MachineMachine /stream - search for broadcast https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[John Carpenter: We Wouldn’t Stand a Chance Against “The Thing”]]> https://www.youtube.com/watch?v=fShQU7HWcwQ

Stephen is delighted to welcome one of his favorite directors, the Master of Horror himself, John Carpenter. Watch as they discuss his 1982 classic film, “The Thing,” and stick around for a peek into Carpenter’s directing process for his latest project, “Suburban Screams.”

Colbert #SuburbanScreams #JohnCarpenter

Subscribe To "The Late Show" Channel: http://bit.ly/ColbertYouTube

Watch full episodes of "The Late Show": http://bit.ly/1Puei40 Listen to "The Late Show Pod Show" podcast: https://link.chtbl.com/Awagtx95?sid=yt Like "The Late Show" on Facebook: http://on.fb.me/1df139Y Follow "The Late Show" on X: http://bit.ly/1dMzZzG Follow "The Late Show" on Instagram: http://bit.ly/29wfREj

Watch The Late Show with Stephen Colbert weeknights at 11:35 PM ET/10:35 PM CT. Only on CBS.


Stephen Colbert brings his signature satire and comedy to THE LATE SHOW with STEPHEN COLBERT, the #1 show in late night, where he talks with an eclectic mix of guests about what is new and relevant in the worlds of politics, entertainment, business, music, technology and more. Featuring bandleader Louis Cato and “THE LATE SHOW band,” the Peabody Award-winning and Emmy Award-nominated show is broadcast from the historic Ed Sullivan Theater. Stephen Colbert took over as host, executive producer and writer of THE LATE SHOW on Sept. 8, 2015.

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Fri, 27 Oct 2023 00:35:00 -0700 https://www.youtube.com/watch?v=fShQU7HWcwQ
<![CDATA[PRINCE'S FIRST EVER VIDEO INTERVIEW (1985) Full Unedited]]> https://www.youtube.com/watch?v=4BKjSTm2blE

I don't own this. 7 years after his first album, Prince agreed to record his first ever video interview on October 27th, 1985, which was broadcast later that same year (on November 13th, 1985 on MTV). I've never seen the full unedited version anywhere online. Enjoy.

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Thu, 07 Jan 2021 11:52:37 -0800 https://www.youtube.com/watch?v=4BKjSTm2blE
<![CDATA[The Director of the Scariest Movie We’ve Ever Seen Still Fears Nuclear War the Most - Motherboard]]> https://motherboard.vice.com/en_us/article/d3wkpj/threads-bbc-mick-jackson-director-interview-nuclear-war-trump-north-korea

In 1984, the BBC aired a TV movie so disturbing it would only repeat the broadcast once, a year later, on the 40th anniversary of the atomic bombing of Japan. That film was Threads, and anyone who’s seen it will never forget it.

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Tue, 13 Mar 2018 08:02:54 -0700 https://motherboard.vice.com/en_us/article/d3wkpj/threads-bbc-mick-jackson-director-interview-nuclear-war-trump-north-korea
<![CDATA[NXS Issue #2 Synthetic Selves]]> http://nxsworld.bigcartel.com/product/nxs-2-synthetic-selves

I contributed a short text to the second issue of NXS: Synthetic Selves. The issue centres on how the self is understood, whether we have a complete agency in constructing ourselves and what kind of images of ourselves we are broadcasting. Buy a copy Online environments are playgrounds for our identities and places for becoming the other. At face value, online platforms seem to promise us the opportunity to become anyone we want. Yet what happens online has consequences in the physical world. And what happens online is supported by the physical systems in which we grow up and live. Technology not only mediates the narratives of our daily lives, it shapes them. With contributions from

Armen Avanessian Hannah Barton Karolien Buurman Gilles De Brock Ivan Cheng Kim de Groot Benjamin Grosser Andrea Karch Kristýna Kulíková Geoffrey Lillemon Geert Lovink Aaron McLaughlin Dr. Alberto Micali Shintaro Miyazaki Nina Power Daniel Rourke Sophia Seawell Marloes de Valk Keith J. Varadi

Release Events NXS will be touring in 3 cities to present the second publication with an exclusive neon cover and screen The One Minutes series curated for the occasion.

Paris: Offprint November 9 – 12 Amsterdam: Athenaeum Nieuwscentrum November 16 Berlin: Trust Ltd November 23

You can Also find NXS at the Exhibition #13 Cybernetic Choreographies at Spectrum Berlin on November 24–26

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Fri, 10 Nov 2017 07:18:47 -0800 http://nxsworld.bigcartel.com/product/nxs-2-synthetic-selves
<![CDATA[Sinofuturism (1839 - 2046 AD)]]> https://vimeo.com/179509486

"Sinofuturism is an invisible movement. A spectre already embedded into a trillion industrial products, a billion individuals, and a million veiled narratives. It is a movement, not based on individuals, but on multiple overlapping flows. Flows of populations, of products, and of processes. Because Sinofuturism has arisen without conscious intention or authorship, it is often mistaken for contemporary China. But it is not. It is a science fiction that already exists. Sinofuturism is a video essay combining elements of science fiction, documentary melodrama, social realism, and Chinese cosmologies, in order to critique the present-day dilemmas of China and the people of its diaspora. With reference to Afrofuturism and Gulf Futurism, Sinofuturism presents a critical and playful approach to subverting cultural clichés. In Western media and Orientalist perceptions, China is exotic, strange, bizarre, kitsch, tacky, or cheap. In its domestic media, China portrayed as heroic, stable, historic, grand, and unified. Rather than counteract these skewed narratives, Sinofuturism proposes to push them much further. By embracing seven key stereotypes of Chinese society (Computing, Copying, Gaming, Studying, Addiction, Labour and Gambling), it shows how China's technological development can be seen as a form of Artificial Intelligence." -- Initially broadcast as part of Radio Study Day at Wysing Arts Centre, 21 August 2016. Thanks to: Joni Zhu, Steve Goodman, Gary Zhexi Zhang, Deforrest Brown, Samantha Culp, Justin Kim, Stephanie Bailey, Alvin Li, AVANT.org, After Us, Film & Video Umbrella, UCCA, Wysing Arts Centre Chinese Subtitles by Wenfei Wang for 'The New Normal', an exhibition at UCCA, Beijing.Cast: Lawrence LekTags: sinofuturism, video essay and china

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Sun, 02 Apr 2017 08:00:46 -0700 https://vimeo.com/179509486
<![CDATA[The Voder: 1939, the worlds first electronic voice synthesizer]]> https://www.youtube.com/watch?v=TsdOej_nC1M

The Voder was the worlds first voice electronic synthesizer. In 1939 Homer Dudley working at Bell Telephone Laboratories in Murray Hill, New Jersey began to publicly demonstrate the Voder, the first electronic device that could generate continuous human speech electronically.

The Voder was designed for the 1939 World Fair in New York as a showcase of the advanced work being done at Bell Laboratories. It was a manually operated system requiring training, ten finger, two foot paddles, a knee leaver and arm switch to generate sounds. The sounds quality actually was better than most voice synthesizers all the way up to the late 1990s.

This is audio from a radio program recorded live during the broadcast.

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Mon, 21 Nov 2016 13:12:29 -0800 https://www.youtube.com/watch?v=TsdOej_nC1M
<![CDATA[Bitcoins are a waste of energy - literally - The Drum (Australian Broadcasting Corporation)]]> http://www.abc.net.au/news/2015-10-06/quiggin-bitcoins-are-a-waste-of-energy/6827940

Vast amounts of electricity go into feeding the Bitcoin delusion. Fortunately, it's unlikely that the digital currency will survive long enough to generate the environmental disaster that would arise if it became a major part of the financial system, writes John Quiggin.

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Sun, 27 Dec 2015 06:51:31 -0800 http://www.abc.net.au/news/2015-10-06/quiggin-bitcoins-are-a-waste-of-energy/6827940
<![CDATA[A Turkish TV station forgot to add special effects to a scene - this video actually went to air - Techly]]> http://www.techly.com.au/2015/05/14/turkish-tv-station-forgot-add-special-effects-scene-video-actually-went-air/

Films are made with two key variables: time and money. Filmmakers also employ editors. We’ll be kind and say this Turkish TV show ran out of money and couldn’t afford to pay editors to remove the final scene in this (unintentionally hilarious) video, which was broadcast widely.

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Tue, 26 May 2015 05:08:27 -0700 http://www.techly.com.au/2015/05/14/turkish-tv-station-forgot-add-special-effects-scene-video-actually-went-air/
<![CDATA[The Listener - Data Whispers on Vimeo]]> https://vimeo.com/127469734

The Listener creates a physical space which makes tangible, and sometimes cacophonous, the discrete and near-constant data broadcast from devices such as smartphones. It exposes how this data can be used to identify and track individuals, and reveal personal information about their movements.

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Tue, 19 May 2015 16:17:50 -0700 https://vimeo.com/127469734
<![CDATA['Ways of Something' curated by Lorna Mills]]> http://machinemachine.net/portfolio/waysofsomething/

I am privileged to be involved in Ways of Something: an incredible collaboration between artist Lorna Mills and (currently) 85 artists. Episode 3 will have its World Premiere at The Photographer’s Gallery, London, on February 12th 2015. 85 web-based artists remake John Berger’s historic documentary ‘Ways of Seeing’ (1972) one minute at a time. Originally commissioned by The One Minutes, at Sandberg Instituut in Amsterdam and compiled by Lorna Mills, the episodes present a sequence of 3D renderings, filmic remixes, videos and webcam performances which subvert the tropes of art history in an entertaining and overwhelming way. Followed by a Q&A between Julia van Mourik, director of The One Minutes and Lorna Mills via Skype.

Artists in Episode 1 1: Daniel Temkin, 2: Rollin Leonard, 3: Sara Ludy, 4: Rhett Jones, 5: Jaakko Pallasvuo, 6: Dafna Ganani, 7: Jennifer Chan, 8: Rea McNamara, 9: Theodore Darst, 10: Matthew Williamson, 11: Hector Llanquin, 12: Christina Entcheva, 13: V5MT, 14: Marisa Olson, 15: Joe McKay, 16: Carla Gannis, 17: Nicholas O’Brien, 18: Eva Papamargariti, 19: Rosa Menkman, 20: Kristin Lucas, 21: Jeremy Bailey & Kristen D. Schaffer, 22: Giselle Zatonyl, 23: Paul Wong, 24: Alfredo Salazar-Caro, 25: Sally McKay, 26: RM Vaughan & Keith Cole, 27: Andrew Benson, 28: Christian Petersen, 29: Faith Holland, 30: Jennifer McMackon Artists in Episode 2 1: Kevin Heckart, 2: Geraldine Juarez, 3: Gaby Cepeda, 4: Angela Washko, 5: Emilie Gervais, 6: LaTurbo Avedon, 7: Lyla Rye, 8: Mattie Hillock, 9: Antonio Roberts, 10: Georges Jacotey, 11: Daniel Rourke, 12: Sandra Rechico & Annie Onyi Cheung, 13: Yoshi Sodeoka, 14: Alma Alloro, 15: LoVid, 16: Andrea Crespo, 17: Ad Minoliti, 18: Arjun Ram Srivatsa, 19: Carrie Gates, 20: Isabella Streffen, 21: Esteban Ottaso, 22: ZIL & ZOY, 23: Hyo Myoung Kim, 24: Jesse Darling, 25: Tristan Stevens, 26: Erica Lapadat-Janzen, 27: Claudia Hart, 28: Anthony Antonellis Artists in Episode 3 1: Carine Santi-Weil, 2: Nicolas Sassoon, 3: Tom Sherman, 4: Kim Asendorf and Ole Fach, 5: Rafaela Kino, 6: Alex McLeod, 7: Kate Wilson and Lynne Slater, 8: Aleksandra Domanović, 9: Systaime, 10: Erik Zepka, 11: Adam Ferriss, 12: Rodell Warner and Arnaldo James, 13: Debora Delmar, 14: Brenna Murphy, 15: Nick Briz, 16: Carlos Sáez, 17: Jenn E Norton, 18: Juliette Bonneviot, 19: Luis Nava, 20: Vince McKelvie; 21: Claudia Maté 22: Evan Roth, 23: Shana Moulton, 24: Sabrina Ratté, 25: Jordan Tannahill, 26: Vasily Zaitsev feat.MON3Y.us, 27: Ann Hirsch REVIEWS - Read an interview with Lorna Mills about Ways Of Something on The Creators Project. Read here. - Ben Davis wrote an essay looking at the first two episodes on artnet. Read here. - The project was also featured by Animal New York here.

Julia van Mourik is an independent curator and editor, based in Amsterdam. Since 1999, she has produced visual arts projects and has composed programmes and publications, exploring new possibilities for presenting the moving image. She is Director of The One Minutes, a place for artists to experiment, to produce and to present within the inexorable limit of 60 seconds, hosted by Sandberg Instituut, Masters of Art and Design in Amsterdam (NL). She is also director of the Lost & Found programme, where artists show material that doesn’t fit comfortably into regular gallery contexts, that seems out of place. And she is Adviser to the to the Dutch Cultural Media Fund, promoting the development and production of high-quality artistic programmes by the national public broadcasting corporations. Lorna Mills has actively exhibited her work internationally in both solo and group exhibitions since the early 1990’s. Her practice has included obsessive Ilfochrome printing, obsessive painting, obsessive super 8 film & video, and obsessive on-line animated GIFs incorporated into restrained off-line installation work. She has also co-curated monthly group animated GIF projections with Rea McNamara for the Sheroes performance series in Toronto, a group GIF projection event When Analog Was Periodical in Berlin co-curated with Anthony Antonellis, and a touring four person GIF installation, :::Zip The Bright:::, that originated at Trinity Square Video in Toronto. In June 2013, Mills opened a solo exhibition ‘The Axis of Something’ at TRANSFER, her work was exhibited by the gallery at the Moving Image Art Fair NYC in March 2014, and her second solo show for TRANSFER is currently in development for 2015.  Her most recent solo project was Ungentrified a large GIF projection installation at OCADU in Toronto for Nuit Blanche. £7 / £4 concs Episodes 1 and 2 are produced by The One Minutes at the Sandberg Instituut in Amsterdam. Episode 3 is produced by Lorna Mills.        

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Wed, 04 Feb 2015 14:47:38 -0800 http://machinemachine.net/portfolio/waysofsomething/
<![CDATA[The History of Horror]]> http://vimeo.com/77103485

Dissect the history of horror, from it's roots deep in Gothic literature, through B-movie status and director's proving grounds to ultimate respectability as an important filmmaking genre. Check out the written lesson here: filmmakeriq.com/lessons/a-brief-history-of-horror/ This lesson is proudly sponsored by: ikancorp.com ikan is an award-winning designer, manufacturer and distributor of video and film production support that provides media professionals with simplicity in design, affordability and unmatched value. BlackMagicDesign.com Creating the world's highest quality solutions for the feature film, post production and television broadcast industries.Cast: FilmmakerIQ.comTags: Horror, Film History, Scary Movies, Filmmaker IQ, History and Halloween

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Sun, 26 Oct 2014 11:59:03 -0700 http://vimeo.com/77103485
<![CDATA[1984 Newsnight Nuclear Debate (Broadcast after 'Threads' & 'The 8th Day')]]> https://www.youtube.com/watch?v=Y0VcT-XWb7M

This is the Newsnight Nuclear Debate that was originally broadcast just after the BBC first showed Barry Hines' 'Threads' and 'On the 8th Day'.

Also see the 1980 episode of Panorama - If the bomb drops https://www.youtube.com/watch?v=milbW4RDIco

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Tue, 17 Jun 2014 10:55:35 -0700 https://www.youtube.com/watch?v=Y0VcT-XWb7M
<![CDATA[How to join the DOOM GLTI.CH WAN Party]]> http://glti.ch/how-to-join-the-doom-glti-ch-wan-party/

From Friday 24th January we will be running a GLTI.CH Doom WAN Party as part of the Tactical Glitches exhibition. You can join in, play, explode and explore from wherever you are in the world! It’s 20 years since the original DOOM was released. Let’s remember in glti.chy style. We are running the game through a chain of servers and remote software to create a glti.chy soup for viewers playing at Tactical Glitches. Your involvement will help make that soup even glti.chier – how will the players evolve their Tactics to cope with your onslaught? Play Instructions It is SUPER easy to join, but you will need a few bits and pieces. Here is everything you need to get started. Don’t give up:

Download the PC or MAC version of Zandronum (a freeware program for playing Doom). Install Zandronum on your system (make a note of exactly where it installs on your computer e.g. C:\Program Files\Zandronum). Download our GLTICH WAN PARTY MAP pack. Unzip the MAP PACK you downloaded into the Zandronum directory (e.g. C:\Program Files\Zandronum). Now, if you open up the Zandronum directory you will see another directory called ‘Doom Seeker’. Go into there and load the Doom Seeker application. First up, it is worth checking your settings are correct. Go into the ‘options’ menu then click ‘configure’. Got to the ‘File Paths’ setting. Make sure your Zandronum directory is listed here (e.g. C:\Program Files\Zandronum) - add it if it isn’t. Save and go back to the main Doom Seeker screen. You will now see a long list of servers. Our server is called TACTICALGLITCH, it has a British flag. Scroll down until you find it, or alternatively click the ‘Servers’ column header to arrange the list anti-alphabetically. It should be near the top. Double click the server to join!

At this point Doom will load. You may need to press the ‘ESCAPE’ key, go to the game ‘Options’, ‘Set Video Mode’ and fiddle around with how the game looks until you are happy. Fullscreen high resolution is obviously the nicest
Controls (you can change these too in the Options menu) Mouse = move your head around, (or you can use the <-left and right-> arrow keys to look around) W = forward A = strafe left S = backward D = strafe right CTRL = fire SPACE BAR = Open doors T = Type a message and press ENTER to broadcast it! As well as killing innocent players in SUDLAB Gallery, Naples, there are lots of secrets to discover on the map. The monsters WILL KEEP ON COMING! The body count WILL KEEP ON RISING! Have fun! Invite your friends, and get Tactical. Massive thanks to curators and collaborators Nick Briz and Rosa Menkman, as well as SUDLAB Gallery, Naples, and Domenico Dom Barra!

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Thu, 23 Jan 2014 06:30:31 -0800 http://glti.ch/how-to-join-the-doom-glti-ch-wan-party/
<![CDATA[GLTI.CH Karaoke @ Crystallize Media Art Lab]]> http://www.youtube.com/watch?v=tlAS6SCGRqo&feature=youtube_gdata

A pioneering and collaborative spirit brings 16 UK and Korean artists together in a celebration of technology and creative culture

The legacy of Nam June Paik and the "electronic superhighway" is at the heart of a new exhibition in London this autumn. 16 artists from Korea and the UK explore how contemporary artwork is expressed through scientific technology, through IT, social media and cinema. If Paik's legacy is his ability to embrace electronic media and technology creatively, using it as a medium and a language to articulate his artistic interpretation of modern culture this three day exhibition explores how with creative technology at the fingertips of the masses, does the artist crystallize their ideas? Technology offers a common language for artists working in two different cultures. The work featured in the historic vault at Billingsgate illustrates how contemporary artists across the globe are harnessing fascinating media empowering them to express global culture, domestic behaviour, politics and ideas.

The exhibition is part of the wider Korea Brand and Entertainment Expo 2013, celebrating Korea's 'creative economy', a strategic vision aspiring to emulate the success of the UK's creative industries. At the heart of the exhibition along with an innovative use and communication through technology is the spirit of collaboration, of shared ideas, mutual respect and a desire to fix a lens on modern culture.

Nam June Paik, the Korean artist, world famous provocateur and founder of video art pioneered the innovative use of technological tools that artists continue to practice today. The first to voice the phrase "electronic super highway" as early as 1974, Paik saw the boundless possibilities offered by broadcasting and the Internet age. Within the exhibition a shrine to Paik features 'Documenta 6 Satellite Telecast' (1977) his collaborative work with Joseph Beuys and Douglas Davis, the world's first live satellite performance broadcast simultaneously into 25 different countries. From this genesis sprouts the contemporary work of the artists featured.

The curator for 'Crystallize', Stephanie Seungmin Kim (ISKAI Contemporary Art) has carefully selected the 16 artists who each embrace art, science and creativity. Collaboration across industry and practice roots this exhibition in a language of exploration.

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Wed, 22 Jan 2014 15:32:26 -0800 http://www.youtube.com/watch?v=tlAS6SCGRqo&feature=youtube_gdata
<![CDATA[Big Things & Little Things | ‘Digital’ in the arts]]> http://www.bigthingsandlittlethings.co.uk/2013/11/04/digital-in-the-arts/

So, returning to an old subject, about which I’ve got very annoyed in the past.

Last week Arts Council England (ACE) published the second version of their 10-year strategic framework for 2010-2020 (you can read the whole thing here). Now they mention ‘digital stuff’ quite a lot (the always excellent Chris Unitt has done a good job of breaking this all down here). I use this by way of an introduction, not to explore the specifics of the ACE framework (Chris U does a much better job on that front than I could anyway – see previous link), but more to draw attention to the fact that, yet again, ‘digital’ is being put front and centre. My point of desperation and frustration comes from the fact that despite positive noises that have been fairly consistent (certainly in the 3 or so years I’ve been at Opera North and anecdotally for longer than that), there is very very little by way of actual, tangible signs that anyone in the arts sector really ‘gets’ digital in any meaningful way. By that I mean there still seems to be no understanding of, or desire to confront the reality that digital/technological development has brought about. I can sort of understand why this happens, arts organisations find themselves confronted with an uncomfortable reality, audiences are down, funding is reduced (and from certain sources, gone altogether), they’re expected to do more with less, people are accessing and experiencing the world in a ways that – for the most part – arts organisations are completely clueless how to engage with. I get that, it’s scary, it’s difficult, there isn’t really an obvious answer to whether or not it’ll pay for itself, ever, it’s easier to just do what they’ve always done, change just enough to tick a box on a funding form and hope that the situation will improve one day. Unfortunately I can see absolutely no way that that is going to happen.

I was following the tweets from a conference the other day (I forget which one, there are so many, how do people find the time?), and one of the speakers was quoted as saying ”an industry has to nearly collapse (like media, TV, music) before it realises the power of digital“. That feels like the situation we’re currently in in the arts sector. Everyone sort of grudgingly accepts that ‘digital’ is something you need to at least pretend to be doing but the situation hasn’t quite reached the point where reality has caught up, we can still kid ourselves that having a website and ‘doing Twitter and Facebook’ is enough.

And this situation, in my view, fundamentally undermines all the worthy words that ACE come out with. The reality, at the moment, is that arts organisations can basically do the bare minimum in relation to digital/online and, at the moment, there are no consequences. The depressing thing is that this is simply storing up a whole world of woe for the medium term. The lack of ‘digital capacity’ in the arts sector is something I’ve bemoaned previously, the lack of impetus, the lack of ambition and the lack of understanding is exacerbating this situation horribly and nowhere, do I think, is this more painfully obvious than with the websites of most arts organisations.

What should the website of an arts organisation do? What should it look like? What function should it serve. I’d say that 90% of the sector couldn’t really answer these questions with any degree of confidence. Maybe they’ve never asked them, maybe there are too many conflicting agenda within the organisation for them to be able to have a clarity of purpose. But worryingly this seems to result in a lot of websites that seem to serve the purpose of being an online brochure. I’d argue that this does noone any favours, not only does it reduce the websites of arts organisation to the level of blandly ‘selling some products’ and presenting a load of tedious information that serves no purpose than to be some sort of odd, permanent funding application, but the lack of ambition that these sort of websites represent point to the fact that, for many organisations, digital is still something that ‘sits with marketing’. There is no desire for – say – the programming or education teams to embrace the possibilities of digital and use that to represent their activities online in any meaningful way.

Some examples: this is the website for the National Portrait Gallery http://www.npg.org.uk/. Boring, huh. Unengaging, flat, unexciting. Here is how they’re displaying some portraits from the Tudor period: http://www.npg.org.uk/collections/explore/by-period/tudor.php (crikey that’s dull…so, so, so dull). Now, this is the website for the Google Art Project: http://www.google.com/culturalinstitute/project/art-project. How is that a technology company can so comprehensively understand how to present artwork and a NATIONAL GALLERY can so comprehensively fail to? It’s so depressing. The NPG’s Tudor collection is presented like some sort of never-ending brochure of tedium. Google makes the art feel vivid and visceral and present (Google also provides far more information about each artwork but that’s by the by). NOW THEN, I’m probably being slightly unfair (in fact I almost certainly am), Google is a multi-billion dollar, global company who can afford to fritter away millions on ‘hobby projects’ like the cultural institute, the NPG is a gallery that receives almost 50% of its funding from government and a large proportion of the rest from donations. But to provide a bit of balance, here’s a website of an organisation (in a similar field) that I think really do seem to ‘get it’: https://www.rijksmuseum.nl/ - exciting, dynamic, engaging. Everything that the NPG isn’t. Add in the fact that the basic, underlying design architecture of the NPG’s website is hopelessly outdated (try using it on a mobile…or any screen that isn’t 800×600) and I think it provides a fairly good example of the worrying situation I think we’re in. This is a bloody national gallery. A national gallery should surely be setting the tone for the rest of the galleries in the nation? Or at least be subjectively ‘good’. This, quite simply, doesn’t, and isn’t.

Think this is unique to galleries? Nope. Soz.

The National Theatre is widely acclaimed for their NT Live stuff, broadcasting (live) from the NT itself into cinemas around the world. This seems to be celebrated as a great example of ‘digital’ – I’d argue that it isn’t really, it’s just sort of doing broadcast in a slightly different way, this essentially could have been done in exactly the same way 30 years ago. Again, have you seen their website? http://www.nationaltheatre.org.uk/ - I mean it’s not terrible but it’s hardly interesting, or exciting, or engaging, or representative of theatre in any real way. Now I suspect they are in a slightly less bad situation compared to other organisations in that a) they’ve got fucking loads of money, b) they’ve got blimmin’ loads of content and c) I’m sure someone, somewhere is working on a new site for them so my opinion will shortly be out of date. But once again this, to me, feels, at best, like a catastrophic missed opportunity and at worse a clear sign that they don’t get digital at all. I don’t know the people at the NT, so I couldn’t say which of these views is more accurate. But surely as the NATIONAL Theatre, as well as championing new writing (which I’m told they do quite well), they should also be championing and exploring what theatre is, or could be, in the 21st century and the future. At the moment they really, really aren’t. And don’t tell me NT Live is them doing that because, it isn’t. Spending £150k a go to shoot and stream a play from a theatre into cinema isn’t innovative or exploratory, it’s a great exploitation of proven distribution techniques and a proven brand being used in a slightly new way and it is very successful on those (and commercial/profile) terms, but an example of theatre in a digital world? No. Someone who had never been to the NT, who knew nothing about what it was, would not get an accurate or interesting impression from visiting that website. Equally it’s not particularly great at selling you a ticket (but I’ve rarely found a theatre that does this well) which, I assume, is probably its primary purpose at the moment.

I know these are just two examples, and some would say the NT are doing just fine, ACE certainly seem to subscribe to this view seemingly ignoring the fairly substantial financial barriers to entry for this particular model of ‘doing digital’ (I don’t know about the NPG – I think they were advertising for a Director of Digital recently so maybe they’ll have their revolution soon), however these are two ‘national’ organisations, based in London, they are well-funded, they are in the capital surrounded by incredible digital talent and if THEY aren’t doing stuff that’s great then god help the rest of us.

I know it’s not easy to get websites built for arts organisations (I’ve been there, I’ve done it), a fundamental lack of understanding regarding the potential results in the organisational website being treated like a glorified brochure, the number of agendas which are suddenly ‘all equally important’ means that design by committee is, at present, an unfortunate reality in most situations. However I’d argue that arts organisations need a watershed, and soon, they need to grasp the nettle, and start getting their heads around what they can do with digital. Why is it that websites for theatres, galleries, dance companies, west end musicals and opera companies all, for the most part, look exactly the same (and uninspiringly so) when what these companies do is so different?

We need to move to a point where the websites of arts organisations are as exciting, inspirational and engaging as what the organisations do. Now don’t get me wrong, by that I do not mean that websites should be flashy and difficult to use and clever for the sake of it. They just need to be better and they need to be representative, this is the arts sector, not a bloody wallpaper shop. (wikipedia to the rescue here) “ Goethe defined art as an other resp. a second nature, according to his ideal of a style founded on the basic fundaments of insight and on the innermost character of things. Leo Tolstoy identified art as a use of indirect means to communicate from one person to another. Benedetto Croce and R.G. Collingwood advanced the idealist view that art expresses emotions, and that the work of art therefore essentially exists in the mind of the creator.” Do the websites of arts organisations, as they currently exist, even come close to achieving any of these things? Websites aren’t just catalogues, they can be, and should be, so much more than that. And the fact that they aren’t is deeply worrying.

To round this all off I want to credit a few places that I think are doing good things (although these are by no means flawless examples I think they’re worth a look). I’ve already mentioned the Rijksmuseum above but they deserve mentioning twice, not only do they look like they get it: https://www.rijksmuseum.nl/ but they act like they get it too https://www.rijksmuseum.nl/en/rijksstudio-award. The Southbank Centre’s new site is a million times better than their old one, it actually looks vibrant and exciting and diverse (which, I think, is what they want) http://www.southbankcentre.co.uk/ - not only does it give a sense of the place but the design would also seem to provide a fairly flexible platform for ‘messing about’ in the future. Important. Another decent effort is from National Theatre Wales (who genuinely are exploring what theatre might look like and be) http://nationaltheatrewales.org/.

Please feel more than free to disagree with me, or to point out other people who are doing ‘good stuff’ (they should be commended) via the comments below or on Twitter, I’m @biglittlethings.

p.s. I do worry sometimes that maybe I just misunderstand the entire situation and I should be more forgiving and patient and there are in fact lots and lots of completely great things happening that I’m simply unaware of. However the more I look, and the more I ask, the less convinced I am this is the case. I am aware there are some people doing good stuff, but I’d say they are very very much in the minority. Equally I am aware (as people have been quick to point out in the past) that this malaise is not unique to the arts sector, I know, but I work in the arts sector, I care about the arts sector and this post is about the arts sector.

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Sat, 09 Nov 2013 04:02:12 -0800 http://www.bigthingsandlittlethings.co.uk/2013/11/04/digital-in-the-arts/
<![CDATA[The Hidden History of]]> http://www.visualthesaurus.com/cm/wordroutes/the-hidden-history-of-glitch/

The persistent glitchiness of HealthCare.gov, the website implementing the Affordable Care Act, has given us much time to ponder that peculiar little word, glitch. As it happens, some new research on the word brings its origin, most likely from Yiddish, into a sharper perspective.

I've had a couple of occasions to expound on glitch lately, in my Wall Street Journal column and in a brief interview for NPR's "All Things Considered." But some recently uncovered evidence of the early development of glitch deserves a fuller airing.

Dictionaries have thus far given only a partial view of how glitch developed. The Oxford English Dictionary, in its second edition of 1989, unsatisfyingly says that its etymology is "unknown." The OED also suggests that the word's original meaning was "a surge of current or a spurious electrical signal," later extended in "astronaut's slang" to mean "a hitch or snag; a malfunction."

This reconstruction of the word's semantic history seems to be entirely based on a 1962 quote (the earliest given by the OED and other dictionaries) from John Glenn, in his contribution to Into Orbit, a book jointly written by the original seven astronauts of Project Mercury. Glenn wrote:

Another term we adopted to describe some of our problems was "glitch." Literally, a glitch is a spike or change in voltage in an electrical circuit which takes place when the circuit suddenly has a new load put on it. You have probably noticed a dimming of lights in your home when you turn a switch or start the dryer or the television set. Normally, these changes in voltage are protected by fuses. A glitch, however, is such a minute change in voltage that no fuse could protect against it.

One might surmise from this that Glenn and his fellow astronauts took a highly technical term and "adopted" it into a more general term for any malfunction. But that overlooks the history of the term predating the space program — a history only now becoming clear.

A glimmer of this backstory emerged when William Safire discussed glitch in an "On Language" column for The New York Times back in 1980. Safire thought the term dated from the '60s in aeronautical use, but noted that it "probably originated in the German and Yiddish glitschen, meaning 'slip,' and by extension, 'error.'" Others, such as Leo Rosten in The Joys of Yiddish, have claimed glitch as a Yiddishism. But how do we get from Yiddish lingo to Cape Canaveral mishaps?

None other than the actor Tony Randall supplied a piece of the puzzle. In a letter responding to Safire's column, reproduced in the 1982 "On Language" anthology What's the Good Word?, Randall wrote:

The first time I heard the word "glitch" was in 1941 in Worcester. I got a job there as an announcer at WTAG. When an announcer made a mistake, such as putting on the wrong record or reading the wrong commercial, anything technical, or anything concerning the sales department, that was called a "glitch" and had to be entered on the Glitch Sheet, which was a mimeographed form. The older announcers told me the term had been used as long as they could remember.

There matters stood until a few years ago, when there was a flurry of "antedating" (searching for ever-earlier citations) among the word researchers who participate in the American Dialect Society mailing list. Plumbing newspaper databases, Yale law librarian Fred Shapiro came up with the new date to beat: May 19, 1940. That was when the novelist Katharine Brush wrote about glitch in her column "Out of My Mind" (syndicated in the Washington Post, the Boston Globe, and other papers). Brush corroborated Tony Randall's radio recollection:

When the radio talkers make a little mistake in diction they call it a "fluff," and when they make a bad one they call it a "glitch," and I love it.

Other examples from the world of radio can be found in the 1940s. The April 11, 1943 issue of the Washington Post carried a review of Helen Sioussat's book about radio broadcasting, Mikes Don't Bite. The reviewer noted an error and wrote, "In the lingo of radio, has Miss Sioussat pulled a 'muff,' 'fluff,' 'bust,' or 'glitch'?" And in a 1948 book called The Advertising and Business Side of Radio, Ned Midgley explained how a radio station's "traffic department" was responsible for properly scheduling items in a broadcast. "Usually most 'glitches,' as on-the-air mistakes are called, can be traced to a mistake on the part of the traffic department," Midgley wrote.

Further digging reveals that in the 1950s, glitch made the transition from radio to television. In a 1953 ad in Broadcasting Magazine, RCA boasted that their TV camera has "no more a-c power line 'glitches' (horizontal-bar interference)." And Bell Telephone ran an ad in a 1955 issue of Billboard showing two technicians monitoring the TV signals that were broadcast on Bell System lines: "When he talks of 'glitch' with a fellow technician, he means a low frequency interference which appears as a narrow horizontal bar moving vertically through the picture."

A 1959 article in Sponsor, a trade magazine for television and radio advertisers, gave another technical usage in an article about editing TV commercials by splicing tape. "'Glitch' is slang for the 'momentary jiggle' that occurs at the editing point if the sync pulses don't match exactly in the splice." Sponsor also gave the earliest etymological explanation I've seen: "'Glitch' probably comes from a German or Yiddish word meaning a slide, a glide or a slip."

So, by the time that glitch entered the space program in the '60s, it had enjoyed a long life in radio and television, referring to a variety of technical problems. And when astronauts used it in a general way for any hitch or snag, it was in fact a return to how glitch was introduced into radio broadcasting circles a few decades earlier.

Though we still don't know for sure if the term was imported via Yiddish or came directly from German, a Yiddish origin certainly seems more likely. I'm not aware of any evidence of its use in historically German-speaking regions in the U.S., and its emergence in radio circa 1940 is telling, given the active role of Yiddish speakers in the world of radio at the time. So the next time you run into a glitch on HealthCare.gov or some other site, give a thought to the on-air flubs by Yiddish-slinging radio announcers of years past.

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Sat, 09 Nov 2013 04:02:08 -0800 http://www.visualthesaurus.com/cm/wordroutes/the-hidden-history-of-glitch/
<![CDATA[Artist Profile: Erica Scourti]]> https://rhizome.org/editorial/2013/oct/08/artist-profile-erica-scourti/#new_tab

The latest in a series of interviews with artists who have developed a significant body of work engaged (in its process, or in the issues it raises) with technology. See the full list of Artist Profiles here.   Daniel Rourke: Your recent work, You Could’ve Said, is described as “a Google keyword confessional for radio.” I’ve often considered your work as having elements of the confession, partly because of the deeply personal stance you perform—addressing we, the viewer or listener, in a one-on-one confluence, but also through the way your work hijacks and exposes the unseen, often algorithmic, functions of social and network media. You allow Google keywords to parasitize your identity and in turn you apparently “confess” on Google’s behalf. Are you in search of redemption for your social-media self? Or is it the soul of the algorithm you wish to save? Erica Scourti: Or maybe the algorithm and social media soul is now so intertwined and interdependent that it makes little sense to even separate the two, in a unlikely fulfillment of Donna Haraway’s cyborg? Instead of having machines built into/onto us (Google glasses notwithstanding), the algorithms which parse our email content, Facebook behaviours, Amazon spending habits, and so on, don’t just read us, but shape us. I’m interested in where agency resides when our desires, intentions and behaviours are constantly being tracked and manipulated through the media and technology that we inhabit; how can we claim to have any “authentic” desires? Facebook’s “About” section actually states, “You can’t be on Facebook without being your authentic self,” and yet this is a self that must fit into the predetermined format and is mostly defined by its commercial choices (clothing brands, movies, ice cream, whatever). And those choices are increasingly influenced by the algorithms through the ambient, personalized advertising that surrounds us.

So in You Could’ve Said, which is written entirely in an instrumentalised form of language, i.e. Google’s AdWords tool, I’m relaying the impossibility of having an authentic feeling, or even a first-hand experience, despite the seemingly subjective, emotional content and tone. Google search stuff is often seen reflective of a kind of cute “collective self” (hey, we all want to kill our boyfriends sometimes!) but perhaps it’s producing as much as reflecting us. It’s not just that everything’s already been said, and can be commodified but that the devices we share so much intimate time with are actively involved in shaping what we consider to be our “selves,” our identities. And yet, despite being entirely mediated, my delivery is “sincere” and heartfelt; I’m really interested in the idea of sincere, but not authentic. I think it’s the same reason spambots can have such unexpected pathos; they seem to “express” things in a sincere way, which suggests some kind of “soul” at work there, or some kind of agency,  and yet they totally lack interiority, or authenticity. In this and other work of mine (especially Life in AdWords) dissonance is produced by my apparent misrecognition of the algorithmically produced language as my own- mistaking the machine lingo as a true expression of my own subjectivity. Which is not to say that there is some separate, unmediated self that we could access if only we would disconnect our damn gadgets for a second, but the opposite—that autobiography, which my work clearly references, can no longer be seen as a narrative produced by some sort of autonomous subject, inseparable from the technology it interacts with. Also, autobiography often involves a confessional, affective mode, and I’m interested in how this relates to the self-exposure which the attention economy seems to encourage—TMI can secure visibility when there’s not enough attention to go round. With the Google confessional, I’m enacting an exposure of my flaws and vulnerabilities and while it’s potentially “bad” for me (i.e. my mediated self) since you might think I’m a loser, if you’re watching, then it’s worth it, since value is produced simply through attention-retention. Affective vitality doesn’t so much resist commodification as actively participate within it…

DR: You mention agency. When it comes to the algorithms that drive the current attention economy I tend to think we have very little. Active participation is all well and good, but the opposite—an opting out, rather than a passivity—feels increasingly impossible. I am thinking about those reCaptcha questions we spend all our time filling in. If I want to access my account and check the recommendations it has this week, I’m required to take part in this omnipresent, undeniably clever, piece of crowd-sourcing. Alan Turing’s predictions of a world filled with apparently intelligent machines has come true, except, its the machines now deciding whether we are human or not. ES: Except of course—stating the obvious here—it’s just carrying out the orders another human instructed it to, a mediated form of gatekeeping that delegates responsibility to the machine, creating a distance from the entirely human, social, political etc structure that has deemed it necessary (a bit like drones then?). I’m very interested also in the notion of participation as compulsory—what Zizek calls the “You must, because you can” moral imperative of consumerism—especially online, not just at the banal level (missing out on events, job opportunities, interesting articles and so on if you’re not on Facebook) but because your actions necessarily feed back into the algorithms tracking and parsing our behaviours. And even opting out becomes a choice that positions you within a particular demographic (more likely to be vegetarian, apparently). Also, this question of opting out seems to recur in conversations around art made online, in a way it doesn’t for artists working with traditional media—like, if you’re being critical of it, why not go make your own Facebook, why not opt out? My reasoning is that I like to work with widely used technology, out of an idea that the proximity of these media to mainstream, domestic and wider social contexts makes the work more able to reflect on its sociopolitical implications, just as some video artists working in the 80s specifically engaged with TV as the main mediator of public consciousness. Of course some say this is interpassiviity, just feebly participating in the platforms without making any real change, and I can understand that criticism. Now that coded spaces and ubiquitous computing are a reality of the world—and power structures—we inhabit, I do appreciate artists who can work with code and software (in a way that I can’t) and use their deeper understanding of digital infrastructure to reflect critically on it. DR: You’ve been engaged in a commision for Colm Cille’s Spiral, sending personal video postcards to anyone who makes a request. Your interpretation of the “confessional” mode seems in this piece to become very human-centric again, since the work is addressed specifically at one particular individual. How has this work been disseminated, and what does your approach have to do with “intimacy”? ES: I’ve always liked Walter Benjamin’s take on the ability of mediating technologies to traverse spatial distances, bringing previously inaccessible events within touching distance. With this project, I wanted to heighten this disembodied intimacy by sending unedited videos shot on my iPhone, a device that’s physically on me at all times, directly to the recipients’ inbox. So it’s not just “sharing” but actually “giving” them a unique video file gift, which only they see,  positioning the recipient as a captive audience of one, unlike on social media where you have no idea who is watching or who cares. But also, I asked them to “complete” the video by adding its metadata, which puts them on the spot—they have to respond, instead of having the option to ignore me—and also extracting some labor in return, which is exactly what social media does: extracting our affective and attentive labor, supposedly optionally, in exchange for the gift of the free service. The metadata—tags, title and optionally a caption—became the only viewable part of the exchange, since I used it to annotate a corresponding black, “empty” video on Instagram, also shared on Twitter and Facebook, so the original content remains private. These blank videos record the creative output of the recipient, while acting as proof of the transaction (i.e. that I sent them a video). They also act as performative objects which will continue to operate online due to their tagging, which connects them to other groups of media and renders them visible—i.e. searchable—online, since search bots cannot as yet “see” video content. I wanted to make a work which foregrounds its own connectedness, both to other images via the hashtags but also to the author-recipients through tagging them on social media. So the process of constantly producing and updating oneself within the restrictive and pre-determined formats of social media platforms, i.e. their desired user behaviours, becomes almost the content of the piece. I also like the idea that hashtag searches on all these platforms, for (let’s say) Greece, will bring up these blank/ black videos (which by the way, involved a little hack, as Instagram will not allow you to upload pre-recorded content and it’s impossible to record a black and silent video…). It’s a tiny intervention into the regime of carefully filtered and cropped life-style depictions that Instagram is best known for. It’s also a gesture of submitting oneself to the panoptical imperative to share one’s experience no matter how private or banal, hence using Instagram for its associations with a certain solipsistic self-display; by willingly enacting the production of mediated self on social media I’m exploring a kind of masochistic humour which has some affinities with what Benjamin Noys identified as an accelerationist attitude of “the worse the better.” And yet, by remaining hidden, and not publicly viewable, the public performance of a mediated self is denied.

DR: An accelerationist Social Media artwork would have to be loaded with sincerity, firstly, on the part of the human (artist/performer), but also, in an authentic attempt to utilise the network completely on its terms. Is there something, then, about abundance and saturation in your work? An attempt to overload the panopticon? ES: That’s a very interesting way of putting it. I sometimes relate that oversaturation to the horror vacui of art that springs from a self-therapeutic need, which my work addresses, though it’s less obsessive scribbles, more endless connection, output and flow and semi-ritualistic and repetitive working processes. And in terms of utilizing the network on its own terms, Geert Lovink’s notion of the “natural language hack” (rather than the “deep level” hack) is one I’ve thought about—where your understanding of the social, rather than technical, operation of online platforms gets your work disseminated. For example my project Woman Nature Alone, where I re-enacted stock video which is freely available on my Youtube channel—some of those videos are high on the Google ranking page, so Google is effectively “marketing” my work without me doing anything.  Whether it overloads the panopticon, or just contributes more to the babble, is a pertinent question (as Jodi Dean’s work around communicative capitalism has shown), since if the work is disseminated on commercial platforms like YouTube or Facebook, it operates within a system of value generation which benefits the corporation, involving, as is by now well known, a Faustian pact of personal data in exchange for “free” service. And going back to agency—the mutability of the platforms means that if the work makes use of particular features (suchas YouTube annotations) its existence is contingent on them being continued; since the content and the context are inextricable in situations like this, it would become impossible to display the original work exactly as it was first made and seen. Even then, as with Olia Lialina and Dragan Espenschied’s One Terabyte of Kilobyte Age, it would become an archive, which preserves documents from a specific point in the web’s history but cannot replicate the original viewing conditions because all the infrastructure around it has changed completely. So if the platforms—the corporations—control the context and viewing conditions, then artists working within them are arguably at their mercy- and keeping the endless flow alive by adding to it. I’m more interested in working within the flows rather than, as some artists prefer, rejecting the dissemination of their work online. Particularly with moving image work,  I’m torn between feeling that artists’ insistence on certain very specific, usually high quality, viewing conditions for their work bolsters, as Sven Lütticken has argued, the notion of the rarefied auratic art object whose appreciation requires a kind of hushed awe and reverence, while being aware that the opposite—the image ripped from its original location and circulated in crap-res iPhone pics/ videos—is an example of what David Joselit would call image neoliberalism, which sees images as site-less and like any other commodity, to be traded across borders and contexts with no respect for the artist’s intentions. However, I also think that this circulation is becoming an inevitability and no matter how much you insist your video is viewed on zillion lumens projector (or whatever), it will most likely end up being seen by the majority of viewers on YouTube or on a phone screen; I’m interested in how artists (like Hito Steyerl) address, rather than avoid, the fact of this image velocity and spread. DR: Lastly, what have you been working on recently? What’s next? ES: I recently did a series of live, improvised performance series called Other People’s Problems direct to people’s desktops, with Field Broadcast, where I read out streams of tags and captions off Tumblr, Instagram and Facebook, randomly jumping to other tags as I went. I’m fascinated by tags—they’re often highly idiosyncratic and personal, as well as acting as connective tissue between dispersed users; but also I liked the improvisation, where something can go wrong and the awkwardness it creates. (I love awkwardness!) Future projects are going to explore some of the ideas this work generated: how to improvise online (when things can always be deleted/ rejigged afterwards), how to embrace the relinquishing of authorial control which I see as integral to the online (or at least social media) experience, and how to work with hashtags/ metadata both as text in its own right and as a tool.   Age: 33 Location: London, Athens when I can manage it How long have you been working creatively with technology? How did you start? 14, 15 maybe, when I started mucking around with Photoshop—I remember scanning a drawing I’d made of a skunk from a Disney tale and making it into a horrendous composition featuring a rasta flag background… I was young. And I’ve always been obsessed with documenting things; growing up I was usually the one in our gang who had the camera—showing my age here, imagine there being one person with a camera—which has given me plenty of blackmail leverage and a big box of tastefully weathered photos that, despite my general frustration with analogue nostalgia, I know I will be carrying around with me for life. Where did you go to school? What did you study? After doing Physics, Chemistry and Maths at school, I did one year of a Chemistry BA, until I realized I wasn’t cut out for lab work (too much like cooking) or what seemed like the black-and-white nature of scientific enquiry. I then did an art and design foundation at a fashion college, followed by one year of Fine Art Textiles BA—a nonsensical course whose only redeeming feature was its grounding in feminist theory—before finally entering the second year of a Fine Art BA. For a while this patchy trajectory through art school made me paranoid, until I realised it probably made me sound more interesting than I am. And in my attempt to alleviate the suspicion that there was some vital piece of information I was missing, I also did loads of philosophy diploma courses, which actually did come in handy when back at Uni last year: I recently finished a Masters of Research in moving image art. 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? At the moment I’m just about surviving as an artist and I’ve always been freelance apart from time done in bar, kitchen, shop (Londoners, remember Cyberdog?) cleaning and nightclub jobs, some of which the passage of time has rendered as amusingly risqué rather than borderline exploitative. After my B.A., I set up in business with the Prince’s Trust, running projects with what are euphemistically known as hard-to-reach young people, making videos, digital art pieces and music videos until government funding was pulled from the sector. I mostly loved this work and it definitely fed into and reflects my working with members of loose groups, like the meditation community around the Insight Time app, or Freecycle, or Facebook friends. I’ve also been assisting artist and writer Caroline Bergvall on and off for a few years, which has been very helpful in terms of observing how an artist makes a life/ living. What does your desktop or workspace look like? I’m just settling into a new space at the moment but invariably, a bit of a mess, a cup of tea, piles of books, and both desktop and workspace are are covered in neon post-it notes. Generally I am a paradigmatic post-Fordist flexi worker though: I can and do work pretty much anywhere—to the occasional frustration of friends and family. 

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Tue, 08 Oct 2013 08:30:18 -0700 https://rhizome.org/editorial/2013/oct/08/artist-profile-erica-scourti/#new_tab
<![CDATA[Artist Profile: Erica Scourti]]> http://rhizome.org/editorial/2013/oct/8/artist-profile-erica-scourti

The latest in a series of interviews with artists who have developed a significant body of work engaged (in its process, or in the issues it raises) with technology. See the full list of Artist Profiles here.   Daniel Rourke: Your recent work, You Could've Said, is described as "a Google keyword confessional for radio." I've often considered your work as having elements of the confession, partly because of the deeply personal stance you perform—addressing we, the viewer or listener, in a one-on-one confluence, but also through the way your work hijacks and exposes the unseen, often algorithmic, functions of social and network media. You allow Google keywords to parasitize your identity and in turn you apparently "confess" on Google's behalf. Are you in search of redemption for your social-media self? Or is it the soul of the algorithm you wish to save? Erica Scourti: Or maybe the algorithm and social media soul is now so intertwined and interdependent that it makes little sense to even separate the two, in a unlikely fulfillment of Donna Haraway's cyborg? Instead of having machines built into/onto us (Google glasses notwithstanding), the algorithms which parse our email content, Facebook behaviours, Amazon spending habits, and so on, don't just read us, but shape us. I'm interested in where agency resides when our desires, intentions and behaviours are constantly being tracked and manipulated through the media and technology that we inhabit; how can we claim to have any "authentic" desires? Facebook's "About" section actually states, "You can't be on Facebook without being your authentic self," and yet this is a self that must fit into the predetermined format and is mostly defined by its commercial choices (clothing brands, movies, ice cream, whatever). And those choices are increasingly influenced by the algorithms through the ambient, personalized advertising that surrounds us. So in You Could've Said, which is written entirely in an instrumentalised form of language, i.e. Google's AdWords tool, I'm relaying the impossibility of having an authentic feeling, or even a first-hand experience, despite the seemingly subjective, emotional content and tone. Google search stuff is often seen reflective of a kind of cute "collective self" (hey, we all want to kill our boyfriends sometimes!) but perhaps it's producing as much as reflecting us. It's not just that everything's already been said, and can be commodified but that the devices we share so much intimate time with are actively involved in shaping what we consider to be our "selves," our identities. And yet, despite being entirely mediated, my delivery is "sincere" and heartfelt; I'm really interested in the idea of sincere, but not authentic. I think it's the same reason spambots can have such unexpected pathos; they seem to "express" things in a sincere way, which suggests some kind of "soul" at work there, or some kind of agency,  and yet they totally lack interiority, or authenticity. In this and other work of mine (especially Life in AdWords) dissonance is produced by my apparent misrecognition of the algorithmically produced language as my own- mistaking the machine lingo as a true expression of my own subjectivity. Which is not to say that there is some separate, unmediated self that we could access if only we would disconnect our damn gadgets for a second, but the opposite—that autobiography, which my work clearly references, can no longer be seen as a narrative produced by some sort of autonomous subject, inseparable from the technology it interacts with. Also, autobiography often involves a confessional, affective mode, and I'm interested in how this relates to the self-exposure which the attention economy seems to encourage—TMI can secure visibility when there's not enough attention to go round. With the Google confessional, I'm enacting an exposure of my flaws and vulnerabilities and while it's potentially "bad" for me (i.e. my mediated self) since you might think I'm a loser, if you're watching, then it's worth it, since value is produced simply through attention-retention. Affective vitality doesn't so much resist commodification as actively participate within it…

DR: You mention agency. When it comes to the algorithms that drive the current attention economy I tend to think we have very little. Active participation is all well and good, but the opposite—an opting out, rather than a passivity—feels increasingly impossible. I am thinking about those reCaptcha questions we spend all our time filling in. If I want to access my account and check the recommendations it has this week, I'm required to take part in this omnipresent, undeniably clever, piece of crowd-sourcing. Alan Turing's predictions of a world filled with apparently intelligent machines has come true, except, its the machines now deciding whether we are human or not. ES: Except of course—stating the obvious here—it's just carrying out the orders another human instructed it to, a mediated form of gatekeeping that delegates responsibility to the machine, creating a distance from the entirely human, social, political etc structure that has deemed it necessary (a bit like drones then?). I'm very interested also in the notion of participation as compulsory—what Zizek calls the "You must, because you can" moral imperative of consumerism—especially online, not just at the banal level (missing out on events, job opportunities, interesting articles and so on if you're not on Facebook) but because your actions necessarily feed back into the algorithms tracking and parsing our behaviours. And even opting out becomes a choice that positions you within a particular demographic (more likely to be vegetarian, apparently). Also, this question of opting out seems to recur in conversations around art made online, in a way it doesn't for artists working with traditional media—like, if you're being critical of it, why not go make your own Facebook, why not opt out? My reasoning is that I like to work with widely used technology, out of an idea that the proximity of these media to mainstream, domestic and wider social contexts makes the work more able to reflect on its sociopolitical implications, just as some video artists working in the 80s specifically engaged with TV as the main mediator of public consciousness. Of course some say this is interpassiviity, just feebly participating in the platforms without making any real change, and I can understand that criticism. Now that coded spaces and ubiquitous computing are a reality of the world—and power structures—we inhabit, I do appreciate artists who can work with code and software (in a way that I can't) and use their deeper understanding of digital infrastructure to reflect critically on it. DR: You've been engaged in a commision for Colm Cille's Spiral, sending personal video postcards to anyone who makes a request. Your interpretation of the "confessional" mode seems in this piece to become very human-centric again, since the work is addressed specifically at one particular individual. How has this work been disseminated, and what does your approach have to do with "intimacy"? ES: I've always liked Walter Benjamin's take on the ability of mediating technologies to traverse spatial distances, bringing previously inaccessible events within touching distance. With this project, I wanted to heighten this disembodied intimacy by sending unedited videos shot on my iPhone, a device that's physically on me at all times, directly to the recipients' inbox. So it's not just "sharing" but actually "giving" them a unique video file gift, which only they see,  positioning the recipient as a captive audience of one, unlike on social media where you have no idea who is watching or who cares. But also, I asked them to "complete" the video by adding its metadata, which puts them on the spot—they have to respond, instead of having the option to ignore me—and also extracting some labor in return, which is exactly what social media does: extracting our affective and attentive labor, supposedly optionally, in exchange for the gift of the free service. The metadata—tags, title and optionally a caption—became the only viewable part of the exchange, since I used it to annotate a corresponding black, "empty" video on Instagram, also shared on Twitter and Facebook, so the original content remains private. These blank videos record the creative output of the recipient, while acting as proof of the transaction (i.e. that I sent them a video). They also act as performative objects which will continue to operate online due to their tagging, which connects them to other groups of media and renders them visible—i.e. searchable—online, since search bots cannot as yet "see" video content. I wanted to make a work which foregrounds its own connectedness, both to other images via the hashtags but also to the author-recipients through tagging them on social media. So the process of constantly producing and updating oneself within the restrictive and pre-determined formats of social media platforms, i.e. their desired user behaviours, becomes almost the content of the piece. I also like the idea that hashtag searches on all these platforms, for (let's say) Greece, will bring up these blank/ black videos (which by the way, involved a little hack, as Instagram will not allow you to upload pre-recorded content and it's impossible to record a black and silent video...). It's a tiny intervention into the regime of carefully filtered and cropped life-style depictions that Instagram is best known for. It's also a gesture of submitting oneself to the panoptical imperative to share one's experience no matter how private or banal, hence using Instagram for its associations with a certain solipsistic self-display; by willingly enacting the production of mediated self on social media I'm exploring a kind of masochistic humour which has some affinities with what Benjamin Noys identified as an accelerationist attitude of "the worse the better." And yet, by remaining hidden, and not publicly viewable, the public performance of a mediated self is denied.

DR: An accelerationist Social Media artwork would have to be loaded with sincerity, firstly, on the part of the human (artist/performer), but also, in an authentic attempt to utilise the network completely on its terms. Is there something, then, about abundance and saturation in your work? An attempt to overload the panopticon? ES: That's a very interesting way of putting it. I sometimes relate that oversaturation to the horror vacui of art that springs from a self-therapeutic need, which my work addresses, though it's less obsessive scribbles, more endless connection, output and flow and semi-ritualistic and repetitive working processes. And in terms of utilizing the network on its own terms, Geert Lovink's notion of the "natural language hack" (rather than the "deep level" hack) is one I've thought about—where your understanding of the social, rather than technical, operation of online platforms gets your work disseminated. For example my project Woman Nature Alone, where I re-enacted stock video which is freely available on my Youtube channel—some of those videos are high on the Google ranking page, so Google is effectively "marketing" my work without me doing anything.  Whether it overloads the panopticon, or just contributes more to the babble, is a pertinent question (as Jodi Dean's work around communicative capitalism has shown), since if the work is disseminated on commercial platforms like YouTube or Facebook, it operates within a system of value generation which benefits the corporation, involving, as is by now well known, a Faustian pact of personal data in exchange for "free" service. And going back to agency—the mutability of the platforms means that if the work makes use of particular features (suchas YouTube annotations) its existence is contingent on them being continued; since the content and the context are inextricable in situations like this, it would become impossible to display the original work exactly as it was first made and seen. Even then, as with Olia Lialina and Dragan Espenschied's One Terabyte of Kilobyte Age, it would become an archive, which preserves documents from a specific point in the web's history but cannot replicate the original viewing conditions because all the infrastructure around it has changed completely. So if the platforms—the corporations—control the context and viewing conditions, then artists working within them are arguably at their mercy- and keeping the endless flow alive by adding to it. I'm more interested in working within the flows rather than, as some artists prefer, rejecting the dissemination of their work online. Particularly with moving image work,  I'm torn between feeling that artists' insistence on certain very specific, usually high quality, viewing conditions for their work bolsters, as Sven Lütticken has argued, the notion of the rarefied auratic art object whose appreciation requires a kind of hushed awe and reverence, while being aware that the opposite—the image ripped from its original location and circulated in crap-res iPhone pics/ videos—is an example of what David Joselit would call image neoliberalism, which sees images as site-less and like any other commodity, to be traded across borders and contexts with no respect for the artist's intentions. However, I also think that this circulation is becoming an inevitability and no matter how much you insist your video is viewed on zillion lumens projector (or whatever), it will most likely end up being seen by the majority of viewers on YouTube or on a phone screen; I'm interested in how artists (like Hito Steyerl) address, rather than avoid, the fact of this image velocity and spread. DR: Lastly, what have you been working on recently? What's next? ES: I recently did a series of live, improvised performance series called Other People's Problems direct to people's desktops, with Field Broadcast, where I read out streams of tags and captions off Tumblr, Instagram and Facebook, randomly jumping to other tags as I went. I'm fascinated by tags—they're often highly idiosyncratic and personal, as well as acting as connective tissue between dispersed users; but also I liked the improvisation, where something can go wrong and the awkwardness it creates. (I love awkwardness!) Future projects are going to explore some of the ideas this work generated: how to improvise online (when things can always be deleted/ rejigged afterwards), how to embrace the relinquishing of authorial control which I see as integral to the online (or at least social media) experience, and how to work with hashtags/ metadata both as text in its own right and as a tool.   Age: 33 Location: London, Athens when I can manage it How long have you been working creatively with technology? How did you start? 14, 15 maybe, when I started mucking around with Photoshop—I remember scanning a drawing I'd made of a skunk from a Disney tale and making it into a horrendous composition featuring a rasta flag background... I was young. And I've always been obsessed with documenting things; growing up I was usually the one in our gang who had the camera—showing my age here, imagine there being one person with a camera—which has given me plenty of blackmail leverage and a big box of tastefully weathered photos that, despite my general frustration with analogue nostalgia, I know I will be carrying around with me for life. Where did you go to school? What did you study? After doing Physics, Chemistry and Maths at school, I did one year of a Chemistry BA, until I realized I wasn't cut out for lab work (too much like cooking) or what seemed like the black-and-white nature of scientific enquiry. I then did an art and design foundation at a fashion college, followed by one year of Fine Art Textiles BA—a nonsensical course whose only redeeming feature was its grounding in feminist theory—before finally entering the second year of a Fine Art BA. For a while this patchy trajectory through art school made me paranoid, until I realised it probably made me sound more interesting than I am. And in my attempt to alleviate the suspicion that there was some vital piece of information I was missing, I also did loads of philosophy diploma courses, which actually did come in handy when back at Uni last year: I recently finished a Masters of Research in moving image art. 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? At the moment I'm just about surviving as an artist and I've always been freelance apart from time done in bar, kitchen, shop (Londoners, remember Cyberdog?) cleaning and nightclub jobs, some of which the passage of time has rendered as amusingly risqué rather than borderline exploitative. After my B.A., I set up in business with the Prince's Trust, running projects with what are euphemistically known as hard-to-reach young people, making videos, digital art pieces and music videos until government funding was pulled from the sector. I mostly loved this work and it definitely fed into and reflects my working with members of loose groups, like the meditation community around the Insight Time app, or Freecycle, or Facebook friends. I've also been assisting artist and writer Caroline Bergvall on and off for a few years, which has been very helpful in terms of observing how an artist makes a life/ living. What does your desktop or workspace look like? I'm just settling into a new space at the moment but invariably, a bit of a mess, a cup of tea, piles of books, and both desktop and workspace are are covered in neon post-it notes. Generally I am a paradigmatic post-Fordist flexi worker though: I can and do work pretty much anywhere—to the occasional frustration of friends and family. 

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Tue, 08 Oct 2013 07:30:18 -0700 http://rhizome.org/editorial/2013/oct/8/artist-profile-erica-scourti
<![CDATA[The Phantom Zone]]> http://rhizome.org/editorial/2013/sep/10/phantom-zone

The boundary between science fiction and social reality is an optical illusion.

Donna Haraway, A Cyborg Manifesto (1991) [1]

This is no fantasy... no careless product of wild imagination. No, my good friends.

The opening lines of Richard Donner's Superman (1978) [2] In a 1950 film serial entitled Atom Man vs Superman [3] television executive and evil genius Lex Luthor sends Superman into a ghostly limbo he calls "The Empty Doom." Trapped in this phantom void, Superman's infinite powers are rendered useless, for although he can still see and hear the "real" world his ability to interact with it has all but disappeared. Over the following decades this paraspace [4]—to use Samuel Delany's term for a fictional space, accessed via technology, that is neither within nor entirely separate from the 'real' world—would reappear in the Superman mythos in various forms, beginning in 1961. Eventually dubbed "The Phantom Zone," its back story was reworked substantially, until by the mid 60s it had become a parallel dimension discovered by Superman's father, Jor El. Once used to incarcerate Krypton's most unsavory characters, The Phantom Zone had outlasted its doomed home world and eventually burst at the seams, sending legions of super-evil denizens raining down onto Earth. Beginning its life as an empty doom, The Phantom Zone was soon filled with terrors prolific enough to make even The Man of Steel fear its existence.

Overseen by story editor Mortimer Weisinger, and the unfortunately named artist Wayne Boring, the late 50s and early 60s were a strange time in the Superman universe. The comics suddenly became filled with mutated variants of kryptonite that gave Superman the head of an ant or the ability to read thoughts; with miniature Supermen arriving seconds before their namesake to save the day and steal his thunder; with vast universes of time caught fast in single comic book panels. It was an era of narrative excess wrapped by a tighter, more meticulous and, many would say, repressed aesthetic:

Centuries of epic time could pass in a single caption. Synasties fell between balloons, and the sun could grow old and die on the turn of a page. It was a toy world, too, observed through the wrong end of a telescope. Boring made eternity tiny, capable of being held in two small hands. He reduced the infinite to fit in a cameo... [5]

The Phantom Zone is one of the least bizarre narrative concepts from what is now known as the Silver Age of D.C. Comics (following on from the more widely celebrated Golden Age). It could be readily understood on a narrative level, and it had a metaphorical dimension as well, one that made conceivable the depths contained in Superman's vast, but ultimately manipulable universe. The Phantom Zone was usually portrayed on a television screen kept safe in one of the many rooms of the League of Justice headquarters. It could also be used as a weapon and fired from a portable projection device—the cold, harsh infinity of the Empty Doom blazing into Superman's world long enough to ensnare any character foolish enough to stand in its rays. Whether glimpsed on screen or via projection, then, The Phantom Zone could be interpreted as a metaphor for the moving image. 

In comic books, as in the moving image, the frame is the constituent element of narrative. Each page of a comic book is a frame which itself frames a series of frames, so that by altering each panel's size, bleed or aesthetic variety, time and space can be made elastic. Weisinger and Boring's Phantom Zone took this mechanism further, behaving like a weaponized frame free to roam within the comic book world. Rather than manipulating three-dimensional space or the fourth dimension of time, as the comic book frame does, The Phantom Zone opened out onto the existence of other dimensions. It was a comic book device that bled beyond the edge of the page, out into a world in which comic book narratives were experienced not in isolation, but in parallel with the onscreen narratives of the cinema and the television. As such, the device heralded televisual modes of attention.

For his 1978 big-budget movie version of Superman, [6] director Richard Donner cunningly translated The Phantom Zone into something resembling the cinema screen itself. In the film's opening sequence, a crystal surface swoops down from the immense backdrop of space, rendering the despicable General Zod and his cronies two-dimensional as it imprisons them. In the documentary The Magic Behind the Cape, [7] bundled with the DVD release of Superman in 2001, we are given an insight into the technical prowess behind Donner's The Phantom Zone. The actors are made to simulate existential terror against the black void of the studio, pressed up against translucent, flesh-like membranes and physically rotated out of sync with the gaze of the camera. Rendering the faux two-dimensional surface of Donner's Phantom Zone believable required all manner of human dimensions to be framed out of the final production. The actors react to causes generated beyond the studio space, the director's commands, or the camera's gaze. They twist and recoil from transformations still to occur in post-production. In a sense, the actors behave as bodies that are already images. With its reliance on post-produced visual effects, the Phantom Zone sequence represents an intermediary stage in the gradual removal of sets, locations, and any 'actual' spatial depths from the film production process. Today, actors must address their humanity to green voids post-produced with CGI, and the indexical relationship between the film image and the events unfolding in front of the lens have been almost entirely shattered. In this Phantom cinema produced after the event, ever-deeper layers of special effects seal actors into a cinematic paraspace. Just as The Phantom Zone of the comic book heralded televisual modes of attention, The Phantom Zone of the 1970s marked a perceptual regime in which the cinematic image was increasingly sealed off from reality by synthetic visual effects.

   For Walter Benjamin, writing during cinema's first “Golden Era,", the ability of the cinema screen to frame discontinuous times and spaces represented its most profound "truth." Delivered by cinema, Benjamin argued, mechanically disseminated images were actually fracturing the limits of our perceptions, training "human beings in the apperceptions and reactions needed to deal with a vast apparatus whose role in their lives is expanding almost daily." [8]  The cinema screen offered audiences who were confined to finite bodies that had never before experienced such juxtapositions an apparently shared experience of illuminated consciousness. Far from inventing this new mode of perception through the "shock-character" of montage, Benjamin believed that cinema spoke of the 'truths' which awaited us beneath the mirage of proletarian experience. Truths which would guide us—with utopian fervor—towards an awareness, and eventual control, of what Benjamin called the "new nature":

Not just industrial technology, but the entire world of matter (including human beings) as it has been transformed by that technology. [9]

In short, cinema was less a technology than a new and evolving mode of machinic thought, both generated by and generating the post-industrial subject. Observing the relation between representation and visibility, Jens Andermann notes:

Truth, the truth of representation, crucially depends on the clear-cut separation between the visible and the invisible, the non-objectness of the latter. Truth is the effect of what we could call the catachretic nature of visuality, the way in which the world of visual objects can point to the invisible domain of pure being only by obsessively pointing to itself. [10]

As from the Greek root aisthanesthai – "to perceive"—the aesthetic conditions through which The Phantom Zone have been translated frame far more than a supposed fictional void. Called upon to indicate an absolute outside — the unfathomable infinity of another, ghostly, parallel universe — The Phantom Zone instead reiterates the medium of its delivery, whether comic book, television, or cinema, with mirror-like insistency. Such is the power of new technical modes of thought, that very often, they cause us to rethink the outmoded media that we are so used to as to be unaware. The Phantom Zone hides the cinematographic image in plain view. Its reappearance and reimagining over the last 60 odd years, in ever newer forms and aesthetic modes, can be read paradigmatically, that is, as a figure that stands in place of, and points towards, shifts, mutations and absolute overturnings in our perceptual apparatus. Its most recent iteration is in the 2013 Superman reboot, Man of Steel, [11] and in particular in a 'viral' trailer distributed on YouTube a few weeks before the film was released. [12] Coming towards us soars a new mode of machinic thought; a Phantom Zone of unparalleled depth and aesthetic complexity that opens onto a new new - digital - nature.

The General Zod trailer for Man of Steel begins with a static rift that breaks into a visual and audial disarrangement of the phrase, “You are not alone". General Zod's masked face materializes, blended with the digital miasma: a painterly 3D effect that highlights the inherent ‘otherness' of where his message originates. The aesthetic is unsettling in as much as it is recognizable. We have no doubt as viewers of this 'viral' dispatch as to the narrative meaning of what we are witnessing, namely, a datastream compressed and distributed from a paraspace by an entity very much unlike us. The uncanny significance of the trailer stems more from how very normal the digital miasma feels; from how apprehensible this barrage of noise is to us. Indeed, it is ‘other', but its otherness is also somehow routine, foreseeable. The pathogen here is not Zod's message, it is digital technology itself. The glitched aesthetic of the trailer has become so habitual as to herald the passing of digital materiality into the background of awareness. Its mode of dissemination, via the Trojan Horse of YouTube, just as unvisible to us during the regular shifts we make between online/offline modes of communication. The surface of this Phantom Zone very much interfaces with our material world, even if the message it impresses upon us aches to be composed of an alien substance.   Digital video does the work of representation via a series of very clever algorithms called codecs that compress the amount of information needed to produce a moving image. Rather than the individual frames of film, each as visually rich and total as the last, in a codec only the difference between frames need be encoded, making each frame “more like a set of movement instructions than an image." [13] The painterly technique used in the General Zod trailer is normally derived from a collapse between key (image) and reference (difference) frames at the status of encoding. The process is called ‘datamoshing', and has its origins in glitch art, a form of media manipulation predicated on those minute moments when the surface of an image or sound cracks open to reveal some aspect of the process that produced it. By a method of cutting, repeating or glitching of key and reference frames visual representations are made to blend into one another, space becomes difference and time becomes image. The General Zod trailer homages/copies/steals the datamoshing technique, marking digital video's final move from convenient means of dissemination, to palpable aesthetic and cultural influence.  In the actual movie, Man of Steel (2013), Zod's video message is transposed in its entirety to the fictional Planet Earth. The viral component of its movement around the web is entirely absent: its apparent digitality, therefore, remains somewhat intact, but only as a mere surface appearance. This time around the message shattering through The Phantom Zone is completely devoid of affective power: it frames nothing but its existence as a narrative device. The filmmakers rely on a series of “taking over the world" tropes to set the stage for General Zod's Earth-shaking proclamation. TV sets in stereotypical, exotic, locales flicker into life, all broadcasting the same thing. Electronic billboards light up, loudspeakers blare, mobile phones rumble in pockets, indeed, all imaging technologies suddenly take on the role of prostheses for a single, datamoshed, stream. In one—particularly sincere—moment of the montage a faceless character clutches a Nokia brand smartphone in the centre of shot and exclaims, “It's coming through the RSS feeds!" This surface, this Phantom Zone, frames an apparatus far vaster than a datamoshed image codec: an apparatus apparently impossible to represent through the medium of cinema. The surface appearance of the original viral trailer is only a small component of what constitutes the image it conveys, and thus, of the image it frames of our time. Digital materiality shows itself via poorly compressed video clips arriving through streams of overburdened bandwidth. Our understanding of what constitutes a digital image must then, according to Mark Hansen, “be extended to encompass the entire process by which information is made perceivable." [14]

In its cinematic and comic book guises, The Phantom Zone was depicted as “a kind of membrane dividing yet connecting two worlds that are alien to and also dependent upon each other".[15] The success of the datamoshed trailer comes from the way it broke through that interface, its visual surface bubbling with a new kind of viral, digital, potential that encompasses and exposes the material engaged in its delivery. As cinematographic subjects we have an integral understanding of the materiality of film. Although we know that the frames of cinema are separate we crave the illusion of movement, and the image of time, they create. The ‘viral' datamoshed message corrupts this separation between image and movement, the viewer and the viewed. Not only does General Zod seem to push out, from inside the numerical image, it is as if we, the viewing subject enraptured by the digital event, have been consumed by its flow. The datamoshed Phantom Zone trailer takes the one last, brave, step beyond the apparatus of image production. Not only is the studio, the actor, and even the slick appeal of CGI framed out of its mode of delivery, arriving through a network that holds us complicit, this Phantom Zone frames the 'real' world in its entirety, making even the fictional world it appeals to devoid of affective impact. To take liberty with the words of Jean Baudrillard:

[Jorge Luis] Borges wrote: they are slaves to resemblance and representation; a day will come when they will try to stop resembling. They will go to the other side of the mirror and destroy the empire. But here, you cannot come back from the other side. The empire is on both sides. [16]

Once again, The Phantom Zone highlights the material mode of its delivery with uncanny exactness. We are now surrounded by images that supersede mere visual appearance: they generate and are generated by everything the digital touches, including we, the most important component of General Zod's 'viral' diffusion. The digital Phantom Zone extends to both sides of the flickering screen.   References

[1] Donna Haraway, Simians, Cyborgs and Women : The Reinvention of Nature. (London: Free Association Books Ltd, 1991), 149–181.

[2] Richard Donner, Superman, Action, Adventure, Sci-Fi, 1978.

[3] Spencer Gordon Bennet, Atom Man Vs. Superman, Sci-Fi, 1950.

[4] Scott Bukatman, Terminal Identity: The Virtual Subject in Postmodern Science Fiction (Durham: Duke University Press, 1993), 164.

[5] Grant Morrison, Supergods: Our World in the Age of the Superhero (London: Vintage Books, 2012), 62.

[6] Donner, Superman.

[7] Michael Thau, The Magic Behind the Cape, Documentary, Short, 2001. See : http://www.youtube.com/watch?v=bYXbzVJ6NzA&feature=youtu.be&t=4m12s

[8] Walter Benjamin, “The Work of Art in the Age of Its Technological Reproducibility," in The Work of Art in the Age of Its Technological Reproducibility, and Other Writings on Media (Cambridge  Mass.: Belknap Press of Harvard University Press, 2008), 26.

[9] Susan Buck-Morss, The Dialectics of Seeing: Walter Benjamin and the Arcades Project (MIT Press, 1991), 70.

[10] Jens Andermann, The Optic of the State: Visuality and Power in Argentina and Brazil (University of Pittsburgh Pre, 2007), 5.

[11] Zack Snyder, Man of Steel, Action, Adventure, Fantasy, Sci-Fi, 2013.

[12] Man of Steel Viral - General Zod's Warning (2013) Superman Movie HD, 2013, http://www.youtube.com/watch?v=5QkfmqsDTgY.

[13] BackStarCreativeMedia, “Datamoshing—the Beauty of Glitch," April 9, 2009, http://backstar.com/blog/2009/04/09/datamoshing-the-beauty-of-glitch/.

[14] Mark B. Hansen, “Cinema Beyond Cybernetics, or How to Frame the Digital Image," Configurations 10, no. 1 (2002): 54, doi:10.1353/con.2003.0005.

[15] Mark Poster, The Second Media Age (Wiley, 1995), 20.

[16] Jean Baudrillard, “The Murder of the Sign," in Consumption in an Age of Information, ed. Sande Cohen and R. L. Rutsky (Berg, 2005), 11.  

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Tue, 10 Sep 2013 08:00:00 -0700 http://rhizome.org/editorial/2013/sep/10/phantom-zone
<![CDATA[Datamoshing the Land of Ooo: An Interview with David OReilly]]> https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

David OReilly is a 3D animator’s 3D animator. Embracing a stripped-back aesthetic that foregrounds the very processes of animation, OReilly—whose past short films include award-winning titles “The External World” (2011) and “Please Say Something” (2009)—is recognized as much for his astute grasp of dark, abstract comedy as for his unique approach to visual design. Drawing on glitch aesthetics, underground Japanese Manga and the most parasitic of Internet memes, OReilly forges original compositions from the debris of contemporary culture. On April 1, Cartoon Network aired an episode of primetime television series Adventure Time that was written and directed by OReilly. Entitled “A Glitch is a Glitch,”[1] the episode tells the story of a villain who creates a computer virus to delete all of the other characters in the show, with the exception of his love interest. The other characters must weed out and destroy this glitch in the system. “A Glitch is a Glitch” arrived a couple of weeks before a new ‘viral’ trailer for Superman reboot Man of Steel, which also used glitchy datamoshing techniques to deliver its message. It seems significant that as glitch aesthetics take root in the Hollywood mainstream, a young animator, who has creatively embraced glitches for years, would make a television cartoon devoted to weeding them out.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: How did you become involved with Adventure Time? DO: Pen (the creator of the show) was a fan of my short films and got in touch in early 2010. At the time I was making The External World and wasn’t able to jump ship, so it was put on hold. About a year later I had moved to LA and we ran into each other a few times and started talking about it again. DR: At what stage did the music producer Flying Lotus (Steven Ellison) become involved with the project?  DO: Steve is a friend and knew I was doing this early on. We were originally planning on doing a completely different intro that he would score, so he sent over some tracks during production. In the end we didn’t have time or money to do that intro, so the end credits sequence was born. DR: Were there any restrictions and/or stipulations on what you could do with the show? DO: Creatively, Pen really wanted me to do my own thing. The writers on the show are really good, and I would have been happy to animate one of their storyboards—but he really wanted me to do all that stuff myself. I can’t think of a precedent for that. It may be the only animated show in history to let a total outsider write and direct an episode. As far as restrictions, there were a few because ultimately it’s for children’s TV. A few jokes were cut or toned down, which was frustrating at the time, but I’m proud of what made it to air.  

In-progress footage from David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A Glitch is a Glitch features a clip from another work of yours where a grey, doll-like woman swallows her own hair. In Adventure Time, the clip arrives through the window on a floppy disc taped to a brick. Jake and Finn watch the clip, which then seems to bring the glitch into being. There’s a couple of references here to the Japanese film, Ring (1998), in which a VHS tape must be watched, copied and passed on in order that the “original” viewer not die. Your doll woman in particular echoes and subverts a memorable motif from the Ring franchise, having the long-haired spectral figure literally eat herself like an ouroboros. DO: I think that was misinterpreted by the fans. That clip isn’t an earlier work—I made it alongside the episode and released it a week before. For that scene I was kind of thinking about those shock sites you see when you’re younger. Back in my day it was tubgirl or goatse; they were passed around and became these enigmatic things you had to see. Kids now are way more exposed to that stuff—and probably at a far younger age. A lot of people complained that scene was too extreme for kids’ TV, but I think people don’t give them credit for what they can tolerate. If they have the Internet they’re pretty much exposed to the open mouth of hell at all times. 

Process images, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: The shock value of your work is often emphasised by your allegiance to cute—kawaii—figures. Adventure Time feels like a good fit for that contradiction to play out. Do you have any major influences when it comes to addressing this balance? Other than Goatse, of course.  DO: I should say the scene of the girl eating her hair wasn’t about shocking the audience, it was about getting Finn & Jake to feel sick. Only a few seconds of it appears in the actual episode. In general I never think about shock value in any project because it implies there’s no meaning behind the images. Surprise might be a better word; I’m interested in using animation for ideas that it isn’t typically used for. Of course, some people were shocked, but that’s mainly because they expected a regular 2D episode—and the story existed outside of the show’s canon. DR: In your essay Basic Animation Aesthetics, you talk about bringing consistency and coherence to the 3D worlds you create. At a few points in the Adventure Time episode, as the glitch tears through the Land of Ooo, things get stripped back to their elements, which in this case appears to be the software interface itself . I wondered whether you could talk about restrictions in relation to 3D animation. How did you force yourself to “think outside the box” with this project?  DO: In general I try to find ideas which justify being in 3D animation. On this project, I wanted to focus on glitch as a narrative device. I had been doing that stuff a fairly long time ago, but my interests shifted to story, so I abandoned it for a while. This was a chance to really use both these interests in one project. It’s a back and forth between what works for the story and what’s interesting visually; you can’t structure a narrative around a bunch of interesting visual ideas and vice versa. The world being deleted allowed for a lot of visual corruption of things so that seemed to fit.

Still image from “Treehouse of Horror VI” (1995), segment entitled “Homer3. Episode of The Simpsons. DR: I was reminded of the 1995 episode of The Simpsons, “Treehouse of Horror VI,” which featured a segment titled “Homer3.” I couldn’t resist this reference I found on Wikipedia: “One of the key shots in Homer3 was where Homer steps into the 3D world and his design transitions into 3D. Bill Oakley considers the shot the ‘money shot’ and had a difficult time communicating his idea to the animators.” I wondered whether you could think of an equivalent, troublesome “money shot“ in your AT episode?  DO: There were a lot of technical hurdles. In general, doing stylistic glitch is easy compared to doing good character animation. Mixing the two gets very tricky though. One of the hardest things was corrupting the scene near the end of the entire broadcast so that the earlier clip is superimposed over Finn & Jake to give them an idea (i.e., using glitch as a kind of thought bubble). It was easy to storyboard that idea, but making it work properly took a lot of grind. DR: How much of the “stylistic” glitching came directly from “real” glitches? In other words, what processes did you use to introduce random, glitchy elements into the design process? Did you have to cheat to get the “stylistic” results you wanted? DO: It was all generated from “real” glitches—but since everything is run through compositing software and sort of controlled you could also say it was all fake. The glitches needed to begin locally—inside objects—then spread out until they became part of the scene itself. The local stuff was done by generating a ton of sprites that had random pixels move outwardly to create the colorful flourishes we associate with video compression. These had a decent amount of control—a blob of glitchy stuff could move around a scene, for example. Once the scenes were fully animated and rendered the global full-frame glitches were done. There was some jpeg corruption added on top of the battle scene at the end.

Screenshot from design process, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: Some of the behind-the-scenes images you sent me are overlaid with interface elements that appear as part of the glitches that engulf Jake and Finn. This made me think again about the hand-drawn corrections made at the design stage (the scribbles repositioning Jake’s thumb, for instance). Your work merges and disguises the layers that exist between design, interface, 3D environment, characters and story. All of them are blurred via post-produced digital effects that seem to mimic the story itself (with characters having to literally swallow themselves in order reboot the glitchy world of Ooo). I wondered if you could say something about all these story arcs, design self-references and post-produced “mistakes”? DO: In every case with design, it has to be intentional. Even if there are chaotic elements, it still has to be intentional or controlled in some way—otherwise you’re just showing off the tools and probably not communicating an idea. Some people might disagree but that’s my feeling about it. There’s a kind of back and forth between software and idea that goes on when I work in 3D, because to me it’s weird NOT to acknowledge that everything is fake and animation is basically an optical illusion – but it’s still ultimately a medium to get ideas across. I don’t want style or design to be center stage—it’s just something that happens in the translation process from brain to screen. DR: To my eye some of these effects look painterly, like video codecs corrupted on purpose, or what is commonly referred to as “datamoshing.” Could you let us into some of the processes you used to make that painterly aesthetic?  DO: There was a few layers of stuff going on. Some effects were applied as part of the 3D scene and others as a post-process. The painterly aspect of compression comes from the codec trying and use motion data over a static image, so that image is pushed and smudged around leaving these colorful trails and blotches. I also generated a lot of moiré patterns for the “time tunnel” sequence. I’ve wanted to use moiré effects for a while, they’re another example of the computer generating seemingly organic results from limited input. They’re also really damn pretty. DR: You’ve talked in the past about viewers becoming used to 3D aesthetics over time, meaning that a technical approach “that once would stun an audience with its realism now barely has any effect.” [2] I wonder whether you think glitch can become more than just another addition to the “rapidly expanding aesthetic library”? [3] DO: Glitch in its current incarnation will date like everything else. It’s a motif associated with jpeg and DivX compression, and we won’t be using those formats forever. In the 80s & 90s, there were a lot of analog errors being explored, and the errors in the 2020s will probably look a lot different.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A lot of your distinctive visual style stems from the way you strip back the clutter of 3D design. Was there ever a chance you might have stuck with the 2D look of Adventure Time?  DO: I don’t think so. As much as I loved getting to know those characters and trying to write for them, I also really love 3D. I still feel it’s at its earliest stage and I get excited about doing ideas that only work in that medium.  DR: I’d like to move on to the question of how your work circulates on the Internet and feeds into a culture of artistic re-use. You recently released all 65 character rigs from your project The External World, allowing anyone to modify and re-use them in their own (non-commercial) projects. Have there been any surprising results from doing this?  DO: It’s still early days with those, I haven’t seen more than a few tests done with them. One animator has decided to use them for 51 animation exercises. I’d like to see them do interactive stuff, but that may take a while. DR: A few months ago you collated some of your creative influences for a Russian design magazine. Who inspires you at the moment? DO: The Adventure Time storyboard writers are awesome (literally all of them). In 3D I like the work of Andrew Benson and Robert Seidel. In comics I can’t get enough of Chris Ware and Jason. About 100 other people. I can’t list them all off because I’d think of another 100. 

David OReilly, “Mindsploitation Timelapse” (2013). Single-channel video with sound. DR: You recently shared a video showing the design process behind your cover for Mindsploitation, a book by Vernon Chatman. What are you working on next? DO: I had been working on that book for about a year. As with every project, I never talk about it. As much as possible I try to maintain the lowest expectations from people.  DR: And finally, do you have any advice for young, aspiring visual designers? The next generation of glitchers and creators! DO: It’s hard to not use clichés for questions about advice. Most people say the same thing over and over, which 99% of the time is a way to dodge it. Here is some random crap I would tell my 15 year old self: get off social networks, finish every project even if you think it’s bad, be happy to have free time and use the hell out of it, do more drugs, keep a diary. This conversation between Daniel Rourke and David OReilly took place between April 10 and 24, 2013, on Google Drive.    References:

[1] The Glitch is a Glitch is not available on YouTube or Vimeo – here instead is an unofficial, unendorsed link to the episode from the darkest recesses of the web [2] David OReilly, “Basic Animation Aesthetics,” 2009, 7. 

[3] Ibid.  

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Thu, 25 Apr 2013 05:00:00 -0700 https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab