RHIZOME DIGEST: 2.18.05

<br />RHIZOME DIGEST: February 18, 2005<br /><br />Content:<br /><br />+announcement+<br />1. Kevin McGarry: JOIN D_CULTURE'S ONLINE FORUM<br /><br />+opportunity+<br />2. Kevin McGarry: Rhizome.org seeks Design and Usability Consultant<br />3. Jo-Anne Green: SIGGRAPH 05: CALL for Networked_Performance PANEL<br />PARTICIPATION<br />4. John Fillwalk: Graduate Assistantships available in Electronic Art and<br />Animation<br /><br />+work+<br />5. v: zoom<br /><br />+interview+<br />6. Trebor: Interview with Elizabeth Goodman<br /><br />+comment+<br />7. Pau Waelder: Pornographic Coding<br />8. curt cloninger: Re: BOOK.REVIEW: Internet Art by Rachel Greene<br /><br />+thread+<br />9. Jo-Anne Green, Jim Andrews, Pall Thayer, Kate Armstrong, Michael<br />Szpakowski: Turbulence Commission: &quot;Grafik Dynamo&quot; by Kate Armstrong and<br />Michael Tippett<br /><br />+commissioned for rhizome.org+<br />10. joni taylor: Transmediale 2005<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 2.14.05<br />From: Kevin McGarry &lt;kevin@rhizome.org&gt;<br />Subject: JOIN D_CULTURE'S ONLINE FORUM<br /><br />JOIN D_CULTURE'S ONLINE FORUM<br /><br /> <br />Join John Oswald, Kenneth Goldsmith (UbuWeb) and Douglas Kahn (author of<br />Noise, Water, Meat) online in a discussion around the implications of<br />cultures of exchange on artistic practice. Moderated by Lina Dzuverovic<br />(Electra), the discussion is titled Cultures of Exchange/Politics Of Sound<br />and is part of London Tate Modern's online season d_culture. The forum<br />focuses on the creative applications and ramifications of the cultures of<br />downloading, sampling and cut-ups and runs until 23 March 2005. The forum<br />follows on from Sound and the 20th Century Avant-Garde course Co-produced by<br />Tate Modern and Electra in December 2004.<br /><br />Starting points for discussion include: The Politics of Sound, History of<br />Sound Collage, Collecting, Artists' Practice, Distribution and the Culture<br />of Exchange.<br /><br />*go to <a rel="nofollow" href="http://www.tate.org.uk/onlineevents/archive/d_culture/#outline">http://www.tate.org.uk/onlineevents/archive/d_culture/#outline</a><br /><br /> <br />Introduction: <br /><br />The Politics of Sound / The Culture 0f Exchange<br /><br />The practice of cutting-up, appropriating and repurposing existing content<br />in the creation of new artworks was central to 20th century artistic<br />practice. From Marcel Duchamp&#xB9;s ?Erratum Musical&#xB9; (1913) which spliced<br />together dictionary definitions of the word ?imprimer&#xB9; with a score composed<br />from notes pulled out of a hat, via William Burroughs&#xB9;s and Brion Gysin&#xB9;s<br />?cut-up&#xB9; technique used to allow new meanings to ?leak in&#xB9; by re-cutting<br />existing texts, to John Oswald&#xB9;s releases which mixed and altered several<br />musical sources, the history of the 20th century avant-garde can be read as<br />the history of appropriation.<br /><br />The availability, immediacy and ease of use of digital networked<br />technologies in the last decade has made the link between the notion of 'the<br />original' and artistic value more tenuous than ever, ushering in a new<br />chapter in the debate around appropriation and the role of the author.<br /><br />The early years of the Internet enabled independent musical and artistic<br />networks to flourish and operate somewhat ?under the radar&#xB9; of commercial<br />production, often establishing their own gift economies and adhering to<br />rules decided by the network participants themselves. But this brief period<br />of ?making it up as we go along&#xB9; when it comes to file sharing, distribution<br />and exchange is coming to an end in the face of endless attempts by the<br />music industry to understand, co-opt, capitalize on and engage with cultures<br />of exchange introduced by online networks and grassroots initiatives.<br /><br />Borrowing, file-sharing and re-purposing have over the years caused vicious<br />lawsuits involving corporate lawyers vs. small music labels, artist<br />collectives and college kids. But in an unlikely twist, today we are<br />beginning to see an apparent openness towards non-commercial models of<br />production from some unexpected sources. Tracks constructed by remixing,<br />repurposing and sampling are now as ubiquitous on MTV as they are on<br />releases by home-grown labels. Major labels tendency to appropriate<br />strategies used by bedroom labels, such as releasing records on white labels<br />in an attempt to launch a supposed anonymous release are now regular<br />features across record shops. Last year David Bowie&#xB9;s website launched a<br />competition in which fans were invited to remix tracks from his new album.<br />The prize winner walked away with a a prize including an .mp3 release of<br />their track on Bowie&#xB9;s website plus the handsome reward of a brand new car.<br />The very fact that the ?mash up&#xB9; phenomenon of recent years almost<br />immediately became embraced by the commercial music industry points to a new<br />strategy &#xAD; that of ?if you can&#xB9;t beat them, join them&#xB9;.<br /><br />&gt;From endless copyright lawsuits on the one hand, to winning a new car for<br />remixing David Bowie's album - the issue of repurposing other people's work<br />is a contentious one positioned between the flourishing open source culture<br />and commercial interests of the content industry.<br /><br />'Open source' models of sharing and exchange promise to not only affect<br />future models of production, exhibition and distribution but to radically<br />redefine the future of cultural production at large. With this steady stream<br />of new models and ideas comes a constant redefining of ways in which we<br />produce, commission, exhibit, distribute and archive artworks. The murky<br />waters of copyright, authorship and ownership are constantly being<br />re-examined by cultural producers, consumers and the industry alike.<br /><br />This forum comes with a wealth of resources featuring a broad range of<br />examples, positions, and views gathered from recent talks, events and<br />discussions held at Tate Modern. These files are aimed at illustrating the<br />current landscape of sonic production and offering varied historical<br />perspectives. I hope that we can use these resources as a starting point in<br />the discussion of the longer term ramifications of these issues on artistic<br />practice. <br /><br /> <br />I would like to begin the forum by asking the panelists a very basic<br />question: <br /><br />WHY NOW and WHY HERE:<br /><br />It seems to me that arts institutions have ?woken up&#xB9; to issues mentioned<br />above fairly recently (in the past few years). Why are discussions around<br />sampling and sound of particular interest to us at this point in the context<br />of Tate Modern?<br /><br />Posted by Lina Dzuverovic on Jan 31, 2005 2:12 PM<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 2.15.05<br />From: Kevin McGarry &lt;kevin@rhizome.org&gt;<br />Subject: Rhizome.org seeks Design and Usability Consultant<br /><br />Design and Usability Consultant<br /><br />+ + +<br /><br />Rhizome.org, a non-profit organization focused on new media art, is seeking<br />a Design and Usability Consultant. The Consultant will work closely with the<br />Content Coordinator to help plan new site features: Your responsibilities<br />will be to help define a rich, intuitive user experience, and produce<br />deliverables using HTML and CSS. The Consultant is not responsible for<br />website programming.<br /><br />Our priorities are ease-of-use, functionality, and the definition of clear,<br />simple categories for use by producers and consumers of online content. The<br />ability to create a flashy or embellished interface is not important, though<br />an eye for a uniform and lively arrangement of site elements is. Candidates<br />will be consulting on pages used to publish, read, search and syndicate<br />content to the site. Familiarity with contemporary online community<br />technologies (del.icio.us, Craigslist, blogs, etc.) is a plus.<br /><br />This position allows for off-site work, but candidates need to be in<br />commuting distance of New York for frequent short meetings.<br /><br />To apply, please email your detailed cover letter and resume by February 25<br />to Kevin McGarry at kevin@rhizome.org. Interviews will be held the week of<br />February 28 in New York.<br /><br />+ + +<br /><br />Hours: Flexible and variable. Part-time.<br />Start Date: March 1, 2005<br />End Date: Summer 2005<br />Location: New York (Chelsea)<br />Salary: Commensurate with experience.<br /><br />+ + +<br /><br />Please distribute this announcement freely.<br /><br />Direct any questions to Kevin McGarry at kevin@rhizome.org.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome is now offering organizational subscriptions, memberships<br />purchased at the institutional level. These subscriptions allow<br />participants of an institution to access Rhizome's services without<br />having to purchase individual memberships. (Rhizome is also offering<br />subsidized memberships to qualifying institutions in poor or excluded<br />communities.) Please visit <a rel="nofollow" href="http://rhizome.org/info/org.php">http://rhizome.org/info/org.php</a> for more<br />information or contact Kevin McGarry at Kevin@Rhizome.org or Rachel Greene<br />at Rachel@Rhizome.org.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 2.15.05<br />From: Jo-Anne Green &lt;jo@turbulence.org&gt;<br />Subject: SIGGRAPH 05: CALL for Networked_Performance PANEL PARTICIPATION<br /><br />SIGGRAPH 05 CALL FOR PANEL PARTICIPATION<br /><br />Networked Performance: How Does Art Affect Technology and Vice Versa? This<br />panel addresses issues of performance, embodiment, social collaboration,<br />public authoring, and play through computationally dependent cultural<br />practices such as wireless culture, location technologies (GPS), grid<br />computing, sensing, and reactive (sensor-based) interactivity. Mobile<br />computing and network practice cut across all aspects of practice and<br />research, engaging optimization, visualization, tool creation, hacking,<br />etc. Panelists will be artists, technologists, educators, and scientists<br />interested in the evolution of networked production, creation, and<br />performance. Panel position papers must be received by 6 pm Pacific time, 1<br />March 2005. <a rel="nofollow" href="http://www.siggraph.org/s2005/main.php?f=cfp&p=panels&s=topics#5">http://www.siggraph.org/s2005/main.php?f=cfp&p=panels&s=topics#5</a><br />&lt;<a rel="nofollow" href="http://www.siggraph.org/s2005/main.php?f=cfp&p=panels&s=topics#5">http://www.siggraph.org/s2005/main.php?f=cfp&amp;p=panels&amp;s=topics#5</a>&gt;<br /><br />– <br />Untitled Document Jo-Anne Green, Co-Director<br />New Radio and Performing Arts, Inc.: <a rel="nofollow" href="http://new-radio.org">http://new-radio.org</a><br />New York: 917.548.7780 ? Boston: 617.522.3856<br />Turbulence: <a rel="nofollow" href="http://turbulence.org">http://turbulence.org</a><br />New American Radio: <a rel="nofollow" href="http://somewhere.org">http://somewhere.org</a><br />Networked_Performance Blog and Conference: <a rel="nofollow" href="http://turbulence.org/blog">http://turbulence.org/blog</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome Member-curated Exhibits<br /><br /><a rel="nofollow" href="http://rhizome.org/art/member-curated/">http://rhizome.org/art/member-curated/</a><br /><br />View online exhibits Rhizome members have curated from works in the ArtBase,<br />or learn how to create your own exhibit.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 2.18.05<br />From: John Fillwalk &lt;jfillwalk@bsu.edu&gt;<br />Subject: Graduate Assistantships available in Electronic Art and Animation<br /><br />Graduate Assistantships available in Electronic Art and Animation at Ball<br />State University. MA in Electronic Art and Animation. Areas of study:<br />Digital Cinema, 3D Modeling and Animation, Interactive Art, Virtual Reality,<br />Digital Imaging. Software includes Maya Unlimited, SoftImage XSI, RealViz,<br />Apple, Adobe, etc. Stipend, tuition waiver, new state of the art facilities,<br />visiting artist program, travel abroad, internal grants.<br /><br /> Please visit: <br /><br /> <a rel="nofollow" href="http://www.bsu.edu/art/article/0,,25889--,00.html">http://www.bsu.edu/art/article/0,,25889--,00.html</a><br /> <a rel="nofollow" href="http://www.bsu.edu/web/jfillwalk/electronicart/">http://www.bsu.edu/web/jfillwalk/electronicart/</a><br /> <a rel="nofollow" href="http://www.bsu.edu/via/">http://www.bsu.edu/via/</a><br /><br /> Please contact John Fillwalk at jfillwalk@bsu.edu for more information.<br /><br />John Fillwalk<br />Electronic Art and Animation / Artist-in-Residence, Center for Media Design<br />Ball State University<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5. <br /><br />Date: 2.18.05<br />From: v &lt;v@computerfinearts.com&gt;<br />Subject: zoom<br /><br /><a rel="nofollow" href="http://www.auburn.edu/~shephcd/zoomquilt/zoom.htm">http://www.auburn.edu/~shephcd/zoomquilt/zoom.htm</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 2.13.05<br />From: Trebor &lt;trebor@buffalo.edu&gt;<br />Subject: Interview with Elizabeth Goodman<br /><br />Teaching for the Wireless Commons<br /><br />Interview with Elizabeth Goodman<br />As part of WebCamTalk1.0<br /><a rel="nofollow" href="http://www.newmediaeducation.org">http://www.newmediaeducation.org</a><br /><br />Trebor Scholz: Please present your thoughts on new media education, in<br />particular your course &quot;Site-Specific: Wireless Networks and Urban Art<br />Practice.&#xE2;??<br /><br />EG: This course was a mixed graduate-undergraduate seminar I taught at the<br />San Francisco Art Institute with Alison Sant. The course examined radio<br />signal as a medium for expression in its own right, with its own aesthetic<br />qualities and cultural significance. It was a diverse class, with<br />undergraduate and graduate students. The class focused specifically on<br />sensing and representing wireless signals; we did not intend it as a<br />technical class centered around any one tool. Using whatever medium they<br />preferred, students were to create their own interventions into what Fiona<br />Raby and Tony Dunne have called the &#xE2;??Hertzian space&#xE2;?? of San Francisco.<br />Final projects included a game, a proposal for a video installation, and a<br />GPS-coordinated city tour. There have only been a few classes on wireless<br />networks as art medium thus far, so there weren&#xE2;??t many models to draw<br />from. <br /><br />TS: What did you learn from the experience of teaching a course with so<br />little precedence?<br /><br />EG: Learning from the experience of this course and from my own experience<br />in school, I'd like to point to some larger issues about the state of<br />interactive art education:<br /><br />1) Art education: training for what?<br />2) The importance of historical perspective<br />3) Defining core curriculum<br />4) Moving the computing arts away from the computer<br /><br />TS: Please describe the course more in detail.<br /><br />EG: The Art Institute in San Francisco, for those of you who might not be<br />familiar with it, is well known for its historical emphasis on conceptual<br />art. Alison and I found that, as so often happens, our students were more<br />comfortable with the conceptual. Partly, this is because it&#xE2;??s easier to<br />talk than build. But the greater issue was unfamiliarity with the underlying<br />technologies of wireless networks &#xE2;?? the physics of radio waves, the<br />proliferating transceivers, the logging programs and the graphic interfaces<br />&#xE2;?? not to mention the pervasive fear of the unfamiliar. Even with the loan<br />of wifi- , Bluetooth-, and GPS-enabled iPaqs from the Exploratorium, some<br />were reluctant to experiment. And those that did were often daunted by the<br />amount of time they had to spend troubleshooting the devices. An increasing<br />number of people comes to courses such as ours with some knowledge of<br />computers, but only few are comfortable with code.<br /><br /> Indeed, some of our students came in with far less knowledge of the tools<br />of new media artists than we had expected. &#xE2;??New media&#xE2;?? stretches from<br />video and sound editing, to image manipulation, to animation, to interaction<br />design, and code. The question of documenting and presenting a new media<br />project gets complicated when you&#xE2;??ve never used a digital camera or<br />created a web page. In addition, students were dismayed by the seemingly<br />endless list of expensive equipment that visiting artists recommended.<br />Laptops, GPS devices, PocketPCs, wifi-cards, specialized radio receivers&#xE2;?&#xA6;<br />Some felt that the medium was simply unaffordable on a student budget, and<br />the school was not planning on picking up the bills.<br /><br />TS: This is a phenomenon that you also find with much of recent<br />location-based cultural practices that require a whole set of hardware that<br />it still unaffordable to most city dwellers.<br /><br />EG: There&#xE2;??s an interesting and common phenomenon that happens when<br />students &#xE2;?? anyone, really &#xE2;?? attempts a new medium. You called it<br />&#xE2;??techno-determinism,&#xE2;?? and I agree. It&#xE2;??s a kind of blindness. The sheer<br />difficulty of making any headway with unfamiliar and imperfect technologies<br />such as PocketPCs running an interface to a Bluetooth GPS module, or a Flash<br />animation, leads to the mistaken belief that the technologies themselves are<br />the most interesting part of a project.<br /><br />TS: How do you approach the confluence of art, theory and technology?<br /><br />EG: Given students&#xE2;??s understandable fears of new, unfamiliar, and<br />un-user-friendly technologies, we need to actively reward exploration,<br />experimentation, and sheer determination. However, the class as a whole<br />suffers when the focus of discussion and critique moves from developing and<br />expressing concepts to solving technical problems. Steering a course between<br />technophobia and techno-obsession is harder than it sounds. One of the great<br />challenges, I learned, of teaching &#xE2;??new media&#xE2;?? classes that are not<br />designed to be technical workshops is keeping promising concepts (that are<br />often technologically interesting as well) from derailing into technological<br />minutia. Throughout the class, Alison and I developed some strategies in<br />response to techno-phobia, techno-obsession, and the sheer expensiveness of<br />electronic equipment.<br /><br />TS: How do you link these emerging cultural practices to their backgrounds<br />in the history of technology, and culture at large.<br /><br />EG: There is a tendency among the techno-obsessed to think that &#xE2;??new<br />media&#xE2;?? is somehow the product of a catastrophic, unbridgeable break with<br />older tools and practices. Alison and I tried to locate the class within a<br />longer history of site specific art and urban engagement. We started by<br />asking students to think critically about the notion of &#xE2;??site,&#xE2;?? drawing<br />on Robert Smithson&#xE2;??s work, the notion of &#xE2;??non-sites&#xE2;?? and on Gordon<br />Matta - Clark&#xE2;??s building deconstruction projects. We also used sources<br />from urban theory, the Situationists and asked students to think about how<br />we come to know a city &#xE2;?? how we travel through it, how we map it, how we<br />remember it. We found that bridging the old and the new produced richer<br />conversations in new students &#xE2;?? which is no surprise &#xE2;?? but also created<br />a comfort zone for San Francisco Art Institute students who were already<br />familiar with mid-twentieth century art movements.<br /><br />TS: You mentioned that a few weeks into the class you asked students to<br />switch off their computers and go to the drawing board.<br /><br />EG: Yes, drawing and sketching also proved a useful introduction to the<br />ideas and methods of the class. One of our most successful class exercises<br />required students to create a map of the campus using only mobile phones,<br />paper, and pencils. Working in teams, students had to both agree on how to<br />represent mobile phone signal strength but also what areas they found most<br />significant. The resulting critiques allowed us to talk about some core<br />issues: the representation of temporality, definitions of site, and<br />visualization of the invisible.<br /><br />In fact, mobile phones became a cheap and accessible medium for students<br />daunted by the expense or unfamiliarity of wifi-enabled laptops and GPS<br />devices. For those of us who think in terms of code, it can be useful to<br />step back and see mobile phones as a platform for development but also<br />simple sensors in their own right. One student even used his mobile phone as<br />a kind of game wheel, dynamically &#xE2;??spinning&#xE2;?? paths through the city<br />based on signal strength.<br /><br />I would have loved to have my students build applications for mobile phones.<br />But because the class blended art theory and practice, we had to think<br />realistically about time management. We simply did not have enough time to<br />both introduce key concepts and teach programming. As well, showing a<br />project in a gallery is very different than supporting it on a city-wide<br />level. Moving from the university lab to the streets means asking students<br />to simplify their technical needs as much as possible.<br /><br />TS: Could you come back to the four main issues that you introduced earlier?<br />You started off with &quot;Art education: training for what?&quot;<br /><br />EG: One of the subtexts running through in-class discussion was the desire<br />to be taught specific tools &#xE2;?? Photoshop or Flash, for example. There is a<br />lot of fear about the high cost of education in North America, about getting<br />jobs, and that is reflected in these demands for vocational training. I<br />think many will agree with me when I say that undergraduate art courses<br />should not focus on software. Defining education by the tools currently in<br />vogue reduces learning to a set of instruction manuals. As we have all<br />discovered, learning is often more a changing set of practices than<br />abstract, static data.<br /><br />Which brings me to my second point: defining a new media core curriculum.<br />I think student calls for software-based training indicate a deep<br />insecurity. Many students are not sure what they are supposed to know and<br />how they are supposed to learn it. That is a very disconcerting situation.<br />And part of the role of a faculty member is to answer those questions<br />through curriculum development.<br /><br />A curriculum is &#xE2;?? or should be &#xE2;?? the articulation of a community&#xE2;??s<br />understanding of disciplinary boundaries: what they value, what they<br />exclude, what they require. I had a fairly traditional undergraduate art<br />education, based around a choice of prerequisite classes: drawing,<br />sculpture, photography, graphic design. Drawing was mandatory. As a<br />master&#xE2;??s student at New York University, I had another core curriculum:<br />programming, basic electrical engineering, visual design, and<br />communications. Everything was mandatory. Communications included training<br />in Photoshop, video editing, etc &#xE2;?? but it came wrapped in a larger<br />conversation about the social significance of technologies.<br /><br />I personally believe digital media core curricula should include programming<br />and drawing. But I&#xE2;??m not the deciding factor in discipline-wide curriculum<br />development. The faculty of every school has the responsibility to decide<br />what their students should learn. I don&#xE2;??t think we&#xE2;??d see wildly<br />divergent curricula. But internal conversations need to happen so that<br />consensus can emerge and students get consistent messages about what they<br />need to succeed. <br /><br />TS: An additional starting point was your emphasis of moving the computing<br />arts away from the computer. Please elaborate.<br /><br />EG: To me, this is perhaps the most important point: moving the computing<br />arts away from the computer. One of our greatest struggles during the class<br />was the fixation on the technical at the expense of the conceptual. We<br />suggested refocusing projects, but more than once we found that students did<br />not believe that sketching &#xE2;??counted&#xE2;?? as part of their work as digital<br />artists. Yet in retrospect, it&#xE2;??s significant that the semester&#xE2;??s most<br />successful exercise was based on drawing.<br /><br /> For us, the lesson was that teaching the digital arts should not be<br />confined to digital media. Many institutions without the budget for<br />expensive equipment can use diagrams and formal logic as a proxy for<br />circuitry. Nothing can totally replace learning by doing, but teaching the<br />underlying principles of computing still helps students. As Casey Reas<br />points out, code creates the tools we use &#xE2;?? it&#xE2;??s an important medium in<br />itself. I think that teaching drawing can serve as an important bulwark<br />against the fixation on technology, and it can remind students to focus on<br />the underlying ideas that they strive to communicate.<br /><br />So, I see several issues: I feel conflicted about the perception of the<br />teaching of &quot;new media&quot; as something that is completely new. Another issue<br />is thinking solely of what we produce as solely a function of &#xE2;??media.&#xE2;??<br />I think we'll do ourselves and our students a service if we think less about<br />newness, less about a specific media, and more about continuing art<br />practices based around the implications of computing.<br />About:<br /><br />Elizabeth Goodman's design, writing, and research focuses on critical<br />thinking and creative exploration at the intersections of new digital<br />technologies, social life and urban spaces. She has a master's degree from<br />New York University's Interactive Telecommunications Program and has spent<br />this fall as a visiting lecturer on site specific art and wireless networks<br />at the San Francisco Art Institute. For a course bibliography visit<br />www.molodiez.org/biblio_goodman.pdf. More examples of Elizabeth's work in<br />urban gaming and cellphone interfaces can be found at www.confectious.net.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />Date: 2.18.05<br />From: Pau Waelder &lt;pau@sicplacitum.com&gt;<br />Subject: Pornographic Coding<br />Pornographic Coding<br /><br />Florian Cramer and Stewart Home<br /><br />Crash conference paper, Feb. 11, 2005<br /><br />&#xC2;&#xA0; &#xC2;&#xA0;Program code is like pornography. It has linear logic, but no meaning.<br />&#xC2;&#xA0; &#xC2;&#xA0;There is an accumulation of things already known. The focus is always<br />&#xC2;&#xA0; &#xC2;&#xA0;on the same explicit facts. Repetition and boredom rule.<br />&#xC2;&#xA0; &#xC2;&#xA0;(Adapted from a Neoist slogan)<br /><br />&#xC2;&#xA0; &#xC2;&#xA0;Art is sanctioned pornography.<br />&#xC2;&#xA0; &#xC2;&#xA0;(Neoist slogan)<br /><br />1 &#xC2;&#xA0;We demand a shamanic pornography<br /><br />Capitalist ``progress'' destroys the imagination through a frenzy of the<br />visible. What we see we no longer need to imagine. A a famous zero from<br />the popsicle academy was once moved to write that every time a man had an<br />erection it was a triumph of the imagination. Power to the imagination,<br />and to sex - for they are one and the same thing. Pornographers of the<br />world close your eyes. You have nothing to lose but your bodily fluids! It<br />is time to decondition ourselves by going beyond the known world.<br /><br />The shamans of old ingested psychedelic mushrooms, and today we are<br />further armed with a battery of chemically synthesised drugs including<br />ecstasy and LSD. These psychedelics are psychic elevators that can power<br />us through the seven levels of human consciousness. The first four levels<br />of consciousness can be reached in ordinary everyday life. Level Five<br />requires either chemical assistance or long hours of arduous interaction<br />with your computer, and when you hit this level sexual activity is vastly<br />enhanced. Once you go above Level Five consciousness you don't necessarily<br />need coitus. Indeed, at Level Six you are telepathic and sexually combined<br />with your fellow hackers, and this integration is even greater at Level<br />Seven (aka total fucking zero and one pornography).<br /><br />Drugs and code are the ancient and modern tools with which we can<br />investigate our own minds while turning our bodies into one vast erogenous<br />zone. Our message to purveyours of representational porn is HANDS OFF<br />(OUR) EJACULATIONS (both male and female). WE WANT TO CUM IN ALL THE<br />COLOURS OF ALL THE FLAGS OF ALL THE CONSULATES. As an initiated shaman<br />Jean Cocteau was able to come through the sheer power of his imagination,<br />he could do this without using his hands to manipulate his genitals. Let's<br />keep our hands free to imput date on our computer terminals and use the<br />convulsive power of codes to bring us to orgasm.<br /><br />2 &#xC2;&#xA0;Pornography as popular computing<br /><br />The effectiveness of art is generally hard to judge. Pornography as one of<br />the arts creates ecstatic perception, triggering arousal only through<br />symbolic codes. Cybersex is by no means new, porn is its oldest device.<br />Computation and programming have likewise been known in pornography for<br />centuries. In the 120 Days of Sodom, Sade imagines a ceaseless execution<br />of coded game rules. There is no single point of originality, but only<br />combinations computed out of a set of sex partners and their organs. Porn<br />as speculative programming has been long neglected. Along the lines of<br />.walk by socialfiction.org, we demand psychogeographical computers built<br />from pornographic imagination and shamanic sex acts.<br /><br />Carl van Bolen, author of The History of Eroticism (1966) and Eduard<br />Fuchs, author of The History of Erotic Art, coin a programming language of<br />Greek-Latin terms for those combinations. But only with modern day<br />commercial pornography do those exhaustive computations became real. A<br />mainstream porn video shop like Erotic Video Service in Berlin with its<br />24,000 tapes and DVDs for rent [<a rel="nofollow" href="http://www.evs-video.de">http://www.evs-video.de</a>] could be called a<br />pornographic Library of Babel, based on a brute force algorithm of sheer<br />masses of data. The poets of the French Oulipo group, the ``workshop of<br />potential literature,'' which from the 1960s onwards explored algorithmics<br />and formal restraints in writing, announced a chapter for pornography,<br />Oupornpo, but this seems to have remained a dirty old man's joke.<br />Contemporary writer Simon Strong makes up for it in his forthcoming novel<br />66mindfuck99 for which he created ``a list of criteria defining legal and<br />extra-legal sex acts,'' arranging them with help of a spreadsheet to what<br />he calls ``an optimal set of erotic episodes.''<br /><br />Does the potential of pornography exhaust itself in the simple mechanics<br />of sexual combinations? Surely not, although we want to show that it is<br />too easy to sweepingly denounce this approach. Through its minimal<br />variations in endless repetition, it is clear that pornography has become<br />purely parodic, in other words, that each pornographic coupling, scene,<br />image becomes the parody of another, or the same in a deceptive form. Ever<br />since pornography started to circulate, an effort at total identification<br />has been made, because each pornographic detail ties one operation to<br />another. All pornography would be visibly connected if one could discover<br />at a single glance and in its totality the tracings of Ariadne's thread<br />leading pornographic codes into their own labyrinth. But their coupling is<br />no less irritating than the copulation of bodies. And when I scream I AM<br />PORNOGRAPHIC, an integral erection results, because the mere verb ``to<br />be'' is the vehicle of sexual frenzy.<br /><br />3 &#xC2;&#xA0;Pornography in Stewart Home's fiction<br /><br />I included large chunks of repetitive pornography in novels such as Blow<br />Job and Cunt because few publishers would consider putting out books of<br />fiction that were less than sixty thousand words long. By including<br />essentially the same pornographic scene on every other page I only.needed<br />to write about thirty thousand words. Bergson claimed that repetition was<br />the basis of all humour and I certainly found using it as a device to<br />expand my books to a length that was acceptable to the publishing industry<br />side-splittingly funny. I was also convinced that if anyone was sexually<br />aroused by my pornographic material (some of which was lifted directly<br />from out-of-copyright sources) then that was a tremendous achievement.<br />It's a demonstration of shamanic power to be able to laugh and have an<br />orgasm at the same time. The imagery I used in my early novels was<br />shamanic too, it was conceived as a revelation of the true nature and<br />scope of the unconscious, a sudden shift away from the standpoint of the<br />atomised individual to the point of view of the entire cosmic movement: a<br />`timeless psychedelic moment' in which the universe is experienced in the<br />act of waking up and becoming aware of itself. One could find the<br />beginnings of the cosmic metaphors I used in pulp fiction, where<br />characters having sex might be described as no longer in control of their<br />bodies because `the DNA had taken over'. I sought to extent such imagery<br />until it was on a par with the visions of the shamans of old. In order to<br />do this I would write about DNA codes being scrambled and unscrambled<br />across the muscular structure structure of my bulk, about the sexual act<br />leading me to imagine myself as the first amphibian to emerge from the sea<br />and feel the warmth of the sun on my back, about genetically encoded<br />memoires of the first star exploding and about being out on the mudflats<br />of pre-history…<br /><br />4 &#xC2;&#xA0;The eroticism of boredom<br /><br />I.I.I.I am. My identity. Mine. I exchange it with another and step outside<br />where the sun is shining. Another person walks up to me and gives me some<br />words. I respond by giving her some pleasure I have with me.<br /><br />If you use words often enough they become interchangeable. Infinity,<br />limitation, enthusiasm, depression, imagination, concretion. Give me back<br />pleasure. I need to get more words with it. Chasing your mind's tail, the<br />back of your image unfolds into warm breeze. Throaty sound and smell of<br />petal marshland. Five minute stare into eyes of another being. Breaking<br />the silence, I say ``I wanna go down on you.'' Stepping back and removing<br />pleasure, giving words. Is this porn?<br /><br />Pornography. The mind is pornographic. I shape the word ``cunt'' in it,<br />only to prove to myself that there is obscenity. Cities, streets, romantic<br />dreams of the perfect dirty image flickering like a single frame of film.<br />Slow down the projection and blink while you watch it.<br /><br />5 &#xC2;&#xA0;Pornography in dreams<br /><br />&#xC2;&#xA0; &#xC2;&#xA0;Pornography in dreams<br />&#xC2;&#xA0; &#xC2;&#xA0;Pornography in books<br />&#xC2;&#xA0; &#xC2;&#xA0;Pornography in cars<br />&#xC2;&#xA0; &#xC2;&#xA0;Pornography in advertising<br />&#xC2;&#xA0; &#xC2;&#xA0;And everywhere repression<br />&#xC2;&#xA0; &#xC2;&#xA0;Repressed living as the expression of everyday life<br />&#xC2;&#xA0; &#xC2;&#xA0;Free your mind and your ass will follow<br />&#xC2;&#xA0; &#xC2;&#xA0;Pick it up, let it move, make it happen<br />&#xC2;&#xA0; &#xC2;&#xA0;Go with the code<br />&#xC2;&#xA0; &#xC2;&#xA0;Arm yourself with drugs, magic and computing<br />&#xC2;&#xA0; &#xC2;&#xA0;Fuck with fucking and drift into abstraction<br />&#xC2;&#xA0; &#xC2;&#xA0;Zeros and ones turn me on<br /><br />6 &#xC2;&#xA0;Pornography in computing<br /><br />Computing has been sexual ever since John von Neumann, the creator of<br />modern-day computer architecture, conceived of self-replicating automata.<br />Nowadays, they translate into computer viruses and the rhetoric of<br />preventing infection uses the same concepts and terminology as rhetoric<br />about preventing sexually transmitted diseases. Computer users know that<br />the electronic message ``I love you'' is just as true as its<br />non-electronic equivalent, meaning in reality ``I want to fuck with you.''<br /><br />If codes can fuck your computer, where's the porn that depicts them?<br /><br />Porn, of course, flows through computers in abundance, and software has<br />been adapted to it. The Linux-based image and video display program<br />``pornview'' is, according to its manual, optimized ``for unattended<br />presentation of images for hands-free viewing.''<br /><br />DVD videos can have multiple camera angles, a technical feature created to<br />cater to the porn industry and its customers. The image rendering<br />component of the free Mozilla browser originally was called ``libpr0n,''<br />``pr0n'' being hacker code speak for ``porn.'' Another GNU/Linux program,<br />``driftnet'' taps into a local computer network and displays all images<br />that co-workers are currently browsing. The developers of the program<br />recommend that ``if you are possessed of Victorian sensibilities, and<br />share an unswitched network with others who are not, you should probably<br />not use it.''<br /><br />But in these examples, the pornography remains outside the software<br />itself. Obscenity on program code level exists, too, but doesn't<br />necessarily render the running software obscene or pornographic. The Linux<br />kernel, for example, contains the word ``fuck'' 56 times in its<br />sourcecode:<br /><br />&#xC2;&#xA0; &#xC2;&#xA0;arch/sparc/kernel/process.c: /* fuck me plenty */<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/sparc/kernel/head.S: /* XXX Fucking Cypress… */<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/sparc/kernel/sunos_ioctl.c: /* Binary compatibility is good<br />&#xC2;&#xA0; &#xC2;&#xA0;American knowhow fuckin' up. */<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/sparc/kernel/ptrace.c:/* Fuck me gently with a chainsaw… */<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/ppc/syslib/ppc405_pci.c: * the kernel try to remap our BAR #1 and<br />&#xC2;&#xA0; &#xC2;&#xA0;fuck up bus<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/sparc64/kernel/binfmt_aout32.c: /* Fuck me plenty… */<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/sparc64/kernel/traps.c: /* Why the fuck did they have to change<br />&#xC2;&#xA0; &#xC2;&#xA0;this? */<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/sparc64/mm/init.c: /* Fucking losing PROM has more mappings in<br />&#xC2;&#xA0; &#xC2;&#xA0;the TLB, but<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/i386/kernel/cpu/cpufreq/powernow-k7.c: * Some Athlon laptops have<br />&#xC2;&#xA0; &#xC2;&#xA0;really fucked PST tables.<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/i386/kernel/cpu/mtrr/generic.c:/* Some BIOS's are fucked and<br />&#xC2;&#xA0; &#xC2;&#xA0;don't set all MTRRs the same! */<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/mips/kernel/irixioctl.c: * irixioctl.c: A fucking mess…<br />&#xC2;&#xA0; &#xC2;&#xA0;arch/mips/kernel/irixelf.c:#if 0 /* XXX No fucking way dude…*/<br />&#xC2;&#xA0; &#xC2;&#xA0;…<br /><br />But Linux hardly fucks anything in operation. Another example of<br />non-operational code-level pornography is the ASCII pr0n genre,<br />pornographic images drawn as typograms:<br /><br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;/' &#xC2;&#xA0;`\/ &#xC2;&#xA0; `.<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;. &#xC2;&#xA0; .' &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;: &#xC2;&#xA0;`. `.<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;\\.' &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;, &#xC2;&#xA0;`.` &#xC2;&#xA0;`.<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;`. &#xC2;&#xA0; &#xC2;&#xA0; ,___/|\. `. &#xC2;&#xA0; :<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; . \, .'./ &#xC2;&#xA0; &#xC2;&#xA0;' '\ &#xC2;&#xA0;, &#xC2;&#xA0;'<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; .\ &#xC2;&#xA0; &#xC2;&#xA0;. &#xC2;&#xA0;\_.~ _; ; &#xC2;&#xA0; &#xC2;&#xA0;\/'.<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `\ …_`. &#xC2;&#xA0; : &#xC2;&#xA0; /.. &#xC2;&#xA0; ../<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;/' _._ &#xC2;&#xA0;\. ~ .' &#xC2;&#xA0; `\:<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;/'.'@ &#xC2;&#xA0; ` &#xC2;&#xA0; &#xC2;&#xA0;.—. &#xC2;&#xA0; &#xC2;&#xA0;`.<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;.' &#xC2;&#xA0;: &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; ' &#xC2;&#xA0; @ `.\. &#xC2;&#xA0;\<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; / &#xC2;&#xA0; ./`.._./ ~ . &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;:\ &#xC2;&#xA0; &#xC2;&#xA0;`. &#xC2;&#xA0; __<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; .' &#xC2;&#xA0; / &#xC2;&#xA0; ( &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;\….' &#xC2;&#xA0;`. &#xC2;&#xA0;.' /' &#xC2;&#xA0;`.<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;/'''\ &#xC2;&#xA0; .' &#xC2;&#xA0; &#xC2;&#xA0;`. &#xC2;&#xA0;/ &#xC2;&#xA0;\ &#xC2;&#xA0; &#xC2;&#xA0; : &#xC2;&#xA0; &#xC2;&#xA0; ;' .' &#xC2;&#xA0; &#xC2;&#xA0;..:<br />&#xC2;&#xA0; &#xC2;&#xA0;.' ; &#xC2;&#xA0; `\; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; : : &#xC2;&#xA0; &#xC2;&#xA0;: &#xC2;&#xA0; &#xC2;&#xA0;: &#xC2;&#xA0; .' &#xC2;&#xA0; : &#xC2;&#xA0;; &#xC2;&#xA0; &#xC2;&#xA0;:<br />&#xC2;&#xA0; &#xC2;&#xA0;: &#xC2;&#xA0; &#xC2;&#xA0; `\. `\. &#xC2;&#xA0; &#xC2;&#xA0;; &#xC2;&#xA0; : &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;\.' &#xC2;&#xA0; &#xC2;&#xA0; &quot; &#xC2;&#xA0;' &#xC2;&#xA0; &#xC2;&#xA0;;<br />&#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;`. &#xC2;&#xA0; \ / &#xC2;&#xA0; &#xC2;&#xA0;s &#xC2;&#xA0; &#xC2;&#xA0;. &#xC2;&#xA0; / &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0; &#xC2;&#xA0; .'<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;` &#xC2;&#xA0; &#xC2;&#xA0;. &#xC2;&#xA0; `. &#xC2;&#xA0;`\ `. &#xC2;&#xA0; &#xC2;&#xA0; ; &#xC2;&#xA0;/' &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; ;___ ;<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0; `. &#xC2;&#xA0;`. &#xC2;&#xA0; ` &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; ; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;;:__..'<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0; `. `. &#xC2;&#xA0; &#xC2;&#xA0; :` ': &#xC2;&#xA0; &#xC2;&#xA0;_.' &#xC2;&#xA0; &#xC2;&#xA0;.' ; &#xC2;&#xA0; :<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0; &#xC2;&#xA0;.\x./-`–…../' &#xC2;&#xA0; ; &#xC2;&#xA0; :<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `. ..-:..-' &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;( &#xC2;&#xA0; &#xC2;&#xA0;:<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `—'`. &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `; &#xC2;&#xA0; :<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0;`,.. &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; : &#xC2;&#xA0; &#xC2;&#xA0;:<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0; &#xC2;&#xA0;`. &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0;`.___;<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0; &#xC2;&#xA0;`.<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `. &#xC2;&#xA0; &#xC2;&#xA0;`;<br />&#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; &#xC2;&#xA0; `-.,'<br /><br />Originally a hack to bring visual pornography into the world of<br />alphanumerical computer terminals, they became ironic retro chic in 1990s<br />net art, above all in ``Deep ASCII,'' a typographic rendering of the movie<br />``Deep Throat.''{1}<br /><br />``Prograsm,'' which the hacker ``Jargon File'' defines as the ``euphoria<br />experienced upon the completion of a program or other computer-related<br />project,'' is another example of ecstasy outside the running program.<br />However, a concept of prograsm that involves the code and the process has<br />existed since the Middle Ages in ecstatic Kabbalah. The oldest known<br />kabbalistic book Sefer Yetzirah (Book of Creation) contains mathematical<br />combinatorics, and Kabbalists like Abraham Abulafia practiced<br />computational readings of the Torah as a sexually ecstatic technique. In<br />an 18th century autobiography, Salomon Maimon tells us how he learnt that<br /><br />&#xC2;&#xA0; &#xC2;&#xA0;``the name Jehova represents […] the person of the Godhead generis<br />&#xC2;&#xA0; &#xC2;&#xA0;masculini, while the word Koh means […] the person of the Godhead<br />&#xC2;&#xA0; &#xC2;&#xA0;generis feminini, and the word Amar denotes sexual union. The words<br />&#xC2;&#xA0; &#xC2;&#xA0;'Koh amar Jehovah,' 'Thus saith the Lord,' I therefore explained as<br />&#xC2;&#xA0; &#xC2;&#xA0;follows: […] an actual union of these divine spouses took place from<br />&#xC2;&#xA0; &#xC2;&#xA0;which the whole world might expect a blessing.''<br /><br />In other words, the Kabbalah imagines God as able to fuck himself by the<br />virtue of his male and female attributes, in the medium of the words put<br />down in the Torah. The Torah becomes pornographic writing, a code whose<br />execution generates divine physical arousal.<br /><br />Duchamp's The Bride Stripped Bare by Her Bachelors, Even can be read as<br />another auto-erotic obscene and pornographic mechanism, secularized<br />however as modern art. Still more secularized are the corresponding<br />technologies that exist in computing today, such as the ``Brainfuck''<br />programming language and program code recursion, code executing itself in<br />strange loops, a key structure among others in the programming language<br />LISP. While this code is, by its nature, a pure formalism, its coupling is<br />no less irritating than the copulation of bodies. When I scream I AM THE<br />PROGRAM, an integral erection results, because the verb to be is the<br />vehicle of obscene frenzy, bastardizing the formalism of the software and<br />my informal being to a dirty code.<br /><br />Reroute via gender strippage [simple cognitive shift allocation], strip to<br />the violence inducer core and wipe with a pseudo stroke. Instruction:<br />Regenderate the Mis][User.<br /><br />7 &#xC2;&#xA0;Towards an Open Source Pornography<br /><br />Figure 1: From suicidegirls.com<br />Figure 2: Sample image from nofauxxx.com<br />Figure 3: Dahlia Schweitzer, Lovergirl photo series<br /><br />&#xC2;&#xA0; &#xC2;&#xA0;Richard Kern: SuicideGirls is a mystery to me because I thought only<br />&#xC2;&#xA0; &#xC2;&#xA0;women ran the site.<br /><br />&#xC2;&#xA0; &#xC2;&#xA0;DRE: Does that make a difference?<br /><br />&#xC2;&#xA0; &#xC2;&#xA0;Richard Kern: I had heard from various models from there that my type<br />&#xC2;&#xA0; &#xC2;&#xA0;was not liked there because I was a guy exploiting women and<br />&#xC2;&#xA0; &#xC2;&#xA0;SuicideGirls is a feminist site. No matter what anyone says its still<br />&#xC2;&#xA0; &#xC2;&#xA0;naked girls and still guys checking them out. There are girls checking<br />&#xC2;&#xA0; &#xC2;&#xA0;in also but a lot of guys too. It's the same thing no matter how you<br />&#xC2;&#xA0; &#xC2;&#xA0;cut it.{2}<br /><br />No doubt, indie porn is the pornography of this decade, if not of the<br />whole century. Beyond that, it appears to be the first significant new<br />cultural movement of the millennium. It has replaced net.art as the<br />aesthetic avant-garde of the Internet. Websites like http://<br />www.suicidegirls.com, <a rel="nofollow" href="http://www.cleansheets.com">http://www.cleansheets.com</a>, http://<br />wwww.thatstrangegirl.com and <a rel="nofollow" href="http://www.fatalbeauty.com">http://www.fatalbeauty.com</a> combine the punk<br />styling of their models with visual punk aesthetics and do-it-yourself<br />punk attitude.{3} The site <a rel="nofollow" href="http://www.indienudes.com">http://www.indienudes.com</a> lists more related<br />sites and resources.{4} It thus seems as if there is finally a<br />non-industrial and erotically imaginative pornography for hetero- and<br />bisexuals, after the avant-garde of lesbian and gay pornography had<br />reached the same level already in the early 1990s, with magazines like<br />``On Our Backs'' and porn video labels like Cazzo Productions.<br /><br />In reality, indie porn is just like indie pop. It pretends to be different<br />from the industry, but works with the same business model. Just as punk<br />and indie pop saved the music industry in the 1980s and 1990s, indie porn<br />will save the porn industry of today. It is the research and development<br />arm of the porn industry. An industry that otherwise would go bankrupt<br />because everyone freely shares its products on the Internet.{5}<br /><br />Most indie porn sites are based on software and editorial formats created<br />in independent net cultures, most of all, weblogs. Central to the<br />aesthetics of indie porn is a concept of the authentic. Not only are the<br />models unmodified by surgery - except for tattoos and piercings - and<br />Photoshop. They are also accessible in chats, personal blogs and<br />homepages, a key feature of most indie porn sites. They thus produce a<br />simulacrum of the ``real'' that is no different from the popular genre of<br />industrial pseudo amateur pornography. The rough look and production<br />values of indie porn not only simulates authenticity, it also is a means<br />of cutting production costs and outsourcing labor when, for example on the<br />site <a rel="nofollow" href="http://www.ishotmyself.com">http://www.ishotmyself.com</a>, the models become their own<br />photographers.<br /><br />Glamour and synthetic cyber pornography as well as hentai anime are more<br />radical than indie porn because they show sexual alienation openly and<br />make no attempt at clouding the fact that authentic moments can't be found<br />in them. Just like mainstream pop star Michael Jackson is ultimately more<br />subversive than The Manic Street Preachers, commercial pornography is<br />superior to indie porn because it offers less for the imagination to work<br />with. By offering more variation in the imagery, indie porn preempts and<br />thereby erodes imagination. A digital pornography that would strive for<br />true honesty and imagination should reduce rather than increase its visual<br />imagination. In the end, it should present itself as nothing but code,<br />teaching us to get off on mere zeros and ones, thus overcoming the false<br />dichotomy of the artificial and the authentic.<br /><br />Against commercial indie porn we demand a truly independent, open source<br />pornography. Pornography should be made by all, a radically populist<br />pornography of collectively produced, purely formal codes. This<br />pornography will reconcile rationality and instinct and overcome<br />alienation because the codes will have to be reconstituted into sexual<br />imaginations by the right side of brain. Software, reconceived as a dirty<br />code crossbred of formalism and subjectivity, will be the paradigm of this<br />pornography, a code that sets processes into motion.{6}<br /><br />Figure 4: An open source porn coder<br /><br />Figure 5: Turning her image into code increases its shamanistic<br />pornographic quality<br /><br />Figure 6: Further pornographic enhancement<br /><br />Figure 7: Pornographic perfection<br />————————————————————————–<br /><br />Footnotes:<br /><br />{1} by the ASCII Art Ensemble around Vuc Cosic and Luka Frelih.<br /><br />{2} Richard Kern interviewed by Daniel Robert Epstein, http://<br />suicidegirls.com/words/Richard+Kern/<br /><br />{3} <a rel="nofollow" href="http:///www.nerve.com">http:///www.nerve.com</a> is a highbrow forerunner of these sites,<br />creating ``sophisticated'' porn for an intellectual audience.<br /><br />{4} The sites <a rel="nofollow" href="http://www.ishotmyself.com">http://www.ishotmyself.com</a> and <a rel="nofollow" href="http://www.beautifulagony.com">http://www.beautifulagony.com</a><br />straightforwardly translate avant-garde art concepts into porn business<br />models; the former features models who take pictures of themselves, the<br />latter plagiarizes Andy Warhol's ``Blow Job'' movie by merely showing<br />faces of persons who have an orgasm.<br /><br />{5} Richard Kern says about mainstream porn magazines in the same<br />interview: ``I shoot for them only occasionally now because that business<br />isnt what it used to be. […] A lot of the point mags are going out of<br />business. They dropped the pay tremendously and its all because of the<br />internet. I used to go out once a month to LA and shoot for one week. Id<br />make a ton of money then come back to New York and do whatever I wanted.''<br /><br />{6} A rare example of such dirty porn code are the writings of Australian<br />codework artist mez.<br /><br />–<br /><br />netbehaviour is an open email list community for sharing ideas,<br />platforming art and net projects and facilitating collaborations.<br />let's explore the potentials of this global network.<br />this is just the beginning.<br /><br />to unsubscribe send mail to majordomo@netbehaviour.org<br />with &quot;unsubscribe list_netbehaviour&quot; in the body of the message<br /><br /><a rel="nofollow" href="http://www.netbehaviour.org">http://www.netbehaviour.org</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />8.<br /><br />Date: 2.17.05<br />From: curt cloninger &lt;curt@lab404.com&gt;<br />Subject: Re: BOOK.REVIEW: Internet Art by Rachel Greene<br /><br />Hi Eduardo (and all),<br /><br />This was my first semester to teach Rachel's book in my net art class:<br /><a rel="nofollow" href="http://lab404.com/373/">http://lab404.com/373/</a><br /><br />Mostly it applies to the initial &quot;network&quot; section of the course, and then<br />another part (her section on &quot;generative software art&quot;) applies to the &quot;open<br />interactivity&quot; section of the course.<br /><br />I can't help but compare Rachel's book to Christiane Paul's &quot;Digital Art&quot;<br />book in the same Thames &amp; Hudson &quot;world of art&quot; series. Paul's book works<br />for me because of her curatorial perspicacity. She splits the book into two<br />main sections – 1.digital tools used to make old media art + 2.art whose<br />media itself is digital. Then she approaches the latter section (the main<br />focus of the book) from two overlapping but usefully distinct perspectives<br />– 1. a formalistic perspective which examines the work per its use of media<br />+ 2. a conceptual perspective which examines the work per its conceptual<br />themes. I teach Paul's book in the digital art section of this course (<br /><a rel="nofollow" href="http://lab404.com/438">http://lab404.com/438</a> ). It's a studio course so students are working on<br />their own digital art projects as they read the text. The structure of<br />Paul's book is perfect in this pedagogical context because it foregrounds<br />the differences between media and concept. Students get it.<br /><br />My main critique of Greene's book is that her categories are too multiform<br />and not as sensible as they could be. For instance, why are<br /><a rel="nofollow" href="http://www.blackpeopleloveus.com">http://www.blackpeopleloveus.com</a> and <a rel="nofollow" href="http://learningtoloveyoumore.com">http://learningtoloveyoumore.com</a> under<br />&quot;low-fi aesthetics&quot;? The former has more to do with identity; the latter<br />has more to do with outsider art and network collaboration. In the chapter<br />&quot;Themes in Internet Art,&quot; Greene lists &quot;Turn of the Millennium, War, and the<br />Dotcom Crash&quot; and &quot;The Crash of 2000&quot; as 2 of her 7 themes. Curious.<br /><br />Greene's book seems to want to approach net art through two grids – a<br />net.art historical one (how many more times can Olia Lialina's work be<br />referenced?) + a &quot;conceptaul&quot; one (as Eduardo points out). The problem is,<br />both grids are applied simultanously. There's nothing wrong with applying<br />two grids (as evidenced by Paul's successful application of media + theme<br />grids), but it is more effective when done systematically rather than<br />simultaneously. Greene's chapter titles suggest an attempted systematic<br />approach (1. early internet art, 2. Isolating the Elements, 3. Themes in<br />Internet Art, 4. Art for networks). The &quot;elements&quot; are supposed to be<br />formalistic approaches, and the &quot;themes&quot; are suppsed to be thematic<br />approaches, but their subsections often overlap and iterate in a way that<br />makes systematic instruction problematic. And why a separate section called<br />&quot;art for networks?&quot; Isn't it all art for networks?<br /><br />To me, &quot;net.art&quot; (1994-1999?) is the door that all &quot;net art&quot; came through,<br />but those practices and approaches no longer define or even usefully<br />delineate the breadth of &quot;net art.&quot; So if you let &quot;net.art&quot; be your rubric<br />for unpacking all of &quot;net art,&quot; you're going to run into some taxonomical<br />difficulties.<br /><br />The thing I find most useful about &quot;Internet Art&quot; is the way Greene traces<br />the historical developments of net art in light of their concurrent<br />political, economic, and cultural climates. And her first hand research<br />into the early net.art scene is invaluable for someone like me who wasn't<br />there.<br /><br />peace,<br />curt<br /><br />Eduardo Navas wrote:<br /><br />&gt; BOOK.REVIEW: Internet Art by Rachel Greene<br />&gt; BY: Eduardo Navas<br />&gt; <br />&gt; For Net Art Review<br />&gt; <a rel="nofollow" href="http://netartreview.net">http://netartreview.net</a><br />&gt; <a rel="nofollow" href="http://www.netartreview.net/monthly/0205.2.html">http://www.netartreview.net/monthly/0205.2.html</a><br />&gt; <br />&gt; The Internet has been around for over ten years and it is already<br />&gt; developing a detailed history. Or perhaps histories (pluralities)<br />&gt; might be a better way of contextualizing the legitimating process<br />&gt; that<br />&gt; historiography attempts to accomplish. Contributing to this conundrum<br />&gt; is Internet Art by Rachel Greene.<br />&gt; <br />&gt; The book is ambitious as it tackles the complex web of activities in<br />&gt; internet art from its early days to the beginning of our new century,<br />&gt; something that is not easy to accomplish in under 225 pages, most of<br />&gt; which consists of images. Yet, Greene develops a cohesive narrative<br />&gt; of<br />&gt; the multifaceted online activities that have come to be labeled as<br />&gt; &#xEF;&#xBF;&#xBD;internet art.&#xEF;&#xBF;&#xBD;<br />&gt; <br />&gt; The book is divided into an introduction and four chapters. It begins<br />&gt; with a brief history of computer technology and its relation to<br />&gt; preceding art practices, moving through early internet art including<br />&gt; specific forms such as e-mail art, browser art and hypertext,<br />&gt; tactical<br />&gt; media, databases and games, networks, criticism of e-commerce and<br />&gt; collaborations to name just a few of the many categories.<br />&gt; <br />&gt; Greene takes a chronological approach throughout the introduction<br />&gt; and<br />&gt; the first chapter, then moves on to focus on specific strategies or<br />&gt; thematics and writes about works that were made in 1995 in direct<br />&gt; juxtaposition with others done in later years. Greene contextualizes<br />&gt; internet art as an extension of art practices that are now part of<br />&gt; the<br />&gt; mainstream artworld. Artists like Allan Kaprow, Nam June Paik,<br />&gt; Rirkrit<br />&gt; Tiravanija, Tony Oursler, Cindy Sherman, and Valle Export among many<br />&gt; others are cited as predecessors of internet art, not necessarily in<br />&gt; technological terms, but rather in ideological explorations of<br />&gt; communication in art practice. The already well-known early net<br />&gt; artists like Vuk Cosic Heath Bunting, Olia Lialina, Jodi.org, Alexei<br />&gt; Shulgin are mentioned along with others like Clover Cleary, Annie<br />&gt; Abrahams, and Andy Deck who can be considered part of a second<br />&gt; online<br />&gt; generation.<br />&gt; <br />&gt; Greene is quite aware of the problematics in writing a history book<br />&gt; and<br />&gt; is quick to make her disclaimer in the very first pages, when she<br />&gt; explains that due to limited space, she is not able to include<br />&gt; several<br />&gt; of the works she is interested in and that therefore she offers an<br />&gt; extensive list of resources in the appendix. Greene sees Internet Art<br />&gt; functioning as &quot;one of those early portals, offering paths for<br />&gt; readers<br />&gt; wishing to explore the fields and histories of contemporary art and<br />&gt; media.&quot; (7) And playing the role of a portal the book does very well.<br />&gt; Those who have already read the book and were part of online<br />&gt; communities during the early days of the net as well as today would<br />&gt; agree.<br />&gt; <br />&gt; But the book does have a specific position worth deconstructing. To<br />&gt; begin, it imposes a post-conceptual narrative on many of the works<br />&gt; discussed, as Greene states, &quot;I relate the ways in which internet art<br />&gt; is indebted to conceptual art through its emphasis on audience<br />&gt; interaction, transfer of information and use of networks,<br />&gt; simultaneously by passing the autonomous status traditionally<br />&gt; ascribed<br />&gt; to art objects.&quot; (10) This can mean one of two things, either that<br />&gt; all<br />&gt; the artists who make internet art have an implicit relation to<br />&gt; conceptual art or that only those artists who have such connection<br />&gt; are<br />&gt; included in the book. The problem behind this statement goes further<br />&gt; if<br />&gt; we consider the possibility that some of the artists included in the<br />&gt; book may not actually have any relation to conceptual art; this would<br />&gt; mean that an ideological imposition is at work. In any case, Greene<br />&gt; admits to writing a specific type of history. This maneuver makes the<br />&gt; assimilation of internet art by the mainstream artworld easier by<br />&gt; generalizing its complex position (which Greene is careful to<br />&gt; acknowledge in the introduction) to create a direct connection to the<br />&gt; art cannon in a way that the rest of the artworld is able to<br />&gt; understand.<br />&gt; <br />&gt; Greene&#xEF;&#xBF;&#xBD;s approach exposes a particular contention at play in<br />&gt; historiography today, which is to create a historical narrative<br />&gt; knowing that it is not expected to be part of a &quot;total history&quot; or a<br />&gt; &quot;general history&quot; but simply &quot;a history&quot;&#xEF;&#xBF;&#xBD;her history, her own little<br />&gt; narrative. And because of this Greene should not be criticized for<br />&gt; taking license in focusing on her interest. But what her position<br />&gt; does<br />&gt; expose is the limitation of what she considers to be the extension of<br />&gt; a<br />&gt; conceptual art practice, as she fails to include many artists in<br />&gt; various parts of the world who were also active online since at least<br />&gt; the mid-nineties. It seems impossible for many artists across the<br />&gt; globe to be unaware of conceptual practices; that is if we are<br />&gt; willing<br />&gt; to take Greene&#xEF;&#xBF;&#xBD;s assertion at face value and claim that she is<br />&gt; focusing<br />&gt; on those artists who are specifically extending conceptual art<br />&gt; practice<br />&gt; on to the net. Artists from Asia, Africa, Australia and Latin America<br />&gt; who do share a conceptual online art practice are simply excluded;<br />&gt; organizations such as Sarai and Latin American Net Art are instead<br />&gt; included as resources in the appendix page. This would not be a<br />&gt; problem if Greene contextualized her approach more specifically and<br />&gt; explained that her focus is mainly on those artists who are part of<br />&gt; the North American and European discourse, in which artists like Yong<br />&gt; Hae Chang from Korea have been included when they are able to make<br />&gt; strong enough connections through ongoing exhibitions in the<br />&gt; Eurocentric network. But instead her failure to do this simple<br />&gt; clarification turns her history into yet another Western imposition<br />&gt; on<br />&gt; the rest of the world.<br />&gt; <br />&gt; This ties to the most problematic aspect of the book. While Greene<br />&gt; connects her history of net art to Dada, Fluxus and happenings, she<br />&gt; fails to specifically define conceptualism. If she had done this, she<br />&gt; may have realized that she was referring to a very specific<br />&gt; narrative,<br />&gt; and not an art practice that implicitly spans across the globe. For<br />&gt; Greene to assume that the reader knows what she is referring to when<br />&gt; she uses the term &quot;conceptual&quot; as the &quot;bypassing [of] the autonomous<br />&gt; status traditionally ascribed to art objects&quot; is not enough. Just as<br />&gt; she took the time to briefly explain the history of the computer, so<br />&gt; she also had to take the time to explain the history of conceptual<br />&gt; art<br />&gt; practice so that the reader understands her ideological and<br />&gt; cartographical position.<br />&gt; <br />&gt; Regardless of all this, one could claim that it is impossible to<br />&gt; cover<br />&gt; everything is a book that would usually be dismissed as a laundry<br />&gt; list<br />&gt; by many critics. Instead, I am amazed by Greene&#xEF;&#xBF;&#xBD;s ability to cover<br />&gt; so<br />&gt; much ground with the strict criteria imposed by Thames and Hudson on<br />&gt; its writers in a book series that promotes itself for providing lots<br />&gt; of<br />&gt; images. The book reads well and does justice to those artists who are<br />&gt; included in it. And because of this, the reader becomes even more<br />&gt; aware that the oversight of the ideological subtleties I have<br />&gt; mentioned cannot be blamed on the limit of space.<br />&gt; <br />&gt; Regardless of my criticism, I do think the book is important in the<br />&gt; necessary historicizing of net art. I admire Rachel Greene for taking<br />&gt; on the challenging task of writing a version of an extremely complex<br />&gt; online activity. And I do recommend Internet Art to anyone who is<br />&gt; unfamiliar with net art history. It is now up to those who follow<br />&gt; after Greene to look out for ideological problematics and to do<br />&gt; their<br />&gt; best to keep them at bay.<br />&gt; <br />&gt; —————<br />&gt; Eduardo Navas. February, 2004.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />9.<br /><br />Date: 2.15.05-2.17.05<br />From: Jo-Anne Green &lt;jo@turbulence.org&gt;, Jim Andrews &lt;jim@vispo.com&gt;, Pall<br />Thayer &lt;palli@pallit.lhi.is&gt;, Kate Armstrong &lt;kate@katearmstrong.com&gt;,<br />Michael Szpakowski &lt;szpako@yahoo.com&gt;<br />Subject: Turbulence Commission: &quot;Grafik Dynamo&quot; by Kate Armstrong and<br />Michael Tippett<br /><br />Jo-Anne Green &lt;jo@turbulence.org&gt; posted:<br /><br />February 15, 2005<br />Turbulence Commission: &quot;Grafik Dynamo&quot; by Kate Armstrong and Michael Tippett<br /><a rel="nofollow" href="http://turbulence.org/works/dynamo/index.html">http://turbulence.org/works/dynamo/index.html</a><br /><br />&quot;Grafik Dynamo&quot; is a net art work that loads live images from blogs and news<br />sources on the web into a live action comic strip. The work is currently<br />using a feed from LiveJournal. The images are accompanied by narrative<br />fragments that are dynamically loaded into speech and thought bubbles and<br />randomly displayed. Animating the comic strip using dynamic web content<br />opens up the genre in a new way: together, the images and narrative serve to<br />create a strange, dislocated notion of sense and expectation in the reader,<br />as they are sometimes at odds with each other, sometimes perfectly in sync,<br />and always moving and changing. The work takes an experimental approach to<br />open ended narrative, positing a new hybrid between the flow of data<br />animating the work and the formal parameter that comprises its structure.<br /><br />&quot;Grafik Dynamo&quot; is a 2005 commission of New Radio and Performing Arts, Inc.<br />(aka Ether-Ore) for its Turbulence web site. It was made possible with<br />funding from The Andy Warhol Foundation for the Visual Arts.<br /><br />BIOGRAPHIES<br /><br />KATE ARMSTRONG is a new media artist and writer who has lived and worked in<br />Canada, France, Japan, Scotland, and the United States. Her work focuses on<br />the creation of experimental narrative forms, particularly works in which<br />poetics are inserted within the functional framework of computer programs,<br />and performative pieces in which computer functionality is merged with<br />physical space. Armstrong has worked with a variety of forms including short<br />films, theatre, essays, net art, performative network events,<br />psychogeography and installation. Her work has been exhibited<br />internationally. She has written for P.S 1/MoMA, the Palm Beach Institute of<br />Contemporary Art, TrAce, Year Zero One, and The Thing, as well as for<br />catalogue publications. Armstrong's first book, &quot;Crisis &amp; Repetition: Essays<br />on Art and Culture,&quot; was published in 2002.<br /><br />MICHAEL TIPPETT has a decade of experience creating and managing technology<br />businesses. With expertise in design, namespace, distributed and mobile<br />media, and wireless technology, Tippett's media background is in pioneering<br />new forms of networked content. His newest venture, NowPublic.com, uses<br />emerging technologies like camera phones, digital cameras, blogging tools<br />and RSS standards to change the way news is created and distributed. It can<br />be thought of as &quot;reality news&quot; - providing a hub for citizen reporting and<br />for viewing world events though the prism of an alternate, distributed, real<br />time media.<br /><br />For more information about Turbulence, please visit <a rel="nofollow" href="http://turbulence.org">http://turbulence.org</a><br /><br />+ + +<br /><br />Jim Andrews &lt;jim@vispo.com&gt; replied:<br /><br />That's quite interesting, Kate and Michael. Could you say something about<br />the texts; there's the upper and lower texts…how were they composed–I<br />presume Kate wrote or assembled the texts? Also, the visuals plus the<br />thought bubbles are much better visually than I would have expected with<br />something dynamic textually.<br /> <br />Gotta say I prefer this to standard comics.<br /> <br />ja<br /><br />+ + +<br /><br />Pall Thayer &lt;palli@pallit.lhi.is&gt; replied:<br /><br />I also really like the Roy Lichtenstein reference and would also like to<br />hear a little more about the texts, whether they are gathered or written<br />specifically for the work.<br /><br />Pall<br /><br />+ + +<br /><br />Kate Armstrong &lt;kate@katearmstrong.com&gt; replied:<br /><br />Hi Jim &amp; Pall<br />Thanks for the comments about Grafik Dynamo. Yes, I wrote the texts. They<br />are pulled from a flat file and randomly fed into the piece using<br />javascript. There are two documents, one for the thought and speech bubbles<br />(upper texts) and one for the expository notes (lower texts). So there is a<br />level of organization that governs the way the fragments are distributed.<br />Regarding the fragments themselves: I wanted to use some of the formal<br />structures you find in comics, such as &quot;meanwhile…&quot;, lots of exclamation<br />points, and speech patterns like &quot;ack!&quot; etc. I was initially drawn to using<br />references to science fiction and 1940s spy fiction. I was loving the<br />brilliant innocence of both comics and that literature, where everything<br />happens in either London or Damascus, people carry around suitcases of gems,<br />and scientists become deranged by their magnificent powers. As I was working<br />with these themes I found myself adding references to things that seemed<br />more current, like evangelicals, lobbyists and apocalypse, and started to<br />pull in other concerns, not usually associated with comics or hard-boiled<br />crime novels, such as existential freedom &amp; metaphysical structures like<br />extra-temporal essence. These things started to feed back on each other so<br />that all of a sudden I was discovering implications that philosophical<br />states were being influenced by these mysterious machines, or that powerful<br />non-specific figures were motivated by the desire to have outre religious<br />experiences. So that's how the material evolved in the beginning. When it<br />started to run against the influx of images I was happy to see that these<br />associations became even more complex.<br />Kate<br /><br />+ + +<br /><br />Jim Andrews replied:<br /><br /><a rel="nofollow" href="http://turbulence.org/Works/dynamo/index.html">http://turbulence.org/Works/dynamo/index.html</a><br /><br />When it's firing on all cylinders, it's pretty amazing.<br /><br />The texts are secretly fueling the invisible mechanisms!<br /><br />Occassionally, it's oddly revelatory, the explosive moment nearing the<br />source of all! The deity is only present for a moment!<br /><br />Many of the images are too small and should be passed over for larger<br />images. Not sure if the size of the image is readable so as to pass it over<br />if too small. Alternatively, the images could be centered vertically in the<br />panels.<br /><br />Or perhaps the deity is only hiding on such occassions behind the thought<br />bubble.<br /><br />Thanks, Kate, really strong work.<br /><br />ja<br /><br />+ + +<br /><br />Michael Szpakowski &lt;szpako@yahoo.com&gt; replied:<br /><br />Yes! this is *tremendous.*<br /><br />&lt; Many of the images are too small and should be<br /> passed over for larger<br /> images. Not sure if the size of the image is<br /> readable so as to pass it over<br /> if too small. Alternatively, the images could be<br /> centered vertically in the<br /> panels.&gt;<br /><br />agree with Jim -it's oddly disappointing to hit a<br />patch of semi concealed images in what is such a<br />rewarding piece, part of whose strength lies in the<br />*illusion* of intentional narrative -so what looks<br />like a frame uncompleted, unthought through, brings us<br />up short…<br />Still fantastic though!<br />michael<br /><br />+ + +<br /><br />Jim Andrews replied:<br /><br />Perhaps it's simply that I'm growing senile, but I am bored quickly with<br />conventional narrative, poemy poems, songy songs, filmy films, etc etc. It's<br />a painful and ill-tempered condition! I just really long to see pieces like<br />Grafik Dynamo that make some space momentarily for the deity or erm<br />something I haven't already experienced in art. Work that doesn't reproduce<br />art from some other media, whether it be film or visual art or poetry or<br />whatever. I think it takes a lot of doing to make that sort of art, a lot of<br />abandoning presuppositions. And also usually some willingness to actually<br />learn how to do stuff with digital technology and also unlearn the<br />conventional uses of it, find the juice in it.<br /><br />William S. Burroughs said that when you cut tape, the future leaks out. And<br />it does, you know, it can be that exciting, that unexpected, that fresh.<br /><br />So thanks, Kate. Your Graphik Dynamo really made my day.<br /><br />ja<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />10.<br /><br />Date: 2.18.05<br />From: joni taylor &lt;joni@octapod.org&gt;<br />Subject: Transmediale 2005<br /><br />Transmediale 2005 <br />International Media Art Festival Berlin<br />Basics<br />4-8 Feb 2005<br />www.transmediale.de &lt;<a rel="nofollow" href="http://www.transmediale.de/">http://www.transmediale.de/</a>&gt;<br /><br />Joni Taylor<br /><br />While enthusiastically watching Norwegien performer Single Unit manipulate<br />his electric guitar through a keyboard to create industrial-rock chaos and<br />eardrum-blasting feedback, the Italian self proclaimed &quot;VJ&quot; next to me<br />sighed that he had stopped listening to &quot;this kind of music&quot; 15 years ago.<br />Aghast, I admitted that I had grown up with technological music and found<br />this hybrid of the raw and the electronic simply great. And I was not the<br />only one of the &quot;electro-rati&quot; getting excited by something that was more<br />than just an apple laptop with a human plug-in.<br /><br />This was the theme of the 2005 Transmediale : BASICS. Not a &quot;back to<br />basics,&quot; but a &quot;next level basics,&quot; a re-definition of what is essential<br />for media art in the future, looking at what constitutes our Basic levels of<br />NEED, KNOWLEDGE, SECURITY, and COMMUNICATION.<br /><br />The Transmediale takes place annually at the House of World Cultures,<br />nicknamed the &quot;Pregnant Oyster&quot; by Berliners and situated in the Tiergarden<br />park. Concurrent to the four-day long programme of exhibitions, screenings,<br />performances and lectures, was a selection of partner events, as well as the<br />Club Transmediale, the electronic music component. The festival also takes<br />place a week before the Berlinale film festival, and has come along way from<br />being just the Berlinale video art programme.<br /><br />The &quot;Workspace&quot; area presented projects where these basic human<br />needs—shelter, communication, security–seemed to overlap, but all managed<br />to bring up important ethical and timely discussions.<br /><br />Prisoners Inventions' by Temporary Services (US) and Angelo displayed<br />accurate re-makes of devices designed by prisoners out of sheer necessity.<br />An ongoing dialogue with Angelo, a long term &quot;incarcerated artist&quot; has<br />resulted in a publication of these thoroughly inventive and hi/lo tech<br />objects. The 78 inventions ranged from sex aids for horny prisoners made<br />from plastic bags and bedding material, to a large cup made from paper-mache<br />so that the prisoner could indulge in a bigger dose of cordial. The<br />Temporary Services archive of public phenomena showed new uses for the<br />street, such as the hilarious local examples of roadside objects and the<br />not-so-hilarious roadside memorials to gang slayings and car crashes.<br /><br />ParaSITE by Michael Rakowitz (US), although an older project and seen the<br />rounds of many an art festival, was still a refreshing look at urban<br />planning and shows how he was able to provide emergency housing for the<br />homeless, by hooking up simple plastic tents to hot air vents. His paraSITE<br />house seemed out of place positioned in the glossy wired-up/wireless<br />environment of the exhibition, however his comments about buying up<br />car-parking spaces for alternative uses (like camping!) showed great insight<br />into new forms of &quot;legitimate participation&quot;.<br /><br />Corporate Fallout Detector by James Patten (US) is a hand-held device that<br />&quot;maps&quot; the ethical values of supermarket products by their barcodes, a sort<br />of They Rule at your fingertips. Patten created a special database for the<br />European version utilising info from sites such as ethicalconsumer.org and<br />gepir.org, a bar code database.<br /><br />Data privacy is a hot topic with German privacy advocators–and with a lot<br />of local hackers–and the German group Foebud &quot;hacked&quot; the festival itself,<br />setting up an ad-hoc info stand. Their expos&#xE9; of the RFID tagging of razors,<br />shampoo (and, surprisingly: Philadelphia cream cheese) by the new Metro<br />Future Store in Germany led to them winning the Big Brother award for 2004.<br />(www.foebud.org &lt;<a rel="nofollow" href="http://www.foebud.org/">http://www.foebud.org/</a>&gt; )<br /><br />This consumer rights panic was also seen in Chris Oakley's (UK) video &quot;The<br />Catalogue&quot;, where humans are followed around the mall flashing their<br />personal buying capacity.<br /><br />On a larger scale, Marco Peljhan (SI) from Macrolab and Project ATOL showed<br />the power of self-initiated surveillance in the project &quot;S-77CCR&quot;, a<br />reconnaissance plane that turns surveillance on itself by spying on and<br />observing public spaces. &quot;Eye in the sky, democracy in the street&quot; could be<br />available for everyone, soon.<br /><br />The works in the workspace showed differing notions of basic Needs. But<br />while seeing how &quot;wild&quot; our smoked salmon really is, and licensing our tunes<br />out through creative commons may be a necessity for some, the work by<br />artists from non-western countries showed another side.<br /><br />The inclusion of artists from Indonesia and the Middle East in the Xeno-Tech<br />presentations added a refreshing and at times eye opening look at the Needs<br />of Media Art coming from outside the &quot;usual suspects&quot; ( The Other).<br /><br />The coincidentally named Tsumanii.net from Singapore spoke about the<br />vulnerability of the internet in Asia, and the internet being sensitive to<br />both physical and manmade problems. (The Asia Pacific Cable network broke<br />down in 1999 due to an earthquake). Nat Muller's (NL) talk about first<br />person shooter games developed by the Hezbolla for educational purposes, and<br />based on real events in Lebanon, was a stark reality compared to the<br />&quot;fictionalised&quot; enemy characterisation of other first person shooters.<br />(Usually Arabic). In the film &quot;Chic points - Fashion for Israeli<br />Checkpoints&quot; by Sharif Waked (Palestine), sexy male models parade the<br />catwalk in revealing outfits. Only afterwards in the numerous scenes of Arab<br />men lifting their shirts as they pass Israeli border guards is the irony<br />revealed. In contrast, the video &quot;Planet of the Arabs&quot; by Jackie Salloum<br />(US) was a fast-paced cut up of mass media images, &quot;more racist than the New<br />York Times.&quot; Ali Baba and the 40 thieves put on the stand.<br /><br />Other speakers included Sala-Manca, a grassroots art collective from<br />Jerusalem, and X-urban (Turkey) who work with simple methods of smuggling<br />fuel to Iraq. Arnaldo Caro Antich from Radio Havana (Cuba) spoke about the<br />technological effect of the US embargo on Cuba, and having to access the<br />internet and work with re-cycled technology in new and sustainable ways.<br /><br />Last year the Transmediale celebrity jailbot was Negri. This year it was<br />Steve Kurtz (US), talking about the McCarthy-esqe times of America today and<br />the ensuing problems with defending the Critical Art Ensemble against<br />convictions of Bio-terrorism.<br /><br />It was in the Exhibition that the BASICS of Media Art were not just<br />challenged, but redefined by the festival itself. This year the jury removed<br />the categories of Image, Interaction and Software, allowing the works to<br />speak for themselves, &quot;for their aesthetic and conceptual value and not so<br />much on the basis of their technical qualities.&quot; In fact they encouraged<br />more &quot;traditional&quot; media to be submitted in the coming years. There seems to<br />be a need for the Transmediale to connect &quot;new media art&quot; and the art world<br />at large. But on what level?<br /><br />It was in the Exhibition that the BASICS of Media Art were not just<br />challenged, but redefined by the festival itself. This year the jury removed<br />the categories of Image, Interaction and Software, allowing the works to<br />speak for themselves – &quot;for their aesthetic and conceptual value and not so<br />much on the basis of their technical qualities.&quot; In fact they encouraged<br />more &quot;traditional&quot; media to be submitted in the coming years. Transmediale<br />is aiming to connect &quot;new media art&quot; and the art world at large, to make the<br />technological more accessible to the general art going public, and this was<br />clear by the choice of winners.<br /><br />This year, the prize was split between 3 works–&quot;Untitled 5&quot; by Camille<br />Utterback (US), &quot;Suburbs of the Void by Thomas&quot; K&#xF6;ner (de) and &quot;Shockbot<br />Crejulio&quot; by 5voltcore (Au).<br /><br />&quot;Untitled 5&quot; was a work that directly referenced traditional art practice.<br />The installation allowed the user to ?draw and paint? by interacting with<br />the software–one's physical movement and location leaving traces on the<br />white gallery wall. The Jury stated that the piece &quot;was nominated for its<br />sophisticated, software-driven and generative composition of painting and<br />drawing, which remains an under-explored area in the field of new media<br />arts.&quot;<br /><br />This was certainly a turning away from any socio-political implications the<br />technology spoke of, and a positive nod in the direction of the pure<br />aesthetics the Jury were looking for–art for arts sake. &quot;Suburbs of the<br />Void&quot; was a very still one-screen video work depicting a slowly moving<br />street scene, which was in fact a one day recording made by a surveillance<br />camera in Finland. Once again, this choice mirrored the traditional 4-sided<br />art work in the white cube, and many viewed it as one would a<br />painting–sitting, contemplating. Here was Art made using surveillance<br />technology, with no Orwellian fears or public/private comments in sight. A<br />step backwards or a timely acceptance that all media can be art?<br /><br />However the other winner, &quot;Shockbot Crejulio,&quot; by 5voltcore, as well as<br />&quot;Pongmechanik&quot; by Niklas Roy (De) and &quot;tele-Typ lo 15? by C-base (De) did<br />all display the inner workings of the digital, simplifying them back to the<br />machine in humorous and ironic ways.<br /><br />The Public Netbase (Au) installation offered a selection of documentation<br />about their important contributions to the fight for net freedoms and<br />digital rights, and a lot of good art in the middle. Key the video capturing<br />the 010010111010101 Nike park hoax.<br /><br />Perhaps the idea now is to just keep surging forward, blinking at the past,<br />and grabbing a bundle of tools on the way to take to the future. To be<br />upgraded of course.<br /><br />This clash of old and new came to me again as I sat listening to the MP3s<br />from Soundscape FM:Berlin (Umatic, NL), a participatory audio project of<br />recording taken from sites around Berlin. As I listened on a new laptop to<br />the sounds taken on top of Teufelsberg (a mountain outside of Berlin created<br />from the rubble left over from World War 2), I watched Arnaldo Caro Antich<br />from Radio Cuba giving his workshop on building a short wave transistor<br />radio, weaving his cables through the gallery . I thought how much further<br />this is all going to go, and I was Basically …happy.<br /><br />Joni Taylor<br /><br />www.temporaryservices.org<br />www.possibleutopia.com/mike<br />www.web.media.mit.edu/-jpatten/cfd<br />www.berlin.soundscape-fm.net<br />www.makrolab.ljudmila.org<br />www.camilleutterback.com<br />www.keoner.de<br />www.5voltcore.com<br />www.c-base.org<br />www.t0.or.at<br />www.cyberniklas.de/pongmechanik<br />www.foebud.org<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization and an affiliate of<br />the New Museum of Contemporary Art.<br /><br />Rhizome Digest is supported by grants from The Charles Engelhard<br />Foundation, The Rockefeller Foundation, The Andy Warhol Foundation for<br />the Visual Arts, and with public funds from the New York State Council<br />on the Arts, a state agency.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome Digest is filtered by Kevin McGarry (kevin@rhizome.org). ISSN:<br />1525-9110. Volume 10, number 8. Article submissions to list@rhizome.org<br />are encouraged. Submissions should relate to the theme of new media art<br />and be less than 1500 words. For information on advertising in Rhizome<br />Digest, please contact info@rhizome.org.<br /><br />To unsubscribe from this list, visit <a rel="nofollow" href="http://rhizome.org/subscribe">http://rhizome.org/subscribe</a>.<br />Subscribers to Rhizome Digest are subject to the terms set out in the<br />Member Agreement available online at <a rel="nofollow" href="http://rhizome.org/info/29.php">http://rhizome.org/info/29.php</a>.<br /><br />Please invite your friends to visit Rhizome.org on Fridays, when the<br />site is open to members and non-members alike.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br />