On December 2 and 3, Rhizome will present Rendered/Realtime, a series of 24 interactive animations designed and developed by Vince McKelvie. The works are displayed on the front page of Rhizome.org, occupying most of the browser window save for a minimal header and footer. Created specifically for this context, Rendered/Realtime uses a technique adapted from video game graphics, the sprite sheet, to allow the user to rotate, move, and deform rendered animated gifs in real time. Rippling and undulating, riffling and turning inside out, McKelvie's 3D forms defy easy visual comprehension, landing somewhere in between liquid geometric abstraction and sci-fi fantasy.
Surfers' Paradise was an artist residency and exhibition that took place in Melbourne from 1–10 November. Fifteen Australian artists created, documented, and uploaded artworks to the internet over the course of the event. Following are works contributed to the project by Hamishi Farah (who seems to go by first name only); the full selection of works can be seen on the project's Tumblr catalog.
This Thursday, the Rhizome community will come together in the New Museum Sky Room to re-imagine its future. A future less bound by the nitpicking criticism of the past, the hand-wringing, the self-doubt. This is our promise to you: a profound sense of human connection, an art that can bridge the cultural gaps in an interconnected world, an app for every social problem, a better wave, a more sustainable and democratic glass of champagne. Are you brave enough to come with us on this journey?
Courtesy grouphab.it and Harm van den Dorpel.
An extended and altered version of this text will be published in... You Are Here: Looking at After the Internet (Cornerhouse Books 2014), edited by Omar Kholeif.
Earlier this month, Rhizome presented a panel discussion at the ICA in London titled "Post-Net Aesthetics." Following in the wake of prior panels (titled "Net Aesthetics 2.0") which were organized by Rhizome in 2006 and 2008, this edition was precipitated by the recent discussion of postinternet practices by a number of art institutions and magazines, including Frieze. We invited a longtime Rhizome collaborator, critic and curator Karen Archey, to chair and organize the panel, and what emerged was a wide-ranging and extremely generative conversation in which participants began to articulate some of the shifts they'd seen in artistic practice in recent years, while critiquing those shifts and their framing as "postinternet."
Mute, Vol 1, No. 22 ("The Art Issue"), including CD-ROM of JODI, Untitled Game (1996-2001).
Rhizome's erstwhile Conservation Fellow, Lisa Adang, has published the results of her material analysis of JODI's Untitled Game (1996-2001), and her findings are both more concrete and more nuanced than much of the extant scholarship.
By way of background, Adang points out that JODI began working with game "modding" around the same time as they began working with the web.
Although they may be best known for their web browser-based works, in this early period, JODI also experimented with the alteration of game code using two hugely popular computer game sources: Wolfenstein 3D (1993) and Quake 1 (1996), both developed by John D. Carmack, John Romero and the team at Id Software based in Richardson, Texas. Wolfenstein is widely recognized as the first fully rendered three-dimensional polygon game environment, a technique that allows objects and walls to appear to wrap around the player's perspective, realistically block the player’s sightline, and recede into a vanishing point that shifts with the main character/player's perspective. Characters within the game are also comprised of polygons, and sprite images occur on instances such as the firing of a weapon, scaling to suggest proximity and perspective.