Showing posts with label 2007. Show all posts
Showing posts with label 2007. Show all posts

LX 2.0: Carlos Katastrofsky - lastwishes


(curatorial statement)

Carlos Katastrofsky (1975) has been creating net art pieces that question both the notion of what an art work is and the notion of ownership of these processual projects, not defined by physical properties. Projects such as internet art for poor people (2006), free interactive readymade (2005) or the original (2005) are just a few examples of Katastrofsky's interest in exploring alternative ways of distributing and owning net art, always within the institutional art world logic and always through a critical, yet playful approach. His projects are mostly conceptual, not defined by fancy visual effects or sophisticated programming. There is no "beautiful" or "poetic" things to be seen on the screen, just the critical use of massified online tools that he masters in order to achieve his own agenda.

lastwishes, the project the artist created specially for LX 2.0, is a great example of the lack of any visual aesthetics in his work. In a simplistic (yet pretty accurate) way, there is nothing to be seen in his new project. lastwishes deals solely with the principles of communication. Mailing lists are popular tools for the exchange of thoughts and opinions: they make multiple (written) dialogues possible as well as the archiving for future references. In this work the mailinglist-software "mailman" is modified to allow only one single posting from a sender. The user is able to subscribe and to receive messages endlessly but post only once and by this immediately get unsubscribed. The idea of "exchange" is thereby turned into something absurd: one can listen but only talk once. Sending a message thus requires meaningful content, "chatting" becomes impossible.

The ephemeral quality of this sending-process reminds of zen-qualities: be quiet and learn to listen but if you really have to say something meaningful then talk. Above that, the question arises: how is communication possible when there is a quiet, listening mass and no one dares to stand up and speak? According to an Austrian proverb, "talking is silver and being quiet is gold", but being quiet only makes sense within the process of communication.

LX 2.0: On Contemporary Art Galleries and Internet Art


(published in Curating Media/Net/Art by CONT3XT.NET, Vienna, 2007)

LX 2.0 is a curatorial project developed by "Lisboa 20 Arte Contemporânea", a commercial contemporary art gallery based in Lisbon. LX 2.0 is one of the direct consequences of the regular program presented by "The Upgrade! Lisbon", a monthly gathering of New Media artists, curators and interested people, was also held at Lisboa 20.

Extremely interested in the possibilities of the digital medium (and by its contemporary touch) the gallery’s director has shown great interest in creating the gallery’s New Media branch. Because of extreme physical constraints (only one room allocated for the regular exhibition program), it was decided to create an online platform through which Lisboa 20 would commission, display and archive online (Internet Art) projects. The first commissioned artists were Santiago Ortiz (with the project NeuroZappingFolks), Y0UNG-HAE CHANG HEAVY INDUSTRIES (with the project Manhã dos Mongolóides--Morning of the Mongoloids) and Carlos Katastrofsky (with the project lastwishes). Besides commissioning new works created by artists who have been developing a relevant work in exploring the Internet as an artistic medium, LX 2.0 will also, gradually, create a database of links to different resources, like artists' sites, exhibitions, platforms, publications, and readings, in order to contextualise and allow for a theoretical background for these works and their underlying discourse.

Even though being a traditional concept in the New Media Art field, a feature clearly stated in the project definition, it constitutes a unique exercise in the Portuguese artistic landscape. It aims at achieving a double goal, on the one hand, to bringawareness to the online medium in the Portuguese "institutional" art scene (more than being a partnership with a gallery, LX 2.0 is as part of the gallery as one of its regular exhibitions), educating and informing the audience about New Media Art and its underlying discourse but also, at the same time, to become a relevant project from a global point of view--despite being a small-scale project, based in a peripheral country with little history in New Media Art.

If at a first glance LX 2.0 seems a traditional online project, featuring new art works and linking to various resources, a closer look brings awareness that it is everything but conventional. As it was already mentioned, it is a small peripheral project aiming at becoming a global reference for the international New Media community, but most importantly, it is an online curating exercise done by a traditional, commercial space, a contemporary art gallery. Common sense indicates that commercial, or simply more traditional spaces have an almost religious belief in the impossibility of dealing with New Media Art, especially its more extreme version, Internet Art. This situation occurs simply because traditional exhibition venues (either commercial, like galleries, or institutional, like museums and art centres) are running on the white cube ideology. This white cube model, a recent development in art history, dating to the 20th century, is nothing but a hegemonic ideology that prescribes the correct way of showing art within an institutional context. But being an ideology, and thus a social construct, it bears no absolute value in itself.

A commercial gallery mainly tends to show only artworks that fit into this exhibition paradigm, or into its more recent upgrade, the black box. The reason for this to happen is partly due to the fact that the gallery has to sell the works in order to function. These are the two main reasons for the lack of acknowledgement of New Media Art from the institutional art world. And these are the two main features that LX 2.0 is not only ignoring, but trying to oppose and demystify. It is a project created by a space that operates within the white cube ideology, a gallery, but a space that recognises that the white cube is nothing but an ideology and that process-driven, time-based artworks are calling for new exhibition paradigms. Each new project LX 2.0 commissions is launched at the gallery’s physical space, at the same time that a regular exhibition opens. Invitation cards state both the new opening and the online project launch. LX 2.0. is as much part of the gallery as the shows taking place in the physical space, but it exists only online.

LX 2.0 is also a non-commercial project belonging to a commercial space, a traditional contemporary art gallery. Commercial galleries need to sell, but they also have a cultural role to take. Having that in mind, it was defined, since the very beginning, that LX 2.0 wouldn’t be a commercial project. It didn’t make sense to try to sell online artworks, and it would also mean the failure of the project from the very beginning. Instead, it was decided that the project would be financed by the commercial side of the gallery, which was, to some extent, a conscious critical statement: it is the sale of traditional artworks, such as painting, sculpture, photography, installation, or the like, that finances LX 2.0 and allows it to commission new, unsaleable online works.

Hacked turntables: the world is still spinning at 33 RPMs


(written for the solo show André Gonçalves had at Fabrica Features, in Lisbon, August-September 2007)

André Gonçalves (1979) is the opposite of a specialist, moving himself perfectly across an artistic field defined by the polymorphic and transdisciplinary features of the works stemming from it. The artistic practice commonly known as new media is the locus of reconfiguration of the empiric experience according to a digital logic, allowing everything to be processed in terms of zeros and ones, as information, and from there on into being reworked in an almost demiurgic way. Different sensory modalities, such as sight and audition, for the most part thought of as being ontologically different, and their corresponding artistic practices, visual arts and music, are blended together, fused, giving rise to a myriad of creative possibilities, either closer to the visual, musical or performative domains. It is in this endless possibility of reconfiguring all creative materials through the use of technology, not only as a tool but also, and primarily, as a medium, that we can place not only André Gonçalves’s work, but his own persona, which can be seen as the archetype of the digital artist, multitalented and forever separated from the traditional (and ideological) conventions that define and divide the fields of artistic creation.

Recurring both to the digital conversion of contemporary experience and to the transdisciplinary aspect of new media art when thinking of André Gonçalves’s work is not enough. Other phenomena, central to the debate around contemporary culture, are not only useful, but necessary in order to achieve a clear understanding of his body of work and of the project now being presented, Untitled #06.

Untitled #06 is part of a larger series, simply named Untitled Series, consisting in, according to the artist, the creation of micro-environments, computer controlled devices that explore several physical phenomena related to the act of hearing. These sound installations explore such physical phenomena through their sonic potential, connecting them to visual components that translate or interact with them. Untitled #06 is a device that converts analogical information, sound, into digital information and then back into analogical information again, but this time in a different output, a visual one. In this process Gonçalves uses two legendary audio instruments, the turntable and the microphone, the first being customized (hacked, to be more accurate) so it can register the data input coming from the later. Instead of holding the needle while reading sound from a vinyl disc, the turntable arm is attached to a motor servo that moves according to the impulses coming from an Arduino board that digitizes, handles and processes data coming from sound captured by the microphone. One Indian ink pen is attached where the needle used to be and draws in real-time the audio events taking place where the piece is installed. The circular drawings thus obtained can be seen as histograms of the audio activity of the installation space during a given moment in time. The present version of Untitled #06 relates directly to the artist’s working space, his studio. The records now occupying the walls of the exhibition space document, on a daily basis, André Gonçalves’s work; the drawings are full and dark when he is playing music, or empty and neutral when the activity he is carrying is silent and requires concentration.

Independently of the shape it may assume, usually related to the exhibition space, Untitled #06 gains in relevance when contextualized, and two central aspects of that subdivision of contemporary culture often termed as digital culture are necessary when discussing this piece. They are the DIY ethics (and aesthetics) and the modding sub-culture, a slang expression deriving from the words modify and modification and that refers to an unauthorized modification of hardware or software to perform an activity not intended by those that created the equipment and that have legal rights over it.

The DIY approach is, according to Wikipedia (and the choice of an encyclopaedia collectively created by millions of online users isn’t without a purpose here), “a term that focus on people creating things for themselves without the aid of paid professionals. Many DIY subcultures explicitly critique consumer culture, which emphasizes that the solution to our needs is to purchase things, and instead encourage people to take technologies into their own hands”. Untitled #06 is such a clear example, and reflex, of the DIY culture. The piece reflects nothing but André Gonçalves’s curiosity about exploring, testing, defining creative/artistic uses for technological equipment and doing it only through his own means and abilities, without any kind of external help.

If the piece now on view is, on one side the result of the artist’s work and curiosity, of the will to test his own knowledge and the possibilities it allows, in the good old DIY style, it is, on the other side, the result of customizing a massified artefact, a commodified object coming from a consumerist culture. The turntable, whose original function of playing music was completely set aside, gained a new and idiosyncratic use, one that reflects and is the result of André Gonçalves’s artistic practice. The modding approach, not seldom defined as “you only own what you can modify”, is the reflection of a tendency that emphasizes the meaningful and critical use of technology. More than passive consumers, for whom the uses of technological equipment are defined a priori, users want to be proactive in the way they interact with the technology they possess, creating and developing new personal uses for technological materials

The turntable of Untitled #06 is precisely an example of what we just stated, a piece of equipment that was transformed and by that process gained a new function, meaningful to its owner. However, this isn’t a regular modding, like running Linux on an Xbox, for instance. This is not even a piece of software or hardware. This is obsolete, analogical equipment that was set aside and replaced when the world went gradually digital. Equipment with no place to call its own in our contemporary world, except for some small groups of enthusiasts. But this out-of-date turntable and its analogical sound were recycled and transformed into an instrument that analogically registers digital information. Ironical, isn’t it? A cyborg, prosthetic turntable, modified and covered with digital devices, programmed and programmable in order to survive. A turntable now inside a Plexiglas mausoleum, recording the daily activity of the space surrounding it, the record of a reality it doesn’t belong to anymore, but in which it can still find a place to call its own.

I tag you tag me: a folksonomy of internet art

ongoing
TAGallery, Vienna


(curatorial statement)

Social bookmarking allows for users to easily store lists of resources (websites, for instance) and have them available to the public, allowing people with the same interests (or not) to share and have easy acess to relevant information on a specific subject. But the most important feature of social bookmarking lies in the categorization of these resources by the users themselves. Tagging is the word that comes to mind. Tagging consists basicly in the possibility these social bookmarking services have of allowing the users not only to bookmark something, but to informally assign tags (relevant keywords) to it, thus creating meta-data about the tagged resources in a collective way, rather than individually, something that can be seen as a second layer of meaning, but detremined by the users rather than the original producer of the contenn. This is what is called folksonomy, a user-generated taxonomy used to retrieve and categorize web content.


The departure idea for this project is thinking of tagging as curating. If tagging creates meta-data about pre-existing content, it can be seen as the creation of a discourse about it. And if that content happens to be an online artwork, tagging both allows for a subjective juxtaposition of art works and the elaboration of a critical discourse about it. Curating then. But this isn’t new. This is regular curating done in a schematic way, using a different tool to get the job done. But since tagging is a social activity in its essence, giving birth to folksonomies, it allows for social curating, with social selection of works and social production of discourse about them. This is what this project intends to be. Rather than traditionally curating a show through tagging the projects with the name of the show, we will be asking people to tag some of their favourite Internet art pieces with a few defined tags and some that they can choose freely. The idea is that this device will then create a folksonomic net art exhibition done collectively by a group of people. It can be seen as a social experiment, aiming at finding out what will that second layer of meaning be like, or if it will work at all. A challenge then. I tag you tag me, or a random folksonomy of Internet art. Let the tagging begin.



I would like to ask you to add content to the show. We're using a del.icio.us account, so log on to http://del.icio.us/ . the username is I_tag_you_tag_me and the password is ole166. And then tag as many net art pieces as you like, assigning them with tags you find useful or relevant in any way. I have already tagged a few works. You can use the same tagging system I did, or instead, you can use something different, meaningful to you. The choice is really up to you. You can add content or organize it as you consider best.
If a work you want to tag is already tagged, assign it with other tags so it reflects what you wanted in the first place.

Hope you have fun helping to create this ever evolving, ever changing, unfinished, unfinishable project.



A botanist for the web


(originally published in Magazine Électronique du CIAC #27 - 2007)

Modernity: that forever-present shift in the way the world was seen and thought of, and through which major changes in Western societies came about. In the second half of the twentieth century, the urban space in European cities was restructured; Paris is one of the most important examples. Streets became wide and sidewalks allowed for walking to become a social activity. People strolled around to see and be seen; Proust describes it perfectly in his À la recherche du temps perdu. But before such a monument to time as that book had begun, a new dialectic with urban space was defined. Charles Baudelaire, the first and foremost "gentleman stroller of city streets", started using and theoretically elaborating the figure of the flâneur, a figure who can roughly be thought of as the person who walks the city in order to experience it. Not only Baudelaire, whose interest was from an artistic point of view, but several thinkers applied the concept to the economic, historic, and cultural fields, turning the flâneur into a significant referent for understanding modernity and urban life.

Besides elegantly walking around cities, Baudelaire thought of the flâneur as having an important part to play in understanding, participating in, and portraying the city as it was changing. A flâneur thus both played a role in city life and, in theory, remained an outside observer. A flâneur had to be simultaneously part of and apart from the metropolis' daily existence, and who else but the artist would be better to take on this role? Baudelaire began asserting that traditional art was inadequate for the new dynamic changes of modern life, and that social and economic changes brought by industrialization demanded that the artist immerse himself in the metropolis and become, as Walter Benjamin described him, "a botanist of the sidewalk": an analytical connoisseur of the urban fabric.

Later on, at the beginning of the twentieth century, Walter Benjamin looked carefully at the changes Paris had undergone in the past decades. As Baudelaire had foreseen, Benjamin noticed people strolling down the streets, in the iron and glass galleries and pavilions (arcades), seeing everywhere their reflections in the omnipresent glass. Tradition was forgotten and a new aesthetic experience developed. Having worked on the theoretical consequences of the mechanical reproduction of the work of art, and the role of cinema as a new medium, Benjamin saw the flâneur not only as a stroller of the streets, but as a stroller of images - of the new architectural forms reflecting and changing in unexpected ways the reality of those who were passing by.

The figure of the flâneur - forever lost in a nineteenth century metropolis of iron and glass, detached from old traditions, diving into the new, thinking of and experiencing life in new ways not previously possible - marked modernity. Only late in the twentieth century, with Lyotard and the concept of postmodernism, was the flâneur put aside, forever lost (along with other nineteenth century ideals, like the belief in progress, science's infallibility, and the dream of absolute freedom).

The world has changed dramatically, and if, in the nineteenth century, modernity caused a revolution in the ways the world was perceived, the twenty-first century is producing a new shift, one centered in the production and access to information. Web 2.0, as it was named, shifted the balance between producer and user of online materials; now we all are producers, we all are users of information. Information is social, and meta-layers of social meaning are as important as information itself. If the nineteenth century had a revolution in urban space, our century is witnessing a revolution in information space.

Mario Klingemann noticed these similarities; if the figure of the flâneur stands as a mythical symbol of the aforementioned shift, Klingemann now proposes his Flickeur as the legitimate heir to the flâneur's strolling activities, both inside and beyond the user-produced space of the internet. Flickeur, a non-interactive online project dating from 2006, and presented at Art Tech Media 06, in Spain, thus departs from the concept of the flâneur, but adapts it to the new reality of the twenty-first century.

Acording to the artist, Flickeur randomly retrieves images from the web repository of photos at Flickr and creates an infinite film with a style that can vary between stream-of-consciousness, documentary or video clip. All the blends, motions, zooms or timelapses are completely random. Flickeur works like a looped magnetic tape in which incoming images will merge with older materials and be influenced by the older recordings' magnetic memory. The virtual tape will also play and record both forward and backward to create another layer of randomness. There is no input for the user to add; he or she is nothing but a spectator, or voyeur. A comparison to the figure of the voyeur isn't arbitrary: there is a direct reference to the voyeur in the text describing Flickeur, but it is noted only as a phonetic guideline for the correct pronunciation of the piece. What we are looking at, the results of Flickeur's stroll, aren't the intimate aspects of private lives. They are pieces of visual information socially determined and classified, available for the use of everyone.

We are thus confronted with the random paths this new automated stroller leads. Following the stroller, we follow the paths of those shaping the socially determined content available online. Flickeur elegantly, randomly strolls through this new space where traditions hold little or no value. The references to a traditional world, far from modernity, but also far from postmodernity, seem forever lost, and it is Flickeur's role, as it was for the flâneur, not only to experience, but to understand, participate in, and portray the shifts taking place. Not anymore "the botanist of the sidewalk," but rather the botanist of the web.

LX 2.0: Young-hae Chang Heavy Industries - Manhã dos Mongolóides


(curatorial statement)

For LX 2.0 Young-Hae Chang Heavy Industries created the Portuguese version of Morning of the Mongoloids, the laughable, yet tragic (and extremely ironic) story of a white men that wakes up after a night of “drunken partying” to find himself no longer who he used to be. Without any motive or underlying logic, the man wakes up and gradually realizes he is Korean. He looks Korean, he speaks Korean and he lives in Seoul, when just the night before he was a white man living in a western country. The piece is a delightful insight on the prejudiced views towards Asian cultures and specially, the Korean one. Not only are we faced with the main character’s stereotypes of Asian people, as he gradually comes to terms with the improbable change, we, westerners, are confronted with our own biased views of the rest of the world. It is us, not “china men” who are being ironically portrayed. It is a mirror-like device and it is returning us our own prejudiced image of ourselves.

Almost ten years ago, in 1999, in a net art workshop in Brisbane, Australia, Young-Hae Chang and Marc Voge, a Korean artist and an American poet, were learning how to work with Flash. Instead of fully mastering the digital tool, they concentrated in two of its basic operations, making text show up in the screen and setting an animation to music. These two features, which they came to master after a couple of days, would define Young-Hae Chang Heavy Industries' artistic practice in the years to come.

Reacting against interactivity as a distinctive feature of new media art, and internet art in particular (the duo has openly stated their dislike for interactivity, comparing interactive art to a Skinner box, but without the reward given after the completion of the desired task), this Seoul-based duo has created fast paced Flash movies combining text and jazz music, drawing inspiration from concrete poetry and experimental film, and through which they have narrated stories in languages such as Korean, English, Spanish, German, Japanese or Portuguese.

Their net art projects (if you are willing to compromise enough to call them that) are stripped of everything usually associated with the field: first of all, no interactivity whatsoever, no hidden buttons, no hipertextual aesthetics, the narrative is as linear and closed as a traditional novel; no graphics, no colours (black rules with a few exceptions of blue and red), no photos, no gadgets at all. It is a textual aesthetic that imposes itself through a web browser window and in which viewers are immersed in strong stories that everyone understands and can relate to.

Reviews: LX 2.0 - Young-Hae Chang Heavy Industries

Good Morning Mongoloids by Miguel Amado

LX 2.0 is a new on line gallery, hosted by Lisbon's Galeria Lisboa 20 and directed by Portuguese curator Luis Silva. Lx 2.0 series of commissions to artists that have been making a name within the international new media art scene is already marking the field. After being inaugurated with Santiago Ortiz's 'NeuroZappingFolks,' the LX 2.0 program now hosts rising stars Young-Hae Chang Heavy Industries, who present 'Morning of the Mongoloids.' The piece embraces the aesthetics consistently pursued by YHCHI members Young-Hae Chang and Marc Voge, as distinguished by Flash-based animations comprised solely of text written in black on a white background, sometimes accompanied by voiceovers and jazz music. In this work, the duo narrates--both in Portuguese and English--the experience of a Western white man who, after a night of partying, wakes up in an unknown place, only to realize that he's in Seoul, Korea, speaking Korean, and has become Korean. Via this narrative, the artists portray the prejudices prevailing within the West regarding Eastern people. Revealing the biased visions of both populations towards each other, they thus examine the cultural conflict existing between these regions that is escalating due to the migratory fluxes from Eastern countries to Europe and the US. As with their previous work, 'Morning of the Mongoloids' addresses this heavy topic with a humorously light, yet ironic approach.

Morning of the Mongoloids by Régine
(originally published in We Make Money Not Art - May 2007)

Lisboa 20 Arte Contemporânea has just launched Manhã dos Mongolóides (Morning of the Mongoloids) commissioned to Young-Hae Chang Heavy Industries.
The work tells the tragic, compelling and quite hilarious story of a white man who wakes up after too many drinks and an office party to find himself in the skin of someone with another body, face and, oh! rage oh désespoir, another race!
I worship their work. Who else would make me smile and smile while throwing at my face two of my arch-enemies: Flash and jazz music.

Arte digital não-interactiva? by Fernanda
(originally published in LabCULT - May 2007)

Foi lançada esse mês em português, no projeto LX2.0 da Lisboa 20 Arte Contemporânea, a narrativa virtual Manhã dos Mongolóides.
Os autores, a artista coreana Young-Hae Chang e o poeta americano Marc Voge, são conhecidos por suas obras digitais lineares e fechadas, fugindo de imagens, botões e outras tendências da narrativa digital contemporânea.
A dupla, que se opõe à interatividade como característica distintiva da nova mídia, promove uma literatura criada a partir de animações rápidas em Flash, tendo como inspiração a poesia concreta e o cinema experimental.
Manhã dos Mongolóides é uma narrativa sobre o preconceito e a separação Oriente/Ocidente, contando a história de um homem branco que após uma noite de bebedeira acorda confuso em Seul.
O trabalho de Chang e Voge, ao questionar a função da interatividade no meio digital, serve como exemplo da variedade de vertentes na área da arte/narrativa digital.
O projeto em si também é bem interessante e merece um acompanhamento!

Dial P for postnationalism


(originally published in Furtherfield - 2007)

Jean-François Lyotard defined us in the 1970's. He started the "post" era. Since his ground-breaking proposal of Post-Modernism; a conceptual reaction to the Enlightenment, Modernism and its grand narratives and universal pretensions, nothing remained the same. Lyotard argued that Postmodern times were characterized by an incredulity towards meta-narratives. These meta-narratives - sometimes 'grand narratives' - are grand, large-scale theories and philosophies of the world. The progress of history, the knowability of everything by science, and the possibility of absolute freedom are just a few examples. Lyotard argued that we have ceased to believe that narratives of this kind are adequate to represent and contain us all. We have become alert to difference, diversity, the incompatibility of our aspirations, beliefs and desires, and for that reason Post-modernity is characterised by an abundance of micro-narratives.

Post-Modernism opened the door for all kinds of movements and definitions that were trying to escape the powerful clutches of established Modernism. Post, trans, meta were useful prefixes in shifting theoretical discourse away from the long established occidental tradition of enlightened positivism.

If all grand narratives were doomed to uselessness in contemporary societies, those arising from the concept of nation-state (itself another grand narrative) were facing the same fate. In a time of post-colonialism, trans-national capitalism, globalized (not far from hegemonic) production of subjectivities, national identities were bound to change. And they did. Massified migrations, easy access to information, all these led to a gradual weakening of the mechanisms responsible for national identities. Or not. Postnational identities are conflicted in their essence. Once again, no more meta narratives explaining the world. Something can be (and is) its opposite and postnationalism encompasses the rise of local, or micro-national identities, nationalistic movements resurface. The assumption of living in undefined, unstable times seems pretty obvious, but wasn't that what Lyotard expected to happen in the first place? No more universal narratives holding together human action.

Post-nationalism became a trendy word, many have enjoyed using the term in mundane conversations so to impress nearby listeners, but this increase in use may imply a loss in meaning. Dan Phiffer, a computer hacker from California (now based in Brooklyn), interested in exploring the cultural dimension of inexpensive communications networks such as voice telephony and the Internet, is committed to prevent this from happening. He created the Postnational Foundation, a website/series of public interventions, defined as "an ongoing series of brief, personal interventions, an open-ended question about personal agency and a starting point for doing something meaningful". Each of these three goals contains a very important concept, contextualizing Phiffer's practice (and discourse): interventive behaviour, personal agency and meaningfulness. In these three concepts we can anchor the importance of The Postnational Foundation, in the steps of Lyotard's views of the contemporary world. When all the holding pillars of the modernistic view of the world are shattered, when all the grand narratives that once guided us all towards a future, are gone, what is there to do? Phiffer is a committed pupil of Lyotard's: he proposes personal agency, through meaningful interventions.

This is a clear and direct example of a critical approach needed in a post-modern world. By asking questions and inviting people to call (the anonymity factor helps and there is a prank call feel to this project) and leave their thoughts about issues such as "How do people think about the issue of globalization?", "What is it that causes us to become involved in politics? What factors keep us from getting involved?" or "What does the word postnational mean exactly? Mainstream references have nothing to offer, so why not find our own definition?" Phiffer is not only creating his own micro-narrative, a language-game creating a critical thought on hegemonic ideologies, he is soliciting others to do as much, confronting people with the questions mentioned above and inviting them to respond and thus create their own narratives.

LX 2.0: project launch and Santiago Ortiz - Neurozappingfolks

(LX 2.0 curatorial statement)

The recurrently described and quoted idea of contemporary experience’s growing technological mediation (and to some extent, determination) is no longer an unpredictable surprise. Instead, and similarly to the technologies behind its origin, this idea has been completely assimilated into our daily existence. Presently, digital technologies have become so ubiquitous and polymorphous that anyone in any part of the globe is placed in the centre of social and informational networks controlled simply by the move of a finger.

Given digital technologies’ central role in contemporary societies, their use as an artistic tool and, most importantly, as a medium of its own, comes with little or no surprise. Historically, artists have always been pioneers in using new resources and technological advances. One of the most recent examples, and by now perfectly assimilated and legitimized by institutional discourse, video, became an artistic discipline in the late 60’s of the 20th century, right after the commercial launch of Portapak, the first portable video camera.

The artistic experiments with digital technologies are contemporary to the use of video in visual arts. In 1968, at the ICA in London, the show Cybernetic Serendipity opened, trying to account for the use of cybernetics in contemporary art. Even though having appeared at a chronological moment very close to that of video, only some decades later, in the middle of the 90’s, with the generalized use and exponential growth of processing capabilities of the personal computer, and the commercial debut of the internet, a new artistic practice, characterized by extreme transdisciplinarity, processual immateriality and the assumption of interactivity as a distinctive feature, did develop.

If the hybrid and polymorphous aspects of what is now called new media art (and daring to ask, by the end of the first decade of the 21st century, what is there new about new media art) caused the resurfacing of the debate around the concepts of the work of art and of intellectual authority/ownership, its most radical discipline, net art, started questioning, thanks to its immateriality, ubiquity and free access imperatives, the modernist ideology of the white cube as the priveligied way of showing contemporary art, and also that of the museum as the legitimating instance for the contemporary artistic discourse.

Similarly to its more experienced relative, video, new media, and net art more specifically, had to deal in a first moment with the lack of acknowledgment as a legitimate artistic practice. But if video art, after being welcomed into the heart of the museum, created room for black boxes to appear inside the white cubes, net art, due to its specificities, required a different approach. What’s the point of showing inside a museum something that only exists online and that can be accessed from home or from the office, with a simple computer connected to the internet? This question is recurring when thinking about the most adequate way of showing online projects, and led to the first experiments in the online museology of net art, through the development of online platforms and where commissioned works were displayed and archived, becoming accessible everywhere at every time.

LX 2.0 presents itself as one of such projects. Even though a being a traditional concept in the new media art field, it is a unique exercise in the Portuguese artistic landscape. It will comission, display and archive online projects created by artists who have been developing a relevant work in exploring the Internet as an artistic medium. Besides comissioning new work, LX 2.0 will also, gradually, create a database of links to different resources, like artists, exhibitions, platfoms, publications and readings, in order to contextualize and allow for a theoretical background for these works and their underlying discourse.



(Neurozappingfolks curatorial statement)

NeuroZappingFolks is a digital piece for the Internet. The lack of interactivity of the work presents itself as a neurosis of the application itself, simulating a frantic navigation through the web, in search of something unknown. The nucleus is constituted by an algorythm gathering information from the popular website del.icio.us, where thousands of users keep (for themselves, but in a public way) urls from other pages in the Internet, associating them with specific tags, short words functioning as labels and giving the link they refer to some minimum amount of information. The same words (art, sex, Internet, anime…) are usually referred by different people, allowing for unexpected inter-relations between several sites.

NeuroZappingFolks is then a non-linear zapping through the web, a path leading to the inside of a web of relations, a web that can be explored from one tag to a site, to another tag, to another site... from word to image to word to image. NeuroZappingFolks is then the simulation of a brain lost in the web (lost between servers, but also lost in Internet's double identity: word and image).

Reviews: LX 2.0 - Santiago Ortiz

net.worked_CURATING by Franz Thalmair
(originally published in Springerin - Summer 2007)


Net art chega às galerias portuguesas by Óscar Faria
(originally published in Público - March 2007)


A Portuguese Platform by Miguel Amado
(originally published in Rhizome News - March 2007)

LX 2.0, a project launched this week by Lisbon-based curator Luis Silva, will regularly commission new media pieces by artists that have been shaping the field in recent years. LX 2.0 is supported by Lisboa 20 Arte Contemporanea, the private gallery where Silva is Assistant Director and at which he organizes Lisbon's monthly 'Upgrade' discussion series. As a project devoted to the promotion of new media in Portugal, LX 2.0 includes not only the commissioned pieces but also a resource page with links to the sites of other new media artists, venues, exhibitions, and critical essays. LX 2.0's first commission is Santiago Ortiz's 'NeuroZappingFolks,' which facilitates a non-linear 'zapping' through the web, as dictated by an algorithm gathering information from the popular social bookmarking website, http://del.icio.us. The next artists to be featured at LX 2.0 are Carlos Katastrofsky and Young-Hae Chang Heavy Industries, and given Silva's deep involvement in contemporary media production, the roster promises to expand nicely. This project is thus a valuable means of distributing online works, allowing the Portuguese public to familiarize itself with new media practices and a wider international audience to discover current trends in the field.

Mecenati in Rete
by Elena Giulia Rossi

(originally published in l'Unità - March 2007)

Una nuova piattaforma on-line, LX20, apre i battenti per commissionare, conservare e diffondere opere new media, con particolare attenzione alla net art. Si apre un filo di speranza in questo settore da tempo rallentato dalla mancanza di sponsorizzazioni a causa dei venti di crisi economica.

La fine degli anni Novanta e l'inizio del Duemila hanno visto nascere diverse iniziative presso istituzioni come il Guggenheim Museum, il DIA Center for the Arts e il Whitney Museum of American Art (New York) che hanno addirittura aggiunto un settore curatoriale specifico per i new media (un trend americano, quello della specializzazione in settori, del tutto discutibile). Sono state lanciate diverse piattaforme on-line, di cui il sito "Ada´web" è stato pioniere, per sostenere artisti new media e per stimolare nuove sperimentazioni da parte di artisti che hanno lavorato con strumenti più tradizionali. In questo momento così critico per il mercato artistico, è´ naturale che un settore così nuovo e di così difficile ritorno economico quale è quello della net art sia il primo ad essere penalizzato. Il lancio di nuove iniziative come quella di LX20 fa sperare ad una, se pur lenta, ripresa.

Questo nuovo progetto, a cura di Luìs Silva, è supportato da Lisboa Arte Contemporanea, una galleria privata che ha dimostrato lungimiranza nel sostenere un progetto che di commerciale ha ben poco. Oltre all´impegno di sponsorizzare nuovi lavori, questa piattaforma "costituirà - come il curatore stesso annuncia nella presentazione del sito– un database di links a risorse differenti, come siti di artisti, mostre, piattaforme on-line, pubblicazioni e letture, con lo scopo di contestualizzare i lavori nel loro backrgound storico". Il progetto si inaugura con la commissione di NeuroZappingFolks di Santiago Ortiz.

Simulazione di una convulsa navigazione nel web, questo lavoro, non interattivo, è un´interpretazione tutta originale della visualizzazione della rete di links che formano la rete del net. Il nucleo dell´opera è un algoritmo che raccoglie informazioni da siti che sono a loro volta raccolti dai navigatori in bookmarks (letteralmente: segnalibro) dove sono associati a etichette (tags) specifiche, identificati da una serie di parole e descritti brevemente nel loro contenuto. Le stesse parole, utilizzate da utenti diversi, identificano links diversi. Si creano così interrelazioni inaspettate tra i diversi siti che vengono visitati in una forma di zapping non lineare del web. Il lavoro vuole essere "la simulazione di un cervello che si perde nel web (perso tra i siti, ma anche nella duplice identità di Internet: tra parola e immagine)". Future commissioni arricchiranno il sito di nuovi progetti scelti nel lavoro di artisti che nel tempo si sono dimostrati determinanti nel dare identità a questo settore artistico.

Il sito, semplice nella grafica e chiaro alla lettura, promette di essere anche un´importante risorsa per specializzati e non.

You are not here


(originally published in Furtherfield - 2007)

From a strict physical, corporeal point of view, ubiquity is an ontological impossibility. For as much as one would like, being in two places at the same time, for instance, the city of New York and the city of Baghdad, is not possible to accomplish. Only electrons, netart and god have the uncanny ability to present themselves in several places in one given moment.

You Are Not Here departs from and builds itself from this inability. Developed by Thomas Duc, Kati London, Dan Phiffer, Andrew Schneider, Ran Tao and Mushon Zer-Aviv and inviting people to "explore Baghdad through the streets of New York", YANH presents itself as an urban tourism mash-up. Not only can you be in two places at the same time (the ubiquity concept we departed from), but also both places become interconnected in a psychological enactment of a meta-city. The underlying mechanism is pretty simple: users (the so-called meta-tourists) are invited to download and print on one side of a sheet of paper a map of Baghdad and on the other side a reversed map of New York. As soon as that task is accomplished the exotic sightseeing can begin. Scattered around New York are YANH street-signs that provide warned explorers (those who printed the map) as well as random passers-by the telephone number for the Tourist Hotline, where audio-guided tours of contemporary Baghdad destinations in NYC can be listened to.

New Yorkers get the opportunity to know Baghdad like their own city. This sentence is everything but a random consequence of YAHN. The idea behind such a phrase isn't without a purpose. but let's leave the more immediate, political (some would even say critical) agenda of this project for later. Let us first think of psychogeography not only as theoretical concept but also, and in this case, as a tool. A tool that allows people to appropriate their own cities and break the coded urban space imposed by the established power. Resistance is a key word in this project and the authors are the first to reclaim it as a main aspect. Mushon Zer-Aviv stated in an interview to We Make Money Not Art that "we were generally dissatisfied with the way mainstream media communicates terms like 'Baghdad' and 'Iraqis', we were feeling these terms have lost their human scale. YANH attempts to allow a one-to-one scaled experience of Baghdad".

So what does YANH allow? What does it do for the average New Yorker willing to take the proposed tour? It allows for a new layer of meaning to be added to the already accepted way that New York is perceived. The similarities with Shiftspace, another project by Dan Phiffer and Mushon Zer-Aviv, are to be noticed, but now, instead of adding layer after layer to online space, it is a physical space, that of New York City that is enhanced with additional layers. Yet, what is enhancing the glamorous city that never sleeps? And while asking this question the critical discourse mentioned earlier arises. Considering that it is not Lisbon or London cities being overlapped, and that we are exploring while going from one touristy spot to the other. It is a destroyed and plundered city. It is a rundown city. It is Baghdad. And in this lies the strength of the project. A New Yorker visiting Baghdad as a regular tourist, with a map in his or her hand and audio information of all the must-see monuments while walking around New York. Due to the contemporary tensions and conflicts existing in Iraq, and their connection to the USA, one cannot stop thinking of the irony stemming from the implicit dialectics between western tourism and (western) colonialism in a postcolonial world. More than overlapping two existing cities in order to create a subjective, psychologically driven experience of a meta-city, YAHN attempts to raise a politically engaged, irony driven portrait of the tensions of the conflict in Iraq by tying together in the same emotional web both capitals of the two empires. The one who is colonizing and the one being colonized.

A visit of Gaza through the streets of Tel-Aviv will be ready in April and one of P'yongyang through the streets of Seoul is being planned for a near future.