RHIZOME DIGEST: 10.03.03

<br />RHIZOME DIGEST: October 3, 2003<br /><br />Content:<br /><br />+announcement+ <br />1. Jens Heitjohann: Fire the FAX and join in redirected #1 : PING - part<br />of the plateaux-Festival/ Mousonturm/ Germany<br />2. Peter Ride: Symposium: Time, Space and the Artist's document<br /><br />+opportunity+<br />3. Susan Sakash: A Call to Collaborate - Public Art Project<br /><br />+comment+<br />4. Claude Hidber: SWAMP in Zurich<br />5. Darko Fritz: Media Art in Croatia @ culturenet.hr<br />6. Metaphorz: Art Software<br /><br />+feature+<br />7. Shirley Shor, Andreas Broeckmann, Pall Thayer: Rhizome – Software<br />Art Installation<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 9.29.03<br />From: Jens Heitjohann (heitjohann@web.de)<br />Subject: Fire the FAX and join in redirected #1 : PING - part of the<br />plateaux-Festival/ Mousonturm/ Germany<br /><br />www.redirected-series.net<br /><br />redirected #1 : PING is part of a series of projects which explore the<br />feedback of events and the structure of the web in real space.<br /><br />redirected #1 : PING provides a forum in which four essential<br />web-related subjects - feeding, fucking, fighting and fleeing - are to<br />be dealt with.<br /><br />Everybody is invited to participate and enrich the project.<br /><br />The results will become part of a performance presented at the<br />plateaux-festival [Mousonturm, Frankfurt M./ Germany], 23rd - 26th of<br />October.<br /><br />In this performance four virtual figures (avatars) shall acquire their<br />own experiences and their own tongue. Starting point will be a chat in<br />which the avatars deal with the prepared subjects in communication with<br />virtual visitors. We call everybody to send us their imaginations of the<br />avatars by email, FTP, postally or bring it in personally from 23rd -<br />26th of October. The submissions will be arranged in the avatar's plots<br />according to your instruction. The development of the avatar's habitats<br />will be observable on the site via Webcams or on-site in Frankfurt.<br /><br />Please be so kind to forward this email to everybody you know and link<br />our site if possible.<br /><br />Please excuse any cross-posting.<br /><br />Jentzsch/ Heitjohann/ Popp<br />www.redirected-series.net<br />c/o K&#xFC;nstlerhaus Mousonturm<br />Waldschmidtstr. 4 <br />60316 Frankfurt am Main<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 10.01.03<br />From: Peter Ride (peter@da2.org.uk):<br />Subject: Symposium: Time, Space and the Artist's document<br /><br />The Centre for Arts Research Technology and Education (CARTE) &amp; DA2<br />presents:<br /><br />TIME, SPACE AND THE ARTIST'S DOCUMENT<br />Exploring the interplay of physics, art and philosophy<br /><br />Saturday 1 Nov 10am - 5.00pm<br /><br />The symposium addresses how time and space are investigated and<br />represented by artists and scientists in creative work. Presenters will<br />address physics, art, philosophy, film-making and curatorial practices.<br /><br />Janna Levin: Keynote<br />Acclaimed physicist with an international reputation for her work on<br />cosmology, black holes and chaos and author of 'How the Universe got its<br />Spots'. Now investigating art as Scientist-in-Residence at the Ruskin<br />School of Drawing and Fine Art, University of Oxford.<br /><br />Grace Weir: A fine line<br />Artist whose work addresses Einstein's theories relating to time and<br />space. Weir's video installations were included in the Venice Biennale<br />2001 and she currently has a major solo exhibition at Cornerhouse,<br />Manchester. Based in Dublin.<br /><br />Robyn Ferrell: Time and its relationships, sensation and dreamtime<br />Philosopher, University of Tasmania. Ferrell's research considers the<br />connection between technology, feminist theory and the visual arts.<br />Author of 'Genres of Philosophy' and 'Passion In Theory'.<br /><br />Francis McKee <br />Writer and curator of new media at CCA Glasgow. McKee discusses<br />strategies of film and video artists to represent, and play with time<br />and how the installation of exhibitions can also question our<br />perceptions of time and space.<br /><br />Rebecca Cummins: Where is noon?<br />Artist, University of Washington. Cummins' work features series of<br />sundials as public art pieces, made in collaboration with an<br />astrophysicist, and reflects on the photographic measurement of time.<br /><br />Tony White &amp; Ken McMullen: Pioneers in art and science<br />Previewing a new documentary 'Art, Poetry and Particle Physics' that<br />features John Berger and world-leading particle-physicists from CERN,<br />Geneva. The project explores how a film-maker might create an<br />observational position on the subject through form and content. Film<br />produced by Arts Council England.<br /><br />Ray d'Inverno: Closing notes<br />Mathematician, University of Southampton, and esteemed jazz pianist and<br />composer. d'Inverno is author of 'Introducing Einstein's Relativity' and<br />his main research is into numerical relativity.<br /><br />Convenors: Peter Ride and Jane Prophet<br /><br />The symposium coincides with a UK tour of 'Grace Weir: A Fine Line' by<br />Cornerhouse, Manchester and is co-ordinated with the Interdisciplinary<br />Arts Department, Arts Council England.<br /><br />Venue: Old Cinema, University of Westminster, 309 Regent St, London.<br /><br />Costs: Price per individual-40, concessions-25, institutions-80<br />(lunch is provided)<br /><br />Booking: If you would like to attend see <a rel="nofollow" href="http://www.carte.org.uk">http://www.carte.org.uk</a><br />(online booking form)<br /><br />or contact S.Barker02@wmin.ac.uk or tel 020 79115000 ext 2675<br /><br />– <br /><br />– <br /><br />********************************************************************<br /><br />Peter Ride <br />Co-Director &amp; Senior Research Fellow<br />CARTE - Centre for Arts Research Technology and Education<br />University of Westminster<br />70 Great Portland Street, London, W1W 7NQ<br /><br />020 79115000 x 2637<br /><br />P.E.Ride@wmin.ac.uk or peter@da2.org.uk<br /><br />supported by the Qunitin Hogg Trust<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 9.28.03<br />From: Susan Sakash (nasus2391@yahoo.com)<br />Subject: A Call to Collaborate - Public Art Project<br /><br />WANDERING ROCKS, REVOLVING DOORS<br /><br />In search of artists of all ilks (visual, sound, video, dance,<br />performance, word-based, psychogeographical) for a collaborative project<br />based on the Wandering Rocks episode of James Joyce's Ulysses. Project<br />to be implanted throughout the streets of Dublin, Ireland as part of the<br />ReJoyce events in June of 2004. Intent is to gather artists from as many<br />different urban locations as possible. In particular, looking for<br />artists (natives or transplants) living in cities outside the US and<br />Ireland.<br /><br />Beforehand knowledge of Ulysses not as important as a willingness to<br />engage creatively with your environs and fellow citizens.<br /><br />For further information, please visit:<br /><br /><a rel="nofollow" href="http://wanderingrocksrevolvingdoors.blogspot.com/">http://wanderingrocksrevolvingdoors.blogspot.com/</a><br /><br />Any additional questions, please feel free to send an email.<br />Many thanks.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 10.02.03<br />From: Claude Hidber (claude.hidber@co-lab.ch)<br />Subject: SWAMP in Zurich<br /><br />SWAMP-Interactive Wellness Park, Zurich, 25th to 27th of Sept., 2003<br /><br />To use a former Yoghurt factory as a venue for a small but impressive<br />interaction design event seems not too inappropriate considering that it<br />took place in the land where cows still happily roam on green pastures<br />amidst overwhelming landscapes. On top, to call it SWAMP-Interactive<br />Wellness Park is another indication that the Swiss besides stashing<br />other people?s money and perfecting time measurement have taken on a lot<br />from their neighbours to the south and to the west in terms of enjoying<br />the nice things in life. The little festival took place in the<br />&#xBD;Dachkantine?, a new club with original 60/70ies interior on the top of<br />the former Toni Yoghurt Factory in Zurich, Switzerland. The organizers,<br />a group called Co-lab (<a rel="nofollow" href="http://www.co-lab.ch">http://www.co-lab.ch</a>), describe themselves on<br />their website as follows:<br /><br />&#xBD;The eight members of co-Lab have their professional background in a<br />wide range of professional activities such as electronic engineering,<br />architecture, fashion design, sociology, light design, design of<br />interactive environments, public relations and photography.? Accordingly<br />SWAMP was an all-round event, both highly informative and entertaining.<br /><br />In the centre of SWAMP some high class installations: Fur<br />(<a rel="nofollow" href="http://www.fursr.com">http://www.fursr.com</a> (<a rel="nofollow" href="http://www.fursr.com/">http://www.fursr.com/</a>) from Cologne had sent<br />their infamous Painstation (<a rel="nofollow" href="http://www.painstation.de/">http://www.painstation.de/</a>) to enhance the<br />wellness of the visitors. Two players oppose each other in good old<br />Arcade game style, between them the monitor and S? the pain. While Pong<br />does not seem to be the most exciting game in the world nowadays, it<br />becomes quite thrilling if your left hand is placed on a panel that<br />induces increasing electric shocks once you miss the ball. Quite often<br />you could see the players disappear towards the bathroom in order to<br />cool their blisters with cold water (The author himself proved to be a<br />chicken and did not involve physically but was highly impressed by the<br />tenacity of some players).<br /><br />The most impressive piece for me though was Instant City by Anyaffair<br />(contact: anyaffair@freesurf.ch). Sybille Hauert, Daniel Reichmuth and<br />Volker B&#xF6;hm have produced a very poetic &#xBD;electronic music building and<br />gaming automat?. Imagine you stand in front of a square board together<br />with three other players on each side of it. The board is divided into<br />small translucent squares just like a chessboard but all white. A<br />spotlight illuminates the field. Each player has around 30 bricks neatly<br />strung in front of him, all in the same white translucent material. The<br />game starts: The players begin to place bricks onto the board. There are<br />no rules or guidelines. With the first stone spherical sound patterns<br />start to emerge, ever changing with every new brick. The players involve<br />into mutual compositions of high complexity and individuality. Those are<br />reflected beautifully in the three-dimensional constructions on the<br />board, evoking the skyline of a city. Technically this is made possible<br />by light sensors underneath the board detecting the changes in the light<br />intensity from above. Therefore even piling up stones will lead to<br />different sound patterns. The basic sounds were produced by seven<br />different composers and before a new game the player or players would<br />chose one of the composers represented in form of a master brick.<br /><br />Lic Lac, the &#xBD;Light-information-Cube? by Claude Hidber, Moritz Schmid,<br />Christion Schoch and Valentin Spiess was especially appreciated by the<br />visitors of the two club nights on Friday and Saturday. Lic Lac is an<br />illuminated, translucent cube about 1.5m to 1.5m to 3m with a stripe of<br />LED lights running around it. Anyone could send an SMS that would<br />immediately shine up and run around the cube. The slowly changing color<br />of the cube itself outside on the roof-deck was a very atmospheric<br />experience at night (<a rel="nofollow" href="http://www.co-lab.ch/seiten/a1_projects.html">http://www.co-lab.ch/seiten/a1_projects.html</a>).<br /><br />The other six or seven installations also had their special qualities.<br />E.g. the works of Mobiles Kino (<a rel="nofollow" href="http://www.mobileskino.ch/">http://www.mobileskino.ch/</a>): &#xBD;Game<br />Arcade, Interactive Super 8 Slots? are analogue video games, all of them<br />based on Super 8 technology. Sound weird, but yes, it is possible: One<br />of the installations was an ego-shooter. A super 8 camera hidden under a<br />cardboard cladding that was designed in a retro console style. It was<br />projecting the classical Alien Attack symbols onto a wall. With the<br />pistol connected to the projector one could &#xBD;shoot? those symbols. The<br />pull of the trigger would stop the projector while the heat of the<br />projector lamp would physically destroy the image in front of the<br />player?s eyes-A beautiful and poetic work.<br /><br />One of the biggest names around was John Klima from New York.<br />(<a rel="nofollow" href="http://www.cityarts.com/lmno/">http://www.cityarts.com/lmno/</a>) showing some work in progress from his<br />newest piece &quot;Earth discrete terrains /terrain machine?. What he showed<br />though was too raw still to give more than a conceptual idea of the<br />final work. Nevertheless his presence was fully justified and<br />appreciated with the two hands-on workshops he was offering. In a few<br />hours he showed us how to build a simple light sensor and how to connect<br />it to the keyboard. The table slowly turned into a big mess of wires,<br />cables, transistors soldering irons etcS? It felt like a mix of high-tec<br />kindergarten and the mad professor?s laboratory. Finally I had my share<br />of pain whilst grabbing the soldering iron the wrong way round.<br /><br />Outside on the roof-deck the stars of the Swiss new media art scene had<br />put up their branded containers, event though Agent Marcos from etoy<br />(<a rel="nofollow" href="http://www.etoy.com/">http://www.etoy.com/</a>) would heavily reject both: the ideas of stardom<br />and art in relation to their activities, as well as being a Swiss<br />organization. Etoy was collecting DNA samples for a new project:<br />&#xBD;etoy.BIOTECH offers 20 etoy.SHARES (value: more than 200 USD) to each<br />donator who provides a sample of endogenous material (organic<br />body-fluid: blood, sperm or saliva) for the production of an absolutely<br />unique artwork: the etoy.DNA-PORTRAIT - processed at etoy.TANK-PLANT2..?<br /><br />But what made this event really work was that all this technology driven<br />art had its counterpoint in the e-free zone. Whoever entered into this<br />room had to leave his Mobile, PDA, laptop, etcS? behind. During the<br />round table discussions that took place the participants had to scribble<br />their notes on the paper tablecloth, which was later used as part of the<br />documentation. The mobiles, with a Velcro fastener stuck to the back,<br />were displayed in a glass showcase in the gangway. Once in a while one<br />could hear them whine for their masters from afar.<br /><br />One of the mentioned discussions was about virtual intimacy. It turned<br />out that both virtuality and intimacy are very ambiguous concepts: can<br />one be intimate with a machine or only in relationship to another human<br />being? Can one even be intimate with oneself? On the other hand the term<br />virtuality seemed well described with the notion of reality or ideas<br />mediated by a computer. In a technical sense yes, but philosophically<br />spoken, imagination can be seen as the basis of virtuality. Imagination<br />plays a central role in all human communication, be it just simple talk<br />or sexuality. The question then arises whether it needs mediation by<br />machines to produce virtuality. Unfortunately we weren?t able to solve<br />that one.<br /><br />The next day the discussion, led by Samuel Herzog, feature journalist of<br />the Neue Zuricher Zeitung (NZZ), centered around Daniel Diemers<br />Virtuelle Triade. Diemers, (daniel.diemers@co-lab.ch) who was present at<br />the event, wrote a book and a relating manifesto in 2002 to start a<br />discussion about the social impacts of new technologies and technology<br />driven concepts such as virtuality, cyborgism and bionics. Among his<br />several claims there are such as &#xBD;For a free and voluntary access to<br />virtuality,? &#xBD;For the introduction of a voluntarily protection age with<br />immersive virtual 3D-worlds?, &#xBD;For a life without life-augmenting<br />implants?, etcS? The discussion was highly controversial and far from<br />complete after four hours. To get into detail would be never-ending but<br />as one participant said: It was amazing to see how much western society<br />has changed in the recent years and how quickly acceptance for those<br />technologies, e.g. mobiles, virtual worlds, implants, etcS? has risen.<br />The same topics would have been discussed totally different and much<br />more emotionally only a few years ago.<br /><br />But the e-free zone was not only a place for discussion: the marvelous<br />opening dinner was served there and the second night had a<br />reading/percussion performance. In the event-free times one could give<br />oneself over to a shiatsu massage.<br /><br />Even though art/design festivals and conferences seem to spread like a<br />disease, SWAMP was different: small, intimate but nevertheless with a<br />high quality program. The attendance though was slightly below the<br />expectations. One can hope that this does not keep Co-lab from repeating<br />it.<br />– <br />[ redgreenblue.design<br />[ Axel Vogelsang <br />[ <br />[ <a rel="nofollow" href="http://www.rgb.de">http://www.rgb.de</a><br />[ E-mail: axel@rgb.de<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 9.29.03<br />From: Darko Fritz (fritz.d@chello.nl)<br />Subject: Media Art in Croatia @ culturenet.hr<br /><br />Media Art in Croatia<br />written and edited by Darko Fritz<br /><br /><a rel="nofollow" href="http://www.culturenet.hr/v1/english/panorama.asp?id=39">http://www.culturenet.hr/v1/english/panorama.asp?id=39</a><br /><br />First survey and attempt at defining the term Media art in Croatia in<br />its historical context and setting up a relevant database. Media Art in<br />Croatia is part of the culturenet.hr web portal to Croatian art and<br />culture.<br /><br />. A brief overview of media art in Croatia (since 1960s)<br />. Institutions, events, databases<br />. Publications [magazines, TV, books, mailing lists and on-line texts;<br />Bibliography of the Croatian video art]<br /><br />Databases: <br /><br />Craotian cultural institutions &amp; subjects / media art:<br /><a rel="nofollow" href="http://www.culturenet.hr/v1/english/">http://www.culturenet.hr/v1/english/</a><br />catalogue_search_results.asp?lang=Eng&amp;podrucje=8<br /><br />festivals and other regular events / media art:<br /><a rel="nofollow" href="http://www.culturenet.hr/v1/english/category.asp?cat=4">http://www.culturenet.hr/v1/english/category.asp?cat=4</a><br /><br />info servis [recent events, updated daily, in Croatian only]<br />use pop-up menu 'po kategorijama' &gt; novi mediji + press button<br />'listaj' <a rel="nofollow" href="http://www.culturenet.hr/v1/novo/infoservis/">http://www.culturenet.hr/v1/novo/infoservis/</a><br />———————<br /><br />A brief overview of media art in Croatia (since 1960s)<br /><br />Between 1961 and 1973, the Gallery of Contemporary Art (now the Museum<br />of Contemporary Art) organized five international exhibitions entitled<br />New Tendencies. The first New Tendencies exhibition was organized on the<br />initiative of the art historians Matko Mestrovic, Radoslav Putar, Bozo<br />Bek and Boris Kelemen, and the artists Ivan Picelj and Almir Mavignier.<br />The New Tendencies strived at a synthesis of different forms of the arts<br />of the 1960s and 1970s. In the beginning, the movement characterized<br />broad issues but later the exhibitions veered towards<br />neo-constructivism, lumino-kinetic objects (mostly mechanically made,<br />often under group authorship) and finally computer art and conceptual<br />art. The first exhibition (1961) - apart from the participants such as<br />Almir Mavignier, Zero Group (Oto Peine, Hienz Mack) and Azimuth Group<br />(Enrico Castellani, Piero Manzoni) - contained works that were bent<br />mostly on a system research (Francois Morellet, Karl Gerstner) and<br />optical research of the surface and the structure of objects (Marc<br />Adrian, Julio Le Park, Gunther Uecker, Gruppo N - Biasi, Massironi,<br />Chiggio, Costa, Landi). The origins of the preprogrammed and kinetic art<br />whose characteristic language would mark New Tendencies as a movement as<br />early as their following exhibition (1963) had also been noted. The<br />demands for the scientification of art favored experimenting with new<br />technical media as a means of researching the visual perception based on<br />the Gestalt theory. The third exhibition of New Tendencies (1965) probed<br />the relationship between cybernetics and art and a symposium on the same<br />topic preceded the exhibition. Vjenceslav Richter, Aleksandar Srnec and<br />Ivan Picelj exhibited lumino-kinetic objects. The fourth exhibition<br />(1968/69) was dominated by the information theory and encompassed an<br />international conference entitled Kompjuteri i vizualna istrazivanja.<br />The same year, the Gallery of Contemporary Art started the Bit<br />international magazine. I have to mention the computer light<br />installation by Vladimir Bonacic DIN.21 as a paradigm for media art<br />coming from the sphere of science. The work was installed in 1968 on the<br />facade of the NAMA department store in Zagreb and was intended as a<br />permanent exhibit. In 1968, Vladimir Bonacic and Ivan Picelj realized<br />T4, an electronic (and computer programmed) object. Beside the<br />computerized visual research section, a conceptual art section was also<br />included in Tendencies 5 (1973). Vilko Ziljak exhibited ASCCI<br />photographs, i.e. digital printouts. Tomislav Mikulic, working for the<br />television where he made intentional computer animation and television<br />graphics, created an artistic computer movie 1973. In the early stages<br />of the development of media art since the 1960s, we note two, at the<br />time irreconcilable sources: modernist (supporting the idea of progress<br />and science) and the anarchistic-individual approach of conceptual art<br />(building on the achievements of the student movements from the 1960s).<br />Conceptual art and computer art were prominently marked on the<br />Tendencies 5 exhibition poster. Matko Mestrovic was the main theorist of<br />New Tendencies as a movement who tackled the problem of the relationship<br />between art and society demanding the socialization of arts, abolishing<br />the unique significance of a work of art and equaling art and science.<br />See more on Tendencies under Institutions, data bases, and the on-line<br />catalogue of a collection of works of early computer art by MSU<br />exhibited as part of the I am Still Alive project (2000).<br /><br />Taking a point of view diametrally opposed to the scientification of<br />art, we can consider part of the conceptual art practice from the 1970s<br />and 80s as part of media art. Numerous works of the media-aware<br />conceptual art were made in the 1970s, such as a series of exhibitions<br />with posters as sole exhibits by Goran Trbuljak (1971-1981) and<br />performances of listening to the radio, watching TV, reading newspapers<br />and talking on the phone by Tomislav Gotovac (1980-1981). Free<br />experiments with mixed media were part and parcel of the poetry of the<br />so-called Group of six authors who mixed media such as photography,<br />film, and photocopy in the form of visual art, art books and (street)<br />performance. The following input came to media art from the film milieu.<br />In addition to his primary interest in working with experimental film,<br />Ivan Ladislav Galeta created numerous photo and video works,<br />installations, and multimedia performances. Tomislav Gotovac made<br />gallery and out-of-gallery performances and photo collages inspired by<br />movies. Vladimir Petek set up in 1971 the FAVIT art association (film<br />-audiovisual research - television) and created a series of multimedia<br />works with a number of collaborators, mostly multivision (multi-channel<br />video, film and slide projections), and realized ten computer movies<br />with Tomislav Mikulic in 1976.<br /><br />Video art is the only form of media art dating back to 1971 and having a<br />production that has reached critical mass. Sanja Ivekovic and Dalibor<br />Martinis, both pioneers of Croatian video art, create jointly and<br />individually a series of video works and installations and, as their<br />personal preference, represent a duality of interests of media art from<br />the position of conceptual artists. Martinis is preoccupied with media<br />itself and its physical and semiotic possibilities and creates a series<br />of video installations (video installations at table in The Supper at<br />last, 1993, video installation in a form of a well filled with water<br />Circles Between Surfaces, 1996), interactive digital video installations<br />(Coma, 1997) and hybrid works in electronic media (Observatorium 1/2/3<br />exhibitions, 1997-98). On the other hand, Sanja Ivekovic moderates<br />social (feminist) activity through art by setting up an association of<br />women, Electra. She performs numerous video works and installations (In<br />the Frozen Images video work, the image is projected on the ice and in<br />the Travel Until the End of Thought work from 1994 the computer directs<br />the video projection of body parts in stellar movement). She creates<br />works in other media, too. Project Gen XX is a series of works published<br />in the form of advertisements in print media in 1997 and 1998. The<br />photographic reproductions show portraits of female top models and the<br />name underneath (in the graphic form of logo) comes with a brief<br />biography mentioned in connection to a heroine assassinated for her<br />political activities in the anti-fascist struggle in WWII.<br /><br />In the late 1980s, the Nova Evropa (NEP, founded by Dejan Krsic) group,<br />Studio imitacija zivota (SIZ; Darko Fritz and Zeljko Serdarevic),<br />Grainer and Kropilak and the Katedrala project displayed artistic<br />activity carried out under a collective authorship (in the Katedrala<br />project a computer programmer has been included as a full-fledged<br />author). The above-mentioned used the media as their basic material<br />(reproductive, electronic, digital and mass media) and inaugurated<br />sampling/cut-up/quotation/recycling as an expression without specific<br />stylistic characteristics, i.e. the rejection of the idea about the<br />original. The medium of photocopy in the pre-Photoshop aesthetics of the<br />1980s (in the wake of experiences of copy art of the 1970s) was the<br />prime graphic tool. In the case of SIZ and NEP more indicative were<br />their media projects than the produced objects. NEP inaugurated a new<br />understanding of equaling politics and art, not just by &#xBD;borrowing? from<br />political rhetoric but also by using it on an equal footing, in the<br />spirit of post-modernist theories. In 1988, SIZ thrice opened an<br />exhibition (of graphics) using three manners of opening: live broadcast<br />over the radio, by a spoken word of an art historian, and by textual<br />print-outs of interviews. In 1990, SIZ stopped working after having<br />completed a three-year production and distribution (corporative) plan.<br />The Katedrala project (Bakal, Fritz, Juzbasic, Marusic, Premec; 1988)<br />took place on the anniversary of death of Andy Warhol and called for a<br />transformation of image to sound of a Mussorgsky composition and the<br />sound into a space performance of Kandinsky. It was a space generated by<br />a computer using joint sound, light, and video elements set in motion<br />through the movement of the audience and the signals of an EEC connected<br />to the performer, Joska Lesaj, the opera signer.<br /><br />A witty subversive action Zagreb Virus 1990, whose author was Svebor<br />Kranjc, took place at the 22nd Youth Salon exhibition (1990). Having<br />sent a great number of (quasi)artistic products of various styles and<br />under assumed names, the jury &#xBD;missed on? a certain number of works. At<br />the opening itself, the author personally distributed his catalogue in<br />which he explained how a &#xBD;virus that the body (jury) failed to<br />recognize? entered thereby demystifying a part of authorship of the<br />exhibits and leaving the other part undiscovered referencing the<br />strategy of computer viruses. Kranjc had earlier on carried out a series<br />of TV viruses (1989) where he had infiltrated the mainstream TV program<br />by a system of simulacra as an art terrorist. He was a representative of<br />the Image Liberation Organization. These strategies of simulation were<br />characteristic of the conceptual art of the 1980s and were later often<br />used in net art that could easily simulate a system of corporative<br />representation.<br /><br />The interactive character in its primary form is present in every video<br />installation involving a closed circuit system and a live video link.<br />Similar works originated in the 1970s but enhanced the probing of the<br />medium in the 1990s. In the above-mentioned Katedrala project, three<br />rooms were connected by sound and video closed circuit. Simon Bogojevic<br />Narath in his untitled work (Landscapes, 1991) set up a video link by<br />using a small mirror that optically distorted the electronic image.<br />Kristina Leko created a series of video link works with religious<br />content, using wireless transmission across greater distances and<br />employing to the fullest this technology for conceptual games with<br />dislocation (Flowers, 1997, Veduta, Kamenita vrata, 1998). At the 1998<br />Zagreb Salon, Sandro Djukic set up a closed-circuit system with delay.<br />Darko Fritz in his work on the End of The Message project used security<br />video systems as a specific form of closed circuit (at the Obsessions<br />exhibitions: From Wunderkamer to Cyberspace, 1995, and at Privredna<br />Bank, T.EST, 1997). In collaboration with Ademir Arapovic, he has<br />performed since 1998 a series of work space=space in which, using closed<br />circuit only, they have extended architecture with the use of media.<br />Andreja Kuluncic in her work Man Constructor (1996) used motion<br />detectors as well as slide and sound detectors. In 1998, Sandra Sterle<br />and Slobodan Jokic (Dan Oki) set up a complex interactive video<br />installation To Forget to Remember and to Know on the subject of<br />digitalized video image that changed according to the sound quality of<br />the spoken text. The installation was created in an Amsterdam school for<br />learning Dutch for Adults. Together they created an interactive internet<br />work called Interstory (2001) where the participant was given the<br />opportunity to work on partially pre-programmed film scripts. Sandra<br />Sterle created a series of works, Round Around (1998), in the media of<br />photography, linear video, and interactive CD-ROM. During a project<br />called Go Home that lasted several months (in collaboration with Danica<br />Dakic, 2001) she organized in New York a series of web cast dinners with<br />guests and an Internet diary.<br /><br />Since 1997, Ivo Dekovic has been organizing summer workshops and<br />directed a sub-art gallery underwater at Razanj. A web site contains a<br />continual video signal showing the submerged gallery.<br /><br />In the numerous one-channel video works by Narath, Vladislav Knezevic<br />and Igor Kuduz, a new reality in the specific phenomenon of the video<br />medium has been set up by a virtuoso use of digital effects in<br />combination with model making. The setting up of a parallel media<br />reality is a topic of an imaginary journey in a project that spanned<br />several years called Putovanje oko svijeta, which Sandro Djukic created<br />in photo and video media. Ivan Marusic Klif created a series of<br />interactive mechanized automata with picturesque figurative scenes in<br />the ambiance of TV monitors that inverted the expectations of the<br />electronic image. Klif also created computer-directed sound and space<br />installations by specifically combining high and low-tech (the<br />exhibition in the tunnel in 1995), a complex interactive manipulation of<br />live video image (closed circuit), and by himself programming software<br />for his own needs (the exhibition at Klovicevi dvori in 2000). Davor<br />Antolic Antas created a series of works by setting up a line of<br />electronically programmed neon lights in the architectural structures<br />(Neon, 1998-2001). Magdalena Pederin performed interactive light<br />installations that reacted to ambient sound. One of them, a composition<br />of several meters made up of LED diodes, was also the (inter)active<br />stage production of the Oko cuje, uho vidi performance (Marusic, Kuhta,<br />Rascic, 1997-1999). The sensors on the body of the performers set in<br />motion sound, video and light interactions. The Lights from Zagreb<br />exhibition at the De Parel gallery in Amsterdam presented light works by<br />Marusic, Pederin and Antolic 2001.<br /><br />Ivona Kocica and Kristina Babic have been working on the manipulation of<br />the electronically generated and digital photography since 1994. Darko<br />Fritz has explored different aspects of media art - as part of group<br />projects such as SIZ, Katedrala and Balkania and various network art<br />projects, as well as independently by staging fax actions (since 1991,<br />Hype), digital photography (since 1990, La Strategia del regno), the<br />laser installation Measure for Measure, 1992, the first attempt at<br />webcast in 1994 (Keep the Frequency Clear) while one of the eight stages<br />of the End of the Message project that spanned several years (1995-2000)<br />has been on the internet since 1996. As part of the project, the End of<br />Message (Archives live!) sound and video work takes place simultaneously<br />in a gallery and over the radio (1996). Expert input was involved in the<br />Theater Time project (1995) through the participation of theorists and<br />critics in a TV program (that ran parallel to the event in the gallery<br />and the movie theater). Since 2001, p.sound (remix), an open sound<br />network piece has been taking place on the internet. A sound piece by<br />Rino Efendic with taped sex phone conversations from 1998 inspired his<br />colleagues from Split, the artist Petar Grimani and the curator and<br />theorist Ana Peraica, to include sound pieces at the 21st Springtime<br />event in 1998. Twenty-four authors created a series of sound<br />performances and installations in a public space entitled ArtAKUSTIKA<br />and the Technology of Sounded Space web project, presented at the Lada<br />98 exhibition (Rimini, 1998) that included a live audio stream. Ivan<br />Marusic Klif created a series of sound performances in which he used<br />various analogue and digital recordings and sound processors, as well as<br />text-to-speech programs (Planet majmuna, 1997, Komunisticki Manifesto,<br />2000). In the Speaker System project by Kristina Leko, apart from<br />various actions and public installations, a part of the project was<br />performed on radio air (the 3rd channel of HRT, 1994). The Kad razmjena<br />tezi maksimumu tad priljeze nuli work (1998) was comprised of remixes of<br />intimate nature from his answering machine. In collaboration with Darko<br />Fritz she created a piece called Kristina Leko, Darko Fritz and Nina<br />Simone, a documentary recording of the exchange of the phone address<br />books which was also an overview of their social and professional<br />network. As part of the Big Torino exhibition (1999), Tomo Savic Gecan<br />published an ad in the local newspapers with the date of the opening and<br />the phone number of the gallery. The visitors could take turns answering<br />the phone displayed in the gallery. Ivan Ladislav Galeta created a<br />series of sound projects (Speed Up, 1977, Forwards-Backwards: Voice,<br />1977, Forwards-Backwards: Guitar, 1977, Minutenwalzer, 1978, Piano,<br />1979, Obrnuti Glas, 1985)<br /><br />Zvonimir Bakotin has created a series of web projects since the very<br />beginning of the web. Examples of pioneering net.art work are<br />Transnavigation and Fresh - shaped for the participation in the Refresh<br />project, 1996, one of the first network art works on the internet. In<br />1996 he was awarded the first price for an experimental model of a 3D<br />interface for the de DAM (De Digitale Stad Amsterdam). In 1997, he<br />created a 3D project for the De Waag Society of the New and Old Media in<br />Amsterdam. Between 1996 and 1998, he created a 3D model of the<br />Diocletian Palace that underwent an extensive testing on the Digitale<br />Stata network. The Diocletian Palace is still a work in progress and the<br />project will be put on the internet in due time. Merzbau 3D is a joint<br />project with the Van Gogh television (VGTV) for the Sprengel Museum<br />Hannover from 1999, a 3D interactive (VRML) model. A member of the<br />VRML-ART board, Helena Bulaja called the visual artist, Petar Grimani to<br />join in an internet project descriptively entitled Freedom in the City<br />or just illusion… 1/2OokS?.WWWSCULPTURES?.introducing real space to<br />cyberspace and vice versa - METAPHORS, performed at the 1996 Youth<br />Salon. The newly designed portal incorporates in the work a simultaneous<br />and multiple choice of web works of other on-line authors, created in<br />the then new frames on the browser (Netscape Navigator 2.0). The project<br />was first shown in the Art Electronic web gallery in 1997. The next<br />project that continues the idea - Freedom in the City of just Illusion -<br />Urban Alphabet) also included the architect Vlatka Turniski and was<br />first shown at the Zagreb Salon (architecture, 1997). The project used a<br />new form of Netscape (3.0) and attempted at a fusion of about 50 web<br />cameras from different cities. The project succeeded in exploiting the<br />sending but not the receiving of the web cast. The interesting point of<br />the architecture of this work is in the use of the web user that set in<br />motion a web cast in the gallery without consciously controlling the<br />action.<br /><br />In a series of his work, Tomo Savic Gecan used (that a group of people<br />had conceived) new communication tools in order to make almost<br />imperceptible alterations in space. The web users (by web cast)<br />unpredictably set in motion (only a few millimeters) an architectonic<br />element at the SKUC gallery in Ljubljana (1999). The sensorially<br />detected presence of the visitors of the Begane Grond gallery in Utrecht<br />briefly interrupted an escalator in the Kaptol shopping center in Zagreb<br />(2001). In his next work, the sensors in a gallery in Los Angeles turned<br />on and off the lights in the flat of the artist in Amsterdam (2002).<br />Andrea Kuluncic has created a series of internet works since 1997.<br />Closed reality: Embryo is an interdisciplinary web work that actively<br />incited internet users to think out and participate in the discussion<br />about the creation of new life. In 2002, with a group internet work<br />called Distribucija pravde, she participated at the Big Torino and<br />Documenta 11 exhibitions. After her postgraduate studies in interactive<br />multimedia (1996-1997), Maja Kuzmanovic took residence in the<br />Netherlands and Belgium. She created a great number of media work: web<br />sites since 1996, CD-ROMs since 1995, performance, installation, video,<br />hypermedia works, etc. In the Once Upon a Time project (1997) she used<br />interactive photography, interactive film and interactive narration, and<br />used and developed new technologies in collaboration with scientists. In<br />2001, she founded the FOAM association. Blazenko Karesin created a<br />series of internet works. In 22% (1998), he used a web browser with the<br />knjiga keyword since the project tackled the subject of (high) tax<br />levied on book commerce in Croatia, and in the Strategic.Competitor work<br />(2002) he created a politically engaged and, at the same time, intimate<br />internet piece. In the late 1990s, a new aesthetic of internet works<br />appeared that abolished the line between art and design, the so-called<br />Flash generacija. Ingrid Stojic participated with her Interfaces work at<br />dotCulture 2002. The Broadcasting project (dedicated to Nikola Tesla,<br />Zagreb, 2002) involved a series of video streaming performances of<br />Croatian authors (Lala Rascic and Ana Husman, Ivan Marusic Klif, Marjan<br />Crtalic).<br /><br />The transformation of digital information into the analogue domain is<br />present in the work of several authors. In the Biblioteka project,<br />Sandro Djukic (since 1999) has been transforming media reality<br />(digitalized video) into the archives of 200,000 video frames in the<br />form of a book, being lost through the generations of digital<br />compression, the possibility of returning to the re-establishment of<br />primary (digital) format. In 2000-2001, in the 204_NO_CONTENT graphic<br />folder (2001), Darko Fritz and the net. artist Mez - Mary Ann Breeze<br />(Australia) transformed the text with www. Reports on server mistakes<br />and coded artistic texts into a graphic language on paper. Dalibor<br />Martinis performed works from the Binarni sistem series. In the<br />Zabranjeno parkiranje work, the message coded in the binary code was<br />written by parking 45 new silver and black cars in a line (150 meters)<br />at the main square of the German town of Rosenheim. Several works with<br />binary messages have been created by tolling the bells (since 2000).<br /><br />———- <br /><br />We invite your comments and suggestions at info@culturenet.hr<br /><br />culturenet.hr web portal . <a rel="nofollow" href="http://www.culturenet.hr">http://www.culturenet.hr</a><br /><br />darko.fritz.propaganda . <a rel="nofollow" href="http://members.ams.chello.nl/fritzd">http://members.ams.chello.nl/fritzd</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 9.29.03<br />From: Metaphorz (fishwick@cise.ufl.edu)<br />Subject: Art Software<br /><br />&quot;Art Software&quot;<br /><br />Paul Fishwick<br /><br />There has been some intense discussion targeting the subject of<br />&quot;Software Art&quot;. Even though the debate manifests itself within the<br />context of Ars Electronica, some of the recent comments suggest that the<br />issue is not so much the conference activity, but rather the issues that<br />the conference has surfaced. Unfortunately, I was unable to attend this<br />conference, but would like to add some thoughts on Software Art and<br />suggest a new direction that Software Art may lead, which would create<br />new synergies with computer science.<br /><br />Software Art suggests that we consider how art can be created through<br />programmmatic elements - code and software as the raw material of art.<br />This could be seen as an offshoot of digital media except for the<br />assumption that by programming and delving into the innards of code, one<br />might produce a different sort of art or design than would otherwise be<br />possible through off-the-shelf commercial programs. This would appear to<br />be a correct assumption, with languages such as &quot;Processing&quot; [1]<br />providing the artist with new materials and modalities of expression.<br /><br />Some of the criticism leveled at the Ars Electronica program was<br />intriguing and requires further discussion. For example, let's consider<br />a well-developed, recent Rhizome commentary by Lev Manovich [2].<br />Manovich makes numerous references to &quot;larger&quot; issues such as<br />&quot;sociology,&quot; &quot;politics,&quot; and &quot;contemporary cultural production&quot; as if to<br />pine for these attributes, and the lack thereof in Software Art. While<br />it may be true that all art has a cultural context (be it an artificial<br />or natural culture), to suggest that &quot;larger&quot; art need embed<br />sociological or political elements is exaggerated. What ever happened to<br />viewing digital media or software art from the perspective of sensory<br />immersion, interaction, engagement, and sheer enjoyment? Are these now<br />to be considered foreign artistic or design goals?<br /><br />Manovich may be correct when he states &quot;Today's digital artists are<br />typically proper formalists,&quot; which is not a bad thing. In fact, it may<br />be a very good thing. Over the past two years, we have been developing a<br />community of artists, mathematicians, designers, and computer scientists<br />in an area called &quot;Aesthetic Computing&quot; [3]. The goal of Aesthetic<br />Computing is slanted toward &quot;Computing&quot; by ensuring that any application<br />of the theory or practice of art to computing result in something that<br />&quot;reflects&quot; computing as a discipline (i.e., programming, visualization,<br />HCI, discrete structures). From the standpoint of Aesthetic Computing,<br />Software Art plays a key role of 1) introducing the computational<br />material to the artist, and 2) suggesting that not only can the<br />computational material be considered &quot;raw material,&quot; but that it can<br />also be considered &quot;subject material.&quot; It is the range of activity<br />between treating computing elements (data structures, programs,<br />architectures) as material to treating the elements as subject material,<br />which provides Aesthetic Computing with a diverse set of creative<br />possibilities. Consider [4], which uses the Processing language to<br />demonstrate a &quot;matrix/array&quot;. This sort of formal construct is important<br />to programming, and the piece provides an interactive artistic<br />'reflection' of an item of interest for computing. The piece not only<br />uses code as a raw material, but also reflects and surfaces the<br />underlying data structure as the subject material for the art.<br /><br />Software Art, with its emphasis on code and program as raw material, and<br />Aesthetic Computing, with its focus on exploring the &quot;Utility Space&quot;<br />extending from Software Art to Art Software (using art for new<br />representations for all aspects of the computing discipline) will forge<br />a stronger connection between art and computing. We are re-establishing<br />a previously lost connection between usable artifacts and new cultures<br />for artistic expression. The two need not be complementary goals.<br /><br />[1] <a rel="nofollow" href="http://www.proce55ing.net">http://www.proce55ing.net</a> (<a rel="nofollow" href="http://www.proce55ing.net/_">http://www.proce55ing.net/_</a><br />[2] <a rel="nofollow" href="http://rhizome.org/thread.rhiz?thread=10269&text=20140#20140">http://rhizome.org/thread.rhiz?thread=10269&text=20140#20140</a><br />[3] <a rel="nofollow" href="http://www.cise.ufl.edu/~fishwick/aescomputing">http://www.cise.ufl.edu/~fishwick/aescomputing</a><br />[4] <a rel="nofollow" href="http://www.proce55ing.net/learning/examples/distance_2d.html">http://www.proce55ing.net/learning/examples/distance_2d.html</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />Date: 9.26.03-10.02.03<br />From: Shirley Shor (ShirleyS@friskit.com)–forwarded by Rachel Greene<br />(rachel@rhizome.org), Andreas Broeckmann (abroeck@transmediale.de), Pall<br />Thayer (palli@pallit.lhi.is)<br />Subject: Rhizome – Software Art Installation<br /><br />Shirley Shor (ShirleyS@friskit.com) posted:<br /><br />Begin forwarded message:<br /><br />From: &quot;Shirley Shor&quot; (ShirleyS@friskit.com)<br />Date: Fri Sep 26, 2003 1:48:32 PM US/Eastern<br />To: &quot;Shirley Shor&quot; (ShirleyS@friskit.com)<br />Subject: Rhizome – Software Art Installation<br />_____<br /> <br />Rhizome, 2003 Software Art and sound installation by Shirley Shor PC<br />projection, custom software, balloon, speakers<br /><br /><a rel="nofollow" href="http://shirley.friskit.com/dance/rhizome_sfac.htm">http://shirley.friskit.com/dance/rhizome_sfac.htm</a><br />(<a rel="nofollow" href="http://shirley.friskit.com/work.htm">http://shirley.friskit.com/work.htm</a>)<br /><br />(<a rel="nofollow" href="http://shirley.friskit.com/media/dance/rhizome.jpg">http://shirley.friskit.com/media/dance/rhizome.jpg</a>)<br /><br />&quot;Is art programmable? Can software itself be art?&quot; – Gerfried Stocker<br /><br />In this piece I'm using software as a material and a medium for artistic<br />work. The visuals are dynamically generated in real-time by custom PC<br />software and are projected on a 8' diameter weather balloon. the result<br />is an evolving ambient light- sculpture.<br /><br />In Rhizome space itself becomes engulfed in time. Space becomes<br />temporal. The environment is generated by software code that generates<br />an on- going random path, and a playful evolving structure. The complex<br />system is twisting around unfixed center point, and creates a notion of<br />turbulence.<br /><br /><a rel="nofollow" href="http://shirley.friskit.com">http://shirley.friskit.com</a> (<a rel="nofollow" href="http://shirley.friskit.com/work.htm">http://shirley.friskit.com/work.htm</a>)<br /><br />Now on view @ San Francisco Arts Commission Gallery<br />September 10 - October 26, 2003<br /><br />** Experimental electronic soundtrack credit: Alon Sadot<br /><br />+ + +<br /><br />Andreas Broeckmann (abroeck@transmediale.de) replied:<br /><br />if shirley's project (which looks beautiful) were to fall under the<br />category of 'software art', wouldn't that mean that we have to group<br />everything that is 'generative design' under this header, just because<br />there is a piece of code generating the graphics in realtime?<br /><br />for me, it still makes more sense to use the notion of 'software art'<br />for projects that reflect on software as an artistic material and as a<br />cultural artifact, rather than simply _using_ software.<br /><br />i have not seen the documentation for the piece, but from what i can<br />see, it would not qualify for the transmediale software art competition.<br /><br />greetings, <br />-a<br /><br />+ + +<br /><br />Pall Thayer (palli@pallit.lhi.is) replied:<br /><br />I was almost tempted to agree. I'm not really sure why though. Maybe<br />because we've become accustomed to accessibility to software art via the<br />internet. In this case however, the internet doesn't appear to have<br />anything to do with it. Then maybe it's because it appears that we don't<br />get to use it (no interactivity). It's something created only for<br />Shirley's use. Maybe because it includes elements that have nothing to<br />do with the computer (weather baloon). The more I tried to come up with<br />a reason to not categorize this as 'software art' the closer I came to<br />actually classifying it as 'software art'. Of course the lack of<br />information about the project doesn't really help. But what it comes<br />down to is that if Shirley claims to be using artist made software in an<br />art context then it must be 'software art'. How does this work (or at<br />least our perception of it based on the information provided) differ<br />from say, Mark Napier's &quot;SpringyDotsApplet&quot; in CODeDOC?<br /><br />I understand what you mean about the notion of 'software art' as<br />reflection on software as an artistic material and cultural artifact and<br />despite the preferred theories of ReadMe and Transmediale, I don't think<br />this is the generally accepted idea of 'software art'. What I mean is<br />that when people hear the term 'software art', I don't think your<br />definition is the first thing to enter their minds. This may even be<br />reflected in the transmediale '03 jury statement for the software<br />category:<br /><br />&quot;The jury was also very aware that the particular set of projects<br />submitted to the competition do not completely reflect the full range of<br />the activities that fit into the scope of the competition.&quot;<br /><br />It sounds like they didn't receive the types of submissions they were<br />expecting which may just be because the artists themselves have<br />conflicting understandings of the term 'software art'. But if this is to<br />be the case, that the term 'software art' applies only to work that<br />reflects on software and software culture, then what term do we apply to<br />the other stuff? <br /><br />Pall<br /><br />+ + +<br /><br />Shirley Shor replied:<br /><br />Andreas, <br /><br />I think that we are beyond the point of thinking about software art (or<br />code art) only as a tool separated from the art discourse. I agree that<br />for a while we had a need to define this art form in order to<br />investigate, understand, learn to use, and to realize what kind of<br />medium/material we are dealing with. We had to find the limitations of<br />this medium but also to find the cracks, and the folds. In this sense,<br />it was natural to deal and to focus on works that reflect on software as<br />an artistic material. My point is that we where in this situation about<br />seven years ago. This doesn't mean that we need to stop asking those<br />questions about that medium itself (did we ever stop asking about the<br />nature of panting? photography?). What I'm saying is that we are now<br />ready to express software art through fine art itself. In other words,<br />to combine code (as a raw material) with other methods, other mediums,<br />and other disciplines in order to create works of fine art. It doesn&#xB9;t<br />mean that these work are not going to deliver the essence of &quot;software<br />art&quot;, on the contrary, in my opinion, a good software are piece is going<br />reflect on this issue anyway as one of several layer of meaning. I would<br />like one to understand what software is by experiencing it. The<br />software-ness of the piece emerges with the real-time experience,<br />without being talked about directly.<br /><br />In my personal work I attempt to create real-time visuals that are<br />generated by a code, and based on a set of simple rules that create<br />complex orders. My pieces usually consist of abstract lines and surfaces<br />in motion. These generate organic-like architectures to challenge our<br />perception of space, time and boundaries.<br /><br />I do software art because I feel it is the best medium for me to express<br />the notion of real-time. It is the only way for text-image and the world<br />to become one. Real-time allows me to reclaim the lost aura of the<br />digital product, since every given moment is unique, and never<br />self-repetitive.<br /><br />My piece &#xB3;Rhizome&#xB2; is a software art installation. The physical space,<br />the objects and the settings are the body of this piece, but the code is<br />the heart and soul of it. Code keeps it alive. I have the access to<br />penetrate it, to change it and to deconstruct it,<br /><br />I'm using the subtitle &quot;software art installation&quot; for several reasons.<br />First, this is what the work is. It is not a Video or a DVD projection,<br />it is not linear animation, and it is not a traditional installation.<br />Secondly, the code that generates the piece is a very important<br />component. It is actually not &quot;just a piece of code&quot;, but a custom C++<br />software that took a large amount of time and effort to design and<br />write. The code was born from a conceptual idea I had, and was evolved,<br />modified and virtually grown to become a customizable platform that I'm<br />using in several of my projects. This is a big part of the artistic<br />process. In one level, the code operates as a raw material to be<br />realized in the physical space. This allows me to specify concepts and<br />ideas that are visually realized by the computer in the space.<br />Simultaneously, on another level, the code generates stochastic<br />mutations and variations of my ideas and constraints so it function more<br />than a traditional physical material &#xAD; it is actively participating in<br />the piece on the creative and dynamic level.<br /><br />Keep it real, <br />Shirley Shor <br /><br />+ + +<br /><br />Andreas Broeckmann replied:<br /><br />dear pall, <br /><br />thanks for your response,<br /><br />&quot;But what it comes down to is that if Shirley claims to be using artist<br />made software in an art context then it must be 'software art'. How does<br />this work (or at least our perception of it based on the information<br />provided) differ from say, Mark Napier's &quot;SpringyDotsApplet&quot; in CODeDOC?&quot;<br /><br />well, maybe it doesn't, which is why Napier's piece may also not<br />qualify; what i am trying to argue is that to say that any 'artist<br />made software in an art context must be software art', is reductive<br />and makes the term utterly redundant. you can do that, but it only<br />means that we have to develop a different term that holds the notion<br />of reflexivity which i am arguing for.<br /><br />&quot;It sounds like they didn't receive the types of submissions they were<br />expecting which may just be because the artists themselves have<br />conflicting understandings of the term 'software art'. But if this is to<br />be the case, that the term 'software art' applies only to work that<br />reflects on software and software culture, then what term do we apply to<br />the other stuff?&quot; <br /><br />depends what it is: can be net art, can be generative design, can be<br />interactive performance, all sorts of things; the way i understood<br />the last jury at transmediale, what they meant was more in the line<br />of what the tm.01 software jury also argued: within the field of<br />software art ('restricted understanding'), many possible tracks have<br />not been explored yet. you can also check out the many categories on<br />runme.org. <br /><br />where, in this cosmos, would you locate shirley's work?<br /><br />regards, <br /><br />-a <br /><br />+ + +<br /><br />Pall Thayer replied:<br /><br />Hi Andreas,<br /><br />My main concern is defining programming and scripting languages as<br />artistic tools. I think they should be more widely taught in art<br />academies and departments as artistic tools. It doesn't really matter<br />what the end product is called. Anyone can try as much as they want to<br />coin a certain term and decide it's meaning but in the end the artists<br />themselves will provide the definition. The only reason I have a problem<br />with what you are saying is this: take something like Napiers<br />SpringyDots. It's art. It's software. Isn't it then software art? I<br />think a term like 'software art' is too ambiguous to be something that<br />defines a specific genre of computer related artwork (one of these days,<br />we'll probably have a bunch of sub-categories like 'abstract visual<br />software art', 'interface software art', 'data-relation software art',<br />'faulty error-prone software art', etc). Besides, doesn't work that<br />reflects or critiques a certain element of daily life (such as the use<br />of computers and computer programs) already have some kind of<br />sub-category within the arts? Take for instance the project you mention<br />by Matthew Fuller (the MS Word dialogue boxes). Let's say someone does<br />similar work involving all the different street signs that can be found<br />along Main Street in Mytown, Whereever (it's probably been done by<br />someone). Isn't it the same sort of work? Aren't they addressing very<br />similar issues? Should we then call the streetsign project 'street art'?<br />Let's take another example, Eldar Karhalev and Ivan Khimin's Screen<br />Saver. One of the winners of the Read_Me 1.2 festival. This type of<br />instructional artwork isn't new and isn't unique to computers. Sounds to<br />me more like Fluxus than software. I don't feel that we need a term that<br />separates work about software from work about kitchen sinks. But I do<br />feel that there is a need to establish the process of creating certain<br />types of software as an artistic act so that it may be properly<br />addressed within the art community and schools.<br /><br />As far as Shirley's work goes, as I said before, the artists will define<br />what is and what is not software art. If she says it's software art, who<br />are we to argue? Presenting this type of 'software art' as an<br />installation piece is very interesting. Poses a lot of questions. As I<br />mentioned sometime before, artists software is usually approachable by<br />the public. You can download it and do stuff with it and gain a first<br />hand experience of it as software running on your own computer. But why<br />should that mean that it's 'more' software than Shirley's project?<br />Appearantly she's using the same processes as artists who present their<br />software on the internet and elsewhere in that she's using code and the<br />essence of code to generate visual artwork.<br /><br />Pall <br /><br />+ + +<br /><br />Andreas Broeckmann replied:<br /><br />dear pall, <br /><br />thanks for your interesting answer. i take your point and want to<br />think about what you say, because it seems reasonable, and i don't<br />want to argue just for the sake of an argument. my feeling is that a<br />case should still be made for a less general notion of software art,<br />but at the moment i could only repeat myself, so i will shut up and<br />come back to it when i have a clearer mind.<br /><br />there are other people who have also argued against the notion of<br />software art altogether, as it creates another niche, another<br />imprecise sub-genre of the already contested media art field. i'm<br />aware of that problem, but i also believe that strategically the<br />attention to software in particular has some relevance.<br /><br />i'll leave it here and will respond later, if i have points to add.<br /><br />best regards, <br /><br />-a <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 /><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 Feisal Ahmad (feisal@rhizome.org). ISSN:<br />1525-9110. Volume 8, number 40. 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 />