<br />RHIZOME DIGEST: September 27, 2002<br /><br />Content:<br /><br />+opportunity+<br />1. Alena Williams: ArtBase Intern<br /><br />+announcement+<br />2. Joseph Nechvatal: media_city seoul 2002<br />3. d-i-n-a: Barcelona *digital-is-not-analog @CCCB*<br /><br />+excerpt+<br />4. ricardo dominguez: Blasting War on THING Review<br /><br />+review+<br />5. ryan griffis: review, "Day Jobs"<br /><br />+scene report+<br />6. Jonah Brucker-Cohen: Report from Ars Electronica<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 9.20.02<br />From: Alena Williams (alena@rhizome.org)<br />Subject: ArtBase Intern<br /><br />Rhizome is seeking an intern for the Rhizome ArtBase, our online<br />preservation archive of new media art.<br /><br />Intern will assist the ArtBase Coordinator in the processing of art<br />projects in the archive, including the indexing of accepted projects<br />with keywords and other metadata, and maintaining correspondence with<br />artists as needed via email.<br /><br />We are looking for someone who is detail-oriented, uses language with<br />great precision, and has a strong interest in the emerging field of new<br />media preservation.<br /><br />Our ideal candidate has had some prior experience in archiving artworks<br />in a museum or library setting and working with databases, as well as a<br />basic understanding and knowledge of new media art, metadata standards<br />and practices, and Internet technologies.<br /><br />To apply, please email a detailed cover letter and resume to Alena<br />Williams, ArtBase Coordinator at alena@rhizome.org.<br /><br />Hours: 5-10 hours per week, scheduling flexible<br />Notes: Off-site, unpaid<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />**MUTE MAGAZINE NO. 24 OUT NOW** 'Knocking Holes in Fortress Europe',<br />Florian Schneider on no-border activism in the EU; Brian Holmes on<br />resistance to networked individualism; Alvaro de los Angeles on<br />e-Valencia.org and Andrew Goffey on the politics of immunology. More @<br /><a rel="nofollow" href="http://www.metamute.com/">http://www.metamute.com/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 9.25.02<br />From: Joseph Nechvatal (joseph_nechvatal@hotmail.com)<br />Subject: media_city seoul 2002<br /><br />Concept: media_city seoul 2002<br />Exhibition Overview<br /><br />1. Title: media_city seoul 2002<br />2. Period: September 26, 2002 ~ November 24, 2002 (60 days)<br />3. Place: Seoul Museum of Art<br />4. Main Theme: Luna¹s Flow<br />5. Organizer: media_city Team within Seoul Museum of Art<br />6. Sponsor: Ministry of Culture and Tourism<br />7. Artists: 80 media artists (about 35 domestic artists and 45<br />international artists)<br />8. Contents: Digital Sublime, Cyber Mind, Luna¹s Children,<br />Luna Nova<br />9. Events: Opening Reception, International Symposium,<br />Seminars, Weekly Events?etc.<br />10. Artistic Director: Wonil Rhee<br /><br />List of Participating Artists<br />1. Takashi Kokubo (Japan)<br />2. Atsuhiro Itoh (Japan)<br />3. Yasuhiro Suzuki (Japan)<br />4. Atsuko Uda (Japan)<br />5. Cao Fei (China)<br />6. Wang Guofeng (China)<br />7. Dai Guangyu (China)<br />8. Yuang Goang-Ming (Taiwan)<br />9. Tsunamii.net (Singapore)<br />10. Craig Walsh (Australia)<br />11. John Tonkin (Australia)<br />12. Sean Kerr (New Zealand)<br />13. Peter Robinson (New Zealand)<br />14. Jennifer Steinkamp (USA)<br />15. Joseph Nechvatal (USA)<br />16. Claude Wampler (USA)<br />17. Eduardo Kac (USA)<br />18. Ken Feingold (USA)<br />19. Michael Naimark (USA)<br />20. Paul Johnson (USA)<br />21. Robert Lazzarini (USA)<br />22. Melik Ohanian (France)<br />23. Jean-Francois Moriceau & Petra Mrzyk (France)<br />24. Knowbotic Research (Switzerland)<br />25. Andrew Olssen (England)<br />26. Sabino D¹Argenio (Italy)<br />27. Eva Sternram (Sweden)<br />28. Thomas Stricker (Germany)<br />29. Wolfgang Herbolt (Germany)<br />30. Haluk Akakce (Turkey)<br />31. MVRDV (The Netherlands)<br />32. Miltos Manetas (Greece)<br />33. Francois Curlet (Belgium)<br />34. ANTENNA (Sweden/Japan)<br />35. Nelson Henricks (Canada)<br />36. Katarzyna Kozyra (Poland)<br /><br />The main concept of media-city seoul 2002 is "Luna¹s Flow". The Media<br />is compared to the Moon to view the Media and new Technology not as the<br />means of "Conquest" but as a tool to "rebuild" our lost romance. The<br />Media¹s emotional aura with aesthetic imagination is to be suggested in<br />a paradoxical and Neo-Renaissant point of view, through which the loss<br />of the Moon will be cured and the dream of Neo-Transcendentalism will<br />be redeemed on the glaring magic box of the Electro-Regime.<br /><br />For all mankind, the moon had played its role as Utopia offering<br />ceaseless inspirations for myths and legends. Strictly speaking,<br />however, this owes to the light reflected on the moon rather than the<br />moon itself. Although what is actually seen is only a reflection of<br />another source of light, we never bore any doubt about its existence.<br />It means that we have been projecting our hopes and wishes towards the<br />illusion. In a broad sense, this is the procedure of a huge simulation<br />where a Simulacrum of groundless image exceeds the reality as<br />Baudlliard describes.<br /><br />The process of communication between the human being and the moon is<br />like the narcissistic loop explained by MacLuhan, that occurs in TVs<br />and Close Circuits of screens. Illusions produced in the procedure are<br />maximized due to such narcissistic characteristic of the loop and<br />finally surpass the reality. Also, this process of communication<br />carries the quality of the Cybernetic Feedback Loop that occurs through<br />the Computer¹s Mechanism of Control. This reminds us of the Child¹s<br />Captivation in the Image in the Mirror Stage illustrated by Lacan, i.e.<br />the communication process is similar to the phenomenon of Feedback Loop<br />which can be found in a child who is captivated by its own reflection<br />in a mirror. However, actual presence is absent in it and this is one<br />of the characteristics of the simulation of Baudlliard.<br /><br />As the moon has always been a resource of Utopian fantasies filled with<br />myths and legends for the humankind, the exhibition space of media_city<br />seoul 2002 aspires to provide a dream of Terre Nova: the whole new<br />world which hasn¹t been yet reached, still imbued with the mystery of<br />the moon. It will be the beginning point of intellectual explorations<br />to discover the fragments of transcendental experiences in the<br />mysterious settings of the "Techno" not in the traditional space of<br />Euclide.<br /><br />media_city seoul 2002 sets its aesthetic direction towards the "Cyber<br />Sublime". This is to bring up the idea of Neo-Transcendental Utopia as<br />a main discourse in the Cyber Space that is compared to the Moon. The<br />Sublime in the Cyber Space as an inscrutable realm of mystery has a<br />different axis from that of the Modernist concept suggested by Lyotard.<br />The new experience of the Cyber Space bears some similarity with Neil<br />Armstrong¹s experience of the transcendental Sublime on the moon that<br />is beyond words. Although the fantasy of the Lunar Utopia that had been<br />long cherished by the humankind was shattered down with Neil<br />Armstrong¹s first step to the moon (the object of simulacra as a<br />groundless image, as Baudlliard puts), i.e. even after the reality was<br />revealed, he still felt some inexplicable Sublime of transcendence in<br />the cosmic space. In this context, as William Gibson describes the<br />world of virtual reality through the "Neuromancer", we dream of a new<br />Sublime where Neo-Transcendental grounds exceed the Basic Reality by<br />comparing the Cyber Sublime to the transcendental Sublime of the moon.<br />Therefore, this exhibition towards the Cyber Space with dreams of the<br />Transcendence will be the journey to discover and explore the new<br />grandeur Sublime beyond the Lunar Utopia by examining phenomena and<br />potentiality of Neo-Transcendental sensibility.<br />Wonil Rhee<br />Artistic Director<br />media_city Seoul 2002<br /> <br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />Cover the realm of art, science and technology by subscribing to<br />Leonardo Electronic Almanac (LEA). Published by LEONARDO, LEA is the<br />leading monthly on-line peer-reviewed journal and web archive in its<br />field. Subscribe now for $35 per year at<br /><a rel="nofollow" href="http://mitpress2.mit.edu/e-journals/LEA/INFORMATION/subscribe.html">http://mitpress2.mit.edu/e-journals/LEA/INFORMATION/subscribe.html</a>.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 9.26.02<br />From: d-i-n-a (dina@d-i-n-a.net)<br />Subject: Barcelona *digital-is-not-analog @CCCB*<br /><br />*digital-is-not-analog @CCCB* art, surveillance, hacktivism, culture<br />jamming, construction of the present // 4 meetings<br /><br />October 4-5, November 9-10 2002<br /><br />Centro de Cultura Contemporanea Barcelona (CCCB)<br />calle Montalegre 5 - Barcelona, Spain<br /><a rel="nofollow" href="http://d-i-n-a.net/dina/cccb02.html">http://d-i-n-a.net/dina/cccb02.html</a><br /><br />+ + + + +<br /><br />Digital-is-not-analog @CCCB: a series of 4 meetings organized in<br />conjunction by d-i-n-a collective (<a rel="nofollow" href="http://d-i-n-a.net">http://d-i-n-a.net</a>) and the CCCB<br />(<a rel="nofollow" href="http://www.cccb.org">http://www.cccb.org</a>).<br /><br />The focus of the meetings is on 4 projects started in the last few<br />years, that standed out for their unexpected and provocative<br />infiltration within contemporary communication technologies and styles.<br />The four invited guests are Surveillance Camera Players (New York),<br />Ubermorgen (Wien/Sofia), Casseurs de Pub (Lyon) and Electronic<br />Disturbance Theater (New York).<br /><br />Since the mid 90s, the wide diffusion of basic digital communication<br />tools and their exploitation made new forms of creation possible within<br />the aesthetical and social innovation processes. While different<br />cultures such as social activism, visual and performance arts, radical<br />and utopic research on electronical media always shared a largely common<br />(but often unacknowledged) background, in the 90s they experimented new<br />connections on a technological basis. The result today are projects that<br />may be classified by different labels (hacktivism, tactical media,<br />culture jamming between others), but that perform a similar way of<br />acting as viral entities in the contemporary mediascape.<br /><br />Digital-is-not-analog @CCCB is meant to give the opportunity of meeting<br />some of the protagonists of that scene (some them are presenting their<br />work for the first time in Barcelona), but it also aims to be a<br />contribution in the very identification of that emerging scene.<br /><br />The 4 meetings are part of the local events program in preparation of<br />the Next5Minutes 4 festival, Amsterdam, May 2003 (<a rel="nofollow" href="http://www.n5m.org">http://www.n5m.org</a>).<br /><br />+ + + + +<br /><br />Programme<br /><br />Friday Oct 4th, 22h<br />Centro de Cultura Contemporanea - Sala Mirador<br />Bill Brown from SURVEILLANCE CAMERA PLAYERS NY<br /><a rel="nofollow" href="http://www.notbored.org/the-scp.html">http://www.notbored.org/the-scp.html</a><br /><br />Saturday Oct 5th, 22h<br />Centro de Cultura Contemporanea - Sala Mirador<br />Hans_extrem from UBERMORGEN<br /><a rel="nofollow" href="http://www.ubermorgen.com">http://www.ubermorgen.com</a><br /><br />Saturday Nov 9th, 22h<br />Centro de Cultura Contemporanea - Aula 1<br />Benjamin Brugère from CASSEURS DE PUB<br /><a rel="nofollow" href="http://www.antipub.net">http://www.antipub.net</a><br /><br />Sunday Nov 10th, 22h<br />Centro de Cultura Contemporanea - Aula 1<br />Ricardo Dominguez of ELECTRONIC DISTURBANCE THEATER<br /><a rel="nofollow" href="http://www.thing.net/~rdom">http://www.thing.net/~rdom</a><br /><br />The 4 nights will be opened by ARCHIVO BABILONIA, a video documentation<br />project about everyday media visionaries, freaks and (mis)users,<br />collected and edited by OVNI Archives, Barcelona (<a rel="nofollow" href="http://www.desorg.org">http://www.desorg.org</a>).<br /><br />+ + + + +<br /><br /><a rel="nofollow" href="http://d-i-n-a.net/dina/cccb02.html">http://d-i-n-a.net/dina/cccb02.html</a><br /><a rel="nofollow" href="mailto:dina@d-i-n-a.net">mailto:dina@d-i-n-a.net</a><br /><br />Local infos: CCCB (+34)933064100 // <a rel="nofollow" href="http://www.cccb.org">http://www.cccb.org</a><br />Press Office: Monica Muñoz <a rel="nofollow" href="mailto:mmunoz@cccb.org">mailto:mmunoz@cccb.org</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 9.24.02<br />From: ricardo dominguez (rdom@THING.net)<br />Subject: Blasting War on THING Review<br /><br />Blasting War<br />Text of a Paper Delivered at<br />Digital Terror: An International Workshop of Artists and Scholars<br />Sponsored by Ctheory Multimedia and the Rose Goldsen Lecture Series<br />Cornell University<br />September 21, 2002<br />by Patricia R. Zimmermann - 09/26/2002<br />THING.Reviews [columns]<br /><br /><a rel="nofollow" href="http://bbs.thing.net">http://bbs.thing.net</a><br /><br />I want to thank Professor Tim Murray for inviting all of us to this<br />Digital Terror Workshop. It is an honor to be among artists and scholars<br />who are, together, working to interrupt the networks, codes, and<br />representations of war and terror to imagine that in some unknowable<br />future, our work may not be necessary. It is also wonderfully reassuring<br />in these isolating, churning times to undertake this session with my<br />friend and comrade Professor Rebecca Schneider. Thank you, Tim and the<br />late Rose Goldsen, a tireless media dissident, for convening us.<br /><br />Mohsen Mahkmalbaf, one of the important lyrical film directors of the<br />Iranian new wave, published a powerful essay in Monthly Review last year<br />called The Limbs of No Body. He described the destruction of Afghanistan<br />over the last twenty years. The body of the world amputated Afghanistan.<br />In this time of digital terror, various email snooping and commercial<br />digital data mining technologies have been justified and mobilized by<br />the USA Patriot Act. The digital in this paranoid, authoritarian era is<br />being used to disembody and to disempower. Today, I want to turn this<br />around to reembody and reempower our politics, our analysis, our<br />digitality, our critical art. Therefore, we must resist any and all<br />architectures of disembodiment which remove labor from manufacturing in<br />the global economy, war from geography, privacy from security, gender<br />from race, dissent from justice. These ideas, and all of us gathered<br />here today, are limbs of one body, the phrase over the portal to the<br />United Nations.<br /><br />Our point of reference in this chaotic, endlessly morphing swirl of<br />phantasmatic nationalist discourse is quite simple: we are dead, or we<br />are alive. We must issue a call to humanity, not as some universalized<br />abstraction, but as a specific dialogic action across and with<br />difference. We must look to our humanity in and with others across the<br />globe, and find them human. And we must look to the dead, everywhere,<br />not just here, and forge connection. The people dead from AIDS in<br />sub-Saharan Africa each day equal the dead of two September 11ths. We<br />need to see, to really see, and then to see more, through a digital<br />viewing of all of the complicated, messy, invisible politics that evades<br />us. We can choose: we are limbs of no body. Or we are limbs of one body.<br /><br />More *Blasting War* on<br /><a rel="nofollow" href="http://bbs.thing.net">http://bbs.thing.net</a><br /><br />Don't Forget to Also Check Out:<br /><br />"The Pinochet Case"<br />Directed and written by Patricio Guzmán<br />First Run Icarus Films<br />110 min, 2001<br />Showing at Film Forum<br />September 11th - 24th, 2002<br />John Menick - 09/17<br />[media]<br /><br />The Pleasure of Language<br />Text and art in the Netherlands<br />Media Art Institute/Montevideo/Time Based Arts<br />Keizersgracht 264, Amsterdam<br />August 24 - September 28, 2002<br />A review<br />Josephine Bosma - 09/05<br />[art]<br /><br /><a rel="nofollow" href="http://bbs.thing.net">http://bbs.thing.net</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 9.25.02<br />From: ryan griffis (grifray@yahoo.com)<br />Subject: review, "Day Jobs"<br /><br />Review<br />³Day Jobs²<br />New Langton Arts, San Francisco, CA<br /><a rel="nofollow" href="http://www.newlangtonarts.com">http://www.newlangtonarts.com</a><br /><br />³? we live in a society that is increasingly shaped by events in<br />cyberspace, and yet cyberspace remains, for all practical purposes,<br />invisible? the most dynamic and innovative region of the modern world<br />reveals itself to us only through the anonymous middlemen of interface<br />design.² Steven Johnson (Interface Culture)<br /><br />³… if network_art_activism begins to establish stronger ties with the<br />previous generations of artists who have faced the dismantling of the<br />political in art ­ both in the North and the South ­ so that this very<br />immature form which is net.art can gain a sense of history about<br />institutional critique, in order to develop both a deeper aesthetic and<br />historical knowledge about what other artists have done before history<br />was erased by the digital hype.² Ricardo Dominguez (interview with Coco<br />Fusco, Mute Magazine)<br /><br />³Day Jobs,² the new show of networked art at San Fran¹s New Langton<br />Arts, represents the work of four web-based artists in an attempt to<br />contextualize current net.art production. This is accomplished<br />(arguably) by contrasting and comparing these artists¹ works performed<br />as employment against that done with artistic intentions. The stated<br />goal is to define net.art as a definitive genre, one closely related to<br />(dependent on?) the more overtly commercial applications of the Web. In<br />³Day Jobs,² the works are to be represented in a novel manner (sans the<br />usual art historical lineage model)- in order ³to shed light on the<br />influences and conditions in which digital media art in created.² The<br />connections established between the two different aspects of new media<br />production (art and industry), however, seem dependent on the same<br />traditional personality-based readings familiar to art history. So, what<br />we end up with is a strangely decontextualized reading of both the<br />³commercial² and ³artistic² products in question.<br /><br />The works of Maya Kalogera and Jody Zellen seem to fit the curator¹s<br />model most aptly, as their work has some of the traditional notions of<br />separation between day and night jobs. Here, we¹re presented with the<br />familiar story of the artist-craftsperson dichotomy, where the worker<br />utilizes similar skills in the pursuit of different objectives. In this<br />instance, the web designer adapts images, code, and style from one<br />endeavor to assist in the creativity of the other. The artists¹ roles as<br />both artist and craftsperson is narrated by ³Day Jobs² with a<br />biographical tone ( <a rel="nofollow" href="http://www.coyoteyip.com/bio.html">http://www.coyoteyip.com/bio.html</a> ), speaking of the<br />positive influence each part of their professional lives benefits from<br />the other. I can¹t help but see the resemblance between this<br />construction of new media workers (paint monkeys and programmers) and<br />the older vision of the creative individual amongst the otherwise<br />anonymous workforce. Bringing capitalism¹s (and the art world¹s) fetish<br />for individualism and creativity as productive byproducts of competition<br />into the digital age.<br /><br />The other two artists in the show present a more problematic instance of<br />net.workers for the exhibit, but still become consumed by the drive for<br />normalization, and in some ways assist it. Valery Grancher is<br />represented on the one hand by a project completed for UC Berkeley¹s Art<br />Museum with student participation, and on the other by a project to<br />archive lectures by Roland Barthes. Interestingly, much emphasis is<br />placed on a contract developed by Grancher to sell the Berkeley project<br />to the school. The person archiving some of Barthes work, the author of<br />Death of the Author, is credited with developing a means for net.artists<br />to be recognized as authors. Whatever the specifics are for Grancher¹s<br />contract and its relationship to ³community², this brings net.art closer<br />to previous forms of art ­ that is, more like a tradable commodity with<br />all the trappings (<br /><a rel="nofollow" href="http://www.archimuse.com/mw99/papers/rinehart/rinehart.html">http://www.archimuse.com/mw99/papers/rinehart/rinehart.html</a> ).<br /><br />Mark Tribe, the originator of Rhizome.org, is represented by that<br />project as both instances in the artist¹s professional life. Referencing<br />Joseph Beuys¹ practice of ³social sculpture,² Tribe makes the separation<br />between work, play, and politics the subject of discussion. The ³work²<br />is both the concept and execution of Rhizome as artwork and as a<br />functioning non-profit, with stakes being real for both. Not unlike<br />other versions of social sculpture, Mierle Ukeles and the Christos comes<br />to mind, the work is as much in the social network as in the tangible<br />things produced. But there are some conceptual problems here, not just<br />with Tribe¹s work, but with the concept and practice of social sculpture<br />in general, at least the dominant versions of it. The notion that an<br />artist can perform the same work done by many, while claiming notoriety<br />and novelty seems a bit patriarchal ­ the artist becomes self-conscious<br />CEO. In the least, it seems to overlook the status required for such a<br />transformation of labor into something with both symbolic and exchange<br />value. This is not to say that the practice can¹t be useful, only that<br />it raises new problems in its attempt to deal with others, and is often<br />cloaked in neo-utopian rhetoric.<br /><br />The major question I have regarding ³Day Jobs² is: ³Why make the<br />distinction between artwork and employment at all?² How new of an<br />approach can it be to separate the work done by artists based on whether<br />or not it¹s employment. How do commissions fit in, especially since more<br />and more net.artists (at least the big names) produce in such a manner.<br />And what about the growing shift in programming labor from the<br />North/West to the recolonized South/East and the art reverberating in<br />between that reality.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 9.24.02<br />From: Jonah Brucker-Cohen (jonah@coin-operated.com)<br />Subject: Report from Ars Electronica<br /><br />Report from Ars Electronica<br />Linz, Austria<br />September 7 - 12, 2002<br /><br />If you walked barefoot into the lounge at the O.K. center in Linz this<br />week, you might think you reached the beach of the future. Instead of<br />sand, millions of tiny plastic beads lined the floor of this blacklight<br />neon room with low cushions and a fleet of laptops displaying net art<br />projects. This year's Ars Electronica took the theme "Unplugged: Art as<br />the Scene of Global Conflicts" a metaphor for the state of post 9/11<br />artistic practice amid an international climate of political tension<br />surrounding globalization, terrorism, and threats of war. As it was my<br />first visit to Ars, I tried to inhale as much stimuli as possible<br />without suffering my own blue screen of death.<br /><br />The festival consisted of 8 venues scattered throughout the<br />smog-infested, small town of Linz. The museum built specifically for<br />electronic art, the Ars Electronica Center (AEC), is a fairly antiseptic<br />space, and this year hosted the "Hidden Worlds" exhibit featuring Golan<br />Levin's "Hidden Worlds of Noise and Voice." An augmented reality<br />simulation that pinpoints the location of audible sounds and through<br />display goggles renders 3D worm-like colors emanating from the source of<br />the sounds. The project gave everything from high-pitch squeals to bass<br />thumping burps a virtual counterpart. Also at AEC was Motoshio Chikamori<br />and Kyoko Kunoh's "Tools Life" an interactive installation consisting of<br />various tools (e.g., hammers, cheese graters) that launch animations in<br />the object's shadow when touched. The focus of the work was to<br />illuminate and display invisible data layers moving within physical<br />space.<br /><br />The more spacious O.K. Center hosted the honorable mentions and winners<br />in the CyberArts category, which focused on themes of simulation and<br />representation. Golden Nica winner, David Rokeby's "n-cha(n)t" asked<br />what it would sound like if a network of computers chanted in unison -<br />computers hanging from the ceiling use speech recognition technology to<br />transform visitor's vocal input into lyrics. Taking telepresence to<br />sonic heights, was Atau Tanaka and Kasper Toeplitz's "Global String," a<br />long steel cable stretching from floor to ceiling connected to another<br />cable's resonant sound frequencies over the Internet. Also inspired by<br />physical movement through spatial mapping, "Body Brush" developed by a<br />group from Hong Kong, generated a colorful 3D landscape through "Digital<br />Action Painting" where visitors could dance on the floor while their<br />movements and gestures are tracked in space. The crowd pleaser was<br />Volker Morawe and Tilmann Reiff's "PainStation", a rendition of Pong in<br />an armored cabinet where users have to place their hands on elements<br />that quickly heat up or be whipped by motorized strings if they miss the<br />ball with their paddle. In effect, the threat of physical harm provided<br />a compelling incentive to engage strangers in the game.<br /><br />The festival's defining strength seemed to be embedded in the energy and<br />rawness of the performances. Japan's 66b/cell group upstaged most of the<br />events with its epic show at the Peter Behrens Haus featuring alien-like<br />costume design, embedded LED clothing, perfect projection<br />synchronization with dance moves, techno beats, and a dancer painted in<br />gold with long spikes emanating from the tips of his fingers. Similarly,<br />"Vivisector" by Klaus Obermaier and Chris Haring featured dancers moving<br />within video projections and shifting their bodies to distort and shape<br />incoming light movements. Rounding out the live events was the<br />"Gameboyzz Orchestra Project", a collection of six on-stage<br />practitioners creating 8-bit console sounds through customized<br />sequencers connected to drum machines.<br /><br />The symposium's focus on global conflict and media representation post<br />9/11 turned into a backlash against the political motivations of the<br />exhibited art. Was the art political? Did it have a social message? If<br />so, does this quality make it more or less valuable? Of the winners,<br />Rafael-Lozanner Hemmer's full scale "Body Movies" installation addresses<br />the relational structures between urban landscapes and the people<br />inhabiting them. His project raised the questions: "What is a city<br />today? When does it begin an when does it end?" The answer seems to be<br />based more on psychology than physical boundaries since everyone who<br />answered seemed to have a different opinion. In Net Vision, RSG's<br />Carnivore project looked at the political junction of art and government<br />surveillance and how public networks can be manifested through artistic<br />output with real-world input. Also looking at public space was It's<br />Alive's mobile phone, location-based, pervasive game "Bot-Fighters,"<br />which tracks the relative position of people through a city, and engages<br />them in a combat simulation as a robot avatar. Basing game play on fears<br />of surveillance and tracking, the project transforms public space into a<br />recreational arena similar to earlier, localized games like Laser-Tag.<br /><br />Ars Electronica, billed as the decisive festival for digital creativity,<br />remains an important milestone for artists working in this realm.<br />Despite its ambition to be a global leader in the recognition of digital<br />arts, Ars seems still receptive to having artists develop its identity.<br />Whether it's sifting through packets of people's email in the<br />Brucknerhaus with Carnivore or relaying spliced audio and data clips<br />throughout the city with the Radiotopia project, there's a major attempt<br />to use the existing infrastructure of the city and its inhabitants for<br />creative realization. In the digital domain, the aesthetic pressures of<br />the professional art world are present but less obtrusive. There's still<br />no Michelangelo of digital art and that's a good thing. It might be<br />because the promise of artistic perfection is only upstaged by the<br />realization that failure is more interesting.<br /><br />~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br />Jonah Brucker-Cohen | Sugar House Lane<br />Research Fellow | Bellevue<br />Media Lab Europe | Dublin 8, Ireland<br />~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br />(w) +353 1 4742853 (m) +353 1 087 7990004<br />~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br /><a rel="nofollow" href="http://www.coin-operated.com">http://www.coin-operated.com</a><br /><a rel="nofollow" href="http://www.coin-operated.com/projects">http://www.coin-operated.com/projects</a><br />~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization. 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