MachineMachine /stream - search for activism https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[TikTok Cultures Research Network (Methodologies)]]> https://tiktokcultures.com/tiktok-methodologies/

The TikTok Cultures Research Network held its third virtual event TikTok Methodologies on 19 July 2021 hosted by founding members Associate Professor Crystal Abidin, Professor Patrik Wikström, and Dr D. Bondy Valdovinos Kaye.

The field of digital media research is rapidly expanding to include innovative and exciting TikTok research. As one of the most widely used digital short video platforms around the world, TikTok is a key social arena to study global youth culture, creativity, professionalization, and activism. This event was a critical forum for discussion on TikTok research frameworks and methodologies from emerging voices in the field.

]]>
Tue, 09 Nov 2021 01:33:32 -0800 https://tiktokcultures.com/tiktok-methodologies/
<![CDATA[An Open P2P Resource for AI technology: Art, Academia and Activism – Marc Garrett. Exploring Class in Postdigital Cultures]]> https://marcgarrett.org/2020/09/11/an-open-p2p-resource-for-ai-technology-art-academia-and-activism/

An open knowledge list for all to add to, use, and share with others.

]]>
Wed, 14 Oct 2020 23:59:31 -0700 https://marcgarrett.org/2020/09/11/an-open-p2p-resource-for-ai-technology-art-academia-and-activism/
<![CDATA[Critical Designer, Activist Engineer: Making Things and Making Things Happen]]> https://aplusa.org/courses/critical-designer-slash-activist-engineer/

What happens when design and engineering research results in activism, human rights work, politics, or matters of equity and justice? Engineers and designers are often thought of as “problem-solvers” in mostly technical, practical, and formal senses. But this class explores the equally compelling history of engineering and design projects that raise difficult questions, aid marginalized communities, address urgent social issues, or create new social conditions.We’ll talk to designers, artists, and engineers who work on issues of sustainability, power, health, education, and more. And we’ll run our own experiments in creative design work for the public good. The class includes significant reading, field trip(s) and guest lectures, short experiments, and a culminating project.We want you to witness and be inspired by the exciting, expansive fields of what are variously called social design, engineering for the public good, socially engaged art practices, and many other names. However, we also want you to be well versed in the many, many pitfalls of so-called “activist” work with technology—when it’s under-informed, poorly researched, focused on form and not on substance, it risks not only being ineffective, but can lead to actual harm. We take this risk seriously, so this course will have you mostly listening, learning, listening and learning some more, and, finally proposing—not carrying out fully-fledged projects in one semester. Trust us on this: We can have fun and be at play with ideas while also operating with due diligence as socially-minded engineers and designers. Humility and questions are your trusty companions here, your true north. We want to help you to lay a foundation; you will have many, many future opportunities to build the house.

]]>
Wed, 09 Sep 2020 03:59:27 -0700 https://aplusa.org/courses/critical-designer-slash-activist-engineer/
<![CDATA[Openly shared AI Resource List - Google Docs]]> https://docs.google.com/document/d/12QdXLmEKQZadQeFcKFm1U46EGfMu-T4KR2fwCp6L88M/edit?usp=drivesdk&usp=embed_facebook&usp=embed_facebook&usp=embed_facebook&usp=embed_facebook

List of AI in: Academia, Technology and Activism - An Openly shared Resource with Peers. (Title to be changed soon) The Cultural Production of Art and AI: Investigating various methods such as: computer vision, artificial intelligence, neurorobotics, speech recognition, generative writing, ge...

]]>
Fri, 10 Jul 2020 04:59:04 -0700 https://docs.google.com/document/d/12QdXLmEKQZadQeFcKFm1U46EGfMu-T4KR2fwCp6L88M/edit?usp=drivesdk&usp=embed_facebook&usp=embed_facebook&usp=embed_facebook&usp=embed_facebook
<![CDATA[#Additivism Workshop: Designing Post-Natural Futures (Athens,...]]> http://additivism.org/post/161350512856

Additivism Workshop: Designing Post-Natural Futures (Athens, 10-11 Jun 2017)

12:00-18:00 - Diplareios School (Theatrou sq 3, Athens centre)This #additivism workshop led by Daniel Rourke and Geraldine Juárez invites us to an exploration of post-natural history, geo-history and Mediterranean world-ecologies, emphasizing critical perspectives driven from the intersection of art, design and activism. #Additivism, which takes 3D fabrication as its critical framework, is a portmanteau of additive and activism that exemplifies radical approaches to collective action, extending from the local through to geological timescales.In this two day workshop, we will identify and name the epistemic conditions under which “post-nature” emerges and thrives. We will take into account the additive logic of extractivism and its deep legacy in the form of techno-scientific projects such as bio- and geo-engineering. We will consider Mediterranean world-ecologies and imagine structures of knowledge and action able to exist outside or beyond “the Eurocene and Technocene initiated by Europeans.”What is Post-Nature and how does it relate to Earth’s deep geological time? In what ways could 3D fabrication affect tomorrow’s techno-natural environments? Can radical applications and speculations about its use assist in understanding the planet’s ongoing transformations?

]]>
Fri, 02 Jun 2017 05:06:00 -0700 http://additivism.org/post/161350512856
<![CDATA[Transmediale 2017 (events)]]> http://machinemachine.net/text/ideas/transmediale-2017/

I just came back from two jam packed weeks at Transmediale festival, 2017. Morehshin Allahyari and I were involved in a wealth of events, mostly in relation to our #Additivism project. Including: On the Far Side of the Marchlands: an exhibition at Schering Stiftung gallery, featuring work by Catherine Disney, Keeley Haftner, Brittany Ransom, Morehshin and myself.

Photos from the event are gathered here.

The 3D Additivist Cookbook european launch: held at Transmediale on Saturday 4th Feb.

Audio of the event is available here.

Singularities: a panel and discussion conceived and introduced by Morehshin and myself. Featuring Luiza Prado & Pedro Oliveira (A parede), Rasheedah Phillips, and Dorothy R. Santos.

Audio of the entire panel is available here. The introduction to the panel – written by Morehshin and myself – can be found below. Photos from the panel are here.

Alien Matter exhibition: curated by Inke Arns as part of Transmediale 2017. Featuring The 3D Additivist Cookbook and works by Joey Holder, Dov Ganchrow, and Kuang-Yi Ku.

Photos from the exhibition can be found here.

 

Singularities Panel delivered at Transmediale, Sunday 5th February 2017 Introduction by Morehshin Allahyari and Daniel Rourke   Morehshin: In 1979, the Iranian Islamic revolution resulted in the overthrowing of the Pahlavi deen-as-ty and led to the establishment of an Islamic republic. Many different organizations, parties and guerrilla groups were involved in the Iranian Revolution. Some groups were created after the fall of Pahlavi and still survive in Iran; others helped overthrow the Shah but no longer exist. Much of Iranian society was hopeful about the coming revolution. Secular and leftist politicians participated in the movement to gain power in the aftermath, believing that Khomeini would support their voice and allow multiple positions and parties to be active and involved in the shaping of the post-revolution Iran. Like my mother – a Marxist at the time – would always say: The Iranian revolution brought sudden change, death, violence in unforeseen ways. It was a point, a very fast point of collapse and rise. The revolution spun out of control and the country was taken over by Islamists so fast that people weren’t able to react to it; to slow it; or even to understand it. The future was now in the hands of a single party with a single vision that would change the lives of generations of Iranians, including myself, in the years that followed. We were forced and expected to live in one singular reality. A mono authoritarian singularity. In physics, a singularity is a point in space and time of such incredible density that the very nature of reality is brought into question. Associated with elusive black holes and the alien particles that bubble out of the quantum foam at their event horizon, the term ‘singularity’ has also been co-opted by cultural theorists and techno-utopianists to describe moments of profound social, political, ontological or material transformation. The coming-into-being of new worlds that redefine their own origins. For mathematicians and physicists, singularities are often considered as ‘bad behaviour’ in the numbers and calculations. Infinite points may signal weird behaviours existing ‘in’ the physical world: things outside or beyond our ability to comprehend. Or perhaps, more interestingly, a singularity may expose the need for an entirely new physics. Some anomalies can only be made sense of by drafting a radically new model of the physical world to include them. For this panel we consider ‘bad behaviours’ in social, technological and ontological singularities. Moments of profound change triggered by a combination of technological shifts, cultural mutations, or unforeseen political dramas and events. Like the physicists who comprehend singularities in the physical world, we do not know whether the singularities our panelists highlight today tell us something profound about the world itself, or force us to question the model we have of the world or worlds. Daniel: As well as technological or socio-political singularities, this panel will question the ever narcissistic singularities of ‘I’, ‘here’ and ‘now’ – confounding the principles of human universality upon which these suppositions are based. We propose ‘singularities’ as eccentric and elusive figures in need of collective attention. It is no coincidence that ‘Singularity’ is often used as a term to indicate human finitude. Self-same subjects existing at particular points in time, embedded within particular contexts, told through a singular history or single potential future. The metaphor of the transformative Singularity signals not one reality ‘to come’, nor even two realities – one moved from and one towards – but of many, all dependant on who the subject of the singularity is and how much autonomy they are ascribed. The ‘Technological’ Singularity is a myth of the ‘transhumanists’, a group of mainly Western, commonly white, male enthusiasts, who ascribe to the collective belief that technology will help them to become ‘more than human’… ‘possessed of drastically augmented intellects, memories, and physical powers.’ As technological change accelerates, according to prominent Transhumanist Ray Kurzweil, so it pulls us upwards in its wake. Kurzweil argues that as the curve of change reaches an infinite gradient reality itself will be brought into question: like a Black Hole in space-time subjects travelling toward this spike will find it impossible to turn around, to escape its pull. A transformed post-human reality awaits us on the other side of the Technological Singularity. A reality Kurzweil and his ilk believe ‘we’ will inevitably pass into in the coming decades. In a 2007 paper entitled ‘Droppin’ Science Fiction’, Darryl A. Smith explores the metaphor of the singularity through Afro-American and Afrofuturist science fiction. He notes that the metaphor of runaway change positions those subject to it in the place of Sisyphus, the figure of Greek myth condemned to push a stone up a hill forever. For Sisyphus to progress he has to fight gravity as it conspires with the stone to pull him back to the bottom of the slope. The singularity in much science fiction from black and afro-american authors focusses on this potential fall, rather than the ascent:

“Here, in the geometrics of spacetime, the Spike lies not at the highest point on an infinite curve but at the lowest… Far from being the shift into a posthumanity, the Negative Spike is understood… as an infinite collapsing and, thus, negation of reality. Escape from such a region thus requires an opposing infinite movement.”

The image of a collective ‘push’ of the stone of progress up the slope necessarily posits a universal human subject, resisting the pull of gravity back down the slope. A universal human subject who passes victorious to the other side of the event horizon. But as history has shown us, technological, social and political singularities – arriving with little warning – often split the world into those inside and those outside their event horizons. Singularities like the 1979 Iranian revolution left many more on the outside of the Negative Spike, than the inside. Singularities such as the Industrial Revolution, which is retrospectively told in the West as a tale of imperial and technological triumph, rather than as a story of those who were violently abducted from their homelands, and made to toil and die in fields of cotton and sugarcane. The acceleration toward and away from that singularity brought about a Negative Spike so dense, that many millions of people alive today still find their identities subject to its social and ontological mass. In their recent definition of The Anthropocene, the International Commission on Stratigraphy named the Golden Spike after World War II as the official signal of the human-centric geological epoch. A series of converging events marked in the geological record around the same time: the detonation of the first nuclear warhead; the proliferation of synthetic plastic from crude oil constituents; and the introduction of large scale, industrialised farming practices, noted by the appearance of trillions of discarded chicken bones in the geological record. Will the early 21st century be remembered for the 9/11 terrorist event? The introduction of the iPhone, and Twitter? Or for the presidency of Donald J Trump? Or will each of these extraordinary events be considered as part of a single, larger shift in global power and techno-mediated autonomy? If ‘we’ are to rebuild ourselves through stronger unities, and collective actions in the wake of recent political upheavals, will ‘we’ also forego the need to recognise the different subjectivities and distinct realities that bubble out of each singularity’s wake? As the iPhone event sent shockwaves through the socio-technical cultures of the West, so the rare earth minerals required to power those iPhones were pushed skywards in value, forcing more bodies into pits in the ground to mine them. As we gather at Transmediale to consider ai, infrastructural, data, robotic, or cyborgian revolutions, what truly remains ‘elusive’ is a definition of ‘the human’ that does justice to the complex array of subjectivities destined to be impacted – and even crafted anew – by each of these advances. In his recent text on the 2011 Fukushima Daiichi nuclear disaster Jean-Luc Nancy proposes instilling “the condition of an ever-renewed present” into the urgent design and creation of new, mobile futures. In this proposition Nancy recognises that each singularity is equal to all others in its finitude; an equivalence he defines as “the essence of community.” To contend with the idea of singularities – plural – of ruptures as such, we must share together that which will forever remain unimaginable alone. Morehshin: This appeal to a plurality of singularities is easily mistaken for the kinds of large scale collective action we have seen in recent years around the world. From the Arab Springs, and Occupy Movement through to the recent Women’s March, which took place not 24 hours after the inauguration of Donald Trump. These events in particular spoke of a universal drive, a collective of people’s united against a single cause. Much has been written about the ‘human microphone’ technique utilized by Occupy protesters to amplify the voice of a speaker when megaphones and loud speakers were banned or unavailable. We wonder whether rather than speak as a single voice we should seek to emphasise the different singularities enabled by different voices, different minds; distinct votes and protestations. We wonder whether black and brown protestors gathered in similar numbers, with similar appeals to their collective unity and identity would have been portrayed very differently by the media. Whether the radical white women and population that united for the march would also show up to the next black lives matter or Muslim ban protests. These are not just some academic questions but an actual personal concern… what is collectivism and for who does the collective function? When we talk about futures and worlds and singularities, whose realities are we talking about? Who is going to go to Mars with Elon Musk? And who will be left? As we put this panel together, in the last weeks, our Manifesto’s apocalyptic vision of a world accelerated to breaking point by technological progress began to seem strangely comforting compared to the delirious political landscape we saw emerging before us. Whether you believe political mele-ee-ze, media delirium, or the inevitable implosion of the neo-liberal project is to blame for the rise of figures like Farage, Trump or – in the Philippines – the outspoken President Rodrigo Duterte, the promises these figures make of an absolute shift in the conditions of power, appear grand precisely because they choose to demonize the discrete differences of minority groups, or attempt to overturn truths that might fragment and disturb their all-encompassing narratives. Daniel: The appeal to inclusivity – in virtue of a shared political identity – often instates those of ‘normal’ body, race, sex, or genome as exclusive harbingers of the-change-which-should – or so we are told, will – come. A process that theorist Rosi Braidotti refers to as a ‘dialectics of otherness’ which subtly disguises difference, in celebration of a collective voice of will or governance. Morehshin: Last week on January 27, as part of a plan to keep out “Islamic terrorists” outside of the United States Trump signed an order, that suspended entry for citizens of seven countries for 90 days. This includes Iran, the country I am a citizen of. I have lived in the U.S. for 9 years and hold a green-card which was included in Trump’s ban and now is being reviewed case by case for each person who enters the U.S.. When the news came out, I was already in Berlin for Transmediale and wasn’t sure whether I had a home to go back to. Although the chaos of Trump’s announcement has now settled, and my own status as a resident of America appears a bit more clear for now, the ripples of emotion and uncertainty from last week have coloured my experience at this festival. As I have sat through panels and talks in the last 3 days, and as I stand here introducing this panel about elusive events, potential futures and the in betweenness of all profound technological singularities… the realities that feel most significant to me are yet to take place in the lives of so many Middle-Easterners and Muslims affected by Trump’s ban. How does one imagine/re-imagine/figure/re-figure the future when there are still so many ‘presents’ existing in conflict? I grew up in Iran for 23 years, where science fiction didn’t really exist as a genre in popular culture. I always think we were discouraged to imagine the future other than how it was ‘imagined’ for us. Science-fiction as a genre flourishes in the West… But I still struggle with the kinds of futures we seem most comfortable imagining. THANKS   We now want to hand over to our fantastic panelists, to highlight their voices, and build harmonies and dissonances with our own. We are extremely honoured to introduce them: Dorothy Santos is a Filipina-American writer, editor, curator, and educator. She has written and spoken on a wide variety of subjects, including art, activism, artificial intelligence, and biotechnology. She is managing editor of Hyphen Magazine, and a Yerba Buena Center for the Arts fellow, where she is researching the concept of citizenship. Her talk today is entitled Machines and Materiality: Speculations of Future Biology and the Human Body. Luiza Prado and Pedro Oliveira are Brazilian design researchers, who very recently wrapped up their PhDs at the University of the Arts Berlin. Under the ‘A Parede’ alias, the duo researches new design methodologies, processes, and pedagogies for an onto-epistemological decolonization of the field. In their joint talk and performance, Luiza and Pedro will explore the tensions around hyperdense gravitational pulls and acts of resistance. With particular focus on the so-called “non-lethal” bombs – teargas and stun grenades – manufactured in Brazil, and exported and deployed all around the world. Rasheedah Phillips is creative director of Afrofuturist Affair: a community formed to celebrate, strengthen, and promote Afrofuturistic and Sci-Fi concepts and culture. In her work with ‘Black Quantum Futurism’, Rasheedah derives facets, tenets, and qualities from quantum physics, futurist traditions, and Black/African cultural traditions to celebrate the ability of African-descended people to see “into,” choose, or create the impending future. In her talk today, Rasheedah will explore the history of linear time constructs, notions of the future, and alternative theories of temporal-spatial consciousness.      

]]>
Thu, 09 Feb 2017 08:50:26 -0800 http://machinemachine.net/text/ideas/transmediale-2017/
<![CDATA[The New iPhone Might Shut Off Next Time You Try to Film the Police in Public | Mic]]> https://mic.com/articles/147377/the-new-i-phone-might-shut-off-next-time-you-try-to-film-the-police-in-public#.dJHxKCkAu

Anyone who has a smartphone is capable of whipping out a high-resolution camera and filming injustice in progress. That technology is how we've become exposed to police abuses nationwide and helped inspire a new wave of police reform activism.

]]>
Fri, 08 Jul 2016 04:05:43 -0700 https://mic.com/articles/147377/the-new-i-phone-might-shut-off-next-time-you-try-to-film-the-police-in-public#.dJHxKCkAu
<![CDATA[Fantastic 1st day of our #Art/#Activism > #Additivism workshop at District Berlin today. See you 7pm tomorrow night for our talk! <a href="https://transmediale.de/content/additivism-workshop-and-talk" rel="external">https://transmediale.de/content/additivism-workshop-and-talk</a>]]> https://www.instagram.com/p/BG9nPToApuw/ ]]> Wed, 22 Jun 2016 09:01:10 -0700 https://www.instagram.com/p/BG9nPToApuw/ <![CDATA[3D Printing & Art Activism Workshop + Talk and Q&A]]> http://additivism.org/post/145348230286

3D Printing & Art Activism Workshop + Talk and Q&A, District, Berlin (22nd+23rd June, 2016)Two-day workshop and public talk with Morehshin Allahyari & Daniel Rourke on 22 and 23 June 2016 at District, Berlin.WED, 22 June, 10:30-17:00 Workshop Day 1THU, 23 June, 10:30-17:00 Workshop Day 2THU, 23 June, 19:00-20:30 Public TalkDESIGN BEYOND THE HUMAN: An Introduction to The 3D Additivist CookbookA talk and Q&A session by Morehshin Allahyari and Daniel Rourke on the possibilities locked up in additivist technologies, with particular focus on the work of the critically renowned and emerging artists, makers, and theorists included in the forthcoming 3D Additivist Cookbook.In this talk the artist-activist Morehshin Allahyari and writer-artist Daniel Rourke will tackle the question of what it means to design beyond the human. Is it better to try to change the world or change ourselves, and what are the implications of taking a position in this debate?3D PRINTING & ART ACTIVISM WORKSHOP“Only self-contradictory practices are true in a deeper sense of the word. In our contemporary world, only art indicates the possibility of revolution as a radical change beyond the horizon of our present desires and expectations.” - On Art Activism - Boris GroysWe believe technology can open up new perspectives, providing people with the means to challenge the structures, ideas, and institutions that maintain the status quo. But technological change is - almost by definition - tied to the functions of capitalism: a system that profits the few, often at the expense of civil liberties or the environment.For this workshop, we call creators and thinkers to challenge and action around a technology filled with hope and promise: the 3D printer. After considering the metaphorical and practical implications of additive processes, and exploring the revolutionary spaces opened up by ‘Art Activism’, workshop participants will devise practical and conceptual 3D printable designs that have radical implications. We will then discuss and explore the potential of ‘Disobedient Objects’ and their influence on social and political movements. We will reconsider activism as a form of ‘change’ and question the notion of ‘problem solving’ using dystopia, horror, and weirding as methodologies.Some Questions to Consider:What does it mean to be ‘radical’ in our contemporary society?How can we use technologies as tools of resistance and collective action?What does Activism mean today?Participants will work on devising their own ‘radical’ ideas, and blueprints for a 3D printed design that has the potential as a tool for activism with particular emphasis on sparking creative and critical debate.Preparing for the Workshop:Watch The 3D Additivist ManifestoBrowse the extensive additivism.org archiveDownload The Additivism Reader: Browse the reader + Read what interests you + Make notesMaterials participants will need to bring:Laptop computer Pens, paper Participants are encouraged to look through the reader that we have provided prior to the workshop.The work produced in the workshop will be shared online as part of our additivism.org blog and diverse social network. We encourage participants to continue working on their ideas after the workshop for possible submission and inclusion in the forthcoming 3D Additivist Cookbook - to be published online and in print in late 2016.Workshop application:In order to participate in the workshop, please send Daniel and Morehshin a short email on why you want to take part: 3d@additivism.org

]]>
Fri, 03 Jun 2016 02:07:56 -0700 http://additivism.org/post/145348230286
<![CDATA[Against Activism | The Baffler]]> http://thebaffler.com/salvos/against-activism

Almost a decade ago I attended a conference called “1968” at a nondescript college in New Jersey. Mark Rudd, a student radical turned community college math instructor living out his retirement in New Mexico, delivered the keynote.

]]>
Wed, 23 Mar 2016 13:45:35 -0700 http://thebaffler.com/salvos/against-activism
<![CDATA[#Additivism: An Encounter with The Fluid Outside]]> https://vimeo.com/158453730

SONIC ACTS ACADEMY #Additivism: An Encounter with The Fluid Outside 28 February 2016 - De Brakke Grond, Amsterdam, the Netherlands --- A talk and Q&A session by Morehshin Allahyari and Daniel Rourke about The 3D Additivist Manifesto + The 3D Additivist Cookbook and the artist’s own research and practice in relationship to #Additivism, activism, and critical/poetic approaches to 3D printing. #Additivism is a collaboration between artist and activist Morehshin Allahyari and writer/artist/academic Daniel Rourke. In March 2015 they released The 3D Additivist Manifesto: a call to push additive manufacturing technologies to their absolute limits and beyond, into the realm of the speculative, the provocative and the weird. They then issued a call for submissions for a radical ‘Cookbook‘ of blueprints, designs, 3D print templates, and essays on the topics raised by their Manifesto including text and projects on environmental ethics, objects in movements for social and political change, the renewed contemporary significance of the artist manifesto by the likes of the Accelerationist and Xenofeminist movements, and the potential of radical intervention in contemporary technocapitalism.Cast: Sonic Acts

]]>
Fri, 18 Mar 2016 04:48:27 -0700 https://vimeo.com/158453730
<![CDATA[Art and activism collide at Iraqi artefact exhibition in Toronto]]> http://www.middleeasteye.net/news/art-and-activism-collide-iraqi-artefact-exhibition-1186982388

TORONTO, Canada - The mood is haunting at Morehshin Allahyari’s first solo exhibition in Canada, as a dozen reconstructed artefacts destroyed by Islamic State (IS) group fighters look up from ledges and beneath glass casings.

]]>
Thu, 17 Mar 2016 17:04:55 -0700 http://www.middleeasteye.net/news/art-and-activism-collide-iraqi-artefact-exhibition-1186982388
<![CDATA[The era of human scale activism is over.]]> https://twitter.com/therourke/statuses/646439402642776065 ]]> Tue, 22 Sep 2015 14:42:18 -0700 https://twitter.com/therourke/statuses/646439402642776065 <![CDATA[One artist’s mission to 3D-print the artifacts that ISIS...]]> http://additivism.org/post/124251346241

One artist’s mission to 3D-print the artifacts that ISIS destroyed A really well-researched and well-written article by Selena Larson on Morehshin’s Material Speculation:ISIS project, 3D printing, Activism, and The 3D Additivist Manifesto.

]]>
Thu, 16 Jul 2015 09:48:58 -0700 http://additivism.org/post/124251346241
<![CDATA[It’s the End of the World as We Know It . . . and He Feels Fine]]> http://www.nytimes.com/2014/04/20/magazine/its-the-end-of-the-world-as-we-know-it-and-he-feels-fine.html?_r=1

Late one night last August, on the chalk downlands of southern England, Paul Kingsnorth stood in a field beside an old-growth forest, two yurts and a composting toilet. Kingsnorth is 41, tall, slim and energetic, with sweeping brown hair and a sparse beard. He wears rimless glasses and a silver stud in his ear, and he talks with great ardor, often apologizing for having said too much or for having said it too strongly.

Continue reading the main story FEATURED COMMENT

M The forces at play are enormous. The time for 'facing the difficulties' was decades ago. Despair is, frankly, the only option because there are no other options. 515 COMMENTS On this occasion, Kingsnorth was silent. It was the final night of Uncivilization, an outdoor festival run by the Dark Mountain Project, a loose network of ecologically minded artists and writers, and he was standing with several dozen others waiting for the festival’s midnight ritual to begin. Kingsnorth, a founder of the group, had already taken part in several sessions that day, including one on contemporary nature writing; a panel about the iniquities of mainstream psychiatric care; and a reading from his most recent book, “The Wake,” a novel set in the 11th century and written in a “shadow language” — a mash-up of Old and modern English. He had also helped his two young children assemble a train set while trying to encapsulate his views on climate change and environmental degradation in what Kingsnorth describes as an era of global disruption. The “human machine,” as he sometimes puts it, has grown to such a size that breakdown is inevitable. What, then, do we do?

In the clearing, above a pyre, someone had erected a tall wicker sculpture in the shape of a tree, with dense gnarls and hanging hoops. Four men in masks knelt at the sculpture’s base, at cardinal compass points. When midnight struck, a fifth man, his head shaved smooth and wearing a kimono, began to walk slowly around them. As he passed the masked figures, each ignited a yellow flare, until finally, his circuit complete, the bald man set the sculpture on fire. For a couple of minutes, it was quiet. Then as the wicker blazed, a soft chant passed through the crowd, the words only gradually becoming clear: “We are gathered. We are gathered. We are gathered.”

After that came disorder. A man wearing a stag mask bounded into the clearing and shouted: “Come! Let’s play!” The crowd broke up. Some headed for bed. A majority headed for the woods, to a makeshift stage that had been blocked off with hay bales and covered by an enormous nylon parachute. There they danced, sang, laughed, barked, growled, hooted, mooed, bleated and meowed, forming a kind of atavistic, improvisatory choir. Deep into the night, you could hear them from your tent, shifting every few minutes from sound to sound, animal to animal and mood to mood.

The next morning over breakfast, Dougie Strang, a Scottish artist and performer who is on Dark Mountain’s steering committee, asked if I’d been there. When he left, at 3 a.m., he said, people were writhing in the mud and singing, in harmony, the children’s song “Teddy Bears’ Picnic.” (“If you go down in the woods today, you’re sure of a big surprise.”) “Wasn’t it amazing?” he said, grinning. “It really went mental. I think we actually achieved uncivilization.”

The Dark Mountain Project was founded in 2009. From the start, it has been difficult to pin down — even for its members. If you ask a representative of the Sierra Club to describe his organization, he will say that it promotes responsible use of the earth’s resources. When you ask Kingsnorth about Dark Mountain, he speaks of mourning, grief and despair. We are living, he says, through the “age of ecocide,” and like a long-dazed widower, we are finally becoming sensible to the magnitude of our loss, which it is our duty to face.

Kingsnorth himself arrived at this point about six years ago, after nearly two decades of devoted activism. He had just completed his second book, “Real England,” a travelogue about the homogenizing effects of global capitalism on English culture and character. “Real England” was a great success — the first of his career. All the major newspapers reviewed the book; the archbishop of Canterbury and David Cameron (then the opposition leader) cited it in speeches; Mark Rylance, the venerated Shakespearean actor, adopted it as a kind of bible during rehearsals for his hit play “Jerusalem.” Yet Kingsnorth found himself strangely ambivalent about the praise. “Real England” was a painful book to write. For months he interviewed publicans, shopkeepers and farmers fighting to maintain small, traditional English institutions — fighting and losing. Everywhere Kingsnorth traveled, he saw the forces of development, conglomeration and privatization flattening the country. By the time he published his findings, he was in little mood to celebrate.

At the same time, he felt his longstanding faith in environmental activism draining away. “I had a lot of friends who were writing about climate change and doing a lot of good work on it,” he told me during a break from his festival duties. “I was just listening and looking at the facts and thinking: Wow, we are really screwed here. We are not going to stop this from happening.”

The facts were indeed increasingly daunting. The first decade of the 21st century was shaping up to be the hottest in recorded history. In 2007, the Arctic sea ice shrank to a level not seen in centuries. That same year, the NASA climatologist James Hansen, who has been ringing the climate alarm since the 1980s, announced that in order to elude the most devastating consequences, we’d need to maintain carbon dioxide in the atmosphere at a level of 350 parts per million. But we’d already surpassed 380, and the figure was rising. (It has since reached 400 p.p.m.) Animal and plant species, meanwhile, were dying out at a spectacular rate. Scientists were beginning to warn that human activity — greenhouse-gas emissions, urbanization, the global spread of invasive species — was driving the planet toward a “mass extinction” event, something that has occurred only five times since life emerged, 3.5 billion years ago.

“Everything had gotten worse,” Kingsnorth said. “You look at every trend that environmentalists like me have been trying to stop for 50 years, and every single thing had gotten worse. And I thought: I can’t do this anymore. I can’t sit here saying: ‘Yes, comrades, we must act! We only need one more push, and we’ll save the world!’ I don’t believe it. I don’t believe it! So what do I do?”

The first thing that Kingsnorth did was draft a manifesto. Also called “Uncivilization,” it was an intense, brooding document that vilified progress. “There is a fall coming,” it announced. “After a quarter-century of complacency, in which we were invited to believe in bubbles that would never burst, prices that would never fall . . . Hubris has been introduced to Nemesis.”

The initial print run of “Uncivilization” was only 500 copies. Yet the manifesto gained widespread attention. The philosopher John Gray reviewed it in The New Statesman. Professors included it on their reading lists. An events space in Wales invited Kingsnorth and Dougald Hine, Dark Mountain’s co-founder, to put on a festival; 400 people showed up. Doug Tompkins, the billionaire who started the outdoor-apparel company the North Face, and his wife, Kristine Tompkins, the former C.E.O. of Patagonia, offered financing and invited Kingsnorth and his family to spend two months on land they own in southern Chile.

There were others, however, who saw Kingsnorth’s new work as a betrayal. With waters rising, deserts spreading and resource wars looming, how could his message be anything but reckless — even callous? He and his sympathizers were branded “doomers,” “nihilists” and (Kingsnorth’s favorite epithet) “crazy collapsitarians.” One critic, a sustainability advocate, published an essay in The Ecologist — a magazine Kingsnorth once helped run — comparing Dark Mountaineers to the complacent characters in the Douglas Adams novel “The Restaurant at the End of the Universe”: “Diners [who] enjoyed watching the obliteration of life, the universe and everything whilst enjoying a nice steak.”

Kingsnorth regards such charges with equanimity, countering that the only hope he has abandoned is false hope. The great value of Dark Mountain, he has claimed, is that it gives people license to do the same. “Whenever I hear the word ‘hope’ these days, I reach for my whiskey bottle,” he told an interviewer in 2012. “It seems to me to be such a futile thing. What does it mean? What are we hoping for? And why are we reduced to something so desperate? Surely we only hope when we are powerless?”

Instead of trying to “save the earth,” Kingsnorth says, people should start talking about what is actually possible. Kingsnorth has admitted to an ex-activist’s cynicism about politics as well as to a worrying ambivalence about whether he even wants civilization, as it now operates, to prevail. But he insists that he isn’t opposed to political action, mass or otherwise, and that his indignations about environmental decline and industrial capitalism are, if anything, stronger than ever. Still, much of his recent writing has been devoted to fulminating against how environmentalism, in its crisis phase, draws adherents. Movements like Bill McKibben’s 350.org, for instance, might engage people, Kingsnorth told me, but they have no chance of stopping climate change. “I just wish there was a way to be more honest about that,” he went on, “because actually what McKibben’s doing, and what all these movements are doing, is selling people a false premise. They’re saying, ‘If we take these actions, we will be able to achieve this goal.’ And if you can’t, and you know that, then you’re lying to people. And those people . . . they’re going to feel despair.”

Whatever the merits of this diagnosis (“Look, I’m no Pollyanna,” McKibben says. “I wrote the original book about the climate for a general audience, and it carried the cheerful title ‘The End of Nature’ ”), it has proved influential. The author and activist Naomi Klein, who has known Kingsnorth for many years, says Dark Mountain has given people a forum in which to be honest about their sense of dread and loss. “Faced with ecological collapse, which is not a foregone result, but obviously a possible one, there has to be a space in which we can grieve,” Klein told me. “And then we can actually change.”

Kingsnorth would agree with the need for grief but not with the idea that it must lead to change — at least not the kind of change that mainstream environmental groups pursue. “What do you do,” he asked, “when you accept that all of these changes are coming, things that you value are going to be lost, things that make you unhappy are going to happen, things that you wanted to achieve you can’t achieve, but you still have to live with it, and there’s still beauty, and there’s still meaning, and there are still things you can do to make the world less bad? And that’s not a series of questions that have any answers other than people’s personal answers to them. Selfishly it’s just a process I’m going through.” He laughed. “It’s extremely narcissistic of me. Rather than just having a personal crisis, I’ve said: ‘Hey! Come share my crisis with me!’ ”

In 2012, in the nature magazine Orion, Kingsnorth began to publish a series of essays articulating his new, dark ecological vision. He set his views in opposition to what he called neo-environmentalism — the idea that, as he put it, “civilization, nature and people can only be ‘saved’ by enthusiastically embracing biotechnology, synthetic biology, nuclear power, geoengineering and anything else with the prefix ‘new’ that annoys Greenpeace.” Or as Stewart Brand, the 75-year-old “social entrepreneur” best known as the publisher of the " Whole Earth Catalog,” has put it: “We are as gods and have to get good at it.”

For Kingsnorth, the notion that technology will stave off the most catastrophic effects of global warming is not just wrong, it’s repellent — a distortion of the proper relationship between humans and the natural world and evidence that in the throes of crisis, many environmentalists have abandoned the principle that “nature has some intrinsic, inherent value beyond the instrumental.” If we lose sight of that ideal in the name of saving civilization, he argues, if we allow ourselves to erect wind farms on every mountain and solar arrays in every desert, we will be accepting a Faustian bargain.

When Kingsnorth describes how he came to this way of thinking, he nearly always begins with an ancient chalk hill outside Winchester, not far from the site of the recent Uncivilization festival. It was 1992, and the conservative British government was about to break ground on a vast network of highways across England.

The highways were proposed three years earlier by Margaret Thatcher, whose administration announced that they would constitute the “biggest road-building program since the Romans.” As it happened, they would also cut through areas that had remained unspoiled since the Romans. Direct opposition to the program began at a hill called Twyford Down, through which the government planned to build a six-lane highway. The purpose of the road was to reduce the commute to London by a matter of minutes. In 1992, a small band of radicals calling themselves the Dongas staged a demonstration. Soon road protests were popping up across the country, drawing support from itinerant hippies, the working classes and the nobility.

]]>
Thu, 01 May 2014 13:40:46 -0700 http://www.nytimes.com/2014/04/20/magazine/its-the-end-of-the-world-as-we-know-it-and-he-feels-fine.html?_r=1
<![CDATA[Artist Profile: Nick Briz]]> https://https:0//rhizome.org/editorial/2013/jul/15/artist-profile-nick-briz#new_tab

Part of an ongoing series of interviews with artists who have developed a significant body of work but may not (yet) be well known to our readers. Nick Briz is an artist/educator/organizer living in Chicago, and co-founder of the conference and festival GLI.TC/H. This interview took place via Google Drive.

Nick Briz, The Glitch Codec Tutorial (2010-2011). Screenshot from YouTube video. Daniel Rourke: You are involved in an “improvisational realtime/performance media art event” at the moment called “No Media,” where participants are explicitly discouraged from preparing before they take part, or from creating documentation of any kind. I was lucky enough to see the first iteration of No-Media at GLI.TC/H 2112. I think my favourite performance involved a collaboration between Evan Kühl (of Vaudeo Signal), Curt Cloninger and yourself, scrambling to get something, anything, to work. The mania of this performance stood out because of its simplicity. At base I was watching a blindfolded anarchic poet stammering over ambient noise, but it really felt as if something important had happened. I wanted to start from this stripped-back position. Before we talk about media, why no media? Nick Briz: NO-MEDIA was initially a performance experiment proposed by Jason Soliday for GLI.TC/H 2112 >> && Jason + Jeff + I have continued organizing ’em since. The premise is this: artists w/any kind of performative discipline (realtime A/V, jazz, dance, expanded cinema, noise, comedy, spoken word, etc) sign up. They get randomly paired w/two other performers at a random point in the evening (no one knows when or who until their names show up on the screen). They perform for 10mins. You’re not allowed to prepare any material (bring what tools/gear/props you want but there’s NO time set aside for preparation) and there’s NO documentation.  So far they’ve been a lot of fun, very messy + very inspiring. Re:my performance with Curt and Evan at the first NO-MEDIA, I’m not totally sure if this is the “something” you refer too… but for me there was a point a few mins into the performance where I realized what I was trying to do (some google chrome live coding) wasn’t going to work… and I stopped… and I looked over at Evan and Curt… and totally changed my game plan… I don’t want to go into detail re:what I started to project on a blindfolded Curt Cloninger… cause I don’t want to break the second rule of NO-MEDIA (no documentation DR: Your recent video essay, an open letter to Apple Computers, garnered a lot of support from glitch art / (new) media art communities. Can you talk about the politics of this work, and how it relates to glitch art methodologies? NB: My personal relationship w/Apple is as complicated as it is b/c of glitch >> intentionally invoking glitches is usually a kind of misuse… and when you misuse Apple technology the (often invisible) politix embedded in their systems become very clear + am forced to reconcile ’em. The video is about that impossible reconciliation between my tech dependencies && my politix. I made the video for a screening organized by jonCates of remixes of work from the Phil Morton Memorial Archive + is a [re]mix/make of his 1976 video tape General Motors, where Phil, an artist and professor at the School of the Art Institute of Chicago at the time, addresses similar issues re:his + his community’s relationship to && dependence on technology && tech-industries. As a professor at the same school + artist w/in the same community (nearly 40yrs later) dealing w/very similar problems w/similar industries… it seemed an appropriate issue to tackle && appropriate format to tackle it in. 

DR: Many of your projects tap into the “democratizing” potential of digital art, from your work to crack open codecs, through to your recent New Media One-Liner on The New Aesthetic, where you programmed and openly distributed a heap of scripts and libraries for anyone and everyone to mess around with. NB: Yea, one thing those two pieces have in common is my interest in the “tutorial” as a form (+  pedagogy in general). theNewAesthetic.js is an executable-essay / open-source javascript artware-library for quick [re]production of “New Aesthetic” compositions and related new-media art tropes. So by that I mean it’s literally a functional tool/utility with thorough documentation, examples and video tutorial, but it’s also an essay + my comment/critique on the whole NA conversation. The source code to the library can be read as a kind of code-essay. Similarly, the Glitch Codec Tutorial is a lesson in hacking video codecs to make glitch art, but also a video essay on the assumptions/influence digital systems make/have on us + their embedded politix + glitch’s potential (as a practice) to make us aware of these assumptions/influence.

Nick Briz, theNewAesthetic.Js (2012). Screenshot from online tutorial. DR: Now that “the glitch” has broken through into mainstream culture as a technical, aesthetic trope, does the glitch still have this political potential? Or is it merely a visual style? NB: As far as glitch’s political/social potential specifically, sometimes folks have a hard time understanding the obvious political ramifications b/c they conflate glitch (as a concept, a moment, a break) with the aesthetic its more commonly associated with; it’s becoming more important to separate these two things: glitch art && glitch aesthetics (or better: the aesthetics of digital artifacts). There’s obviously a venn-diagram overlap going on here, but not everything that loox “glitchy” is actually a “glitch” (or break in a system). For example, a datamoshing filter in a title sequence of a hollywood film might render the text with digital artifacts, but nothing’s actually “glitching” (technically or conceptually). Likewise, not all glitch art loox ‘glitchy.’ A great example is Glitchr, the online [ facebook, tumblr && twitter ] handle of artist + social media Interventionist, Laimonas Zakas. Glitchr has made it his mission to find + exploit bugs + holes w/in social media systems. His work is often formally “glitchy” but not in the compression artifact sense, but in the “zalgo” (overlapping/spilling unicode characters) sense. Though, my favorite glitchr posts aren’t formally “glitchy” at all. A couple of times he’s managed to post animated images on a facebook post && folks go crazy; a barrage of comments quickly follow below along the lines of “OMG how did you do that? show me show me show me” …and shortly after facebook will “fix” the bug/work. This leaves a frozen image the comments below now functioning as testimonials, and in that moment these [often] invisible politix embedded w/in the system are brought to the fore.   Glitchr (aka Laimonas Zakas), Twitter account (ongoing). Screenshot. This is the kind of perspective/approach many of us involved in the GLI.TC/H (as in the confernece/festival/gathering, not to be confused w/ your project glti.ch karaoke) are interested in. While most of us are also interested in the aesthetics of artifacts, this is different from (though it overlaps w/) our interest in the glitch as a break, a tactic, a slippage, an intervention—this is where it can become political. DR: I can read your work as a network of attempts to intervene in the course of things (for better or worse; with aesthetic, technical and/or social results). But the role of human intent in that disruption is trickier to determine. You motivate subjects to empower themselves through instigated complexities or stumbled upon accidents” [1] that are by definition beyond their control. How do you deal with this contradiction? Is there a “glitch politics”? And if so, is it more about human intervention or the intervention of the glitches themselves? NB: [ the perceived contradiction ]: can encouraging a digital practice like glitch art which compromises control still grant folks digital agency? Absolutely (we’re only compromising partial control afterall). Databending101 (a la stAllio!) for example: pick the pic you wanna hack (choice) + where && by which means (choice), then see what happens (chance); while the details w/in the composition of artifacts are usually beyond our control, it’s in peaking under the hood + the realizations/perspective that comes w/it that as practitioners/users/netizens we gain agency… not in the production of objects/artifacts. I like this “network of attempts to intervene,” I think definitely the majority of my better projects are nodes in an “intervention network” >> I’m thinking my artwarez, tutorialz, installations (virtual+physical), courses && organizational efforts >> worx/efforts which require participation. Personally, I’m less interested in aesthetic functionalism—in producing an object/artifact which is itself an end meant to be “experienced” or contemplated for its own sake. I’m interested in adding nodes to a larger network >> participating in specific conversations [ internet culture, digital rights, intellectual property, media && digital literacy, human>computer interface/relationships, etc ]; I do this by contributing projects that are often literally meant to be “used,” usually as a way to introduce/enable others to a convo + share my point/poke on/in/at a convo. Again, this is why I’m so interested in tutorials as a form, it can be a utility and an essay simultaneously. in re:to “glitch politi[x]” + human/glitch: I think glitches are human artifacts more so than digital ones. Computers don’t make mistakes, People do; programmers leave memory leaks, users input bad data… the computer will “bug” out in the same predictable way given the same bad data, we only call that moment a “glitch” when it catches us off guard. That moment can then become political when we leverage it as a tactic for political use: to call out the influence of predominantly invisible systems.  Second-Half Questionnaire: Age: 27 Location:Chicago, IL ▒▒▒▒▒▒▒▒▒▒▒▒▒   ✶  ✶  ✶  ✶ ▒▒▒▒▒▒▒▒▒▒▒▒▒ How long have you been working creatively with technology? How did you start? + Describe your experience with the tools you use. How did you start using them? + Where did you go to school? What did you study? I’m lucky to have a mom who as early as I was born (I was 0yrs she was 21yrs) gave me a sketch pad + pencils but also sat me down in front of her computer, which she built (she was an amatuer painter getting her BA in computer science). My mom taught me how to use Office95 when it came out (I was 9yrs) and I started making “games” with PowerPoint’s presentation mode. In middle-school/high-school I got way more into traditional media (illustration, photography and video) + went to film school (at the University of Central Florida) convinced I wanted to be a filmmaker. Even though I had been working commercially in wwweb dev since high school (with my cousin Paul Briz who taught me HTML in NotePad! O__O), it wasn’t till later in college that I realized… “oh shit! this is what I should be making wurk with && about” and quickly abandoned all the romantic-notions/fetishes I had for analog materials (like film). In college I found my way to Rhizome && UbuWeb + came across rad wurk folks were making in Chicago &&thus decided that’s where I needed to be >> applied to SAIC for grad-school >> moved to Chi + am wurking/living here now.   What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I call myself a ‘new-media artist’ because I use predominantly digital technologies to make wurk about digital culture. But I guess I could just as well call myself a conceptual +/or political +/or contemporary artist. I use the media which most appro[pirate]ly gets the job done… it’s 2013, so these tend to be wwweb/digital media.  Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? yea definitely, I usually refer to myself as an artist/educator/organizer, the lines between these are blurry (ex: I’m really interested in the ‘web video tutorial’ as a kinda essay-video form + makewurk in this form, but thesevideos I make are also simultaneously/literally tutorialz + I also simultaneously teach the same material atactualinstitutions). I mentioned before I make wurk with but also about digital culture + a major focus the last few years for me has been digital rights && digital literacy >> I make wurk about this + I teach courses on these subjects + I organize lots of events (shows/festivals/conferences) around these themes …these are blurry distinctions. Who are your key artistic influences? …should I list ’em? I’ve stolen ideas from a lot of folks >> some of them are dead: Marcel Duchamp, John Cage, Stan Brakhage, some of them are alive + I follow ’em online: Joshua Davis, Cory Doctorow, jodi, Evan Roth, Squarepusher, Elisa Kreisinger, Cornelius, Mary Flanagan, Olia Lialina, Alexei Shulgin + many of them are my friends/collaborators/students: jonCates, jon.satrom, Rosa Menkman, Evan Meaney… actually imma stop there and let that list feed into the next question… Have you collaborated with anyone in the art community on a project? With whom, and on what? Mos definitely yes!!! + my most valuable xperiences stem from these collaborations + revolve around community + this is why I moved to Chicago: to partake in these communities. For me these collaborations usually take the form of project/event-organizational ventures, the largest of which is probably the GLI.TC/H festival/conference/gathering, which I’ve been co-organizing (with lots of people, namely jon.satrom +Rosa Menkman) for over 3yrs now. I mentioned before the lines between artist/educator/organizer are pretty blurry >> what I mean by this is nuanced [save detailz] this is a mode of operating familiar to lots of Chicago [dirty] new-media folks which I’ve adopted + learned predominantly from wurking with jonCates (whose practice is much more nuanced/complex than I can get into + whose had an undeniable && guileful influence on me + many others here in Chi). I also wurk a lot w/jon.satrom [undoubtedly one of my biggest influences + one of the most brilliant artists on the planet] + currently working w/other local artists/educators/organizers like Christy LeMaster (on splitbeam) +Jason Soliday && Jeff Kolar (on NO-MEDIA) +Joseph (yyolk) Chiocchi (on 0p3nr3p0.net) + am constantly inspired by + partaking in new-media adventures w/other presently chicago-based folks: Aaron Zarzutzki, Adam Trowbridge, Alex Halbert, Alex Inglizian, Alfredo Salazar-Caro, Andrew Rosinski, Ben Baker-Smith, Ben Syverson, Beth Capper, Bryan Peterson, Dave Musgrave, Ei Jane Janet Lin, Emily Kuehn, Entro MC,  Eric Fleischauer, Evan Kühl, Grayson Bagwell, Harvey Moon, Jake Elliott, James Connolly, Jessica Westbrook, Josh Billions, Kevin Carey, Lisa Slodki, Lori Felker, Mark Beasley, Monica Panzarino, Nick Kegeyan, Patrick Lichty, Paul Hertz, Ryan T Dunn, Sam Goldstein, Shawne Holloway, Tamas Kemenczy, Theodore Darst, William Robertson… …ok, imma stop there >> I realize this may read as an obnoxiously long list, but these are all folks w/out whom my wurk/reality would be very different, these are the folks I chat w/on a regular basis +/or collaborate w/ +/or participate w/ +/or am inspired by. I like to think the wurk I do is about larger digital issues (digital rights, digital literacy, networked culture, intellectual property, etc) accessible/applicable to a global village/community well beyond my local one… but these are folks I regularly steal all my ideas from… and happen to be local. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? yea I think this is always a great question, my students always want to know how new-media artists (at least in the States) make their monie$ >> for me it’s pretty modular: I teach new-media && digital art/literacy courses at a couple institutions here (the Marwen Foundation && the School of the Art Institute of Chicago) + I develop miscellaneous digital projects (apps, wwweb, installations) for different clients w/ Branger_Briz (my cousin’s agency, the same one who taught me HTML in high-school). I’d say it definitely relates to my practice… or rather that it is my practice in that I’d probably be doing something else entirely if I wasn’t a ‘new-media artist/educator/organizer’ …again, these are blurry distinctions. [imma combine these]: Do you actively study art history? + Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? yes && yes. I’m xtreamly interested in the parallel/perpendicular + complementing/contradicting + fringe && mainstream narratives that make up the histories of the conversations I’m invested in: media art histories, computer science histories, digital folk histories, Chicago histories, activist histories, piracy histories, etc. I read lots of criticism/philosophy/theory… I’m inspired by lots of folks: lots of contemporary/mainstream digital culture folks (Lessig, Shirky, Jenkins, Benkler, Stallman) + netstream new media art folks (Lialina, Galloway, the “software studies” crowd) + academix/bloggers/podcasters I follow closely (Katie Salen, Larisa Mann, Yoani Sánchez, Anita Sarkeesian) + the writings of many of my collaborators like Rosa Menkman && jonCates. And then of course the theoretical giants that influence most of us, in particular ideas like Martin Heidegger’s notion of ‘enframing’, that rather than looking at technologies simply as tools, we’re better served by considering how they are symptomatic of our particular world view. This has been key to my understanding of technologies as indicative of prevailing ideologies >> McLuhan’s perspectives too, specifically the medium-is-the-message angle, rather than getting lost in the content the media carries (and similarly the utility a technology provides) we should consider how the technology itself changes (often completely turns on its head) our relationship to each other and the world. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? christ… that’s a can’o’worms. I’ve got lots of vibez here, but I’ll keep it short… one thing I think a lot about (for ex) is new-media art archives. I’m a fan of bittorrent as a technology: it’s distributed/redundant && (especially for small institutions/projects) xtreamly efficient. Why don’t we have more new-media art archives leveraging this technology? Where can I get the ArtBase torrent? There’s precedence for it (thinking Jason Scott && the Archive Team‘s GeoCities torrent) but it’s also been stigmatized + somehow branded as anti-artist-interest. Similarly, for as much as the new-media art wurldz likes to talk about “Open Source” conceptually, we’ve got a lot to learn (especially structurally) from that community. Why aren’t more new-media art archives versioned like open-source projects? this would solve all kinds of exhibition headaches that arise when attempting to display new-media pieces that are 3+ yrs old (and thus require ‘antiquated’ technology)… again, this is a much larger convo, I’m being a little flippant… but I’m happy to have nuanced convos w/interested parties at more length elsewhere   cool! thnx for the chat Daniel ^__^ ../n!ck

[1] Briz, Nick. Glitch Art Historie[s]:  contextualising glitch art – a perpetual beta, in “READER[R0R], GLI.TC/H 20111”. pg. 55. https://gli.tc/h/readerror, 2011. 

]]>
Mon, 15 Jul 2013 07:41:17 -0700 https://https:0//rhizome.org/editorial/2013/jul/15/artist-profile-nick-briz#new_tab
<![CDATA[Artist Profile: Nick Briz]]> http://rhizome.org/editorial/2013/jul/15/artist-profile-nick-briz

Part of an ongoing series of interviews with artists who have developed a significant body of work but may not (yet) be well known to our readers. Nick Briz is an artist/educator/organizer living in Chicago, and co-founder of the conference and festival GLI.TC/H. This interview took place via Google Drive.

Nick Briz, The Glitch Codec Tutorial (2010-2011). Screenshot from YouTube video. Daniel Rourke: You are involved in an "improvisational realtime/performance media art event" at the moment called "No Media," where participants are explicitly discouraged from preparing before they take part, or from creating documentation of any kind. I was lucky enough to see the first iteration of No-Media at GLI.TC/H 2112. I think my favourite performance involved a collaboration between Evan Kühl (of Vaudeo Signal), Curt Cloninger and yourself, scrambling to get something, anything, to work. The mania of this performance stood out because of its simplicity. At base I was watching a blindfolded anarchic poet stammering over ambient noise, but it really felt as if something important had happened. I wanted to start from this stripped-back position. Before we talk about media, why no media? Nick Briz: NO-MEDIA was initially a performance experiment proposed by Jason Soliday for GLI.TC/H 2112 >> && Jason + Jeff + I have continued organizing 'em since. The premise is this: artists w/any kind of performative discipline (realtime A/V, jazz, dance, expanded cinema, noise, comedy, spoken word, etc) sign up. They get randomly paired w/two other performers at a random point in the evening (no one knows when or who until their names show up on the screen). They perform for 10mins. You’re not allowed to prepare any material (bring what tools/gear/props you want but there's NO time set aside for preparation) and there's NO documentation.  So far they've been a lot of fun, very messy + very inspiring. Re:my performance with Curt and Evan at the first NO-MEDIA, I'm not totally sure if this is the "something" you refer too... but for me there was a point a few mins into the performance where I realized what I was trying to do (some google chrome live coding) wasn't going to work... and I stopped... and I looked over at Evan and Curt... and totally changed my game plan... I don't want to go into detail re:what I started to project on a blindfolded Curt Cloninger... cause I don’t want to break the second rule of NO-MEDIA (no documentation ;) DR: Your recent video essay, an open letter to Apple Computers, garnered a lot of support from glitch art / (new) media art communities. Can you talk about the politics of this work, and how it relates to glitch art methodologies?

Nick Briz, Apple Computers (2013). Single-channel video with sound. NB: My personal relationship w/Apple is as complicated as it is b/c of glitch >> intentionally invoking glitches is usually a kind of misuse... and when you misuse Apple technology the (often invisible) politix embedded in their systems become very clear + am forced to reconcile 'em. The video is about that impossible reconciliation between my tech dependencies && my politix. I made the video for a screening organized by jonCates of remixes of work from the Phil Morton Memorial Archive + is a [re]mix/make of his 1976 video tape General Motors, where Phil, an artist and professor at the School of the Art Institute of Chicago at the time, addresses similar issues re:his + his community's relationship to && dependence on technology && tech-industries. As a professor at the same school + artist w/in the same community (nearly 40yrs later) dealing w/very similar problems w/similar industries... it seemed an appropriate issue to tackle && appropriate format to tackle it in. 

Extract from Phil Morton, General Motors (1976). Single-channel video with sound. DR: Many of your projects tap into the “democratizing” potential of digital art, from your work to crack open codecs, through to your recent New Media One-Liner on The New Aesthetic, where you programmed and openly distributed a heap of scripts and libraries for anyone and everyone to mess around with. NB: Yea, one thing those two pieces have in common is my interest in the "tutorial" as a form (+  pedagogy in general). theNewAesthetic.js is an executable-essay / open-source javascript artware-library for quick [re]production of "New Aesthetic" compositions and related new-media art tropes. So by that I mean it's literally a functional tool/utility with thorough documentation, examples and video tutorial, but it's also an essay + my comment/critique on the whole NA conversation. The source code to the library can be read as a kind of code-essay. Similarly, the Glitch Codec Tutorial is a lesson in hacking video codecs to make glitch art, but also a video essay on the assumptions/influence digital systems make/have on us + their embedded politix + glitch's potential (as a practice) to make us aware of these assumptions/influence.

Nick Briz, theNewAesthetic.Js (2012). Screenshot from online tutorial. DR: Now that "the glitch" has broken through into mainstream culture as a technical, aesthetic trope, does the glitch still have this political potential? Or is it merely a visual style? NB: As far as glitch's political/social potential specifically, sometimes folks have a hard time understanding the obvious political ramifications b/c they conflate glitch (as a concept, a moment, a break) with the aesthetic its more commonly associated with; it's becoming more important to separate these two things: glitch art && glitch aesthetics (or better: the aesthetics of digital artifacts). There's obviously a venn-diagram overlap going on here, but not everything that loox "glitchy" is actually a "glitch" (or break in a system). For example, a datamoshing filter in a title sequence of a hollywood film might render the text with digital artifacts, but nothing's actually "glitching" (technically or conceptually). Likewise, not all glitch art loox 'glitchy.' A great example is Glitchr, the online [ facebook, tumblr && twitter ] handle of artist + social media Interventionist, Laimonas Zakas. Glitchr has made it his mission to find + exploit bugs + holes w/in social media systems. His work is often formally "glitchy" but not in the compression artifact sense, but in the "zalgo" (overlapping/spilling unicode characters) sense. Though, my favorite glitchr posts aren't formally "glitchy" at all. A couple of times he's managed to post animated images on a facebook post && folks go crazy; a barrage of comments quickly follow below along the lines of "OMG how did you do that? show me show me show me" ...and shortly after facebook will "fix" the bug/work. This leaves a frozen image the comments below now functioning as testimonials, and in that moment these [often] invisible politix embedded w/in the system are brought to the fore.   Glitchr (aka Laimonas Zakas), Twitter account (ongoing). Screenshot. This is the kind of perspective/approach many of us involved in the GLI.TC/H (as in the confernece/festival/gathering, not to be confused w/ your project glti.ch karaoke) are interested in. While most of us are also interested in the aesthetics of artifacts, this is different from (though it overlaps w/) our interest in the glitch as a break, a tactic, a slippage, an intervention—this is where it can become political. DR: I can read your work as a network of attempts to intervene in the course of things (for better or worse; with aesthetic, technical and/or social results). But the role of human intent in that disruption is trickier to determine. You motivate subjects to empower themselves through instigated complexities or stumbled upon accidents” [1] that are by definition beyond their control. How do you deal with this contradiction? Is there a "glitch politics"? And if so, is it more about human intervention or the intervention of the glitches themselves? NB: [ the perceived contradiction ]: can encouraging a digital practice like glitch art which compromises control still grant folks digital agency? Absolutely (we're only compromising partial control afterall). Databending101 (a la stAllio!) for example: pick the pic you wanna hack (choice) + where && by which means (choice), then see what happens (chance); while the details w/in the composition of artifacts are usually beyond our control, it's in peaking under the hood + the realizations/perspective that comes w/it that as practitioners/users/netizens we gain agency... not in the production of objects/artifacts. I like this "network of attempts to intervene," I think definitely the majority of my better projects are nodes in an "intervention network" >> I'm thinking my artwarez, tutorialz, installations (virtual+physical), courses && organizational efforts >> worx/efforts which require participation. Personally, I'm less interested in aesthetic functionalism—in producing an object/artifact which is itself an end meant to be "experienced" or contemplated for its own sake. I'm interested in adding nodes to a larger network >> participating in specific conversations [ internet culture, digital rights, intellectual property, media && digital literacy, human>computer interface/relationships, etc ]; I do this by contributing projects that are often literally meant to be "used," usually as a way to introduce/enable others to a convo + share my point/poke on/in/at a convo. Again, this is why I'm so interested in tutorials as a form, it can be a utility and an essay simultaneously. in re:to "glitch politi[x]" + human/glitch: I think glitches are human artifacts more so than digital ones. Computers don't make mistakes, People do; programmers leave memory leaks, users input bad data... the computer will "bug" out in the same predictable way given the same bad data, we only call that moment a "glitch" when it catches us off guard. That moment can then become political when we leverage it as a tactic for political use: to call out the influence of predominantly invisible systems.  Second-Half Questionnaire: Age: 27 Location:Chicago, IL ▒▒▒▒▒▒▒▒▒▒▒▒▒   ✶  ✶  ✶  ✶ ▒▒▒▒▒▒▒▒▒▒▒▒▒ How long have you been working creatively with technology? How did you start? + Describe your experience with the tools you use. How did you start using them? + Where did you go to school? What did you study? I’m lucky to have a mom who as early as I was born (I was 0yrs she was 21yrs) gave me a sketch pad + pencils but also sat me down in front of her computer, which she built (she was an amatuer painter getting her BA in computer science). My mom taught me how to use Office95 when it came out (I was 9yrs) and I started making "games" with PowerPoint's presentation mode. In middle-school/high-school I got way more into traditional media (illustration, photography and video) + went to film school (at the University of Central Florida) convinced I wanted to be a filmmaker. Even though I had been working commercially in wwweb dev since high school (with my cousin Paul Briz who taught me HTML in NotePad! O__O), it wasn't till later in college that I realized... "oh shit! this is what I should be making wurk with && about" and quickly abandoned all the romantic-notions/fetishes I had for analog materials (like film). In college I found my way to Rhizome && UbuWeb + came across rad wurk folks were making in Chicago &&thus decided that's where I needed to be >> applied to SAIC for grad-school >> moved to Chi + am wurking/living here now.   What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I call myself a 'new-media artist' because I use predominantly digital technologies to make wurk about digital culture. But I guess I could just as well call myself a conceptual +/or political +/or contemporary artist. I use the media which most appro[pirate]ly gets the job done... it's 2013, so these tend to be wwweb/digital media.  Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? yea definitely, I usually refer to myself as an artist/educator/organizer, the lines between these are blurry (ex: I'm really interested in the 'web video tutorial' as a kinda essay-video form + makewurk in this form, but thesevideos I make are also simultaneously/literally tutorialz + I also simultaneously teach the same material atactualinstitutions). I mentioned before I make wurk with but also about digital culture + a major focus the last few years for me has been digital rights && digital literacy >> I make wurk about this + I teach courses on these subjects + I organize lots of events (shows/festivals/conferences) around these themes ...these are blurry distinctions. Who are your key artistic influences? ...should I list 'em? I've stolen ideas from a lot of folks >> some of them are dead: Marcel Duchamp, John Cage, Stan Brakhage, some of them are alive + I follow 'em online: Joshua Davis, Cory Doctorow, jodi, Evan Roth, Squarepusher, Elisa Kreisinger, Cornelius, Mary Flanagan, Olia Lialina, Alexei Shulgin + many of them are my friends/collaborators/students: jonCates, jon.satrom, Rosa Menkman, Evan Meaney... actually imma stop there and let that list feed into the next question... Have you collaborated with anyone in the art community on a project? With whom, and on what? Mos definitely yes!!! + my most valuable xperiences stem from these collaborations + revolve around community + this is why I moved to Chicago: to partake in these communities. For me these collaborations usually take the form of project/event-organizational ventures, the largest of which is probably the GLI.TC/H festival/conference/gathering, which I've been co-organizing (with lots of people, namely jon.satrom +Rosa Menkman) for over 3yrs now. I mentioned before the lines between artist/educator/organizer are pretty blurry >> what I mean by this is nuanced [save detailz] this is a mode of operating familiar to lots of Chicago [dirty] new-media folks which I've adopted + learned predominantly from wurking with jonCates (whose practice is much more nuanced/complex than I can get into + whose had an undeniable && guileful influence on me + many others here in Chi). I also wurk a lot w/jon.satrom [undoubtedly one of my biggest influences + one of the most brilliant artists on the planet] + currently working w/other local artists/educators/organizers like Christy LeMaster (on splitbeam) +Jason Soliday && Jeff Kolar (on NO-MEDIA) +Joseph (yyolk) Chiocchi (on 0p3nr3p0.net) + am constantly inspired by + partaking in new-media adventures w/other presently chicago-based folks: Aaron Zarzutzki, Adam Trowbridge, Alex Halbert, Alex Inglizian, Alfredo Salazar-Caro, Andrew Rosinski, Ben Baker-Smith, Ben Syverson, Beth Capper, Bryan Peterson, Dave Musgrave, Ei Jane Janet Lin, Emily Kuehn, Entro MC,  Eric Fleischauer, Evan Kühl, Grayson Bagwell, Harvey Moon, Jake Elliott, James Connolly, Jessica Westbrook, Josh Billions, Kevin Carey, Lisa Slodki, Lori Felker, Mark Beasley, Monica Panzarino, Nick Kegeyan, Patrick Lichty, Paul Hertz, Ryan T Dunn, Sam Goldstein, Shawne Holloway, Tamas Kemenczy, Theodore Darst, William Robertson... ...ok, imma stop there >> I realize this may read as an obnoxiously long list, but these are all folks w/out whom my wurk/reality would be very different, these are the folks I chat w/on a regular basis +/or collaborate w/ +/or participate w/ +/or am inspired by. I like to think the wurk I do is about larger digital issues (digital rights, digital literacy, networked culture, intellectual property, etc) accessible/applicable to a global village/community well beyond my local one... but these are folks I regularly steal all my ideas from... and happen to be local. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? yea I think this is always a great question, my students always want to know how new-media artists (at least in the States) make their monie$ >> for me it's pretty modular: I teach new-media && digital art/literacy courses at a couple institutions here (the Marwen Foundation && the School of the Art Institute of Chicago) + I develop miscellaneous digital projects (apps, wwweb, installations) for different clients w/ Branger_Briz (my cousin's agency, the same one who taught me HTML in high-school). I'd say it definitely relates to my practice... or rather that it is my practice in that I'd probably be doing something else entirely if I wasn't a 'new-media artist/educator/organizer' ...again, these are blurry distinctions. [imma combine these]: Do you actively study art history? + Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? yes && yes. I'm xtreamly interested in the parallel/perpendicular + complementing/contradicting + fringe && mainstream narratives that make up the histories of the conversations I'm invested in: media art histories, computer science histories, digital folk histories, Chicago histories, activist histories, piracy histories, etc. I read lots of criticism/philosophy/theory... I'm inspired by lots of folks: lots of contemporary/mainstream digital culture folks (Lessig, Shirky, Jenkins, Benkler, Stallman) + netstream new media art folks (Lialina, Galloway, the "software studies" crowd) + academix/bloggers/podcasters I follow closely (Katie Salen, Larisa Mann, Yoani Sánchez, Anita Sarkeesian) + the writings of many of my collaborators like Rosa Menkman && jonCates. And then of course the theoretical giants that influence most of us, in particular ideas like Martin Heidegger's notion of 'enframing', that rather than looking at technologies simply as tools, we're better served by considering how they are symptomatic of our particular world view. This has been key to my understanding of technologies as indicative of prevailing ideologies >> McLuhan's perspectives too, specifically the medium-is-the-message angle, rather than getting lost in the content the media carries (and similarly the utility a technology provides) we should consider how the technology itself changes (often completely turns on its head) our relationship to each other and the world. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? christ... that's a can'o'worms. I've got lots of vibez here, but I'll keep it short... one thing I think a lot about (for ex) is new-media art archives. I'm a fan of bittorrent as a technology: it's distributed/redundant && (especially for small institutions/projects) xtreamly efficient. Why don't we have more new-media art archives leveraging this technology? Where can I get the ArtBase torrent? There's precedence for it (thinking Jason Scott && the Archive Team's GeoCities torrent) but it’s also been stigmatized + somehow branded as anti-artist-interest. Similarly, for as much as the new-media art wurldz likes to talk about "Open Source" conceptually, we've got a lot to learn (especially structurally) from that community. Why aren't more new-media art archives versioned like open-source projects? this would solve all kinds of exhibition headaches that arise when attempting to display new-media pieces that are 3+ yrs old (and thus require 'antiquated' technology)... again, this is a much larger convo, I’m being a little flippant... but I'm happy to have nuanced convos w/interested parties at more length elsewhere :)  cool! thnx for the chat Daniel ^__^ ../n!ck

[1] Briz, Nick. Glitch Art Historie[s]:  contextualising glitch art - a perpetual beta, in “READER[R0R], GLI.TC/H 20111”. pg. 55. http://gli.tc/h/readerror, 2011. 

]]>
Mon, 15 Jul 2013 07:41:17 -0700 http://rhizome.org/editorial/2013/jul/15/artist-profile-nick-briz
<![CDATA[Artist Profile: Émilie Gervais]]> http://rhizome.org/editorial/2013/apr/18/artist-profile-emilie-gervais

Animated GIF from the website Parked Domain Girl Tombstone (2013) DR: On first inspection, a lot of your work appears to be rooted in the 90s, drawing on the low bandwidth aesthetics inherent in GIFs, midi plugins, embedded frames, ASCII art, and forgotten webring hyperlinks. But the 90s comes out in other ways, too. Pop-cultural undercurrents include Nintendo and Leisure Suit Larry; mixtapes and a particular flavor of Europop. How/why do these things speak to you as a contemporary (Web) artist? EG: The origin of the meaning of most collected n found elements i use in my work is rooted in the 90s. My work itself isn't rooted in the 90s. I've been dragged to use that type of stuff mostly bc i like it n its accurate w the topics im interested in rn. Still tho the source material or what it evokes isn't really important. It jst adds semantic layer/s for some people n so does the aesthetics. Everything linked to that part of my work is treated as game elements (to be inserted) in different contexts of reception w diff codes of conduct. Its about notebooks. All that content is accessory to my work. You could really jst take the whole structure/s n insert totally diff content. It'd still make sense. Maybe Im already doing that but its not linked anywhere rn. Its kinda like people who enjoy playing Canabalt but hate playing Robot Unicorn. The gameplay is literally the same. Jst the content n aesthetic is different. That changes the whole experience. Whats a contemporary web artist?

Blinking Girls Cave (2012) DR: I love the idea of interchangeable (aesthetic) content, as if Andy Warhol could have changed the contents of a "textures" subfolder and suddenly transformed a Campbell's Soup painting into a Heinz. How is play more than a structural component to your work? I'm thinking about rulemaking and breaking, especially your collaboration with Sarah Weis, Blinking Girls Cave, which the park authorities took a disliking to while it was in progress. [Ed. – Blinking Girls Cave (2012) was a part of Apache Project, a series of artworks installed at Mother Neff State Park in Moody, Texas, in a cave that was once used by the Tonkawa Indians as a shelter as well as a burial site. After an initial proposal for an installation in the cave was rejected by park management (despite having been initially approved), the project ultimately took the form of a photo shoot, in which GIFs—some of them drawn from the imagery in seduction-based adventure game Leisure Suit Larry—were displayed on tablets, smartphones and laptops that were placed within the cave and documented. This scaled-back version also proved unacceptable to park management.] EG: I think play is a structural component of life. It's related to how i conceptualize, process n think stuff. It opens space for experimentation. To me, its more related to what sociologists do than anything performance art; like how-to approach different types of social dynamics from diff point of view per example. Also, like that Andy Warhol eating a hamburger video; a partly exhibited learning process. Breaking rules wasn't really a thing in ♡ ♥ Blinking Girls ♥ ♡. What happened at Mother Neff is that our first intended installation, which involved light effects n bubble machines, was disapproved at the last minute bc of the damage it could cause to the cave walls. Blinking Girls Cave thus became about hardwares n gifs. During the documentation - that being the installation - Nate Hitchcock, the director n curator n everything at Apache Project, was interrupted by a park ranger who requested him to leave the park because taking pictures n or making videos in the cave wasn't appropriate. DR: There’s a real sense of a partly exhibited learning process in your URL works: an ever growing array of Web 1.0 motifs, exhibited as unique URLs. For me these works expose the Internet as a spatial, material thing, still begging to be explored. You spoke of sociology, is there perhaps something archaeological in your practice? EG: The internet is def abt spatiality and materiality. One can relate to these notions differently. To me, its really more abt physicality. I wasn't really thinking abt them topics when i made these. It's jst kinda there in all websites. Thats the internet. I wouldnt say that these r really web 1.0. The user in both cases isnt primarily a content consumer. Backdoor trojan girl was exhibited at Domain Gallery in a way that highlighted the urls. Under other circumstances, it'd prob be different. The archaeological in my practice is kinda superficial rn. DR: Your URL artworks, http://backdoortrojangirl.net (2012) and http://w-h-a-t-e-v-e-r.net (2013), both flicker between female and male signifiers. Do you think the Web is gendered? How would you approach gender differently in work produced for a gallery context? EG: I don't think the web is gendered. Culture is n adds gendered filter/s to it in some cases. I don't know if i would approach it; maybe i'd dig a hole for feminists/feminism or i'd do a show about postpostpostpostpostpostpost-transexualism. It'd be really fun. DR: For your ongoing collaborative online exhibition Art Object Culture (2011-), you and Lucy Chinen bring together two artists each month to create a new work based on trinkets that were purchased online. These readily available objects accrue value as they pass through the project. I could ask you about the long shadow cast by Duchamp’s readymades, about ownership, exhibition value and artistic identity as they relate to the Web. Instead, I’d really like it if you shared some AOC secrets with us. What criteria do you use to select the artists? Which is your favorite submission so far and why? EM: Art Object Culture offers a website template for artists to explore art making within one rule: create new art objects from items pre-existing in various online stores. We mainly seek artists that have the ability to bend that rule. I don't really have a favorite submission. I like some more than others but my opinion on this is not important. There is no secret. The current format is a translation of our ideas on AOC related topics from 2011. It might eventually mutate. Hopefully we'll sell all the artworks that were made for it before that n or have a show; some kinda showcase for all of them together w everyone that made stuff for it n other people too.

Émilie Gervais  Age: my age range is 7 to 77. Location: Paca/FR. How long have you been working creatively with technology? How did you start? Since forever. I started by playing games on some used pc and recontextualizing movies, game related stuff as improvised play based on the characters n plot/s with friends at school. I've always spent a lot of time randomly surfing the internet while chatting on microsoft comic chat, mIRC, the palace n was really into customizing anything that was customizable ie. winamp skins, mirc themes, etc... Beside that, my fav drawing thing is Lite Bright n i've been deleting, moving, opening files since ive been typing on a keyboard. I've crashed the home computer a couple of times. Describe your experience with the tools you use. How did you start using them? Where did you go to school? What did you study? Experimentation n play! My main tool is the internet or jst even information. In college, ive done a dble cursus in literature n social studies. Then, I dropped out of art school in Mtl n went to Paris. In 2010/2011, i did a dnap/bfa in 1yr at the Ecole d'Art Superieure d'Aix-en-Provence where I'm currently finishing a dnsep/master w a focus in hypermedia. My thesis text thing's title is Fuck Privacy Demo Game Over. What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I'm not media based. The traditional/non traditional dichotomy makes no sense to me. I jst use whatever depending on the project im working on. It's more about ideas n processes. Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? I tweet n play music on my iphone everyday. Before that, i played ice hockey n have done some cycling as a summer training thing. I love dancing. Also, health related stuff; superfoods n other stuff, but i mostly eat pizza n candies. Thats creative. I'm involved with adrenaline, gaming, immersive as non immersive n fun everyday. I'm really concerned about open source n how it affects education/academics. But im not seriously implicated in anything, im jst personally into it rn. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? I worked at HMV Megastore n Liquid Nutrition in Montreal while being in college. I spent one summer selling autoportraits on the Pont Saint-Louis in Paris w a friend. I worked at some pizza place on bd de Belleville. The boss never slept, ate one fried egg a day and gave us free pizza n drinks everyday. Clients ordered one expresso and remained seated for hrs jst talking abt whatever. Total Belleville cliche. Everything influences the way i process stuff. RN im an art student. Who are your key artistic influences? Toru Iwatani, Kassia Meador, Gustav Klimt n the internet. Have you collaborated with anyone in the art community on a project? With whom, and on what? I collaborate w Lucy Chinen on Art Object Culture n conducted the Blinking Girls project w Sarah Weis. I work/ed w friends that are mostly into painting n music. I ghostpost alot n collaborate w lots of people actively n passively everyday on everything. Its mostly passive networked collaboration/s. Do you actively study art history? Im surrounded by it. I've been into it for as long as i can remember. My dad always brought the family to museums. When i was living in San Francisco, we went to Los Angeles one time mostly jst to go n visit the Getty museum. My college art history teacher was totally awesome. Art history entertains me. Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? I have phases in which i read alot and others in which i dont at all. Most of the time, i try not to remember the authors so it remains jst about the ideas. RN im reading Critical Play by Mary Flanagan. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? Yes, but no at the same time. It really depends on the whole concept of a project. I kinda hate almst everything that is JUST about representation when it comes to new media related art tho, so i'd say im concerned about that. This conversation took place between 22 March and 1 April on a Google Drive document.

]]>
Thu, 18 Apr 2013 08:00:05 -0700 http://rhizome.org/editorial/2013/apr/18/artist-profile-emilie-gervais
<![CDATA[Artist Profile: Alex Myers]]> http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers

Your work spans several distinct, but overlapping areas of discourse. We could start by talking through design, animation, glitch art, code, game play or the interface. I want to start right from the bottom though, and ask you about inputs and outputs. A recent work you collaborated on with Jeff Thompson, You Have Been Blinded - “a non-visual adventure game” -  takes me back to my childhood when playing a videogame often meant referring to badly sketched dungeon maps, before typing N S E or W on a clunky keyboard. Nostalgia certainly plays a part in You Have Been Blinded, but what else drives you to strip things back to their elements? I’ve always been interested in how things are built. From computers to houses to rocks to software. What makes these things stand up? What makes them work? Naturally I’ve shifted to exploring how we construct experiences. How do we know? Each one of us has a wholly unique experience of… experience, of life.. When I was a kid I was always wondering what it was like to be any of the other kids at school. Or a kid in another country. What was it like to be my cat or any of the non-people things I came across each day? These sorts of questions have driven me to peel back experience and ask it some pointed questions. I don’t know that I’m really interested in the answers. I don’t think we could really know those answers, but I think it’s enough to ask the questions. Stripping these things down to their elements shows you that no matter how hard you try, nothing you make will ever be perfect. There are always flaws and the evidence of failure to be found, no matter how small. I relish these failures. Your ongoing artgame project, Writing Things We Can No Longer Read, revels in the state of apophenia, “the experience of seeing meaningful patterns or connections in random or meaningless data”. [1] The title invokes Walter Benjamin for me, who argued that before we read writing we “read what was never written” [2] in star constellations, communal dances, or the entrails of sacrificed animals. From a player’s point of view the surrealistic landscapes and disfigured interactions within your (not)(art)games certainly ask, even beg, to be interpreted. But, what role does apophenia have to play in the making of your work? When I make stuff, I surround myself with lots of disparate media. Music, movies, TV shows, comics, books, games. All sorts of stuff gets thrown into the pot of my head and stews until it comes out. It might not actually come out in a recognizable form, but the associations are there. A specific example can be found in a lot of the models I use. I get most of them, or at least the seed of them, from open source models I find on 3D Warehouse. Because of the way that website works, it’s constantly showing you models it thinks are similar for whatever reason. Often I’ll follow those links and it will take me down symbolic paths that I never would have consciously decided to pursue. This allows a completely associative and emergent composition to take form. I’d like to paraphrase and link up your last two answers, if I may. How do “relishing failures” and “allowing things to take form” overlap for you? I know you have connections with the GLI.TC/H community, for instance. But your notgames Me&You, Down&Up, and your recent work/proposition Make Me Something seem to invoke experiments, slips and disasters from a more oblique angle. All are a means of encouraging surprise. In each piece it’s not about the skill involved, but about the thrill of the unknown. In all of my projects I try to construct a situation where I have very little control over the outcome. Glitch does this. But within the glitch community there’s a definite aesthetic involved. You can look at something and know that it’s glitch art. That’s not true for everything, but there is a baseline. For my notgames work I embrace the practice, not necessarily the look. I want irregularity. I want things to break. I want to be surprised. Your work in progress, the Remeshed series, appears to be toying with another irregular logic,  one you hinted at in your comments about “associative and emergent composition”; a logic that begins with the objects and works out. I hear an Object Oriented echo again in your work Make Me Something, where you align yourself more with the 3D objects produced than with the people who requested them. What can we learn from things, from objects? Has Remeshed pushed/allowed you to think beyond tools? That’s a tricky question and I’m not sure I have a satisfactory answer. Both projects owe their existence to a human curatorial eye. But in both I relinquish a lot of control over the final object or experience. I do this in the spirit of ready-to-hand things. By making experiences and objects that break expectations our attention is focused upon them. They slam into the foreground and demand our attention. Remeshed, and to an extent, Make Me Something, allows me to focus less on the craft of modeling and animation and more on pushing what those two terms mean. As Assistant Professor and Program Director of the Game Studies BSc atBellevue University you inevitably inhabit a position of authority for your students. Are there contradictions inherent in this status, especially when aiming to break design conventions, to glitch for creative and practical ends, and promote those same acts in your students? Yourecently modified Roland Barthes’ 1967 text ‘The Death of the Author’ to fit into a game criticism context. It makes me wonder whether “The Player-God” is something you are always looking to kill in yourself? Absolutely. When teaching I try break down the relationship of authority as much as possible. I prefer to think of myself as a mentor, or guide, to the students. Helping them find the right path for themselves. Doing this from within a traditional pedagogical structure is difficult, but worthwhile. Or so I tell myself. In terms of the Player-God, I think yes, I’m always trying to kill it. But at the same time, I’m trying to kill the Maker-God. There is no one place or source for a work. There’s no Truth. I reject the Platonic Ideal. Both maker and player are complicit in the act of the experience. Without either, the other wouldn’t exist.

Age: Somewhere in my third decade. Location: The Land of Wind and Grass / The Void Between Chicago and Denver How long have you been working creatively with technology? How did you start? Oof, for as long as I can remember. When I was 13 I killed my first computer about 4 days after getting it. I was trying to change the textures in DOOM. I had no idea what I was doing. Later, in college I was in a fairly traditional arts program learning to blow glass. At some point someone gave me a cheap Sony 8mm digital camcorder and I started filming weird things and incorporating the (terrible) video art into my glass sculptures. After that I started making overly ambitious text adventures and playing around with generative text and speech synthesizers. Describe your experience with the tools you use. How did you start using them? Where did you go to school? What did you study? I use Unity and Blender primarily right now. They’re the natural evolution of what I was trying to do way back when I was using Hammer and Maya. I did my MFA in Interactive Media and Environments at The Frank Mohr Institute in Groningen, NL. I started working in Hammer around this time making Gun-Game maps for Counter-Strike: Source. During the start of my second semester of grad school I suffered a horrible hard drive failure and lost all of my work. In a fit of depression I did pretty much nothing but play CS:S and drink beer for three months. At the end of that I made WINNING. What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I’m not sure how to answer this. About the most traditional thing I do anymore is make prints from the results of my digital tinkering. Object art doesn’t interest me much these days, but it definitely influenced how I first approached Non-Object art. Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? I’m involved with a lot of local game developer and non-profit digital arts organizations. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? I’m an Assistant Professor of Game Studies at Bellevue University. The job and my work are inexorably bound together. I enjoy teaching in a non-arts environment because I feel it affords me freedom and resources I wouldn’t otherwise have. I actually hate the idea of walled-disciplines in education. Everyone should learn from and collaborate with everyone else. Who are your key artistic influences? Mostly people I know: Jeff Thompson, Darius Kazemi, Rosa Menkman, THERON JACOBS and some people I don’t know: Joseph Cornell, Theodor Seuss Geisel, Bosch, Brueghel the Elder, most of Vimeo. Have you collaborated with anyone in the art community on a project? With whom, and on what? Yes. Definitely. Most recently I’ve been working with Jeff Thompson. We made You Have Been Blinded and Thrown into a Dungeon, a non-visual, haptic dungeon adventure. We’ve also been curating Games++ for the last two years. Do you actively study art history? Yep. I’m constantly looking at and referencing new and old art. I don’t limit it to art, though. I’m sick of art that references other art in a never ending strange loop. I try to cast my net further afield. Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? Definitely. In no particular order: Dr. Seuss, Alastair Reynolds, Alan Sondheim, Dan Abnett, Samuel Beckett, James Joyce, Stephen King, Margaret Atwood, Italo Calvino, Mother Goose, Jacques Lacan, Ludwig Wittgenstein, Carl Jung, H.P. Lovecraft, Jonathan Hickman, Brandon Graham, John Dewey, Umberto Eco... the list goes on and on. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? I think we’ve partially reached an era of the ascendant non-object. That is, an art form, distinct from performance and theatre, that places an emphasis wholly on the experience and not on the uniqueness of the object. Because of this move away from a distinct singular form, there’s no place for it in the art market. Most artists that work this way live by other means. I teach. Others move freely between the worlds of art and design. Still others do other things. The couple of times I’ve had solo exhibitions in Europe, I’ve almost always been offered a livable exhibition fee. Here in the States that’s never been the case. When I have shows stateside, I always take a loss. The organizer may cover my material costs, but there’s no way I could ever live off of it. Nor would I want to. I think the pressures of survival would limit my artistic output. I’m happier with a separation between survival and art.

[1] “Apophenia,” Wikipedia, the Free Encyclopaedia, March 21, 2013, http://en.wikipedia.org/w/index.php?title=Apophenia&oldid=545047760.

[2] Walter Benjamin, “On the Mimetic Faculty,” in Reflections: Essays, Aphorisms, Autobiographical Writings (New York: Schoclen Books, 1933), 333–336.

]]>
Wed, 03 Apr 2013 09:28:28 -0700 http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers
<![CDATA[Re:Thinking Games]]> http://www.furtherfield.org/researchpublicatios/artists-rethinking-games

Digital games are important not only because of their cultural ubiquity or their sales figures but for what they can offer as a space for creative practice. Games are significant for what they embody; human computer interface, notions of agency, sociality, visualisation, cybernetics, representation, embodiment, activism, narrative and play. These and a whole host of other issues are significant not only to the game designer but also present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games and culture, artists have responded vigorously.

]]>
Wed, 25 Jan 2012 03:50:56 -0800 http://www.furtherfield.org/researchpublicatios/artists-rethinking-games