<br />RHIZOME DIGEST: May 7, 2004<br /><br />Content:<br /><br />+announcement+<br />1. Peter Sciscioli: Digital Happy Hour @ The Kitchen<br /><br />+opportunity+<br />2. Marisa S. Olson: Call for Entries: Improbable Monuments<br />3. tom holley: Artist in Residence Opportunity<br /><br />+work+<br />4. Jo-Anne Green: Turbulence Artists' Studios: "SMS-Series 13" by David<br />Crawford<br /><br />+scene report+<br />5. Jonah Brucker-Cohen: Report from Ciber-Art Bilbao Conference<br /><br />+book review+<br />6. Gloria Sutton: Getting Below the Surface [review of "Surface Tension:<br />Problematics of Site", Edited by Ken Ehrlich and Brandon LaBelle]<br /><br />+thread+<br />7. curt cloninger, Geert Dekkers, Michael Szpakowski, Rob Myers, Myron<br />Turner: setting up the punch line<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 5.05.04 <br />From: Peter Sciscioli (peter@thekitchen.org)<br />Subject: Digital Happy Hour @ The Kitchen<br /><br />Wednesday, May 12 at 6pm, The Kitchen (512 W. 19th St) hosts Digital Happy<br />Hour, featuring animation artist Marina Zurkow in discussion with KT Salen<br />(Program director at Parsons MFA DT). Tickets are $8 and can be purhased on<br />www.ticketweb.com or through The Kitchen's box office (212) 255-5793 x11.<br />For more information, please visit www.thekitchen.org or to view Marina's<br />work, visit <a rel="nofollow" href="http://channel.creative-capital.org/project_608.html">http://channel.creative-capital.org/project_608.html</a>.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 5.04.04 <br />From: "Marisa S. Olson" (marisa@sfcamerawork.org)<br />Subject: Call for Entries: Improbable Monuments<br /><br />please post/forward…<br /><br />SF Camerawork <br />CALL FOR ENTRIES <br /><br />Receipt Deadline: July 30, 2004 [ed. note: changed from 2003]<br /><br />Online and Web proposals for<br />Improbable Monuments<br />(Part of our upcoming Fall 2004 show, Monument Recall)<br /><br />Monument Recall is an exhibition of work by artists who are challenging<br />ideas of what a 'monument' can be. Through scale, material, point of view,<br />location, subject, and concepts, work in this exhibition challenges the<br />conventional expectations of public monuments in public spaces.<br /><br />As part of this exhibition, we are looking for work in proposal form only,<br />to be exhibited online.<br /><br />Submissions should include:<br />1. a description of your Improbable Monument<br />2. a visual rendering of the idea, in images, animation, digital video, etc.<br />3. a description of its purpose and function within the context of<br />improbable monument.<br />4. all current and pertinent contact information.<br /><br />The ideas should not be restricted by materials, funds, and subject matter<br />or by any other practical considerations. Instead, we're looking for grand<br />visions of what monuments can be without regard to the usual constraints. We<br />are particularly interested in how ideas can function specifically within<br />the cyber realm, <br /><br />All submissions should be available online or in Web-ready digital files on<br />a CD-ROM. If the work is already online, please send the URL. Otherwise,<br />send the CD-ROM to the address below. Please include an Artist Statement &<br />Vitae, as well as a self-addressed, stamped envelope for the return of your<br />materials. Mail the material to:<br /><br />SF Camerawork <br />MONUMENT RECALL <br />1246 Folsom Street <br />San Francisco, CA 94103<br /><br />or email material to: Laurie Blavin<br /> <laurie@blavin.com><br /><br />For more information, contact any of the exhibition curators:<br /><br />Paula Levine (plevine@sfsu.edu)<br />Trena Noval (tnoval@mindspring.com)<br />Laurie Blavin (laurie@blavin.com)<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 5.07.04 <br />From: tom holley (tomholley@the-media-centre.co.uk><br />Subject: ARTIST IN RESIDENCE OPPORTUNITY<br /><br />ARTIST IN RESIDENCE [AiR] 2004<br />OPEN CALL FOR SUBMISSIONS<br /><br />+ + DEADLINE: FRIDAY 28 MAY 2004 + +<br /><br />ABOUT THE RESIDENCY<br /><br />Residency Period<br />3 months<br /><br />Dates<br />July 04 - Sept 04<br /><br />Location<br />Huddersfield, England<br /><br />The AiR programme at The Media Centre aims to<br />support the exploration and development of new<br />work in digital/interactive/network media and<br />technology based arts practice. The residency<br />provides time and resources to artists in a<br />supportive environment to facilitate the creation<br />of new work; we encourage a cross disciplinary and<br />experimental approach. This is a practice based<br />residency designed to enable the development and<br />completion of a new work.<br /><br />Benefits<br /><br />+ Time and space to develop ideas<br />+ Accommodation in large 2 bedroom apartment<br />+ 24/7 access to technical facilities<br />+ Technical support<br />+ Contribution to travel costs to and from<br />Huddersfield<br />+ Free internet access<br />+ Bursary of £700 [GBP] per month<br />+ Small materials fund<br />+ Opportunities to present your work<br />+ Introductions to regional and national<br />organisations<br />+ Invitations to cultural events<br />+ Introduction to local art/cultural scene<br /><br />* Applicants may bring partners or families but<br />we cannot offer financial support for them.<br /><br />If you would like to know more about this<br />opportunity please visit:<br /><br /><a rel="nofollow" href="http://www.druh.co.uk">http://www.druh.co.uk</a><br /><br />–<br />Tom Holley<br />Creative Director<br />Media Centre Network<br />–<br /><a rel="nofollow" href="http://www.mcnetwork.co.uk">http://www.mcnetwork.co.uk</a><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 Rachel Greene at Rachel@Rhizome.org.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 5.07.04 <br />From: Jo-Anne Green (jo@turbulence.org)<br />Subject: Turbulence Artists¹ Studios: "SMS-Series 13" by David Crawford<br /><br />May 7, 2004<br />Turbulence Artists¹ Studios: "SMS-Series 13" by David Crawford<br /><a rel="nofollow" href="http://www.turbulence.org/studios/crawford/sms13/">http://www.turbulence.org/studios/crawford/sms13/</a><br /><br />"SMS-13" is a 5 minute linear remix of footage shot for previous SMS<br />installments in London, Paris, Boston, New York, and Tokyo. The familiar<br />SMS series' algorithmic montage that constitutes each clip's DNA remains<br />intact, while the individual sequences are now composited within a<br />linear framework. The speed of the transitions is based on network<br />connection speed.<br /><br />BIOGRAPHY<br /><br />David Crawford was born in Riverside, California in 1970. He studied<br />film, video, and new media at the Massachusetts College of Art and<br />received a BFA in 1997. In 1999, his Here and Now project was<br />commissioned by New Radio and Performing Arts with funds from National<br />Endowment for the Arts. In 2000, Crawford's Light of Speed project was a<br />finalist for the SFMOMA Webby Prize for Excellence in Online Art. In<br />2003, his Stop Motion Studies project received an Artport Gate Page<br />Commission from the Whitney Museum of American Art and an Award of<br />Distinction in the Net Vision category at the Prix Ars Electronica.<br /><br />For more information about Turbulence please visit <a rel="nofollow" href="http://turbulence.org">http://turbulence.org</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />For $65 annually, Rhizome members can put their sites on a Linux<br />server, with a whopping 350MB disk storage space, 1GB data transfer per<br />month, catch-all email forwarding, daily web traffic stats, 1 FTP<br />account, and the capability to host your own domain name (or use<br /><a rel="nofollow" href="http://rhizome.net/your_account_name">http://rhizome.net/your_account_name</a>). Details at:<br /><a rel="nofollow" href="http://rhizome.org/services/1.php">http://rhizome.org/services/1.php</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 5.7.04<br />From: Jonah Brucker-Cohen (jonah@coin-operated.com)<br />Subject: Report from Ciber-Art Bilbao Conference<br /><br />Report from Ciber-Art Bilbao Conference<br />April 25-29, 2004<br />Bilbao, Spain<br /><a rel="nofollow" href="http://www.ciberart-bilbao.net">http://www.ciberart-bilbao.net</a><br /><br />By Jonah Brucker-Cohen (jonah_at_coin-operated.com)<br /><br />Set in the post-industrial city of Bilbao, Spain, the Ciber-Art Bilbao<br />conference was a lively mix of interactive art exhibitions, performances,<br />concerts, and a comprehensive paper session where artists and practitioners<br />presented their work and theories on the future of digital culture. The<br />festival's main objective was to situate Bilbao on the digital art map by<br />creating an event with global participation from internationally known media<br />artists. Although the art exhibition opened a week earlier, I arrived as the<br />five day long conference sessions began. One problem with the structure of<br />the conference was the attempt to integrate the local media art presence,<br />since the program booklet failed to translate Spanish speaker's talks into<br />English and vise versa. This is an account of what I was able to experience,<br />although with concurrent panels running back to back, the breadth of the<br />conference was impossible to completely cover.<br /><br />The opening presentation was by "Free Software" pioneer and grassroots hero,<br />Richard Stallman. Based in Cambridge, Massachusetts, Stallman, who wrote the<br />GNU (which stands for GNU's Not Unix) operating system as an alternative to<br />proprietary systems like Windows, outlined the four tenets of the free<br />software movement: 1) The ability to run a software program, 2) The freedom<br />to help yourself to the source code and change it, 3) The freedom to<br />distribute copies of your modifications, and 4) The desire to help to build<br />your community by publishing a modified version. His talk outlined why these<br />freedoms are important to the premise of giving you complete "control" over<br />your computer and your ability to use it freely. Having unrestricted access<br />to source code and the work of like-minded programmers perpetuates the<br />proliferation of goodwill and<br />exchange among independent producers. He went on to demonstrate whether or<br />not these ideas applied to hardware, as well as software by trying to<br />deconstruct the use and misuse of a physical object: a chair. However this<br />argument fell short because software allows for an economy of scale. When<br />creating software it is easier for an individual to create many copies than<br />one, whereas with hardware making many copies is more difficult and costly.<br /><br />The paper topics presented over the next few days ranged from examinations<br />of online memes, location-based GPS art projects, networked accessories, and<br />formal overviews of art and technology practice. Mirko Tobias Schafer, from<br />the Institute of Media and Re/presentation at the University of Utrecht<br />spoke about how the hacking and modification of existing technology has been<br />integrated into the next versions of the hacked object. One example is the<br />website, Aibohack.com, which profiles a hobbyist's software and hardware<br />mods of the popular robotic dog, some of which Sony plans to integrate into<br />their next version. Giving an overview of academic institutions in the US<br />supporting art and technology, was Duke University's Edward A. Shanken.<br />Shaken sees collaborations between artists and scientists as an interface<br />for research to engage with the public. This attitude was also prevalent in<br />Susan Kozel's keynote address where she outlined details of her wearable<br />projects that aim to engage the public through social performative<br />experience. Kozel, a professor at Simon Fraser University, outlined her aim<br />to develop clothing that can connect its wearer's biometric data with others<br />over a local network and produce vibro-haptic feedback on the surface of the<br />garment. Thus the clothing becomes a relay of mood and emotion within social<br />proximity.<br /><br />Also exploring immediacy of interaction, Eric Paulos of Intel Research<br />Berkeley, gave the third keynote about his recent work in "Urban<br />Atmospheres". The project is a detailed account of the proliferation of<br />close-knit urban spaces where public passivity often upstages collective<br />engagement. His aim is to reverse this assumption through a<br />"carnivalization" of everyday encounters into playful interventions where<br />everyday individuals can engage with the people or strangers occupying<br />similar spaces. His latest project, "Jabberwocky" manifests itself as a<br />Bluetooth enabled mobile phone application that connects to others to<br />visualize and encourage connections between 'strangers' who frequent similar<br />spaces. Paulos was asked if this type of community reflection could have a<br />negative effect for people who enjoy their anonymity. Like most tracking<br />related projects, the obvious answer is that most people give up a certain<br />amount of freedom regardless of their desire to be tracked, simply by owning<br />a mobile phone or using a credit card. This type of surveillance fear was<br />debated through the conference as the promise of technology in most<br />presentations often left out the repercussions and baggage it entails.<br /><br />Across town, in a large warehouse space, the art exhibition featured several<br />large-scale interactive installations, and hundreds of screen-based<br />terminals behind giant car-wash plastic flaps. "Evident Traces", a mini-show<br />at the festival, curated by Christiane Paul,<br />featured several works that attempted to engage the user on a physical<br />level. One of these projects was NYC-based artist, John Klima's long awaited<br />"Terrain Machine", a real-time depth display with hundred of motorized<br />potentiometers with stretched spandex connecting each point. The result is a<br />moving "terrain" with a projected image of a woman floating on the surface,<br />allowing users to manipuate the depths of the pots as they cast a shadow.<br />Also in Paul¹s selection was Susan Kozel's "Between Bodies", the second<br />phase of the wearable sensing project, "whisper",but featuring a series of<br />skirts that send signals amongst each other via PocketPCs to effect physical<br />stimuli such as electric fans and motors. Also present were Sibylle Hauert<br />and Daniel Reichmuth's "Instant City", a tangible sound installation that<br />allows people to create sound mixes by placing translucent plastic blocks on<br />a light table. Depending on the amount of light that passes through the<br />stacked blocks, different sound samples would play. Other notable additions<br />were NYC based artist Daniel Shiffman's "Reactive", a particle-based video<br />parser, and MEART - The Semi Living Artist¹s ³Symbotica², which used<br />artificial life simulations coupled with a pneumatic robotic drawing<br />machine.<br /><br />Leaving the conference early, I missed out on the Planetary Collegium events<br />scheduled for later in the week. Regardless, it seemed as if the prevailing<br />attitudes expressed outlined how the promise of technology as a social<br />leveler becomes more evident with re-appropriation and disruption of<br />existing contexts of interaction, place, and social engagement. Is<br />creativity the ultimate social equalizer? When does technology lose<br />relevance to the idea trying to be conveyed? From the numerous installations<br />that challenged how forms of media can displace their traditional modes of<br />representation, to papers that explored how the proliferation and mutation<br />of ideas is causing a rift in popular culture, the Ciber-Art<br />Bilbao provided an interesting perspective on the role of the digital<br />instigator.<br /><br />- Jonah Brucker-Cohen (jonah_at_coin-operated.com)<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 5.7.04 <br />From: Gloria Sutton (suttong@humnet.ucla.edu)<br />Subject: Getting Below the Surface<br /><br />Getting Below the Surface<br /> <br />Surface Tension: Problematics of Site<br />Edited by Ken Ehrlich and Brandon LaBelle<br />CD selection by Stephen Vitiello<br />Published by Errant Bodies Press with Ground Fault Recordings (2003)<br />ISBN: 0-9655570-4-9<br />$25.00 <br />www.errantbodies.org<br />Often times when we are describing the types of interactions that take place<br />via email and postings on websites we end up attaching social descriptors to<br />humanize these data infrastructures. The Internet becomes a communication<br />³space,² a public ³sphere,² and a ³site² for dialogue. And when we strain a<br />little further to describe the social conditions on the net, it pretty much<br />looks like the artworld­ a fairly anglo-centric and male-dominated space.<br />While the social structures that have come to define and determine our<br />notions of online space are sometimes lost under a cloud of political<br />rhetoric, the cultural construction of ³space² (on or off­line) has been the<br />subject of intense scrutiny by artists, architects and historians under the<br />rubric of ³site-specificity.² One of the most engaging and creative<br />contributions to the ongoing conversation on site-specific art practices is<br />found in the critical essays, artist projects and sound pieces collected in<br />the anthology, Surface Tension: Problematics of Site edited by Ken Ehrlich<br />and Brandon LaBelle, two Los Angeles-based writers and artists and recently<br />published by Errant Bodies Press.<br /><br />Highly nuanced essays such as Juli Carson¹s performative reading of the<br />public hearings and related ³documents² prompted by Richard Serra¹s Tilted<br />Arc (1989) provide an object lesson for current debates surrounding the<br />production and exhibition of new media art. Carson is adjunct Assistant<br />Professor in the Department of Art at UCLA where she teaches critical theory<br />and contemporary art. In ³Two Walls: 1989,² she deftly breaks down the<br />subtle dialectic in a work of art that ³transcends any physical union with<br />its site² while ³transcending any physical contradiction with its site.²<br />Carson¹s argument emphasizes the moment when a work of art becomes<br />³discursively bound (and for many, first-received) off-site²: public<br />hearings, books, news articles and other written sources.<br /><br />Carson¹s astute reading of ³discursive site² complicates issues of<br />publicity, public record, and public space key to many new media art<br />projects such as Rafael Lozano-Hemmer¹s ³Body Movies² and ³Vectorial<br />Elevations.² Lozano-Hemmer, who is a Madrid-based artist, discusses these<br />projects in Surface Tension and bills them as ³relational architecture<br />installations.² He maintains his projects are relationship-specific rather<br />than site-specific, yet they still have to negotiate the same terrain<br />between a live event enacted in a public square, soliciting participants via<br />his website and then posting photographic documentation of the results.<br /><br />The interplay between sites of production and sites of reception are taken<br />up throughout a variety of the essays in Surface Tension including an<br />interview with Dutch artist Paul Panhuysen, director of the influential Het<br />Apollohuis, an experimental music and sound venue in Eindhoven from<br />1980­1997, who discusses using site-specific properties of a given location<br />in relation to musical performance and tonality. In particular, many of the<br />essays and projects grabble with the tensions that arise when global<br />phenomena such as the rise of digital computer networks and overdevelopment<br />run into what can be thought of as ³the site-specifics of everyday life.²<br />This is the basis for Brandon LaBelle¹s analysis of the current shift from<br />the material city toward the immaterial flow of information in his essay,<br />³Split Space: Practices of Transurban Life.² Los Angeles-based artist and<br />curator Lize Mogel¹s bus shelter maps showing the accessible green space in<br />Los Angeles make what she calls the ³symbiotic relationship between the<br />development of parkland and the growth of the city² very clear.<br /> <br />The editors themselves have cleared a little conceptual room in the book¹s<br />layout for both production and reception by contributing ten blank pages as<br />³public space.² While the term ³public space² is deployed over and over, the<br />subject is never presented as fixed or residing on stable ground. In fact,<br />interesting temporal complications are forced by the inclusion of historical<br />material such as a 1976 interview with artist Gordon Matta-Clark (1943­1978)<br />and contemporary artist Simon Leung¹s compelling account of his project<br />³Waren Piece (In the ?70s)² and its subsequent retellings at conferences in<br />New York and Los Angeles. Moreover, In a new essay by legendary critic Lucy<br />Lippard, ³Land Art in the Rearview Mirror,² Lippard self-reflexively<br />implicates her earlier writing of the 1960s as the ³macro-pronouncements<br />about paradigms² that she is currently arguing against by promoting<br />³micro-view that relies on grassroots connections.²<br /><br />Advertised by word-of-mouth and distributed by a micro press itself, Surface<br />Tension may be one of those books that you only hear about (especially its<br />irreverent accompanying CD that includes ³Lunar Rambles² by Bay-area<br />performance pioneer Terry Fox, ³Rhythmic Stamping² by Bruce Nauman, Yoko Ono<br />coughing and more), but never get the chance to pick up because it might not<br />be front in center in your local Barnes and Noble or even in the new super<br />glam set up of architecture bookshop Hennessy and Ingalls in Santa Monica.<br />But isn¹t that what grass roots networks like Rhizome are for?<br /><br />­ Gloria Sutton <br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />Date: 4.29.04 - 5.07.04<br />From: curt cloninger (curt@lab404.com), Geert Dekkers (geert@nznl.com)>,<br />Michael Szpakowski (szpako@yahoo.com), Rob Myers (robmyers@mac.com), Myron<br />Turner (myron_turner@shaw.ca)<br />Subject: setting up the punch line<br /><br />[Editor¹s note: this discussion has been trimmed and includes excerpts from<br />the stream of opnions generated over the week in response to Curt¹s original<br />post (which is here in it¹s entirety). For the complete correspondence (and<br />more copy+paste notation detailing/directing references between posts),<br />check fresh texts at rhizome.org]<br /><br />curt cloninger (curt@lab404.com) posted:<br /><br />Setting Up the Punch Line:<br />Some Thoughts on Para-Art Media<br /><br />I've been thinking a lot lately about media that accompanies an artwork, and<br />the kind of artwork that relies on such accompanying media. Accompanying<br />media can include the artist statement, but it can also include instructions<br />on how to use the work, as well as an explanation of what the work is<br />actually doing.<br /><br />Let's deal with each type of accompanying media in turn, citing specific<br />examples.<br /><br />1. Artist Statement:<br /><br />Think of Sherry Levine's "After Walker Evans," where she takes pictures of<br />Walker Evans' pictures. Without the explanatory artist statement, we think<br />we're looking at pictures of Alabama sharecroppers taken by Walker Evans.<br />We wonder what these pictures from the turn of the century are doing in a<br />contemporary art gallery. It's only after we read the artist statement that<br />we understand we are looking at pictures of pictures, and we get it.<br /><br />I've dissed conceptual work like this before, and it's not my intention to<br />kick that dead horse again. I just want to point out that, although the<br />"art" of this piece is in its concept, the punch line of that concept is<br />revealed in the actual accompanying media of the artist statement. The<br />artist statement is like the "Da-dum-bum!" that cues us to the joke. So<br />although Levine's meta-media conceptual artplay is supposed to be heady and<br />subtle, the gag is actually revealed with all the subtlety of a vaudeville<br />clown. Understated, Steven Wright-type humor this ain't. When Steven<br />Wright pauses for a very long time, then mumbles "I stole all the erasers to<br />all the miniature golf pencils in the world," the joke is as much in the<br />subtlety of his delivery as it is in the content of his punch line. We get<br />no such subtlety from artwork that relies entirely on accompanying media to<br />convey its concept.<br /><br />2. Instructions on How To Use the Work:<br /><br />This is just one example of many, but check "Free Radio Linux":<br /><a rel="nofollow" href="http://gallery9.walkerart.org/bookmark.html?id=10672&type=object&bookmark=1">http://gallery9.walkerart.org/bookmark.html?id=10672&type=object&bookmark=1</a><br /><br />There is an introductory text blurb at the gallery9 site itself. Then after<br />you link to the URL of the actual piece, there is even more accompanying<br />media before you get to the piece itself, telling you how to get to the<br />piece, what software you need for the piece, etc.<br /><br />These instructions are necessary for the use of the piece. To his credit,<br />the artists tries to tie-in the tone of the instructions with the overall<br />concept of the piece. The piece deals with sourcecode, and the instructions<br />are written in a "readme" type of voice. Still, all of these how-to<br />interruptions place barriers between the user and the piece itself. If this<br />were Amazon and the piece itself was a book being sold, few people would<br />ever get around to clicking on the<br />"buy now" button. Which may be just as well in this case, since the piece<br />is just an audio stream of translated software code with little aesthetic<br />appeal. The instructions of how to access the piece may be as interesting<br />as the actual piece itself.<br /><br />To return to our stand-up comedy analogy, this piece is like a comedian who<br />spends his entire routine testing the sound system and the acoustics of the<br />room, and then he tells a fart joke and walks off stage. My critique is<br />that the accompanying explanatory media distracts from the impact of the<br />art. It's not setting the user up in any intentional way to experience the<br />art. It's not leading her into the art. It doesn't help contextualize the<br />art. If anything, it decontextualizes the art. Just like labeling every<br />tree in the wilderness with a placard describing its uses and phylum and<br />genus detracts from my hiking experience rather than adding to it. (This<br />critique admittedly presumes that art is meant to have some sort of overall<br />experience on a person besides just explaining something to her intellect.)<br /><br />3. Explanations of What the Work is Actually Doing (when you can already<br />tell):<br /><br />A lot of times, these explanations of what a piece of work is actually doing<br />are gratuitous, because it's quite obvious what the work is doing. Yoshi<br />Sodeoka recently had a piece at Turbulence<br />where he was asked to come up with some sort of introductory statement as<br />part of the commission [ <a rel="nofollow" href="http://turbulence.org/Works/sodeoka/">http://turbulence.org/Works/sodeoka/</a> ]. The piece<br />doesn't need an introductory statement, and Sodeoka solved this problem by<br />giving a sort of non-introductory statement in the form of a FAQ –<br />Q: Why do you believe that this will be entertaining?<br />A: This is a question that you will have to answer for yourself.<br /><br />Sodeoka's evasiveness was pegged (derided?) by Eduardo Navas as enforcing a<br />kind of structuralism. And in a sense, he's right. Sodeoka, as a graphic<br />designer, is used to being able in maintaining contextual control of the<br />user's experience of his work. His work is meant to be visceral and<br />somewhat disorienting. So accompanying textual media that orients his users<br />actually runs counter to the experience he is trying to create. But I don't<br />think it's any kind of intentional structuralism as much as it is a desire<br />to sneak up on the punch line, to keep the audience guessing. It's mostly<br />an issue of timing.<br /><br />Back to the stand-up comedy analogy – Sodeoka is a Gallagher-like comedian<br />who likes to run out on stage and begin throwing rubber chickens into the<br />unexpecting audience. In this instance, he's hired to play a comedy club<br />(Turbulence) where the house rules dictate that every comedian must have a<br />proper biographical introduction. This requirement undermines his comedic<br />surprise attack, so as he's being introduced, Sodeoka sits in the wings and<br />throws rubber chickens at the MC.<br /><br />3b. Explanations of What the Work is Actually Doing (when you can't<br />tell otherwise):<br /><br />Now here is a problem I'm encountering in my own work. One of the fun<br />things about the web is that you're not obliged to contextualize your art as<br />art. You needn't have any accompanying explanatory media whatsoever, and<br />you can simply throw your user straight into your piece. You can even<br />create faux accompanying explanatory media that actually sets-up your user<br />for your punch-line (cf:<br /><a rel="nofollow" href="http://www.computerfinearts.com/collection/cloninger/rebranding/">http://www.computerfinearts.com/collection/cloninger/rebranding/</a> ).<br />Mouchette is the classic example.<br /><br />But there is a problem with new media that foregoes an accompanying<br />explanation – if your technology is not *apparently* doing what it's<br />*actually* doing, nobody will know what it's doing.<br /><br />A case in point is this piece:<br /><a rel="nofollow" href="http://www.computerfinearts.com/collection/cloninger/bubblegum/">http://www.computerfinearts.com/collection/cloninger/bubblegum/</a><br /><br />There are user instructions, but they are cryptic ("wait for a magic<br />transformation"). The underlying technology is calling in discrete images<br />and autogeneratively collaging them according to a semi-random code. You<br />can watch each card and see sometimes thousands of different combinations.<br />But you may have to keep watching before you realize that these collages are<br />being generated in real-time. Otherwise, you might watch 4 or 5 different<br />collages, and think that each one is a static, pre-fab single image. In<br />which case, it seems like you are watching a slide show of a few discrete<br />collages, when in actuality you are watching a collage-generating machine.<br /><br />My honest questions are:<br />1. Would adding an accompanying explanation of the underlying technology<br />make this piece more enjoyable and meaningful? Would it increase the value<br />of the user's experience?<br />2. Would adding such an explanation detract from the whimsical, disorienting<br />context of the piece in a way that hurts the piece?<br />3. If a new media piece needs accompanying text to explain how it works, if<br />its underlying workings are conceptually important but not experientially<br />apparent, then does that piece fail as an autogenerative/reactive piece? If<br />I'm looking at one of Lev Manovich's autogenerative database cinema pieces,<br />and it just looks like a linear movie to me, then has he achieved his<br />artistic purpose?<br /><br />+++++++++++++++++<br /><br />Personally, I suspect that the most successful pieces evince their<br />underlying workings and concepts without the need for a bunch of<br />accompanying explanatory text. Without the accompanying text, the artist is<br />allowed to hijack more of the user's context. This gives the artist the<br />ability to dialogue with a more holistic/gritty area of the user's<br />mindspace; it makes the work less antiseptic and quarantined. Granted, the<br />artist who is comfortable relying on accompanying explanatory text may<br />object, "But what if the user doesn't get it?" My knee-jerk response is,<br />"Then it's probably not that good." But things are probably more<br />complicated than that. I'm coming to believe that a piece of work may well<br />be enhanced by accompanying explanatory text, *provided that*:<br />1. it's absolutely necessary<br />2. the tenor of its copy is in dialogue with the approach of the piece.<br />3. it serves to contextualize the piece rather than de-contextualize it.<br />[cf: <a rel="nofollow" href="http://www.memexengine.com">http://www.memexengine.com</a> ]<br />4. it isn't full of a bunch of blah blah Adorno-quoting art school bullshit<br />[cf: <a rel="nofollow" href="http://www.playdamage.org/market-o-matic">http://www.playdamage.org/market-o-matic</a> ]. Oftentimes the<br />accompanying explanatory text is used like overabundant A1 sauce to mask the<br />rank taste of an underlying cut of bad beef. If your piece sucks, alluding<br />to John Cage isn't going to make it any less sucky.<br /><br />+ + +<br /><br />Geert Dekkers (geert@nznl.com) replied:<br /><br />[?]<br /><br />I don't think I really understand your question here – do you mean that<br />it's not overly clear what's happening in the piece. Or perhaps you realise<br />that you're testing the viewers' patience – asking the viewer to stay for<br />longer than a few seconds to appreciate the piece.<br /><br />In this context, one of the things I hate about net.art (or, for that<br />matter, all art that is supposed to compete with mass media – like video<br />works broadcasted on primetime) is the ease with which the viewer/user can<br />click away from the work – considering the trouble it takes to go to an art<br />gallery or museum. The very ease of the medium is a downfall for (some of)<br />it;'s content.<br /><br />[?]<br /><br />As always, an explanatory text is just one of the many aspects of art<br />waiting to be freed from it's functional shackles. (In there with resumes,<br />documentation, book-keeping, paying bills, debts, bubble-gum stuck to the<br />undersides of the studio tables [seriously!].) Pieces will suck less if the<br />artist realises this.<br /><br />+ + +<br /><br />Curt Cloninger replied:<br /><br />[?]<br /><br />Such attention to contextual detail I would expect to find in contemporary<br />art (particularly in contemporary conceptual art interested in questioning<br />context and playing with viewer expectation), and yet there is an almost<br />tacky sloppiness about the way many contemporary artists allow galleries<br />(online and off) to present their para-art information and to contextualize<br />their pieces. It's as if the artist assumes "the art starts here," and then<br />whatever happens outside of that "art" area is subject to the (often<br />aesthetically boring) rules of the academy and gallery culture.<br /><br />+ + +<br /><br />Geert Dekkers replied:<br /><br />Right. But sometimes there is more to a piece than can be taken in on face<br />value. The process can be equally important (of course you know I'm not<br />speaking specifically of the piece you mentioned above, which I have not<br />experienced personally) and sometimes more so. Interactivity in a piece<br />implies in principal a radical depart from the traditional relationship<br />between de artist, the work and the audience – of course this implication<br />must be made explicit for the piece to work. All depends on the way in which<br />the artist/initiator crafts the interactivity. Which just goes to show that<br />– what? That bad art sucks?<br /><br />Back to your initial question here: what if the technology isn't<br />"apparently" doing what it is "actually" doing – what does that mean,<br />actually? In your piece, the randomness subtly changes what could be<br />thought of as a series of static images. So that we don't and can't figure<br />out when the series loops, because it doesn't. Imagine a piece where the<br />viewer/user is confronted with a piece that does loop, but loops for one<br />session only. So that only in communicating with other viewers/users could<br />ever be deduced that the piece is in fact not a series of static images but<br />is in reality randomised. Would this be a good example of a piece that is<br />"apparently" doing something else than it is "actually" doing? And now –<br />why does this matter? Isn't it true that the code itself presents and<br />represents the true colours of the piece? That the fact that we humans are<br />experiencing the current instance of the presentation of the code as a<br />series of static images is irrelevant for the importance of the piece?<br />There's an anology with written music that might be interesting – in Bach,<br />we see musical notation that literally depicts the two beautiful brown eyes<br />of some lady – but of course, the viewer/user/consumer of that music<br />experiences nothing of the sort. Just two G's. Or are they no more than<br />that, just two G's?<br /><br />+ + +<br /><br />Geert Dekkers added:<br /><br />[?]<br /><br />Again. you could turn this around if you like. In the work of Joseph Beuys,<br />his text, the flow of his language (because he was first and foremost a<br />teacher), was his life's work, and the pieces he made in the process could<br />be called "examples". But not only that. Beuys would have never been such a<br />well-known artist had he stayed silent and just produced pieces. (Of course<br />not! we all realise) And, in effect, his art would never have been as GOOD<br />as it is (or "is considered", take your pick) had he stayed silent.<br /><br />It all depends on what kind of artist you're trying te be. If you make<br />(good) pieces and then go around saying: "Duh, it just came to me" you<br />become an "expressive beast" artist, relying and depending entirely upon<br />your more linguistically affluent bretheren (users/viewers, critics) to put<br />the pieces together. This is one end of the spectrum. On the other side,<br />there would be an artist unfathomably more hermetic than Beuys, succeeding<br />in piecing together his works on his very own. (No-one would be allowed to<br />breathe a word about his work other than he.) Of course, in the everyday<br />practise of things we oscillate between the two. And let the two influence<br />each other. (Work on pieces, talk about them, show them, talk about them<br />more, work on more pieces.)<br /><br />So – is it cheating to give that didactic bit of para-art instruction?<br /><br />I'd say that silence is a sentence too.<br /><br />+ + +<br /><br />Rob Myers (robmyers@mac.com) replied:<br /><br />[?]<br /><br />Absolutely. Titling a work "Untitled" speaks volumes. And if anybody can<br />point out an artwork that functions without context, explanation or external<br />reference I'd be very interested to see it. Assuming anybody could. :-)<br /><br />+ + +<br /><br />Rob Meyers added:<br /><br />"Art, for Jackson Pollock,<br />Was inner neccessity<br /> But it was surplus value<br /> Got his place in history."<br /><br />- The Red Crayola with Art & Language (Kangaroo?)<br /> A Portrait of V. I. Lenin in the Style of Jackson Pollock (Part I)<br /><br />Also see "re:evolution", Terence McKenna, The Shamen (Boss Drum) :<br /><br /><a rel="nofollow" href="http://www.physicsforums.com/showpost.php">http://www.physicsforums.com/showpost.php</a>?<br />s=fb5610e4914136c23af8a126e45e7d40&p=194053&postcount=1<br /><br />- Rob.<br /><br />+ + +<br /><br />Michael Szpakowski (szpako@yahoo.com) replied:<br /><br />[?]<br /><br />something slightly tangential intrigued me, which bears on the arts/crafts<br />question: <It's often so that the difference between great art and mediocre<br />art is in the finishing and polishing.> [ed. Note: Geert Dekkers said this]<br />Now is this true ?.. I accept the qualifier "often so" but what interests me<br />is how quite often figures in the fine arts tradition are relatively<br />*uninterested* in finish, in polish ..and I'm thinking specifically here of<br />a great Degas piece in the National Gallery London swathes of which are<br />manifestly unfinished. ( and this is by no means a unique example)<br />Now of course the commodification of such pieces means that work that was<br />not finished ( and not felt to be finished by the artist) can now find<br />itself displayed but it seems to me part of the practice of many<br />interesting artists (especially but not exclusively in drawing) to focus on<br />something beyond surface finish. There's also many centuries of tradition in<br />Japan of an aesthetic that actually prioritizes sketchiness, impermanence,<br />lack of finish.<br /><br />[?]<br /><br />To speculate as to why -the craftsperson is always embedded in some sort of<br />economic relationship -producing for the market, or the feudal lord, or the<br />church or whatever. The artist (although her products, once made, move<br />into the world of commerce) not primarliy so. Milton wrote "Paradise Lost",<br />said Marx, not for money but because it was *in his nature*. I think here we<br />see the shamanistic roots of art very clearly - the fact that the finest<br />work arises out of some very deep need in the depths of the human psyche.<br /><br />+ + +<br /><br />Geert Dekkers replied:<br /><br />[?]<br /><br />I never meant to say that "polish and finish" was ever exclusively about a<br />literal surface. It could just as much be about a conceptual surface. In the<br />case of Japanese line-drawings, there is this saga that I suppose everyone<br />knows: – a draughtsman was commissioned to do drawings of a bird – he went<br />off for months on end, came back at the designed time but without drawings.<br />The drawings he made on the spot, in a matter of seconds. When questioned,<br />he told the commissioner that he had spent the time away comtemplating the<br />subject so that he may capture its essence in a single line. So I wouldn't<br />say "sketchiness", "impermanence", "lack of finish" because they are<br />negative qualifications. There is no "lack" – the way the subject is<br />rendered is the best way possible given the intentions of the artist.<br /><br />+ + +<br /><br />Michael Szpakowski replied:<br /><br />< if anybody <br /> can point out an artwork that functions without<br /> context, explanation or<br /> external reference><br /><br />Three different things!<br /><br />(1)Context isn't decided or given by anyone -context exists -historical,<br />political, social, psychological, artistic. Of course emphases may differ<br />radically in the explication or interpretation of context.<br /><br />(2)External reference - OK many artworks clearly have external reference<br />-how it operates for a particular artwok is a much more complex question.<br />Even for artworks that have no obvious external reference it is often<br />readable, surmisable by an appeal to the context discussed above -an example<br />would be the work of the abstract expressionists.<br /><br />(3)Explanation -now this is something else again and we can divide it into<br />two kinds -explanation by the artist and explanation by others: critics,<br />casual viewers, journalists, sociologists of art, whatever. Here explanation<br />by the artist is at issue. Technical explanations I personally have no<br />problem with -its a practical matter -sometimes you maybe need to give<br />people a clue, especially in interactive work ( but with generative type<br />stuff personally I've gritted my teeth and thought 'well if they want to<br />find it they will') but I guess if you do it you would want to try and do it<br />elegantly and in an integrated way. My big bugbear is the artist statement,<br />the artist's explanation of what their piece is about. I've never read one<br />that I've found anything but massively irritating - I think that artists are<br />usually the last people who should explicate their work, unless it is so<br />dully one dimensional and tedious ( and God knows there's enough of that<br />about) that it is susceptible to a linear straightforward and unambiguous<br />statement of its meaning and intentions.<br /><br />+ + +<br /><br />Rob Myers replied:<br /><br />[?]<br /><br />With avant-garde work, the culture does not teach viewers the iconography<br />and technique from kindergarten, so it may need explaining. It takes an<br />incredible amount of knowledge to "see" a post-renaissance oil painting, but<br />people have been taught it before they come to one.<br /><br />+ + +<br /><br />Michael Szpakowski replied:<br /><br />[?]<br /><br />I *was* addressing simply the question of literal finish -I do think Curt's<br />original point vis a vis craftspeople and artists has force in this entirely<br />literal sense. I often feel that commercial graphic design, films &care in<br />some sense denser , more finished , more carefully constructed than many<br />artworks appear to be.Does this make them "better" -well I think not. Can we<br />learn from them -absolutely. Is there a difference between lack of surface<br />finish where the value of the artwork is undamaged and indeed enhanced by<br />the artist's focus on particular details at the expense of others, and<br />sloppiness/laziness/ contempt for the audience - of course. Both exist and<br />we have to argue about which is which!<br /><br />+ + +<br /><br />Curt Cloninger replied:<br /><br />I still think surface polish is just one aspect of<br />rigor/thoroughness/purposefulness – the most initially obvious aspect but<br />not necessarily the most important. Think of Matthew Barney's films. They<br />are very polished visually in terms of a high-budget production sheen, and<br />he's taken some crap from the art world for that. But his narrative is far<br />from closed. I think it can fairly be argued that the films reward multiple<br />viewings.<br /><br />It's like comparing the White Stripes to Stereolab. The former is one-off<br />and raw-edged; the latter is intricate, layered, thoroughly arranged, with<br />an ultra-glossy lounge production sheen. But both reward repeat listenings<br />(and stereolab even moreso).<br /><br />There is a contemporary cliche that says gorgeous production value =<br />commerce = not art, while low-budget technical shoddiness = legitimacy =<br />art. I don't think it divides so neatly along those lines.<br /><br />But then I think "Summer Breeze" by Seals & Crofts is a work of sublime<br />genius, so there you are.<br /><br />+ + +<br /><br />Michael Szpakowski replied:<br /><br />Hi Curt <br />I claim it as no more than a tendency or perhaps better, one possibility<br />amongst others… but I do think its there and there are material reasons<br />for it. By the way, in my opinion you're entirely right to seperate the<br />critical and artistic spheres in the way that you do. >From the artist's<br />point of view rather than reams of explanation I wonder if there isn't some<br />milage to be had from the idea that we make stuff not for an ideal viewer<br />but for a "competent" one. So in the case of generative stuff they would<br />perhaps have experienced similar work enough to know what to look for. When<br />I watch something like Tarkovsky's "Mirror" in the cinema -I can enjoy it<br />initially in a purely visceral, affective way -its a beautiful and<br />hearbreaking film. But if I do a little work- say on Russian history and<br />come back to it a second or third time my enjoyment and what I get from the<br />piece is much enhanced thereby. ( of course the fact that I watch it with<br />subtitles is I suppose a kind of 'explanation' -although even here my<br />extremely poor Russian occasionally allows me to get closer to the heart of<br />a scene -if I acutually did some serious work on it I'm sure it would be<br />work repayed) Despite the fact that I grew up with and continue to love pop<br />culture with a fair bit of passion I do think one of the negative outcomes<br />of its hegemony has been the idea that cultural experience should be<br />available immediately , without effort on the part of the viewer. ( and this<br />is not an argument for elitism but for more opportunity for more people to<br />learn about and participate in artistic activity). An interesting<br />discussion!<br /><br />+ + +<br /><br />Myron Turner (myron_turner@shaw.ca) added:<br /><br />[…]<br /><br />Recently, Ryan Griffiths contributed an excellent post on 'The Social<br />Construction of Blogspace'. What his piece communicates most of all is his<br />sense of the net as a space–both personal and public. Such a space is ripe<br />with opportunities for art. The art of the punch line takes its queues from<br />video and cinema, and there's no doubt that there are analogies to be made<br />with both of these forms, just as there is with the book. But the art which<br />explores the intersection of public and private space is architecture, and<br />it's here where I believe that the art of the Internet will ultimately find<br />its most profound analogies. It is no coincidence that we speak of computer<br />architectures when referring to operating systems and systems of code–the<br />net is founded upon these "architectures"–these technologies which organize<br />and enable the public and private spaces of the Internet. Mathematicians<br />speak of the beauty of mathematics, software developers speak of the<br />elegance of code. In the very notion of computer architecture there is<br />buried an aesthetic recognition. The question for net artists is how to<br />understand and organize public and private spaces and their intersections so<br />that these spaces become aesthetic and then, while doing this, to create<br />just what is meant in such instances by "aesthetic".<br /><br />I don't deny aesthetic value to the art of the one-liner and the usual web<br />project, of which I have myself been guilty. But it's not enough to treat<br />the screen like a wall in a gallery–to hang a work there on its glassy<br />surface. The computer is a trans-prosthetic device–the monitor a virtual<br />extension of what the phenomenologists call our "intentionality"–of the<br />means by which we explore and know the phenomenal world, an extension of our<br />mental space. In other words, it's not an object to "behold" but an object<br />which extends our ability to behold. And it's here, where the computer has<br />been internalized and where public and private meet that we can possibly<br />create an art which like the art of galleries and architectural space takes<br />us beyond the short attention span of the punch line.<br /><br />+ + +<br /><br />Curt Cloninger replied:<br /><br />[?]<br /><br />I find the architecture analogy more desirable than the gallery analogy,<br />unless you mean some expansive installation piece that takes over the<br />context of the entire gallery. Otherwise, the gallery is *not* what net art<br />wants to be – discrete piece after discrete piece, neatly labeled and<br />formally contextualized as art.<br /><br />I'm guessing that artists are more free to work/exploit the network and new<br />media when they aren't always having to fit their work into some contexted<br />"art" box (as alexei shulgin could have told us in 1995). For example, only<br />one of these pieces is self-aware "art" (florian kramer's "permutations"),<br />yet the rest of the pieces are interesting along the same lines:<br /><a rel="nofollow" href="http://deepyoung.org/permanent/autodidactic/">http://deepyoung.org/permanent/autodidactic/</a><br /><br />Some other possible examples of un-art net.art:<br />In the physical offices of Google, there is a digital screen displaying<br />ongoing, real-time text feeds of live google search phrases as they are<br />being typed in by users all over the world (cf: <a rel="nofollow" href="http://metaspy.com">http://metaspy.com</a> ). T.<br />Whid (disparagingly or astutely) observed that this is the coolest piece of<br />net art anybody's ever made [i'm paraphrasing]. In a similar vein, Auriea<br />Harvey once commented that NN would eventually be remembered more for her<br />funky bulletin board rhetoric than for her Nato55 software [again, i'm<br />paraphrasing].<br /><br />So maybe visiting <a rel="nofollow" href="http://www.kartoo.com">http://www.kartoo.com</a> and searching for "curt cloninger"<br />presents a better example of my "net.art" than <a rel="nofollow" href="http://lab404.com/art/">http://lab404.com/art/</a><br /><br />But then, maybe not. I'm not opposed to what some dismissively call web art<br />or screen art. To me, heavy conceptual use of the network is not a<br />pre-requisite for valid online work, nor does it de facto guarantee<br />interesting online work. I'm just opposed to cheezy one-liner art (whether<br />online, offline, in a boat, with a goat, etc.). I don't just want to "get<br />it." I want to be engaged by it.<br /><br />+ + +<br /><br />Myron Turner replied:<br /><br />[?]<br /><br />As to your qualificaton about "expansive installations" pieces–I agree: I<br />think of architecture as a metaphor for virtual space, not as an actual<br />space where installations could be mounted. I like the metaphor because<br />architecture, despite its potentially massive physicality, or perhaps when<br />it is most massive and cannnot be taken in all at once, requires an<br />internalized imaginative grasp of space. And it's an internalized<br />imaginative beholding of space that, I feel, is the defining characteristic<br />of networks as aesthetic constructions.<br />I hope that this doesn't sound like too much of a stretch–but it helps me<br />to view the net in the idealistic terms that have always appealed to me.<br /><br />+ + +<br /><br />Curt Cloninger replied:<br /><br />I think I understand what you are saying. You're not comparing architecture<br />to the net in terms of a William Gibson cyberspace VR type connection (an<br />awkward/unnatural imposition onto a network that wants to be more about code<br />[programmatic, semantic, even iconic] than 3D space). It seems like you're<br />saying architecture is cool becauese you can't out-meta it. You're not<br />going to put somebody's architecture into a gallery. Architecture defines<br />its own context (or its context is simply worldspace). And the network can<br />be that way too. It's not just a "place" to show your art; it is itself an<br />artistic medium, with its own kind of implicit unboundedness (Eric Raymond<br />likens it to the noosphere – realtime mindspace). Heady stuff, but I don't<br />think it's entirely unfounded.<br /><br />+ + +<br /><br />Rob Myers added:<br /><br />What about architectural-scale art? Or architectural models? Or designs.<br />Exhibitions of architecture are very common (Archigram are on at the moment:<br />Conceptual Architecture from the 1960s…). Art on the scale of architecture<br />is also common.<br /><br />You can always paint a picture of architecture. It's harder to make a<br />building of a painting. The desire to control space and behaviour that<br />architecture seems to offer to satiate can be achieved through art as well,<br />although it's hard to get a new kitchen fitted in a Picasso.<br /><br />+ + +<br /><br />Curt Cloniger replied:<br /><br />Per this thread, it's less architecture's control of space and behavior<br />that's being admired as it is architecture's ability to achieve a kind of<br />most-meta-ness. I agree that "art" can also achieve this (without<br />necessarily being big or even physical). But (by definition) it can't<br />achieve most-meta-ness while hanging on a gallery wall with a label under<br />it.<br /><br />+ + +<br /><br />Rob Myers replied:<br /><br />But what is architecture most-meta to? It's real-space (unless it's a<br />mall…). In terms of abstraction, generality, referentiality (etc.),<br />art wins hands-down.<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. 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