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Prosthetic Knowledge Picks: Commodore Christmas Demos



In this submission, we take a look at how a holiday season was expressed through the Commodore 64.

Released in 1982, the Commodore 64 was, at one point, the biggest selling computer ever, selling up to 17 million units in it's time. As a retail-focused product (as opposed to an electrical one), Christmas was an important time to attract this highly desirable present. As well as this, groups and communities around the machine emerged, creating shareable demos of images, animations and music for themselves, a highly humanizing response to a digital technology. It's happened with other machines as well (the ZX Spectrum, the Amstrad, various Atari machines, the Amiga etc ...), not just in it's time but also currently where communities exist around these older technologies. It also happens around file formats, for example, with the GIF net art community and the GIF Wrapping project where artists randomly selected together to produce something for each other.

Commodore 64 Christmas Demo (1982)



This charming demo was created by Commodore themselves, shipped to retailers to demonstrate the graphical and sound capabilities - via csixty4:

Commodore wrote their famous Christmas Demo in 1982 to demonstrate the capabilities of their new Commodore 64 computer and the upcoming Executive 64 (SX-64) portable. It was included with the test/demo disk that shipped with every SX-64 so dealers could introduce customers to the machines' advanced (for the time) sound and graphics. Though its character graphics and SID sound seem quaint by today's standards, the Christmas Demo reminds many Commodore fans of the morning they woke to find a computer under their tree.


Should you wish to get a copy of this demo and try it in an emulator, csixty4 have links to everything you need here

A Twisted Christmas (1987)



GIF via noname64




A ...

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Chrome & Flesh: An Interview with Mark Leckey


Screenshot courtsey of Garrett Lockhart

In July of this year, the video artist Mark Leckey gave an informal lecture at Chelsea College of Art and Design, London on an ephemeral concept he titled 'Touchy-Feely' — a sort of sensory nerve at the tip-end of his cumulative project on distribution and demand, The Long Tail (2009), (which he previously spoke to Rhizome about.) During the talk, he presented an excerpt from Pearl Vision (2012), a short film and 'self-portrait', that premiered at 'Ghosts in the Machine' at the New Museum and was broadcast on BBC4 last month. The sensuous object of the snare drum (physically absent yet present in high definition audio and video) in this latest work addresses contemporary effects of desire and displacement, caused in part by the everyday technological prostheses at the body's disposal. Recently I spoke with Leckey over email. His perspectives on the intricacy of feeling, ever-changing aesthetic hierarchies, the space beyond the screen and the power of rhythm follow:



Do you think the shift from pointing toward the camera, perceiving it as a means of broadcast to using the camera to point – as a prosthesis for our own hands – is a recent phenomenon? It seems that for young artists especially, the cinematic image has suffered; instead of the establishing shot, the long take and other aspects of framing 'the image', video attempts to enter a world, or a flow, of imagery that is bigger than what can possibly fit into a single frame. The tension between on-screen and off-screen feels more fluid today, a sort of David Cronenburg-circa-Videodrome (1983) effect...

It seems to me that Vito Acconci’s Centers (1971), for example, embodies the concerns of single-channel video at that time: one person broadcasting out from the television and attempting to address the masses on the other side. Whereas now it’s a single person, or their hands, in isolation and trying to address the mass that’s on the other side of the screen, that is, inside it. I’ve collected lots of images and examples of hands manipulating objects and stuff sort of ‘inside’ the image. They’ve got their hands in there the same way you’ve described those glove boxes scientists use to carry out radioactive experiments.



We touch things in order to know them, to see them properly. Like when we say: ‘can I look at that?’ but actually we mean: can I hold it, can I manipulate it. And I make pictures or images of things in the same way, so that I can know them better, grasp them, fully apprehend them, ‘grok’ them. Grok is a good word – it was coined by a science fiction writer, and it means to understand profoundly through intuition or empathy. So it’s all about grokking; trying to know something intimately. 

And once you’ve got this image of an evocative object on the screen, and it’s in your hands, then you can start to squeeze it, squish it; it’s totally plasmatic. And once you’re done with that you can point to these manipulations; to emphasize the object’s thingness, its objecthood.

Like the numinous TV screen in Videodrome – it takes us back to older ideas when animals, trees and rocks contained a spirit and we were all connected through the ‘Great Spirit’. It’s the animistic world-view...

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The Ephemerality of IRL: An Interview with Rob Walker


Shawn Wolfe, Vending Machineries, 2001

"Tell me about yourself, and you might mention where you're from, the music you prefer, perhaps a favorite writer or filmmaker or artist, possibly even the sports teams you root for. But I doubt you'll mention brands or products. That would seem shallow, right? There's just something illegitimate about openly admitting that brands and products can function as cultural material, relevant to identity and expression. It's as if we would prefer this weren't true..." — Rob Walker, Exhibition Essay, As Real As It Gets, 2012.

Journalist and author Rob Walker has a long history of projects that look at the intersection of designed objects and consumer behavior. Formerly of the Times Magazine "Consumed" column and currently found at Design Observer, Walker coined the term "murketing" in his 2008 book, Buying In: The Secret Dialogue Between What We Buy and Who We Are, to describe the blurred strategy between marketing and entertainment used to sell products without the associations of an overt branding campaign. Walker's current project swings to the other side of the spectrum, examining brands so compelling they don't need physical manifestations: he has curated "As Real As It Gets" at New York's Apexart about imaginary brands and fictional products.  I talked to Walker over email about some of the questions the exhibition raises about our complicated relationship with things.

The show, in many ways, seems like a continuation or synthesis of your own speculative design projects with your different tumbleblogs. The majority of your own practice exists exclusively in the virtual sphere, for example your recent Significant Objects project with Joshua Glenn, where thrift store detritus was listed on eBay along with fictive narratives of their history in order to demonstrate the subjectivity of value (and ...

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What's (Really) Specific about New Media Art? Curating in the Information Age


This text has been written for the proceedings of the international conference "New Perspectives, New Technologies", organized by the Doctoral School Ca' Foscari - IUAV in Arts History and held in Venice and Pordenone, Italy in October 2011


The "portal" designed by Antenna Design to show net based art in the exhibition "Art Entertainment Network", Walker Art Center, Minneapolis, 2000. Courtesy Walker Art Center, Minneapolis.

 

In the late nineties and during the first decade of this century the term “new media art” became the established label for that broad range of artistic practices that includes works that are created, or in some way deal with, new media technologies. Providing a more detailed definition here would inevitably mean addressing topics beyond the scope of this paper, that I discussed extensively in my book Media, New Media, Postmedia (Quaranta 2010). By way of introduction to the issues discussed in this paper, we can summarize the main argument put forward in the book: that this label, and the practices it applies to, developed mostly in an enclosed social context, sometimes called the “new media art niche”, but that would be better described as an art world in its own right, with its own institutions, professionals, discussion platforms, audience, and economic model, and its own idea of what art is and should be; and that only in recent years has the practice managed to break out of this world, and get presented on the wider platform of contemporary art.

It was at this point in time, and mainly thanks to curators who were actively involved in the presentation of new media art in the contemporary art arena, that the debate about “curating new media (art)” took shape. This debate was triggered by the pioneering work of curators – from Steve Dietz to Jon Ippolito, Benjamin Weil and Christiane Paul – who at the turn of the millennium curated seminal new media art exhibitions for contemporary art museums; and it was – and still is –nurtured by CRUMB - “Curatorial Resource for Upstart Media Bliss” - a platform and mailing list founded by Beryl Graham and Sarah Cook in 2000 within the School of Arts, Design, Media and Culture at the University of Sunderland, UK. As early as 2001, CRUMB organized the first ever meeting of new media curators in the UK as part of BALTIC's pre-opening program – a seminar on Curating New Media held in May 2001.

In the context of this paper, our main reference texts will be CRUMB-related publications, from the proceedings of “Curating New Media” (2001) to Rethinking Curating. Art After New Media (2010), a recent book by Beryl Graham and Sarah Cook; and New Media in the White Cube and Beyond, a book edited by Christiane Paul in 2008. Instead of addressing the specific issues and curatorial models discussed in these publications, we will try to focus on the very foundations of “curating new media”, exploring questions like: does new media art require a specific curatorial model? Does this curatorial model follow the way artists working with new media currently present themselves on the contemporary art platform? How much could “new media art” benefit from a non-specialized approach? Are we curating “new media” or curating “art”? ...

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Send/Receive: Liza Bear and Willoughby Sharp After Avalanche


Still from Send/Receive

In recent years, the significance of artists' magazines has been cemented by the proliferation of exhibitions, panels, and monographic studies devoted to independent publishing endeavors. Not merely side projects or promotional vehicles, such magazines constituted, as art historian Gwen Allen argues in her 2011 book Artists Magazines: An Alternative Space for Art, a form of exhibition space in itself, a central site of postwar artistic experimentation.

The magazine was, in a sense, the ideal form for the “dematerialized” art practices taking hold in the 1960s and ‘70s, which were often rooted in language and typically exhibitable solely in the form of secondary documentation—textual descriptions, instructions, or scores; diagrams and maps; and photographs. At the moment when artists were vehemently challenging the authority of the institutions that mediated between their work and its audience, as well as the attendant commercial system that conferred value based on the saleability of the object, the form of the magazine offered a way to circumvent existing structures—to disseminate projects and ideas directly to an audience, and one that was, at least theoretically, broader than that of the museum or gallery, and more geographically dispersed.

Among the storied magazines of the ‘70s, Avalanche, founded by artist and curator Willoughby Sharp and filmmaker Liza Bear in 1968 (the first issue appeared in Fall 1970), is perhaps the most iconic in terms of capturing the ethos and character of the period’s artistic climate. The privileged editorial form of Avalanche was not the critical essay or review, but the artist interview and it often turned pages over to artists— including Gordon Matta-Clark, Hanne Darboven, and Richard Long —to design their own spreads. Likewise, its “Rumblings” section functioned as a form of pre-internet global art-world message board where artists could submit announcements of upcoming exhibitions, projects, and publications.

Ephemeral and inexpensive, Avalanche was, as Bear described, “a cross between a magazine, an artist book, and an exhibition space in print. Basically, it was devoted to avant-garde art, from the perspective of the artist.” Avalanche, and periodicals like it, were attempts to rethink the art magazine in terms of both form and content, conceived in response to mainstream publications like Artforum, which were dominated by the critic’s voice and implicitly bore the influence of curators and dealers. However, Avalanche was also a network, a decentralized mode of distributing art that aimed to shift the site of reception beyond institutional boundaries...

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Visualizing Sandy: An Interview with Fernanda Viégas and Martin Wattenberg


Wind Map by Fernanda Viégas and Martin Wattenberg
 
All the way in blissfully sunny Los Angeles during the throes of Hurricane Sandy, I watched with growing anxiety as friends and family rode out the storm. I found myself unsatisfied by personal accounts of empty supermarket shelves and mass media coverage of FEMA efforts and felt I needed better awareness of what was happening in empirical, but also meaningful terms. As it turns out, I wasn't alone — cue the Wind Project, from artists Fernanda Viégas and Martin Wattenberg. Wattenberg, trained as a mathematician, is also known for his work on number of classic digital art projects like the Shape of Song, The Apartment, and Whitney Artport's Idea Line, as well as Rhizome's StarryNight. Collaborating with Viégas since 2003, they have served as principles at the IBM Visual Communication Lab, where they initiated the "Many Eyes" project, a user-generated forum for uploading data and creating visualizations through conversation and collaboration, in the hopes of fostering a more social and democratic style of data analysis. Other past projects span from visualizations of Google Image discrepancies of fine art masterpieces to chat histories to baby names. Viégas and Wattenberg currently work with Google's "Big Picture" Data Group in Cambridge, MA and maintain their own practice as Flowing Media, Inc. 
 
Their latest project is "a living portrait of the wind currents over the United States" using data pulled hourly from the National Digital Forecast Database. The Wind Project site saw a strong spike in visitors in the days leading up to Hurricane Sandy, as dumbfounded viewers watched the complex choreography of curling, comet-like wind lines circling the eastern seaboard. Though I'm not sure it did much to calm my nerves, the image from landfall — October 29th, 2012 — has become an instant visualization classic. I recently spoke with Viégas and Wattenberg over email about the project and its impact on our experience of Sandy:
 
Were you surprised by the reaction to the wind map in the days leading up to Hurricane Sandy?  What do you think it is about that specific visualization that really captured people's awe but also sense of dread?
 
We were impressed, but not totally surprised: Hurricane Isaac was kind of a warm-up storm, and we saw a lot of interest then. One big difference was this time we were in the path of the storm. In fact, it's a minor miracle that our data center (that is, one old computer) in Massachusetts had power the entire time...

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GIFABILITY


Last winter, Dan Harmon, who was then the executive producer of the television sitcom Community, shared that he tried, “many times a season” to put star Alison Brie “in a situation, wardrobe-wise, that I know is going to end up as an animated GIF file!”[1] Those GIFs, which circulate on Tumblr and other social media networks that traffic in images, are frame-capture GIFs. Unlike other GIF types, frame-capture GIFs plainly collect and endlessly repeat a single pop cultural moment from movies, TV shows, sporting events, political occasions, newscasts, cartoons, or even video games. As GIFs are silent, text is used to share dialogue or help shepherd the meaning of a GIF. Frame-grab GIFs are low-quality, incessantly mobile things, they can be awkwardly cropped and their focus is always obviously legible. Somewhat counter to this are what Daniel Rourke has termed art GIFs,[2] which, while also frequently sourced from movies or television, contain higher resolutions and have a self-consciously highbrow pretention, usually focusing on subtler, “artistic” moments.

A frame-grab GIF

Writing in the early 1990s, Susan Stewart observed that “with the advent of film, interpretation has been replaced by watching … Here we see the increasing historical tendency toward the self-sufficient machine, the sign that generates all consequent signs, the Frankenstein and the thinking computer that have the capacity to erase their authors and, even more significantly, to erase the labor of their authors.”[3] Stewart's diagnosis of the filmic watching-state returns, in a modified form, with the frame-grab GIF. These GIFs are in some sense the ultimate in self-sufficiency, not merely in the eternal return of their endless loop, but also within what Rourke has called the co-ordination of “their own realm of correspondence.”[4]

The quality of the frame-grab GIF is important. Borrowing insights from Hito Steyerl’s analysis of the poor image, the creation and distribution of frame-grab GIFs “enables the user’s active participation in the creation and distribution of content, it also drafts them into production. Users become editors, critics, translators, and (co)authors of poor images.”[5] Perhaps due to their quality and size, frame-grab GIFs have necessarily abstracted authorship. They are deployed in variable contexts, as reactions, illustrations, or expressions. Art GIFs, on the other hand, are circulated to be admired. Their authorship is also more consistently policed, as their authors demand credit for their work.

 

An example of what Daniel Rourke terms an "art GIF" (via)

While Stewart’s description of “the sign that generates all consequent signs” is one that erases authorship, the vernacular of frame-grab GIFs does something different. Instead of completely erasing authorship, the creation of frame-grab GIFs rearranges its tenets. Generally centered on a performer, framing the actor/actress in a context removed from the narrative flow of their source media. With their behavior on display, they carry a kind of performative authorial focus within the GIF. While the GIF is not by them, it is of them...

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Don't Give Me the Numbers—an interview with Ben Grosser about Facebook Demetricator


Ben Grosser is an artist, composer, and programmer based in Urbana-Champaign, Illinois. His work is highly attuned to the role of computation in changing and producing aesthetics, knowledge and social formations and much of it is available to view online at http://bengrosser.com/. Recently, Ben made a new piece of software available. Facebook Demetricator is a tool for adapting the social network's interface so that the numerical data it foregrounds is removed. No longer is the focus on how many friends one has or how many comments they've gotten, but on who those friends are and what they've written. The following interview took place by email in September 2012:


 

Facebook Demetricator demetricating likes, shares, comments, and timestamps.
Original (top), demetricated (bottom).

Facebook uses numbers as a key part of the information provided on its interface. Things, or what are there rendered as things, such as likes, friends, comments waiting, events, are all numbered as are the relation of several other kinds of things to time. Facebook Demetricator suggests that Facebook users might step away from enumeration as a way of understanding the service. What role, for you, does the number play in Facebook, and what does the Demetricator propose?

As a regular user of Facebook I continually find myself being enticed by these numbers. How many friends do I have? How much do people like my status? I focus on these quantifications, watching for the counts of responses rather than the responses themselves, or waiting for numbers of friend requests to appear rather than looking for meaningful connections. In other words, these numbers lead me to evaluate my participation within the system from a metricated viewpoint.

What's going on here is that these quantifications of social connection play right into my capitalism-inspired desire for more ...

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