Recently, Adobe Systems Incorporated released a new product. Not an update to its existing suite, which include tools of the online trade such as Photoshop, Acrobat Reader and Flash, or some new software to fulfill ever-evolving creative needs. Instead, it is an online destination for viewing digital art entitled the Adobe Museum of Digital Media (AMDM).
After waiting for the museum to load, you are greeted by a tour guide with a peculiar accent, whose likeness resembles a cross between a jellyfish and an eyeball. The museum has one current exhibit, a specially-commissioned piece by internationally acclaimed artist Tony Oursler, who is best known for his disconcerting projection installation works. As the museum has just launched, there is a limited amount to see: plans for the “building”, a chat with the curator, Tom Eccles, more chatter from the jellyfish-eyeball, the commissioned artwork by Oursler, and a comments section.
Before getting into the details of the museum itself, it is worth interrogating why it is considered by its creators to be a museum at all. The press release states the mission of the museum to be “...an interactive venue to present and preserve groundbreaking digital media works, inspire creative ideas and experimentation, and provide a forum for expert commentary on how digital media influences culture and society”. The mission is sound, but except for the word “preserve” there is little in it that specifically invokes the mantle of “museum”. As the AMDM is an obvious marketing exercise which promotes the use of digital tools (that Adobe happens to create), it’s a short leap of logic to conclude that “museum” was simply decided on as a word with greater impact than “gallery” or “showcase”.
The photos below derive from the online photo archive "Chilton Computing Photographs: 1961-2004." Photos in the collection relate to computing and computer staff on the Chilton, Oxfordshire site that housed both the Atlas Computer Laboratory and the Rutherford Appleton Laboratory. The archive contains over 3000 photos from 1961-2004.
The following excerpt comes from the final chapter of my book Media, New Media, Postmedia, recently published in Italian by Postmediabooks, who kindly gave Rhizome permission to republish it in English. The book is an attempt to analyze the current positioning of so-called “New Media Art” in the wider field of contemporary arts, and to explore the historical, sociological and conceptual reasons for its marginal position and under-recognition in recent art history.
We do not think that taking a stand for or against WikiLeaks is what matters most. WikiLeaks is here to stay, until it either scuttles itself or is destroyed by opposing forces. Our point is rather to (try to) assess and ascertain what WikiLeaks can, could — and maybe even should — do, and to help formulate how “we” could relate to and interact with WikiLeaks. Despite all its drawbacks, and against all odds, WikiLeaks has rendered a sterling service to the cause of transparency, democracy and openness. As the French would say, if something like it did not exist, it would have to be invented. The quantitative — and what looks soon to become the qualitative — turn of information overload is a fact of contemporary life. The glut of disclosable information can only be expected to continue grow — and exponentially so. To organize and interpret this Himalaya of data is a collective challenge that is clearly out there, whether we give it the name “WikiLeaks” or not.
Inevitably, the fast pace of consumerism is accompanied by the tantalizing promise of slow time—Allen Ginsberg once complained of a heart attack en route to his weekly meditation.
Just as the arts were reinvented in the age of the camera, so too must they be in the age of accelerated time. If the internet and the touch screen represent the apparatuses of our age, then the material and the prolonged have become a niche for the discursive and formal role of the arts. Much like a spa, the arts play host to a malnourished subject eager to experience something nostalgically other. Slow time and tangible bodies become so rare experientially that their aesthetic value finds a home in the cul-de-sac of scarcity that is art.
Since the advent of mechanical production, the arts have been the space in which the hard-to-find seeks refuge. And while the art market has been much discussed, we now find another form of scarcity in forms of experience. At times in tension, at times in collusion with capitalist scarcity, the scarcity of experience encourages forms of art that are not as easily distributed as—and thus more distinguishable from—the mass produced goods of the broader market. Massive installations, sculptures, performance, civic institutions (the museum), time-based relational aesthetics all find value in their experiential distinction from larger markets. Museums offer special opportunities to experience the body in space. In this spasmodic era, we find the arts recalibrated as a temporal, spatial, and bodily escape.
This kind of shifted aesthetic disposition resists not only the pace of the information economy, but, perhaps more importantly, our very ability to consume our experience. If we are frantic, it is only because we need to ...
In order to explore the contradictions and the potential of time- based art, especially in its cinematic guise, I trace a number of overlapping and conflicting genealogies of film and video art. I believe that only by creating a constellation of such genealogies can the logic and structural antinomies of film and video art—and of time-based art in general—be brought into relief and related to the wider changes in the political economy of time during the past decades, during which the West has seen a gradual demise of Fordist assembly-line production and a disintegration of the strict separation between work and “free time.” The classic alternation of work and leisure can be called, with Guy Debord, a form of pseudocyclical time, an apparent return to agricultural, “mythical” cycles in a temporal regime built on irreversible, historical time—or rather, on a reified form of such historical time, that of commodity production.
“Once there was history, but not any more,” because the class of owners of the economy, which is inextricably tied to economic history, must repress every other irreversible use of time because it is directly threatened by them all. The ruling class, made up of specialists in the possession of thingswho are themselves therefore possessed by things, is forced to link its fate with the preservation of this reified history, that is, with the preservation of a new immobility within history.7
This immobility is manifested in pseudocyclical time, a commodified temporality that is homogenous and suppresses “any qualitative dimension” or, at most, mimics such dimensions in moments of sham liberation.8 For Debord, time-based art from the 1960s could consist only of such pseudoindividual, pseudoliberatory moments ...
Brody Condon has uploaded two videos documenting LevelFive, a live action role-playing game/performance modeled after 1970s self actualization seminars such as Erhard Seminars Training. (The LevelFive site provides a clip of one of these sessions, from Adam Curtis' documentary Century of the Self, here.) Participants, all of whom are volunteers, take up a character for the entire duration of the weekend, and engage in a series of intense self-actualizing exercises and seminars as this person. Similar to Condon's previous project TwentyfiveFold Manifestation, the immersion and duration of the game work plays on the "bleed" between the participant's original self and that of their character. LevelFive took place at the Hammer Museum of Art from September 4-5, 2010 and again at the San Jose Convention Center on September 17-18, 2010, during the Zero1 Biennial.
Digital Arts and New Media (DANM) Technical Coordinator