s Wave Rooter) is
an audio effects box designed to demonstrate the power and simplicity
of micro-controller design. It is provided as a counter-point and
contrast to the Nibbler circuit. The WävRuta can be used in
conjunction with the Nibbler’s audio output.

What: Workshop

Where: TAFE Workshed

When: Sunday 5th October, 10:00am – 14:00pm

Who: Pia van Gelder (Sydney), Aras Vaichas (Sydney), Nick Wishart
(Sydney) and you.
Concepts of Software Art // “Poetry on the Web”

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This workshop on software-based art – Poetry on the Web – introduces
notions of creating interactive flash animations for online
engagement.

We take open source scripts that we find online from online web libraries and we work on them. The themes of these pieces should be inspired by local signage. This can either be a drawing, a logo, a crest. (for example an old city emblem) We can evolve these pieces with sounds and then place them on urls.

The workshop will be scheduled like this:

- Introduction to my work with a demo
- Divide people in short groups so they can handle few things at the same time.
- Propose ideas of the local signage.
- Start implementing the idea in Flash.
- Uploading every piece on a URL and a server
- insert it in Facebook as an application

Relevant Links: www.angeloplessas.com/work.html, www.neen.org/demo.html

What: Workshop

Where: Process Space

When: Sunday 5th October, 11:30am – 15:00pm

Who: Angelo Plessas (Athens, Greece) and you.
Going Green: Solar Power for Electronic Arts

Learn about benefits of solar power for artists, media makers, researchers and others involved in electronic arts and culture. Get equipped with all the information you need to assemble an environmentally responsible and creatively liberating solar power system.

What: Workshop

Where: TAFE Workshed

When: Sunday 5th October, 15:00pm – 17:00pm

Who: Greg Simmons and you.
Introduction to PD

PD is a completely free, cross platform patching software that can create audio instruments and effects. First time users will be guided to get their head around this exciting software.

What: Workshop

Where: Process Space

When: Sunday 5th October, 15:30pm – 17:30pm

Who: Ben Byrne (Melbourne)
Voice Synthesis for Installations // Chiara Passa

How-to hands-on Interactive Sound and Voice Synthesis for Media Art
installations.

What: Workshop

Where: Process Space

When: Monday 6th October, 12:00pm – 15:00pm

Who: Chiara Passa (Italy) and you.

Full program at: http://www.electrofringe.net/

Version 2 of Alltop

Note from Alltop:

On Monday we are announcing version 2 of Alltop, the news aggregation site. We have over 210 topics now, and this many topics required a redesign of the site.

Now people can find topics by alphabetical listing, category listing, and keyword searches. Please check out the new design at:

http://alltop.com/

We also added a great tutorial video at:
http://alltop.com/tutorial/