The sixth edition of the New York Art Book Fair is approaching, taking place at MoMA PS1 between September 30 and October 2. At a time when the idea of publishing and the production of print media are constantly discussed, the New York Art Book Fair allows us a yearly survey of efforts in the field of art publishing, as well as the ability to reevaluate and reconsider publishing houses and projects that interest us on a regular basis, and a variety of events, from book signings to lectures and screenings.
The Fair features more than two hundred exhibitors: publishers, magazines, independent artists, art institutions, and distributors. In order to facilitate wandering through this expansive event, we rounded up a selection of publishing initiatives, highlighting those that survey new media art, have a strong online presence, or use technology in interesting ways.
Piracy Project / AND Publishing. Based in London, the Piracy Project is a publishing and exhibition project that organizes workshops, lectures, and open calls for pirated book projects, all directed at creating a platform from which to think about ideas of copying, re-editing, paraphrasing, and so forth.
Badlands Unlimited. Founded by artist Paul Chan, Badlands Unlimited publishes both e-books and physical artists' books. The e-books are interactive and unlike many other art e-books, take full advantage of what the technology offers by including text, images, and films. See Sarah Hromack's interview with Paul Chan here.
Half Letter Press. Initiated by Chicago-based collective Temporary Services, Half Letter Press has an online reading room with some of the best links on the internet, and they publish and distribute books on art and theory.
Eikon is a bilingual German-English journal published in Vienna that focuses on photography and new media art.
Fillip, published in Vancouver, cover critical writing and thinking about ...
I think the meaning of this article is in the conflation of Artsy and e-flux, but nevermind that. Here's the real point: I have no actual interest in criticizing e-flux for its decision to apply to run the gTLD. I'd be happy to do that if they actually win it, and once they start charting out what they'll do with it. In the meantime, my only goal in this piece is to point to some problematics and interests in these two discussions on URLs, branding, art, and money.
About democracy and the internet community: well, first of all, I'm totally unconvinced that some weird democratic taxonomy is the best we can come up with. And in the case of e-flux, I think their time/bank project is an interesting precursor to what may happen with .art. I thought the time/bank had a great chance of being successful because e-flux had a built-in community of people who are interested in alternative economies around it. Instead it's circulating as an artwork and continuous project that is more of an experiment than a real entity. Who knows if .art (which attracted attention via that same e-flux community) won't be the same.
Flux Factory is seeking proposals from game designers, technical wizards, emcees, performers, set designers, house bands, and all manner of mischief makers! We need your help to create iSpy, a live reality show meets stage show spectacle meets video game that combines game design and theater with the topsy-turvy power of networked cameras in public spaces.
The experience will revolve around players carrying networked cameras in public space, beaming images back to the gallery-turned-theater as they compete to finish absurd challenges with the audience’s help (e.g.: corralling strangers to swing at pinatas, in-store scavenger hunts, and impromptu games of Balderdash on the street). The Flux theater will be rigged with cameras and surprises too, turning everyone into unwitting players.
As an interactive and theatrical game experience, this project is not limited to the gallery. The production of iSpy will be highly collaborative, with all invited creators helping to form events open to the public during the last two weekends of April 2012. We need collaborators to make mini-games, elaborate scoreboards, 70’s game show-style sets, spectacular lighting design, and surprising interactions, and we need house bands, emcees, actors, technical crew, facilitators, and much more to make it happen.