Interactivos? workshop: Interview with Simone Jones and Alvaro Cassinelli

I’ve been covering a few editions of the Interactivos? workshops so far and have usually focused on a couple of my favourite projects. Today however, i thought i’d ask two of the workshop leaders/teachers to give us a broader overview of the workshops, how they evolve, why certain directions are being taken, what the mood is like over these two intense weeks of work, etc.

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Image Medialab Prado

The teachers tend to change according to the theme of the workshop. This time i met Simone Jones and Alvaro Cassinelli.

Simone Jones is currently an Assistant Dean and Associate Professor of Art at the Ontario College of Art and Design, Toronto where she teaches in the Integrated Media Department. Her work includes kinetic sculpture, film, video and performance.

0apercetvehicle.jpgOne of her recent works, Perfect Vehicle is a three wheeled vehicle that is approximately 11 feet long. The machine has sensors that monitor her breathing. Breathing (the rate of the rise and fall of her chest) controls the speed of the vehicle. This machine and the driving performance were filmed on the Bonneville Salt Flats (near Salt Lake City, Utah) in 2006. ‘The idea is to create a “science fiction” type of environment where the body is displayed tethered to a vehicle against the surreal backdrop of the Salt Flats;’ explained Simone. ‘This is the third machine that I have built that is made specifically for my body and is worn in a performance that is filmed.’

Alvaro Cassinelli is Assistant Professor at the University of Tokyo, where he is involved in the development of the Meta-Perception Group. Alvaro gained fame with the Khronos Projector and when i saw him at the Medialab Prado in Madrid, he was not only co-heading the workshop but also developing a new project for Sonarmatica in Barcelona. The theme of the exhibition this year, Future Past Cinema, attempted to create links between the past and the future of Cinema under a single vision. boxedEgo embodied perfectly that concept by the way the installation combine several pre-cinematographic techniques in order to create a new magical, “out-of-body” experience (stereoscope, diorama, peep-show box and pepper ghost effect).

Video:

Here we go now:

The Interactivos?’08: Vision Play workshop took place from May 30 to June
14. That is just 2 weeks and i found the projects quite ambitious. Such a
short period of work has its advantages and downsides. But how do you cope
with the stress of having everything ready and working in just 15 days? What
are the trick to get the work done in such a limited period of time?

Simone Jones:
I believe that one of the reasons that the projects get developed successfully in such a short amount of time is because Interactivos attracts such a talented and diverse group of collaborators. Everyone is aware of the two week deadline and this seems to push people to donate their time in a concentrated way – the stakes are high and the time is short so people cluster together in intense working groups to get the job done. We also relax together at the end of each work day – this gives us the time to get to know one another and build strong relationships (share ideas; brainstorm solutions to problems). Another aspect that contributes to the success of the workshop is the lack of ego among the participants. Because the teachers are flexible with what they “deliver” to the students (the teachers really “respond” to the needs of the group) there is no real agenda. This helps people feel that there is no “hierarchy” of knowledge. All of us are respected as individuals whose strengths emerge from participating in a diverse group. Of course, it is no secret that the work gets done because people work really, really hard too!

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Image Medialab Prado

Alvaro Cassinelli:
I think the “trick” may be three-fold: first, the selection process was quite serious: a lot of effort was put into selecting projects that were enough original and at the same time somehow overlapping, so the skills and resources could be shared. That worked pretty well.

Then, I’d like to stress the fundamental role of the contributors. This is a great formula. Everybody is motivated from the start (artists want of course their projects to succeed, and contributors come to the Medialab willing to learn, but also with a very generous, selfless attitude. With a little bit of luck the teams work quite autonomously. Now, of course, now and then there were some problems: one has to consider for instance that many contributors are also artists in real life, and that the leading role of the “artist” during the workshop may be a little artificial; Plus, individual approaches and interests may conflict: some contributors may push the technical side (because they want to try and improve their skills), while others may rather enjoy doing the concept/artistic critique.

Interesting as those approaches may be, the problem is that there is a very limited time for developing the project, so it is important that somehow the roles stabilize at a certain point, and people choose very concrete responsibilities. To ensure that this would happens, this is perhaps the role that was given to Simone and me, but I have to say that we were quite lucky because most teams worked very efficiently from the start. That being said, Simone and me put a lot of accent on the “critique sessions” (at least one serious meeting with the artists and collaborators for each project), which not only helped clarify the ideas but sometimes threw a completely new light on the project.

The third reason I can think of that may explain the “trick” is of course the Medialab people! there were there for us all the time, always available and with a very positive attitude.

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Expanded Eye, work in progress

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Expanded Eye, by Anaísa Franco

How do you work as a teaching team? Do you divide projects between Simone, Alvaro, Julian and the rest of the Medialab team? Or are your skill so complementary that everyone has to be everywhere?

Simone:
I found that we had similar yet diverse skill sets so that we could separate from one another and work on projects that needed our individual skills. This worked really well and allowed participants the freedom to move between the teachers when they needed something specific (technically speaking). We all contributed to the conceptual development of the projects (this is a great time for the teachers to work together in the critiques without having to focus on the technical problems of the work). I assisted participants with electronic and mechanical problems; Alvaro was great with his knowledge of physics, vision and programming; Julian helped a lot with augmented reality and 3D software. We didn’t formally work this out beforehand – we simply responded to the individual projects as they were being developed.

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M.A.S.K. (My Alter Self Konciousness), by Jordi Puig

Alvaro:
No, we didn’t divide the projects between the teachers, although of course we naturally got more involved in some projects and less in others. But we tried to constantly monitor the advancement of each project. That was not coordinated at all. Instead, we would discuss from time to time about the problems that were arising and think about how to solve them (directly, or by trying to recruit for a moment a contributor from another project). As for me, that meant that my contribution was “interrupt-driven”, which was extremely tiring but exciting at the same time.

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Why this focus on “Vision play” when, as Alvaro puts it “The “magic of the cinema” no longer amazes us because we have become totally accustomed to it.” What are the paths which should still be explored? Beyond higher resolution? Flatter screen? or more realistic 3D experience?

Simone:
This is an interesting question. I think “Vision Play” refers to perception, which is a huge topic that an artist can explore from a variety of positions and with a variety of media. A friend of mine says that “there are always more ways to see” – I love this idea because it points to the complexity of perception and I think this is even more relevant today because of the ways that technology challenges and mediates our experience of the world. Presence (live and virtual) is completely related to perception. We navigate between live and virtual experiences without thinking about it; “vision play” challenges artists to create artworks that engage with this “shifting ground” that characterizes our perceptual connection to the world.

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Stage Fright, by Nova Jiang

Alvaro:
Ah! that question again 😉 In fact, I loved the theme from the start, precisely because it was an opportunity to depart from the mainstream computer graphics technology and aesthetics. An opportunity to play with light, mirrors, motion and reflections in search of “illusions” – as we all did when little, when one’s fascination could easily be caught by the patterns of light at the bottom of a cup of tea (a “catacaustic”: a fascinating name too!). There were some projects like that, and although I secretly wished there were more of this kind (and less projects involving computers and displays – as my own by the way!), what we got was really interesting and original in its own way.

In any case, “vision play” was clearly not imagined as a workshop to develop “flatter screens” or “more realistic 3D experiences”; among the project proposals (totaling 98!), there were some that pointed in that direction and I think we consensually rejected them easily on the basis that this workshop was for exploring unknown territories, not an R&D laboratory…

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I find the dynamics, open-ness and spirit of the Interactivos? workshops very unique. What is your opinion about it?

Simone:
I agree completely. The environment at Interactivos is like no other experience that I have had. All “residency programs” are intense but Interactivos is different because you participate as a contributer to the group and the overall spirit of the projects rather than as simply an individual artist. Also, the people at the MediaLab are AMAZING! They really set the stage for the spirit of the workshops (and Madrid is a magical city!).

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Image Medialab Prado

Alvaro:
Well, for me it was very unique of course!!. A fantastic experience. And I was very lucky to share this teaching experience with Simone, with which we had a very good communication (I hope she shares this opinion with me too! 😉 I just think the workshop should be a little longer – but this may be a feeling we all shared at the end, and that
we all would have shared even if the workshop was made a little longer. Most of us just wanted more of the same. Anyway, I think this is how it works, this is the very essence of the workshop: a fleeting moment that reunites capable and imaginative people for a few days in order to try some magic formulas – the actual magic will crystallize in the future. (Another remark: I think the Medialab need to have the mechanical workshop – now in Matadero – in the the same building as the electronic/computer workshop, this may increase the efficiency of the work being done. It seems that this will happen very soon, when the new space will open.)

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Esther Polak and Pablo Ripollés

The participants of the workshop are asked to use open hardware and open code tools. Apart from the lower cost factor, what makes these open tools really worth working with? Are they already as sophisticated, efficient and reliable as other tools?

Simone:
I find that Open Source software and hardware allows for a completely different approach to learning (specifically learning within a technological framework). For example, when I first began learning electronics (in 1989), the information that I was taught was cumulative and came from a localized environment (within a school). This environment was specific to Toronto and grew slightly once I had graduated and met more people within my local artist community. As I got older and became more experienced and had more exhibitions, my community grew but this was completely contingent on my ability to “physically network”. Today people can access vast amounts of information via the internet. Online communities have extended and sometimes surpassed local communities in ways that I could never have imagined in 1989. I buy and download information from the web instead of going to “specialized” bookstores. Open Source communities post code online. “How to” books proliferate. I have observed people adapting code and hardware solutions to their own projects. Learning is more of a “cut and paste” experience than a cumulative one. This is extremely interesting and challenging for educators who design curriculum with specific “learning outcomes” that are derived from a cumulative process of knowledge acquisition. Knowledge is shared at Interactivos in the same way that knowledge is shared and acquired from the internet and open source communities – an individual has a specific problem that needs to be solved – the approach to solving the problem is directed outwards to a “community” that responds to the question at hand. I think this is a wonderful way to learn – a person is able to build a “toolkit” of knowledge. However, I also think it is still important for people to be able to contextualize what they have learned. This often occurs slowly and cumulatively. Time is a key factor in the overall learning process.

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Image Medialab Prado

Alvaro:
This is a very general question, I mean this attitude towards open source tools is not particular to the Medialab-Prado workshop. I do use such tools even at my work at the University. There is some controversy here of course, but as for me, I like to use such open tools in particular because I can be sure there is a community using them, a community that is precisely open to any newcomer (just click here, download, and find some fanatic in your immediate surroundings wishing to “convert” you and explain the mysteries of the hardware/software to you – and all that for free!). As for how efficient and reliable these tools are: this depends, but in the field we are now discussing – I mean, interactive media arts, right? – I think these tools definitely have their place. In the worst case, at least for prototyping. I am thinking in particular about Processing, but if you think about openFrameworks, it potentially enables the fastest processing a particular computer can give you (but the initiative is yet not nearly as developed as Processing is).

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Theo Jansen visiting Medialab Prado

Thanks Simone and Alvaro!

Interactivos? workshop: Augment(o)scope

Waaaah! Two whole days without airports nor art exhibitions. Which means that i’ll finally have some time to write about several shows and events i visited over the past few weeks.

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Barajas airport by Richard Rogers

Talking about airports i have the feeling that i’ve spent so much time this year at the gorgeous Terminal 4 of Barajas airport that i should probably update my dopplr account and write that my home city these days is MAD T4. My last visit there was when i went to check out the results of the Interactivos? workshop at Medialab Prado.

The theme of this edition, Vision Play, called for projects which used open hardware and open code tools to create prototypes for exploring image technologies and mechanisms of perception.

The projects selected saw their lucky authors guided through the whole development process by Álvaro Cassinelli, Simone Jones, and the Medialab Prado research group integrated by Julian Oliver, Pablo Valbuena and Daniel Canogar.

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Reina Sofia Museum Extension. Photo: Philippe Ruault

Going to Medialab Prado is always a great pleasure, there are tortillas de patatas all over the city, Medialab’s headquarters are located in the heart of Madrid’s cultural district, a few meters away from the Jean Nouvel-revamped Reina Sofía Museum, and now, right in front of Medialab Prado there’s one of the most stunning Herzog & de Meuron‘s work ever: an ex-power station turned into the social and cultural center of Caixa Forum’s Obra Social. The architects played one of their usual abracadabra tricks and removed the base of the building to leave a covered plaza under the brick structure, which now appears to float above visitors’ heads. The roof is no less admirable wrapped as it is in rusty steel panels. Alongside the building is one of those vertical gardens that made the fame of French botanist Patrick Blanc.

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Caixa Forum, Madrid. Image Duccio Malagamba

The presentation of the projects realized during the workshop at Medialab Prado took place on June 14. There weren’t quite as many visitors as there were spectators cheering in front of their screen to see the football match opposing Spain to Sweden that evening. Still, the place was packed, the show was exciting, there were free beers and artists delivering a moving Oscar ceremony-style performance, saying how wonderful the workshop had been and thanking everyone that had made their project possible.

I’ll be detailing some of the projects over the next few weeks. Today i asked Barcelona-based Eloi Maduell Garcia to talk us through his Augment(0)scope work. Inspired by visualization and optical devices from XVIII century, this instrument allows spectators to take a peek trough its lens and discover an interactive projection, a circular panorama made of hundreds of pictures culled from the Greenpeace-Spain photoblog fotodenuncia. On this website, users from all over Spain are posting and tagging environmental misdeeds that are in urgent need of receiving more attention from politicians in the country.

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Your original proposal involved a “box will be hanging on the ceiling over user’s head”. the final installation is different. What made you change your mind about the setting? Are there other elements of the projects which had to be modified due to some technical or other aspects that emerged during the working process?

Well the initial idea was something more similar to a “periscope”, i liked the idea of building something coming from the Twenty Thousand Leagues Under The Seas from Jules Verne, something that in my imaginarium is related with old times and technology which was my intention. The problem that changed my initial design was so simple : with the materials that we had available in MediaLab workshop it was too difficult to build up a mechanical object which could give power and signal to the hardware (VGA + USB serial port wires) and which could be able to rotate freely 360º. It’s a really basic and mechanical problem, that tells us about the limitations we have with “electrical” and so “digital” art, we can’t get rid of being wired to power!

We solved the problem by making the structure stand in a rotatory base with the computer and all the hardware on it, so then the problem was restricted to give power to the whole rotary hardware system, so just 2 wires (+ – ) . We looked in the industry for rotary connectors but what we found was so expensive that we decided to do one DIY ourselfes : on the floor base we fixed 2 cooper discs separated by a small step and on the rotary structure we put 2 cooper heads which were contacting the bottom cooper discs, so then the upper structure was turning over a central axe with weels and gived us power to the whole hardware.

That was the basic change over the initial hardware design, it was important for me to try to keep the 360º capacity of rotation, to give a sense of freedom of immersive rotation. By giving a real rotation range, people could feel and understand that turning in the real world meant a turn in the virtual world, reinforcing the idea of freedom inside the visualization orientation.

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Image courtesy of the artist

In the software side also during the process with collaborators some simplifications were done because there were not that many coders in the group, so we decided to make it more simple, and basically meant to forget about using Augmented Reality techniques in the set. At the same time those techniques after the collaboration process were partially not needed at all so we decided to don’t use them.

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Why did you choose to keep a “vintage” and early cinema look to the project? How important is the retro design for augment(o)scope?

0aadaloookkkk9.jpgWell in fact it was part of the initial idea, to return to the very basics of immersive engineering, where just lenses and perspective drawing could give people from XVIII century the feeling of being in another reality. The intention was to make something similar with present technology, but the outside look of it should remind us the “old times” to show that in fact, just the vision technology around this installation had changed, the “fair” attraction that the piece produces is closely the same as back in time.
That’s an important part of the piece, to keep a vintage look on the outside, but a present technological hardware on the inside.

Augment(o)scope tells us about time passing by, it’s an optical instrument coming from the past that told to us about present and so future times. That’s why half of the project is the box look, the other half is the content visualized inside. The installation suggests that nothing has changed at all since then. Environmental conscience hasn’t been developed that much as technology for example.

Can you discuss the content of what users can see inside the device? Why did you choose to display this kind of data (once again it seems different from what i could read in the original proposal written down in the forum page)?

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Image courtesy of the artist

First of all i’ve to say that my initial proposal wasn’t really closed when i got to the first presentation on MediaLab and i was looking for a collaborative process from the early stages of the project so the group would be able to discuss the content and the way things will happen inside the installation. That’s why the original proposal changed or evolved from an initial display to a different one, that was an important part of my needs on that workshop.

We made quite a lot of discussion sessions with all the group about which data to use and how to interact and finally we decided to communicate with Greenpeace Spain which has a website called fotodenuncias which is a photoblog where any user could post picture on a map in Spain to denounce environmental misdeeds. They accepted to collaborate so we got the whole pictures and locative data database from the mapXperience.com studio.

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Image courtesy of the artist

All these pictures and datas are made by individual people who are creating an interactive collaborative piece without knowing it at all. I liked the idea of putting the effort of many people together to empower or amplify their consequent actions.

At the end what we have inside is a collection of circular nested panoramas of the pictures from the website. From the user’s point of exploration it gives a strange vision of a virtual landscape full of pollution, destruction and contamination. The user could move forwards and backwards with a lever and turn around to explore this several layers of blended panorama’s.

Are the images geo-located?

On the present version they’re not geolocated. The images inside have been chosen to “match” as if they were part of a continuous panorama. For example image i has some relation with image i+1 and i-1. When i say “relation” i mean, for example, that if in “image i” we’ve a coast line and the sea line in the horizon, then image i+1 has a sea line also and a the line of the horizon is closer to the last one. At this stage, it was more important to give an idea of a continuous landscape than its geolocation. In next versions i’d like to implement some kind of geo-located distribution (as that was the original idea and concept of orientation). We already have the data associated with each picture so it’s totally doable.

Another thing that is left for the next version is the text data associated with each image. Every image has a text related to it, so this text would be used a part of the texture and information augmentation in next releases.

So you plan to further develop the project?

Well, I have a good relation with the company which created the site and they are open to update the data from the new posts. That could be a way to keep updating the pictures.

Also there are some functionalities that i would like to add to the project as we had no time at all to develop them during the workshop and evolve the first prototype to a more clean and accurate version.

So yes i’m planning to keep working on it and explore other ideas related to the project. An object that let us cross the walls and see what’s on that direction, orientation, space and from the past to the future 😉

Thanks Eloi!

Synthetic Times – Media Art China (part 2)

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Vortex, by Christoph Hildebrand

More notes about Synthetic Times – Media Art China, an ambitious exhibition about media art running for a few more days at the National Art Museum of China in Beijing. I can’t help but mention an interesting conversation which has just started on the spectre mailing list about whether exhibiting (and blogging about?) media art works in countries ruled by a “problematic” regime is suitable or not.

One of the last two themes, Here, There and Everywhere almost consoled me for all the misery i had to face (no access to either of my own blogs) while in Beijing courtesy of the Great Firewall of China. The works selected in this chapter envision the corollaries of the networked society: the realm where the public and the private sphere merge, the issues of control and anti-control, and the challenges of the Big Brother world.

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naked bandit / here, not here / white sovereign, by Knowbotic Research, is a critique of the new power structure that global information technologies are bringing about in our world. They are producing new territorial principles of order and new logics of space, as well as constituting forms of transnational power and sovereignty.

An autonomous helium-filled blimp controls and attacks black balloons, the naked bandits, which are kept captive, floating in space. The silver zeppelin, fitted with an orientation camera, is scanning the room, looking for whichever balloon is furthest away.

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Image knowbotic research

The harmless and tech-less black balloons are the targets of the sovereign robotic logics which role is to scan, filter, profile, detect and target. Visitors can symbolically intervene in the process. by constructing obstacles in space via their physical presence (serving as additional targets) and making the sovereign space more and more un-navigable.

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Meanwhile, coming from above, a mechanical voice repeatedly utters the words “naked bandit / here, not here” in a tone of command that is followed by a another voice representing the “naked bandit”. The sound of the installation specifies the vague status of the prisoner stripped of all rights, who is languishing incarcerated – “here” – in a very real sense. But whose legal existence is suspended – “not here”.

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The last chapter The Recombinant Reality presents artworks which embrace the way reality is processed and meditated, revealing new types of reality that reshape our notion of existence while posing questions of epistemological urgency that characterize contemporary experience, in which a Cartesian world view no longer ensures comfort, and syllogistic reasoning finds no suitable dwelling.

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Most of Henrik Menné‘s dynamic sculptures are machines or installations are almost organic in the way they transform a material – plastic, wax, metal or stone – into objects.

56L, first created in 2004, consists of solid glue, a fan, iron, a heating element, and an engine.

56L produces a white web of glue. The machine heats up solid glue, which then flows down in thin threads in front of a fan that blows the strings in different directions and forms a surprisingly beautiful sculpture. Although the 56L machine remains the same no matter the gallery where it is displayed, the process of leading to the final glue sculpture is not only subject to change in the environment but is also relying on forces such as gravity and the peculiar qualities of the material chosen. Therefore, the exact dimensions and shape of the final work are almost impossible to control.

The work was probably the most low-tech (what is the correct expression? is it the lowest tech?) one in the show. It reminded me of Michel Blazy’s installations. The artist sets the parameters and the rest has to be left in the hands of a combination of elements.

On view until July 3, 2008 at the NAMOC in Beijing.

Synthetic Times – Media Art China (part 1)

Beijing is the hot city for media art this month. Tonight the Summer Digital Entertainment Jam was inaugurated in a gallery at 798 (the exhibition takes place at Beijing Institute of Fashion Technology), there is the amazing Greenpix media facade and a show which has been dubbed “the biggest exhibition of new media art in the world.” This kind of heavy superlative rubs me the wrong way. The show nevertheless turned out to be an excellent panorama of contemporary media art practice (well, minus my very favourite: activism, China is not exactly big on critics) featuring works easy to understand and engage with even if you’re not a regular of ars electronica festivals. With Synthetic Times – Media Art China 2008, Beijing managed to do what some previous Olympic cities have failed to do (i’m looking at you Torino 2006): taking the Olympics as an opportunity to propose a brave, meaningful, edgy and inspiring art event. I went to the museum twice and was amazed to see so many visitors, from very age range, in the rooms. They were clearly having a good time, asking their husbands or friends to take picture of themselves in front of installations as if these were the Effel Tower and laughing all the way while playing with the works.

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Pneumatic Sound Field, by NOX/Lars Spuybroek and Edwin van der Heide, at the entrance of the museum

Synthetic Times – Media Art China 2008 distributes the work of both established and emerging artists around four main themes: Beyond Body, Emotive Digital, Recombinant Reality and Here, There and Everywhere. I had seen many of the projects before but that didn’t prevent me from being delighted to re-discover them in a new context. However, this post will mostly focus on the works i had never

As its title suggest the Beyond Body section explores how artists are adopting electrical, poetical, olfactory or digital paths to extend the physical body. raising questions of subjectivity and the norms of ethical codes.

Sissel TolaasFear 9.

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Back in 2000, Sissel Tolaas embarked on a projects related to fear. She tracked down 20 men from 20 corners of the word, with different background share one characteristic: they are afraid of other bodies for various reasons. These men were asked to carry a tiny electronic device everywhere with them. Whenever they found themselves in a situation where they were likely to be afraid, the men had to place the device under their armpits. The equipment registered the molecules of the respective sweat. This information was then used to simulate the respective sweat in research laboratories, then microcapsulated.

The microcapsulated sweat smells were then integrated into white sheets of papers placed on the surface of a white wall, without any clear borders. The smell could be released only by a gentle scratch ‘n’ sniff.

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The other installation i enjoyed was Jean Michel Bruyère‘s The Path of Damastes. 21 white hospital beds, overhung by 21 fluorescent “daylight” tubes, slowly move and perform a ballet.

Each bed is equipped with an electric scissor jack, which permits a vertical movement of the bed from 38 to 81 centimetres up from the ground. It also disposes of motorized control of positioning of the upper body, which permits a roundabout movement of part of the mattress in the angle values from 0 to 70 degrees. These movements can be executed either simultaneously or independently. The 21 beds are linked together via a MIDI system to a PC which commands and synchronizes its programmed movements*. The beds are also animated individually and together they make a vast choreographical ballet. The numerous variations of creaks produced by the lattice structure under the beds in the effort to lift them compose the very music of the piece and its ballet. The beds are neatly aligned in a circular corridor. Once you enter the corridor and walk, beds keep appearing step after step, it almost seems like it will never end again.

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The Emotive Digital chapter engages with ideas of the emotions and the often surprising personality that digital life, machines and interactive devices might be imbued with.

Exonemo (whom Vicente interviewed a while ago) had installed a very successful artwork. Object B VS is a modified first-person shooting game. You are very welcome to play with it and control the action. However, you’ll have to count with a kinetic machine situated on the other side of the screen and assembled from a bunch of household objects, power tools and computer input devices. As wild and chaotic that the machine might seem it does click on the mouse, activate the keyboard and use a pen tablet. Its action hysterically controls an avatar in the game. Try as much as you can, managing to take control over the crazy ugly machine is just a Sysiphean task. The objects’ whimsical actions trigger automatic commands, according to which the game develops.

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With Hand Gesture, Wu Juehei explores the way tools shape the way people work and function. Because we spend a lot of time typing on a computer, we got used to a series of “short-cuts” and they came to control our habits of using computers. It is often advised to periodically press (Ctrl + S) in order to save the materials we are working on. Thus, many people would unconsciously press Ctrl + S more than needed without even thinking, as if such action calms their conscious. A simple keyboard had its users forming various and numerous habitual hand gestures. 

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A keyboard is only a small piece to the puzzle, which kind of new behaviours have came to form part of our unconscious gesture through regular use of the handle of a joy pad, the opening of a cell phone, steering wheel, etc?

My photo set.

The exhibition runs at the National Art Museum of China until July 3.

Exploded Views – Remapping Firenze

Another season, another exhibition worth taking the train to Florence for at Centre for Contemporary Culture Strozzina.

Marnix de Nijs‘ latest installation, Exploded Views – Remapping Firenze, spectacularly recreates a visual and dynamic body experience of the city. Minus the added visual layer of the hordes of tourists who walk through its cobbled streets every day.

See for yourself:

Two industrial treadmills in front of a huge screen display renderings of a deserted Florence. The 3D images are put into motion by the physical effort made by the viewer(s)/runner(s)/performer(s). The speed of his or her movements directly guides the intensity of the aesthetic experience. Sensors placed in the handle bar detect movements, and allow the viewer to determine which direction should be followed and what will be the intensity of the images traversed.

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Exploded Views – Remapping Firenze

That might sound a bit like de Nijs’ famous installation Run, Motherfucker Run.

There are some similarities of course. There’s the irresistible element of risk. Don’t be fooled by the cushion which gently inflates behind you as you run…. Runners don’t have much more control on the probability of their fall as they have on its location (i did witness some “lateral falls” but they were totally benign.) I actually wonder what would happen with this installation in “risk-management” crazy Britain. But that’s another story.

Just like in RMR, the runners meets with the emptiness of the city, with an almost total absence of any human imprint on the spaces. In Remapping Firenze however, the human presence is crawling back into the city through a store of sounds registered in the city by audio designer Boris Debackere.

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Run Mother Fucker Run

The runner can only hear the field recordings when navigating slowly through the geometry of the streets and buildings. When they accelerate, contact with human voices and noises is lost. Which touches upon one of the most impressive characteristics of Remapping Firenze: running and slowing down/stopping on the treadmill provides the public with a totally different perspective.While you adopt a gentle walking pace, the city looks real and recognizable in all its touristic cliches and beauty but once you run, you enter a new dimension, the one of modernization and globalization which Florence, just like any other city, has to live up to, no matter how fascinating the history lurking behind its thick walls can be.

RMR shows a modern city. It was in fact Rotterdam but unless you intimately know Rotterdam there was no hint of the actual location. It could have been anywhere. As its name attests, Remapping Firenze is deeply grounded in its location.

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Exploded Views – Remapping Firenze

The images on the screen are part film, part computer graphics re-creation. They were created using a brand new scanning software, developed both at the Technische Universität Darmstadt and at the University of Washington. The system generates a kind of extremely detailed 3D. Its functioning is very different from the usual procedure to generate 3D images. This one works with image recognition. When a peculiar spots in the picture is recognized in different pictures, it become the reference point of the 3d meshes.

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Marnix de Nijs, Rendering Exploded Views Remapping Firenze, 2008

Exploded Views – Remapping Florence was made especially for the CCCS. It’s the first of a series of works by leading international artists who have been invited to Florence to create site-specific works that reflect the diverse realities of this city’. Catch it while you can. The exhibitionis open until June 30 at Centre for Contemporary Culture Strozzina in Palazzo Strozzi, Florence.

Albin Karlsson at Icon Experiment

I encountered Stockholm-based artist Albin Karlsson‘s work at the recent Icon Experiment, an island of interesting projects of an otherwise often ghastly design expo at the ExCeL center in London’s uber-gentrified Docklands.

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1g/min spinning a fine web

Among works by Jurgen Bey, Studio Glithero and Julia Lohmann, his piece was sitting somewhat on the fringe, but was quite literally becoming increasingly present because it was spinning a web of fine glue-fibers across the stand. Asking what it was, I was told that the work, titled 1g/min, is actually a clock, dripping 1 gram of hot glue per minute from a rotating nozzle.

Over time, a stalagmite-like structure arisis which physically visualizes the time that has passed. The material quality of the object is somewhat of a honeycomb, yet there’s often that whitish web attached which also gives it a delicate cobweb-like appearance. Time lapse-videos of the clock in progress are wonderful to watch and say a lot about the possibilities procedural and generative sculpture.


Time-lapse video of 1g/min

Later I had the chance to talk to lovely Albin and he told me that the main body of his work so far had been revolving around timepieces. He has explored measuring and displaying the passing of time in many different ways. He says “Time fascinates me both as physical phenomena and as a philosophical and personal matter. The sense of time have changes during the years. The changes go hand in hand with the technical inventions to measure it.”

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Minuterna, installed in the Stockholm subway

Another good example for such a time-based work is the public-space installation Minuterna, a robotic arm at Stockholm’s Odenplan subway station, which in 129600 minutes (3 months) had several panes of glass covered with the same number of dots, eventually obscuring the whole surface. This process must have given commuters such an interesting sense of how time passes. Especially since it was located in a highly controlled urban environment which we, as opposed to a forest for instance, usually do not associate with change.

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Thermopaper 2

A third work on this subject sits probably kind of in between the previous two and is called Thermopaper 2 in which a big sheet of thermochromic paper is slowly wound from one spool to another. A rotating heat source draws a circle on the paper, one cycle per minute. However, since the sheet is constantly in motion, the circle can never be completed and instead becomes a spiral which grows longer and more intricate as time goes by, in a sense letting time become a medium as such on the paper.

More images from the event are here.

Guantanamo museum and other tales of extraordinary rendition at Helga de Alvear gallery in Madrid

The Helga de Alvear gallery in Madrid is currently running a (very timely) exhibition on the controversial topic of Extraordinary Rendition. The expression was coined by the Bush administration to define new legal measures designed to sidestep the existing Human Rights system and deprive some individuals from its protection in the name of the fight against terrorism.

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Detainees at Camp X-Ray, at Naval Base Guantanamo Bay, Cuba

The Patriot Act, for example, expands the authority of US law enforcement agencies for “terrorism investigation.” It limits -when it does not completely abolish it- citizens’ right to privacy or freedom of expression, allows for kidnapping and confinement of persons without charges, without trial or a detention period as has been happening in Guantanamo since 2002.

The gallery invited four renowned artists to reflect on the issue.

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Elmgreen and Dragset, Phone Home, 2008

Phone Home (2003), by Elmgreen & Dragset, is the only work on exhibit that has not been created specifically for the show. The installation looks at the loss of the right to privacy in communications. Five telephone cabins are lined up in the gallery. A note informs visitors that they can call anyone they want in the world for free. Of course there’s a trick: the conversation you are planning to have will be broadcast in the gallery, recorded and a table with audio players and headphones will enable future visitors to listen to what you said.

Under the new rules of extraordinary rendition, physical and psychological torture is justified. Spanish Inquisition-like methods of torture get toned down but that’s because some of them are given new names, like waterboarding, in an attempt to disguise their true meaning.

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Santiago Sierra, Público iluminado con generador de gasolina, 2008

True to his wam bam approach, Santiago Sierra chose to address torture and one of its most commonly applied methods: the sleep deprivation of detainees for days and months. A huge spotlight operated by a generator are the only elements in Público iluminado con generador de gasolina [Public illuminated by oil generator]. Unfortunately the gallery had run out of oil (another very timely issue) when i went there and the installation was turned off.

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Alicia Framis, Welcome to Guantanamo, 2008. Image courtesy of Galería Helga de Alvear, Madrid

Alicia Framis is presenting the first part of a wider project called Welcome to Guantánamo Museum. The installation documents the key elements that would form this hypothetical museum on the US detention centre in Cuba. Scale models, drawings, prototypes, floor plans and structures are exhibited together with an audio piece created with Enrique Vila Matas and Blixa Bargeld. The project echoes our society’s need to museify everything, think of Auschwitz and Alcatraz. Should we recoil at the idea of turning horror into a tourist attraction or should we decide that such museums are not a necessary evil, a way of ensuring that atrocities are not forgotten?

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Alicia Framis, Welcome to Guantanamo, 2008. Image courtesy of Galería Helga de Alvear, Madrid

The proposal for a Guantanamo Museum will include a selection of exhibition objects and merchandising that reflect the museum’s theme and motto — Things to forget. There will be a Le Corbusier chaise longue turned into an electric chair, a non-existent mailbox, shoes which contain inside their heels a system to allow prisoners to commit suicide, a series of orange clothing and objects designed by Framis together with students during workshops, furniture for the museum will be designed and built using the material of inmates’ cells, etc. At the same time a sound room will recall the names of all the caged prisoners in Guantanamo.

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James Casebere, Flooded cell #2, 2008

James Casebere made photos of what he calls Flooded Cells. These images conjure up allusions to prisons, claustrophobic and oppressive spaces somehow reminiscent of Piranesi‘s fictitious and distressing prisons (carceri) yet also referencing the method of torture by simulated drowning.

Extraordinary is part of the Off programme of PhotoEspana. You can see the show until July 19 at the Helga de Alvear gallery in Madrid. My images.

Related stories: Trevor Paglen’s talk at Transmediale, Interview with the Institute for Applied Autonomy, They make art not bioterrorism, Tracking the Torture Taxis.

Sightseeing telescope reveals open wifi networks in urban space

I’m back from Asturias which was as lovely as ever. We even had real vegetable to eat this time. The LAboral Art and Industrial Creation Centre in Gijón was opening Banquete_nodos y redes, Interactions Between Art, Science, Technology and Society in Spain’s Digital Culture, an exhibition initiated by Karin Ohlenschläger and Luis Rico.

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View of the LABoral shop and of the inauguration party right above it

The press conference started with a string of surprising figures listed by LABoral’s Director Rosina Gómez-Baeza Tinturé. In its 14 months of activity, the centre -which has given itself the mission to foster the interaction between art, society and technology- has hosted the work of 261 creators (45 of them come from the region of Asturias), 54 workshops given by some 90 teachers to more than 3000 participants. Add to that many concerts, conferences, debates and other activities. Amazing, even for a space that covers more than 14.000 m². Which reminds me that it would be good to come back one day on the design and architecture of the centre. The public bathrooms only are worth the visit, i feel like stepping inside 2001: A Space Odyssey each time i enter there.

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LABoral bathroom and a scene from 2001: A Space Odyssey

Banquete_nodos y redes presents more than 30 digital and interactive works that critically and creatively explore the notion of Network as a shared matrix, not just from a technological perspective but also from a socio-cultural perspective. I’ll be back with a lengthier overview of the exhibition and a small interview with its curator, the art critic Karin Ohlenschläger, later on but right now i wanted to share with you one of the best projects i saw in Gijón last week.

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You’ve probably read about Clara Boj and Diego Diaz before, either in some media art catalog or on this blog, i interviewed them a few months ago about their project AR Magic System, their Lalalab studio and their interest for the visualization of wifi networks.

For the LABoral exhibition, the Valencia-based duo developed a sightseeing telescope named Observatorio (Observatory).

Observatorio builds upon Boj and DIaz’ 2004 project Red Libre Red Visible (Free Network, Visible Network) which was born in an optimistic time when it seemed possible to achieve an utopia made of wireless, open communication networks managed by social groups offering services to the local community. At that (not so distant) time, several city governments offered free access to the WiFi network, sometimes in the entire city. The CMT (Telecommunications Market Commission) denounced those city governments for unfair competition with telecom companies, the free wifi municipal projects were canceled, and grassroot groups started installing, maintaining and extending open WiFi networks throughout Spain.

Today, some companies have adopted new tactics based on the deceptive slogan “Share your WiFi”. Companies like FON, and commercial projects such as Whisher and Wefi exploit the current infrastructure of access nodes to the Internet in urban space to provide coverage to the whole city if it were an open, shared structure.

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Obervatorio reflects on this scenario by informing viewers about the current state of wireless networks located in the area where the device is installed. The sightseeing telescope, installed on the Laboral tower, tracks and shows where Gijon’s wifi networks are located in real time. You can visualize them on the screen of the telescope, swing it around and see which areas have a denser wifi coverage, and get additional data such as which ones among these networks are open or private. Because Observatorio is programmed to try and connect to any open network available in the area, it can send the information from the observation tower to the exhibition hall, where it is displayed on a big screen. If there is no open networks detected in the area, Observatorio remains separated from the main exhibition space, located in another building. A modification of these networks is also offered, showing an ideal configuration in which the local residents of large areas in the city could gain or share access to it.

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Image courtesy LABoral Centro de Arte y Creación Industrial

After having installed Observatorio, the artists discovered many more open nodes than they expected. While testing the project at their studio in Valencia, they couldn’t find more than 5% of open networks. In Gijón the percentage is higher, around 30% in the LABoral area.

From the tower Observatorio can reach theoretically almost the whole city of Gijón. The device comprises a high power uni-directional WiFi antenna with a 30º aperture, able to detect wireless networks within 1 to 4 kilometers depending on the number of obstacles encountered; a video surveillance camera with a telephoto lens with the same aperture as the WiFi antenna; and a viewer which, like a periscope, offers a real time image taken by the camera, with the WiFi networks detected by the antenna placed geographically on it.

Banquete_nodos y redes runs at LAboral Art and Industrial Creation Centre in Gijón, Spain, until November, 03, 2008. The exhibition will then travel to the ZKM | Center for Art and Media in Kartlruhe, March-July 2009.

More sightseeing telescope: The timetravel telescope, the Jurascope and the Elastic time and space telescope.

Also related: Wifi Camera Obscura.

Education for corn species

From what i can learn from the press we are living in food mayhem: yesterday morning a nutritionist was complaining on French tv that because the country had turned its back on the usual bread and jam breakfast in favour of American-style fat and sugar-loaded cereals, the population was at risk of fattening. In the afternoon, i was reading in La Repubblica that the soaring costs of pasta, bread, fruit and vegetables are making Mediterranean diet harder to afford. Italians are eating more cheap processed foods high in fat, sugar and salt (via WSJ.) The whole continent is complaining about the food crisis. Meanwhile, bananas are dying, eating local might not always be that energy-efficient after all and a livestock meltdown is under way across Africa, Asia and Latin America. An alarming report states that native breeds are increasingly being supplanted by Western farm animals, which may be less well able to adapt to their new environment in times of drought or disease. In Europe, some 98 per cent of vegetable varieties have disappeared over the past century and EU regulations are hastening the decline.

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Yummy healthy insecty snack seen in the streets of Beijing

Mind you, researchers have devised new but rather unappealing ways to have us enjoy food like never before: fish are being trained to catch themselves, we’ll be able to choose between meat from cloned animals and in vitro meat and encouraged to get better proteins by snacking on insects.

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Matias Viegener and David Burns have added the corn issue on the table.
You might know them for their ongoing collaboration with Austin Young: Fallen Fruit, a project which encourage people not only to map “public fruit”, fruit which grew on private trees and fell on public spaces, but also to harvest and plant fruit parks in under-utilized areas.

Back in 2004, Matias and David worked on an installation which i discovered only recently. That year, Fritz Haeg (of the Edible Estates fame) and Francois Perrin produced and curated the GardenLAb experiment. Set in a 1942 supersonic wind tunnel, the event explored the relationship Los Angeles residents have with their environment by experimenting and speculating on current and future ecologies.

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The “Coop Wind Tunnel”

Corn Study humourously addresses the future of human food production and the ongoing consequences of issues that range from the latest developments in genetic manipulation, mistreatment of plants and animal species, corporate control and profit motivation, diminishing genetic diversity, modification of our ecosystem, privatization of ownership of plant’s genome, etc.

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Corn Study, detail (Figure 0038), 2004. Photography Austin Young

One of Corn Study’s objectives was to develop a new relationship with the corn species.

While great effort has been put into the human understanding of plants, very little has been expended to educate the corn and teaching it about the humans that control its fate. The project creates a school for corn with an experimental curriculum to educate the corn in human psychology and sociology, the economics of commerce, important languages, current events and the history of colonialism.

Through the use of audio and autosuggestion the artists deployed Aldous Huxley‘s theories of hypnopedia: the most powerful educational device being unconscious suggestion to the embryo to maximize its developmental potential.

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The school is set up on ten tabletops with different learning stations, with the corn seeds learning through audio speakers as well as by the use of electric fans behind a row of books, which carry knowledge through the air like pollen. In this program of accelerated learning, the individual kernel is not expected to learn everything — the species as a whole will absorb the knowledge collectively. The variety of knowledge bases is hoped to heighten the corn’s wisdom, especially since despite their enormous acquisition of knowledge, humans have acquired so little wisdom.

As the artists conclude in their presentation of the project: While it may take many generations before the outcome of our experiment can be demonstrated, we are hoping for positive mutations and raised consciousness in the corn, to be passed along to other species. At this stage of global development, humans can no longer be entrusted with full stewardship of the environment. Perhaps if other species can intervene, they will do a better job.

I asked Matias and David to tell me more about the school for corn species:

We’ve been hearing and reading about genetic manipulation for years now. I sometimes think that consumers got used to it, accepted the idea and wouldn’t mind buying and eating GMO (or even cloned meat when it lands in our supermarket fridges.)
What exactly should we be worried about? What is different in the new forms of manipulations Corn Study comments on?

While we were interested in genetic manipulation we wanted to work away from it. The basis of Corn Study was the idea that corn had been studied and manipulated more than any other plant than perhaps soybeans. While we’re disinclined to GM foods, it seems clear that all our agricultural foods have been manipulated for millennia. So we wanted to refocus the question of GM foods into the broader question of how humans have studied and changed our foods without any seeming consideration for the nature (or the education) of the foods themselves. What if we could give the corn some agency of its own, educating it about its human hosts. Our ironic goal was to find a way for the corn to gain some power over its own fate, to “speak out” if it could, by learning more about us and both the good and the bad of the human universe.

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What does corn education involves exactly? Could you guide us through the whole curriculum?

While there was a lot of specific material, there was no defined curriculum for the corn school. Or maybe a better way to say this is that we could have endlessly kept adding educational material to the school. Here’s a quote from the original text that was distributed to visitors:

“The curriculum is composed of texts, lectures and readings in political science, history, psychology, philosophy, foreign languages and cultural studies; we have tried to select materials that help outline the background of our global socioeconomic, political and environmental circumstances. For the student’s personal growth we include tapes on self-actualization, meditation, hypno-suggestion, and personal dynamics. The songs are mostly pop music from the 60’s and 70’s, chosen to reflect the optimism of a time now fallen by the wayside. Included in our coursework are Noam Chomsky, Friedrich Nietzsche, Marxist theory, Mahatma Ghandi, Winston Churchill, Neil Armstrong, Machiavelli, Plato, Immanuel Kant, Abraham Lincoln, Anthony Robbins, Brian Tracy, Zig Ziglar, Lao Tzu, Gloria Steinem, Elizabeth Vandiver, greek myths, Howard Zinn, Ken Wilber, Malcolm x, Michael Moore, Ralph Nader, Lyndon B. Johnson, Al Sharpton, Terence McKenna, Aldous Huxley, Paul Scheele, Michael Pollan, Henry Thoreau, various international Pimsleur language audiobooks, The New Christie Minstrels, Melanie, Paul Williams, Ray Charles, The Carpenters, Cher, Three Dog Night, The 5th Dimension, Donovan, Bread, Dolly Parton, Jefferson Airplane, Sly and the Family Stone, the Doors, and John Denver.”

Do you welcome both “natural” and modified corns in your classes? Is there any segregation?

We welcomed all corn to the school, including GM corn. We tried for a good mix of modern hybrids and ancient or “heirloom” corn varieties. We don’t think one group is in any way superior to the others. The idea was to empower the species as a whole to make collective decisions and perhaps take actions to both improve their lot in the world and deflect any more human mismanagement of it. Halfway through the design we realized that all seeds of all species should be welcomed to the school, without distinction between crops and weeds, the good or the bad, which are all values that come from humans and not from nature itself.

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Giant Iowa corn

Why did you choose to work with corn? Wouldn’t animals seem like a more natural and rewarding choice?

We worked with corn because of the place it holds in American culture. Americans consume more corn products than any other nationality (and in recent years corn has been blamed for a host of our health problems.) We love animals but this sort of project was hard enough to mount with the immobile corn plants… it’s hard to think how we would have done it with a herd of cattle.

I read that plants communicate. Do you expect your corn students to spread their newly acquired knowledge to their companions?

It’s certainly possible for plants to communicate, and perhaps we succeeded in communicating with them, and that our ideas got passed along the botanical spectrum. Of course the real audience for Corn Study was human. We felt that in addressing the corn, the humans might consider seeing the universe from a less human-centric position. Just as we have no preconception about how these ideas would flow through to the plants, we were very open to how they might arrive to the human spectator. A key to our work here is the use of play combined with what we think of as vital issues of our times. Much of our work plays on corniness as a way to be serious, on the relation between pure, purposeful aesthetic or cultural ideas and the low, foolhardy kitsch of the ordinary world. We’re not interested in art that’s pedantic, but we do care about conveying ideas and questioning values. We’re not especially interested in art that creates objects either, but we are invested in the way in which artmaking expands the variety of containers for ideas (and can make things in general look nicer).

Thanks Matias and David!

All images are from the installation at GardenLAb.

Related: Nigel Helyer´s Host, in which an audience of several crickets attend a lecture concerning the sex life of insects and Aron’s School for Frogs.

Shows i saw and liked in New York

I’m back from New York for more than a week and getting ready for new adventures in little Europe. Time to turn a page on the transcontinental trip by throwing in a couple of posts the best exhibitions i saw while i was in Manhattan. Some of them are still up till the end of the month, others have already closed their doors. Here we go…

In the collective exhibition AMERIKA: Back to the Future, David Herbert, Anthony Goicolea, Marcus Kenney, Jennifer and Kevin McCoy play with American icons. The artists vision is somewhat dark, critical (how could it not be) but often humorous. Starship Enterprise is re-visited by future cavemen, Mickey Mouse goes on a size-zero diet and a burnt-down chain retailer’s suburban storefront aimlessly rotates on a plate.

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Marcus Kenney, The First Americans, 2006

My favourite by far were Marcus Kenney’s assemblage of discarded and old magazine clippings, book illustrations, old receipts, stamps, wallpaper etc. to create nostalgic imagery dealing with contemporary issues. The stars of his compositions are weird children, young women setting foot on distant planets or a girl walking on crutches painted with the motifs of the U.S. flag, etc. A closer look reveal the figures of U.S. presidents and American natives. The colourful and (at first sight) cheerful collages are hinting at some of the pages of American history which do not tend to make its citizens very proud.

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Marcus Kenney, Like a Good Neighbor, 2008

On view at Postmasters through June 21, 2008. More images.

I walked to the edge of the art Chelsea area to see Actus Reus, Tamara Kostianovsky‘s solo show. Ready to be butchered beef carcasses were hanging on hooks. Disturbing and so “life”-like that the gallery almost smelled of meat, the animals were made out of discarded human clothes.

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Actus Reus is the second part of The Proper Animal, a three-part multidisciplinary program comprised of three solo exhibitions by artists who utilize sometimes disturbing animal iconography to bring ethical considerations into play. The next episode, a show by Julian Montague, looks equally fascinating and as it will focus on spiders i suspect it will be equally repulsive as well.

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Closed recently at the Black and White Gallery, Chelsea. My images.

I got to discover the work of Dutch collective Antistrot by chance. I was in the building where they are having a solo exhibition to see another show. I happened to take the wrong corridor and enter the wrong gallery. That was for the best. Wild and powerful styles manage to cohabit almost peacefully on Antistrot’s paintings: animals you’d see on the walls of your favourite city, gangster faces you encounter mostly in fanzines, monsters like you’d get in a fairy tale without happy ending and busty girls being well… mostly very busty.

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Ich Möchte Fliegen Können, 2008

Current members of Antistrot are Paul Börchers, David Elshout, Johan Kleinjan, Silas Schletterer, Michiel Walrave and Bruno Ferro Xavier da Silva, with additional help from Charlie Dronkers.

Video:


Antistrot from Saratecchia on Vimeo.

What we do is Secret is at Sara Tecchia Roma New York until June 21. My antiimages, also on artnet.

Shot in coastal waters and regions as far apart on every aspect as Australia, Japan, Antarctica, Kuwait, Iraq and California, An-My Lê‘s photographs examine intersecting themes of scientific exploration, military power, environmental crises, fantasies of empire and the vast ungovernable oceans that connect nations and continents.

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An-My Lê, Target Practice, USS Peleliu, 2005

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An-My Lê, Oden, Swedish Ice Breaker, McMurdo, Antarctica, 2008

Although the themes and settings are deeply grounded into reality, the images give an eerie feeling. The structures, military equipment, boats and landscapes captured by the photographer seem almost too big and out of this world to be true.

Seen at Murray Guy (the show is now closed)

Shuli Hallak‘s photographs document cargo in its state of transit between production and consumption. Almost every manufactured product humans consume spends time in a shipping container, yet most of us have little clue about the process by which goods are actually transported.

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New York Container Terminal, 4, 2005

Fascinated by cargos, the photographer embarked on a container ship in New York and traveled to Florida, crossed the Panama Canal and ended the journey in Guayaquil, Ecuador to pick up some bananas.

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CSAV Chicago, 2005

On view at Moti Hasson through June 28.

The New Normal

It’s not everyday that Dick Cheney gives its title to an art exhibition.

In the weeks following September 11, the U.S. Vice President justified a steep increase of surveillance measures by explaining that “Many of the steps we have now been forced to take will become permanent in American life. They represent an understanding of the world as it is, and dangers we must guard against perhaps for decades to come. I think of it as the new normalcy.” Almost 7 years later, the collection and sharing of personal data by governments, luggage searches, Internet monitoring, and wiretaps have indeed become part of a “new normal” in American life.

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View of the exhibition space

The New Normal brings together thirteen artworks which explore private information. All the works have been developed after 2001, the year that ctrl[space] : Rhetorics of Surveillance, a major exhibition on privacy and surveillance opened at the ZKM center in Karlsruhe, Germany. It’s not a redux of the exhibition: new factors have changed the surveillance panorama since the ZKM exhibition opened. There’s President Bush signing the Patriot Act on October 26, 2001, the number and efficiency of technologies of surveillance have skyrocketed and we have come to accept the new state of “normality”.

The New Normal reveals how difficult it is to set clear boundaries around the concept of privacy. The private sphere encompasses domestic spaces, personal data, the content of your pocket, bodies, thoughts, communication, and behaviors–contexts that are usually rendered inaccessible to the public eye by legal, social, and physical boundaries.

What is most remarkable about the show is the subtle way it engages with the complex concept of privacy. The videos and installations do not hammer their messages on your head, you’re not told what to think and what to be very afraid about. Instead, the exhibition argues that today’s society is indeed living Cheney’s new normal life but this doesn’t meant that the new condition of public disclosure cannot be harnessed in the service of artistic endeavours and the creation of “tactics for political critique.”

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Videostill

Submitting oneself to security measures can be turned upside down by adopting what Hassan Elahi calls an “aggressive compliance”. Elahi daily points a mocking finger to absurd security measures with the real-time self-tracking website he set up in a bid to demonstrate to the FBI investigator that he’s not spending his time traveling to the Middle East and plotting some attack in the U.S. The models features in Sharif Waked‘s Chic Point Fashion for Israeli Checkpoints video seem to have adopted a similar strategy.

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Videostill

Sharif Waked’s video features male models catwalking in clothes designed to expose the flesh of body parts such as chests and abdomens. It would be hilarious and cheeky were the images not juxtaposed with stills taken from recent years displaying Palestinian men having to lift their shirts, take off their pants and kneel shirtless in order to be authorized to cross Israeli checkpoints. The absurd pieces of clothing evoke the bodily humiliation experienced by Palestinians at Israeli checkpoints.

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Six CIA Officers Wanted in Connection with the Abduction of Abu Omar from Milan, Italy. Courtesy the artist and Bellwether Gallery, New York

Equally politically-loaded is the series of badly photocopies of passports of CIA agents researched by Italian authorities in connection with the abduction of radical Egyptian cleric Abu Omar. On February 17, 2003, Abu Omar disappeared off the streets of Milan. The man had been kidnapped by the CIA, transferred to Cairo, where he was secluded, interrogated and allegedly tortured and abused. He was released 4 years later. The Imam Rapito (or “kidnapped Imam”) affair prompted a series of investigations in Italy.

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Twenty-six Americans were submitted to a trial in absentia along with several former Italian intelligence officials for their role in this case of extraordinary rendition. Trevor Paglen managed to get a copy of the photocopy of the fake passports that the agents had to deliver while they were checking in posh hotels in Italy in preparation for the kidnapping. The documents were released by Italian prosecutors in 2005. Although every element appearing on the identity document is fake, the picture had to be authentic. This ensured that the cover of the agents was blown and that the surveillance tools used by a government to achieve questionable goals can also become an instrument of justice.

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James Thomas Harbison (CIA Officer Wanted in Connection with the Abduction of Abu Omar from Milan, Italy). Courtesy the artist and Bellwether Gallery, New York

Relationships feed on bits of private information, it’s a currency we exchange with other people. Jill Magid‘s performance, photos and video Lincoln Ocean Victor Eddy not only illustrates this concept but it also put a human face on the surveillance we are submitted to every day.

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Jill Magid, His Shirt, Cropped (from Lincoln Ocean Victor Eddy), 2007. Courtesy Yvon Lambert Gallery, New York.

Back to New York City after five years spent in The Netherlands, Magid kept hearing this announcement in the subway “You may be a subject to searches “for security reasons”.” She approached a police officer and asked him to search her. He refused because only women officer had the right to search a woman but she managed to convince him to call her and tell her each night where he was on shift. She’d join him to be “trained” and kept record of the meetings in different forms: diary (read excerpts), photos, objects, etc. He would lend her his duty shirt, she’d give him a picture of her wearing it in return. She makes him tuna sandwiches, one day he allowed her to hold his gun. The relationship they build bit by bit is both intimate and somehow doomed: they are so different, the officer has never been to an art museum, Magid is “one of those liberals”.

Several works show that the intrusion into the private sphere is not just made of CCTV systems and biometric apparatus, it can also be voluntarily self-inflicted now that new online platforms called blogs, Facebook and image sharing call for self-disclosure.

As curator Michael Connor writes, Private information has never been less private.

The best example of this is probably the collection of videos that Guthrie Lonergan archived on you tube under the title MySpace Intro Playlist. Although they were made to be viewed by others, they convey an embarrassingly intimate echo once they have been decontextualized and exhibited in an art exhibition.

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Developed by Michael Frumin during the 2004 Campaign in the U.S., FundRace is back. The website maps donation made to the candidates of the Presidential Election in the U.S. and enables you to search by name or address to see who your friends, co-workers, and neighbors are supporting. You can also search by profession and discover who celebs and museum curators are donating to.

0addickcheney.jpgThe revelation of famous people’s private requests almost makes you say thank you for a society which is so obsessed by the mundane facets of celebrities. Jennifer and Kevin McCoy‘s contribution to the exhibition is part of a series of sculptural displays of the products that musicians contractually require to be present in their dressing rooms after a performance. That’s where the loop closes and we get to cross path with Dick Cheney again. Band Rider Series (Dick Cheney) gives a glimpse into the very lack of spectacularity of Vice President’s desires when he travels to a new venue to give a talk: all tv sets have to be turned on FOX news, the hotel restaurant menu must be in his room along with bottles of water, etc.

THE NEW NORMAL is a traveling exhibition co-organized by iCI (Independent Curators International), New York, and Artists Space, New York. It is on view at Artists Space until June 21, 2008.

Hasan Elahi at The Colbert Report:

Related: Sousveillance culture, Orwellian Projects, Book review – ctrl[space] : Rhetorics of Surveillance, Transmediale exhibition: Conspire, Trevor Paglen’s talk at Transmediale, etc.

Interview with Fernando Orellana

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I’ve discovered Fernando Orellana in 2004, the year i realized that there were artists playing with technology out there. All along my tumultuous and whimsical 4-year relationship with new media art, artists have been appearing and disappearing from my BVBMA (Best of the very best media artists) list. I’m slowly moving away from the entertaining, the merely playful, the very geeky, the strictly techy and i’m now looking for something called “an artistic experience”. Well, Fernando’s installations are quite geeky in a sense and some are even playful but, no matter how you define art, i’ve always found something extremely meaningful and touching in Fernando’s work: a robot dreams, others are unable to make a decision, an elevator appears to be self-aware and a vintage radio relentlessly searches for God. Needless to say, Fernando’s work has always amazed me and i can see in my crystal ball that it’s going to be that way for the years to come.

The artist has uploaded several videos about his work on you tube. As a starter, here’s an ABC news segment on his robotic art piece “Sleep Waking”:

When i first met you in Gijon at the opening of the exhibition Emergentes, you told me about the personal story behind 8520 S.W. 27th Pl. v.2 (don’t miss the video of the robot assembly), an installation about the pointlessness of our never ending decision making process. Can you share it with the readers?

8520 S.W. 27th Place is the address of the home I grew up in Davie, Florida after my family moved from El Salvador in 1979. It is in a housing development called Rolling Hills. I’ve linked it in Google maps.

For the most part, my siblings and I assimilated and became part of American culture. Subsequently we grew up in the burgeoning suburban sprawl that has now swallowed southern Florida into an endless ghetto of cookie-cutter dream homes. This is what frames a large portion my childhood memories. Neatly cut lawns. Driveways with two-car garages. Manicured gardens adorned with transplanted trees. Swimming pool parties. Mosquito nets. Packaged people living out their packaged lives. Day in. Day out.

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8520 S.W. 27th Place, 2004

This imagery is what fueled the aesthetic for this 8520 S.W. 27th Place. I wanted to reference the suburban dwelling that millions of other people worldwide grew up in as well. I thought it this would be the appropriate stage for a sculpture that speaks of humanities’ decision-making process. It is within the walls of these prefabricated, automated homes that we ceaselessly make decisions about everything; from the type of partners we want, to the garnishing on our pizza delivery, to what color we want our IPods. Endlessly. Back and forth. From the moment we are born till the day we die.

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Extruder, 2008

How did you come up with Extruder? Where did you get the idea of making a machine that makes play-doh cars?

I arrived at the idea for Extruder from a couple different places. It branches from a series of drawing machines that I made a couple years back. Extruder started because I wanted to make a machine that could make sculpture. I had been doodling designs for this mechanism for years. I suppose funding issues kept them from materializing until now.

This last summer I made a series of paintings that spoke of war, dismemberment, IEDs, and automobiles. During that process, I came to appreciate the impact that the automobile has made on this world. I read a statistic that still baffles me when I think about it now. There is one car for every 11 people in this world, roughly 590 million passenger cars total. The automobile is involved in everything. From pancakes to penicillin, Play-Doh to parking lots.

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Extruder, 2008

I developed Extruder as a response to this machine that we worship. I wanted to celebrate it. Criticize it. Emulate it. Making hundreds of Play-Doh cars. Millions. The ultimate goal of Extruder is to make the total number of automobiles that were made in 1947 (the year Henry Ford died) by the Ford motor company, an estimated 429,674. As you can imagine that is also a whole lot of Play-Doh; about 11 tons. Until May 11th 2008, Extruder will be making Play-Doh cars at the Mandeville Gallery at Union College in Schenectady, NY. When the next venue emerges to exhibit it, the process will continue.

The colors that Play-Doh comes in were also a nice reference to my recent paintings. Vivid primaries and secondaries, suggesting the Technicolor cartoon reality that we in the developed world live in. Entertainment for the masses, delivered in candy-wrapped doses of violence, humor, and erotica.

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Carry On

The Carry On installation features a series of suitcases fitted with robotic arms and micro-cameras which survey their surroundings. Why did you feel the necessity to develop a work that explores surveillance and paranoia? How much impact on the public can artists have when they comment on surveillance technology?

Carry On is a direct reaction to post-September 11th paranoia, both in the USA and abroad. Since the attacks, I have traveled quite a bit. On these trips, I have passed through countless security and surveillance systems, always hunting for the would-be terrorist. Subway cars now display and sometimes speak “Report ANY Suspicious Activity”. If you happen to look even slightly of Arab descent, you may think twice about growing a beard or wearing your traditional garb. Leaving your luggage or backpack alone in an airport or a train station, even for a moment, could lead to a cavity search.

Holding a miniature video camera, on one side of each suitcase in Carry On is mounted a two axis robotic arm. The live video feed from this camera is displayed on a LCD screen mounted on the other side of the suitcase. Every couple of minutes, the robots change the position of the cameras, thus changing what is being displayed in the LCD screens. Lacking image analysis of any kind or other sensory capability, these suitcases blindly look about, never understanding what they see.

I’m not sure what impact artists make when they reference surveillance technology. Perhaps it may give a person a moment of peace or clarity. Realizing that, like the artwork in front of them, the whole affair of paranoia and fear based politics is an illusion; clever clockwork designed to create the reality they want us to believe in.

0aapetitphone.jpgI saw that images of one of your recent project, Phoney. What is the work about?

Phoney is a toy. It is a kind of absurd videophone. There are two terminals to the piece. The terminals are installed in separate parts of a gallery, with no line of site between them. Each terminal is fit with an old-school telephone receiver, a video screen, and a black and white camera attached to the head of a modified mechanical toy. When a person speaks into the telephone receiver of one terminal, their voice makes the mechanical toy on other terminal dance. This causes the video image they are looking at to shake, since the camera on the other side is attached to the mechanical toy. If two people are involved, a bizarre and sometimes funny conversation can commence. To me the piece references the countless methods or proxies that we now communicate through and the ridiculous information that we pass through them.

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Elevator’s Music, 2007

I read that your work is about “creating systems that seem to be alive”. How much life is there really in your artworks? and how would you define such kind of life?

0adanslelelavateur.jpgThe key part in the quote above is this: “seem to be alive”. My machines are not alive. They never will be. I have become much more interested in the simulation of living systems. It is remarkable how easily we anthropomorphize things, especially things that are in motion. The perception of what humans will assume or believe to be alive is where much of my robotic work is headed.

The latest iteration of this investigation is Elevator’s Music, a site-specific robotic sculpture that I exhibited in an elevator at the Tang Museum in Saratoga Springs, NY in the winter of 2007. It consisted of four small robots that emerged from the elevators translucent ceiling panels. When people entered the elevator, the robots would sense them and might emerge. Fitted with sonic sensors and having the ability to maneuver in three axes, they were programmed to seek out and respond to near and far objects. If a robot found something near by, it would try and interact with it via randomly determined mechanical gestures and a watery stream of sounds. The robot would also send a message to the other three robots (through a local network), informing them that it had found something of interest. This would cause all robots to look in the direction of the object, causing a kind of musical symphony to commence. If the object was somehow to close, or if nothing was found, they would recoil back into the safety of their ceiling panels.

With this relatively simple set of instructions the elevator robots were able to illicit innumerous reactions from their passengers. Some believed that the robots were watching them or trying to attack them in some way, while others became enamored with them, whistling and talking to them like one would to a pet bird. When one of the robots failed (as all robots eventually do), passengers reported it immediately to museum officials, feeling empathy for the hurt machine. Future robotic sculptures that I design will foster this tendency to assign anthropomorphic qualities to inanimate objects. Through this investigation I hope to arrive at more sophisticated and realistic artificial life simulations.


Video of “Elevator’s Music” at the Tang Teaching Museum at Skidmore College in Saratoga Spring, NY

What can technology developers or scientists learn from digital artists like you? Is there any reason why they should pay more attention to what crazy artists are doing?

I like to think they should pay more attention. In this country there is a general undervaluing of fine art and art education. Art departments all over the nation are the first to suffer from severe budget cuts. The argument that art is not a “mission critical” subject has dominated the establishment for decades. The problem with this of course is that students become completely illiterate to the visual culture all around them. In engineering and science I think this becomes a handicap. The engineer or scientist that can beautifully communicate their findings will undoubtedly fair better on the world stage. Moreover, those engineers or scientists that are willing to experiment with ideas that seem pointless or ridiculous may arrive at discoveries, innovations, and conclusions that otherwise might have eluded them. Perhaps “crazy artists” do have something to teach, other then just being dismissed to be irrelevant or a waste of time.

What is your favorite gadget or bit of technology and why?

It would have to be my laptop. I basically live inside it (or through it?). That aside, I have to say that I am a huge space technology nerd. I read everything and anything about space. Spirit and Opportunity, the two rovers scooting along on mars, or Voyagers one and two, speeding out of the solar system at this very moment are like aphrodisiacs to me. In fact I have a number of art projects that I am just waiting to develop specifically to be put into zero-g environments. Hopefully by the time I am retiring, this will be a possibility! In classic nerd style however, I would first need to over come the crippling and ridiculous sea-sickness I suffer from, sometimes even on sea-side docks.

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Nail Jar, 2007

What are the common factors between your media art installations and your paintings? Or maybe they have nothing to do with one another?

Painting and drawing is something I have always done. It was my doorway into art and in many ways it keeps me balanced. Until recently, the subjects I painted came from the schools of dada or surrealism, seemingly from my subconscious. This all changed in my recent work. Without really knowing why, last summer I started tackling the subjects I was exploring in my electronic sculptures in the paintings. Painting allows me to quickly approach different angles or points of view within a subject, some of which would not be possible in media sculptures due to funding or physical limitations. It is also a way for me to quickly explore new ideas, some of which are now leaving the canvas surface and becoming sculptures.

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Gasoline, 2007

You are also developing an electronic art program at Union College in Schenectady, NY. Can you tell us what the highlights of the program are?

I was hired three years ago to help start an electronic art program at Union College. Our program is one of the few electronic arts initiatives that is jointly sponsored between the Computer Science and Visual Arts Departments. Drawing from aspects of The School of the Art Institute of Chicago and The Ohio State University’s Art and Technology programs (both of which I graduated from), we have created a thorough course of study, covering topics in digital imaging, video, 3D modeling, physical computing, experimental computer programming, web-design, interactivity, and animation. We have worked hard to make the program as cross-disciplinary as possible, offering courses that computer science, fine-art, and students from other disciplines can benefit from. In many ways the program was a perfect fit at Union College, since it has a long tradition of combining world-renowned engineering within a equally solid liberal arts education.

Any upcoming project or event you could share with us?

There are a couple projects cooking. The most imminent is a real-time video series titled Plain Text. The series plays on the “infinite monkey theorem” which states that given an infinite amount of monkeys, typewriters, and time, the monkeys will type out any particularly text you choose. If one instructs the monkeys (or monkey simulators), to type the King James Bible one of them eventually will. Interestingly, this also includes all the text that you did not choose or any text that might ever be written.

I apply a version of this theorem to a series of short phrases that over an extended period of time cycle through every possible permutation of themselves. For example the phrase:

“You want _ _ _ _ _ _.”

Starting right-to-left, like an odometer only with letters, all the blank spaces in the phrase sequentially cycle through every letter in the alphabet. By this, every word that is six characters long will eventually appear in the phrase above. Differing in theme, amount of blank spaces, and speed, each piece in the series has a different phrase displayed by itself on a large LCD screen.

0aapluggdinnn.jpgFor the PluggedIn Exhibition happening in Hudson, NY from May 17th – 30th, two of these phrases will be on display in the vestibules of the Mark McDonald store, along with one large phrase projected on the store’s second floor windows.

Thanks Fernando!

Homo Ludens Ludens – Play in contemporary culture and society

0aaludensbannner.jpgAs promised two days ago, here’s more details about Homo Ludens Ludens, a new exhibition which reflects on the various roles fulfilled by play in our digital era. Homo Ludens Ludens opened on April 18 at LABoral the Center for Art and Industrial Creation which means that i was back in Gijon, Asturias, land of monster squids, rosy cheeks, deep-fried and vegetable-free diet, gorgeous landscapes and sidra thrown all over your favorite sneakers.

Homo Ludens Ludens is the last episode of a trilogy that LABoral is dedicating to the world of game. Following Gameworld and Playware, HLL explores play as a key element of today’ s world, highlighting its necessity for our contemporary societies. There are more than 30 works on show, so you can expect several installments about Homo Ludens Ludens.

The title of the show, Homo Ludens Ludens , alludes to the taxonomy of human evolution. The human being used to be regarded as a Homo faber (man the smith or man the maker in latin) for the control they could exert on the environment through tools.

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Image credit: LABoral/Enrique G. Cárdenas

In 1938, however, Dutch historian Johan Huizinga introduced the idea that man is also an Homo Ludens (a “playing man”), a man for whom amusements, humour and leisure played an important role in both culture and society. Philosopher Vilém Flusser went further. For him, we are living in a society which, instead of working, generates information by playing with a technical apparatus, implying a transition from the myth of the creator towards a player. Playing can therefore be regarded as an act of emancipation.

The exhibition speculates on the emergence of a Homo Ludens Ludens – the contemporary player of games.

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Among the many installations and documentaries i was really looking forward to see at LABoral was Bagatelle Concrete which Martin Pichlmair had mentioned a while ago in an interview i had with him.

Martin teamed up with Viennese artist and researcher Fares Kayali to turn a pinball machine from the ’70s into a musical instrument and, as he explained me at the time, The piece is a pinball machine that constructs music. It samples itself and manipulates those samples according to how you play pinball on it. We removed all competitive and all decorative elements of the pinball game and put digital electronics into this analogue electro-mechanical machine. While the gameplay is technically unaltered – all the bumpers and traps are still in place – the effect of playing is a composition instead of a highscore.

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Image credit: LABoral/Enrique G. Cárdenas

The more successfully the player interacts with the machine, the more intense the accompanying soundtrack gets. The piece maintains the roughness of the electromechanical original game, mixing physical sounds happening on the playing field with manipulations of their recordings.

A post written by Nicolas Nova a few days ago brought to my mind what Martin told me in Gijon when i was complaining that that damn pinball was way too difficult to play for me. Apparently the artists had to dumb down the machine. They bought it on eBay, not knowing that the ’70s model was manufactured at a time when pinballs were extremely popular and the models issued had thus to be quite high level to keep players interested.

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Image credit: LABoral/Enrique G. Cárdenas

Concrète references musique concrète and bagatelle alludes to the history of pinball games. Bagatelle was an ancestor of modern pinball. Created in France for King louis XVI, it looked like a narrowed billiard table. The aim of the game was to get 9 balls past pins (which act as obstacles) into holes.

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Julian Oliver is participating to the show with an improved version of levelHead, the 3D memory game became an instant youtube and blog hit the moment it hit the online turf. The installation which uses physical cubes as its only interface is totally engrossing and nerve-challenging. On screen it appears that each of the cube’s faces contains a little room and each of them is logically connected with the others by doors. In one of these rooms there is a character and by tilting the cube the player directs this character from room to room in an effort to find the way out. Some doors lead nowhere and will send the character back to the room they started in. levelHead challenges the player’s spatial memory. Each player has 120 seconds to find the exit of each cube and move the character to the next. There are three cubes (levels) in total and, the mnemonic traps become increasingly difficult to avoid as the player progresses.

Video:

The game refers to one of the earliest memory systems which consisted in constructing imaginary architectures (memory loci) designed specifically for the purpose of storing information such that it could be retrieved by ‘walking through’ the building in the mind.

Today, domestic printers, digital tagging systems, address books and journals (on and offline) do the storage and indexing of information in exterior locations like remote databases or local file systems. Similarly, navigating in the real world increasingly tends toward dependence on external media and locative technologies.

With levelHead, moving from one site to another produces an imaginary architecture and positions this memory architecture as the primary means of navigation. Only one side of the cube will reveal a room at any given time and so a memory of the last room – of the positions of entrances and exits, stairs and other features – is necessary to proceed logically to the next movement.

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Image credit: LABoral/Enrique G. Cárdenas

The tangible interface aspect is integral to the function of recall. As the cube is turned by the hands in search of correctly adjoining rooms muscle-memory is engaged and, as such, aids the memory as a felt memory of patterns of turns: “that room is two turns to the left when this room is upside down”.

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With their Massage me jackets, Hannah Perner-Wilson & Mika Satomi allow massage to enter the video game realm. The jacket is the joystick. By massaging more or less vigourously the back of a volunteer you get to control a fighting avatar. I had fun playing both roles. Being the passive massaged one is extremely relaxing as the designers had spread and repeated the commands all over the back of the jacket, focusing on the areas most likely to beg for a good rub. Now remembering where to massage in order to have your avatar jump or kick requires some practice but playing randomly will not necessarily prevent you from winning the battle.

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Massage Me session featuring Alessandro Ludovico, founder and editor of Neural magazine

I’m afraid the best piece of the exhibition for me was William Wegman‘s Two Dogs and Ball (Dogs Duet). Wegman has always been a favorite of mine (has someone else seen the Deodorant video? It shows him spraying his armpit with an aerosol deodorant until the can is empty, while giving a deadpan testimonial: “It feels real nice going on, and smells good, and keeps me dry all day.”)

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In Two Dogs and a Ball, Wegman’s Weimaraner Man Ray and his companion are mesmerized by a tennis ball which moves off screen. Wegman explained that all he had to do to obtain the comic effect was to move a tennis ball around, off-camera, thus capturing the dogs’ attention.

During the press conference, Laura Baigorri –one of the curators– explained that Wegman’s video has been selected as an example of how the avant-gardes of the 20th century had introduced an element of play in the artistic practice.

The video is on ubuweb.

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Two Dogs and Ball (Dogs Duet) and Axel Stockburger‘s Tokyo Arcade Warriors – Shibuya. Image credit: LABoral/Enrique G. Cárdenas

My flickr set.

HOMO LUDENS LUDENS
runs at Laboral – Center for Art and Industrial Creation in Gijon, Spain (address and google map) until September 22, 2008.

Also part of the Homo Ludens Ludens exhibition: Art of War and El Burbujometro.

Encoded art works

The result of the elections in Italy (where i half live) is saddening me beyond words.

I cheered up a bit this morning when i discovered that tagr.tv has put the video of Casey Reas’ talk at the University of Applied Arts in Vienna online. Last week i had the pleasure of attending Casey’s lecture at the Node08 festival in Frankfurt. While his talk in Vienna focused on his own work, the Frankfurt audience was blissed with a wonderful presentation that made coding finally understandable to someone like me, was packed with references to wonderful artworks based on code subtleties and provided a glimpse into what his next book will be like. The creator (together with Ben Fry) of processing told me that it took them several years to come up with their Programming Handbook for Visual Designers and Artists, so don’t expect the new opus to land on your bookshelf this month.

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Image bitforms gallery

I missed Paul Prudence‘s presentation which was apparently fabulous and if you’re curious about Node08, Paul has started to write about the event on his blog. However i caught theverymany‘s very engaging presentation slash performance. I was so sick that day that i took almost no notes but i listened avidly and rescued this gem from their talk:

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They worked with architect Alex Haw to develop LightHive, a delicate “luminous architectural surveillance” constellation made of some 1500 LEDs, positioned to recreate the location of every light source in the building of London’s Architectural Association where it was installed last year. Each LED replicates the intensity, colour and direction of the real light sources. They switched on and off and changed in intensity according to light use throughout the school building.

Video. Images.

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ps. if you’re in Brussels over the coming weeks, come and check out Casey Reas’ work at the Holy Fire exhibition curated by Domenico Quaranta and Yves Bernard, the director of iMAL.

Ant Farm retrospective in Sevilla

The Centro Andaluz de Arte Contemporaneo in Sevilla is currently running an exhibition dedicated to Ant Farm, a group of experimental architects and critical artists active mostly in the ’70s. The exhibition includes videos, models, original drawings, inflatables and all the quiet you can expect in a cultural center located inside a stunning monastry on the bank of the Guadalquivir River, the Monasterio de la Cartuja de Santa María de Las Cuevas.

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Monasterio de la Cartuja de Santa María de Las Cuevas

Founded in San Francisco in 1969 Ant Farm could be regarded today as a very effective mix between Archigram, the Rolling Stones and The Yes Men. Ant Farm embraced the latest technologies at the same time as they hit American culture on the head with their social and political comments and their highly critical (up to being in some cases destructive) approach to mass media. Their projects do not stop at the work of art itself, they also encompass the mass media rendering of that work of art.

All i knew about them was their rusty Cadillac Ranch installation which i do not like very much but the rest of their practice impressed me beyond words. I can’t think of any artistic group playing a similarly brilliant, innovative and multidisciplinary work today. Here’s a shortcut to their works:

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Ant Farm, Space Cowboy Meets Plastic Businessman, 1969. Performance at Alley Theater, Houston

Ant Farm deployed their conceptual world through videos, manifestos, spectacular performances and installations until 1978, when they disbanded following a studio fire. Most of the slide and video documentation was saved, but very little else survived.

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50×50 Foot Pillow, used as a medical pavilion at the Rolling Stones free concert at Altamont in 1969

Ant Farm started their career as evangelists of inflatable structures. Cheap and easy to assemble, they challenged the American consumerism culture and fitted perfectly a nomadic, communal lifestyle, in total contrast with the Brutalist architecture prevalent in the United States during the 1960s.

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In 1971, they took the road abroad their Media Van, a customised Chevrolet van turned into a mobile studio to share information and images with the public while they toured the country to give talks and organize public happenings. The van not only transported the material necessary to build their ICE 9 inflatables but its motor was also used to generate the energy indispensable to blow up the structure.

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In 1972 the group built in Texas the House of the Century, a ferro-cement weekend residence with organic shapes that remind the inflatable structure that Ant Farm had realized a few years earlier, in particular their ICE 9 prototype.

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House of the Century, 1972

Video showing what the House was like before its decay:

The Dolphin Embassy was a never realized sea station in Australia which engaged with interspecies communication using the new video technologies. The structure would sail with the help of a solar mechanism.

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In 1974, Ant Farm created their most famous pieces in Amarillo, Texas, Cadillac Ranch. They half-buried a row of used and junk Cadillac automobiles dating from 1949 to 1963, nose-first in the ground, at an angle corresponding to that of the Great Pyramid of Giza. To add to the outrage done to the iconic vehicle, the public is very welcome to graffiti the cars.

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Image wikipedia

The installation was originally located in a wheat field, but was later moved 3 kilometers to the west, to a cow pasture in order to place it further from the limits of the growing city.

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A year later Ant Farm staged the performance Media Burn. Dressed as astronauts, they drove at full speed a 1959 Cadillac into a wall of burning television sets. Media Burn critiqued American ideals of heroics and technological superiority, and offered an affront to the television media who were the only one invited to attend the event.

Their video of the performance is styled after news coverage of a space launch, including melodramatic pre-stunt interviews with the artists and a speech by “JFK” (impersonated by Doug Hall).

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Short video and a 26 minute one.

Media Burn was not their first attack of the media, in 1972 they collaborated with the video collective Raindance to launch the guerrilla Top Value Television (TVTV) to provide alternative coverage of the political conventions of that year.

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Let’s close the post with The Eternal Frame, a 1975 reenactment of the John F. Kennedy assassination. Part of it plays on America’s obsession with the media, but the video demonstrates also that the sacred images of the assassination cannot be mocked. The work can be read as a commentary on the pervasive media culture in America, as it explores how the Kennedy assassination itself became a new type of media event.

Video:

More images.

The exhibition of Ant Farm’s work is on view at the CAAC in Sevilla, Spain, until June 8, 2008.

Actar has just released Ant Farm – Living Archive 7. Felicity D. Scott has collected archival material to illustrate the early trajectory of the collective, including its architecture, inflatables, performance, multimedia, and video work.

BRAINWAVE: Common Senses

Nice, nice. I’ve lost my connecting flight and now i’m stuck in Madrid Barajas waiting for the next flight to Sevilla. It’s an 8 hour wait but i’m on my way to ZEMOS98 so i am still cheerful.

Anyway, gives me plenty of time to catch up with the emails and the long overdue posts. So back to New York where i was a few days ago and the Exit Art gallery. I’m still wondering how this place managed to escape my radar so far.

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Until April 19 they are running a fascinating exhibition on artistic explorations of the current advancements in neurological research. The works shown in BRAINWAVE: Common Senses encourage visitors to consider the brain not only as the center of human activity but as a site for interpretation, for scientific and philosophical debates, for examining our relationship to the world – and for questioning our common sense.

I am usually not very excited by media art works which engage with the little grey cells. Blame it on the BrainBar, when i discovered it i somehow felt that had seen it all. Well, maybe not… I went to Exit Art to see Fernando Orellana and Brendan Burns’ robot that “plays back dreams” which was twice as fantastic as i expected but i also discovered 2 or 3 outstanding works.

Suzanne Anker‘s fascinating and elegant The Butterfly in the Brain uses three-dimensional Rorschach inkblot tests, brain scans and images of butterfly wings to explores the imagery of the symmetrical (or virtually symmetrical) structures of butterflies, the brain, and chromosomes.

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I somehow can’t get the black hovering butterfly bat she painted on the wall out of my mind. “By taking the butterfly bat image out of a textbook, scaling it up to a large size, and putting it in a site-specific environment, one turns the image into an entirely new and other kind of affective entity,” she explained.

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Suzanne Anker, The Sum of All Fears (detail). Image courtesy of the Exit Art gallery

Although the use of Rorschach inkblots is controversial in psychology, the images are widely recognized among the public.

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Crab, 2005

Anker used a computer program to convert an inkblot into 3D structure so intricate they could probably not be re-created using traditional sculpture. After which a machine produces the object using plaster and resin. “Looking in 3-D,” Anker argued, “one begins to assess new meanings: bones, sea creatures, body parts. These are surrogates for the imagination itself, opening up a dialog between the mind and body. What happens when you can pick up a psychology test in your hand? The mind essentially has been embodied.”

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Gossipers, 2005 (more images)

She also transposed butterfly wings onto MRI scans, drawing a parallel between genetic patterns in nature and advanced imaging technologies. Like constellations in the sky, butterfly shapes may be found in neurological maps as well as charts of urban sprawl.

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Suzanne Anker, MRI Butterfly (detail). Image courtesy of the Exit Art gallery

Another work i found really moving and riveting was a video installation by Phil Buehler, a photographer, fascinated by “haunted ruins” of abandoned Psychiatric Hospitals.

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Buehler, Windows of the Soul. Image courtesy of the Exit Art gallery

Windows of the Soul, asks whether or not one can read madness in another’s eyes. 300 b&w mug shot photographs of mental patients, taken in the ’50s when they were admitted in the hospital. The eyes of the individuals are projected on a canvas hanging from the ceiling. The rest of the face lays on the floor. Every 5 seconds, another pair of eyes and a face take their place on the split screen. Riveting and disturbing.

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Dustin Wenzel‘s brass sculptures are brain-cavity castings of Great Whales from the New Brunswick Museum collection.

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Dustin Wenzel, (front) Sperm Whale Endocranial Cast, (back) Right Whale Endocranial Cast. Image courtesy of Exit Art Gallery

It has recently been discovered that some humpback whales have spindle neurons, a type of brain cell previously considered to exist only in dolphins, humans and other primates, which may indicate a high capacity for intelligence. Although white males possess the largest physical brain of any animals (Wenzel’s castings were indeed impressively big), there is no scientific consensus about the nature, magnitude or even existence of cetacean intelligence.

And now for the gizmos:

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Jamie O’Shea, Alvin (image courtesy of Exit Art gallery)

Artificial neural networks are often used in voice recognition systems and IA research. They consist in mathematical computations that mimic the neural network patterns of the nervous system. Jamie O’Shea‘s Alvin is a realization of an interactive and electronic neural network constructed with physical hardware. When left alone Alvin is dormant, but if you the lay your hand on the interface provided, you will set an electronic neural-like network in motion.

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Alvin is a cellular automaton organized around eight cells which produce sound. The sound one cell produces is determined by what sound the other cells are making. This interrelated input and output scheme is an artificial neural network; a simulation of a brain. The imitation of life goes even further, because Alvin’s sound circuits are built and destroyed by one another, rather than just turned on or off.

Swarm, by David Bowen (whom i interviewed a year ago), is an autonomous roaming device whose movements are determined by houseflies housed inside the device itself.

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David Bowen, Swarm (detail). Image courtesy of Exit Art Gallery

The chamber where they live contains food, water and light to keep them warm but also sensors that detect the changing light patterns produced by their movements. The sensors send the light data to an on-board microcontroller, which in turn activate the motors moving the device in relation to the movements of the flies.

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David Bowen, Swarm. Image courtesy of Exit Art Gallery

Oh, look! i took all those little images.

BRAINWAVE: Common Senses is on view until April 19, 2008 at Exit Art Gallery in New York. This exhibition is part of Exit Art’s Unknown Territories series of exhibitions that explore the impact of scientific advances on contemporary culture and examine in particular how contemporary artists interpret and interact with the new knowledge and possibilities created by technological innovation in the 21st century.

Place@space – (re)shaping everyday life

Yesterday i was in Hasselt (Belgium) to visit the exhibition PLACE@SPACE – (re)shaping everyday life at Z33.

PLACE@SPACE presents installations by GRRRR (Ingo Giezendanner), Ryoji Ikeda, Irational.org, limiteazero, Alice Miceli, Haruki Nishijima, Egle Rakauskaite, Reconfigurable House Team and many other artists who look into the spatial impact of technologies and demonstrate how we can use them to reclaim our spatial environment and to make it our own again.

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Arturas Valiauga, I dropped in on Stepas, we talked about life, 8 – 2002-2003

I can’t explain why having so many artists whose work i admire gathered under the same roof failed to elicit much enthusiasm from me. Maybe it would help if i wasn’t visiting so many media art exhibitions? I don’t know… I was very happy to discover that one of Boutique Vizique‘s dustbunnies had left traces of its passage in the gallery though. And i liked the fact that the curators took such a broad approach on the theme.

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I dropped in on Stepas, we talked about life, 2002-2003, Arturas Valiauga

For example, if many of the names in the programme could be called “the usual suspects”, there were also some moving photographies by Lithuanian artist Arturas Valiauga. They showed how a couple is bringing the world into their house bit by bit by plastering their walls and furniture with candy wrappers, newspaper and magazine cuttings. As the catalog says “Home becomes the map of the inside and outside world.”

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I dropped in on Stepas, we talked about life, 4, 2002-2003

The exhibition runs through May 25 at z33 in Hasselt, Belgium.

Images from the exhibition.

Previously at z33: Designing Critical Design (part 1 and part 2.)

Image of the day

Was taken last week at the Salk Institute for Biological Studies at La Jolla, California which Kati London and I visited courtesy of Lev Manovich and Jeremy Douglass. The institute was built by architect Louis Kahn as two symmetric concrete buildings with a thin stream of water flowing in the middle of a courtyard that separates the two. Too bad my images don’t do justice to this amazing building.

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I find it hard to believe that no one has ever shot a movie there. Elio Petri would have done something amazing with this set.

Anyway, any solemn thought and sense of beauty we might have been filled with vanished half an hour after when we met with Mary Flanagan‘s Giant Joystick which is on view until March 17 in the art gallery in the Calit2 building at UCSD.

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Extremely fun and physically exhausting.

Sk-interfaces (Part 1)

Last week i flew to one of my favourite cities, Liverpool, to visit the Sk-interfaces exhibition at the FACT art center. The show, curated by Jens Hauser, explores, materially and metaphorically, the concept of skin as a technological interface.

A controversial new exhibition on display in Liverpool showcases real skin tissue in sculptures wrote the BBC news website. Yet every single person i spoke with during the 2 days i spent in the city didn’t seem to find the show controversial. Interesting, surprising, fascinating, challenging, thought-provoking, worth bringing my mum, etc. That’s what i heard but no one i talked to seemed overly shocked nor disturbed.

There is material to cause quite a stir in sk-interfaces but Liverpudlians seemed to be more concerned by the issues brought to light by the artists than by the potentially seditious or “freaky” character of the works on show.

I’ll start the blog visit of this multi-disciplinary exhibition by walking to the second floor of FACT.

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Critical Art Ensemble, Immolation. Image courtesy of the artists

Immolation is a video installation concerned with the subject of the use of incendiary weapons on civilians after the Geneva Convention and the Protocol on Prohibitions or Restrictions on the Use of Incendiary Weapons of 1980. The USA have refused to sign the convention and they make regular use of firebombs in the Middle East. Not because these bombs are the most efficient (they are not), but because they act as moral crushers, tapping on people’s visceral fear of being burned alive.

This video chronicles the major war crimes of the United States involving these weapons on a ( macro) landscape level, and contrasts it with the damage done to the body on the (micro) cellular level.

To accomplish this task, the Critical Art Ensemble (a collective of tactical media practitioners who explore the intersections between art, critical theory, technology, and political activism) grew human tissue at SymbioticA last year, and using high-end microscopy shot the micro footage of skin cells dying by either exploding or imploding. In parallel, CAE shows film footage of present and past wars that have used immolation against civilian targets as a strategic choice for the sole purpose of terrorizing entire populations.

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Critical Art Ensemble, Immolation

The result is a video where war crime are shown at both the micro and macro level but which skips the human level. Yet you still manage to view your own body in the narrative. The video is made even more unsettling by the absence of sound, it’s just silence and destruction.

The goal is to provide a different way of imaging, viewing, and interpreting the human costs of these war crimes, in contrast to the barrage of media imagery to which we have become so desensitised. The video portrays what CAE calls an “ecology of crime.”

CAE felt that as long as warfare would be at the center of the Bush agenda, they had to come up with new connections and find venues to show their work (since the arrest of Steve Kurtz some US administrations are feeling the pressure).

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Right next to Immolation, is Truth Serum, a work that responds to the lawsuit against Steve Kurtz and their persecution of Critical Art Ensemble in the USA, which marks an ever-increasing creep of the security state into the nervous system of culture.

For Truth Serum, The Office of Experiments, initiated by Neal White, follows research on serums used historically by official authorities in interrogation processes as a means to obtain information without using torture. The effects of truth drugs were first examined in the 1920’s, and heavily used by the CIA during the Cold War. The present artwork echoes the debate around art’s freedom in the fear and increasing security regime that has emerged after 9/11, while drawing on the cultural history of so-called truth drugs and recent discussions about their use in the interrogation of suspected terrorists.

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Scopolamine, an ingredient used in truth serums (image courtesy of Neil White)

The use of truth serums is actually illegal but after 9/11 there have been talks (mostly in the press) of using the method again during interrogations by the FBI and the CIA, even though truth serums are more an art than a science.

The installation at FACT combines a space concealed behind a white door and a series of video works that reflect on the aesthetics of terrorist messages, using a dark clown as an anonymous spokesman who reflects on the possibility of carrying out mass self-experimentation with truth drugs as a form of self-defence.

On 29 March 2008, volunteers will be able to participate to the performative part of the Truth Serum installation in support of freedom from artistic censorship.

In a central (and still secret) Liverpool location, participants will willingly submit themselves to a short psychological experiment based on substantiating Truth lasting around 10 minutes. The aim is to probe an atmosphere of paranoia spreading since 9/11.

More information to participate.

My pictures and FACT pictures.

sk-interfaces is on view until March 30 and launches FACT’s Human Futures programme which includes 3 sections – My Body (SK-Interfaces), My Mind and My World, each one hosting a major exhibition, conference and research focus. You can follow its development through Human Futures blog.

Related: They make art not bioterrorism, Jens Hauser’s presentation in Aix en Provence (part 1 and 2.)

Robotic hunting trophies

France Cadet had showed us slides of the Hunting Trophies she was working on during the presentation she gave at De l’objet de laboratoire au sujet social (From Laboratory Object to Social Subject), a week of lectures, screenings and workshops she organized at the Ecole d’Art d’Aix en Provence (France.) That was last November and i’ve been looking forward to see the final result of the work ever since. That day has come, yeah!

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Panthera Leo (Lion)

Hunting Trophies is a collection of 11 hunting trophies hung on the wall. They feature the most frequent species used in taxidermy for the realization of wall trophies, mainly deer and cat family. Instead of being real taxidermied animals they are chests of modified I-Cybie robots.

An infrared sensor allows the robots, each in its own way, to detect the presence but also the movements of visitors.

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Wall of trophies

As you approach, the robots turn their heads in your direction, their eyes light up, come too close and the robot suddenly growls. The closer you get, the more aggressive its behaviour.

If you walk fast facing the wall of trophies, a chain reaction will emerge such as a wave of protestation following your walk and manifesting their anger at having been tracked, chased, killed, cut up and exhibited as decorative icons.

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Phacochoerus Africanus (African Warthog)

After raising the side effects and dangers of cloning, eugenics, and other animal experiments in Dog[LAB]01 and Dog[LAB]02, France Cadet chose to focus on a problem which concerns each of us as, this time, we cannot pretend that scientists and directors of laboratories or factories are the sole responsible for it: the unequal consideration given to animals and humans and even between different animals species. Nobody would want to eat their pet, but most don’t really care about the fact that some animals are bred for the sole purpose of making food or clothes, that others are hunt for sport, or are the subject of experiments to create unnecessary, yet safe products.

Just how far can we justify human power of life and death over animals?

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Rhinoceros Unicornis (Asian Rhinoceros)

The idea of the Animal-Machine has long been overtaken by the idea of a pain-feeling animal. Peter Singer argues that because animals have the ability to experience pain and suffering, they should be granted the same moral considerations as any other sentient being.

Besides, these trophies raise new issues about the robots’ quality, function and integration into society: Are they different robots species? Rare species facing extinction? Are they the testimony of a future world where androids would be facing extinction? Or where they would have supplanted real animals such as in Philip K.Dick’s vision? Will we need a Susan Calvin, the robopsychologist of Asimov’s novels?

After all, there are already an AIBO clinic and a AIBO hospital.

In his wonderful book, Les Machines apprivoisées (Tamed Machines), Frédéric Kaplan invites us to reflect upon the place that these creatures could have one day in our society. And beyond that, will we one day be able/allowed to kill robots? With more impunity than animals? Which ones have and will have more value? More respect? More rights?

All images courtesy of France Cadet.

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Cervus Elaphus Barbarus (North Africa Deer)