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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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Rhizome's Annual Community Fundraiser


Today, Rhizome kicks off the annual Community Fundraiser. Every year, we reach out to our community for a piece of financial support that is critical to our overall funding mix. This year, we need to raise $30,000 by January 14th and we ask that you consider making a contribution today to help us meet this goal.

 
This year marks a particularly exciting year for Rhizome, with new staff and new ideas that will help us to build on our rich history and programs. 

Your donation will help:
 
•Expand our editorial team – bringing in more writers from around the world.
•Host Rhizome events and exhibitions beyond NYC – reaching our international community.
•Secure crucial tools and equipment for preservation – preserving works of art with a strengthened conservation program.
•Commission new works of art – directly supporting artists through grants.
•Improve development of the Rhizome website – making it easier for you to use.
 
The biggest reward we can offer is knowing that you've helped Rhizome continue. On top of this, seven artists from the Rhizome community have generously donated limited-edition artworks for this year's fundraiser — a gesture of their support for the organization.

Donate now and receive as our thank you, works by Sebastian Schmieg and Silvio Lorusso, ReCode Project, Tabor Robak, Adam Harvey, Phillip Stearns and Matthew Plummer-Fernandez.

As a non-profit organization, Rhizome relies on the community to help realize our mission and goals. We are a small but extremely passionate group of people dedicated to supporting art engaged with technology. If you’ve visited the Rhizome website, discovered a new artist, used the Artbase to view seminal works, posted on the community boards, read and shared an article, come to our events, or engaged with Rhizome in any number of ways – please consider donating this year.

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Gallery in Your Pocket: An Interview with Chiara Passa


Francoise Gamma

Widget Art Gallery, developed and curated by Chiara Passa, is an exhibition space that fits in your pocket. This digital gallery is an app for iPhones and iPads. Over email, I asked Passa several questions about the project:

What was your motivation behind starting the Widget Art Gallery?

Different reasons led me to start the Widget Art Gallery.

The first one is that I’ve always wanted to do my own curatorial digital art project in relation to a space.

The second reason is the economic crisis. So, it was unreasonable for me to rent an exposition space since it was too binding, and three years ago I decided to create a virtual display space that Id thought extremely coherent in order to show digital art; simple to manage for me and easy to understand for users. Due to our needs that seem to be increasingly handheld, WAG was born. The Widget Art Gallery is a mini three-D, single art gallery room that fits into people’s pocket.

The virtual gallery-room, every month, directly on people’s mobile, hosts a solo digital art exhibition related to the dynamic site-specific contest. So the WAG works both as a sort of kunsthall showing temporary exhibitions and as a permanent collection museum because it conserves all the past exhibitions inside an online archive.

The third aim is a conceptual and emotional one. Recently, I was surprised by the increasing involvement of the audience that I am seeing in some recent mobile-art projects, so I wanted to create a virtual space accessible to everybody by simply using an internet connection. The Widget Art Gallery is a free Safari Mobile Web-based App and works online through two different links for IPhone and IPad. It’s also possible to download the widget version for mac-osx dashboard.

The fourth motivation is a technical one. I’ve built the WAG within the HTML5 programming language and JavaScript functions; therefore it’s simpler to manage and to make some modifications each time there is an update and to switch to the next exhibition, without depending by Apple Store and their decisions/upgrades.

Do you think that bringing the online exhibition to a mobile platform brings it closer to the initial experience of the modern gallery show — i.e. trying to have a private interaction with a work of art in a very public place?

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