RHIZOME DIGEST: 3.23.02

<br />RHIZOME DIGEST: March 23, 2002<br /><br />Content:<br /><br />+editor's note+<br />1. beverly tang: Rhizome.LA–Sunday March 24<br /><br />+work+<br />2. Lucia Leao: 25 Sao Paulo Biennial–Net Art<br />3. KOGO: *candy factory @ EDINBURGH<br /><br />+interview+<br />4. Jon Ippolito: Code As Creative Writing–An Interview with John Simon<br /><br />+review+<br />5. anne-marie: Untitled Game and Ego Image Shooter<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />Date: 3.12.2002<br />From: beverly tang (beverly@rhizome.org)<br />Subject: Rhizome.LA–Sunday March 24<br />Keywords: virtual reality, interact, installation<br /><br />Rhizome.LA: Dinner with George Legrady, Bill Seaman, and Tamiko Thiel<br /><br />Please join George Legrady, Bill Seaman, and Tamiko Thiel at the next<br />Rhizome.LA. They will each give a talk about their recent and upcoming<br />interactive environment/installation projects. Please come early and<br />enjoy some dinner before the presentations start.<br /><br />Date: March 24, 2002<br />Time: 6pm - catered dinner<br /> 7pm - presentations<br />Location: Rocco<br /> 6320 Santa Monica Blvd.<br /> Hollywood, California<br /> 323.462.8500<br /><br />No need to RSVP, but a $5-10 sliding-scale cover will be charged at the<br />door.<br />Dinner will be $10 per person (charged separately).<br /><br />Questions? Email Beverly Tang at beverly@rhizome.org<br />Website: <a rel="nofollow" href="http://rhizome.org/LA">http://rhizome.org/LA</a><br /><br />Tamiko Thiel<br /><a rel="nofollow" href="http://mission.base.com/tamiko/">http://mission.base.com/tamiko/</a><br /><br />Bill Seaman<br /><a rel="nofollow" href="http://www.cda.ucla.edu/faculty/seaman/">http://www.cda.ucla.edu/faculty/seaman/</a><br /><br />George Legrady<br /><a rel="nofollow" href="http://www.mat.ucsb.edu/~g.legrady/">http://www.mat.ucsb.edu/~g.legrady/</a><br /><br /><a rel="nofollow" href="http://rhizome.org/LA">http://rhizome.org/LA</a><br /><a rel="nofollow" href="http://mission.base.com/tamiko/">http://mission.base.com/tamiko/</a><br /><a rel="nofollow" href="http://www.cda.ucla.edu/faculty/seaman/">http://www.cda.ucla.edu/faculty/seaman/</a><br /><a rel="nofollow" href="http://www.mat.ucsb.edu/~g.legrady/">http://www.mat.ucsb.edu/~g.legrady/</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 />2.<br /><br />Date: 3.22.02<br />From: Lucia Leao (lucleao@yahoo.com)<br />Subject: 25 Sao Paulo Biennial–Net Art<br /><br /><a rel="nofollow" href="http://bienalsaopaulo.terra.com.br/">http://bienalsaopaulo.terra.com.br/</a><br /><br />INTERNACIONAL<br />Curador: Rudolf Frieling<br /><br />Artistas:<br />1) Bunting &amp; Lialina (Inglaterra, R&#xFA;ssia)<br /><a rel="nofollow" href="http://www.teleportacia.org/swap">http://www.teleportacia.org/swap</a><br /><br />2) Carol Flax &amp; Trebor Scholz (USA)<br /><a rel="nofollow" href="http://www.arts.arizona.edu/cflax">http://www.arts.arizona.edu/cflax</a><br /><br />3) CALC &amp; Johannes Gees (Espanha, Sui&#xE7;a)<br /><a rel="nofollow" href="http://www.communimage.ch">http://www.communimage.ch</a><br /><br />4) Francesca da Rimini (It&#xE1;lia)<br /><a rel="nofollow" href="http://www.thing.net/~dollyoko/title.htm">http://www.thing.net/~dollyoko/title.htm</a><br /><br />5) Gruppo A12, Udo Noll &amp; Peter Scupelli (Alemanha, It&#xE1;lia, USA)<br /><a rel="nofollow" href="http://parole.aporee.org//work/">http://parole.aporee.org//work/</a><br /><br />6) Jody Zellen (USA)<br /><a rel="nofollow" href="http://www.ghostcity.com">http://www.ghostcity.com</a><br /><br />7) Kristin Lucas (USA)<br /><a rel="nofollow" href="http://www.diacenter.org/lucas/">http://www.diacenter.org/lucas/</a><br /><br />8) Marina Grzinic &amp; Aina Smid (Eslov&#xEA;nia)<br /><a rel="nofollow" href="http://www.ljudmila.org/quantum.east">http://www.ljudmila.org/quantum.east</a><br /><br />9) Shi Yong (China)<br /><a rel="nofollow" href="http://www.shanghart.com/artists/shiyong/syw/index.htm">http://www.shanghart.com/artists/shiyong/syw/index.htm</a><br /><br />10) Stanza (Inglaterra)<br /><a rel="nofollow" href="http://www.thecentralcity.co.uk/">http://www.thecentralcity.co.uk/</a><br /><br />11) Roberto Cabot (Fran&#xE7;a/Brasil/Alemanha)<br />www.mediamorphose.org<br /><br />+ + +<br /><br />BRASIL<br />Curadora: Cristine Mello<br /><br />artistas:<br />1) Kiko Goifman &amp; Jurandir Muller<br /><a rel="nofollow" href="http://www.paleotv.com.br/cronofagia">http://www.paleotv.com.br/cronofagia</a><br /><br />2) Lucia Leao<br /><a rel="nofollow" href="http://www.lucialeao.pro.br/pluralmaps">http://www.lucialeao.pro.br/pluralmaps</a><br /><br />3) Lucas Bambozzi<br /><a rel="nofollow" href="http://www.comum.com/diphusa/meta">http://www.comum.com/diphusa/meta</a><br /><br />4) Diana Domingues e Grupo Artecno/Universidade Caxias do Sul<br /><a rel="nofollow" href="http://artecno.ucs.br/ouroboros">http://artecno.ucs.br/ouroboros</a><br /><br />5) Gilbertto Prado<br /><a rel="nofollow" href="http://www.itaucultural.org.br/desertesejo">http://www.itaucultural.org.br/desertesejo</a><br /><br />6) Giselle Beiguelman<br /><a rel="nofollow" href="http://www.desvirtual.com/nike">http://www.desvirtual.com/nike</a><br /><br />7) Artur Matuck<br /><a rel="nofollow" href="http://www.teksto.com.br">http://www.teksto.com.br</a><br /><br />8) Enrica Bernardelli<br /><a rel="nofollow" href="http://www.paralelosclandestinos.net">http://www.paralelosclandestinos.net</a><br /><br />9) Ricardo Barreto<br /><a rel="nofollow" href="http://www.satmundi.com">http://www.satmundi.com</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />STATE OF THE ARTS SYMPOSIUM * UCLA APRIL 4-6, 2002 * RHIZOME DISCOUNT *<br />&lt;<a rel="nofollow" href="http://www.eliterature.org/state">http://www.eliterature.org/state</a>&gt; 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 />3.<br /><br />Date: 3.20.02<br />From: KOGO (ga2750@i.bekkoame.ne.jp)<br />Subject: *candy factory @ EDINBURGH<br /><br />*candy factory @ EDINBURGH<br /><a rel="nofollow" href="http://host.mediascot.org">http://host.mediascot.org</a><br />21st March 2002<br /><br />Dear all<br /><br />*candy factory projects is taking a place here at new media Scotland<br />from 21st March 2002 through one cultural exchange project for Japan and<br />Scotland, part 2 of art works in domestic spaces titled &quot;Art in The<br />Home.&quot; But our works will be shown at the street from Collective Gallery<br />in 21-24,29-31 MARCH 2001- 7:00-0:00 even for homeless people<br />broadcasting non broad casting time of a TV studio in Yamaguchi Japan<br />titled DO Also an old department store here in Edinburgh now on<br />CLEARANCE SALE.<br /><br />For more Art in your home, here you can check more non-broad casting<br />view from EBC program &quot;WHY&quot; from Seoul Korea. Re-installed WIN.EXE with<br />OLA PEHRSON, he took old icon of windows folder, Also re mixed domestic<br />boredom in UK about one TV program MY DAD SEDUCED MY FIANCEE<br /><br />More web project will be soon here<br /><br /><a rel="nofollow" href="http://host.mediascot.org">http://host.mediascot.org</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />+ad+<br /><br />IT IS necessary to buy &quot;Not Necessarily 'English Music,'&quot; Leonardo Music<br />Journal Volume 11. Not only is it curated by David Toop, but it includes<br />a double CD. Tune in and turn on to the LMJ website at<br /><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: 3.12.2002<br />From: Jon Ippolito (JIppolito@guggenheim.org)<br />Subject: Code As Creative Writing–An Interview with John Simon<br />Keywords: software, programming, design<br /><br />This interview took place in January 2002, on the occasion of the<br />Guggenheim's acquisition of John Simon's Unfolding Object. More info at<br /><a rel="nofollow" href="http://www.guggenheim.org/internetart">http://www.guggenheim.org/internetart</a>.<br /><br />+ + +<br /><br />Jon Ippolito: You've been working on or near the cutting edge of digital<br />art since the mid-1980s, when you were programming image-processing<br />routines for CCD [charge-coupled device] photography. Yet you often cite<br />sources of inspiration from the world of pen and brush rather than the<br />world of pixel and browser, and I see some of these influences of<br />Modernism-for example, the influence of Paul Klee in your plotter<br />drawings [1994-95] and Sol LeWitt in Combinations [1995]. What is it<br />about those artists that speaks to you?<br /><br />John F. Simon, Jr.: I am interested in analytical approaches to<br />creativity. A new technology doesn't erase a life's work of thoughtful,<br />creative production. The ideas are bigger than the medium. There are<br />many examples in art history where artistic practice could be described<br />as algorithmic-an approach to experimentation by rule making, including<br />LeWitt and Conceptual artists in the 1970s also Paul Klee in the 1920's<br />along with many other Bauhaus professors.<br /><br />An even older example would be Dominican priest-scholar Sebastien<br />Truchet's 1722 work on the use of combinations in tile design. His study<br />uses square tiles of two colors that are divided diagonally. He assigned<br />a letter to each of the four possible orientations of this kind of tile.<br />He then made lists of letters describing the sequence and orientation<br />for laying out the tiles. The lists functioned like instructions or<br />programs for constructing the design. Craftsmen would pick a pattern out<br />of his book and use the lists of letters as assembly instructions.<br />Another even older example would be the analytical techniques used in<br />the design of the Alhambra and in much Islamic art.<br /><br />JI: Is there a single artist or movement you can point to as an<br />influence on Unfolding Object? Where did the idea for this project come<br />from?<br /><br />JS: The idea for Unfolding Object comes from many sources. Physicist<br />David Bohm theorizes about a level of information below the quantum<br />level where all matter is interconnected. In his terminology, the object<br />unfolds information about itself. The outward expression of an object is<br />the unfolding of this potential.<br /><br />I detected a similarity between Bohm's description of nature and<br />software objects. The potential for the Unfolding Object is contained in<br />the source code, which is not displayed on the screen but functions on a<br />different level. The expression of the code, its unfolding, is decided<br />by the interaction of the code with the person unfolding it.<br /><br />Another source was Klee, who wrote about how a drawing is defined by its<br />&quot;cosmogenic moment,&quot; when the symmetry of the blank page is broken by<br />the first mark-the first decision of the creator. Gilles Deleuze also<br />considers The Fold [1993] and its relationship to the process of<br />formation.<br /><br /> From my own thoughts about drawings as diagrammatic records of<br />decisions, I wanted to create a software object that would reveal its<br />history. I am also fascinated by the implicit potential that a software<br />object has in its programming.<br /><br />JI: Virtual reality guru Jaron Lanier has described virtual reality as<br />an experiment in alternative physics. You've created an object that<br />appears to inhabit normal euclidean space yet has a mathematical<br />extensibility beyond anything in our physical environment. When you<br />envisioned this work, did you ever see yourself as bending the laws of<br />nature in the service of art?<br /><br />JS: Which laws of nature? Newton's? I think that nowadays artistic<br />conceptions of reality can hardly keep up with the non-local, non-<br />euclidean, non-linear scientific theories of the natural world.<br /><br />My interest is in relativist mathematics that have no concept of<br />infinity. I want Unfolding Object to exist in a relativist space where<br />it defines, as much as possible, the shape of its space. I want to avoid<br />the Cartesian picture plane, with a horizon and vanishing point. I don't<br />want to conceptualize the whole space from the beginning-I want the<br />object to create the space as it unfolds. Of course, this idea is<br />limited when you have to use a computer screen and perspective<br />projection to visualize the thing.<br /><br />JI: Are you inspired by particular gizmos that help you avoid these<br />kinds of limitations? I'm thinking of the drawings executed with a<br />pressure-sensitive stylus and ink plotter, or your wall-mounted<br />sculptures made from exposed Powerbook innards, or your recent acrylic<br />panels cut with an industrial laser.<br /><br />JS: I think it's the gizmos that create the limitations. All the works<br />you mention are concerned with algorithmic possibilities. There are many<br />technologies that can be used to explore possibilities especially if you<br />can program them. I switch to a new technology when I feel like it can<br />shed some light or offer a different perspective on a bigger idea.<br /><br />JI: Yet working online requires you to settle for the most abundant<br />technology, like Netscape or Explorer, rather than the most specialized.<br /><br />JS: Actually, I think browsers are highly specialized and limited while<br />Powerbooks seem abundant with a much less restricted development<br />environment.<br /><br />JI: I guess I'm wondering whether you find it more challenging to make<br />an alluring work for the Internet, given that its display hardware is<br />mundane rather than precious.<br /><br />JS: Who can say what the next display hardware will be? Maybe someone<br />will design a precious screen to view my online work. An undefined<br />context is by far the biggest obstacle for designing and experiencing<br />online art. Many qualities that define other artwork cannot be<br />considered with online work. This can be liberating but also detract<br />from the overall impression. There is no control of display with online<br />work. The best that can be done is hope that whoever views it will focus<br />only on the window in which your piece is displayed and not have too<br />many other distractions on the desktop-or surrounding the computer.<br />Making my LCD [liquid crystal display] panels was a reaction to this<br />situation, an attempt to have more control of the display environment.<br /><br />What I try to do online is design an artwork that relies on a strong<br />concept, whose qualities as an artwork don't depend on any specific<br />colors or display speed or viewing environment. This takes away a lot of<br />decisions but puts more emphasis on understanding the limits and<br />refining the concept.<br /><br />JI: Your work has not obeyed a strict progression, from, say, pen-and-<br />ink to animated paintings to Internet-based projects. Do you ever feel<br />like you are jumping forwards and backwards, creating art to fill in<br />gaps in art history?<br /><br />JS: I don't think the concept of progress applies to art the way it does<br />to technology, so the idea of a &quot;strict progression&quot; may also be poorly<br />applied or assume too much about how or why art is made. If you look at<br />my art over a longer term, say the last fifteen years, I think what you<br />see is a continued push to visualize and activate complex ideas. I<br />choose whatever materials I think are appropriate to lock down an idea<br />or get to what I want to see.<br /><br />JI: You were one of the first artists I know to have figured out new<br />economic models for selling digital artworks. I'm thinking particularly<br />of the low-cost multiples available at your &quot;souvenir shop&quot; , which<br />offers art in everyone's price range, or the edition of Unfolding Object<br />you've contemplated for collectors' desktops. Last year you even<br />published a brochure about your art that emulated the look and function<br />of a corporation's annual report. This approach seems at odds with the<br />attitude of many online artists of your generation, for whom the<br />Internet offered a space outside of the profit-driven art market. Do you<br />think every artist should have a business plan?<br /><br />JS: I think every artist should have a plan for paying their expenses so<br />they can devote their full energies to their art.<br /><br />JI: You've adapted your work Every Icon [1996] for the Web, for a<br />Powerbook screen, and for a Palm Pilot. The way you've re-created the<br />same work in different platforms has encouraged me to think that<br />translations from one medium to another may be the best preservation<br />strategy for digital art [as outlined in the Variable Media<br />Initiative&lt;www.guggenheim.org/variablemedia>;]. Does the fact that you've<br />already sold these different formats as different artworks make it<br />easier or harder to imagine preserving them via a protocol like variable<br />media?<br /><br />JS: Easier, because what was sold in each case was a software license.<br />Every Icon is the simplest example because it is primarily carried by<br />the concept. There are no issues of processor speed/timing, color,<br />display size. It works most everywhere so many of the translation issues<br />are already solved by example. Of all my pieces, it is easiest to<br />imagine this piece being preserved by porting the code to whatever is<br />the &quot;system du jour.&quot; It is also, by far, the simplest piece of code.<br /><br />JI: Many of your works are, in fact, primarily programming code. How do<br />you think this work relates to the &quot;artist software&quot; genre, works like<br />the Web Stalker, FloodNet, or Auto-Illustrator ?<br /><br />JS: I think what I am programming is quite different but I like those<br />projects and think they are important. For me, what's important is that<br />a piece of software can be considered an artwork, and that writing<br />software is as creative as it is technical, and the choices made for<br />language, data structure, methods, etc., are significant creative<br />choices.<br /><br />JI: In most online artworks, the code can be separated from the visual<br />result. I am thinking of the difference between the Web page Netscape or<br />Explorer shows you and the HTML or scripting that View Source shows you.<br />This separation doesn't normally exist with other artworks-LeWitt being<br />the obvious exception. An elegant page written with a simple JavaScript<br />&quot;for&quot; loop and document.write could generate the same visual result as a<br />messy HTML document with loose tags that's ten times as long.<br /><br />Do you see any aesthetic difference between a work elegantly coded by a<br />programming perfectionist versus a kludge that happens to generate the<br />same experience for the viewer?<br /><br />JS: How important do you consider craftsmanship in fine art? There is no<br />right or wrong way to code. What you write and the way you write it<br />reveal yourself.<br /><br />Whatever you see on screen and in View Source reflects the resources and<br />choices of the person who put the page together. Some people care more<br />about how the HTML and JavaScript source looks than others. I know some<br />people embed messages as comments in their Web pages that are not<br />visible in the browser. Some painters finish the sides of their canvases<br />and others choose to leave them raw. There is a difference in the way<br />each one looks. I usually only ask: is the choice appropriate to the<br />work?<br /><br />Personally, I don't pay much attention to the way my HTML looks. Unless<br />it is part of the project, I make the HTML as plain as possible or<br />accept whatever the default is from an editing program. I usually only<br />care about how the pages function in the browser.<br /><br />JI: Must an artist be a programmer to make truly original online art?<br /><br />JS: Truly original? You Modernist!<br /><br />Whether you make art or not, understanding programming is an amazing<br />understanding.<br /><br />JI: You have said:<br /><br />&quot;Once you write a piece of software and run it on the computer, then it<br />is a very fluid language. Every variable that you choose in the software<br />becomes subject to expansion, and you can make lookup tables to vary<br />parameters or you can have functions that are varied by random<br />numbers…Sometimes you get things that look the way you expected them<br />to look, and sometimes they are completely different.&quot; [Interview by<br />Tilman Baumgaertel on Nettime]<br /><br />I think you put your finger here on a common misunderstanding of both<br />computer-based art and the analog &quot;Conceptual art&quot; that you point to as<br />an influence on your work. Does it bother you that some people misread<br />algorithmic art as simply the demonstration of some mathematical<br />tautology, and hence a purely cerebral exercise? What, if anything,<br />should artists do to counteract such a misreading?<br /><br />JS: I practice what I call a &quot;creative writing&quot; style, as opposed to a<br />&quot;problem solving&quot; style, of writing software. I can say that I have only<br />really been able to practice this style for a few years. I believe I am<br />just finding out what it means to code with this awareness so I can't<br />say how it should be read. There are a lot of misperceptions about code<br />because it varies as much as the number of people writing it. The only<br />way artists can improve people's understanding of software is to keep<br />creating and understanding it ourselves.<br /><br /><a rel="nofollow" href="http://www.guggenheim.org/internetart">http://www.guggenheim.org/internetart</a><br /><a rel="nofollow" href="http://www.guggenheim.org/variablemedia">http://www.guggenheim.org/variablemedia</a><br /><a rel="nofollow" href="http://www.numeral.com">http://www.numeral.com</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />Date: 3.12.2002<br />From: anne-marie (amschle@cadre.sjsu.edu)<br />Subject: 2 Reviews–Untitled Game and Ego Image Shooter<br />Keywords: interface, indexicality, gender, gaming, design<br /><br />Untitled Game CD by JODI<br />Review by Anne-Marie Schleiner<br /><br />Untitled Game is a CD (and web site) containing twelve modifications of<br />Quake by artist ensemble JODI. The first modification, &quot;Arena&quot;, is<br />blinding white. All visible architecture has been eliminated. What<br />remains is interface components and sound. The following mods range in<br />interactivity and effect, from number stats flowing upscreen to ambient<br />warm toned 3-D environments.<br /><br />Game Engine = Artist Tool<br /><br />Like other artists including Nullpointer and Retroyou, JODI have<br />immersed themselves in exploring game engines as art generating tools.<br />(Different artists have been staking out different commercial engines as<br />their mediums–more recently the Australian web site, &quot;Select Parks,&quot;<br />has collected artist-made mods.) JODI have become intimately familiar<br />with the file structure of Quake 1, its code structure and algorithms,<br />and its loopholes and glitches. Time++ has been logged &quot;playing&quot; with<br />the system, just as Nato addicts and V.J.s spend hours tweaking sound<br />and 3-D/2-D visuals, happening sometimes on interesting accidental<br />effects.<br /><br />Unlike ID Software, the original designers of Quake, JODI search for<br />beautiful bugs in the system, to make glitches happen that werent<br />supposed to, to tweak the game, even to demolish it. When I push the<br />spacebar to jump in E1M1AP instead the world rotates uncontrollably. In<br />G-R the screen refreshes non-stop with bright RGB colors, (no navigation<br />at all). In Ctrl-9 and Ctrl-Space, navigation and looking about generate<br />undulating black and white moire patterns.<br /><br />Hacker Art Aesthetic<br /><br />Despite the different ways that JODI &quot;break&quot; Quake, their work remains<br />in dialogue with the original game. Hacker art tweaks a system yet<br />retains ontological aspects of the system from which it mutated. In<br />their earlier SOD mod, a mod of the classic shooter Castle Wolfenstein,<br />JODI replaced Wolfenstein's Nazi castle with black and white Miro-like<br />panels. Yet they still chose to retain the original sound bytes of dogs<br />barking and soldiers yelling. Similarly, in the game mods included in<br />Untitled Game, many of the original macho Quake grunts are still<br />included. These original audio samples recall indexically in the<br />player's minds eye the original Quake levels and characters. A ghost<br />image of the original flickers behind the alteration, evoked by sound<br />and interface artifacts.<br /><br />Created not only for art aficionados but also for rabid Quake fans,<br />habitual Quake players can even navigate &quot;blind&quot; through some of the<br />levels included in Untitled Game. In Slipgate, (slipgates are an<br />original feature of Quake), small blue cubes are formidable growling<br />opponents.<br /><br />Revealing Algorithms<br /><br />One aesthetic maneuver repeated in the Untitled Game collection,<br />reminiscent of JODI's net art, is to strip the environment of<br />&quot;realistic&quot; graphics, to reduce anti-aliased pixels and color palettes<br />to primary minimalist colors and shapes. Stripped of all pretense of<br />photorealism, game play is reduced to algorithms normally cloaked as<br />&quot;representational&quot; actions. (&quot;Rez&quot;, a Japanese Playstation2 game, is<br />the only commercial 3-D game I have seen which emphasizes movement<br />algorithms and &quot;cyber-representation&quot; over &quot;photorealistic&quot;<br />representation.) And these bare algorithms can be quite stunning. My<br />most favorite mod on Untitled Game is &quot;Spawn&quot;. In Spawn, shooting is<br />transformed into spraying showers of gray pixels over an inky black<br />background. Shooting becomes pixel painting, which in turn creates<br />environment.<br /><br />Semi-automatic<br /><br />Another primary component of JODI's mods is tension between user control<br />and program control. The relationship between user input and program<br />output has been tweaked. The time it takes for the program to execute a<br />command seems to have been elongated and refracted, so my smallest<br />actions become triggers of algorithms that then unfold semi-autonomously<br />from my input. Q-L is the most semi-automatic mod on Untitled. Once<br />the player views the preset level demo and actually starts to play the<br />game, the players movements trigger kaleidoscopic effects which<br />accelerate fast and taper off slowly. Similarly, in E1M1AP, when I hit<br />the space bar to jump, I summersault into an extended disorienting<br />twirl. Output far exceeds input. Or the program becomes the performer,<br />I am no longer player god in control–I must concede some of my agency<br />to the code.<br /><br />Untitled Game is an exploration of the Quake system and some variable,<br />funny, playful, beautiful Jodiesque things it can be made to do.<br />Untitled Game also participates in a dialogue about 3-D gaming<br />environments and what they can possibly become. (Unlike recent game<br />inspired paintings or sculptures that speak exclusively to art<br />audiences.) Although singularly not every mod on Untitled Game stands<br />up on its own, when viewed as a complete package, (pak file ;) ), the<br />UG archive is impressive.<br /><br />Untitled Game Site<br /><br />+ + + + + +<br /><br />Ego Image Shooter by Marion Strunk and Deanna Herst<br />Review by Anne-Marie Schleiner<br /><br />Ego Image Shooter is a new game by Marion Strunk and Deanna Herst<br />(concept/design) created for Gender Games, an Swiss research initiative<br />for exploring gender in relation to computer games. Of the five &quot;games&quot;<br />created for Gender Games, which are available from their web site, Ego<br />Image Shooter is certainly the most entertaining and the most &quot;game-<br />like&quot;. (Others severely stretch the definition of computer game and are<br />more akin to hypertext net art.) Ego Image Shooter critiques the genre<br />of shooter games in a number of playful ways.<br /><br />At game start-up, a blond American avatar with a strong hick accent<br />announces that he will be your guide. Reminiscent of white trash<br />backwoods characters in shooter games like Duke Nukem, this boyish<br />avatar is relatively less macho, sporting a pasty smile permanently<br />glued to his face. The game consists of five levels, which the player<br />selects by rotating the bullet chamber of a gun-like interface.<br />Alternately the player can click on the weapon in the bottom left of the<br />screen to choose a level–each level has a different weapon identified<br />with it, ranging from shot gun to automatic. Clearly, from the outset,<br />the game draws the player's conscious attention to shooters and their<br />weapons.<br /><br />Each of the five levels is an entirely new environment. In one level the<br />player faces a bleak hallway recalling the tunneling architecture of<br />shooter games. However, as s/he shoots, instead of bullets, frogs stream<br />out of her weapon. Eventually a frog prince appears and morphs into a<br />giant pair of kissing lip. In another level, in a burning apocolyptic<br />blaze, a hoard of translucent cybernetic mummies slowly advance toward<br />the player. They are truly frightening. But when they reach the player<br />two of the mummies turn their heads towards each other and lock<br />themselves into a mind altering homoerotic kiss which even melts the<br />environment behind them. (Very dreamy!) My favorite level is an<br />imitation Quake level, replete with the deep grunts and echoes common in<br />violent network shooter Quake. The level also uses the typical warm<br />desert sienna color palette common in the Quake Series. But when the<br />player shoots his gun, purple flowers come out instead of bullets,<br />covering the screen and obliterating the Quake-like environment.<br /><br />Although Ego Image Shooter is created with Macromedia Director as a<br />Shockwave Movie, it implements the &quot;find and replace&quot; subversive logic<br />of game modifications. (game-programming: Alex Schaub). Game mods allow<br />players to selectively replace elements in a pre-existing game, from<br />architecture, to textures, weapons, characters, sounds and so on. By<br />consistently replacing bullets with unexpected frogs, flowers and<br />kisses, Ego Image Shooter seems to be critiquing the testosterone-laden<br />world of shooter games by inserting &quot;feminine&quot; signifiers which<br />substitute for the spray of &quot;semen-like&quot; weapon discharge. (An<br />interesting comparison is a &quot;Sailor Moon&quot; modification of Doom. The<br />Sailor Moon &quot;wad&quot; recolored the walls and floors in pink, replaced the<br />gun with a magic boomerang, and replaced the ammo littering the<br />environment with cupcakes and bunnies.)<br /><br />But it is also undeniably fun to spray frogs and, in a different level,<br />soccer balls out of a gun. Shooting is painting the environment. Perhaps<br />another intent of Ego Image Shooter is too stretch the boundaries of the<br />often too rigid shooter genre–not only to critique but to mutate into a<br />new kind of shooter game. Often the game engine takes control away from<br />the player–after shooting off a few rounds of frogs, a movie of a<br />morphing frog prince appears. It is as if the game demands us to be<br />aware of the conventions of game play by working against them. It wrests<br />control away from the player just at the moment she is warming up to a<br />shooting frenzy.<br /><br />The remaining levels in the game are less open to interpretation,<br />departing even further from the conventions of shooter game play. (They<br />also seem to require more development and beta-testing in terms of game<br />play.) In one level, the player watches passively as a pair of men kick<br />a soccer ball back and forth and a woman sits working alone at a<br />computer workstation. In another level, a string of laundry displays T-<br />shirts that say pride, fear, happy, shame and other emotions. The<br />laundry is quite an uncommon domestic signifier in computer games. In<br />this level a male and female jogger compete with one another and it<br />seems the T-shirts are intended to effect their relationship.<br /><br />Ego Image Shooter is an interesting experiment. In pushing the<br />boundaries of a game genre it thereby assumes the risks of experimenting<br />with new forms of game play. If I were to view it as a beta test I would<br />recommend it focus in more on the effects of subverting the shooter<br />genre, which are quite successful in terms of game play and genderplay,<br />and let some of the other experimental game play interfaces go. Its main<br />shortcomings are what all independently funded games lack, a development<br />team of at least fifteen or so 3-D modelers and programmers, to push the<br />production value higher. Nevertheless, it simulates 3-D space<br />efficiently enough to get the idea across and employs some very nice<br />interface tricks. The use of sound and music is effective. (sound-<br />design: Alex Schaub) I would like to see it developed further.<br /><br />Gender Game Site <a rel="nofollow" href="http://www.gendergame.ch">http://www.gendergame.ch</a><br />Ego Image Shooter<br /><a rel="nofollow" href="http://www.cyberhelvetia.ch/public/images/gendergame/egoshooter_down.html">http://www.cyberhelvetia.ch/public/images/gendergame/egoshooter_down.html</a><br /><br /><a rel="nofollow" href="http://untitled-game.org/">http://untitled-game.org/</a><br /><a rel="nofollow" href="http://untitled-game.org/source/">http://untitled-game.org/source/</a><br /><a rel="nofollow" href="http://www.nullpointer.co.uk/-/fskn.htm">http://www.nullpointer.co.uk/-/fskn.htm</a><br /><a rel="nofollow" href="http://retroyou.org/">http://retroyou.org/</a><br /><a rel="nofollow" href="http://www.u-ga.com/rez/e/game/index.html">http://www.u-ga.com/rez/e/game/index.html</a><br /><a rel="nofollow" href="http://www.selectparks.net/">http://www.selectparks.net/</a><br /><a rel="nofollow" href="http://www.opensorcery.net">http://www.opensorcery.net</a><br /><a rel="nofollow" href="http://www.gendergame.ch">http://www.gendergame.ch</a><br /><a rel="nofollow" href="http://www.cyberhelvetia.ch/public/images/gendergame/egoshooter_down.html">http://www.cyberhelvetia.ch/public/images/gendergame/egoshooter_down.html</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization. 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