Re: RHIZOME DIGEST: 10.04.02

Visual Arts Net's web administrator, Phill Byrne will be away till the 16th of Oct. Your email has been received and will be acted upon as soon as possible after that date. Alternatively you can contact NAVA at [email protected]

Comments

, Janis Britland

Janis Britland no longer works for Hull Time Based Arts. If you have
any enquiries regarding the Root X festival then please contact :
Ray McFee - [email protected].
If your enquiry is regarding the Speechless project then please contact
:
Walter van der Cruijsen - [email protected]
Please direct any other enquiries to :
[email protected]

Thank you for your compliance.

On Friday, October 4, 2002, at 07:52 pm, [email protected] (RHIZOME)
wrote:

> RHIZOME DIGEST: October 4, 2002
>
> Content:
>
> +editor's note+
> 1. Rachel Greene: Net Art Commissions + Community Campaign
>
> +announcement+
> 2. ISEA: ISEA General Meeting at ISEA2002
> 3. Anna Kindvall: Electrohype 2002
> 4. Rainer Warrol: CLICK STREAM ANALYSIS
>
> +work+
> 5. Jessica Irish: Columbus Day week
>
> +comment+
> 6. Ken Jordan, Paul D. Miller aka DJ Spooky that Subliminal Kid:
> Freeze
> Frame [Part 1]
>
> +feature+
> 7. matthew fuller: simon pope- art for networks
>
> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
>
> 1.
>
> Date: 10.04.02
> From: Rachel Greene ([email protected])
> Subject: Net Art Commissions + Community Campaign
>
> Rhizome just launched its 2002 Net Art Commissions at
> http://rhizome.org/commissions! Find out about our Commissioning
> Program
> there, as well as about this year's premises, alt.interface and
> Tactical
> Response. Visit the projects from your CPU, or stop by the New Museum
> of
> Contemporary Art's Zenith Media Lounge through November 3, if you're in
> NYC.
>
> e're still plugging away with our annual Community Campaign. If you're
> loving Digest, Commissions, or other Rhizome resources, please make a
> contribution at any level. Small donations make a difference, and all
> donors are recognized for their support: $10 = an email address
> @rhizome.org; $25 = a Yael Kanarek mousepad; $50 = a Rhizome.org
> T-shirt
> (they're really cool – designed by Cary Peppermint), and $250 = a
> Rhizome.org laptop backpack. We gratefully accept secure online credit
> card contributions or donations via PayPal at
> http://rhizome.org/support/?dig10_04 . You can also send a check or
> money order to Rhizome.org, 115 Mercer Street, New York NY 10012. Money
> orders can be in any currency. Let's make the Rhizome network
> self-sustaining…
>
> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
>
> +ad+
>
> ARTMEDIA VIII CO-SPONSORED BY LEONARDO/OLATS in PARIS
> http:://www.olats.org From "Aesthetics of Communication" to Net Art
> November 29th - December 2nd 2002
>
> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
>
> 2.
>
> Date: 10.2.02
> From: ISEA ([email protected])
> Subject: ISEA General Meeting at ISEA2002
>
> *************************************************
> ISEA General Meeting at ISEA2002 in Nagoya, Japan
> *************************************************
>
> October 31, 2002
>
> 2pm - 4pm at Nagoya Harbor Hall, Nagoya, Japan
>
> ISEA, the Inter-Society for the Electronic Arts, cordially invites you
> to its General Meeting at ISEA2002 in Nagoya, Japan. This occasion will
> bring together ISEA members and non-members who are interested in
> learning more about current ISEA projects as well as the future
> development of the organization. Representatives from the ISEA Board
> and
> all ISEA committees will be in attendance. Issues to be discussed
> include an evaluation of ISEA2002, ISEA2004, a call for new Symposium
> Host Candidates (ISEA2005, ISEA2006), the development of the ISEA web
> site, and more.
>
> If you are interested in participating and contributing your ideas
> about
> ISEA and its activities, please join us.
>
> Feel free to distribute this announcement among your colleagues and
> other interested parties.
>
> More information about ISEA2002 in Nagoya, Japan is available at
> http://www.isea.jp.
>
> –
> ISEA, Inter-Society for the Electronic Arts
> [email protected]
> http://www.isea-web.org
> T: +31 20 6120297
> F: +31 20 6182359
>
> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
>
> +ad+
>
> Metamute is now running a specially commissioned article a week. In the
> last 3 weeks, we've published Ben Watson's in-depth review of The
> Philistine Controversy, Eugene Thacker's analysis of the state-endorsed
> biotech 'debate', and James Flint's urbanist reading of Glastonbury and
> Sonar festivals. This week, Stewart Home's reviews Martin Amis's Koba
> the Dread http://www.metamute.com
>
> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
>
> 3.
>
> Date: 10.2.02
> From: Anna Kindvall ([email protected])
> Subject: Electrohype 2002
>
> Electrohype 2002 - October 23 - 27
> Malmo, Sweden
>
> Exhibition - INTERPLAY
> October 23 - 27
>
> The exhibition will present a wide range of computer-based art works,
> created by 16 different Nordic and International artists and artist
> groups. The exhibition is shown at two different venues Carolinahallen
> and Malmo Konsthall.
>
> Please visit our web site for further presentation of the participating
> artists.
>
> Artists: Laura Beloff/Erich Berger, Thomas Broom, Andrew C. Bulhak,
> Helen Evans/Heiko Hansen, Rikard Lundstedt, Lisa Jevbratt, Ellen Red,
> Federico Muelas, Morten Schjdt/ Peter Thillemann/Theis Barenkopf
> Dinesen/Anne Dorthe Christiansen/Oncotype/Subsilo, Paul Smith/Vicky
> Isley, C. Anders Walln, Gisle Frysland, John F. Simon Jr., Marek
> Walczak/Martin Wattenberg, Victor Vina, Magnus Wassborg
>
> The exhibition opens on Wednesday October 23rd and will run to Sunday
> evening October 27th.
>
> Conference - Art and software - software as art October 24 - 25
>
> In connection to the Electrohype 2002 exhibition we are also organizing
> a two-day conference focusing on questions related to software and art
> and software as art. The conference will present lectures with a
> concluding panel consisting of artists and theorists. We will invite
> artists who write their own software, artists working close to
> programmers and theorists who closely follow the development in
> computer
> based art. The conference will be held in English.
>
> Lectures Josephine Bosma, Thomas Broom, Boredomresearch, Laura Beloff,
> John F. Simon jr., Andreas Broegger, Martin Howse
>
> Please visit our web site for program and registration form for the
> conference. http://www.electrohype.org
>
> Note: There are a limited number of seats at the conference, we
> recommend you to make your registration soon.
>
> Performance - Artificial Paradises - ap02 Friday October 25
>
> On Friday night, October the 25th, the British artist group will give
> their performance ap02 at Rooseum Center for Contemporary Art here in
> Malmo.
>
> This will be a full evening event supported by DJ. Frans Gilberg. The
> event is a co-operation with Starfield Simulation - forum for
> electronica . This will be a unique opportunity to experience a visual
> and aural performance where art and technology, code and computers
> merge
> into a total experience.
>
> You find more information at http://www.electrohype.org
>
> Best regards Electrohype –
>
> ::::::::::::::::::::::::::::::::::::ELECTROHYPE
>
> Ph: +46 40 780 20
> Mobil: +46 708 94 57 27
>
> e-mail: [email protected]
> URL: http://www.electrohype.org
>
> If you encounter problems with this mail
> address please notify me at [email protected]
>
> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
>
> 4.
>
> Date: 10.3.02
> From: Rainer Warrol ([email protected])
> Subject: CLICK STREAM ANALYSIS
>
> CLICK STREAM ANALYSIS
>
> At the Museo Laboratoria di Arte Contemporanea
> Universit di Roma
> La Sapienza
> piazzale Aldo Moro, 5
> 00185 Rome, Italia
>
> 02/10/2002 - 25/10/2002
>
> The exhibition presents 10 fairly wellknown sites of net.art, from Marc
> Napier's Potatoland; to Vuc Cosic's 'History', Marcello Mazzella's
> 'Bodydrome', or Akane Asaoka's 'Planetarium'. But the objective is not
> only to present some representative pieces of net.art to the Roman
> public, but also to explore new ways of presenting this art in a
> gallery
> setting.
>
> The exhibition is project prepared in a few months by Luna Gubinelli
> (for the graphic part) and her brother Mauro (for the programming).
> Luna
> is a doctoral student studying Museal Installations. The sites are
> shown
> by the means of projectors.
>
> Her idea is to present the visitor with a simple and attractive
> graphical first page, as an entry point to the selected sites, to
> reconstruct "within the larger world of the net" a more manageable
> 'museum space' that however remains on the Net and is not a succesion
> of
> separate sites on separate computers.
>
> Furthermore, the Click Stream Analysis of the title is there to make
> visible to the visitor his/her actions in this museal setting : the
> percourse from one site to the other is recorded and can be printed out
> at the the end of the visit as a graphical diagram of the interactions
> with the 'exhibits'. This materialisation of a visit to an essentially
> immaterial world seemed to meet the expectations of the public, if one
> takes into account the number of people looking satisfied and walking
> away with their very own diagram at the end of the visit.
>
> For the lqst week of the show, Luna intends to present her own piece of
> computer art, the amalgamated statistics and diagrams of all the
> visitors.
>
> More info (in Italian) on the vision of the curators at
> http://www.luxflux.net/megaz/3/extent.htm.
>
> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
>
> 5.
>
> Date: 10.1.02
> From: Jessica Irish ([email protected])
> Subject: Columbus Day week
>
> + TROPICAL AMERICA +
> http://www.tropicalamerica.com
> A game about the true histories of the Americas…..
>
> Launch: Columbus Day!
>
> Debut: Friday, October 11th @ 5pm
>
> Race in Digital Space Conference MOCA Auditorium, Los Angeles
>
> Inspired by the similarly titled mural by David Alfaro Siqueros-
> subsequently whitewashed in Los Angeles in 1932- Tropical America
> explores the causes and effects of the erasure of history. From the
> battles of Bolivar, to the single-crop economy of Cuba, the myth of El
> Dorado and the poems of Sor Juana de la Cruz, Tropical America reveals
> a
> forgotten terrain, the birthplace of contemporary cross-cultural life.
>
> The users quest begins not before a massacre, as it is often the case
> in first-person shooter games, but rather after a killing occurs. The
> story of Rufina Amaya, sole survivor of the 1981 massacre of El Mozote
> in El Salvador, where more that 1,000 people died in the hands of the
> Atlacatl battalion, becomes the contextual anchor for "Tropical
> America", and the impetus from which the user will begin their
> journey.
>
> For "Tropical America", El Mozote symbolizes the silencing of one
> peoples histories and the perseverance of its survivors to bring the
> events into the open.
>
> [email protected]
>
> ———
>
> A project of OnRamp Arts, 2002
>
> OnRamp Arts is a non-profit media arts organization whose mission is to
> create and produce collaborative, innovative, digital media projects
> that bridge new technology, the arts and local communities.
>
> - - - - - - - - - - - - - - - - -
> : jessica irish
> : onramp arts
> : http://www.onramparts.org
> : 213.481.2395
>
> : next project launch: Columbus Day!
> : TROPICAL AMERICA
> : http://www.tropicalamerica.com
>
> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
>
> 6.
>
> Date: 10.1.02
> From: Ken Jordan ([email protected])
> Subject: Freeze Frame [Part 1]
>
> Below is a collaborative essay I wrote with Paul D. Miller aka DJ
> Spooky that Subliminal Kid for the "virtual music" issue of New Music
> Box (http://www.newmusicbox.org) that went live today.
>
> Freeze Frame: Audio, Aesthetics, Sampling, and Contemporary Multimedia
> by Ken Jordan and Paul D. Miller a.k.a. DJ Spooky that Subliminal Kid
>
> Paul D. Miller's Preamble:
>
> In an era of intensely networked systems, when you create, it's not
> just
> how you create, but the context of the activity that makes the product.
> Let's think of this as a hypothetical situation become real, and then
> turn the idea inside out and apply it to music - operating systems,
> editing environments, graphical user interfaces - these are the
> keywords in this kind of compositional strategy. During most of the
> spring of 2002 I was working on an album called "Optometry." I thought
> of it as a record that focused on "the science of sound - as applied to
> vision." Think of it as a kind of "synaesthesia" project navigating the
> bandwidth operating between analog and digital realms. "Optometry" was
> constructed out of a series of audio metaphors about how people could
> think of jazz as text, of jazz as a precedent for sampling - of jazz
> as
> a kind of template for improvisation with memory in the age of the
> infinite archive. In sum, the album was a play on context versus
> content
> in a digital milieu using sampling as a "virtual band" of the hand.
> Flip
> the situation into the here and now of a world where file swapping and
> peer-2-peer bootlegs are the norms of how music flows on the web, and
> "Optometry" becomes a conceptual art project about how the
> "hypertextual
> imagination" holds us all together. Seamless, invisible,
> hyper-utilitarian… those are some of the words that describe the
> composition process of "Optometry."
>
> What's new here? In 1939 John Cage made a simple statement about a
> composition made of invisible networks that was called "Imaginary
> Landscape." The piece was written for phonographs with fixed and
> variable frequencies (consider that there was no magnetic tape at that
> time), and radios tuned to random stations. The idea for Cage was that
> the music was an invisible network based on "chance operations." As
> Cage would later say in his famous 1957 essay "Experimental Music,"
> "Any
> sounds may occur in any combination and in any continuity." The sounds
> of one fixed environment for him were meant to be taken out of context
> and made to float - think of it as audio free association, and you get
> the first formalist ideas of the origins of DJ culture. But what does
> this have to do with jazz?
>
> In 1964 Ralph Ellison gave a speech about writing jazz criticism. In it
> he discussed Henry James's fascination with Americaness - think of it
> as
> an echo of the Cage notion, and flip the code into a different cipher -
> you arrive at Henry James' critique of Americanness as "a complex
> fate."
> The Ellison lecture was called "Hidden Name/Complex Fate" and Ellison
> takes us on a journey through elements "absent from American life." In
> a
> speech before the Library of Congress, Ellison would flip the mix and
> build a template for a new kind of literature - that's the echo of
> "Imaginary Landscape" that intrigues me. "So long before I thought of
> writing, I was playing by weather, by speech rhythms, by Negro voices
> and their different timbres and idioms, by husky male voices and by the
> high shrill singing voices of certain Negro women, by music by tight
> places and wide spaces in which the eyes could wander…" Again, the
> invocation of an imaginary landscape made of the hyper-real experiences
> of living in a world made of fragments of experience. That's what
> "Optometry" inherits. Think of it as a dialectical triangulation
> between
> the idea of being made from files of expression put through places that
> are not spaces, but code. Gesture is the generative syntax, but once
> the
> sounds leave the body, they're files. And that's the beginning…
>
> 1.
>
> When computers communicate over a network, they do so through sound.
> Before information can be sent over wires run between computers, it
> must
> first be translated into tones. The composer Luke Dubois, of Columbia
> University's electronic music department, has described the static you
> hear when a modem connects as a hyper-accelerated Morse Code, a billion
> dots and dashes sung each second, too fast for the human ear to
> discern.
> This has been true since the dawn of networked computing. When the
> first
> two nodes of the Internet, at UCLA and Stamford, were brought online in
> 1969, Charlie Kline at UCLA famously initiated the connection by typing
> "login." After keying the letter "l" he received the appropriate echo
> back along the phone line from Stamford. The same with the letter "o."
> But when he hit "g" the system crashed; the audible reply from Stamford
> never reached its destination.
>
> In 1972, Ray Tomlinson modified a program meant for ARPANET, the
> precursor to the Internet, that would let people send each other data
> as
> small "letters." He chose the @ sign for addresses for a simple reason:
> the punctuation keys on his Model 33 Teletype made it easy to type; it
> was a convenient way to lend a geographic metaphor to an otherwise
> abstract place made up of data and people's interaction with the nodes
> that hold the data together. In one fell swoop, Tomlinson signaled that
> data could be both a place and a linguistic placeholder for digital
> information as a complete environment. By using the @ symbol, he
> restated what modernist artists and composers had been pointing out for
> over a century: when information becomes total media in the Wagnerian
> and the Nietzschian sense in, we arrive at the "Gesamkunstwerk" or "the
> total artwork." The Situationists referred to this as a
> "psycho-geography." Antonin Artaud wrote an essay about it called
> "Theater and It's Shadow;" for him it was based on the interaction of
> different forms of alchemy. When Artaud coined the term "virtual
> reality" in his 1938 essay "The Alchemical Theater," he anticipated a
> realm where signs, symbols, letters, and ciphers were all placeholders
> in the rapidly changing landscape of a society that faced the surging
> tides of industrial culture's mad race to become an information
> culture.
> It was a phrase to describe a mind trying to make sense of the data
> road
> kill on the side of the information highway being built in the minds of
> artists whose dreams punctuated an immense run on sentence typed across
> the face of the planet as technology carried the codes out of their
> minds and into the world. In the 20th century, one symbol – "@" –
> ushered in a new world linked by the intent of people to communicate.
> This is a world of infinitely reflecting fragments, vibrating,
> manifesting a hum, making music.
>
> The connection between sound and networked computing is more than the
> product of technical convenience. It can be traced to the first
> visionary articulation of the digital age. In his seminal essay from
> 1945, "As We May Think," Roosevelt's science advisor, Vannevar Bush,
> proposed the creation of a device he called the memex, which provided
> the inspiration for what later became the networked personal computer.
> Bush's memex system had the ability to synthesize speech from text,
> and,
> conversely, to automatically create text records from spoken commands.
> He wrote enthusiastically of the Voder, which was introduced at the
> 1939
> World's Fair as "the machine that talks." "A girl stroked its keys and
> it emitted recognizable speech," Bush wrote. "No human vocal cords
> entered in the procedure at any point; the keys simply combined some
> electrically produced vibrations and passed these on to a
> loud-speaker."
> Bush also discussed another Bell Labs invention, the Vocoder, an early
> attempt at a voice recognition system. Central to his vision of the
> memex was the notion that sound would circulate through the system,
> available for easy retrieval and manipulation.
>
> Today that ease of access and malleability is transforming the way
> musicians conceive of and make music. It is now simple to convert sound
> into digital streams, so it can flow anywhere across the computer
> network, to be manipulated by a continually growing array of software.
> Real time collaborations between musicians across the Net are becoming
> common. Online collaborations that are not real time are commonplace.
> The combination of databases (for storage), software (for
> manipulation),
> and networks (for interactivity between databases, software, and
> musicians) is challenging many long held notions of what music making
> can or should be. Established boundaries are blurring.
>
> This blurring comes from a basic premise behind computing: that all
> information can be translated from its original form into binary code,
> and then re-articulated in a new form in a different medium. Texts can
> be stored in a database as ones and zeros, and later output as images
> or
> sounds. Ted Nelson, the man who coined the terms "hypertext" and
> "hypermedia" in the mid-1960s, was among the first to appreciate the
> full range of opportunities that networked computers make possible. In
> 1974, he proposed the playful idea of "teledildonics," a computer
> system
> that would convert audio information into tactile sensations. Why
> should
> music only enter the body through the ear? Why not through the skin, or
> through the eye?
>
> Artists have been using computer networks for collaboration at least
> since 1979, when I.P. Sharp Associates made their timesharing system
> available to an artist's project called "Interplay." Organizer Bill
> Bartlett contacted artists in cities around the world where IPSA
> offices
> were located, and invited them to participate in an online conference
> –
> essentially a "live chat" – on the subject of networking. At the time
> this technology was rare and expensive; artists had no access to it.
> "Interplay" is often referred to as the first live, network-based,
> collaborative art project.
>
> Around the same time, the innovative use of satellites by artists such
> as Nam June Paik, Joseph Beuys, Douglas Davis, Kit Galloway, and
> Sherrie
> Rabinowitz were connecting performers across great distances in
> collaborative, interactive pieces. A dancer in New York would improvise
> to music played in Paris, while video of the two would be edited into a
> single performance for broadcast in, say, Berlin. Although these
> pioneering telematic works did not make use of networked computing –
> bandwidth and processor speeds were not yet great enough to allow for
> it
> – they set precedents for the real time network-based interaction
> between artists that became possible in the 1990s, as the technology
> improved and costs came down.
>
> Online collaboration today takes many forms. Using Web-based music
> technologies, artists are working together to create new music. There
> are online studios that connect artists across great distances, and
> Web-based jams between musicians who have never laid eyes on one
> another. At the same time, even more popular are "collaborations"
> between artists who are not even aware that a "collaboration" is taking
> place. Referred to as "remixes" or "bootlegs," digital files of a wide
> range of recorded material are being cut up and manipulated into
> entirely new works of art – blending distinct and unlikely source
> materials into singular creations. Of course, this kind of unsolicited
> collaboration challenges some long-held notions of intellectual
> property, and an artist's unique affiliation with his or her own
> output.
> But at the same time, it brings back the idea of a shared folk culture,
> where creative expression is the property of the community at large,
> and
> can be shared for everyone's benefit. Digital technology may be a route
> that reconnects us to aspects of our tribal roots.
>
> As new as these techniques are, however, they retain a continuity with
> pre-digital compositional approaches. The network simply allows
> musicians to perform together online, replicating the experience they
> have always had when jamming in the same room. At the same time, the
> mixing of distinct aural elements certainly does not require digital
> technology; analog sound mixing dates at least to John Cage's 1939
> performance of Imaginary Landscapes, which featured a mix of turntables
> and radios. From this perspective, computer networks simply contribute
> to long standing tendencies in composition that preceded the digital
> era.
>
> However, some composers are exploring a wholly original, uncharted
> musical terrain, one that is unthinkable without networked computers.
> In
> these works, the sound experience is created through the real time
> participation of the listener in the making of the performance itself.
> These online sound art pieces rely on the interactive engagement of the
> listener, who helps to shape the specifics of the performance through
> her choices and actions, which are communicated to the music making
> software over the wired network. In this way, the traditional
> distinction between "artist" and "audience" begins to melt away, as the
> "listener" also becomes a "performer."
>
>
> [Editor's note: End, Part 1. Part 2 will appear in next week's digest]
>
> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
>
> 7.
>
> Date: 9.25.02
> From: matthew fuller ([email protected])
> Subject: simon pope- art for networks
>
> The following interview is carried out in connection with opening of a
> show 'Art for Networks' starting now at Chapter Arts Centre, Cardiff,
> Wales. (It tours afterwards.) The show includes work by: Rachel
> Baker,
> Anna Best, Heath Bunting, Adam Chodzko, Ryosuke Cohen, Jeremy Deller,
> Jodi, Nina Pope and Karen Guthrie, Radio Aqualia, Stephen Willats,
> Talkeoke, Technologies to the People.
>
> 6 Questions in search of a network
>
> 1. Matthew Fuller: In the original Art for Networks project you state
> that one of the motivations of the work was to discover another set of
> relations for art on the internet. What was argued against was the
> idea
> that network art could be categorised according to a certain
> chronology.
> This chronology slotted certain works into a history primarily on the
> basis of how closely they married themselves to technological
> developments. What was suggested instead was that there was a whole
> wider sense of networks that are being made and used by artists. Do
> you
> think that this statement of an alternate set of trajectories still
> holds true or polemically necessary?
>
> Simon Pope: The Art for Networks project was initially devised as a way
> of making sense of, and investigating how to move beyond, so-called
> 'net.art'. This definition was, as Heath Bunting (1) has said, 'a joke
> and a fake' anyway, but held sway in some circles.
>
> 'Net.Art' signified a technical art of the Internet or, more
> specifically, the Web. It was defined as a progression through clearly
> defined stylistic and technical phases: from an Avant Garde, through
> 'high period' Web-based net.art and interminable Mannerist replays, all
> the while waiting for the emergence of the new Avant Garde… This lame
> art historical approach denies wider or longer views of how artists and
> their work operate.
>
> The demand for a neat, linear art history becomes a real problem for
> anyone it implicates. As Jodi are quoted as saying "We never choose to
> be net.artists or not."(2) Pinned onto this restrictive and arbitrary
> time-line, artists have their destinies plotted for them. It was time
> to
> take Stewart Home's cue (3) and begin a process of
> 'self-historicising'.
> The exploration of more expansive definitions of 'network' is part of
> this, at first through interviews and presentations in 2000 and now
> through this exhibition.
>
> 2. MF: If the show works through various uses and creations of networks
> as art, were there any ways in which this focus inflected the way in
> which the show was curated? Can we imagine a curation for networks?
>
> SP: 'Network' isn't used here as an 'ideal concept' (4). It remains
> open
> to interpretation and ongoing enquiry by the participating artists.
> The
> network becomes a field, terrain or environment through which to
> operate
> on, in or through.
>
> Networks have been described in many ways, often at the moment where
> some phenomenon eludes an accepted form of classification: Landow
> reminds us that Foucault adopts the network when describing the means
> "…to link together a wide range of often contradictory taxonomies,
> observations, interpretations, categories, and rules of observation."
> (5). Jeremy Deller's work often exemplifies this, for example.
>
> Josephine Berry noted that "The term 'networks' has nearly become a
> cipher for saying 'everything' with the proviso that 'everything' be
> framed by technology" (6). Jodi's 'Wrong Browser' project continues
> their scrutiny of the conventions of the most popular of these
> technologies that link 'everything', the Web Browser. (7).
>
> Others artists are not concerned with technology as such. They
> investigate social networks, distributed knowledge or social protocols,
> for example.
>
> Together, all of the artists in this show help us speculate, with the
> widest possible scope, on what an art for networks might be.
>
> 3. MF: Perhaps it is useful to think about two of the modes of network
> that currently exist. There's the development of systems that take
> heterogeneous material and connect it through a unifying, reductive,
> measurable protocol. Another might be informatisation - that everything
> can be transposed into a transmissable and calculable numerical
> 'equivalent'. Perhaps these kinds of networking technologies are
> linked
> to the idea of a discovery of an ur-language, a code that precedes all
> codes. A different kind of network might be that which is deliberately
> non-compressible, that generates its own terms of composition as it's
> enacted; rather than reducing one thing to its intermediary, it focuses
> on inventing new connections, proximities, conjunctural leaps.
>
> SP: The unifying system forces homogeneity onto previously
> heterogeneous
> material and has plenty of historical precedents such as systematic
> classification in Zoology, the Dewey decimal system. Objectified matter
> is ordered, processed - the system aims for closure, completeness. In
> your second example, the subject resists classification or reduction to
> a cipher. For example, in organizations, there's always tension between
> structure - invariably hierarchical - and those who work within it.
> Despite the most ruthless line-management, the subject - individual or
> group - will find ways of subverting the structure. A common form of
> resistance is the 'gossip network'. Rachel Baker's 'Art of Work', for
> example, has previously inserted itself into this context. (8)
>
> I think Manuel De Landa's model (9) of meshworks and hierarchies is
> useful here and relates, (at least in my understanding of it), to the
> relationship between networks, hierarchies, agency and structure.
>
> Meshworks (networks) and hierarchies exist as a mixture. The meshwork
> formed as an aggregate of dissimilar, heterogeneous material, the
> hierarchy from similar, homogeneous material, forming strata. They are
> interdependent and can change states, one into the other. They stratify
> and destratify, depending on the flow of energy: meshworks form from
> hierarchies and vice versa.
>
> 4. MF: Perhaps too, there is a range of disjunctive connections between
> these two kinds of network. For example, one of the claims often made
> for the architecture of the internet, and which is currently under
> severe test, is that it's inherently decentralised, that any time a
> hierarchy such as a national legislature attempts to close a site down,
> can be worked around. It might be remarked of course that if a
> technology is inherently liberatory, people acting on the basis of this
> liberation are simply carrying out what is programmed into the machine.
>
> SP: The technologies of the Internet describe both networks and
> hierarchies (or aggregates and strata): hierarchical systems such as
> the
> DNS (10) that provide structure, and could be seen as a constraining,
> strategizing desire. The DNS produces a homogenous structure: it's a
> classification system that defines a number of interrelated strata.
> HTTP, on the other hand, might be seen as the confounding of that
> system
> through the construction of networks within that structure: they form
> links between nodes to produce aggregates, affinities of dissimilar
> material. So yes, 'liberation' is built into the system, but it relies
> on agency to actualize it! OWN (11) could be seen as an attempt to
> assert this through building ad hoc, open, wireless networks. Critical
> theories of Hypertext (12), have stressed that such networked
> technologies produce a 'decentred' subject at the point of reception;
> with no single centring device to provide surety, Ideology, let alone
> shared values, appear impossible. In Stephen Willats' work we see a
> struggle with this: participation's key in many of his works and is
> often carefully constructed to explore or develop a 'meta-language', a
> symbolic language shared by disparate social groups. (13)
>
>
> 5. MF: It seems that quite a few of the projects circulating here
> situate themselves right at a point where there are various kinds of
> feedback, or bastard combination, generated between one kind of network
> and another?
>
> SP: Heath Bunting's 'Courier' (14) is a good example: although
> efficiently coordinated online, exchange and distribution of items
> 'couriered' between destinations soon becomes problematized. As items
> pass between social networks, via a technical network, they're
> immediately invested with new value. Trust between networks is
> negotiated 'on-the-fly', each exchange subject to very close
> consideration.
>
> 6. MF: Some of the work here is represented by documentation of a
> process that's already occurred. Other parts of the show invite
> participation. I don't mean simply 'interaction', but an actual
> challenge or invitation to take part in something going on. Natalie
> Bookchin, in the original series of art for networks interviews
> suggested that art galleries and museums were good storage places for
> ideas and activities that had worked in the past, but that were now
> done
> with. What might be the implications or possibilities for producing a
> show purely of the latter sort?
>
> SP: Much of this work demands participation, often both over time and
> across space. For example, Nina Pope & Karen Guthrie's 'An Artist's
> Impression' (15) is constructed at live events at each venue throughout
> the tour. We see the process of building on the 'island' in response to
> continuing online activity by contributors.
>
> In Anna Best's commission, work shown in the gallery changes over the
> duration of the tour as interviews with local participants are recorded
> and presented at each venue.
>
> Ryosuke Cohen connects to a massive, distributed network of
> contributors, each of whom sends stickers or stamps to add to each
> iteration of 'Braincell'. We see this exhibit grow over the duration of
> the tour as each version is posted back to us.
>
> While most of the work is represented in the gallery in some form or
> another, it's often not the primary venue: Adam Chodzko's new work
> distributes an archive of planning information into a travellers'
> encampment in Kent. Suddenly there's connection and interaction between
> sedentary knowledge and a potentially nomadic culture.
>
> Also, Rachel Baker's commission, extending the prototype of 'Platfrom'
> (16) unfolds a narrative for passengers travelling on the Eurostar.
>
> Radioqualia reminds us of the networks of open collaboration that
> contribute to the development of Free Software, with 'Free Radio Linux'
> , an "audio distribution of the Linux Kernel" (17).
>
> Beginning this tour from an independent venue has meant that there's no
> compulsion to seek authority, fixity add or to the canon - this can be
> erased and re-written if necessary. For example. Technology To The
> People's website (18) is entirely 'open' to encourage participation in
> the development of this exhibition, over time and across geographical
> location.
>
>> From a curator's point-of-view, this ability to describe a 'network'
>> to
> link across temporal and spatial divides (19) provides a way around the
> restrictions of the 'net.art' taxonomy and linear art historical view.
> Of course, this approach isn't restricted solely to curating
> 'networked'
> art.
>
> Notes:
> 1. Snap to Grid, Peter Lunenfeld, 2001. p
> 2. Interview with Jodi, Tilman Baumgaertel, 2001
> (http://www.rhizome.org/object.rhiz?2550)
> 3. Five Thousand Years of Foreplay: Stewart Home interviewed by Marko
> Pyhtil (http://www.stewarthomesociety.org/pyhtil.htm)
> 4. Southern Oscillation Index, McKenzie Wark. Online, 1998
> (http://amsterdam.nettime.org/Lists-Archives/nettime-l-9810/
> msg00099.html)
> 5. The Nonlinear Model of the Network in Current Critical Theory.
> George
> P. Landow, 1992 (http://65.107.211.206/cpace/ht/jhup/network.html)
> 6. The Unbearable Connectedness of Everything, Josephine Berry. Online,
> 1999 (http://www.heise.de/tp/english/inhalt/sa/3433/1.html)
> 7. Baumgaertel,, Ibid.
> 8. Art of Work, Rachel Baker (http://www.art-of-work.com/guide.html )
> 9. A Thousand Years of Nonlinear History, Manuel de Landa. Zone Books,
> 1997.
> 10. The Domain Name System: A Non-Technical Explanation - Why Universal
> Resolvability Is Important, InterNIC, 2002
> (http://www.internic.net/faqs/authoritative-dns.html)
> 11. OWN, James Stevens & Julian Priest.
> (http://www.informal.org.uk/inf/article.php?sid)
> 12. The Network in Marxist Theory, George P. Landow. Online 1992
> (http://65.107.211.206/cpace/ht/jhup/marxnet.html)
> 13. Art and Social Function, Stephen Willats, Ellipsis (London), 2000
> 14. Irational Courier, Heath Bunting. Online, 2000
> (http://www.irational.org/cgi-bin/courier/courier.pl)
> 15. An Artist's Impression, Nina Pope & Karen Guthrie. Online 1998
> onwards (http://www.somewhere.org.uk/artists/impress/index.htm)
> 16. 'Platfrom' prototype supported by Proboscis. Online, 2002.
> (http://www.platfrom.net/)
> 17. Free Radio Linux, Radioqualia. Online, 2002
> (http://www.radioqualia.net/freeradiolinux)
> 18. Art for Networks website, Technologies to the People. Online, 2002-
> (http://www.artfornetworks.org)
> 19. Landow, Ibid.
>
> A number of original interviews, conducted for BBC Arts Online in 2000,
> can be found at
> http://www.bbc.co.uk/arts/digital/interviews/index.shtml
>
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