<br />RHIZOME DIGEST: February 24, 2002<br /><br />Content:<br /><br />+announcement+<br />1. Technologies To The People: Tomando las Riendas/Taking the Reins<br />2. Wolfgang Staehle: 217.174.192.66<br /><br />+work+<br />3. alex galloway: James Buckhouse With Holly Brubach–Tap<br />4. napier: A flag for the Internet<br /><br />+feature+<br />5. RSG vs. BEIGE: Low Level All-Stars–Interview with Linus Walleij/TRIAD<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 2.22.02<br />From: Technologies To The People (daniel@IRATIONAL.ORG)<br />Subject: Tomando las Riendas/Taking the Reins<br /><br />Encounter/Workshop<br />MediaLab Madrid - Centro Cultural Conde Duque<br /><a rel="nofollow" href="http://www.cibervision.org/tttp/html/">http://www.cibervision.org/tttp/html/</a><br />(from 11th to 13th March)<br /><br />International Medialab Encounter: Taking the Reins/New Spaces in the<br />Artistic Community<br /><br />The first International Medialab Encounter examines the question of self-<br />organising culture on the Net. For this urpouse, Technologies To The<br />People invites you to attend a program of presentations, conferences and<br />debates that seek to analyse a series of fundamental experiences<br />undertakend in four very significant cities and contexts, namely,<br />Amsterdam, Berlin, Brussels and London.<br /><br />It will involve the direct participation of a large group of artist and<br />theorists, the creators and protagonists of these initiatives, who will<br />explain their ideas, needs, motivations, fustrations, successes and<br />failures.<br /><br />Participants: Inke Arns, Heath Bunting, David Casacuberta, Daniel García<br />Andújar, Walter van der Cruijsen, Thomax Kaulmann, Eric Kluitenberg,<br />Sebastian Luetgert, Dirk de Wit y Simon Worthington.<br /><br />Free registration. Limited capacity.<br /><br />Information and registration:<br />Tel.: 91 588 52 86<br />e-mail: condeduque@munimadrid.es<br />(from 11th to 15 th March)<br />Workshop: Take the Reins!<br /><br />Take the Reins! is a practical workshop organised by Technologies To The<br />People where you can learn to develop your own technological<br />infraestructures, such as how to build your own Internet plattform using<br />Open Source and Frre Software applications and technologies, such as<br />Linux operating system. But that is not all: it is the chance to share<br />experiences with groups of artists who have been developing or helping<br />to develop autonomous plattforms for collectives of artits since early<br />1990s.<br /><br />Participants: Walter van der Cruijsen (Amsterdam-Berlin-Lubliana),<br />Thomax Kaulmann (Berlin), Heath Bunting (Bristol- London), Daniel G.<br />Andújar por Technologies To The People (Valencia)<br /><br />Free registration. Limited capacity. 15 places<br /><br />Information and registration:<br />www.medialabmadrid.org<br />e-mail: info@medialabmadrid.org<br /><br /><a rel="nofollow" href="http://www.cibervision.org/tttp/html/">http://www.cibervision.org/tttp/html/</a><br /><a rel="nofollow" href="http://www.medialabmadrid.org">http://www.medialabmadrid.org</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />Read Peter Anders article "Anthropic Cyberspace"<br />in the latest LEONARDO Digital Salon Volume 34 Number 5.<br />Learn first hand about defining electronic space<br />and give yourself space to think.<br />Visit our web site @ <a rel="nofollow" href="http://mitpress2.mit.edu/e-journals/Leonardo">http://mitpress2.mit.edu/e-journals/Leonardo</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 2.20.2002<br />From: Wolfgang Staehle (wolfgang@THING.NET)<br />Subject: 217.174.192.66<br />Keywords: exhibition, internet, design<br /><br />A presentation by Grégoire Maisonneuve<br /><br />Sunday, February 24, 7pm (19h)<br />at THE THING, 601 West 26th Street, 4th Floor, New York, NY 10001<br /><br />artists net projects - starting with<br />patrick bernier, ludovic burel, dr-brady, claude closky, rainer ganahl,<br />jan kopp, gianni motti, téléférique<br /><br />217.174.192.66 is a private initiative - a desire - which, from its<br />production to its promotion, intends to be accompanied by artistic<br />projects specifically developed for the Internet.<br /><br />217.174.192.66 is a platform for artistic proposals. Willed by its<br />commissioner, Grégoire Maisonneuve, to be a work of art in itself, the<br />interface of 217.174.192.66 is the fruit of a collaboration with the<br />artist Patrick Bernier and the computer programmer Jean-Noël Lafargue.<br />Minimal graphics, access without preliminary navigation, no links or<br />intermediate pages, neither menu nor alphabetical list. Just art. The<br />particularity of 217.174.192.66 is shared time. At any given hour, one<br />project and one project only can be consulted. In order to discover<br />other projects, one must take the time to come back. This restriction is<br />incentive for lingering over one project instead of skimming over many.<br />The manner in which the projects appear on the screen is pre-programmed.<br />Movement is perpetual.<br /><br />At present, the looped program containing this first visible body of<br />work must be able to thrive. 217.174.192.66 is an invitation to support<br />artistic production on the Net and to support the presence of artists in<br />this domain which is becoming more and more real.<br /><br />The projects produced by Patrick Bernier, Ludovic Burel and Téléférique<br />were produced by and for 217.174.192.66. Those by Claude Closky, the<br />Collection Yoon Ja & Paul Devautour, Rainer Ganahl, Jan Kopp and Gianni<br />Motti were a sign of encouragement for artists and for the initiative of<br />217.174.192.66.<br /><br /><a rel="nofollow" href="http://217.174.192.66">http://217.174.192.66</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />**MUTE MAGAZINE ART ISSUE** Peter Fend 10 page special, Andrew Gellatly<br />on selling art online, Benedict Seymour on the closure of London's Lux<br />Centre, Michael Corris on Conceptual art, Hari Kunzru in Las Vegas.<br />Reviews: Don't blow IT conference, Wizards of OS, Wolfgang Shaehle's<br />2001 Show <a rel="nofollow" href="http://www.metamute.com/mutemagazine/current/index.htm">http://www.metamute.com/mutemagazine/current/index.htm</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 2.19.2002<br />From: alex galloway (alex@rhizome.org)<br />Subject: James Buckhouse With Holly Brubach: Tap<br />Keywords: wireless technology, design<br /><br />Dia Center for the Arts press release 2/14/02<br />JAMES BUCKHOUSE WITH HOLLY BRUBACH: TAP<br />Artists' Project for the Internet Makes Use of Wireless Technology<br /><br />On March 1, 2002, Dia Center for the Arts will launch Tap, a work<br />created by James Buckhouse in collaboration with Holly Brubach for Dia's<br />series of artists' projects for the web. Tap may be seen at<br />www.diacenter.org/buckhouse. Dia and the artists will launch the project<br />on Friday, March 1, from 6 to 8pm, with a party for the public in Dia's<br />bookshop at 548 West 22nd Street, New York City.<br /><br />For Tap, a project commissioned by Dia Center for the Arts, presented in<br />cooperation with Creative Time, and selected for the Whitney Museum of<br />American Art's 2002 Biennial, Buckhouse has created two animated<br />dancers, one male and one female, that the user may direct to practice<br />movements or give recitals. Tap is made for distribution on wireless<br />handheld networks and is accessible via Dia's website, as well as from<br />beaming stations that interface with all Palm PoweredTM personal digital<br />assistants (PDAs). By taking advantage of beaming technology, which<br />enables wireless transmission of data, Buckhouse encourages the project<br />to expand beyond the internet and individual computer desktops: Users<br />may pass dancers to other users and exchange choreography with those who<br />already have a dancer.<br /><br />When instructed to "practice," a Tap dancer begins to learn a series of<br />sixteen basic moves, inevitably making mistakes but gradually expanding<br />the number of steps it has mastered. A dancer may then combine the steps<br />into a dance, either through randomized improvisation or with a sequence<br />of moves specified by the user. Once codified, the dances may be saved<br />for future performances.<br /><br />While digital media traditionally allows users to exchange exact copies<br />of data, Tap, with its potential for the transfer of unique<br />choreography, emphasizes difference rather than repetition, treating<br />digital data not as defined packets of information but as the seeds for<br />a creative process. By enabling interchange between and among users, the<br />project creates a network of communication.<br /><br />Buckhouse's collaborator, Holly Brubach, organized the dance elements of<br />the project. She recruited ballet dancer and choreographer Christopher<br />Wheeldon, resident choreographer of the New York City Ballet, to<br />participate in the project, and taught Wheeldon to Tap dance. Videos of<br />Brubach and Wheeldon were used by Buckhouse as templates for the female<br />and male animated line drawings.<br /><br /> From March 1 through July 27, 2002, users may download the project onto<br />their PDAs from a beaming station at Dia. During this same period,<br />Creative Time will present additional beaming stations at the Barnes &<br />Noble at Union Square and two additional locations in New York City.<br />Tap, which was selected for the Whitney's 2002 Biennial, will also be<br />available via a beaming station in the Whitney's lobby during the course<br />of the Biennial, from March 7 through May 26, 2002.<br /><br />+ + +<br /><br />James Buckhouse<br /><br />James Buckhouse, born in 1972, currently lives and works in San<br />Francisco. He has exhibited in museums, galleries, and festivals in the<br />United States and Europe and recently completed a year as a visiting<br />artist at the Stanford University Digital Art Center, where he created<br />and co-curated an exhibition on artist-produced screen savers as a form<br />of public art. Buckhouse has also created computer-based animation for<br />major-release films. Artist and programmer Scott Snibbe assisted<br />Buckhouse with the programming for the project.<br /><br />Holly Brubach<br /><br />Journalist and fashion designer Holly Brubach began her career as a<br />dancer. The author of three books, she has also been on the editorial<br />staff at Vogue, Atlantic Monthly, The New Yorker, and most recently The<br />New York Times, where she served as style editor for almost five years.<br />Former director of Prada's home and sport collections, Brubach recently<br />started her own business. She lives and works in New York and Milan,<br />where she continues to teach Tap.<br /><br />Artists' Projects for the Web<br /><br />Dia Center for the Arts initiated a series of web-based works in early<br />1995, becoming one of the first arts organizations to foster the use of<br />the world wide web as an artistic and conceptual medium. Previous<br />projects, which can be visited on Dia's website, include Shimabuku's<br />Moon Rabbit (2001), Feng Mengbo's Phantom Tales (2001), David<br />Claerbout's Present (2000), Stephen Vitiello's Tetrasomia (2000), Arturo<br />Herrera's Almost Home (1998), Diller + Scofidio's Refresh (1998),<br />Molissa Fenley's Latitudes (1996), and Komar and Melamid's The Most<br />Wanted Paintings (1995). All may be viewed at www.diacenter.org.<br /><br />Dia<br /><br />Founded in 1974, Dia Art Foundation plays a vital and original role<br />among visual arts institutions nationally and internationally by<br />initiating, supporting, presenting, and preserving art projects in<br />nearly every medium, and by serving as a primary locus for<br />interdisciplinary art and criticism.<br /><br />Dia presents a program of exhibitions at Dia Center for the Arts in<br />Chelsea, New York City. Supplementary programming at Dia Center for the<br />Arts includes the artists' projects for the web, lectures, poetry<br />readings, film and video screenings, performances, scholarly research<br />and publications, symposia, and an arts education program that serves<br />area students. Dia is currently constructing a new museum in Beacon, New<br />York, sixty miles north of New York City, to house its permanent<br />collection. The museum in Beacon will open in spring 2003.<br /><br />Creative Time<br /><br />Creative Time is a nonprofit arts organization with a thirty-year<br />history of presenting public arts projects of all disciplines, through<br />both grassroots activism and highly prominent venues. From the Brooklyn<br />Bridge Anchorage, Grand Central Terminal and Times Square to milk<br />cartons, billboards, and skywriting over New York City, Creative Time<br />has a distinguished history of commissioning and presenting art that<br />enhances the public realm, inspires and provokes discussion of socially<br />relevant topics such as domestic violence, HIV/AIDS pandemic, genetic<br />engineering, and now, the proliferation of wireless technologies in the<br />arts and society at large. For more information about Creative Time,<br />please visit www.creativetime.org.<br /><br />Funding<br /><br />Tap was commissioned by Dia Center for the Arts. Its presentation is<br />being made in cooperation with Creative Time. Technology is provided by<br />Palm, Inc., with additional support from hi beam. Dia's series of<br />artists' projects for the web receives funding from the New York State<br />Council on the Arts.<br /><br />For confirmation or additional press information on this project and<br />programming at Dia Center for the Arts in Chelsea, New York, please<br />contact Sarah Thompson, tel. 212 293 5518; fax 212 989 4055; email<br />sthompson@diacenter.org.<br /><br />For additional press information about Dia:Beacon, please contact<br />Heather Pesanti at Jeanne Collins & Associates, tel. 646 486 7050; fax<br />646 486 3731, email info@jeannecollinsassociates.com.<br /><br /><a rel="nofollow" href="http://www.diacenter.org/buckhouse">http://www.diacenter.org/buckhouse</a><br /><a rel="nofollow" href="http://www.creativetime.org">http://www.creativetime.org</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />STATE OF THE ARTS SYMPOSIUM * UCLA APRIL 4-6, 2002 * RHIZOME DISCOUNT *<br /><<a rel="nofollow" href="http://www.eliterature.org/state">http://www.eliterature.org/state</a>> ELO invites Rhizome subscribers to<br />join leading web artists, writers, critics, theorists for the seminal<br />e-lit event of 2002. Rhizome subscribers who register before FEB 15 2002<br />may register at ELO member rates ($25 discount).<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 2.18.2002<br />From: napier (napier@INTERPORT.NET)<br />Subject: A flag for the Internet<br />Keywords: internet, colonialism<br /><br />net.flag<br /><br /><a rel="nofollow" href="http://netflag.guggenheim.org">http://netflag.guggenheim.org</a><br /><br />The unofficial flag for the Internet opens today. The visitor to<br />net.flag not only views the flag but can change it in a moment to<br />reflect their own nationalist, political, apolitical or territorial<br />agenda. The resulting flag is both an emblem and a micro territory in<br />it's own right; a place for confrontation, assertion, communication and<br />play.<br /><br />Commissioned by the Guggenheim Museum:<br /><a rel="nofollow" href="http://www.guggenheim.org/internetart">http://www.guggenheim.org/internetart</a><br /><br /><a rel="nofollow" href="http://netflag.guggenheim.org">http://netflag.guggenheim.org</a><br /><a rel="nofollow" href="http://www.guggenheim.org/internetart">http://www.guggenheim.org/internetart</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 2.22.2002<br />From: RSG vs. BEIGE (rsg@rhizome.org)<br />Subject: Low Level All-Stars–Linus Walleij/TRIAD<br /><br />[To coincide with the exhibition "Kingdom of Piracy"<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 "the low level<br />all-stars." First round goes to Cory Arcangel of BEIGE who contacted<br />Linus Walleij of the legendary Swedish demo crew Triad<br />(<a rel="nofollow" href="http://www.triad.c64.org/">http://www.triad.c64.org/</a>). In the following interview Linus describes<br />his craft: the art of the cracker "intro." Part demo, part graffiti,<br />intros are the animations that appear at the start-up of a cracked video<br />game. Designed to showcase the cracker's talent, these mini projects<br />also shed an interesting light on computer art…and where it came<br />from.]<br /><br />+ + +<br /><br />Cory Arcangel: How did you get started in the intro scene?<br /><br />Linus Walleij: You know, intros were around. Intros gave you the<br />impression of following an old tradition, just like the groups that the<br />intros were for. They made the impression of having existed forever.<br />They all portrayed themselves as organizations as old and powerful as<br />the Freemasons, and their art was just as serious-looking. So intros<br />stuck to my mind, they followed their own code of beauty.<br /><br />Cory Arcangel: Would you consider intros to be graffiti, art,<br />information? Some combination of the three?<br /><br />Linus Walleij: Intros are graffiti and both intros and graffiti are art.<br />It is graffiti-like in the sense that intro makers want to be seen, and<br />want to belong to something. Just like intro makers, graffitti creators<br />live under the impression of being a part of something much bigger that<br />has been around for ages.<br /><br />That both things are art is obvious, intros are deeply human in<br />character, they reflect on classical symbolism and beauty ideals and so<br />on.<br /><br />Cory Arcangel: I am interested in how the architecture of a specific<br />machine effects the aesthetic of the work produced on that machine. For<br />example, Mario is a square because the Nintendo Entertainment System<br />displays graphics in groups of 8*8 pixels. How did the architecture of<br />the Commodore 64 (C64) effect the look of the intros?<br /><br />Linus Walleij: Characters are displayed in groups of 8x8 pixels just<br />like on the Nintendo. This had profound influence. Also the groups of<br />8x8 characters are just 256 different "characters" so, for example, a<br />logo was never bigger than to fit in 256 characters (including some<br />empty character).<br /><br />The C64 had 8 sprites which are graphics blocks in 24x21 pixels. These<br />could float over other graphics, making it a popular feature. They could<br />be expanded twice along X and Y axis, which was used for some nice<br />blocky logotypes (see old Hotline intros for an example of this).<br /><br />Fading color: this seems obvious, but flashes and the like actually had<br />to be invented from scratch. The Commodore 64 had 16 colors which had to<br />be arranged by luminosity in order to "fade" things in and out.<br /><br />Rasterbars were invented on the C64 (also called copper-bars on the<br />Amiga). It was common to just change the color at a certain raster<br />scanline using raster IRQ and color registers.<br /><br />Hardware registers for scrolling lead to smooth scrollers. "Bugs" in the<br />hardware that made it possible to delay the drawing of a certain<br />charcter line (40 8x8 characters) were used to created whole blocks of<br />graphics moving smoothly in sinusoidal Y-patterns over the screen. And<br />so on.<br /><br />Cory Arcangel: I am also interested in the idea of space limitations.<br />Today it is easy today to get a 90 Gig firewire hard drive for a few<br />hundred dollars. Size is no longer a constraint when making work on a<br />computer. What were the common size limitations when making an intro,<br />and how did the size limitations effect the look of the demo?<br /><br />Linus Walleij: Each C64 intro was only a few K. Perhaps 6-8k if it was a<br />big one. When you only have 64k to play with this is quite natural. Also<br />it was hard to use more memory: what should you use it for? A full<br />character on the C64 is 2k, you can have 2 of them, some sprites, a tune<br />may be 2-3k. That is 7k. It is actually hard to use more memory without<br />going to high-res graphics and sampled music, or entire sprite character<br />sets. And the Intro-form didn't usually include that. This would often<br />be used in stand-alone demos however, but NOBODY would attach that to<br />some game.<br /><br />Cory Arcangel: In what way were the disks commonly traded?<br /><br />Linus Walleij: The most common way was "swapping," i.e. people sent them<br />in the mail. A "swapper" was a special member class in the group and an<br />active swapper had up to 500 contacts that he constantly mailed and got<br />mail from.<br /><br />Cory Arcangel: How much effect do you think the disk distribution<br />network had on the development of the intro?<br /><br />Linus Walleij: Well it was vital, When you coded an intro you never knew<br />who was gonna see it and how big the network was. Perhaps you lived in<br />the imagination that hundreds of thousands would see your intro, and<br />then you'd be like a pop star, see. But I guess not more than a thousand<br />at most would actually see your intro, usually a lot less than that<br />even.<br /><br />Cory Arcangel: What are the hallmarks of a good intro, and who do you<br />think the best groups were?<br /><br />Linus Walleij: Hard to say, what is good art generally? Something that<br />touches on the human condition in one way or another, something that<br />affects you emotionally–that is good art.<br /><br />Cory Arcangel: Can you briefly explain the idea of training a game, and<br />how it got started [I understand Triad invented this…]<br /><br />Linus Walleij: I don't know if this was how it happened generally, but<br />in Triad, a cracker named Mr Z always created cheat backdoors in the<br />games in order so that he could himself play through the games and test<br />them, so that we hadn't f**ed it up somehow in the cracking process.<br /><br />So he actually left the hooks in, and in the games you could usually<br />press "C" (for "Cheat") in the intro screen instead of the usual<br />"space." This activated "Cheat mode." At some point Ixion started<br />mentioning this in the scroll texts, and then later it became a part of<br />the art of cracking for a lot of groups.<br /><br />I don't know if this is the whole story about how the "training" came<br />along, but it is definately part of the story.<br /><br />Cory Arcangel: Do you have any favorite intros?<br /><br />Linus Walleij: Yep, Ikari, Hotline and C64CG intros from the late 1980's<br />are the best.<br /><br />Cory Arcangel: Do you still code in 6502?<br /><br />Linus Walleij: Absolutely. I'm learning MIPS assembler right now, but my<br />heart will always be with the 6502.<br /><br /><a rel="nofollow" href="http://kop.adac.com.tw/">http://kop.adac.com.tw/</a><br /><a rel="nofollow" href="http://www.triad.c64.org/">http://www.triad.c64.org/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization. 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