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Writer's Initiative

The field of contemporary art engaged with technology warrants interpretation, criticism and promotion. The articles commissioned through the Writers Initiative gives writers, as well as artists, critics and curators the opportunity to explore in-depth a diverse range of topics and develop their own language and understanding of this field. We welcome pitches on diverse topics related to new media art. Email editor at rhizome dot org.

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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A Book is Technology: An Interview with Tan Lin


Over the past 15 years, poet, novelist, and filmmaker Tan Lin has been at work creating an "ambient" mode of literature that engages a set of practices including sampling, communal production, and social networks, addressing issues such as relaxed copyright, boredom, plagiarism, and the commodification of attention.

He has written 10 books, most recently Seven Controlled Vocabularies and Obituary 2004. The Joy of Cooking; Insomnia and the Aunt; and HEATH COURSE PAK. His video work has screened at the Yale Art Museum, Artists Space, the Drawing Center, and the Ontological Hysterical Theatre. He is currently finishing work on a novel, OUR FEELINGS WERE MADE BY HAND. He teaches creative writing at New Jersey City University.

We talked by Skype, G-chat, email, phone, and used Google Drive in real-time to talk about the many different uses of technology in his work and what its implications are for the future of literature:


In your books, especially HEATH (plagiarism/outsource) and Seven Controlled Vocabularies and Obituary 2004. The Joy of Cooking, you introduced people to a new idea of what a book of literature can be. For these books, in their various versions and associated events, you incorporated everything from email to Twitter, programming languages to RSS feeds, Google Translate to Post-it notes. What led you to use so many different forms of technology in the creation and publication of a book? How would you define a book?

People forget that a book or codex is a technology. My interest with HEATH and 7CV was to treat the book as a distinct medial platform through which a lot of ancillary information passes, much like a broadcast medium like TV or a narrow-cast medium like Twitter or Tumblr. Reading is information control, just as a metadata tag is a bibliographic control. So I wanted to highlight the book’s medial and time-based underpinnings.

How would you prepare someone who has never read a Tan Lin book to read one of your books?

It’s a little hard to say. I think a book is something consumed slowly over many years—it’s a little like watching a plant reproduce. What are HEATH and 7CV? I’m not sure, but maybe a delayed reading experience that involves Course Paks, marketing departments of publishing houses, seminars at the University of Pennsylvania, RSS feeds, and Post-it notes. And, of course, other books—with 7CV, The Joy of Cooking—and with plagiarism/outsource, blogs that chronicled Heath Ledger’s death. Why insert The Joy of Cooking into the title of 7CV? Because it was the cookbook my family used to become American and because I thought the title would increase Google hits. I consider Google a mode of (loose) autobiography. A book in Google Books, like someone’s search history, isn’t really a book; it’s data connected to other data, and it’s searchable. Reading, like autobiography, is a subset of a search function...

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This is More Than a Game: A (very) Brief History of Larp Part 2


 

Gloriana via darkismus

It is tempting to view the wildly different natures of Stateside boffer larp – the rubber-swords-in-the-woods fantasy romps – and the Nordic art-house scene in terms of sociopolitics, not least because the majority of people I've spoken to on the topic have made the point before me, in some cases quite bluntly. Eleanor Saitta, a security consultant who's been a participant in the Nordic scene for some years, suggests that the demands of the Nordic school of gameplay — the willing surrender of an element of your consciousness to a collective experience, rather than simply playing a 'flat character' from off the peg — is "maybe a little too socialist in character for your average American".


Indeed, with its growing catalogue of worthy (if occasionally blunt-edged and sensational) experiments in experiential dystopia, the Nordic school of play looks to be, at a very abstract level, an explicitly political project that leans leftward, interested in reflecting reality with a view to interrogating the truth of the human condition, and perhaps to improving it with the knowledge brought back.

Boffer larp, at the other end of the spectrum, looks like pure escapism - about as political as dressing up with your neighbourhood gang on Halloween. But Stark suggests I'm looking for boffer's politics in the wrong place: it's not in the game's content so much as its structure. In her paper "We Hold These Rules To Be Self-Evident: larp as metaphor for American identity" [States of Play, 171], she advances the theory that the original tabletopper RPGs (and the boffer fantasies that are their direct descendants) can be read as The American Dream in ludic form, "an idealized vision of the archetypal immigrant's journey in which no one is left behind and everyone inexorably rises in stature. Boffer larp does more than reflect American values; national values structure the game."

Boffer larp's reliance on large casts playing in large outdoor spaces means that money matters start raising their heads early on, and there's an argument to be made that this — plus the legendary litigiousness of the United States — is inimical to the more arty or experimental forms of larp. Once your monthly game has become a business, there are bottom lines to meet... and regular customers to keep happy. A set-up like Knight Realms won't play a 'world-ender' plotline; why risk killing the golden goose if it's still laying?

Hence the episodic nature of such campaigns: each instalment comes loaded with threat and jeopardy, but the game-world is 'rebooted' between episodes, returned to a stable state ahead of the next disruptive narrative. As with an series of cookie-cutter fantasy novels, there's always another volume, full of locations and characters you already know, and experiences for which you have some sort of precedent — not to mention the expectation of enjoyable escape from reality.

Boffer larp, then, like pulpy fantasy fiction, could be considered a project that neutralises the threat of Otherness by familiarising certain limited examples of Otherness within a fictional space whose intrinsic Otherness is sufficiently familiar. As an imaginative act, it demands a number of layers of separation between the player's true identity and their played character: you are playing not only someone who isn't you, but you're playing a someone who you could never be, among people you could never meet, in a world that is explicitly not the one in which your true identity resides.

The Nordic style, by comparison, delights in keeping the layers of separation as few and thin as is possible: characters that are a warping or expansion of the player's own personality, played in a world that (with varying degrees of abstraction or symbolic reduction) reflects the one within which it is nested.

Or, to put it another way: trad larp takes an individualist approach, wherein the players — equalised/normalised, at least in theory, by the complex rules and stats surrounding character generation and interaction — must make their own mark on a imaginary world that was designed specifically for them to make a mark upon. Nordic play, by comparison, is interested in character as changed and influenced by the game's narrative...

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Inkjet Modernism: Wade Guyton at the Whitney


Untitled, 2010. Epson UltraChrome inkjet on linen; eight panels, 305 x 69 in. (774.7 x 175.3 cm) each ; 305 x 586 in. (774.7 x 1488.4 cm) overall. Collection of the artist. Photograph by Lothar Schnepf.

The language of Wade Guyton’s mid-career retrospective at the Whitney emphasizes that, like any other user, Guyton approaches technology unenlightened as to its inner workings. Choosing to make his printer drawings, in which images from books and magazines are printed on, Guyton rendered simple marks in Microsoft Word. Unlike other users, perhaps, Guyton is aesthetically excited by technologies limitations and preconditions, viewing them as an element of chance in his work.

The exhibition, made up mostly of inkjet on linen paintings, aptly shows Guyton’s modernist collaborations with new technologies, reinscribing the greatest hits modernism within a different context. Transparency, monochrome, and the readymade all make their expected appearances. A four panel transparent window, with printer drawings of works by Frank Stella, Duchamp himself, and others, emphasize his investment in 20th century modernism while referencing obliquely computer technology as a low-tech window and bulletin board.

The printer drawings play with material images from books and magazines. This emphasis on origin and location contrasts with his engagement of technologies that have done so much to dematerialize our engagement with images. One inkjet painting does come from a “source file”: it contains an image of Kenneth Noland’s True North (1961), scanned, printed, and disturbed by five runny black disks. More explicitly minimal works—an inverted woodpile or inkjet on wood sculpture—round out the show.

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Inside the Prosthetic Imaginary: An Interview with Sara Hendren


Gloves for Two, Sandie Yi Crip Couture (2001)

 

Sara Hendren is an artist, researcher, and writer who explores how design and art practices can inform techno-scientific research and knowledge-building. She is the writer-editor of Abler, an online ‘think space’ where art and design are linked together with high and low-tech prosthetics, both practical and speculative, to explore questions about ability, disability, the normalized and medicalized body, and more. Abler juxtaposes posts featuring assistive technologies normally relegated to the field of rehabilitative medicine with questions concerning smart cities, cyborg transhumanism, and the future of democratic communities.

I Skyped with Sara about the politics of abled and disabled bodies, the artist as amateur, and our hopes for a cyborgian future.


 

Ana Avarez: You’ve written that Abler is one big umbrella project for your work. Can you talk about the ideas driving the site?

Sara Hendren: Abler brings together four streams of interest: First, an interest in the innovations of the high-tech prosthetic fields. Second, I’m interested in tracking the tradition of artists who have been working on prosthetics very broadly defined—a more metaphorical notion of the “prosthetic” as an extended tool that becomes a proxy, or a substitute for experience. For artists, the prosthetic becomes very subtle and associative, pointing to tools for needs we don’t even know we have. Third, I’m looking at ideas about the cyborg and the future of bodies: how we negotiate our dance with machine parts of all kinds, and whether the enhancement and augmentation they promise is tempered enough by good critical conversations. And then fourthly, I’m pointing to what are commonly called “assistive technologies”—the very medicalized devices that lots of people use but that don’t get much analysis as design or culture. Everything from crutches, to wheelchairs, walkers, ankle braces.

Those four fields tend to exist in more or less separate worlds. But all these things have much to say to one another. Abler puts them in adjacency online, along with critical writing, in a form that juxtaposes these ideas against one another and creates cross commentary to try to mix those categories. And ultimately to ask: Who is being assisted by what kinds of technologies? And what kinds of assistance do we want in the future?

The whole project has been to create a blog that’s not just a story-chaser, a popularizer of technology; neither did I want it to become an academic exercise, denouncing the politics of technology development as inherently oppressive. I wanted to take some of the really interesting questions about normalcy and abnormalcy, dependence and independence and look at artworks, design, and engineering work that all address these issues. I wanted all those conversations to exist in one place, to be rich and generative and ultimately really exciting because of what they provoke in the imagination and also the critical conversations they spark about abled and disabled bodies.

It seems like we are going to be using the words “disabled” and “abled-bodied” quite a bit. I want to first ask you, not necessarily for a definition but more of a complication of these terms: what does it mean to be able or disabled and how is that tension addressed in your work?

People who work in disability try to keep raising the idea that being “disabled” is not a fixed and assigned identity. It is not about a body status or a capacity level, but much more about this very complex, changing, evolving, and perhaps temporary, perhaps longer term, political state—in some ways, similar to how we’ve come to understand the slippery designations of race and gender. The built environment and socio-political institutions all make allowances and disallowances for certain kinds of bodies and capacities, and those affordances have ripple effects in cultures, creating abled-ness and disabled-ness. And disability is a status that is always in flux: you enter into different seasons in your life where you are more or less bodily and cognitively able to access those institutions, avenues of social mobility, and so on...

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INSERT DISC: a digital flaneur’s guide


For the traveler who desires a journey through space and time, a visit to Long Island City is highly recommended. The second iteration of Aram Bartholl's DVD Dead Drop project is available at the Museum of the Moving image until October 27th. Titled INSERT DISC (produced in collaboration with Robert Sakrowski), the project presents a journey to the heyday of artist produced interactive CD-ROM's: the 90’s.

⇸ Around the corner from the main entrance of MMI, one will find a CD / DVD sized slot carved in the side of the museum. Come equipped with a blank DVD-R. Insert the disc. After roughly seven minutes, your disc will be returned – its heat sensitive dye freshly encoded with a complex package containing relics of the past.

⇸ After returning to your personal computer, mount the disc on any Mac or PC (Linux or Windows) with at least a 2.2 Ghz processor and 8 Gb of free hard drive space. The DVD contains a virtual disk image (.vdi) virtual machine compatible with Oracle’s free and VirtualBox software. Following the simple setup instructions in the DVD’s README.txt, one will find themselves booting up a Ubuntu desktop...

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