Net Aesthetics 2.0 panel -- February 6th

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Lauren Cornell:

Hello,

If you will be in the NYC area on the evening of February 6th, please come out for Net Aesthetics 2.0 -- a panel that will consider current expressions of Internet art in light of larger technological and social shifts. Artists Wolfgang Staehle, Cory Arcangel, Michael Bell-Smith and Marisa Olson will be in conversation with curators Michael Connor and Caitlin Jones. The panel is co-presented by Electronic Arts Intermix, and will be moderated by yours truly.

This event is open to Members and non-members.

The full release, as well as event details, can be found here:

http://rhizome.org/events/net_aesthetics_2_0/

It would be nice to meet active, NYC-based participants face to face if you can make it.

Lauren

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Originally posted on Rhizome.org Raw by Lauren Cornell


New York City of Sound

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New York-based sound artist Stephen Vitiello once rented a studio on the 91st floor of the World Trade Center. For his project World Trade Center Recordings: Winds After Hurricane Floyd, he taped contact mics to the studio windows, "picking up the sounds outside of passing planes, helicopters, storm clouds and traffic, the building itself swaying in the wind."
You can listen to a short NPR piece about the project (and find other sounds here); and Vitiello was recently interviewed in Artkrush, if you want a bit more information. [....]

I read once about seismic recordings taken by Columbia University during the World Trade Center attacks of September 11th - the bedrock of Manhattan was rumbling as the two towers collapsed, and this showed up on Columbia's seismometers. These recordings were then transformed into audio files, and you could listen to the wounded, melancholic howl of Manhattan as its two tallest buildings fell to the ground. (A vaguely related story, of course, is William Basinski).

(For more on urban soundscapes see Orchestra of Bridges, London Instrument, Sound Dunes, and - an old favorite - musicalized weather events).

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This was an amazing sound piece, before 9/11, but now it's taken on this extra ghostly quality. Both before and after, I think it was one of the few audio recordings that I ever felt successfully captured a sense of what it was like to be somewhere. It was sort of awe-inspiring in the beginning--the mystery of hearing these sounds and being humbled by your sudden smallness. After 9/11, they inspire a sense of imaginary identification with the people who might have heard the same thing once, and with the space that was stirred on 9/11, despite the fact that the contact mics 'hear' quite differently than we do. Yet, it's still an opportunity for a point of 'contact.' ~marisa

PS I do actually believe that Stephen didn't rent the studio but was in there on a Lower Manhattan Cultural Council/Thundergulch residency..? If so, this would be the same residency held by Michael Richards when he passed away on 9/11...

Originally posted on BLDGBLOG by Rhizome


PERPETUAL ART MACHINE CALL FOR VIDEO AND THEORY

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> Invitation to Participate

http://www.perpetualartmachine.com Cinema-scope and IFAC are seeking video art submissions for: PAM - The Perpetual Art Machine to be premiered as a featured project at the -Scope New York Art Fair March 10-13, 2006.

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Originally posted on Rhizome.org Raw by LEE WELLS


Open Vice/Virtue: The Online Art Context. Andy Deck at HTTP Gallery.

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marc garrett:

HTTP [House of Technologically Termed Praxis] presents Open Vice/Virtue: The Online Art Context by Andy Deck.

‘Open Vice/Virtue: The Online Art Context’ is an exhibition and public production space featuring real-time, online collaboration and
interventions in public and private spaces by software artist Andy Deck. HTTP Gallery is pleased to present this solo show by American artist Andy Deck, as part of NODE.London season of media arts. For this, his first exhibition in London UK, Deck uses the Internet, the gallery and public space to challenge corporate control over communication, tools and software, and by extension the social imagination.

'The giantism of media corporations and the ongoing deregulation of media consolidation (Ahrens), underscore the critical need for independent media sources. If it were just a matter of which cola to drink, it would not be of much concern, but media corporations control content. In this hyper-mediated age, content -- whether produced by artists or journalists -- crucially affects what people think about and how they understand the world. Content is not impervious to the software, protocols, and chicanery that surround its delivery. It is about time that people interested in independent voices stop believing that laissez faire capitalism is building a better media infrastructure.' Andy Deck

Glyphiti is an online collaborative drawing project resented uniquely at HTTP. A large-scale projection forms an evolving graffiti wall and visitors to the space are invited to edit and add graphical units or 'glyphs', which compose the image, in real time. The marks made by each person, combine with others and are shown as a time-lapse image stream. Hanging fabrics being shown here for the first time provide a tactile document of recent years’ of Glyphiti. Unlike most image software available on the Internet, Glyphiti functions through most corporate firewalls by ...

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Originally posted on Rhizome.org Raw by marc garrett


Art Games - more articles

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IntroSpection

Artificial continues its special on Art Games:

Here are two more articles:

Keeping Watch on the Cultural Frontier - Interview with Steve Wilson Torben Olander talked to San Francisco based artist Steve Wilson, who combines art, science and games.

Read the interview here: http://www.artificial.dk/articles/wilson.htm

From an Artist's Perspective Artist Mathias Fuchs gives his perspective on Art Games. In his terminology, Game Art is the right word to use.

First 'Video killed the Radio Star', then the interactive media made video look blunt, and now computer games seem to be more sexy than any other media ever has been ...

Read the full article here: http://www.artificial.dk/articles/fromanartist.htm

***

Read all the articles in Artificial's Special on Art Games: http://www.artificial.dk/articles/artgamesspecial.htm

/Kristine

-- Kristine Ploug Co-editor artificial.dk

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Originally posted on Rhizome.org Raw by Kristine Ploug


New Blog / New Media

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http://www.salsabomb.com

On top of hosting the majority of my Six Rules Compliant artwork, salsabomb.com also the site of a new blog I've created to track new media and new work, with a focus on truly participatory media and to serve as a watchdog for it's pitfalls. Come say hi and let me know if you're missing from the blogroll.

Thanks,
-er.

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Originally posted on Rhizome.org Raw by Eryk Salvaggio


Art Dirt Redux: Dinner with Jean Dupuy

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Jean Dupuy clock
 
GH has dinner with Jean Dupuy in The South of France where they discuss Fluxus and Nam June Paik in the '70s and whether Armenians are the Irish of France...

Art Dirt Redux podcast site 

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Originally posted on post.thing.net - A lean, mean, media machine. by Rhizome


Artgames. Part II

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Artgames. Structural analogies of art and game exhibition at the Ludwig Forum, Aachen, Germany.
(Part I.)

The exhibition had reserved a space to play with art games:

Borderland, by French artists Julien Alma and Laurent Hart, is based on video game duels such as Tekken or Mortal Kombat. But instead of superheroes or pop icons, the characters you control are old ladies, tramps, workmen, white and black teenagers who square up to fight each other against the backdrop of the suburbs of Paris that have become a desolated no-man’s land. 55 characters can fight each other in 280 settings - e.g. rubbish tips, car parks and building sites. What shines through the humorous surface is a picture of society in which everyone fights everyone else.

aaaaaaaalesje.jpg Games\_Foto\_fluID\_8.jpg

fluID - Arena of Identities, by Mathias Fuchs and Sylvia Eckermann, is a mod of Unreal Tournament 2003 game engine. The videogame puts you into a terrain of identities where you start as a perfect nobody. You have got no face, no name, no clothes, no sex, nothing differentiates you from other players. You can discover and change your identity, steal or borrow another person’s identity, destroy identities or create new ones from scratch as you explore several virtual terrains (selectparks has an excellent review of the game.)

Shot0001-28.jpg

The last game shown in the room is Nybble-Engine, by Max Moswitzer and Margarete Jahrmann,­another mod of Unreal Tournament. Players are assigned a place in the network. In the environment, they meet other players or the action bots (representations of server processes) and communicate with them via text messages. This generates network traffic, the server log files of which are routed to the game-Engine, where they serve as material for the 3D audiovisual displays of the installation. The Nybble-Engine tool converts the data from the ...

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Originally posted on we make money not art by Rhizome