RHIZOME DIGEST: 5.19.02

<br />RHIZOME DIGEST: May 19, 2002<br /><br />Content:<br /><br />+work+<br />1. anne-marie: Velvet-Strike–Call for Counter Military Graffiti<br /><br />+comment+<br />2. Luther Blissett: Subversion!!<br /><br />+interview+<br />3. roy christopher: Peter Lunenfeld interview<br />4. Mark Amerika: Net.Dialogue.8–The Loss of Inscription<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 5.16.02<br />From: anne-marie (amschle@cadre.sjsu.edu)<br />Subject: Velvet-Strike–Call for Counter Military Graffiti<br /><br /><a rel="nofollow" href="http://www.opensorcery.net/velvet-strike/">http://www.opensorcery.net/velvet-strike/</a><br /><br />Call for Digital Spray Paint:<br /><br />Velvet-Strike is a collection of spray paints to use as graffiti on the<br />walls, ceiling, and floor of the popular network shooter terrorism game<br />&quot;Counter-Strike&quot;. Velvet-Strike was conceptualized during the beginning<br />of Bush's &quot;War on Terrorism.&quot; We invite others to submit their own<br />&quot;spray-paints&quot; relating to this theme.<br /><br />The Velvet-Strike Team:<br /><br />Anne-Marie Schleiner opensorcery@opensorcery.net<br />Joan Leandre retroyou@retroyou.org<br />Brody brody@tmpspace.com<br /><br />+ + +<br /><br />Velvet-Strike: War Times and Reality Games<br />(War Times From a Gamer Perspective)<br /><br />When I first heard about the attacks on September 11, just a fraction<br />before I felt a wave of sadness, a nauseating thought passed through my<br />mind. What terrible timing-with this president in office, perhaps even<br />more so than previous ones, he could use this event as justification for<br />dangerous actions on a global scale and at home. A few weeks later, I<br />left for Spain to give a workshop on modifying computer games. When I<br />arrived the next morning at the workshop I learned that the U.S. had<br />declared war on Afghanistan. The workshop organizers had installed a new<br />demo of &quot;Return to Castle Wolfenstein&quot;, a remake of an old Nazi castle<br />shooter game, on all the PC's. The sounds of the weapon-fire echoed off<br />the concrete walls of the workshop warehouse space–what I once<br />approached with playful macho geek irony was transformed into uncanny<br />echoes of real life violence. At that moment, that room was the last<br />place I wanted to be. Joan Leandre, (one of the other artists presenting<br />at the workshop), and I discussed creating some kind of anti-war game<br />modification.<br /><br />Not long after the Sept 11 attacks, American gamers created a number of<br />game modifications for games like Quake, Unreal and the Sims in which<br />they inserted Osama Bin Laden skins and characters to shoot at and<br />annihilate. Since the Sims is not a violent game, one Osama skins<br />distributor suggested feeding the Sims Osama poison potato chips. If you<br />cant shoot him, then force him to overeat American junk food, to binge,<br />death by over-consumption, death by capitalism. (The Sims is essentially<br />a game whose rule sets are based on capitalist algorithms, although<br />according to the Sims designers these rules are balanced other factors.)<br /><br />The most disturbing Osama mod I saw was on display in October 2001 at a<br />commercial game industry exhibit in Barcelona called Arte Futura. To<br />give the exhibition organizers the benefit of the doubt, they were<br />probably unfamiliar with urban American ethnic cartography. In this mod,<br />Osama is represented as an Arab corner grocery story owner, as is common<br />in many tough inner city neighborhoods in North America. The goal of the<br />mod is to enter the corner liquor grocery store and kill the Arab owner.<br />(At the time I saw this I has just gotten an email from my sister in<br />Seattle describing how she and other college students were taking turns<br />guarding mosques from vandalists.)<br /><br />Harmless release of tension or co-conspirator in the industrial war<br />complex? Playful competition or dangerous ethnic and gender politics of<br />the other? The first computer game, created at MIT by Slug Russell and<br />other &quot;hackers&quot;, was called &quot;Spacewar&quot;, an outer space shooter<br />influenced by cold war science fiction. Since Spacewar, computer games<br />evolved and bifurcated into multiple genres, some related to war and<br />fighting simulation, (and using technology occasionally directly funded<br />by the US military), and others less so. (RPG, Real Time Strategy,<br />Shooter, God Game, Action/Adventure, etc). In the 1990's, within the<br />shooter genre, characters evolved from white guy American soldiers into<br />oversize funny male monsters of all shapes and stripes and pumped female<br />fighting machines. It seemed to be about a kind monster fantasy<br />workshop, humorous macho role-play, taking things to their frag queen<br />extremes. Within online Quake and game hacker culture, gender<br />restrictions and other boundaries opened up.<br /><br />Then beginning with Half-life and continuing with shooter games whose<br />alleged appeal is &quot;realism&quot;, a kind of regression took place. In terms<br />of game play games like Half-life are universally seen as advancements.<br />Yet in Half-life you are only given one white guy everyman American geek<br />guy to identify with. And all of the NPC researchers and scientists in<br />the game are male. Half-life remaps the original computer game target<br />market back onto itself, excluding all others and reifying gamer culture<br />as a male domain. (Not that I didn't play Half-life but I would have<br />enjoyed it more if I could have played a female character.)<br /><br />The trend towards what male gamers call &quot;realism&quot; solidified in 2000<br />with the Half-life mod &quot;Counter-Strike&quot;. Counter-Strike is a multi-<br />player game where you choose to play on either the side of a band of<br />terrorists or on the side of counter-terrorist commandos, (all male).<br />The tactics of the terrorists and the counter-terrorists are essentially<br />indistinguishable from each other. (Perhaps this similarity between<br />terrorist and counter-terrorist is telling about the current situation<br />in Israel and other places where the &quot;war on terrorism&quot; has been forged<br />for a while or is only just beginning.)<br /><br />People who love Counter-Strike have told me that the appeal is the<br />&quot;realism&quot;-its not about &quot;silly&quot; muscly monsters bouncing around space<br />ports like in the Quake Series -in Counter-Strike you play realistically<br />proportioned soldiers and commandos killing each other in stark bombed<br />out bunkers. When you are killed in Counter-Strike your character really<br />&quot;dies&quot; instead of immediately regenerating. (Although you get to play<br />again in a few minutes as soon as the next round begins.) So &quot;realism&quot;<br />is not about faster game engines, graphics processing and<br />&quot;photorealism&quot;. It is about reproducing characters and gameplay<br />environments that are considered closer to &quot;reality&quot; and farther from<br />fantasy.<br /><br />But now, in the wake of Sept 11, are these games too &quot;real&quot;? Or is the<br />real converging with the simulation? Who defines what is real? According<br />to an email rumor, President Bush recently approved of a deal between an<br />American television network and the US military to create a series of<br />wartime docudramas of US soldiers fighting the &quot;war on terrorism&quot;<br />abroad. The news section of the TV network was apparently miffed at the<br />arrangement because they had been unable to gain access to reporting on<br />the war in Afghanistan. (Recall in Orwell's 1984 the merging of state<br />controlled war time news and docu-fiction.) The trend in brutal reality<br />TV, beginning with popular shows like Cops, and continuing with a slue<br />of reality game shows like &quot;Survival&quot; is another field of convergence.<br /><br />You are for or against us, you are with us, &quot;the one&quot;, or you are with<br />the enemy is the underlying logic of the West, as I understood a talk by<br />Marina Grzinic at an international cyberfeminist conference in Germany<br />in December 2001. (Pre-axis of evil.) Although computer games replicate<br />this binary competitive logic maybe there is something ultimately<br />subversive in the knowledge that it is only a game, that at any moment<br />you may switch sides with the &quot;other&quot;, you may play the terrorist side<br />in Counter-Strike. But reality games pretend to erase this awareness.<br />And if you are going to converge network shooter games and contemporary<br />middle eastern politics into a game, (Counter-Strike), then you leave<br />out a number of complexities such as economics, religions, families,<br />food, children, women, refugee camps, flesh bodies and blood, smell etc.<br /><br />Maybe the problem is that convergence with &quot;reality&quot; is happening with<br />the wrong game genre. Instead of replicating the binary logic of the<br />shooter genre, of Cowboys and Indians, of the football game, if the US<br />government borrowed tactics from real time strategy gamers or RPGers, we<br />might be looking at a different global response. (But then again given<br />who our leadership is now, its unlikely he is capable of the<br />intellectual planning required of a strategy gamer.) &quot;Winning&quot; or<br />advancement in massively multi-player Role Playing Games like Everquest<br />is enhanced by strategically building social bonds amongst players. And<br />strategy games like Warcraft and Command and Conquer, while directly<br />enacting tactics of imperialist colonialist expansionism, at least take<br />into account other factors in addition to military might.<br /><br />After playing Counter-Strike for a couple weeks I must confess it<br />incorporates social maneuvers beyond shoot and kill, (and I must also<br />confess to enjoying many aspects of the game–I have actually always<br />enjoyed shooters.) Team play and communication between members on your<br />side are complex, including live voice radio, and a number of coded chat<br />&quot;smileys&quot; and automated radio commands that take some time to learn.<br />Formulating strategies is also necessary for survival, as in other<br />network shooters. As a Counter-Strike newbie I was sometimes even able<br />to solicit help from my enemies, indicating a clear awareness of the<br />game as fictional play space. Some of the combat environments are quite<br />beautiful. But I still am critical that this domain, the network of<br />thousands of international Counter-Strike servers spanning Taiwan to<br />Germany, has been reified as an exclusively male &quot;realistic&quot; combat<br />zone. (You can hear live audio voices of male players on many servers.)<br />I am also disturbed that the binary logic of the shooter is being<br />implemented on a global military scale.<br /><br />Personally I would like to see computer games move towards fantasy, away<br />from military fantasy which pretends to &quot;realistic&quot;. I like fantastic<br />environments where there is more room for imaginative habitats and<br />characters. Japanese games for children and adults are engaged in this<br />undertaking, filled with curious animal Pokemon creatures, Robo-cats,<br />transformers, Anime people, monsters, demons and fairies, of all<br />genders. I identify more with these characters than with counter-<br />terrorist or terrorist soldiers and they are what I want to be my<br />reality. Reality is up for grabs. The real needs to be remade by us.<br /><br /><a rel="nofollow" href="http://www.opensorcery.net/velvet-strike/">http://www.opensorcery.net/velvet-strike/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 5.14.02<br />From: Luther Blissett (lutherblissett88@hotmail.com)<br />Subject: Subversion!!<br /><br />About three years ago, new media afficionados were all a flutter<br />concerning the new BIOTECH initiatives in net art. Which was all fine<br />and good if one lived in London.<br /><br />For us who believe in a more global scale; the trend has been the<br />politics of subversion, for better or for ill. RTMARK's<br /><a rel="nofollow" href="http://www.gwbush.com">http://www.gwbush.com</a> provoked a strong backlash from the Bush camp. The<br />satirical site is one of the best satires I've seen of American<br />politics, aside from the Perot campaign.<br /><br />It should help to mention, in the Cinema isle, the film &quot;Bob Roberts,&quot;<br />written and directed by Tim Robbins, which I watched twice this week, a<br />brilliant mock documentary of the right wing folksingers run for senate.<br /><br />Similarly, GWBUSH.com's site is sickeningly accurate parody of the<br />Presidential Son's campaign trail. Even better, the quotes, such as<br />&quot;There ought to be limits to freedom,&quot; are direct quotations.<br /><br />The macro politics of gwbush.com, however, are just as interesting.<br />Domain names are now as close as one can get to libel or copyright<br />violations while still maintaining legal protection of the contents.<br />It's an activist's wet dream! The new politics of subversion are equal<br />in opportunity to those of the technology, offering a new toolbox for<br />anyone willing to use it.<br /><br />Another site following the domain name suit is located at<br /><a rel="nofollow" href="http://www.terror-machine.com">http://www.terror-machine.com</a>. <a rel="nofollow" href="http://www.terror-machine.net">http://www.terror-machine.net</a> is a<br />Canadian neo-nazi website (disturbingly titled 'Blood &amp; Honour'). It<br />features a vehemently white supremacist rhetoric, calls to arms,<br />'community' news and information on neo-nazi interests. But Blood &amp;<br />Honour is not responsible for the innovative and appropriate content of<br />terror-machine.com. Rather, a small group of students and activists<br />banded together to purchase the domain name, then created a parody of<br />Blood &amp; Honour, molding its content to create a Star Wars fan site. The<br />material is worth a look, to be certain, and it seems to still be in the<br />process of publicizing itself to the neo-nazi community.<br /><br />Lastly, there is the <a rel="nofollow" href="http://WWW.0100101110101101.ORG">http://WWW.0100101110101101.ORG</a> site; which, in the<br />face of a somewhat interesting act of art sabotage, proceeded to do<br />absolutely nothing interesting with it. Hell.com's online event,<br />SURFACE, was opened to the RHIZOME audience several years ago. The<br />0100101110101101ers downloaded all the material and posted it, to the<br />public, no passwords, resulting in the threat of legal action from<br />hell.com. Since then, they have gone on to, for some reason, download<br />and make available other publically available sites, such as<br />teleportacia.org, triggering the very appropriate response from Alexei<br />Shulgin: &quot;Great. Subversion again.&quot;<br /><br />All of this is of course evident of a new move for net related art<br />initiatives towards the more political aspects of the net. The<br />communication issues and identity issues it triggers are by no means<br />new, but still particularly relevant. In the wake of a war, in which<br />propaganda questions were raised for every new fact reported by either<br />side of the media, it is interesting to note that it is no longer safe<br />to assume that when you enter a Sears Roebucks, you are not actually<br />entering a JC Penney, or an animal rights orginization. This is the<br />nature of subversion, of course, the issue of raising questions via<br />agitation.<br /><br />It's unfortunate, then, to see a slide from the intelligent subversion<br />to that of subversion for subversion's sake. It would be sufficient to<br />define appropriate subversion as that which affects a &quot;real world&quot;<br />institution via &quot;virtual&quot; means, or one that creates a question towards<br />the corporate face of the internet, or even the entire methodolgy behind<br />internet identity.<br /><br /><a rel="nofollow" href="http://www.gwbush.com">http://www.gwbush.com</a><br /><a rel="nofollow" href="http://www.terror-machine.com">http://www.terror-machine.com</a><br /><a rel="nofollow" href="http://www.terror-machine.net">http://www.terror-machine.net</a><br /><a rel="nofollow" href="http://WWW.0100101110101101.ORG">http://WWW.0100101110101101.ORG</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />**MUTE MAGAZINE NEW ISSUE** Coco Fusco/Ricardo Dominguez on activism and<br />art; JJ King on the US military's response to asymmetry and Gregor<br />Claude on the digital commons. Matthew Hyland on David Blunkett, Flint<br />Michigan and Brandon Labelle on musique concrete and 'Very Cyberfeminist<br />International'. <a rel="nofollow" href="http://www.metamute.com/mutemagazine/issue23/index.htm">http://www.metamute.com/mutemagazine/issue23/index.htm</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 5.10.2002<br />From: roy christopher (royc@machinepresence.com)<br />Subject: Peter Lunenfeld interview<br />Keywords: media activism, internet, design, commercialization<br /><br />[This interview with Peter Lunenfeld is the latest in a series that I've<br />been archiving at my site, frontwheeldrive.com. Lunenfeld is the<br />director of the Institute for Technology and Aesthetics (ITA), author of<br />Snap to Grid (S2G), and editorial director of the Mediawork Pamphlet<br />series, and this is the record of several days of email correspondence,<br />during which he and I volleyed questions, ideas and rants covering<br />everything from his concept of Vapor Theory to my frustrations as a<br />'professional designer.']<br /><br />frontwheeldrive: Can you briefly explain Vapor Theory?<br /><br />Peter Lunenfeld: In S2G, I define Vapor Theory as 'dialectical<br />immaterialism, critical discussions about technology untethered to the<br />constraints of production.' I started thinking about vapor theory back<br />in the days of VR, when otherwise sensible people got misty-eyed about<br />abandoning their identities and moving into fully realized, photo-<br />realistic virtual worlds. They were saying this at a time when most of<br />the VR systems that I was seeing demoed had limited interaction in and<br />among a small library of graphics primitives. The vapor theory bought<br />into the short slope concept of technological development – that just<br />because people wanted something (in this case fully immersive<br />virtuality) to happen that something would indeed materilialize.<br /><br />fwd: Do you see this 'flapping of the gums' subsiding with the recent<br />fallout of businesses on the Web?<br /><br />PL: I remember Biz Markie's old school rap that went through the usual<br />enemies list of sucker MCs, claiming they all 'caught the vapors.'<br />Within a decade of the VR boom and bust, venture capitalists caught the<br />vapors and funded the new economy business plans of the dot.comedy.<br /><br />fwd: With this fallout, the Web (and the other 'pop' aspects of Computer<br />Science) has gone through what other relatively new areas of<br />technological advancement (e.g., Artificial Intelligence) have gone<br />through, but on a very condensed time scale. AI seems to have found its<br />feet again (small and shaky as they may be). Do you see the Web and<br />other previously inflated digital arts going through a similar evolution<br />(less hype, more real applications)?<br /><br />PL: I'm fascinated by the post-utopian periods of aesthetics and<br />technology. The utopian moment of a medium or field is intoxicating, of<br />course – when the cinema or AI, rock'n'roll or robotics, the portapak<br />or the Web, is going to change the world that very instant. But no one<br />movement or technology can support that level of hype. Often, it's after<br />the general public's attention has been raised and then dashed that<br />artists, technologists, and yes, even entrepreneurs, can go back into<br />the wreckage and make interesting, even lasting interventions.<br /><br />fwd: Where many on the art side of the fence see all commercial forces<br />as the enemy, you contend that art and economics are symbiotic. Given<br />that artists of all kinds need money to do their work, isn't there still<br />a line somewhere in there that shouldn't be crossed (for art's sake)?<br /><br />PL: I'm regularly misunderstood on this point. It's not that art and<br />commerce are the same thing, just that all art exists in relation to the<br />economic activity of its era. After Andy Warhol and Jeff Koons, it's<br />impossible to speak of lines between art and commerce that &quot;shouldn't be<br />crossed,&quot; because, after all, that's one of the things artists do –<br />cross lines. For thirty years or more, art historians and critics have<br />been hashing this out, and it's pretty hard to ignore this fairly<br />obvious point when you talk about the complex interwinnings of art,<br />design and commerce in the realm of the digital. One of the reasons that<br />these relationships were so contested in the boom years of the '90s was<br />that a huge number of people came out of art departments, or trained<br />themselves entirely outside of the academy, and took jobs as designers<br />either to support their art – a quintessential day job – or just<br />because that was the hot thing to do at the time. So, they called<br />themselves designers without much in the way of exposure to the ethos of<br />design as a profession.<br /><br />fwd: Well, I'm one of those people. Thanks to computers, I've been doing<br />print and Web design professionally for almost 8 years now. Though I've<br />been through years of art school, grew up painting, drawing, and started<br />making 'zines 16 years ago, only a small fraction of this experience is<br />used in my job as 'designer.' The frustrating part, I guess, is that<br />this division between designers who are involved in the discourse and<br />designers who aren't is obvious and the fact that industry that requires<br />design work - for the most part - is completely unconcerned with the<br />discourse. How can we bring the discourse inside the corporate walls?<br /><br />PL: At the risk of sounding like a workplace psychiatrist, I'd like to<br />talk about the frustration you're feeling. Knowing something about the<br />ways in which designers from earlier eras convinced their corporate<br />clients of the validity of design research and experimentation might<br />offer you, and others in your position, a way to approach these<br />discussions. Certain designers have been able to shift the dialogue from<br />service to collaboration, staking out either new territory or<br />reformulating the way the game is played (think Charles and Ray Eames).<br />The computer democratized access to the tools of the professional<br />designer, and brought about an amazing efflorescence of new styles and a<br />deepened pool of people who, like you, consider themselves to be<br />designers. Unfortunately, though, the democratization of digitization<br />didn't go hand in hand with any kind of informed discussion of the<br />history and discourses of design as a field.<br /><br />fwd: Can you give some examples?<br /><br />PL: Let's just talk about the Web for example. With all the hype about<br />Flash, and the concomitant backlash against it, this is precisely the<br />time to revisit the debates about deep design versus styling. But, the<br />very ones who should be talking about this haven't got the vaguest<br />notion of who Raymond Loewy was, much less that as early as the '30s, he<br />was talking about the designer's role in &quot;reconciling&quot; people to new<br />technologies through exterior styling. I'm not endorsing Loewy's<br />position by any means, but I'd sure like to talk it through with Flash<br />partisans and their detractors. How about countering the banality of the<br />Nielson-Norman rap on Web usability by recasting Adorno's condemnation<br />of functionalism? In the '60s, Adorno was dealing with the unintended<br />consequences of modernism's reductivism: the creation of boring and<br />inhuman living spaces. Connecting the dots from these historical<br />arguments to a staff meeting is tricky, but it can be done. Essentially,<br />it's about making history, theory and criticism viable in non-academic<br />environments.<br /><br />fwd: Getting back to the academe, Paul Virilio once said, 'Play at being<br />a critic. Deconstruct the game in order to play with it. Instead of<br />accepting the rules, challenge and modify them. Without the freedom to<br />critique and reconstruct, there is no truly free game: we are addicts<br />and nothing more.' Kodwo Eshun adopts the title 'concept engineer'<br />instead of culture critic. What's your stance on the role of critique<br />and critics in this culture?<br /><br />PL: Hats (berets?) off to Virilio, but these days, even porn fans<br />understand the importance of critique. The motto of the<br />rec.arts.movies.erotica newsgroup is cribbed from Pauline Kael: 'In the<br />arts, the only source of independent information is the critic. The rest<br />is advertising.' And, sorry to say, if 'the freedom to critique and<br />reconstruct' guaranteed liberation from addiction, those guys in the<br />trench coat brigade might be able to get up from their sofas, turn off<br />Edward Penishands, and go out and meet some real people. I'm a big fan<br />of Eshun's redemptive approach to criticism, but I'm not sure exactly<br />what he means by 'concept engineer.' As a label, it doesn't seem that<br />much more helpful than lumping critics along with doctors, lawyers and<br />software designers together as 'symbolic analysts.'<br /><br />fwd: Indeed. I recently asked Eshun to explain his role as 'concept<br />engineer,' but have yet to receive an answer. We shall see.Can you talk<br />about the relationship between a general social critique and the focus<br />that you tend to put on art, design and technology?<br /><br />PL: It's hard to argue with Christopher Hitchens' claims that the critic<br />needs to live 'at a slight acute angle to society' if you're doing<br />politically motivated criticism. In the realm of aesthetics, though,<br />there has been such an explosion of cultural production of all kinds in<br />the past quarter century, that I'm less interested in the model of<br />critic as scold – castigating producers for their errors – than I am<br />of the critic as curator. The curatorial function is one which brings<br />together and juxtaposes objects, systems, ideas and people to make a<br />case. The case I'm interested in making right now is that nostalgia for<br />past glories is counterproductive, and that the contemporary world is in<br />the midst of a ferocious pluralism of styles and media and aesthetics<br />right now. There are wonders to be found in intriguing pockets,<br />sometimes in full view, but often 'at a slight acute angle.' I hope that<br />my methods and my writings can serve as something of a model about how<br />one can curate compelling experiences with art and culture.<br /><br />fwd: Whom do you read and respect writing about New Media (or whatever<br />else) these days?<br /><br />PL: I'm really interested in the work that's developing in Southern<br />California. It's where I live, and I believe that people need to nurture<br />local as well as virtual intellectual communities. Luckily, I'm in the<br />right place at the right time. There's UCSD's Lev Manovich, of course,<br />author of The Language of New Media, CalArt's Norman Klein who's been<br />working on scripted spaces and special effects, independent scholar<br />Margaret Wertheim who is writing and curating around the topic of<br />outsider physics, and a passel of people from UCLA including film<br />theorist Vivian Sobchack, Red Rock Eater News Service organizer Phil<br />Agre, and N. Katherine Hayles, who holds a joint appointment in English<br />and Design | Media Arts. For fun, I've been enjoying independent<br />publisher Tosh Berman's TamTam Books. Berman used to be the director of<br />Beyond Baroque, the venerable Venice, CA-based literary organization,<br />but now he's putting out beautifully designed translations from the<br />French of weird little books. The first three are Boris Vian's brutal<br />noir I Spit on Your Grave; Serge Gainsbourg's Evguenie Sokolov, about an<br />artist whose medium is farting; and Guy Debord's Considerations on the<br />Assassination of Gerard Lebovici, in which the Situationist reflects on<br />being at the eye of the media storm that hit when Lebovici, his friend<br />and publisher, was murdered mysteriously in the mid-'80s.<br /><br />fwd: Is there anything on which you're working that you'd like to bring<br />up here?<br /><br />PL: I was trained as a film theorist, but haven't written about the<br />movies in a long time. That's shifting a bit these days, and I've got an<br />essay on &quot;The Myths of Interactive Cinema&quot; coming out in Dan Harries'<br />The New Media Book for the British Film Institute. As a long term<br />project, I'm working on a new book about the aesthetics of information.<br />Closer at hand, I'm putting together a collection of my &quot;User&quot; columns<br />from artext magazine which I'd like to see come out in 2003. And, I'm<br />continuing to put out the Mediawork Pamphlet series.<br /><br />fwd: What is the premise of your Mediawork pamphlets? What are you<br />trying to achieve with these?<br /><br />PL: Mediawork pamphlets pair major writers with contemporary graphic<br />designers to produce 100 page 'mind bombs' in the tradition of McLuhan<br />and Fiore's The Medium is the Massage. These 'theoretical fetish<br />objects' cover art, design, technology and market culture with verve and<br />impact. The first, Utopian Entrepreneur, written by Brenda Laurel and<br />designed by Denise Gonzales Crisp, was published in 2001.<br /><br />fwd: To be precise, it came out on September 14th, 2001. What did it<br />mean that a book written and a series conceptualized before the events<br />of 9/11 were both seen, at least in part, as having something to say to<br />that moment?<br /><br />PL: We almost cancelled the San Francisco launch event that the<br />International Academy of Digital Arts &amp; Sciences was hosting for us, but<br />Brenda, Denise and I all drove up from LA to the Bay Area on the 15th to<br />confront a San Francisco as empty as I'd ever experienced it. There was<br />a sort of doomed solipsism in the air, as though the attacks on New York<br />and Washington, though 3000 miles away, were the logical conclusion of<br />the meltdown of the '90s. The Bay Area and Silicon Valley, as the former<br />epicenters of all new new things, were confronted by the triumphant<br />resurgence of Ford Administration dinosaurs like Secretary of Defense<br />Donald Rumsfeld pulling back the curtain and reminding all us tech-heads<br />who really runs this country. So, in the end, it was great to hear<br />Brenda rally the troops and talk about a better future, and the still<br />unfulfilled promise of (some) technology.<br /><br />fwd: What's coming up?<br /><br />PL: In these slightly calmer times, we're finishing Writing Machines,<br />written by N. Katherine Hayles and designed by Anne Burdick, for release<br />in the fall of 2002. Paul Miller aka DJ Spooky that Subliminal Kid is<br />writing Rhythm Science for 2003, and we're trying to figure out the best<br />designer to pair him with, which is one of the fun parts for me.<br /><br />New Science and New Media:<br /><a rel="nofollow" href="http://frontwheeldrive.com">http://frontwheeldrive.com</a><br /><br />nomadboy, inc.<br /><a rel="nofollow" href="http://www.nomadboy.com">http://www.nomadboy.com</a><br /><br /><a rel="nofollow" href="http://frontwheeldrive.com/peter_lunenfeld.html">http://frontwheeldrive.com/peter_lunenfeld.html</a><br /><a rel="nofollow" href="http://frontwheeldrive.com">http://frontwheeldrive.com</a><br /><a rel="nofollow" href="http://www.nomadboy.com">http://www.nomadboy.com</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />The time has arrived to pick up the new Leonardo Music Journal,<br />(LMJ),Volume 11, including a double CD titled &quot;Not Necessarily 'English<br />Music.'&quot; The journal and CD feature pieces from pioneering U.K.composers<br />and performers from the late 60s through the mid-70s. Visit the LMJ<br />website at <a rel="nofollow" href="http://mitpress2.mit.edu/Leonardo/lmj/">http://mitpress2.mit.edu/Leonardo/lmj/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 5.17.02<br />From: Mark Amerika (Mark.Amerika@Colorado.EDU)<br />Subject: Net.Dialogue.8–The Loss of Inscription<br /><br />Net.Dialogue.8: The Loss of Inscription<br />(Mark Amerika with Giselle Beiguelman)<br /><br />MA: You have created a beautiful site called desvirtual.com where many<br />people from around the world were first turned on to your work The Book<br />After The Book. Although you have said that this work is not net art per<br />se but is more &quot;a hybrid of criticism and hypervisual essay,&quot; one of the<br />works that came after - &lt;content=no cache&gt; - started feeling like a<br />playful art project than an essay per se…can you elaborate on what you<br />were doing with this project?<br /><br />GB: &lt;Content=No Cache&gt; was conceived in 2000 and I did it right after<br />the Book after the Book.<br /><br />It's not an essay but it explores online writing and the phenomena of<br />the loss of inscription, which reverts all our cultural traditions that<br />usually link memory to writing proofs.<br /><br />Its point of departure is this curious tag (&quot;content = no cache&quot;).<br />Placed in the html code it updates the contents of any online page,<br />erasing what was written before. In this sense, it announces a new<br />condition of writing.<br /><br /> From now on it does not inscribe anymore. It could be pointing to new<br />epistemological paradigms and ways of producing memories and<br />representations, but maybe because our printed background and the<br />metaphorical use of the web: why do we call web sites, sites, if they<br />are non-sites? why do we need the reference of the page to describe what<br />happens on the screen? most of on line writing just describes… Like<br />Error Messages.<br /><br />Integrated to The Book of Errors it also documents the relationship<br />between web readers and errors messages. Those messages are<br />aesthetically reworked and exhibited in new screens. By doing this, the<br />web site creates a different context for them and inverts the relation<br />between what is seen and what is read.<br /><br />In a few words, &lt;Content=No Cache&gt; works as if it would be possible to<br />operate in the limits between reading and vision, in order to explore<br />what is supposed to be a cyberliteracy based upon an alphanumeric<br />culture.<br /><br />MA: How does this &quot;cyberliteracy&quot; you are so in tune with, inform your<br />recent work, I'm thinking particularly of the mobile phone projects and<br />your use of WAP as a potential nomadic device to transmit what can only be<br />called nomadic narrative? And how can &quot;literary imagination&quot; find its way<br />into these transmissions as well?<br /><br />GB: You are right, the mobile phone projects are far away from our<br />traditional backgrounds. They are nomadic devices and they make us think<br />on different artistic interventions, conceived to be experienced on the<br />move, in between, while doing other things. They are not contemplative<br />at all. Mobile phones and PDAs are tools we need because we are already<br />multitask personalities. You have a mobile phone in order to be able to<br />drive and make a call. You are supposed to be concentrated in many<br />things simultaneously and being involved in different situations. So<br />those nomadic devices interest me because they point to new reading<br />contexts and, as always, it is important to keep in mind: you do not<br />talk about a world of reading without talking about a reading of the<br />world. In this sense they will probably force us to redefine our<br />understanding of what is art. They demand new concepts and art<br />experiences tuned with entropy and acceleration.<br /><br />This is something that disturbs and attracts me, I worked on this on<br />&quot;Wopart&quot; and in &quot;Leste o Leste?&quot; (Did you read the East) which was a<br />teleintervention in electronic panels, that explored the entropy and<br />acceleration of the city as the main space of action.<br /><br />MA: It seems that in order for art to have purpose, it oftentimes must<br />intervene in the mainstream culture, to call it to account. This means<br />hacking corporate culture and challenging preconceived realities whether<br />they be commercially or artistically generated (or both). What was the<br />concept behind your recent web art project created for the Sao Paolo<br />Biennial, the one called &quot;ceci n'est pas un nike&quot;? Why Magritte - and<br />why Nike?<br /><br />GB: This was created for and inspired by the SP Biennial. Web art became<br />an institutional hype and this has many consequences. One of them is<br />integration to the market _what is good and bad_ the other is its<br />misunderstanding of online art. And here we find deeper questions<br />involved in this absorption of web art by museums, galleries and<br />foundations.<br /><br />Usually the presence of web artist in exhibitions like the SP Biennial<br />is associated with the physical presence of computers in the building.<br />Online experience is reduced to surface and hidden by a fake objectual<br />condition. Moreover sponsors give computers and connections in order to<br />sell their e-biz (machines or connection services) and the artist is<br />converted into a useful accessory for marketing chains.<br /><br />In some ways, traditional institutions need surface and objects in order<br />to see art, meaning and value. They cannot stand or don't know how to<br />deal with interfaces that connects local situations to non-site.<br /><br />Nikes are surface only. Web sites are interfaces.<br /><br />&quot;Ceci n'est pas un nike&quot; (desvirtual.com/nike) updates Magritte's simple<br />statement &quot;This is not a pipe/this is a drawing that pictures a pipe&quot;,<br />that points to the conflict between representation and presentation. It<br />discusses the conflict between interface and surface, exploring elements<br />of that non-surface situation of cyberspace: the possibilities of<br />interferences in the web site icon _the nike_ (the e-nike generator) and<br />in the critical text that uses a wiki platform (the e-palimpsest) . You<br />can create, publish, destroy and rebuild everything because it is online<br />and you are working in a special interface, not inside the computer or<br />on the monitor surface…<br /><br />MA: Are we living in Apocalypse Now?<br /><br />GB: I'm too chaotic, so I'm in a Fractal process of recreation. There is<br />not any messianic future that could replace my contractions and internal<br />gaps. I hope so.<br /><br /><a rel="nofollow" href="http://desvirtual.com">http://desvirtual.com</a><br /><a rel="nofollow" href="http://desvirtual.com/nocache">http://desvirtual.com/nocache</a><br /><a rel="nofollow" href="http://desvirtual.com/wopart">http://desvirtual.com/wopart</a><br /><a rel="nofollow" href="http://tagtag.com/wopart">http://tagtag.com/wopart</a><br /><a rel="nofollow" href="http://www.uol.com.br/artecidade/giselle.htm">http://www.uol.com.br/artecidade/giselle.htm</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.<br /><br />We accept online credit card contributions at<br /><a rel="nofollow" href="http://rhizome.org/support">http://rhizome.org/support</a>. Checks may be sent to Rhizome.org, 115<br />Mercer Street, New York, NY 10012. 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