RHIZOME DIGEST: 8.16.02

<br />RHIZOME DIGEST: August 16, 2002<br /><br />Content:<br /><br />+opportunity+<br />1. Mark Segal: SCAN Director<br /> <br />+work+ <br />2. joan escofet: review - a new cultural movement?<br />3. ARCANGEL: infomera.net - enconstruccion.org VS no-content.net<br />4. intima: MomEnt.16: Orgasmus im Berlin<br /><br />+announcement+<br />5. maria rita Silvestri: Bananaram Italian Net.Art Festival<br /><br />+interview+<br />6. cory arcangel: Low Level All Stars – Jan Lund Thomsen / Triangle<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 8.13.02<br />From: Mark Segal (mark.segal@artsway.org.uk)<br />Subject: SCAN Director<br /><br />SCAN Director &#xA3;25,000 pa<br />(please see email address for response below - please do not reply to<br />this email))<br /><br />SCAN is seeking a dynamic and organised individual to establish and<br />develop the network as the major resource/catalyst for production,<br />distribution and presentation of digital arts across the South.<br /><br />Deadline for applications: 2 September 2002<br />Interviews will be held on 16 September 2002<br /><br />SCAN: the consortium for digital arts development in the South of<br />England supported by the Regional Arts Lottery Programme through<br />Southern &amp; South East Arts.<br /><br />For application info please send an A4 SAE to:<br />Joanne Bushnell, Chair SCAN, c/o Aspex Gallery<br />27 Brougham Road, Portsmouth, PO5 4PA<br />Email: jo@aspex.org.uk<br />(NOTE: email enquires will elicit an email response only with<br />attachments. For paper applications please send an SAE)<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />**MUTE MAGAZINE NO. 24 OUT NOW** 'Knocking Holes in Fortress Europe',<br />Florian Schneider on no-border activism in the EU; Brian Holmes on<br />resistance to networked individualism; Alvaro de los Angeles on<br />e-Valencia.org and Andrew Goffey on the politics of immunology. More @<br /><a rel="nofollow" href="http://www.metamute.com/">http://www.metamute.com/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 8.14.02<br />From: joan escofet (grasp@straddle3.net)<br />Subject: review- a new cultural movement?<br /><br />during august and september, in a biweekly basis, context weblog will<br />consist in a review of prior published data – filtered headlines, blogs<br />and series –<br /><br />the goal of this re-presentation is to explore and visualize emerging<br />trends from the vast amount of published data.<br /><br />summer review 1: the pioneers of active appropriation of digital<br />technology are the diyers and hackers. this diy (do it yourself)<br />approach is now assuming the form of a new cultural movement: the<br />software becomes an engine of cultural innovation.<br /><br /><a rel="nofollow" href="http://straddle3.net/context/">http://straddle3.net/context/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />Cover the realm of art, science and technology by subscribing to<br />Leonardo Electronic Almanac (LEA). Published by LEONARDO, LEA is the<br />leading monthly on-line peer-reviewed journal and web archive in its<br />field. Subscribe now for $35 per year at<br /><a rel="nofollow" href="http://mitpress2.mit.edu/e-journals/LEA/INFORMATION/subscribe.html">http://mitpress2.mit.edu/e-journals/LEA/INFORMATION/subscribe.html</a>.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 8.14.02<br />From: Arcangel (arcangel@unosunosyunosceros.com)<br />Subject: infomera.net enconstruccion.org VS no-content.net<br /><br />infomera.net<br />champions of the<br />WWW<br /><br />presents<br /><br />an online ephemeral match<br /><br />enconstruccion.org VS no-content.net<br /><br />mario garcia constructor from enconstruccion.org from mexico with 27<br />years and 3 in the professional league influenced by siqueiros, carrion<br />and the construction workers will try to certificate in a programming<br />castigate style combat<br /><br />vs<br /><br />brian mackern &quot; no-content.net from montevideo uruguay aka vibri ,<br />zigurat99 psycho-byte influenced by las ensenanzas de don juan humito<br />,bily holliday thelonius monk will use ( depending on ram ) his nubes<br />aleatorias,data-overflow-ascii and chamanic interferences in a blend of<br />tao and rads technique<br /><br />13 -14 agosto online at <a rel="nofollow" href="http://www.infomera.net/">http://www.infomera.net/</a><br /><br />enconstruccion.org VS no-content.net<br /><br />they will destroy . create . transform a massive info manipulation<br />combat unique no-database no-rules opn ftp access<br /><br />found about their challenges at :<br /><br /><a rel="nofollow" href="http://www.museotamayo.org/inmerso/infomera/batallas/enconstruccionVSnoscont">http://www.museotamayo.org/inmerso/infomera/batallas/enconstruccionVSnoscont</a><br />ent.htm<br /><br />collect the player cards<br /><br />biographical info ( plus ) an exclusive interview<br /><br />www.enconstruccion.org<br /><a rel="nofollow" href="http://www.museotamayo.org/inmerso/infomera/playercards/MARIO.htm">http://www.museotamayo.org/inmerso/infomera/playercards/MARIO.htm</a><br /><br />www.no-content.net<br /><a rel="nofollow" href="http://www.museotamayo.org/inmerso/infomera/playercards/brian.htm">http://www.museotamayo.org/inmerso/infomera/playercards/brian.htm</a><br /><br /><a rel="nofollow" href="http://www.museotamayo.org/infomera">http://www.museotamayo.org/infomera</a> cyberlounge<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 8.14.02<br />From: intima (igor.stromajer@guest.arnes.si)<br />Subject: MomEnt.16: Orgasmus im Berlin<br /><br />*** MomEnt.16: Orgasmus im Berlin ***<br />low-quality high-standard self-composable net video kit<br /><br /><a rel="nofollow" href="http://www2.arnes.si/~ljintima2/moment16">http://www2.arnes.si/~ljintima2/moment16</a><br /><br />by intima | virtual base _2002<br /><br />net_video base C | consecutive [unlimited] net_video base P | parallel<br />[limited]<br /><br />16 net_video files: define function | danger above | observation 3 | no<br />information | observe code 0.60 | control out 4 | control out 9 | start<br />function | move forces | emotion help | no feelings 46 |<br />14/4328322700324 | no reason 55 | danger positive A | situation love 2 |<br />function completed<br /><br />_tech.definition:<br /><br />PC PIII, 800 MHz, 256 MB RAM, Mac G4, min. 56 kbps | online, MS IE 6+,<br />Netscape 6+, min. resolution: 1024x768, High Color, 14&quot; (opt. 15&quot;), Java<br />Script, multimedia, RealPlayer, wav player, e-mail software (&amp; account),<br />free your mind &amp; the rest will follow<br /><br />_credits:<br /><br />created by igor stromajer. produced by intima | virtual base, 2002 -<br />www.intima.org<br /><br />camera by davide grassi (aksioma.org), dejan habicht (fundamental<br />photography), i. stromajer<br /><br />performed by (alphabetic) marjana harcet, jana kohut, bojana kunst,<br />marcela okretic, sophia okretic, anja planiscek, vlasta vucenik, brane<br />zorman<br /><br />supported by ministry of culture of republic of slovenia. recorded in<br />ljubljana, slovenia - june/july 2002. edited in mirca, croatia - august<br />2002<br /><br />- - -<br /><br />intima | virtual base<br /><a rel="nofollow" href="http://www.intima.org">http://www.intima.org</a><br />+38641703291<br />atom@intima.org<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 8.9.02<br />From: maria rita Silvestri (staff@bananram.org)<br />Subject: Bananaram Italian Net.Art Festival<br /><br />&gt;From 18 to 22 September at the Mole Vanvitelliana of Ancona, Italy,<br />takes place Bananaram, first Italian Net.Art Festival. The event<br />consists in installations and interactive multimedia projects<br />exhibition. Projects will offer a large view of the new art: from<br />Netomat, exhibited in 2001 at Data Dynamics, Whitney Museum of NY; to<br />the WAP broadcasting by graffiti artist Joey Krebs from Los Angeles; to<br />0100101110101101.ORG, mysterious cyber identity who will expose<br />biennale.py, the virus created for the Biennale d Arte of Venezia 2001;<br />to EpidemiC, from Milan who will come to Ancona with their new AntiMafia<br />software, Nikola Tosic with his new Community Mapping, Limiteazero with<br />Active Metaphor, Zanni, Thomson &amp; Craighead and Retroyou. At the<br />Festival artists will perform a presentation of artwork discussing about<br />their new projects. The theme of the exhibition is Net.Art and<br />unconscious needs. Bananaram was created and developed by Gianluca D<br />Agostino, PhD, author of The Art Club, the CNN show and Maria Rita<br />Silvestri,art editor for Random and author of award winning novel The<br />Magic of Art.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 08.04.02<br />From: cory arcangel (corya@harvestworks.org)_<br />Subject: Low Level All Stars – Jan Lund Thomsen / Triangle<br /><br />To coincide with the exhibition &quot;Kingdom of Piracy&quot;<br />(<a rel="nofollow" href="http://kop.adac.com.tw/">http://kop.adac.com.tw/</a>) RSG and BEIGE have entered into a head to<br />head, 8-bit computing battle in search of what we call &quot;the low level<br />all-stars.&quot; Basically the idea is to hunt down the &quot;true players&quot; of<br />low level 8-bit computer art. The following interview is of Jan Lund<br />Thomsen of the infamous demo group &quot;Triangle&quot;. In the following<br />interview Jan describes the art of the cracker &quot;intro&quot; and other issues<br />assiciated with this pre-internet DIY art/craft. Jan touches on fame,<br />floppy disk distribution, and piracy. Part demo, part graffiti, intros<br />are the animations that appear at the start-up of a cracked video game<br />which are designed to showcase the cracker's talent.<br /><br />++++<br /><br />Cory Arcangel: In a previous email you indicated that there was a<br />cracking scene, and not an intro scene. An intro is merely an artists'<br />tag of a much larger work. Can you explain why this process eventually<br />grew to become so involved [music / animation]?<br /><br />Jan Lund Thomsen: Intros had to be squeezed into whatever free memory<br />space was left by the game (as both intro and game were loaded into<br />memory in one go.) At some stage you can imagine the people coding these<br />&quot;tags&quot; wanting to see what they could do if they had all the resources<br />of the computer to themselves rather than piggy backing their work onto<br />something else. Thus the demo-scene was born.<br /><br />As demos are a legal activity the natural step was for people to form<br />specialized demo groups that had nothing to do with the cracking scene.<br />&gt;From this rose the competition to do outdo each other, something that is<br />still evident in todays demo scene.<br /><br />Cory Arcangel: Other people we have talked to described themselves as<br />&quot;artists&quot;, yet you view your work on the commodore more as a craft. Can<br />you explain what makes you think of yourself as a craftsman?<br /><br />Jan Lund Thomsen: Looking back I'd say I was both - probably around<br />60/40 in favor of the craft. While coming up with ways to enhance a game<br />(adding high-score savers, better compression, etc.) could be considered<br />an art-form that distinguished one cracked version from another, there<br />was no denying that basic set of skills had to be mastered in order for<br />a cracker to transform the contents of the original media into something<br />that could be easily duplicated, yet preserved the functionality of the<br />original game.<br /><br />As various forms of protection schemes and fastloaders were applied to<br />the games a cracker needed to familiarize himself with those schemes. He<br />also needed the technical skills that would allow him to dig his way<br />through new protection schemes. One of the exiting things about cracking<br />games was that you'd never know what you were up against next time an<br />original tape landed in your mailbox.<br /><br />Cory Arcangel: One of the reasons that I am interested in working on<br />early 8-bit computers is that since most run on 6502 chips, due to the<br />simplicity of 8-bit code and easy access to this code [via disassembler]<br />one can usually modify or at least come to an understanding of any<br />compiled code. This idea in some ways parallels today's open source<br />movement. Would you consider the commodore64 a computer which is open<br />source at its heart?<br /><br />Jan Lund Thomsen: In one word: No.<br /><br />While dissecting and tweaking other peoples code led to greater<br />understanding of the machine and gave insight into new ways to solve old<br />problems noone really spread their applications around to show other<br />people *how* they accomplished something but rather that they *had*<br />accomplished it.<br />Cory Arcangel: You are not in favor of pirating software. Though during<br />your c64 years you played a part in spreading software. Did your<br />philosophy change, or was the cracking scene seen as something<br />different?<br /><br />Jan Lund Thomsen: My philosophy changed. While I don't condone piracy<br />these days, I'm not completely denouncing it either. For me it has a lot<br />to do with my belief in the platform/developer-community in question; my<br />Windows 98 box has programs with &quot;extended&quot; evaluation periods, while<br />every little piece of shareware on my Palm IIIX is legally registered.<br />Cory Arcangel: You have mentioned that cracking games were an &quot;ego<br />thing&quot;. Can you explain?<br /><br />Jan Lund Thomsen: The &quot;ego&quot; statement was made in a usenet discussion<br />about peoples motivation for cracking games back in the day. While it<br />may sound strange I never thought of it as making games freely<br />available, or even breaking the law.<br /><br />I considered cracking a display of technical prowess - a matter of me<br />versus the machine. As a cracker I took great pride in my work. Sure,<br />people may have enjoyed playing the cracked versions I produced - but<br />the important factor was that cracking made *ME* feel good.<br /><br />Of course, well-aware that I was in one of the top euro quality-cracking<br />outfits, real competition was only offered by a select few. I also<br />cracked the occasional old game just for the fun of it, never bothering<br />to add an intro or even distribute it. The process of cracking was<br />all-important, distribution and recognition weren't.<br />Cory Arcangel: You received almost no feedback on your work during the<br />era when you were cracking. How was the distribution network for games<br />organized?<br /><br />Jan Lund Thomsen: Well-organised groups flourished due to people<br />specializing in what they did best. No point in making the crackers lick<br />stamps and mail out disks. Bear in mind that this all happened before<br />the internet was something regular Joes had access to. Heck, most people<br />I knew didn't even have modems (although I'm told there were lots of C=<br />BBS'es out there) … The cracker would wrap up his latest product, and<br />give a copy to the group swapper(s) who in turn mailed it out to their<br />contacts. That way everyone knew what other groups were doing.<br /><br />Of course, some people created subscription services which meant that<br />lots of games were distributed to people who weren't associated with the<br />&quot;scene&quot;. Add to that the obvious small-time swapping with the kid down<br />the street who also had a C64 and you'd have a pretty good network.<br /><br />Cory Arcangel: Do you still code in 6502?<br /><br />Jan Lund Thomsen: No. Spending too much time on other things. =)<br /><br /><a rel="nofollow" href="http://www.rhizome.org/Low_Level_All_Stars/">http://www.rhizome.org/Low_Level_All_Stars/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization. If you value this<br />free publication, please consider making a contribution within your<br />means at <a rel="nofollow" href="http://rhizome.org/support">http://rhizome.org/support</a>. Checks and money orders may be sent<br />to Rhizome.org, 115 Mercer Street, New York, NY 10012. 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