The Rhizome Digest merged into the Rhizome News in November 2008. These pages serve as an archive for 6-years worth of discussions and happenings from when the Digest was simply a plain-text, weekly email.
Subject: RHIZOME DIGEST: 12.05.03 From: digest@rhizome.org (RHIZOME) Date: Fri, 5 Dec 2003 21:23:08 -0500 Reply-to: digest@rhizome.org Sender: owner-digest@rhizome.org RHIZOME DIGEST: December 5, 2003 Content: +opportunity+ 1. Trebor: Call for Submissions: Conference on Collaboration 2. Jamy Sheridan: Experimental Animation teaching opportunity 3. Brian Winn: Assistant Professor Position in Digital Media Arts & Technology 4. Agence TOPO: Web fiction CIVILITES / CIVILITIES +comment+ 5. Olga: Dream by Dream, Dreams Come True +thread+ 6. Perry Garvin, Jeremy Turner, Rachel Greene, Jessica Hammer, Chris Chesher, Donato Mancini: Distributed Creativity Week 3 - Mr. Wong's Soup'Partments +feature+ 7. Gloria Sutton: The Contingent Object of Art + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 1. Date: 11.29.03 From: Trebor (trebor AT buffalo.edu) Subject: Call for Submissions: Conference on Collaboration Call for Submissions The facilitators of the conference "networks, art & collaboration" now accept submissions for in-person and web-based participation in the "networks, art & collaboration" conference, April 24/25, 2004 at The State University of New York at Buffalo. In addition, we now invite texts for publication in a magazine that will be made available at the conference (see call for texts on the website). http://freecooperation.org This conference on collaboration will bring together artists, designers, (social) scientists, and engineers in formats such as workshops, lectures, open mic, parties, screenings, interviews, brain storming sessions, and artist presentations ? all aiming at ongoing collaborations and exchange of knowledge. The aim of the conference is to get a deeper understanding of the dynamics of collaboration, models of critical web-based art, and the role media technologies play in the making of social networks. The event seeks ways to go beyond the outmoded top-down conference format and intends to experiment with alternative forms of interactive presentations and debate. Dance, discuss, eat, argue, laugh, learn, celebrate dissent, make new friends, and meet future collaborators. Proposal Deadline: January 20, 2004 You can propose an in-person contribution, or submit a proposal for inclusion in the virtual meet space augmented by web-based presentations. Who should participate? We are seeking contributions from researchers and practitioners (academia, music, activism, art, technology, ...) focusing on collaboration. We encourage individuals and groups who are historically underrepresented in these fields to contribute. Submit either individually or team up in a collaboration. In-Person Formats: Some possible forms of participation in person include: brainstorming sessions, interventions and presentations, demos, workshops, panels, dance party, *no lectures.* Virtual Participation Formats: Some possible forms of mediated participation include weblog, wiki, mailinglist, webcast, video conference. Submissions (in person and virtual) are in the following suggested sessions-- Track I: Tech skill exchange: peer 2 peer, open source/ free software movement, tools for collaboration/ tutorials, workshops Track II: Models of online cultural production models of critical web-based art/ distributed creativity multi-user games, collaborative novel writing/ e-poetry Track III: Network architectures (lists, blogs and the quest for meaning), e-learning, class room collaboration in new media education Track IV: Global social movements / participatory cultures Track V: The high art of collaboration (challenges of collaboration), metaphors of collaboration (family, friendship), scalability TO APPLY: Do you apply to participate in-person or as part of the Virtual Meetspace? Which track do you apply to? Would you like to contribute in-person or as part of the virtual meetspace? Which format would suit your contribution best? (ie. brainstorming sessions, artist presentation, interventions and roundtable presentations, demos, workshops, panels, dance party, *no lectures*) With your proposal submit a 250 word biography. Please also include relevant links. Deadline: January 20, 2004 Send proposals to: Geert Lovink geert AT xs4all.nl Trebor Scholz treborscholz AT earthlink.net + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 2. Date: 12.04.03 From: Jamy Sheridan (jamy AT arthink.com) Subject: Experimental Animation teaching opportunity The Maryland Institute College of Art seeks a creative individual with experience in one or more of the following: 2D, 3D, algorithmic or experimental computer animation, character animation, animation programming, emerging forms. The successful candidate will teach 9 credits per semester of introductory to advanced courses, develop advanced level classes, participate in departmental operations including advising, committee service,departmental and student activities. Required qualifications include an MFA degree or equivalent professional experience; knowledge of contemporary issues; outstanding portfolio of professional work; three years college level teaching experience beyond teaching assistantships or equivalent professional experience. Salary commensurate with experience and college policy; Excellent benefits package. To apply: The College will review applications as received; deadline for final submission is January 16, 2004. Submit letter of interest, CV, list of 3 references; 20 images of professional work with descriptive list and 20 images of student work if available. DVD, CD, videotape or slides in boxed carousel tray. All electronic media must include detailed instructions regarding playback platform, sequence, resolution, etc. No original work. Include SASE for return. To: Experimental Animation Search; Office of Academic Affairs; Maryland Institute College of Art; 1300 W. Mt. Royal Avenue; Baltimore, MD 21217. No phone calls, please. AA/EOE/WMA. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 3. Date: 12.05.03 From: Brian Winn (winnb AT msu.edu) Subject: Assistant Professor Position in Digital Media Arts & Technology Position Announcement, Please Circulate: Michigan State University Department of Telecommunication, Information Studies, and Media Assistant Professor, Digital Media Arts and Technology Teaching: Candidates are expected to teach three courses a semester across several of the following areas: interactive multimedia design, web design, video and audio production, compositing and effects (CGI), 3D graphics design, game design, programming, and human-computer interaction. Candidates are also expected to advise students on projects and theses. Creative-Research Activity: Although this is primarily a teaching position, candidates will be expected to gain visibility through juried media designs (exhibits at peer reviewed venues; broadcast distribution; conference presentations; awards) or scholarly research publications. Candidates will be encouraged to pursue external funding to support their creative and/or research activity with the possibility of reduced teaching load. Qualifications: MFA or PhD in a related field preferred. MA or MS with considerable industry or academic experience will be considered. Required: Portfolio showing outstanding creative design work and/or research related to digital media arts and technology, aesthetics, telecommunication, or information studies; teaching experience and strong teaching evaluations. Desired: Industry experience related to digital media arts. Appointment: Academic Year, Fixed-Term Renewable with the possibility of converting to the Tenure System Work Environment: The Department of Telecommunication, Information Studies, and Media: The Telecommunication, Information Studies, and Media Department (http://tc.msu.edu) has an international reputation in a number of areas. Faculty specializing in video, audio, 3D/VR, and multimedia come together to form the core DMAT faculty (http://dmat.msu.edu). BA, MA, and Ph.D. are offered. Collaborative interest in digital media arts is also strong in related departments within the college and also outside of the college, including education, computer science, and music. Communication Technology Laboratory: The Communication Technology Laboratory (http://commtechlab.msu.edu) is an association of MSU faculty who create innovative learning experiences that elegantly integrate technology. Through externally funded projects the Comm Tech Lab develops meaningful, emotionally appealing projects and research prototypes and invents new media genres. Rather than programming software, the lab approach is: ?we design experiences.? New Media Center: The Department of Telecommunication, Information Studies, and Media is home to a New Media Center digital media arts and technology teaching laboratory, as well as numerous other college-wide computer laboratories, television and radio studios. Media Interface and Network Design (M.I.N.D.) Labs: The Media Interface and Network Design Labs (http://www.mindlab.org) are a network of human-computer interaction research labs focused on the interaction of mind and media, especially on ways in which media can be better adapted and tailored to the mind. Facilities include virtual reality and augmented reality systems, over 25 computer graphics work stations, and various forms of research measurement equipment. College of Communication Arts and Sciences: The department is in the College of Communication Arts and Sciences, which was the nation's very first college of communication. Today, it remains an innovative and leading international center for all forms of research and teaching on human communication: Telecommunication, Information Studies, and Media, Communication (interpersonal, organizational, and social effects), Audiology and Speech Sciences, Advertising, and Journalism. Michigan State University. Founded in 1855 Michigan State University is situated in East Lansing, a pleasant university town just on the border of Lansing, the Michigan state capitol. The Michigan State University campus is quite large with over 5000 acres of land and 150 major buildings. The campus is home to over 40,000 students from all continents and about 4000 faculty and staff. The cost of living is very reasonable. To Apply: Consideration of applications begins January 12, 2004. Search closes when a suitable candidate is hired. Duties begin August 16, 2004. Send letter of application, curriculum vita with three listed references, creative portfolio, and evidence of teaching experience to: Brian Winn DMAT Professor Search Committee, Department of Telecommunication, Information Studies, and Media Michigan State University, East Lansing, 48824-1212 E-mail: winnb AT msu.edu MSU is an Affirmative Action/Equal Opportunity Institution. Handicappers have the right to request and receive reasonable accommodation. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 4. Date: 12.05.03 From: Agence TOPO (topo AT agencetopo.qc.ca) Subject: Web fiction CIVILITES / CIVILITIES CIVILITES / CIVILITIES Agence TOPO presents a new web collective fiction with 10 Montreal artists http://www.AgenceTopo.qc.ca/civilites Civilities is a modular, collective fiction that brings together ten Montreal artists from a range of disciplines and backgrounds who offer diverse perspectives on "living together." The invited artists explore potential spaces of confidence, reconciliation and the cohabitation of persons, peoples and religions. >From the rules of religious fundamentalisms to the movements of anonymous crowds in the city, the projects examine various aspects of social organization, cultural norms and the collective spaces of shared practices. Working from interfaces representing public space, that of the community and of civitas, small stories emerge like windows onto more universal situations, onto a certain state of the world, somber and violent indeed. Civilites is a production of Agence TOPO, directed by Eva Quintas and designed by Guy Asselin. The invited artists come from the fields of visual arts, theater, audio creation, writing and performance : Mathieu Beausejour, Pascal Contamine, Nathalie Dion, Linda Hammond, Isabelle Hayeur, Norman Nawrocki, Lisa Ndejuru, Eva Quintas, Jean-Sebastien Roux, Cesar Sa=EBz. PARTICIPATE How to live together ? Can we live together ? You are invited to send your answers, texts, images and links that will be integrated in the "Green light" section of the site and gradually contribute to the creation of a another critical forum. You can also submit all multimedia project (flash animation, video, etc.) that corresponds to the proposals and orientations of Civilities. AGENCE TOPO www.Agence Topo.qc.ca Agence TOPO is a non profit organization dedicated to the creation, production, diffusion and distribution of multimedia independant artworks. Civilites is the fourth collective web project producted by Agence TOPO, after Liquidation - a web-radio fiction (1998), in collaboration with Radio-Canada FM, FiXions (1999), grouping 10 writers and photographers and Vilanova (2002) with 13 artists photographers from the collective Fovea. The site is also a space for the dissemination, promotion and distribution of art and essay CD-ROM's and DVD-ROM'S. The showcase presents some forty titles from Canada, the United States, Australia, Belgium and France. Information : Eva Quintas, Michel Lefebvre / T (514) 279-8676 / topo AT agencetopo.qc.ca L'Agence Topo thanks the Canada Arts Council, the Conseil des arts et des lettres du Quebec, the Conseil des arts de Montreal, the Institut des technologies de l'information of College de Maisonneuve, and the Technological Arts Society. -- Eva Quintas Presidente et directrice artistique Agence TOPO T (514) 279-8676 http://www.AgenceTOPO.qc.ca + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 5. Date: 11.29.03 From: Olga (olia AT drx.a-blast.org) Subject: Dream by Dream, Dreams Come True Merry Christmas Applet Art from Bora Bora http://art.teleportacia.org/exhibition/merry_christmas/ Already for 3 years we live in the new millenium. We have fast computers, broadband connections, huge flat screens, there are even three buttons on our mouses. And there are so many of us that the bridge over the Digital Divide will soon break under our weight. We are in the future. But very often WWW makes this impression dissapear. Leaving messages in blogs, rephrasing thoughts for google, openning and closing tiny pages that do not even have a scrollbar and skipping intros is not the future, it is the fantasy of developers prepared for Y2K crash, but not for Y2K. Emergency scenario. Absolutely another feeling is when you see how 90s utopias come true. One can now put 3000 animated gifs on one HTML page and the browser will not crash. You can go through VRML worlds fast and smooth. Background images download before you finish to read the first paragraph. Dream by dream, dreams come true. Recently I found out that Java Applets don?t freeze my browser any more. Lakes, puzzles, mosaics, lenses, fractals, plasmas, running texts, rotating menus. It is exatly them who make the web to be a very special place. What a pity that they were overlooked by designers and artists (probably because they never worked on Macs) and are not a part of the web of today. It is really a shame that we were not patient enough and blamed java applets developers every time our PCs crashed. As if it is the biggest trouble in the world to restart your computer. To correct this aesthetical injustice I decided to devote the Teleportacia net art workshop at French Polinesian Bora Bora to java applets. To come back to the roots and to work with classics of the genre. Fortunately my plan worked: Young Bora Borian artists appeared very sensitive to the traditions of the web. Without any ambition to conquer the European media art market they made an invaluable contribution to web culture. I would like to thank Fabio Ciucci and all the participants for their enthusiasm. Marc-Andre Zani of L'Appetisserie Cyber Cafe ? for hosting the workshop and allowing us to install Java Runtime Environment despite the complains of other clients. Personal of Meridian hotel for unforgetable beds and brekfasts. And of course this trip and project would not have happened without financial support from the Society of American-Russian Veterans of WWII and Veterans of Resistance Union (Italy). Olia Lialina + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 6. Date: 11.30.03-12.02.03 From: Perry Garvin (garvinpr AT fastmail.fm), Jeremy Turner (jerturner536 AT yahoo.ca), Rachel Greene (rachel AT rhizome.org), Jessica Hammer (hammer AT kleene-star.net), Chris Chesher (c.chesher AT unsw.edu.au), Donato Mancini (donatomancini AT yahoo.com) Subject: Distributed Creativity Week 3 - Mr. Wong's Soup'Partments Perry Garvin (garvinpr AT fastmail.fm) posted: Continuing on the theme of discussing the featured web sites this week, I'd like to direct our attention to Mr. Wong's Soup'Partments. I'm wondering what people's responses are to the site specifically the way that it visualizes community. It's interesting that it presents community in at least two major ways: 1) As a vertical population where each person's habitat is isolated from the others creating what feels like an "anomic neighborhood." 2) Where joining the community requires abiding by restrictions including size of apartment block, style of design, censorship of certain texts (mainly advertising), and others laid down by the site's founder. Why the usage of an apartment building as a visual expression of community? Why does one of the internet's best known visual communities feel so overwhelmingly isolating for each of the apartment's residents? Why compare this online apartment tower to physical apartment buildings (see the site for a comparison graph)? These problematic visual and conceptual properties seem symptomatic of larger problems creating, maintaining, and building these types of communities. What do others think? + + + Jeremy Turner (jerturner536 AT yahoo.ca) replied: Subject: More Questions than Answers Wow, I should have checked out Mr. Wong's Apartment earlier. I wish I was able to become a resident. I will reply Parry Garvin's questions below using the "****": 1) As a vertical population where each person¹s habitat is isolated from the others creating what feels like an "anomic neighborhood." ***yes, there is an emphasis on "Habitat" here - such as the Habitat for the C-64 designed for LucasFilm by ex slum-lords, Mr. Morningstar and Mr. Farmer. That one was a horizontal version of course. I cannot really comment on a direct comparison here as I have only seen the screenshots of the original Habitat (er....not the truly original "Habitat" designed by Moshe Safdie in Montreal). Has anyone in the foum played the original Habitat? Any thoughts on this? for awhile, I had an apartment in Blaxxun Corp's Cybertown but I was too lazy and cheap to furnish it. I managed to bail before having to pay any kind of damage deposit though. I will check out Mr. Wong's high-rise in more detail and then will comment in more detail (if I can reply in time before the Digital Karma forum closes). More later... Jer + + + Rachel Greene (rachel AT rhizome.org) replied: Wow... cool site. Never seen it before. I don't know anything about the operational or discursive happenings of Mr Wong's but I think the metaphor of the crowded, teetering, yet regimented apartment house is apt for a moment when many online communities are sufficiently expanded that their challenges now include diversity, crowd and discourse management. Case in point -- think of how Nettime is run and the tenor of that list which is, in my view, pretty atomized and impersonal. Multivocal, formal, only occasionally social and definitely not identified as being in the community mode (see their far-reaching freakout when asked to participate, as a community, in the DC Forum). I also think, that while this hasn't been an issue on Rhizome lately, many online forums have to manage the discussion of political reality or risk implosion (which is what happened to the Syndicate list following the UN campaign in Kosovo) -- a real-world corollary to Wong's style and content restrictions. On the other hand, Wong's site does seem like communimage in that it's presented as a participatory, communal initiative but is really a fairly controlled formal, design-driven experiment. Perhaps people from the number of new forums that have sprung forth in the last few years -- nine, the pool, discordia, furtherfield, consume, etc. -- might want to comment on their particular community trope. Oh, another cool one is communiculture -- http://www.communiculture.org/. -- Rachel Greene + + + Jessica Hammer (hammer AT kleene-star.net) replied: The question of balancing individual and community needs is a really good one, and I think that's what both of Perry's questions get at. To what extent do people want or need an individual space within a community? And to what extent does the community need to impose rules and guidelines on the members within it? There's an obvious non-answer to this question, which is that it depends on the needs and goals of the community being discussed, but I think there's a deeper point here about community and collaboration. First, most people want to have their own identity preserved within a community. Whether looking at MUDs and the way that people build their own personal spaces within a larger, communal space or examining the reasons why there aren't many anonymous email lists (as someone suggested in another thread), it seems a pretty common thread that people want to preserve their own individual identity within the community context. Even if the community presents an anonymous/corporate face to the rest of the world without publicizing their individual identities, it's hard to imagine a truly anonymous (as opposed to pseudonymous, which is what most online communities are) long-term community or collaborative environment developing. What Mr. Wong's Soup'Partments gets at is the need for individuals to carve out their own space within a community, though perhaps it's presented a bit more literally than most communities do it. Second, as Flick Harrison mentioned in another thread, communities need rules - even if those rules are 'there are no rules'. In fact, I think that the less substantive the relationship, the larger the group and thinner the channel of communication, the more explicit the rules of the community have to be. For example, consider two people who know each other well working together in person. They can easily go back-and-forth over ideas, likely without even making every detail explicit, and can still have a successful collaboration. For Mr. Wong's Soup'Partments, though, the "community" of the project is a bunch of random strangers who can submit with minimal intervention from anyone else - so in order for their contribution to have meaning within the context of the project, there have to be explicit rules and guidelines that are replaced by personal relationships and social norms in smaller or more close-knit communities. On the other hand, I'm not sure that I would define Mr. Wong's Soup'partments as a community in the first place. Yes, it provides a listing of the people who submitted apartments to the building, but does that make it more of a community than, say, the phone book? It's much more like a call-in show on a radio station, in my mind: the various apartment-submitters aren't actually interacting with each other, but rather a central authority collates and organizes their requests in order to create a larger work of art from their smaller, contributed elements. I've always thought that to be a community, there had to be meaningful group interaction - and while Mr. Wong's Soup'Partments may be an interesting piece of collaboratively created art, I'd have to say it fails to cross the line into being a true community. The metaphor of an apartment building makes it *seem* like a community because of the real-world analogy - but without any way to support participants in the project interacting with each other (in the virtual elevator?) beyond simply publicizing their URLs and emails, the community is no more than an illusion. + + + Chris Chesher (c.chesher AT unsw.edu.au) replied: Constraints are not anathema to creativity, or to community, for that matter. Constraints on creative practice establish the frame for any work. Frames delimit the scope for creative production. Genres are another type of constraint that facilitates creativity (even if that is by subverting that genre). Constraints are fundamental to creativity. Creative practices are also interdependent. The developer of the Mr Wong site establishes fields of indeterminacy within which creativity can take place. Outside of this structure, any of these pieces would not be particularly remarkable. It's the juxtaposition of diverse responses to a brief that makes this such a fascinating site. Community, too, always exists largely as a creative limit on individual activity. Every individual's sense of identity emerges from their distinctive place within a collectivity, and their relationships to others. + + + Jeremy Turner replied: Subject: Lord Of The Tenants - The Twin Towers I absolutely love Mr. Wong's high-rise so much, I wish I could participate in the project and get a floor for myself but I noticed that the project seems to be closed to new members of the online community. That is a major drag, in my opinion. The single high-rise is a fair comment on the "gated community" where only a limited number of people has the luxury of time and "cred" to earn themselves a floor in this piece of prime virtual real-estate. I think in order for Mr. Wong's piece to actually represent a full "community", there will need to be more high-rises to be placed next door to the one currently standing. Even though it looks like it is right out of Sim City, I would say that until more High-Rises are developed in that environment, a networked Sim City game itself would have more of a sense of "community" One building standing alone by itself is even more gated than the current defintion of the gated community. To increase the flow of good karma, I wish to request that "Mr. Wong" gets to work with a developer ASAP to build the 2nd "Twin" Tower :-D This would allow for Babel and WTC references and allow the definition of the site to encompass "community". + + + Jeremy Turner added: Ok, upon further inspection, I now realize that Mr. Wong's hood is gradually expanding with a new road that people can contribute some pixellated pavement to. I would prefer to be part of Mr. Wong's High-Rise and I am still hoping he will build a virtual twin (in terms of height). Well, at least I can contribute some (astro)turf now. Time to pave my own road (the one less traveled)...and where will it all lead? Here is hoping that Carl Andre will pitch in some asphalt :-D On the Road again, Jer. + + + Donato Mancini (donatomancini AT yahoo.com) replied: Chip Morningstar's interesting accounts of the very brief but busy history of Lucasfilm Habitat (http://www.fudco.com/chip/lessons.html., which he describes as "the first large scale, massively multi-user graphical online virtual world", are the best, and most concise, early documents of the behaviour of online "communities". What he stresses, and what I think sociologists with any acumen must have predicted, is that most of the situations and problems of the offline world which P Lichty so wonderfully called "meatspace" vs "cyberspace" reproduced themselves among the Habitat "residents". Everything was recreated, including crime. (If only there had been a way to make the avatars have SEX!) We might all know that this happens & has repeatedly happened, but we still seem puzzled and surprised by the fact. What I'd point to in this regard is something Flick Harrison wrote in a post: "The virtual and physical are not separate spaces; they are simply whimsical definitions of boundaries." If we accepted (or agreed?) with this we wouldn't be surprised how much online communities are like offline ones, and we'd be able to predict the behaviours of both as well or as badly. There's a bit of a fetish for the word "community" I think that tends to give it a kindly aura. Jessica Hammer, talking about Soup'Partments asked if community isn't defined by 'meaningful interaction' it is. But meaningful can mean competitive, and even hostile as much as mutually beneficial. The 'community' of plants within an ecosystem aren't all allies. Jessica is also very right to say the Soup'Partments doesn't represent a community. It doesn't represent a community any more than the various artists exhibiting together in a group show can be said to be a "community". Neither are the people who participate in Learning to Love You More a community, although their participation makes good common ground from which to build community if they ever decide to contact each other. MUDs create more of a community than do projects like Soup'Partments and Learning to Love You More. To make another distinction: I'm writing this from a huge, underground internet café right now 55 kiosks, 25 occupied at 12:40 am (plus 3 billiard tables!) mostly full of people playing MUDs, first-person shooters. So I'm surrounded by the sound of explosions, gunfire, and screams of the dying. (and dance pop being piped over the sound-sytem.) Someone nearby is playing Star Wars so I can hear the trademark laser blast sound cutting through the rest of the din. This meatspace (or corporeal place; the café) I'm in isn't housing a community anymore than a train station or an airport is housing a community but many of the people online around me are probably interacting (perhaps in the form of blowing up their avatars) with people they've been interacting with for days, months, or weeks, creating community. Have you seen that film Avalon by Mamoru Oshii? + + + Donato Mancini added: I want to add a couple of thoughts about Mr Wong's before DK closes. I enjoy the fact that the Soup'Partments are really better described as Sandwich'Partments; the image is like a towering sandwich, especially with that giant sheep in there. But in considering the possible significance of such a piece in terms of web art, one should admit that it works exactly like a surrealist 'exquisite corpse' (an 'exquisite sandwich'?). http://www.exquisitecorpse.com/definition.html I don't think Mr Wong's formally moves much past the method of exquisite corpse. The only thing that makes Mr Wong's web-specific is that practically anyone from anywhere with internet access was able to add to the piece. Otherwise it is something that could have been done on paper, easily, and to equally delightful effect. It's an entertaining piece, but it's not sophisticated web art. The fact that contributors use downloadable templates is equivalent to being instructed, in a meatspace/corporeal situation, to use only one graphic medium, i.e. ball point pen, charcoal, ink pen, whatnot, providing just enough aesthetic continuity. It reminds us that the web is still mainly being used as a way of extending analogue practices & modes. How much or how little does it matter that it's networked? I personally think it's intellectually dangerous to ascribe too much importance to such things, cos one can move quickly into various forms of obfuscation and mystification; an effect, certainly, of the almost supernatural appeal that the (relatively) new technologies still have. Instantaneity is magic. Equally, a project very much like Learning to Love You More could have been effectively accomplished offline, without any recourse to the web. Perhaps email and other forms of instant communication are still the most important functions of the web, perhaps no superior application of it has yet been found. AVATAR spaces, such as Traveler and MUDs, and the use of the GPS (global positioning system) are may be a start of something really web-particular, even given the possible counter argument that avatar applications are just fancy videophones, or fancy walkie-talkies. DM. p.s Anyone interested in how poets and writers are beginning to work with the web should see http://www.ubu.com/ You'll see at UBUWEB what an excellent continuity with tried (tired?) forms of concrete/visual/graphic poetries the web provides, without (yet) fundamentally altering their nature. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 7. Date: 12.05.03 From: Gloria Sutton (suttong AT humnet.ucla.edu) Subject: The Contingent Object of Art The Contingent Object of Art Martha Buskirk September 2003 MIT Press 317 pages, 98 illustrations Cloth: $39.95 These days vague allusions to Marcel Duchamp's "readymade" and Joseph Kosuth's analytic proposition of "art as idea" are tossed out like critical flotation devices keeping artists theoretically buoyant aloft the post-medium, post-studio sea of contemporary art. More specifically, references to conceptual models of art production established in the 1-0s and 1970s are often used to validate the appropriation of found images and a reliance on commercial fabrication techniques. The critical syntax of conceptual art and minimalism worked out by an earlier generation of artists and critics has been cut and pasted into a variety of artist statements with little concern for historical specificity. For today's Tivo-centric audience, it's a seamless jump from Yves Klein copyrighting his own version of the color blue in the 1-0s to Etoy incorporating itself and selling stock through its infamous website during the late 1990s. However, as Martha Buskirk's new book, The Contingent Object of Art (MIT Press, September 2003) confirms, the theoretical maneuvering around claims of singular authorship and the rights of ownership in the art world have a more contested history. Eschewing a straight chronological approach, her highly engaging book presents the "greatest hits" of the sixties through the nineties as well-defined case studies. In connecting individual works with their exhibition contexts as well as clearly articulating suspect terms like "authorship" and "originality," Buskirk establishes an expansive conversation about the art projects that have been most influential to today's headliner artists. From each model, Buskirk delineates specific attributes or tools that she uses to unpack the dense and layered work that garners much of the exhibition real estate on the international biennial circuit. For example, she details the practice of issuing authenticity certificates by artists such as Richard Serra and Donald Judd during the late 1-0s as way to distinguish art objects from generic, industrially produced steel boxes. This lesson from minimalism is then applied to read more contemporary forms such as the two 600-pound cubes of lard and chocolate comprising Janine Antoni's Gnaw (1992). Delineating the act of consecrating an ordinary object as a work of fine art from the object's actual physical production is a re-occurring theme in the examples Buskirk holds up for our examination. The Contingent Object of Art is a direct response to the fact that by the end of the twentieth century everything from upturned urinals to gnawed chocolate could be considered art with a capital A. The book is deftly broken into thematic chapters that address the theoretical underpinnings and historical precedents for well-known projects from the seventies onward, including works by Bruce Nauman, Hans Haacke, Gabriel Orozco and Andreas Gursky. Buskirk's detailed descriptions of the individual artworks themselves have a statement-like surety, narrowing in on a precise intention for each project. The reference and scope for interpretation is defined to such an extent that readers are left with no choice, but to accept her version as fixed or final. By eliminating any nuance or historical difference in various actions-Adrian Piper's street actions (Catalysis III and IV) are paired with Sophie Calle's reverse stalking project from 1981 (The Shadow)-Buskirk re-in enforces the dominant narratives established for a group of works which cannot be seen or experienced by contemporary viewers, but are cited with such regularity that they have acquired a myth-like status in the art world. There's a significant difference in historical context between Piper's highly charged physical confrontations with strangers on the streets of New York City in 1970 and Calle's staged dramas enacted over the course of the 12-day Bacchanalian fest such that was the Venice Biennial in 1981. Moreover, Buskirk never expands her peripheral vision to include works that fall between the cracks or outside of the purview of the gallery or museum such as early film and video. Overall, Buskirk's tone strikes a balance between exultation and nostalgia for the types of work that put down stakes and challenged categorical definitions of art production. More specific to Rhizome readers, The Contingent Object of Art details how the incorporation (the collecting, curating, and producing value for) new media art and Net.art in particular by museums, has obvious precursors in the galvanizing treatment of installation art in the 1990s, but the prerequisite for institutional legitimacy is afforded by its incorporation of earlier conceptual art practices. Conceptual art has reconfigured the way viewers examine art; the demands we now place on it and the need to have a serial crescendo towards the intensity of experience. In pragmatic terms, issues of copyright, authorship, duration, documentation, built-in obsolescence and the privileging of interactivity, which are all core conditions of new media art find a precedent in the institutional incorporation of Conceptual Art. By presenting works previously regarded as mutually exclusive, The Contingent Object of Art does a great deal to further the conversation on contemporary art away from static issues of form and content toward strategies and operations. -Gloria Sutton + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + **RHIZOME NEEDS TO RAISE $27K BY FEBRUARY 1, 2004** Do you value Rhizome Digest? If so, consider making a contribution and helping Rhizome.org to be self-sustaining. A contribution of $15 will qualify you for a 10-20% discount in items in the New Museum of Contemporary Art's Store, http://www.newmuseum.org/comersus/store/comersus_dynamicIndex.asp and a donation of $50 will get you a funky Rhizome t-shirt designed by artist Cary Peppermint. Send a check or money order to Rhizome.org, New Museum, 583 Broadway, New York, NY, 10012 or give securely and quickly online: http://www.rhizome.org/support/?digest125 **BE AN ACTIVE ROOT** + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Rhizome.org is a 501(c)(3) nonprofit organization and an affiliate of the New Museum of Contemporary Art. Rhizome Digest is supported by grants from The Charles Engelhard Foundation, The Rockefeller Foundation, The Andy Warhol Foundation for the Visual Arts, and with public funds from the New York State Council on the Arts, a state agency. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Rhizome Digest is filtered by Feisal Ahmad (feisal AT rhizome.org). ISSN: 1525-9110. Volume 8, number 49. Article submissions to list AT rhizome.org are encouraged. Submissions should relate to the theme of new media art and be less than 1500 words. For information on advertising in Rhizome Digest, please contact info AT rhizome.org. To unsubscribe from this list, visit http://rhizome.org/subscribe. Subscribers to Rhizome Digest are subject to the terms set out in the Member Agreement available online at http://rhizome.org/info/29.php. Please invite your friends to visit Rhizome.org on Fridays, when the site is open to members and non-members alike. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
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