MachineMachine /stream - tagged with aesthetics https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Demystifying Generative Art - Editorial - Le Random — A Digital Generative Art Institution]]> https://www.lerandom.art/editorial/demystifying-generative-art

Peter Bauman (Monk Antony) develops a framework for appreciating and analyzing generative art through an investigation of the movement’s locus of artistic intent.

]]>
Thu, 20 Jul 2023 09:51:23 -0700 https://www.lerandom.art/editorial/demystifying-generative-art
<![CDATA[Notes on a genre]]> https://www.robinsloan.com/lab/notes-on-a-genre/

The thing to know about the AI lan­guage mod­els, OpenAI’s GPT-3 and its cousins, is that they are fun­da­men­tally bull­shit­ters. The bull­shit has got­ten better and bet­ter, but at the core … well, there’s noth­ing at the core.

]]>
Fri, 10 Jun 2022 20:51:33 -0700 https://www.robinsloan.com/lab/notes-on-a-genre/
<![CDATA[Notes on a genre]]> https://www.robinsloan.com/lab/notes-on-a-genre/

The thing to know about the AI lan­guage mod­els, OpenAI’s GPT-3 and its cousins, is that they are fun­da­men­tally bull­shit­ters. The bull­shit has got­ten better and bet­ter, but at the core … well, there’s noth­ing at the core.

]]>
Fri, 10 Jun 2022 16:51:33 -0700 https://www.robinsloan.com/lab/notes-on-a-genre/
<![CDATA[Vol. 30 No. 61-62 (2021): The Changing Ontology of the Image| The Nordic Journal of Aesthetics]]> https://tidsskrift.dk/nja/issue/view/9283

Vol. 30 No.

]]>
Mon, 05 Jul 2021 02:36:39 -0700 https://tidsskrift.dk/nja/issue/view/9283
<![CDATA[The Changing Ontology of the Image | The Nordic Journal of Aesthetics]]> https://tidsskrift.dk/nja/issue/view/9283

Traditionally we think of images as relatively individualized or delimited phenomena that, in one way or the other, appear to the human mind and apparatus of perception. Currently, however, we are witnessing an intensification of what we might call thenetworkedness of the image along with a proliferation of machine imagery that operates independently of human perception and cognition. These “operative images” are, in Harun Farocki’s oft-cited formulation, “images without a social goal, not for edification, not for reflection”—they “do not represent an object, but rather are part of an operation.” In fact, one might claim that one of the characteristics of the contemporary image-space is its increasing integration of operational images and machine vision.

]]>
Sun, 04 Jul 2021 22:36:39 -0700 https://tidsskrift.dk/nja/issue/view/9283
<![CDATA[The Darkness at the End of the Tunnel: Artificial Intelligence and Neoreaction - Viewpoint Magazine]]> https://viewpointmag.com/2017/03/28/the-darkness-at-the-end-of-the-tunnel-artificial-intelligence-and-neoreaction/

Science fiction tells us that a change in a past event, caused by the intervention of a time traveler, will open up a parallel timeline that leads to an alternate present. The example that comes to mind, for some reason, is Back to the Future, Part II.

]]>
Mon, 31 May 2021 01:55:10 -0700 https://viewpointmag.com/2017/03/28/the-darkness-at-the-end-of-the-tunnel-artificial-intelligence-and-neoreaction/
<![CDATA[Collecting in the Age of Digital Reproduction - Casey REAS - Medium]]> https://medium.com/@REAS/collecting-in-the-age-of-digital-reproduction-ab0640a42fe6

In the art market, almost everything sold is an object such as a drawing, a painting, a sculpture, an installation, or a photograph, but there are some exceptions. These deviations may include a contract, a set of instructions, a digital video file, or a software file.

]]>
Wed, 11 Sep 2019 04:28:29 -0700 https://medium.com/@REAS/collecting-in-the-age-of-digital-reproduction-ab0640a42fe6
<![CDATA[Compression Aesthetics: Glitch From the Avant-Garde to Kanye West – InVisible Culture]]> https://ivc.lib.rochester.edu/compression-aesthetics-glitch-from-the-avant-garde-to-kanye-west/

Carolyn L. Kane In a world that esteems technological efficiency, immediacy, and control, the advent of technical noise, glitch, and failure—no matter how colorful or disturbingly beautiful—are avoided at great costs.

]]>
Tue, 09 Oct 2018 09:50:47 -0700 https://ivc.lib.rochester.edu/compression-aesthetics-glitch-from-the-avant-garde-to-kanye-west/
<![CDATA[This is fashwave, the suicidal retro-futurist art of the alt-right]]> https://mic.com/articles/187379/this-is-fashwave-the-suicidal-retro-futurist-art-of-the-alt-right

In the online art workshops of the white nationalist alt right, young neo-Nazis and neo-fascists trade simple aesthetic tips: Consider your color scheme in advance, build your image in sections of thirds, abandon gradients and add a soft stroke to the text.

]]>
Tue, 13 Mar 2018 08:03:14 -0700 https://mic.com/articles/187379/this-is-fashwave-the-suicidal-retro-futurist-art-of-the-alt-right
<![CDATA[Epochal Aesthetics: Affectual Infrastructures of the Anthropocene - e-flux Architecture - e-flux]]> http://www.e-flux.com/architecture/accumulation/121847/epochal-aesthetics-affectual-infrastructures-of-the-anthropocene/

The Anthropocene renders visible new architectures of time and matter, both sedimenting existing genealogies of global-world-space and radically reorganizing an imagination of the scope and material duration of what the human is in and through time.

]]>
Mon, 03 Apr 2017 04:54:36 -0700 http://www.e-flux.com/architecture/accumulation/121847/epochal-aesthetics-affectual-infrastructures-of-the-anthropocene/
<![CDATA[list: Alt-Right Aesthetics]]> https://www.facebook.com/samuel.j.keogh/posts/10154979235552764

Looking for recommendations of recent writing on the aesthetics of the alt-right/new fascisms please

]]>
Mon, 09 Jan 2017 03:55:20 -0800 https://www.facebook.com/samuel.j.keogh/posts/10154979235552764
<![CDATA[How Does Glitch Art Reflect Society? - DailyBreadMag]]> http://dailybreadmag.de/blog/2016/10/21/how-does-glitch-art-reflect-society/

21.10.2016 We are living in the digital era, no doubt. Everything is going digital lately, so it’s no surprise to also see the growth of the digital art sphere. Today let’s focus on glitch art.

]]>
Thu, 27 Oct 2016 12:48:05 -0700 http://dailybreadmag.de/blog/2016/10/21/how-does-glitch-art-reflect-society/
<![CDATA[Common Western Classifications of Suiseki | The Art of Stone Appreciation - Stones Shaped by Nature, Suiseki.com]]> http://www.suiseki.com/classifications/index.html

| | | Among the four languages covered in this section, the most common terminology in use today is Japanese. This page contains English terminology with Japanese in parenthesis (where applicable).

]]>
Wed, 14 May 2014 15:19:48 -0700 http://www.suiseki.com/classifications/index.html
<![CDATA[According to neuroscientists, the future of cinema will eliminate the use of cuts]]> http://www.avclub.com/article/according-neuroscientists-future-cinema-will-elimi-204238

Since the beginning of cinema, filmmakers have relied on cutting from one image to another in order to tell a visual story. The human brain naturally fills in the gaps between images, and the narrative proceeds smoothly despite the choppy visuals. Now one neuroscientist’s research may change all that. Sergei Gepshtein wants to eliminate the need for cuts—not with long-takes, but by using his research into human perception to create a brand new cinematic language. If Gepshtein’s work sounds confusing, that’s because we don’t really have the vocabulary to discuss it yet. Jennifer Ouellette, however, has done her best to detail his complex ideas in articles for Scientific American and Pacific Standard. As she explains, the best point of comparison may be optical illusions that allow viewers to see an image in two different ways depending on where they put their focus. Gepshtein hopes to harness the brain’s natural tendency to organize visual information so that directors can seamlessly blend scenes together without the use of cuts. “In effect, one scene may emerge in the middle of the other without cuts, and without the artificial tools of image morphing or dissolves,” he says. Essentially, Gepshtein is arguing that filmmakers have yet to unlock the potential of digital technology, because they are still using old-fashioned cinematic tools (like cuts). He argues that the quick-cutting style that is so popular with today’s blockbusters keeps the audience at a distance, rather than drawing them into the world of the film. He wants to take a ground-up approach and build a whole new cinematic method from “first principles,” not just evolve existing technology through trial and error. That technology wouldn’t just be limited to film; it could be used in all sorts of practical ways. For instance, information boards at airports could be constructed to reveal urgent information to viewers standing far away and more detailed information to those up close. Given that we at The A.V. Club are fans of weird technology, long-tak

]]>
Wed, 07 May 2014 13:35:38 -0700 http://www.avclub.com/article/according-neuroscientists-future-cinema-will-elimi-204238
<![CDATA[How the Movies of Tomorrow Will Play With Your Mind - Pacific Standard: The Science of Society]]> http://www.psmag.com/navigation/books-and-culture/movies-tomorrow-will-play-mind-79245/

Since the dawn of cinema, the cut has been one of the most powerful tools in a director’s kit. If we see a man walk through a door and turn his head to the right, and the scene immediately cuts to an image of an apple on a side table, our brain fills in the gap, and we understand that this man is looking at the apple. That’s because the brain has a natural propensity for smoothing over interruptions of stimuli. Whenever we blink, our eyes close for up to half a second, but we don’t notice the breaks. We also make rapid eye movements called saccades several times a second as we adjust to a constantly shifting environment, and we lose access to visual information until the eye movement settles down. This may why we generally don’t notice cuts in movies—they work like saccades. But neuroscientist Sergei Gepshtein dreams of a new visual vocabulary for cinema—one that relies much less on the cut, or perhaps even eliminates the cut altogether. “The film industry rests on a narrow selection of possibilities that got discovered early on and then got canonized by the force of inertia and entrenched by filmmaking technology and habit,” he says. Gepshtein sees some of the most disagreeable traits of entrenched movie technology in today’s blockbuster action movies. In these films, shots last only seconds, and there are regular barrages of rapid-fire cuts. Think Transformers, Battleship, the Bourne trilogy, or Pacific Rim. As Scott Derrickson, director of recent thrillers like Sinister and The Day the Earth Stood Still, laments, “The story is happening to you, but you are not interacting with the story.” But Gepshtein thinks he can offer an alternative to this trend—and it doesn’t necessarily involve long takes in the style of directors like Alfonso Cuarón, who recently snagged a directing Oscar for Gravity. Instead, it involves harnessing the modern science of vision. In December, I paid a visit to Gepshtein at his workplace, the Systems Neurobiology Laboratories of the Salk Institute in La Jolla, California, its sleek whi

]]>
Wed, 07 May 2014 13:33:58 -0700 http://www.psmag.com/navigation/books-and-culture/movies-tomorrow-will-play-mind-79245/
<![CDATA[Seen and Unseen: Could There Ever Be a “Cinema Without Cuts”? | Cocktail Party Physics, Scientific American Blog Network]]> http://blogs.scientificamerican.com/cocktail-party-physics/2014/04/29/seen-and-unseen-could-there-ever-be-a-cinema-without-cuts/

Astronauts on a routine repair mission for the Hubble Space Telescope find themselves coping with more than they bargained for in the pulse-pounding opening sequence of Alfonso Cuaron’s Oscar-winning film, Gravity. Debris from the destruction of a defunct Russian satellite kills one colleague and detaches Dr. Ryan Stone (Sandra Bullock) from the repair shuttle, sending her tumbling in a freefall through space as veteran astronaut Matt Kowalski (George Clooney) frantically shouts instructions over the comlink. Most astonishing is that Cuaron shot the scene as a seamless whole. The camera zooms in and around the screen, focusing first on one character, and then another, pulling back occasionally to capture the full jaw-dropping panoramic vista of near-earth orbit. “It is visual poetry,” marveled director Scott Derrickson (The Day the Earth Stood Still, Sinister) when we chatted back in December, all the more noteworthy because Cuaron’s technique is in such sharp contrast to the visual style that dominates most blockbuster action movies these days, in which the average shot length is typically less than five seconds. Think Transformers, Battleship, the Bourne trilogy, or Pacific Rim, all of which feature long action sequences comprised of a series of short, rapid cuts – pure sensory stimulus. Yet Gravity’s action sequences run as long as 17 minutes without a single cut, giving the film a very different feel for audiences accustomed to a more frenetic visual pace. Small wonder the Director’s Guild of America awarded Cuaron its top prize for a feature film, and he just snagged the Oscar for Best Director this year. For instance, here’s the opening sequence from Quantum of Solace: Now compare the look and feel of that scene with this extended three-minute sequence from Gravity, without a single cut: Cuaron has flirted with this approach before: he used a method called stitching to create the illusion of seamless shots in key battle scenes in his 2006 film Children of Men; Gravity takes it to the next level, thanks to

]]>
Wed, 07 May 2014 13:28:34 -0700 http://blogs.scientificamerican.com/cocktail-party-physics/2014/04/29/seen-and-unseen-could-there-ever-be-a-cinema-without-cuts/
<![CDATA[Apophenia]]> http://machinemachine.net/portfolio/apophenia

I wrote an essay for the publication accompanying Alma Alloro‘s solo exhibition, Apophenia, held at Transfer Gallery, New York – January 4th through 25th, 2014. Excerpt from my essay : Alma Alloro’s machines reel and spin in homage to the kinds of correspondences and affects images can make. In the tradition of Oskar Fischinger’s An Optical Poem (1938), or Hans Richter’s Rhythmus series (1920s) Apophenia is ‘about’ the preponderance of images: about what takes place when images move, but also about the very substance of the static image — a thing we had no need to conceive of until motion had been thrust upon it. Her works are concerned with performing a net aesthetic apart from the rigidity of digital codes and databases, linking her machines through animated GIFs back to… the principal technologies of animation… The machines, devices and contrivances of Apophenia celebrate similar instances when the coming into being of an image traces a noticeable and long-lasting mark in physical space. To be truly confronted with an image is to become aware of one’s own construction as a thing — ‘Here where the world touches’ — something that high-bandwidth, high-resolution and optical speeds tends to camouflage in the clarity of simulation. Download as PDF More info : almaalloro.com and TransferGallery.com

]]>
Wed, 29 Jan 2014 07:46:25 -0800 http://machinemachine.net/portfolio/apophenia
<![CDATA[Artist Profile: Nick Briz]]> http://rhizome.org/editorial/2013/jul/15/artist-profile-nick-briz

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

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

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

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

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

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

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

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

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

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

]]>
Thu, 18 Apr 2013 08:00:05 -0700 http://rhizome.org/editorial/2013/apr/18/artist-profile-emilie-gervais
<![CDATA[Foucault’s boomerang: the new military urbanism | openDemocracy]]> http://www.opendemocracy.net/opensecurity/stephen-graham/foucault’s-boomerang-new-military-urbanism

As our planet urbanizes more rapidly than ever before, an insidious set of boomerang effects, linking security doctrine in cities in the global North with those in the South, is permeating state tactics of control of everyday urban life.

]]>
Sat, 23 Feb 2013 03:24:37 -0800 http://www.opendemocracy.net/opensecurity/stephen-graham/foucault’s-boomerang-new-military-urbanism