Revolutionary Revolution?

When it comes to social broadcasting, we can see the many changes that it has come to adapt and grow throughout the years. Many artists have experimented with the medium, using it to produce works and attempting to push the boundaries where it involves a greater audience and it becomes a work which encourages active interaction. Although it may seem like there are plenty of explorations done with social broadcasting already, I still see the potential of going further, using social broadcasting as a platform to connect with the possibility of this third space evolving into something as common as the first space for everyone.

It is important to trace back to the history of social broadcasting to show the progress that was made thus far. It dates back to artist challenging the norm of traditional television broadcast as referenced from Randell Packer’s blogpost titled Social Broadcasting: An Unfinished Communications Revolution. There was a sentence which I particularly liked and thought it was truly revolutionary for that idea to be generated. He mentioned that the exploration has resulted in participatory work, leading to changes to the definition of ‘broadcasting’.

“Broadcasting not as a monologue, but as a dialogue.”
-Randell Packer’s blogpost titled Social Broadcasting: An Unfinished Communications Revolution.

The idea of a dialogue rather than a monologue meant that more than one person would be involved and this was rather intriguing to think about. An example would be the Wipe Cycle by Frank Gillette and Ira Schneider, which allowed the audience to immerse themselves in their video installation and influence the work with their participation. This concept of being more than just a one-sided way of conveying information was really new and it was a thought that was never pondered upon. This gave the audience a fascinating experience that they never had before. From there, the concept kept expanding and this was crucial to the further advancements that were made from there. Another crucial change to note was also Videofreex, a pioneering video collective, which eventually examined the idea of interaction through their work whereby they hacked the television channels and promoted communications amongst the audience.

“This simple exchange of homespun programming essentially transformed the medium of television into an interactive medium of two-way social broadcasting.”
-Randell Packer’s blogpost titled Social Broadcasting: An Unfinished Communications Revolution.

In order to sum this up, I quote from Randell Packer about how the notion of broadcasting shifted, and it became far more interactive than it was before.

Moving on, I would like to bring in points mentioned from Maria Chatzichristodoulou in the symposium on the first day. She talks about works which makes use of broadcasting to create collaborative art, mentioning works from various artists, to highlight how the idea of being live at the same moment with others allows active transmission of ideas and also records the ability of both parties to respond at that moment.

She talks about ‘Hole in space’ by Kit Galloway and Sherrie Rabinkwitz which was previously discussed in class. It was a public communication sculpture where a large screen was situated in two different countries each, allowing people from the two different locations to meet and communicate. They showed excited responses because it was captivating that this kind of broadcasting was possible. This piece is definitely evident of how social broadcasting allowed high levels of audience participation and relies heavily towards the interactivity in the work.

Another work by Paul Sermon called ‘Telematic dreaming’ also shares the same concept. Two strangers were allowed to interact, despite one being on a screen and the other on a real bed. Conversations went on between the two parties as they engage in social broadcasting.

Annie Abraham’s work titled ‘Shared Still Life’ involves sharing the third space with others on their webcams to show the happenings in reality. It explores communication and exchange of ideas with others in real life, about how it may not be fully comprehensive.

“This was a piece about connectivity that was as fully functional in connectivity’s absence, as it was in its presence.”
-Maria Chatzichristodoulou, If not you not me. Annie Abrahams and life in networks.

I would also like to mention about the Station house opera at home in Gaza and London work in 2016. This piece allowed artists to occupy each other homes and social spaces for them to wonder over how life would be if they were in the same space together while live streaming in the process. This allows interactivity between the two parties as if they were physically next to each other in the space.

These examples really stretch to present collaborative art forms making use of social broadcasting to make the most out of it. Continuing, the performance by Annie Abraham during the symposium also projected her usual style of testing the limitations and presenting it on her social broadcast performance itself. The project titled “Online En-semble-Entanglement Training” starts with her team saying latencies and the word ‘excellent’ with a covered screen.

Start of Annie Abraham’s performance with covered screens

Numbers were constantly thrown out and the screens were revealed.

Screens get shown

There was silence then followed by sounds such as humming, clapping  and sounds which seemed to come from the clicking of the tongue. This continued to actual sounds that sounded like ‘ah’, along with some noises from the dripping of water and the harmonica.

Objects started to be shown as the sounds of harmonica plays in the background

The different individuals then started to make comments whereby some were repeated. Examples of the comment includes

“Take me to your leader”
“I’m sorry I’m afraid I can’t do that”
“The machine repeats when its told”
“What’s the point, you belong to devices”
“Being perfect is kind of constant”
“Resistance fully supports you as our leader”
“어디야?” (where in korean)

After this, the cameras show all the members’ face, with their eyes closed as they stop reciting the comments. They also had their earpieces on, as if they were imagining this whole performance in there head and are now listening.

Screens show their faces with their eyes closed, silence observed
All screens went out one by one, leaving Helen as the last one left

One by one, they opened their eyes and shut their cameras off until only one member was left, and the performance ends. Apparently the protocol given for the part where the different members threw out comments was to choose 15 political phrases each. The performance showed how different individuals would interact without any interference with her rather general protocol instructions and also how Annie Abrahams played with the possible obstacles in the process.

“We all have one subject, in fact. Mine is communication and the difficulty to communicate at all. Everything I do is around that.”
-Annie Abrahams

As mentioned by Annie, she makes use of the online platform to perform negotiation and working along the interruptions in the third space to produce a work that displays human interaction socially with others, allowing us to reflect upon the essence of this third space.

Going back to the point where I believe that the potential of social broadcasting can be pushed, I want to mention about Blast Theory which was shared by Matt Adams in the second day of the symposium. Blast Theory is a group which focuses on creating interactive art such as performances and interactive games, with great emphasis on the participation part on the audience.

For their work “Kidnap“, it involves kidnapping audience who had granted prior permission for this action to be carried out and keeping them for 2 days in their secret room, with a live webcam in the rooms for the audience to interact with the online users.

“Once you put a bag on your head, it all becomes very real”
-One of the member from the audience who was kidnapped

This created an experience for the audience who were kidnapped because it felt very realistic as they combined performance with this concept of social broadcasting since it was not an actual kidnap.

Their game called “Uncle Roy all around you” was also a rather interesting piece since it combines social broadcasting with the structure of a game. It involves interaction between street players and online players to eventually find Uncle Roy. Both the street players and online players have to work together and converse in order to solve the game. The game eventually also ends of with a question to the players, “Do you want to meet a stranger?” and this brings confusion as to whether it is a serious question since it feels like it is part of the game, hence playing with the relationships created as they get involved in the work. For a general idea of the game, click here .

I particularly like this work because I feel that this work is the epitome of a breakthrough in explorations of the concepts of social broadcasting. This incorporated both social broadcasting and gaming together so perfectly since games was a good approach to allow interactions between different parties. In comparison to social broadcasting where the interactions only involve communicating, I feel like bringing the idea of games into this would make social broadcasting a lot more enjoyable since it feels like there is a mission to complete together with the other parties.

Discussion about Blast Theory works

To conclude, I do feel that the idea of social broadcasting is constantly being challenged and pushed by artists. Communications via the third space are constantly altered to fit into different categories, hence I believe that social broadcasting can reach out to even more areas which can bring a new light to social broadcasting itself.

ANGRY WOMEN

The performers are so occupied by their interactions, that they don’t have time to negotiate their image as they normally would on the Internet and so, almost without being aware of it, they show their vulnerabilities and doubts, their messy and sloppy sides, their “hidden code”.
-Annie Abrahams, Trapped to Reveal – On webcam mediated communication and collaboration

Annie Abrahams is a Dutch performance artist who focuses on video installations and internet related performances. She is particularly interested in portraying and expressing the idea of how performers are incapable of controlling their actions, or maintaining their social identity in the artwork.

In Angry Women, she got a group of women to vent their frustrations in front of their own webcams but on a platform with other strangers. In the video, the women can be seen talking at one point, then screaming and shouting. The timing as which this occurs to different individuals on the webcams varies however. They are alone together, and angry together.

Annie Abrahams intent on disentangling the entanglements in order to better understand the nature and quality of the third space environment we increasingly find ourselves in.
-Randell Packer, Disentangling the Entanglements

I felt like what Professor Randell Packer said about Annie Abraham’s work really reflected the nature of the piece. We are constantly putting out this face that we want to be seen online unknowingly and Annie Abraham’s work serves to exactly force the performers to express their true identity on camera and to disclose our true inner personality.

Who Are You?

I feel like there is just so much to say regarding our digital identity because it is something so relevant to us right now in this time and age. We all hide behind social media platforms with an identity that we put forth on the web for everyone all around the world to see.

If we choose how we present ourselves, and we choose who we present ourselves to, don’t we risk just falling into a collective just-so-story about who we are and what we ought to believe? This is why so many of the chapters to follow are about authenticity in various forms—authentic selves, authentic relationships, and authentic communities.

D.E. Wittkower (A Reply to Facebook Critics)

How do we truly know someone if all we might know of them is only a part of them that they choose to show? What is worse is that the part that they show might not even be close to who they are because that is just how free we are on online platforms, we have the power to decide whatever we show!

In Carla Gannis’s work ‘Until the End of the World’, she questions about the hybrid nature of identity, of how our identity online and offline intersect in this time and age. The creation of the video was inspired by a film by Wim Wenders where a woman is addicted to watching her dreams in a small handheld device, hence Carla Gannis converts it to be more applicable to the current age to discuss about the digital identity politic issues. In the video, imagery of the mobile phones can be seen and there is some sort of narration that goes on in the background to narrate the changes as time passes from year 4545 to 5555 to 6565 and so on.

screenshot of the video from Carla Gannis
Source: http://carlagannis.com/blog/prints/until-the-end-of-the-world/

There was this particular scene which I felt was quite thought-provoking to me. The phones are buried on the ground and it resembled tombs on a cemetery and I wondered if this was meant to convey the message that we are all trying to portray a certain side of us online that we bring it to our ‘deathbeds’ because that is how we want people to remember us as. Then again, this is just something that came across my mind haha!

Cadillac Ranch It Up

Source: https://www.moma.org/collection/works/118206

Cadillac Ranch (1974) is an installation commissioned by Amarillo billionaire Stanley March 3, and created by the Ant Farm. The Ant Farm is a group of artists and architects from San Francisco which produced experimental artworks. Ant Farm uses different art forms such as architecture, performance, sculpture, installation and graphic design while documenting all these  on camera in order to spread critical criticism about the American culture and mass media.

About the artwork itself, Cadillac Ranch shows 10 Cadillac vehicles of different models, buried halfway into the mud in a straight row, at an angle similar to the angle of the Great Pyramid of Giza. The 10 different car models serve to show the changes in the tail-fin from 1949 to 1963. The cars were however vandalised with spray paint as they were left there, but Ant Farm would regularly go back to repaint the cars.

Source: http://amarillo.com/news/local-news/2014-06-29/cadillac-ranch-turns-40

“Ant Farm presented a wonderful alternative model where you can love cars and critique them, where the assassination of JFK can be deconstructed, celebrated, and shuddered at, where private passions and public issues can hit a kind of merge lane”

It was to talk about materialism and fame as well, a homage to the rise and fall of the tail-fin as an icon of postwar American consumer excess. The purpose was to make a statement about innovation in a technological era, the American dream and the ridiculousness of consumerism. The founder of Ant Farm, Chip Lord, had a particular fascination for the Cadillac tailfin as a design motif of American futurism, utopianism, desire, seduction and pure style. What initially was meant as a roadside art piece was cleverly tweaked in its meaning to represent the values of the American society.

DIWO

I’ve heard of DIY (Do-It-Yourself) so many times unlike DIWO (Do-It-With-Others), so when I was first introduced to the concept of DIWO, it seemed like something almost impossible to achieve. Imagine a huge group of people contributing their ideas all at once, I can only picture a chaotic mess. However, I was given the opportunity to look into Furtherfield, which changed my mindset entirely. Furtherfield is a non-profit organisation started by Marc Garrett and Ruth Catlow, whereby they create an online platform for individuals all around the world to work together to create something extraordinary. Unlike the DIY culture that focuses solely on the individual, DIWO stresses on the importance and significance of collaboration and sharing amongst different creatives. Making use of free and open software technology, they create a platform to expand one’s creativity by establishing connections with others.

Due to the introduction of open source technology, artists are able to better themselves and their works through a more elaborate research in collaboration with other artists.

-Randell Packer, IEEE POTENTIALS’s article

As I’ve mentioned before about open source, DIWO also shows relation to that. Rather than working alone, artists are able to discuss concepts with others and go through the process with others.

Screenshot of my social broadcasting video Source: My social broadcasting video

Going back to the first ever micro-project that we did, it shows how we can make use of the third space to converse with other people who may not be physically with us, hightlighting the possibility of interaction between individuals at different locations and different timezone.

From Telematic Embrace micro-project
Source: Taken from my phone

Bringing back some concepts from our micro-projects which I thought were appropriate to this idea of DIWO, similar to the telematic embrace project, DIWO provides a sense of intimacy and hence encourages the sharing and negotiation between users to create a piece of work with their collaborative efforts. DIWO allows effective communication amongst different parties, raising their awareness towards others.

Hello World installation
Source: http://christopherbaker.net/projects/helloworld/
Screenshot of the flickr group uploads
Source: OSS
Screenshot of the adobe connect with Marc Garrett
Source: https://vimeo.com/255880481

Although I was unable to attend the adobe connect on the actual day, I did look through the recorded video and found some points mentioned by guest Marc Garrett which I thought was extremely familiar and relatable. Quoting from Marc Garrett, he mentioned that DIWO is a “collective experience” and that it becomes a challenge of working with others, rather than only about ourselves. Individuals are also given the freedom to explore. These pushes an outcome of “Art for a better society” as mentioned by Randall Packer, allowing artists to venture outside their comfort zone and explore with different materials to create something new unlike their usual style, making full use of the advantage of working with others. The collaborative effort will in turn allow them to create outstanding unique pieces of work like the plantoids with BlockChain, as mentioned by Marc Garrett.

Plantoid, a Blockchain technology where different plants are created due to a combination of different interactions by different people
Source: http://okhaos.com/plantoids/

 

 

Hello World!

A photo of the installation piece
Source: http://christopherbaker.net/projects/helloworld/

Hello World! is a work by artist Christopher Baker where he compiles over 5000 videos of different individuals speaking to an imagined audience from their private spaces onto a single screen as an installation to talk about participative media and the human desire to be heard. He is inspired by the interconnectivity present in our world today, where we might be alone in our own spaces but yet we can be together on this online platform. The viewers can either listen in to each speaker or just be immersed in the cacophony.

The artist wants to discuss about how technology created the existence of social media platforms which functions as a medium for people to share their views with the world, while expressing concerns as to if this ‘third space’ is really providing a suitable platform for them to actually be heard. He wants to focus on the concept of a third space and how it gives people the idea of their presence being noticed. The individuals in the videos continue sharing their opinions with the idea that there are people paying attention to them. However, this makes the third space of the social networking platform seem very one-sided in a sense that although individuals are given the opportunity to share their opinions, their opinions are not essentially heard by everyone else. This brings to a discussion as to if these platforms are social if they do not effectively provide a response to all the opinions voiced out.

Installation in the gallery
Source: http://christopherbaker.net/projects/helloworld/
The entire work in the gallery, one can imagine how chaotic it must be to hear each individual with their own opinions
Source: http://www.strozzina.org/identitavirtuali/e_baker.php

Grand Theft Avatar?

The moment I received this assignment, I went ahead to watch the video Grand Theft Avatar by Second Front. To be honest, I was completely lost in the video because I could not understand what was going on in the video. Upon researching and re-watching the video a couple of times, I think I am able to gain a better understanding and appreciation towards the work. The video Grand Theft Avatar was a work created by this group called Second Front, which uses the software of a game called Second Life to create life in this virtual world. In the video, the characters mimicked members from the ‘From Cinema to Machinima’ panel, robbed the ‘Lynden Treasury’ then freed the money and left on hydrogen bombs.

Second Front freeing the lynden currency
Source: Grand Theft Avatar video https://www.youtube.com/watch?v=RoHctMuI_HU

Second Front wanted to explore the virtual reality of the third space and this work was an experimentation by Scott Kildall to produce a work using the Second Life software as an emerging cinematic form. I feel like in a sense it is quite interesting as the work showed the possibility of a creation of a space where different people from all around the world are able to interact online. At the same time, it also opens up a world where everything is literally possible, such as the scene where the characters sat on hydrogen bombs.

Virtual identity of Scott Kildall on a hydrogen bomb
Source: Grand Theft Avatar video https://www.youtube.com/watch?v=RoHctMuI_HU

The third space is a multifarious web of connections for all who inhabit and explore and share its dimensions.

-Randall Packer, The Third Space

This proves that there are no restrictions to this third space and everything nonsensical can be explored, unlike having rules in the real world to hold us down, providing the experience of a tangible virtual world.

Open Source Culture Summary

Let’s talk about open source! Source: http://geezam.com/linux-open-source-technologies-benefits-jamaica/

The concept of open source is a relatively new concept which was a remarkable change away from the traditional methods of creative world production. The introduction of open source gave way to much more brand new possibilities that were not explored given the traditional medium and way of sharing. Open source allows and promotes the interaction from people all around the world to alter or to make up a piece of artwork to give the work another level of depth and creativity. From the IEEE POTENTIALS’s article by Randall Packer, he mentioned that due to the introduction of open source, artists are also able to better themselves and their works through a more elaborate research in collaboration with other artists. In relation to production, works are not necessary about making money through it but more of a social process to actually encourage social interaction with others to view and evaluate to improve the work. It becomes like a platform which appears to be a blank canvas and everyone will be able to work on it collectively, producing something so unique like a shared masterpiece.

Several people can come together to generate ideas for a work Source: https://www.linkedin.com/learning/teamwork-foundations

However, from the essay on Open Source as Culture/Culture as Open Source by Siva Vaidhyanathan, he mentioned about some issues caused by the concept of open source, one of them being the copyright issue. Copyright was meant to help to stimulate creativity by limiting the rights but now with the rise of open source, it seems like it would be harder to enforce copyrights for just a single individual for a piece of work.

Risk of stealing of ideas Source: http://www.howdesign.com/design-business/business-issues/intellectual-property-copyright-issues/