<br />RHIZOME DIGEST: July 12, 2002<br /><br />Content:<br /><br />+announcement+<br />1. shu lea cheang: call for garlic harvesting<br /><br />+opportunity+<br />2. matthew fuller: teaching position, media design, PZI rotterdam<br /><br />+comment+<br />3. Joy Garnett: jaron lanier - minority report report<br /><br />+feature+<br />4. Lev Manovich: Learning from Prada (part 5 - FINAL)<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 7.11.02<br />From: shu lea cheang (shulea@earthlink.net)<br />Subject: call for garlic harvesting<br /><br />A CALL to New York area old and new media makers -<br /><br />Please join us for Garlic harvesting in Andes, New York<br />July 27-August 4, 2002<br /><br />"St(r)eaming the fields" is a field harvesting and public network<br />project conceived by Shu Lea Cheang for "Challenge to the Field" Award<br />granted by Lyn Blumenthal Memorial Fund for Independent Media. Borrowing<br />from Argentina's "El club del Trueque" (Club of Exchange) that<br />advocates parallel economy reciprocity practices and speculating on a<br />post-capitalist, post-arts funding, "after the crash" scenario,<br />"St(r)eaming the fields" project aims to realize a media exchange and<br />digital commons shared network using organic garlic as social currency<br />to establish a media trading system. In collaboration with organic<br />farmer Tovey Halleck, the project's first phase of production (July 27-<br />August 4) calls for the independent media field to congregate at the<br />green fields in upstate New York (3 hour bus/car ride from New York<br />City) where garlic crops are expected to be ripe and fresh for<br />harvesting. During this week of harvesting season, we invite and welcome<br />media makers and friends to join as garlic harvesting crew hands. As we<br />dig garlic bulbs out of rich soil, we exchange and reflect on the<br />grounds of current media conditions. Food and board are traded for<br />Labor and thoughts. The collective garlic harvesting sessions are<br />documented as net streaming data.<br /><br />For the second phase of the project, a website <RICH-AIR.COM> will be<br />launched in the early September for online media trading using virtual<br />garlic as credito. The third phase of the project will take place at<br />the end of September. We bring in truckload of harvested garlic to<br />New York city for trading - virtual garlic credito for edible garlic and<br />edible garlic for public access wireless network in public spaces. In<br />early October, we distribute garlic bulbs for global shared network at<br />NAMAC (The National Alliance for Media Arts and Culture) conference in<br />Seattle and return to the green fields to reseed the garlic cloves for<br />next generation harvesting.<br /><br />For project proposal and more information: <a rel="nofollow" href="http://WWW.RICH-AIR.COM">http://WWW.RICH-AIR.COM</a><br />To participate in garlic harvesting during the period of July 27 to<br />August 4 please send an e-mail to Shu Lea Cheang (shulea@earthlink.net)<br /><br /><a rel="nofollow" href="http://WWW.RICH-AIR.COM">http://WWW.RICH-AIR.COM</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />Leonardo Electronic Almanac (LEA) publishes monthly issues exploring the<br />work of contemporary artists, scientists, developers of new media<br />resources, and other practitioners working at the intersection of<br />art,science and technology. Subscribe now<br />at:<a rel="nofollow" href="http://mitpress2.mit.edu/e-journals/LEA/INFORMATION/subscribe.html">http://mitpress2.mit.edu/e-journals/LEA/INFORMATION/subscribe.html</a>.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />Date: 7.11.02<br />From: matthew fuller (matt@axia.demon.co.uk)<br />Subject: teaching position, media design, PZI rotterdam<br /><br />Teaching Position <br />.4 Tutor, MA Media Design<br />Piet Zwart Institute<br /><br />A practising designer in digital media with experience of work in<br />education is required, to start work this coming academic year. The MA<br />Media Design, and its related programme of research, is a new<br />initiative. A fundamental analysis and reinvention of digital media in<br />its broadest and most precise political, technological, social and<br />aesthetic sense is underway here - and we're looking for someone with<br />the right skills to be part of our teaching team.<br /><br />Salary is a .4 fractional appointment on a full-time equivalent of<br />between 2238,- and 3804,- Euros gross p/m.<br /><br />The Piet Zwart Institute is the postgraduate and research institute of<br />the Willem de Kooning Academy, Hogeschool Rotterdam. (All teaching and<br />other work is carried out in English.) For more about our work, please<br />go to: <a rel="nofollow" href="http://pzwart.wdka.hro.nl/">http://pzwart.wdka.hro.nl/</a><br /><br />For further information and a job description, please contact Femke<br />Snelting, F.Snelting@hro.nl (between 15-30 July only email<br />matt@axia.demon.co.uk)<br /> <br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />Date: 7.09.02<br />From: Joy Garnett (joyeria@walrus.com)<br />Subject: jaron lanier: minority report report<br /><br />an interesting article about imaging technological utopia and/or angst<br />by Jaron Lanier, in 21C Magazine:<br /><br /><a rel="nofollow" href="http://www.21cmagazine.com/minority.html">http://www.21cmagazine.com/minority.html</a><br /><br />A Minority within the Minority<br />By Jaron Lanier<br /><br />A while back I was asked to help Steven Spielberg brainstorm a science<br />fiction movie he intended to make based on the Philip K. Dick short<br />story "Minority Report". A team of "futurists" would imagine what the<br />world might be like in fifty years, and I would be one of the two<br />scientist/technologists on the team. The other team members included an<br />anthropologist (Steve Barnett), a city planning expert (Joel Garreau),<br />and so on.<br /><br />Various past and present demos I've worked on were given design<br />makeovers and portrayed in the film, such as the advertisements that<br />automatically incorporate passers-by, the interface gloves (which are<br />already considered out-of-date in 2002!), and so on. I also seem to have<br />influenced the script, by suggesting the idea that criminals might gouge<br />out eyeballs to fool iris-scan identity-matching machines (though in<br />fact such machines can already tell if an eye is alive or not).<br /><br />I did NOT come up with the transportation system, by the way- that was<br />mostly influenced by Neil Gershenfeld of the Media Lab, who was the<br />other science/tech person.<br /><br />The movie seems to me to have turned out really well, and it also seems<br />to be well-liked by critics and my friends who have seen it. I wonder if<br />I'm biased. I feel myself to be part of the Internet Age, which at its<br />best is a period of participatory culture, so I probably find this movie<br />easier to appreciate because I participated in making it. I usually find<br />"big" movies terribly distant and alienating because they are produced<br />so far away from me and relegate me to such an extreme position as a<br />consumer.<br /><br />What I'd like to comment on here is the nature of optimistic imagination<br />in science fiction. Spielberg was intent on finding a positive message<br />and a happy or at least happy-ish ending, which on the face of it was<br />not a viable idea. Philip K Dick was not a happy ending sort of guy.<br /><br />The Dick-to-Spielberg bridge in the last reel ended up working more<br />successfully than I had imagined it could. The script seems to me to<br />make a classic existential point. Here, approximately, is the message I<br />think the movie ends up expressing: "Belief in free will makes itself<br />so, but also makes so a certain level of uncertainty, danger, and chaos,<br />which is a worthwhile and noble price to pay." There's also an assertion<br />that American civic traditions, like the Miranda rights, will take on<br />even greater significance as technology moves forward, defining a sense<br />of personhood beyond the reach of technologists.<br /><br />I say "ends up expressing" because big movies are made collectively,<br />even in a case like this where there's an extremely powerful director in<br />control. So the meaning of movies can't be fully premeditated. A movie<br />isn't a person.<br /><br />I remember one afternoon when an almost tangible transition occurred in<br />the room. Before that moment the movie's identity had seemed elusive and<br />convoluted, twitching between Dickian ennui and paranoia and<br />Spielbergian fascination and idealism. The early visualizations of<br />Minority Report's world even looked like classic 1950s science fiction<br />illustration, the very sort of idealized future that Dick was reacting<br />against.<br /><br />After a sudden, curious, and magical moment, the movie's identity<br />somehow coalesced, and even though it was still early in the process, it<br />was clear that the project would gel as a whole. Suddenly everyone was<br />seeing the same imaginary world.<br /><br />This was a thrilling experience for me, but one that was tempered by<br />some disappointments.<br /><br />Let me get a personal one out of the way first. It's annoying to fall<br />through the cracks of the Hollywood ontology and not get a screen<br />credit, even though we experts have been prominently acknowledged in the<br />film's publicity. Caterers are part of the Hollywood machine, so they<br />get screen credits, but "futurists" are not. Oh well.<br /><br />A more important disappointment for me was that I think there's an<br />essential kind of optimism that ought to be portrayed in science<br />fiction, but it seems to be beyond our imagination at present. Instead<br />of making existential points by pitting people against technology, why<br />not portray people using technology beautifully and creatively?<br /><br />I presented all sorts of ideas for what information technology might<br />look like in fifty years, but the least noble of these were the only<br />ones that stuck.<br /><br />Nowhere in Minority Report do we see people interacting with each other<br />creatively using technology, nor do we see people inventing wonderful<br />virtual things for each other. We see no children inventing their own<br />technological culture, as is already commonly happening today. Philip K.<br />Dick didn't live long enough to see that, and I want to believe that if<br />he had he would have been forced to write a different kind of science<br />fiction.<br /><br />The characters of Minority Report are uniformly either consumers (who<br />are used by the advertisements, the animated cereal box, etc.) or elite<br />controllers (the precrime officers who get to use a zippy interface.)<br />Three-dimensional displays are used for recorded images, but not for<br />live contact.<br /><br />The optimism I longed to see at the end of Minority Report was not only<br />an assertion of what it is to be human, but also a synthesis in which<br />those empowered humans would then use technology well. I would have<br />loved to have seen Tom Cruise's character use that fancy glove-based<br />interface to make a warm and charming virtual greeting for his pregnant<br />wife, instead of posing with her with no technology in sight.<br /><br />This is the happy ending that Hollywood seems incapable of portraying.<br /><br />Here are some of the reasons this might be true:<br /><br />One is that movie people as a whole have trouble understanding the joys<br />of interactive media. It's just a different culture. A distopian movie<br />about virtual worlds, like The Matrix, can make its way through<br />Hollywood and be distributed, but a utopian movie about an interactive<br />future seemingly cannot. Movie people are subliminally terrified by<br />interactivity. It spells not only a loss of creative control, which<br />movie people would miss more than you can imagine, but also a loss of<br />business model. Napster lurks implicitly inside every shared virtual<br />world that's under the control of its users. The world that seems<br />utopian to me is distopian to Hollywood.<br /><br />To be fair, there's another problem. The utopia I dream of is a world we<br />are in the process of inventing. I don't yet know how to describe it<br />myself. I find this exhilarating. Could Les Paul have imagined the<br />Beatles when he made the first multitracked music? Could early digital<br />sound experimenters like Max Mathews have imagined Hip Hop? I hope to be<br />massively surprised some day by cultural invention inspired by virtual<br />worlds and fancy interfaces. I can hardly expect movie people to fully<br />imagine this stuff today.<br /><br />And yet, I still feel we all ought to try. Even a partial result would<br />be joyous.<br /><br />The fact that the task is hard masks the fact that it's also taboo.<br /><br /><a rel="nofollow" href="http://www.21cmagazine.com/minority.html">http://www.21cmagazine.com/minority.html</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />**MUTE MAGAZINE NO. 24 OUT NOW** 'Knocking Holes in Fortress Europe',<br />Florian Schneider on no-border activism in the EU; Brian Holmes on<br />resistance to networked individualism; Alvaro de los Angeles on<br />e-Valencia.org and Andrew Goffey on the politics of immunology. More @<br /><a rel="nofollow" href="http://www.metamute.com">http://www.metamute.com</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />Date: 7.08.02<br />From: Lev Manovich (manovich@jupiter.ucsd.edu)<br />Subject: Learning from Prada (part 5 - FINAL)<br /><br />Lev Manovich (www.manovich.net)<br /><br />The Poetics of Augmented Space: Learning from Prada [May 2002]<br /><br />PART 5: Learning from Prada [posted 7/08/02]<br /><br />Venturi wants to put electronic ornament and electronic iconography on<br />traditional buildings, while Lars Spuybroek, in Freshwater Pavilion,<br />does create a new kind of space but reduces the changing information to<br />abstract color fields and sound. In Freshwater Pavilion information<br />surface functions in a very particular way, displaying color fields<br />rather than text, images, or numbers. Where can we find today<br />interesting architectural spaces combined with electronic displays that<br />show the whole range of information, from ambient color fields to<br />figurative images and numerical data?<br /><br />Beginning in the mid 1990s, the avant-garde wing of retail industry has<br />begun to produce rich and intriguing spaces, many of which incorporate<br />moving images. Leading architects and designers such as Droog/NL, Marc<br />Newson, Herzog & de Meuron, Renzo Priano and Rem Koolhaus created stores<br />for Prada, Mandarina Duck, Hermes, Commes des Garsons, and other<br />high-end brands; architect Richard Glucksman colloborated with artist<br />Jenny Holzer to create a stunning Helmut Lang¹s parfumerie in New York<br />which incorporates Holzer¹s signature use of LCD display. A store<br />featuring dramatic architecture and design, and mixing a restaurant,<br />fashion, design and art gallery became a new paradigm for high-end<br />brands. Otto Riewoldt describes this paradigm using the term<br />³brandscaping² ­ promoting the brand by creating unique spaces.<br />Riewoldt: ³Brandscaping is the hot issue. The site at which good are<br />promoted and sold has to reinvent itself by developing unique and<br />unmistakable qualities.²<br /><br />Rem Koolhaus¹s Prada store in New York (2002) pushes brandscaping to a<br />new level. Koolhaus seems to achieve the impossible by creating a<br />flagship store for the Prada brand ­ and at the same time an ironic<br />statement about the functioning of brands as new religions. The<br />imaginative use of electronic displays designed by Reed Kram of<br />Kramdesign is an important part of this statement. On entering the store<br />you discover glass cages hanging from the ceiling throughout the space.<br />Just as a church would present the relics of saints in special displays,<br />here the glass cages contain the new objects of worship ­ Prada cloves.<br />The special status of Prada cloves is further enhanced by placing small<br />flat electronic screens throughout the store on the horizontal shelves<br />right among the merchandize. The cloves are equated to the ephemeral<br />images playing on the screens, and, vice versa, the images acquire<br />certain materiality, as though they are objects. By positioning screens<br />showing moving images right next to cloves the designers ironically<br />refer to what everybody today knows: we buy objects not for themselves<br />but in order to emulate the certain images and narratives presented by<br />the advertisements of these objects. Finally, on the basement level of<br />the store you discover a screen with Prada Atlas. Designed by Kram, it<br />maybe be mistaken for an interactive multimedia presentation of OMA<br />(Office for Metropolitan Architecture, Rem Koolhaus¹s studio) research<br />for his Prada¹s commission. It looks like the kind of stuff brands<br />normally communicate to their investors but not to their consumers. In<br />designing the Atlas as well as the whole media of the store, Kram¹s goal<br />was to make ³Prada reveal itself, make it completely transparent to the<br />visitors.² The Atlas lets you list all Prada stores throughout the world<br />by square footage, look at the analysis of the optimal locations for<br />stores placement, and study other data sets that underlie Prada¹s<br />brandscaping. This ³unveiling² of Prada does not break our emotional<br />attachment with the brand; on the contrary, it seems to have the<br />opposite result. Koolhaus and Kram masterfully engage ³I know it is an<br />illusion but nevertheless² effect: we know that Prada is a business<br />which is governed by economic rationality and yet we still feel that we<br />are not simply in a store but in a modem church.<br /><br />It is symbolic that Prada NYC has opened in the same space that was<br />previously occupied by a branch of Guggenheim museum. The strategies of<br />brandscaping are directly relevant to museums and galleries which, like<br />all other physical spaces, now have to compete against the new<br />information, entertainment and retail space: a computer or PDA screen<br />connected to the Net. Although museums in the 1990s have similarly<br />expanded their functionality, often combining galleries, a store, film<br />series, lectures and concerts, design-wise they can learn from retail<br />design, which, as Riewold points out, ³has learnt two lessons from the<br />entertainment industry. First: forget the goods, sell thrilling<br />experience to the people. And secondly: beat the computer screen at its<br />own game by staging real objects of desire ­ and by adding some spice to<br />the space with maybe some audio-visual interactive gadgetry.²<br /><br />Conclusion<br /><br />In a high-tech society cultural institutions usually follow the<br />industry. A new technology is being developed for military, business or<br />consumer use; after a while cultural institutions notice that some<br />artists are experimenting with it as well, and start incorporating it in<br />their programming. Because they have the function of collecting and<br />preserving the artworks, the art museums today often looks like<br />historical collections of media technologies of the previous decades.<br />Thus one may mistake a contemporary art museum for a museum of obsolete<br />technology. Today, while outside one finds LCD and PDA, data projectors<br />and DV cameras, inside a museum we may expect to find slide projectors,<br />16 mm film equipment, 3/4-inch video decks.<br /><br />Can this situation be reversed? Can cultural institutions play an<br />active, even a leading role, acting as laboratories where alternative<br />futures are tested? Augmented space ­ which is slowly becoming a reality<br />­ is one opportunity for these institutions to take a more active role.<br />While many video installations already function as a laboratory for the<br />developing of new configurations of image within space, museums and<br />galleries as a whole could use their own unique asset ­ a physical space<br />­ to encourage the development of distinct new spatial forms of art and<br />new spatial forms of a moving image. In this way they can take a lead in<br />testing out one part of augmented space future.<br /><br />Having stepped outside the picture frame into the white cube walls,<br />floor, and the whole space, artists and curators should feel at home<br />taking yet another step: treating this space as layers of data. This<br />does not mean that the physical space becomes irrelevant; on the<br />contrary, as the practice of Cardiff and Liberskind shows, it is at the<br />interaction of the physical space and the data that some of the most<br />amazing art of our time is being created.<br /><br />Augmented space also represents an important challenge and an<br />opportunity for contemporary architecture. As the examples discussed in<br />this essay demonstrate, while many architects and interior designers<br />have actively embraced electronic media, they typically think of it in<br />limited way: as a screen, i.e. as something which is attached to the<br />³real² stuff of architecture: surfaces defining volumes. Venturi¹s<br />concept of architecture as ³information surface² is only the most<br />extreme expression of this general paradigm. While Venturi¹s logically<br />connects the idea of surface as electronic screen to the traditional use<br />of ornament in architecture and to as such features of vernacular<br />architecture as billboards and window product displays, this historical<br />analogy also limits our imagination of how architecture can use new<br />media. In this analogy, an electronic screen becomes simply a moving<br />billboard, or a moving ornament.<br /><br />Going beyond surface as electronic screen paradigm, architects now have<br />the opportunity to think of the material architecture they are normally<br />preoccupied with, and the new immaterial architecture of information<br />flows within the physical structure, as one whole. In short, I suggest<br />that the design of electronically augmented space can be approached as<br />an architectural problem. In other words, architects along with artists<br />can take the next logical step to consider the ³invisible² space of<br />electronic data flows as substance rather than just a void ­ something<br />that needs a structure, a politics, and a poetics.<br /><br />July 2002, Berlin<br /><br />(The complete article is available at www.manovich.net)<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. Or call us at +1.212.625.3191.<br /><br />Contributors are gratefully acknowledged on our web site at<br /><a rel="nofollow" href="http://rhizome.org/info/10.php3">http://rhizome.org/info/10.php3</a>.<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).<br />ISSN: 1525-9110. Volume 7, number 28. Article submissions to<br />list@rhizome.org are encouraged. Submissions should relate to the theme<br />of new media art and be less than 1500 words. 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