Category Archives: Research

Second Front Interview Critique

I unfortunately could not attend the interview, so I wasn’t sure what content to expect when I started watching the recording of the interview. First thing I noticed was that all the members seemed much older than I expected. When I watched the Second Front pieces previously, from the use of non-sequitur humor and avatar’s appearance, I assumed that they were in their 30s or 40s. I felt a dissonance between my prior image of the artists and the artists themselves.

During the interview many topics were discussed such as virtual identity, collaboration, extent of third-space performance art, and politics within the Second Life service. I think listening to the members discuss about how much they put thought into their alter-ego added a context to how I perceived the performance pieces. When I watched them first, I perceived characters as cold and somewhat scary, because they were virtual, moved in certain way, and could not speak audibly. But realizing the real people behind these performance, somehow made me more interested in virtual performance arts. Bibbe talked about how having an avatar that’s transformable in anyway gave her an endless opportunity to become any character – and connected that to her personal medical issue of having dissociative personality. I thought this was really interesting, because although most members of Second Life do not have such condition, how disembodied are we from our real life personality when we are in third space? Not only when we use an avatar, but when we engage in any internet art? The issue of etiquette and behavior on virtual space arises, and I think this is the other factor that adds to the unlimited potential of virtual space performance art. Bibbe also mentioned when the group created avatars based on real life people at a symposium during the bank heist – this is stealing physical identity of a real person into virtual space. A physical reality is leaking into the virtual world.

Another funny point that was brought up, was how one member said he squatted at an American Apparel building on Second Life, and pretended to be a worker there. I think another attraction of Second Life is that the physical location does not set any social boundary as it would in real life, and sometimes this seemingly out-of-location-context situations lets us enjoy the performances. It’s almost like making a real life glitch come true in virtual space, and with more audience participants anything is possible.

I was surprised by how much thought and time was put into the collaboration between Second Front ideas and performances, and seeing the people behind the avatars made it easier for me to imagine my own possibility to create performances in virtual space.

Link to Second Front Interview

Research Critique: Second Front

Second Front is a performance art group that performs in the virtual space Second Life, consisting of 7 members; Gazira Babeli, Fau Ferdinand, Great Escape, Bibbe Oh, Lizsolo Mathilde, Man Michinaga, and Tran Spire. Each member is represented as an avatar in Second Life, an alter-ego per say.

While reading an interview with Domenico Quaranta and members of Second Front, it was interesting to see how avatars in simulation games were used to make performances. The concept of Second Life reminded me a lot about Sims (which I used to play quite often as a child), but with much more players involved. Just as it was entertaining to make your Sim avatar do ridiculous things in the Sim world, the Second Front members also perform things unimaginable in real world, and make it a performance art piece. An example would be how they robbed the bank in the Second Life – this is only cheered on and respected because it is in the game world.

Second Front robbing the bank performance art screenshot

I also saw Second Front performances as a parallel to how accomplishments in games are being celebrated with more values in recent days. Of course, there are online game YouTube streamers that have millions of viewers, but there are also game players who earn respect from building a certain graphic aesthetic in a game such as Minecraft.

Minecraft Screenshot by Iskillia

I would also like to bring attention to the fact that all the performers of Second Front comes from an art background. Second Front exists because artists who were using other mediums decided to come together and create art within the virtual space. I think there is increasing attention to cultural value of artifacts within virtual space in recent days, and I am excited to see how far more it will develop especially with advancement of technologies such as VR.

Second Front Webpage

Research Critique: Jennicam

Jennifer Ringley, a regular American girl studying at a university in Pennsylvania, started a live feed of her college dorm room when she was 19. The webcam set up in her room would send an updated image every 3 minutes onto the web. It attracted millions of visitors, as back in 1996 Internet was still new, and this kind of live exhibition into personal life was not yet a common occurrence on the web.

When asked where she got an idea for this on her website’s FAQ section, Ringley quotes

Initially I bought the camera to update portions of my webpage with pictures of myself. A friend joked that it could be used to do a FishBowl cam, but of a person. The idea fascinated me, and I took off with it. Initially the JenniCAM had an audience of half a dozen of my close friends, and it spread like wildfire from there.

In recent days, the live stream of animals are still common – showing deer trails, pandas, dogs, in their habitat. Ringley took an idea from live streaming of fish in their habitat, and applied it to her own life. 
Of course, many concerns regarding this conceptual art was the pornographic element to it. Ringley did not censor anything, and nudity was very common. Ringley was considered an exhibitionist, although there were many sociological interests on her relation to the internet through the webcam.

Screenshot of JenniCam Gallery

Victor Burgin suggests in his book The Remembered Film, that while the JenniCam served as a window to Ringley’s privacy from audience’s perspective, for Ringley the webcam was a mirror. She was not concerned about seeing who was watching her, and she replies as follows when asked about why she is giving up privacy:

Because I don’t feel I’m giving up my privacy. Just because people can see me doesn’t mean it affects me – I’m still alone in my room, no matter what.

This concept of solidarity while connected to thousands of people via web, is still present in our current society. In fact, it has become increasingly prevalent, especially with rise of social media, and our communications with others have been dominated by the Internet.

Although I am not sure how I personally feel about Ringley’s conceptual art, I could somewhat relate to her when I watched her interview with David Letterman. Creating a window for others to view your personal life can somewhat emphasize your presence, and assure your existence. In fact, we do this almost everyday now, whether through Snapchat, Instagram, or Facebook updates. Ringley’s extreme example of live streaming of her life can give us an insight to compare our own social media exhibitionist tendency to.

JenniCam Website

Research Critique: The World’s First Collaborative Sentence

The idea itself of the art piece is quite simple. Anyone through the web (the original version allowed participation via Fax and E-mail as well) could participate into the artwork, and the aim of the piece is to create a very long collaborative sentence from participation. The participants can write anything as long as they exclude period – while Davis prompts us to answer the question “Who are you?” the participant pretty much has all the freedom within the possibility of code.

The article by Connor “Restoring the ‘World’s First Collaborative Sentence” talks about how the project was “broken” at one point, due to use of Hangul during the Gwangju Biennale on a browser that does not support the characters. The representation of what was written remains – however, due to the infinite combination of hangul, the restoration is virtually impossible.

This was complicated by the fact that Hangul requires a double-byte character set (DBCS). Unlike Latin alphabets, in which each character represents a single letter and can be rendered with a single byte of data, Hangul characters can represent a combination of letters that form a syllable. Thus, the number of possible characters is far more numerous, and two bytes of data are required to display a single character.

Douglas Davis, _The World’s First Collaborative Sentence_, 1994–, conserved 2012. Historic version: HTML and CGI script; live version: HTML and PHP script. Whitney Museum of American Art, New York; gift of Barbara Schwartz in honor of Eugene M. Schwartz 95.253. Originally commissioned by the Lehman College Art Gallery, The City University of New York, with the assistance of Gary Welz, Robert Schneider, and Susan Hoeltzel

I didn’t quite expect the topic of this article – conservation of digitally performed art – because I always had a thought that anything digital are replicated, conserved, and infinite. How can something so simple like lines of text can be broken, that it cannot be fixed – when ancient paintings from 400 years ago are being restored at museums? This made me reflect on an interesting characteristic of digital art – essentially, it is lines of codes representing a text, image, or a video. And products on internet can be created from nothing but can also completely vanish if it’s deleted without a back up. I think this is an aspect of digital art that can be explored more – perhaps glitch art uses this concept to create something unexpected, imperfect and random, as I have experienced when altering the text code of a photo image.

In the terms of the artwork itself, the piece is actually continuing at present day. Anyone can participate online, and the artist’s instruction stays the same. I read some sections of the art piece and also participated. It is interesting to compare the 1994 original version and current version, because while the pattern remains the same (some repeat words and sentences many times, some swear, some sincerely answer the prompt, some gives arbitrary responses), but more participants of current version have figured out how to add coloured fonts and texts with embedded link. There are more photos in the current versions as well, and the content seems slightly more personal. In the original version, the participants would write “Hello!” “Have a good day!”, and in the current version people are telling their life stories and what happened in the past.

Douglas Davis, World’s First Collaborative Sentence, Current Version

World’s First Collaborative Sentence is not just the world’s first collaborative sentence, but it is a subtle record of people’s change in perception and use of third space in the past 20 years.

 

 

Research Critique on Bold3RRR

Image from ANIMATED GIF SELF-PORTRAITS: http://systemsapproach.net

If the real world is made up of combination of different elements and molecules, the cyber world is made up of codes – lines and lines of letters, numbers, and symbols that creates certain appearance on our phones and desktop. jonCates explores the concept of rebugging the glitch in codes, to translate the imperfect and raw sense of real world into the cyber world.

Watching jonCates’s Bold3RRR was at first confusing but an eye-opening experience. Using texts on the screen while navigating around the desktop, the video made us aware of what exactly goes on inside the system when we use our computer. Most exposers are only exposed to the interface, or the graphic representation of the computer system. With his “dirty new media” video, jonCates showed how rawness of the cyber world can be expressed through a glitch.

…dirtiness implies there is a human quality in new media, that it is not perfect, it’s not sterile, it’s not removed from real life, but it contains its imperfections, it’s impurities, in a way, it’s organic qualities, that get closer to our “wet” lives, rather than our binary ones.

Glitch Expectations: A Conversation with jonCates By Randall Packer – 28/01/2015

Another recurring theme of the Bold3RRR video was the concept of time. When we watch a live feed video, we think we are experiencing real time – however this is not the case. Almost always there is a lag, or a glitch in the feed. In the cyber world the concept of “real time” no longer exists, but uploaded online to be altered, edited, and re-arranged.

To end the critique I want to bring attention to discussion between jonCates and Packer, regarding fetishisation of glitch vs fetishisation of slick look of corporate design.

“thnxxx @sterlingcrispin, my work is an axxxual process of: #glitch #fetish #noise #dirty #newmedia from a #humanist #perspective.”

– jonCates in réponse to a comment made by Sterling Crispin

Maybe counter to the world that we live in today with our corporate environment, in which the technology companies encourage a fetish with the slick, clean design of technology.

– Randal Packer, Glitch Expectations: A Conversation with jonCates By Randall Packer 28/01/2015

I think it is important we become aware that the design in cyber world we see everyday, is a result of choices and favoured fetishisation of certain aesthetic. I see a recent trend within the youths to appreciate the glitch aesthetic – perhaps this is the new idea of authenticity we are driving towards, the appreciation of d1Ɍ+y̶ ̶N̶3WWW_M3DI∆.

Image from http://gl1tch.us/GlitchArt-wit-jonCates.html

Link to jonCates Website

Research Critique: Hole in Space and Welcome to ‘Electronic Cafe International’

Sculpting and expressing our identities through another medium has been a human-specific phenomenon since the beginning of history. From cave paintings to portraits, and writing letters to auto-biography, we have been using a medium to imprint our subjectivity for others to see. Galloway and Rabinowitz’s “public communication sculpture” work Hole in Space was one of the first works that explored human communication through the medium of video chat.  This artwork showed the possibility of completely different ways of communications and expression, when audience can present themselves on camera to others, in real time audio and video connection.

In designing such spaces, we look not only at their qualities and aesthetics, but how people interact when they are disembodied and their image is their “ambassador”. A virtual space creates social situations without traditional rules of etiquette.

“Welcome to ‘Electronic Cafe International’: A Nice Place for Hot Coffee, Iced Tea, & Virtual Space” (1992) Galloway and Rabinowitz

Unlike video chat in 2017, the audience of Hole in Space could not see themselves projected on the screen, but only saw the people from other side of the country on screen. So it was not an attraction to images of themselves that caused crowds to gather in front of the screen, but the curiosity and willingness to socialise with others in a considerate geographical distance. Strangers, friends, and families communicated through the “hole”, with considerately less formality.

Hole in Space 1980
Photographed by Galloway Kit; Rabinowitz Sherrie

In 1980, it must have been an innovative idea to be able to informally communicate with others through a medium – an ability to bring different cultures, ethnicities, and communities together. As Galloway and Rabinowitz write about the Electronic Cafe International;

When you can make Yee contact and establish a creative relationship with someone, you usually want to meet and touch them. At first people talked informally over the network, then created something together, and in many cases, ended up arranging in-person meetings.

“Welcome to ‘Electronic Cafe International’: A Nice Place for Hot Coffee, Iced Tea, & Virtual Space” (1992) Galloway and Rabinowitz

This is an interesting discovery in the early age of Internet communication, as it cycles back to the way we use anonymous online communities to develop real-life relationships. With the Internet, the users are always active. We participate, sculpt, and form new relationships. Internet is not a mere medium where an artist expresses messages to passive audience.

Galloway and Rabinowitz raises an interesting point at the end of their essay, regarding their wish for people’s autonomy on use of the Internet – that corporations can no longer deny access to information and socialisation to the people if the people can utilise technology correctly. With today’s increasing commodification of Internet culture however (such as advertisement on SNS, Internet News), we must once again be aware of our relationship with the Internet. It is up to us to choose how we use the Internet creatively – we can be a passive consumer of information on Internet, or active participant to express ourselves.

About Galloway and Rabinowitz

Works by Galloway and Rabinowitz

Research Critique: Here Come the Videofreex

A shot at a Catskills farmhouse in “Here Come the Videofreex,” a documentary directed by Jon Nealon and Jenny Raskin. Credit Long Shot Factory

Looking at the group photo above, what are the thoughts that comes up to mind? Indie, hippies, maybe even musicians? Videofreex, known as a pioneer for social broadcasting, was essentially a group of like-minded youths driven by passion for video. The group was born during the wave of activism from the 1960s to the 70s, and tried to capture numbers of demonstrations and strikes happening around them without modifying the narrative of the subjects as much as possible.

So what made them different from the traditional television broadcasting also present during this time? Broadcasting at the time required viewers to be the passive audience. Each station had their own narrative not necessary the same as the subject filmed, and it was a one-to-many form of communications. Videofreex however, revolutionised broadcasting by pirating their own TV station. After moving to a small town in upstate New York called Lanesville, they began recording the local community, interviewing their neighbours, and involving the town’s daily activity in their shows. Suddenly, Videofreex station was accessible and could be participated by the audience, and relevant in their personal lives. Viewers were now not the mere subject of corporate intentions, but an active participant in broadcasting.

This idea of active participation and many-to-many communication leads back to social broadcasting performed in recent times. With live broadcasting applications like Twitch, Facebook live, and Youtube live feed, viewers is able to interact with the creators, and creators  responding to the viewers within the live video. The authentic and personal feel social broadcasting gives is becoming increasing popular in current world. Perhaps through the Videofreex in the film, we are looking at the future of television broadcasting; collective participation to the content from the entire community.

Skip Blumberg – Here Come the Videofreex!

Links:

Bios – Freex after Videofreex

Mary Curtis Radcliff Website (Former member of Videofreex)

Skip Blumberg Website (Former member of Videofreex)