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Jacob Gaboury
Since 2007
Works in United States of America

BIO
Jacob Gaboury is a writer and curator living in New York City. He is currently an adjunct faculty member and doctoral candidate in the department of Media, Culture and Communication at New York University where he studies viruses, spam, hackers and trolls. In the past he has worked for the Museum of the Moving Image, the Department of Moving Image Archiving and Preservation at NYU, The Seattle Art Museum, and several IT companies in Seattle and New York.
BLOG POSTS

DUOX4Larkin at Artists Space


[Installation view, Artists Space, 2012. Photo: Daniel Pérez]

Archaeological in its meticulous arrangement of items, images, and ideas – within cases, wrapped in chords, laminated in plastic, or otherwise contained – DUOX4Larkin enacts a process of defamiliarization with corporate and retail objects, forming new connections and relations through Internet-informed practices of layering, connecting, enclosing, and manipulating objects.

DUOX is a collaboration between artists Daniel Wickerham and Malcom Lomax, MICA grads based out of Baltimore and New York City. The group has gained momentum in the past two years after several shows in Baltimore, leading to the Bard 2011 CCS exhibition Break My Body, Hold My Bones.

[Installation view, Artists Space, 2012.]

The show's title would appear to be a play on the collaborative X for Y schema that has become a popular way to make couture designers accessible to a broad audience (Missoni for Target, Lanvin for H&M, etc.). The double sided hanging displays of ten large print photographs that dominate much of the space resemble look books comprised of a collection of sporty, synthetic fabrics and colors. Shirts transform into dresses which are hung with laminated images and logos, over which Photoshop blur effects have been layered along with an arm captured mid-motion-blur in what appears to be a blue wetsuit with a sandal on its hand and the shadow of an eye on its forearm. This additive gesture (and…and…and…) dominates all pieces in the show, but rather than overwhelm, it flattens such details into a broader set of visual cues. It is a sophisticated collage that seems to both revel in and critique the consumer goods it deploys, repurposing and abstracting them.

[Part of the show's online component, a "Men Seeking Women" ad on Craigslist.]

Curiously absent from the show is the foregrounding of sexuality ...

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General Web Content: Pronunciation Book vs Pronunciation Manual



[Pronunciation Book]

Pronunciation Book is a youtube channel that was registered on April 14, 2010, intended as a resource for "correct" pronunciations of a variety of words that were complex, foreign, or otherwise difficult to pronounce. Each video had a distinct aesthetic, consisting of a still frame with the word being pronounced spelled in a simple, black, sans-serif font on a white background with a copyright date and the channel's URL. Each word was repeated three times with different emphasis, and videos lasted no longer than 15 seconds. The videos are simple, even artistic in their presentation, reminiscent of On Kawara's date paintings from his Today series, each word concrete yet abstracted from its context. Early traffic was no doubt driven by sincere users looking for the proper pronunciation of various words. Indeed there exist a number of youtube channels that serve precisely that purpose, many of which are geared toward ESL viewers; but for whatever reason, Pronunciation Book rubbed many the wrong way, and soon the videos became a popular destination for trolling, spam, and rage. The comments section of each video range from angry corrections of the given pronunciation to outright mockery in the form of re-spellings, dislikes, sarcasm, and a strong undercurrent of racism and xenophobia. Commenters often defended regional pronunciations and accents, or simply mocked the need for such a guide in the first place.

Pronunciation Book would seem to have tapped into an essential truth of the Web and all it's presumed meritocracy: act like you know more or are better than people, and be prepared to drown in a sea of rage. Perhaps the most sophisticated response to the channel came exactly one year later in the form of a separate parody channel titled Pronunciation Manual. Pronunciation Manual adopts the visual ...

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General Web Content: Cinematic FUIs




[The Net, 1995]

Graphical User Interfaces (GUIs) are the primary means through which most users interact with computers; but while GUIs help us make sense of complex computational data and allow average users to navigate and manipulate computer systems, human-computer interaction does not easily translate to other visual media such as film and television. It is difficult to dramatize database queries or the kind of intensive and prolonged engagement many describe when programming and writing code. These actions exists on a different scale and in a different time frame, and when dramatized they seem awkward at best, if not simply dull and uninteresting.

Perhaps it is for this reason that film has invented its own form of computer visualization, a kind of visual language of computation that speaks to the language of film. This often involves a very particular set of visual tropes that are intended to signify computation: login screens, chat rooms, loading bars, criminal or business profiles, copying data (often clandestinely), large legible typefaces, 3D interfaces, wireframe models, maps and floor plans, voice interaction, etc. On film the failures of interface design are almost always absent, as protagonists are capable of using almost any UI, data can be transferred and read across multiple systems with ease, and intuition is often enough to accomplish the most elaborate tasks.

In some cases films will use existing GUIs and operating systems, particularly when funding is available through product placement. Often, however, movies will invent entirely new GUIs that accomplish the simple goals of filmic computation, or which appear sufficiently futuristic and foreign from the types of graphical interfaces we are accustomed to. In fact there is an entire sub-field of the graphic and interface design industry that produces Fake User Interfaces or FUIs, both for software mock ups and for the film industry. Below we've collected a series of images taken from the site Access Main Computer File, "a visual study of computer GUI in cinema" run by Steven Huynh. Spanning over four decades, these images not only point to this cinematic visualization of computation, they also serve as the promise of and inspiration for future technologies.

 


General Web Content: Netflix's Three Wolf Moon, "Example Short 23.976"


Youtube rip of Example Short 23.976

In May of 2010 Netflix posted what appeared to be two internal test movies shot around the Netflix headquarters in Los Gatos, CA. Titled Example Short 23.976 and Example Short 24, the films could not be found by simply browsing the Netflix site, but were instead picked up by users of unofficial twitter feeds and websites that update with each new streaming title. At slightly over 11 minutes long, the film features a kind of in-house stock footage intended to demonstrate a variety of audio-visual effects, such as time-lapse and looping. The short film also includes a series of strange, non sequitur scenes featuring a hand running through a fountain, a toy train set running on a loop, a man moonwalking while holding a laptop, the same man running erratically between trees, and finally the man reciting Marullus' speech from Act I, Scene I of Shakespeare's Julius Caesar before shifting to a series of popping and clicking mouth noises. The film ends with a blinking white dot and a series of gridded test patterns.

The films can be difficult to find using the Netflix site, but each version of the movie has its own page and is open to view and review. Much as with the Three Wolf Moon "power animal" t-shirt that gained massive popularity on Amazon.com in 2009, users began rating and reviewing the films sarcastically as artistic works rather than technical footage, praising the symbolism of hand-in-fountain or critiquing the film's "blatant liberal agenda." Other reviewers seem to have missed the punchline, rating the film poorly and demanding an explanation for the film's otherwise glowing reviews. Netflix has subsequently released the short in a variety of forms and at various lengths, in one case looping ...

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Tool Time: Cory Arcangel at The Whitney


Cory Arcangel (b. 1978), Various Self Playing Bowling Games (aka Beat the Champ), 2011. Hacked video game controllers, game consoles, cartridges, disks, and video, dimensions variable. [image via Artforum]

In many ways Cory Arcangel's solo show, on view now at the Whitney Museum of American Art, is about the failure of art and technology. This isn't to say the show is a failure; far from it in fact. Instead it's the way in which Arcangel's work frustrates the expectation that art, particularly art that engages with technology, somehow demonstrate a kind of expertise that justifies its elevation to the status of art. If the purpose of technology, broadly speaking, lies in its use-value, then it is his decided refusal of the kind of productive functionality that one expects from technical objects that makes many of the pieces on view so frustrating. Equally frustrated is the desire for an artfully crafted object expressing a unique critical vision. Instead Arcangel offers us objects that have been hacked and broken, that refuse or distort our interaction, or whose simplicity, effortlessness, nostalgia, and humor mask complex socio-technical systems. As Ed Halter noted in an interview with the artist for Rhizome in 2008, Arcangel's work seems to operate in two extremes:

You either introduce a ridiculously enormous and therefore pointless amount of work into it, or you reduce the work by using automation, or defaults, or outsourcing. So you either extend the amount of work to an enormous extent that makes it absurd, or you reduce it to nothing which undercuts its legitimacy.

Arcangel exerts incredible effort to accomplish the most banal of tasks, or produces aesthetic works that require little if any effort to manufacture — on the part of the artist, at least. In this way the works reflect on the process by which both art and technology are produced, and the means through which we ascribe value to artistic and technological objects.



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DISCUSSION

Tool Time: Cory Arcangel at The Whitney


I totally agree with what you say about the role of critique, and I honestly don't see any personal criticism in your comments, so no worries there. In fact it is probably true that this piece was never really a "review" of the show. I will say that it was most definitely a critique, and for me personally I find critique much more useful than review, which tends toward a short series of deeply personal opinions about the work of others. The critique could definitely have been more negative, or touched on pieces in the show that I did not like or that did not seem fit for inclusion, of which there were several. But what seemed more interesting for me was the way the show reflected on the very question of success and failure in technologically mediated art, particularly in a context as institutionalized and monied as the Whitney, and even more particularly through an artist that is so devisive and so often described in terms of his failure to achieve the status of "real" art.

Honestly I just found it more interesting to talk about what the show might mean instead of whether or not it was good. People are going to see the show regardless, and I'd rather they read a piece that puts the show in a context they hadn't thought of then go in with the idea that the show is good or bad because they read it on a website. Is it the responsibility of a site like Rhizome to publish reviews that take a clear stance on the quality or validity of shows such as this? Maybe. But honestly I find that kind of work dull, particularly when it devolves into snark and shade that does more to boost the ego of the reviewer than it does to inform its readers. In fact I would argue that it is precisely those kinds of reviews that are uncritical, or at least, critically shallow.

DISCUSSION

Tool Time: Cory Arcangel at The Whitney


If it helps any, I actually came into the show with a ton of reservations and after having an extended conversation with our editor about how I would probably totally pan the show and I hoped that was OK. I would not consider myself one of the people who sees Cory as an outstanding representation of new media art, particularly in 2011.

Part of the reason I reviewed the show as I did is that I was not particularly interested in the pieces as artworks - and how they might fit into a longer art historical tradition - but more what they might be saying about art, technology, and culture. Whether or not the pieces are good is entirely beside the point for me. And, not to contradict Brian, but what the artist's intentions were when creating that piece, or whether or not he did it for the reasons I gave in my review, is also not personally of interest. And while I said in the first paragraph of my review that even though the show was "about" failure the show itself was not a failure, that does not mean that many of the pieces were not critical or intellectual failures, particularly in their failure to provoke any consideration from the viewer beyond "I see what you did there."

But when I went to the show having to actually consider the pieces beyond their immediate punchline and forced myself away from the kind of knee-jerk eat-our-own criticism that is so easy with so much of this kind of work - and so prevalent in this community - I found something that I thought was worth writing about, and that (hopefully) wasn't the same kind of critique that everyone has given Cory for years. For me the review wasn't about if the show was good or bad, it was about what it meant both for the new media art community and within the broader context of art, technology, and culture.

DISCUSSION

It’s Only Humanist


It's interesting that so few artists have used the kind of default 3D models that are widely used in the industry and available in all 3D modeling software (Utah Teapot, Stanford Dragon, Stanford Bunny, Suzanne). Ceci did a series of posts several months ago and we could only find like two or three.

So while this may be a question of defaults it doesn't seem to be reflecting on technologically specific defaults, just culturally specific defaults and readily available forms.

DISCUSSION

General Web Content


While I appreciate the troll baiting tone of your comment, there is a link to the original comic from the Encyclopedia Dramatica page in which Whynne is specifically named. Although I kind of prefer the idea that it was left out for the purpose of trolling.