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


THE ARTIST AS ARTWORK IN VIRTUAL WORLDS - PART 1

Article published in Digimag 36 - July / August, 2008 Translated from Italian by Francesca Magnaghi


Joseph Delappe, Dead in Iraq, 2003

In the last years, we saw an increasing development of artistic activities in virtual worlds. At the beginning, these virtual worlds were just game-places (MMORPG) [1] or communication tools (chat, MOO, etc...) [2] , and included art as a mere peripheral issue, that was seldom supported and often refused by other users.

It was due to the fact that the purpose of these worlds was different, but also to the lack of the necessary tools for the development of artistic practices and of points of reference. For this reason, art in virtual worlds used performances as its own means of communication: improvised events, that are often forgotten (but constant) in those worlds and that adopt the players' communication tools to convey a message.

I know only one “constructive” example of architecture in virtual world by an important artist in 1997: Lawrence Weiner. Weiner was consulted by an ada'web for an online project, and decided to focus on the idea of Internet as a public space, exchange and communication tool, that needed to be reinvented. He brought into the virtual space his famous statements and his unique way of using physical space of galleries and museums. Ada'web staff, a new media venture launched three years earlier by the curator Benjamin Weil, decided to work with Palace , a three-dimensional chat that in the 1990s seemed to be a great success. Through Palace, users can create, design and furnish their own thematic “palaces”. In collaboration with ada'web and during his exhibition at Leo Castelli's gallery ( then, now & then , February 15 th – March 15 th 1997), Weiner launched Homeport , a “palace” that represents in Palace virtual space the white cube of the gallery, covered with symbols and writings. The program users can use this space as a public space where they can meet and chat.

Virtual Performances

Palace still exists, but Homeport is not available anymore. But what wasn't successful was the idea of including artists in virtual worlds. After Homeport , that wanted to leave a mark on the synthetic walls of a virtual world, Palace had to do it illegally. In 2002, the American artist and curator Anne-Marie Schleiner leaded a group of artists (Brody Condon and Joan Leandre) in the development of Velvet-Strike project, hacking of the popular online shooter video-game Counter Strike (1999) [3] .

hey invented pacifist spray cans that all users can install on their own game version and use to write on walls, during the shoot-outs. Anyone can work on the project by creating new graffiti, using the already existing ones and reporting the raids in Counter-Strike . The three authors, video-games fanatics, while George W. Bush was promoting the fight against terrorism, began to think about the borderline between real and fake violence, and about the propagandist use of video-games. If reality enters video-games, video-games can become political debate spaces; however, this idea didn't seem to be successful among Counter-Strike players, that blamed the group of artists for repeating old critics about video-games, without understanding the real nature of video-gaming.

Also the American Joseph Delappe tried several times to bring the political debate into virtual worlds. Since 2001, Delappe organized some performances inside on-line video-games, public places where you can address a general public, not just an artistic one. Delappe mostly uses the textual chat in the game in order to sabotage the game itself, by introducing new issues, new themes and new stories.

In War Poetry , for example, in the on-line shooter video-games you can find poetical texts by some war veterans, introduced as authentic recitals; in Quake/Friends (2003), Quake III Arena becomes the set of an episode of the popular tv show Friends; in The Great Debates (2004) we can find the three famous tv Bush-Kerry confrontations in different game-sets (from Battlefield Vietnam to The Sims Online); and in dead-in-iraq (since 2006), America's Army (the online video-game developed by the Pentagon with explicit propaganda and recruitment purposes) was introduced to show to the players the list of the names of the dead soldiers in Iraq from the beginning of the war until now. But it has been almost impossible to complete the list: the other players killed it before the end of the performance

If, on the one hand, Delappe sometimes succeeded in promoting a genuine political debate also in the online shooter video-games, on the other hand in the chats and MMOGs without any game connotation it becomes possible to develop artistic projects in a constructive way. Mouchette, the popular virtual character of the 1990s, played herself, and the project's themes (sensuality, death, sexuality in an immaterial world) are discussed in her textual chat-room and in some graphical contexts.

In 2004, Katherine Isbister and Rainey Straus launched the SimGallery project, that brings into The Sims Online the exhibition space where the project is presented. They wanted to analyze the effects of the combination of high culture with gaming culture, but also the aesthetic features of virtual worlds, and to understand what can be the future of art in virtual worlds. The project was innovative because it took advantage of the chance of manipulating objects and spaces and because it was aware of the existence, in The Sims Online , of an increasing community of artists or art-fans. However, even though these artists spread a “call for entries”, the project has never become a real “art gallery”.

And The Sims Online, unlike Second Life, has never become a real art experimenting platform.

Virtual Worlds as Art Worlds

Second Life (SL) was launched in 2003 by a small and visionary Californian company, that took its name from its address: Linden Lab . We could explain its success as an artistic environment in different ways, but I think there are two valid reasons. The first reason is explained in the preface by Matteo Bittanti to Second Life , by Mario Gerosa (2007) [4] : “Second Life is a mixture of heterogeneous practices and techno-social phenomena: virtual reality, open source, creative commons, Web 2.0 and MMOGs”.

Second Life has much in common with the on-line games, but it's not a game. Like many Web 2.0 platforms, it mixes community activities, creative tools and sharing tools. It depends on the creative actions of its users, and considers them as real copyrights. It sets up a meritocratic society, where aristocracy is made up of those people who can surprise the others thanks to the quality of their job (of course, the monarchs are still the Lindens). It uses some basic Web features in 3-D contexts, and many consider it as the first step to 3-D Web. “It is better than Microsoft Office”, once an artist said. “Here, at least you have a body...”.

The second reason of its success was suggested by Philip Rosedale, the creator of Second Life , in a recent interview with David Kushner [5] . Rosedale explains how the idea of Second Life became something concrete during Burning Man, a performing arts festival in the Black Rock Desert of Nevada. Rosedale detected a “magical social construct” and he tried to bring it into his virtual world: “Burning Man is wondrously purposeless... It asks you not to have a reason to be there. You think you could die out there, and you could die. It gets colds, the wind comes up on you. You're brought together by a need to protect each other in the harsh environment. People are brought together by their desire to help each other through it at the beginning... Burning Man is Second Life”.

Second Life uses all this as its main resource. Second Life is not just a virtual world: it is an “art world”, as Howard Becker said: “the network of people whose cooperative activity produces the kind of art world is noted for. Its members coordinate the activities that produce the work, using conventional concepts of the common practice” [6] .

In Second Life, art is produced, exhibited, commented, sold and collected. It is available in different ways and kinds, and it gets in touch with other communities and other systems: avatar architecture, design and projects. There is a furnishing art and a research art. Performances are still the most important elements: besides “pure” performances, in a virtual world every art activity has a performing value – sculptures can be animated, while architecture and buildings are often sensitive and multimedia environments, that users have to explore.

NOTES:

[1] Massive(ly) Multiplayer Online Role-Playing Game. are a genre of computer online role-playing games in which a large number of players interact interact with one another in a virtual world. Players assume the role of a fictional character and take control over many of that character's actions”. From Wikipedia, http://it.wikipedia.org/wiki/MMORPG

[2] “MOO (MUD object oriented) is a text-based online virtual reality system to which multiple users (players) are connected at the same time”. From Wikipedia, http://it.wikipedia.org/wiki/MUD_Object_Oriented

[3] Counter-Strike is a popular multi-player shooter video-game, originated from a Half-Life modification by two university students in 1998. It was later developed by Valve Software, and its success is due to the fact that it is published as a free mod of Half-Life, uses its graphic engine and you can play it on-line. From Wikipedia, http://it.wikipedia.org/wiki/Counter-Strike. Il sito ufficiale del gioco è http://www.counter-strike.net/

[4] Mario Gerosa, Second Life , Milano, Meltemi 2007, p. 7.

[5] David Kushner, “Inside Second Life”, 2007, available on the Internet at
http://www.rollingstonemagazine.it/page.php?ID=579

[6] In Howard S. Becker, Art worlds , Berkeley, University of California Press, 1982., p. 34.

LINKS:

http://adaweb.walkerart.org/

http://www.thepalace.com/

http://adaweb.walkerart.org/project/homeport/

http://www.opensorcery.net/velvet-strike/

http://www.delappe.net/

http://www.simgallery.net/

Wednesday, September 17, 2008

Rinascimento Virtuale Interview

Another gift for my spaghetti readers...
A couple of days ago I was interviewed by Costanza Baldini (Festival della Creatività, Firenze) for Rinascimento Virtuale, the exhibition (curated by Mario Gerosa aka Frank Koolhas) that will take place from October 21 to November 20, 2008 at the Museo di Storia Naturale in Firenze, Italy. The interview will run, together with many others, on some screens at the entrance of the show.



The interview features the usual issues: is the avatar an art work? Is art from social networks an art movement or a trend? What is its economic value? Is SL a bubble? Better a professional artist or a naive artist? Better a writer or a SL artist? Will avatars take the place of actors in movies? Etc. As for my answers, they match with my white beard: art is different from creativity, there's no such a movement as "Second Life Art", an avatar can be art, but usually is more akin to a business card...

I will be in Firenze to discuss these topics in the panel "Arte solo per Avatar?" (October 24, 2008, Fortezza da Basso, 3.00 PM - 6.00 PM).

Now, the interview.

---

Rinascimento Virtuale. L’avatar è un’opera d’arte?
Domenico Quaranta. L'avatar può essere un'opera d'arte, come qualsiasi altra cosa del resto. Nella maggior parte dei casi, ovviamente, non lo è. Il mio avatar in SL, ad esempio, non è un'opera d'arte: è solo la maschera che io mi sono disegnato per interagire in un mondo sintetico. È un autoritratto, un dispositivo di socializzazione, un sistema di navigazione. Certo, ci ho messo della creatività per farlo, come del resto ne ho messa nel realizzare il mio biglietto da visita. Nessuno dei due è arte, anche se entrambi potrebbero diventarlo, in certe condizioni.

RV. Si metterebbe nel salotto un quadro realizzato in Second Life?
DQ. Lei si metterebbe in casa un quadro realizzato in Photoshop? Si e no, dipende dal quadro, non certo dal mezzo. In SL non si realizzano quadri: si importano realizzazioni esterne, si scattano fotografie, si realizzano installazioni che possono avere una valenza iconica.

RV. Quanto può valere un’opera realizzata in Second Life?
DQ. Ancora: 0, 1.000 o 1.000.000: dipende dall'opera, dall'interesse che suscita, dal desiderio che riesce ad attivare.

RV. E’ scoccata l’ora del Rinascimento virtuale?
DQ. Non credo. Su questo vorrei essere molto chiaro, a costo di sembrare un vecchio censore. Non esiste alcun movimento artistico nei mondi virtuali: esiste qualche buon artista che ha deciso di sperimentare con questo medium e una schiera di individui che hanno confuso con l'arte quello che fanno. È una cosa che succede spesso, e che può avere anche una sua funzione positiva, contribuendo ad allargare la nostra idea dell'arte. Quasi sempre nasce dalla confusione tra due termini: creatività e arte. La creatività viene usata in tante cose: allestire presepi, disegnare un libro o una rivista, progettare un marchio, gestire un'azienda, cucire un vestito. Nessuna di queste cose è “arte”, anche se l'arte si può verificare in ciascuna di esse.

RV. Conviene investire nell’arte sviluppata nei social network?
DQ. Conviene investire nei buoni artisti. Compresi quelli che emergono dai social network.

RV. Quanto durerà la moda dell’arte di Second Life?
DQ. Non esiste una “moda dell'arte di Second Life”. Esiste una nicchia operativa che si è costruita su uno strumento, e che ha scarsi riscontri fuori da questo contesto. La sua durata dipenderà dalla capacità dello strumento di innovarsi e stimolare la creatività delle persone, di estendere il proprio modello ad altri mondi virtuali; dalla capacità di questa nicchia di strutturarsi, di dotarsi di gerarchie e criteri di valutazione; dall'esistenza dei mondi virtuali, del tempo libero e della disoccupazione.

RV. Meglio i writers (i graffitari) o gli artisti dei social network?
DQ. Entrambi i termini sono fuori luogo. Keith Haring non è un writer né Gazira Babeli è un'artista dei social network, ma entrambi sono artisti di ottimo livello. Se devo scegliere tra le due cose intese come fenomeni culturali nel senso più ampio del termine, scelgo senza dubbio il writing come fenomeno di appropriazione illegale dello spazio pubblico: è spontaneo, illegale, ha una lunga tradizione, incide sulla realtà e non si ammanta della parola arte, anche se qualcuno cerca di applicargliela forzatamente.

RV. L’arte di Second Life è quella degli artisti affermati che si cimentano anche con questo strumento oppure è un’arte che nasce dal basso, un’arte da autodidatti?
DQ. La distinzione è artificiosa: l'arte può emergere ovunque, e anche se è più facile che un artista che si è già guadagnato credito altrove faccia un buon lavoro, non è affatto scontato. Ma è l'espressione “arte di SL” che mi lascia forti dubbi. Se devo per forza definire una nicchia operativa, preferisco ficcarci dentro i creativi naife piuttosto che i veri artisti, quale che sia il loro curriculum. Questi fanno arte senza aggettivi.

RV. Lei ha un’avatar in Second Life?
DQ. Si. Si chiama Domenico Quaranta, ha barba e capelli bianchi e porta un cappello a cilindro.

RV. Come definirebbe Second Life?
DQ. Una discarica dell'immaginario.

RV. Meglio mondo vero o mondo virtuale?
DQ. Preferisco il mondo vero per il clima, i mondi sintetici per la compagnia.

RV. Second Life è una bolla mediatica?
DQ. SL è il prodotto sofisticato di diverse linee evolutive delle tecnologie digitali. Ed è, sicuramente, un modello per il futuro. In essa vi è molto di interessante, ma raramente ha attratto i media. Diciamo che alcune aziende e individui, per un certo periodo, hanno cercato di sfruttare in chiave pubblicitaria l'interesse morboso che sembrava suscitare chi investiva denaro reale in un mondo sintetico. Oggi questo interesse si è spento, e gli spazi aperti da queste aziende sono tutti vuoti.

RV. Sa che sono stati girati dei film in Second Life? Gli avatar prenderanno il posto degli attori?
DQ. Solo quando riusciranno a rifare la scena dello specchio di Taxi Driver come e meglio di Robert de Niro.

RV. Matrix è il futuro o il presente?
DQ. Matrix è il passato. Ogni futuro immaginato somiglia al presente che l'ha generato, e Matrix è stato girato nel 1999 rielaborando un immaginario che risale agli anni Ottanta.

RV. Cosa pensa del virtuale?
DQ. Da cultore della Patafisica, preferisco il potenziale.

RV. Ci si può innamorare di un avatar?
DQ. Ci si può innamorare di qualsiasi cosa.

RV. Qual è l’espressione più avanzata dell’arte di questi anni?
DQ. Come sempre, è l'arte che parla di noi e del nostro presente con un linguaggio che sarà comprensibile anche agli uomini che ci seguiranno, nonostante i loro innesti tecnologici e i loro avatar.

RV. Cosa pensa della net art?
DQ. Penso che sia stata un grande momento dell'arte dell'ultimo decennio, e che non c'entri nulla con ciò di cui stiamo parlando.

RV. L’arte del futuro sarà quella dei grandi maestri o quella dei naif del web?
DQ. L'arte del futuro sarà quella degli artisti, dei critici e del pubblico del futuro. Potremmo fare tante previsioni, e sarebbero tutte sbagliate, perché il tutto dipende da come evolverà l'idea di arte. Ma francamente credo che i “naif del web”, come li chiama lei, abbiano poche chance. Ma nulla esclude che il Warhol del XXI secolo ora stia scattando ritratti su SL. Dopotutto, quello del XX secolo disegnava pubblicità per le scarpe. Ma non è certo con quelle che è entrato nella storia.

RV. Fumetti, cinema di serie B, ritratti realizzati in Second Life: è vera arte?
DQ. L'arte è un fatto così magico e misterioso che a migliaia di anni dalla sua nascita siamo ancora qui a chiederci cosa sia arte e cosa non lo sia. Francamente, non credo che la mia sia la risposta definitiva al problema. Quello che posso fare è richiamare la sua attenzione su alcune convenzioni relative al termine arte: questo viene utilizzato di solito per designare le arti visive, ma anche (al plurale) per le altre arti (musica, architettura, cinema, etc.) e anche numerose tecniche. Tutto ciò conferisce al termine una grande complessità, che ne rende molto complicato l'utilizzo. Le faccio un esempio. Il cinema è un'arte (qualcuno l'ha definito la settima arte), ma non tutto il cinema è Arte (con la A maiuscola). Inoltre, quando diciamo, ad esempio, che Taxi Driver è Arte, non intendiamo dire che esso meriti un posto di rispetto nel mondo delle arti visive, ma nella storia del cinema come arte. Tuttavia, qualche film (ad esempio, Drawing Restraint 9 di Matthew Barney) è arte in entrambi i sensi, avendo cercato (e ottenuto) il riscontro di entrambe queste storie. Allo stesso modo, il fumetto è un'arte, ma pochi fumetti sono Arte, e solo alcuni di essi sono stati realizzati come opere d'arte nel senso conferito a questo termine dal mondo dell'arte contemporanea. Ma non le dirò mai che il Fumetto è Arte, e che un gallerista deve vendere i ritratti di SL perché sono Arte, anche se alcuni di essi lo sono.

Thursday, May 22, 2008

A Map to Reach the Impossible: Interview with Joan Leandre


In the Name of Kernel shown at Holy Fire. Photo Courtesy Y. Bernard


This post is not about Second Life, nor virtual worlds, indeed. But I think that In the Name of Kernel, the last work of the spanish artist Joan Leandre, matches many of the key points of this blog: the surreal, the creative misuse of the software, the impact of synthetic worlds on our imagination and life, the layered reality we live in. And, last but not least, I'm sure that this 10 years long work can teach something to many (avatar) wannabe artists.

The following interview has been commissioned by Rhizome.org for its Writers Initiative. Below you can find my short intro and the last question, concerning the video Song of the Iron Bird (The Flight Recording Series). You can read the full interview here.


Joan Leandre, In the Name of Kernel!: Song of the Iron Bird (The Flight Recording Series), 20'. 2006-2008. Courtesy Project Gentili, Prato

Joan Leandre defines himself as a "media interpreter." Active as a video artist in the field of independent media from the early 1990s, he won international recognition from 1999 thanks to retroYou (RC) (1999 - 2001), a progressive modification of the parameters used to construct the 3D graphics of a car racing video game. With retroyou nostal(G) (2002 - 2003) he goes on to deconstruct a flight simulator. In both cases, Leandre utilizes software to subvert and re-write a powerful ideological machine, translating a rather conventional generator of reality into a medium for illusions. The Dr. Strangelove of computing, Leandre loves the bomb and knows its mechanisms well enough to transform them into the workings of a multi-layered ambiguous narrative, esoteric and seductive at the same time. This aspect of his work is apparent in his latest project, In the Name of Kernel (2006 - ongoing). The kernel, the heart of every operating system, becomes the myth around which coagulates a symbolic event combining travel literature, the alchemy tradition and science fiction, terrorism and conspiracy theories, programming and mountaineering, 3D modeling and satellite mapping, hallucinations and revelations.

[...]

Coming to the video, two paths seem to cross the main narrative, which is centered around the sighting of light globe UFOs during a flight mission: the viewpoint from above of highly recognizable locations, from Disneyland to Chernobyl; and a close look at the strange humanity on the surface. This introduces another issue that seems quite relevant for your work: surveillance (from satellite surveillance to dataveillance addressed in the 7 Columns MEGA NFO FILE) and what we could call the politics of vision. Can you talk about that?

Those are two different layers in the video among many others. I didn't really think about it in terms of data surveillance as that comes very often out of the box and it might be obvious and understood almost as a must nowadays. I think about In Song of the Iron Bird, somehow as a glimpse of the future as much as a representation of machine pleasure. Perhaps the key point In the Song of the Iron Bird is the debris recovery from the simulator itself, hidden tiny objects such as the puppets you mention, hiding in the program libraries, too tiny to be seen, only present in some specific geographical areas, hard to see from high above. I took and resized them to a very big scale, made them visible. Same with other stuff, just took and slowly brought it to a higher scale. That is all, a balance between different recombined elements. There seem to be some sort of continuity, not at all a narration but a recombination transported by the video and audio streams. In words of the airplane's captain Prefect Fatal Error: "I love my 747, she's my personal queen. I love to let her fly automatically while smoking pod in the cop-kit. I ask then the passengers if they are into having a good ride and push the throttle forward. I take control and start a sharp descent into the landscape. There are a million flashing lights in the sky, all the aircrafts of the world flying in harmony. There are boats and cars falling from up-there and the smoky cabin tastes sweet. Passengers are now screaming of joy while we all together celebrate this piece of iron wonder. When we are back on earth we will show the picture of velocity and thank god for still being sort of alive."



Joan Leandre, In the Name of Kernel!: Song of the Iron Bird (The Flight Recording Series), 20'. 2006-2008. Courtesy Project Gentili, Prato

Go on reading.

Check out a short trailer of the video.

Kiss the Sky, or, is there art without narration?



Yesterday morning I spent a couple of hours in Second Life to visit Kiss the Sky, an huge exhibition curated by artist DC Spensley (DanCoyote Antonelli in SL) for the New Media Consortium in collaboration with the Museum of Hyperformalism, directed by DanCoyote himself. Kiss the Sky pretends to be the “definitive group exhibition of Hyperformalism”, with 37 installations by over a dozen artists: Chance Abattoir, Vlad Bjornson, nand Nerd, Selavy Oh, Adam Ramona, Nebulosus Severine, AngryBeth Shortbread, Sasun Steinbeck, Sabine Stonebender, Seifert Surface, elros Tuominen, Juria Yoshikawa, and i7o Zhu.


Serfeit Surface: Spore

The notecard of the exhibition includes the following definition of Hyperformalism:

“Hyperformalism is non-figurative abstraction in hyper-medium and has been known to include abstract objects arranged in simulated space, navigable on a network as well as expressions of reactive and interactive artwork behaviors and geometric or algorithmic pattern play in 2, 3, and 4 dimensions. This list is far from comprehensive. Because Hyperformalism is not representational, viewer relationships are less fettered by pre-existing symbolic weight and artworks encourage fascination with form for its own sake. The virtual world provides the ability to liberate the work from scale constraints and provides a perfect context for this post-conceptualist form.”


DanCoyote Antonelli

The press release goes on saying that Hyperformalism removes “the comfortable cliché of anthropocentrism”, talking about immersion and abstraction, and concluding that Hyperformalism exceeds our traditional concept of art, because it is “native to a continuum where only the human mind can visit and where the body and the ideological weight of the figure are not the default fixed point of view.”


Juria Yoshikawa: Spiny Bumblebee Abstract

This last point is very important, because I think that the very concept of “nativity” is in the same time the strength point and the deafness point of the hyperformalist strategy (and of all the “not possible in real life” approach). Visiting the exhibition, I was quite surprised to notice that I enjoyed it a lot. In the end of the long tour I was quite bored indeed, but nothing different from any big exhibition of abstract art – or from an exhausting visit to the Venice Biennale. Some works, in particular, gave me a great aesthetic and immersive experience. If you are planning to go and see the show, I suggest you to have a look to Pulse Points, by Nebulosus Severine – an enormous ice block that can be visited like a room, with some strange sculptures frozen in it like a Siberian mammoth; to the ambitious Fractus V, a colossal kinetic sculpture which made me think to Boccioni and Pomodoro for its bronze-like textures; to Juria Yoshikawa's works, in particular Spiny Bumblebee Abstract; to the ambiguous, surreal sculptures by Chance Abattoir; and, finally, to a classic by Adam Ramona, the wonderful A Rose Heard at Dusk previously installed on Odyssey.


Adam Ramona: A Rose Heard a Dusk

1. Everything, in SL, is constructed. Is everything art?

I enjoyed these works, really. Or, better said, my avatar enjoyed them; he had some interesting experiences, like every time he discovers something new in SL, being it art or not. This is one of the first problems coming to my mind, and one of the things that prevents me to fully enjoy Hyperformalism. Everything, in SL, is constructed. Everything can be art. Do we have to rely on what people say about their work, or on what the New Media Consortium suggests to call art? Yes and no. The answer is related to what we think SL is.


Nebulosus Severine: Your Path to Divinity

2. Is SL an art world?

So, what is SL? A software or a world? If it is a world, probably there is an “art world” in it. That is, in Howard S. Becker's words (1982), a group of people “whose activities are necessary to the production of the characteristic works which that world, and perhaps others as well, define as art.” Artists, critics, collectors, galleries, institutions and so on. You don't need a great experience of SL to know that you can find in it all the key figures who build up an art world. So, SL has an art world and Hyperformalism is its avantgarde. Since it can be understood only by people living in that world, and belonging to that art world, no surprise if it is not recognized by any RL community. Better, there's no need for that: art, to exist, needs to be recognized as such only by its own art world.
Simple, don't you think? Yes and no. The problems come when you don't think, like me, that SL is a world.


Nebulosus Severine: Pulse Points

3. SL as theatre

SL is a platform. When you enter it, everything you do is to set up your own performance. Choose an avatar. Edit it. Find a name, a costume, a position on the platform. Write down your script and act it. Add some furniture to the stage: everything you do is just a step forward in the development of your story. And of the collective history of SL. Your story can be similar to your (real) life, or radically different. Can be work, play or art. So, the SL “art world” is not real, it is just a collective myth, a narration, and in this sense it is very interesting. Most of the stories are boring, because most of the people are bad players. But some stories are very interesting. Think, for example, to Anshe Chung. Aimee Weber. James Wagner Au. Sugar Seville. China Tracy. Molotov Alva. Or Gazira Babeli. All beautiful stories. Not all of them are art, because not all of them want to be recognized as such. But if Anshe Chung will say. “my story of the first SL billionaire is art”, she will be a better artist then DanCoyote Antonelli.
Like Anshe Chung, DanCoyote is adding furniture to the stage. But while Anshe Chung describes the Anshe Chung Studios as an entrepreneurial venture, Dancoyote describes his installations as art.
Indeed, Dancoyote seems to have understood it, maybe in a vague and faded way. His story is great. His young avatar; the myth of the sixth finger; Hyperformalism as the SL avantgarde: all these things are good entries in a good story. Probably what he does is not art, but Dancoyote Antonelli is, without doubt, the best artwork by DC Spensley. Also other artists, such as Adam Ramona and Juria Yoshikawa, wrote an interesting script for their avatars. Adam Ramona's avatar is wonderful. But all of them are confusing what their avatars are doing in SL with what their humans did in real life: they call it interactive installations, sound installations, optical art. And they neglect their script, which is exactly what gives sense to what they are doing, and what – I'd dare to say – can make their work interesting even for a real life audience which never experienced SL.
But most of the self-pretending SL artists make their own work without caring at all about their story. SL art is a midsummer night dream, that in a few years will turn into a nightmare, with people realizing that they wasted their time without creating anything valuable. Wake up, artists! Without narration there is no art in SL!


Fractus V

4. Performance, but not only

After what I wrote, probably you can understand why I think performance is the most interesting way to deal with SL. Gazira Babeli, Second Front, Man Michinaga, Eva and Franco Mattes are all feeding, with their works and acts, the mythologies of that cluster of stories that is called SL. They perform everywhere. They don't need technical settings to be experienced, because my imagination does not need technical settings. They play with the vernacular background of SL, and with their culture and tradition, not just with codes, prims and scripts. They don't add furniture to the stage, but stories to the script.


Cao Fei: RMB City

And, last but not least, they don't distinguish between “native art” and “RL art”, because there is no such distinction: there's only art. That's why I count among the best examples of art related to virtual worlds such works as Cao Fei's RMB City and Scott Kildall and Victoria Scott's No Matter: they are not – not only – native, but they say something interesting on both the worlds their authors deal with – and they contribute to both the narratives.


Scott Kildall & Victoria Scott: No Matter

Tuesday, May 20, 2008

Al dio ortopedico



... that's Gaz', clear. I keep on posting some Italian text, for the pleasure of my Italian readers. In this case, this is a venial sin, indeed. In the last few weeks, Extrart magazine contacted me for a short article on Gazira, who won the cover of this little but interesting free press. Since I wrote so much about Gaz' in the last months, I mainly tried to enjoy myself, and I wrote a little pastiche based on the (in)famous harsh criticism Roberto Longhi wrote in 1919 aganist Giorgio De Chirico. It is a wonderful piece of writing, and I probably destroyed it, but that's it - I like to play with myths ;-) It was called Al dio ortopedico (something like To the orthopedic god). I don't know if it has ever been translated into English (probably not). Here you can find an excerpt:

"Spinta dalla sua mano di macchinista crudele, l'umanità orrendamente mutila e inesorabilmente manichina, attrezzata alla meglio sé medesima come un melanconico cul-de-jatte, appare fra grandi stridori e cigolamenti sui vasti palcoscenici deserti, guardati a vista dai pesanti scatoloni dei casamenti pieni di caldo e di buio. Ivi l''homo orthopedicus' sgrana con voce di carrucola una sua parte impossibile alle statue diseredate della Grecia antica. Sotto il torbido smeraldo del cielo, che la pretende a mediterraneo, i miti ellenici decapitati presentano credenziali alle statue di Cavour; le civiltà si riecheggiano, le ciminiere delle officine si alleano ai masti medievali, mentre Pirelli e Borso d'Este s'intendono al primo sguardo del loro unico occhio artificiale."



But what the hell has Gazira got to do with De Chirico and Longhi? Good question. For Gazira, as well as for De Chirico, tradition plays an important rule, but for both it is just a part of a personal mithology, an imaginary world where a classical head is hanged next to a rubber glove and over a dry biscuit, and deserves the same kind of reverence. Nefertiti is just a corpse if she don't get in touch with Cicciolina. If De Chirico was always complaining against "modern art", Gazira doesn't like to be named "new media artist", and doesn't want to talk about software, cyber identity and other new media crap: she talks about theatre, and she calls her works actions, paintings and sculptures. That's why Gaz is like a god in a world of dummies (also known as avatars). She is a classic, and that's all.

And now, the Italian text. Enjoy!



Al dio ortopedico
First published in Extrart, n° 34, April - June 2008

Se Second Life è un mondo, Gazira Babeli è il suo dio. Non si spiegherebbe altrimenti la venerazione che suscita, la sua irruzione nel linguaggio comune (gazwork, gazhat, gaz-like), la sua capacità di trasformare tutto ciò che entra in contatto con lei. Persone comprese. Un dio con la “d” minuscola, dato che la maiuscola si addice ai supremi creatori, quei Linden che possono, con un colpo di mano, abbattere tutto ciò che hanno creato, probabilmente in sette giorni. Un dio minore, che scatena terremoti e tempeste di immagini. Un dio ortopedico. Alla festa che ha organizzato per la sua prima personale in una galleria, arrivavano persone che avevano indossato la sua maschera; persone dalle membra stirate, infettate dal virus di Avatar On Canvas; persone truccate, come lei, da statua d'oro, o da statua di marmo; persone intente a interpretare tutte le espressioni del loro inventario. Tutti coinvolti in un baccanale a cui ben si addicevano i brandelli di carne che piovevano dal cielo, saturando in fretta l'ambiente. Nella caligine di Locusolus, spinta dalla sua mano di macchinista crudele, l'umanità orrendamente mutila e inesorabilmente manichina, attrezzata alla meglio sé medesima come un melanconico cul-de-jatte, appare fra grandi stridori e cigolamenti sui vasti palcoscenici deserti, guardati a vista dai pesanti scatoloni dei casamenti pieni di caldo e di buio. Ivi l'homo orthopedicus sgrana con voce di carrucola una sua parte impossibile alle statue diseredate dell'antico Egitto. Sotto il torbido smeraldo del cielo i miti ellenici decapitati presentano credenziali alle lattine di zuppa Campbell's; le civiltà si riecheggiano, i grattacieli di marmo si alleano ai rubinetti delle discariche, mentre Duchamp e Ulay s'intendono al primo sguardo del loro unico occhio artificiale.



Abita l'homo hortopedicus in appartamenti che alla prima credereste disabitati. Call center abbandonati in epoca di vacanze; cripte postmoderne zeppe di armamentario fetish, fatto salvo per le lastre di marmo che inneggiano all'arte povera, per poi mettersi a saltare al primo tremito della terra; ospedali psichiatrici dove le pelli degli internati sono stese ad asciugare; sicché non resta, durante la canicola, che appendere un nudo oleografico di Cicciolina in cima alle scale, sperando che un altro, presto, ne prenda il posto. Altrove, uno scricchiolio lento vi avverte che un furry, per la noia del teletrasporto, si è messo a interpretare pose sadomaso sulla porta dell'Inferno di Rodin, che il l'artista new media si è fatto intrappolare da un tornado, che il newbie si è fatto spedire a migliaia di metri di altezza e via discorrendo.

Se già non fosse chiaro che questo atroce e strambo utilizzo di un mondo virtuale non può che essere arte, verrebbe la voglia di chiedere cosa c'entrano De Chirico e Longhi con Gazira Babeli.

C'entrano, eccome. Per Gazira Babeli, come per Giorgio de Chirico, la tradizione è un punto di riferimento obbligato, ma anche uno dei principali affluenti di quella discarica dell'immaginario in cui la statua classica e il biscotto ferrarese, Nefertiti e Cicciolina riposano, pronte a entrare a far parte di un discorso nuovo. Cercherete invano di farla parlare di cyborg, di software e di altre quisquilie di questo tipo: lei dirà pittura, scultura, teatro. Per questo, e non per altro, Gazira passa come un dio in un mondo di manichini (altrimenti detti avatar). Perché è, a modo suo, un classico.


Wednesday, May 7, 2008

Art and Social Networks. An interview with Mario Gerosa

I know, Italy provides a very little percentage of my readers (about 5 - 15 %, depending on the month). But I'm producing a lot of Italian stuff in these days; and this doesn't help me to keep this blog updated. Also, I miss the time to translate into English all this stuff.
So, I decided to honor that little percentage with some Italian posts. Here is the first one. Some months ago, Mario Gerosa (some of you may know him as Frank Koolhas) sent me some questions for an interview to be featured in his last book, Rinascimento Virtuale (Virtual Reinassence).


Mario Gerosa with Rinascimento virtuale

Unfortunately, in the end there was no space in the book for the interview. But Mario gave me the permission to put it on my blog. So, here it is!

The interview is quite old (August 2007), but - I hope - still interesting. Mario and I have a totally different position about art in Second Life and in social networks in general. He coined the term "postkitsch" to describe what he calls "art-souvenirs", or "the Web Biedermeier": "an art by the masses, not an art for the masses, and not a a cheap thing". Often candid and naive, but, in his opinion, ready to enter the high art world.


SL Vitruvian Man by Nyla Rossini, the winner of the Second Renaissance Art Contest.

Personally, I think that this scene (have a look on Deviantart, on in the Flickr pool of the Second Life and Artist Network to understand what I mean) is very interesting, but just from a cultural point of view. Not art, just vernacular. A vernacular that, sometimes, can be interesting for artists. Such as pornography for Jeff Koons. Manga for Murakami. Or gifs for Olia Lialina. But you know, I'm a snob art critic from Duchamps Land, and I wear a white, long beard.


A nice example of art playing with the postkitsch-goth taste: You Love Pop Art - Pop Art dies with You by Gaz'

Now, the Italian interview.

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MG. Nei social network e nei mondi virtuali sta prendendo corpo un nuovo tipo di arte (è chiaro che in molti social network la gente presenta opere che circolano anche fuori, ma mi riferisco a quelle che hanno una propria specificità). E’ un’arte della cultura partecipatoria che spesso viene elaborata da gente che non sempre ha un background culturale artistico. Questa nuova cultura artistica ha dei contorni ben precisi? Si possono ravvisare dei filoni? Nel mio libro, in particolare, mi soffermo sul neokitsch, una nuova tendenza che ho colto e che non carico di un significato negativo, anzi.
DQ. L'arte dei social network e dei mondi virtuali è un fenomeno complesso, difficilmente riconducibile a una unità. Personalmente, farei molta attenzione persino all'utilizzo del termine arte, che con la sua ambiguità rischia di creare dei fraintendimenti difficili da dissipare. Buona parte di questa produzione, infatti, ha poco a che vedere con l'arte contemporanea come siamo abituati a intenderla, e si confronta piuttosto con arti “popolari” come il fumetto, l'illustrazione fantasy, la pubblicità, i manga, il fandom, il cyberpunk, la pornografia delle “digital beauties”, HR Giger, certi generi cinematografici, il cinema d'animazione digitale, la moda. L'arte contemporanea, quando è presente, agisce allo stesso livello dei riferimenti già citati: l'immaginario di Matthew Barney e dei fratelli Chapman, ad esempio, risulta spesso un riferimento imprescindibile. Non si tratta di un fenomeno del tutto nuovo, dato che ha precedenti nell'illustrazione underground e nelle fanzine degli anni Ottanta; ma di certo, la rete e i mondi virtuali hanno dato al fenomeno una dimensione e una complessità sconosciute fino ai primi anni Novanta.
Se si guarda a tutto ciò dal punto di vista dell'arte contemporanea, c'è ben poco da salvare. Il fenomeno, del resto, si sviluppa secondo regole proprie, lontane anni luce dal nitore concettuale e dalla consapevolezza estetica che si richiede a un artista. Bada che non sto facendo una distinzione di valore: sto solo parlando di codici linguistici differenti. Eppure, sono convinto che questi fenomeni stanno avendo, e avranno sempre di più, un impatto decisivo sulla cultura alta, dato che sempre più numerosi sono gli artisti che ce l'hanno nel proprio background, o che scelgono coscientemente di confrontarsi con questo magma ribollente, all'interno del quale avvengono di continuo strane contaminazioni e alterazioni genetiche sorprendenti, in grado a volte di dare una scossa alle estetiche contemporanee. Ad esempio, il fenomeno del neo-barocco, cui sono già state dedicate diverse mostre, e di cui le opere recente dell'italiano Nicola Verlato sono un ottimo esempio, deve molto a quello che tu chiami neokitsch. Ancora: nessun presunto “innalzamento”: si tratta semplicemente di una ibridazione tra codici linguistici.
Personalmente, nel mio lavoro di critico d'arte tendo a collocarmi a questo livello. Guardo con interesse alla fan art e al game modding, ma mi dedico alla Game Art: una pratica artistica che pesca a piene mani nei primi due fenomeni, ma servendosi dei codici linguistici dell'arte contemporanea. La cultura manga mi interessa nei limiti in cui mi aiuta a decodificare l'opera di Murakami, Cao Fei e gli Annoying Japanese Child Dinosaur (2007) di Eva e Franco Mattes. Nei mondi virtuali, il mio interesse va più a Gazira Babeli e a Isbiter e Strauss che non a Starax Statosky. Ovviamente, faccio tutto ciò nella consapevolezza che una cosa non potrebbe esistere senza l'altra, ma anche che si tratta di fenomeni fondamentalmente diversi.

MG. Sarebbe ora di definire dei parametri per l’arte dei social network e dei mondi virtuali? Oppure ritieni che in qualche modo possano funzionare le stesse categorie che si applicano all’arte “ufficiale”?
DQ. Altra questione scottante. La creazione di categorie e, inevitabilmente, di gerarchie è sempre vista, da chi lo vive, come il tentativo di “ingabbiare” un fenomeno vitale e fluido, che vive bene anche senza critici supponenti e rompiballe. D'altra parte, essa costituisce un passo inevitabile in direzione dello sviluppo di un sistema atto a salvare ciò che, abbandonato alla cultura dell'immediatezza di Internet, andrebbe irrimediabilmente perso. Quando si decide di salvare qualcosa, bisogna inevitabilmente fare delle scelte. Noè ha deciso di abbandonare i dinosauri, e i paleontologi non glielo hanno mai perdonato.
Quindi: sì a dei parametri. Non ho dubbi che la maggior parte di essi possano esserci forniti da pratiche precedenti, ma – sulla base di quanto ho detto in precedenza – non credo che la critica d'arte contemporanea possa aiutare molto. Bisogna fare riferimento a un'estetica molto più aperta, che costruisca le sue categorie guardando non solo all'arte contemporanea, ma anche al più ampio bagaglio della cultura pop; e soprattutto, che abbia ben presente l'alto potenziale “ricombinante” delle comunità online, all'interno delle quali l'evoluzione stilistica e l'ampliamento dei modelli è vertiginoso. Per decodificare tutto ciò, parole d'ordine della critica d'arte come “postmoderno”, “kitsch”, “postproduzione” etc. non bastano più.

MG. Finora ti risulta che qualche critico sia entrato in qualche social network o mondo virtuale per capire cosa c’è veramente di interessante e fare una sorta di censimento?
DQ. Personalmente, sto tentando di fare un lavoro simile su Second Life, con il mio blog Spawn of the Surreal. Parto dal presupposto che i mondi virtuali siano una sorta di traduzione in poligoni del nostro inconscio collettivo, o, se vogliamo, della surrealtà a cui i surrealisti cercavano di accedere tramite il sogno, l'ipnosi e le tecniche automatiche come il frottage o il metodo paranoico-critico di Dalì. Alla “prole del surrealismo”, ossia agli artisti che operano nei mondi virtuali, basta un login per entrare in questa discarica dell'immaginario e utilizzare in maniera creativa ciò che un secolo di mass media vi ha depositato.
Ovviamente, non sono il primo e nemmeno il solo. Second Life pullula di esploratori, a caccia di arte e di tendenze: Patrick Lichty (che è anche artista), Lythe Witte, Amalthea Blanc. Ovviamente, non siamo mai d'accordo!

MG. Ci sono musei veri che si siano interessati a questo tipo di arte? Musei che abbiano magari già fatto qualche acquisizione?
DQ. Che io sappia, no. Ovviamente, esiste qualche caso isolato, ma è troppo poco per parlare di interessamento istituzionale. Artport, la galleria online del Whitney Museum, ha ospitato nelle sue “Gate Pages” The Port, una community artistica di Second Life. Eva e Franco Mattes hanno presentato per la prima volta le loro Synthetic Performances (2007) alla Galleria Civica di Trento, e hanno esposto spesso in contesti istituzionali. All'arte in Second Life si sono interessati alcuni festival come il DEAF e (a settembre) Ars Electronica, e sono in programmazione alcune mostre sui mondi virtuali in spazi istituzionali, artistici e non (musei scientifici e università). Esistono centri, come il d/lux media arts di Sydney, direttamente coinvolti nella ricerca sull'arte in Second Life. Venendo alle comunità online, l'Edith Russ Site für Medienkunst di Oldemburg, in Germania, ha organizzato di recente una bella mostra sul tema (My Own Private Reality - Growing up online in the 90s and 00s, a cura di Sarah Cook e Sabine Himmelsbach). Di acquisizioni vere e proprie non ho ancora sentito parlare. Del resto, credo che dopo la crisi dell'interessamento istituzionale per net art e new media a cavallo del millennio, i musei siano diventati molto più prudenti su questo fronte: dopo una fase di stasi, la situazione si sta muovendo, ma in maniera molto prudente.

MG. Si può ipotizzare un mercato dell’arte per le opere che circolano nei social network e nei mondi virtuali? Mi riferisco alle opere di artisti sconosciuti o quasi. Per intenderci, non parlo degli 01.org o di Cao Fei. Qualche galleria si sta già muovendo in questo senso?
DQ. Come ho detto all'inizio, non credo che fenomeni come il neokitsch possano entrare nel mercato dell'arte contemporanea, fatto salvo qualche occasionale e isolato “adattamento” ai suoi codici: ad esempio, so che si vendono molto bene le opere del collettivo russo AES+F (presente quest'anno anche alla Biennale di Venezia), che con il fenomeno hanno una decisa parentela. Ovviamente, un mercato di nicchia per amatori è decisamente auspicabile, e per certi versi esiste già. Altro discorso per progetti che si collocano consapevolmente sul piano dell'arte contemporanea. Per restare a Second Life, l'ambito che conosco meglio, Gazira Babeli (artista celebre in SL, ma ancora sconosciuta sul mercato dell'arte) ha iniziato una collaborazione con la Fabio Paris Art Gallery, che lavora anche con i Mattes, Ubermorgen.com, Alison Mealey (che viene dal game modding) e Todd Deutsch (che fotografa i Lan Parties). Babeli vende video delle sue performance. In America, Scott Kildall (che opera in SL come membro del collettivo di performer Second Front) ha esposto in diverse occasioni le sue stampe, che documentano alcune sue performance. Jakob Senneby e Simon Goldin, tra i fondatori di The Port, vendono sul loro sito a prezzi interessanti (dai 200 ai 3000 euro) i loro Objects of Virtual Desire, sculture derivate da oggetti d'affezione progettati dagli avatar. È ancora poco, ma è qualcosa.

MG. Sempre a proposito del mercato, capita di vedere opere interessanti realizzate in Second Life da artisti pressoché sconosciuti vendute a cifre irrisorie (10-15 US$) e altre opere proposte a cifre molto maggiori. A cos’è dovuto questo mercato selvaggio? Sono meccanismi che si riscontrano anche al di fuori di questo tipo di circuiti?
DQ. Il mercato dell'arte in SL è un fenomeno molto articolato e ancora privo di regolamentazione. Non esistendo un metodo di certificazione delle tirature, un'opera può essere venduta al prezzo che si vuole, e i prezzi bassi – adatti a una tiratura illimitata, come quella di un poster o un dvd – restano sempre quelli più onesti. Ma ovviamente, il culto che un artista riesce a costruire attorno a se può produrre improvvise impennate di prezzo, esattamente come nel mondo reale.

MG. Presto avremo piattaforme che permetteranno a chiunque di creare un proprio mondo virtuale. In questo caso un artista potrebbe pensare di creare un mondo virtuale visto come un’opera concettuale?
DQ. Sicuramente! In parte, questa via è già stata esplorata, ad esempio dal collettivo belga Tale of Tales, che ha progettato The Endless Forest, un mondo persistente online concepito come opera d'arte. Personalmente, credo molto in questa possibilità, che consentirà agli artisti di sviluppare in una direzione inedita una pratica operativa che ha avuto un peso importante negli anni Novanta: quella dell'arte relazionale, dell'artista come costruttore di nuovi contesti sociali.

MG. Ci sono degli artisti nell’ambito delle arti visive che sono già delle celebrità in qualche social network e che presto verranno scoperti, come è successo a Mika per la musica?
DQ. Non avendo ancora stabilito se sono un profeta o una Cassandra, preferisco non fare nomi. Tuttavia, sono sicuro che accadrà. È nell'ordine delle cose. In parte, ciò è già accaduto a Cory Arcangel, un mito delle comunità online che sta scalando molto rapidamente il sistema dell'arte contemporanea, con una presenza costante sulle riviste di settore e una mostra al MoMA.

MG. Per il momento, tra i vari progetti realizzati in Second Life e creati senza intenzioni artistiche, ne vedi qualcuno che potrebbe essere considerato arte concettuale? Per fare un esempio, poco prima di lanciare Synthravels, l’agenzia di viaggi per i mondi virtuali, chiesi a Christiane Paul del Whitney se poteva essere considerato un discorso di arte concettuale e lei mi rispose di sì.
DQ. E io sono perfettamente d'accordo con lei. Tuttavia, invece che ricondurre all'ambito artistico operazioni nate al di fuori di esso, preferisco pensare che l'arte concettuale abbia avuto un lascito molto ampio, che si può riconoscere anche in progetti sperimentali nati da altre esigenze. Tutto può essere arte, se lo si vuole; e molte cose che nascono come progetto artistico smettono di esserlo loro malgrado. Marco Cadioli ha sviluppato il personaggio di Marco Manray come progetto concettuale di “reporter nei mondi virtuali”, ma le riviste non smettono di prenderlo sul serio e di commissionargli veri servizi per le loro pagine culturali. E ovviamente, molti progetti privi di una intenzionalità artistica risultano concettualmente più interessanti di altre nate come arte: ad esempio, Synthravels, così come Virtual Hallucinations (il progetto di James Cook che vuole informare la gente sulle malattie mentali) sono molto più interessanti del China Tracy Pavillion di Cao Fei. Ma l'arte contemporanea, per essere tale, ha bisogno di una volontà artistica e da un contesto che la riconosca come tale: senza passare per questa gogna, Virtual Hallucinations non sarà mai un'installazione, il che non è necessariamente un male. Una volta il critico Steve Dietz ha scritto che Internet restava infinitamente più interessante della net art. Si potrebbe dire la stessa cosa per i mondi virtuali.

MG. L’arte presente nei social network viene filtrata soltanto da un pubblico popolare, che ne può decretare o meno il successo. Non credi che sia rischioso? In questo modo non si rischia di ignorare qualche artista emergente solo perché non ci sono giudizi sufficientemente affidabili?
DQ. Farei molta attenzione all'uso che fai del termine “popolare”. Il pubblico dei social network costituisce una comunità di riferimento, come quello della New Media Art o dell'arte contemporanea. Come tale, è formato, attento, culturalmente consapevole. È con le sue aspettative che si misurano gli artisti. Sta a loro decidere se accontentarle o sfidarle. Ma questo è sempre accaduto: negli anni Dieci, potevi essere un tardo impressionista o Duchamp; nel primo caso potevi mettere in conto un successo immediato, nel secondo ti conveniva ritagliarti una nicchia e aspettare un po'...

Monday, April 14, 2008

Holy Fire. Art of the Digital Age

This is not really about the "spawn of the surreal", but, well... this is what I'm doing now... and I'm sure the readers of this blog will find some interesting stuff inside there: from Gazira Babeli to the Mattes' portraits to Eddo Stern's recent work on game subcultures.

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Holy Fire. Art of the Digital Age curated by Yves Bernard & Domenico Quaranta April 18 – 30, 2008 iMAL Center for Digital Cultures and Technology Brussels

http://www.imal.org/HolyFire/



Featuring:
Cory Arcangel (USA), Gazira Babeli (SL), Boredomresearch (UK), Christophe Bruno (FR), Grégory Chatonsky (FR), Miguel Chevalier (FR), Vuk Cosic (SLO), Shane Hope (USA), Jodi (BE/NL), Lab[au] (BE), Joan Leandre (SP), Olia Lialina & Dragan Espenschied (RU/DE), Golan Levin (USA), Eva and Franco Mattes aka 0100101110101101.ORG (IT), Alison Mealey (UK), Mark Napier (USA), Casey Reas (USA), Charles Sandison (UK/FI), Antoine Schmitt (FR), Yacine Sebti (BE), Alexei Shulgin & Aristarkh Chernyshev (RU), John F. Simon, Jr. (USA), Paul Slocum (USA), Wolfgang Staehle (USA), Eddo Stern (USA), Ubermorgen.com (AT), Carlo Zanni (IT)

iMAL Center for Digital Cultures and Technology (www.imal.org) is proud to present Holy Fire. Art of the Digital Age, a collective exhibition featuring a unique panel of digital artworks created in the last ten years by internationally known new media artists, and coming from galleries and collections from around the world. Curated by iMAL director Yves Bernard and Italian curator Domenico Quaranta, Holy Fire is, in fact, featured into the “Off Program” of Art Brussels, the international contemporary art fair (April 18 - 21, 2008). Taking its cue from this occasion, Holy Fire is an attempt to explore how new media art, bypassing all the stereotypes connected with its presumed immateriality, was able to enter the art market.

Thus, Holy Fire is probably the first exhibition to show only collectable media artworks already on the art market, in the form of traditional media (prints, videos, sculptures) or customized media objects. The exhibition wants to show that new media art is just art of this century, to contribute to reduce the gap between digital art and contemporary art, and to participate in a broader understanding and acceptance of digital media. Holy Fire comes out from the belief that talking about a “new media art” as something different and separated from the contemporary art world doesn't really make sense today. All contemporary art is, someway, new media art, as far as it makes use of the digital media for various purposes. So, the artworks collected in Holy Fire are not new media art, but simply art of our time: art which appropriates institutional or corporate identities, creates fictional ones, hacks softwares and game engines for its own purposes, infiltrates online or offline communities in order to portray them or their own myths, subverts existing tools or creates its own ones, explores the aesthetics of computation and information spaces; or, more simply, art which uses hardware and software in order to create art and speak about our time.

Over the last two decades, new media art experienced an exponential growth, that changed it from a little and relatively closed niche of experimentation into one of the biggest and more vital communities of the contemporary scene, and into an entirely new “art world”, with its own festivals, its own exhibition centers, its own magazines and debates. Yet, this increasing importance is hardly ever recognized in the contemporary art world, which is challenged by new media art in many ways. New media art is often immaterial, temporary, performative; it strongly relies on software and interfaces, and produce hardly sellable artifacts, with a high obsolescence risk in supporting equipment. So, it's always difficult to find new media art in contemporary art venues and collections. In the meantime, many artists are fighting to find more stable layouts for their works, in the effort to bring new media culture in the contemporary art arena; and some brave individuals and institutions are starting collecting new media, knowing that its importance in the future could only grow up. With the accelerated technological development (e.g. large flat screens, powerful beamers, ubiquitous computing, wifi, fast internet) and the sociological and cultural acceptance of digital tools and media, new media art is going to become one of the main currents of 21th century art, looking at its own nexus to our techno-environment as a strength (not deafness), and to be part of our everyday life in our office, in public buildings as well as in our home.

The title of the exhibition is a reference to a well-known book by Bruce Sterling, a book which, among other issues, envision the art of the (at that time, future) digital age. In the same time, the issue makes reference to the passion that helps a growing number of people (artists, curators, gallery owners and collectors) to take care of an art that is temporary and variable by definition.

Galleries:

Bitforms, New York; DAM Gallery, Berlin; Fabio Paris Art Gallery, Brescia; Numeriscausa, Paris; Postmasters, New York; Project Gentili, Prato; Rodolphe Jannen Gallery, Brussels; XL Gallery, Moscow.

Credits:

This exhibition is produced by iMAL Center for Digital Cultures and Technology, and generously funded by LIEDEKERKE.WOLTERS.WAELBROECK.KIRKPATRICK and DEXIA . It is supported by: the Minister-President of the Government of the French-Speaking Community of Belgium; the Minister of Culture and Audiovisual of the French-Speaking Community of Belgium; the Ministery of the French-Speaking Community of Belgium (Digital Art Section and Department for Plastic Arts); the Brussels Capital Region; and the College of Burgomaster and Deputies of the Municipality of Molenbeek-Saint-Jean.

Location:

iMAL Center for Digital Cultures and Technology
30 Quai des Charbonnages/Koolmijnenkaai 30
1080 Bruxelles/Brussel 1080
www.imal.org
(métro Comte de Flandres/Graaf van Vlaanderen)

Vernissage:

Friday, April 18, 18:30 – 23:30

Opening Hours:

Tuesday, Wednesday, Friday : 12:00 - 19:00
Thursday: 12:00 - 21:00
Saturday, Sunday: 11:00 - 19:00
Closed on Monday

Contact:
yb@imal.org
+ 32 (0)2 410 30 93
http://www.imal.org/

Collateral Events: "Holy Fire: Exhibiting and Collecting New Media Art". Conference-debate Saturday 19 april, 11:30 - 13:30 Art Brussels (Brussels Expo)
One of the targets of the Holy Fire exhibition (iMAL, 18-30 april) is to take a snapshot of the present situation of New Media Art, an art practice arose from the meeting of art and computer technology in the Sixties. This practice developed into a self-built, parallel art system and had a second youth in the last half of the Nineties. New Media Art has always been described as process oriented, immaterial, and therefore un-collectable and un-preservable. Now getting to its adult age, it is entering the contemporary art world and market.

Moderated by Patrick Lichty (Columbia College, Chicago) with Alexei Shulgin (RU), Olia Lialina (RU/DE), Steve Sacks (bitforms, New York), Wolf Lieser (DAM, Berlin), Stéphane Manguet (Numeriscausa, Paris), Philippe Van Cauteren (SMAK, BE), Domenico Quaranta (Brescia, I) and Yves Bernard (Brussels).

Catalogue:



Domenico Quaranta, Yves Bernard (eds), Holy Fire. Art of the Digital Age, FPEditions, Brescia 2008. Hardcover, color, 128 pages. ISBN 978-88-903308-4-1, 25.00 €

Featuring contributions by: Inke Arns & Jacob Lillemose, Yves Bernard, Aristarkh Chernyshev, Roman Minaev & Alexei Shulgin, Vuk Cosic, Régine Debatty, Steve Dietz, Joan Leandre, Olia Lialina & Dragan Espenschied, Patrick Lichty, Wolf Lieser, Vicente Matallana, Eva & Franco Mattes aka 0100101110101101.org, Fabio Paris, Christiane Paul, Domenico Quaranta, Charles Sandison, Magdalena Sawon & Tamas Banovich, Paul Slocum, Bruce Sterling, Michele Thursz, Mark Tribe, Ubermorgen.com, Karen A. Verschooren.

About the Curators:

Yves Bernard (BE) has an academic background in architecture and computer science and worked as research scientist for about 10 years. Beginning of the 90s he founded one of the first european new media studio where he produced awarded art&culture cd-roms (e.g. Milia d’Or 1998). In 1999 he created iMAL (interactive Media Art Lab), a non-profit association for the new media arts. For the past decade he has worked with artists as a producer (e.g. Salt Lake), an interaction design adviser and a developer (e.g White Square). Yves curated or co-curated many new media art exhibitions in Brussels : CONTinENT (2000), F2F (2003), Infiltrations Digitales (2004), openLAB (2005), Art+Game (2006), inaugural exhibition of iMAL new venue (2007). He is the (co-)author of works merging Internet and the physical world such as Martini Ground Zero, OFFFCAM and The Gate. He teaches digital art at ERG and he is the director of iMAL, Center for Digital Cultures and Technology. [www.erg.be/blogs/artNumeur/]

Domenico Quaranta (I) is an art critic and curator who lives and works in Brescia, Italy. With a specific passion and interest in net art and new media, Domenico regularly writes for Flash Art magazine. His first book titled, NET ART 1994-1998: La vicenda di Äda’web was published in 2004; he also co-curated the Connessioni Leggendarie. Net.art 1995-2005 exhibition (Milan, October 2005) and co-edited, together with Matteo Bittanti, the book GameScenes. Art in the Age of Videogames (Milan, October 2006). Among his most recent publications, Todd Deutsch: Gamers (ed., 2008) and Gazira Babeli (ed., 2008). He teaches “Net Art” at the Accademia di Brera in Milan and runs the blog Spawn of the Surreal. [www.domenicoquaranta.net]

About iMAL

iMAL (interactive Media Art Laboratory), is a non-profit association created in Brussels in 1999. It was founded by individual artists, media producers, interactive designers, software engineers, and by NICC (a Belgian association of visual artists) with the objective to support artistic forms and creative practices using computer and network technologies as their medium. In October 2007, iMAL opened its new venue in Brussels, a Center for Digital Cultures and Technology, a new place of about 600m2 for the meeting of artistic, scientific and industrial innovations, a place entirely dedicated to the contemporary artistic and cultural practices emerging from the fusion of computer, telecommunication, network and media. iMAL is a laboratory and a workplace for artists in residence. It supports artists during their experimentation and research process as well as for the production and diffusion of their works. iMAL produces professional workshops targeted to creative people (artists, designers, developers,…) under the direction of recognised artists. iiMAL organises public events and collaborates with other european centers. Works (co-)produced by iMAL have been shown in Helsinki (Kiasma, 2003), Madrid (VIDA, 2003), Los Angeles (AIM iV, 2003), Stuttgart (Filmwinter, 2004), Lisbon (Alkantara, Close Encounters III, 2006), Amsterdam (Victorian Circus at Brakke Grond, 2006), Basle (Viper, 2006), Montréal (Temps d’Images, 2007), Sao Paulo (File, 2007), Ghent (Almost Cinema at Vooruit, 2007), Shanghai (eArts/Ars Electronica, 2007), London (Sum/Some of the PARTS, 2007)
iMAL is supported by the French-speaking Community of Belgium.
More about iMAL on www.imal.org/index.php?sub=about_EN

Monday, March 17, 2008

KA-BOOM!

Thinking back to this crazy opening, I can't but react as a crazy penguin ;-)

Fix this date: Saturday, April 15, 2008. This is history now: for the first time ever, an avatar artist has a personal exhibition in a real art gallery. Well, somebody could say that the party on Locusolus was much better. I tried to attend both, but - quite inevitably - my human started talking with people, and my avatar was stolen by other people. At the end of the show, we both were drunk and happy ;-)

Here are some pictures:



The opening at Fabio Paris Art Gallery...



The Party on Locusolus...



My ex-voto to iDol: throwing a Singing Pizza between Pieta and Avatar on Canvas



Man Michinaga as Cicci



Out of the gallery...



... and out of the acquarium.

More on my Flickr account

Saturday, March 15, 2008

Gaz - Show & Party!!!

The result of a long time effort (and one of the reasons for which this blog is so rarely updated ;-) Pictures from the show and some pills from the book will come soon!



GAZIRA BABELI
Saturday, March 15th 2008

'Real Life'
fabioparis artgallery, 6 PM
Via Alessandro Monti - Brescia - Italy

'Second Life'
Locusolus 9 AM SLT


Gazira Babeli
(http://gazirababeli.com) is an artist who lives and works in the virtual world of Second Life, where she was born on 31 March 2006. Like all inhabitants of virtual worlds she is an identity construction known as an avatar, but unlike them, she does not acknowledge the presence of a “human” controlling her. In this short space of time she has earned attention and respect with her provocative performances which explore the issues of the body, space and identity in virtual worlds. Babeli acts like a virus, unleashing earthquakes and showers of icons extrapolated from pop culture, or spreading epidemics which deform the bodies of other residents of Second Life. “Gaz” has become a multivalent term, and a household name in her virtual world. The aura of mystery that surrounds her has engendered a kind of legend, which quickly moved beyond the confines of Second Life.

Gazira Babeli is a “virtual” artist, but her work is “real”. She explores the body, space, identity. She compares her oeuvre with art history. She talks about us. She is closer than we think, with our multiple identities, our way of representing ourselves, our lives in front of the screen. To those who ask her if there is a point in living in a virtual world, she mockingly responds: “What about you? How’s life in Microsoft Office?”. Seen in this light her work acquires meaning and efficacy even outside the world which generated it, as her numerous appearances in shows and festivals demonstrates. Now, in this solo exhibition at the Fabio Paris Art Gallery, the artist presents a selection of works that reflect the two fundamental poles of her oeuvre: her world and her identity as a virtual artist. Babeli lives in a simulated world, a realistic, 3D universe generated by castles of computing code, yet “inhabited” and experienced on a daily basis by millions of people. Her work explores the conventions and contradictions of this world, addressing concepts like time, space and the body by simply manipulating language. Her work is ‘performance’ in the purest sense of the term: language which generates action. Bodies change shape and come alive; giant towers collapse and then rise from their ashes once more; mysterious forces and objects take possession of us. But Babeli’s main work is Gazira herself, and the knowing manipulation of her legend, as shown in the video triptych Saint Gaz' Stylite and the movie Gaz' of the Desert (March 2007), the first high definition film entirely shot in a virtual world. Babeli mixes hagiography and slapstick, surrealism and country music, to tell the story of her life behind the screen, midway between isolation and sociality, asceticism and temptation.

Gazira Babeli has taken part in festivals and exhibitions in Italy (Peam 2006 - The Diamond, Pescara 2006; V07, Venice) and abroad (Deaf 2007, Rotterdam 2007); and with the collective Second Front she took part in Performa 07 (New York). A year from her birth, the retrospective Gazira Babeli: [Collateral Damage] (10 April - 31 May 2007), put on in Second Life in a museum-sized venue, represented a definitive confirmation. In the space of two months the show attracted more than one thousand visitors. Her work has also elicited the attention of publications like El Pais, La Stampa, Liberazione, Exibart, Der Spiegel and Kunstzeitung. Gazira Babeli is her first solo exhibition in the “real” world.

The exhibition will also see the publication of a book, Gazira Babeli (edited by Domenico Quaranta, with essays by Mario Gerosa, Patrick Lichty and Alan Sondheim).

Wednesday, January 30, 2008

Open considerations on The Gate - Part 2

Still too much work to keep this blog regularly posted... But in a month the situation should change, and I would come back with some big news. In the meantime, here you can find the second part of my Open Considerations on The Gate, published and translated by Digimag.
Talking about The Gate... It is rumoured that we didn't pay any tribute to Kit Galloway and Sherrie Rabinowitz, whose work anticipated the Gate in many ways. Strange: I would have said that a subtitle such as "Hole In Space, Reloaded" was a good kind of tribute to them. Anyway, maybe those people are right: we are dwarfs on giants' shoulders, and we will never extinguish our debt with those who came first... But I hope that the references to Satellite Arts Project '77 in the text below would be enough for them.

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The Gate (or Hole in Space, Reloaded) is an installation created for the opening exhibition of iMAL Center for Digital Cultures and Technology in Brussels (4th – 10th October 2007). Ideated by Yves Bernhard , iMAL's director, the installation was meant to deal with a just seemingly simple question: how to create a connection between real space and virtual worlds, so as to let people use them (and interact with their inhabitants) in real space without the mediation of a graphic interface. The problem has already been raised some times but the solution – the projection of a video streaming from the virtual world onto the real space – has never worked. The Gate did not solve the problem and the solution that has been found after a very hard searching can be considered everything but definitive. Nevertheless, a step has been taken forward and some people, from both sides, have tried to cross the threshold.

In the latest issue of the magazine we reported the first part of that experience. In this issue we are going to finish the story...

The Gate: first day


Galloway & Rabinowitz, Satellite Arts Project '77

The opening show, in the evening of 4th October, was successful, at least as far as the audience was concerned .The real space is full up, as well as the corner of Odyssey, which was chosen for the performance. Second Front ‘s performance is visually fascinating, Rodin's decadence and Second Life's synthetic kitsch seemed to have found an excellent link. But.. there is a problem. Some avatars think the performance is a bit boring: it is not easy to explain them that the performers have to consider the audience of the aliens too, who may think it is crazy what seems obvious to the others. Yet, the alien audience cannot understand totally what is going on, though it is intrigued. They cannot either understand they are watching a performance, or send signals to the performers, trying to interact with them.

In other words, people in the audience do not understand they are in a screen. They do not understand because they cannot see themselves . Having focused on the symmetry of the two installations, we have not realized that, once again, the performance does not show as a live event, but as a video on the screen. And, considering Hole in Space , we haven't realized that, if that one connected two similar realities, we are creating a bridge between two completely different worlds. The real space is familiar both to persons and avatars while the other is well known by avatars but not necessarily to people. The two realities we meant to connect keep separated and do not interact. Why?

Personally, I am sure our mistake has been to think that it would have been enough to connect the two spaces, hoping each would have acted aware of been watched from the other side. With that assumption, things could work (and they actually do, as we will see soon), provided there is a sharing element, on which to build the interaction. Once Second Front's performance ended, Gazira Babeli installed her latest work: a huge tap that vomited every kind of objects on the black carpet of the Gate , thus choking up the performance space. The sculpture, called Ursonate in SL, is accompanied by the famous Ursonate by dada artist Kurt Schwitters . As soon as they heard it, two persons from the “real” audience started dancing in the middle of the installation, offering Second Life's audience “their” show. The music coming from Second Life is the starting point of the interaction.


Gazira Babeli, Ursonate in SL, 2007

First the dancing and then Gazira who, squashing her naked body against the screen, projected the real audience into Second Life, made me think. We kept the two world separated, while we should have created a “third place” instead, where to let the two world live together.

And that space is inside the screen. We quoted Hole in Space, but we should have thought about Satellite Arts Project '77, another Galloway & Rabinowitz's project instead . There, a group of dancers coexist, thanks to satellite transmission, on a single virtual stage which is projected in front of them: by controlling their movements on the screen, they can dance together, though in geographically separated places.

We've done it. The third place already exists, it's inside Second Life. All we have to do is moving the camera so that it films both the black carpet and the screen which streams from iMAL. Late in the evening I asked Yannick to try. It worked.

The Gate: “interacting with aliens”


Gazira Babeli interacting with aliens


Luckily, I was not the only one to have that idea. The day after, when I went back to iMAL, I found the installation had slightly changed. With Yannick's help, Gazira included our screen within Rodin's door, which majestically framed it. The two spaces had blended. Gaz started playing with the exhibition's audience and just before I left for Italy, she sent me some gorgeous images. She called them Interacting with Aliens . She was naked and upside down as a bat, aiming at one of the artists' head with a gun (the artist was Erland Jacobsen Lòpez , who, like Gazira, loves guitars: (http://eil.net/ejL/). The interaction developed spontaneously, through shouts, parodies, messages scribbled with a pencil (“I don't have a computer”, someone said) and, on the other side, flying objects, events and more motions.

During the following days, The Gate had been what it was meant to be: a sort of two-direction peep-show, a place for spontaneous performances and interactions. Some danced and some said hello; there was who arrived with a cello to play Bach, who repeated Kafka and who had grown their hair to the point they created an alien, with its own life. A primordial man came too, speaking an unknown language. Many documentation was gathered, many stories were told. I have still to hear some of them.

There is still much to do, of course: yet the direction seems right. The audio streaming should be two-direction, as the video is, even though that would probablycreate confusion. If we coped with Babel, we will certainly sort that out too. The two stages should have tiny tools for the performance and the interaction: something that could help less skilled avatars to do more than just dancing, greeting and taking pictures as well as helping real visitors to communicate and perform. Very simple performances, happening in both places at the same time, could be organized, such as Galloway and Rabinowitz's synchronized dance. The Gate is a project worth a follow-up: if it is not us, I hope it will be someone else .




www.imal.org/
http://odysseyart.ning.com/
www.gazirababeli.com/
www.artificialia.com/peam2006/
www.0100101110101101.org/home/performances/index.html
http://slfront.blogspot.com/
www.ecafe.com/getty/table.html

Saturday, December 15, 2007

Remediations

The Swedish magazine HZ has recently published a longer version of my article on art in Second Life originally written for Flash Art (pdf here) - together with many other interesting writings, such as an in-depth description of the Analog Color Field Computer (ACFC) project by artist Gregory Shakar.

"Hz is published by the non-profit organization Fylkingen in Stockholm. Established in 1933, Fylkingen has been known for introducing yet-to-be-established art forms throughout its history. Nam June Paik, Stockhausen, Cage, etc. have all been introduced to the Swedish audience through Fylkingen. Its members consist of leading composers, musicians, dancers, performance artists and video artists in Sweden."

Here is the first paragraph of the article:


Stella Costello, Primolution, 2006. Sculpture, Second Louvre Museum. Photo: D. Quaranta

Second Life: hardly a day goes by without it being talked about. The media success of the virtual world launched in 2003 by the Californian company Linden Labs appears to be on a par only with its user popularity (around 10 million residents as I write) and commercial success. These three things are obviously closely connected: people flock to SL, companies follow, the media talks about it and this attracts new people and new companies.

The hype – which strangely enough, as activist and media critic Geert Lovink notes, is fed by "old school broadcast and print media and the wannabe cool corporations" is starting to show its first cracks, and while on the one hand it has served to make concepts like "avatar", "virtual worlds" and "social networks" popular, on the other, with its uncritical enthusiasm and superficiality, it has created false expectations that risk leading to an equally uncritical condemnation of a context that does have its problems, but is undeniably rich in potential.

It's all true: the habitual users of SL represent a ludicrously tiny percentage of the 10 million curious visitors who set up an account for a single visit, without ever following it up; the only returns on the million dollar investments made by the big companies have been in terms of publicity, while their virtual headquarters are usually deserted; SL's graphic engine and scripting language are vastly inferior to those of other virtual worlds; its world is built around a trashy, kitsch aesthetic; the prevalent image is that of "a mega milkshake of pop culture", and life revolves mainly around the banal repetition of real-life rituals (having sex, going dancing, and attending parties, openings and conferences) and the same principles: private property, wealth and consumption. As Paolo Pedercini writes: "There is something terribly dystopic about a universe that is so vast and engaging, yet at the same time so privatized and privatizing. This is more than just a nice dream to buy into, more than yet another incarnation of the panopticon....Every day and in an increasing manner this virtual world lays claim to around three and a half years of the intellectual activity of the users who contribute to making it bigger, more dynamic and more attractive".

Many view SL as a superficial, hedonistic, phoney bandwagon, a world which is alienating, self-perpetuating, closed off from life, dedicated to profit and the pleasures of the flesh (in a virtual sense, obviously); it lives off the unpaid creativity of its users and its consumerist aspect is like an endemic cancer at the heart of the system (it has been estimated that an avatar consumes as much energy as the average Brazilian citizen); both its technological infrastructure and the social structure it has spawned are frustratingly limited, and last but by no means least, it is tedious, utterly tedious.

This type of criticism often crops up in online artistic communities. At times it springs from mere prejudice, but in many cases it comes from people who have a fairly broad experience of life "in-world". The American artist G. H. Hovagimyan, one of the pioneers of Net art, asserts, "When you allow an engineer to dictate how you are creative and what form that takes then you have given up your artistic freedom. This is the case in SL."

Yet despite this, SL is literally teeming with artists. No other virtual world can boast such a variegated, complex and rich artistic community, and it is probably the only virtual world to have succeeded in focusing global attention on contemporary art, thanks to artists such as Eva and Franco Mattes (0100101110101101.ORG) and Cao Fei, who took her virtual alter-ego China Tracy to the Venice Biennale.

Continue reading it on HZ # 11!

Friday, December 7, 2007

Open considerations on The Gate - Part 1

Finally, my reflections on The Gate adventure have been published on the beautiful Italian zine Digimag. If you are an Italian reader, you can find my short essay in two parts at the links below:

THE GATE: CONSIDERAZIONI APERTE - PARTE 1

THE GATE: CONSIDERAZIONI APERTE - PARTE 2

Digimag is translating the whole piece for the English version of the magazine. The first part, published here, is reblogged below. Thanks Digimag!

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The Gate (or Hole in Space , Reloaded ) is an installation realized for the opening exhibition of the iMAL Center for Digital Cultures and Technology in Brussels (4 th -10 th October). Come up in Yves Bernard's mind, manager of the iMAL Center , the installation was created to handle a only apparently simple question: how to build a bridge between real space and virtual worlds. The objective in mind was the enjoyment of virtual spaces and the interaction with their inhabitants in the physical space without the interaction of a graphic interface. The problem is not new and the solution proposed – the showing in real space of a video-streaming from the virtual world - showed more times not to work. The Gate has not solved the problem and the found solution is far from being the definitive one. Yet a step forward has been made and many people have tried to go beyond the limit. But let start from the beginning…


The Gate, RL and SL

The backgrounds

I personally had to face a similar problem just once in my life. In December 2006 I was offered by Mr. Luigi Pagliarini to take part to the Peam in Pescara , Italy . There I decided to show a phenomenon I was following for a while: the performer Gazira Babeli, acting on the virtual stage of Second Life. It was the first physical time for Mrs Babeli and we watched her with great interest. At the end we chose to show 3 pictures (a self-portrait and 2 pictures representing 2 of her most meaningful performances) and the video-documentation of other performances. Also the idea of a Gazira Babeli's live performance interested us, but we feared the final output. As all virtual words, Second Life lies upon conventions not for beginners, and we couldn't take it for granted in the variety of audience attending the Festival. The visual aspect plays for sure a pivotal role, but in a live video you loose the prominent dimension of the interaction, as well as the fundamental aspects of production (the inside camera is directly controlled by the user, what let him have a global view of the world) and communication, most of the time by chat. If you take away the public all these aspects, you see on the screen an imperfect clip, without cuts, dialogues and captions. A limited use of a definitively more interesting reality.As Dante in his journey through Hell, Purgatory and Paradise , we needed our Virgil, a “human interface” showing us the way in a world where we don't get the rules. As Mrs Gazira is used to say, Second Life is at the end a theatre stage: we had to bring the theatre inside reality. To do it we asked the Italian-Spanish curator Lele Lucchetti for help – and of course Mrs Gazira who was a friend of him in another life, agreed with us for making Mr Lucchetti her interpreter-. So, while the alien Gazira was executing in a live show her best performances (from Super Mario's storms to the awful cans of Cambell's Soup), Mr Lucchetti was translating the chats into words and briefly telling what was happening. The cooperation was successful, but not completely. Despite Mr Lucchetti's ability, what was happening in the screen remained distant from the public of the Peam, usually used to more direct and “sensorial” experiences. Unfortunately this distance was always present in all Second Life's live performances, not allowing the quality to shine through the performance in act there. Moreover, if you take into consideration that Second Life is plenty of bugs and that time perception is by far more amplified than in reality, you can easily understand how important the problem is, as well as the right solution.


Lele Lucchetti interfacing with Gazira at Peam 2006.

Waiting for it, Second Front is focused on the Fluxus-Punk impact of its crazy performances, while other performers rely on the appeal of the audio-visual effects of their interventions. As far as I know, only two people, Eva and Franco Mattes, tried to solve the problem. I had the opportunity to follow their performances on two projects ( Real Life / Second Life) on the 8 th September 2007 in Linz, Austria, during the Ars Electronical Festival. The Mattes tried for a new way: the obsessive control of the “preproduction”. Their performances – re-enactments of famous performances of the Seventies by Vito Acconci to Marina Abramovic - take place in accurately prepared sets and are entirely codified in order to avoid improvisation. Also production plays a major role. On this purpose there is an assistant who follows every single act for conveying the most impressive impact to the key-moments of the performances. In other words: the Mattes seem to solve the problems caused by virtual world just erasing it. They are not concerned in trying to make the screen appear as a video, on the contrary they do anything to do it, as the live TVs do for plays and operas. Is seems that it works both for the real public and the audience inside Second Life -by the way, in a couple of occasions the artists didn't show to pay much attention to inside spectators-. Their performances have a stage in Second Life, but they don't look for audience there. In fact, the exhibitions are conceived for the real world, not for the avatar public. Troubles arise when you have the ambition to involve both the two kinds of audience…

The Gate : the planning

I've got Mr. Yves e-mail in the last, oppressive days of August. In short, she upgrades me about iMAL's next opening and about a project she'd like to realize for the exposition, perhaps with my collaboration: ‘something very simple, a 'Junction Point' between the 2 worlds, a floor surface in both worlds where real user and SL user can meet.' The idea is interesting, though not original. It deals with the construction of a mirror-stage in real and virtual space, allowing open happenings and various communication experiments. I do find interesting to give birth to a performance stage, an installation working as a “box” for a range of events spontaneously born by both sides. And I accept the collaboration. In the following days, in collaboration with Mr. Yves and Mr. Yannick Antoine , the The Gate's irreplaceable architect, we define some details regarding concepts and design. The most immediate cultural reference are the holes in space and time among the classic science fiction parallel universes; the aesthetical reference is the colossal 2001 - A Space Odyssey, appreciated for its prominent minimalism. The artistic one that is also present in the title is Kit Galloway and Sherrie Rabinowitz's memorable satellite performance realized in 1980 and entitled Hole in Space. It was composed of the installation of two mega-screens in two squares in NY and Los Angeles , connected by satellite and respectively broadcasting what was happing in front of the other screen. The unannounced event had produced at the time an increasing interest, from the first curiosity of passers-by to the next and also spectacular interaction attempts between the two groups of spectators. As in that memorable occasion, we do want the space beneath the screen to become the place for improvised performances, based on communication and interaction between people and avatars. To get our goal we rely on the symmetry of the two installations (a black carpet delimiting the action area, shot by a camera set on the side of the vertical screen, showing the other world). Beside delimiting the area, the carpet is useful to create a theater space accessible to everybody, welcoming as a break-dance stage. We want to avoid the fear for the stage and on the contrary promote improvisation, Second Life's soul: spontaneous theatricals.


Galloway & Rabinowitz, Hole in Space, 1980

Of course the place where to install The Gate in Second Life is fundamental. No doubt, to me: because of the community it gathered, the quality of the cultural offer, the particular attention paid to the performance aspect and freedom of action I do think the right place is Odyssey. We speak about with Sugar Seville, curator for Odyssey, who loves this proposal. We also think of involving the famous collective Second Front for the opening exhibition on the 4 th October…a choice that is by far the right one./the best one. Second Front chooses to install, in front of The Gate and consequently of the camera eye, a reconstruction of the universally known Auguste Rodin's The Gates of Hell (1900). The performance consists of a kind of mime where the group, entirely naked, blend with Mr Rodin's plastic statues of, taking the same magnificent postures. In reality these poses suit with the erotic animations of Second Life, in a definitively sadomasochistic sense.


Second Front performing at the Gate

[to be continued]

www.imal.org/
http://odysseyart.ning.com/
www.gazirababeli.com/
www.artificialia.com/peam2006/
www.0100101110101101.org/home/performances/index.html
http://slfront.blogspot.com/
www.ecafe.com/getty/table.html

Tuesday, November 27, 2007

"Being an avatar, the virtual is my focus". Interview with Sugar Seville (part 2)

... Sugar Seville at her very best, talking about art and business, performance, mixed reality installations, curation, native and non native SL art. Enjoy!


Me and Sugar during Burning Life

DQ. What's the relationship between art and business in SL? Do you think that artistic experimentation - even the most radical, conceptual and self-referential - can be inspiring and useful for business?

SS. I don't think you should mix art and business any more than you should mix religion and politics - but they still have to coexist and provide the vital roles that they do. As soon as you have business interfering in the creative work of artists, art is being compromised, and that can not be allowed to happen.

Again, corporate sponsorship of the arts goes way back, and before there were corporations, there was the Medici family, and so on. I think if there are artists creating meaningful works in SL, they will be well served by patronage of some form, and those that support have much to gain in contributing to the opening of this new territory to art. If you think about it, commerce is easy - just set up a business selling whatever. Creating culture is something else. I don't think you could buy culture if you wanted to. So naturally the smart business people that have the means, support the arts. The benefits are more than monetary.

DQ. What kind of art are you most interested in? Multimedia installation? Performance? Aesthetic research or conceptual pieces?

SS. It's hard to say that I like one form of art over another, and while my human has a wide range of interests in real world arts; being an avatar, the virtual is my focus. SL at the moment is the networked environment that is presenting the most possibilities to artists. Not only does one have an open platform upon which to create, but most importantly, the work can be seen by potentially many more viewers than an artist might normally expect in the real world. The most recent show on Odyssey of Gazira Babeli drew over 1200 unique visitors and over 1800 total visits in 3 months. I am drawn to works that really use the SL medium in a new way, this early stage is ripe for explorations - so I look for artists that are really working in the medium of SL and making paths for future exploration.

From the perspective of an avatar, I find performance to be the most interesting art form in SL. SL is a lot of things, but everything comes back to the avatar and has to relate to the avatar in order to really be successful in SL.


A moment of the Mattes's Ars Electronica performance

The other area that I am interested in is what I term "mixed reality" works. The use of video streaming can be an effective device for mixing real life and second life - but it can also be disastrously ineffective. Presenting a projection of SL in a real life space is essentially just showing one face of a world that is inherently immersive; rendering it bland and dullish. When using streaming video to mix realities, it is important to take into consideration the interactive nature of SL and to build in to a project, ways to convey this experience. A good example of this would be the recent installation of The Gate. Until the real life audience saw a re-projection of themselves in the SL space, they did not make a connection. Over all I think The Gate was a successful integration of real and virtual space. Much still needs to be explored of course, but these early experiments are important as foundations for future works.

There are many galleries, perhaps the majority, that are importing works to SL from the real world. I think it's fine to use SL like a 3D web page, and it can be a great experience to walk through a virtual gallery and see images displayed in a certain way. This type of exhibition is more about the architecture and the context that it creates than it is about the content of the reproductions of paintings and photographs that are being displayed. I've seen many beautiful exhibits of this type in SL, but it's not the direction that I am most interested in.


Beavis Palowaski at the Gate

DQ. Are you interested in bringing art developed in SL out of this context? How? Do you think it could be interesting in other contexts, and for other communities?

SS. To bring SL native works out of SL at the moment is a lot more challenging than bringing real life works into SL. Part of it is that SL is a new medium that requires a certain amount of adaptation on the part of the viewer. Sure, you can just project SL in a gallery, but that's not SL, that's video. SL requires active participation. The other part is that SL is technologically in it's infancy, and still has a lot missing. What we want as curators and artists is a medium with the same kind of universality that a video tape or DVD or even a linen canvas and oil paint provides. From all indications, it is clear that Linden is taking SL on an open source path. That's great, because like html or other Internet protocols, SL has the potential to become a standard.


One of Adam Nash's installations on East Odyssey

Technological limits aside, there is the issue of context. Without experiencing SL firsthand, one can not readily understand the context, which is problematic at this early stage because not many people have had the chance to explore it. That will change with time as more people sign up and become involved. In the mean time I think it is interesting to see SL taken out of context. Here are some examples of what I mean: A French advertising agency made a Youtube video of it's real life office space with the real workers typing in the air, bumping into walls and nodding off in the standing position - emulating avatars. I have also seen a t-shirt with the "missing image" tag silkscreened onto it. Last spring, an artist created watercolor paintings of scenes from SL. These are amusing extractions from SL that comment well on the medium, but they are not exemplary of what I think might be achieved in a work of art that bridges for the viewer, the real and the virtual, thereby defining and putting into perspective that relationship. I want to, and have yet to see this work; one that shows how close and how disparate the real and virtual actually are. Alan Sondheim's work explores this area, and is amongst the most advanced I have seen to date. I think that as the technology comes into widespread usage, a lexicon will develop. People will not see virtual worlds so much as "video games" but as analogs to the physical world, much the way we regard film and photography today. The first photographic works were not initially received by the art community as valid works - at the same time some thought the technology would make painting obsolete. Obviously this hasn't happened, and photography has found it's place alongside the traditional mediums. I believe SL, or the technology that it evolves into, will become accepted as a valid new medium and one that will have a great impact on the course of contemporary art in the 21st century.

"Being an avatar, the virtual is my focus". Interview with Sugar Seville (Part 1)

Well... this blog was meant to be a "one post per week" business, but it's slightly turning into a "one post per month" one... But, this one is a big one. And that's why I decided to split it into two parts. This is the first one...


Sugar Seville. Image courtesy Gazira Babeli

When talking about art in Second Life, it's difficult not to talk about Odyssey. Almost everyone working in the art field seems to converge, before or later, on the Odyssey Simulator. In the beginning there were Gazira Babeli, Second Front and Ian Ah; then came Juria Yoshikawa, Aldomanuzio Abruzzo, Fau Ferdinand, the Ludic-Society crew (Superfem Beebe and MosMax Hax), Avatar Orchestra Metaverse and Adam Nash among others; and many more will come, be sure.

Not that Second Life is missing places for art, even bigger, more official and more respected than Odyssey. There is Ars Virtua, a well-reputed new media art center founded in 2005, with its two exhibition spaces and its AVAIR program for artists in residence, organized in conjunction with Turbulence. There is NMC Campus, an experimental effort of the New Media Consortium, a powerful association gathering nearly 250 learning-focused organizations dedicated to the exploration and use of new media and new technologies. And there is, above all, Burning Life, an annual festival set up by the Lindens from the beginnings of Second Life in homage to the legendary Burning Man festival, the official – and more visible - platform for art in Second Life.

But Odyssey is different, someway. Maybe because, as its co-founder Sugar Seville says in this interview, it's more a community than an exhibition space. Maybe because it's an open, free space, where almost everyone can propose a project, where there is no censorship, no limits (besides, obviously, technological limits and quality standards), and where the first guy was temporarily banned, with some regrets, just some days ago. Or maybe because of the approach of it's manager, who sees herself more as an affectionate gardener than as the chief of a burgeoning art venture...

DQ. What's, in your own vision, the Odyssey project? Why did you launch it?

SS. I started out with a bunch of land in Yanguella, a region on the mainland of Second Life, back in November of 2006. I opened it as a kind of artists sandbox for all my friends in SL. At that time I was really just having fun in SL, and it wasn't always art related. I was playing with the idea of opening a crazy space-age 1960's style bar modeled after Kubrick's "A Clockwork Orange" and "Barbarella", when I found that the people that I was spending the most time with were artists like Gazira [Babeli], Wirxli [Flimflam], Man [Michinaga], Chi5 [Shenzhou]. There was a high level of creative energy that was being concentrated around the Bitfactory which was next door and later became Man Michinaga's "I Am Columbia" sim. Gazira's scripted works and the initial performances by Second Front at Bitfactory were inspiring to me, and told me that SL had potential beyond the commercial wasteland that so much of it is. I knew I wanted to explore this potential.


Sugar playing with "Come Together" during Burning Life

Making art on mainland caused a bit of turmoil in the neighborhood, and I'll confess that my own antics played no small part. There is a line between art and griefing, and it's not really very well defined. Mainland SL is the wild frontier, and to this day pretty much anything goes, so it was kind of fun brushing up against people that had no understanding or for that matter tolerance for art. After a while it degenerated into an ugly battle ground, with walls of red type going up everywhere. The outcome was that the meanest people in the area won, and the artists all left; not unlike the real world where real estate agents take over artists neighborhoods. After this experience, I wanted to provide a kind of sanctuary for all my friends that I felt were doing important explorations into art and performance. Somehow I convinced Pacino [Hercules] to buy an island and let us all play there, actually this was something that he really wanted to do. My reasoning was that if we all created interesting content people would come, we would be able to set up some rentals and shops to help pay the bills, and there would be a place where artists could present thoughtful meaningful work with the support of a community of like minded individuals. At the time Linden was offering a great deal on private islands, so it wasn't that much money, and if it didn't work out the island could be sold for a profit, so we did it. I didn't really know exactly what would become of Odyssey, but I felt that if I nurtured it, there would be growth, and that's in fact what has happened! We still don't have any retail operations on Odyssey outside of sales of art work, but there is a plan to do so. The idea is to sell editions, books, interesting clothing and furniture etc. to help cover the costs of renting the servers.


ExhibitA Gallery opening (with a work by Man Michinaga)

DQ. How did the project evolve in time? What are your future projects and your ambitions?

SS. The one thing I have always said about Odyssey is that it is foremost a community, and that everything that the simulator is used for must play a part in the community. There are no private areas on Odyssey, and the only person that has a house is Pacino, and he let's everyone use it. When I give someone land to use or set them up for a rental, we agree first on this principal of openness and sharing that is so critical to any SL community.

My role has really just been as an orchestrator, or as Ian [Ah] likes to call me, an arts administrator (sounds official, I like that one). When someone approaches me with an idea, I try to make it happen. Early on I was just inviting artists to come and do whatever, this produced a lot and is embodied in the Ian Ah squat - a sort of homeless camp set up under the observation deck on Sugar Mountain. Ian never really asked me if he could build something. I just gave him perms to do so, and in a few weeks he had built out almost a third of the sim! Then I had to start being an administrator and manager, which is not always easy.

What has evolved is the result of many contributors, among them Ian, Wirxli, Gazira, Beavis [Palowakski], Chi5, Man Michinaga, DeThomas [Dibou], Esther [DeCuir], the Mattes, Miulew [Takahe], Max [Maximillian Nakamura], Evo [Szuyuan]... the list goes on. I really don't see the project as mine alone, it's kind of an organism that has a life of it's own, all I have to do is water it and tend to the details.

There have been some projects on Odyssey that I instigated. Commissioning the build of the ExhibitA gallery was one, and co-curating the first two shows there, were big projects. I was really happy about how Beavis's build and Gazira's show, [collateral damage], turned out. I'm working on a follow up to [collateral damage] at the moment, I think it will be a group show with Second Front and the Mattes amongst others. The hard part about collaboration is relying on other people to do what they say they're going to do, so not all plans work out, especially when people are donating their time. There are a few new projects in the works, Adam Nash [Ramona] has created a site specific installation on our new sim to the east, and I am collaborating on a show about virtual architecture in SL with Malcolm Smith and Object gallery in Sydney that is being hosted on East of Odyssey as well. I hope more projects will come up through the network as we get in to winter, preferably ones with funding. I look forward to Art Metropole picking up again in the fall and opening their space on the north east corner of the island.


Gazira Babeli's Collateral Damage

I am also working on getting funds established for artist residency grants on Odyssey. This would allow artists to cover real life expenses while they devote time to a work created on Odyssey, or to hire builders to work under an artists direction - thus freeing them from the burden of learning the SL toolset. We have already done this to some extent with a few artists, by giving them land to use. I would like to be able to draw the attention of established artists from the real world to explore the possibilities in SL, so a monetary grant would be a nice incentive.

DQ. I find very interesting that, in Second Life, the most open, free and various art community gathered around a place (such as Odyssey) opened not by a new media art institution or something like that, but by a web publishing corp which conceived it - I guess - to reinforce its own image in SL. How do you explain that?

SS. Dynamis is a company in London that resells businesses and provides online services for business. It is headed up by Pacino Hercules (Marcus Markou), whom I met in SL in late 2006. We each had our own ambitions of creating a place for artists to play, but I was the one with the time to put it together, so Pacino offered to fund the server costs. He has from the start, generously given me complete control, and I think there is wisdom in that decision on his part. It was his idea to start the Odyssey website, and to use Ning, which is an excellent service, but he doesn't want to tell us what to do. I have in turn been able to extend his generosity to artists by delegating resources and contributing hundreds of hours of my own time to manage and build.


Jean Baudrillard resurrected on Odyssey

Dynamis is keen on being an early adopter of the technology that SL provides, and own another island that is devoted solely to their business ventures. For all intents and purposes, Odyssey is funded out of a philanthropic interest in supporting works of high artistic merit in SL, but that's not to say that our supporters don't see an investment potential. In the end what is being created is a concentration of rich content that draws visitors, and where there are people there is potential for commerce.

That said, Odyssey is not about making money, and there will never be huge rotating billboards advertising products or any form of overt commercialism. The way the world is though, artists need money, just as museums and galleries do. Odyssey is no different and I see us finding ways to cover costs and fund more projects by using the same kind of methods that real world arts institutions do. I think Dynamis is getting a fantastic opportunity to play the role of patron for such a thriving creative community, and will benefit in much the same ways that arts patrons have traditionally in the real world.

So, yes it may seem odd that an internet company is co-founder and supporter of a place like Odyssey, until you understand that they are fulfilling the same role that is a critical component to the function of any real world arts organization. Corporate sponsorship of the arts is nothing new.

[to be continued...]

Thursday, November 1, 2007

Games, New Media and other bla bla bla



Oh my God! I stumble upon my blog just to see that my last post dates back to October 10. My dear 4 readers should be angry with me... Well, just to make you know that I was not taking a sunbath on the other side of the world: I just published a long article (about 3 pages) about art and Second Life on the Italian version of Flash Art. The article is called Remediations. Art in Second Life and can be downloaded here (pdf, 11.2 MB). Hope to be able to provide an English translation soon. The Italian readers can also find a longer, unpublished version here.

In the while GameScenes, the book about art and videogames I co-edited with Matteo Bittanti, has been selected as "book of the month" by the famous Resource Center For Cyberculture Studies, a "not-for-profit organization whose purpose is to research, teach, support, and create diverse and dynamic elements of cyberculture" located at the University of San Francisco. We shared this honour with authors such as Ted Friedman and Manuel Castells, which makes our satisfaction even greater. The review, written by Claudia Costa Pederson, can be read here. Upon request of the editors, I posted my author's response. You can find it below. It's mostly about the book, but in the end I added some thoughts about Second Life. Enjoy!

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It's quite difficult for me – as one of the editors of GameScenes -- to add some comments to this beautiful review, since I think that Claudia Costa Pederson completely got the point when she described our intention as an effort "to define the 'new aesthetic paradigm' of art in the age of videogames." What I can try to do is to clarify the "identity" of the book which could be quite ambiguous for those who don't know how it was put together.

First of all, GameScenes is not a catalogue, but a "visual essay." Its relationship with the GameScapes exhibition is not at all a relationship of dependence -- quite the contrary. The GameScapes show was a little show (with just four artists) which was organized in conjunction with the publication of the book as a launch event. From its very beginning, the GameScenes project was a book project.

By saying that it is a visual essay, I mean that the visual elements are -- for our purposes -- as important as the textual contribution, that they try to develop a discourse of their own, and that the possibility to fully understand a work of art from its printed reproduction was one of the main criteria we followed in order to make our choice. That was quite a crucial decision, because it would mean to omit some very interesting works of art -- works that sometimes played an important role in the history of game-related art. We included game mods (such as Jodi's JSWV) and game installations (such as Nullpointer's CCTEX) only when they were mainly visual-based, and could be fully understood from a picture or a screenshot printed on paper. And we completely left out machinimas, narrative works, and art games (which are all important contributions to the world of game art) just because they didn't fit in the purpose of the book.

In other worlds, GameScenes is not our "top ten selection" out of the Game Art scene -- and if you read the book as such, you may think it is an incomplete project. Indeed, it IS an incomplete project: and we have been thinking about a possible follow-up from the day we completed the proof reading on GameScenes. GameScenes 2.0 should be a multimedia project, featuring -- besides the essays -- a selection of machinimas, the video-documentation of interactive installations, and performances -- and a lot of software -- art games, game mods, and all kinds of stuff like this. Or, maybe, an exhibition ...

Another feature of the book that may seem problematic for some is the fact that it makes no distinction between digital and non-digital artworks. Personally, as a contemporary art critic and curator who focuses on the creative consequences of the digital media, I am fully convinced that this distinction is completely affected and out-of-date, and should be overcome as soon as possible. Brody Condon is not a new media artist when he modifies a game but a contemporary artist when he makes a sculpture: he is always an artist. And Miltos Manetas is not compelling and avant-garde when he makes a website, but a traditional artist trying to charm the art market when he paints: he is always doing the same compelling work in different media.

The distinction between New Media Art and contemporary art, nurtured by the development of two different "art worlds," is contradicted by the way artists move between media, by net artists making paintings, and painters making networked installations; and by the fact that the consequences of the digital revolution are more and more visible in traditional media, too. But it is in the field of game-related art that this practice to work on the borders between different fields of cultural production appears more often. The reasons of this shift could be found -- as Claudia writes -- in the influence that commercial games are exerting on pop culture and popular aesthetics, but also in the relationship between games and visual culture, between the game industry and the film industry, and in the ability of videogames and virtual worlds to build up simulated yet believable realities.

This contradiction becomes clear when coming to art made for virtual worlds, which is the subject of my critical work of the last few months. In virtual worlds such as Second Life, the rhetoric of New Media Art is definitely out of place. In a synthetic world, everything is new media, because everything is code, polygons, scripts. Artists are working with software, but everything they do can be reduced to a traditional art form: 3D modeling is sculpture, installation, or architecture; avatar design is body art; scripted actions are performance and theatre. Everything is interactive: no surprise if some artworks interact with the viewer ...

Wednesday, October 10, 2007

The Gate: new imgs, some press and a video


A little update on The Gate...
Second Front just posted a video of the opening performance at the Gate (also on Google Video), while Selavy Oh put some images on his member's page in Odyssey Ning, and Yannick Antoine uploaded on Flickr some nice pics taken by Dominique, Yves Bernhard and himself (below, one of my favorites, with an alien eye gazing inside through the portal).
In the meantime, some reviews appeared: one (not so enthusiast, indeed) by Osprey on Second Life Art News; and one on Web Metrics Guru. Reviews of the iMAL show (with a special stress on The Gate) can be read on We-make-money-not-art, Rhizome and Ecrans, the e-zine of Liberation; while the press release was featured by such websites as Videoludica.com, Rhizome.org, Networked Performance, your2ndplace.com, digicult.it and whatsonart.com among others.

Monday, October 8, 2007

The Gate - Images

The Gate is closed now, and even if I think it was a success in many ways, the discussion on networked events taking place between real life and virtual worlds is at its very beginning. In the next few days, I'll post to this blog some open reflections on the event, its strenght and its weaknesses. In the meantime, I'm collecting some documentary material on both sides of it.

If you have other images and videos from the event, feel free to post them in the comments or email me so I can put online an update.

In this Flickr set, I collected some images by me, Gazira Babeli and Sascha Pohflepp (thanks Sascha!), documenting the installation at iMAL, the Second Front performance and what followed in the next few days. Many other pictures (from the SL side) can be found in Yhancik Hax's and Alexia Cournoyer's accounts on Flickr.

Gazira Babeli made some pics of her first meeting with the aliens, while Marco Manray, one of the most well-known photoreporters in Second Life, put together a very nice set documenting the Second Front performance on the SL side. And, last but not least, Emika Insoo (Shift Project) posted some pics on her blog.


Gaz shooting an alien cowboy

More documentation will come!

Troubles in Paradise. How happened that an artist was banned from the Odyssey Sim

Some days ago (namely on Saturday, October 06, 18:42 Second Life time), an artist was banned from Odyssey. No playing: Odyssey, well know in Second Life as the most free, open-minded context for artists and performers, the place where Gazira Babeli set her retrospective and where most of Second Front's performances took place, for the first time seems to set a limit to the freedom of its own residents. Someone ate the forbidden apple, and was expelled from Paradise.
This is, at least, what we could understand reading a current thread on Rhizome. But what really happened that awful day? How can we explain it? Let's start from the beginning.

Salvatore Iaconesi, alias xdxd, is an Italian new media artist, activist and open source coder who did an impressive amount of work in many fields, ranging from generative art to artificial intelligence, from performance to code poetry to interactive installations. Some months ago, he entered Second Life and he did some un-authorized installations at Ars Virtua and in other places. In many private and public discussions, he never made a mistery of his criticism against Second Life. As most of the best artists inside there, he is conscious to be in a technically limited environment, where most of the things pretending to be “art” are childish efforts, miles and miles away from what we currently call “contemporary art”. But the fact that he kept on working in Second Life demonstrates that he sees in it an interesting socio-cultural context, where he can play with its human (or inhuman) dynamics. Or, in his own words: “I really don't even value Second Life so much. Want to know what i find interesting in it? the social-niche mindfucker that it became, and the way that it has been exploited from mass media, and the mechanisms behind mediocre people using it to gain attention, and a badly-recycled form of human nature struggling to come out over there, too.”


Salvatore Iaconesi, Did you really want a Second Life?

So, he subscribed the Odyssey community and, during the Gate event, he sent out a robot avatar who talked with other avatars in German, using fragments coming from Franz Kafka's books, and he hacked another's artist work filling it up with jelly polygons. He called this performance I love recursiveness. I was aware of the first performance and I liked it, since it played with SL's “social software” and had a kind of surreal effect that I can't praise more.


Salvatore Iaconesi, I love recursiveness

As for the second act, it is more debatable, since it was an act of vandalism against another's artist work. I will come back to this issue soon. By now, we have to think about one of its consequences: it made the sim crash. Odyssey crashed during the Gate event, a four days long streaming between Odyssey and the iMAL Art Center in Bruxelles I helped organizing, an open stage for performance and interaction with a real life audience. And this is a problem.

At this point, another actor got into the drama. Sugar Seville is Odyssey's manager. That means that she is responsible in front of the artists and the visitors of what happens on her island – and, in that particular occasion, she was responsible in front of iMAL and its audience. She contacted xdxd and she banned him from Odyssey. Good? Wrong? In my opinion, she did the right thing: that was her role in the drama. She had to protect herself, her place, her audience and her artists, and she did it. Xdxd's work was an act of griefing – no matter if there was an artistic statement behind it.

Now Xdxd is playing the role of the victim on Rhizome: but that's just the last development of a screenplay he wrote down from the very beginning. As he told me in a private conversation, the crash was part of this screenplay: “the crash caused by overload was part of the performance... It's a criticism against the infrastructure (social, technological, perceptive), a criticism which included the server's crash.” And he was happy when he was banned from Odyssey: complete success!

“People take themselves seriously on a platform that don't let you to do it. You ban me from your own space in SL? I can come back whenever I want. How can you take seriously this thing? What does it mean?” This is Xdxd's point. He wanted to demonstrate that, in virtual environments, you are never safe, you can't preserve your own property, you can't apply “the rules of property and commerce” which work well in real life. Did he succeed?

At the beginning I though, as Lee Wells does, that Xdxd simply chose the wrong target, and that his performance is more similar to real vandalism than to graffiti. But Xdxd's words reminded me another similar artist's performance, happened some years ago. In February 1999, 0100101110101101.ORG (yes, Eva and Franco Mattes) downloaded all the contents of another artist-run website (Hell.com) and uploaded them on their own website. Hell.com described itself as a “private parallel web”, closed to non invited visitors. Fighting against this kind of use of the web, 0100101110101101.ORG put online an “anticopyright version”, open to everyone. No matter who was right or wrong: two completely different visions of the Net were fighting against each other. Hell.com blamed 0100101110101101.ORG for theft and threatened them with an international lawsuit for copyright violation. This was good in two ways: because they had the right to do it and because, doing this, they successfully completed the drama written down by 0100101110101101.ORG.


0100101110101101.ORG, Hell.com Copy, 1999. Website screenshot, 14 x 21 cm, courtesy the artists.

Now a similar thing is happening. Two completely different visions of virtual worlds are fighting against each other. The first says that virtual life is completely different from real life, and that you can't import in virtual worlds concepts such as property and business. Who minds if I vandalize an artwork? Com'on, its digital! Who minds if I break down a gallery's window? They are just polygons!
The second claims that there is not so much difference between virtual and real life, maybe because our real life more and more relies on virtual laws; that property is valid also in virtual life, and that a criminal gesture is not less dangerous because it relies on an artistic statement; that things must be taken seriously in virtual worlds, because more and more people are taking them seriously.

Personally, I think that there are no such things as chimeras and truths. A chimera becomes the truth when enough people believe in it: that's good for God, peace and democracy, and even for art: why it can't be good for virtual lives? If most of the people believe that what they are doing in virtual worlds is REAL, it is. If most of the people think that vandalizing an artwork in Odyssey is like doing it in a real gallery, they are right. And Xdxd is wrong.



That said, I love recursiveness is a nice piece of art not because (as Xdxd says) of its relationship with other examples of provocative contemporary art, but because it raised a problem and a discussion. In the same time, Sugar did the right thing banning him from Odyssey, because she made the performance succeed; and she'll do an even better thing readmitting him on Odyssey, as she suggests at the end of the chat. Because irresponsibility is for children and artists, and Xdxd is not a child. Maybe he is a crap artist (I don't think so, indeed), but how many crap artists are in Second Life?

Saturday, September 29, 2007

The Gate

FOR IMMEDIATE RELEASE
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THE GATE (or Hole in Space, Reloaded) Yannick Antoine, Yves Bernard (BE) With the collaboration of: Domenico Quaranta (IT), Sugar Seville (SL) Opening Performance: Second Front iMAL Center for Digital Cultures and Technology, Brussels; Odyssey Contemporary Art and Performance, Second Life (Odyssey 122/45/25)

04/10/07 - 07/10/07



The Gate is an installation connecting real life and Second Life, a junction point, a door between two worlds and two representation spaces. Basically, it is a simple window between both worlds where real users and SL users see each other and can meet. A view of the SL Gate is permanently projected in the real life venue; when an avatar comes in front of The Gate, it is visible in the public space; when one arrives physically in front of the door in the public space, he/she can interact with the SL user currently in front.

The result will be a kind of happening where the virtuality of SL is transferred in the physicality of our public space and vice-versa; a stage for performance and interaction, something between a breakdance platform, an inter-dimensional portal and a peep show through parallel universes.

The Gate has been designed for the opening show of iMAL new space in Brussels. The show explores the fusion between the physical world and the net through networked sculptures and installations which question the physical space as well as the digital world. Featured artists: Yannick Antoine (BE), Pascal Baltazar (FR), Justin Benett (UK), Yves Bernard (BE), Jonah Brucker-Cohen (USA), Mathieu Chamagne (FR), HC Gilje (NO), Linda Hifling (DK), Thomas Israël (BE), Sven König (DE), Walter Langelaar (NL), Sascha Pohflepp (DE), Antoine Schmitt (FR), SecondFront (Second Life), Walter Verdin (BE), Visual Kitchen & Eavesdropper (BE).

Perform from iMAL with people on Second Life

The Gate is installed on Odyssey, an island in Second Life dedicated to art and performance.
In the opening hours of iMAL (October 5 - 6, 11 AM - 7PM [2AM - 10AM SLT]; October 7, 10AM - 8PM [1AM - 11 PM SLT]), people, avatars and performance artists are kindly invited to come, perform and interact at The Gate, both in real life and in Second Life.
During the vernissage on October 4 (8:30 - 12 PM [11:30AM - 3PM SLT]) Second Front, the first performance art group in Second Life, will use The Gate as a in-between stage in front of iMAL visitors and SL passer-by.

Perform from The Gate in Second Life with visitors at iMAL

First create a free account in Second Life (http://secondlife.com/join) and run the software (http://secondlife.com/download)
Once you have this properly installed use this SLurl to teleport to Odyssey:
http://slurl.com/secondlife/Odyssey/122/45/25/
The Gate is installed on the beach of next to the teleport hub.

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iMAL, Center for Digital Cultures and Technology
30 Quai des Charbonnages/Koolmijnenkaai
1080 Bruxelles/Brussel

Odyssey Contemporary Art and Performance
http://slurl.com/secondlife/Odyssey/122/45/25/

More informations:

http://www.imal.org/
http://odysseyart.ning.com/
http://slfront.blogspot.com/
http://www.domenicoquaranta.net/

Press Images:
http://www.imal.org/iMAL_opening/presse/high_reso_pict/the_gate_01.jpg
http://www.domenicoquaranta.net/imgs/thegate_press.jpg

Wednesday, September 26, 2007

A silent, ironic criticism. Interview with Aram Bartholl

Second City – the show “curated” (reading on you will understand why I use the quotation marks) in Linz by the German artist Aram Bartholl - has been - no doubts - one of the cardinal points of Ars Electronica's last edition, Goodbye Privacy. The show disseminated through the city was highly representative of the “nice side” of surveillance in the age of digital exhibitionism, an issue that was at the core of the Festival. “Showcasing ones customized persona, staging ones own image is the order of the day. Feature yourself or its GAME OVER, dude!”, wrote the curators Christine Schöpf and Gerfried Stocker.
As one of the first big shows raising the issue of art and virtual worlds, Second City has been an important show, and a point of departure for further research. In the same time (and for the same reason), it has been an highly problematic show, too. People liked the idea to bring the exhibition to the city and the streets, but there was a lot of mumbling and discussion about an approach that, for many, was superficial and looked like promotion. As you may guess from the previous post, I agree with this criticism, but what Bartholl is saying below made the show more clear to me – and made me more indulgent to the show. Hopefully, it will be the same for you...

DQ.How is the project born?
AB. Ars Electronica asked me this spring if I was interested in doing a concept and design for Second City - Marienstrasse. The idea of going into public space and Second Life as a topic of Marienstrasse existed already then. I was quite excited about the idea and developed several workshops and projects. In the beginning I was not sure which role I should play: curator or artist. I decided to put emphasis on being artist showing several projects at Marienstrasse related to Second Life. Which means I didn't curate Marienstrasse although I brought in some artists in cooperation and had some influence. In the end my name was on top for whole Marienstrasse, which is an honor but also a great responsibility, as I realize now. My interest has been more into developing and showing, rather than “curating”.

DQ. Did you encounter any difficulties in organizing it?
AB. Of course there have been many difficulties in organizing. Very basic elements like electricity infrastructure in Marienstrasse took a lot of time. So in the end when the festival started Marienstrasse was as buggy as Second Life. But also the process of choosing and decisions in developing projects took quite some time. It has been the first time that I worked on a project of this size and I think I learned a lot.


Chat, by Aram Bartholl, in Linz

DQ. Are you satisfied of the results?
AB. Good question. First of all I was happy that in the end more or less all the parts were put together and things worked. But with some distance after the exhausting week of Ars I questioned this myself. I think you made a good point in your article on Second City, which I already also noticed. I do work in a very simple way of transferring elements or situations from virtual world to physical space. Every single of these projects has its own quality and is contrasted by public space. But adding too many of these transformations up in one spot takes away the effect. I tried not to rebuild a complete scenario. But in the end, yes, maybe we had too many of these virtual elements in Real Life.

DQ. What did you like more in the project?
AB. The moment when a new project comes alive is always most exciting. Does it work? Do people react to it? Testing Chat for the first time on the market place was really fun. To see how four trees are build and set up is very exiting. The Synthetic Performances of Eva and Franco I did like a lot. Despite the rain I think the concept of putting an exhibition in a street worked out very well. The chinese restaurant / blumenberg food cooking in the yard was my favorite place.


Tree, by Aram Bartholl, installed in Linz

DQ. What would you change in the project if you could put together a follow-up?
AB. There is a lot which could be done different, sure. Yes right, the in-world part involving Second Life inhabitants and artists was missing. There have been some attempts but not serious enough to set up a parallel program in SL. I concentrated mostly on Real Life interventions developing installations and workshops. I am aware that one general Second Life panel is not enough to discuss all aspects of the development. All my projects involve a critic view on digital worlds including Second Life. But they do it in a silent and ironic way. This is probably not enough in a context like Second City. More criticism and discussion is needed. Next time I'll make sure what position I am in.

DQ. How can we organize a show about virtual worlds without making it seem corporate advertisement?
AB. Difficult. In general this question fits to many of my projects. A giant Google pin is perfect advertisement. Sure, this kind of topic should also involve other virtual worlds than just Second Life. We had the plan for an overview on Metaverses and history for the exhibition but unfortunately it hasn't been realized. On the other hand Second Life polarized a lot this year. People love it or hate it. For me it is just a tool and a new development. I am curious about when Google will enter the market...

DQ.Can you say something about your new project, Sandbox Berlin?
AB. I developed the sandbox concept for Second City, where the beach at Pfarrplatz was realized instead. I think the possibility of creating and collaboration are the most important parts of Second Life. I love the bizarre Sandboxes. These and some very view other places are totally different to what we know or are used to. Quoting from the introduction of the project: “The Sandbox in Second Life is a place where all conventions are abandoned. It is the real wild west of the already untamed Second Life. The Sandbox is like a three-dimensional sketchbook. Every day, thousands of users leave their tracks here: abstract forms, digital building sites and house-car-plane clichés form a collective surrealistic dream scenario. In a world without rules, inventive users programme swarms of screaming Sponge Bobs which other users pursue. Anti-gravitational bubbles or whole fields of alarm sirens impede concentrated work. The Sandbox is a kind of black market emporium of digital objects and their programs.
The formal chaos and absurd situations generate a particular atmosphere of digital roughness and originality that can only be found here.”



Sandbox Berlin translates this field of experimentation into public space in Real Life. In a three-day workshop, production of custom objects in a spontaneous and collaborative process will be tested in Real Life. Everyone is invited to join us on a deserted area, formerly part of the Berlin Wall, in the Mitte district, to build whatever they want. Tools, wood and other materials will be provided by Sandbox Berlin, so that flexible groups can quickly design and materialize objects.” Everyone can take part in the project, simply registering by e-mail. Spontaneous participation and visits to the workshops are welcome, completely in the spirit of Second Life.

Monday, September 24, 2007

Second City

Let's say it: Second City, German artist's Aram Bartholl curatorial project for Ars Electronica 2007, was far from being a success. OK, it was raining, and the rain changed the sandbox/beach (called Lido) installed in Pfarrplatz into a morass, and dropped merciless onto the heads – and the mood – of the “residents”. But is that the only one reason? Second City failed – at least, partially - notwithstanding the strength of some of the projects shown, in spite of the fact that it was the first important show organized in real world and devoted to art propagated from the Metaverse, and under the umbrella of a credible institution such as Ars Electronica.


The Lido in Pfarrplatz. Image courtesy Ars Electronica

It's clear that the concerns that most of the hacktivism-open-source-new-media-art world feels for Second Life didn't played in favor of Bartholl's project; but, in the same time, it's clear that Second City made no effort in order to dissipate these concerns. The most common claim you could hear stretching your legs in Marienstrasse was: “Good advertisement. Did Linden Labs pay for it?”
Lindens didn't layed out a cent for it. At least, they were not among the sponsors of Goodbye Privacy (even if there was, among them, an Austrian company called Second Promotion, specialized in “promoting brands and products in Second Life in such a way that it will enhance the experience the users have with the products and brands”); and Bartholl seems all but an hype-victim, at least according to what he said (or wrote on the keyboard of his Chat installation) during the conference Everything you ever wanted to know about Second Life (Kunstuniversität Linz, September 8, 2007). Maybe, Ars Electronica is an hype-victim: but even this point could be highly debatable. So, what went wrong with Second City?


Aram Bartholl during the conference

My opinion is that Bartholl failed in attempting to apply the concept of his own work to the whole show. Educated as an architect, Bartholl works (through workshops, installations and performances) on the impact of the habits and the metaphors of the digital world on our daily life. On his website, he raises questions such as: “In which form does the network data world manifest itself in our everyday life? What comes back from cyberspace into physical space? How do digital innovations influence our everyday actions?” In his projects, Bartholl wrongfoots us adapting objects, icons and other elements of our life on the screen to the real world. For example, Map (2006) relocates in the real streets the Google Maps' red marker, exactly where Google's highly realistic satellite visualizations show it; DIY (2004) reproduces the green rhombus which hovers as a three-dimensional marking over the head of the active figures in The Sims Online; De_Dust (2004) makes some strange crates covered with the wood texture used in the computer game Counter-Strike appear in real public spaces; WoW (2006) invites the passers-by to walk along the streets with their own nickname hovering above their heads, as in WoW and in Second Life; Missing Image (2007) is a playful transformation of a texture graphic error from Second Life into a t-shirt; Speech Bubble and Chat (2007) invite you to communicate through a comic-strip-like dialogue balloon projected above the speaker’s head, as in many virtual worlds. Bartholl's work discusses the one-way relationship between our real and virtual lives, and in doing that puts us in a third dimension in which these two worlds are mixed together.


From left to right: Map, Chat and DIY

So: if there is any “spawn of the surreal”, Bartholl must be accounted among its best children. BUT – try to apply this concept to a whole block; take a street (let's call it Marienstrasse) and a square (namely, Pfarrplatz) and fill them up with notecards, advertisements and freebie boxes; put nicknames over the heads of the visitors and make them talk through speech bubbles; take all this imaginary from a single virtual world (let's call it Second Life): and, all of a sudden, all the magic and the surreal quality of this operation fades, and you find yourself into a gigantic advertisement. A frame that makes difficult for you to experience in the right way projects such as Terminal Air (by the Institute of Applied Autonomy), which deals with the “extraordinary transfers” organized by CIA in the US for the arrested terror suspects; a frame which even betrays the spirit of things happening in Second Life, such as the Synthetic Performances by Eva and Franco Mattes, which deal in a critical way which the issues of body, sex and violence in virtual worlds.



That said, one might argue that another problem of Second City is that in the show you don't find any of the artists animating the art scene in Second Life. Where is Gazira? Where are Adam Ramona, Juria Yoshikawa, Second Front, The Port, Avatar Orchestra Metaverse and so on? Where are Odyssey and Ars Virtua? I can understand these questions, but I don't agree with them. Even if the curatorial concept was quite open, these things didn't fit in it. Bartholl is most interested in the consequences of virtual lives in the real world, and chose the works featured in the show according to this concern. And some of them were really interesting: Havidol, by Justine Cooper, is a fictitious marketing campaign to launch a new wonder drug designed to treat “dysphoric anxiety attacks due to a deficiency of social esteem and retail spending”; Übermensch / Become Your Avatar, by Joachim Stein, through modern training methods, pharmaceutical supplements and plastic surgery helps you become as good-looking as your avatar, dealing with the issue of self-representation in virtual worlds; In Your Hands, by the British artist Dash Macdonald, lets installation visitors remote-control the roller skates strapped to the artist's feet; while another project dealing with the “avatarization” of the human (Intrigue_E by SILVER and Hanne Rivrud) is a public performance in which a person, not immediately identifiable, is literally “played” via cellphone by the artists, acting as an unpredictable virus in a social context.


Übermensch / Become Your Avatar, by Joachim Stein

Not a complete success, but not a failure: Second City has been a problematic show that, for the first time, raised some question that we – curators and artists dealing with virtual worlds – have to take into serious account: what's the meaning of making art into a private virtual world? How can we bring this – in my opinion, highly valuable – experiences in the real world without making it seem corporate advertisement? If you have an answer, please make me a call...

Tuesday, September 4, 2007

Memorabilia

In 1982, for the launch of his public art project 7000 Oaks, Joseph Beuys produced some promotional postcards with statements like "An Idea Grows Roots", "Each Tree has its Price" and "Put your Stone in Motion".


"Put your stone in motion". Photo
Günter Beer, courtesy Diacenter.org

In 2007, for the exhibition of their re-enactment of Joseph Beuys' 7000 Oaks at the Artists Space in New York (as part of the collective exhibition New Economy, curated by Joao Ribas (June 15 - July 28, 2007), Eva and Franco Mattes
a.k.a. 0100101110101101.ORG produced a poster and a similar postcard, in the spirit of Beuys.



The statement, indeed, is quite different: "Nothing is real, everything is possible."

I like this way to play with the original. It's the perfect demonstration of how something can change if repeated in a completely different contest. The most literal and - let's say - philological is the repetition, the most different is the result. It's like Psycho (Gus Van Sant, 1998) and Psyco (Alfred Hitchcock, 1960). But also, it's the demonstration of how ambiguous can be an apparently simple gesture.

Many people noticed that the Mattes' re-enactment is more a parody than a tribute; the artists themselves, in their interviews, support this reading, saying that they hate performance art and declaring a subversive attitude toward the originals. "
We chose actions that were particularly paradoxical if performed in a virtual world", they say. In a private conversation, they told me that they are trying to disobey the three laws of Performance Art: "no reharsal, no predicted end, no repetition". Their performances are completely scripted, there's no space left to improvisation; as re-enactments, they "are" repetition, and this repetition is repeated twice, three times... (next time, at Ars Electronica in Linz). And, finally, "everything is mediated, nothing is spontaneous. More or less the opposite of what performance art is supposed to be."

That's all true, indeed. But every time I see, in Second Life, an oak and a basalt stone, I can't but think about Beuys and his Documenta project. Everything is mediated, ok. But who cares? Beuys' performance is already mediated, since we can experience it only through photos, videos and other documentation: but it's still significant to us. "An idea grows roots", Beuys writes. And subversive ideas grow subversive roots. But if we look carefully, we can still find that idea in its unruly children.

Friday, August 31, 2007

Displaced Familiarity. Interview with Scott Kildall about Paradise Ahead

Scott Kildall is a visual artist currently living in San Francisco, where he is working as a fellowship artist with the Kala Art Institute. In 2006 he received an M.F.A. from the School of the Art Institute of Chicago. Starting in 2001, he put together a huge body of work in a variety of media including video installation, sound architecture, electromechanical sculpture and single-channel video projection.

Being interested in issues such as “dislocation, transition and emotional upheaval” and in the “exploration of anticipatory moments”, it's no surprise that he was attracted by Second Life, where he become
Great Escape, the purple-faced member of the Second Front performance group, that he co-founded in 2006. There he anticipated the re-enactment trend with his print series Paradise Ahead, and there he is developing (together with artist Victoria Scott) his last project, No Matter, one of the winners of the Mixed Realities Commissions organized by Turbulence.org and Ars Virtua (see the end of this interview for more details on the project). By the way, No Matter is not the first fruit of this collaboration: in 2006 they made, for a residency at the Banff Centre for the Arts, 2x2, an interactive (that doesn't mean digital) installation about the psychology of online social networks: basically, a message board with a grid of holes where people can put their messages (written on rolled-up post-its), read and take away messages left by other people in an evolving, “anonymous and public information system”.



I interviewed Scott about Paradise Ahead, a series of 12 large scale digital prints which documents re-enactments of historical performances – but also sculptures, videos and photographs – he made in Second Life, often with the kind help and participation of another Second Life star, Second Fronter Wirxli Flimflam.


DQ. When and why did you start your Paradise Ahead series?

SK. I began working on the series in September 2006; I produced the first performance-print
Void [from Yves Klein] in November 2006. I followed this with Shoot [from Chris Burden] in December. I finished the last one in the series of twelve in May 2007.
When I began exploring in Second Life, the unlimited real estate captivated me. I saw an extension of the California dream. Empty structures populated the landscape. Various architectures and landscapes fused in dreamlike configurations. The geography indexed a cultural desire for a world that both conforms to and escapes the ailments of modern life.
My research led to making artworks of remediation of iconic performances, sculptures and video. These produce a feeling of displaced familiarity. At the same time they link Second Life back to what has been done in the physical world while asserting the primacy of the document in the artwork itself. Here, I place the geography in the background of the prints while still examining questions of the body in a simulated world.


Void,
2006. 30" X 20" Digital Print. Recreation of "Leap Into the Void" by Yves Klein

DQ. What's the meaning of the title?

SK. The title refers to Milton's
Paradise Lost, which details Satan's fall from the heavens and subsequent interference with humankind. In the last 400 years due to advancements in science and philosophy, spiritual space has slowly collapsed, favoring a singular physical reality. Milton's poem was the last of an era - when the concept of a soul space equaled that of reality.
Second Life opens an alternate space - one that resembles our physical reality but doesn't exist in any sort of tangible spatial-time grid. The potential is huge. I see many in Second Life looking for transcendental experience. What interests me with this series is capturing those common feelings of hope and fear associated with this re-spatialized world.


DQ. Why did you choose to translate this series of performances into a series of prints, rather than videos?

SK. The original artworks exist in our cultural memory as single frames. Yves Klein's
Leap Into the Void is a photograph; Maurizio Cattelan's The Ninth Hour is a sculpture. While the video documentation of Chris Burden's Shoot is available in galleries and even on YouTube, it is this one image before he is shot that propagates throughout art history books.
These documents serve an archival purpose and feel frozen in time. They embody a pastness to them related to the role of the photograph. I wanted to mirror the role of the archived document and capture the feel of this simulated world in 2006-2007. In 20 years, I'll look back at these and think that was what Second Life looked like as a snapshot.
I considered using video, but I felt that this would dilute the tension inherent in the content of each of these performances. An avatar viewed in mid-air after leaping from a building captures the state of being in-between; in a video the avatar would land unharmed in an act of slapstick comedy. By using a single image, I let the viewer resolve the consequences of the action.


Crash
, 2007. 30" X 20" Digital Print, Recreation of "The Ninth Hour " by Maurizio Cattelan

DQ. Among the works you recreated in Second Life (not only performances, but also sculptures and photographs), there are not only historic pieces, but also some very recent works. Why? How did you choose them?
SK. My starting point was with conceptual art performances of the 60s and 70s that were captured on video. This is a turning point in performance art where the mediated environment began superceding live performance. A small number of people have seen one of the Yoko Ono's Cut Piece performance; many times more have watched the video in galleries and museums. The video has both eclipsed and substituted for the performance.


Cut, 2007. 30" X 20" Digital Print, Recreation of "Cut Piece" by Yoko Ono.

Many recent works have progressed this experience of the mediated environment. Doug Aitken's Electric Earth is an eight-channel installation dependent on the viewer walking through the space. But, the lone image of the shopping cart in the parking lot is what lingers. Even in a recent artist talk I saw by him, he showed a few minutes of single-channel video of the shopping cart scene played from his computer. He didn't even mention that it was a multi-channel installation!


Earth,
2007. 30" X 20" Digital Print, Recreation of "Electric Earth" by Doug Aitken

The Ninth Hour by Maurizio Cattelan depicts a sculpture of the pope after being struck by a meteorite. But the photographs make the figure look so real that it seems like a person doing a live performance. From viewer's vantage point, the media gets obscured. Although we read that this is a sculpture, it feels just like a still from a performance piece.

DQ. I read Paradise Ahead as an effort to question Second Life as a medium of representation of reality. It's like if you are saying: if other media (such as video, photo, installation etc.) are able to reproduce reality, Second Life totally betrays it. You can't preserve it's own emotional atmosphere: tragedy becomes parody, the drama is completely lost... Am I right?
SK. The experience in Second Life can't be captured through media. Any sort of representation appears as an unreality but when operating your avatar, it feels real in many ways. I see a chasm in between viewer and producer that is greater than in video or photography. Because the prints directly refer to other works, we can look at comparisons to other media.
Most people I talk to about Second Life have never ventured into the environment. Many think the prints are from a video game, but then something doesn't make sense. The scenes are obviously staged and feel familiar. The 3D graphics are unsophisticated compared to current game engines.
Because the prints are indirect in representation but figurative in content, audiences have vastly different reactions. Some see them as emotionally bereft, others as satire and some as hyper-dramatic. I am compelled by the various reads on the works as they point to our collective notions of emotional content in surreal space.

DQ. If simulated worlds can't be used to reproduce reality, what you - as an artist - can do with them?
SK. Simulated worlds compel me precisely because they fail to reproduce reality. Besides the disembodied actions and 3D graphics, there are many other layers of socialization and economies that diverge from real life. I'm most interested in the gaps between the desired representation and the actual result. From here, I examine at how others relate to the dissonances in the simulated - whether it is as a viewer, performer or active participant.
I am currently working on a Turbulence commission called No Matter in collaboration with Victoria Scott. We are commissioning builders to make "imaginary objects" - material things that have never existed in pure physical form such as the Holy Grail, Excalibur, Schrödinger's cat and The Book of Love. Also studying the virtual economy, we will pay them Second Life wages, which are below minimum wage. We will extract these models and print them as foldable paper models. At the exhibition, viewers will assemble these on factory-style tables into 3D paper forms using scissors and glue. The get paid the same Second Life wages. Afterwards we will sell the models of eBay as finished artworks.
With projects like this as well as my continued work in the performance art group, Second Front, I've seen an incredible amount of artistic space in simulated worlds. I think artists are just starting to uncover other areas for exploration. The combination of simulated space and massive social interactions is unique. Between a whole other concept of space and a semi-anonymous relational environment, there are many facets beyond the reproduction of reality to artistically explore.


Lift
, 2007. 30" X 20" Digital Print. Recreation of still from "Lift" by Fiona Tan

Thursday, August 23, 2007

RE-ENACT! (Part 2)

Or, Just Like the Real World, only Different

In his Missive 3, Lichty asks: "could the remediation of historical works, from 7000 Oaks to sculptures of the David be prime examples of the appropriations of history in cultural milieus that do not possess them?" I don't think that the answer to this question would be "yes". Believing that Second Life is "a dumpster of the imaginary", the fruit of the collective dream of the amount of its residents, I can't believe that it suffers of a lack of memory. Quite the opposite, I think that Second Life in itself IS memory. Second Life IS remediation. Second Life IS re-enactment, not of our first life - as most people think - not of Snow Crash or The Matrix - as many other people think - but of a sort of mediated unconscious, that is nothing more that our visual culture, and that helps building up the frame through which we look at reality.


Patrick Lichty aka Man Michinaga, Go/diva of the Icommons, 2007

Virtual worlds are the places where pop culture, the cyberpunk imagery, cinema, television, postmodern architecture, pornography, contemporary art, literature, design and so on all collapse and mix together to create a new world. Making art, you can choose and recycle one of the bricks of the wall or add your own brick. So, when Eva and Franco Mattes remediate Warhol's portraits, or when Patrick Lichty himself remediates Cicciolina, they point out to a stereotype that is commonplace in Second Life - where most avatars want to be young, sexy, beautiful, photogenic - and they improve it by recalling its historical roots, namely the ideal of beauty imposed by media and pop culture, investigated by Warhol in his Screen Tests and in his tons of portraits, and embodied by Cicciolina in the Eighties. They are improving a memory, rather then creating it ex-novo. This is virtuous recycling. When Dancoyote Antonelli builds up a new installation, he is remediating the aesthetics and the ideals of Cyberart of the Early Nineties, or - better - he is emulating it on a new machine; this is all the new I can find in hyperformalism (and in fact, what is new and fascinating in the hands of Dancoyote Antonelli, appears pretty old-fashioned and overtaken in the hands of DC Spensley); but it's not that bad, because we forgot almost all about Cyberart, and a refresh can be useful...


Dancoyote Antonelli

About the relationship between re-enactments and the original piece, I think the question is really complex, and we can't come out with just one answer. In the press release of the show History will repeat itself. Strategies of Re-enactment in contemporary (media) art and performance (HMKV at PHOENIX Halle Dortmund, June 9 - September 23, 2007), curator Inke Arns writes: "Artistic re-enactments are not simply affirming what has happened in the past, but rather they are questioning the present via repeating or re-enacting historical events that have left their traces in the collective memory. Re-enactments are artistic interrogations of media images that try to scrutinise the reality of the images, while at the same time pointing towards the fact that collective memory is essentially mediated memory." The show is more about repetition of historical events than of Performance Art of the past, but this observation works also in SL: artists use reenactment as a way (1) to question the present and (2) the way media mediated memory. Besides that, they question (3) the medium they work in (Scott Kildall) and (4) the original work of art (Eva and Franco Mattes), raising questions such as: why is it significant / meaningless to me? why does it work / doesn't work in SL? What does REALLY change when I change the contest and the medium?


Brody Condon, Death Animations, 2007

This very last question introduces another interesting issue, and another interesting form of re-enactment: what will happen if we start re-mediating Second Life in the real world? This is a really compelling question. We usually think about the relationship between virtual worlds and real life as univocal, even if many events - from the Columbine massacre to cosplaying - showed us that it is definitely bi-univocal. Some artists already started to work on that, with interesting results: from Eddo Stern's SCA Arab Intervention (2004) to Brody Condon's Death Animations (2007), in which an actor performs the death animations of a videogame. Concerning SL, I know just a few examples, such as Goldin+Senneby's Objects of virtual desire (2006) and Aram Bartholl's Tree (2007), an unfinished “virtual” tree brought to the public space. But what will happen if, let's say, Second Front will start performing in real life, or Gazira Babeli will rebuild her provocative installations in the real space? Then we'll see that virtual worlds are not "just like the real world", as many people think, but something completely different.


Aram Bartholl, Tree, 2007

Wednesday, August 22, 2007

RE-ENACT! (Part 1)

"The difference between what is evoked and what is real can even be sensible: I always happen to take no account of it."

I started thinking to post on reenactment some time ago. That's why when I read on -empyre-
Patrick Lichty's "missive" on The Issue of Remediation, I was happy and disappointed at the same time: disappointed because he came first, and happy because he showed the way, giving me some points of departure to enter this complicated issue. Let me sum up Lichty's points:

- "ironic tension between the physical and the virtual" vs "affective connection [of the user] to online identity";
- history and memory vs ephemerality and ahistoricity in virtual worlds;

- reenactment of performance-based works as "a way to preserve their degree of affect in space and time" vs reenactment as a way to challange/criticize Performance art.

As for the first point, I completely agree with Lichty. The problem is: which is the target of this irony? Lichty notes that, in the passage from the real to the virtual, an act, for example, of violence, doesn't become "wholly symbolic", because "residents in Second Life clearly have investiture in the avatar as extensions of themselves." That's right, but this observation works only when the victim of violence is your own avatar. In other words, in Second Life this affect takes the shape of self respect, but doesn't produce solidarity for other virtual identities. So, if I'm frightened, worried and even angry when Gazira Babeli confines me in a Campbell's soup can, or when she breaks up my legs with Code Deforma; I don't feel anything similar to what might have felt the audience of Chris Burden's Shoot (1971) when Eva Mattes fires Franco Mattes, or when Wirxli Flimflam shoots Great Escape.


From left to right: Scott Kildall's Shoot, 2006; Chris Burden's Shoot, 1971; Eva and Franco Mattes' Shoot, 2007.

In the same time, I believe that these two reenactments of the same performance are coming from a very different order of ideas. In his Paradise Ahead Series (2006 - 2007), Scott Kildall aka Great Escape "captures the anticipation and familiarity of [the] simulated environment by restaging iconic art installations, films and photographs. Using only primitive graphics of Second Life, the documentation of these performances - large-scale prints serves as a historical record of the initial launch point into simulated worlds." His target is the graphic environment of Second Life; or, better, Second Life as an artistic medium. And his message is, I think, that in Second Life reality becomes powerless, ineffective, fake. Even the most emotional, dramatic event, when re-staged in Second Life, becomes a parody of itself. Kildall's prints are more similar to comics than to the source images he used for his remediation. In other words, the medium is stronger than the reality it tries to emulate.


From left to right: Scott Kildall, America, 2007;
Joseph Beuys, I like America and America likes me, 1974.

Coming to Eva and Franco Mattes, in their interviews they are very critical about Performance Art: "Eva and me, we hate performance art, we never quite got the point. So, we wanted to understand what made it so un-interesting to us, and reenacting these performances was the best way to figure it out." With their Syntethic Performances, they are questioning the works they recreate, reproposing them in the most literal way in a context where they appear senseless and paradoxical. Their realistic avatar are perfect to this purpose. And in fact, their reenactment of Shoot is more similar to the source, and much more dramatic than Kildall's one: they are not saying that in a virtual world violence is meaningless and reality loses its own drama; they are saying that, in a world anaesthetized by media, the original Shoot is almost as powerless as their own virtual version. In a world where, in front of a car crash, people take pictures with their beautiful smart phones instead of trying to help the victims, Shoot can't be anything more than an interesting spectacle. Video killed the performance art stars. RIP.


Saturday, August 18, 2007

The Good, the Bad and the Ugly


Just back from my real life holidays, I resumed the reading that delighted the first, hot days of August: the discussion which is taking place, under the headline The Good, the Bad and the Ugly: Being in Second Life, on the mailing list -empyre-, founded in 2002 by Australian artist Melinda Rackham. -empyre usually invites guests - new media artists, curators, theorists, producers and others - to participate in thematic discussions. For this last forum, Rackham put together a crew – artist Annabeth Robinson (AngryBeth Shortbread), artist, writer and curator Patrick Lichty (Man Michinaga, co-founder of Second Front), artist and architect Stephan Doesinger (Doesi Beck), Dr Ricardo Peach (Ricardo Paravane), well-known embedded art reporter Christy Dena (Lythe Witte), writer and curator Kathy Cleland (Bella Bouchard), artist Adam Nash (Adam Ramona) and Dr Fabio Zambetta (Fabio Forcella) – that promised a juicy discussion; and in fact, the juicy discussion come. The Good, the Bad and the Ugly is maybe the first attempt to develop a serious, critical examination of artistic activity in virtual worlds, beyond media hype and skin-deep journalism. In particular, Second Fronter Patrick Lichty, with his seminal Missives, pulled in the pool the first, little stones of this burgeoning "virtual worlds art criticism", covering issues such as architecture and space in Second Life, the issue of remediation, the question of audience, alterity and dystopia in Second Life. The month long forum comprises also some inworld events, like the empyre dLux Pony Club art tour that will take place on Monday 25th August, 2007 (more infos here).

But coming back to Lichty's Missives, let's close this short post with a quotation from Missive 3: The Issue of Remediation (posted on Sunday, 5 August 2007). The next post will take its cue from here:

“The oddity of remediation of performance scores in Second Life appears to have three main issues: context, history, and embodiment. As performance art sought, in part to derive artistic a/effect through the immediacy of the viscera, remediation of performance onto the avatar creates an ironic tension between the physical and the virtual.”

Monday, July 30, 2007

Semiotic phantoms

In my very first post, I said that the aim of this blog should be to understand what's the meaning of the word "art" in Second Life. However, in the beginning, could be simpler - and even helpful, in order to reach that target - to understand why Second Life can be attractive for an artist operating in real life. Cao Fei is a well known and highly esteemed Chinese artist. In her curriculum she lists a lot of Biennials, and important art centers and museums such as De Appel and Migros Museum in Zurich; she was featured in magazines such as Artforum, Art Review, Flash Art and Modern Painters, and art critics such as Hou Hanru, Hans-Ulrich Obrist and Barbara Pollack wrote about her work. For the last Venice Biennale, she was invited by Hou Hanru to make a project for the China Pavillion, under the exhibition title Everyday Miracles. She built up a large, multi-chambered inflatable white installation, where the visitor can see i.Mirror (2007), her documentary trilogy about Second Life, and visit the virtual replica of the pavilion in Second Life (or is the real world installation a replica of the China Tracy Pavilion in Second Life? No matter...).



China Tracy is Cao Fei's avatar in Second Life. Probably Cao is the very first established artist entering Second Life, and I'm happy of that. Her previous work, from
Rabid Dogs (2002) to Cosplayers (2004), reveals a grasp on simulation, pop culture and the hyper-mediated reality that is perfect to approach Second Life. And in fact, i.Mirror is a great work. The whole project can be explained through what China Tracy said to Wagner James Au in a recent interview: "SL is a lab, a world lab, but it consists in a huge global economic systems. It bring us business and democracy, at the same time with feelings and culture. We can't avoid capitalism's wave; at the same time, we can't avoid Communist aspirations in our heart. This world is not only dualistic, we're inconsistent. Communism is our Utopia, Second Life is our E-topia... SL is our mirror, it tells us the truth." I don't agree completely with this statement, and that's what makes me quite cool in regards to the choice of the documentary form. I'm quite skeptical about the metaphor of the "second life", whereas Cao Fei seems to take it quite literally.
i.Mirror is a thirty minute movie in three parts. The first is about Second Life as a "place", and it talks about consumerism, capitalism, pollution, the nightmares of the past and the techno-utopia, life and death in a virtual world. The second is about Second Life as a set for stories, as a world in which your life becomes cinema. Quite obviously, China Tracy chooses to tell a love story, HER OWN love story with a fascinating avatar, Hug Yue, in a deeply classical, Hollywood style. The third part, finally, is about "people", and it features, in a beautiful gallery of portraits, the manifold humanity which peoples Second Life.



The reason I like
i.Mirror, besides its documentary approach, is – first of all - its melancholic atmosphere, so suitable for every “second” life we live, from dreams to virtual worlds; and, secondly, because it betrays it's own premises: it wants to describe SL as a truthful portrait of the real world, but it ends up demonstrating that, the more SL tries to mirror RL, the more it shows its radical difference from it. The mirror is a distorted mirror, and what it shows is more similar to what William Gibson, in his seminal short story The Gernsback Continuum (1981), calls "semiotic phantoms", "bits of deep cultural imagery that have split off and taken on a life of their own".

As for the
China Tracy Pavilion in Second Life, located at the Parioli Museum [Parioli (225, 217, 40)], it deserves a different consideration. In my opinion, if you take it as a work of art, it doesn't work at all; but it's fine if you take it as a kind of exhibition device, and as an open door on Second Life for non-residents. The pavilion is a common SL suspended architecture, with a pool where you can sit down and relax; even the mini China Tracy Pavillion car, that you can take for free and drive as a car, is nothing more than a pretty gadget. If you teleport down from the pavilion, you land in the Parioli Museum, where China Tracy shows the research part of the project, developed with Zafka Ziemia and Rivers Singh. The floor is covered by water, and the museum is full of Italian (mostly Venetian) stereotypes: gondolas, bridges, Italian architectures, Michelangelo's David and so on; in the meantime, some suspended bubbles with image slideshows make you think about hot issues, like sex, politics and religion in Second Life.



So, if (maybe) the project fails in showing to the art world that Second Life is an interesting place to make art, it successfully proves that Second Life - and the relations between the virtual life and the real life - can be an interesting issue for an art project. And that's good, indeed...


Links:

i.Mirror Part 1
i.Mirror Part 2
i.Mirror Part 3
China Tracy reviewed by the Virtual Artists Alliance

Friday, July 27, 2007

Critics and enthusiasts


Strange enough, if I always get angry when I find a Second Life enthusiast, I usually disagree with commonplace criticism of Second Life. What am I, in the end? A wannabe critic or a shameful enthusiast?
The fact is that bot enthusiasts and censors always seem to miss the point. Take, for example, the article published by Helen Stoilas in The Art Newspaper on July 04. It is quite a good review, but it fails in applying the same attention - and the same, uncritical enthusiasm - to the galleries which sell traditional - and, usually, artistically irrelevant - artifacts to the residents; to the traditional - and, usually, artistically irrelevant - artists who re-invented themselves as avatar artists; and to those who try to experiment with art in this virtual world in not always convincing, but always interesting ways. That's how to say that in 1996 the Internet was a great place for art because you could see that little gallery from Michigan, the photos of an insignificant Lithuanian amateur and Vuk Cosic's CNN Interactive spoof page. Or that TV in the Sixties was enhancing art not only thanks to Gerry Schum's Video Gallery (1969) or the Spatialist Manifesto for Television (1952), but also to the first TV auctions...
In my opinion, Second Life will become an interesting place for the art market when you'll sell a piece not just for an handful of Linden $, but for a lot of real $. But it's already an interesting place for experimenting with art, even if many people don't seem to know that...

Some days ago, an Italian art critic, Giuseppe Frazzetto, published on his website an article about Second Life. It is mainly a complaint about the hype of Second Life, with all the topoi of this kind of pamphlet: SL as a pantomime of real life, with millions of open accounts but just a fistful of real residents; SL as a boring, ugly place, graphically obsolete, absolutely irrelevant if confronted with other synthetic worlds like its eternal enemy, WOW. Most of these things are right, but Frazzetto avoids to make the great question that inescapably arises from them: notwithstanding that, why is SL so attractive for a lot of people?
About art in SL, Frazzetto says: "SL is a virtual world where you basically do what you are already doing. The typical example is that of the artists who aren't able to exhibit in "rl", and so make shows in Second Life. But who see those shows? (besides, SL is so graphically obsolete and even revolting that there's nothing to see there)." Frazzetto, what kind of art have you seen in Second Life? Filthy Fluno? Ah, now it's all clear... I'm joking, but this position doesn't come from ignorance. As the parenthesis makes clear, Frazzetto is looking for beauty: quite a strange quest for a contemporary art critic...

Artists doesn't enter SL looking for beauty, audience and money: not, at least, those who are trying to develop a native art for Second Life. They enter SL because it is a good place to experiment with art, and to reflect on the virtual body, the virtual space, the virtual self, the new meaning of such words as identity, performance, time and space. Because it tries to replicate real life, but it still is completely different from the real world. Because it's ugly, full of companies, money, pornography, politicians and other pretty things that make real life “so different, so appealing”. Because it's part of our media environment, in a way WOW will never reach.

Art makes a scene on Second Life, by Helen Stoilas

Il caso Second Life, by Giuseppe Frazzetto

Thursday, July 5, 2007

Eva and Franco Mattes - from the archive


Eva and Franco Mattes (aka 0100101110101101.ORG) worked on the very first project in Second Life that gained wider recognition in the contemporary art world. I'm referring to the Portraits series, clear. I helped them working on the book of the project, published by Fabio Paris Art Gallery on the occasion of the exhibition "Eva and Franco Mattes (0100101110101101.ORG) LOL" (Brescia, Italy, January 2007). So: this is the essay: Life and Its Double; and this is the interview featured in the book: “The most radical action you can do is to subvert yourself”. Interview with Eva and Franco Mattes. Enjoy!

Wednesday, July 4, 2007

Gaz' - from the archives


Let's start from Gazira Babeli. She deserves it. She involved me in all this mess...
Here are some links to what I wrote about her, or what I did with her complicity. This is the text (Italian only, sorry) I wrote for a little exhibition set up for the last PEAM meeting ( Pescara, Italy, December 6 - 10, 2006), called Second Life / Real Life. And this is the critical essay (Gaz', Queen of the Desert) for the exibition Collateral Damage (ExhibitA, Odyssey 38,30,23, from April 16 2007), downloadable (in Italian and English) from Gazira's website.

Thanks to Gaz', in the fall of 2006 I came across Second Front, the very first Performance Art collective in Second Life. About them, I wrote an article for the Italian art magazine Exibart (Virtual Fluxus, May 7 2007). A wider analysis of the state of Performance Art in Second Life (focused on Gazira Babeli, Eva and Franco Mattes and Second Front) has been published in February by the Italian newspaper Liberazione, and can be read (in Italian) here. The english reader can check out my interview with the Second Front crew, commissioned by Rhizome.org. Have a nice reading!

Spawn of the Surreal, btw...


Spawn of the Surreal is the title of a performance by Seconf Front which took place on February 11th, 2007 at the NMConnect Campus as part of the Chaos Festival. I didn't see the performance, indeed, but from the very first moment I was very impressed by the title, which was like honey for some ideas that were buzzing like bees in my head...
According to Second Front member Alise Iborg, the idea of the performance came out when
Gazira Babeli reported that one of her code scripts was behaving badly and deforming her avatar. " Second Front took this as an opportunity to interrogate the idea of beauty and perfection in avatar beings since it seems that human simulation in Second Life and generally, in other virtual worlds (ie: multiplayer online games), there is a compulsion to create physically attractive avatars." So, Second Fronters built on this bug a classical performance in 3 acts. They created a fake theater, with seats for the audience, and they put the bad code - called Code Deforma - in some of the audience seats. When the audience came, most of the avatars were transformed into strange beings with inverted heads and elongated arms. At this point, Second Fronters started to dance on the stage, and since they were all "spawned", the performance evolved into kidn of a sabbatic dance. This crescendo of emotions culminated in the fire and the barricades already seen in Border Patrol.
"The title of our performance came to us after much back and forth discussion and we finally settled on
Spawn of the Surreal which we liked because it encapsulated the Fantastic of the B-horror film genre and the kind of Surrealistic operations of disturbance, disorientation and rupture that we were planning on releasing on our audience", says Alise Iborg. That's why it is perfect for the performance. Reading the next posts, you'll understand - hopefully - why it is perfect for this blog...

Alise Iborg's Account

Spawn of the Surreal - the video

Let's Start!


Traveling without keeping memories of the travel is frustrating. I pile up pictures on my hard disk, but when I go back to them I don't remember what they are picturing, and when and where I shot them.
I entered Second Life some months ago, and for the first time I have more things to say than what I can usually pour in articles, reviews and exibitions. So, I came up with the idea of a blog - an idea always thrown away to the folder of the "NOT TO DO" things. At least till now...
But Spawn of the Surreal - the title coming from a celebrated performance by Second Front - doesn't want to keep just memories of my travels in Second Life. Lots of people are doing it, probably better then me. I'n not a reporter, I'm an art critic. I want to understand what art is, and what does it means to make art in a virtual world. Sisiphus, come with me. You have lots of experience to share about impossible jobs...
ART. Every time I go to an ART gallery, an ART museum; every time I meet a wannabe ART work, or a self-declared ARTIST in Second Life, I have to ask to myself: what's ART for me? In real life, we can accept everything with an art label as art. In Second Life, it's totally different. Out there the art spell is broken, victim of another spell. The aura breaks into fragments: shattered not by the collapse of the mystique of the artifact, but by the rise of a new mystique: that of the virtual world. How shall we rebuild it? Make your own bet!
I have my own idea about art in Second Life. For me, SL artists are the spawn of the surreal. What does it mean? That's my own bet: try to make it make sense...