Kanarinka on Sat, 21 Jun 2003 00:49:05 +0200 (CEST) |
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<nettime> selected themes in net.art and new media art |
the below is a excerpted draft of a text that iKatun is preparing for an institution interested in the current new media art and net.art landscape - i'd appreciate any thoughts on the selection of artists and themes (we chose those whose work we were familiar with/had seen in person/had a relationship to) and the accompanying thematic discussions. the text is meant to be introductory and readable by a layperson. many thanks, kanarinka --------------------------------------- Selected Themes in net.art and new media art practice --------------------------------------- Intent: These are emerging artists whose works reflect the variety of themes and methods present in current new media and internet art practice. We have also highlighted some of the themes that are beginning to resonate in this (relatively) new field of artistic production. Since we are not only curators but also artists we took the liberty of including ourselves in this list and speaking directly about our own work. Themes: . Algorithms . Data and Databases . Immersion . Art collectives . Recombination . Transposition/Transcoding Artists Discussed: Net.art . Natalie Bookchin . Kanarinka . Kate Armstrong . Victor Liu . Shirin Kouladje New Media Art . Joseph Smolinski . David Webber . Forcefield . iKatun --------------------------------------- . Algorithms We live in the Age of the Algorithm. Algorithms are demonized, reified and mythologized in our cultural artifacts, notably in the popular media (e.g. the Matrix, Neuromancer). Algorithms are invisible to most of us, hidden behind the user interface of our computer screen, embodied in obscure lines of code, yet they guide our actions, shape our thoughts, and determine our limits in virtual space. The more our actions and interactions happen in networked and cyber spaces, the more important the author of the algorithm becomes. Artists working with net.art and new media art have begun to leverage the algorithm as a powerful artistic tool. Victor Liu ( http://www.n-gon.com ), for example, creates artworks that visually reveal the inner workings of a compression algorithm designed to make web-ready video. iKatun ( http://www.ikatun.com/neocommedia ) created a grid of LED lights that visually represented the "Game of Life" algorithm as a metaphor for "perfect information". Along with the trend in making use of algorithms goes the desire to expose their inner workings. --------------------------------------- . Data and Databases Almost everything is or can be converted into digital data, 1's and 0's. A database is simply a collection of data that has similar structural properties. The advent of the database afforded artists the ability to work with immensely large data-sets (genomes, entire libraries or the whole internet, for example) and the ability to create complex interrelationships and correlations between data properties. The sheer vastness of this technology has enlarged our conceptual frame of reference. Many artists now work in multiplicities, large data-sets, and complex interrelationships. Often the hope (or myth) is that if the artist can craft the most perfect relationship structures and navigatory interactions around their data that Truth will be revealed. Important questions in this new landscape of data-sets are: What data does the artist choose to represent? How is this choice contextualized within the larger work? Many artists choose to represent existing data (e.g. Victor Liu, the numerous projects to create alternative web browsers, the numerous projects to represent internet traffic), some choose to represent data contributed to a database as a collaborative effort (e.g. Martin Wattenberg & Marek Walczak's work "Apartment" - http://www.turbulence.org/Works/apartment/index.html ), and some choose to create their own unique data sets based around certain criteria (Kanarinka, Shirin Kouladje). Each method of gathering data has unique formal and thematic implications for the resulting work. --------------------------------------- . Immersion Many artists are choosing to utilize disparate technologies to create immersive spaces rather than identifying themselves with one particular technology (e.g. "I am an HTML artist", "I am a video artist", "I am a sound artist"). Immersion also carries the connotation of being enveloped in or surrounded by an environment created by the artist. Immersion can happen in both cyberspace and physical space. Virtual environments like games and narratives often effectively replace the sensorial power of physically immersive installations. In iKatun's "Paradise" ( http://www.ikatun.com/neocommedia ), for example, visitors walked through a 900 sq. ft. labyrinth of white fabric to reach a sound-responsive LED grid in the center. For the 2002 Whitney Biennial, the group Forcefield created an entire room full of knitted creatures, video projections, and sound. For the exhibit info@blah, Joseph Smolinski ( http://www.ikatun.com/info@blah/artist.shtml?id=20 ) asked visitors to enter a dark room filled with potato batteries and fiber optic cable. In her project "metapet" ( http://metapet.net/ ), Natalie Bookchin asks the user to become a manager and take care of a semi-human creature in a bio-tech laboratory. In each example, these spaces were self-enclosed worlds offered up for exploration by visitors. In these worlds the artist becomes the designer of boundaries and participation structures rather than (or in addition to) objects. --------------------------------------- . Art collectives Just as many new media artists incorporate different types of technologies into their artwork, much of the work being created also involves many different types of people. The late nineties witnessed the resurrection of the art collective (see an NYT article on this phenomenon: http://www.rhizome.org/carnivore/press/cotter.htm ). The reasons are varied but include sharing expertise, pooling resources, and the rise of the open-source culture. Both iKatun (Boston, MA) and Forcefield (Providence, RI) are examples of groups that incorporate artists, technologists, musicians, and others to create collaborative artworks. Other artists don't necessarily identify themselves with a collective but collaborate with other artists on an individual project basis. See, for example, Kate Armstrong's project "imageWord.not_a_pipe" ( www.katearmstrong.com ) created in collaboration with Evann Siebens, Mathieu Borysevicz, and Yannis Adoniou. --------------------------------------- . Recombination The collage aesthetic has remained with us through the 20th and the beginning of the 21st century. Working in the digital realm the possibilities for recombination are expanded because of the inherent malleability of digital data. Assemblage becomes re-assemblage and the possibilities for mixes and remixes of image, sound, and data become infinite. Media created by the artist and "found media objects" are freely incorporated, altered and interchanged. Artists such as Kanarinka ( http://www.ikatun.com/k/colorstories/yellow/index.htm )and Shirin Kouladje ( http://www.n3xt.com/ ) work in this realm. Kanarinka captures and processes both found and original images and proceeds to structure and layer them through code, creating many unique visual "stories" out of the same set of media. Shirin Kouladje uses reprocessed sound and video clips from old TV shows, found photos, and Flash technology to create entries in her online journal. The desire to recombine existing or "found" material and re-present them through juxtaposition is common throughout new media and net.art. With the advent of personal computers and networked technologies a range of collage and combinatory prospects emerged: the opportunity to create multi-sensory collages, the opportunity to create collages using a wider range of media (e.g. time-based media such as sound, video and performance), and finally the sheer quantity of combinatory possibilities available to the artist. Many theorists have addressed this phenomenon in depth, notably Lev Manovich ( http://www.manovich.net/ ) and Bill Seaman ( http://faculty.risd.edu/faculty/bseamanweb/web/texts.html ). Seaman's discussion of what he terms "Recombinant Poetics" is particularly compelling. --------------------------------------- . Transposition/Transcoding Gradually, the realization that all digital data is composed of fundamental components (e.g. 1's and 0's) is creeping into popular awareness. With this realization comes the jarring thought that products of artistic creation that were once perceived as quite disparate, (such as photography and music or video and painting) are, in the digital realm, made from the same basic building blocks. This opens a tremendous space for what has alternately been called "transcoding" and "transposition", that is, recasting data from one form to another. How does an image sound? What does a radio broadcast look like? How might we travel in time through the logs of a networked server? Victor Liu's project "delter" ( http://www.n-gon.com/delter/index.html ), for example, effectively transcodes the data contained within a digital MPEG file and visualizes, based on certain rules, the parts of it which were never meant to be seen by an MPEG player. The data, the 1's and 0's at the root of these projects, are not altered - only the rules that render the data into experience. # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body # archive: http://www.nettime.org contact: nettime@bbs.thing.net