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.