Wednesday, September 9, 2009

Farewell, Spawn of the Surreal!



During the summer, I finally decided to put some order in my web activity. I buyed a new domain and started uploading there all my stuff. So, the moment came to take a decision about Spawn of the Surreal as well. I started the blog about two years ago, in July 2007. At the time, I was intrigued by the possibilities of art in virtual worlds, and mantaining a blog was a good way to keep the grasp and go on researching on the subject even when my work was bringing me in other directions. I posted on it quite regoularly for about five months. It was a wonderful experience, I learned a lot and I met great people.
In 2008, my work as a curator became more and more absorbing. Also my interest in virtual worlds started becoming a source for new works and projects. I had no time for blogging, and I started posting articles published somewhere else, press releases of my upcoming projects, etc.
It took me another year to realize that the Spawn of the Surreal adventure was up.
Of course, I'm still interested in the things I discussed here, I'm still writing on them and organizing events in or about virtual worlds. What I don't need anymore is a separate channel for them.

That's it. If you want, check out domenicoquaranta.com: me and my avatar - pardon, me, and my human - will go on posting there. Spawn of the Surreal will have a second life there, probably in the tag cloud. This website won't move from here, but won't be updated any more. Just in case, a clone is archived here - Google played hard with me this year, and this is one of the reasons that made me migrate to Wordpress.

See you,

Domenico Quaranta

http://domenicoquaranta.com
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Monday, June 1, 2009

HAMMERING THE VOID

On May 29, 2009 opened Gazira Babeli's second solo show in real life, and the first one in Berlin, at DAM Gallery. Gazira asked me and Patrick Lichty to write something for the exhibition. Here you can find my short essay. Patrick did more, writing a beautiful, passionate sermon titled Gazira Babeli: Hammering at the Truth. You can read it on NPIRL.


Gazira Babeli, Hammering the Void, Installation with engraved hammer, 100 x 100 x 40 cm, 2009. Courtesy DAM Gallery, Berlin.

“The world we actually have does not meet my standards.” - Philip K. Dick

In 1920, at the opening of a Dada exhibition in Köln, Max Ernst made an axe available for the audience. As far as I know, this gesture was never reenacted. That's a shame. An artwork should always come with an axe in attach. This would remind us that art must be loved, or hated. That it deserves more than an idiot gaze. Duchamp took years to make us accept his urinal, yet he's still unable to persuade us to use it in the more logical way: pissing into it. I bet he would be happy with this kind of interaction: turning an artwork into an urinal.


Gazira Babeli, Hammering the Void, performance in Second Life, filmstill (virtual [DAM]Berlin location), 2009. Courtesy DAM Gallery, Berlin.

Gazira Babeli never reenacts – she acts. She's worshipped as a marabout, but she hates spells and she does her best to break them. Tell her “aura” and she'll throw an hail of meteoroids onto you. Tell her “virtual” and she'll shoot you into the air at 900 km/h. When, in 2006, she made Come To Heaven, she released the code of the performance through her website: she discovered the painful delights of being beaten up by a computer graphics card, and she wanted to share this feeling with everybody.

Yet, even on a computer screen, people keep on loving the moonlight instead of killing it, and being charmed by everything is introduced to them as “art”. Thus Gazira created the fourteen sisters. They are called Anger Erin, Envy Sixpence, Gluttony Aboma, Greed Petrovic, Lust Placebo, Pride Placebo, Sloth Swansong, Courage Sparta, Faith Radikal, Hope Varnish, Justice Kimono, Love Brandi, Prudence Miami, Temperance Navarita. They are Gazira Babeli, fourteen times. Carrying a wooden sledge-hammer, they move all together, and hit violently. When you, beloved art lover, meet them, feel free to think at the following references, at your pleasure: La Liberté guidant le peuple, The Night Watch, Il quarto stato, an army of models performing Vanessa Beecroft. At your first blow on the head, art will be replaced, in your mind, by Castor oil and gas chambers.


Gazira Babeli, Hammering the Void No. 68, c-print, 90 x 120 cm, 2009. Courtesy DAM Gallery, Berlin.

This platoon in Wellington boots and suspender belt comes without any notice, and intervenes in social events – mostly exhibition openings – making a hell of a mess. Is this the usual, boring self-referential crap we are used to finding in art? What Gazira likes is to intervene in the rituality of the real, and break up its continuity. The world she actually has does not meet her standards, and she hammers it. She works in this direction from the very beginning: just think to her earthquakes, her showers of pop bananas, her Campbell's Soup cans, her pizzas fouling up the gallery with tomato soup. Isn't she an arse-hole? If you need, Gazira's hammers are there for you. Use them, against her too. That's what she wants.

Postscript

When they are not swooping down on some crowd trying to smash an artist's head, Gazira's Furies are imprisoned in a claustrophobic office with a view on Windows' standard desktop, jumping around all the time. The office is encaged in a computer. The computer is encaged in a gallery. Gaz' en valise, finally. It looks like a storm in a glass snowball, until you don't open it. And it comes with an hammer, of course.

Saturday, March 21, 2009

MACHINE ANIMATION & ANIMATED MACHINES

The following text has been published in the catalogue of the exhibition "Eddo Stern: Flamewar", curated by Ilana Tenenbaum at the Israeli Haifa Museum of Art (January 24 - June 20, 2009). The book also features texts by the curator and New York based art critic and curator Ed Halter. Enjoy!



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MACHINE ANIMATION & ANIMATED MACHINES
Domenico Quaranta

In the beginning, there is life. Or, better, another level of life. It's the kind of life you can live on a screen, where your face and body change from time to time, according to the adventure you are playing at the moment. It's a kind of life that implies gestures such as pressing furiously the buttons of a keyboard, speaking into a microphone, teaching all your muscles how they have to behave in order to make the movement of a joystick more fluent and responsive; and in which these gestures are translated into shots, curses, jumps, fights, runs. It's a kind of life that usually has a soundtrack. It's a kind of life that can be very similar to our daily life, or slightly different; but that, in both cases, mixes with the latter in a way that our brain, programmed for one life at a time, has some difficulties in making a clear distinction between the two. For example, if you are a soldier, it may be difficult for you to distinguish between your last mission in Afghanistan or Iraq and your last session of America's Army.

Mixing two levels of life does not mean that, as an avid player of GTA, you would feel a irrepressible need to take a bat and walk down 5th Avenue smashing everything you find on your way; nor that you are going to experience performance anxiety because your Second Life avatar has a bigger penis, or your virtual partner seems more excited than your real one. It just means that probably, talking with a friend, you will sum up your last adventure in World of Warcraft with the same words, and the same enthusiasm, you would use for a real event; and that probably feelings, anxieties, fears and passions related with your real life experience will change the way you live your life on the screen.


Eddo Stern, Sheik Attack, 1999

I don't know what Eddo Stern, who served in the Israeli army before moving to the States, feels when he plays a war game. What I know is that Sheik Attack (1999), Eddo Stern's first machinima film, is probably the best take on Israel's bloody history I have ever seen. One of the very first art videos using game footage to build up a narrative, Sheik Attack shows up an extraordinary maturity if compared with the novelty of its genre. The narrative of the Zionist utopia, from the dream of rebuilding the state of Israel up to the current tragic situation, is told through a soundtrack of traditional Israeli songs and the editing of a series of scenes shot in games such as Sim City, Delta Force, and Command & Conquer. The low-resolution footage is in stark contrast to the strong emotional impact of the soundtrack. Stern manages to transform the expressive limitations of the tool – the repetitive nature of the gestures, the lack of dialogue – into a powerful medium in itself. This transformation can be understood if we look at the way Stern uses the cinematics of the first person shooter: the main character’s point of view, used with some caution in traditional filmmaking, here is chosen to make the spectator identify simultaneously with the player and the narrative’s main character, making him co-responsible of their atrocious actions. So, when the tragically polygonal sheik's wife, resting on her knees, is assassinated without a blink of an eye, we hold the gun in our hands.

Machine animation

Machinima is just a medium, neutral as any other medium. Yet, as any other “remix” practice, it has an enormous potential that emerges when the existing material is used to convey a meaning that conflicts with its own source. The video becomes a kind of prosthetic narrative, which extends the game's narrative in an unpredictable direction. And that, sometimes, rejects the body it was designed for. From cut-up theory to culture jamming to Nicholas Bourriaud's “postproduction” model, many great theorists have discussed this potential: what is interesting to me is that, when it comes to games, your appropriation is not only dealing with “existing cultural material”, or with a medium, but with your own life, the life you lived inside the game. In other words, making Sheik Attack is different from, let's say, shooting October or a masterpiece of plagiarism such as Negativland's Gimme the Mermaid (2002). The main difference is that Eddo Stern is, in the same time, the soldier who shot the helpless sheik's wife and the documentarian who reports the crime.


Eddo Stern, Vietnam Romance, 2003

Both Vietnam Romance (2003) and Deathstar (2004) display this kind of potential. In Vietnam Romance Stern forces us to take part in a war that we know very well, but just from one single point of view: the one adopted by Hollywood in a steady stream of movies, from Apocalypse Now to Platoon, from The Thin Red Line to Full Metal Jacket, from The Deer Hunter to Forrest Gump. American movies that, even when critical towards the war and the way the US conducted it, share a similar atmosphere and articulate a common imaginary, that has become, through these movies the imaginary we all have come to share. Videogames remediate this kind of imaginary; but at the same time, force us to see the war through the eyes of the American military, and remove the critical filter that cinematic narrative provides. In videogames, the Vietnam War becomes, in Stern's words, “as clear cut as World War II”. The story is simple: you are the good (American) guy who has to kill all those dirty (Vietnamese) rats. With the complicity of a soundtrack that resamples the famous hits of the Sixties and Seventies into electronic MIDI tracks, Stern re-appropriates this material and uses it to create a melancholic “romance”, full of nostalgia for an age and a cinematographic genre that seems irremediably lost. The opening scene is phenomenal, with a prostitute parading through desolated outskirts on the notes of Nancy Sinatra's These Boots are Made for Walking.


Eddo Stern, Deathstar, 2004

Deathstar (2004) is a video in which the violence enacted against a single body, Osama Bin Laden's, is so up and close as to seem abstract. The work edits a series of sequences shot in different games devoted to the assassination of the public enemy number one, together with Mel Gibson's The Passion of the Christ soundtrack, as if trying to compare two different – yet strangely similar – versions of the iconography of violence and pain.


Eddo Stern and Jessica Hutchins, Landlord Vigilante, 2006

If appropriating game footage can be subversive, appropriating the game engine in order to force it to tell other stories can be even stronger (though it usually isn't). Again, a feature of more recent videogames is turned into a powerful instrument of criticism by the very way it is used. Landlord Vigilante (2006) is a video that uses the engine of such games as GTA San Andreas and The Sims in order to do what games seem completely unfit for: design a character, give her a credible psychology and tell her story. The story of Leslie Shirley, is inspired by the artist's former landlady, translated into a script in collaboration with the artist and writer Jessica Z. Hutchins. Ms. Shirley is a cynical and strong woman who, driving a cab in Los Angeles, has been saving a good sum of money in order to buy some real estate to rent. Persuaded that tenants are “defective human beings”, Leslie Shirley – the name chosen for her reassuring landlady’s mask – capitalizes on their “dirty habits”, trying to get the most from her investment. Stern and Hutchins use different games in order to exploit their peculiar aesthetics for the construction of the character and her environment: The Sims is used to design Leslie's “kind old lady” mask and her comfortable, traditional, tidy “country cottage”; while GTA San Andreas puts the “real” Leslie – an old witch hardened by life – in her natural environment – Los Angeles' slums. In the chapter “Mirrors”, Leslie describes her complex relationship with her own body – that is, her interface with the world – in front of a mirror, while holding a camera as if it was a gun and shooting a picture of herself. Referencing the iconography of first person shooters, Stern and Hutchins illustrate the psychological process of identity deconstruction and construction, using the game to talk about real life.


Eddo Stern, Best...Flamewar...Ever: Leegattenby King of Bards v. Squire Rex
, 2007

The same strategy is adopted in Stern's more recent “machine animations”, Best...Flamewar...Ever: Leegattenby King of Bards v. Squire Rex (2007) and Level sounds like Devil: Baby in Christ vs. His Father (2007). The first of which is a two channel 3D computer animation diptych recreating an online flame war about degrees of expertise around the computer fantasy game Everquest. If in this case the contention focuses on the “shifting codes of masculinity”, in Level sounds like Devil... the discussion involves a teenager and his father, who believes that World of Warcraft is evil and tries to make him stop playing. Being himself a Christian, BabyInChrist contacts an online Christian forum for guidance in understanding if his father is right or not, and the community tries to help him, sometimes pointing to the differences between virtual and real, sometimes quoting the Holy Bible, and sometimes suggesting him to lie to his father. The faces of the characters are mapped with fan art and textures coming from online fantasy games such as Everquest and WoW, and become something in between an Arcimboldo allegory and a medieval standard. In this way, the characters become hybrid identities, summing up a way of life in which the two levels we described are no more separated – as, probably, they have never been.


Eddo Stern, Level sounds like Devil: Baby in Christ vs. His Father, 2007.

Animated machines

I call these videos “machine animations” because this expression, more than its portmanteau “machinima”, makes clear what is at stake. If videogames, through photorealism and immersion, employ considerate effort to make the player forget the machine, Stern returns the machine to the forefront. This could be unpleasant for both gamers and non-gamers, but it's the only way to escape the magic of so-called virtual worlds and start making works that are critical or self. As Eddo Stern, who spent 2,000 hours in World of Warcraft, knows quite well, the machine is the only frame between you and the game reality, and the only way to break the illusion is to make it more visible, in your face. So, if his videos can be described as prosthetic narratives, his installations can be described as prosthetic machines; both of them introduce a feeling of alienation, the first using the games in ways they a not meant for and inserting reality into them, the latter bring the games to reality, in a way that makes their fictional constructs apparent.


c-level, Waco Resurrection, 2004.

This alienating element can be seen in action even in Waco Resurrection (2004), a game designed by Eddo Stern together with the c-level team (Peter Brinson, Brody Condon, Michael Wilson, Mark Allen, Jessica Hutchins). Waco Resurrection is a “classical” first person shooter, at least in the way it is designed: immersive, violent, photorealistic. The main novelty lies in the narrative, evoking the Waco siege, and the point of view, that of the Branch Davidian's leader David Koresh. While, in-game, a sense of alienation is created by the non player characters, which have the names and faces of the real individuals involved in the siege, it becomes stronger when the game is played in its installation version, wearing the voice activated, surround sound enabled, hard plastic 3D skin reproducing David Koresh. The player, through the Koresh skin, can hear Koresh's voice singing or delivering a sermon. This device brings the player back to reality, and forces him to think back to the real event, with all its complex political implications.
In a similar way, works such as Runners (1999 – 2000), Tekken Torture Tournament (2001), Cockfight Arena (2001) and Dark Game (2006) provide the player with such “heavy” interfaces that one can not ignore and ever forget “reality”: head-gears, costumes, shocking arm straps, a triple mouse.


Eddo Stern, Dark Game, In progress.

But it is in Stern's self-standing installations that this alienating factor becomes more patent. In the God's Eye series, Stern refers to a practice, quite common among avid gamers, of customizing their computer console, changing it into a unique piece of furniture - revealing something about their taste and personality. Here, computers are visible, yet integrated into huge sculptures that can be seen as monuments to the neo-medievalism so common in most fantasy games. Crusade (2002) transforms a computer ‘tower’ into a windmill. Alongside is a monitor on which we see, advancing towards us, five knights and a dragon (all to the accompaniment of a midi version of Led Zeppelin’s Kashmir). The aggressive nature of western civilization is here cut down to size by the irony of these five strange avatars and a clear reference to Cervantes’ Don Quixote. This irony returns even more powerfully in Carnivore’s Cathedral: Whose Child Is This? (2003); “a neo-Christian Karaoke machine”, as Stern calls it. This time the customized PC becomes a cathedral, complete with gargoyle waterspouts which move to the rhythm of an imperial motif. USS Dragoon. One God to Rule them All … And in the Darkness Bind Them (2003) is an imposing installation of a modern warship guided by a computer that stands proudly at the helm. Along the bridge, crowded with knights in battle-dress, runs a text in Gothic Elven script, whilst the prow is adorned with two majestic dragons. Finally, Fort Paladin: America’s Army (2003) is a computer in the guise of a medieval castle complete with hexagonal towers, crenellation, banners and even openings from which to pour down boiling oil onto enemies. In the façade of the castle, the space that would normally be occupied by the drawbridge is taken by a computer monitor, which introduces us to the authorized violence of America’s Army, the videogame freely distributed on the American Army’s website for training cum propaganda purposes. The game is played by the machine itself, which sends a series of messages to a system of pistons that press down directly onto keys on the keyboard.


Eddo Stern, Fort Paladin: America’s Army, 2003

According to Stern, neo-medievalism is the last incarnation of what he calls “An American pathology”: that unceasing search for a glorious past, which in the United States goes hand-in-hand with the nation’s increasingly imperialistic aims. And again, this criticism is developed by leaving the game, bringing its aesthetics and iconography to the real world and building up monumental, heavy, aggressive interfaces that can't be forgotten. When you hear Fort Paladin's pistons banging and watch them control the virtual soldiers of America's Army, looking at a game’s reality as a separate “level of life” becomes more and more difficult.


Eddo Stern, Man, Woman, Dragon (After World of Warcraft), 2007. Video on Vimeo

Difficult, but not impossible. Eddo Stern is, and probably will always be, an avid gamer. His criticism doesn't prevent him, nor us, from enjoying and playing the game, and is not articulated towards this end. Stern's work is meant to explore the complex dynamics between reality and media, and to improve our understanding of both – not to explain to us why we should not play America's Army or World of Warcraft. So, his last series of “animated machines”, as described in the press release written for their first public presentation, mine “the online gaming world at its paradoxical extremes: on one hand, an untenable perversion of everyday life spent slaying an endless stream of virtual monsters, on the other, an ultimate mirroring of the most familiar social dynamics. The struggles with masculinity, honor, aggression, faith, love and self worth are embroiled with the game world’s vernacular aesthetics.” In works such as Narnia, Again (2007), Lotusman (2007), Man, Woman, Dragon (After World of Warcraft) (2007) and Tsunami (2007), Stern updates a technique with a long tradition: the one adopted in Chinese shadow plays and other proto-cinematic forms of spectacle. His Plexiglas, computer-controlled kinetic shadow sculptures use lions, dragons, snakes, Chuck Norris, and kung-fu to talk about conflict, violence, masculinity, fantasy, and cultural stereotypes. But also play, play, play, with all its pleasures and contradictions.


Eddo Stern, Narnia, again, 2007. Video on Vimeo.

Wednesday, January 21, 2009

Re:akt! 7 - Eva and Franco Mattes aka 0100101110101101.ORG Reenactment of Marina Abramovic and Ulay's Imponderabilia

A sample text from RE:akt! Reconstruction, Re-enactment, Re-reporting, a book published on the occasion of a show opening tomorrow at MNAC - National Museum of Contemporary Art Bucharest, and then traveling to SKUC gallery, Ljubljana (March 25 – April 17, 2009) and MMSU - Museum of Modern and Contemporary Art Rijeka (May 22 – June 21, 2009) - more infos and texts at http://www.reakt.org/

The book can be bought from the publisher's website, and features texts by Antonio Caronia, Domenico Quaranta, Jennifer Allen, Rod Dickinson, Jan Verwoert. This one (by me) seems to fit quite well in Spawn of the Surreal, and gives me the chance to repair to an unforgivable fugitiveness...



“Eva and me, we hate performance art, we never quite got the point. So, we wanted to understand what made it so uninteresting to us, and reenacting these performances was the best way to figure it out.” [1]

The advent of re-enactment, of both historical events and artistic performances of the past, has gone hand in hand with the renewed success of performance art as of the 90s, to the point where it is now interpreted as one of the signs of this success.
Events like A Little Bit of History Repeated (Berlin, Kunst-Werke 2001), A Short History of Performance (London, Whitechapel Art Gallery 2003), and the stir created by 7 Easy Pieces by Marina Abramovic (New York, Guggenheim Museum) and works like The Third Memory (1999) by Pierre Huyghe or The Battle of Orgrave (2002) by Jeremy Deller, would appear to support this theory. Yet a moment’s consideration of the characteristics of performance art in the 60s and 70s is enough to understand that re-enactment, rather than a sign of victory, is actually the most evident indicator of its defeat, its capitulation to the rules of the art world (which demands products) and the entertainment business (which demands repetition).
While radical stances like Marina Abramovic’s (“no rehearsal, no repetition, no predicted end”) [2] were relatively isolated at the time, there was broad consensus over the need for authenticity (opposing the fictional nature of theatre, the eternal adversary of performance art), together with that of creating unique, unrepeatable, unpredictable events (with the immediacy of the ‘here and now’) which could not be reduced to the status of object or product. If this is performance art, re-enactment is its consummate nemesis. Re-enactment takes up (repeats, reconstructs and responds to) an original event. It is based on a script, and is therefore entirely predictable, and it has a defined ending. Lastly, its dialogue with the source event, and exploration of analogies and differences respect to the original, require preparation, rehearsals and the construction of a set. Its quest for authenticity is based on a reconstruction, which brings it dangerously close to theatre, and, due to the fact that, like the performance art of the 90s, it comes into being in a completely media-dominated world, derivative products are almost inevitable; indeed in some cases re-enactment exists only in mediated form.

Few have acknowledged the fundamentally Oedipal nature of re-enactment with the lucidity demonstrated by Eva and Franco Mattes. Their Synthetic Performances (2007 - 2008) are a series of six re-enactments of historic performances of the 60s and 70s, staged by the artists’ virtual alter-egos in the synthetic world of Second Life. As they have stated, the series arose out of their polemical stance with regard to the concept of performance art and the very works that they “pay tribute” to. This leads them on the one hand to breach the classic rules of performance art, and on the other to present these works – the efficacy of which was based on the radical way they explored the issues of the body, violence (Chris Burden), sexuality (Valie Export, Vito Acconci, Marina Abramovic), identity (Gilbert & George), and the environment and public space (Joseph Beuys) – in a context where these issues acquire a completely different meaning, and as a consequence the original energy of the performance, and its power to provoke, dissipates, or turns into something completely different.

In the words of the Mattes: “We chose actions that were particularly paradoxical if performed in a virtual world.” And: “everything is mediated, nothing is spontaneous. More or less the opposite of what performance art is supposed to be.” [3]
But if the Synthetic Performances were merely a statement against performance art, they could be seen at the most as proving a point: simple, direct instant-works without any subtle nuances and probably not destined to last much longer than the debate that generated them. In actual fact the interesting thing about these works lies less in the mortal blow they deliver to performance art and more in the subtle way they bring it to life in a new context and lend it – if you will pardon the pun – a second life.

A virtual world is a 3D synthetic environment which the user operates in by means of a virtual alter ego, or avatar. The problems that virtual worlds pose to those not familiar with them can be summed up as follows: in a virtual world, representation and existence are one and the same thing. We no longer distinguish between the medium and life, because life is entirely mediated. I am my avatar, and the fact that my avatar is an artefact, a puppet made of polygons and textures, certainly doesn’t stop me from identifying with it. When I say “I”, it is my avatar talking. Obviously I can say “I” because there are millions of other “I”s with whom I can speak, dance, work, have a drink, have sex, fly around, fight, and engage in a host of other activities. If we wish, a virtual world is a consensual hallucination [4]. When we download the Second Life client and make our first access we can still cling to the belief that it is merely a piece of software, but after a few days we cannot but acknowledge the fact that it really is a world, with its own complex society, rules to obey, and rapidly evolving lifestyles. Entering a virtual world means facing up to a new possible form of existence, and the Synthetic Performances are first and foremost an attempt to explore this new horizon using a form of art which intrinsically focuses on life. In other words, Eva and Franco Mattes use performance art to explore “life on screen”.

Let’s take Imponderabilia, for example. In 1977, on occasion of their participation in a group show at the Galleria Civica in Bologna, Marina Abramovic and her partner Ulay stood, completely naked, facing each other, in the narrow entrance to the exhibition, leaving only a restricted passageway which could be used by one person at a time, moving sideways and pressing against both of the artists’ bodies. The artists themselves, immobile, appeared to be immersed in an interplay of intimacy excluding all else, while the members of the public wishing to enter or leave the exhibition area were obliged to squeeze between their naked bodies: a moment of forced physical intimacy set against a gaping emotional divide.

Re-enacting Imponderabilia literally implies transforming it into a script, and necessarily taking the media accounts of the event on board. Restaging it in a virtual world basically means planning everything: building the set, writing code to prevent the two actors from moving when they come into contact with another body, and writing other code to allow the spectators to squeeze easily through the narrow gap. On occasion of the New York festival Performa07, when Eva and Franco Mattes staged a live re-enactment of Imponderabilia, the other avatars present had two “scripted objects” at their disposal, positioned at the edges of the set: clicking on the left hand one meant you crossed the threshold facing Franco Mattes’ naked body, while clicking on the right hand one meant you came up against Eva’s synthetic physique.

As we have said, the event was staged live, in front of two different sets of spectators: those of Second Life, who took part from the comfort of their own homes, by means of their avatars; and the audience at Performa07, who followed it “from a distance”, projected onto a wall in the presence of the artists, who were there in front of them in the flesh, albeit absorbed in their computer. The contradictions of this set-up are self-evident: the event was both live (with the unpredictable immediacy of performance art) and heavily mediated (in particular, the projection was not a fixed camera stream - there was directorial control over the way the real life spectators experienced the performance); and two levels of existence intertwined, meaning that the same event was experienced in very different ways. The real-life audience experienced the event as a show, but at the same time they were able to speak to the artists engaged in the performance. For them, the re-enactment worked on the same level as a citation: being fully conversant with the original event, they could recognize it and appreciate the differences, as the laughter and comments captured on the recording show.

The Second Life audience, on the other hand, were able to participate in the event, enrich it with new meanings, star in it and reintroduce the element of unpredictability that had been eliminated at the preparatory stage. Some avatars stripped naked before squeezing between Eva and Franco Mattes, while others, who didn’t understand the interaction mechanism, took up position in front of the door, and still others exploited the situation to give rise to new performances of their own.

As we can see, Reenactment of Marina Abramovic and Ulay's Imponderabilia lends itself very well to highlighting the specific contribution that the work of Eva and Franco Mattes makes to the issues involved in re-enactment. The fact that a performance that revolves entirely around the unsettling sensation of intimacy created by a naked body in a public area ends up looking “paradoxical” in a virtual world does not mean that it is entirely stripped of meaning. Avatars have sex, and even though this takes place by means of improbable sexual prostheses, and the activation of sound files and a movement script, this does not mean that there are no consequences on the emotional level. Many avatars are reluctant to strip off, and those who do so in a public place are viewed as irritating troublemakers, and risk expulsion.
The complete “mediatization” of the event introduces another question. While re-enactment always concerns “re-mediation”, namely an appropriation or translation of other media or media objects, in a virtual world this is par for the course. But Eva and Franco Mattes go one further, taking up the documentation of the original event with philological care. No concession is made to the “vernacular” aspects of Second Life: their avatars are realistic, and the settings are reconstructed with painstaking precision; even the angles chosen by the direction faithfully reflect the photographic and filmed records of the original event. We have mentioned the term “citation”, but the duo’s long-standing interest in plagiarism could point to the concept of copies and originals in this context. Their Synthetic Performances thus represent the destiny of performance art in an age where life itself, and no longer just works of art, can be technologically reproduced.

Lastly, it is important to note that in the re-enactments by Eva and Franco Mattes, the conceptual hub of the work is spatial rather than temporal. As Jennifer Allen writes, re-enactment is to do with time: “Reenactment depends upon a linear construction of time. Of course, the 're' denotes a return to an earlier time, the existence of an event that has expired and therefore can be safely enacted once again, without being confused with itself.” [5] And Inke Arns notes, “Events [...] are re-enacted that are viewed as very important for the present. Here the reference to the past is not history for history's sake; it is about the relevance of what happened in the past for the here and now.” [6] The Synthetic Performances also implement this kind of examination, but rather than effecting a temporal shift, they work in terms of space, transporting an event into another context, another medium. The aim remains the comprehension of the here and now, but it is the here rather than the now which is challenged.

Notes:

[1] Eva and Franco Mattes, “Nothing is real, everything is possible. Excerpts from interviews with Eva and Franco Mattes aka 0100101110101101.ORG”, 2007.
[2] From a statement of 1976, presented in AAVV, Marina Abramovic. 7 Easy Pieces, Charta, Milan 2007.
[3] Eva and Franco Mattes, “Nothing is real, everything is possible...”, quoted.
[4] William Gibson’s uber definition of cyberspace in the novel Neuromancer (1984): “Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts...”
[5] Jennifer Allen, “'Einmal ist keinmal'. Observations on Reenactment”, in Sven Lutticken (ed.), Life, Once More. Forms of Reenactment in Contemporary Art, exhibition catalogue, Witte de With, Rotterdam 2005, pp. 177 - 213.
[6] Inke Arns, “History Will Repeat Itself”, in Inke Arns, Gabriele Horn (eds), History Will Repeat Itself. Strategies of re-enactment in contemporary (media) art and performance, exhibition catalogue, Hartware MedienKunstVerein, Dortmund and KW Institute for Contemporary Art, Berlin 2007.

Tuesday, December 2, 2008

For God's Sake! Catalogue essay (part 2)


etoy - http://missioneternity.org/

“God games” are one of the most successful videogame genres, and together with the satellite vision made popular by GPS systems and Google Earth, they show how much we enjoy having an omniscient, commanding view of the world. What the Greeks regarded as the sin of hubris is commonplace for us, almost mundane, as is another divine prerogative man has granted himself: that of taking on different forms and using these to operate in different worlds. Like in the past, this projection of the divine ego is known as an avatar, but unlike in the past, it is now a possibility open to any acne-ridden adolescent. For today’s teenagers, “virtual life” is a fact of life, but often it is also, like in the film eXsistenZ (1999) by David Cronenberg (also present at Pixxelpoint) a collective cult, a religion. The fact that it is not yet possible to risk one’s ‘real’ life (unlike in the film), is a mere detail. Technology also violates our privacy like only God used to be able to; thus while we are increasingly unwilling to attend confession, we find it easier and easier to lay our souls bare on social networks. While our computers are not yet as powerful as HAL 9000, the arrogant superbrain in 2001 A Space Odyssey, we get the impression that this is not far off. In any case, a few years back we were sufficiently advanced to direct our millennial angst at an improbable “millennium bug”, and more recently, at a highly technological particle accelerator, which ended up getting jammed on its first run.

I am writing this article on my Macbook, on a slow, clunky train which was probably last renovated at the beginning of the 90s. It is called Freccia della Versilia – Arrow of Versilia. Opposite me there is a girl in pointed shoes and ripped jeans painting her nails and replying to sporadic messages on her Blackberry. When this secular ritual is interrupted, she takes a tiny pamphlet out of her bag – about 5 cm across, and with few pages. On the cover there is a Madonna and child image, but a few details reveal that this prayer book is not the stuff of Catholic orthodoxy. To the side of me there are two other girls. One has an open copy of The Transfiguration of the Commonplace by Arthur C. Danto, while the other, who is wearing Timberlands and a Palestinian kefiah, is holding a sheaf of notes. But instead of reading, the girls are talking about nirvana, The Celestine Prophecy and finalism, mixing philosophy, mysticism and new age. Then they stop, and the one reading Danto gets out an iPod. I swear. May god strike me down if I am not speaking the truth. If I had looked around the train earlier, I might not have written what I have. But the fact that the bag of a 20-something can contain a Blackberry, a prayer book, The Celestine Prophecy and an iPod is not really a contradiction, when it comes down to it. The future is here, and at least in this part of the world it is distributed pretty well, but it coexists with a past which is unwilling to bow out. The strange times we live in are the children of both syncretisms and synchronies.


Ute Hoerner and Mathias Antlfinger - http://www.meditation-for-avatars.net/

Contemporary art often raises these issues – technological fetishism, the oracular nature of the internet, the fideistic attitude with which we use the media, and the “evangelizing” approach of those who produce them. It often adopts a critical stance, but also looks to the media as an authentic vehicle for spirituality. When I began working on For God's Sake!, the show was basically a tag cloud, a cluster of key words: hi-tech fetishism, technology mysticism, Millennium Bug, HAL 9000, Brainstorm, Big Brother, Truman Show, surveillance, dataveillance, privacy, oracle, rituality, avatar, community, social networks etc. I had a few phrases and a few works in mind, but I didn’t know exactly what I wanted to do. On the other hand I knew exactly what I didn’t want to do: I didn’t want to stage an exhibition which attributed one single meaning to the term “religion”; I didn’t want to put on an exhibition of religious art, or profanity, but rather mix saints and heretics, worshippers and blasphemers. I wanted to move away from cyberpunk mysticism, techno-hippies, data-gloves and virtual reality gurus, but also the lavish effects of audio visual work, the facile attraction of electromagnetism and the other tricks much beloved by Teslans. What I was particularly interested in was exploring the relationship that develops between our spiritual lives, both individual and collective, and the gadgets we use on a daily basis; understanding how these worm their way into our imaginations, and how they exploit and enrich our symbols and metaphors, and also understanding where faith takes shelter in a world where nothing seems private, a world which has transferred the “style” of the sacred to consumer goods, and which has submerged silence under an unprecedented information overload.

The works gradually fleshed out the framework I had sketched, enriching it and often surprising me. The power of some of the images astounded me: the evocative Via Crucis of shadows imagined by Markus Kison, the dance of satellites orchestrated by Janez Janša, or Briant Dameron’s traveller, who seeks confirmation of his existence in an empty screen. I was surprised to witness the appearance of various issues I had not considered, like the exploration of the prescriptive, authoritarian nature of certain artistic languages and styles: from the tutorials collected and examined by Petros Moris to the Powerpoint style parodied by Clemens Kogler. I was even more surprised to discover, in some works, how needs, rituals, and even the sacraments of faith can find support and mediation in the community aspects of digital technologies, and that this in no way undermines their original purity. The fact that a few of these works adopt an ironic approach does not make this new dimension of rituality less interesting.


Bryant Dameron

One project with an extremely serious theoretical premise is Mission Eternity, an ambitious work in progress by the Swiss collective etoy. Mission Eternity describes itself as “a digital cult of the dead”, and entails digital archiving and data conservation, and the social dimension of peer to peer networks; it blends technology and ancient rites, with a modernized version of the Chinese joss paper tradition which bestows shares in the etoy.corporation, rather than money, on the deceased.
Meditation for Avatars, by the German artists Ute Hoerner and Mathias Antlfinger, involves a series of networked client - computers with the work installed on them, to give rise to a kind of collective meditation. Participants perform a mantra then send it to the other users online. This creates a community of computers in meditation, generating a field of positive energy that the artists reckon is transferred to the users. Vice versa, the Empathy Box by the Italian collective IO/cose establishes a community of users united by empathy through their shared perception of pain – pain caused by an electric shock generated by the device and transmitted through the human chain. Lastly, Confession 2.0 by Cristiano Poian and Paolo Tonon explores the connection between the drastic drop in confession attendance and the digital soul-baring typical of social networks, by means of a high-tech confessional that makes our confessions public, transforming us into “successful sinners”.


Cristiano Poian & Paolo Tonon

All of these works deploy the rites, sacraments, idols and fetishes of a spirituality currently renewing itself in line with the anthropological mutation in progress. As has always happened, for the greater glory of God.

For God's Sake! Catalogue essay (part 1)



FOR GOD'S SAKE!


“God Always Uses the Latest Technology.”

In the little town in northern Italy where I live, which is economically prosperous, culturally sleepy, religiously bigotted and politically conservative, there is a small but interesting “Museum of Art and Spirituality”. It presents part of the collection of contemporary art that belonged to Giovanni Battista Montini, a.k.a. Pope Paul VI, an illustrious local man and possibly the last Catholic pope to believe that contemporary art could convey a religious message. After a brief look at the collection, it is easy to agree that Pope Paul’s faith in art, was, as they say, blind. While alongside a few daubs, he managed to collect a number of undisputed masterpieces, by artists including Sironi, Morandi, De Chirico, Chagall, Kokoschka, Dalì, Matisse, Manzù and Giacometti, in this art it is difficult to find the populace-educating power of Medieval and Renaissance art, or the astounding emotional impact of Baroque art. None of these works has the catalyzing power of an icon. Contemporary art alters the rhetoric of religious art, learns its stylistic approaches and tackles it from a secular point of view. At times it conveys a private form of spirituality, not necessarily linked to any religion. And often, when it tackles official religions, it does so in a provocative, iconoclastic way: take Martin Kippenberger’s crucified frog, for instance, or the cross submerged in the urine of Andres Serrano, or Maurizio Cattelan’s Nona ora, or the Virgin Mary blackened with elephant dung by Chris Ofili, or Vanessa Beecroft’s recent Madonnas. All of these works are undoubtedly imbued with their own form of “sacredness”, yet they would hardly be hung in a church.


IO/cose - http://www.iocose.org/

Even post-colonial art, which takes account of local traditions and therefore often deals with the powerful influence of religion, seems more intent on critiquing this influence than exploring its depths. In the contemporary art world, only video – in some instances - seems to have taken up the legacy of great religious art: take Bill Viola, for example, whose works have also been shown in cathedrals. We could explore the extent to which this is connected to the fluid magic of the electronic image, and more in general the ability demonstrated by the mass media in conveying the religious message, and recuperating the role of “biblia pauperum” once played by the great fresco cycles.

While sects and religions have had a hold over radio and television frequencies for some time, the film industry, from The Ten Commandments (1956) to The Passion of The Christ (2004), has accomplished what art has no longer been able to for around two centuries. But it has been above all with the appearance of the phenomenon euphemistically dubbed “the clash of civilizations” that we have become aware of the extraordinary readiness and skill shown by religions of all kinds in exploiting the media. The papal decree declaring the validity of a blessing received during a live radio programme (1967) came around the same time as Nam June Paik’s first legendary video (Café Gogo, Blecker Street, 1965, featuring the Pope), and the same recognition was accorded to blessings on the internet in 1995, when most of the political world had not yet even acknowledged its existence. On another front, the videos of Palestinian kamikazes have done much more for the development of “tactical media” than the Seattle movement. “God Always Uses the Latest Technology”, I once read on a Christian website. Holy wars are now waged as much in virtual worlds as real ones, and in video games such as Under Ash and Kuma War as much as with car bombs and air raids. We look to technology to confirm myth and miracle, from the Turin Shroud, to the blood of St. Gennaro, to the tears of the Virgin Mary; while the Catholic backing for Mel Gibson’s blockbuster is common knowledge, as is the way in which Opus Dei adroitly used the media to turn The Da Vinci Code’s bumbling but best-selling attack to its own advantage.


Markus Kison - http://www.markuskison.de/

As I write there is an exhibition regarding this very theme – the skilful use of the media made by sects and religions - being staged. Entitled “Medium Religion”, it is hosted by the Center for Art and Media in Karlsruhe (curated by Boris Groys and Peter Weibel). The press release goes as follows:

“Video has become the chosen media for religious propaganda as it can be produced and distributed particularly fast thanks to today's technology. [...] The exhibition “Media Religion” aims to demonstrate the medial aspect of religion based on current examples of religious propaganda and individual works by contemporary artists. Shown, among others, will be confession videos by religiously inspired terrorists, religious propaganda television series, and documentaries about current sects and religious groups. The artistic works juxtaposing the documentary material arise for the most part from the same context as the religious movements that they refer to. The relationship of most of the artists to religious rituals, images, and texts from their own culture is neither affirmative nor critical but instead, blasphemous. In this way, a critical analysis of the respective religious iconography is possible, as well as its crossover into modern culture.”

If the religious – when not cultural – use of the media has had a hand in bringing religion to the centre of artists’ attention, the ramifications of religion in the information society are, if possible, even more complex and fascinating. Whether we like it or not, spirituality has shaped the evolution of the media, and has in turn been greatly influenced by it.


Janez Janša - http://www.aksioma.org/

Two of the most effective technological era brands – the Big Brother symbol and the Second Life logo - are patently inspired by the divine eye, and more generally, religious iconography appears to be almost an obligatory reference for many communications and media companies, especially stateside. High tech gadgets are increasingly aspiring, with undisputed success, to the status of fetish object. Without any great qualms we have replaced rosary beads and holy images with iPods and iPhones, and prayer books (even in the form of Mao Tse Tung’s little red book) with Notebooks. Total immersion in videogame playing, even from the postural point of view, resembles a new form of prayer or religious ecstasy, and search engines have acquired the status of oracles. “It’s true – I read it on Google”, is an often-heard mantra that sounds like an act of faith. If religion is (or was) the opium of the people, in the 90s it was banal to say the same of television, and now of Youtube.

[to be continued]

Thursday, November 27, 2008

FOR GOD'S SAKE!

A little bit of self promotion (please forgive me for that - more thoughtful contributions will come soon, hopefully!) On November 24, Spawn of the Surreal was featured on the blog artcareer.net, in a "100 Must-See Art Blogs" list. The list itself is a wonderful resource for art surfers...

And now, the thing that has kept me away from this page for weeks ;-) On December 5th, 2008 the 9th International New Media Art Festival Pixxelpoint will open at the Nova Gorica City Gallery (Mestna galerija Nova Gorica). As the curator of this year's edition, I suggested the festival's theme and curated the exhibition. You can find the press release below. Among many other things, the exhibition features 7UP, a brand new work by Gazira Babeli and Patrick Lichty; The Absolutely Last (and Final) Supper, one of the first ground-breaking performances by Second Front; and Havingfunhead, a pre-Second Life avatar study by Alan Sondheim.



7UP is a series of 12 micro-performances set in the virtual world of Second Life and captured on video. In actual fact, as often happens in performance art, the video is freed from its subordinate role of mere “documentation” and becomes the real object of the artists’ observations. This sits perfectly with the nature of performance art in virtual worlds, which are perceived by those who operate in them as settings for real action, and by those who merely passively observe them as a flow of moving images on a screen. The minimal nature of the action, combined with the repetition generated by the loop, makes these works into little animated paintings. It is no coincidence that the artists explicitly refer to Renaissance portals decorated with panels that tell a story. The story told by 7UP is that of two projected identities (avatars) that seem to have acquired independence: the absurd, boring and slightly vacuous life of two demigods who, when their wirepullers are away, get together to try and find a way – an entirely inhuman (or rather superhuman) way - of passing the time. They sit immobile in a cell, under a clock that measures time standing still, or retreat to a tiny desert island, where they go endlessly round the same palm tree. Or they become statues in a crypt full of Mickey Mouse skulls, or live out the American dream of life on the road, until they run up against the papier-mâché and polygon scenery...



The Absolutely Last (and Final) Supper is a re-enactment of Leonardo Da Vinci's Last Supper, and was described by the authors as a “Da Vinci Code tableaux for the 21st Century”. The work challenges the popularity of masterpieces which holds sway in Second Life, packed as it is with reproductions of famous paintings and sculptures. Yet, profaning the painting with an improbable punk twist, they obviously profane the sacred history in the same time. Thus, at least, if we look at the members of Second Front, vomiting wine and bread on the sacred table, as mere alter-egos of real people. But if we look at them as the semi-gods they are, everything becomes clear: they are just playing with one of their peers, and using all the freedom that their status gives them.
In January 2007, this video was embedded as a backdrop for Second Front's Art's Birthday performance that was streamed live into the Western Front in Vancouver. A video here.



Alan says about Havingfunhead: “Havingfunhead was produced at the Virtual Environments Laboratory at West Virginia University, using avatar head modeling software. I've always felt very uncomfortable with the piece, because of its abjection and what it seems to say about human relationships. The head is wounded, filled with 'junk,' and possibly female. The piece is an allegory of war and the objectification of war. The voice that is speaking does not represent my point of view, but just the opposite; it's a piece of horror...” A video here.



Other works that may be interesting for this blog readers will come soon.

Now, the press release...

------

PIXXELPOINT 2008 / FOR GOD'S SAKE!

Kulturni Dom Nova Gorica (Slovenia) is pleased to announce the 9th International New Media Art Festival Pixxelpoint, that will open at the Nova Gorica City Gallery (Mestna galerija Nova Gorica) on December 5, 2008, at 8.00 PM. The festival will run from December 5 to December 12, 2008.
Pixxelpoint is one of the most successful and renowned festivals of new media art in Slovenia and also abroad. Its purpose is firstly, to bring the information technology and new media art closer to the general public, and secondly, to raise awareness about a different potential to use computer among the young.


FOR GOD'S SAKE!

This year's edition of the festival focus on the theme “FOR GOD'S SAKE! How the media change the way we imagine / represent / honour / curse the divinity”, suggested by the Italian art critic, teacher and curator Domenico Quaranta. In his words, “contemporary artistic projects have often raised such issues as technological fetishism, the oracular nature of the internet, the fideistic attitude we have towards the media and the evangelizing bent of those who produce them. This art often takes a critical approach, but also looks for an authentic vehicle of spirituality in the media. Taking this as its theme, Pixxelpoint 2008 addresses saints and heretics alike, showing projects which explore the relationship between media and spirituality at a key point in human history, a time of civilization clashes and neocon upsurges, apocalyptic nightmares and hopes for a new enlightenment.”
Among the works, distributed between the two spaces of Mestna Galerija Nova Gorica and Galerija Tir in Mostovna, the ones selected through the international call for artists are presented together with the ones proposed by internationally renown artists invited to take part in the exhibition. As in the previous editions, the festival program involves panels, workshops, musical events and the screening of a movie. The events will take place on both the sides of the border between Italy and Slovenia: together with Mostovna, Associazione Lucide and Dams – Università di Udine, located in Gorizia, have been involved. They will produce Pixxelmusic, a parallel festival that will run from December 10 to 12, 2008.


THE EXHIBITION

The exhibition, distributed between Nova Gorica and Mostovna, is the result of a difficult process of selection of the more than 110 applications arrived this year; a selection that should take into account not just the quality of the proposals, but also their ability to embody the suggested theme in a different way, and to integrate effectively the projects shown by the invited artists. The exhibition consists of 30 works by 30 different artists. Among them, etoy's Mission Eternity project, described as a “digital cult of the dead”; the network of meditating computers set up by the German artists Ute Hörner & Mathias Antlfinger; the Empathy Box by the Italian collective Io/cose, which helps building a spiritual community based on the sharing of pain; the anti-institutional, new media rituality suggested by Otherehto; Martin Conrads and Ingo Gerken's conceptual work, an interrogation on the ritual use of communication technologies; and then Gazira Babeli and Patrick Lichty's video-installation 7UP, a research on the meaning of an avatar life, and Janez Janša's remake of Koyaanisqatsi, which uses Google Earth as a source. The video screening, situated in the Galerija Tir in Mostovna, collects all the videos on show at the festival, putting together some brand new works with recent “classics” such as Negativland's The Mashin' of the Christ (2004) and Eddo Stern's Deathstar (2004) , an exploration of the relationship between religion and violence.

Below, the complete list of all the participating artists:

ALTERAZIONI VIDEO (Italy); GAZIRA BABELI & PATRICK LICHTY (Italy / USA); BridA / JURIJ PAVLICA, TOM KERŠEVAN, SENDI MANGO (Slovenia); MARTIN BUTLER (Netherlands); MARTIN CONRADS & INGO GERKEN (Germany); BRYANT DAMERON (USA); ETOY (Switzerland / International); UTE HÖRNER & MATHIAS ANTLFINGER (Germany); IO/COSE (Italia); JANEZ JANŠA (Slovenia); JAŠA (Slovenia); MARKUS KISON (Germany); CLEMENS KOGLER & KARO SZMIT (Austria); OLIVER LARIC (Germany); LES LIENS INVISIBLES (Italy); KEVIN LOGAN (USA); MANU LUKSCH (UK); MOLLEINDUSTRIA (Italy); PETROS MORIS (Italy); NEGATIVLAND (USA); OTHEREHTO (Cyberspace); PASH (Germany); CRISTIANO POIAN & PAOLO TONON (Italy); SECOND FRONT (Second Life / International); DANA SEDEROWSKY (Sweden); GULI SILBERSTEIN (Israel); ALAN SONDHEIM (USA); EDDO STERN (USA).


PIXXELMUSIC

On December 10, 2008, at 6.30 PM Pixxelmusic, a related festival, will open in the restaurant “Al Falegname” in Gorizia, Italy. The festival will run until December 12, and includes many different events. Pixxeldinner, a dinner / panel (coordinated by Marco Mancuso, director of the editorial project Digicult) that will take place after the opening mixing pleasure, conviviality and culture, will involve the following speakers: Claudio Sinatti, filmaker, vj and video artist; Antonio Riello, artist and teacher; Peter Mlakar, head of the Department of Pure and Applied Philosophy of the NSK; Jurij Krpan, director and curator of the Galerija Kapelica in Ljubliana; and Claudia D’Alonzo, indipendent curator. Pixxellab (December 11), a vj session with the Dutch artist EBOMAN and the Italian duo Mylicon/EN, and Pixxelnite (December 12), with the group Useless Wooden Toys, will close the festival.


PROGRAM

December 5th 2008

8 p.m. Opening of Pixxelpoint - 9th International New Media Art Festival
Mestna galerija Nova Gorica (City Gallery)

December 6th 2008

6 p.m. Workshop with members of art group Etoy
Mestna galerija Nova Gorica (City Gallery)

9 p.m. Electro Music Night
DJ set Roli, Gogo, Krle
Mostovna
Entrance fee: 3 EUR

December 9th 2008

6 p.m. eXistenZ, D. Cronenberg (Canada, UK, 1999)
Kinemax, Hall 2 (P.zza Vittoria 41), Gorizia
In collaboration with organization “La Farfalla sul mirino”.
Film will be screened in Italian language. Free entrance.

December 10th 2008

6.30 p.m. Opening of Pixxelmusic08
Restaurant Al Falegname (Via Maniacco 2), Gorizia

7.30 p.m. Pixxeldinner
Restaurant Al Falegname (Via Maniacco 2), Gorizia
Participation confirmation needed. Contact pixxeldinner@yahoo.it.

December 11th 2008

3 p.m. Workshop with art group Mylicon/EN
Palazzo del Cinema, Dams Cinema, Red Hall
(P.zza Vittoria 41), Gorica
In collaboration with Universita di Udine, DAMS Gorizia.

9 p.m. Pixxellab
Participating: Mylicon/EN, EBOMAN
Performances
Auditorium della Cultura Friulana (via Roma 5), Gorizia

December 12th 2008

10 p.m. Pixxelnite
Mostovna
End of the festival


MORE INFOS:

www.pixxelpoint.org
www.pixxelmusic.com

Tuesday, November 4, 2008

Alan Sondheim, the Accidental Artist

Issue 31 of the CIAC Electronic Magazine, entirely devoted to art in Second Life, has just been published. The magazine features, along with a really interesting essay by Patrick Lichty, a text by the net pioneer Fred Forest and some nice reviews (Babeli's Olym Pong, Molotov Alva, Eva and Franco Mattes, Alissa 1969 Seriman), a short review I wrote about Alan Sondheim's impressive installation The Accidental Artist (Odyssey 48, 12, 22). I reblog it below with some more images.


Julu Twine dancing

"In my world, there are no errors, only seductions!"
Alan Sondheim

Both inside and outside the art world, there are artists who happen to be writers and writers who happen to be artists. Alan Sondheim would appear to belong in the latter category. For me, for a long time, he was the American professor who posted interesting yet cryptic essays on Nettime and other mailing lists. Then I discovered his code poetry, and then again his work in Poser, and his theories on digital identity started to take shape. It came as no surprise that he was one of the first to join the Second Life art community. At the opening of the ExhibitA Gallery in Odyssey, next to Gazira Babeli's legendary Avatar on Canvas, he showed a surprising video featuring the hypnotic dancing of a group of deformed avatars. In his essay on Gaz's work he wrote:



"[My work] is concerned with inconceivable positionings of one's own avatar, positionings within which behaviors pile on behaviors, creating 'behavior collisions' that create, for the viewer (distinct from the performer) a disturbing and/or dis/eased representation of the body, an abject body that indicates something else other than normative is occurring, something that can't be absorbed. With Gaz, this occurs first-person - the change is to 'me' and my image/imaginary; with my work, it is third-person and in a sense stains or transforms the mise en scene into something abject and unexpected." 1



I commissioned this text some months ago, upon Gaz's suggestion, for a book I was editing. Translating it into Italian was hard, but also a wonderful experience. Doing it, I encountered a writer who uses language in the same way that the artist Alan Sondheim uses textures, codes, scripts, physical laws to bring his ambitious, disturbing, absorbing and overwhelming Gesamtkunstwerk to life. And what are textures, codes, scripts and physical laws, if not language? Language and body: these are the pillars of Alan Sondheim's work. Both are concerned with the issue of identity, but not in an obvious, prosaic way. Both language and the body are the result of a mish-mash of human and machinic, natural and artificial:

"In SL your bodies intended, there's nothing given but the slate. [...] it's the projections that fundamentally characterize it - introjections from SL body to organism, projections from organism to SL body." 2


Sexed. Photo Alan Sondheim

Identity. Since the dawn of the internet, it has been a given that a homepage is a projection of oneself on the net. Sondheim's website 3 doesn't even have a homepage: it is just an index page with an alphabetical list of files. There are no folders or any other devices to help you make sense of it all. Txt files, html files, images, videos, mp3s, essays, personal data: everything is on the same level. Take all this stuff, put it in a shaker, mix it with whatever you can find in a digital landfill such as Second Life (scripts, porn images, prims, active objects, textures etc.), and lastly distribute it upon three levels (underground, ground-floor and sky-sphere) - and you get The Accidental Artist. 4

"The human figure's place in art gets turned inside out here in this world of unfolded and refolded geometries. What remains of the body in the domain of the virtual? What survives the transition? Could this still be called a body? Where are we going in this crossing over into bits, why are we going there/nowhere and what does it say about the nature of human desire? At what point does a beautiful accident become a tragic mistake? Is there truly such a thing as a mistake?" 5



The Accidental Artist is a body turned into an environment 6, which abuses both users - kicking them around, throwing them up into the sky or down to hell, and, by virtue of its very existence, challenging those of users - and the place it is built in, bypassing all the rules of SL. In a text, Sondheim enlists his "not inconsiderable" sins in SL: "I have overburdened the servers with far too many video and image textures. / I have added too many prim scripts to too many objects. / I have required far too complex screen redrawings time and time again. / I have taken apart the building where the exhibition is held...", he writes. We could say that The Accidental Artist is the aesthetic of sin and disobedience. If paradise is a masterpiece of simplicity, complexity is evil; thus Sondheim is a sinner, and his installation is too. He doesn't like things simple, and even if he gave visitors two pages of recommendations on how to get the best out of his installation, he knows they would never understand its complexity. There is no linear way to describe or explain The Accidental Artist. Sondheim knows it, and that is why he created it, instead of writing an essay. In a way, The Accidental Artist is a visual essay. In his list of sins he confesses: "I have overlaid the whole with far too much theory. / I have thought too much and have left little space for spontaneous creation with the exception of the tunings and retunings that constantly occur." This is true, but not entirely. When you enter The Accidental Artist you are overwhelmed by the range of possibilities it opens up, and contents and theories it displays. Sure, you can't isolate them, UNDERSTAND them: but you SEE them in a glance, or better still, you EXPERIENCE them, and that is awesome.



At the same time, The Accidental Artist is a body of work that, while it occurs, while it is being experienced in different conditions by different users, generates other works, and other considerations. Sondheim is the first user of his own creation. The various series of videos and images he has put on his website are the best proof of this. Falling Sky, made in the skysphere with the sky set to midnight, is abstract, flashing, absorbing. Sexed, focused on the body, is fleshy, bloody and repulsive.


Falling Sky. Photo Alan Sondheim

In their end works very few artists manage to hide the creative process and render it as perfect and finite as a diamond. In SL, Babeli is one of them. Her works are classic, simple, easy to experience, and do not need settings. Most artists fail in the search for simplicity. Sondheim points to a completely different target: he doesn't make the diamond, but gives us the furnace. He doesn't point to a final work, but explores and exposes the process. Try it. Looking into the fire can be a great experience, no different from looking into a diamond.


Julu Twine

NOTES

1 : Alan Sondheim, "I met my Baby, Out Behind the Gaz-Works", in Domenico Quaranta (ed.), Gazira Babeli, Brescia: Fabio Paris Editions, 2008, p.81.

2 : Ibid, p. 79.

3 : See Alan Sondheim's website : www.alansondheim.org.

4 : To access the Odyssey exhibition The Accidental Artist, sign up on Second Life and go to slurl.com/secondlife/Odyssey/48/12/22.

5 : From The Accidental Artist's notecard.


Alan Dojoji

6 : Alan Sondheim's first avatar, Alan Dojoji, actually is a body turned into an environment. She is a kind of nebula, a luminescent agglomerate of abstract and human shapes and other particles that move and fade in the sky. His second avatar, Julu Twine, has a female shape, with a real penis between her legs, and usually performs slow, enigmatic dances that turn her body into a spineless puppet.


Thursday, October 23, 2008

WHY THERE IS NO VIRTUAL REINASSANCE



Tomorrow (October 24, 2008) I will be in Florence to speak at the panel "Arte solo per avatar?", together with many other speakers: Margherita Balzerani, Fabio Fornasari, Stephan Doesinger, Miltos Manetas, Davide Borra, Fabio Paris, Maria Bettetini, Rosanna Galvani, Giampiero Moioli, Pierluigi Casolari, Marco Cadioli, Laura Gemini, Berardo Carboni, Paolo Valente, Clare Rees, Carlo Infante and Giuseppe Stampone.

I uploaded on Google Docs a visual speedrun of my presentation. You can watch it below or at this link.

Wednesday, October 8, 2008

THE ARTIST AS ARTWORK IN VIRTUAL WORLD - PART 2

Article published in Digimag 37, September 2008. Translated from Italian by Francesca Magnaghi.


Eva and Franco Mattes, Reenactment of Marina Abramovic and Ulay's Imponderabilia - Synthetic Performance in Second Life, 2007.

Apart from what is produced, we have to say that everything in a virtual world is, first of all, a cultural construct . And everything, including the artist, can be considered as an artistic project. In other words, an avatar artist who works in Second Life, no matter the means he uses, is the artistic project of a real artist in Second Life platform.

This concept can affect all sectors, not just the artistic one. And the good results depend on how people can work on their virtual (or avatar) alter ego. Aimee Weber and Anshe Chung (one of the most popular designers and the first millionaire of Second Life respectively) were successful not only thanks to their work and the contracts they signed: they've been able to play in an excellent way the role of popular designer and millionaire building speculator. A bad painter is a bad painter in Second Life too.

However, it could be an interesting project to create the character of a bad painter able to infest with his bad works the citizens' houses.

Playing a specific role has been a popular strategy in contemporary art. Giorgio de Chirico, in all his life, played the ironic role of the conservative “Pictor Optimus”, enemy of every kind of modernism. Andy Warhol was able to successfully manage his public mask, like Jeff Koons and Damien Hirst. With Second Life you can create real identities that can become independent.

Here a Marcel Duchamp could create different and several Rrose Selavys; he can make them interact with us, and make them more real than himself. He can give them a (human, humanoid or totally abstract) body, a story, a behavior. In SL art what is important is the artist creation. Let's see some examples.

Eva e Franco Mattes

Once upon a time there was an artistic group called 0100101110101101.ORG: a misleading name, that hid an ambiguous group of people. They plagiarized websites, misrepresented some organizations (such as the Vatican or the Nike), created new ones (Darko Maver), and interacted with people under different names every time. With their group of projects called “glasnost” (the first one was Life Sharing in 2000), 0100101110101101.ORG chose the digital transparency. Life Sharing allows everybody to enter their computer, shared online through a file sharing system, and to interact with their data: you can read their e-mails, copy their data and see what's inside their folders. Someone considers it a “digital pornography”. The following project, Vopos (2002), allows to monitor their movements on a world map through a GPS system. 0100101110101101.ORG is now more transparent, but its identity is still incomplete. We have just some clues, some documents and data about their Darko Maver: but is all this enough to prove their existence?

In the following projects, 0100101110101101.ORG introduced two new names: Eva and Franco Mattes. Are they husband and wife? Are they brother and sister, or cousins? They have the same surname, but Eva Mattes is a German actress and singer, one of Werner Herzog's muses... All these doubts about the new identity mean that it is still a “cultural construct”, an identity mask. They said: “Eva and Franco Mattes are a construct just like 0100101110101101.ORG, maybe even more” [14]. With Portraits, the Mattes became aware of the huge power of virtual worlds, the chance to make real these masks. And they became aware of their power. Watching Lanai Jarrico wearing the clothes she was wearing in 13 Most Beautiful Avatar s is like a revelation: she is saying that the portrait proved her existence. An avatar is real and not a projection of something.

Even Eva and Franco, in SL, need an avatar. This could seem bizarre, but it is a logical choice: “Since within virtual worlds you can be whoever and whatever, we find more interesting to be ourselves [15]”. Ourselves? They create avatar so similar to Eva and Franco Mattes that sometimes you can meet them in the real world: average height, thin and nervous body, a sober and dark outfit, black and unruly hair for him, long and blond hair for her. Does this mean “to be ourselves” in SL? I don't think so. This means to transform your own body into a mask, and this mask into a new body.

In SL, Eva and Franco Mattes show the performances by Chris Burden, Vito Acconci, Marina Abramovic and Ulay, Gilbert and George [16]. They need it, otherwise they wouldn't exist. For this reason the performances are a reflection about what happens to a performance when it is interpreted by virtual bodies, and about such physical elements as violence, decency and sexuality in a virtual world.

Gazira Babeli

“My body can go barefoot, but my avatar needs Prada shoes.” [17]

Gazira Babeli is one of the many Second Life avatars who decided to hide the identity of their “real” alter ego: it is really frequent for ordinary people, but not for popular people who usually want to make clear who they really are.

This is because their popularity in SL can be a promotional means in their real life. It works for artists, and this is one of the reasons of Gazira's interest in it. She is one of the most popular and estimeed artists of SL. Her ambiguous identity is one of the reasons of her popularity. She doesn't use SL as a promotional means: it is her own place, the only place where she can exist. Her works help to draw her portrait and her personality – it is a rare case, since the avatar is often considered as a mere tool to interact with people and create works. Gazira is the irascible witch who unleashes earthquakes, throws pizzas and records, imprisons her audience in cans of Campbell's Soup; she is the rebellious artist thrown out of the official art places. She is the only artist who broke SL taboos, she deformed avatars, literally “giving” her own body away and stealing other avatars' skins.

n her isolated island (Locus Solus), Gazira is not so different from Martial Canterel, the bizarre inventor who – in Raymond Roussel's novel [18] – creates new objects from creative manipulation of language. Gazira manipulates scripts and calls this “performances” (even if it is a sculpture, a painting or an installation). She experiments on her own skin her actions.

Dancoyote Antonelli & Juria Yoshikawa

Unlike Gazira, Dancoyote and Juria are really different from their own avatars. These two artists developed, in different ways, a similar “formalist” work, focused on the exploitation of aesthetic and multimedia potentialities of this tool. They think SL is a kind of exploitable software and not a social universe to interact with. Maybe, unlike Gazira, they couldn't understand that in a virtual world software and social universe belong to the same concept: creating an installation always means interacting with the world. Anyway, their work is appreciated by SL cultural elite and by the Lindens themselves, who think it's the way to make their creativity dream come true.

In real life, Dancoyote Antonelli is DC Spensley, a not too young artist whose work looks like the late “cyberart” of the first 1990s: digital creations and three-dimensional software. However, in SL he is an avant-garde artist, and he recently collected his most important works in a futuristic museum. But we can't say that his work improved just thanks to SL. By creating Dancoyote, DC Spensley made Philip Rosedale's dreams come true. Dancoyote is a creative, imaginative and dynamic boy; he is aware of his own role and he can make his dreams come true because he understood that in SL “the only limit is your own imagination” (Does it sound a bit rhetorical? Well, it is one of Lindens' mottos).

Juria Yoshikawa is definitely more modest. He appeared in SL for the first time in 2007, presenting her works almost everywhere. She transformed the three-dimensional spaces of SL into translucent panels and coloured lights losing the space sense, in a sort of visual digital nirvana. She is small, with Oriental features and light blue hair. For this reason some months later it was a surprise to find out that Juria is the digital artist Lance Shields, popular in the Japanese new media art scene since the first years of the 1990s

Shields speaks of Juria in third person: “She inevitably chooses scales larger than conventional gallery work because she is interested in people experiencing the work in a physical way – flying through them, riding on them and socializing within the art. To Juria virtual art is about freeing oneself up to create in ways she finds impossible in real life.” [19]

Juria Yoshikawa and Dancoyote Antonelli don't depend on their own creators anymore. It seems they have created a new kind of art. Actually, Juria and Dancoyote are the best work by two artists who understood the potentialities of a second life.

NOTES

[14] Domenico Quaranta, “L'azione più radicale è sovvertire se stessi”. Interview to Eva and Franco Mattes (aka 0100101110101101.ORG). In Eva e Franco Mattes (aka 0100101110101101.ORG): Portraits , by Domenico Quaranta, in the exhibition brochure, Brescia, Fabioparisartgallery, 2007.

[15] In AAVV, Nothing is true, everything is possible , 2007 - http://www.0100101110101101.org/home/performances/interview.html

[16] I'm referring to Synthetic Performances , a collection of re-interpretations of classic performances. Eva and Franco Mattes are developing it in Second Life. Cfr. http://www.0100101110101101.org/home/performances/index.html

[17] Gazira Babeli, in Tilman Baumgaertel, "My body can walk barefoot, but my avatar needs Prada shoes". Interview with Gazira Babeli, in Nettime , 23 marzo 2007,
http://www.nettime.org/Lists-Archives/nettime-l-0703/msg00032.html

[18] Raymond Roussel, Locus Solus , 1914. Giulio Einaudi Editore, Torino 1975

[19] “She inevitably chooses scales larger than conventional gallery work because she is interested in people experiencing the work in a physical way - flying through them, riding on them and socializing within the art. To Juria virtual art is about freeing oneself up to create in ways she finds impossible in real life.” Cfr. http://memespelunk.org/blog/?page_id=39