RHIZOME DIGEST: 4.23.03

<br />RHIZOME DIGEST: April 23, 2004<br /><br />Content:<br /><br />+announcement+<br />1. Christiane Paul: jihul presents Chico MacMurtrie &amp; Adrianne Wortzel, Wed.<br />May 5, 7 PM<br />2. Sue Huang: art corruption<br />3. Bob Wyman: WPS1 Art Radio on the Internet<br /><br />+opportunity+<br />4. klaus knoll: New Master of Fine Arts (MFA) Program in New Media<br />5. Lars Midboe: Call for entries Electrohype 2004<br />6. Indi McCarthy: CFP // Festival of Independent and Alternative Games<br /><br />+feature+ <br />7. Lauren Cornell: lauren cornell on r a d i o q u a l i a<br />8. Ophra Wolf: pixelACHE 2004<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 4.19.04 <br />From: Christiane Paul (Christiane_Paul@WHITNEY.ORG)<br />Subject: jihul presents Chico MacMurtrie &amp; Adrianne Wortzel, Wed. May 5, 7<br />PM<br /><br />jihui - Digital Salon presents Chico MacMurtrie &amp; Adrianne Wortzel<br />Wednesday, May 5, 2004, 7 - 9 PM<br />Parsons Design Lab <br />55 West 13th Street, 9th Fl.<br />New York, NY 10011 <br /><a rel="nofollow" href="http://agent.netart-init.org">http://agent.netart-init.org</a><br /><br />&quot;Robot Works&quot; <br /><br />Chico MacMurtrie, Artistic Director of Amorphic Robot Works (ARW;<br /><a rel="nofollow" href="http://www.amorphicrobotworks.org">http://www.amorphicrobotworks.org</a>), will present work from his recent<br />retrospective exhibition of over 100 machines, recently shown at this year's<br />European Cultural Capital exhibition in Lille, France. This exhibition<br />included the large-scale Robotic Landscape, Cave of the Subconscious, Too<br />Big Dog Monkey, Floaters, and Skeletal Reflections. MacMurtrie and ARW have<br />toured around the world realizing this society of machines in various<br />performance and installation formats., MacMurtrie will discuss the evolution<br />of his work, recent projects, and the use of vision technology to create<br />ongoing interactive performance in an installation setting.<br /><br />Adrianne Wortzel will show and tell StudioBlue, the telerobotic theater she<br />developed and directs at the Cooper Union for the Advancement of Science and<br />Art, as well as her current work-in-progress there: Eliza Redux, a<br />theatrical scenario in the form of psychoanalytic sessions. The sessions<br />unfold via real-time streaming of a physical robot equipped with an<br />interactive conversational computer program in the tradition of Eliza.<br />Patients visiting the web site will control the robot's motion, and video<br />camera pan, tilt, and zoom in real time. Transcripts of sessions will be<br />archived for future examination. Ms. Wortzel will be joined by James<br />Cruickshanks, a graduate student at Cooper Union whose thesis project was<br />the development of GRASP, a performance control software. Graduate students<br />in Professor Zhang Ga's Collaboration Studio class at Parsons created the<br />web interface for this project.<br />Chico MacMurtrie was born in New Mexico in 1961, and currently resides in<br />New York. He received his B.F.A. from the University of Arizona and an<br />M.F.A. in New Forms and Concepts from the University of California at Los<br />Angeles. He has been awarded four grants from the National Endowment for the<br />Arts for Interdisciplinary Artists (individual grants in 1988, 1990 and<br />1991; a collaborative grant in 1993 for the premiere of Trigram: A Robotic<br />Opera, which was staged at Theatre Artaud in San Francisco). Trigram was a<br />feature story on The Next Step program on the Discovery Channel. He was a<br />Performing Artist in Residence at the Exploratorium in San Francisco in<br />1989, and in 1990 received the San Francisco Bay Guardian Goldie Award. In<br />1991, MacMurtrie completed a month long tour of Europe, funded by an Arts<br />International grant. During that time he traveled and performed in<br />Czechoslovakia and presented an award winning performance at the Ars<br />Electronica Festival in Linz, Austria, which appeared on television in<br />Munich, Berlin, and Dortmund, Germany. The tour ended with performances in<br />Amsterdam and an interactive installation at the Kijkhuis, in Den Haag,<br />Holland. A retrospective exhibition of over 100 machines was shown at the<br />2004 European Cultural Capital exhibition in Lille, France<br /><br />Adrianne Wortzel's work explores historical and cultural perspectives<br />through new technologies. She creates fictive webworks, and interactive<br />robotic and telerobotic theatrical scenarios in both physical and virtual<br />networked environments. Works include Eliza Redux, a robot offering<br />interactive online psychoanalytic sessions; Camouflage Town, a telerobotic<br />installation exhibited in Data Dynamics at The Whitney Museum of American<br />Art (Spring 2001); Sayonara Diorama (1998), intermingling human and robotic<br />actors who tell the tale of a fictive second Voyage of the Beagle by Charles<br />Darwin thirty years after the first; The Ship's Detective, in Cooper Union's<br />Technoseduction exhibition (1997); The Hidden Archivists at the Anchorage at<br />Creative Time's Art in the Anchorage (1997); NoMad is An Island at Ars<br />Electronica97 (Linz, Austria); and Tableaux Vivant Dan Une Monde Parfait in<br />Areale 99 (Baitz, Germany). Her work is documented at<br /><a rel="nofollow" href="http://artnetweb.com/wortzel">http://artnetweb.com/wortzel</a>. As a recipient of the Artists-in-Labs-Award,<br />she will be an Artist-in-Residence at the University of Zurich Artificial<br />Intelligence Lab from July through December 2004. Wortzel is a Professor of<br />Communication Design at New York City College of Technology, CUNY; an<br />instructor in the Instructional Technology Certificate Program of the CUNY<br />Graduate Center; and an Adjunct Professor of Mechanical Engineering at the<br />Cooper Union for the Advancement of Science and Art where she is also the<br />Director of StudioBlue, an arena for telerobotic performance productions.<br /><br />jihui (the meeting point), a self-regulated digital salon, invites all<br />interested people to send ideas for discussion/performance/etc.<br />jihui is where your voice is heard and your vision shared.<br />jihui is made possible through the generous support from the Digital Design<br />Department and Parsons Design Lab of the Parsons School of Design and from<br />the Rockefeller Foundation<br />A joint public program by NETART INITIATIVE and INTELLIGENT AGENT<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 4.21.04 <br />From: Sue Huang (it3husu@ituniv.se)<br />Subject: art corruption<br /><br />www.c6.org/nest<br /><br />C6 is proud to announce the release of N.E.S.T<br /><br />The Network Examination of Serendipitous Transfer application<br /><br />The application detailed below is ready for download and installation at:<br /><br />www.c6.org/nest/download.html<br /><br />Join the nest and help us analyse this chaos!<br /><br />The internet is an ordered place of ones and zeros, a logical exchange of<br />packets of data. Math exists everywhere in bytes, bits, addresses and code.<br />C6 has been creating chaotic content online for several years, and now<br />focuses attention on to the raw materials of earlier transmissions: The<br />search and interpretation of chaos online captured with a binary palette.<br /><br />NEST is a network cooperation that examines the corruption of data transfer<br />in virtual space. This is achieved via a community of users passing an audio<br />file around in a ring. Connected by an unreliable method (UDP), the<br />communication becomes prone to corruption, much like the children's game of<br />?Chinese Whispers?, where each client is linked to their closest<br />geographical neighbour. Passing a ?virtual whisper? around the internet,<br />each link in the chain can create new versions with each imperfect cycle.<br /><br />NEST evolves new audio and cartographic visualisations through errors in<br />data transfer. The constant re-occurrence of corruption causes a progressive<br />audio-visual creative process that the public can capture and upload to the<br />NEST web site. The software will be made open source later in the year to<br />allow artists to develop their own visualisations of the NEST data<br />structure, and these plug-ins will be further distributed via the web site.<br /><br />NEST is specifically designed for the poorly connected, its target being low<br />bandwidth users, rather than high bandwidth commercial connections. There is<br />an increasing technological gap between these two which is reflected in<br />available online content. Often technological or economic factors can limit<br />that bandwidth resulting in a compromise in the experience for both artist<br />and viewer. NEST uses lower bandwidths and the faults caused by them to<br />create new sound, open to the possibilities of random intervention.<br /><br />Users of all bandwidths are invited to experience NEST, however it is the<br />home users connecting via modems on out dated telephony networks that will<br />make the most essential contribution by causing the first corruptions to<br />filter around the NEST ring.<br /><br />NEST consists of two software elements: A server that maintains users within<br />the ring and a client program that runs on the users? machines passing the<br />audio data and updating the server with findings (the client is cross<br />platform). The server identifies the strengths of connections between each<br />user visualizing a map of quick and slow transfers within the ring.<br />C6 - Creating chaos in an ordered world.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 4.21.04 <br />From: Bob Wyman (bobwyman@pubsub.com)<br />Subject: WPS1 Art Radio on the Internet<br /><br />Check out <a rel="nofollow" href="http://www.wps1.org/">http://www.wps1.org/</a><br /><br />WPS1 Art Radio will be broadcasting on the Internet starting at 9:00am<br />April 19 and continuing around the clock.<br />Some of the &quot;highliights&quot; they claim for future programming include:<br />* Richard Prince dreams of a big penis,<br />* Charlie Ahearn visits the great hip-hop DJs,<br />* Walter Abish recalls his Chinese exile,<br />* Chuck Close discovers South Beach,<br />* Matthew Sharpe talks drugs and Jews,<br />* Pat Steir finds romance in dirty blues,<br />* SalmanRushdie returns to form,<br />* and Henry Geldzahler simply returns!<br /><br />Their mission statement is (taken from the site):<br />&quot;P.S.1 Contemporary Art Center announces the launch of WPS1<br />(www.wps1.org), the world's first internet art radio station.<br />Sponsored by Bloomberg L.P., WPS1 provides an extraordinary lineup of<br />music and talk shows broadcasting 24 hours a day.<br /><br />&quot;The station's programs combine talk and music shows hosted by<br />contemporary writers, artists and musicians with rare historic<br />material that includes the entire audio archive of the Museum of<br />Modern Art. WPS1 will stream to listeners on the Internet only. Its<br />presence on the Web will make the station's unique digital library<br />available to an international audience at any hour, seven days a week.<br />As such, WPS1will become a live audio museum in cyberspace, extending<br />the visual art, book, music, film, video and performance programs that<br />P.S.1 and MoMA are known for in ways previously unforeseen. Here, at<br />www.wps1.org, is the first all-art, all-the-time radio station, where<br />expression of all kinds remains truly free.&quot;<br /><br />WPS1 is a project of the P.S.1 Contemporary Art Center, an affiliate<br />of the Museum of Modern Art.<br /><br /> bob wyman<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome is now offering organizational subscriptions, memberships<br />purchased at the institutional level. These subscriptions allow<br />participants of an institution to access Rhizome's services without<br />having to purchase individual memberships. (Rhizome is also offering<br />subsidized memberships to qualifying institutions in poor or excluded<br />communities.) Please visit <a rel="nofollow" href="http://rhizome.org/info/org.php">http://rhizome.org/info/org.php</a> for more<br />information or contact Jessica Ivins at Jessica@Rhizome.org.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 4.17.04 <br />From: klaus knoll &lt;knoll@everythingflows.com&gt;<br />Subject: New Master of Fine Arts (MFA) Program in New Media<br /><br />Dear all,<br /><br />The TRANSART INSTITUTE offers Europe's first low-residency MFA program.<br />Students are free to pursue work in any media art-related genre and create<br />their own course of study, working independently and with the support of<br />self-chosen faculty and artist mentors. Three intensive residencies permit<br />students to continue with their professional life while participating in the<br />program. <br /><br />Genres include: Animation, Cyber Art, Experimental Art, Film/Video, Graphic<br />Design, Installation Art, Interactive Art, Interdisciplinary Art,<br />Performance Art, Photography, and Sound/Music.<br /><br />Deadline for receipt of summer 2004 applications: August 1, 2004<br /><br />www.transartinstitute.org<br /><br />Kind regards,<br />Dr. Klaus Knoll<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 4.19.04 <br />From: Lars Midb&#xF6;e &lt;info@electrohype.org&gt;<br />Subject: Call for entries Electrohype 2004<br /><br />Call for entries Electrohype 2004 - the third Nordic biennial for<br />computer-based art.<br /><br />Deadline May 31st 2004.<br /><br />Electrohype is pleased to announce this call for entries for the exhibition<br />that will be a follow up to two previous exhibitions Electrohype 2000 and<br />2002. The upcoming exhibition will be a large scale and broad presentation<br />of computer based and high tech art.<br /><br />The exhibition Electrohype 2004 will be held at Malmo Konsthall, one of the<br />most beautiful exhibition spaces for art in Scandinavia. The exhibition will<br />be presented for eight weeks on 1700 square meters (13 000 square feet).<br />This gives us a unique opportunity to compile a spacious exhibition that<br />gives all works and installations good conditions.<br /><br />Our goal is to present an exhibition consisting of 15 - 20 works of art. The<br />concept of the Electrohype biennial is that it shall be a Nordic exhibition<br />but this does not exclude works by artists from outside the Nordic region.<br />To give the exhibition a broad perspective we are usually working with a<br />60/40 model, 60 percent from the Nordic region and 40 percent from the rest<br />of the world.<br /><br />Given the opportunity to present an exhibition in this large scale in a<br />space that reaches a large audience (235 000 visitors annually) we have<br />decided to choose the theme PERSPECTIVE for this exhibition. This means that<br />we will not only include newly produced works but also look for artwork that<br />draws a historical line for a rather young art genre.<br /><br />Important dates<br />Deadline for this call for entries may 31st, 2004<br />Exhibition opening November 27th 2004<br />Exhibition closing January 23rd 2005<br /><br />What kind of art are we looking for?<br />Electrohype has since the start in 1999 focused on what we choose to call<br />computer based art. Art that runs of computers and utilizes the capacity of<br />the computer to mix various media, allow interaction with the audience, or<br />machines interacting with each others etc. in other words art that can not<br />be transferred to &quot;traditional&quot; linear media. This might seem as a narrow<br />approach but we have discovered that it gives us a better focus on a genre<br />that in no way is narrow.<br /><br />We are not looking for &quot;straight&quot; video art (even if it is edited on a<br />computer) or still images rendered on computers and other material that<br />refers to more &quot;traditional&quot; media forms. Forms were the traditional tools<br />have been replaced with computers and software.<br /><br />Practical<br />An online application form and a PDF form can be found on our website:<br /><a rel="nofollow" href="http://www.electrohype.org/2004/entrieinfo02.html">http://www.electrohype.org/2004/entrieinfo02.html</a><br /><br />NOTE: Please do NOT send documentation material as attachments to e-mail and<br />do NOT send 8 pages CVs. Put your material online and send us the url or ftp<br />address or send us a CD in the mail. Please read the form and follow the<br />guidelines. We receive a large amount of proposals and all of them are<br />reviewed closely. To be able to do this we ask you to follow this structure.<br /><br />Financial<br />We are still working on the fundraising for the exhibition. We will<br />hopefully have final numbers sometime during this summer. We will have to<br />adjust the final selection of works for exhibition according to the<br />financial situation. This is unfortunate but it is also necessary, art is<br />beautiful but financial reality is harsh.<br /><br />We will encourage everyone submitting material to look for possibilities for<br />local funding to help cover costs for transport, travel and rent of<br />technical equipment.<br /><br />In previous exhibitions we have managed to keep a high level both in<br />artistic content and exhibition design, even on a modest budget. It is<br />therefore very important for us to avoid unpleasant surprises, so please<br />keep this in mind when filling out the various posts in the form, especially<br />when it comes to technical requirements, transport weight etc.<br /><br />We are looking forward to see new and interesting works of art.<br /><br />Best regards from the Electrohype team.<br /><br />Anna Kindvall and Lars Gustav Midboe<br /><br />For additional info please visit our web site at:<br /><a rel="nofollow" href="http://www.electrohype.org">http://www.electrohype.org</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 4.21.04<br />From: Indi McCarthy (indi@uci.edu)<br />Subject: CFP // Festival of Independent and Alternative Games<br /><br />ALT+CTRL <br />Festival of Independent and Alternative Games<br /><a rel="nofollow" href="http://proxy.arts.uci.edu/gamelab/events/alt_ctrl_04.html">http://proxy.arts.uci.edu/gamelab/events/alt_ctrl_04.html</a><br />PROPOSAL DEALINE MAY 31, 2004<br /><a rel="nofollow" href="http://proxy.arts.uci.edu/gamelab/events/alt_ctrl_submit.html">http://proxy.arts.uci.edu/gamelab/events/alt_ctrl_submit.html</a><br /><br />EXHIBITION DATES OCTOBER 5 - NOVEMBER 24, 2004<br />The Beall Center for Art and Technology<br />University of California Irvine<br /><br />ALT+CTRL fills a vital niche by providing a juried venue outside the<br />mainstream game industry to showcase the latest independent games to both<br />publishers and the general public. For sponsors it is an opportunity to show<br />their support for indpendent game developers, artists and modders who are<br />trying to push the envelope of what games are and can be. The event will<br />also give sponsors exposure to a projected audience of over 2500 indy<br />developers, game industry publishers, and game fans.<br /><br />Similar to what the Sundance Film Festival does for filmmakers, ALT+CTRL<br />seeks to cultivate a vibrant independent game community, and bring both the<br />game industry and the general public new and novel applications in game<br />design, game genres, methodologies and approaches to game play.<br /><br />ALT+CTRL will include the following components:<br /><br />Exhibition of independent games presented on customized game machines, plus<br />game art related performances<br /><br />Public screening of &quot;machinima&quot; (films made &quot;on location&quot; in computer<br />games.) <br /><br />Conference on game design and culture, featuring creative leaders from the<br />game industry, artists and independent game developers, academics, cultural<br />theorists, and festival jurors (streamed and archived online)<br /> <br />Outreach to local middle and high school students<br /><br />Online exhibition archive and catalog, including papers and proceedings from<br />the conference <br /><br />CONTACT : INDI @ UCI.EDU<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />For $65 annually, Rhizome members can put their sites on a Linux<br />server, with a whopping 350MB disk storage space, 1GB data transfer per<br />month, catch-all email forwarding, daily web traffic stats, 1 FTP<br />account, and the capability to host your own domain name (or use<br /><a rel="nofollow" href="http://rhizome.net/your_account_name">http://rhizome.net/your_account_name</a>). Details at:<br /><a rel="nofollow" href="http://rhizome.org/services/1.php">http://rhizome.org/services/1.php</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />Date: 4.23.04<br />From: Lauren Cornell (lclclc70@hotmail.com)<br />Subject: lauren cornell on r a d i o q u a l i a<br /><br />lauren cornell on r a d i o q u a l i a<br />the work of the six-year-old online art collaborative r a d i o q u a l i a<br />is difficult to quantify: in a trajectory of net art disciplines that<br />reaches just past a decade ? they are both old school and new school,<br />seminal and emergent. This careful dynamic is sustained through a balance<br />of possibility and limitation that exists in both their projects and<br />artistic practice. a certain ratio of play and self-criticism is always<br />built into their work. And perhaps, this is the trick that has allowed them<br />to continue to pioneer online and on-air spaces without running out of ideas<br />or credibility.<br /><br />r a d i o q u a l i a was founded by Honor Harger and Adam Hyde in Australia<br />in 1998. Their work as a duo has been focused primarily on exploring the<br />ways in which broadcasting technologies, such as streaming media and online<br />radio, can produce new artistic forms. The numerous streaming projects<br />produced by r a d i o q u a l i a can be categorized under conceptual net<br />art, software development and sound art. Harger and Hyde have worked<br />independently and as r a d i o q u a l i a to produce and curate various<br />media initiatives including festivals, such as net.congestion (2000),<br />conferences, education programs and exhibitions. Most recently, they have<br />curated &lt;re:play&gt; a show of critical artists? games that was produced for<br />The Institute for Contemporary Art in Cape Town, South Africa and exhibited<br />at L/Bs in Cape Town. Since opening, &lt;re:play&gt; has gone on a New Zealand<br />tour, exhibiting there at Artspace in Auckland and the Physics Room in<br />Christchurch. Unlike the typical computer or video game, the underlying<br />political agendas in the games selected for &lt;re:play&gt; are made explicit.<br />Space Invaders Act 1732 by Andy Deck, Antiwargame by Josh On and<br />Futurefarmers and The Intruder by Natalie Bookchin invert and expose<br />fantasies of imperialism and domination while still inviting that they be<br />played out. Like many artists working now (see C-level or Space 1026), r a<br />d i o q u a l i a break down rigid distinctions between the professional<br />practices of curator/ programmer/ organizer/ artist through the wide range<br />of projects they are invested in. Their multiple creative and<br />organizational identities connect them to a re-emerging professional<br />category that is refreshingly ambiguous.<br /><br />Sharing the imperatives of earlier net.art, r a d i o q u a l i a projects<br />often use the medium of the internet as their material. Free Radio Linux<br />(2002), which was commissioned by Steve Dietz at the Walker Art Center, was<br />an online and on-air radio station that broadcast only a computerized voice<br />reading the source code used to create the Linux operating system. As Vuk<br />Cosic's History of Art for the Blind did for ASCII, Free Radio Linux<br />revealed the otherwise obscure technologies involved in the Linux Operating<br />system and in doing so, rendered them artistic. The Linux kernel, which<br />contains 4.1 million lines of code, took 593.89 days to read in its<br />entirety. Stretching well over a year, this net-based performance was a<br />self-reflexive attempt to grasp what code is and how it can be interpreted.<br />Free Radio Linux proved most provocative in the ways in which its goals were<br />ultimately untenable. With its excessively long, linear narrative and mock<br />authoritative voice, any solid comprehension of the code in this form seemed<br />implausible from day one.<br /><br />Other key r a d i o q u a l i a projects enlist more active participation.<br />The Frequency Clock is an open source software system used to build, program<br />and manage streaming audio and video channels. Unlike other popular<br />streaming media sources, The Frequency Clock provides no content only the<br />medium between the broadcaster and audience. When I first encountered this<br />project in Fall of 2000, I thought for a moment that the model of<br />independently controlled online broadcast it presented had the potential to<br />succeed in the areas where public access television had failed. With no<br />corporate interest to quarantine public time, and shifting, anonymous<br />audiences, The Frequency Clock seemed free of the pitfalls that stymied the<br />former radical promise of public access tv. In response to this parallel to<br />the early days of public access, Adam Hyde listed three problems related to<br />online broadcasting &quot;1. access to technology 2. knowledge about how to use<br />the technology 3. licensing of technologies.&quot; He noted: &quot;If you want to<br />talk about democratising media then its better first to acknowledge the<br />politics of access to that media.&quot; Hyde situates the net and his work within<br />a larger system of technological and social privilege that necessarily lacks<br />any of the utopian premises held by early tv pioneers. Built simply as a<br />medium that can connect audiences and broadcasters from geographic and<br />culturally disparate locales, The Frequency Clock's potential for future<br />interpretation and use remains open.<br /><br />The Frequency Clock also exists as an installation and has been set up at<br />various sites including Ars Electronica (Linz, Austria), the Experimental<br />Art Foundation (Adelaide, Australia), Video Positive (Liverpool, UK), the<br />Sonar festival (Barcelona, Spain). As an installation, The Frequency Clock<br />entails multiple computers be connected to both the internet and to mini-FM<br />radio transmitters. The net radio stations streamed into the gallery are<br />re-broadcast on FM radio. Listeners tune in by wearing radio headsets and<br />moving around the gallery space; their movement becomes equivalent to the<br />tuning of a dial.<br /><br />r a d i o q u a l i a?s latest project synthesizes certain aims and outputs<br />involved in their previous streaming projects. Radio Astronomy<br />(<a rel="nofollow" href="http://www.radio-astronomy.net">http://www.radio-astronomy.net</a>), which will launch in August 2004, is a<br />radio station dedicated to broadcasting the sounds of space. Intercepting<br />sounds from radio telescopes, r a d i o q u a l i a will make audible<br />astronomical phenomena, such as planets, stars and radiation from the sun,<br />that are generally only visualized. Composer Pauline Oliveros channeled<br />sounds from space in her 1987 project &quot;Echoes from the Moon&quot; in which people<br />sent their voices to the moon and listened to them return. Oliveros noted<br />people were turned into &quot;vocal astronauts&quot; through this experience. As with<br />other r a d i o q u a l i a work, Radio Astronomy demonstrates a commitment<br />to making different perceptions of information and technology tangible and<br />valid.<br /><br />Throughout their work in the past couple of years, r a d i o q u a l i a<br />continually re-invent their basic concerns with the persistent problems of<br />bandwidth and broadcasting technologies by applying themselves to new<br />terrain (see the cosmos.) In a thread related to streaming art work on<br />empyre, Harger wrote recently: &quot;i guess my whole point was that you don't<br />actually need 'better faster gear' in order to create highly evocative +<br />powerful works of art using streaming media. i don't subscribe to the idea<br />that we need to wait for some unspecified future moment where broadband is<br />ubiquitous, in order to make meaningful works using this technology. there<br />is always going to be bandwidth inequity, no matter how technology +<br />distribution systems evolve in the next few years.&quot; Here, Harger asserts<br />action over waiting for problem-free stage. This tactical approach resounds<br />through their work. r a d i o q u a l i a's strength lies in making work<br />within shifting sets of limitations, and allowing these to propel them on.<br />FOOTNOTE<br /><br />Adam Hyde in conversation with Lauren Cornell, 4/23/04.<br /><br />See Pauline Oliveros, &quot;Echoes from the Moon&quot;,<br /><a rel="nofollow" href="http://www.deeplistening.org/pauline/writings/moon.html">http://www.deeplistening.org/pauline/writings/moon.html</a><br /><br />Honor Harger, www.subtle.net/empyrean/empyre/<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />8.<br /><br />Date: 4.23.04<br />From: Ophra Wolf (ophra@pursuethepulse.org)<br />Subject: PixelACHE 2004<br /><br />On Thursday, April 1, the PixelACHE festival took over the ground floor of<br />Helsinki&#xB9;s Kiasma Museum of Modern Art. But to say that this is when the<br />festival began would be misleading: in fact, the festival had opened six<br />days earlier, on a lively ferry ride from Helsinki to Stockholm. There, a<br />group of festival artists were headed for two days of presentations and<br />performances. Back in Helsinki, the Signal Process Workshop had been going<br />on for nearly three weeks, and the Locative Media Workshop was nearing the<br />end of a busy week of collaborations. These hands-on workshops were a major<br />ingredient in the festival&#xB9;s mix, as were the many club nights, which took<br />artists and audience out of the museum and into various club venues in<br />Helsinki to get a taste of audiovisual treats such as those of the Swedish<br />collective, abnormalaudio, and German glitch master, Jan Jelinek. For those<br />who were happy sticking to the Museum, interactive installations and nightly<br />performances promised to keep creative appetites well fed.<br /><br />In any case, if it&#xB9;s hard to say just when the PixelACHE festival began,<br />it&#xB9;s even harder to pinpoint when it came to an end. Sitting in Helsinki&#xB9;s<br />Sauna Bar in the wee hours of Sunday, the last of the four days, it seemed<br />like the festival was destined to go on forever &#xAD; the ideas, collaborations,<br />and inspirations that it fertilized are certainly running on.<br /><br />PixelACHE is an annual festival of electronic art, design and technology. It<br />is organized by the Finnish production company, Olento, and its sister<br />non-profit media culture organization, Piknik Frequency. The festival opens<br />in Helsinki, at the Kiasma Museum of Modern Art, and then makes its way<br />around the world &#xAD; last year&#xB9;s VJ&#xB9;ing themed production made stops in New<br />York and Montreal. This year&#xB9;s theme, Audiovisual Architecture, brings<br />together projects that question and experiment on the border between the<br />digital domain and the physical world. More importantly, it brings together<br />artists, engineers, and academics from around the world to share strategies<br />and new possibilities for constructing realities.<br /><br />The PixelACHE organizers dig deep into the world of new media and electronic<br />art not only to find and expose exciting work, but also to encourage and<br />fertilize creative collaborations in what they call the ?gray zone&#xB9; between<br />art, science, and design. The global networks of the new media world &#xAD; those<br />of media activism, the open source community and net art, to name just a few<br />&#xAD; are in fact global research laboratories, and the PixelACHE festival<br />offers both the researchers and curious individuals a chance to experience<br />and partake in ongoing developments.<br /><br />Information sharing, collaboration and a do-it-yourself approach are what<br />fuel this cultural movement, so it is only natural that multi-disciplinary<br />workshops are such an essential part of a festival which is out not only to<br />expose, but to ignite innovation. The Signal Process Workshop was led by<br />Sophea Lerner, an Australian sound artist currently based in Helsinki&#xB9;s<br />Center for Music and Technology, which produced the event in collaboration<br />with the MUU Media art gallery and the PixelACHE festival. The workshop<br />brought together participants from different creative disciplines for three<br />weeks of site-specific engagements and explorations around the theme of<br />sound in public space. Looking beyond ?signal processing&#xB9; as a reference to<br />the mechanical or electronic manipulation of an audio signal, the workshop<br />sought to explore how sound might be involved in the social processes and<br />signals we send each other in public spaces, and the kinds of signal<br />processing that might attenuate and amplify the flows of movement and<br />information that emerge in public spaces. After an intensive one-week<br />introduction to selected sound technologies and techniques, participants<br />took their home made contact mics and other such equipment into central<br />Helsinki to record, explore and collaborate on sonic interventions, joining<br />forces with the Locative Media Workshop in the third week.<br /><br />Andrew Patterson of Helsinki&#xB9;s MediaLab UIAH, led The Locative Media<br />Workshop at the PixelACHE festival, which was the first in a series of six<br />&quot;Trans-Cultural Mapping&quot; workshops initiated by RIXC Centre for New Media in<br />Riga, Latvia. The term ?locative media&#xB9; has come into use lately in<br />association with mobility, collaborative mapping, and emergent forms of<br />social networking, but in the workshop series it is especially referring to<br />media which is context specific, particular to a given time and location.<br />For one week, twenty-three international participants &#xAD; artists, writers and<br />researchers from the fields of architecture, film, performance, visual and<br />sonic art, and contemporary archeological theory &#xAD; invaded &#xB3;Rautatieasema&#xB2;,<br />Helsinki&#xB9;s central railway station, in which the local Helsinki culture of<br />mobility, systems and networks is manifested both in physical form and<br />ephemeral movement. The railway station served as the locus for the week&#xB9;s<br />activities, a common reference point for the participants to explore the<br />&#xB3;relationships between critical fieldwork, site-specific performance,<br />temporality, mediated memory, material culture, psychogeography,<br />collaborative and multiple- perspective documentation.&#xB2; The week&#xB9;s<br />collaborations involved everything from GPS (Global Position System)<br />informed chalk drawings, to face painting, a photo journal enabled by the<br />camera phone and GPRS (General Packet Radio Service, a new technology which<br />enables users to make telephone calls and transmit data at the same time)<br />capabilities of the Nokia 6610, and a trash archive enabled by one<br />archeologist&#xB9;s patient insistence.<br /><br />Both GPS and GRPS appeared throughout the festival, in conversations and<br />projections about the future, but also in performances and presentations.<br />The Open Source Architecture presentation, for example, used the camera<br />phones to allow participants to send their subjective points of view of the<br />transforming space in which they were immersed to one another throughout the<br />evening. Perhaps the most intricate use of the technologies was made by<br />ambientTV.NET&#xB9;s TRyPTiCHON performance, in which a roaming narrator takes<br />to the streets of Helsinki and texts GPS tagged messages of his journey to<br />the performance space. There, the data is translated into the OSC protocol,<br />enabling it to be both visualized and sonified. The audience, meanwhile, are<br />seated inside an intimate white satin tent, surrounded on all sides by a<br />real-time soundscape, projections of the city and of the narration, and a<br />dancer who is making her own journey just outside the tent through the<br />transforming audiovisual landscape.<br /><br />This was a festival of transforming audiovisual landscapes galore. If it<br />didn&#xB9;t offer a dictionary definition of what Audiovisual Architecture might<br />be, it proffered so many possibilities, ideas, and exciting experimentations<br />that it made classification seem decidedly obsolete. What many of the<br />projects did have in common was a focus on integrating technology into the<br />architecture of the design so that it was as much a part of the content as<br />it was of the form. And the most interesting architectural models were often<br />to be found not in the projects themselves, but in the processes and<br />patterns of collaboration that gave them life. Take Australian sound artist,<br />Jodi Rose&#xB9;s ?Singing Bridges&#xB9;, for example, which sing as much for her<br />dedication to bringing her spirited laughter along as she travels the world<br />in search of bridges, as they do for their beautiful sound recordings. Or<br />Juha Huuskonen, the festival director, whose fervor for bringing people and<br />ideas together made collaborations like Open Source Architecture group<br />possible in the first place, not to mention the crazy cross-fertilization<br />that characterized every moment of PixelACHE.<br /><br />It was at the Sauna Bar on this last Sunday - a group of festival artists<br />and organizers, intoxicated with sauna heat, lack of sleep, and a bit of<br />alcohol - that Juha was explaining his passion for concocting<br />collaborations, his desire to ?interface contexts&#xB9;. Behind us, a middle<br />aged, didgeridoo playing DJ was offering his surreal musings on the mating<br />between wolf and man, and suggesting that if our friends wanted to go to the<br />moon, well, we didn&#xB9;t have to follow. At that moment, the fact that we are<br />the architects of our own reality was unquestionable, and the possibilities<br />seemed limitless.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization and an affiliate of<br />the New Museum of Contemporary Art.<br /><br />Rhizome Digest is supported by grants from The Charles Engelhard<br />Foundation, The Rockefeller Foundation, The Andy Warhol Foundation for<br />the Visual Arts, and with public funds from the New York State Council<br />on the Arts, a state agency.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome Digest is filtered by Kevin McGarry (kevin@rhizome.org). ISSN:<br />1525-9110. Volume 9, number 17. 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. 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