Showing posts with label reading. Show all posts
Showing posts with label reading. Show all posts

Tuesday, March 30, 2010

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Check-in: Archive Bomb

Archive Bomb met Tactical Media, whose manifesto shares some desired qualities with the concept:
  • involved parties manipulate media "in a continual process of questioning the premises of the channels they work with"
  • activism characterized by mobility and flexible response (hit-and-run). The ability to move through different entities of "vast media landscape without betraying their original motivations"
  • results are "temporary reversals in the flow of power"
  • "an aesthetic of poaching, tricking, reading, speaking... Clever tricks, the hunter's cunning, maneuvers, polymorphic situations, joyful discoveries, poetic as well as warlike."
This match revisits the concept of artists being new archivists. Beeld & Geluid (B&G) can be the supplier for material for such interventions, and can facilitate participation on three levels:
  1. insider
    B&G can allow the broadcast system to be hacked. In a context where A/V will already be setup, for example an event in a public square during museum night, B&G can ensure the "back door" through which underminers can participate.
  2. hacker
    A team of archivists, dedicated to showing multiple perspectives can use the system themselves, as they are most familiar with the state of the collection. They could assume an anonymous identity, with a hidden link to B&G (Kounter Beeld en Geluid?).
  3. mentor
    B&G can encourage or participate in interventionist workshops, with specialized knowledge of broadcasting and A/V archives. Cooperation with historians could also be possible. (Hooray multi-disciplinary collaboration!)

Amalgamated Concept #1: historic re-enactments tying into current events
B&G can set up a platform that works with activists for the purpose of exposing patterns in media or social commentary, such as with the methods listed above. Through a combination of performance and A/V bombs, the public can be confronted with past events:
  • Purely analog (ex: performance troupe that translates a hate crime into a staged conflict on the train)
  • Augmented flashmob (ex: streaming old broadcast on the speaker system in addition to participants with previous instructions)
  • Techie dream (a disposable projection grenade: looks like a soda can, but it releases smoke onto which a one-time projection is displayed). While the "grenade" is still a few steps away (compact portable projectors are available, but definitely not disposable), a "landmine" could also be implemented: the material and structure are there, but detonation is triggered by a coincidence.

Amalgamated Concept #2: puzzlehunt
B&G can expose its archive through a pervasive game, such as an urban puzzlehunt. Teams of gamers sign up to solve rounds of puzzles - in this case media riddles could be featured, but in a public space context. Drawing from of the texts in "Space Time Play," this could be an ideal set-up:
  • Pervasive games mix everyday tangible space with closed information spaces. The rules and information network (game space) intertwine with the city space (play space).
  • "Temporary autonomous zones" are created by roleplay. In these zones willing players create a new set of rules, when imposed onto innocent bystanders, question implicit social interactions.
  • Because the real environment is used, there are real consequences. This removes the safety bubble of traditional play (where one can safely explore "what if" and what one cannot do in real life), but it also offers elements of psychogeography to come into play. The city itself can be enhanced by the game by encouraging players to see it through new eyes or to uncover stories to drive us.
B&G would curate the material used for puzzles, and gather data as done currently through web-based games. Material costs (if mobile-projection gadgets are to be used) would be more safely covered. The element of surprise still strikes non-participating passerbys, and they can also be used as part of the game. An element that could be interesting from the MIT Mystery Hunt is that the winning team wins the right to organize the following year's competition (rules, hints, everything).

An interesting part about creating these puzzles is to make it such that a Google search does not solve it. A good team could solve all puzzles to the end in about 48 hours (or that is a target). This is an example in which one deliberately tries to make the information not available, for a reasonable purpose.


Points for moving on:
  • Does the theoretical framework need more work?
  • Could storyboards of potential puzzles be a starting point, then see what happens when this game context is removed?
  • Is B&G's role clear enough such that the concepts are appropriate for them in particular? (Does it make an "appropriate" use of the content of their archive?)

********************************
New Readings since last time:
  1. Gregory Sholette - Dark Matter
    Raises discussion on the creative realm unrecognized by the institutionalized art world (and its importance), why it may not be accepted, and its connection to political art.
    • "What stabilizes the borders of the elite art market is the routine production of relatively minor differences."
    • Importance of connecting "'unblocked' moments of working class fantasy with the history, or histories of actual resistance to capital, patriarchy racism and nationalism. Rather than a smooth, linear narrative," it assembles "a montage of 'historical fissures -- crises, war, capitulation, revolution, counterrevolution."
    • Describes interventionist art groups that design objects of intervention as well as workshops that encourage this behavior.
  2. David Garcia & Geert Lovink - The ABC of Tactical Media
  3. Rui Guerra(!) - It's Not That Kind, guerilla projections & other projects that empower individuals to intervene with public spaces

To Read (mostly from INTK):
  1. Gregory Sholette - The Interventionists: User's Manual for the Creative Disruption of Everyday Life
  2. Krzystof Wodiczko
    Nowadays public space is occupied with the displaced, members of a nomadic culture. These spaces should be reclaimed as agoras for statements and discussion.
  3. Claire Bishop
    Participation in socially engaged art
  4. Markus Miessen - The Violence of Participation
  5. Chantal Mouffe - Artistic Activism and Agnostic Spaces
    Urge "for radical democracy of agnostic pluralism where all antagonisms could be expressed. In their opinion, ‘...there is no possibility of society without antagonism’; indeed, without the forces that articulate a vision of society, it could not exist."
  6. Michael Naimark - Arts Lab
    Proposal for a hybrid arts center and research lab

Thursday, March 11, 2010

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Reading: Ritual

Update from my end on the research. Some notes from Erik Davis's "TechGnosis" that apply to the Ritual category:
  • The speed & mutability of current technoscience times evokes supernatural qualities.
  • Technology has "demystified" the world, but this mysticism is actually hiding in cultural, psychological, and mythological areas. It comes back as well, perhaps without our knowing (ex: how Christian myths have framed technological/economic growth)
  • ICT shapes the human self by encoding thought & experience. Partially reconstructing this self and world leads to new interpretation. These constructions of our reality consist of (1) form (medium, crafted/constructed) and (2) content (transmission of mind & meaning). This content can be further divided into two parts: soul and spirit. Soul is analog, continuous, and entrenched in social context. Spirit is characterized by clarity and discrete signals (digital).
  • People are now cut off from their analog souls by science & technology, and try to recreate it with these digital versions - technology is not a mere tool.
The "Great Divide" from Latour's "We Have Never Been Modern" is also mentioned: nature and culture were once interwoven and indistinguishable (ex: how an Inuit experiences his dreams and hunting the following day), but the Modern Wall has wedged itself in between. Now culture is struggling to develop independently of nature, through new technologies, even though these spiritual needs are re-manifesting themselves.

Also starting to read up on Debord's "Society of the Spectacle," and the Situationists, don't know exactly where this will lead.

Wednesday, March 10, 2010

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Reading: Archive and Aspiration

Yesterday our clustering session yielded several research directions that we will dig deeper into this week. The topic I will address is power and the archive. The IT revolution has changed the way we think about information and accordingly, the archive. The result has been a shift in power from traditional, controlled archives towards information created, curated/edited and distributed through a participatory culture, in a sense democratizing these processes.

I started by looking into the V2_/NAi publication, Information is Alive: Art and Theory on Archiving and Retrieving Data, for some insight. The book is a collection of essays, projects, and interviews from different art/design disciplines. The most inspiring article I read was Archive and Aspiration, by Arjun Appadurai. I over simplify and paraphrase below.

Appadurai discusses how the digitalization of the archive has led to a return to the archive's traditional role as a deliberate site for recording anticipated memories for collectives, freeing the archive from the exclusive realm of state control, policing or from the tomb of the trace. The IT revolution has had the effect of increasing the accessibility and extended the function and possibilities for the archive. The digital archive becomes the site for the deliberate production of anticipated memories by communities. Appadurai gives the example of the digital migrant archive; the archive for disposessed people whose histories do not correspond with "official" memory. This intensified form of archive acts as a highly interactive forum giving voice, agency and debate, as a site for creating/negotiating collective memory and aspiration, mediating between the past and present locations.
"Rather, the migrant archive is a continuous and conscious work of the imagination, seeking in collective memory an ethical basis for the sustainable reproduction of cultural identities in the new society."
The archive is the map of how to interact within uncertainty and a tool to link between memory, desire and hope. For me, the notion of archive lending agency and location to grassroots, subversive or other groups confronting, breaking down or transforming the powers that be, is very fascinating...the tools of the oppressors become the tools of the suppressed.

Monday, March 8, 2010

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reading day


As Spring Cleaning happened last week, the closAR team borrowed some books from the V2_Library to read on Mono Monday.

As I was reading "space time play," one point I found interesting with pervasive gaming was the loss of the safety zone. Real consequences ensue in this real space, taking away some of this free exploration that happens in virtual gaming space. It reminds me of Apter's reversal theory regarding anxiety and excitement and also on safety zones based on their fears. The rules of engagement of a game help make up the boundaries of this world in which it is safe to explore (or play) these alternate realities.

Perhaps play theory will be more useful at a later stage of concept development (and perhaps we can use it to assess the play quality of other B&G game initiatives). Will bring in some resources if it is of interest.

Monday, February 15, 2010

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Philosophical/Higher Level Questions + Reading List

What is:
- an archive?
- memory?
- reality?
- space?
- augmentation?


What are these things when they are mapped/layered on each other?

Some relevant literature/inspirations....
Art of Memory - Francis A. Yates (ask Kate for the pdf)
Relational Aesthetics - Nicolas Bourriaud
The Interventionists - Gregory Sholette


Cybertherapy - a collection of papers on VR, mixed reality, interreality, ambient intelligence in health care.