RHIZOME DIGEST: 4.21.02

<br />RHIZOME DIGEST: April 21, 2002<br /><br />Content:<br /><br />+editor's note+<br />1. Mark Tribe: Rhizome.org Seeks Editorial Coordinator<br /><br />+work+<br />2. Tamara Lai: T.L.J. project<br />3. vcards: VCards<br /><br />+announcement+<br />4. Jim Ruxton: 5th Annual Subtle Technologies Conference<br /><br />+interview+<br />5. Mike Caloud: Sarai<br /><br />+feature+<br />6. Lev Manovich: Generation Flash (2/3)<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 4.18.02<br />From: Mark Tribe (mark@rhizome.org)<br />Subject: Rhizome.org Seeks Editorial Coordinator<br /><br />Rhizome.org, a nonprofit organization focused on new media art, is<br />seeking an Editorial Coordinator to manage the flow of content created<br />by our community using a new member-driven content management system now<br />under development. This is a part-time position (15-20 hours per week).<br /><br />The ideal candidate is a long-time Rhizome member who is web-savvy, good<br />at communicating with people via email, very smart and very<br />knowledgeable about new media art. We are looking for someone who is<br />prepared to make a long-term commitment to the organization.<br /><br />Rhizome.org is among the oldest and most well respected organizations in<br />the field of new media art. For more information about the organization<br />and our programs, please check out our web site: <a rel="nofollow" href="http://rhizome.org">http://rhizome.org</a>.<br /><br />PRIMARY RESPONSIBILITIES:<br />+ Edit Rhizome Digest, a weekly email publication of approx 4000 words.<br />+ Oversee the creation of text objects by Rhizome superusers<br />+ Commission book reviews, critical essays, etc.<br />+ Define archiving and indexing techniques for TextBase<br />+ Represent Rhizome at conferences, festivals and other events<br />+ Manage relationships with writers and other publishing venues<br />+ Manage Regional Editors<br />+ Manage Editorial Interns<br /><br />REQUIRED QUALIFICATIONS:<br />+ 2 years editorial experience, preferably online<br />+ demonstrated involvement in new media<br />+ experience managing writers, interns and contract workers<br /><br />Exceptional candidates will also have the following skills:<br />+ experience with metadata and content-indexing standards<br />+ experience with member-based communities<br />+ HTML<br />+ Photoshop<br /><br />START DATE: June 3, 2002.<br /><br />LOCATION: On-site in New York City or telecommute<br /><br />COMPENSATION: $15,000-$20,000/year, commensurate to experience<br /><br />TO APPLY: Please email a detailed cover letter and resume to Mark Tribe:<br />mark@rhizome.org<br /><br /><a rel="nofollow" href="http://rhizome.org">http://rhizome.org</a><br /><a rel="nofollow" href="http://rhizome.org/jobs/20.php3">http://rhizome.org/jobs/20.php3</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 4.17.02<br />From: Tamara Lai (tamara.lai@rhizome.org)<br />Subject: T.L.J. project<br /><br />T.L.J. project<br /><br />Tamara.La&#xEF;.Jimpunk - collaborative project B / FR 04 2002<br /><br />(best in 1024 X 768 resolution &amp; Internet Explorer &gt;=4 )<br /><br /><a rel="nofollow" href="http://www.jimpunk.com/www/T.L.J./">http://www.jimpunk.com/www/T.L.J./</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />**MUTE MAGAZINE NEW ISSUE** Coco Fusco/Ricardo Dominguez on activism and<br />art; JJ King on the US military's response to asymmetry and Gregor<br />Claude on the digital commons. Matthew Hyland on David Blunkett, Flint<br />Michigan and Brandon Labelle on musique concrete and 'Very Cyberfeminist<br />International'. <a rel="nofollow" href="http://www.metamute.com/mutemagazine/issue23/index.htm">http://www.metamute.com/mutemagazine/issue23/index.htm</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 4.11.2002<br />From: vcards (vcards@flavoredthunder.com)<br />Subject: VCards<br />Keywords: surveillance, security, privacy<br /><br />VCards is an email based art application. Using the metaphor of the<br />greeting card VCards invites the users to share a voyeuristic experience<br />by viewing and sending emails with random personal images to people in<br />their address book.<br /><br />Send A VCard to someone you love:<br /><br /><a rel="nofollow" href="http://www.flavoredthunder.com/vcards">http://www.flavoredthunder.com/vcards</a><br /><br />VCards, Lets get with hot communications<br /><br /><a rel="nofollow" href="http://www.flavoredthunder.com/vcards">http://www.flavoredthunder.com/vcards</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />Leonardo Music Journal (LMJ) 11 includes a double audio CD, &quot;Not<br />Necessarily 'English Music,'&quot; curated by musician, composer, writer and<br />sound curator David Toop. The CDs feature pieces from pioneering U.K.<br />composers and performers from the late 60s through the mid-70s. Visit<br />the LMJ website at <a rel="nofollow" href="http://mitpress2.mit.edu/Leonardo/lmj/">http://mitpress2.mit.edu/Leonardo/lmj/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 4.21.02<br />From: Jim Ruxton (cinetron@passport.ca)<br />Subject: 5th Annual Subtle Technologies Conference<br /><br />SUBTLE TECHNOLOGIES 2002<br /><br />Blurring the Boundaries Between Art and science<br /><br />*MAY 9-12 2002 Innis Townhall, 2 Sussex Ave. Toronto Canada*<br /><br />*We are pleased to announce the program*<br /><br />*for Subtle Technologies 2002, now available at*<br /><br /><a rel="nofollow" href="http://www.subtletechnologies.com">http://www.subtletechnologies.com</a><br /><br />+ + +<br /><br />In its 5th year, Subtle Technologies is a multidisciplinary festival<br />where artists and scientists come together to discuss, demonstrate and<br />exhibit their work.<br /><br />Topics include dance, neurology, genetics, music, quantum physics,<br />cultural theory, biological model based animation, and more….<br /><br />This year, we are pleased to present:<br /><br />*Lectures featuring keynote speaker Erik Davis*,<br /><br />Todd Barton, Richard Brown, Joe Davis, Alan Dunning, Ivar Hagendoorn,<br />Heath Hanlin, Don Hill, Amy Ione, Stephen Morris, Josef Peninger, Susie<br />Ramsay, Mark Rudolph, Diana Slattery, Aephraim Steinberg, Brett Terry,<br />Lisa Walker, Andrea Wollensak.<br /><br /><a rel="nofollow" href="http://www.subtletechnologies.com">http://www.subtletechnologies.com</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 4.18.2002<br />From: Mike Caloud (mcaloud@ucsd.edu)<br />Subject: Sarai<br />Keywords: research, public space, media activism, connectivity<br /><br />[Sarai is an alternative, non-profit organization in Delhi, India. They<br />describe themselves as &quot;a space for research, practice and conversation<br />about the contemporary media and urban constellations.&quot; Sarai publishes<br />an annual &quot;Reader&quot; covering many issues relevant to new media art. In a<br />recent email exchange, Mike Caloud had the chance to interview Sarai's<br />&quot;Raqs Media Collective&quot; on their unique institution<br />(<a rel="nofollow" href="http://www.sarai.net">http://www.sarai.net</a>).]<br /><br />+ + +<br /><br />Mike Caloud: Let's begin with a little background history. How and when<br />did Sarai begin? What were the interests and motivations?<br /><br />Sarai: To understand how Sarai began, it may be necessary for us to take<br />a brief step back to the summer of 1998, when five of us, (Ravi<br />Vasudevan &amp; Ravi Sundaram from CSDS, and Jeebesh Bagchi, Monica Narula &amp;<br />Shuddhabrata Sengupta from the Raqs Media Collective) began to conceive<br />of Sarai.<br /><br />The summer of '98 was a time for many new beginnings in the city of<br />Delhi. The nineties had been a decade marked by doubt and rethinking on<br />many fronts, all of which seemed to have come to a head for some of us<br />during that summer. There was a sense of disquiet with increasing urban<br />violence and strife, dissatisfaction with restrictive modes of thinking<br />and practice within mainstream academia, the universities &amp; the media,<br />and a general unease at the stagnation that underlay the absence of a<br />critical public culture.<br /><br />At the same time, Delhi witnessed a quiet rebirth of an independent arts<br />and media scene. This became evident in exhibitions and screenings that<br />began taking place modestly in alternative venues, outside galleries and<br />institutional spaces, and in archival initiatives that began to be<br />active. Spaces for dissent and debate were kept alive by clusters of<br />teachers and students in the universities. New ideas, modes of<br />communication and forms of protest were being tried out and tested on<br />the streets. The nuclear tests by India and Pakistan in the summer of<br />1998 had brought many people out on to the streets of Delhi in<br />spontaneous protest. There was a vibrant energy evident in street level<br />improvisations with new technologies. Public phone booths were<br />transforming themselves into street corner cybercaf&#xE9;s, independent<br />filmmakers were beginning to organize themselves in forums, and a new<br />open source and free software community made its mark in the city's BBSs<br />(Electronic Bulletin Boards). The city itself, as a space and as an<br />idea, was becoming a focus for enquiry and reflection, and a provocation<br />for a series of creative experiments.<br /><br />It was from within this ferment of ideas, rough &amp; ready plans, and<br />fragments of proposals that a series of conversations on film history,<br />new media theory, media practice and urban culture was able to mature<br />into the conceptual foundation of Sarai. Sarai (the space and the<br />programme) takes its name from the caravan-serais for which medieval<br />Delhi was well known. These were places where travelers could find<br />shelter, sustenance, and companionship; they were taverns, public<br />houses, meeting places; destinations and points of departure; places to<br />rest in the middle of a journey. Even today, the map of Delhi carries on<br />it twelve place names that include the word Sarai. The Sarai Initiative<br />interprets this sense of the word &quot;sarai&quot; to mean a very public space,<br />where different intellectual, creative, and activist energies can<br />intersect in an open and dynamic manner to give rise to an imaginative<br />reconstitution of urban public culture, new/old media practice,<br />research, and critical cultural intervention. The challenge before the<br />founding group was to cohere a philosophy marrying this range of<br />concerns to the vision of creating a lively public space where research,<br />media practice, and activism could flow into each other. It took two<br />years (1998-2000) to translate this conception into a plan for a real<br />space and to design a workable interdisciplinary programme of<br />activities.<br /><br />The third Next Five Minutes conference in Amsterdam was a turning point<br />in some ways. The discussions between those of us who were planning (or<br />rather dreaming) Sarai, those in the Waag, and those who were to become<br />part of Sarai's international partners began taking a more concrete<br />shape at that event. The next several months were spent in detailing<br />what we wanted to do at Sarai and on the hammering out a concrete<br />proposal that focused Sarai's interests and objectives.<br /><br />Today, the Sarai Initiative embraces interests that include cinema<br />history, urban cultures and politics, new media theory, computers, the<br />Internet and software cultures, documentary filmmaking, digital arts and<br />critical cultural practice. Sarai opened its doors to the public of<br />Delhi in February 2001 and the first year has been very hectic for all<br />of us, especially as all our projects and public interventions have<br />begun to take concrete shape. As we draw towards the completion of our<br />first year we realize that our strength lies in the collaborative vision<br />that has been the founding principle of Sarai, and that the space can<br />grow only by continuing to include and engage with new people and ideas<br />from across the world.<br /><br />Mike Caloud: The beginnings of an institution like Sarai involve<br />gathering resources, raising funds, and setting up a space to work. What<br />was that initial experience like?<br /><br />Sarai: We had to spend a fair amount of time and energy to garner the<br />resources and the funding that made Sarai possible. In fact it took<br />roughly two years (with some of us concentrating full time on the task<br />of writing and following up on proposals) for Sarai to become a reality<br />in terms of funding. The Centre for the Study of Developing Societies,<br />our parent institution, contributed the space, which has been a major<br />asset. Additional funding was raised, through the Waag, from the Dutch<br />government for a collaboration and exchange programme. And, over time,<br />we have raised further resources for our other projects.<br /><br />Having got the funding, we had to spend a lot of time on actually<br />converting the space that we had (an empty basement) into what it is<br />today. This meant designing the space, supervising construction, buying<br />furniture and appliances, and working a lot with our own hands to create<br />a well-equipped, convivial, and comfortable space. As we had no<br />precedents to follow, we obviously made a few mistakes and errors of<br />judgment, and had to learn to deal with realities like power surges,<br />leaking basement floors, complicated insurance contracts, and purchase<br />invoices. We think that these mundane aspects of setting up spaces such<br />as Sarai often get overlooked in the hype about culture and creativity,<br />but without them, and without people working really hard to ensure that<br />everything in a building is working and in its place in conditions that<br />are far less than ideal, none of the culture and creativity and new<br />media can flourish. We have enjoyed dealing with all this as much as we<br />have enjoyed designing our website or creating new media work, or doing<br />research.<br /><br />Mike Caloud: Do you have sufficient computer hardware and software for<br />your projects? Also, how much does Free Software play a part?<br /><br />Sarai: We are reasonably well equipped. We have a Media Lab that has<br />five multimedia computer workstations, including 3 Mac G4s, and two<br />Linux PCs. One of these is equipped with Final Cut Pro, and so doubles<br />as a video-editing suite. The Media Lab is the production hub of Sarai,<br />all our creative work in various media, Internet projects, print and<br />design projects are located here. The Media Lab has a scanner, a<br />printer, a digital video camera, a digital still camera and audio mini-<br />disc recorders. Five people work at the media lab. The Interface Zone -<br />the public access area that is also used for residencies, workshops, and<br />exhibitions is equipped with five PCs. The Interface Zone is looked<br />after by an animator who designs and curates events, and facilitates<br />public interaction. Apart from this, the research projects have five<br />computers, which are used by research assistants and fellows at Sarai.<br />The free software project has two PCs.<br /><br />Sarai's experimental outreach programme–the Cybermohalla Project–a<br />digital culture lab in a slum settlement in Central Delhi is also<br />equipped with three Linux PCs, a scanner, analog audio recorders and a<br />digital still camera.<br /><br />Sarai has a core team of eighteen people from different backgrounds and<br />disciplines (filmmakers, academics, software programmers, lawyers,<br />social workers, activists, designers, writers, researchers, and media<br />practitioners) who work on a regular basis on different collaborative<br />and individual projects. Apart from this, eighteen seed grants and<br />fellowships have been given out this year for different research and<br />media projects on themes that resonate with Sarai's interests with city<br />spaces, urban cultures, and media forms. These include architects,<br />theorists, sound artists, student groups, and a graphic novelist. Sarai<br />has also embarked on a modest residency programme for visiting artists,<br />practitioners, and scholars to work and interact with Sarai fellows.<br /><br />In terms of connectivity, we have recently acquired a 64K lease line<br />connection. This means that we have now enough bandwidth to begin<br />thinking concretely about streaming audio, and hopefully eventually<br />video from Sarai.<br /><br />To answer your question about the usage of free software at Sarai: The<br />entire network at Sarai runs on Linux. The PCs are all Linux machines,<br />and run free software applications, and one of the Macs at the media lab<br />has been configured to run Linux. Everyone at Sarai is encouraged to<br />work as much as possible with free software, and most of us use Free<br />Software (we experiment/use many distributions).<br /><br />This is certainly a conscious choice on our part. We are interested in<br />Free Software not only because it makes economic sense in an Indian<br />context not to spend a lot of money on expensive proprietary software,<br />but also because we believe there are crucial issues of cultural freedom<br />and creativity that are at stake here. A mono-cultural domination of<br />Microsoft, or any form of proprietary software, is as lethal for the<br />sustenance of the dynamism and diversity of software culture(s) as the<br />domination of Monsanto seeds is to farming. We want to contribute to<br />autonomous, collaborative energies in the field of software culture,<br />which are conducive to conditions of diversity. Many of these<br />collaborative energies challenge, or at least are skeptical about the<br />commodification of digital culture across the globe. That is a<br />characteristic we would like to see fore-grounded in a lot of the work<br />that we do.<br /><br />We are lucky to have on board a team of young, talented, and<br />enthusiastic free software activists, who also run and administer the<br />network at Sarai. They have been able to put in place an array of<br />machines and applications across platforms, which we think is unique in<br />terms of the variety and number of sometimes conflicting demands that it<br />effectively addresses.<br /><br />Mike Caloud: waag.sarai.net is evidence of the partnership between the<br />Waag and Sarai. How have the Waag and Sarai benefited from<br />collaboration?<br /><br />Sarai: The relationship with the Waag has been one of collaboration at a<br />very practical, concrete level, as well as one of the sharing of<br />intellectual and creative energies. There has been a lot of two-way<br />traffic, with exchanges of residencies, and visits. This has certainly<br />lent dynamism to the creative processes at Sarai. The programmers and<br />media lab people at Sarai have benefited enormously from their visits,<br />for instance, to HAL and to tech_2, both of which took place with<br />support from the Waag-Sarai Exchange programme. We have also had<br />workshops in design, networking and system administration, as well as<br />video and audio streaming. The partnership has also facilitated visits<br />and talks at Sarai by media theorists from Europe, and starting from<br />this summer, it will be theorists and practitioners from Delhi who will<br />be spending time in Amsterdam, doing talks and conducting workshops that<br />will be organized by the Waag.<br /><br />The publication of the Sarai Readers 01 and 02 is another instance of<br />the Sarai Waag collaboration. The readers have been jointly published,<br />and Geert Lovink from the Waag has been a part of the editorial team for<br />both Readers.<br /><br />The level of exchange and collaboration is poised to enter a<br />qualitatively new phase as both Sarai and Waag as content producers can<br />envisage the possibility of entering into new collaborative<br />possibilities, this time with third parties located elsewhere. This is<br />particularly because the experience gained by both Sarai and Waag in<br />developing digital cultural interventions in cities like Delhi may have<br />relevance in many other cities of the South.<br /><br />Mike Caloud: Do you have other collaborations planned in the Asian/South<br />Asian regions, and internationally?<br /><br />Sarai: Sarai has active ties with other international institutions,<br />organizations and bodies, and these are growing as we get many requests<br />for collaborations, exchanges, and visits from overseas. We have<br />especially good relationships with the new media scene in Australia<br />(through ANAT, the Australian Network for Art and Technology), the UK,<br />and Germany. We do feel that we should have a more active relationship<br />with practitioners in North America, especially in the free software<br />movement. We are developing partnerships with similar bodies in Eastern<br />Europe and Japan, (through ISEA) and are actively pursuing a more<br />dynamic network in the South Asian Region, especially with practitioners<br />and artists in Bangladesh, Pakistan and Nepal. The political realities<br />of South Asia, particularly the strained relationships between the<br />Indian and Pakistani governments makes the need for collaborative<br />energies in the region more urgent and all the more difficult, but this<br />is certainly an area that we hope we will be able to forge more<br />meaningful relationships in the future.<br /><br />Another area of building interesting alliances with artists,<br />practitioners, and public intellectuals is with similar cultural and<br />academic initiatives in other Indian cities, particularly with Mumbai,<br />Bangalore, and Kolkata–where we are now beginning to be known.<br /><br />Mike Caloud: The Opus Project seems especially compelling as a model of<br />collective creation. How far has the collaboration software progressed?<br />What are your hopes for Opus? Also, if participants can easily modify<br />nodes within Opus, how do you determine authorship for nodes? Will<br />authorship even matter?<br /><br />Sarai: Opus is an acronym; it stands for Open Platform for Unlimited<br />Signification! In a simple sense, it will be an online space for people,<br />machines, and codes to play and work together–to share, create, and<br />transform images, sounds, moving pictures, and texts.<br /><br />Once you have published your work, other members of the Opus community<br />will be able to give their comments and reflections on your work through<br />the attached discussion boards. You can also inspire others and allow<br />them to take your work as a starting point for a new (art)work. Opus<br />follows the same rules as those that operate in all free software<br />communities. The source(code), in this case the video, image, sound or<br />text, is free to use, to edit, and to redistribute.<br /><br />Needless to say these freedoms also apply to the code, i.e. the software<br />itself that lies behind Opus.<br /><br />We are quite excited by the possibilities that we envisage in the Opus<br />Project. I think it exemplifies for us the opportunity to evolve a new<br />ethic of creativity, of making work that is collaborative, playful and<br />involves a series of interactions between practitioners, technicians,<br />coders, and artists. This involves a necessary re-imagination of the<br />character of cultural praxis. Opus is less about individual artists or<br />practitioners, but of laboratories and virtual ateliers where<br />practitioners develop creative processes, and those cultural artifacts<br />are available to all those who seek it. This is related to an idea that<br />we have been working on for some time now, which is to lay the ground<br />for a &quot;digital commons&quot; which is predicated not on the dissolution of<br />authorship, but on its dispersal and elaboration over time.<br /><br />We are not saying that authors do not matter, but what we are saying is<br />that a &quot;line&quot; of works may be the result of many authors who enter the<br />process of creation at different points of time, or who are located in<br />different spaces. This is analogous to the way a population grows.<br />Authors (or the traces of them in different works) act in the same way<br />as parents act in a given generation of human beings. Their children<br />(the works) may attract other materials and further processes of<br />reproduction will involve the exchange of the genetic code of different<br />works. The process of survival and growth of the population of works<br />over time is dependent on their ability to attract partners (other<br />authors, other materials) and reproduce. Since each work, at each stage<br />of its presence–as a &quot;rescension&quot; in Opus will embody the signature, or<br />code of its parentage, it will be possible to construct genealogies of<br />works, making it possible to identify quite precisely the distributed<br />authorship of a work and its rescensions over time.<br /><br />A word about the term &quot;rescension&quot;–a &quot;rescension&quot; is a narrative which<br />can give rise to another narrative (which is neither a clone nor a copy<br />of the &quot;original&quot;) without being a replacement of the first. We see this<br />as being vital to the development of a collaborative space for creation.<br />Each rescension stands in relational autonomy to every other rescension,<br />the presence of one modifies the reading of another without calling for<br />its replacement.<br /><br />Curiously, this is the process by which epic narratives have multiplied.<br />A good example is the way in which the narrative of the &quot;Mahabharata&quot; in<br />South Asia has formed and reformed–as rescensions–allowing for an<br />extensible multiplicity of meanings and authorial agencies. These new<br />&quot;rescensions&quot; and/or threads will not replace the older ones. They will<br />together form a series of interlinked interpretations.<br /><br />So authors will matter, but they will matter in a dynamic, rather than<br />in a static sense of their contribution to a work or works. We are<br />actually quite pleased with the obvious parallels between the process of<br />continued creation in an online environment and the ordinary business of<br />making babies, or ensuring that life continues in the real world.<br /><br />At the moment we are working (at a relatively furious pace) the front<br />end of the Opus Interface and on the code on which Opus will move. The<br />media lab is quite busy with Opus; we are a fairly motley crew, with<br />programmers from Delhi, Zurich, and Amsterdam poring over long sheets of<br />code, while designers and media practitioners debate the look, the feel,<br />and interactivity of the interface.<br /><br />[Please continue reading part 2 of this interview online at<br /><a rel="nofollow" href="http://rhizome.org/object.rhiz?3465">http://rhizome.org/object.rhiz?3465</a>.]<br /><br /><a rel="nofollow" href="http://www.sarai.net">http://www.sarai.net</a><br /><a rel="nofollow" href="http://waag.sarai.net">http://waag.sarai.net</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 4.17.02<br />From: Lev Manovich (manovich@ucsd.edu)<br />Subject: Generation Flash (2/3)<br /><br />The Unbearable Lightness of FLASH [1]<br /><br />F-Biology<br /><br />Flash artists are big on biological references. Abstract plants,<br />minimalist creatures, or simply clouds of pixels dance in patterns which<br />to a human eye signal &quot;life&quot; (Geoff Stearns: deconcept.com, Vitaly<br />Leokumovich: unclickable.com, Danny Hobart: dannyhobart.com;<br />uncontrol.com) Often we see self-regenerating systems. But this is not<br />life as it naturally developed on Earth; rather, it looks like something<br />we are likely to witness in some biotech laboratory where biology is put<br />in the service of industrial production. We see hyper accelerated<br />regeneration and evolution. We see complex systems emerging before our<br />eyes: millions of years of evolution are compressed into a few seconds.<br /><br />There is another feature that distinguishes life a la Flash from real<br />life: the non-existence of death. Biological organisms and systems are<br />born, they develop, and eventually they die. In short, they have<br />teleology. But in Flash projects life works differently: since these<br />projects are loops, there is no death. Life just keeps running forever -<br />more precisely, until your computer maintains Net connection.<br /><br />Amplification: Flash aesthetics and Computer Games<br /><br />Abstract ecosystems in Flash projects have another characteristic that<br />makes playing so pleasurable (Joel Fox). They brilliantly use the power<br />of the computer to amplify user's actions. This power puts a computer in<br />line with other magical devices; not accidentally, the most obvious<br />place to see it is in games, although it is also at work in all of our<br />interactions with a computer. For instance, when you tell Mario to step<br />to the left by moving a joystick, this initiates a small delightful<br />narrative: Mario comes across a hill; he starts climbing the hill; the<br />hill turns to be too steep; Mario slides back onto the ground; Mario<br />gets up, all shaking. None of these actions required anything from us;<br />all we had to do is just to move the joystick once. The computer program<br />amplifies our single action, expanding it into a narrative sequence.<br /><br />Historically, computer games were always a step ahead from the general<br />human computer interface. In the 1960s and 1970s users communicated with<br />a computer using non-graphical interfaces: entering the program onto a<br />stack of punch cards, typing on a command line, and so on. In contrast<br />since their beginnings in the late 1950s, computer games adopted<br />interactive graphical interface - something that only came to personal<br />computers in the 1980s.<br /><br />Similarly, today's games already use what many computer scientists think<br />will be the next paradigm in HCI: active amplification of user's<br />actions. In the future, we are told, agent programs would watch our<br />interactions with a computer, notice the patterns, and then automate<br />many tasks we do regularly, from backing up the data at regular<br />intervals to filtering and answering our email. The computer would also<br />monitor our behavior and attention level, adjusting its behavior<br />accordingly: speeding up, slowing down, and so on. In some ways this new<br />paradigm is already at work in some applications: for instance, a<br />Internet browser offers us the list of sites relevant to the topic we<br />are searching on; Microsoft Office Assistant trying to guess when we<br />need help. However, there is a crucial problem with moving to such<br />active amplification across the whole of HCI. The more power we delegate<br />to a computer, the more we lose control over what it is doing. How do we<br />know that the agent program identified a correct pattern in our daily<br />use of email? How do we know that a commerce agent we send on the Web to<br />negotiate with other agents the lowest price for a product was not<br />corrupted by them? In short, how do we know that a computer amplified<br />our actions correctly?<br /><br />Computer games are games, and the worst that may happen is that we lose.<br />Therefore active amplification is present in practically every game:<br />Mario embarking on mini-narratives of its own with a single move of a<br />joystick; troops conducting complex military maneuvers while you<br />directly control only their leader in Rainbow Six; Lora Craft executing<br />whole acrobatic sequences with a press of a keyboard key. (Note that in<br />&quot;normal&quot; games this amplification does not exist: when you move a single<br />figure on a chessboard, this is all that happens; your move does not<br />initiate a sequence of steps.)<br /><br />Flash projects heavily use active amplification. It gives many projects<br />the magical feeling. Often we are confronted with an empty screen, but a<br />single click brings to life a whole universe: abstract particle systems,<br />plant-like outlines, or a population of minimalist creatures. The user<br />as a God controlling the universe is something we also often encounter<br />in computer games; but Flash projects also give us the pleasure of<br />creating the universe from scratch.<br /><br />The active amplification is not the only feature Flash projects share<br />with games. More generally, computer games are for Flash generation what<br />movies were for Wharhol. Cinema and TV colonized the unconscious of the<br />previous generations of media artists who continue to use the gallery as<br />their therapy coach, spilling bits and pieces of their childhood media<br />archives in public - for instance, Douglas Gordon. Flash artists are<br />less obsessed with commercial time-based media. Instead, their<br />iconography, temporal rhythms, and interaction aesthetics come from<br />games (Mike Clavert: mikeclavert.com). Sometimes the user participation<br />is needed for the Flash game to work; sometimes the game just plays<br />itself (UTOPIA by futurefarmers.com; dextro.org).<br /><br />Flash versus Net Art<br /><br />Tirana Biennale 01 Internet exhibition: this title is deeply ironic. The<br />exhibition did not include any projects from Albany, or any other post-<br />communist East European country for that matter. This was quite<br />different from many early net art exhibitions of the middle of the 1990s<br />whose stars came from the East: Vuc Cosic, Alexei Shulgin, Olga Lialina.<br />1990s net art was the first international art movement since the 1960s<br />that included east Europe in a big way. Prague, Ljubljana, Riga, and<br />Moscow counted as much as Amsterdam, Berlin, and New York. Equally<br />including artists from the West and the East, net art perfectly<br />corresponded to the economic and social utopia of a new post Cold War<br />world of the 1990s.<br /><br />Now this utopia is over. The power structure of the global Empire has<br />become clear, and the demographics of Tirana Biennale 01 Internet<br />section reflected this perfectly. Many artists included in Tirana<br />Biennale 01 Internet exhibition work in key IT regions of the world: San<br />Francisco (Silicon Valley), New York (Silicon Alley) and Northern<br />Europe.<br /><br />What happened? In the mid 1990s, net art relied on simple HTML that run<br />well on both fast and slow connections - and this is enabled active<br />participation of the artists from the East. But the subsequent<br />colonization of the Web by multimedia formats - Flash, Shockwave,<br />QuickTime, and so on - restored the traditional West/East power<br />structure. Now Web art requires fast Internet connections for both the<br />artist and the audiences. With its slow connections, East is out of the<br />game. The Utopia is over; welcome to the Empire.<br /><br />(Tirana Biennale 01 did include one artist from China who contributed a<br />beatiful animation of martial arts fighters. But we never found who he<br />was. All we knew about him was his email address: zhu_zhq@sohu.com.<br />Maybe he did not even live in China.)<br /><br />Lightness<br /><br />When I first visited the most famous Flash site - praystation.net - I<br />was struck by the lightness of its graphics. More quite when whisper,<br />more elegant than Dior or Channel, more minimal than 1960s minimalist<br />sculptures of Judd, more subdued than the winter landscape in heavy fog,<br />the site pushed the contrast scale to the limits of legibility. The<br />similar lightness and restrain can be found in many projects included in<br />Biennale 01 show. Again, the contrast with screaming graphics of<br />commercial media and the media art of the previous generations is<br />obvious.<br /><br />The lightness of Flash can be thought of as a visual equivalent of<br />electronic ambient music. Every line and every pixel counts. Flash<br />appeals to our visual intelligence - and cognitive intelligence. After<br />the century of RGB color which begun with Matisse and ended with<br />aggressive spreads of Wired, we are asked to start over, to begin from<br />scratch. Flash generation invites us to undergo a visual cleansing -<br />this is why we see a monochrome palette, white and light gray. It uses<br />neo-minimalism as a pill to cure us from post-modernism. In Flash, the<br />rationality of modernism is combined with the rationality of programming<br />and the affect of computer games to create the new aesthetics of<br />lightness, curiosity and intelligence. Make sure your browser have the<br />right plug-in: welcome to generation Flash.<br /><br />+ + +<br /><br />NOTES<br /><br />[1] Tirana Biennale 01 Internet section<br />(www.electronicorphanage.com/biennale) was organized by Miltos Manetas /<br />Electronic Orphanage. The exhibition consisted from a few dozen projects<br />by Web designers and artists, many of whom work in Flash or Schockwave.<br />Manetas comissioned me, Peter Lunenfeld, and Norman Klein to write the<br />analysis of the show. This text is my contribution; many ideas in it<br />developed out of the conversations the three of us had about the works<br />in the show. The joint text entitled &quot;KLM Theory&quot; will be released soon.<br />The names in brackets below refer to the artists in the show; go to the<br />show site to see their projects.<br /><br />I should also make it clear that many of the sites which inspired me to<br />think of &quot;Flash aesthetics&quot; are not necessaraly made with Flash; they<br />use Shockwave, Javascript, Java, and other Web multimedia formats and<br />scripting languages. Thus the qualities I describe below as specefic to<br />&quot;Flash aesthetics&quot; are not unique to projects made in Flash.<br /><br /><a rel="nofollow" href="http://deconcept.com">http://deconcept.com</a><br /><a rel="nofollow" href="http://unclickable.com">http://unclickable.com</a><br /><a rel="nofollow" href="http://dannyhobart.com">http://dannyhobart.com</a><br /><a rel="nofollow" href="http://uncontrol.com">http://uncontrol.com</a><br /><a rel="nofollow" href="http://mikeclavert.com">http://mikeclavert.com</a><br /><a rel="nofollow" href="http://futurefarmers.com">http://futurefarmers.com</a><br /><a rel="nofollow" href="http://dextro.org">http://dextro.org</a><br /><a rel="nofollow" href="http://praystation.net">http://praystation.net</a><br /><a rel="nofollow" href="http://www.electronicorphanage.com/biennale">http://www.electronicorphanage.com/biennale</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization. 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