Virtual Insanity

[On Social Broadcasting: A Communications Revolution]

 

|| During the Art of the Networked Practice 3-day (or night) symposium that took place from 29th-31st March 2018, I got to listen to very insightful speakers and witness before my very eyes how far art has grew simultaneously with technology. It is amazing to think how unfathomable all of these works would have been way back when the social broadcasting tools and platforms were just made available.

Groups like Videofreex were filming using the Sony Portapaks to create simple films, who would have thought how far this form of art could come?
https://videofreex.files.wordpress.com/2011/09/img_2520.jpg

 

Since then, social broadcasting has been used as a medium by artists to explore how communication and interaction between people can be altered through it. Annie Abrahams mentioned about how this change is not necessarily better or worse, but rather, just different. In her keynote speech, Maria Christochatzidolou (MariaX) questions the development of social broadcasting art by sharing a myriad of examples of works that use social broadcasting to push the boundaries of art even further.

 

MariaX giving her keynote speech on Telematic performances and the ways they have experimented with and changed the way people communicate.

For one, social broadcasting changes the way we perceive interactivity.

MariaX introduced the concept of the use of technology to bring people together into the same ‘Space-time continuum’, where people can transcend geographical boundaries and be brought together over the metaphysical ‘Third Space’ (coined by Randall Packer). This greatly enhances the opportunities for collaboration and allow more artists to practice the art of Do-It-With-Others (or DIWO), advocated by groups like Furtherfield and Blast Theory.

Throwback to our lesson about Furtherfield where we discussed how it hosts artists in a community that allows for the exchange of ideas between people of different expertise, producing fresh and creative ideas, a successful product of DIWO.

Together with DIWO came the concept of giving up the ownership of the performance partially, if not fully to audience members, such that they had the power to influence the outcome of it. One example of this is Kit Galloway’s and Sherrie Rabinowitz’s ‘Hole in Space’, which was part of their satellite art projects in collaboration with NASA. People from different cities were pulled together into the same metaphysical space through the ‘hole in time’ and the way they responded was completely unrehearsed, as with how some of them even started to organise meetings with their family or friends.

MariaX defined the interactivity of social broadcasting as ‘the performer being affected by the audience, and the audience affecting the performer’.Annie Abraham’s Entanglement Training performance was also a far cry from a passive delivery, rather, performers (some of which she has never met) were able to work alongside her.

 

Annie Abrahams and her co-performers whose actions were slightly rehearsed but nevertheless completely unpredictable and out of her control during the performance itself in Entanglement Training: Ensemble.

In the case of the symposium, I was participating in the act of DIWO literally just by typing in the chatroom. The performers were able to interact with the online audience and this allowed for a collaborative act of helping each other understand the works and the intentions behind them. Essentially, this flattens out the hierarchy between performers and audiences and changes the way we perceive artists to work and interact with their audiences (contrary to the idea that artists worked in isolation in their own studio space).

 

Next, social broadcasting has changed the expectations of human interaction as new dynamics are introduced with this new medium.

Social broadcasting nevertheless allows us to be hidden behind our screens in a safer environment that in real life where physical confrontation is a possibility. We discover this and over time, we find ourselves trying to paint the most ideal picture of ourselves online, trying to polish our ‘Digital Identity’, which is a re-imagination of ourselves, and our tele-presence projected into the ‘Third Space’.

 

xXxtra.Princesses’ use of Snapchat filters to paint an idealised picture of themselves as a digital entity.

In actual fact, the use of the Third Space encompasses the technical issues such as connection that come with it. To have the ‘Third Space’ in co-existence and seen in totality with the local and remote spaces would be to also accept the faults that comes with it, just like how we do not act in a perfectly rehearsed manner in real life, for that would be way too unnatural (the word in itself suggests that it is not characteristic of a living creature).

 

Arcangel Constantini also showcased one of his newest projects ‘bakteria.org’ that makes use of technical fault as a style, with the noise distortion soundscape and code glitch as a font type that gives rise to a unique and recognisable style. His little bacteria illustrations also represent how information is spread across the Third Space just like how bacteria spreads amongst people.

 

 

Annie Abraham’s works are quintessential to this very theme. In Entanglement Training – Ensemble, her co-performers followed her protocol to read out the latency in their connections, indicating how all of them are never really existing in the exact same moment in the Third Space, which may be a state which technology could ideally bring us to. However, she makes the latencies the very subject of her work and in turn explores the beauty of this imperfection of the medium to create a rhythmic, choreographic performance that really enchants the viewer.

 

 

“one millisecond”. “138”

“Excellent”

“Status”

“Connection status”

 

Annie Abrahams’ works are about the ‘sloppy’ side of people online and the intimacy between people. She likes to trap her co-performers in a state of ‘No Exit’ such that they are forced to expose their “messy and malleable” sides, prominent in her other works such as The Big Kiss and Angry Women. This shows how the digital medium is far from perfect and by making these faults the main subject of her works, we are continuous exposed to them and they are more normalised. In this way, we learn how to accept and embrace these imperfections more.

Annie Abraham’s work shops with our class!! We learned how it felt like to be following a protocol and it was surprisingly a lot harder than I thought because we could not rehearse any timings with our groupmates and we just had to give up control and let whatever happen happen naturally. This liberating effect was really enlightening and now I really appreciate Annie’s works even more than ever.

 

As the saying goes: ‘to err is human, to forgive is divine’. Then, following this train of thought, artists that work around the concept of the fault in human behaviour and technical glitches have already achieved a certain level of divinity. They have the power to change the way we anticipate the way our interactions online will proceed, and encourage us to embrace these imperfections as part of our newly established communication medium.

 

Last but not least, social broadcasting changes the way we want our new form of interaction to grow towards. 

 

After being aware of these faults and learning how to embrace them, where do we go from there?

 

With a new world comes new laws to maintain some sort of order. New morals and ethics will arise and they will definitely be different from that of the real, physical world. MariaX brings up the issue of “Telematic Abuse” experienced by a performer where although her physical body was not abused, the abuse was directed towards a fictional existence of her real corporal body. How will we define laws that resist this sort of acts? Can they even be counted as legitimate abuse? These are definitely new questions that will arise as we continue to develop in telematic arts.

 

During the symposium, the ethics of respect was questioned when audience members were conversing in the chatroom while the performance was ongoing and apparently some people thought it was rude was others did not. Whereas, it is expected that people stay silent when watching a performance in real life since they are occupying the same space and may affect the performance.

 

During the performance of
#exsanguination, the audience members were discussing about the significance of the leeches in the performances.

 

Social broadcasting also gives people the ability immortalise a moment, as seen in from works like Ant Farm’s Blast Theory. This can be wielded as a tool to call for action by the wider public. We can see this in The Pixelated Revolution 2012 by Rabih Mroue, where a victim continues to film a sniper who is hunting him down and eventually shoots him. The very fact that he does not stop filming shows that he believes that the recorded video will be able to serve as a form of evidence later on. The way that we use this form of evidence is even prevalent today in court legislation.

Telematic Dreaming by Paul Sermon allows the artist to interact with audience members within the intimacy of the bed space. Whether the same social norms and rules apply to this situation is still largely unexplored.

 

 

 

Station House Opera also staged At Home in Gaza and London (2016) which  also uses the technique of ‘dissolving’ to impose two images together to form a mutual performance space, where people could occupy each other’s’ homes, streets and social spaces, such that it focuses on the situation of people in Gaza, contrasting storytelling of Gaza versus theatre in America. This highlights the political isolation of people in Gaza and acts as a coping mechanism with the temporary relief of technology for them.

 

 

In conclusion, social broadcasting has revolutionised the way we communicate. It has changed our perception of interactivity, our expectations of interaction on this new medium and the direction where we want these new developments to head towards. Whether we like it or not, the ‘Third Space’ has already invaded and influenced our real world; whether we want to maintain its position as a partially isolated platform, separate entity, or continue to learn about it and embrace its faults to assimilate our physical world with the Third Space seamlessly is up to us to decide. We must continue to seriously consider the limitation of each form of interaction and find a way to strike a fine balance so that we can enjoy the best of all spaces.

 

 

Resources:

————–

Keynote Maria Chatzichristodoulou, artist Annie Abrahams, and artist Matt Adams/Blast Theory
 
Jon Cates / Chicago performance
 
Annie Abrahams performance
 
Keynote Matt Adams / Blast Theory
 
Social Broadcasting
 
The Symposium Website also has program information and participant bios
Bakteria.org by Arcangel Constantini: http://bakteria.org/
MariaX interviews Annie to gain insight to her work:

Annie Abrahams. Allergic To Utopias

Hell Hath No Fury Like a Woman Scorned

[ On S O C I A L  B R O A D C A S T I N G ]

|| In Angry Women (2013) by Annie Abrahams, female participants had their webcam screens lined up in a 4×3 grid and vocalised their anger in front of the camera. This entire project involved 24 participants, and none of them knew each other.

 

 

Having previously done a research critique on The Big Kiss by Annie Abrahams, I was really interested to see what Angry Women was all about.

 

 

 

Watching this video was pretty unsettling for me, and probably to others too and there’s a reason why.

 

When on social media, we send messages out to our friends, coupled with emotions embedded in our messages. Sometimes, it is also broadcasted to the public, not just our friends. Either way, we are likely to curate an image of ourselves online via these multimodal messages, and more often than not, create an idealised version of ourselves.

 

The emotion of anger is seen as a rather negative emotion since it implies conflict between two or more parties. Following this understanding, it is only logical to conceal our angry sides online. Now this may seem a bit contradictory to the proliferation of rants in online posts, but is definitely different in the sense that we are still somewhat hiding behind anonymity and not showing our faces, which also partially equate to our real identity.

 

In Angry Women, these participants were strangers but had to reveal their faces to each other, leading to them being a little cautious at the start.

 

” It was tough and courageous, but we are moving on 🙂 – very interesting and tumultuous.

We are still struggling to express our anger and we also still have difficulties to co-construct in this situation of lonely  togetherness. It’s exciting and sometimes overwhelming to try to transgress one’s limits.”

– from http://bram.org/angry/women/

 

 

In fact, research has shown that people regularly suppress anger in order to maintain healthy and successful social relationships. [1] Only by being in this space curated by Annie Abrahams under a ‘No Exit’ situation could they take some time to fully unleash their fury (much like She Hulk transformations, which is terrifying to watch).

[She Hulk] https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQ2Ts4BGs6efsafq1h7yVsVXw6n5HFV1aIcdOCD4jMOVuRmwr4Abw
Exploring anger as an unglamorous side being exposed also parallels how Annie Abrahams works her way around and embraces  glitches on the more technical side of this medium, as seen from how she turns a malfunctioning webcam into an artistic expression. [2]

” So instead of dwelling on the frustrations of the network connection, she finds inspiration, and perhaps more importantly, she sets up compelling situations that allow her and others to make critical observations about connection and disconnection. “

– Randall Packer

 

Since Annie Abrahams has a background in biology, she uses social broadcasting as a tool for investigating and testing out hypotheses that she forms about human behaviour. In Angry Women, the 4×3 grid is a curated  ‘Alone Together’ [3]  setting whereby participants are able to see each other all at once over the ‘Third Space’ (as coined by Randall Packer), and since it is a continuous take, they have to deal with the situation of “No Exit”, where they are forced to reveal unglamorous sides of themselves that they would normally unconsciously avoid doing so to others. [4] This social situation would not be possible without the aid of technology and social broadcasting capabilities.

Perhaps by learning how to embrace our ‘sloppy’ sides online, this could transform parasocial relationships into much more genuine ones in the future.

 

 

Resources:

[1] Riet, Jonathan Van’T, Gabi Schaap, and Mariska Kleemans. “Fret Not Thyself: The Persuasive Effect of Anger Expression and the Role of Perceived Appropriateness.” Motivation and Emotion42, no. 1 (2017): 103-17. doi:10.1007/s11031-017-9661-3.

[2] Randall Packer, Disentangling the Entanglements, Art of the Networked Practice Online Symposium Website

[3] Turkle, Sherry. Alone Together: Why We Expect More from Technology and Less from Each Other. New York: Basic Books, 2017.

[4] Annie Abrahams website: http://bram.org/angry/women/

 

When will my online biography show who I am inside?

|| The term Digital Identity refers to the way that an individual chooses to present and depict themselves in online and digital communities (the Third Space). An individual’s digital identity is largely curated by themselves in order to portray themselves in a favourable manner.

In Eric Erikson’s fifth stage of psychosocial development individuals start to question their identity and personal values starting from adolescence, and henceforth embark on a life-long journey to resolve their ‘identity crisis’. The Internet allows individuals to experiment with self-identification in a virtual space, serving as a tool or platform for individuals to satisfy their innate curiosity. [1]

 

In his article in “Facebook and Philosophy”, Wittkower suggests similarly that:

“Facebook gives us the same richness of interaction because it, too, fails to determine the meaning of our relationships and communications.”

In other words, the customisability of online social media platforms gives people space for creativity to invent new meanings out of any content posted, thus creating new content identifiable with the self. All the seemingly meaningless things that we post onto our profiles contribute to our digital identity and shape this indefinitely aberrating form in different ways. [2] We are able to put up whatever we want to define ourselves, even if it is an idealised image.

Facebook offers users the opportunity to curate their digital identity by providing information about themselves, and using multimodality to accessorise their pages.

The absence of a social context also liberates us from shaping our output such that it conforms to a particular social situation; this gives us freedom to post whatever we want, whenever we want online.

 

In Carla Gannis’ solo exhibition “Until the End of the World”, she explores technology as a medium to depict herself in a virtual context as a character model.  [3]

“Gannis’s process the work should be understood as a conscious interplay between portraitist, portrait and the camera itself. “

With the use of augmented reality in a virtual space, the possibilities for depicting the self visually are endless. This contrasts the mundanity of the image of self in real life in the sense that we are not able to portray what goes on in our minds, as part of our identity in totality. Others are only able to perceive what they see of you.

 

The idea of using the Internet as a tool to better express ourselves is also evident in the gaming realm, where the virtual re-embodiment of players through self-extension and self-aggregation allow them to build a whole new identity that is idealised, yet closely related to who they are in real life. [4]

Massively Multiplayer Online Role-Playing Games (MMORPGs) like World of Warcraft (WOW) have character customisation screens that allow players to edit the features of their characters to their liking.

 

In conclusion, we utilise the Internet as a platform to explore the idea of self. Even though our potrayal of self online may be idealised, there is, to a certain extent, an inherent undeniable truth about who we are in real life, echoing the idea of how technology is an extension of ourselves in an online “global village” (McLuhan).

 

Resources:

[1] Images, Self-Images, and Idealized Identities in the Digital Networked World: Reconfigurations of Family Photography in a Web-Based Mode by Luc Pauwels (Universiteit Antwerpen, Belgium).

Pauwels, Luc. “Images, Self-Images, and Idealized Identities in the Digital Networked World: Reconfigurations of Family Photography in a Web-Based Mode.” In Digital Identity and Social Media, ed. Steven Warburton and Stylianos Hatzipanagos, 133-147 (2013), accessed March 04, 2018. doi:10.4018/978-1-4666-1915-9.ch010

[2] Wittkower, D. E. (2010). “Facebook and Philosophy: What’s on your Mind? A Reply to Facebook Critics,” Popular Culture & Philosophy

[3] Until the End of the World, Carla Gannis. http://carlagannis.com/blog/prints/until-the-end-of-the-world/

[4] Online identity construction: How gamers redefine their identity in experiential communities.

PINTO, DIEGO COSTA, et al. “Online identity construction: How gamers redefine their identity in experiential communities.” Journal Of Consumer Behaviour 14, no. 6 (November 2015): 399-409. Business Source Complete, EBSCOhost (accessed March 4, 2018).

[5] McLuhan, Marshall. Understanding Media: The Extensions of Man. Cambridge, MA: MIT Press, 1964.

Is this burning an ETERNAL FRAME?

|| The Eternal Frame (1975) is a videotaped reenactment of the assassinated of John F. Kennedy’s assassination by Antfarm which seeks to draw attention to the power of the mediated image.

 

Antfarm is a collective of radical artists founded in San Francisco in 1968 by Chip Lord and Doug Michels (1943-2003) that sought to rebel against the conformative style of art in their time and build a community of artists that vigorously experimented with new forms of art.[1]

 

http://kadist.org/wp-content/uploads/2016/04/ant-farm-eternal-flame-2.jpg

 

In an Interview with Chip Lord by Randall Packer over the Third Space Network stream, Chip Lord mentions that John F. Kennedy’s death was the first televised American tragedy ever, and Eternal Frame sought to explore the power of the media to immortalise such a historical moment and ingrain it into the minds of people by converting a real-life event into a processed memory via the media. [2]

 

 

In another interview about The Eternal Frame hosted by Constance Lewallen (2012), Doug Halls states that he resonates with Jean Jacque-Rousseau’s view that something cannot be true until it’s fictionalised, and the interpretation of a memory aberrates as it is constantly reappropriated throughout time, which is possible if an event is immortalised in a digital form. [3]

 

” I think that idea of you kind of grasping to it and extricated into your time, then in the act of doing that, certain truths disappear but other ones begin to emerge.”

– Doug Halls

 

 

Taking the achievements of past post-modern art movements like Constructivism and Futurism to a greater level, Antfarm’s fearless venture into different media and experimenting with different spatial contexts allowed them to successfully added new layers of meanings in their artworks that allowed them to make political and social statements.

 

 

Resources:

[1] Constance Lewallen, Still Subversive After all These Years

[2] Interview with Chip Lord: https://vimeo.com/257224713

[3] The Eternal Frame, hosted by Constance Lewallen: https://vimeo.com/53734504

The More We Get Together

Doing It With Others (DIWO)

 

|| The noble venture by Furtherfield into establishing and investing in a common space that facilitates the sharing of ideas and execution of projects among artists has reaped the benefits of social practice in art.

Furtherfield – Finsbury Park, London
https://www.furtherfield.org/wp-content/uploads/2017/04/Plan-your-visit-600×400.jpg

Before the proliferation of Open-Source culture, artists were seen as solitary creators who worked for their own gain, as in with the case of BritArt which led to a limited development in the field of art (mentioned in Ruth Catlow and Marc Garrett “Do it With Others (DIWO): Participatory Media in the Furtherfield Neighborhood,” 2007):

:

“It degraded and smothered artistic discourse by fueling a competitive and divisive attitude towards a shrinking public platform for their practice and the representation of their work.”

Furtherfield provided the opportunity for artists to start co-curation, such as in E-mail Art on Netbehaviour.

 

Mail box showing Netbehaviour contributions to DIWO Email Art project 2007
https://www.furtherfield.org/wp-content/uploads/2012/05/diwo_mailbox.png

 

This tore down the notion of the artists having a mandatory role of curating the entire viewing experience themselves, rather, it involved viewers to take ownership as well. In class, we explored the act of co-curation with our Collective Body project, where each of us could determine the order of photo upload in order to create the artwork in its entirety.

Flickr – Collective Body microproject

The exchange of ideas also led to technological experimentation as a new medium. Projects like Hole in Space by Kit Galloway and Sherrie Rabinowitz, and Telegarden by Ken Goldberg make use of real time technology to allow people to interact across a Third Space, and also give up ownership of the result of the artwork to the audience, making their outcomes inclusive, unpredictable and ultimately genuinely interesting.

Telegarden by Ken Goldberg

In class, we tried our hands at creating art via the Third Space in our Tele-stroll and Telematic Embrace projects. By negotiating and compromising, we are able to create a digital connection across screens.

Telestroll micro-project: Journey to the East/West done with Francesca. We had to collaborate off-screen to come up with a plan to execute before performing the piece on Facebook live.
Telematic Embrace project: Onscreen Cross screenshot. Our class had to agree on who was going to be part of the cross, and if so, how were their hands going to be aligned on screen.

 

With a conducive space for conversation, Furtherfield artists took the liberty to create projects like Plantoid by Okhaos that utilises the Blockchain system and Harvest by Julian Oliver that explored technology as a medium to get viewers from the public to be conscious about nature and rethink our relationship with technology. These are issues that our generation faces and such artworks allow the current generation to ‘connect with issues in their time’, which, as mentioned by Marc Garrett in his lecture, is one of the strongest virtues of being an artist.

Plantoid (2015) by Okahos

 

Harvest by Julian Oliver. Making use of wind energy to power up graphics cards without burning up the ozone.

In conclusion, the concept of DIWO empowers artists with the capability to break the artist-viewer hierarchy, explore new mediums and better allow the public to connect with their work and the issues we face today.

 

Resources:

 

Like, Favourite and Subscribe!

|| Hello World! (2008) by Christopher Baker is a audio-visual wall installation that comprises of over 5000 videos taken from social media websites like Youtube, Facebook and MySpace. Each of them are a personal video recording from an individual to an imaginary audience (vlogging = video + blogging). The collective motley of voices that results can either seem meditative or overwhelming to viewers who choose to dwell and immerse themselves in the experience.

 

Hello World! (2008) by Christopher Baker.
URL: https://www.youtube.com/watch?v=J9mhAEMu7io

Since cameras have been incorporated into mobile devices, increased ownership of the latter would also mean an increase in possession of a camera. Coupled with the increased accessibility to the Internet, more individuals now have the power to participate in social sharing online.

 

“Some forms of computer-mediated communication can lower barriers to interaction and encourage more self-disclosure (Bargh, McKenna, & Fitzsimons, 2002; Tidwell & Walther, 2002); hence, these tools may enable connections and interactions that would not otherwise occur.”

– NB Ellison, The Benefits of Facebook “Friends”.

Hello World! fundamentally displays the innate need for social sharing in humans. This behavioural pattern can also be observed in Murmur Study, another work by Christopher Baker, which materialises the abundance of status updates which exist online which may not be directed to anyone in particular.

 

Christopher Baker laments that the experience of social sharing may not be totally reciprocal since people are not taught to be good listeners as well. If we manage to achieve a considerable balance, perhaps more beneficial collective actions can be born from online conversations.

 

Resources:

  1. http://christopherbaker.net/projects/helloworld/
  2. The Benefits of Facebook ‘‘Friends’’: Social Capital and College Students’ Use of Online Social Network Sites
  3. http://christopherbaker.net/projects/murmur-study/
  4. Murmur Study video: https://www.youtube.com/watch?v=fMtDoS2Ab0s

So Near Yet So Far

||        The Big Kiss (2008) is a 3 hour live webcam networked art piece by Dutch Performance artist Annie Abrahams, where Annie and her co-performer are physically separated from each other and have themselves perform the act of kissing recorded separately.

 

Annie Abrahams and her co-performer sitting separately, orientated in different directions while performing. The only space where they meet in on the split screen that hosts the live webcam feed simultaneously.

 

In a interview with Randall Packer on Third Space Network’s Networked Conversations, Annie Abrahams observes that there are two main reactions to the performance: either fascination by the eroticism that can be evoked without physical interaction, or awkwardness as a bystander who is witnessing this bizarre dissected makeout session of 2 strangers. She explains that the product of this artwork is not the live performance itself, but rather the meeting with her co-host (who was a completely stranger), and the process of discussing what to do in the performance. While performing The Big Kiss, both performers had to visualise pictures in their head and ‘draw’ it out with their tongues, mimicking the action of French kissing.

 

Randall Packer interviews Annie Abrahams and dicusses about her various artworks focused on human interaction and intimacy on a digitalised platform to experiment. https://thirdspacenetwork.com/annie-abrahams/ Big Kiss discussion around 42:30 mark

Annie Abraham’s attempt to expose the ‘sloppy side’ of people (or as we call ‘unglamorous side’) in spontaneous performances like this online juxtaposes the glossed image of online personas that we present to strangers who chance upon our profiles online. In the context of love and intimacy, there are dating applications that people turn to to find love, such as Tinder, Lively and Hinge.

Tinder is a dating platform whereby people attempt to find a partner by sieving through their online profiles and pictures. Tinder is said to entertain the idea of a Snapchat-style video function.

 

The limitations of these applications are that people can only form “parasocial relationships” (Internet and Emotions by Tova Benski, 2013) with others, since the only information they have is someone’s profile page, and the only people they interact with is the other party’s online persona. They are never in touch with each other’s true personality; rather they are attracted to the illusion that someone has created of themselves in this “egalitarian cyberspace” (Love Online by Aaron Ben-Ze’ev, 2004), with all the ‘unglamourous’ sides filtered out.

 

The Big Kiss effectively draws a parallel to this social situation and presents it in a compressed, physical performance that emphasises society’s simultaneous desire and fear when it comes to physical intimacy. Perhaps more could be done to thrust the the online world into reality so that people can begin to rediscover the experience of sharing physical space and touch again, rather than being enclosed in our own “magic circles” (Benski,2013).

 

Resources:

  1. The Big Kiss (2008) by Annie Abrahams [5 minute version] https://vimeo.com/2070207
  2. Annie Abrahams – Networked Conversations https://thirdspacenetwork.com/annie-abrahams/
  3. Tinder https://tinder.com/app/login
  4. Bensky, Tova, and Eran Fisher. Internet and emotions. New York: Routledge, 2014.
  5. Ben-ZeT̤ev, Aharon, and Madiha. Love online. Lahore: Sabih Publishers.

Exp Int Readings #01: Open-Source Thinking

|| O N   O P E N S O U R C E T H I N K I N G ||

 

//              Before the advent of the Internet, creators had their works protected by laws such as the Seldon and Ford copyright patents that helped to uphold the ownership of their works by legal means and prevent idea theft. An absolutist propriety code could be exploited by larger and more powerful companies or individuals (as with the Microsoft and Gates mentioned in Sida Vaidhyanathan’s essay Open Source as Culture-Culture as Open Source,) limiting the concentration of expertise to themselves.  The limitations placed on idea sharing resulted in inefficient economic decisions. True ownership over material is also difficult to determine since “No one fully owns a book”, as Michael Walman says in his ‘Handbook on the Economics of Copyright’.

 

The introduction of open-source culture (OSC) by groups like Linux, liberated the restriction on human intellect capital by encouraging creators to give up ownership of their works completely or partially; in order for open collaboration and peer production to thrive. While licenses still exist to partially protect the intellectual property of creators, they promote the sharing of material in order to inspire and give birth to more innovative derivative information goods. With OSC, the notion that creators are solitary workers is no longer valid since it provided an opportunity for artists to utilise avant-garde platforms that transcended the physical boundaries of an artist. Such works, such as The Shredder, Glyphiti utilised the ‘metamedium’ that the platforms provide and incorporated interactivity, such that the participants or audience could determine the outcome of the artwork, instead of the artist, as showcased in Randall Packer’s article on Open Source Studio.

 

The code for the Linux operating system kernel was given away for free and has given rise to many distributions like the Steam OS (gaming) and Ubuntu (mobile devices) that support a myriad of software.

 

The Shredder by Mark Napler (mentioned in Randall Packer’s article) disrupts the format of a website and gives the audience ownership over this work since the participants are able to choose the website that they would like to enter to ‘shred’. Also, the webpage being ‘shredded’ is displayed in real-time, as such, the results of the ‘shredded’ websites will always differ, making each outcome a unique creation by the participant.

http://www.potatoland.org/shredder/shredder.html

 

This online interactive artwork ‘Glyphiti’ by Anthony Deck features a wall of glyphs. Each glyph can be freely altered by any visiting person to their liking. The aggregation of all the personalised glyphs then form the entirety of the glyphiti (much like how graffiti is done on actual walls in real life). I personally left my own pac-man drawing there.

http://artcontext.org/glyphiti/docs/index.php

 

Resources:

(1) Vaidhyanathan, Sida (2005) “Open Source as Culture-Culture as Open Source,” The Social Media Reader. New York: New York University Press, 2012

(2) Packer, Randall, Open Source Studio, IEEE Spectrum, 2015

(3) http://www.potatoland.org/shredder/shredder.html

(4) http://artcontext.org/glyphiti/docs/index.php

(5) Watt, Richard, eds. Handbook on the Economics of Copyright: A Guide for Students and Teachers. , (Cheltenham, UK: Edward Elgar Publishing, 2014)doi:

(6) What is Linux? by The Linux Gamer: https://www.youtube.com/watch?v=tFFNiMV27VY