ar narratives/qr code narratives


Map

Aram Bathorn

http://datenform.de/map.html

The project ‘Map’ is a public space installation questioning the red map marker of the location based search engine Google Maps. “Find local businesses, view maps and get driving directions in Google Maps.” With a small graphic icon Google marks search results in the map interface. The design of the virtual map pin seems to be derived from a physical map needle. On one hand the marker and information speech bubble next to it cast a shadow on the digital map as if they were physical objects. When the map is switched to satellite mode it seems that they become part of the city. On the other hand it is a simple 20 px graphic icon which stays always at the same size on the computer screen. The size of the life size red marker in physical space corresponds to the size of a marker in the web interface in maximal zoom factor of the map. Where is the center of a city?

In the city center series ‘Map’ is set up at the exact spot where Google Maps assumes to be the city center of the city. Transferred to physical space the map marker questions the relation of the digital information space to every day life public city space. The perception of the city is increasingly influenced by geolocation services

Le Monde des Montagnes (World of Mountains)

by Camille Scherrer

http://www.youtube.com/watch?v=Onr8d4Wfo6I&feature=player_embedded

UNDER THE VIEWER’S EYES, THE FRONTIER BETWEEN THE REAL AND VIRTUAL WORLDS BECOMES BLURRED. “LE MONDE DES MONTAGNES” IS AN INTERACTIVE SET-UP TO DISCOVER THE SECRETS HIDDEN IN THE PAGES OF AN ORDINARY BOOK… THE SHADOW OF A BIRD PASSES OVER THE BOOK, FOXES’ LANTERNS LIGHT UP THE TEXT, PAPER MOUNTAINS EMERGE… THE STRANGE AND MAGICAL WORLD OF THE SWISS MOUNTAINS IS HIDDEN SOMEWHERE BETWEEN THESE PAGES.


The Third Woman

http://thirdwoman.com/

The Third Woman is an interactive mobile film–game, updating post-war themes found in director Carol Reed’s 1949 The Third Man Film. Our global art/science team, brought together by the eMobilart initiative, created The Third Woman interactive movie. Script writers Martin Rieser & Pia Tikka explore the global thread of bio-engineered terrorism as the underlying thematic content that they developed for this updated version. It portrays the new conflicts and corruptions of the 21st century.

Briefly, people are invited to collaborate, through a mix of projection screens, mobile phone messages, smart fabrics, and/or performance interventions, to prevent further tragedy caused by a mysterious substance (Miasma) found in public spaces. Participants can upload film clips on their mobile phones and interact with the thematic content, changing the emotional tenor of the scenario on large screens and mobile phones. In the audience experience the process progressively reveals layers of a contemporary film drama.

The interactive film, game and installation were produced in a series of workshops in Vienna, Finland and Athens. The film scenarios communicate universal issues of trust, loyalty, greed and betrayal, as well as adding to a global conversation on migration, the black economy and the underground world of cities.

Audiovisual materials are either sent to participants’ mobile phones through barcode readings from graphic artefacts in the exhibition space [or public spaces in the case of the game] or are displayed on large projection screens controlled through a phone browser menu.

An interventionist Costume Performance accompanies the event, adapting to location, alongside the Mobile Game, and its Multiscreen Narrative displays.

Dead Drops

Bruce Sterling and Aram Bartholl

http://deaddrops.com/

Bartholl “Dead Drops” are thumb-sized flash drives publicly hidden in cities around the world.  Bartholl’s urban intervention features in the current “Talk to Me” show at the New York Museum of Modern Art.

The app, called Dead Drops and written for the Layar platform, is in collaboration with Layar coder Menno Bieringa, Berlin-based media artist Aram Bartholl and Layar artist-in-residence Sander Veenhof .  

With Sterling’s “Dead Drops Layer,” users can  scan the horizon for handy Dead Drops that might be lurking nearby.  A few taps and clicks create a map that will lead to the site.  Network users can then plug their laptops directly into the “Dead Drops,” which are commonly embedded in brick walls and almost invisible.

“I wrote a contribution for a new book about Aram’s artwork,” says Sterling, “and I realized his Dead Dropsnetwork meshes perfectly with the Augmented Reality ideal. It’s all about hidden data revealed in real-world, three-dimensional spaces. So, suddenly, I had a class project. Now I’m a registered Layar developer.”

We’ve written about Bartholl’s Dead Drops previously, they’re flash drives hidden in public places where users can upload and download files. Bartholl’s unique form of urban intervention is currently in the Talk to Me exhibition at New York’s MoMA and he’s also released a “How-To”, should you want to install one in your own city.

Sterling’s app helps users locate these hidden Dead Drops by letting you scan the nearby area, then you can hunt down the nearest drop using the information displayed on the screen. Wanting to test it for ourselves, we ventured out onto the streets near our London office. After searching for and then launching the app in Layar, and setting the search range at 300m, we were informed that it had “Found 1 point of Interest”, which was confirmed by a white dot appearing in the circular radar disc in the corner of the camera screen. You could follow this little dot, but it might take you some time, so fortunately there are other options. These include looking at your destination on Google Maps or choosing “list” from the options.

Blog Art


RANDY ADAMS AKA RUNRAN

In the spirit of open collaboration, we have agreed to work together. There are over 300 pieces on the site: audio, animations, digital images, visual poetry and texts. R3/\/\1X\/\/0RX can be viewed as an online journal of digital art and writing - alive, interactive, and media rich. All media here is freely given and is sometimes used to promote R3/\/\1X\/\/0RX through festival, conference, online or other non-commercial presentations. There is one administrator, a handful of editors and several authors. The administrator does not want to administrate. The editors rarely edit.

Where possible each new piece is remixed, literally or conceptually, from others on the site and linked to the appropriate page(s). Source material is made available. New work is often posted because R3/\/\1X\/\/0RX obviously needs to be fed. This is not a place to promote ourselves and remixers come and go. We are always open to new players, but this is not a training ground, you should be media savvy and experienced with online publishing software. If you would like to join, please contact an active member and provide a link to your online work. Due to the ridiculous amount of spam floating around, you have to login to comment. Theguest login username is guest; password is remixguest.

This is not a space for the discussion of relative values of art or media, and we try not to congratulate each other too often. In fact, many media works are strewn about in the comment areas. This is a space for discovery and exploration - we learn from each other. We keep dogma chained outside the gate. It is not a tame place, though, and artful innuendo is evident.

R3/\/\1X\/\/0RX uses open source WordPress software. Many thanks to the developers and open source community. My apologies to those who worked so hard to make the software compliant with standards - colouring between the lines has always been my weak suit. This is obviously a hack.

Dis[ap] posable

by Mez

http://disapposable.blogspot.com/

______dis[ap]posable_ < http://disapposable.blogspot.com/> integrates snap[shot]
tech in2 poetic/information grids constructed via an appropriation of the
blog format itself. It is specifically designed to allow for
clusterings of poetic code loadings [ie the tags + entry titles +
image titles remixed + cross-referenced to create more
lateral/fragmented/associative interpretations in line with
social_network formulations].

LES HUIT QUARTIERS DU SOMMEIL

by J.R Carpenter

http://luckysoap.com/huitquartiers/

I moved to Montréal on the night train. I’ve lived in eight neighbourhoods since and each has had a different quality of sleep. There are eight hours for sleeping in. There are four quarters in an hour. There are many more quarters in a city. Some quarters never sleep, or so they say. Others seem to be built for dreaming in. These are les huit quartiers du sommeil de Montréal – 1990-2006: Car Crash Sleep, Bamboo Blind Sleep, Waterbed Sleep, Louvered Door Sleep, Purple Parakeet Sleep, Break and Enter Sleep, Gondola Sleep and Greek Sleep. There are a number of ways to find these neighbourhoods of sleep. You can take the night train to Montréal (warning: this method may take 16 years). You can do a Google Maps search for “J. R. Carpenter les huit quartiers du sommeil de Montreal 1990-2006” and view user generated content (warning: this method may return variable results). Or you can follow the direct link to the Google Map of les huit quartiers du sommeil here: http://luckysoap.com/huitquartiers I wrote the text of les huit quartiers du sommeil at Yaddo January-February 2007 and built the Google Maps and HTML versions in Montréal May-July 2007. The aerial photographs are totally copyright Google Earth. The other images were found using Google Images and then altered using Photoshop filters until they looked like something I would do. Except for the street maps, those I drew by hand as you can probably tell.

ASCII Ink

by Jimpunk

http://ascii-ink.blogspot.com/

Freeway Blogger

http://www.freewayblogger.com/


Erasure as narrative


Decasia

by Bill Morrison

http://www.decasia.com/index_full.html

http://www.youtube.com/watch?v=jeEzb-0vf7A

http://www.youtube.com/watch?v=r-FJyJjH6IE&feature=related

(a silent film) is composed entirely of decaying, nitrate-based footage which seems to melt, burn, drip and deteriorate before our very eyes. In his search for striking examples of emulsion deterioration, Morrison examined close to a thousand archive prints from numerous collections. 

Super Mario Clouds

Cory Arcangel

http://webcache.googleusercontent.com/search?q=cache:nVF3OmEp-d8J:www.coryarcangel.com/things-i-made/supermarioclouds/+cory+arcangel+super+mario+clouds&cd=1&hl=en&ct=clnk&gl=us

Super Mario Clouds is an old Mario Brothers cartridge which I modified to erase everything but theclouds. 

F1 Racer Mod

Cory Arcangel

http://www.coryarcangel.com/things-i-made/f1racermod/

This is a simple mod I did of the old Japanese Famicom driving game F1 Racer. Basically I just took out the game, cars, etc, and left the road. Check below for the ROM, source code, a gif, and a scan of the cartridge….. ps – In case you are wondering, sometimes I also refer to this project as “Japanese Driving Game” (which is another non title), and it also seems to float around on the web bootlegged titled ‘F2′….


Garfield - Garfield

http://garfieldminusgarfield.net/

Garfield Minus Garfield is a site dedicated to removing Garfield from the Garfield comic strips in order to reveal the existential angst of a certain young Mr. Jon Arbuckle. It is a journey deep into the mind of an isolated young everyman as he fights a losing battle against loneliness and depression in a quiet American suburb. 

Nietzsche Family Circus Generator

http://www.losanjealous.com/nfc/

The Nietzsche Family Circus pairs a randomized Family Circus cartoon with a randomized Friedrich Nietzsche quote.

From Mary Ruefle’s A Little White Shadow (Wave Books, 2006).

The Niagara Book

by Jen Bervin

A new unpublished erasure by Jen Bervin from The Niagara Book by W.D. Howells, Mark Twain, Nathaniel Shaler, and others (Doubleday, Page, and Co. 1901, 2010)

Glitch


Data glitches are unavoidable. As technology gets more complex, it’s easier and easier for a small bug to creep in and ruin your perfect data. But a growing number of artists in different fields are coming to value these glitches, and have begun attempting to insert them purposefully into their work using a technique called “databending”.

Glitch art” is a term that there’s some debate over: Many argue that it can only apply when a glitch is unintentional — when it occurs naturally due to an error in hardware or software that leads to the corruption of whatever it is the artist was trying to create.

In a technical sense a glitch is the unexpected result of a malfunction. The term is thought to derive from the German glitschig, meaning ’slippery.’ It was first recorded in English in 1962 during the American space program by John Glenn when describing problems they were having, Glenn explained, “Literally, a glitch is a spike or change in voltage in an electrical current.”

Glitch is used to describe these kinds of bugs as they occur in software, video games, images, videos, audio, and any other forms of data. The term glitch came to be associated with music in the mid 90s to describe a genre of experimental/noise/electronica. Shortly after, as VJs and other visual artist like Tony (Ant) Scott began to embrace the glitch as an aesthetic of the digital age, glitch art came to refer to a whole assembly of visual arts.

SOD 

by Jodi

sod.jodi.org

SOD is an extreme modification or “hack” of id Software’s action game Wolfenstein 3D, in which the goal was to escape from a Nazi dungeon. InSOD, Wolfenstein 3D’s representational renderings (considered state-of-the art at the time of the game’s release in 1992) have been replaced by pure geometrical forms in a limited palette of black, white and gray. The result is a game space that is loosely architectural and extremely disorienting; it is easy to get lost, and it can be difficult to distinguish the walls from the targets one is supposed to shoot. Paesmans and Heemskerk complement the game-play difficulties with a cryptic interface (setting game preferences is no easy task!) and tongue-in-cheek game instructions along the lines of “If you are tough, press N. If not, press Y daintily.”

Jpeg Glitch inspired paintings

by Andy Deckler

Swiss artist Andy Denzler creates paintings that are designed to look like the fuzzy image of a paused VHS recording.

The paintings — mostly portraits of people — aim to reinterpret photography and film stills. Denzler told Wired.co.uk: “I’m pushing the boundaries and possibilities of abstract and photorealism. It’s as if I’ve pressed the fast-forward on a video machine, then hit the pause button, so reality comes to a stand-still. I speed up and slow down the colours. What remains is a distorted moment — classically painted, oil on canvas — which, upon closer inspection is very abstract, but from distance looks real.”

Related Reading:

Seeking Perfect Imperfection. A personal retrospective on Glitch Art

Iman Moradi*







x #06
Jul.08



Introduction

In 2004, as a fledgling academic on the final year of my undergraduate degree course in Multimedia Design, I had a choice to research any field that I was interested in. I set myself quite a lofty challenge to discuss the qualities and characteristics of Glitch Art, a term I had first come across on Ant Scott’s weblog at Beflix.com as early as 2001.

Back then, for the most part, I found myself juggling ‘learning how to research’, ‘writing’ and eventually putting into practice what I was exploring and learning. This was also my first chance to seek out, converse and form friendships with designers and artists utilising the Glitch Aesthetic in their work. The highlight of it all was a long term collaboration with Ant Scott, which led to the publication of is possibly the first book showcasing contemporary Glitch Art and Design (Designing Imperfection ISBN: 0979966663) incorporating work from a multitude of international artists and designers who primarily use the Glitch Aesthetic.

Since then on a handful of occasions, I have also found myself in a position of evangelising Glitch Art or defining what can be construed as the Glitch Aesthetic. This article is a semi reflective account which tells the brief story of how I personally dealt with this topic, and summarises some key points from my early writing, it concludes by presenting briefly some of the challenges one might face if looking at the field of Glitch Art today.


How I investigated Glitch Art


I started by writing a dissertation which partly defined and examined my findings in the field of visual glitch aesthetics (http://oculasm.org/glitch ) . It was my personal conviction that discussing the glitch might make it more accessible to everyone and therefore I could create a suitable language for work which would effectively externalise the feelings and concepts I wanted to get across to my audience.

In my dissertation as well as looking at some interesting works and individuals, I addressed the following areas:

A- Definition / Classification of Glitches

I stated that Glitch Artists either synthesise glitches in digital / non digital mediums, or produce and create the environment that is required to invoke a glitch and anticipate one to happen which they then present, capture or document. In some ways, what I really wanted to do was to reach a general definition that embraces the different works and practices prevalent in the production and presentation of Glitch Artwork, in order to document and understand the field better.

The classification of Pure Glitch and the Glitch-alike was conceived in response to this necessity. 
I simply proposed that Glitch-alikes are a collection of digital artefacts that resemble visual aspects of real glitches found in their original habitat.

Pure Glitch

Glitch-alike

Accidental
Coincidental
Appropriated
Found
Real

Deliberate
Planned
Created
Designed
Artificial

B -  Detail / Visual Definition

As early as when I started viewing other peoples glitch work, and collecting my own, I began to delineate what I thought were common visual characteristics that define the visual glitch aesthetic.
To me these were Fragmentation, Repetition, Linearity and Complexity. 
As defining characteristics they were fortunately inclusive enough to cover most of the work I’d come across without being overtly specific in any way about the qualities of their host medium.
(Slides from my presentation in 2005, on Glitch Aesthetics, for Digital Arts North in Halifax, England. http://log.organised.info/downloads/halifax_talk/halifax_talk_2.htm )


C - Appreciation

I was naturally curious as to why we appreciate glitches and are drawn to them within the context of creating and consuming Glitch Art. The following list is hardly exhaustive, and alludes to some of the possible reasons behind the draw of Glitch Art. I have since seen others independently refer to some of these points as well, which makes me think there might be some consensus and concordance.

  • For those born in the 1980s and earlier, ‘nostalgia!’ Glitches remind us of a time when things worked imperfectly. They remind us of artefacts from our childhood. Quite a number of people I have spoken to over the years, express a longing for a time when our use of technology tolerated what we now class as imperfection, It seems a proportion of our memories of using consumer electronics are intertwined with accounts of waiting for things to load, intermittent crashes and interesting forms of malfunction, usually manifested visually. The ability to tinker and manipulate things manually also seems to be a quality a lot of people appreciate. A visual glitch is like a reward waiting to satisfy an inquisitive/persistent hardware, software or data manipulator who seeks it. A Glitch can turn an inherently predictable activity into an uncertain exciting, performable art.
  • Being able to align or put forward Glitch Art as acceptable addition to an existing historic artistic proposition/movement (i.e. Auto-destructive Art) gives Glitch Art a richer history and the artist perpetrating the alignment, affinity with that movement. This may be another reason for its appreciation and appeal.
  • The fragmented, splintered visual form inherent in many notable cubist masterpieces and their historic appreciation could also be legitimising and informing the appreciation of Glitch Art today.
  • Refining a style: I discussed how the abstract expressionists and impressionists, subtly wove imperfections within their brush strokes, and how contemporary painters such as Richter and Hays are masterfully fine tuning the photo-realistic aesthetic to include surface characteristics and sometimes imperfections of the host medium the original image was captured from. See Colorado Impression (2001) by Dan Hayes . http://www.eyestorm.com/works/detail/Dan_Hays/10377.html
  • Exposing an almost human trait: It seems a glitch, humanises the machine by aligning it with our own capacity to err. The machine somehow becomes less threatening when it ss vulnerable, The films of our time villianize, autonomous or complex, omnipresent and perfect computing, expressing a malevolent streak in any divinity presumed by complex machines, and the glitch disrupts that illusion.
  • Glitches are used in emotionally charged scenes in hollywood blockbusters in heightening a sense of peril or simply a decisive loss of communication.
  • A Glitch can be an object of fetish, an extension of the fetishisation of technology.
  • A Glitch can be a revelation, showing us the building blocks of a complex system or technology as it dismantles and malfunctions before our eyes. 
  • Its scarcity, and short lived nature in many instances grants it a special platform. With our ever increasing drive towards signal perfection it becomes even more collectible and appreciated.

  • Completing the dissertation brought me me a step closer to understanding how Glitch Art, fitted in with my design experience and a much broader artistic context. Subsequently, I went on from there to create an interactive art installation entitled Neuromirror (http://transition.turbulence.org/blog/2005/05/26/neuromirror/ ) (Neuromirror.info) (http://flickr.com/photos/tags/neuromirror/ ) which sought to use the glitch as an expressive medium to convey an individual visitors’ neuroses.


    Minor challenges and some parting thoughts on researching Glitch Art

    When I wrote my dissertation in 2004, my opening justification for the study included the bold claim there have been been very few discussions on the practice of creating or capturing visual manifestations of glitches, and to this day I’m willing to stand by that claim. On a very practical level, Glitch Art is not the most straightforward topic to research. Simply put, there aren’t that many practitioners out there who have a substantial body of Glitch Art, and there certainly isn’t a huge amount of critical discourse to accompany their work either. The word glitch itself is used quite frequently by news outlets to describe wide scale computer malfunctions and the practice of finding and exploiting video game glitches still occupies many thousands of hits when searching for glitch related media, especially videos. However, with the rising maturity of social networking, bookmarking and photosharing its not too difficult to find active groups dedicated to Glitch Art and individuals who keep amazing blogs marking their forays in the field of Glitch Art.

    Despite being around for the better part of the last decade, you could say that visual Glitch Art could still be considered very much to be in its infancy, and as a recognised visual and conceptual genre, it remains pretty obscure and niche. At the time of writing this, it doesnt even have a dedicated wikipedia entry. Much of the work I’ve seen in this field deals primarily with the visual aesthetics and doesn’t progress much beyond it. My personal preferences would be to see the Glitch itself as being key to an artwork. Although the aesthetic experience might contribute to a work of art in a significant way, I don’t believe aesthetics alone make a memorable piece of Glitch Art.

    Its also worth bearing in mind that as with any artistic field, subjectivity reigns in the discussions of glitch aesthetics too, in describing Scotts work Jonas Downey (http://half-a-world-away.com/about), explains it as an “overall body of work portrays a compelling search for beauty and art in code” for me, it was always about the mini narratives that accompanied Scotts works in the form of interesting titles. I feel the power of narrative is often underestimated and ignored too in Glitch Art.

    What does encourage me however is that there are far more exceptionally talented people interested in this area than ever before and some welcome discourse is finally happening which makes for interesting reading, (Neural magazine Issue 28, winter 2007 http://www.neural.it/art/2007/12/neural_28.phtml)is an example of this growing interest, and over 700 submissions to the book also makes me think that there are people out there very passionate about exploring, using Glitches and Glitch Aesthetics in their work.

    Games as Narrative/Narrative as Game


    The Intruder

    by Natalie Bookchin

    http://bookchin.net/intruder/index.html


    “In Natalie Bookchin’s piece, The Intruder, we are presented with a sequence of ten videogames, most of which are adapted from classics such as Pong and Space Invaders. We interact via moving or clicking the mouse, and by making whateve we make of/with/from the story. Meaning is always constructed, never on a plate. The interaction is less focused on videogame play than it is on advancing the narrative of the story we hear throughout the presentation of the ten games. The story is the Jorge Louis Borges piece The Intruder with a few changes. The female in the story is “the intruder” She is as a possession of the two closely bonded miscreant brothers enmeshed in a hopeless triangle of psycho-sexual possession with homoerotic undertones. Finally one of them kills her to end the tension between the two men. Game over. Story over. Bookchin presents an awareness of being an intruder, herself, in the (previously?) male-dominated world of videogame creation and enjoyment. The videogame paradigms are subverted, mocked, and implicitly criticized for their shallow competitive and violent nature not unrelated to the nature of the violence of the males.

    Although moving and clicking the mouse is associated with advancing the videogames, the videogames are subordinated to the story; the videogames are used as and within literary devices. The videogames are literary devices in that they are programmed machines functioning less to advance gameplay as triggers for the advancement of the audio of the story. The videogames are also functioning within other comparative/metaphoric literary devices. We compare the worlds of the games with the worlds of the story. We compare ourselves in the world of the games with ourselves in the world of the story, i.e., we compare the goals of the games with our goals in reading/listening to and understanding the stories. We cannot enjoy the games in the way that videogames are meant to be enjoyed [….]The artist mops the floor with the videogames. Art 10. Videogames 0. Women cheer this artwork like few other Net-based works. It is deservedly famous both as statement and for its formal literary innovation “
    Metapet

    by Natalie Bookchin

    http://metapet.net/

    Natalie Bookchin’s Metapet is a game almost designed to make you stop playing, or at least to stop playing “properly”. You take the role of the corporate manager of a bio-engineered, “transgenic virtual pet.” “Your challenge,” says the game site, is to “discover the right balance between a firm hand and a gentle coax without ever losing sight of the bottom line.” Played according to the apparent rules, the game proceeds by the manager encouraging—or, really, disciplining—the Metapet, in order to make its activity as profitable as possible (you feed it, let it rest, give it drugs, perform genetic tests on it, and so on). Basically, if you play by the rules and try to make money, you will end up torturing your Metapet. As Bookchin says:

    “Playing according to the rules will lead to the most boring of outcomes. Players will earn money, but who cares? Money makes you a “winner” but…you can’t do anything with the money, and the game will soon become pretty dull. On the other hand, playing poorly will lead to some of the more interesting game elements. Your Metapet will become a lot more colorful and rebellious, artists’ mini games (in which I had other artists design simple little games about biotechnology) will show up, and your pet starts sending messages back and forth to other Metapets.

    In Metapet, participation - play - is in the first instance presented as completely consistent with the demands of global capitalism. It’s only when and if some other experiential framework is brought to bear or asserts itself that the behaviors that the game seems to require begin to appear troublesome; so much so that one response might be simply to stop playing. This is to suggest that there might be a distance, or a crucial lack of fit, between the context of the participatory, mediated event and other horizons of experience (experience is not a simple continuum).





    I made this. You play this. We are enemies.

    by Jason Nelson

    http://www.secrettechnology.com/madethis/enemy6.html


    “The internet is a sketchpad, a webscape of interactive spaces, a complex narrative of cultural texts and odd communal realms. IMTYPYWAEexplores internet portals, supposedly collaborative web 2.0 sites, through a modified and disrupted platform game engine. Using a combination of hand drawn notations, poetic lines, videos and animations, the art/poetry game lets users play in the worlds hovering over what we browse, to exists outside/over their controlling constraints. And while the non-linear poems and messy artwork suggests madness to some, the intention is to reflect the actual condition of these 2-dimensional virtual worlds spinning from our screens with the occasional leak of insanity. “

    Pac Mondrian

    http://pbfb.ca/pac-mondrian/

    When Piet Mondrian arrived in New York in 1940, he heard the Boogie Woogie piano of Meade Lux Lewis, Albert Ammons, and Pete Johnson, and from then on refused to dance to any other jazz, leaving the floor in a huff if the music didn’t boogie.

    After years of completely abstract work he abandoned the black grid to use yellow lines and red, blue, and grey colour blocks to build a representation of New York infused with all the vibrant kinetic energy of raucous road-house piano blues in ‘Broadway Boogie Woogie’.

    Pac-Mondrian transcodes ‘Broadway Boogie Woogie’ into a Pac-Man video game: the painting becomes the board, the music becomes the sound effects, and Piet Mondrian becomes Pac-Man.

    Pac-Mondrian disciplines the syncopated rhythms of Mondrian’s spatial arrangements into a regular grid, then frees the gaze to follow the viewer’s whimsical perambulations of the painting: a player’s thorough study of the painting clears the level.

    Each play of the game is an act of devotion. Mondrian’s geometric spirituality fuses with his ecstatic physicality when Pac-Mondrian dances around the screen while the Trinity of Boogie Woogie jazz play ‘Boogie Woogie Prayer’.

    Each play of the game is an improvisational jazz session. Pac-Mondrian sits in as a session drummer with Ammons, Lewis, and Johnson, hitting hi-hats, cymbals, and snares as he eats pellets.

    Distellamap

    by Ben Fry

    http://benfry.com/distellamap/

    Like any other game console, Atari 2600 cartridges contained executable code also commingled with data. This lists the code as columns of assembly language. Most of it is math or conditional statements (if x is true, go to y), so each time there’s “go to” a curve is drawn from that point to its destination.


    When a byte of data (as opposed to code) is found in the cartridge, it is shown as an orange row: a solid block for a “1” or a dot for a “0”. The row is eight elements long, representing a whole byte. This usually means that the images can be seen in their entirety when a series of bytes are shown as rows. The images were often stored upside-down as a programming method.

    The original version of these images are a series of 13 x 19 inch prints where you can actually read the individual bits of text. I modified a version of distella to produce disassembled text output in the format that I wanted, and then used Processing to write a second program that creates the image of the output.

    Theater and Cinema on a cell phone


    A MACHINE TO SEE WITH

    by Blast Theory

    http://www.blasttheory.co.uk/bt/work_amachinetoseewith.html

    A Machine To See With is a film where you play the lead. There are sceenings every 15 minutes. You sign up online and hand over your mobile phone number. On the day, you receive an automated call giving you the address you need to go to. Once you arrive on your allotted street corner your phone rings. From there a series of instructions lead you through the city. You are the lead in a heist movie; it’s all about you. As you move from hiding money inside a public lavatory, to meeting up with a partner in crime and onwards to the bank, the tension rises. It’s up to you to deal with the bank robbery and it’s aftermath.

    The project is a Locative Cinema commission from the Sundance Film Festival, 01 San Jose Biennial and the Banff New Media Institute. It was created January and September 2010 and premiered in San Jose on 16th September. The work has three ideas running through it.

    It is about cinema. The artists thought about the city as a cinematic space and considered how screens might be inserted into the streets or carried through them. Their approach was to think of our eyes as the screens themselves: as Chris Hedges says in The Empire of Illusion, “we try to see ourselves moving through our life as a camera would see us, mindful of how we hold ourselves, how we dress, what we say. We invent movies that play in our heads.” One of the starting points was Made In USA by Jean-Luc Godard and the novel from which he stole the story, The Jugger by Richard Stark. The book is a classic of arid compressed noir. Godard took the story as a springboard for a commentary on the Vietnam war, mixing trashy violence with contemporary politics. The title of the work is taken from Godard’s script for Pierrot Le Fou in which Jean Paul Belmondo’s character says, “my eyes are a machine to see with”.

    It is about the tyranny of choice and consumerism. The work uses an open source piece of call centre software called Asterisk and thus employs automation to create an ostensibly personalised experience. Adam Curtis’ film Eight People Sipping Wine In Kettering explores the rise of focus groups and marketing based on desire rather than need. Robert Reich’s book Locked In The Cabinet explores one aspect of this process in detail as Bill Clinton attempted to get re-elected against the odds in 1996 and set up a large call centre in Denver to poll thousands of swing voters every day. Aspects of these polling questions crop up in the work during a section that presumes to create a psychological profile of each participant.

    It is about the financial crisis. With the attempted robbery of a bank at its heart, money is a recurrent part of the work. It contrasts the agency of a film star, of a protagonist in a heist movie with the reality of the financial crisis since 2008. It places the adrenaline rush of revenge against the steady impotence of citizens confronted by global capitalism.

    “This is not a personality test. This is A Machine To See With. The ending is up to you”



    Specflic

    by Adrian Jenik

    http://www.specflic.net/


    SPECFLIC is speculative distributed cinema: a cinematic form which envisions performs our near future through the lenses of our current technological landscape.

    SPEC-FLIC projects 30 years into the future of significant public environments to create site-specific speculative narratives that unfold over the course of a expandable multi-media event. SPEC-FLIC uses cutting edge transmission and display technologies to expand a critical dialogue (begun in science fiction literature and cinema) about the social effects of these very technologies. Live ambient performances streamed through mobile video platforms, monitoring and sensor networks, and an array of asynchronous media forms are “mixed,” clustered, and projected throughout the building, to produce a new form of cinematic experience; one that is distributed across space and time.

    Terra Nova

    by Crew Projects

    http://www.crewonline.org/art/projects

    Terra Nova is a theatre performance and immersive adventure offering a multi-sensorial experience to the audience. The spectator, first confronted with the story of R.F. Scott’s conquest of the South Pole, will soon be transformed into the protagonist of this adventure… This unusual dramaturgical approach is the result of a skilful adaptation of state-of-the-art immersive technologies to the stage. The theme of the performance is influenced by the latest neurological research on the so-called ‘conscience’: Who are we? What is the ‘self’? Can we trust our body as an interface between reality and the ‘self’? Artistic directors Eric Joris and Stef De Paepe and author Peter Verhelst draw a parallel between the exploration of our brains and Scott’s dramatic quest to the South Pole.

    Dance and New Media


    Perpetual Movement Sound (multiple projects)

    http://perpetualmvmtsnd.org/

    Ballet Pixele  (live dance performances seen in virtual spaces)

    http://balletpixelle.org/index.html

    Freq : 2
    by Squidsoup 

    Part musical instrument, part composition, Freq2 takes the shape of your shadow and turns it into sound. Freq2 can be played like an instrument, creating dramatic and complex land- and sound-scapes derived directly from one’s own physical movement in space.

    The Freq project uses your whole body to control the precise nature of a sound – a form of musical instrument. The mechanism used is to trace the outline of a person’s shadow, using a webcam, and transform this line into an audible sound. Any sound can be described as a waveform – essentially a line – and so these lines can be derived from one’s shadow. What you see is literally what you hear, as the drawn wave is immediately audible as a realtime dynamic drone.

    http://squidsoup.org/freq2/

    From Genomes to Geology: Narrativizing Data


    ATLAS in silico is a physically interactive virtual reality installation. It fuses art and emerging technologies with pioneering science. The installation offers an ethereal and dreamlike immersive 3D environment, wherein you can explore life-size renderings of the Global Ocean Survey — a recent pioneering voyage of discovery circumnavigating the Earth’s oceans, the results of which give us a new picture of life on Earth. 


    The room-size installation is playful and yet meaningful for people of all ages: Participants may simply observe, or individuals can step forward and use their own movements to animate and maneuver the colorful 3D images and audio. The captivating onscreen images and multichannel audio are created by a unique process that combines genetic information from microorganisms collected by the Global Ocean Survey with environmental and social data from the geographical locations in which the organisms were found, to create a human context for this major scientific breakthrough

    In parallel to this oceanic journey that was inspired by 19th Century global circumnavigations of the H.M.S Challenger and H.M.S. Beagle, the aesthetics of this artwork are grounded in history and in our future. They embody the visual culture and relationship that existed between art and science in the 19th Century, and the renewal of this relationship in the 21st Century via emerging digital technologies. ATLAS in silico creates a visceral, sensate experience of the abstraction of nature in to vast databases like the GOS. 

    Participants experience a dream-like, highly abstract, and data-driven virtual world that combines the aesthetics of fine-lined copper engraving, lithography and grid-like layouts of 19th Century scientific representation with 21st Century digital aesthetics including 3D wireframes, particle systems, interactive 3D graphics and multi-channel spatialized audio. By interacting with the luminous and colorful 3D graphics and a responsive data-driven sonic microworld, participants explore relationships within data that spans from the molecular to the global. This experience takes place within an immersive virtual environment constructed from contextual metadata. It animates the virtual world as a driving force, much like natural ocean currents, while revealing internal structure within the data and metadata. 

    Through this ongoing art-science collaboration we explore the possibilities for achieving works with multiple entry points that can exist concurrently as aesthetic experiences, artistic practice, and as the basis for scientific tools. The title refers to in silico (computational as opposed to in vivo or in vitro) biology and the abilities that emerging technologies offer us in atlasing the features of our world in ever-increasing detail. 

    http://www.atlasinsilico.net/gallery.html

    The Trajectory of Forgetting

    Ruth West

    Metaphors and processes in The Trajectory of Forgetting engage various aspects of memory and memory loss, as well as scientific methodology. The first is that memory constructs continuity of consciousness and our sense of self. Second, that in order to form long term memory traces, the immediate record of perception is not sufficient. We tend to review an event consciously, repeating it, in order to create a long-term memory trace and, in essence, retell the event, our story, to ourselves repeatedly in order to commit it to memory. Third is that the location where memory is stored is coexistent with the location of its erasure. Fourth is that in neurodegenerative disorders, such as Alzheimer’s, there is a progressive loss of cognitive function and memory, associated with the inability to form short and long term memory which leads to an altered sense of Self, which is not simply a void, but an altered experience of Self. And fifth, is that upon extensive dementia, the sense of the Self, which the person held prior to the disorder, is now held in the collective memory of those in their personal network. The image sampling and processing evokes aspects of scientific methodology necessary for empiricism, such as time-based sampling, randomization as a control, repetition and objectivity. The image database invokes the notion of personal identity as composed of data, at once qualitative and quantitative. 

    http://www.viewingspace.com/trajectory.html

    Genesis, 1999

    Eduardo Kac

    Transgenic artwork linked to internet 
    dimensions variable 
    Peter Gena, DNA Music Synthesis 
    Charles Strom, MD, PhD, DNA Consultation and Bacterial Cloning 
    Jon Fisher, Programming and Electronics 
    Mike Davis, Video consultant 
    Rita Ciurlionis, biological consultation and technical support 
    (detail) 
    Courtesy of Julia Friedman and Associates

     

    Artist statement from Paradise Now:

    I investigate the philosophical and political dimensions of communications processes. Equally concerned with the aesthetic and the social aspects of verbal and nonverbal interactions, I examine linguistic systems, dialogic exchanges, and interspecies communication. In 1998, to further expand my investigation of communications processes, I proposed Transgenic Art, a new art form based on the use of genetic engineering techniques to transfer synthetic genes to an organism or to transfer natural genetic material from one species into another in order to create unique living beings. The nature of this new art is defined not only by the birth and growth of a new plant or animal, but above all by the nature of the relationship between artist, public, and transgenic organismñwhich must be respected, loved, and nurtured like any other organism. [1]

      

     

    Installation:

    • The work is an installation that includes projection and sound. Kac explains that the bacteria are projected to “render them more or less on a human scale,” and to “put ourselves a little bit in that ‘Umwelt’ [environment] of the bacteria.” [2]
    • It explores the relationship between biology, belief systems,information technology, dialogical interaction, ethics, and the Internet. The key element of the work is an “artist’s gene”, a synthetic gene that was created by Kac.
       

    The Making of Genesis, 1999

      

     http://www.ekac.org/geninfo.html 

       

     
    • Copied the verse from book of Genesis in an Internet Bible, “Let man have dominion over the fish of the sea, and over the fowl of the air, and over every living thing that moves upon the earth”
    • Converted it into Morse Code, then from this code in to genetic code, using an schema he developed for this translation
    • Scientists synthesized this DNA sequence for him and inserted it in to bacteria
    • The bacteria are grown and displayed under an ultraviolet light in an almost dark room
    • The UV light is turned on/off by visitors to the project’s website
    • The UV light is a mutagen, and acts to introduce changes in to the DNA sequence over time, this sequence can later be isolated and examined to read the resulting sequenc

    Related Reading: http://ekac.org/oi_kac.show_overview.html#cypheranchor

    Sensity by Stanza

     http://www.stanza.co.uk/sensity/index.html#Sensity

    These new networks represent open social sculptures that can inform the world and create new meaningful experiences. The social space is opened up into a real time flow space, a new virtualized data space emerges.

    The micro incidents of change in the weather, the noise traffic flows and people flows. The technology can also be used for logging the movement of people, pollution in the air, the vibrations and sounds of buildings to make emergent social sculptures. The interactions of all this data is controlled via the visual interfaces and re-forms and reconstitutes experiences of the city in real time.

    Environmental monitoring and controlled surveyed city space.

    The increase of technology infrastructure in the daily existence of a city means that technology will, more than ever be everywhere in our environment. Data mining will be part of the fabric of the landscape. Everything is or will be tracked. CCTV, car sensors, tracking inside our phones and id card movement tracking in the guise of anti- terror activity. The patterns we make, the forces we weave, are all being networked into retrievable data structures that can be re-imagined and source for information. These patterns all disclose new ways of seeing the world. The value of information will be a new currency as power change.

    The central issue that is developing is the privilege and access to these data sources. Will these systems be open or closed? New maps are being drawn up that re define the digital borders, who is going to want to own this.

    The city experience.

    The city experience is a web of connected networks and multi layered threaded paths that conditions us to the emotional state of the city space. In essence, the city fabric is a giant multi user multi data sphere. To take part you really have to put something back in, that’s like life. In this case, to take part you have to input data so others ‘may’ see the output of the data response. 

    The city has a history of stories relative to time and place, stories from the street. Love stories personal and extreme, crime stories, stories that are small or that can affect global parameters. All of these spheres can be represented by media and therefore by data within the digital realm and becomes a data source so powerful so interwoven that its scale can only be imagined as metaphor. The size and scope of such an archive, of such rich mediated data experience would support many projects. As such it can be interpreted as history via one sort of interface or as a game via another sort of interface. A possible objective is to ‘mediate’ data into a conceptual artifact. With this perspective there are many unimagined threads of data and connections that describe our world that can be explored within which we can create artistic interpretations.

    As we move about the city we art in fact interactive agents, by default we are actors doing our bit and affecting the system.

    Noise and Sound Monitoring. 

    After walking around my local environment and making recordings it has become obvious that noise in the city is everywhere. I thought I lived in a fairly quite area. However, after making a series of walks and sounds recordings this has changed my perspective of where I live. The constant aero planes, and cars, the hum of trains and shouts of people. Even in the park, the trains, and garages making constant noises. The city space is an evolving composition of sounds that bombard us. So much so that we are hardly aware. The sounds of the city presents itself as noise but it is actually the language of the city space. The sounds of the city are the sounds of “urban music”.

    Noise affects and makes more noise.




    Allowing Places to Speak: Locative Narrative and precedents in land art and writing


    Robert Smithson  proposal for a floating island

     Spiral Jetty

    by Robert Smithson

    Robert Smithson’s monumental earthwork Spiral Jetty (1970) is located on the Great Salt Lake in Utah. Using black basalt rocks and earth from the site, the artist created a coil 1,500 feet long and 15 feet wide that stretches out counter-clockwise into the translucent red water.

    Robert Smithson (1938-1973), American Minimalist Installation Artist.

    In a career tragically cut short at age 35 while working on a sculpture, Robert Smithson revolutionized contemporary art through works that question issues of permanence, materials, function and presentation.

    Born in Rutherford, New Jersey, Robert Smithson was entranced by nature—earth and animal forms—as a child. His artistic talents led to a scholarship at the Art Students League in New York; he studied there for two years and then briefly at the Brooklyn Museum School. There he became a proponent of abstract expressionism, and his paintings of the late 1950s and early 1960s retain the characteristics of that style. Through his dealer, Virginia Dwan, he became friendly with a group of minimalist artists, among whom was the sculptor Nancy Holt. After their marriage in 1963, Smithson began to explore sculpture, also in a minimalist mode. By the mid-1960s, he had become interested in conceptual art. He began to design works that explored his early fascination with the natural world, using natural materials in massive and imposing earth sculpture, his “Earthworks.” Although these works would eventually be absorbed by nature, their configurations are often preserved in drawings and photographs, or “non-site” objects. Rocks, gravel, and earth are the materials of Smithson’s best-known works. For Spiral Jetty, his most famous project, he used rocks and debris to build a 15-foot-wide spiral in Utah’s Great Salt Lake.

    Further Reading:http://3quarksdaily.blogs.com/3quarksdaily/2005/07/negotiations_4_.html

    Geoscope Concept Image

    By Buckminster Fuller

    R. Buckminster Fuller (b. July 12, 1895, d. July 1, 1983) is perhaps most easily pigeon-holed as the last of the New England Transcendentalists, although Fuller himself always resisted being pigeon-holed.

    In 1927, Fuller made a now-prophetic sketch of the total earth which depicted his concept for transporting cargo by air “over the pole” to Europe. He entitled the sketch “a one-town world.” In 1946, Fuller received a patent for another breakthrough invention: the Dymaxion Map, which depicted the entire planet on a single flat map without visible distortion of the relative shapes and sizes of the continents.

    After 1947, the geodesic dome dominated Fuller’s life and career. Lightweight, cost-effective and easy to assemble, geodesic domes enclose more space without intrusive supporting columns than any other structure, efficiently distribute stress, and can withstand extremely harsh conditions. Based on Fuller’s “synergetic geometry,” his lifelong exploration of nature’s principles of design, the geodesic dome was the result of his revolutionary discoveries about balancing compression and tension forces in building.Fuller applied for a patent for the geodesic dome in 1951 and received it in 1954.

    In 1962, R. Buckminster Fuller published plans for a, “giant, 200-foot diameter… miniature earth — the most accurate global representation of our planet ever to be realized.” The Geoscope would be a massive 3-D educational environment, using an array of computers and databases to display real-time and historical data on nearly any world situation.

      “The complete census-by-census of world population history changes could be run off in minutes… The total history of transportation and of world resource discovery, development, distribution, and redistribution could become comprehendible to the human mind, which would thus be able to forecast and plan in vastly greater magnitude than heretofore.

      “The consequences of various world plans could be computed and projected. All world data would be dynamically viewable and picturable and relayable by radio to all the world, so that common consideration in a most educated manner of all world problems by all world people would become a practical event.”

      - from Fuller’s Education Automation, 1962

    The Dictionary of the Khazars

    by Mildorad Pavic

    A “novel”  that instructs the reader to not read it all the way through or in any linear fashion if they don’t want to.  Text is an encylopedia of a people with short texts on tools, people, battles and places and Pavic instructs the reader that if they read one page and are satisfied they have read the whole book. This is a key precedent for locative narrative as it gives the reader control to move as they wish and to see story or information and navigating.

    Further Reading:

    http://www.blueblanket.net/Steph/Record/khazars.html

    Life A User’s Manual

    by George Perec

    Tells the story of a ten storied building, in the fictional 11, rue Simon-Crubellier, in Paris, minutely describing its interior and how it relates to the lives of those who lived there, but most of all it tells the stories, 179 in total, of its inhabitants. The order in which the different stories are told, is determined by a famous chess problem: how to visit every spot on the board using only the knight’s move. It is but one of many formal constraints that shape Life A User’s Manual. Perec reputedly spent three years working out all the rules that govern every chapter and the patchwork they constitute. But don’t expect a formal or formalist book, for Life A User’s Manual’s greatest gift is the affection with which it portrays its characters.

     

    Georges Perec varies on this motto when, at the end of the preamble he observes the following truth about jigsaw puzzles: “despite appearances, puzzling is not a solitary game: every move the puzzler makes, the puzzle maker has made before; evey piece the puzzler picks up, and picks up again, and studies and strokes, every combination he tries, and tries a second time, every blunder and every insight, each hope and each discouragement have all been designed, calculated, and decided by the other.”

    With this the tone of the book has been set, because the whole novel can be seen as an intricate jigsaw puzzle. Every story, every piece stands on its own but also fits into the larger design of the novel as a whole.

    Here is a short excerpt from the book:

     

    “Cinoc, who was then about fifty, pursued a curious profession. As he said himself, he was a “word-killer”: he worked at keeping Larousse dictionaries up to date. But whilst other compilers sought out new words and meanings, his job was to make room for them by eliminating all the words and meanings that had fallen into disuse.

    When he retired in nineteen sixty-five, after fifty-three years of scrupulous service, he had disposed of hundreds and thousands of tools, techniques, customs, beliefs, sayings, dishes, games, nick-names, weights and measures; he had wiped dozens of islands, hundreds of cities and rivers, and thousands of townships off the map; he had returned to taxonomic anonymity hundreds of varieties of cattle, species of birds, insects, and snakes, rather special sorts of fish, kinds of crustaceans, slightly dissimilar plants and particular breeds of vegetables and fruit; and cohorts of geographers, missionaries, entomologists, Church Fathers, men of letters

    ————————————————————————————————————-

     Locative Media and Spatial Narratives by Martin Rieser

    “Modernization is the process by which capitalism uproots and makes mobile that which is grounded, clears away or obliterates that which impedes circulation, and makes exchangeable what is singular.”1

    Abstract

    This paper explores the debates around past and present locative practice and sets them against such models drawn from a broad range of cultural artefacts and their potential lessons for contemporary locative media art and interactive public art practice. Specifically examined are issues of architecture and ritual space, and the spatialisation of narrative, including Aboriginal Australian, Amerindian, Celtic, Hindu and Christian sacred architectures and land art.

    New Forms

    We now are entering a new phase in the construction of narrative forms-an age of ubiquitous computing and wire free communication spaces. The emergent field of “locative” media art explores the convergence of computer data and location using portable media. The predominant uses of mapping and spatial information necessarily lead us to a radical reassessment of the nature of representation. When Diegetic space can be mapped onto geographic location, how does this alter the modes of audience participation and reception, and can this emergent space for art and performance create new perceptions of space and place in an audience?

    The dominant modes of narrative, as always, are ultimately decided by the political and economic shape of society. To artists living under the contradictory priorities of late neo – liberal capitalist culture, new mobile technologies may offer a unique opportunity to break the determinist “male” control of narrative vision identified by Foucault as dominating in the 19th and 20th centuries, and allow for the promotion a more decentred and subtle narrative mapping. Laura Mulvey’s argument about passivity of the female under the male gaze is now undercut by the active role of the ambulant audience, and the intrusion of the real world into the artwork, often subverting of the potential voyeurism of the viewer. In many ways the active participant in such work is held is in a limnal state between worlds, whose attention moves between absorption in diegisis, the intrusive “real” and the ambient physicality of the environment.2

    The concomitant of this ubiquitous transparency of location is the ability to track the audience, so a whiff of the totalitarian haunts the liberating potential of the technologies. Just as artists are discovering the richness of the located artwork, the very same processes of late capitalism are simultaneously draining meaning from those spaces of our lives. A process identified by Marc Augé as ‘Supermodernity’, a simultaneous culture of superfluity of places and of no place-the mall, the motorway and the airport.3

    Feminist critics have often raised alternative strategies to break the negatives of a culture of control .

    “One of the most exciting possibilities of cyberspace is the uncontrolled, the live, the networked and multiple, and the dynamic and fleeting. For these potentials to manifest there must evolve a place for stories and worlds that are not centred on an ideology based on control. Perhaps we should create designs that give users control in an uncontrolled world as a way to break that paradigm.”4

    Much interesting locative practice explores precisely this area. Teri Rueb’s Drift5, for example ties a sound landscape to the movements of the tide on a north european beach. The audience must either give itself to the primal cycles of the sea or risk total confusion and data loss.

    Locative artworks based on digital mobile technologies are a relatively new phenomenon. Yet art practices based on site-specific works and nomadic strategies are not just old, but ancient. Locative art by its very nature trespasses into the realm of Public Art, but by its interaction with the public transforms our notions of site-specific and ambulant practices, defined over the last three decades by artists such as Richard Long, Hamish Fulton, Vito Acconi and Sophie Calle. This paper also questions whether, by similarly rooting artistic practice in profound cultural and psychological structures, locative work can gain a greater artistic resonance.

    Mapping as a radical critique

    Post-structuralist philosophies have revived an interest in the spatial, identifying the intimate relationship between power and knowledge, particularly in the writing of Foucault, but also in those of Virilio, Deleuse and Guattari:

    “By introducing “geographical” metaphors such as site, domain, position, field, and displacement, Foucault (and to a certain extent Althusser) was able to review and re-theorise the relationship between power and knowledge”6

    Richard Coyne has extended Foucault’s analysis to computer systems believing them implicated in the objects and practices by which the body is rendered “docile.” In a Foucaultian reading the computer is the latest means of subjugating the body through modes of bodily discipline, posture, and the dictates of good ergonomic practice. This critique becomes more cogent in our consideration of the liberating nature of mobile computing.7

    The GPS mapping practice of modern psycho-geographers, (see GPS Drawing and socialfiction.org) are seemingly related to the writings of Guy Debord and his practice of the ‘Derive’, but seldom achieve anything identifiably subversive. They have more in common with the practice of the Flaneur – the alienated outsider enjoying the frission of other lives. As one critic believes – “Locative media is: Psychogeography without the critique.”8. If one returns to the original Situationist critique of western culture as outlined in Debord’s Society of the Spectacle, it is clear that most current artworks are embedded in a superficial love affair with technology and the map, and often retreat into conceptualist formalism which has nothing to do with a subversive “detornment”

    “The spectacle presents itself simultaneously as all of society, as part of society, and as instrument of unification. As a part of society it is specifically the sector which concentrates all gazing and all consciousness. Due to the very fact that this sector is separate, it is the common ground of the deceived gaze and of false consciousness, and the unification it achieves is nothing but an official language of generalized separation.”9

    Debord never revised his analysis of the “spectacle”, further developing it into a theory of the “Integrated Spectacle”- the information age’s bread and circuses equivalent for distraction of the masses. The “Derive” or drift is a method for subversion, of remapping the world with ‘uncontrolled’ clarity. Identifying the secret flows of money and power below the surface of the city. The strategies he cites has been adapted in several locative works. For instance Jen Southen in DISTANCE MADE GOOD10

    “The production of psycho-geographic maps, or even the introduction of alterations such as more or less arbitrarily transposing maps of two different regions, can contribute to clarifying certain wanderings that express not subordination to randomness but complete insubordination to habitual influences (influences generally categorized as tourism that popular drug as repugnant as sports or buying on credit). A friend recently told me that he had just wandered through the Harz region of Germany while blindly following the directions of a map of London. This sort of game is obviously only a mediocre beginning in comparison to the complete construction of architecture and urbanism that will someday be within the power of everyone”11

    One of the most lauded recent locative or mobile artworks has been Blast Theory’s Uncle Roy all around you. Members of the public play as Street Players using a handheld PDA. They have 60 minutes to ‘find’ Uncle Roy who sends clues, gives instructions and makes observations along the way. Street Players can also see Online Players exploring this same area of the city on the map on their handheld computer. They can send audio messages to Online Players to ask for help. The game drops Online Players into a virtual city. Street Players appear in the virtual city as black figures in a column of orange light. Other Online Players appear as white figures. An uneasy mix of performance and game, its narrative is only accessible to those who successfully complete the quest. The real and virtual sit in an uneasy relationship with the environment only valued as a source of directional clues and the casual bystander remains mystified and excluded.

    The charge levelled by european cultural critics at the work of Blast Theory was that of complacent and uncritical adaptions of industry standard games, unwittingly acting as fashionable agents for intrusive and suspect technologies. Matt Adams rebutted this in an interview, pointing to the collaborative co-dependency explored by the work.12

    Maps and Subjectivity

    It might be useful to start untangling the myths about locative media with this warning from Lev Manovitch:

    GPS, wireless location services, surveillance technologies, and other augmented space technologies all define data space – if not in practice than at least in their imagination – as a continuous field completely extending over and filling in all of physical space. Every point in space has a GPS coordinate which can be obtained using GPS receiver. Similarly, in the cellspace paradigm every point in physical space can be said to contain some information that can be retrieved using PDA or a similar device. With surveillance, while in practice video cameras, satellites, Echelon (the set of monitoring stations which are operated by the U.S. and are used to monitoring all kinds of electronic communications globally), and other technologies so far can only reach some regions and layers of data but not others, the ultimate goal of the modern surveillance paradigm is to able to observe every point at every time. To use the terms of Borges’s famous story, all these technologies want to make the map equal to the territory.”13

    There is nothing particularly surprising about this intentional tractory of the technology: neo-liberal capitalism extends its controlling force ( voluntarily) into every facet of our lives. Everyday in the street we can see the blurring of boundaries between public and private, work time and personal time. While the potential for monitoring and control is growing exponentially, the map can never equal the territory and Borges famous story has a cautionary warning about such hubris:

    “…map of such Magnitude cumbersome, and, not without Irreverence, they abandoned it to the Rigours of sun and Rain. In the western Deserts, tattered Fragments of the Map are still to be found, Sheltering an occasional Beast or beggar; in the whole Nation, no other relic is left”14

    These issues seem to me to mark a step change in the way technology governs our behaviours. If the real and virtual are so easily melded, with such potential for both personal freedom and conversely, institutional control, where is the responding discourse from the artists? Until recently, very few mobile works have tried to find a metaphoric critique of advancing ubiquity-I can think of Jonah Brucker-Cohen’s WiFi Hog15 whose ironic intentions were even misunderstood by the wifi community at the time.

    Maps are by their nature an uneasy mix of the subjective and objective. From early Ptolomeic to colonial the map reflects the map-maker’s concerns and subjectivities. It is well known how Mercator projections exaggerated the relative sizes of the northern colonial nations against their southern empires. The area-accurate Peter’s projection still shocks by depicting the true size of the southern continents. The mental representations we carry are necessarily complex, and it seems problematic to merely map these back onto social space using locative technologies, but this was the predominant practice of many early projects. (LocativeMedia workshop/Urban Tapestries)16

    “how can mental representations of the spatial world be characterized? The distortions in distance estimation indicate that mental representations do not directly represent space or distance, but rather represent the entities that exist in space. The distortions in direction estimation indicate that mental representations of directions are not continuous, but rather, tend toward the categorical. Together, these findings suggest that spatial elements are organized relative to each other and to a reference frame, and assimilated toward these. And together, these distortions are unreconcilable in a map-like or Euclidean representation.”17

    But if the perception of space resides in the mind of the beholder, that perception springs from a complexity of sources. We have constructed our notions of space through both the hardwiring of the body. The unconscious knowledge of space we carry is partially based on an invisible and forgotten sense – proprioperception18. Proprioception is the process by which the body can vary muscle contraction in immediate response to incoming information regarding external forces); and through our culturally determined softwiring, such as politics or religion.

    In locative media the body reassumes its primacy as measure and scale in the world. In simplest terms, the body gives us an orientation in the world through its physical structure front, back left right, up down and its relation to the force of gravity. The mobile body offers continual new perspectives on the world, allowing a richer and more subtle perception by all the senses. The body mediates between us and the environment, giving us access to a world beyond itself.19

    Building as Symbol

    Architecture can offer an integrated and compelling model for embodied spatial narratives- one of the primary social functions of architecture is to create Ritual spaces. Ritual is a kind of social form in which a designed narrative can unfold harmoniously and simultaneously within the larger context of an interactive environment in which most of the action is improvisational. We are just beginning to understand the narrative potentials of ancient architectural alignments, Religious spatial architectural organisation and their acoustic resonances. Their effects can be usefully compared with a range of contemporary projects exploiting architectural space including work by Daniel Leibeskind and Rafael Lozano-Hemmer.

    To illustrate my point, look at Chartres Cathedral, which was built in France in 1235 AD. In the nave is the “Chemin de Jerusalem” (Road of Jerusalem), a pavement maze with a completely different pattern to the earlier Cretan maze or Roman mosaics. The Christian symbolism is obvious, with the four arms of the cross replacing the pagan symbolism of the former. Pilgrims were supposed to walk the maze as a substitute for a pilgrimage to Jerusalem, or to shuffle along on their knees as a penance.

    In the West up until the 18th century, architecture had preserved its ability to frame and support (ritual) actions that allowed the human subject to orientate to a suprasensory Being . In the late 18th century architects complained about a profound crisis of meaning in their discipline. Once a cosmography and a mythology disappeared as socially accepted realities, the referents of a spatial narrative of architecture became problematic.

    This problem is a universal one for artists and architects alike, but Alberto Perez Gomez imagines a use of space which revivifies the lessons of pre-enlightenment practice.

    “…An architecture to reveal humanity not in time but made of time, not in space but radically embodied and existing in a thick, vivid present, between the earth and the sky, as a unique place in the universe, always subject to forces larger than ourselves that in fact make us human, call us to take measure and yet always lay beyond the reach of calculation. In order to accomplish this aim, architecture must understand itself differently. This is, I believe, the challenge offered by Heidegger: For architectural theory never to accept its status to be merely equivalent to applied science; for architecture never to conceive of itself as a resolution of an equation that may result in efficient “form,” regardless of the complexity or sophistication of the equation, nor to understand itself as “aesthetic object”…… Two excellent examples will serve me by the way of closing: Le Corbusier´s Convent La Tourette and Daniel Libeskind´s Jewish Museum”20

    Daniel Liebeskind’s Jewish Museum in Berlin takes the ritual narrative of architectural space to a new modern extreme. Corridors slope but appear straight; Ceilings lower from 5 to 2 metres on seemingly those straight corridors, inducing a physical disorientation in the observer, which echoes the disorientation of the Jewish victims of Holocaust. Liebeskind’s work is also highly symbolic: based on the broken star of David and the void left by the disappeared is echoed by a physical ‘Void’ running through the heart of the building. Cutting through the form of the Jewish Museum it forms a straight line whose impenetrability creates the central focus around which the exhibitions are organized. In order to cross from one space of the Museum to the other, the visitors cross sixty bridges which open into the ‘Void’ space; the embodiment of absence. Spatial narratives in new media have yet to achieve the vertiginous power of such physical narratives. The experience of such a space, makes one believe Pallasmaa’s contention that:

    “Architecture re-mythologies space and gives back its pantheistic and animistic essence.”21

    New technology is also capable of producing powerful interactive spaces, but even sophisticated site specific locative work can fall down on the issue of content. Rafael Lozano-Hemmer is one of the most famous exponents of interactive art in public spaces, His Re:Positioning Fear Graz 1997 was featured during the third international Film + Arc Biennale in Graz, Austria, a Relational Architecture piece transformed the courtyard façade of one of Europe’s largest military arsenals, the 350 year old Landeszeughaus. “Re:Positioning Fear” used a web site, webcam, 3D trackers, and customised projection technology to connect a very specific instance of Austrian history and architecture with remote and local participants. The piece was loosely based on the Cathedral’s fresco “the Scourges of God”, which depicts the three Medieval fears of the people of Graz: the locust plague (which destroyed the fields in 1477), the Black Death (an epidemic that fortunately never had a devastating outbreak in Graz), and the fall of the city to Turkish invaders (which never happened). Halogen lights tracked people and create sharp silhouettes regardless of position. Internet Relay Chat Web Texts were sent by the public and included in the projections. However, the texts are often trivial, given the visual impact of the work and the nature of the “fears” being addressed.22

    Ancient models

    We are only just discovering how sophisticated was the understanding of the relationship between space and ritual in ancient cultures. Research at Neolithic sites around the UK has revealed striking similarities in their acoustical properties. Key examples, in Ireland and Scotland (such as the huge passage tomb of Newgrange and the burial mound at Skara Brae in Orkney). These sites contain passageways leading to large circular chambers, and have a resonant frequency (at which sounds naturally echo and reverberate) of about 110hz – the frequency of the baritone, the second lowest singing voice. Standing waves, where sounds are reflected off walls and superimposed on to one another, have been observed in these and other sites and evidence suggests that the ancient architects realigned stones to create these effects. These frequencies have also been found to induce a state of trance. Archaeologists have suggested that chanting, singing and drumming at these sites would have produced reverberating echoes that might have been interpreted as voices of spirits or gods; they may also have induced physiological and psychological changes in people, adding to their potency as sites of spiritual importance.23

    Evidence of seasonal alignment and geometries is common around the world in the organisation of space by earlier societies, for example in New mexico the solar and lunar cosmology encoded in Chacoan architecture – through the buildings’ orientations, internal geometry, and geographic relationships – unified the Chacoan people with each other and with the cosmos.24

    While Richard Long revived the experience of landscape as a walked territory, where the forms created echo those of primitive cultures; Western humanity is so far from these concerns, that it seems impossible to envision an ambulant practice that could revivify our primal relation with the land. The GPS drawing project simultaneously combines the idea of mapping and walking. But where ancient motifs such as the Honey lines of Nasca were created (like hindu temple geometries) as a sacred map observable only by the gods, these new landscape drawings seem purely formalistic and based on conceptualists aesthetics in their construction.

    A Landscape of Narrative

    Bob Hughes, author of Dust and Magic, has postulated landscape as a model for new media narratives with each track or journey mapping an individual trajectory through a story space

    “To propose that the path is the narrative, is like proposing that the Pyg track is Snowdon, or the Pennine Way is England. Each path is chiefly a route through a particular terrain – and the terrain is the main thing… If that analogy is any good, then the way to create computer narratives is to define the features of the landscape to be explored, and let those definethe path.”25

    Where Cinema is essentially fragmentary and episodic, much of its invented language was concerned with the process of reintegrating disparate elements, spaces and time scales to create a perception of meaning in the audience. Mobile media offers the coherent three-dimensional flow of space along a path, and with its augmented reality is analogous to a melding together of the two historic modes of perception described here:

    “The word “path” is not used by chance. Nowadays it is the imaginary path followed by the eye and the varying perceptions of an object that depend upon how it appears to the eye. Nowadays it may also be the path followed by the mind across a multiplicity of phenomena, far apart in time and space, gathered in a certain sequence into a single meaningful concept… In the past, however, the opposite was the case: the spectator moved between carefully disposed phenomena that he absorbed sequentially with his visual sense.”26

    Locative Media Narratives

    Where there are contemporary narratives resonant with the reinforcement of site and story? I can think of Riot from Mobile Bristol and 34n118w but these tend to deal with an historical past rather than the lived present. Interactive public art has been with us for over 20 years, some ambitious examples use locative and mobile media in integrated ways, illustrating multiple approaches tonarrative in located spaces. Many of the such projects are technically marvellous, but still often fall down on the actual content. Part of the problem is the one identified by Virilio, that of the change from considered diegesis to continuous and automatic present. Where the user creating the narratives both as subject and object, a new ‘pan-cinema’:

    Paul Virilio uses the example of Michel Klier, and his film Der Riese (the Giant) in materialising the change of the function of the cameraman in the film. The film is a montage of images that are recorded by automatic surveillance camera in German cities, and their major public places. Through this example, we come to reclaim the “end of art”, this time by Klier himself, who claims this video to be ‘the end and the recapitulation’ of his art. This is according to Virilio, because the visual subject has transferred to a technical effect, which forms a sort pancinema, which turns our most ordinary acts into movie action, into new visual material. This means a culmination of the progress of representational technologies, of their military, scientific and investigative instrumentalisation over the centuries.27

    In the US artists Jeremy Hight, Jeff Knowlton and Naomi Spellman used locative media to “read” a space with GPS and other wireless technology, examinining the many layers of city spaces. Marking narrative triggers through locative media, they draw multiple lines from archaeology, fiction, architecture, and design across the urban terrain.

    “35 years I cleared the tracks. Those men, along the rails, tired. Death by train we called it. They waited and wandered. Hoped….for the sound that comes too late to take them from this life. It was my job to assist……..to help……kind words…..or help clear the tracks after the impact…Such failure”

    Their locative media artwork 34 north 118 west uses GPS data and an interactive map that triggers live data through movement in downtown LA. The project utilises technology and the physical navigation of a city simultaneously to forge a new construct. To quote Hight,

    “the narrative is embedded in the city itself as well as the (in way the) city is read. The storyworld becomes one of juxtaposition, of overlap, of layers appearing and falling away. Place becomes a multitiered and malleable concept beyond that of setting and detail, to establish a fictive place, a narrative world. The effect is a text and sound based virtual reality, a non-passive movement, a being in two places at once with eyes open.”28

    The work of Proboscis: Urban Tapestries 2002-4 allows people to author their own virtual annotations of the city, enabling a community’s collective memory to grow organically, allowing ordinary citizens to embed social knowledge in the new wireless landscape of the city. People could add new locations, location content and the ‘threads’ which link individual locations to local contexts, which are accessed via handheld devices such as PDAs and mobile phones. These new urban narratives appear sharply streetwise and critical, but remain more experimental tests than artworks.

    Riot! (2004) depicted the Bristol Riots of 1831 when the Political Reform Bill had been defeated in Parliament and the vote denied once more to ordinary people. Those people are rose up and thousands of them filled Queen Square in the heart of the city to vent their fury. You can hear the rioters’ voices as they plunder the surrounding buildings, the flames as buildings burn, the merchants as they flee for their lives and the Dragoon Guards as they sabre-charge through the crowds cutting the rioters down in their hundreds. Armed only with a handheld computer and a pair of headphones, anyone connected to the GPS wireless kit could move around an “interactive sound theatre” in the historic square. Different events happened in different cells, and these are be triggered by people’s movements. As well as a new form of experimental art, the first GPS radio drama-this project is one of the projects of Mobile Bristol.18 I n contrast to the various heritage trails in the region, this was an immersive and powerful experience, with an engagement with the immediate spaces of history

    Physical Space and Diegetic Space: Audience perceptions

    The main direction of my own recent work has been in examining and understanding the nature of theatrical and interactive installation spaces where poetry can be re-imagined as a part of a hypertextual universe. In pursuing this direction I was attempting to synthesise aspects of cinema, video art and more primitive and associative spaces, to create a narrative form based in a physical environment, rather than on a virtual one. The lessons of installations such as The Understanding Echo(2002)29 are now being applied to new locative works. That installation was an attempt to root interactive narrative in a magical space corresponding to part of the audience’s ‘collective unconscious’ where “memory, dreams and reflections” could rise to the surface. Language once more played a central role, one indexed directly onto a physical space.

    Flickering in the central pool is the image of a woman’s face, submerged below the surface. From time to time she rose from the depths and talked slowly in short poetic fragments or aphorisms. The form of these spoken fragments became ever more personal as they approached the pool. The large changing digital montage projections around the pool represented combinations of memory. The figure rising from the waters loosely corresponded to the nymph Echo, in myth forced to forever repeat the last lines of her lover Narcissus’s speeches. The woman is by turns embittered, flirtatious and coquettish, disillusioned and enthusiastic: ignoring the audience one minute; hectoring them the next. Her character moves through a wide emotional range, returning obsessively to her situation and the unhappy love affair, which caused it. The woman inhabits the present, but lives only in the past. Onto the audience she projects her loves and fears. We are immersed in her longings and become her blank screen: the spatialised narrative and the poetic monologues were fused together in the environment of the piece.

    Once an audience enter the installation room, they have become part of the diegetic space of the narrative and are continually addressed directly or obliquely by the character of Echo. The precise sequencing or order of the fragments is irrelevant. There is no linear temporal curve involved. The more a visitor interacts, the more intimate the knowledge they gain of Echo’s character. Thus the narrative is embedded in every experienced fragment. The difference between conventional literary narrative and this interactive form could be compared to the difference between a conventional photograph and a hologram. Whilst in a photographic fragment we see a part of a single perspective view, in a hologram each fragment of the photographic plate carries the total waveform of light generated by the original object. This holistic potential is what attracts me both to poetry and to interactive work. The immanent form is not only manifest in each part of the work, each fragment attains further resonance and meaning or “ambiguity” from the collection of other fragments and that meaning is subtly altered with each viewing.

    Conclusion

    The history of independent cinema is one of the development of a visual language of increasing subtlety and expression. Locativeor Mobile Media are in their infancy and are only just starting to explore work with a comparable range and depth. The idea that a real space could become the diegetic extension of narrative is a concept as relevant to architects as it is to cultural theorists, filmmakers or media artists. We are witnessing the birth of a medium for which sound is the most appropriate tool. In this medium, for obvious reasons the visual is finally on an equal footing with the auditory. To quote Sean Cubbitt:

    In the evolving audiovisual arts, sound can no longer afford to subordinate itself to vision, nor can it demand of audiences that they inhabit only ideal and interchangeable space. Any relation to screen will require that the audience be mobilised. …. Sound enters space not to imitate sculpture or architecture, but, through electronic webs, to weave a geographic art that understands too that the passage of time is the matter of history: a diasporan art.”30

    References

    1. Crary, Jonathan, Techniques of the observer: on vision and modernity in the nineteenth century (Cambridge:The MIT Press, 1990), p.10.^
    2. This concept (Lacan and the gaze) has been particularly influential on a group of feminist film theorists who explore, on the one hand, how female objects of desire in traditional Hollywood film are reduced to passive screens for the projection of male fantasies, and, on the other hand, how the male desire for the mastery of the look is, in fact, continually undercut by a certain castration at the heart of cinema: the blank space between the frames that, only in its elision, can create the illusion of cinematic “reality.” That blank space between the frames is analogous to the ever-threatening Real over which we project our narcissistic fantasy of “reality.” Felluga, Dino. “Modules on Lacan: On the Gaze.” Introductory Guide to Critical Theory. 2005.www.purdue.edu/guidetotheory/psychoanalysis/lacangaze.html.^
    3. Augé, Marc, Non-Places: Introduction to an anthropology of supermodernity, Verso,1995^
    4. Flanagan, Mary, Navigating the narrative in space: gender and spatiality in virtual worlds Art Journal Fall, 2000^
    5. Teri Rueb, Drift 2004 ^
    6. Michelis, Angelica “The Woman in the Red Dress: Gender, Space, and Reading”. Modernism/modernity – Volume 10, Number 1, The Johns Hopkins University Press January 2003, pp. 210-11^
    7. Coyne, Richard, Designing Information Technology in the Postmodern Age, MIT 1995^
    8. Saul Albert saul at twenteenthcentury.com Tue Apr 27 22:27:22 EEST 2004 . “Algorithmic psychogeography, the term used bysocialfiction.org to describe their rule-based derives through the city, is not just a development, but actually a fundamental reversal of the critical use of this Situationist tool. Wandering the city, allowing its flows and vectors to push the walker along and through it reveals, in outline, the spatial imperatives of the urban planners. Imposing an arbitrary rule set on decisions to turn left or right removes the critical/analytical basis for this practice leaving behind a randomly predetermined tour”^
    9. Guy Debord, Society of the Spectacle, Detroit 1977, translated by Black and Red, original text published as La societie du spectacle, 1969 Paris.^
    10. See www.theportable.tv^
    11. Debord, Guy, Introduction to a Critique of Urban Geography Published in Les Lèvres Nues #6, 1955^
    12. Interview with Martin Rieser for “Mobile Audience” January 2005^
    13. Manovich, Lev, Macrocinema :Spatial Montage www.manovich.net/macrocinema.doc)^
    14. Jorge Luis Borges, From “Of exactitude in science” in A Universal History of Infamy.^
    15. www.zemos98.org/festivales/zemos988/reclaim/jonah_brucker_cohen_eng.htm^
    16. www.urbantapestries.net^
    17. www-psych.stanford.edu/~bt/space/papers/tverskykimcohen99.doc.pdf^
    18. www.gla.ac.uk/departments/philosophy/Personnel/susan/JadeBellamy/proprioception.html^
    19. Paul Rodaway, Sensuous geographies: body, sense, and place, Routledge, 1994^
    20. Alberto Pérez-Gómez, Dwelling on Heidegger: Architecture as mimetic techno-poiesis www.tu-cottbus.de/BTU/Fak2/TheoArch/wolke/eng/Subjects/982/Perez-Gomez/perez-gomez_t.html^
    21. Juhani Pallasmaa, The Architecture of Image: Existential Space in Cinema, Rakennustieto Oy, Helsinki (2000)^
    22. Re:Positioning Fear featured during the third international Film and Art Biennale in Graz, Austria, a Relational Architecture piece transformed the courtyard façade of one of Europe’s largest military arsenals, the 350 year old Landeszeughaus. featured during the third international Film + Arc Biennale in Graz, Austria, a Relational Architecture piece transformed the courtyard façade of one of Europe’s largest military arsenals, the 350 year old Landeszeughaus.^
    23. Newgrange Burial chamber reveals haunting sound of past, Sunday Times, Irish Edition, (15th July 2001) see alsowww.orkneyjar.com/history/tombs/tombacoustics.htm^
    24. Sofaer, Anna, The Primary Architecture of the Chacoan Culture: A Cosmological Expression in Anasazi Architecture and American Design, edited by Baker H. Morrow and V. B. Price, Albuquerque, NM: University of New Mexico Press (1997)^
    25. Hughes, Bob Narrative as landscape. www.bobhughes.demon.co.uk/NasL.html (2004)^
    26. Sergei Eisenstein, Montage and Architecture, Introduction by Yve-Alain Bois, Assemblage, No. 10, December 1989, p. 116.^
    27. The Vision Machine by Paul Virilio BFI (1994)^
    28. Jeremy Hight, Narrative Archaeology, Streetnotes: Summer 2003] www.xcp.bfn.org/hight.html^
    29. Rieser, M, Zapp, A New Screen Media: Cinema Art Narrative BFI 2002, p.211 Martin Rieser, Understanding Echo, DA2 Commission, shown at Cheltenham Festival of Literature 2000, Watershed Media Centre, Bristol and ISEA2002 in Nagoya, Japan 2002 www.sof.org.uk/artists/martin_home.htmvision.mdg.human.nagoyau.ac.jp/isea/program/E/artists/a137.html,www.da2.org.uk/projects/echo.htm^
    30. Cubitt, Sean, Digital Aesthetics Sage (1998 ) p116-7

    Locative Narrative Projects

    http://www.terirueb.net/

    http://34n118w.net/34N/

    http://www.blasttheory.co.uk/bt/index.php

    http://proboscis.org.uk/projects/2000-2005/urban-tapestries/

    http://www.katearmstrong.com/artwork/ping.php

    http://www.timwright.typepad.com/kidmapper

    vispo/Futurist/Concrete: space and data in writing


    A modern art movement originating among Italian artists in 1909, when Filippo Marinetti’s first manifesto of futurism appeared, until the end of World War I. Futurism was a celebration of the machine age, glorifying war and favoring the growth of fascism. Futurist painting and sculpture were especially concerned with expressing movement and the dynamics of natural and man-made forms.

    Futurism was first announced on Feb. 20, 1909, when the Paris newspaper Le Figaro published a manifesto by the Italian poet Filippo Tommaso Marinetti.

    The name Futurism, coined by Marinetti, reflected his emphasis on discarding what he conceived to be the static and irrelevant art of the past and celebrating change, originality, and innovation in culture and society. Marinetti’s manifesto glorified the new technology of the automobile and the beauty of its speed, power, and movement. He exalted violence and conflict and called for the sweeping repudiation of traditional cultural, social, and political values and the destruction of such cultural institutions as museums and libraries.

    Futurist literature primarily focuses on seven aspects: intuition, analogy, irony, abolition of syntax, metrical reform, onomatopoeia, and essential/synthetic lyricism.

    Intuition – when the “creative spirit seems suddenly to shake off its shackles and become prey to an incomprehensible spontaneity of conception and execution”.

    Analogy – by creating a communion of two (or more) seemingly unrelated objects, the poet pierces to the “essence of reality”. The farther the poet has to reach in terms of logical remoteness is in direct proportion to its efficacy.

    Irony –”so old and forgotten that it looked almost new when the dust was brushed away from it. “

    Abolition of syntax—the constraints of syntax were inappropriate to modern life and that it did not truly represent the mind of the poet.

    Metrical reform—In order to break free of the shackles of meter, they resorted to what they called word autonomy”. Essentially, all ideas of meter were rejected and the word became the main unit of concern instead of the meter. In this way, the Futurists managed to create a new language free of syntax punctuation, and metrics that allowed for free expression.

    Onomatopoeia –There were four forms of onomatopoeia that the Futurists advocated: direct, indirect, integral, and abstract. The first of these four is the usually onomatopoeia seen in typical poetry, e.g. boom, splash, tweet. They convey the most realistic translation of sound into language. Indirect onomatopoeia “expressed the subjective responses to external conditions”. Integral onomatopoeia was “the introduction of any and every sound irrespective of its similarity to significant words”. This meant that any collection of letters could represent a sound. The final form of onomatopoeia did not reference external sounds or movements like the aforementioned versions of onomatopoeia. Rather, they tried to capture the internal motions of the soul.

    Essential/synthetic lyricism—In order to better provide stark, contrasting analogies, the Futurist literature promoted a kind of hyper-conciseness. It was dubbed essential and synthetic lyricism. The former refers to a paring down of any and all superfluous objects, while the latter expresses an unnatural compactness of the language unseen elsewhere. This idea explains where poetry became the preferred literary medium of Futurism and why there are no Futurist novels (since novels are neither pared down nor compressed).

    Introduction
    Mary Ellen Solt

    From Concrete Poetry: A World View (1968, Indiana University Press)


    The term “concrete poetry” is now being used to refer to a variety of innovations and experiments following World War II which are revolutionizing the art of the poem on a global scale and enlarging its possibilities for expression and communication. There are now so many kinds of experimental poetry being labeled “concrete” that it is difficult to say what the word means. In an article in THE LUGANO REVIEW (1966), the English critic Mike Weaver, who organized The First International Exhibition of Concrete and Kinetic Poetry in Cambridge in 1964, distinguishes three types of concrete poetry: visual (or optic), phonetic (or sound) and kinetic (moving in a visual succession). And he sees individual poems within these three classifications as related to either the constructivist or the expressionist tradition in art. The constructivist poem results from an arrangement of materials according to a scheme or system set up by the poet which must be adhered to on its own terms (permutational poems). In the expressionist poem the poet arranges his material according to an intuitive structure. Weaver’s definitions and classifications are most clarifying when applied generally; but when we are confronted with the particular text or poem, we often find that it is both visual and phonetic, or that it is expressionistic as well as constructivist. It is easier to classify the kinetic poem because it incorporates movement, usually a succession of pages; but it is essentially a visual poem, and its words are, of course, made up of sounds. We need only to look at Emmett Williams kinetic book SWEETHEARTS to see that it is possible to incorporate everything we have said about concrete poetry in this paragraph in one poem. Often concrete poems can only be classified in terms of their predominating characteristics.
    Despite the confusion in terminology, though, there is a fundamental requirement which the various kinds of concrete poetry meet: concentration upon the physical material from which the poem or text is made. Emotions and ideas are not the physical materials of poetry. If the artist were not a poet he might be moved by the same emotions and ideas to make a painting (if he were a painter), a piece of sculpture (if he were a sculptor), a musical composition (if he were a composer). Generally speaking the material of the concrete poem is language: words reduced to their elements of letters (to see) syllables (to hear). Some concrete poets stay with whole words. Others find fragments of letters or individual speech sounds more suited to their needs. The essential is reduced language. The degree of reduction varies from poet to poet, from poem to poem. In some cases non-linguistic material is used in place of language, in the plastic poems of Kitasono Katue, for instance, or in the “Popcreto” of Augusto de Campos, which is a Tower of Babel of eyes. But the non-linguistic objects presented function in a manner related to the semantic character of words. In addition to his preoccupation with the reduction of language, the concrete poet is concerned with establishing his linguistic materials in a new relationship to space (the page or its equivalent) and/or to time (abandoning the old linear measure).

    http://www.gardendigest.com/concrete/this.htm

    http://www.vispo.com/animisms/index.html

    The Oulipo - in full, the Ouvroir de Littérature Potentielle, or Workshop for Potential Literature - was founded in France in 1960 by the French author Raymond Queneau and the mathematical historian François Le Lionnais. Made up of mathematicians as well as writers, the group assigned itself the task of exploring how mathematical structures might be used in literary creation. The idea of mathematical structure was soon broadened to include all highly restrictive methods, like the palindrome and the sestina, that are strict enough to play a decisive role in determining what their users write. The most notorious example of this approach is Georges Perec’s novel, A Void,written without a single appearance of the letter e

    The appearance of Georges Perec’s Life A User’s Manual and Italo Calvino’s If On A Winter’s Night A Traveler, both exploiting Oulipian structures, did much to modify the general view, as did no doubt the distinction of the Oulipo’s membership. In addition to Queneau, Perec, and Calvino, it has included Marcel Duchamp, Harry Mathews, and Jacques Roubaud, together with many notable writers and scholars little known outside France and a number of mathematicians (such as Claude Berge) who are internationally famous within their profession.


    The book explores imagination and the imaginable through the descriptions of cities by an explorer, Marco Polo. The book is framed as a conversation between the aging and busy emperor Kublai Khan, who constantly has merchants coming to describe the state of his expanding and vast empire, and Polo. The majority of the book consists of brief prose poems describing 55 cities, apparently narrated by Polo. Short dialogues between the two characters are interspersed every five to tencities and are used to discuss various ideas presented by the cities on a wide range of topics including linguistics and human nature. The book structured around an interlocking pattern of numbered sections, while the length of each section’s title graphically outlines a continuously oscillating sine wave, or perhaps a city skyline. The interludes between Khan and Polo are no less poetically constructed than the cities, and form a framing device, a story within a story, that plays with the natural complexity of language and stories.

    Marco Polo and Kublai Khan do not speak the same language. When Polo is explaining the various cities, he uses objects from the city to tell the story. The implication is that that each character understands the other through their own interpretation of what they are saying. They literally are not speaking the same language, which leaves many decisions for the individual reader.

    The book, because of its approach to the imaginative potentialities of cities, has been used by architects and artists to visualize how cities can be,[1] their secret folds, where the human imagination is not necessarily limited by the laws of physics or the limitations of modern urban theory. It offers an alternative approach to thinking about cities, how they are formed and how they function.

    short excerpt:

    At times all I need is a brief glimpse, an opening in the midst of an incongruous landscape, a glint of lights in the fog, the dialogue of two passersby meeting in the crowd, and I think that, setting out from there, I will put together, piece by piece, the perfect city, made of fragments mixed with the rest, of instants separated by intervals, of signals one sends out, not knowing who receives them.

    Net Art and the Fireflies of Eternity

       by Jim Andrews  

    Imagine print without literature, just news and technical documentation,
    bills of lading, position papers, and so on.

    imagine the moving picture without art, just as surveillance and
    video-phone, etc.

    now imagine the net without net art.

    to many people, the latter is much easier to imagine than the former two
    dystopias. we have had literature for thousands of years and art has been a
    part of the moving picture since near its start in the nineteenth century.
    but net art has only been around since the early to mid 1990′s. about 17
    years, at this point, this being 2010. and the net is often treated as a
    spewing information pipeline that has to be managed and filtered for usable
    practical information often of a consumeristic nature. shopping information,
    banking info, calendar info, and so on. as an entertainment medium, it’s
    mostly used for videos, online games, news, email communication, and so on.
    not as a medium in which we seek out the art particular to the net. by ‘net
    art’ i do not ,mean video or degraded print, (per se, although they can be
    part of net art) but art specific to the net. that’s what i mean by net art.
    art that requires an internet connection and lives and breathes through a
    browser or because of its internet connection, if it’s a desktop program.

    what we lose with there not being as prominent an art of the net as there is
    of print and moving image is related to what we would lose were there not a
    prominent art of print or art of the moving image.

     

    some might object to that proposition. they might say that the net without
    net art is no more difficult to imagine than the telephone without telephone
    art. which is easy to imagine because the telephone hasn’t developed
    prominently as a medium for art. which isn’t to say that there
    haven’t been good telephone art projects. but name me five of them.

    the telephone has developed as a medium primarily for conversations between
    participating parties. we don’t dial up to listen to art, much. or
    participate in an art project when we are actually on the phone. there’s
    nothing to say we couldn’t. and perhaps we have, once or twice. still others
    will say that the art of the telephone is the art of conversation. which
    isn’t specific to the telephone but is certainly different via telephone, in
    important ways, than it is face to face.

    we imagine, then, a secret art of the telephone in which lovers and others
    really digging each other engage. often not recorded but enjoyed and
    remembered personally, just the two (or n) of them. a private art without a
    prominent public face. though telephone conversations and recordings play
    crucial parts, sometimes, in works of art for other media such as movies,
    drama, and music.

    telephone has not developed a prominent public art because it is so strong
    concerning private conversations. the possibilities for dial-up telephone
    art or interactive telephone art are completely overshadowed by the way we
    typically use the telephone, which is not a public art use or even an
    artistic use of any kind, for the most part. we have trouble with fiction
    and pretend, often, on the telephone. the stakes are different than in
    reading a book or watching art because of the element of trust and personal
    disclosure. to say nothing of fraud, which we also are quite familiar with
    from the telephone.

    the net is quite different from telephone, of course. it is not overwhelmed,
    currently, by live conversation. we have had many of them, over the net but
    it is by no means all we do over the net. the types of activities we engage
    in include writing, viewing visual information, listening to auditory
    information, responding to visual, sonic and written information, and a
    variety of media, interactive or not. the net subsumes several media at
    once. all broadcast media. and some broadcast that has not and cannot be
    broadcast otherwise. that’d be the net art and other net-specific
    broadcasts.

    the net also subsumes private broadcasting, narrowcasting. the
    telephone–even all forms of radio–even the CB, eventually–can be
    net-based. the network is the frequency or set of frequencies. and the
    frequency or frequencies can be channeled around the world.

    the net also subsumes certain dimensions of print culture. publications have
    a net component or are entirely net-based. the range is quite broad. the web
    site may simply be a desolate info booth, devoid of interest, or it may rock
    the universe in every way. it depends on the involvement in the net the
    publication has. artistically, financially, as a distribution mechanism and
    as a serious medium in its own right concerning content, the presentation of
    content, the definition of content, the media of it, the permanence of it,
    and so on. is it meant as entertainment or reference information or
    queriable service and/or store or news channel or personal blog or as a post
    within a larger network of sites one communicates with?

    also, individuals publish their work on the net. sometimes on their own
    sites, sometimes elsewhere. on journals, the sites of other individuals,
    into huge youtubish databases, and so on. the net is both about publication
    and communication. broadcasting and interaction. we are struggling to
    understand how this changes the nature of publication itself. and the nature
    of communication itself.

    one of the great powers of the internet is it’s ability to carry a broad
    range of media and modes simultaneously or individually. by ‘mode’, i mean
    its type of interactivities or lack thereof. by ‘media’ i mean sound,
    visuals, text, and moving images.

    it should be clear by now that the internet is going to play an increasingly
    important role in broadcast, narrowcast and communication media. and in
    knowledge storage and dissemination. and much else.

    consequently, an art of the net poetentially becomes too broad and diffuse a
    notion. the notion of ‘digital art’ is so vast it includes scans of photos
    of one’s cat posted to flickr. there can be no art form called ‘digital art’
    because ‘digital art’ is just any art that may even simply have been
    digitized from analog and shoveled unreflectively to the realm of bits and
    bytes. is ‘net art’, similarly, so broad as to not be a particular art form
    in itself?

    well, no, it’s not. different people look at it in different ways. my way is
    to specify an art in which the internet connection is crucial. whether for
    communication or the querying of databases (and the subsequent retrieval of
    dynamic information), or for other decisions relayed or processed
    meaningfully via the net. the art of the net is one of the most important
    envisionings of the possibilities the net holds concerning broadcast and
    communications media, publication, and the synthesis of media, arts,
    communication, technology, and science. the art of the net, ideally, is
    where we go to get and understand our most intense and fully realized
    visions of these possibilities–even when the art doesn’t seem to be about
    these things at all, sometimes. but of course we do not need to scratch too
    deeply to understand that every painting is, in some sense, about painting,
    every media work is about its medium, in some sense, to the degree that it
    uses its media/um in media-specific ways. in its ‘rhetoric of media’, then.
    and, more deeply yet, in its philosophy of media. stated or not. present or
    implied or vacuous, a vacuum filled by the activity of the media/um all over
    it like water over the swimmer.

    net art encapsulates not only our deepest visions of the possibilities for
    meaningful change via or partly because of the internet, but our deepest
    visions concerning who and what we become via the existence of the net and
    electronic networks more broadly. anything that involves important changes
    in who and what we are and how we live and enjoy life and learn and
    communicate and view and publish work is important for us to understand and
    explore with passion–if for no other reason, then because to understand
    these helps us know who and what we are becoming and maybe even already are.
    and where we are going. and just what it means to be alive in this
    particular age.

    that is an important part of what we treasure about the art of the past. the
    art of the past is one of our best ways of understanding life in the past.
    we wonder if net art will enjoy that sort of status in the future because of
    the issues of obsolescence of technology. will net art last long enough to
    have that sort of use to futurity? or will it be continually of the moment?
    firefly media of the moment that is burned quickly in the fire of
    techno-time.

    well, the jury is still out. certainly much, most, almost all will perish
    and does so, so far, about every decade as browser technology changes and
    networks expand into other, non-browser technologies and some protocols fall
    out of use, eclipsed by brighter suns. but some net art persists. it takes
    special engineering, often, a savvy knowledge of what’s a good bet to work
    with and what isn’t.

    the serious work will survive for some time. long enough to have that sort
    of use to futurity. we’re just not sure how far that futurity extends.

    but, you know, it’s never the thing beyond the grave that we want in this
    life. except if it be peace or happiness or a like reward. and it is our joy
    to find these in this life as we proceed. which is a way of saying that
    whether net art now has a use to futurity later is not the only criterion to
    measure its importance now. in fact, it’s a terrible criterion because we
    don’t know the outcome now. the more important issue is what it does for us
    now. and what it does for us now is help us understand the wired life now
    and where it is going and how that changes us. and that’s important to
    understand who we are.

    which implies that if net art fails as an art form then we lack artistic
    ways to understand who and what we are via the introduction of the internet
    into our worlds. this, in turn, would imply a sort of telephone-like usage
    of the media/um of the net, a failure of imagination in the presence of
    overwhelming homogenization of discourse. or a fundamental unfitness of net
    worlds to provide an environment that can support art.
    permanence/impermanence of media is a consideration. but so is monetary
    economy. let’s not forget that the monetary infrastructures that support art
    as business are crucial to non-digital and digital art alike. the economies
    of attention and valorization have strong ties to the monetary economies of
    print, visual art, music, and so forth. the circles of ‘high art’ typically
    have ties to the economic opportunities in the art. there is a sense in
    which art has nothing to do with art but with marketing, public relations,
    corporate or institutional sponsorship, friend networks, and other such
    factors which–more than the quality of the art itself–determine the
    standing of the art in society.

    net art has not been particularly prominent in ecommerce. quite the
    contrary. the idea is basically do what you love and the rest will follow.

    it doesn’t necessarily follow, of course, with any financial reward. this is
    a hurdle net art has to navigate by hook or by crook. currently it is a very
    tough proposition. net art has been a follower in this regard. the artists
    have not really developed good economic models. or have not followed through
    on them, when they have been imagined.

    i remember reading what a new york artist wrote about mail art. he said it was dead and wasn’t of much account as art. isn’t this sort of foolish attitude simply a consequence of mail art remaining at a distance from the galleries and a significant monetary economy? does his attitude have anything to do with the art itself or familiarity with it? not likely. the excitement people feel about art works or an art itself is often not about the art itself but the value of the art as commodity valorized, ie, marketed, in appealing ways. we like to think of art as the house of what really matters in life and relationships and thought and the meaning of life and the creation of beauty, truth, and justice. and it is, in important ways. but it is very much a house in this world, with all the troubles of other houses. will net art continue to exist as mail art does? basically outside the institutions? i think it’s fundamentally a question of whether it develops a significant monetary economy. it’s not fundamentally a question of the quality of the art itself.

    another impediment to net art is the depth of art experience it can support.
    what is the emotionally deepest flash work you’ve experienced? did it change
    your life? art needs to be capable of being taken as seriously as
    revelation. revelation and transformation are key aspects to our most
    important art experiences. firefly media might do it, but not likely. what
    is at issue here is the ability of net art to really help us understand who
    and where we are, as opposed to merely our being given caricatures and
    cartoons of existence–though they can be much more meaningful than we
    usually admit. but, still, it’s possible for media to lose or never find its
    way to our deepest experience. net art seeks its way to our deepest
    experience via the wire to inner worlds, outer worlds, and their
    interpenetration.

    net art must succeed for the internet to be as significant a human venture
    as print or cinema. for if it fails, that means we cannot really feel it and
    think in it in the ways we associate with art. and these are important to
    the ways we understand ourselves and the world, and come to be articulate
    and expressive and formulate what worlds we want to make now and for the
    future. the failure of net art would be a massive failure of imagination
    that would give unto the forces of dullness an unbearable lightness of
    media, too complete a capacity for forgetting, and a medium without an inner
    world.

    net art seeks the human in the post-human, the post in the human, the human
    in the post, and the post-human in the post-human. to know what it is to be
    human now, and wired. no net art means the wired is tired. a tired wired is
    wired working for the man, is corporate complete, is shop till long after
    you have dropped, is dronification wired to the grind of slaves, the energy
    of slaves, the no poetry zone, no imagination but in products, no ideas but
    in products, the triumph of consumerism and perfectly thoughtless media.

    accordingly, net art is important to the well-being and futurity of any
    possible wired world, and to our understanding of our current situation and
    capacities, even, as fireflies of eternity.

    so we see what we lose with there not being as prominent an art of the net
    as there is of print and moving image is related to what we would lose were
    there not a prominent art of print or art of the moving image. those
    distopian possibilities seem very remote, as possibilities, because the
    media have such rich histories attached to them that we see the very
    existence of print and moving image implying the growth of the artistic
    cultures that have grown up with the media of print and the moving image,
    respectively.

    will we have a similar sense of the richness of history of net art in a
    hundred years time? i think it will be a history fraught with more changes
    in the technology than we associate with the history of print or the moving
    image. so it will be more fragmented a history, consequently. the net art
    media species, as it were, will evolve and change and mutate in ways we
    associate with hyperspaces. but it will have known histories, nonetheless,
    contentious and mysterious, almost, as the present, for anyone who looks
    closely into the fire at the contradictions of even the moment of art.