RHIZOME DIGEST: 12.06.02

<br />RHIZOME DIGEST: December 6, 2002<br /><br />Content:<br /><br />+announcement+<br />1. Melissa Haye: Art History Student Seeks Help With Project<br />2. juha huuskonen: pikseli&#xC4;HKY 2003 - Call for proposals<br />3. Alena Williams: Preserving the Rhizome ArtBase: A Report by Richard<br />Rinehart<br /><br />+work+<br />4. Michael Mandiberg: CriticalDiscourse.net – &quot;Total &#xDC;berzogen&quot; – – Edith<br />Russ Site<br />5. joy garnett:THE BOMB PROJECT: Announcing new sections on \'Atomic Art\'<br />6. Reinhold Grether: 1800 Net Art Links<br />7. turnermm@shaw.ca: Re-Reading the News<br /><br />+feature+<br />8. eric deis: As Logic of Assembly<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 11.30.02<br />From: Melissa Hayes (makubesu@aol.com)<br />Subject: Art History Student Seeks Help With Project<br /><br />Hello. I am a student at Westminster Choir College/Rider University and I am<br />currently taking a class called &quot;Art in the News&quot; with Dr. Richard Swain.<br />This class delves into current events in the art world. For my project for<br />this class, I am covering digital/internet art and the Rhizome community in<br />particular. I am seeking artists who have experience with Rhizome to be<br />interviewed and have their art featured in my project. If you are<br />interested, please e-mail me. Thank you for your time!<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 12.06.02<br />From: juha huuskonen (juhuu@juhuu.nu)<br />Subject: pikseli&#xC4;HKY 2003 - Call for proposals<br /><br />pikseli&#xC4;HKY Call for proposals &gt;&gt; www.pixelache.ac<br />pikseli&#xC4;HKY 2003<br />audiovisual laboratory - Kiasma Theatre, Helsinki 10-13 April 2003<br />www.pixelache.ac<br /><br /># audiovisual experiments and creative misuse of technology<br /># DIY lo-fi/hi-fi performances and installations<br /><br />The second pikseli&#xC4;HKY temporary audiovisual lab will be set up<br />in Kiasma, Museum of Contemporary Art in Helsinki. The event will<br />feature 4 days of shows, screenings, workshops and panel discussions.<br /><br />pikseli&#xC4;HKY 2003 concentrates on two themes:<br /><br />'VIDEOJUKKA' : We explore the art of VJ'ing, the act of mixing<br />and creating video material in a live situation in connection with<br />the music. International and local VJ stars will perform and give<br />workshops on VJ tools and technologies. Panel discussions and talks<br />will analyse the background and future of VJ'ing, as seen from<br />the perspective of visual arts, film making and other relevant contexts.<br /><br />Audiovisual architecture : Experimental projects combining media<br />and architectural design. Interactive art installations, robots<br />and sensors, projected environments and living surfaces. pikseli&#xC4;HKY<br />artists will create projects or prototypes around the city and give<br />practical workshops.<br /><br />Call for proposals<br /><br />We are searching for existing work but also prototypes and ideas<br />of new work to be included in the pikseli&#xC4;HKY program. DIY lo-fi<br />experiments and completely strange stuff is absolutely welcome!<br />We are especially looking for people who are also willing to share<br />their knowledge in the form of public presentations and/or<br />workshops. Send short information about you and your work to<br />proposals@pixelache.ac before 31 Dec 2002!!<br /><br />A special selection of pikseli&#xC4;HKY program will travel to Bratislava<br />in February (as a part of New Media Nation event) and to New York<br />and Montreal in June. The work featured in pikseli&#xC4;HKY 2003 will<br />be compiled to a catalogue, due to be released in October 2003.<br /><br />pikseli&#xC4;HKY program will be announced in January 2003 at pikseli&#xC4;HKY<br />website www.pixelache.ac. For any questions, please send e-mail to<br />info@pixelache.ac (send you e-mail address here if you want to<br />receive regular updates on pikseli&#xC4;HKY activities).<br /><br />pikseli&#xC4;HKY 2003 organizers:<br /><br />Olento (olento.fi) + Amfibio (amfibio.org) together with<br />Kiasma Theatre (kiasma.fi).<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />Mute, issue 25, is out this week. Conceptually and volumetrically<br />expanded, (involves more cartographic &amp; artists' projects &amp; has doubled<br />the pages), this new bi-annual volume is phat. Articles on: WarChalking,<br />the Artists' Placement Group and Ambient Culture and more.<br /><a rel="nofollow" href="http://www.metamute.com">http://www.metamute.com</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 12.03.02<br />From: Alena Williams (alena@rhizome.org)<br />Subject: Preserving the Rhizome ArtBase: A Report by Richard Rinehart<br /><br />Hello Rhizomers:<br /><br />We are pleased to announce the availability of Richard Rinehart's new<br />report, &quot;Preserving the Rhizome ArtBase,&quot; a research agenda which outlines<br />Rhizome's long-term strategies for preserving the net art, software, games,<br />and web-based documentation of new media installation and performance works<br />in our archive.<br /><br />An excellent introduction into the emerging field of new media art<br />preservation, Rinehart's report describes some of the initiatives already<br />underway at Rhizome, in addition to detailing the practices we hope to<br />implement in the future.<br /><br />You can find this document online at:<br /><br /><a rel="nofollow" href="http://rhizome.org/artbase/report.htm">http://rhizome.org/artbase/report.htm</a><br /><br />Please feel free to distribute this announcement to interested individuals<br />and organizations in the field. If you would like further information about<br />new media art preservation at Rhizome, contact us at artbase@rhizome.org.<br /><br />Warm regards,<br />Alena<br /><br />+ + +<br /><br />Alena Williams<br />ArtBase Coordinator<br />Rhizome.org<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 11.30.02<br />From: Michael Mandiberg (lists@mandiberg.com)<br />Subject: CriticalDiscourse.net – &quot;Total &#xDC;berzogen&quot; – – Edith Russ Site<br /><br />just a short note to announce that i just launched a site called &quot;Critical<br />Discourse&quot; (<a rel="nofollow" href="http://CriticalDiscourse.net">http://CriticalDiscourse.net</a>) as part of the &quot;Total &#xDC;berzogen&quot;<br />group exhibition at the Edith Russ Site for Media Art in Oldenburg Germany.<br />in response the exhibitions' theme, the site i have created is a<br />hypothetical literary agency that promotes the work of art critics and<br />writers. there are seventeen other artists/collectives in the show as well.<br />i've included the official release below. hope you enjoy. michael<br /><br />Total &#xDC;berzogen (Completely Covered/Totally Overdone)<br />Opening Reception: Friday, 29. November 2002, 8 pm<br />30. November 2002 ? 9. February 2003<br />Adbusters (CAN), Banner Art Collective (USA), Urs Breitenstein (CH), Candice<br />Breitz (ZA), Deporatation Class (D), Johan Grimonprez (B), Lise Harlev (DK),<br />Swetlana Heger (CZ), Jenny Holzer (USA), Inventory (GB), Adria Julia (E),<br />Dagmar Keller/Martin Wittwer (D/CH), Michael Mandiberg (USA), Julian Opie<br />(GB), Peter Roehr (D), Daniel Pflumm (D), Johannes Wohnseifer (D), Florian<br />Zeyfang (D)<br /><br />For this exhibition, the outside of the Edith Russ Site for Media Art?s<br />building is covered with designs by artists as well as the funders? logos:<br />in the form of banners, window transparen-cies and illuminated lettering.<br />Inside, the exhibition hall also features works that employ a variety of the<br />forms of advertising as it is used by the media such as Internet banners,<br />video, magazines, posters and flyers, and audio jingles: The media art space<br />will be completely covered inside and out: ?total &#xFC;berzogen?.<br /><br />The goal is to create a thought-provoking visual platform on the subject of<br />representation in the cultural sphere ? between artists, activists, patrons<br />and the cultural institution itself.<br />A one-sided critique of current concepts for cultural funding is not the<br />intention. Rather, the Edith Russ Site for Media Art will create a strong<br />visual impression in order to start a vital discussion. Conveying the<br />message ? equally the goal of good advertising ? has also taken top priority<br />in cultural institutions.<br /><br />Sponsors and public funders increasing demands for representation has been<br />the source of much discussion in past years and has had a great influence on<br />the arts. This development is a double edged sword: it ties art to<br />particular image campaigns, consequently encouraging art that can be easily<br />consumed by mass culture. At the same time, a ?creative class? of<br />indi-viduals in business who lend strategies from the artworld has become a<br />large economic force. In turn, many artists have been inspired to integrate<br />advertising aesthetics and strate-gies into their own artistic practices,<br />creating very fruitful works: from the artistic appropriation of radio<br />jingles in the 60s to anti-globalization activists turning entire ad<br />campaigns inside-out.<br /><br />A series of events will take place during the exhibition in order to create<br />a space in which the public can watch and participate. Further information<br />will follow.<br /><br />The exhibition will be presented in the format of a newspaper publication<br />(January release, 5 Euro).<br /><br />For the duration of 11 weeks, the building will be covered in colorful<br />banners and dominate its environment. The Edith Russ Site for Media Art will<br />also chase away the cold and uphold the German Christmas atmosphere with<br />outdoor tours that offer a traditional spiced wine.<br /><br />This exhibition is funded by our own budget (City of Oldenburg), the<br />Beauftrage der Bundes-regierung f&#xFC;r Kultur und Medien (National Funds) and<br />the State of Niedersachsen.<br /><br />We thank the company Kleinhempel as well as the Foundation of Lower Saxony<br />for their support.<br /><br />Admission: 2,50 / 1,50 Euro<br /><br />Press images (also hi-resolution for print) can be found at:<br />www.edith-russ-haus.de/presse/total<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />Virtual reality has been a recurrent theme throughout art history, from<br />trompe l'oeil to Smell-o-vision. Oliver Grau's forthcoming book Virtual<br />Art:From Illusion to Immersion traces virtual reality from ancient Rome<br />to contemporary art. To order your copy visit our website @<br /><a rel="nofollow" href="http://mitpress2.mit.edu/e-journals/Leonardo/isast/leobooks.html">http://mitpress2.mit.edu/e-journals/Leonardo/isast/leobooks.html</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 12.05.02<br />From: joy garnett (joyeria@walrus.com)<br />Subject: THE BOMB PROJECT: Announcing new sections on \'Atomic Art\'<br /><br />The Bomb Project<br /><a rel="nofollow" href="http://www.thebombproject.org">http://www.thebombproject.org</a><br />+++++++++++++++++++++++<br /><br />Announcing the following new sections relating to the contemporary<br />history of art and the Bomb:<br /><br />Exhibitions: Contemporary Art - from 2000<br />Artists / Works: from 2000<br /><br />Exhibitions: 20th Century Art c.1946-1999<br />Artists / Works: c.1946-1999<br /><br />Exhibitions: Historical / Memorial / Documentary<br />Museums / Parks<br /><br />Agitprop<br />Art by Hibakusha (A-bomb survivors)<br /><br />Vernacular + Pop Culture<br />Movements<br /><br />Cinema<br />Miscellaneous articles + abstracts<br /><br />+++++++++++++++++++++++<br /><a rel="nofollow" href="http://www.thebombproject.org">http://www.thebombproject.org</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />David Byrne on northern european Blip Hop music and others in<br />LEONARDO MUSIC JOURNAL special issue no 12. on PLEASURE.<br />Orders from journals-orders@mit.edu for Table of Contents see<br /><a rel="nofollow" href="http://www.leonardo.info/lmj">http://www.leonardo.info/lmj</a>. CD features experimental music from<br />EASTERN EUROPE curated by Christian Scheib and Susanna Niedermayr.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />Date: 12.03.02<br />From: Reinhold Grether (Reinhold.Grether@netzwissenschaft.de)<br />Subject: 1800 Net Art Links<br /><br />1800 Net Art Links<br /><br />One of the most respected link lists to Net Art<br />–managed by agent.NASDAQ aka Reinhold Grether–<br />has been completely revised as of december 2002.<br /><br /><a rel="nofollow" href="http://www.netzwissenschaft.de/kuenst.htm">http://www.netzwissenschaft.de/kuenst.htm</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />Date: 12.02.02<br />From: turnermm@shaw.ca<br />Subject: Re-Reading the News<br /><br />http//www.room535.org/news/reading.html<br /><br />&quot;Re-reading&quot; downloads the front page of newspapers as essentially raw<br />data, enabling users to reformat it to their own specifications. The raw<br />data appears in one browser window, reformatting occurs in a second. It<br />sees the newspaper's format as a tendentious metaphor, an interface for<br />controlling our responses. &quot;Re-reading&quot; interrupts with this effort at<br />control, offering the raw data out which we can form our<br />own patterns, placing us back at the center of confusion from which<br />the desire for metaphor (and interface) springs. The project<br />makes extensive use of the W3C Document Object Model.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />8.<br /><br />Date: 12.05.02<br />From: eric deis (newsgroups@anemone.cx)<br />Subject: As Logic of Assembly<br /><br />AS LOGIC OF ASSEMBLY<br />Eric Deis<br /><a rel="nofollow" href="http://anemone.cx/writing">http://anemone.cx/writing</a><br />e-mail: ericdeis[at]anemone.cx<br /><br /> &quot;New media objects assure users that their choices - and therefore, their<br />underlying thoughts and desires - are unique, rather than pre-programmed and<br />shared with others. As though trying to compensate for their earlier role in<br />making us all the same, today descendants of the Jacquard's loom, the<br />Hollerith tabulator and Zuse's cinema-computer are now working to convince<br />us that we are all unique.&quot;[1] - Lev Manovich,<br /><br />LOGIC OF DIGITAL MEDIA<br /> In his book Language of New Media, Manovich theorizes variability as the<br />epitome of digital media and consequently the reflected logic of<br />post-industrial society. He equates historical changes in media technologies<br />to be correlated to changes in industrial mass society as a philosophy of<br />conformity brought about by mass production, and thus deducing the logic of<br />digital media as governed by variability to be reflected in central values<br />of individuality within post-industrial society. [2] In contrast, I will<br />argue that the logic of assembly governs digital media and mass production,<br />and is intrinsic to the social logic of industrial and post-industrial<br />society, where variability along with numerical representation and<br />modularity exponentially enhance the means of assembly. Both digital media<br />and the assembly line rely on two main principles, the standardization of<br />parts (Binary, CPU, Hard Drive, Operating system) and discrete units<br />performing specific repetitive and sequential tasks (in essence<br />programmable) without having to comprehend the totality of the process,<br /><br />THE COMPUTER AS ASSEMBLY<br /> At the core of digital media lays a simple rule that governs all<br />processes, on and off. This method of on and off is called Binary, and is<br />constructed by an electronic device called the transistor. The state of on<br />and off of the transistor constructs one Bit of data (1 or 0). On its own,<br />one Bit of data has very little significance in terms of conveying<br />information. It is through the assembly of multiple Bits where the totality<br />of these states of on and off constructs significant value. By assembling<br />Bits such as - 01001000 01100101 01101100 01101100 01101111 01110111<br />01101111 01110010 01101100 01100100 00100001 - the phrase &quot;Hello World!&quot; is<br />created. When a computer is turned on the microprocessor begins by executing<br />a series of repetitive and sequential tasks from instructions stored in a<br />microchip of read-only memory containing information on how to interface<br />with different hardware devices called the basic input/output system (BIOS).<br />The instructions on this microchip are written in a language called<br />Assembly. An assembler translates word commands written by human programmers<br />into sequences of Bits, and then the output of the assembler is placed in<br />memory for the microprocessor to execute. From the BIOS the computer is able<br />to locate the hard drive and fetches data from the boot sector of the drive,<br />where it is then stored in random access memory (RAM) after reading it off<br />the disk. The microprocessor then begins executing the boot sector's<br />instruction set from RAM. The microprocessor continues to fetch data and<br />execute commands from the boot sector until the entire operating system is<br />loaded.<br /><br /> Computers are constructed with a combination of standardized<br />interchangeable parts, each of which performs a specific task. On average,<br />personal computers running in homes around the world today have processors<br />ranging in speed from 100Mhz to 3Ghz, and hard drives of sizes from 200mb to<br />200GB. There are thousands of different manufactures, and thousands of<br />different variations for each part, ranging from details such as capacity,<br />speed, or materials. At any given time a consumer can add an additional<br />part, remove a part, or replace a part. The list of parts that can be<br />assembled within the computer keeps growing day by day as technology<br />evolves. Through all of the possible combination of computer parts each<br />computer has the potential to be unique.<br /><br /> The application program interface (API) of the operating systems allows<br />software developers to write applications for different computers, even if<br />they are unique. The main principle of the operating system is to manage the<br />system resources of the computer (processor, device drivers, memory<br />management, hard drive, etc), to provide a consistent way for applications<br />to deal with the hardware without having to know all the details of the<br />system, such as all the instruction codes, data types, and response codes<br />for every possible hard disk on the market.<br />IDENTITY AS ASSEMBLY<br /> &quot;New media follows, or actually, runs ahead of a quite different logic<br />of post-industrial society - that of individual customization, rather that<br />of mass standardization.&quot;[3] &quot;In a post-industrial society, every citizen<br />can construct her own custom lifestyle and &quot;select&quot; her ideology from a<br />large (but not infinite) number of choices. Rather than pushing the same<br />objects/information to a mass audience, marketing now tries to target each<br />individual separately. The logic of new media technology reflects this new<br />social logic. Every visitor to a Web site automatically gets her own custom<br />version of the site created on the fly from a database.&quot;[4] - Manovich<br /><br />The means of a custom interchangeable practice suited for unique individuals<br />developed out of the invention of C. de Dunin's mechanical tailor's dummy.<br />The mechanical dummy was fitted with over 6979 standardized parts, all of<br />which were &quot;dedicated to adjustments away from perfection toward the<br />peculiarities of form of any individual&quot;[5]. Once the dummies were<br />mass-produced &quot;with several [dummies], boasted Dunin, you could fit uniforms<br />to an army of several hundred thousand men,&quot;[6] How does a custom version of<br />a website aid to construct a unique individual in post-industrial society?<br />The method of customization in post-industrial society embodies the<br />contradictions of made to measure individuality brought forth by the dummy<br />in industrial society. A custom version of a website does not constitute<br />individuality or uniqueness. It is method of integrating control over a user<br />to integrate her within the system. Soldiers are fitted with custom uniforms<br />set to the particularities of their body like users fitted with a custom<br />website set to their demographics and personal interests. Here digital media<br />employs the logic of mass standardization and conformity of an industrial<br />society, in contrast to Manovich's claim that digital media has moved beyond<br />conformity and constructs uniqueness. In this case, Individuality is that of<br />a marketing ploy to try to push their objects/information to a mass<br />audience. Uniqueness hence &quot;freedom [comes] without interference,<br />manipulation or supervision from anyone, especially from any large<br />organization.&quot;[7] It is the assembly of thousands and thousands of choices<br />consciously and subconsciously within one's daily life that defines an<br />individual's ideology, rather than a single choice garnished from a source<br />dictated by another entity.<br /><br />It is in the realm of mass production and mass culture where ideologies as<br />subcultures emerge as a response to the dominant cultural environment as a<br />means of constructing an identifiable functional unity. In relation to their<br />cultural surroundings the visual ensembles of subcultures are obviously<br />fabricated. It is the way that mass-produced items are used in the<br />construction of a subculture, which distinguishes it from more common<br />cultural formations. As a means of making themselves distinct from the<br />dominant culture the subculture takes &quot;the rubbish available within a<br />preconstituted market .[to] generate viable cultures, and through their work<br />on received commodities and categories, actually formulate a living, lived<br />out and concretized critique of the society which produces these distorted,<br />insulting, often meaningless things.&quot;[8] It is through a system of<br />connections between assembled elements, which allows for the construction of<br />meaning. &quot;Together, object and meaning constitute a sign, and, within any<br />one culture, such signs are assembled, repeatedly, into characteristic forms<br />of discourse. However, when the bricoleur re-locates the significant object<br />in a different position within that discourse, using the same overall<br />repertoire of signs, or when that object is placed within a different total<br />ensemble, a new discourse is constituted, a different message conveyed&quot;.[9]<br />It is through the selection and arrangement of objects were the values of<br />the group are reflected. An ensemble thoroughly ordered from a plastic<br />clothes peg, safety-pin, pogo, swastika, ripped T-shirt, and bin-liner<br />served as a point of identification and unity of relations, situations, and<br />experience for a group, and chaos, danger, and rebellion to those outside<br />it. Once constructed, the subculture as an assembly is recuperated by the<br />dominate culture in the form of commodity, then becomes codified and<br />returned to the public sphere where they can be used in yet another<br />construction.<br />ASSEMBLY AS THE STRUCTURE OF THE MIND<br /> &quot;When data of any sort are placed in storage, they are filed<br />alphabetically or numerically, and information is found (when it is) by<br />tracing it down from subclass to subclass. It can be in only one place,<br />unless duplicates are used; one has to have rules as to which path will<br />locate it, and the rules are cumbersome. Having found one item, moreover,<br />one has to emerge from the system and re-enter on a new path.&quot;[10] -<br />Vannevar Bush<br /><br />Vannevar Bush believed that their must be a better answer to &quot;how<br />information would be gathered, stored, and accessed in an increasingly<br />information-saturated world&quot; than filing and searching through layers of<br />classification, for as far as the act of combining records is concerned,<br />&quot;the creative aspect of thinking is concerned only with the selection of the<br />data and the process to be employed and the manipulation thereafter is<br />repetitive in nature and hence a fit matter to be relegated to a machine&quot;<br />.[11] In 1963 Ted Nelson, who was greatly influenced by Bush's article &quot;As<br />We May Think&quot;, coined the term Hypertext.[12] The hypertext &quot;exist as<br />part of a much larger system in which the totality might count more than the<br />individual document&quot;.[13] The process of assembling information via<br />hypertext mirrors the structure of the mind by operating by association.<br />&quot;With one item in its grasp, it snaps instantly to the next that is<br />suggested by the association of thoughts, in accordance with some intricate<br />web of trails carried by the cells of the brain. It has other<br />characteristics, of course; trails that are not frequently followed are<br />prone to fade, items are not fully permanent, memory is transitory. Yet the<br />speed of action, the intricacy of trails, the detail of mental pictures, is<br />awe-inspiring beyond all else in nature.&quot; [14] Hypertext possesses an almost<br />unlimited power to manipulate texts through its ability to constantly shift<br />meaning by assembling networks of text into new contexts and juxtapositions.<br />ASSEMBLY WITHIN CONTEMPORARY CULTURE<br /> The notion of assembly is at the forefront of net.art with Josh On's<br />prestigious PrixArs award winning project &quot;They Rule&quot;.[15] The work is an<br />interactive visualization of a database containing information on the board<br />members of the most influential corporations in America. The hidden<br />structures of social power are made visible by allowing the user to assemble<br />visual maps of the different companies and their board members (Figure 1).<br />The work reveals the magnitude of elitism among the most powerful people<br />within the USA by openly illustrating visual linkages such as the domination<br />26 companies within the Fortune 100 by six men and one woman, and networks<br />of power among so called competitors Coca-Cola and Pepsi Co. This visual<br />interactive form of assembly allows for the otherwise unapparent or obscure<br />to become visible in a comprehensible form.<br /><br /><a rel="nofollow" href="http://anemone.cx/writing/figure1.jpg">http://anemone.cx/writing/figure1.jpg</a><br />Figure 1.<br /><br />In Flow My Blood the DJ Said, contemporary artist/writer/musician Paul D.<br />Miller (aka DJ Spooky) postulates that &quot;To [Miller], assembly is the<br />invisible language of our time, and DJ'ing is the forefront art form of the<br />late 20th century&quot;.[16] His DJ'ing performances instigate the convergence<br />and melding of the construction and re-mixing of discrete samples of sounds,<br />text, and image to create a unique space which &quot;mirrors the modern macrocosm<br />of cyberspace where different voices and visions constantly collide and<br />cross fertilize one another.&quot;[17] The process of assembly holds a strong<br />foothold in contemporary culture due to its enhancement by the development<br />of digital media and its mirrored logic of post-industrial society. Like<br />their counterparts; Bits of data, workers of the assembly line, or<br />mass-produced items, audio samples construct meaning only when assembled<br />within the mix. Through digital media, the audio sample breaks from its<br />physical bonds of tape and vinyl into a liquidous form of numerical<br />encoding. The ability for samples to be copied without degradation, modified<br />and assembled mathematically by algorithmic manipulation and automated<br />processes - all the while retaining its original structure, and distributed<br />across vast digital networks idealizes the sample as the ultimate element of<br />assembly. The sample now knows no bounds, and the musician is now free to<br />explore her process of assembly as assembly to infinite means. &quot;[Miller]<br />doesn't need an orchestra; [He] can simulate one just fine..Technology<br />hasn't changed [Miller's] compositional process, it's just extended it into<br />new realms.&quot;[18]<br /><br />CONCLUSION<br /> Assembly is the fundamental logic of post-industrial and industrial<br />society, whether particular elements are manually assembled by a human<br />author in a fixed sequence or automatically assembled in infinite<br />arrangements by a programmatic software application; the process and<br />consequence is of assembly. Digital Media enhances and reinforces the<br />dominant social logic of assembly from the basic level of assembling Bits of<br />data in order to execute rudimentary electronic commands, to assembling<br />samples of contemporary culture to form a new and unique voice. The process<br />of assembly is freed of virtually any limitations through digital media's<br />ability to encoding discrete elements numerically, which can then be<br />infinitely copied; distributed, arranged, and manipulated. Digital media<br />exponentially expands the means of assembly by its ability to digitize<br />virtual anything from DNA sequences, census data, orchestras, the ancient<br />city of Pompeii, to entire galaxies; constructing an infinite databank of<br />elements of which human machines alike can put together in infinite<br />combinations to construct meaning of unlimited magnitude.<br /><br />—————————————————————————-<br /><br />[1] Manovich, Lev, The Language of New Media. MIT Press, Cambridge, 2001.<br />p.61.<br /><br />[2] p.60.<br /><br />[3] Manovich, p.51.<br /><br />[4] p.60.<br /><br />[5] Schwartz, Hillel, The Culture of the Copy, Zone Books, New York, 1996.<br />p.111.<br /><br />[6] Ibid.<br /><br />[7] Kaczynski, Theodore John, The Unabomer Manifesto: Industrial Society and<br />Its Future, Jolly Roger Press, Berkeley, 1995.p.30.<br /><br />[8] Willis, Paul E., Profane Culture, Routledge, Great Britian, 1978, p.3.<br /><br />[9] Hebdige, Dick, &quot;Subculture: The Meaning of Style&quot;, in The Subcultures<br />Reader. Eds.Ken Gelder and Sarah Thornton, Routledge, London, 1997. p.136.<br /><br />[10] Bush, Vannevar, &quot;As We May Think&quot;, in Multimedia: From Wagner to<br />Virtual Reality, Eds. Packer, Randall &amp; Jordan, Ken, Norton, New York, 2001.<br />p.148<br /><br />[11] p.144 &amp; p.136<br /><br />[12] Nelson, Ted, &quot;Computer Lib/Dream Machines&quot;, in Multimedia: From Wagner<br />to Virtual Reality, Eds. Packer, Randall &amp; Jordan, Ken, Norton, New York,<br />2001. p.155<br /><br />[13] Landow, George &amp; Delany, Paul, &quot;Hypertext, Hypermedia and Literary<br />Studies: The State of the Art&quot;, in Multimedia: From Wagner to Virtual<br />Reality, Eds.<br />Packer, Randall &amp; Jordan, Ken, Norton, New York, 2001. p.210.<br /><br />[14] Bush, p.148.<br /><br />[15] <a rel="nofollow" href="http://www.theyrule.net">http://www.theyrule.net</a><br /><br />[16] Mariotti, Francesco, El pensamiento es un jard&#xED;n h&#xED;brido, Venezuela.<br /><a rel="nofollow" href="http://av.celarg.org.ve/enlamira/articulos/pensamiento.htm">http://av.celarg.org.ve/enlamira/articulos/pensamiento.htm</a><br /><br />[17] Miller, Paul D., Songs of a Dead Dreamer (CD inlay), Asphodel Records,<br />1996.<br /><br />[18] Glass, Philip, Music and Technology: A Roundtable Discussion, Andante<br />Corp., 2002. <a rel="nofollow" href="http://www.andante.com/article/article.cfm?id=17375">http://www.andante.com/article/article.cfm?id=17375</a><br />BIOGRAPHY<br /><br />Eric Deis is an interdisciplinary artist from Vancouver, Canada. Deis<br />received a B.F.A in Visual Arts from Emily Carr Institute of Art and Design.<br />He is currently a Master of Fine Arts candidate at the University of<br />California, San Diego, where he is studying under the guidance of New Media<br />theorist Lev Manovich. Deis is also a graduate student researcher for Centre<br />for Research in Computing and the Arts at UCSD and a research fellow for the<br />California Institute for Telecommunications and Information Technology. His<br />work has been exhibited in Canada, USA, Denmark, Ireland, Brazil, and<br />Germany where he most recently won the City of Stuttgart Award for New Media<br />(2002).<br /><br /><a rel="nofollow" href="http://anemone.cx/writing">http://anemone.cx/writing</a> &lt;<a rel="nofollow" href="http://anemone.cx/writing">http://anemone.cx/writing</a>&gt;<br />e-mail: ericdeis[at]anemone.cx<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. Contributions are<br />tax-deductible to the extent allowed by law and are gratefully<br />acknowledged at <a rel="nofollow" href="http://rhizome.org/info/10.php">http://rhizome.org/info/10.php</a>. Our financial statement<br />is available upon request.<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 Rachel Greene (rachel@rhizome.org). ISSN:<br />1525-9110. Volume 7, number 49. 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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